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Vampiric ScytheWeapon 13


UncommonDeadlyD10EvilMagicalNecromancyNegativeTrip
Source Pathfinder Lost Omens: The Grand Bazaar
Damage 1d10 Slashing
Type Martial
Price 3,000 gp
Weight 2 bulk

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 Reaction 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 Reaction 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.

Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

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. An ability with this trait can be selected or used only by evil creatures.

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.

Negative

Effects with this trait heal undead creatures with negative energy, deal negative damage to living creatures, or manipulate negative energy.

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.