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    Culler of Chaff: This +1 holy scythe was created long ago in the Moonshaes, well before the fall of Netheril. Despite its great age, its smooth and polished wood is still green and supple, and even smells freshly-cut. The blade is simple and unadorned. The shaft of the weapon is covered in a small hedge of brown thorny growth; if the weapon is picked up the growth bends and slides away from the handles, never harming the creature carrying or wielding it. If cut or burned, the thorns slowly grow back over the course of a tenday (this does not affect the powers of the weapon).

     Its origins are unknown, though it was first spotted in the Moonshaes, and it carries some mystery with it for it has a habit of disappearing when it would become lost and being found when it is needed. Several myths of the Goddess tell of its wielder overwhelmed by evil forces but when the body is recovered the Culler is nowhere to be found. Other stories tell of a lone Chauntean cleric or humble farmer pursued by orcs, Malarites, or other hostiles, who stumbles into a small clearing to find Culler of Chaff standing upright as if it had sprouted there, and with the help of the weapon the Chauntean survives the enemy attack. Because of this ability it has been found in such far-distant places as Anauroch, Thesk, and the Shaar. Despite multiple divinations and attempts to activate this rumored power (presumably to carry its wielder to another location), no hard evidence of it can be found.

     In addition to its primary abilities, the scythe is treated as living wood. Any effect that would distort it or alter its shape (such as warp wood) affect it normally, though it reverts to its normal form after one day.

     Once per day the wielder may use it to create a wall of thorns. Alternately, the wielder may use that ability to create a thorny covering over her own body; these thorns allow her to deal damage while grappling as if she was wearing spiked armor (1d6 piercing, crit x2). She is treated as armed when making unarmed attacks (dealing 1d6 piercing damage). Creatures grappling you suffer 2 points of damage with each sucessful grapple attack they make. You act as if you are proficient in these thorns (whether using melee attacks or as "armor spikes"). If the bearer ever loses contact with the scythe the thorny covering vanishes instantly (but the bearer could hold the weapon with one hand, like a staff, and still make attacks with her free hand). The thorns never interfere with the wielder's actions and do not prevent her from casting spells; she can even touch creatures without harming them (even to the extend of riding a horse bareback, the thorns move to accomodate friendly contact).

    Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, holy smite, wall of thorns, creator must be good; Market Price: 52,718 gp; Cost to Create: 26,518 gp + 2,096 XP.

    The item has a base plus of +1, holy is worth +2, for a total of +3, for 18000 gp.
    The wall of thorns is spell level 5 x caster level 9 x 1800 / 5=16,200, doubled to 32,400 for a secondary property.
    I priced the warp-reversing at 500, doubled to 1000 for a secondary property. It's a really minor effect that won't come into play very often (I could have priced it as a minimum caster level warp wood, but that's too expensive for the very limited benefit).
    I also placed the body-thorns as just 500, doubled to 1000, since it's just a variant use of the wall of thorns. If you used Magic of Faerun, you could also add the body blades spell as a prereq to reflect this property, but whatever.
    The "disappear when lost and reappear when needed" effect is a plot device and isn't likely to benefit the PC, so I'm not including it in the price.
    Total magic price is 18000 + 32,400 + 1000 + 1000=52,400
    Add in the 318 gp for a masterwork scythe and you get the final costs.

FYI, I actually used my WeaponMaker spreadsheet tool to price this object; it's a lot easier than adding it up yourself and it even has slots to add in custom properties.