Knight Captain's LanceWeapon 13
Source Pathfinder Lost Omens: Knights of Lastwall
Damage 1d8 Piercing
Type Martial
Price 3,000 gp
Weight 2 bulk
The appearance of this beautifully crafted +2 disrupting greater striking lance changes to match the armor of its wielder. It has a cloth flag attached behind the lance point that displays whatever heraldry the wielder wishes.
If a cavalier with the Cavalier's Banner feat takes the knight captain's lance, it instead automatically displays the banner of their pledge.
Activate Interact
Trigger Your attack roll with the knight captain's lance is a critical success
Effect You raise the lance, inspiring those around you. Allies within 30 feet that can see you receive a +1 status bonus to their attack rolls and damage rolls for 1 round.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
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.
DivineThis magic comes from the divine tradition, drawing power from deities or similar sources. Anything with this trait is magical.
EnchantmentEffects and magic items with this trait are associated with the enchantment school of magic, typically involving mind control, emotion alteration, and other mental effects.
JoustingThe 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.
ReachNatural 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.