Basilisk Tail (Magical Whip):
As one might expect from the enchantments of the weapon, this whip is quite popular with assassins. In addition, a fair number of dark priests and demon thralls often wield these enchanted whips. The alchemists who make these weapons are generally extremely secretive. Such alchemists are treated with suspicions at best and often arrested. Mostly this is due to the alchemists having strong ties with assassin’s guilds. Due to the reputation of the weapon and the rarity of the enchantments on the weapon, these whips are extremely expensive.
The weapon appears to be a black braided whips, usually around eight feet in length. In most cases, the leather the whip is made from is from some kind of supernatural creatures. Not too many are actually made from the hide of the basilisks dragon but more common supernatural creatures. One item that sets it apart from a normal bullwhip is the fact that the tip of the whip has a number of small spikes. Often, the hand of the whip is in the design of a basilisk or has the design stamped into the sides.
Even though it appears to be made from leather, these whips are generally enchanted to be indestructible. This makes them quite useful in combat for disarming an opponent, even one with the sharpest of swords. While the spikes on the whip do not inflict a great deal of damage, they are enchanted so that they can penetrate almost any armor. When, the spikes penetrate, they are enchanted so they inject the poison basilisk eye. This is limited to three time per day. Still, the poison often paralyzes the victim.
Armor Penetrating: The spikes will bypass the A.R. Rating of its target. The weapon will seek the gaps and chinks in body armor. When used against creatures with A.R. Ratings, the weapon will simply goes through the creatures defenses.
Indestructible: Cannot be destroyed by any means except for possibly in the hands on an alchemist.
Venomblade: When the power is used, the whip will inject poison the next time the weapon penetrates an opponents flesh. Poison can be used up to three times per day. Victims must save vs poison (16) or take 4D6 points of damage plus paralysis (2D4 rounds)
Weight: 3 lbs (1.36 kg) Length: 8.0 feet (2.4 meters)
Damage: 2D6 (+Strength.) Whip bypasses all AR Ratings and has special poison system
Bonuses: +1 to Strike
Enchantments:
Cost: Often sells for 450,000 to 500,000 gold.
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Writeup by Kitsune (E-Mail Kitsune).
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