Poisonous (3.5e Equipment)

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Scales.png This page is of questionable balance. Reason: that is a really high damage and DC for a +3 bonus I would suggest scaling it by 2s for DC (12 14 16) and 1d3 1d4 and 1d6. otherwise this thing is better than most regular poisons and has a higher DC to boot. Also you get to use it forever and force them to save with every swing you take.


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Poisonous[edit]

A poisonous weapon deals initial and secondary temporary Constitution damage by poisoning opponents. The Fortitude saves to negate the damage and the damage, itself, increase the higher the caster level of the spell used to enhance the weapon. Bows, crossbows and slings so crafted bestow the poison upon their ammunition.

Faint necromancy; CL 5; Craft Magic Arms and Armor, poison; Price +1 bonus (1d3 Con; Fort DC 12 negate )

Moderate necromancy; CL 8; Craft Magic Arms and Armor, poison; Price +2 bonus (1d6 Con; Fort DC 15 negate)

Strong necromancy; CL 12; Craft Magic Arms and Armor, poison; Price +3 bonus (1d10 Con; Fort DC 18 negate)



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