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Hundred-Moth CaressWeapon 8


DeadlyD10​Divine​Trip​
Source Pathfinder Impossible Magic
Damage 1d10 Slashing
Type Martial
Price 475 gp
Weight 2 bulk

This +1 striking scythe's handles are made from a dull gray wood of bone-like consistency, and when you slice with it, a fluttering gust of hundreds of moths' wingbeats fills the air. If you're a devotee of Urgathoa, you can use this scythe as a divine locus, and with every Strike, it exudes a pallid cloud of powdery dust.

Activate—Pallid Reaping f (concentrate, manipulate, spellshape, void)

Frequency once per round


Effect You deal 1d10 void damage to yourself. This damage ignores all resistances and immunities, and you take it even if you would be healed by void effects. If your next action is to Strike with the scythe or to Cast a Spell with the disease or void trait, that Strike or spell deals additional void damage equal to the damage you took.

Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

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.

Divine

This magic comes from the divine tradition, drawing power from deities or similar sources. Anything with this trait is magical. A creature with this trait is primarily constituted of or has a strong connection to divine magic.

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.