Item: Blood-Drinker
This +3 greater striking keen sawtooth saber has a black blade that always seems freshly smeared with blood.
Activate—Drink Blood R (concentrate)
Trigger You reduce a creature to 0 Hit Points with the weapon
Effect You gain a number of temporary Hit Points equal to twice the creature's level. If you're also wielding Fleshrender in your other hand, you instead gain temporary Hit Points equal to three times the creature's level. These Hit Points remain for 1 minute.
Activate—Wall of Sabers 2 (concentrate, manipulate)
Frequency once per hour
Requirements Fleshrender is within 30 feet and isn't currently held by you
Effect A whirling wall of sawtooth sabers appear in the air between the paired weapons. All creatures in a line between you and Fleshrender take 10d6 slashing damage and 4d6 bleed damage (DC 38 Basic Reflex save).
Trait Effects
Agile: The 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.
Finesse: You can use your Dexterity modifier instead of your Strength modifier on attack rolls using this melee weapon. You still calculate damage using Strength.
Magical: Something with the magical trait is imbued with magical energies not tied to a specific tradition 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.
Twin: These weapons are used as a pair. When you attack with a twin weapon, you add a circumstance bonus to the damage roll equal to the weapon’s number of damage dice if you have previously attacked with a different weapon of the same type this turn. The weapons must be of the same type, but they don’t need to have the same runes.
Critical Specialisation Effects
Certain effects can grant you benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialisation 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 specialisation effect of your weapon.
Sword: The target is made off-balance by your attack, becoming off-guard until the start of your next turn.
Related Items
| Name | Level | Rarity | Damage |
|---|---|---|---|
| Fleshrender | 18 | Unique | 1d6 |
| Crimson Bluff | 15 | Rare | 1d6 |
| Sawtooth Saber | - | Uncommon | 1d6 |
| Butterfly Sword | - | Uncommon | 1d4 |
| Heavenly Rolling Flames | 14 | Uncommon | 1d4 |
| Life's Last Breath | 18 | Unique | 1d8 |
| Flashblade (Major) | 17 | Common | 1d8 |
| Flashblade (Greater) | 12 | Common | 1d8 |
| Flashblade | 6 | Common | 1d8 |
| Reaper's Lancet | 5 | Unique | 1d6 |
| Aldori Dueling Sword | 1 | Uncommon | 1d8 |
| Chain Sword | - | Uncommon | 1d6 |
| Feng Huo Lun | - | Uncommon | 1d4 |
| Fire Poi | - | Uncommon | 1d4 |
| Hook Sword | - | Uncommon | 1d6 |
| Spiral Rapier | - | Uncommon | 1d6 |
| Blade of Four Energies (Greater) | 18 | Common | 1d6 |
| Celestial Peachwood Sword | 17 | Rare | 1d6 |
| Luck Blade | 17 | Rare | 1d6 |
| Luck Blade (Wishing) | 19 | Rare | 1d6 |