EclipseWeapon 8
Source Pathfinder #146: Cult of Cinders
Damage 1d4 Piercing
Type Martial
Price 450 gp
Weight light
This +1 Returning striking cold iron starknife has an ornate central grip that depicts a silver dragon, the neck, wings, and tail of which wrap over and around the handle in knots to support the weapon's four cold iron blades. While the handle is polished to a mirrorlike shine, the blades of Eclipse are a flat black and entirely unreflective. Eclipse is also the portal key required to activate Dreamgate at Alseta's Ring.
Whenever you score a critical hit with Eclipse, the target creature's eyes are plunged into darkness; if that creature doesn't have darkvision, it is blinded for 1 round.
Activate command
Frequency once per day
Effect Eclipse's blades glow like starlit night sky, causing it to shed light as a torch until you deactivate it as a single action, which has the concentrate trait.
Activate envision
Frequency three times per day
Trigger You attempt a Stealth check to Hide or Sneak, but you haven't rolled yet
Effect You absorb light, gaining a +2 status bonus to the Stealth check.
Traits
A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.
AgileThe 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.
DeadlyOn 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.
EvocationEffects and magic items with this trait are associated with the evocation school of magic, typically involving energy and elemental forces.
FinesseYou 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.
LightLight effects overcome non-magical darkness in the area, and can counteract magical darkness. You must usually target darkness magic with your light magic directly to counteract the darkness, but some light spells automatically attempt to counteract darkness.
MagicalSomething with the magical trait is imbued with magical energies not tied to a specific tradition of magic. A magical item radiates a magic aura infused with its dominant school 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.
ThrownYou can throw this weapon as a ranged attack. A thrown weapon adds your Strength modifier to damage just like a melee weapon does. When this trait appears on a melee weapon, it also includes the range increment.
VersatileA 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.