Crimson Bluff

Level 156,500 gpWeaponBulk LRareRemaster

1d6S·Advanced·Sword·One-handed

Runes +2, greater striking, grievous

This +2 greater striking grievous sawtooth saber has a red hilt and a purple-black blade. Favored by Red Mantis assassins who enjoy using illusions to confound their targets, a crimson bluff constantly flickers and flashes, creating brief afterimages that can be quite distracting. If you use a crimson bluff as part of a gesture when you Create a Diversion, you gain a +2 item bonus to your Deception check.


Activate—Shimmer Step ◆◆ (concentrate, manipulate)

Frequency once per day

Effect You cast Blur and then you Step or Stride.


Activate—Swap Places (concentrate)

Frequency once per day

Requirements You are under the effects of blur

Trigger An enemy would hit you with a melee Strike

Effect You swiftly dodge to the side as a momentary image of yourself manifests to distract the foe. The triggering Strike uses the outcome for one degree of success worse than the result of the attack roll. The duration of your blur effect is reduced by 2 rounds.

Traits

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 use your Strength modifier when calculating damage.

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.

Twin

These weapons are used as a pair, complementing each other. When you attack with a twin weapon, you add a circumstance bonus to the damage roll equal to the weapon's number of damage dice if you have previously attacked with a different weapon of the same type this turn. The weapons must be of the same type to benefit from this trait, but they don't need to have the same runes.

Critical Specialization (sword)

The target is made off-balance by your attack, becoming off-guard until the start of your next turn.