Phoenix Fighting FanWeapon 20
Source Pathfinder #166: Despair on Danger Island
Damage 1d4 Slashing
Type Martial
Weight light
This fan is useful for elegant dances as well as for slicing unsuspecting foes with the blades along its outer edge. If used in performances, it might be disguised as a frilly accessory, or it might be an obvious, though elegant, weapon.
This elegant +3 greater striking flaming silver fighting fan features sharp silver feathers instead of traditional paper leaves in its design.
Activate command, envision, Interact
Frequency once per day.
Effect You call upon the fan's extradimensional powers to trap a creature in Hao Jin's repository, a small demiplane that holds the countless relics Hao Jin collected over her lifetime (though a trapped creature cannot interact with any of these relics). The fighting fan casts Maze on a creature within 30 feet. The fan automatically Sustains the Spell as long as you Strike a creature with it each round. The DC 34 survival or DC 34 perception DC to escape the demiplane is 34. The spell ends once the creature escapes, you fail to Strike a creature with the fan during a round, or after 1 minute, whichever comes first.
Activate 10 minutes (envision, Interact)
Effect The fan casts 8th-level Raise Dead, consuming the phoenix fighting fan in the process.
Traits
This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.
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.
BackstabberWhen you hit a flat-footed creature, this weapon deals 1 precision damage in addition to its normal damage. The precision damage increases to 2 if the weapon is a +3 weapon.
ConjurationEffects and magic items with this trait are associated with the conjuration school of magic, typically involving summoning, creation, teleportation, or moving things from place to place.
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.
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.
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.
MonkAbilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.