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A collection of magic weapons to benefit the National Geographic Societys Afghan Girls Fund.
By the leading d20 fantasy authors and artists

Designers
C. D. Bennett, Scott Bennie, Bret Boyd, Monte Cook, Jon Creffield, Matt Forbeck, Rebecca Glenn, Hal Greenberg,
Miranda Horner, Dqniel Kaufman, Gwendolyn F. M. Kestrel, Brian E. Kirby, Jennifer Kitzman, Martin Klimes,
Lizard, Dave Mattingly, Michael D. Mearls, Drew Miller, Steve Miller, Shawn Muder, Jean-Franois Paradis,
Charles W. Plemons III, Rich Redman, Christian Reyes, Sean K Reynolds, Aaron Rosenberg, James Kimo
Saper, Chris Schuck, Owen K.C. Stephens, Andrew Troman, Alexandre van Chestein, Alex Weitz, and John B.
White, Ph.D

Editors
Marc Davis, Martin J. Dougherty, Rebecca Glenn, Alex Jurkat, Gwendolyn Kestrel, Nita Lewis, Julia Martin,
Bernard C. Trombley, and Andy Vetromile

Interior Artists

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Toren Atkinson, Robert J. Gallagher, Chris Keefe, Gerald Lee, Tristan Miller, Brad Nault, Stefan Poag, Claudio
Pozas, Scott Purdy, Rick Terry, Jeffrey J. Visgaitis, and Jeff Ward

Developer and Creative Director


Sean K Reynolds

Layout and Typesetting


Jeffrey J. Visgaitis

Cover Artist
Claudio Pozas
All proceeds for this book go to charity.
Requires the use of the DUNGEONS & DRAGONS Players Handbook, Third Edition,
published by Wizards of the Coast.
www.SeanKReynolds.com
Many thanks to everyone who volunteered their time to work on this book.
Special Thanks to: Jeffrey J. Visgaitis
National Geographic Society:
http://news.nationalgeographic.com
National Geographic Societys Afghan Girls Fund:
http://news.nationalgeographic.com/news/2002/03/0312_020312_afghanwomen.html
paizo.com #1646336, Cerebus DeAardvark <cerebusluvsjaka@yahoo.com>, Mar 10, 2011

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All content is 2002 the Contributors (C. D. Bennett, Scott Bennie, Bret Boyd, Monte Cook, Jon Creffield,
Matt Forbeck, Rebecca Glenn, Hal Greenberg, Miranda Horner, Dqniel Kaufman, Gwendolyn F. M. Kestrel,
Brian E. Kirby, Jennifer Kitzman, Martin Klimes, Lizard, Dave Mattingly, Michael D. Mearls, Drew Miller,
Steve Miller, Shawn Muder, Jean-Franois Paradis, Charles W. Plemons III, Rich Redman, Christian Reyes,
Sean K Reynolds, Aaron Rosenberg, James Kimo Saper, Chris Schuck, Owen K.C. Stephens, Andrew
Troman, Alexandre van Chestein, Alex Weitz, and John B. White, Ph.D). All rights reserved.
d20 System and the d20 System logo are Trademarks owned by Wizards of the Coast and are
used according to the terms of the d20 System License version 1.0. A copy of this license can be found
at <www.wizards.com/d20>. DUNGEONS & DRAGONS and Wizards of the Coast are Registered
Trademarks of Wizards of the Coast, and are used with Permission.
NATIONAL GEOGRAPHIC is a registered trademark of the National Geographic Society; while the
Society is aware of this work, this work is not associated with or endorsed by the Society.
Designation of Product Identity: The following items are hereby designated as Product Identity in
accordance with Section 1(e) of the Open Game License, version 1.0a: The Swords Into Plowshares logo
and identifying marks and trade dress; and all artwork, symbols, designs, depictions, illustrations, maps, and
cartography, likenesses, poses, logos, or graphic designs, except such elements that already appear in final
or draft versions of the d20 System Reference Document or as Open Game Content below and are already
Open Game Content by virtue of appearing there. The above Product Identity is not Open Game Content.
Designation of Open Game Content: Subject to the Product Identity designation above, the following
portions of Swords Into Plowshares are designated as Open Game Content: the name, description, history,
characters in that history, and statistics for each weapon, and anything else contained herein which is already
Open Game Content by virtue of appearing in the System Reference Document or some other Open Game
Content source.
Some portions of this book which are Open Game Content originate from the System Reference Document
and are 1999, 2000, and 2001 Wizards of the Coast, Inc. The remainder of these Open Game Content
portions of this book are hereby added to Open Game Content and if so used, should bear the COPYRIGHT
NOTICE Swords Into Plowshares, 2002 [name of appropriate contributor]. This material is protected
under the copyright laws of the United States of America. Any reproduction, retransmission, or unauthorized
use of the artwork or non-Open Game Content herein is prohibited without express written permission from
Sean K Reynolds or the artist in question, except for purposes of review or use of Open Game Content
consistent with the Open Game License. The original purchaser may print or photocopy copies for his or her
own personal use only.

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Agamars Returner

Ajaals Iron Hand

By: Lizard

By: Sean K Reynolds

This +2 ghost touch holy longsword was forged for


Agamar of Riverwall several centuries ago. Since then,
it has been wielded by a line of paladins dedicated to
the destruction of the undead. The name, Returner,
was coined by Agamar to signal his intent that the blade
be used to return those who mock life to the grave
from which they arose.
The blade is crafted of an odd, stone-like substance,
similar to alabaster but as hard as the finest steel. It is
dimly translucent and has a very faint luminescence
when exposed to any light. This light is not enough to
see by, but enough to make the blade glimmer oddly in
starlight or call attention to itself in a room lit only by
a single candle. The hilt is made of ivory around a steel
core, and is carved with various icons representing
gods of life, justice, and light. There is no scabbard
specifically associated with the blade, but any scabbard
used regularly slowly fades in color, becoming in time
the same translucent white hue as the blade. If the
Returner is wielded by a paladin, the weapon also acts
as an amulet of undead turning.
When placed on an altar dedicated to any god of life,
the blade changes slightly. Bright lines of energy crackle
along it, and the name of each free-willed undead it has
slain can be seen, written in Common, along the surface
of the blade. No matter how many names appear, more
may be added. The existing writing shifts, shrinks, or
moves to make room for any new name to appear.
Agamars Returner is well known by intelligent freewilled undead. Anyone seen wielding it is immediately
judged an enemy by such creatures, and a competent
one at thatblades of this power rarely remain with the
weak or incompetent for long. The free-willed undead
carefully studies anyone bearing the Returner prior to
attack. You shall be another name on the Returner is
a common threat or warning among the undead.
Caster Level: 10th, Prerequisites: Craft Magic Arms
and Armor, Craft Wondrous Item, plane shift, holy
smite, caster must be good and a 10th level cleric;
Market Price: 64,980 gp; Cost to Create: 32,648 gp +
2,587 XP.

The ogre mage Ajaal was infamous in far lands for


his cruelty, his many devout followers, and his skill as a
martial artist. Ajaal carved a small kingdom for himself
out of the remote territories of the emperor. When his
monastery-fortress was finally breached, he fled to
other lands with his most trusted servants. Bearing
the greatsword he called Iron Hand, Ajaal began to
dominate the creatures around his new home, forming
alliances and slaying inferiors who would not bow
down to him. Ajaals minions terrorized nearby peoples
for a dozen years, funneling their ill-gotten gains into
building a new fortress high in the mountains. When
a titanic battle between a young godling and a lich
brought an early and severe winter to the land, Ajaals
fortress was beset by four white dragon siblings
desiring to expand their territory. The ogre mage and
his followers were slain in battle, and it is believed that
the Iron Hand was taken back to one of the dragon lairs.
One dwarven adventurer claims to have recently seen
the sword in the hands of a half-dragon barbarian, but
the barbarian is the spawn of a blue dragon and since
blues and whites have very different territories it is
unlikely that it is the same weapon.
The sword is made of shining steel and carved with
hundreds of delicate runes (the glyph-based writing
system of Ajaals homeland). The translated runes
are in a variant of the Giant language and tell of the
greatness of Ajaal, his proud lineage, and curses that
will fall upon any who dare defy him. Interspersed
among the glyphs are images of coiled dragons,
blossoming trees, and monstrous but beautiful faces.
The hilt is of polished bronze and studded with large
gems, all wrapped in layers of black cloth strips that
cover all but the gems. The crossguard is bronze and
has an ornate dragon spiraling around its length. The
end of the hilt is plain, little more than a rounding of the
main length.
Ajaals Iron Hand is a +1 speed greatsword. It
counts as a monk weapon for the purpose of using a
monks favorable attack rate. When the hilt is grasped,
the wearers skin on that hand assumes a metallic hue,
although this is purely cosmetic and fades if the weapon
is released.
Caster Level: 10th, Prerequisites: Craft Magic Arms
and Armor, cats grace, haste, creator must be a monk;
Market Price: 70,350 gp; Cost to Create: 35,350 gp +
2,800 XP.

