Item: Sinew-Song
A sinew-song is an ivory violin bow that bears an odd string, one that vibrates on its own, creating the soft sound of violin music whenever it's swung through the air. When used to play a violin, this ivory bow functions normally but grants a +3 item bonus to any Performance check attempted as a result. It can also be used to mime playing a violin when no instrument is at hand, but in this case, it grants no item bonus to resulting Performance checks.
A sinew-song's primary use is as a weapon—it can be wielded as if it were a +3 keen greater thundering greater striking sickle.
Activate—Cutting Cadenza 2 (manipulate, sonic)
Frequency once per day
Effect You Stride once and then swipe the weapon through the air three times. Shimmering waves of sound slice out in a 30-foot type:cone. All creatures in the area must attempt a DC 37 Reflex save.
Critical Success The creature is unaffected.
Success The creature takes damage as if you successfully hit it with a Strike using a sinew-song, but all of the damage is sonic damage.
Failure As success, but the creature also takes 2d6 persistent,bleed damage.
Critical Failure As success, but double the damage and the creature takes 4d6 persistent,bleed damage.
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 |
|---|---|---|---|
| Revenant Blade | 10 | Rare | 1d4 |
| Wordreaper | 3 | Uncommon | 1d4 |
| Reaper's Crescent | 9 | Uncommon | 1d4 |
| Sickle | - | Common | 1d4 |
| Bloody Fang | 15 | Rare | 1d4 |
| Apotheosis Knife | 20 | Rare | 1d4 |
| Blink Blade | 12 | Uncommon | 1d4 |
| Gloaming Shard | 11 | Common | 1d4 |
| Shadefield Knife | 9 | Rare | 1d4 |
| Spellender | 9 | Uncommon | 1d4 |
| Flaying Knife | 8 | Uncommon | 1d4 |
| Returning Starknife | 8 | Uncommon | 1d4 |
| Bellicose Dagger | 7 | Rare | 1d4 |
| Lady's Knife | 6 | Uncommon | 1d4 |
| Dagger of Eternal Sleep | 5 | Uncommon | 1d4 |
| Heartripper Blade | 5 | Rare | 1d4 |
| Poisonous Dagger | 5 | Common | 1d4 |
| Serpent Dagger | 5 | Common | 1d4 |
| Fiend's Hunger | 4 | Unique | 1d4 |
| Shuln Fang Katar | 12 | Rare | 1d4 |