Bloodspike
Bloodspikes resemble weighted poisoned darts, although most of their applications are actually beneficial. Typically, they are inserted into the vein of the user, taking a standard action that provokes. A bloodspike can be thrown like a dart, with a range increment of 5 feet. If the bloodspike successfully does damage, its contents are applied to the target. Creatures that immune to bleed damage are not affected to bloodspikes and the effects of individual bloodspikes do not stack. Bloodspikes cannot accidentally poison the wielder.
Defiling
Defiling bloodspikes are the only kind currently made that are intended to be used on the enemy. Those effected must make a Fortitude save, DC 12, or be nauseated for 1 round. 150gp per use.Glowbug
The person injected with a glowbug bloodspike have their skin or hide begin to glow for 1 hour, providing normal light for 10 feet and dim light for another 10 feet. The person injected can end this effect prematurely as a swift action by stressing all his muscles at once. Doing so causes everyone, including the person injected, within 30 feet to make a Fortitude save, DC 12, or be dazzled for 1 minute. 50gp per useSpatter
This bloodspike causes one's saliva to become acidic for 1 hour, causing any bite attack to deal an extra 1 point of acid damage for the duration. This effect can be ended prematurely as a standard action that does provoke, where the person inject coughs up the remaining acid and spits it, resolving as a ranged touch attack with a range increment of 5 feet, doing 1d6 points of acid damage on a successful hit. 50gp per useTempo
This bloodspike leaves a reservoir of charged liquid near the injection site. At any point in time during the following hour, the person injected can squeeze down on that reservoir (a free action that does not provoke) and gain a single move action. For each use of this bloodspike beyond the first during a 24 period, the user suffers a cumulative -2 penalty to Will saves, concentration checks and Perception checks as he finds it harder and harder to concentrate. This penalty is removed once the user has a full night's rest (which will be twice as long as he normally rests). 150gp per useThickener
This bloodspike causes the user's blood to naturally thicken and coagulate far faster. The benefit is that the user has damage reduction of 1 / bludgeoning and automatically prevents the first point of bleed damage (hit point or attribute) per round for the following hour. The negative aspect is that the user's movement rate is reduced by 10 feet as he is constantly sluggish. 100gp per use
Item type
Consumable, Magical
Weight
Negligible
Base Price
varies by effect. See descriptions
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