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Ameerks War Blade

Anavs Wrath

By: Charles W. Plemons III


Art by: Scott Purdy

By: Sean K Reynolds

This +3 chaotic guisarme has served numerous


masters over the centuries. Scholars have long
debated the origins of the weapon, and most agree
that is Abyssal in design. The polearms lengthy haft
is solid wood of an unidentified tree. The hardwood
has a natural ruddy coloration, resembling coagulating
blood. The curving blade is forged from a single piece
of silvery steel. Along its length are engraved mystical
symbols that glow continuously, shedding bright green
light of torch brightness.
The first record of the weapon comes from an account
of a battle between armies of devils and demons. The
general of the devils, a powerful pit fiend, challenged
the leader of the demonic army to a duel. This demon,
rumored to be a baron, wielded the War Blade in the
fight. The powerful weapon opened grievous wounds
in the pit fiends hide. Still, the crafty devil eventually
got the upper hand and slew the demon. Seeing the
demon fall, the devil army charged into the ranks of the
demons, sparking a battle that took seventeen months
to resolve. During the battle, the polearm disappeared,
and none could say who or what came to possess it.
Centuries later the weapon appeared in the hands of a
vrock summoned by Eloshim of Tual, a human wizard
of some power. Seeing the gleaming blade, Eloshim
immediately coveted it, and eventually managed to
trick the demon out of its prize. After lengthy study, he
succeeded in crafting a similar but inferior weapon.
Eloshim had a reputation for dealings with fiends, and
in time he was assaulted by the Sun Rising, a dedicated
cadre of paladins. Although three perished in the attack,
the holy warriors killed Eloshim and brought his tower
tumbling to the ground. The surviving paladins claimed
Eloshims treasure and sold the War Blade to the planetraveling Ameerk, a half-elf dedicated to slaying devils.
His daring exploits made him famous, and gave the
weapon its name. Tragically, Ameerks last expedition
to the Nine Hells was apparently unsuccessful, and
neither he nor his weapon have been seen in years.
Caster Level: 9th; Prerequisites: Craft Magic Arms
and Armor, chaos hammer, creator must be chaotic;
Market Price: 50,309 gp; Cost to Create: 25,309 gp +
2,000 XP.

This simple-looking halfspear is made of rich brown


wood, with the grain clearly visible. Two darker spots
on the weapon mark where past wielders hands have
gripped it. Subtle scratches show where it has been
used to block enemy weapons, and the deep red-brown
of old bloodstains mars its dull steel point.
Among the jungle people this is a legendary item,
given to the hero Anav by the Great Bear himself. Anav
was a proud specimen of his racetall and fair, with
red-blond hair and fierce tattoos all over his handsome
faceand an elite fighter for his tribe, reveling in the
beastrage that fell upon him at the sight of his enemies.
Anav brought many enemy sacrifices to the Lord of
Beasts, whether other white-skinned natives or the darkskinned invaders. As the incursions by the foreigners
increased in Anavs waning years, he went into the
jungle alone to speak with the Great Bear in hopes of
finding guidance to protect his people. Anav wandered
for days and finally came upon a manifestation of his
god, a great bear with a spear stuck in its side. The bear
spoke in the words of man and commended Anav on his
strength and bravery. The bear then pulled the spear out
of his own body and gave it to the man. The godsblood
from the spear ran onto Anavs hands, restoring him to
his youthful vigor. The bear told him that as long as he
used the weapon to defend his tribe it would maintain
his life and youth. Anav returned to his village and used
the weapon to drive back the invading men. After two
years of slaughter, the invaders left. Without enemies to
fight, Anav became withered and old again, and when
he died he was buried under a pile of animal skulls in
the jungle.
Anavs Wrath is a +2 mighty cleaving halfspear.
The weapon allows the wearer to wild shape once per
day into the form of a brown bear (the weapon fuses
with the bearers left or right hand, and the magical
properties of the weapon apply to the bearers left or
right front claw when transformed in this way). This
transformation lasts up to one hour, and the wearer
regains hit points as if he had rested for a day (as the
wild shape ability).
Caster Level: 8th, Prerequisites: Craft Magic Arms
and Armor, divine power, polymorph self or creator
must be able to wild shape; Market Price: 38,301 gp;
Cost to Create: 19,301 gp + 1,520 XP.

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Angevine

Arrow of Penetration

By: Daniel Kaufman


Art by: Claudio Pozas

By: Dave Mattingly

This intelligent short sword was forged by a group of


gnome metalworkers. It was so well crafted that the god
of gnomes gave it cunning intelligence and a dark, crafty
sense of humor.
The handle is dark red steel with twisted knotwork
that seems to meld to the users hand. The hilt guard has
thin tendrils on either side reaching the base of the hilt.
The blade is thin and long for a short sword, made of a
steel only slightly lighter red than the hilt and swirled
with different shades of orange that reveal themselves
only when the blade is turned into the light.
Originally crafted for the gnome hero Thaine Leah,
Angevine was dedicated and single-minded in driving
back a horde of northern goblins. As time wore on,
Angevines ego began asserting itself. It started by
making frequent false claims of danger. Leah would
embarrass himself by springing up from bar stool or
warm bed, certain that a horde of goblins were about.
Soon, Angevines pranks became more sophisticated.
Leah grew increasingly frustrated at being duped, and
after a particularly harrowing adventure in a dark elf
catacomb (where Angevine pulled no fewer than four
pranks at very inopportune times), Leah reluctantly
gave the sword up. This rejection hit the sword hard, and
it was much crueler to its second master. Since being
abandoned again the sword has became remorseful. Left
behind in the haunted ship Winsome Foam, Angevine
has spent the last ten years reflecting. It has decided to
treat its next master with the respect he or she deserves
... and use only a few jokes to liven things up.
Angevine is a chaotic good +2 keen wounding short
sword with Int 14, Wis 7, Cha 17, ego 20. It can speak
Common and Gnome and communicates telepathically.
Its abilities allow its wielder the free use of the feats
Combat Reflexes, Improved Initiative, and to
avoid sleep without debilitation. It has the
extraordinary power to grant its wielder
haste for 10 rounds once per day, and has
the special purpose of slaying goblins.
Angevines ego is massive, but usually
playful. Its jokes are embarrassing, but
usually not dangerous or inflicted during
actual combat.
Caster Level: 10th, Prerequisites:
Craft Magic Arms and Armor, keen
edge, mords sword; Market Price:
110,310 gp; Cost to Create: 55,310 gp +
4,400 XP.

This +1 adamantine keen mighty cleaving arrow


is made with a perfectly cylindrical shaft and razorsharp head of a rare and powerful material. Elven and
magical runes decorate its length and it is fletched
with the feathers of exotic birds. The first of these
arrows were crafted by elven smiths for elven archers
in the early wars against the orcs. Each of the 100
original arrows of penetration was a work of art, and
each was responsible for the slaying of hundreds of
raging orcs.
The mighty cleaving property of the arrow happens
automatically whenever the arrow deals enough
damage to drop the creature it strikes. It passes
through the body of its target in a straight line from
the attacker; the arrow attacks the first creature along
this line (rolled at the same attack value as the initial
firing). As the archer who fires the arrow cannot
stop its flight should it drop its primary target, this
weapon is best used in situations where several ranks
of enemies are present as targets, for it is possible to
shoot through an enemy and accidentally hit an ally
on the other side.
Most of these arrows have been lost in the battles
over the centuries. The few that remain in elven hands
often have additional properties crafted into them,
particularly distance, frost, orc bane, returning, and
shock. Some may also have increased enhancement
bonuses. The elves are eager to reclaim the original
arrows of penetration.
Each arrow of penetration was crafted individually
and is reusable. They are not destroyed if they strike a
creature, nor do they have a 50% chance of breaking
if they miss although they can be lost just as easily as
any other arrow that misses. The price listed below is
for a single arrow of penetration.
Caster Level: 10th, Prerequisites:
Craft Magic Arms and Armor, keen
edge, divine power; Market Price:
18,361 gp; Cost to Create: 9,361 gp +
720 XP.

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The Balashoff Hammer

Bane of the Deep

By: Daniel Kaufman

By: Drew Miller

The Balashoff Hammer was originally dwarven


forged, then augmented by a human sorcerer. A silvered
steel warhammer, the thin frame and lean head of the
weapon belie its great power. An unfortunate few have
mistaken the hammer for an elven weapon, but its
strike force leaves little doubt to its true origins.
The hand is tailor-gripped for one hand, making
it more comfortable for those who use two weapons
or a shield. The haft is thin dwarven steel with slight
bumps representing gems and jewels. The head is a
symmetrical smooth cylinder, with two tiers leading
down to a flat striking surface. No seams or welds
appear on this magnificently forged piece.
Early in her career, the paladin Anna Balashoff
discovered the hammer deep in the dwarven fortress
of Skaridune. Legends tell that an orc horde invaded
the stronghold of the dwarves of Skaridune. They died
to the last in defense of their home. Centuries later,
Balashoff and her adventuring companions reclaimed
the fortress for the dwarven people. Dwarf queen Khali
Mothergem allowed Anna to keep the hammer as a gift
from a grateful people.
Originally crafted with a +2 enhancement bonus,
Balashoff commissioned her traveling companion
Samuel McClod to empower it further. During the
exploration of the Melancholy Castle, Balashoff used
the hammer to slay several ogres in the lower level.
At the Elvin Library of Avenshol, both Red and Blue
Slaad in the Tree of Philosophy were vanquished by
the hammer. It also slew the mind flayer guardian of the
Well of Revealing. In one of Balashoffs last missions,
the weapon helped slay an overwhelming horde of
northern berserkers during the defense of the ancient
ruins of Quasqueton. After the passing of its namesake,
the hammer was returned to the dwarven community
that forged it. They have taken to lending
the hammer to worthy paladins who
pass through their lands. It is a +3
holy, shock, throwing, returning
warhammer and bears a continual
flame.
Caster Level: 9th, Prerequisites:
Craft Magic Arms and Armor, holy
smite, call lightning or lightning
bolt, magic stone, continual flame,
telekinesis, creator must be good;
Market Price: 128,410 gp; Cost to
Create: 64,410 gp + 6,120 XP.

