
brubbelbuttons |
Drunkard's Dagger
Aura: moderate varied; CL: 8th (min 8 for +2 greater magic weapon bonus, unless i'm mistaken)
Slot: none price:
Description
This finely crafted bottle is intricately gilded with silver and platinum over crystalline glass, the metal twisting together up the neck of the bottle, the cork long since lost, with any attempts to replace it failing.
(i decided to keep most of this, mostly because i want it to be immediately obvious that its special in some way without assuming that your mage is checking everything)
As long as it remains intact it will fill with grog each night as the sun sets and emptying as it rises. Although its sized for a medium creature it holds exactly enough to inebriate anyone holding it as long as they drink it all at once. Attempting to share the drink with another will cause it to magically empty down to one single drop. Anything inside when the bottle fills is expelled, causing an awful mess.
Anyone with the Catch off Guard feat can feel its truest function as soon as they hold it. If broken at the bottom and held at the top it becomes +2 improvised dagger and anyone damaged by it must make a DC 15 or gain the drunk template. The target is immune to this effect for 24 hours regardless of saving throw.
(i don't know about items applying a template but it was all i could find with google-fu, and its functionally the same as being sickened.)
When the bottle is full, intact, and used as part of successful melee attack on a living creature the bottle immediately breaks and the target receives a -5 penalty on the save to avoid becoming drunk. Used this way the the bottle is still treated as a +2 light improvised weapon but it deals 1d4 blunt damage.
If it's broken as the sun goes down it reforms into a bottle.
Requirements
Craft Magical Arms and Armor, Catch off Guard, create water, make whole, [i/]ray of sickening, [i]greater magic weapon
I'll take care of price later, when im done working on it. Is ray of sickening a bad fit now? Thanks for all the advice!