Shiv and Shank
Significance
These +2 daggers each deal 1d6 natural damage due to their barbed edges. Each attack deals 1 point of bleed damage and the target must make a save versus poison or suffer 1d4 damage per round for 6 rounds. Each time poison is reapplied before the 6 rounds end, the duration is reset, and an additional point of poison damage is added.
The wielder can become invisible 2 times a day for up to one hour and gets a +3 bonus to perception checks when both blades are held.
If the wielder performs a killing blow with one of these daggers, they get healed a number of hit points equal to the creature's hit dice. This cannot exceed the wielder's maximum amount of hit points.
A critical hit with one of these daggers deals (base)triple physical damage, triples the bleed damage applied, and doubles the poison damage applied. Chill Touch is then cast on the target if it is still alive.
The wielder can become invisible 2 times a day for up to one hour and gets a +3 bonus to perception checks when both blades are held.
If the wielder performs a killing blow with one of these daggers, they get healed a number of hit points equal to the creature's hit dice. This cannot exceed the wielder's maximum amount of hit points.
A critical hit with one of these daggers deals (base)triple physical damage, triples the bleed damage applied, and doubles the poison damage applied. Chill Touch is then cast on the target if it is still alive.
Item type
Weapon, Melee
Subtype / Model
Rarity
Rare
Weight
2lbs each
Dimensions
7 inches
Base Price
80,000gp, individually
160,000gp, together
160,000gp, together
Raw materials & Components
Iron, leather
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