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Reaper's GraspWeapon 11


UniqueConcussiveFatalD12Kickback
Source Pathfinder Guns & Gears
Damage 1d8 Piercing
Type Martial
Range 150 feet
Price 1,000 gp
Weight 2 bulk

This +2 striking arquebus has an ashwood stock plated with worked silver, featuring a mosaic of agonized skulls carved into the metal. The mere mention of Galt's infamous final blades is enough to make any mortal creature shudder. Used to execute political opponents in the nation's constant civil war, these guillotines hold the souls of those they execute, preventing them from reaching a natural afterlife. When one of the final blades was destroyed in 4710, some of the metal from its remains made its way to Alkenstar and was reforged into a deadly firearm that retained the guillotine's soul-stealing properties.

Whenever the reaper's grasp kills a sapient living or undead creature, a portion of that creature's soul is drawn inexorably into the weapon, and another skull is added to the mosaic as if scrawled by an invisible hand, to a maximum of 10 souls. Creatures whose souls are protected by outside forces, such as a lich's soul cage, are immune to this effect, though the process, while painful, does not prevent the soul from going to the afterlife or being resurrected.

Whenever the reaper's grasp kills a sapient living or undead creature, a portion of that creature's soul is drawn inexorably into the weapon, and another skull is added to the mosaic as if scrawled by an Invisible hand, to a maximum of 10 souls. Creatures whose souls are protected by outside forces, such as a lich's soul cage, are immune to this effect, though the process, while painful, does not prevent the soul from going to the afterlife or being resurrected.

Keep track of the level of each creature whose souls are stored in the reaper's grasp.


Activate One Action envision (evil)

Requirements There's at least one soul stored in the reaper's grasp


Effect You channel the necromantic energy of a soul stored in the weapon into your next attack, increasing the attack's destructive power. Choose a soul stored in the weapon. The next Strike you make with the reaper's grasp before the end of your turn deals an additional negative damage equal to twice the level of the creature whose soul you chose. Using this ability releases the chosen soul, and a skull on the mosaic fades away.


Activate One Action envision (evil)

Requirements There's at least one soul stored in the reaper's grasp


Effect You channel the necromantic energy of a soul stored in the weapon into a mantle around you, protecting you from harm. Choose a soul stored in the weapon. You gain temporary Hit Points equal to three times the level of the creature whose soul you chose, which last until the end of your next turn. Using this ability releases the chosen soul, and a skull on the mosaic fades away.

Traits

Unique

A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.

Concussive

These weapons smash as much as puncture. When determining a creature's resistance or immunity to damage from this weapon, use the weaker of the target's resistance or immunity to piercing or to bludgeoning. For instance, if the creature were immune to piercing and had no resistance or immunity to bludgeoning damage, it would take full damage from a concussive weapon. Resistance or immunity to all physical damage, or all damage, applies as normal.

Fatal

The fatal trait includes a die size. On a critical hit, the weapon's damage die increases to that die size instead of the normal die size, and the weapon adds one additional damage die of the listed size.

Kickback

A kickback weapon is extra powerful and difficult to use due to its high recoil. A kickback weapon deals 1 additional damage with all attacks. Firing a kickback weapon gives a -2 circumstance penalty to the attack roll, but characters with 14 or more Strength ignore the penalty. Attaching a kickback weapon to a deployed bipod, tripod, or other stabilizer can lower or negate this penalty.