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Poison Spike
Poison Spike
as a +3 weapon with the piercing ability (like cleave, but pierce into another enemy behind
monster was just killed. It continues to weep for 3 rounds after every hit (these rounds overlap
so that no matter what, the blade ceases to weep three rounds after blooding). For those of that
creature type, they must make a fort save DC 15(or higher, see below) or take 2d6 constitution
damage primary and secondary. For all other creature, the save is just 15, and the damage is a
as it remains in the possession of a single user. It resets with a new user, although if returned to a
previous owner it will immediately regain all the potency that user has managed to establish.
Light:
This weapon has a natural weapon speed, if applicable in your campaign.
Poison Spray:
Once per day on command, the weapon will spray poison of whatever type it currently weeps, in
a 15’ cone. Those caught within must make fort saves to avoid the affects of the poison as
Will save versus DC 15 or plunge the dagger into their own breast unless stopped by outside
intervention (shackles, being pinned by companions, etc.). If the wielder does so they take an
immediate critical, roll a fort save as though for a coup de grace, and make a fort save against
poison according to their race (base 15). If they die, the dagger eats their heart, necessitating a
resurrection. If they succeed or survive on all saves, the dagger cannot be removed without
remove it. For every point below 30 roll 1d6 damage and add it to the base amount of 30). They
cannot be healed of the hit point damage dealt by the dagger while it remains in their chest. If
they have taken constitution damage, it can be healed through restoration magic. Slow and
neutralize poison spells have no effect on an impaled victim. Conversely, the victim becomes
able to deliver poison touch attacks at will with the dagger’s best poison and the DCs can be
raised through this practice as through normal use of the weapon. The poison spike imparts to
the user directions on how to enter a place most stealthily and gives a +10 insight bonus to hide,
move silently, open lock, sleight of hand, disable device, search, spot, listen, jump, balance,
swim, and climb. Every moonless night, the impaled victim must make a new save to avoid