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One of 3 items called “Cormyrean Sickle” · see the others · 0x70019EB2

Cormyrean Sickle

Weapon Type Sickle
Damage 3[1d6] Slash
Critical Roll (5%) 20-20 / x2
Proficiency Simple Weapon Proficiency
Minimum Level 20
Binding Binds to Character on Acquire
Accepts Sentience Yes
Description A simple weapon with a semicircular blade attached to a short handle. Typically used by farmers for cutting grain.
Material Steel
Durability 250
Weight 2.00 lbs
Effects
  • +5 Enhancement Bonus: This item has been magically enhanced. Armor with this quality gains a +5 enhancement bonus to AC. Weapons with this quality gain a +5 enhancement bonus to attack and damage.
1 of these
  • Blazing: This weapon is sheathed in fierce flame. A blazing weapon deals an extra 2 to 12 points of fire damage on a successful hit.
  • Boreal: This weapon is sheathed in frigid cold. A boreal weapon deals an extra 2 to 12 points of cold damage on a successful hit.
  • Caustic: This weapon is sheathed in caustic acid. A caustic weapon deals an extra 2 to 12 points of acid damage on a successful hit.
  • Voltaic: This weapon is sheathed in Powerful electricity. A voltaic weapon deals an extra 2 to 12 points of electricity damage on a successful hit.
  • Shrieking: Shrieking weapons emit a piercing screech whenever they are used to make a successful attack. This screech deals an additional 2 to 12 sonic damage.
  • Flaming Burst: This weapon is sheathed in fire, and deals 1 to 6 fire damage each hit. Critical hits deal an additional 1 to 10 fire damage for weapons with a x2 critical multiplier, 2 to 20 for a x3 multiplier and 3 to 30 for a x4 multiplier.
  • Shocking Burst: This weapon is sheathed in crackling electricity, and deals 1 to 6 electrical damage each hit. Critical hits deal an additional 1 to 10 electrical damage for weapons with a x2 critical multiplier, 2 to 20 for a x3 multiplier and 3 to 30 for a x4 multiplier.
  • Icy Burst: This weapon is sheathed in icy cold, and deals 1 to 6 cold damage each hit. Critical hits deal an additional 1 to 10 cold damage for weapons with a x2 critical multiplier, 2 to 20 for a x3 multiplier and 3 to 30 for a x4 multiplier.
  • Acid Burst: This weapon is sheathed in corrosive acid, and does 1 to 6 acid damage each hit. Critical hits deal an additional 1 to 10 acid damage for weapons with a x2 critical multiplier, 2 to 20 for a x3 multiplier and 3 to 30 for a x4 multiplier.
  • Pure Good: This weapon is infused with the power of Pure Good. It does an additional 1 to 6 damage to non-good targets and can only be wielded by Good aligned characters.
  • Good Blast: A good blast weapon is infused with the power of good. Critical hits with this weapon to targets of non-good alignment deal an extra 3 to 18 good damage for weapons with a x2 critical multiplier, 4 to 24 for a x3 multiplier, and 5 to 30 for a x4 multiplier. Additionally, if you roll a 20 when attacking and confirm the critical hit, the weapon blasts your target, doing 4 to 24 more good damage to any enemy of non-good alignment.
  • Holy: A holy weapon is imbued with holy power. This power makes the weapon good-aligned. Evil characters wielding this weapon suffer a negative level. The weapon deals an extra 2 to 12 points of damage against all targets of evil alignment.
  • True Law: This weapon is infused with the power of True Law. It does an additional 1 to 6 damage to non-lawful targets and can only be wielded by Lawful aligned characters.
  • Axiomatic: An axiomatic weapon is lawfully aligned and infused with the power of law. It makes the weapon law-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2 to 12 points of damage against all of chaotic alignment.
  • Force: This weapon is humming with magical force. It deals an additional 1 to 6 force damage on a successful hit.
1 of these
  • Steam: This weapon is constantly building a magical steam within. When the weapon is used, this pressure can be violently discharged, periodically damaging enemies with an additional 2 to 16 plus 8 points of untyped damage on a successful hit.
  • Cacophony: This weapon stores the power of a hundred blasts of sound within. Occasionally, this resonating power comes to the surface, devastating enemies with massive sonic damage.
  • Magma Surge: This weapon stores the immeasurable heat of the planet's molten mantle. When this weapon is used, superheated magma occasionally surges to the surface, slowing an enemy down and inflicting massive fire damage over time.
  • Crushing Wave: This weapon stores the unstoppable force of the ocean's fury deep within. When this weapon is used, this power occasionally comes to the surface, crushing enemies beneath a torrent of frigid water.
  • Corrosive Salt: This weapon stores a caustic, insatiable power deep within. When this weapon is used, this power can come to the surface in the form of a noxious, corrosive salt that dissolves all substances.
  • Slicing Winds: This weapon stores the cyclonic might of a windstorm within. When this weapon is used, this power can come to the surface as a series of rushing, cutting winds that deal slashing damage to the target over several seconds.
  • Disintegration: This weapon has a dark, insidious power deep within. Occasionally, this power lashes out violently at enemies and attempts to disintegrate them.
  • Incineration: This weapon stores the power of a raging inferno deep within. Occasionally, this destructive power comes to the surface, devastating enemies with massive fire damage.
1 of these
  • Wounding: A wounding weapon deals 1 point of Constitution damage from blood loss when it hits a creature. Creatures immune to critical hits are immune to the Constitution damage dealt by this weapon.
  • Maladroit: This weapon afflicts enemies with sluggish and clumsy movements. -1 Dexterity on a successful hit.
  • Weakening: This weapon drains the enemies' melee power. -1 Strength on a successful hit.
  • Improved Shattermantle: Translucent, writhing energy and blue sparks can be seen raging within this weapon. When a shattermantle weapon strikes a foe that has spell resistance, the value of that spell resistance is reduced by 6 for 9 seconds. A foe can only have its SR reduced by one Shattermantle effect at a time.
  • Improved Slowburst: This weapon has an image of a snail worked into its hilt or grip, and it feels cold to the touch. Whenever you score a critical hit with this weapon, the target is slowed for 30 seconds. A DC 28 Will save negates this effect.
  • Improved Destruction: On Hit: Your target gains a stack of Armor Destruction. (-1 penalty to Armor Class, -1% of its Fortification. 20 Second Duration. Stacks up to 15 times.) This effect may trigger once every second.
  • Crippling: A crippling weapon is infused with binding power so that when a target is critically hit their movement is slowed by half.
  • Improved Roaring: This weapon causes targets to become shaken and, on a critical hit, does 2 to 12 sonic damage to the target.
  • Improved Cursespewing: On a natural 20 attack roll, this weapon lashes out with a vengeful curse that confers a -4 morale penalty on attack rolls, damage rolls, saving throws, and skill checks. This agonizing curse also causes the victim to take 2d6 damage every two seconds for a duration of twelve seconds. Additional vorpal strikes while the curse is active will extend the duration by another twelve seconds.
  • Strength Sapping: Every time this weapon deals damage, the target must succeed on a Fortitude save (DC 15) or become exhausted.
  • Improved Paralyzing: Any creature struck by this weapon must succeed on a DC 25 Will save or be paralyzed. The target may attempt a new save to end the effect every several seconds; otherwise the paralysis lasts for 1 minute.
  • Vertigo +8: This effect gives a +8 enhancement bonus to the DC to resist the character's Trip and Improved Trip attempts.
  • Vertigo +10: This effect gives a +10 enhancement bonus to the DC to resist the character's Trip and Improved Trip attempts.
  • Stunning +8: If this effect is on a weapon, each attack that deals damage has a 3% chance to stun the target if it fails a DC 31 Fortitude Save. In addition, when on any piece of equipment, this effect gives a +8 bonus to the DC of your Stunning Blow and Stunning Fist abilities.
  • Stunning +10: If this effect is on a weapon, each attack that deals damage has a 3% chance to stun the target if it fails a DC 33 Fortitude Save. In addition, when on any piece of equipment, this effect gives a +10 bonus to the DC of your Stunning Blow and Stunning Fist abilities.
  • Shatter +8: This effect gives a +8 enhancement bonus to the DC to resist the character's Sunder and Improved Sunder attempts.
  • Shatter +10: This effect gives a +10 enhancement bonus to the DC to resist the character's Sunder and Improved Sunder attempts.
  • Tendon Slice 8%: This effect gives a 8% chance to Hamstring the target for each attack that does damage.
  • Tendon Slice 10%: This effect gives a 10% chance to Hamstring the target for each attack that does damage.
  • Insightful Combat Mastery +2: This effect gives a +2 Insight bonus to the DC to resist the character's Trip, Improved Trip, Sunder, Improved Sunder, Stunning Blow, and Stunning Fist attempts.

