Item: Grisly Scythe
While this sinister-looking weapon isn't inherently evil, its unsettling appearance and powers particularly appeal to those who revel in causing pain. A grisly scythe has a twisted thorny haft and a blade that appears to be rusted, but it functions as a +1 striking wounding scythe.
Activate R command
Frequency once per hour
Trigger Your attack roll with the grisly scythe is a critical success
Effect Instead of inflicting slashing damage with the grisly scythe, you inflict void damage. You regain a number of hit points equal to half the void damage inflicted, and the creature struck becomes Sickened 1 from the agony.
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.
Related Items
| Name | Level | Rarity | Damage |
|---|---|---|---|
| Reaper's Sigh | 7 | Unique | 1d10 |
| Vampiric Scythe | 13 | Uncommon | 1d10 |
| Reaper's Toll | 15 | Uncommon | 1d10 |
| Hundred-Moth Caress | 8 | Common | 1d10 |
| Scythe | - | Common | 1d10 |
| Bloodgorger Scythe | 7 | Uncommon | 1d10 |
| Hell's Judgment | 16 | Uncommon | 1d10 |
| Sorshen's Sinuous Guisarme | 23 | Unique | 1d10 |
| Gut-Ripper | 7 | Unique | 1d10 |
| Gravedigger's Call | 12 | Common | 1d8 |
| Lifebloom | 6 | Unique | 1d8 |
| Glaive of the Artist | 14 | Uncommon | 1d8 |
| Songbird's Brush | 14 | Rare | 1d8 |
| Rod of Razors | 15 | Rare | 1d10 |
| Fauchard | - | Common | 1d8 |
| Guisarme | - | Common | 1d10 |
| Horsechopper | - | Uncommon | 1d8 |
| Chimera Flail | 9 | Uncommon | 1d10 |
| Vine of Roses | 9 | Uncommon | 1d8 |
| Whip of Compliance | 9 | Uncommon | 1d4 |