Obsidian Splintershard
Description:
Though from the outside these obsidian balls look almost perfectly smooth to the touch. They are known to hide a dark secret, each has a "button" that when pushed down activates its magical runes. Within seconds on being released from the one who pressed the buttons hand, the ball will explode into a multitude of obisidian chunks. Each noted to be razor sharp and snapping apart upon contact. Once all the shards have hit soil or stone, they will begin to reform instantly back in the original throwers hand. Reforming to be once again a perfectly smooth ball for transport. These items are considered harmless if not activated.Item Effect:
This ammunition does not suffer the normal destruction that similar missile weapons do, instead the boulder expands in air and shatters on impact. Showering the target with razor-sharp shards of obsidian and then immediately reforms in the user’s sling. This weapon ammunition does 1d8 worth of piercing/slashing damage for each shard that hits. To calculate the amount of shards, first roll a 1d20 for the balls shard count. Then any creatures within a 30ft radius of the intended target location, must make a Reflex save DC 18 or be hit with the 1d8. If the individual fails, they must either keep making the save until no shards are remaining, or they succeed at which point the rest of the shards are focused on any other targets. Shards can only hit once per attack and return back to the users hand at the end of there round.This ammunition’s damage type is considered as piercing, slashing, and bludgeoning from the way it impacts, slices, and pierces its targets.
In addition this ammunition deals damage as if it were a size category larger than the wielder as it expands upon being fired/thrown/slung.
Implacable:
When an implacable weapon deals damage to a living creature, the wound bleeds profusely and the creature takes 2 additional points of damage at the start of each of the wielder’s turns for the next 5 rounds. Multiple wounds are cumulative (a creature struck three times in the same round would take 6 points of damage per roundfor the next 5 rounds). This bleeding can be stopped by a successful DC 15 Heal check or any effect that restores hit points (such as cure light wounds). However, while the wound is active, anyone attempting to cast a spell on the target that would restore hit points must succeed on a DC 15 caster level check. An implacable weapon counts as adamantine for the purpose of overcoming the damage reduction of aberrations.Aura: Moderate Necromancy, Moderate Transmutation
Caster Level: 5th
Requirements: Craft Arms and Armor and Obsidian
Market Value: 10,000gp
Cost (if applicable): 1,000gp
Item type
Ammunition
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