Item: Reaper's Lancet

TypeWeapon
Level5
Rarity
Unique
Base ItemSword Cane
CategoryMartial
GroupSword
Damage1d6 piercing
Price200 gp
UsageHeld in one hand
PublicationPathfinder #157: Devil at the Dreaming Palace

Hendrid Pratchett himself designed this custom skull-topped +1 striking exquisite sword cane and had it gilded in high-quality gold. Its first victim was the very smith whom Pratchett commissioned to craft the weapon, so the means of its construction are a secret known only to Pratchett. The magic of the Reaper's Lancet applies to both the blade and the sheath, making them each effectively a +1 striking weapon, but only if both are wielded by the same creature-if the two components are shared between creatures, only the blade retains the rune's magic.

Reaper's Lancet has a hidden reservoir inside the skull that automatically applies a new dose of poison to the blade after the previous dose was expended with a successful Strike. The reservoir must be filled manually (a process requiring 1 minute) and is large enough to hold only 3 doses at a time. Any sort of injury-delivered poison can be placed in it, though all doses must be of the same poison. The Price of the poison is not reflected in this weapon's listed Price.

Activate R Interact

Trigger You damage a creature with Reaper's Lancet


Effect You poison the creature you hit with the poison currently in the reservoir.


Trait Effects

Agile: The multiple attack penalty you take with this weapon on the second attack on your turn is –4 instead of –5, and –8 instead of –10 on the third and subsequent attacks in the turn.

Concealable: This weapon is designed to be inconspicuous or easily concealed. You gain a +2 circumstance bonus to Stealth checks and DCs to hide or conceal a weapon with this trait.

Finesse: You can use your Dexterity modifier instead of your Strength modifier on attack rolls using this melee weapon. You still calculate damage using Strength.

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.

Parry: This weapon can be used defensively to block attacks. While wielding this weapon, if your proficiency with it is trained or better, you can spend a single action to position your weapon defensively, gaining a +1 circumstance bonus to AC until the start of your next turn.

Poison: An effect with this trait delivers a poison or deals poison damage. An item with this trait is poisonous and might cause an affliction.

Twin: These weapons are used as a pair. When you attack with a twin weapon, you add a circumstance bonus to the damage roll equal to the weapon’s number of damage dice if you have previously attacked with a different weapon of the same type this turn. The weapons must be of the same type, but they don’t need to have the same runes.


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.

Sword: The target is made off-balance by your attack, becoming off-guard until the start of your next turn.


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