Grounding Spike
1d6P/B·Martial·Spear·Two-handed
Runes +1, striking, thundering
Metal caps the bottom of this +1 striking thundering dancer's spear and its point gives off the faint smell of ozone. If you hit a target that has been struck by a polarizing mace within the last round, you deal additional electricity damage to the target equal to the number of grounding spike 's damage dice. If you critically hit such a target, the creature is Off-Guard until the start of your next turn.
Special The grounding spike pairs with the Polarizing Mace .
Traits
You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn.
You can use your Dexterity modifier instead of your Strength modifier on attack rolls using this melee weapon. You still use your Strength modifier when calculating damage.
Natural attacks with this trait can be used to attack creatures up to the listed distance away instead of only adjacent creatures. Weapons with this trait are long and can be used to attack creatures up to 10 feet away instead of only adjacent creatures. For creatures that already have reach with the limb or limbs that wield the weapon, the weapon increases their reach by 5 feet.
This weapon makes wide sweeping or spinning attacks, making it easier to attack multiple enemies. When you attack with this weapon, you gain a +1 circumstance bonus to your attack roll if you already attempted to attack a different target this turn using this weapon.
A versatile weapon can be used to deal a different type of damage than that listed in the Damage entry. This trait indicates the alternate damage type. For instance, a piercing weapon that is versatile S can be used to deal piercing or slashing damage. You choose the damage type each time you make an attack.
The weapon pierces the target, weakening its attacks. The target is clumsy 1 until the start of your next turn.