This +2 aquatic humanoid bane shortspear is the


Griffonsmane family legacy. Its shaft is made of pale
rattan, which has been smoothed and beautifully
detailed. The weapons blade is rather large for a
shortspear, and appears unwieldy though it is not. The
edges of the blade curve in and out, like a wave, and its
surface has been polished to a mirror-like sheen.
The spears wielder is treated as unarmored when
making swim checks and is immune to pressure damage
from deep water. It also grants its bearer the abilities
to breathe underwater and to communicate with any
water-breathing race. These effects are constant and
require no activation.
This spear was not always a weapon; rather, it was
fashioned into one from remains of a suit of plate armor
of the deep belonging to Brehnt Griffonsmane. Brehnt,
who was a renowned ranger and friend of the merfolk,
was slaughtered by sahuagin during a swim with his
teenage son Gaehnt. Upon being attacked, the elder
Griffonsmane instructed his son to get to the beachs
safety, promising to follow later. Ghaent waited all
night for his fathers return, but with the sun came no
sign of Brehnt. Enlisting the help of local fisherman,
Gaehnt searched frantically for his father day after day.
All he ever found was a large piece of the Brehnts
armor.
Gaehnt grew up fast. He followed in his fathers
footsteps and chose the rangers path, dedicating his life
to hunting sahuagin and other evil, aquatic humanoids.
He took the remains of his fathers armor to the famed
artificer Auryn, who restored the armors original
magic properties and added a +2 enhancement and
the bane property to the resulting spear. The weapon
served Gaehnt well during his long life, and eventually
he nearly single-handedly wiped out all sahuagin in the
region where his father died. He finally retired to
a small coastal village, where he is buried. His
spear remains in the family; an heirloom
kept ready in case the sahuagin ever
return.
Caster Level: 11th; Prerequisites:
Craft Magic Arms and Armor, freedom
of movement, water breathing, tongues,
summon monster I; Market Price:
62,302 gp; Cost to Create: 31,032 gp +
2,480 XP.

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Belendiel

Besheros Sling of Thunderstones

By: Andrew Troman


Art by: Rick Terry

By: Dave Mattingly

Created by the clerics beholden to various deities


of the halfling pantheon, Belendiel is an ancient
short sword. Its beginnings were deeply set in a
halfling dynasty and it was passed down through the
generations in several communities. Since then, it has
had many owners of other races.
Although Belendiel is a sentient sword (and has a
male personality), its powers are somewhat weaker
than may be expected from such a weapon. Even so,
it has definite ideas about the worthiness of those who
wield what power it has. If the sword believes that its
new owner is not worthy, it tries to make the target
feel uncomfortable bearing it (usually by projecting
feelings despair and sadness). In that way, it hopes
to encourage the wielder to pass it on to someone
more worthy of its powers. If necessary, Belendiel
attempts to battle its wielder (using its ego to force
the wielder to comply). Unless its wielder is chaotic
or evil, the sword is satisfied when the wielder hands
the weapon over to someone else or leaves it where
another wielder may find it. In the hands of chaotic or
evil creatures, the sword likes to force its bearer into
dangerous situations and is not adverse to attacking
the bearer directly.
The swords blade shows a blue sheen that runs
along its center, slight and difficult to see at anything
but close quarters. The hilt is bound in cured leather
dyed a forest green color, with the cross guard
depicting gnarled roots with a raised leaf design
throughout.
Belendial is a lawful good +1 wounding short
sword with Int 14, Wis 15, Cha 12 and ego 10. It
communicates via empathy, and has two primary
abilities: feather fall on wielder once per day and free
use of the Expertise feat.
Caster Level: 10th, Prerequisites: Craft Magic
Arms and Armor, mords sword; Market Price: 23,310
gp; Cost to Create: 11,810 gp + 920 XP.

Each of these +1 sonic slings is made of brown


striped leather made from a destrachans hide. The first
of these weapons was created by Beshero, a sorcerer
known to carry dozens of potions and alchemical
flasks. After a disastrous encounter with a destrachan
that destroyed all of his potions and glassware, Eshero
skinned the slain beast and used its hide to make several
of these magic slings, some of which he sold. He used
his sling to great effect later in his career, but its magic
failed him when he faced another destrachan in the lair
of a mind flayer, and he was killed.
Any sling bullet hurled from the sling is transformed
into a thunderstone (these thunderstones cannot be
saved or stockpiled, reverting to sling bullets within
1 round if they do not strike a hard surface). The
thunderstone does damage as if it were a sling bullet,
plus the normal effects of a sonic weapon (+1d6 sonic
damage with a successful hit), plus the effects of the
thunderstone. If the thunderstone misses, treat it as a
normal grenade-like weapon attack by determining
direction and distance from the target.
If an actual thunderstone is used in the sling instead
of a bullet, the DC of the thunderstones deafening
effect increases to 20. Spells such as magic weapon
and greater magic weapon affect the bullets normally
(or actual thunderstones, if such are used), and the
thunderstones created from such bullets gain the
benefits of the spell.
Within the area of a silence spell, the slings sonic
quality still functions but the thunderstones deafening
bang has no effect since the stone is expended as
normal when it strikes a hard surface.
Due to a quirk of the crafting of these items,
destrachans are immune to the sonic damage and the
deafness effects of bullets or thunderstones hurled
from the sling, but are still affected by the normal
bludgeoning damage.
Caster Level: 5th, Prerequisites: Craft Magic
Arms and Armor, Alchemy 5 ranks, blindness/
deafness; Market Price: 18,300 gp; Cost to Create:
9,300 gp + 720 XP.

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Biorels Frost Dart

Bloodguard

By: Rebecca Glenn


Art by: Claudio Pozas

By: Sean K Reynolds

This +1 distance, icy burst, returning dart appears


upon first inspection to be an ornament of some sort.
The shaft is fashioned from purest silver, with a tip
carved from a perfectly clear white sapphire. Ancient
runes of ice, snow, sleet and frost are engraved all
along its length, as well as on the razor-sharp blade.
The weapon is cold to the touch, in even the hottest
climates.
Biorel, who crafted the Frost Dart and thereby made
his name immortal, worshipped a winter god. From the
frigid bite of his frosty appearance to the blasting cold
of his battle magics, Biorel sought in all ways to make
the world a colder place. The Frost Dart is actually one
of his minor weapons, in his words, forged from the
cold as a permanent icicle to thrust into the summer
of the world. Like others of his make, it has found
its way into many hands, and left the gray mark of its
bite in each. Biorel was of course the first owner, using
the Frost Dart in unexpected weapon attacks in his
arcane duels. More than fifty years after his demise, the
Frost Dart was discovered in the hoard of Fridgwher
the White Wyrm and used to great effect against the
efreeti holding hostage the town of Corlingen. Soon
after, an avalanche of ice mephits swarmed down out
of the freezing north to snatch up the prized dart and
take it back to their frosty lairs. The elemental creatures
were intercepted by the elite military forces of Baron
Narkspur, who coveted the perfect sapphire that formed
the weapons tip as a gift for his new wife. Within a
month, however, the Baron lay dead, slain in his sleep
by a deep puncture wound. His wife disappeared, along
with her new trinket and a few other ancestral Narkspur
treasures. The Frost Dart remains missing to this day.
Caster Level: 10th, Prerequisites: Craft Magic Arms
and Armor, clairaudience/clairvoyance, chill metal/ice
storm, telekinesis; Market Price: 50,301 gp; Cost to
Create: 25,301 gp + 2,000 XP.

This warhammer is carved with dwarven runes


telling the history of clan Stonvald, a strong and noble
dwarven clan wiped out by magical plagues spawned
by the dark elves. Created by Vurge Stonvald, last son
of the clan, the weapon is a record of his people and a
means to prevent similar disasters from ever happening
again. The handle is wrapped in plain leather, with two
gems set in the end: one blue and one black.
Clan Stonvald spent many prosperous centuries
mining, building, and crafting in their underground
home. Great vault doors beneath their halls sealed
the way to a nearby dark elf city, well known for its
infighting and purges. When a particularly strong house
took control of the city, their attention turned outward
for the first time in hundreds of years. Backed by the
evil deities of spiders and oozes, the dark elves forced
a small breach in the vault doors, enough to allow
servitor monsters through into the dwarven city. Each
bore magical diseases to infect the survivors of their
attacks. In short order most of the city was under attack
or debilitated, and the dwarven clerics could not keep
up with the casualties. The defenders were destroyed
in a heroic last stand against demonic spiders, fiendish
oozes, and the might of the dark elves themselves.
Vurge Stonvald, a dwarf wizard who was away
conducting research when his clans home was attacked,
returned to find the rotting dead. After burying his kin,
he crafted this weapon to defeat the murderers of his
people. When he grew old he passed it to a young dwarf
of clan Brightforge, who disappeared several years
later.
Bloodguard is a +1 lesserbane* (ooze and vermin)
warhammer. In addition to its main properties, the
bearer is immune to all diseases as if wearing a periapt
of health and gains a +4 luck bonus to saving throws
against poison as if wearing a periapt of proof against
poison. Anyone who picks up the weapon immediately
knows all of its magical properties.
Caster Level: 5th, Prerequisites: Craft Magic Arms
and Armor, neutralize poison, remove disease, summon
monster I; Market Price: 41,312 gp; Cost to Create:
20,812 gp + 1,640 XP.
* This is a new weapon property described at the end
of this book.

