Harvester Knife (3.5e Equipment)

Harvester Knife
The Harvester Knife uses the Functional Weapons of Legacy variant rule.

''This is an unusually large kitchen knife, not something you'd see in battle. It looks like it could cut up a turkey pretty well though. In use, it gives off a dull cherry red glow as if hot, but emits no heat.''

The Harvester Knife is a weapon of legacy dagger associated with the "holiday spirits" of Thanksgiving. It starts out as a +1 dagger whose unusual size gives it 1d6 damage (for medium knives) instead of the usual 1d4. However it is no more difficult to use than a normal knife of your size. As various rituals are made and power is gained, the weapon starts taking on stronger powers. There are five rituals that are performed, they must be performed in order (the 2nd ritual must be completed before you start the 3rd, even if you achieve the 3rd level pre-requisites). Rituals cost gold (in the form of feeding the weapon raw materials) and xp, with an additional pre-requisite. Once the 1st level ritual is unlocked, the weapon displays its omen effect. You can take time out and spend 8 hours bringing the weapon to the next level once you have the pre-requisites.

The Harvester Knife is a unique magic item, on its way to becoming an artifact. While it has a price, it cannot be completely destroyed. If reduced to 0 hp, it instead falls inert in a broken condition, and unable to be used until repaired, but is not destroyed as items usually are. It is treated as an artifact against the effects of mage's disjunction.

Omen: The knife gives off a pleasant scent and is always clean. Creatures wounded by the knife do not bleed, the wound apparently cauterized by its phantom heat. Due to this, the knife cannot employ any abilities that require bleeding (such as the Wounding enhancement), but on the other hand you can deal non-lethal damage with the knife without taking the -4 penalty to attack.

1st Ritual (Hunt to Survive)
Nature Hunter: You gain the Bane enhancement against Animals, Magical Beasts, and Plants. This enhancement does not add to the overall enhancement bonus of the weapon or its price.

Ready to Eat: Any creatures killed with the harvester knife are immediately made safe to eat, removing any poisons, parasites, or disease. However it is technically still raw and unseasoned, so its advised to do so before eating. In addition, not all creatures may be edible to a creature of your type (most beings find earth elementals to be inedible, and there's no substance left of a ghost for non-ethereal beings). These pre-prepared corpses last as if gentle repose had been cast upon them.

Surviving the Wilderness: You are always under the effect of endure elements, and you gain the used of woodland strike, trackless step, and resist nature's lure as a druid of your level. If you already have these abilities you gain the ability to move even in magical overgrowth (woodland stride), you gain +10 speed (trackless step), and you gain +8 on saves against fey (resist nature's lure).

Pre-Requisites: BAB +3 or Survival 6 ranks, must hunt and eat a wild animal of your CR or greater on your own.

Cost: 2000 gp, 80 xp

2nd Ritual (Delicious Feast)
Oozing with Gravy: As a standard action you can make a melee attack at a creature's head. If successful, you deal damage as normal and the creature begins bleeding thick delicious gravy from their forehead, which covers their face and eyes and blinds them. They are blinded for 1d4 rounds, but can instead reduce it to 20% concealment by taking a move action each round to clear their eyes, or ends completely with a Heal check as a standard action (DC equal to your attack roll).

Scent: You gain the scent ability when using this weapon.

The Magic of Thanksgiving: You gain several spell-like abilities, usable whenever carrying the weapon on your person. At will-cook, create jelly, create wine (as create water, but a weak alcohol), jelly flavor, purify food and drink, prestidigitation; 1/day-goodberry. The saving throw for any spell-like abilities is based on your highest mental ability score. The caster level is equal to your character level.

Pre-Requisites: BAB +6 or Survival 9 ranks, must cook for a group of 20 people or larger over the course of a single meal.

Cost: 8000 gp, 320 xp

3rd Ritual (Giving and Taking)
Braving the Wilderness: Your endure elements effect now spreads out to all allies within 60 ft, and you are protected from natural (but not magical) weather effects in a bubble out to this range, keeping you dry from rain, calm in heavy winds, or shaded in bright sunlight. You now take half damage from any environmental effects which do get through, such as half damage from natural lava or high water pressure.

Devour: If you damage a creature with your character level in hp or less, you can choose to instantly kill and devour them (leaving nothing but a skeleton, if any). Doing so grants you a number of temporary hp equal to the creature's HD. Temporary hit points overlap, they do not stack, and they last for 1 hour. Keep in mind the devouring of sentient beings is typically seen as an evil act.

Spirit of Giving: As a standard action you can transfer some to all of your hit points to another creature by touching them with the flat of the knife. Doing so deals lethal damage to you and heals an appropriate amount to the target. You can even transfer harmless status effects, or your very life. In the latter cast you die, but are able to revive someone as if using raise dead as a spell-like ability with a 1 standard action casting.

Only willing targets can receive the transfer of hp, status effects, or lives. It does not function against undead targets, willing or not.

Pre-Requisites: BAB +9 or Survival 12 ranks, must fast for 1 week giving all food to others, then indulge oneself in a feast worth 50 gp or more.

Cost: 18,000 gp, 720 xp

4th Ritual (Leftover Surprise)
Alluring Smell: Creatures with noses are lulled by the pleasent scent of the blade. Said creatures must make a Will save (DC 10 + 1/2 HD + Con modifier) when within 30 ft or take a -2 penalty on attack, damage, and AC as they weaken their defenses. The penalty lasts for as long as they remain in the aura. Creatures with Scent take a -4 penalty on the save, and creatures without the ability to smell are immune.

Lazy Turkey: As a standard action make a melee attack. If the attack hits, deal damage as normal and the creature is fatigued. If the creature was already fatigued, they are exhausted. If the creature is already exhausted, they instead fall asleep.

The Magic of Thanksgiving Leftovers: Your spell-like abilities granted by the weapon expand. 3/day-jelly thoughts, plant growth, 1/day-heroes’ feast, stone to flesh; 1/week-mage’s magnificent mansion.

Pre-Requisites: BAB +12 or Survival 15 ranks, must use the Devour ability to obtain temporary hp, then use it to fuel healing up to 100 points of damage via Spirit of Giving.

Cost: 32,000 gp, 1280 xp

5th Ritual (The Ultimate Utility)
Feasting Blade: Half the weapon damage you deal returns to you in the form of healing, up to an amount equal to your character level.

Perfect Carving: The weapon ignores all damage reduction except DR/-, and ignores 10 points of hardness because it's just so sharp. It is the ultimate carving knife.

Thriving within the Wilderness: You and all allies within 60 ft gain the benefits of adapt body at all times.

Pre-Requisites: BAB +15 or Survival 18 ranks, must spend 1 week using no other tools or weapons other than the knife to solve your problems (armor and shields do not count).

Cost: 50,000 gp, 2000 xp

Prerequisites: N/A.

Cost to Create: Unique item, cannot be created.