Sawtooth Reaper
1d8S/B·Martial·Knife·Two-handed
Runes +2, greater striking, keen, wounding
The serrated blade and chain of this +2 greater striking keen wounding kusarigama shine blood red. A crimson haze wafts from the blade.
Activate—Ensnaring Disarm ↺
Trigger An enemy within reach misses you with a melee weapon Strike
Effect You attempt to Disarm the triggering creature. You can do so even if you don't have a hand free.
Activate—Bloodmist Whirl ◆ (concentrate, manipulate)
Frequency once per hour
Effect You whirl the chain of the sawtooth reaper, creating a crimson fog that conceals you for 1 round or until you Strike. The next Strike you make treats the target as Off-Guard, and when you use Ensnaring Disarm you can also Strike the same target as a free action.
Traits
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.
Abilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
Natural attacks with this trait can be used to attack creatures up to the listed distance away instead of only adjacent creatures. Weapons with this trait are long and can be used to attack creatures up to 10 feet away instead of only adjacent creatures. For creatures that already have reach with the limb or limbs that wield the weapon, the weapon increases their reach by 5 feet.
You can use this weapon to Trip 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 Trip using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
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.
The target takes 1d6 persistent bleed damage. You gain an item bonus to this bleed damage equal to the weapon's item bonus to attack rolls.