Weapons

Weapons

Pole of Unlife

Aura moderate Death, Fate; CL 6th
Slot none; Price 32,100 gp; Weight 4 lbs.
Description
This quarterstaff is topped with a multitude of what appear to be burning wax candles, except these candles never burn out, and are as hard as steel when used in combat.

This staff functions as both a +2 grayflame quarterstaff and a death wand with 3 spell points. The staff cannot create a ghost strike, but it may reanimate a touched creature of 6 HD or less, may control a total of 12 HD of creatures at once, and has access to the Expanded Necromancy talent.

Construction Requirements
Craft Magical Arms and Armor, Craft Wand, Death Sphere, Fate Sphere, masterwork quarterstaff; Cost 15,750 gp


New Weapon Properties

Aggressive

This property may only be applied to staves which give a caster level bonus to spells from the War sphere.

The bearer and all allies within 30 ft. gain an insight bonus to initiative equal to the staff’s enhancement bonus.

Moderate enchantment; CL 8th; Craft Staff, War sphere; Price +1 bonus

Alerting

This property may only be applied to staves which give a caster level bonus to spells from the War sphere.

Whenever you roll initiative, you may spend a spell point to allow allies within 30 ft. to use your initiative count (if it is higher than their own). You still act before them, and others use their original initiative order to settle the tie.

Strong enchantment; CL 15th; Craft Staff, War sphere; Price +3 bonus

Arcing

This special ability can only be placed on ranged weapons.

You may alter the trajectory of your attack once when making a ranged attack with an arcing weapon. Rather than having your attack travel in a straight line, you may have it make a single turn of up to 90 degrees, and determine the effects of cover from the square in which your attack turns. You may even use this to attack a target that would normally be behind total cover. However, you still determine line of sight from your own square, suffering concealment normally.

Faint transmutation; CL: 5th; Craft Magical Arms and Armor, Telekinesis Sphere; Price: +1 Bonus

Attendant

This enchantment can be applied to any handheld magic item, including weapons, shields, or staves.

An attendant item springs to hand when you send for it. As a swift action you can call for an attendant item, and if it is within 50 ft it attempts to leaps to your hand. If it is currently held by another creature or trapped or bound in some way it fails to arrive, though it can extricate itself from a backpack or sheathe. You must possess an attendant item for at least 24 hours before you can use this function.

Faint transmutation; CL: 5th; Craft Wondrous Item, Telekinesis Sphere, Call to Hand; Price: +1,000 gp

Avalanche

This enhancement can only be placed on a nonlight melee weapon. Like the avalanche of a mountain, avalanche weapons apply the power of momentum from the wielder’s full body to the attack instead of its Strength. A wielder of an avalanche weapon can choose to apply her Constitution modifier to damage rolls with the weapon in place of her Strength modifier. This modifier to damage is not increased for two-handed weapons, but is still reduced for off-hand weapons.

Moderate Enhancement; CL 7th; Craft Magic Arms and Armor, physical enhancement; Price +1 bonus.

Blast Vessel

A blast vessel weapon may be imbued with a blast type talent that the wielder possesses as a standard action. Once imbued, it deals 1 die of bonus damage, with die size, damage type, and additional effects as appropriate to the blast type. The weapon keeps this blast type for 24 hours or until another blast type is imbued. The save DC of any additional effects are equal to that of the creature imbuing the weapon. Blast type talents that carry an SP cost cannot be imbued.

Moderate evocation; CL 10th; Craft Magic Arms and Armor, Destruction sphere; Price +2 bonus

Carved

This property may only be applied to staves which give a caster level bonus to spells from the War sphere.

This staff has been enchanted to conduct primal energies through channels engraved in it. The caster may use a swift action to move any totem they own within long range so that it is centered at their current location.

Moderate enchantment; CL 6th; Craft Staff, War sphere; Price +1 bonus

Conscription

A conscription weapon forces enemies to become allies, often turning the tide of battle in wars where such weapons are common. Creatures who take damage from conscription weapons must make a DC 17 Will save. Failure means that the creature must cease attacking the weapon’s wielder or known allies of the weapon’s wielder. The creature is then under the influence of the Command charm’s powerful variant, as if cast by the wielder of the sword. This control lasts for 12 rounds, but the creature may make a saving throw at the end of its turn every round to try and shake off the effect. Similarly, if the sword leaves the wielder’s possession, the effect immediately ends. When the weapon successfully conscripts a creature in this fashion, the weapon’s power can’t be used again for 1d6+1 rounds.

