Bee Sting (3.5e Equipment)

The bee sting is a purposefully poorly made stiletto with a barbed tip and saw edges. It is designed for thrusting and getting stuck in the body of its victim. The quality of the steel is poor and brittle, and it tends to snap when attempting to remove it, leaving the deadly barb inside the body. When you make a successful attack, if you beat the opponent's AC by 5 or more the weapon gets stuck in their body. Whenever the barb is inside their body, creatures are sickened by the pain. Sickened penalties from multiple bee stings do not stack.

They can pull the weapon out with a DC 12 strength check, which deals twice the base weapon damage on its way out (2d4). If they beat the DC by 4 (DC 16 and above) the hilt snaps off, leaving the barb inside. The barb can be removed with a full round action and a DC 15 Heal check, dealing damage upon removal.

The bee sting is extra effective when poisoned. The secondary effect of a poison comes into effect 5 rounds instead of 10 rounds later, so long as the bee sting remains inside the target 5 rounds later. Alternatively if you are using Better Poison Implementation rules the heightened effect comes into play on the 5th round as if exposed to a second dose.

Because of its poor quality, bee stings can never be made masterwork (and subsequently magical).