Item: Soul Chain
A soul chain is a +1 striking Spiked Chain that has become cursed after a forge-spurned used it to kill a creature and trap its soul. In the hands of a forge-spurned, a soul chain inflicts an additional 1d6 fire damage on a hit. Other creatures can use a soul chain as a standard +1 striking spiked chain. A soul chain fuses with its wielder the first time the wielder damages a living creature with the weapon. A character who dies while carrying a soul chain must attempt a DC 20 Will save; on a failure, they're immediately transformed into a forge-spurned. Carrying multiple soul chains doesn't increase the DC of the save, but the carrier must attempt the save once for each chain they carry.
Trait Effects
Cursed: An item with this trait is cursed to cause trouble for its owner. A curse isn’t detected when the item is identified, though a critical success reveals both the presence and exact nature of the curse. Cursed items can’t be discarded once they’ve been triggered or invested the first time. The item can be removed only if the curse is removed.
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.
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.
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 |
|---|---|---|---|
| Chain of Command | 6 | Uncommon | 1d8 |
| Vine of Roses | 9 | Uncommon | 1d8 |
| Spiked Chain | - | Uncommon | 1d8 |
| Alghollthu Lash | 7 | Uncommon | 1d4 |
| Alghollthu Whip | 7 | Uncommon | 1d4 |
| Branch of the Great Sugi | 7 | Rare | 1d4 |
| Lady's Spiral | 7 | Uncommon | 1d4 |
| Slime Whip | 7 | Uncommon | 1d4 |
| Vine Whip | 8 | Common | 1d4 |
| Whip of Compliance | 9 | Uncommon | 1d4 |
| Giant Squid Lash | 10 | Uncommon | 1d4 |
| Bladed Scarf | - | Uncommon | 1d6 |
| Scorpion Whip | - | Uncommon | 1d4 |
| Whip | - | Common | 1d4 |
| Venom Lash | 7 | Uncommon | 1d6 |
| Constricting Meteor | 8 | Uncommon | 1d8 |
| Chimera Flail | 9 | Uncommon | 1d10 |
| Rustbringer | 10 | Common | 1d6 |
| Flail | - | Common | 1d6 |
| Meteor Hammer | - | Common | 1d8 |