Item: Sawtooth Reaper
The serrated blade and chain of this +2 greater striking keen wounding kusarigama shine blood red. A crimson haze wafts from the blade.
Activate—Ensnaring Disarm R
Trigger An enemy within reach misses you with a melee weapon Strike
Effect You attempt to Disarm the triggering creature. You can do so even if you don't have a hand free.
Activate—Bloodmist Whirl 1 (concentrate, manipulate)
Frequency once per hour
Effect You whirl the chain of the sawtooth reaper, creating a crimson fog that conceals you for 1 round or until you Strike. The next Strike you make treats the target as Off Guard, and when you use Ensnaring Disarm you can also Strike the same target as a free action.
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.
Monk: Abilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
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.
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.
Knife: The target takes 1d6 persistent bleed damage. You gain an item bonus to this bleed damage equal to the weapon's item bonus to attack rolls.
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