Protector's Final Gift
1d6P·Martial·Sword·One-handed
Runes +1, striking
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 ◇ (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
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.
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.
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.
An effect with this trait delivers a poison or deals poison damage. An item with this trait is poisonous and might cause an affliction.
The target is made off-balance by your attack, becoming off-guard until the start of your next turn.