Item: Twisting Gale
This +2 greater striking impactful sansetsukon is made of metal colored pale blue that echoes howling winds when swung and emits the force of a storm when it connects.
Activate—Sonic Gale R (concentrate, force, magical)
Trigger You critically hit with the twisting gale
Frequency once per 10 minutes
Effect The energy of your follow-through erupts from your opponent in a wave of concussive energy. You deal sonic damage equal to your normal Strike damage with the twisting gale in a 30-foot cone behind your target. Creatures in the area, not including your target, must attempt a Basic Fortitude save against your class DC.
Trait Effects
Backswing: You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn.
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.
Force: Effects with this trait deal force damage or create objects made of pure magical force.
Monk: Abilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
Parry: This weapon can be used defensively to block attacks. While wielding this weapon, if your proficiency with it is trained or better, you can spend a single action to position your weapon defensively, gaining a +1 circumstance bonus to AC until the start of your next turn.
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 |
|---|---|---|---|
| Sansetsukon | - | Uncommon | 1d8 |
| Torag's Silver Anvil | 18 | Uncommon | 1d8 |
| Constricting Meteor | 8 | Uncommon | 1d8 |
| Meteor Hammer | - | Common | 1d8 |
| Ouroboros Flail | 14 | Common | 1d10 |
| Ouroboros Flail (Greater) | 17 | Common | 1d10 |
| Rustbringer (Greater) | 17 | Common | 1d6 |
| Giant Squid Lash | 10 | Uncommon | 1d4 |
| Rustbringer | 10 | Common | 1d6 |
| Chimera Flail | 9 | Uncommon | 1d10 |
| Skeletal Claw | 9 | Uncommon | 1d4 |
| Vine of Roses | 9 | Uncommon | 1d8 |
| Whip of Compliance | 9 | Uncommon | 1d4 |
| Ouroboros Flail (Major) | 20 | Common | 1d10 |
| Vine Whip | 8 | Common | 1d4 |
| 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 |