Item: Reaper's Toll
This +2 greater striking decaying scythe is deathly cold to the touch and exudes an unmistakable aura of menace. As long as you carry this weapon, your presence repels and noticeably unnerves most animals, causing them to avoid you if possible and react to you with a starting attitude one step worse than normal if made to interact with you directly. The one exception is vermin who scavenge corpses; they appear around you with greater frequency. Small mundane plants, such as grass or flowers, wilt and die after spending 24 hours in close proximity to a reaper's toll, crumbling to dust 24 hours after that.
Activate—Reaper's Claim R
Frequency once per day
Trigger A creature within 30 feet is reduced to 0 Hit Points
Effect Make a melee Strike with reaper's toll as though you were in the space of the triggering creature. If your Strike hits, you gain temporary Hit Points equal to half the damage dealt, which last for 1 minute.
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 |
|---|---|---|---|
| Vampiric Scythe | 13 | Uncommon | 1d10 |
| Grisly Scythe | 9 | Rare | 1d10 |
| Reaper's Sigh | 7 | Unique | 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 |
| Rod of Razors | 15 | Rare | 1d10 |
| Glaive of the Artist | 14 | Uncommon | 1d8 |
| Songbird's Brush | 14 | Rare | 1d8 |
| Gravedigger's Call | 12 | Common | 1d8 |
| Gut-Ripper | 7 | Unique | 1d10 |
| Lifebloom | 6 | Unique | 1d8 |
| Fauchard | - | Common | 1d8 |
| Guisarme | - | Common | 1d10 |
| Horsechopper | - | Uncommon | 1d8 |
| Wintershot | 15 | Unique | 1d6 |
| Frost Fair Yanyuedao | 14 | Unique | 1d8 |
| Ouroboros Flail | 14 | Common | 1d10 |