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Tuesday Magic Item – Scorpion Tail Whip

24 November, 2009

Continuing the insectish theme:

Like a living thing, the whip struck, carving through flesh and cloth.   With a cold word, the whip’s master made the weapon flicker with dark energy before lashing out with a killing blow.

Scorpion Tail Whip

This weapon is made from cunningly worked leather and metal to give the whip the appearance of a long scorpion’s tail the tip ending in a wickedly sharp hook.  The construction is very durable while retaining a considerable amount of flexibility.  The whip gives the illusion of being alive, moving and shifting on its own, especially when it is left coiled.

The Scorpion Tail Whip can be used as a +2 whip or as a +2 flail as the wielder chooses but unless they have the Exotic Weapon Proficiency (Whip) they will take non-proficiency penalties when using the weapon.  However, the whip can be difficult to control, on an attack roll of a natural ‘1′, the wielder takes 1d3 damage and a -1 penalty to attack rolls until the end of the next round.

Up to three times per day, the hook can be charged with a dark energy, the next time it hits a living target it inflicts an additional 2d6 of cold damage and the target must make a Fortitude save (DC 18) or take 2 points of Strength damage and be slowed for 1d4+1 rounds.  The dark energy lasts for one minute or until discharged and if it strikes the wielder during this time (from a natural ‘1′) it will discharge into her unless she makes a Reflex save (DC 22).

Aura moderate necrourgy and transmutation; CL 9th
Slot none; Price 13,000; Weight 3 lbs
Construction
Requirements Craft Magic Arms and Armor, cat’s grace, telekinesis, vampiric touch; Cost 6,500 (+520 xp for D&D)

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