Item: Crimson Thorn

TypeWeapon
Level3
Rarity
Uncommon
Base ItemAsp Coil
CategoryMartial
GroupSword
Damage1d6 slashing
Price60 gp
UsageHeld in one hand
PublicationPathfinder Adventure Path: HellbreakersRemaster

This +1 asp coil is used by many trained Sisters of the Golden Erinys. It has a deep-red hue on each segment of the blade complemented by a pitch-black pommel. Death isn't the worst outcome for someone on the receiving end of its lashes.

Activate—Taste the Pain F (manipulate, visual)

Frequency once per hour

Trigger Your last action was a Strike with the crimson thorn that dealt damage to a creature


Effect Attempt an Intimidation check to Demoralize the creature you dealt damage to with a +2 item bonus to the roll. You don't take any penalties to this check for not sharing a language.


Trait Effects

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.

Reach: This weapon can be used to attack enemies up to 10 feet away instead of only adjacent enemies. For creatures with reach, the weapon increases their reach by 5 feet.

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.

Sword: The target is made off-balance by your attack, becoming off-guard until the start of your next turn.


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