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This nasty item and the magic that powers it was developed by orc mages in the Northern Reaches, but has been strongly adopted by all the demi-human races in the Fjordlands.
On a successful critical hit, roll a d6. On a one, the DM chooses a limb that is severed.
Due to the tainted nature of the item, this axe cannot work for a day after a restoration or repair spell is cast upon it. In these cases it acts as a normal axe. It also needs to taste blood before the special dismembering power is activated.
Oh, and you don't want to fumble wielding this item -- critical failures mean you roll 1d6 on yourself. On a one, you lose something!
This weapon has left many a knighly warrior shouting, "Come back and fight -- I'll bite your legs!" and other sad taunts.
Moderate necromancy and transmutation; CL 18th; Craft Magic Arms and Armor, wither limb, keen edge; Price +4 bonus: 32,000 gp.
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