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Bonebreak

Buchalarns Dire Blade

By: Charles W. Plemons III


Art by: Toren Atkinson

By: Sean K Reynolds

This +2 undead bane light flail is an ancient weapon


forged by a civilization long past. It is crafted from
dark, nearly black steel, showing years of use. The
haft is unadorned and wrapped in finely tooled red
leather. Although worn, the leather still provides a
firm, comfortable grip. The weapons head is a large
steel globe with smaller rounded protrusions across its
surface.
The black flail was originally wielded by Thaz-daru
the Bold, a wicked warlord who conquered many of his
neighboring tribes. The +1 light flail served its master
until his death during a bloody rebellion. The flail was
taken and disappeared from the record for many years.
It resurfaced in the hands of the orc bandit Garoosh,
who used the weapon to gain dominance over his tribe.
Believing that the lands of men must be filled with
items of power, Garoosh forged a pact with an ogre
chieftain, and the two tribes swept out of the mountains
to raid and pillage human settlements. For two
summers they terrorized the countryside until Garoosh
was grievously injured by the marksmanship of the
elven ranger Dalandier. The orc died from his injuries,
but his evil would not stay buried. Returning as a lifehating undead monstrosity, Garoosh slew his tribe and
disappeared into the mountains. Tramelin, a half-elven
slayer of the undead, eventually discovered him. She
defeated Garoosh and carried forth his magical hoard.
Praying to her deity, Tramelin succeeded in improving
the magical power of Bonebreak, making it a +2 light
flail.
The noble adventurer carried the weapon with her
against countless numbers of undead. When she finally
succumbed to old age, her family buried her with the
flail. It lay in slumber with its mistress for decades,
until a vampire infestation plagued the area. Knowing
the history of Tramelin, an intrepid bard stole into her
crypt and retrieved the flail. As a blessing from the
deity she served so long, a minute portion of Tramelins
essence had transferred into the flail, granting it the
undead bane property. After destroying the vampires
the bard returned the flail to its crypt, where legends
say it remains today.
Caster Level: 8th, Prerequisites: Craft Magic Arms
and Armor, summon monster I; Market Price: 32,308
gp; Cost to Create: 16,308 gp +
1,280 XP.

The gnome thief Buchalarn was famous for thwarting


the rules of local guilds, stealing from protected
individuals, interfering with protection rackets, and
exposing embezzlement. He was an enigmatic quasihero, stealing from the rich and sometimes helping the
underprivileged but often carting away bags of money
to fund his own vices and not above taking candy from
the occasional child. Buchalarn eventually fell in with
a chaos cult that was a little more sinister than it let on.
The cult used him as the target in an evil ritual designed
to plant the bodiless mind and spirit of a particularly
vile demon named Ncadzar into the body of a living
victim. Possessed body and soul by Ncadzar, the oftfriendly Buchalarn became a ruthless killer of innocents
and guilty alike. With his already remarkable natural
skills backed by the demons magic, Buchalarn became
an assassin, bearing a long-lost and nameless weapon
the demon had created centuries earlier before its body
was destroyed and its spirit banished. This weapon,
a simple black dagger with a screaming face on the
pommel, became known as Buchalarns Dire Blade.
The gnome used the weapon to kill many over the next
several years and his name was only whispered for fear
of the demons power. When an encounter with a cleric
resulted in the banishment of Ncadzar, Buchalarn was
freed. Unfortunately, after years of being a prisoner in
his own mind and body, he had become quite mad, fled,
and has not been seen since. As he was carrying the
dagger at the time, it may be with him or it may have
been dropped or stolen during his flight.
Buchalarns Dire Blade is a +2 keen throwing
wounding dagger. Once per day the wielder can cause
the dagger to inject poison (DC 14) into a creature it
strikes (if thrown, the wielder must decide to poison the
target before throwing it). The poison deals 1d10 initial
and secondary Charisma damage. Buchalarn was fond
of killing his targets by stabbing them with the dagger,
injecting them with poison so they would fall into a
catatonic stupor and bleed to death from the wounding
effect.
Caster Level: 10th, Prerequisites: Craft Magic Arms
and Armor, keen edge, magic stone, poison, Mords
sword; Market Price: 98,302 gp; Cost to Create:
49,302 gp + 3,920 XP.

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Bulwark of the North

Chihuetotls Coil

By: Rich Redman


Art by: Chris Keefe

By: Sean K Reynolds

This +2 chaotic icy burst adamantine greataxe is


an ancestral weapon of the northern barbarians. Some
tribes claim it was a gift from the gods. Some claim
that a legendary hero found the axe embedded in the
ice of a glacier. However it came into the possession of
the northern tribes, Bulwark of the North has defended
their icy lands from intruders for at least 100 years.
Weaponsmiths, many of them dwarves, occasionally
make a pilgrimage to the lands of the northern
barbarians in hopes of examining the legendary axe.
According to their reports, Bulwark of the North is a
double-bladed greataxe with adamantine blades, and
its haft is lighter for being made from darkwood. The
grip is wrapped in sharkskin (there is some indication
the visiting smiths had to explain sharks to the
barbarian custodians of Bulwark). The axe was clearly
designed by someone familiar with the hazards of the
north: There is a small spike at the butt of the haft that
a falling wielder can dig into the ice to arrest a fall.
Likewise, the bottoms of the blades flare out so the
blades form hooks that can be used to similar effect.
In addition to the properties mentioned above,
Bulwark of the North acts as a ring of warmth when
carried.
Caster Level: 10th, Prerequisites: Craft Magic
Arms and Armor, chaos hammer, must be chaotic,
chill metal/ice storm, endure elements; Market Price:
85,220 gp; Cost to Create: 47,120 gp + 3,048 XP.

Chihuetotl was a distinguished coatl in the service


of the sky goddess. He acted as celestial messenger,
guardian, and soldier in his goddess service. He had
carried the word of the goddess to potential paladins,
ferried martyrs into the sky in full witness of the
faithful, and defended isolated temples against the
hands of thieves and defilers. He particularly enjoyed
leading squadrons of aasimar against demonic forces,
and it was in one of these attacks that he was slain in a
trap set by a balor. His soldiers carried his body back to
heaven, and there they made a weapon to honor him.
Chihuetotls Coil is a +2 holy longsword. Its hilt is
worked in the shape of a coiled and looped serpentine
body, made of steel plated with gold, copper, bronze,
mithral, and an unknown green metal. The guard is
made of steel and shaped like a pair of feathered wings,
decorated with colored metal and tiny gems to represent
the colors of the rainbow. The blade is shining white
steel, engraved with clouds and feathered wings, and
glints different colors in sunlight but does not actually
shed light.
The spirit of the couatl is bound into the blade, and
he is content to serve his goddess in this new form. As
a sentient weapon, he can communicate with speech
(Common, Celestial, and Draconic) or telepathy, and
has Int 17, Wis 19, Cha 17, Ego 21. He can read any
languages he speaks, grants his wielder Improved
Initiative, can detect chaos or detect evil at will, and
can detect thoughts (100 ft. range, 1 minute duration) 3/
day. Virtuous and true to the ideals of law and good, he
remembers his celestial heritage and the weakness of
mortals, and is intolerant of those who do not meet his
high standards. He always uses his special abilities to
check up on his wielder, and should the wielder become
chaotic, evil, or harbors inappropriate thoughts, he will
attempt to dominate his wielder.
Caster Level: 7th, Prerequisites: Craft Magic
Arms and Armor, holy smite, creator must be good;
Market Price: 87,315 gp; Cost to Create: 43,815 gp +
3,480 XP.

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longsword was made for Elivarn, a paladin whose


chosen foes were salamanders. He was disarmed by a
noble salamander, and both sucked into another plane
by a collapsing gate. The weapon allows its wielder to
invoke obscuring mist once per day (caster level 1).
Caster Level: 8th, Prerequisites: Craft Magic Arms
and Armor, chill metal/ice storm, obscuring mist;
Market Price: 9,035 gp; Cost to Create: 4,675 gp +
349 XP.
Dravendur, Sword of the Wyrmsfall: This +2 dragon
lesserbane longsword was forged with the aid of a deva
and given to Jori of Kost, a paladin whose village was
destroyed by evil dragons. She reputedly was killed in
a rockfall trap while sneaking into a blue wyrms lair.
The sword allows its wielder to invoke protection from
evil once per day (caster level 1).
Caster Level: 5th, Prerequisites: Craft Magic Arms
and Armor, protection from evil, summon monster I;
Market Price: 19,035 gp; Cost to Create: 9,675 gp +
749 XP.
Dur Dalan, Sword of the Starshield: This +3
defending longsword was created for Zaam Starshield,
leader of the Star Guardians. He used it to defend the
great temple of Danivall against a siege by the forces of
the demon Hov. When the last of the defenders fell and
the temple was sacked, it is likely that the weapon was
claimed by one of the demons. The sword allows its
wielder to invoke entropic shield once per day (caster
level 1).
Caster Level: 9th, Prerequisites: Craft Magic Arms
and Armor, entropic shield, shield/shield of faith;
Market Price: 33,035 gp; Cost to Create: 16,675 gp +
1309 XP.
Durzan, Sword of the Starshower: This +1 mighty
cleaving longsword was made for the paladin known
only as Blue Sword Maiden, an enigmatic figure
suspected to have been descended from a celestial
servant of Danivall himself. She hunted demons, and
was slain while attacking a hidden demonic stronghold.
The sword allows its wielder to invoke magic missile
once per day (caster level 5).
Caster Level: 8th, Prerequisites: Craft Magic Arms
and Armor, divine power, magic missile; Market Price:
11,915 gp; Cost to Create: 6,115 gp + 464 XP.
Felendur, Sword of Starflame: This +1 flaming
longsword was given to Tor Mabin, son of the famous
Rin Mabor, both paladins of repute within the church.
Mabins hated enemies were ice devils and similar
cold-based creatures, and he vanished in the northern
lands while searching for the fiendish white dragon
Hrotingarrn. The sword allows its wielder to invoke
burning hands once per day (caster level 3).
Caster Level: 10th, Prerequisites: Craft Magic Arms
and Armor, burning hands, flame blade/flame strike/
fireball; Market Price: 10,475 gp; Cost to Create:
5,395 gp + 407 XP.
Haladuril, Sword of the True Heart: This +1 holy
longsword was crafted for Adar Fazos, a haughty but

