Hell's Judgment

Level 1610,000 gpWeaponBulk 2UncommonRemaster

1d10S·Martial·Polearm·Two-handed

Runes +2, greater striking, flaming

Access A character who is a member of the Hellknights has access to this weapon.


These massive +2 flaming greater striking guisarmes are bestowed only upon the most loyal and renowned Hellknight paravicars, especially those who have distinguished themselves in the service of the strict laws of the organization.


Activate—Flames of Phlegethon ◆◆ (concentrate, divine, manipulate, unholy)

Frequency once per day

Effect You strike the ground with your axe, tearing open a one-way rift to the fourth layer of Hell in a 30-foot line that spews a curtain of hellfire. All creatures in the area take 6d6 fire damage and 6d6 spirit damage (DC 37 reflex save) before the rift vanishes.

Traits

Fire

Effects with the fire trait deal fire damage, or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a connection to magical fire.

Magical

Something with the magical trait is imbued with magical energies not tied to a specific tradition of magic. Some items or effects are closely tied to a particular tradition of magic. In these cases, the item has the arcane, divine, occult, or primal trait instead of the magical trait. Any of these traits indicate that the item is magical.

Reach

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.

Trip

You can use this weapon to Trip with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Trip using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.

Critical Specialization (polearm)

The target is moved 5 feet in a direction of your choice. This is forced movement.