Item: Chatterer of Follies

TypeWeapon
Level6
Rarity
Uncommon
Base ItemKhakkhara
CategoryMartial
GroupClub
Damage1d6 bludgeoning
Price200 gp
UsageHeld in one hand
PublicationPathfinder Impossible MagicRemaster

This heavy +1 striking khakkara is cast from solid steel and plated with pyrite. Metal charms shaped like grinning idols festoon its great arched ring, and during combat, these hanging dolls seem to chatter in tune with the clash and din of battle. Any time you cast an illusion or mental spell while wielding this weapon, you become Concealed until the end of the turn.

Activate—Confounding Chatter F (concentrate)

Frequency once per round

Requirements Your last action was a move action


Effect The idols gibber at a nearby foe. Choose an adjacent creature. Until the end of your turn, that creature takes a –1 status penalty to Will saves against your illusion and mental spells.

Effect: Chatterer Of Follies


Trait Effects

Illusion: Effects and magic items with this trait involve false sensory stimuli. Magic with the illusion trait creates false sensory stimuli. Sometimes illusions allow creatures a chance to disbelieve the spell, which lets the creature ignore the spell if it succeeds at doing so. This usually happens when a creature Seeks, Interacts, or otherwise spends actions to engage with the illusion, comparing the result of its Perception check (or another check or save the GM chooses) to the caster's spell DC. Mental illusions typically provide rules in the spell's description for disbelieving the effect (usually via a Will save). If a creature engages with an illusion in a way that would prove it's not what it seems, the creature might know that an illusion is present, but it still can't ignore the illusion without successfully disbelieving it. Disbelieving a visual illusion makes it and those things it blocks seem hazy and indistinct, which might block vision enough to leave the other side concealed.

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.

Mental: A mental effect can alter the target’s mind. It has no effect on an object or a mindless creature.

Shove: You can use this weapon to Shove 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 Shove using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.

Two-Hand: This weapon can be wielded with two hands to change its weapon damage die to the indicated value. This change applies to all the weapon’s damage dice.

Versatile: A versatile weapon can be used to deal a different type of damage than its listed type. This trait indicates the alternate damage type. For instance, a piercing weapon with versatile S can deal piercing or slashing damage. You choose the damage type each time you attack.


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.

Club: You knock the target away from you up to 10 feet. This is forced movement.


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