Fangwire
1d4S·Martial·Brawling·One-handed
This kobold wire is thin and hard to see, making it perfect for an ambush. The wielder flicks one handle around a vulnerable spot so that it serves as a catch for the wire, then yanks the other handle back, pulling the wire tight and inflicting painful lacerations. The function and name come from a wire-based trap called a "slow fang."
Traits
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.
When you hit an off-guard creature, this weapon deals 1 precision damage in addition to its normal damage. The precision damage increases to 2 if the weapon is a +3 weapon.
On a critical hit, the weapon adds a weapon damage die of the listed size. Roll this after doubling the weapon's damage. This increases to two dice if the weapon has a greater striking rune and three dice if the weapon has a major striking rune. For instance, a rapier with a greater striking rune deals 2d8 extra piercing damage on a critical hit. An ability that changes the size of the weapon's normal damage dice doesn't change the size of its deadly die.
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.
You can use this weapon to Grapple 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 Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
A creature with this trait is a member of the kobold ancestry. Kobolds are reptilian humanoids who are usually Small and typically have darkvision.
The target must succeed at a Fortitude save against your class DC or be slowed 1 until the end of your next turn.