Item: Infiltrator's Accessory
This elegant +1 striking sword cane serves equally well as a fashionable accessory and hidden weapon suitable for high-society events where weapons aren't typically permitted.
Activate-Hide Magic A (manipulate)
Effect You twist the sword cane's hilt, magically merging the blade into the cane. While the blade is merged, it can't be drawn and gains the benefits of a 3rd-rank Disguise Magic spell to appear non-magical. Passive observers can't attempt a check to notice the cane is anything more than a mundane, if superb, fashion accessory. Those carefully examining it can discern the cane is more than it appears, but doing so is extremely difficult (DC 30 Perception). Activating the sword cane again releases the blade, allowing it to be drawn normally.
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.
Concealable: This weapon is designed to be inconspicuous or easily concealed. You gain a +2 circumstance bonus to Stealth checks and DCs to hide or conceal a weapon with this trait.
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.
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.
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 |
|---|---|---|---|
| Reaper's Lancet | 5 | Unique | 1d6 |
| Sword Cane | - | Common | 1d6 |
| Blood-Drinker Blade | 5 | Uncommon | 1d6 |
| Exquisite Sword Cane | 4 | Common | 1d6 |
| Radiant Victory | 6 | Uncommon | 1d6 |
| Sparkblade | 3 | Common | 1d6 |
| Blood-Drinker Blade (Greater) | 9 | Uncommon | 1d6 |
| Gloom Blade | 9 | Common | 1d6 |
| Four-Ways Dogslicer | 12 | Uncommon | 1d6 |
| Blade of Four Energies | 13 | Common | 1d6 |
| Blade of the Rabbit Prince | 15 | Rare | 1d6 |
| Celestial Peachwood Sword | 17 | Rare | 1d6 |
| Luck Blade | 17 | Rare | 1d6 |
| Blade of Four Energies (Greater) | 18 | Common | 1d6 |
| Luck Blade (Wishing) | 19 | Rare | 1d6 |
| Orb Shard | 20 | Rare | 1d6 |
| Azarim | 7 | Unique | 1d6 |
| Dogslicer | - | Uncommon | 1d6 |
| Lion's Call | 10 | Uncommon | 1d6 |
| Liuyedao | - | Common | 1d4 |