Danivalls Starblades
By: Sean K Reynolds
Art by: Jeffrey J. Visgaitis
These ten magical longswords were created by
the leaders of the church of Danivall, an old deity
of starlight and perseverance, for use by an order of
paladins sponsored by the church. The order, called
the Star Guardians, quested on behalf of the temples of
Danivall and defended his priests and sacred locales.
One by one the Star Guardians fell in battle with great
evil, and their weapons were lost. From time to time
one is found by some dungeon delver, although their
history and status is unknown to most, for Danivall
faded from mankinds memory after an extended battle
with Hov, the Demon of Night.
All ten blades are superficially similar, fine
longswords of pale steel and guards of similar metal
tightly wrapped in night-blue leather. On each blade
near the crossguard is the symbol of the order, ten
small stars in a circle beneath a single larger star. The
blades shed light when drawn, a pale silvery radiance
that is as strong as a torch but never so bright as to
harm the eyes of even the most sensitive viewer. When
observed under true starlight, the name of the sword
becomes visible in the Celestial tongue along the blade,
seemingly carved into the metals surface but unable to
be felt by touch, in starlight or not.
Each sword has different powers. Although they
were all crafted at the same time and at approximately
the same level of power, some of the blades have been
improved by their paladin wielders or by successive
owners. One ability they all have in common is that
when a creature grasps one of the swords by the hilt, he
immediately knows all of the powers of the weapon and
how to activate them. The swords are not intelligent and
have no other ability to communicate in this manner.
Bashadur, Sword of the Soulfire: This +1 undead
lesserbane* longsword was created for Tomas
Whitestar, whose quest was to rid the world of ghouls.
He was slain by a stone golem while battling a ghoul
lich. The sword allows its wielder to invoke detect
undead once per day (caster level 1).
Caster Level: 5th, Prerequisites: Craft Magic Arms
and Armor, detect undead, summon monster I; Market
Price: 9,035 gp; Cost to Create: 4,675 gp + 349 XP.
Chassidur, Sword of the Silent Shine: This +2 triarc*
(cold/electricity/fire) longsword was given to Mellarn,
a paladin who sought out evil mages. He was killed
by a demon while attacking the leaders of a doomsday
cult. The blade allows its wielder to invoke silence
once per day upon it (caster level 3).
Caster Level: 6th, Prerequisites: Craft Magic Arms
and Armor, cold/electricity/fire spells, silence; Market
Price: 22,635 gp; Cost to Create: 11,475 gp + 893
XP.
Coranzudur, Sword of Winter: This +1 frost

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goodhearted paladin who smote evil wherever he found


it. He died fighting a marilith lieutenant of a dark gods
avatar. The sword allows its wielder to invoke bless
weapon once per day upon it (caster level 1).
Caster Level: 7th, Prerequisites: Craft Magic Arms
and Armor, bless weapon, holy smite, creator must be
good; Market Price: 19,035 gp; Cost to Create: 9,675
gp + 749 XP.
Kalindur, Sword of the Storm: This +1 shock
longsword was made for Chal Choss, the self-named
Bearer of the First Light. He was killed by an undead
dragon deep within the bowels of the earth. The
weapon allows its wielder to invoke endure elements
(electricity) once per day upon it (caster level 1).
Caster Level: 8th, Prerequisites: Craft Magic
Arms and Armor, call lightning/lightning bolt, endure
elements; Market Price: 9,035 gp; Cost to Create:
4,675 gp + 349 XP.
Vandur, Sword of the Unearthly Edge: This +1 keen
longsword was created for Iorast, who swore to rid the
world of evil orcs. He was killed by a powerful shield
guardian serving a great orc chieftain. The blade allows
its wielder to invoke true strike once per day upon it
(caster level 1).
Caster Level: 10th, Prerequisites: Craft Magic Arms
and Armor, keen edge, true strike; Market Price: 9,035
gp; Cost to Create: 4,675 gp + 349 XP.

Deepfarers Might
By: Andrew Troman
Art by: Tristan Miller
Deepfarers Might is a powerful waraxe of the clan
Deepfarer, dwarves known for their ferocity and their
ability on the field of battle. Other clans often call upon
them to aid in more difficult confrontations deep beneath
the surface. The last member of the clan to have wielded
the waraxe was Monrooth Deepfarer, clan leader. After
several mining teams were found slain by a destrachan,
he led a scout party into the mines to locate and destroy
the creature. When they spotted it, he gave his battle
cry and charged into the cavern, hurling Deepfarers
Might as he entered. Unfortunately, the destrachan was
a mere distraction, a servant of a dark elf noble who
was waiting in the shadows. Monrooth and his clan
had proved to be somewhat troublesome for the dark
elfs house, and when the dark elf dismissed the walls
of force supporting the ceiling, tons of rock fell and
crushed the dwarven leader. The loss of the waraxe
signaled the start of the decline of that clan. The dark
elves used magic to retrieve Deepfarers Might and
displayed it in their city as a trophy, but it was lost in a
civil war between houses.
Deepfarers Might is a +2 throwing vorpal dwarven
waraxe. Its blade has etched upon it the scene of lakefilled underground cavern, over which is the house
symbol of Deepfarer clan (a pair of waraxes placed
back to back). The large weight behind the axe blade
has been crafted to resemble another waraxe, although
it cannot be used as a weapon. Its haft is of treated and
darkened oak, with dwarven runes covering its surface
down to the carved handgrip at the end.
Caster Level: 18th, Prerequisites: Craft Magic
Arms and Armor, magic stone, death spell, keen edge;
Market Price: 98,330 gp; Cost to Create: 49,330 gp +
3,920 XP.

* This is a new weapon property described at the end


of this book.

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Degrans Red Blade

Demons Maw

By: Chris Schuck

By: Andrew Troman


Art by: Scott Purdy

The blade and hilt of this longsword are made of


dark red steel with an obsidian pommel. This sword
has never been observed to glow, nor does it make any
sounds when struck against objects. The hilt is wrapped
in peculiar leather with a reptilian appearance. The
sword it is believed to be of extraplanar origin, but its
creator is unknown. Spells cast to determine its origin
indicate a creator who could unite magic and psionics
in a perfect blend to achieve effects beyond what a pure
mage or psion can achieve. The first wielder may have
been an ancient hero who mastered psionics himself and
fought others who were masters of the art. The sword is
not aligned with any known deity or religion, and may
be found on any plane. It is rumored the sword may
appear to any lawful good psionic character who faces
powerful psionic evil foes, but this is unsubstantiated.
The sword bestows one negative level on any
nongood or nonlawful creature attempting to wield it
(creatures neither lawful nor good gain two negative
levels). The negative level remains as long as the
weapon is in hand and disappears when the weapon
is no longer wielded. This negative level never results
in actual level loss, but it cannot be overcome in any
way (including restoration spells) while the weapon is
wielded.
Degrans Red Blade is a +1 coup de grace* lucky*
parrying* longsword that can harm creatures with
damage reduction as if it had a +5 enhancement bonus.
Any creature that holds it hears in his mind You bear
Degrans Red Blade. The weapon does not otherwise
communicate or show any evidence of intelligence, and
research or magical or psionic study has not revealed
who Degran is, whether the creator, the first bearer, or
the deity it served.
*These are psionic weapon abilities.
Manifester Level: 18th; Prerequisites: Craft
Psionic Arms and Armor, Deep Impact, combat
precognition, fate of one, greater domination, greater
magic weapon; Market Price: 200,315 gp; Cost to
Create: 100,315 gp + 13,000 XP.

There were originally six Demons Maw javelins in


existence, crafted by a dark prince of the lower hells.
This demon passed them on to his generals to capture
his enemies, that he might interrogate them at his
leisure at a later date. The prince was destroyed when
his generals turned on him, and the battles between
them caused such devastation on their plane that it
is still uninhabitable today. The survivors scattered
to other planes and some of the javelins have found
their way into other handsincluding one held with
mixed emotions on the Material Plane by an order of
paladins dedicated to slaying demons.
Each Demons Maw is a +2 javelin. The weapon
has the appearance of smooth carbon, although it is
specially treated steel, and the grip is made from what
appears to be a rats tail entwined about the shaft. The
head is carved with many leering, demonic mouths on
both sides, which sometimes move about and silently
articulate profane words in the Abyssal tongue. Once
per day the wielder may invoke a binding spell
(minimus containment form) upon a creature stuck by
the weapon. The creature may attempt a Will saving
throw (DC 18) to resist the effect; failure means the
visage of a gaping maw appears to unfold from the
point of the javelin, biting and swallowing the rapidly
shrinking target. The wielder may release a bound
captive with a command word.
Some of the javelins have been imbued with other
properties since the generals scattered to the planes.
For example, one was crafted with the flaming burst
property and is now called Hellmouth, while another
was instilled with the unholy ability and is known as
Celestial Slayer.
Caster Level: 15th, Prerequisites: Craft Magic
Arms and Armor, binding; Market Price: 104,301 gp;
Cost to Create: 52,301 gp + 4,160 XP.

