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Chatterer of FolliesWeapon 6


Uncommon​Illusion​Magical​Mental​Shove​TwoHandD10​VersatileP​
Source Pathfinder Impossible Magic
Damage 1d6 Bludgeoning
Type Martial
Price 200 gp
Weight 1 bulk

This heavy +1 striking khakkara is cast from solid steel and plated with pyrite. Metal charms shaped like grinning idols festoon its great arched ring, and during combat, these hanging dolls seem to chatter in tune with the clash and din of battle. Any time you cast an illusion or mental spell while wielding this weapon, you become Concealed until the end of the turn.

Activate—Confounding Chatter f (concentrate)

Frequency once per round

Requirements Your last action was a move action


Effect The idols gibber at a nearby foe. Choose an adjacent creature. Until the end of your turn, that creature takes a –1 status penalty to Will saves against your illusion and mental spells.

Effect: Chatterer of Follies

Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Illusion

Effects and magic items with this trait involve false sensory stimuli.

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.

Mental

A mental effect can alter the target's mind. It has no effect on an object or a mindless creature.

Shove

You can use this weapon to Shove 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 Shove using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.

TwoHand

This weapon can be wielded with two hands. Doing so changes its weapon damage die to the indicated value. This change applies to all the weapon's damage dice, such as those from striking runes.

Versatile

A versatile weapon can be used to deal a different type of damage than that listed in the Damage entry. This trait indicates the alternate damage type. For instance, a piercing weapon that is versatile S can be used to deal piercing or slashing damage. You choose the damage type each time you make an attack.