Vine of RosesWeapon 9
Source Pathfinder Lost Omens: The Grand Bazaar
Damage 1d8 Slashing
Type Martial
Price 600 gp
Weight 1 bulk
This +1 striking disrupting spiked chain comes in a rich, green color with rose petals painted on the handle in varying shades of red and pink. The chain seems to banish nearby shadows.
Activate Interact
Effect You hold the chain out before you, and the weapon glows as bright as a torch. You can suppress this light by Activating the weapon again.
Activate envision
Frequency once per day
Trigger You critically succeed at a Strike against a fiend or undead
Effect The weapon unleashes its light in an attempt to destroy the target. The vine of roses casts a 3rd-level Searing Light spell with the triggering creature as the target. In place of a spell attack roll, make a weapon attack roll with the vine of roses using the same multiple attack penalty as the triggering Strike.
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.
DisarmYou can use this weapon to Disarm with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls (if any) as an item bonus to the Athletics check. If you critically fail a check to Disarm using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure. On a critical success, you still need a free hand if you want to take the item.
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.
GoodGood effects often manipulate energy from good-aligned Outer Planes and are antithetical to evil divine servants or divine servants of evil deities. A creature with this trait is good in alignment. An ability with this trait can be selected or used only by good creatures.
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.
TripYou can use this weapon to Trip with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Trip using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.