Bloodgorger ScytheWeapon 7
Source Pathfinder Howl of the Wild
Damage 1d10 Slashing
Type Simple
Price 340 gp
Weight 2 bulk
This +1 striking scythe is made from the cruel, blackened branches of the carnivorous scythe tree, which hungrily drink up spilled blood.
Activate—Root in Blood 1 (manipulate)
Requirements Your last action was a successful Strike with this weapon and your target isn't currently taking any persistent bleed damage
Effect You break off a piece of the bloodgorger scythe inside your enemy to feed on their blood and sprout into a new tree. The target takes 1 bleed damage at the end of their turn. Each failure to stop the bleeding increases this bleed damage by 1 as a small scythe tree grows from the wound, to a maximum of 3 persistent bleed damage.
Activate—Sapling Slash 1 (concentrate)
Requirements A target has a piece of the bloodgorger scythe broken off inside them and has failed to recover from the persistent bleed damage for 3 consecutive turns
Effect The sprouted scythe tree grows large enough to be commanded. It makes a melee Strike against the target or a creature adjacent to the target, with a +18 to hit and dealing 1d10 slashing damage.
Craft Requirements The initial raw materials must include branches and roots from a scythe tree.
Traits
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.
DeadlyOn 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.
MagicalSomething 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.
TripYou 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.