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Melee / Punkin's Scythe

Punkin's Scythe

Type: Halberd
Damage: 2d4 Piercing
Range: 10 ft
Slots: 3
Price: Personal
Properties: Anomalous, Two-Handed

Description:


A spooky black iron scythe adorned with three jack-o'-lanterns and a crooked handle. The jack-o'-lanterns' smiles widen one by one when the scythe takes a life, and fire lights within.


Unique: This weapon augments the Lifetaker and Pyro Manipulation abilities.


You can use a weaker version of the Lifetaker ability if you don’t know it, regaining HP equal to half your END rounded down.


Whenever Lifetaker activates, you can choose to feed the HP you would regain to the Pumpkin Scythe. It can hold up to 30 HP (10 per jack-o'-lantern). You can expend 10 HP from the scythe to use the Pyro Manipulation ability even if you don’t know it, at no AP cost. 


Whenever you use Pyro Manipulation, you may channel it through the Pumpkin Scythe to create a fireball. At the end of each of your turns, each fireball travels 10 feet in a straight line in a direction chosen when it was created.


When a fireball collides with a character, it deals the normal damage of the Pyro Manipulation ability based on your scaling, then loses one damage die. Each subsequent character it hits takes damage using the reduced number of dice. A fireball disappears if it collides with a solid obstacle, has no damage dice remaining, or reaches the end of its duration.


Each fireball lasts a number of turns equal to half your INT, rounded down (minimum 1). You can have a maximum number of active fireballs equal to half your INT, rounded down (minimum 1).


Anomalous: Ignores Incorporeal characters damage immunities.


Two-Handed: When you make an attack, you can target a second character within 5 feet of the original target with the same attack. Roll a single attack roll for both, with a -2 penalty for the second target.

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