m_weight_valuem_destructionm_illusionm_aura_strengthm_powersm_mythicm_legendary_weaponm_alm_intm_fulltextm_costm_requirementsm_cham_communicationm_baseitemm_linktextm_cost_valuem_namem_wism_groupm_evocationm_sensesm_price_valuem_egom_conjurationm_major_artifact_flagm_weightm_magicitemsm_necromancym_slotm_pricem_divinationm_transmutationm_scalingm_minor_artifact_flagm_clm_languagesm_auram_universalm_abjurationm_enchantmentm_sourcem_description
100moderate000

Death Bill

Aura moderate necromancy; CL 10th
Slot none; Price 14,318 gp; Weight 10 lbs.

DESCRIPTION

Death bills are greatly coveted by redcaps, and the loss of a death bill is considered a great shame punishable by exile or even death. A death bill is a +1 scythe that leaves particularly unsightly wounds in its victims' flesh-these wounds do not bleed, and have dry, flaking edges, almost as if the wound had been desiccated by desert winds. Three times per day, the wielder of a death bill can swing the weapon as a standard action to create a scythe-shaped arc of dust that sweeps out from the user in a 30-foot cone. All creatures in this area take 2d4 points of slashing damage plus an amount of additional damage equal to the user's Charisma modifier, and are staggered for 1 round by the pain of having moisture drawn from their bodies by the supernatural effect. A successful DC 13 Reflex save halves the damage and negates the staggered effect. Once per day as a swift action, as a death bill is used to reduce a foe to negative hit points with a melee attack, the user may cast a death knell on that victim (Will DC 13 negates).


CONSTRUCTION

Requirements Craft Magic Arms and Armor, death knell, inflict critical wounds; Cost 7,318 gp
731800Craft Magic Arms and Armor, death knell, inflict critical wounds0#ERROR!NULL7318Death Bill0Weapon0143180010 lbs.1none1431800010moderate necromancy000AP 64Death bills are greatly coveted by redcaps, and the loss of a death bill is considered a great shame punishable by exile or even death. A death bill is a +1 scythe that leaves particularly unsightly wounds in its victims' flesh-these wounds do not bleed, and have dry, flaking edges, almost as if the wound had been desiccated by desert winds. Three times per day, the wielder of a death bill can swing the weapon as a standard action to create a scythe-shaped arc of dust that sweeps out from the user in a 30-foot cone. All creatures in this area take 2d4 points of slashing damage plus an amount of additional damage equal to the user's Charisma modifier, and are staggered for 1 round by the pain of having moisture drawn from their bodies by the supernatural effect. A successful DC 13 Reflex save halves the damage and negates the staggered effect. Once per day as a swift action, as a death bill is used to reduce a foe to negative hit points with a melee attack, the user may cast a death knell on that victim (Will DC 13 negates).