You are on page 1of 3

Daggertail

Once the grappling chain of a Gnomish Battle Construct, Daggertail started its life as a
simple mundane implement used for the defense of the gnomish people. When it became
lodged in the arm of a Kaorti Champion this changed. The resin secreted by his arm changed it
and he used its new properties to wreak havoc on the gnomes his people fought. Daggertail
became a feared weapon of the gnomes that built it; the champion its nightmare wielder.
Eventually, in the last glorious battle of the war, the champion fell. The gnome rushed to
retrieve the dreaded weapon in the aftermath of the battle so that it could be destroyed. What
they found instead was a corpse missing an arm and Daggertail lost to the world.
Requirements

Battle Scion
Level

Skills
Intimidate 8 ranks.
Feats
EWP(Spiked Chain), Weapon Focus(Spiked
Chain), Improved Grapple, EWP(Kaorti Resin
Spiked Chain)
Special
Ability to wield spiked chains with one hand.
Abilities
Initial Abilities
When first acquired, Daggertail functions as a
+2 spiked chain. Any feats that would apply to
the spiked chain apply to Daggertail. If a
character has the ability to wield Spiked
Chains one handed then he may choose to
embed the weapon in his arm and gain the
abilities described below under Embedded
Weapon. If he chooses to embed the weapon
Daggertail takes on the following stats.

Ability Gained

---

Embedded Weapon

1st

Extending+

2nd

Piercing Grapple

3rd

Spiteful Weapon(0),
Life Channeling(0)

4th

Spiteful Weapon(1)

5th

Life Channeling(1)
Enhancement bonus +3,

6th

SW(2)

7th

Life Channeling(2)
Enhancement bonus +4

8th

SW(3)

9th

Life Channeling(3)
Enhancement bonus +5

10th

SW(4)

Name

Dmg

Critical

Range

Type

Daggertail

2d4

18-20/x4

10ft*

Slashing**

* Threatens all squares within its range.


** When used to grapple Daggertail does Piercing damage.

Embedded Weapon
Daggertail is a weapon embedded in the arm of its wielder. As a result the wielder gains the
Willing Deformity Feat. Additionally, the wielder gets a +10 bonus to resist disarm attempts
against Daggertail.
If a disarm attempt does succeed, however, the wielder takes 1d10*battle scion level +
(Daggertails current enhancement bonus) in damage and is sickened for 1d10 rounds. If the
opponent rolls and confirms a critical on their disarm attempt, in addition to the disarm effects
described above, Daggertails wielder must make a Fort Save (DC20 + battle scion level) or lose
his arm and suffer 1d4 bleeding damage per round until a DC15 heal check is made or some
form of magical healing is received.
To unequip Daggertail the wielder must undergo a surgery which costs 5,475 + (500 * battle
scion level)gp and requires 1 full day of bedrest. If the character does not get a full day of
bedrest it suffers the damage normally associated with being disarmed.
Extending+
Daggertail gains the Extending weapon special ability. Additionally, Daggertail can retract all the
way essentially sheathing itself by having a reach of 0. The part embedded in the arm of the
wielder remains.
Piercing Grapple
Daggertail can be used as a grappling weapon with no penalty, though not at range unless you
have that ability from another source. Daggertail does Piercing damage when used in a
grapple. When you use Daggertail to grapple you may add your battle scion level as a bonus
on your grapple check.
When you use Daggertail in a grapple you can threaten and confirm criticals as you can in a
normal attack. Additionally, the effects of Spiteful Weapon and Life Channeling work with these
grapple criticals.
Spiteful Weapon
You gain the feat Improved Critical(Spiked
Chain) even if you would not normally
qualify for it. This feat applies to Daggertail
as mentioned above.
Additionally, any time you successfully
make a critical attack you must make a Fort
Save or take 2d6 nonlethal damage. The
DC for this fort save starts at DC15 and
increases by 1 each time you threaten a
critical. The DC is reset to its base of 15 if it
has been at least 6 hours since you last

Battle Scion
Level

Atta
cks
agai
nst
foe

Critical
Threat Range

15-20

-0

14-20

-2

13-20

-4

12-20

-6

AC

succeeded on a critical hit.

10

11-20

-8

When you successfully make a critical against a foe your Critical Threat range increases for
future attacks against that same foe. While benefitting from this increased attack range you
also take a penalty to AC. The table above reflects these abilities. If in any round you do not
attack the foe you are gaining the benefit from, you are immediately reset to 0 attacks on the
table. Attacks of opportunity can progress the effects if they are against the same foe but reset
it if they are against anyone else. You can only progress as far as your Battle Scion level
allows.
Life Channeling
Starting at level 3 any time you make a successful critical hit you gain temporary hitpoints equal
to a portion of the damage you dealt on the critical hit. At level 3 you get 25% of the damage
you dealt on the critical as temporary hit points. This increases to 50% at level 5, 75% at level
7, and 100% of the damage at lvl 9. These numbers are always rounded down. These
temporary hit points do not heal any of the nonlethal damage you have taken from Spiteful
Weapon. These temporary hitpoints cannot let you exceed your maximum hit points.

You might also like