Viper's Fang
Activate ↺ (concentrate)
Trigger A creature within your reach uses a manipulate or move action, makes a ranged attack, or leaves a square during a moving action it's using
Requirements You are a master with the affixed weapon
When you activate this resin-strengthened viper skull, make a melee Strike against the triggering creature.
If you have Reactive Strike, you can activate the viper's fang as a free action.
If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action.
This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
If you hit with this attack, the creature is exposed to viper fang venom.
Viper Fang Venom (poison)
Saving Throw DC 32 fortitude
Maximum Duration 4 rounds
Stage 1 3d10 poison damage and Enfeebled 1.
Traits
An item with this trait can be used only once. Unless stated otherwise, it's destroyed after activation. Consumable items include alchemical items and magical consumables such as scrolls and talismans. When a character creates consumable items, they can make them in batches of four.
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.
A talisman is a small object affixed to armor, a shield, or a weapon (called the affixed item). You must be wielding or wearing an item to activate a talisman attached to it. Once activated, a talisman burns out permanently.