Bloodspike
Bloodspike is D&D 3.5 equipment from HPG. Cost 2 gp; Weight Weapon (two-handed) +2 Holy Blade Weapon (slashing) +1 Retracting Sheath Weapon (slashing) +1 Scaldjets Armor (medium or heavy) +2 Shifting Scales Armor (heavy) +2 Springpads Armor (light) +1 Spur Coil Weapon (melee) +1 Totem Wings Weapon (tauren totem) +1 Powers: Any piercing weapon can employ this tech- mod. When the weapon penetrates an opponent's flesh, the compact, caltrop-like tip expands, driving its tiny spikes into the surrounding tissue. The wound continues to bleed, dealing 1 point of damage every round until the spike is removed. T aking it out requires a standard action and a DC 15 Heal check.
Quick answers
How much does Bloodspike cost?
Bloodspike costs 2 gp.
How much does Bloodspike weigh?
Bloodspike weighs Weapon (two-handed) +2 Holy Blade Weapon (slashing) +1 Retracting Sheath Weapon (slashing) +1 Scaldjets Armor (medium or heavy) +2 Shifting Scales Armor (heavy) +2 Springpads Armor (light) +1 Spur Coil Weapon (melee) +1 Totem Wings Weapon (tauren totem) +1 Powers: Any piercing weapon can employ this tech- mod. When the weapon penetrates an opponent's flesh, the compact, caltrop-like tip expands, driving its tiny spikes into the surrounding tissue. The wound continues to bleed, dealing 1 point of damage every round until the spike is removed. T aking it out requires a standard action and a DC 15 Heal check.
Which source covers Bloodspike?
Bloodspike is covered in World of Warcraft: Horde Player's Guide (HPG).
- Kind
- good
- Category
- technological device
- Cost
- 2 gp
- Weight
- Weapon (two-handed) +2 Holy Blade Weapon (slashing) +1 Retracting Sheath Weapon (slashing) +1 Scaldjets Armor (medium or heavy) +2 Shifting Scales Armor (heavy) +2 Springpads Armor (light) +1 Spur Coil Weapon (melee) +1 Totem Wings Weapon (tauren totem) +1 Powers: Any piercing weapon can employ this tech- mod. When the weapon penetrates an opponent's flesh, the compact, caltrop-like tip expands, driving its tiny spikes into the surrounding tissue. The wound continues to bleed, dealing 1 point of damage every round until the spike is removed. T aking it out requires a standard action and a DC 15 Heal check
Description: This orcish tech-mod consists of a small, spring-assisted cluster of spikes that resembles a tiny caltrop. When combined with the tip of a specially modified piercing weapon, the bloodspike breaks off inside a foe's body, tearing and rending the flesh long after the initial attack. Table 5-1: New Tech-Mods Bonus Item Type Equivalent Bloodspike Weapon (piercing) +1 Doubleslammer Weapon (tauren totem) +1 Floating Counterweight Weapon (two-handed) +2 Holy Blade Weapon (slashing) +1 Retracting Sheath Weapon (slashing) +1 Scaldjets Armor (medium or heavy) +2 Shifting Scales Armor (heavy) +2 Springpads Armor (light) +1 Spur Coil Weapon (melee) +1 Totem Wings Weapon (tauren totem) +1 Powers: Any piercing weapon can employ this tech- mod. When the weapon penetrates an opponent's flesh, the compact, caltrop-like tip expands, driving its tiny spikes into the surrounding tissue. The wound continues to bleed, dealing 1 point of damage every round until the spike is removed. T aking it out requires a standard action and a DC 15 Heal check; failure means the character removes the spike, but the impaled creature takes 1d3 points of damage in the process. A bloodspike has no effect on creatures that are immune to critical hits. A weapon can have only one spike tip at a time. Once the bloodspike is imbedded in a foe, another can be attached to the weapon as a standard action that provokes an attack of opportunity. Craft (weaponsmithing) 10 ranks, Craft (technological device) 10 ranks, Craft T ech-Mod; Bonus Equivalent +1. A spike tip costs 2 gp. Doubleslammer