Item: Void Sickle
This +1 striking ghost touch sickle is made of an impossibly dark steel that absorbs all surrounding light, causing shadows to cling to its blade and those around it to feel an unnatural chill.
Activate—Light Harvest 1 (darkness, manipulate, void)
Frequency once per day
Effect You swing the void sickle in a wide arc, drawing light into the blade. All non-magical light sources within 30 feet are immediately extinguished, and the next melee Strike you make with the void sickle before the end of your turn deals an additional 1d6 void damage.
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.
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.
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.
Knife: The target takes 1d6 persistent bleed damage. You gain an item bonus to this bleed damage equal to the weapon's item bonus to attack rolls.
Related Items
| Name | Level | Rarity | Damage |
|---|---|---|---|
| Revenant Blade | 10 | Rare | 1d4 |
| Reaper's Crescent | 9 | Uncommon | 1d4 |
| Wordreaper | 3 | Uncommon | 1d4 |
| Sickle | - | Common | 1d4 |
| Sinew-Song | 17 | Rare | 1d4 |
| Lady's Knife | 6 | Uncommon | 1d4 |
| Bellicose Dagger | 7 | Rare | 1d4 |
| Dagger of Eternal Sleep | 5 | Uncommon | 1d4 |
| Dog-Bone Knife | 5 | Uncommon | 1d4 |
| Heartripper Blade | 5 | Rare | 1d4 |
| Poisonous Dagger | 5 | Common | 1d4 |
| Serpent Dagger | 5 | Common | 1d4 |
| Undead Scourge | 7 | Uncommon | 1d4 |
| Fiend's Hunger | 4 | Unique | 1d4 |
| Flaying Knife | 8 | Uncommon | 1d4 |
| Returning Starknife | 8 | Uncommon | 1d4 |
| Ghast Stiletto | 3 | Common | 1d4 |
| Ghoul Stiletto | 3 | Common | 1d4 |
| Little Love | 3 | Rare | 1d4 |
| Shadefield Knife | 9 | Rare | 1d4 |