Ghost Charge (Major)Weapon 17
Source Pathfinder Advanced Player's Guide
Damage 4d8 Positive (plus 4 splash damage)
Type Martial
Range 20 feet
Price 2,500 gp
Weight light
Usage held in 1 hand
Activate Strike
These spring-loaded metal canisters contain a mixture of chemicals and salts that drain and disintegrate nearby undead creatures.
A ghost charge gives a +3 item bonus to attack rolls, deals 4d8 positive damage and 4 positive splash damage, though as usual for positive damage, this damage harms only undead and creatures with negative healing. A primary target that takes damage from a ghost charge becomes Enfeebled 2 until the start of your next turn.
Ghost charges are designed to explode even on contact with a spiritual substance, making them ideal for damaging incorporeal undead.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
AlchemicalAlchemical items are powered by reactions of alchemical reagents. Alchemical items aren't magical and don't radiate a magical aura.
BombAn alchemical bomb combines volatile alchemical components that explode when the bomb hits a creature or object. Most alchemical bombs deal damage, though some produce other effects.
ConsumableAn item with this trait can be used only once. Unless stated otherwise, it's destroyed after activation. Consumable items include alchemical items and magical consumables such as scrolls and talismans. When a character creates consumable items, they can make them in batches of four.
PositiveEffects with this trait heal living creatures with positive energy, deal positive energy damage to undead, or manipulate positive energy.
SplashWhen you use a thrown weapon with the splash trait, you don't add your Strength modifier to the damage roll. If an attack with a splash weapon fails, succeeds, or critically succeeds, all creatures within 5 feet of the target (including the target) take the listed splash damage. On a failure (but not a critical failure), the target of the attack still takes the splash damage. Add splash damage together with the initial damage against the target before applying the target's weaknesses or resistances. You don't multiply splash damage on a critical hit.