Radiant Lance
1d8P·Martial·Spear·Two-handed
Runes +2, greater striking, flaming, holy
Material silver
When wielded in battle, these silver lances blaze with light. A radiant lance is a +2 greater striking Holy Flaming silver lance .
When wielded in battle, the radiant lance sheds bright light in a 60-foot radius.
On a hit against an undead creature that is specifically vulnerable to sunlight, the lance bursts with a brilliant flash of light, and that undead must attempt a DC 35 fortitude save. If the attack was a critical hit, the undead uses an outcome one degree of success worse than the result of its saving throw.
Success The undead is unaffected.
Failure The undead is Slowed 1 for 1 round.
Critical Failure The undead is slowed 1 for 1 minute.
Activate ◆◆ command, Interact
Frequency once per day
Effect You point the lance at a foe and call out, firing a beam with the effects of a 7th-rank Holy Light.
Traits
On a critical hit, the weapon adds a weapon damage die of the listed size. Roll this after doubling the weapon's damage. This increases to two dice if the weapon has a greater striking rune and three dice if the weapon has a major striking rune. For instance, a rapier with a greater striking rune deals 2d8 extra piercing damage on a critical hit. An ability that changes the size of the weapon's normal damage dice doesn't change the size of its deadly die.
This magic comes from the divine tradition, drawing power from deities or similar sources. Anything with this trait is magical. A creature with this trait is primarily constituted of or has a strong connection to divine magic.
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.
Effects with the holy trait are tied to powerful magical forces of benevolence and virtue. They often have stronger effects on unholy creatures. Creatures with this trait are strongly devoted to holy causes and often have weakness to unholy. If a creature with weakness to holy uses a holy item or effect, it takes damage from its weakness.
The weapon is suited for mounted combat with a harness or similar means. When mounted, if you moved at least 10 feet on the action before your attack, add a circumstance bonus to damage for that attack equal to the number of damage dice for the weapon. In addition, while mounted, you can wield the weapon in one hand, changing the damage die to the listed value.
[table]{"columns":[{"key":"c0","label":"Levels of Light","align":"left"},{"key":"c1","label":"Description","align":"left"}],"rows":[{"c0":"Bright Light","c1":"In bright light, such as sunlight, creatures and objects can be observed clearly by anyone with average vision or better."},{"c0":"Dim Light","c1":"Areas in shadow or lit by weak light sources are in dim light. Creatures and objects in dim light have the Concealed condition, unless the seeker has darkvision or low-light vision, or a precise sense other than vision."},{"c0":"Darkness","c1":"A creature or object within darkness is Hidden or undetected unless the seeker has darkvision or a precise sense other than vision. A creature without darkvision or another means of perceiving in darkness has the Blinded condition while in darkness, though it might be able to see illuminated areas beyond the darkness. If a creature can see into an illuminated area, it can observe creatures within that illuminated area normally. After being in darkness, sudden exposure to bright light might make you Dazzled for a short time, as determined by the GM."}]}
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.
The weapon pierces the target, weakening its attacks. The target is clumsy 1 until the start of your next turn.