Construction Requirements: Craft Magic Arms and Armor, Mind sphere, the Command talent, the Powerful Charm talent; Price +3 bonus

Destructive Focus

A destructive focus weapon allows the wielder to transfer the weapon’s enhancement bonus to the destructive blasts of the wielder. As a free action, at the start of her turn before using her weapon, the wielder chooses how to allocate her weapon’s enhancement bonus, either to his attack with the weapon or his destructive blast. The bonus to the destructive blast lasts until the weapon’s wielder’s next turn. The enhancement bonus from the weapon applies to attack rolls and damage of the destructive blast.

Faint evocation; CL 5th; Craft Magic Arms and Armor, Destruction sphere; Price +1 bonus

Entangling

When a weapon with this enhancement scores a critical hit on a target, it also bestows the entangled condition to that target. A creature entangled by this ability may, on its turn, attempt to break free as a move action, making a Strength or Escape Artist check against a DC equal to 15 + twice the weapon’s enhancement bonus. The entangled condition ends on it’s own after 1 minute.

Moderate Nature; CL 5th; Craft Magic Arms and Armor, entangle; Price +1 bonus.

Fey-Forged

This enhancement can only be placed on a light or one-handed melee weapon. A wielder of a fey-forged weapon can choose to apply her Charisma modifier to damage rolls with the weapon in place of her Strength modifier. This modifier to damage is not increased for two-handed light weapons nor reduced for off-hand weapons. If a fey-forged weapon is used to attack a creature with the fey creature type, the attacker suffers a -2 penalty to attack rolls and damage rolls.

Moderate Enhancement; CL 7th; Craft Magic Arms and Armor, mental enhancement; Price +1 bonus.

Flinging

This special ability can only be placed on a staff of the telekinesis sphere.

When you use a lifted object as a Bludgeon, it gains your staff’s enhancement bonus as an enhancement bonus to attack and damage.

Faint transmutation; CL: 5th; Craft Staff, Telekinesis Sphere; Price: +1 Bonus

Flying

This special ability can only be placed on thrown weapons. When you make a full attack, you may direct a flying weapon to perform as many of those attacks as you desire. A flying weapon can focus all of your attacks on a single target, or may move up to its range increment between each attack. At the end of your full attack action it drops in the square it made its last attack in.

Faint transmutation; CL: 5th; Craft Magical Arms and Armor, Telekinesis Sphere, Dancing Weapon, Mobile Bludgeon; Price: +1 Bonus

Greater Destructive Focus

A greater destructive focus functions as a destructive focus weapon, but half of the transferred enhancement bonus also applies to save DCs of the destructive blast.

Moderate evocation; CL: 10th; Craft Magic Arms and Armor, Destruction sphere; Price +2 bonus

Meditation

When casting a spell or sphere effect to which the staff’s enhancement bonus applies, the wielder adds twice the staff’s enhancement bonus as an enhancement bonus to concentration checks relating to that spell or sphere effect.

Construction Requirements: Craft Staff, Mind sphere, the Powerful Charm talent; Price: +2000 gp

Mesmerism

While wielding a staff with this benefit, a caster with access to the Mind sphere gains access to a gaze attack capable of affecting creatures within close range.

At first this gaze attack does nothing apart from making others who meet your gaze feel unsettled (an effect that those with the Subtlety talent may suppress if they choose). This effect can be suppressed or resumed as a free action. The gaze attack’s effect can shift to be that of any lesser or greater charm from the Mind sphere that the staff’s wielder possesses as a talent; shifting the gaze to a lesser charm can be done indefinitely (though it doesn’t change the fact that a creature can only be affected by any given caster’s lesser charms once per day).

Shifting the gaze attack to a greater charm costs 1 spell point, and the effect lasts for 1 round per point of casting ability modifier (at which point the wielder must either pay another spell point, shift to a different ability, or end the ability as a free action).

