Item: Black Scorpion Stingmace

TypeWeapon
Level15
Rarity
Uncommon
Base ItemMace
CategorySimple
GroupClub
Damage1d6 bludgeoning
Price6250 gp
UsageHeld in one hand
PublicationPathfinder Howl of the WildRemaster

The massive stinger of a black scorpion adds significant weight to this +2 greater striking Fearsome mace. On a critical hit, the target is exposed to black scorpion venom.


Black Scorpion Venom (poison)

Saving Throw DC 36 Fortitude

Maximum Duration 6 rounds

Stage 1 2d12 poison damage and Clumsy 2 (1 round)

Stage 2 3d12 poison damage, clumsy 2, and Slowed 1 (1 round)

Stage 3 4d12 poison damage, Clumsy 4, and Slowed 2 (1 round).


Craft Requirements The initial raw materials must include the intact stinger of a black scorpion.


Trait Effects

Magical: Something with the magical trait is imbued with magical energies not tied to a specific tradition of magic. Some items or effects are closely tied to a particular tradition of magic. In these cases, the item has the arcane, divine, occult, or primal trait instead of the magical trait. Any of these traits indicate that the item is magical.

Poison: An effect with this trait delivers a poison or deals poison damage. An item with this trait is poisonous and might cause an affliction.

Shove: You can use this weapon to Shove 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 as an item bonus to the Athletics check. If you critically fail a check to Shove using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.


Critical Specialisation Effects

Certain effects can grant you benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialisation effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialisation effect of your weapon.

Club: You knock the target away from you up to 10 feet. This is forced movement.


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