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Protector's Final GiftWeapon 5


Rare​DeadlyD8​Disarm​Finesse​Poison​
Source Pathfinder #217: Death Sails a Wine-Dark Sea
Damage 1d6 Piercing
Type Martial
Price 150 gp
Weight 1 bulk

Within hives of giant bees, some become protectors of their hive and etch runes onto their stingers via dance. Upon such a bee's death, its stinger can be removed from its body and used as +1 striking rapier, though a hilt often needs to be attached for skilled swordsmanship. The imbued magic allows the stinger to slowly renew a small bit of its venom supply. The wielder can gather this and deliver it during a Strike. The victim is made to see prophetic flashes of their future as it courses through their system.

Activate—Apiprophecy Sting f (manipulate)

Frequency once per day


Effect The protector's final gift secrets apiprophecy venom, which coats the blade and affects the next creature successfully struck with the blade within the next minute.


Apiprophecy Venom (poison)

Saving Throw DC 20 will

Maximum Duration 4 rounds

Stage 1 2d6 mental damage and Dazzled

Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Deadly

On a critical hit, the weapon adds a weapon damage die of the listed size. Roll this after doubling the weapon's damage. This increases to two dice if the weapon has a greater striking rune and three dice if the weapon has a major striking rune. For instance, a rapier with a greater striking rune deals 2d8 extra piercing damage on a critical hit. An ability that changes the size of the weapon's normal damage dice doesn't change the size of its deadly die.

Disarm

You can use this weapon to Disarm with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls (if any) as an item bonus to the Athletics check. If you critically fail a check to Disarm using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure. On a critical success, you still need a free hand if you want to take the item.

Finesse

You can use your Dexterity modifier instead of your Strength modifier on attack rolls using this melee weapon. You still use your Strength modifier when calculating damage.

Poison

An effect with this trait delivers a poison or deals poison damage. An item with this trait is poisonous and might cause an affliction.