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Dethans Heartbreak

Diamondine

By: Jean-Franois Paradis and Christian Reyes

By: Aaron Rosenberg


Art by: Tristan Miller

Dethans Heartbreak is a gorgeously wrought


greatsword, beautiful enough to be put on display as a
work of fine art. It is cursed, and its wielder pays for its
gifts with the loss of loved ones. Heartbreaks powers
can instantly make its wielder a formidable warrior, an
inspiration to the masses and a compelling statesman.
In addition to being a +3 vorpal greatsword, it gives its
bearer a +6 enhancement bonus to Charisma.
The greatswords favor comes at a heavy price. Every
day there is a 10% chance that its curse is triggered.
The curse targets a random person that the wielder
holds deara family member, lover, friend, or other
individual personally meaningful to the wielder (at the
judgement of the gamemaster)with a power word kill
spell. Distance is not a factor as long as the person is on
the same plane as the sword. Once all of the wielders
meaningful relations are dead, the weapon ceases to
work for the bearer, becoming a mere masterwork
greatsword.
The mage Dethan Ressler invoked the power of
darkness to forge Heartbreak. Seeking vengeance for
his daughters death at the hands of the local warlord,
he created this weapon to destroy all that its wielder
held dear. Disguising himself, he appeared in that
warlords court and surrendered the greatsword under
pretense of paying tribute. The warlord, Waslon, was
instantly infatuated with Heartbreak and received the
gift wholeheartedly. Little did Waslon know that he
was committing all that he loved to slaughter.
Through unmatched personal power and the ability
to draw people to his banner, Waslon slowly carved
himself out a bandit nation. But, as his influence
grew and his life became increasingly dangerous, his
most cherished relations began to die. He became
increasingly paranoid of the remaining people around
him and he slowly grew insane with grief. In the end,
Waslon, a shell of his former self, was killed in battle
with the kings army and his bandit kingdom was laid
to waste.
Caster Level: 18th, Prerequisites: Craft Magic Arms
and Armor, death spell, keen edge; Market Price:
170,350 gp; Cost to Create: 85,350 gp + 6,800 XP.

Gragnar, the legendary gnome warrior, was renowned


for four things: his fighting skills, his close friendship
with the mage Tregan and the smith Dolaf, his Torc of
Imposing Stature, and his magic axe Diamondine. No
one knows the true origin of the axe. Many believe
Tregan and Dolaf created it for their friend, while
others say Gragnar found it in a dragons hoard.
Some even claim Garl Glittergold himself created it
as a prototype while working on his own magic axe.
Diamondine is a long-hafted battleaxe with a deadly
crescent-shaped diamond blade. The name comes from
its appearance and material, for Diamondines blade is
a single enormous diamond, light dancing off its facets
and its razor-sharp edge. Its haft is made of mithral,
with its name carved in Gnomish along its length.
Normally Diamondine is a +2 keen battleaxe, but in
the hands of a gnome the axe comes to life. The instant
a gnome touches the haft, a sparkle appears within the
blade. At first this seems to be a mere reflection, but
the spark remains and begins to grow, racing within the
blade and growing in brilliance until the entire diamond
is casting splinters of light all around. If a gnome wields
the axe and calls out its name, the light will erupt
through the edge of the blade and create a glittering
swathe of illumination that extends two inches beyond
the blades natural edge and functions as the brilliant
energy property. The physical blade still exists beneath
the light, and the weapon still does damage to undead,
constructs, and objects (anything affected by the
brilliant energy blade does not take additional damage
from the physical edge). Diamondines light can be
altered by mental command from its gnome user,
decreased to a candles glimmer or increased to the
brightness of a lantern, but it cannot be extinguished
completely while a gnome wields it.
Caster Level: 16th, Prerequisites: Craft Magic
Arms and Armor, continual flame, gaseous form, keen
edge, creator must be a gnome; Market Price: 73,810
gp; Cost to Create: 37,810 gp + 2,880 XP.

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Derrans Delights

Dreamblades

By: Miranda Horner


Art by: Tristan Miller

By: Monte Cook

These two magic items are a set


of +2 dancing unholy scimitars that
were created to order for Derran,
an elven adventurer with a rather
nasty reputation. Many a bard
has sung his rousing ballad, the
Deeds of Derran, late at night
in those taverns that cater to a less
wholesome clientele. The ballad
features a whole set of verses
describing how he destroyed a local
leader by using these two magic
scimitars in a moonlit glade outside
of town (though the leader and the
town change depending on where
the bard is singing). How the leader came to be there
is covered by another full set of verses that details
Derrans sly and politically savvy machinations and
reveals that Derran liked to play with his foes before
killing them.
Derran himself was killed when confronting several
gold dragons at once, but this instance of bravery has
not diminished his status as a hero to those who do not
respect authority and actively seek to destroy the good
works of others. Though scholars note the dragons
would have destroyed the two scimitars and any other
vile items Derran carried, the debate has never been
settled to anyones satisfaction. Those who think
the scimitars are still around have their arguments
bolstered every time a new story crops up stating that
Derrans Delights were used in a battle or to destroy
some icon of good. Those who believe the gold
dragons destroyed the weapons counter that perhaps
these new stories feature new scimitars created for
others.
The scimitars have grips of black and purple leather
interwoven with threads of silver. When the scimitars
dance, lightning seems to crackle up and down the
length of these grips, but this is merely the effect of
the bright silver thread catching the light. Due to the
popularity of the Deeds of Derran, many weapons
have been crafted with similar powers and may be
found in the hands of villains.
The price below is for one of the weapons, not a
pair.
Caster Level: 15th, Prerequisites: Craft Magic
Arms and Armor, animate objects, unholy blight,
creator must be evil; Market Price: 128,315 gp; Cost
to Create: 64,315 gp + 5,120 XP.

When Kavior DAltera first


encountered the dream sphere,
it almost killed him. Eventually,
however, he mastered that strange
artifact from long-dead gods and drew
forth from it a weapon to give to his
son, Redair. Redair was charged with
protecting his father as he communed
with the strange sphere. He did so
admirably, even when the hordes of
the demonic Choid swarmed into
their palace wreaking ruin and pain.
He only succeeded through use of the
dreamblade.
The dreamblade is a +1 keen bane
longsword. Each night, when the wielder dreams, he is
able to change the creature type damaged by the bane
effect of the sword. Once the choice is made, it lasts until
changed again, with a minimum of 24 hours.
Kavior DAltera didnt hold the dream sphere for
long, as such things are measured. Eventually, it ended
up in the hands a minor thief named Ralla. Ralla,
however, turned out to be a natural adept of the dream
energies needed to fully harness the sphere. When she
was attacked in the hovel she called her home by the Red
Iron Dragon, Vassasuvian, she needed to defend herself
and drew forth a weapon from the sphere. This weapon
is the master dreamblade.
With this sword, Ralla was able to drive off the dragon
and flee to the West. Eventually, it is said, she became
Mistress of the City of Seven Gates, calling herself
Erreshi the Dream Mage. She never used the master
dreamblade again, and gave it to the commander of her
guards. When he died, Erreshi allowed the sword to pass
on to the commanders daughter rather than to the next
commander of the guard. It eventually passed through
several hands out of the city and back to the eastern
lands.
The master dreamblade is a +3 keen bane longsword.
With a Wisdom check (DC 18) the wielder can change
the creature type for the bane effect of the sword as a free
action, although no more than once every other round.
Dream Blade:
Caster level: 10th; Prerequisites: Craft Magic Arms
and Armor, dream, keen edge, summon monster I;
Market Price: 40,315 gp; Cost to Create: 20,315 gp +
1,600 XP.
Master Dream Blade:
Caster level: 15th; Prerequisites: Craft Magic Arms
and Armor, dream, keen edge, limited wish, summon
monster I; Market Price: 100,315 gp; Cost to Create:
50,315 gp + 4,000 XP.

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Dwarven Eye of Power

The End of All Goodness

By: Jean-Franois Paradis and Christian Reyes

By: Gwendolyn F. M. Kestrel


Art by: Toren Atkinson

The Dwarven Eye of Power is an ornately decorated


shaft of steel and leather with a spiked ball and chain
attached to one end of it. Attuned to negative, positive,
and elemental energy, this +3 morningstar charges its
head with magical power at its end. Once per round,
as a free action, the wielder can choose to create,
dismiss or change the energy on the morningstars
head, known as the eye. The eyes energy remains
until dismissed by the wielder or until the wielder
loses contact with the weapon. Each form of the eyes
energy produces a different effect.
Negative energy: The eye is shrouded in smoky
darkness and deals +1d6 points of negative energy
damage to the creature it hits. Undead are unaffected
by this energy.
Positive energy: The eye is surrounded with white
light and deals +1d6 points of positive energy damage
to the creature it hits. Living creatures are unaffected
by this energy.
Fire: The eye is lit by red flame and deals +1d6
points of fire damage in the manner of a flaming
weapon.
Cold: The eye is encased in freezing mist and deals
+1d6 points of cold damage in the manner of a frost
weapon.
Forged ages ago, the famed Dwarven Eye of
Power is the rallying point and ancestral weapon of
Clan Halthor. It was last seen in the possession of
High Lord Bergaen, Overlord of Clan Halthor, until
his death at the Battle of Strathgaard. Bergaen died
childless, breaking the line of succession, which is
further complicated by the maneuverings of distant
relatives and pretender warlords. Lord Galantine,
Bergaens second cousin, is currently scouring the
land for the Eye in order to support his claim upon
Clan Halthors High Seat.
The weapon sheds no light except when the fire
ability is active, and then only equal to a candle.
Anyone who handles the weapon immediately knows
its powers and how to activate them, and knows it was
forged by dwarven hands.
Caster Level: 15th, Prerequisites: Craft Magic
Arms and Armor, chill metal, cause light wounds,
cure light wounds, flame blade; Market Price: 72,308
gp; Cost to Create: 36,308 gp + 2,880 XP.

