Player > Weapon > Melee > Shadow chains, ecclesiastic
Damage: 9d4 C
Special: Analog, disarm, reach, trip
Worshipers of Zon-Kuthon developed the first shadow chains using cutting-edge heat-transfer technology, but outsiders rapidly reverse-engineered the weapons, constructing functional facsimiles from their own tech. Shadow chains’ links rapidly absorb heat, while their heavily insulated handle protect their wielders from direct exposure to the freezing darkness. Many adherents of the Midnight Lord make use of the follower, acolyte, and penitent shadow chains, while only the most devout can afford the more powerful ecclesiastic and devotional shadow chains.
|Shadow chains, follower||Advanced||1||390||1d3 C||Bind||2||Analog, disarm, reach, trip||ARM p.35|
|Shadow chains, acolyte||Advanced||7||6800||3d4 C||Bind||2||Analog, disarm, reach, trip||ARM p.35|
|Shadow chains, penitent||Advanced||10||18800||5d4 C||Bind||2||Analog, disarm, reach, trip||ARM p.35|
|Shadow chains, ecclesiastic||Advanced||14||76800||9d4 C||Bind||1||Analog, disarm, reach, trip||ARM p.35|
|Shadow chains, devotional||Advanced||18||261000||9d8 C||Bind||2||Analog, disarm, reach, trip||ARM p.35|
The target is entangled, as if the weapon had the entangle weapon special property.
A creature hit by an entangle weapon becomes entangled until it escapes with an Acrobatics check (DC = 10 + weapon’s item level + the attacker’s Dexterity modifier) or a Strength check (DC = 15 + weapon’s item level + the attacker’s Dexterity modifier). An entangled creature can attempt such a check as a move action. Some weapons (such as stickybomb grenades) have a maximum duration for this effect. See page 275 for information about the entangled condition.
This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. While this use of the word “analog” is not technically correct when referring to technology, use of the term in this way has become common throughout the Pact Worlds.
When you attempt a disarm combat maneuver while wielding a weapon with the disarm special property, you gain a +2 bonus to your attack roll.
Only melee weapons can have the reach special property. Wielding a weapon with reach gives you 10 feet of reach for attacks with that weapon. See Reach and Threatened Squares on page 255 for more information.
When you attempt a trip combat maneuver while wielding a weapon with this property, you gain a +2 bonus to your attack roll.