Snake Arrow

These arrows are magically held snakes with fletching on their backs (provides aerodynamics) that are released from their stasis upon impact with a target, dealing 1d6+3 damage. Targets struck by the arrows must make a fortitude save or be afflicted by poison. Which type and the DCs for the rolls depend on the snake.

Slow poison DC 25 – delays 10 rounds before 1st save, then 2d4 strength damage.
Fast poison DC 20 – delays 5 rounds before 1st save, then 1d6 dexterity damage.
Instant poison DC 15 – 1st save when struck, 1d10 constitution damage.

The snakes may engage the target (%50 chance, attacks as a small viper), or slither off into the grass, back to meet up with their owner.

Moderate Necromancy and Minor Enchantment; CL 9th; Craft Magic Arms and Armor, poison and charm animals; Price 1,500 gold


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Poison Armor

This cursed armor sends a poison through a set of small needles into the flesh of its wearer. Poison armor is available in all forms of armor. Alternates include poison clothing of various sorts. Common targets include noble outfits.

The poison deals 1d4 Con damage every minute that it is worn. In the first minute the wearer experiences a mild euphoria, then in the second a dense high. It is not until the wearer has taken 8 or more Con damage that she realizes she is unwell. Once the curse is lifted and the armor is removed, the wearer takes 1d4 Con damage per hour until the poison is cured.

Moderate necromancy; CL 7th; Craft Wondrous Item, poison; Price 56,000 gp. It takes many days to properly prepare this armor trap.


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