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Cormyrean Sickle
Cormyrean Sickle
Sickle
Accepts Sentience
Equips to: Main Hand, Off Hand
Simple Weapon Proficiency
Minimum Level: 20
Binds to Character on Acquire
Base Damage Rating: 11.02
Damage: 3[1d6] Slash
Critical Roll: (5%) 20-20 / x2
+5 Enhancement Bonus: This item has been magically enhanced. Armor with this quality gains a +5 enhancement bonus to AC. Weapons with this quality gain a +5 enhancement bonus to attack and damage.
Shocking Burst: This weapon is sheathed in crackling electricity, and deals 1 to 6 electrical damage each hit. Critical hits deal an additional 1 to 10 electrical damage for weapons with a x2 critical multiplier, 2 to 20 for a x3 multiplier and 3 to 30 for a x4 multiplier.
Corrosive Salt: This weapon stores a caustic, insatiable power deep within. When this weapon is used, this power can come to the surface in the form of a noxious, corrosive salt that dissolves all substances.
Wounding: A wounding weapon deals 1 point of Constitution damage from blood loss when it hits a creature. Creatures immune to critical hits are immune to the Constitution damage dealt by this weapon.
Durability: 250 / 250
Steel (Hardness: 30)
A simple weapon with a semicircular blade attached to a short handle. Typically used by farmers for cutting grain.