Item: Vampiric Scythe
The blade of this +2 greater striking wounding scythe is sharp enough to produce a whistling sound when swung through the air. The shaft is made of ebony wood with a sickly shine to it, much like the shine of infected wounds and contaminated water.
Activate R command
Trigger An enemy critically succeeds at an attempt to Disarm you
Effect As the scythe leaves your hand, it drinks the triggering creature's blood. The creature must succeed at a DC 30 Fortitude save or become Drained 2 (Drained 3 on a critical failure). If the triggering creature becomes drained, you gain temporary Hit Points equal to the triggering creature's level. You lose any remaining temporary Hit Points after 1 minute.
Activate R command
Frequency once per hour
Trigger You critically succeed at a Strike against a living opponent
Effect The scythe drains life essence from your opponent into you. You gain a number of temporary Hit Points equal to half the slashing damage the scythe dealt to the foe. You lose any remaining temporary Hit Points after 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.
Evil: Evil effects often manipulate energy from evil-aligned Outer Planes and are antithetical to good divine servants or divine servants of good deities. A creature with this trait is evil in alignment.
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.
Void: Effects with this trait heal undead creatures with void energy, deal void damage to living creatures, or manipulate void energy. Planes with this trait are vast, empty reaches that suck the life from the living. They tend to be lonely, haunted planes, drained of color and filled with winds carrying the moans of the dead At the end of each round, a living creature takes at least minor void environmental damage. In the strongest areas of a void plane, they could take moderate or even major void damage at the end of each round. This damage has the death trait, and if a living creature is reduced to 0 Hit Points by this void damage and killed, it crumbles into ash and can become a wraith (see Monster Core).
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 Toll | 15 | Uncommon | 1d10 |
| Grisly Scythe | 9 | Rare | 1d10 |
| Hundred-Moth Caress | 8 | Common | 1d10 |
| Reaper's Sigh | 7 | Unique | 1d10 |
| Scythe | - | Common | 1d10 |
| Bloodgorger Scythe | 7 | Uncommon | 1d10 |
| Hell's Judgment | 16 | Uncommon | 1d10 |
| Sorshen's Sinuous Guisarme | 23 | Unique | 1d10 |
| Glaive of the Artist | 14 | Uncommon | 1d8 |
| Gravedigger's Call | 12 | Common | 1d8 |
| Songbird's Brush | 14 | Rare | 1d8 |
| Rod of Razors | 15 | Rare | 1d10 |
| Gut-Ripper | 7 | Unique | 1d10 |
| Lifebloom | 6 | Unique | 1d8 |
| Fauchard | - | Common | 1d8 |
| Guisarme | - | Common | 1d10 |
| Horsechopper | - | Uncommon | 1d8 |
| Dragonfire Halfbow | 12 | Uncommon | 1d6 |
| Frost Fair Yanyuedao | 14 | Unique | 1d8 |
| Mammoth Bow | 12 | Unique | 1d8 |