Polarizing Mace
1d4B·Simple·Club·One-handed
Runes +1, striking, shock
Even grasping the amber handle of this +1 striking shock light mace makes your hair stand on end.
Activate ◆◆ (concentrate, manipulate)
Frequency once per day
Requirements The wielder of a grounding spike is within 30 feet
Effect A great surge of electricity connects your paired weapons. All creatures in a line between you and the wielder of the grounding spike take 4d12 electricity (DC 24 reflex).
Special The polarizing mace pairs with the Grounding Spike .
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.
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.
You can use this weapon to Shove 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 Shove using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
You knock the target up to 10 feet away from you. This is forced movement.