Syr Paley Moore, a paladin of the god of law, quickly


rose to a prominent position in the church hierarchy.
Handsome, he virtually shone with brightness and
goodness, and he was the soul of courtesy, diplomacy,
and honor. Everyone respected him and knew that if
he gave his word, the deed was all but done. He gave
his heart to a ranger named Yorthor, and the two were
inseparable.
When his realm went to war, the church leaders
appointed Syr Paley as a battlefield general. In the final
battle of the campaign, he and Yorthor fought side by
side. The day was one of victory. The forces of the realm
broke those of the enemy. The enemy surrendered, and
the two countries signed a peace treaty. But many on
both sides died that day on the field, Yorthor among
them. As the clerics were busy tending to the living,
weeks passed before they could attempt to resurrect the
paladins love. Despite their attempts, her soul did not
return to her body.
Devastated by the loss of his love, Syr Paley
withdrew in mourning. Unable to accept that Yorthor
may simply have not wanted to return from the peace
of the dead, Syr Paley attributed her failed resurrection
to the churchs delay in attempting to raise his beloved.
He focused all his grief and anger on the church he
had served, for he felt it was the churchs fault she had
died and would not return. He wanted recompense for
his loss, but the peace treaty that the realm had signed
left him no lawful options. He turned from the deity
of law to the deity of revenge. He became a vengeful
blackguard.
He now lives with two goals: execute every living
member of the platoon that slew Yorthor, and kill every
paladin in service to the god of law. To these ends,
he commissioned the construction of a special heavy
mace. He named this +1 chaotic returning throwing
unholy heavy mace The End of All Goodness. His
aim is to efficiently kill those he has set as his targets.
He feels no need to alert a target, to soliloquize, or to
even let his victim see him attack. He often throws the
weapon once and then leaves the victim to die.
Caster Level: 7th; Prerequisites: Craft Magic Arms
and Armor, creator must be chaotic evil, magic stone,
chaos hammer, unholy blight, telekinesis; Market
Price: 98,312 gp; Cost to Create: 49,312 gp + 3,920
XP.

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Farrels Blade (Fools Escape)

Fists of Fury

By: Drew Miller

By: Matt Forbeck


Art by: Gerald Lee

This +3 short sword is made entirely of dark steel,


and is unremarkable save for eight etchings that adorn
one side of its blade. These etchings depict sigils used by
the dragon Kitervanas at various points in her life, and
tracing them in order causes the sword to transform into
a small, steel earring shaped like a dragons head. While
in this form, the earring does not detect as magic.
The wearer can return the earring to its sword form as a
standard action.
The blades symbols glow softly when first touched,
and this red glow intensifies as each etching is traced
in turn. Once the sequence is complete the sword either
transforms or, if the tracing is interrupted, the glow fades
over a minutes time.
Tracing the symbols in reverse order opens a
dimension door, which can be used once per day.
The bard Farrell crafted this sword long ago, when
Kitervanas still terrorized her region of the world. The
dragon was infamous for her vanity; she would abduct
men, imprison them, and then force them to listen for
days as she lauded herself. Occasionally, her captives
would escape (or were released), but more often
they were eaten when the dragon was done flattering
herself. Farrell, a scholar of dragons, was obsessed with
Kitervanas. He was determined to enter the dragons lair,
learn her story, and then leave unscathed. Everyone who
heard his plans called Farrell a fool (an epithet that stayed
with him); nonetheless, he crafted this weapon and set
out to meet Kitervanas. Masquerading as a local farmer,
Farrell found work in the communities closest to
her lair and hoped to be abducted. In time, his
ploy succeeded and the bard spent two weeks
caged in the wyrms lair. He managed to escape
with the aid of his sword, and upon returning
home he composed a series of wildly popular
ballads detailing his experiences. Farrells
fame was short-lived, however; the
dragon eventually found him and burned
his manor to its foundation. The item was
never found.
Caster Level: 9th; Prerequisites: Craft
Magic Arms and Armor, Nystuls undetectable
aura, dimension door, shrink item;
Market Price: 50,310 gp; Cost to
Create: 25,310 gp + 2,000 XP.

A hero wearing fists of fury often starts a battle by


commanding the savagely spiked gauntlet on his right
hand to crackle with blue-white electricity. It then
thrums with the magical power that courses through
it and that it bestows on its wielder. The hero then
wades into the fight, swinging hard and striking with
the speed of a violent storm. The surprise comes when
he squarely strikes a foe with the matching gauntlet on
his left fist, which seems innocuous when compared to
its flashier twin. At that moment, a deafening crack of
thunder rolls out from the left fist as if the hero bears
the very fury of the heavens in his hands.
Fists of fury are made of dark leather covered with
spikes made of razor-sharp, blued steel that are the
color of an angry thunderhead. The metal is engraved
with dwarven runes. Favored by dwarves, gnomes, and
other tunnel-dwellers who prefer to fight in enclosed
spaces, fists of fury are a pair of matched +3 spiked
gauntlets of speed. They are fashioned so that the right
gauntlet also has the shocking burst weapon special
ability while the left has the thundering weapon special
ability. The right is called a fist of lightning, and the left
a fist of thunder.
Fists of fury are most often seen on the hands
of clerics of weather deities. Such figures are rare
in dwarven or gnome society, since those who live
underground are often oblivious to the effects the
surface worlds weather can have upon their homes.
Fist of Lightning: Caster Level: 10th; Prerequisites:
Craft Magic Arms and Armor; call lightning or
lightning bolt; haste; Market Price: 162,305 gp;
Cost to Create: 81,305 gp + 6,480 XP.
Fist of Thunder: Caster Level: 9th;
Prerequisites: Craft Magic Arms and
Armor, blindness/deafness, haste; Market
Price: 162,305 gp; Cost to Create: 81,305
gp + 6,480 XP.

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Flarups Backup

Flashdance

By: Martin Klimes

By: Hal Greenberg

Sick of having to surrender his weapons to the militia


on the way into cities and taverns, the gentleman burglar
Flarup resolved to do something about it. He spoke
with a powerful wizard ally of his and commissioned a
small, easily concealable weapon that would still pack
a significant punch. Being a rogue and not an assassin,
he wanted a weapon to stun enemies, not kill them, and
so he handed over his lucky sap for the crafting.
A week after he got the sap back from being
augmented, Flarup knocked out the thickest-skulled
of the local ogres with a couple of extra-swift blows
from behind. Those who had scoffed were suddenly
impressed, especially since repeated searches by the
authorities failed to find the weapon. Word spread
of his weapons effectiveness, and his close friends
commissioned several copies of the weapon.
Flarups backup is a +3 sap of speed with uniquely
crafted special abilities. On a successful critical
hit, it deals +2d8 points of bonus subdual damage.
(Unlike many weapons that inflict bonus damage on
a successful critical hit, this bonus damage is subdual
damage, not normal damage.) It appears to be a simple
3-inch-long stick when not being wielded as a weapon,
making it very easy to conceal. It transforms into its
true shape when held by a person with the intent to
wield it as a weapon, and returns to its normal form
when it is dropped or the violence passes.
These days, rogues are not the only ones who carry
a Flarups backup. Healers on mercy missions to lessthan-reputable parts of town or even noble courtiers of
either gender traveling to and from the royal court find
them useful. The idea of carrying a small but powerful
weapon just in case of emergencies is universally
popular.
Caster Level: 9th; Prerequisites: Craft Magic Arms
and Armor, haste; Market Price: 72,301 gp; Cost to
Create: 36,301 gp + 2,880 XP.

To all appearances a normal longsword of good


quality, Flashdance always looks clean and polished,
even to quickly shedding mud or blood left on it.
Flashdance began as an unremarkable +2 longsword
that had been passed down from father to son in a long
line of hunters. The last hunter had only daughters,
so he chose to pass it along to his favorite son-inlaw, a merchant named Jawassa. Jawassa was a
smart businessman, but not a kind one. He had made
many enemies along his road to success. While the
magic sword was a respectable weapon, Jawassa was
unsatisfied with its value as a deterrent, so he paid
a cleric weaponsmith to grant it the dancing special
ability so that it could fight for him. Jawassa was soon
feared and respected by his enemies, and few bold
souls ever now attacked him outright.
Jawassa grew old building his wealth. He became
known far and wide as a great merchant. His daughter
and one son took after him, becoming ruthless
merchants in his likeness. But his younger son, the
middle child, had no interest in the family business
and instead wanted to roam abroad, helping people and
performing heroic deeds. Montogon was a thoughtful
young man with a good heart and spirit. Though his
two siblings scorned his choices and bragged of their
profits, Jawassa felt his heart soften when he looked
upon his son. Montogon turned Jawassas thoughts
to Jawassas younger days, when everything seemed
possible and his shoulders did not carry the burden of
a financial empire. Jawassa thought of his own dreams
of heroic escapades and wondered when he had lost
them. And he knew, looking upon the gleaming blade
mounted over his desk, that a business office was no
place for such a weapon.
Jawassa took the blade to a learned wizard and asked
him to add a special ability to it that would make the
blade worthy of a son who was better than his father.
The wizard enhanced the blade with the flaming
burst special ability, dubbing the blade Flashdance.
Jawassa gifted this powerful +2 dancing flaming burst
longsword to his son, who left home for heroic exploits,
seeking to make the world a better place. Jawassa never
saw his son again, and none of his children or their
descendants have seen Montogon, the lost son, since.
Caster Level: 15th; Prerequisites: Craft Magic
Arms and Armor; flame blade or fireball or flame
strike; animate objects; Market Price: 128,315; Cost to
Create: 64,315 gp + 5,120 XP.

