Item: Shadow's Heart
This +3 greater striking kukri has a thin, delicate blade that absorbs light.
Activate 1 Interact (illusion, teleportation)
Frequency once per day
Effect You make a melee Strike with shadow's heart and teleport to an open space you can see within 100 feet. If the attack hits, you also leave behind a shadowy, illusory duplicate of yourself that attacks the same target for up to 3 rounds. The illusion has 1 action per round, which it takes on the turn it's created and on your turn each round. It uses this action to move up to 30 feet to a square adjacent to the target and (if the target is adjacent) to attack the target with a +28 attack modifier, dealing 3d6+16 slashing damage. The illusion has an AC of 35 and is immediately destroyed by any attack that deals damage or requires a saving throw.
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.
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.
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.
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.
Related Items
| Name | Level | Rarity | Damage |
|---|---|---|---|
| Bloodletting Kukri | 6 | Uncommon | 1d6 |
| Kukri | - | Uncommon | 1d6 |
| Phoenix Fighting Fan | 20 | Rare | 1d4 |
| Storm Herald | 12 | Uncommon | 1d4 |
| Deathseeker | 8 | Common | 1d4 |
| Eclipse | 8 | Unique | 1d4 |
| Spellguard Blade | 7 | Common | 1d4 |
| Lion Scythe | - | Uncommon | 1d6 |
| Retribution | 21 | Unique | 1d4 |
| Guiding Star | 7 | Common | 1d4 |
| Spirit Fan | 7 | Rare | 1d4 |
| Monarch | 6 | Unique | 1d4 |
| Bayonet | - | Common | 1d4 |
| Claw Blade | - | Uncommon | 1d4 |
| Fighting Fan | - | Uncommon | 1d4 |
| Flyssa | - | Common | 1d6 |
| Kama | - | Uncommon | 1d6 |
| Kris | - | Common | 1d4 |
| Main-Gauche | - | Common | 1d4 |
| Piranha Kiss | - | Uncommon | 1d6 |