Throwing knife of human detection
- glows like torch when held
- can be used like an alarm to see if humans are nearby
- stabbin'
Pitted and stained, this oversized stone club has a hankerin' for grinding osseous tissue, but also serves as a rudder during flight.
+0 vs boneless creatures
+1 vs creatures with bones
+2 vs creatures with exoskeletons or made of bone
Improves flight maneuverability by 1 step (if your system doesn't do this, just add 10' to your flight movement speed)
Maniacal hatpin
This subtle +1 hatpin (stats as dagger) induces intense dromomania (psychological wanderlust) in pricked targets who fail a save (DC 13 wisdom or save vs Paralysis). With a successful opposed stealth check, a target can be slightly pricked without becoming aware of the attack - the target takes 1 point of damage and saves as normal.Sapstopper
A crude iron short sword embedded in a dense knot of petrified vines - stats as mace.
Sentient, telepathic with bearer. Hates trees, shrubbery, and the color green. Likes long walks in the city and bonfires. +1d6 damage vs plants, druids, and hippies. Plants must save vs DC 14 Con (or save vs paralysis depending on your game system) or be stunned for 1 round as the sap locks in their limbs.
Hobbler’s blade
A bronze-hilted shamshir (stats as scimitar) with fox-themed scabbard. This cunning magical blade has a knack for hamstrings and kneecaps. Unusually for this sort of weapon, it can also be set against a charge like a spear. The wielder will find the hobbler's blade more or less effective against targets with different numbers of legs:
+0 vs 1 leg or less (oozes, giant worms, knife-wielding 1-legged street urchin)
+1 vs bipeds or tripeds (men, dwarves, 3-legged clowns)
+2 vs quadrupeds (horses, centaurs, 2 gnomes in a donkey costume)
+3 vs 5+ legs (spiders, giant centipedes, rat king, several bears tragically glued together in an industrial accident*)
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