The Treacher's Blade

Category:
weapon (melee)
Description:

Minor Artifact Intelligent Rapier
Int: 10 Ego:14

Powers

Venomous

Upon a successful attack the blade injects poison into the wound. The first round the posion inflicts 2d6 damage. For six rounds there after the poison deals 1d3 points of strength damage. Poisoned creatures may make a DC14 fortitude save each round to end the poison’s effect.

Backstabbing

The blade grants a +2 bonus to attacks any time sneak attack bonus damage would apply.

Stalking

The longer the wielder of the Treacher’s Blade studies a target, the more effective his strike. As a standard action, a character wielding the Treacher’s Blade can command it to study a creature within 60 feet. The wielder must have line of sight to that target. When the wielder attacks the studied creature, on a successful hit the Treacher’s Blade deals +1d6 points of bonus damage per consecutive round spent studying a target. This bonus damage is precision damage and only applies to the first successful hit against that creature.

If the wielder attacks a creature other than the studied creature, commands the Treacher’s Blade to study a different creature, or ends his turn more than 60 feet from the studied creature, the weapon loses all bonus damage dice against the previously studied creature.

Serpent’s Grace

The Treacher’s Blade provides a +4 bonus on bluff rolls when attempting a feint. The Treacher’s blade also provides the wielder with the improved feint feat whether his class allows it or not. The wielder must be third level to use this ability.

Snake Charmer

Serpent’s of all types will not attack the wielder of the Treacher’s blade unless they are attacked first. The Wielder must be fourth level to use this ability

Spit Venom

The wielder of the Treacher’s Blade may flick the venom off the tip of the blade up to fifteen feet. He may use this as a ranged touch attack. If hit by the venom; the target suffers the venomous effects of the sword. The wielder must be fifth level to use this ability.

Potent Venom

The DC of the sword’s venom increases to 16. The wielder must be sixth level to use this ability.

Improved Serpent’s Grace

The Treacher’s Blade provides a +4 bonus on Acrobatics checks when the wielder is attempting to tumble through a hostel square in order to get behind an opponent. The Treacher’s blade also provides the wielder with improved uncanny dodge whether his class allows it or not. The wielder must be seventh level to use this ability.

Improved Potent Venom

The DC of the sword’s venom increases to 18. In addition to its other effects it also causes blindness. The wielder must be eighth level to use this ability.

Serpent’s Dance

The wielder may move the blade through the air in a mezmerizing pattern anyone looking at the sword must make a DC 16 will save or stand and stare blankly at the sword for 1d6+1 rounds. Taking damage breaks the trance. The wielder must be ninth level to use this ability.

Bio:

The Treacher's Blade

The Castle at the Edge of the World ironwright ironwright