Orb Shard
1d6P/S·Martial·Sword·One-handed
Runes +3, striking
A shard of the Orb of Gold Dragonkind resembles a pointed length of crystal about the size and shape of a shortsword without a hilt. It functions as a +3 striking shortsword that deals 2d6 extra damage to dragons.
Each orb shard within 60 feet of the flawed orb of Gold Dragonkind increases the save DC against the orb by 1; thus, if all 13 remaining orb shards are in this area, the save DC against the flawed orb increases from DC 30 to DC 43. A talented spellcaster or crafter can integrate an orb shard back into the flawed orb to make this DC increase permanent.
Destruction An orb shard is extraordinarily resilient, but it can be damaged or even destroyed by mundane attacks (Hardness 40, HP 50, BT 25). It has weakness 30 to the Breath Weapons and Strikes of gold dragons.
Traits
The multiple attack penalty you take with this weapon on the second attack on your turn is -4 instead of -5, and -8 instead of -10 on the third and subsequent attacks in the turn.
Items with this trait are artifacts. These magic items can't be crafted by normal means, and they can't be damaged by normal means. Artifacts are always rare or unique.
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.
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.
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 target is made off-balance by your attack, becoming off-guard until the start of your next turn.