Wednesday, April 13, 2016

K is for Katar of Karma Killing

[over the course of the month of April, I shall be posting a topic for each letter of the alphabet, sequentially, for every day of the week except Sunday. Our topic this month? Magical weapons for a B/X campaign. All such weapons are +1 to attack and damage rolls unless, unless specifically noted otherwise. Each of these weapons should be considered unique items]

J is for Katar of Karma Killing.

The katar is the infamous Indian "punch-dagger;" it is useless for throwing (i.e. cannot be used in missile combat), but is extremely effective in hand-to-hand fighting, receiving a +1 bonus to damage rolls in addition to any bonuses for strength and enchantment (if variable weapon damage is used it inflicts 1D4+1).

The katar of karma killing is even more deadly as it drains the luck and good fortune from its victims. On a successful attack roll, the victim suddenly finds her spirit crushed, and her energy ebbing; she  immediately loses additional hit points equal to her own level of experience, and suffers a -1 penalty to all saving throws. Further strikes from the magical katar will increase the saving throw penalty by a cumulative -1 per successful attack, in addition to inflicting normal weapon damage.

The magical effects of the katar of karma killing (both the saving throw penalty and the level-based hit point loss) are permanent until a remove curse spell has been cast on the victim. The damage inflicted by the weapon itself can be healed and/or recovered as normal.

I've always loved the katar.

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