Construction Requirements: Craft Staff, Mind sphere, the Group Charm talent, the Project Thoughts talent; Price: +3 bonus

Radiant Edge

This special ability may only be placed on melee weapons. A radiant edge weapon projects deadly light from its edge when wielded correctly, allowing its wielder to make attacks as if their reach was 5 ft. longer than normal. However, it takes specific motions and precise setup to use this effectively and so this does not increase the wielder’s threatened area, only their reach when making attacks on their own turn.

In addition, you can use a radiant edge weapon much like a torch. It sheds normal light in a 20 ft. radius and increases the light level for an additional 20 ft. by one step, up to normal light. You may turn this light on or off as a free action.

Faint evocation; CL: 5th; Craft Magical Arms and Armor, Light sphere; Price: +2 Bonus

Shade-Hexed (5,000 gp)

A shade-hexed weapon feeds on darkness and is more powerful when wielded inside it, but is weaker when in areas of illumination. When in areas of darkness, shade-hexed weapons gain a +1 to their enhancement bonus, but they suffer a -1 to their enhancement bonus when wielded in areas of bright light. In areas of dim light or normal light their enhancement bonus is unchanged. A shade-hexed weapon with an effective enhancement bonus of 0 no longer counts as a magic weapon for bypassing damage reduction, but retains its +1 bonus to hit as a masterwork weapon.

Sunset

This special ability may only be placed on a staff of the Light sphere. When the wielder of a staff with this property causes one of their glow effects to shed bright light by concentrating on it, they may choose for that bright light to persist one round after they stop concentrating on it.

If the wielder of this staff also possesses the Lingering Glow talent, the effects stack, allowing bright light to persist for three rounds after they stop concentrating on it.

Faint evocation; CL: 4th; Craft Staff, Light sphere, Lingering Glow; Price: +1 Bonus

Sustaining

This special ability can only be placed on a staff of the telekinesis sphere.

You may delegate a telekinetic effect to a sustaining staff. This effect works like the Sustained Force use of telekinesis, except that you do not need to spend a spell point, and your staff may only sustain a single effect at a time. If you delegate concentration to your staff while it is already sustaining a telekinetic effect, the previous effect ceases and all lifted objects are released.

Moderate transmutation; CL: 8th; Craft Staff, Telekinesis Sphere; Price: +2 Bonus

Tenebrous (4,000 gp)

A tenebrous weapon can be stored in your shadow as if you possessed the Shadow Stash talent. It may be stored and retrieved at any time at the same action cast as drawing the weapon normally. If you already possess the Shadow Stash talent, you may store or retrieve it as a free action. Weapons with the tenebrous quality can be used to make disarm or sunder attempts against items stored in a Shadow Stash.

Umbral Edged

An umbral edged weapon’s blade is particularly effective at severing a target’s shadow. A creature using an umbral edged weapon only has to threaten a critical hit in order to activate the shadow theft ability rather than successfully confirm a critical threat.

Price: +1 bonus

Wiki Note: Other information on enchanting with this effect was not provided. We suggest Craft Magical Arms and Armor as the feat, CL 5th, and the Dark sphere as a prerequisite.

Watchful

This property may only be applied to staves which give a caster level bonus to spells from the War sphere.

With this staff, you may rally an ally (but not yourself) as a free action once per round. You may take this action even when it is not your turn, but not while you are unable to use immediate actions. You must pay the normal spell point costs required by the rally.

Moderate enchantment; CL 10th; Craft Staff, War sphere; Price +2 bonus

Wild Fang

Weapons with this special ability usually appear to have claw, horn, or antler worked into their hilts or shafts. The bearer of a weapon with this ability may apply any enhancement bonus or other magic properties of this weapon to a single natural weapon while in a wild shape or under the effects of the Alteration sphere’s shapeshift and the chosen natural weapon can bypass material based DR as if it was made of the same material as the weapon. While the bearer is in a wild shape or shapeshift, the weapon cannot be seen. Ranged weapon properties do not apply to melee natural attacks and melee weapon properties do not apply to ranged natural attacks.

Faint transmutation; CL: 5th; Craft Magic Arms and Armor, baleful polymorph or Alteration sphere; Cost +1 bonus

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