Item: Rustbringer
The handle, chain, and spiked ball of this +1 striking corrosive flail are all made of iron so rusted that the weapon appears nonfunctional at first glance. On Strikes against a creature that's primarily made of metal, it gains the deadly d10 trait.
Activate—Rusting Disarm R
Trigger You critically succeed at a Disarm attempt with the flail against a metal weapon
Effect Flakes of acid-laden rust are deposited on the disarmed weapon. The weapon takes 2d6 untyped damage, ignoring the weapon's Hardness.
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.
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.
Metal: Effects with the metal trait conjure or manipulate metal. Those that manipulate metal have no effect in an area without metal. Creatures with this trait consist primarily of metal or have a connection to magical metal. These planes consist of chaotic and shifting structures and oceans of metal. Metal planes tend to exist in a state of change and decay, leaving plentiful pockets of air for visitors to breathe or move within. Creatures unlucky enough to be entombed in the plane’s substance risk suffocation if they can’t phase through metal. Wood creatures find the lack of stability and soil on a metal plane disconcerting and often fail to thrive in such environments.
Sweep: This weapon makes wide swinging attacks. When you attack with this weapon, you gain a +1 circumstance bonus to your attack roll if you already attempted to attack a different target this turn using this weapon.
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 |
|---|---|---|---|
| Rustbringer (Greater) | 17 | Common | 1d6 |
| Venom Lash | 7 | Uncommon | 1d6 |
| Flail | - | Common | 1d6 |
| Chimera Flail | 9 | Uncommon | 1d10 |
| Ouroboros Flail | 14 | Common | 1d10 |
| Ouroboros Flail (Greater) | 17 | Common | 1d10 |
| Ouroboros Flail (Major) | 20 | Common | 1d10 |
| Giant Squid Lash | 10 | Uncommon | 1d4 |
| Vine of Roses | 9 | Uncommon | 1d8 |
| Whip of Compliance | 9 | Uncommon | 1d4 |
| Constricting Meteor | 8 | Uncommon | 1d8 |
| Branch of the Great Sugi | 7 | Rare | 1d4 |
| Slime Whip | 7 | Uncommon | 1d4 |
| Chain of Command | 6 | Uncommon | 1d8 |
| Torag's Silver Anvil | 18 | Uncommon | 1d8 |
| Bladed Scarf | - | Uncommon | 1d6 |
| War Flail | - | Common | 1d10 |
| Vine Whip | 8 | Common | 1d4 |
| Alghollthu Lash | 7 | Uncommon | 1d4 |
| Alghollthu Whip | 7 | Uncommon | 1d4 |