Item: Chain of Command
This +1 striking spiked chain, strung with bloodied military insignia and other grisly trophies harvested from slain soldiers, is commonly used by hobgoblin commandants to motivate their troops. On a critical hit, the chain of command deals an additional 1d6 mental damage.
Activate—Mercy of the Commander 1 (concentrate)
The chain of command gains the nonlethal trait for 1 minute.
Activate—Will of the Commander 1 (concentrate)
Requirements Your last action was a critical hit with the chain of command
Effect You cast Command on the target of your critical hit with a DC of 22. Regardless of the outcome, the target is then immune to this effect for 24 hours.
Craft Requirements Supply one casting of Command.
Trait Effects
Disarm: You 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.
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.
Trip: You 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.
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.
Flail: The target is knocked prone unless they succeed at a Reflex save against your class DC.
Related Items
| Name | Level | Rarity | Damage |
|---|---|---|---|
| Vine of Roses | 9 | Uncommon | 1d8 |
| Soul Chain | 6 | Rare | 1d8 |
| Spiked Chain | - | Uncommon | 1d8 |
| Branch of the Great Sugi | 7 | Rare | 1d4 |
| Slime Whip | 7 | Uncommon | 1d4 |
| Whip of Compliance | 9 | Uncommon | 1d4 |
| Giant Squid Lash | 10 | Uncommon | 1d4 |
| Alghollthu Lash | 7 | Uncommon | 1d4 |
| Alghollthu Whip | 7 | Uncommon | 1d4 |
| Lady's Spiral | 7 | Uncommon | 1d4 |
| Venom Lash | 7 | Uncommon | 1d6 |
| Constricting Meteor | 8 | Uncommon | 1d8 |
| Vine Whip | 8 | Common | 1d4 |
| Chimera Flail | 9 | Uncommon | 1d10 |
| Rustbringer | 10 | Common | 1d6 |
| Bladed Scarf | - | Uncommon | 1d6 |
| Scorpion Whip | - | Uncommon | 1d4 |
| Whip | - | Common | 1d4 |
| Ouroboros Flail | 14 | Common | 1d10 |
| Ouroboros Flail (Greater) | 17 | Common | 1d10 |