Skyrider Sword (Greater)

Level 1932,000 gpWeaponBulk 2UncommonLegacy

1d12S/P·Martial·Sword·Two-handed

Runes +3, greater striking, greater shock

This +3 greater striking greater shock greatsword has a broad, flat blade that can support the weight of a Medium-sized or smaller wielder. Magic allows the weapon to soar through the air, carrying its wielder along with it.


Activate command

Requirements You're holding the sword in at least one hand


Effect You leap upon your sword as it soars through the air. You gain a fly Speed of 25 feet or your land Speed, whichever is slower, but you can't Strike with your weapon except via the weapon's other activation (see below). You can Dismiss the activation, and it ends automatically if you cease holding the weapon with at least one hand.

Effect: Skyrider Sword


Activate ◆◆ Interact

Requirements You are riding on your weapon


Effect You ride your weapon into a foe, attacking it as you fly past. You Fly, making a melee Strike with the weapon once at any point during your movement.

Traits

Air

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

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.

Versatile P

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.

Critical Specialization (sword)

The target is made off-balance by your attack, becoming off-guard until the start of your next turn.