There is a Legacy version
here.![PFS Standard PFS Standard](Images\Icons\PFS_Standard.png)
LanceDeadly d8 Jousting 1d6 Reach Source Player Core pg. 278 2.0Price 1 gp;
Damage 1d8 P;
Bulk 2
Hands 2
Type Melee;
Category Martial;
Group Spear
This spear-like weapon is used by a mounted creature to deal a great deal of damage.
Traits
Deadly d8: On 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.
Jousting 1d6: The 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.
Reach: Natural 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.
Critical Specialization Effects
Source Core Rulebook pg. 283 4.0Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.
Spear: The weapon pierces the target, weakening its attacks. The target is
clumsy 1 until the start of your next turn.
Specific Magic Weapons
Alicorn Lance,
Blast Lance,
Knight Captain's Lance,
Radiant Lance