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Stoneraiser JavelinWeapon 11


UncommonConjurationEarthMagicalThrown
Source Pathfinder #154: Siege of the Dinosaurs
Damage 1d6 Piercing
Type Simple
Range 30 feet
Price 1,200 gp
Weight light

This stone-headed +2 striking returning javelin draws forth the power of the earth itself to strike at enemies.

Activate One Action Interact

Frequency once per day


Effect You hurl the stoneraiser javelin at an unoccupied space within 30 feet.

The javelin's power flows into the ground, which erupts in a 5-foot-radius burst of razor-sharp stalagmites. The stalagmites are 10 feet tall.

Everything on each side of the stalagmites has cover from creatures on the opposite side, and the stalagmites' spaces are difficult terrain. A creature takes 4d4 piercing damage for every move action it takes that enters at least one of the affected spaces.

Each 5-foot-by-5-foot section has AC 10, Hardness 14, and 30 Hit Points. It's immune to critical hits and precision damage. A destroyed section can be moved through freely. The stalagmites crumble to dust after 1 minute.

Any creature in the area when the stalagmites appear is pushed to the nearest unoccupied space of its choice; this movement is forced movement. Pushed creatures must attempt a DC 28 Reflex saving throw or take 4d4 piercing damage.


Critical Success The creature is unaffected.

Success The creature takes half damage.

Failure The creature takes full damage.

Critical Failure The creature takes double damage and is knocked prone.

Traits

Uncommon

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.

Conjuration

Effects 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.

Earth

Effects with the earth trait either manipulate or conjure earth. Those that manipulate earth have no effect in an area without earth. Creatures with this trait consist primarily of earth or have a magical connection to that element.

Magical

Something 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.

Thrown

You 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.