Chatterer of Follies
1d6B/P(1d10 two-handed)·Martial·Club·One or two-handed
Runes +1, striking
This heavy +1 striking khakarra is cast from solid steel and plated with pyrite. Metal charms shaped like grinning idols festoon its great arched ring, and during combat, as tiny tendrils of flame fly off the pyrite, these hanging dolls seem to chatter in tune with the clash and din of battle.
Whenever you complete a move action during your turn, choose a creature adjacent to you at the end of your movement. Until the end of your turn, that creature takes a -1 status penalty to Will saves against your enchantment spells and your illusion spells. Any time you cast your enchantment and illusion spells, you become Concealed during your move actions for the rest of the turn.
Effect: Chatterer of Follies
Traits
Effects and magic items with this trait involve false sensory stimuli.
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.
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.
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.
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.
You knock the target up to 10 feet away from you. This is forced movement.