Item: Bloodgorger Scythe

TypeWeapon
Level7
Rarity
Uncommon
Base ItemScythe
CategorySimple
GroupPolearm
Damage1d10 slashing
Price340 gp
UsageHeld in two hands
PublicationPathfinder Howl of the Wild

This +1 striking scythe is made from the cruel, blackened branches of the carnivorous scythe tree, which hungrily drink up spilled blood.


Activate—Root in Blood 1 (manipulate)

Requirements Your last action was a successful Strike with this weapon and your target isn't currently taking any persistent bleed damage

Effect You break off a piece of the bloodgorger scythe inside your enemy to feed on their blood and sprout into a new tree. The target takes 1 bleed damage at the end of their turn. Each failure to stop the bleeding increases this bleed damage by 1 as a small scythe tree grows from the wound, to a maximum of 3 persistent bleed damage.


Activate—Sapling Slash 1 (concentrate)

Requirements A target has a piece of the bloodgorger scythe broken off inside them and has failed to recover from the persistent bleed damage for 3 consecutive turns

Effect The sprouted scythe tree grows large enough to be commanded. It makes a melee Strike against the target or a creature adjacent to the target, with a +18 to hit and dealing 1d10 slashing damage.


Craft Requirements The initial raw materials must include branches and roots from a scythe tree.


Trait Effects

Deadly: 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.

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.

Trip: 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.


Critical Specialisation Effects

Certain effects can grant you benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialisation effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialisation effect of your weapon.

Polearm: Move the target 5 feet in a direction of your choice. This is forced movement.


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