Gut-Ripper

Level 7WeaponBulk 2UniqueRemaster

1d10S·Martial·Pick·Two-handed

Runes +1, striking

This +1 striking ogre hook causes its owner to dream of past murders conducted with the weapon. Gut-Ripper 's mythic magic is tied to the bloodlust of the ogre boss who was holding it upon becoming mythic. If Gut-Ripper doesn't kill a creature each day by midnight, it becomes a non-magical ogre hook.


Activate—Rip Guts! Rip Guts! ◆◆ Cost 1 Mythic Point

Effect You throw Gut-Ripper in a line of any length up to 60 feet, then it returns to your hands. Each creature in the line takes 2d10 piercing damage with a DC 25 fortitude save. If there's a creature at the end of the line, you instead make a melee Strike against it with the hook that deals an additional 2d10 persistent bleed damage. Each time a creature takes this bleed damage, you regain that many HP; this is a healing vitality effect. This activation can't be used again for 1d4 rounds.

Traits

Deadly d10

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.

Magical

Something with the magical trait is imbued with magical energies not tied to a specific tradition of magic. Some items or effects are closely tied to a particular tradition of magic. In these cases, the item has the arcane, divine, occult, or primal trait instead of the magical trait. Any of these traits indicate that the item is magical.

Mythic

Options with this trait grant or utilize mythic power. Feats with the mythic trait can only be taken by mythic characters, who are typically characters with a mythic Calling. Monsters with the mythic trait have access to a pool of Mythic Points and are particularly strong for creatures of their level. Many mythic monsters are either resistant or entirely immune to attacks from non-mythic creatures and weapons. Spells with the mythic trait require the expenditure of a Mythic Point in order to be cast, and items with the mythic trait require the expenditure of a Mythic Point in order to use their activated abilities. Weapons with the mythic trait overcome the resistances and immunities of mythic monsters.

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.

Critical Specialization (pick)

The weapon viciously pierces the target, who takes 2 additional damage per weapon damage die.