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  1. Objects

+1 Ghost-Touch Rapier

Weapon

Damage 1d6 P; Bulk 1
Hands 1
Category Martial
Group Sword


The rapier is a long and thin piercing blade with a basket hilt. It is prized among many as a dueling weapon.

It has a potency rune, giving you +1 on attacks to hit.

Ghost Touch Rune

The weapon can harm creatures without physical form. A ghost touch weapon is particularly effective against incorporeal creatures, which almost always have a specific vulnerability to ghost touch weapons. Incorporeal creatures can touch, hold, and wield ghost touch weapons (unlike most physical objects).

Traits

Deadly d8:

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.

Disarm:

You can use this weapon to Disarm 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 (if any) as an item bonus to the Athletics check. If you critically fail a check to Disarm using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure. On a critical success, you still need a free hand if you want to take the item.

Finesse:

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.