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Reaper's LancetWeapon 5


UniqueAgileConcealableFinesseMagicalNecromancyParryPoisonTwin
Source Pathfinder #157: Devil at the Dreaming Palace
Damage 1d6 Piercing
Type Martial
Price 200 gp
Weight 1 bulk

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 Reaction Interact

Trigger You damage a creature with Reaper's Lancet


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

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.

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 use your Strength modifier when calculating damage.

Magical

Something with the magical trait is imbued with magical energies not tied to a specific tradition of magic. A magical item radiates a magic aura infused with its dominant school 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.

Necromancy

Effects and magic items with this trait are associated with the necromancy school of magic, typically involving forces of life and death.

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 an Interact 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, complementing each other. 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 to benefit from this trait, but they don't need to have the same runes.