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Fright Bringer

Golden Bow

By: Alex Weitz


Art by: Brad Nault

By: Gwendolyn F. M. Kestrel

This +2 keen thundering bastard sword is made of


glistening mithral. The center of its guard is adorned
with a smiling cherubic dwarven face whose goldchased beard braids trail down to form a long hilt.
The swords pommel nut is made of the same mithral
metal as the guard and blade. It is formed as a large
beard-ring that looks as if it hangs from the end of the
dwarfs beard braids. The blade is etched with three
dwarven runes that signify Adventure, Friendship,
and Laughter. As with other thundering weapons,
upon a successful critical hit, a crack of thunder
issues forth from the blade. In addition to this thunder,
Fright Bringer emits a harmless deep laughter for the
following 3 rounds. The weapon sheds pale blue light
(20-foot radius of illumination equivalent to torch)
automatically when wielded.
Thorgi Runeforge, the dwarven adventurer and
weaponsmith, created Fright Bringer nearly a hundred
years ago as a gift for his elven friend and adventuring
partner, Rennick Ari. Known for his sense of humor,
teasing, and practical jokes, Thorgis inspiration to
create Fright Bringer came to him after noticing
during their adventures together that Rennick feared
thunderstorms. Since Thorgi also thought his foppish
elven friend should be using a bigger real weapon,
he decided to create a bastard sword for his friend.
Fortunately, Thorgi wasnt a mean-spirited dwarf,
so he forged Fright Bringer out of mithral so that it
wasnt so heavy that it impeded his skinny elven ally.
Rennick took a liking to the weapon despite its noise
and promised his friend that he would carry it until the
end of his days.
Fright Bringer was last seen wielded by an elf in a
southern forest, but no one knows whether this elf is
the original elven wielder, Rennick, or someone who
inherited it after his passing.
Caster Level: 10th; Prerequisites: Craft Magic Arms
and Armor, blindness/deafness, keen edge; Market
Price: 52,535 gp; Cost to Create: 25,535 gp + 2,000
XP.

Rupert was a human rogue and a ranger who


specialized in hunting chromatic dragons. On his first
hunt in the north, he led his party to where an adult
white dragon, Frostbreath, laired.
Frostbreath had two servants attending him:
Sssurrssur, an ice mephit, and Ice Fang, a half-fiend
winter wolf. Rupert convinced Sssurrssur and Ice Fang
to aid his party, betraying Frostbreath. The battle was
short and decisive, and in the end, Frostbreath died.
The ice mephit and winter wolf went off to adventure
and conquest in the north. Rupert Wyrmkiller
returned to civilized lands with much treasure
from the dragons hoard. With this wealth, Rupert
commissioned the crafting of a mighty composite
longbow suitable for killing chromatic dragons. The
result was Golden Bow, a +3 dragonbane holy mighty
composite longbow (+4 Str bonus). In addition to the
bow, Rupert also had constructed special ammunition
particular to each dragon he went hunting. He became
known as Rupert Wyrmkiller Goldenbow and
made a lucrative business of slaying dragons, wisely
sticking to the younger ones on solo missions, but
sometimes attacking larger dragons with the help of
other adventurers.
Rupert was last seen a year ago buying five +3 icy
burst lawful arrows to be used against the red wyrm
Quixitar. Boasting that it was money well spent and
that he expected to return soon with Quixitars loot,
the man has not been seen since.
Caster Level: 9th; Prerequisites: Craft Magic Arms
and Armor, creator must be good, summon monster I,
holy smite; Market Price: 98,800 gp; Cost to Create:
49,800 gp + 3,920 XP.

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Grave Grappler

The Hammer of AmonFehr

By: Bret Boyd

By: C. D. Bennett

Before the end of the last century, a cleric named


Torias visited the home village of his comrade. This
friend was a monk (whose name has been lost over
time) and the two old adventuring companions reveled
in the stories of their partys past deeds, unaware that
an old nemesis was also enjoying the reunion. This foe,
a necromancer of no minor ability, gave the duo a day
to let their guard down before unleashing a squad of
skeletal warriors on the village.
By the time Torias and the monk realized that
danger was upon them, the powerful undead had slain
many villagers. The companions snapped into action,
defeating many of the powerful skeletons before
the necromancer himself appeared to finish off his
weakened foes. The monk engaged him first and their
melee lasted for several minutes before Torias could
destroy the last of the undead and rush to join him.
The aged monk was not able to see through all of
the necromancers arcane tricks. As Torias ran to his
friends aid, the wizard produced a magic sickle from
his robes and sliced through the monks exposed right
hand at the wrist. When the monk fell, the necromancer
took but a moment to gloat at the victory. This was
all the time Torias needed to strike a killing blow on
the already-injured wizard. The monks injuries also
proved fatal, the sickles magic preventing magical
healing. The monk died in Torias arms.
It was a week later that Torias returned to his
temple and fashioned (with the aid of a druid of his
faith) the Grave Grappler, a +1 ghost touch shock
spiked gauntlet. He then gave it to the monks order to
use as they saw fit. This item holds a one inch square
piece of skin taken from the monks severed hand,
held fast between the forearm and inner padding. The
whole of the spiked gauntlet is painted midnight blue,
its spikes the sheen of moonlight. It is said that the
soul of the monk awakens each time the shock power
is activated, battling evil
from beyond the grave.
Caster
Level:
9th,
Prerequisites: Craft Magic
Arms and Armor, plane
shift, call lightning/lightning
bolt; Market Price: 18,305
gp; Cost to Create: 9,305 gp
+ 720 XP.

Recovered from the crypt of AmonFehr, this


+1 adamantine disruption warhammer was once
held by a great warrior. Fehr was a peasant among
an enslaved people, a man cast into poverty by an
oppressive government. After centuries of tyranny,
his people began to fight back. They gathered in the
thousands, a filthy mob of miscreants determined
to win back their freedom. For years they fought
against those in power, demanding to be set free of
their bonds and allowed to thrive on their own. Their
government answered their cries by sending a vast
army to crush their hopes of freedom forever. But
as the army lumbered forward, the huddled masses
found that they were not men that approached, but a
horde of undead warriors.
Hundreds died that day, the rest fled for their lives,
hiding among the refuse of their impoverished city.
As the undead horde hunted through the city streets
for survivors, a small band of less than a hundred
villagers gathered in the caves beneath the town.
There they huddled in the dark and waited to die.
Fehr was one the few who refused to surrender. He
encouraged the others to resist failure and face down
their adversaries. To survive, he told them, they must
conquer their fear. As he spoke the words, his eyes
fell upon a simple hammer layered in dust, leaning
against a far corner of the cave. It was a sign from
the gods, he believed; they were no longer alone.
Fehr led his people in an epic campaign to
overthrow their oppressors. With the hammer he
smote all who stood to oppose him, and forged a new
future for his people on a path of shattered bones. At
his burial, thousands gathered to honor him, granting
him the title Amon, meaning chosen by the gods,
and his great hammer was laid to rest along side him,
his only companion through the valley of death.
Caster Level: 14th, Prerequisites: Craft Magic
Arms and Armor, heal;
Market Price: 27,012 gp;
Cost to Create: 18,012 gp
+ 720 XP.

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Head-Taker

Kiss of the North Wind

By: Gwendolyn F. M. Kestrel

By: Brian E. Kirby


Art by: Chris Keefe

Lady Alvara Murchie led a rebellion against the


despotic king of her homeland. The king was capricious,
arbitrary, and a true tyrant, often ordering executions on
a whim.
The rebels succeeded and placed Alvara on the throne
as queen. She ruled well, but sternly, emphasizing justice
and law and meting out severe penalties to lawbreakers.
Only a few years passed before whispers started the
rumor that a throne gained through rebellion could be
lost through another rebellion.
The first rebellion against Queen Alvara failed, as
did the second, which was planned by several powerful
nobles and the queens own daughter Nevara. Queen
Alvara ordered the execution of the nobles as traitors
to the realm and had them hang until the crows picked
their bones clean. Rumors aboundedthe queen would
pardon her daughter, the queen was going to abdicate
and name Nevara as successor, the queen went mad with
grief, Nevara escaped and was raising another army,
and so on. In truth, Nevara was kept under guard in a
tower prison. Queen Alvara struggled with her conflicted
loyalties. On the one hand, Nevara had rebelled against
the realm and should be executed as a traitor; on the
other, Alvara found the idea of sentencing her daughter
to hang in the public square too painful to contemplate.
Finally, she decided that justice must be done, and she
must mete it out. She commissioned a magic weapon
for this purpose. When Head-Taker, a +1 keen vorpal
falchion, was completed, she called a public gathering.
She read the list Nevaras crimes followed by a summary
of the evidence. Nevara did not deny the charges, though
she pleaded with her mother for mercy. Alvara declared
that for her treachery against the state, Nevara would be
sentenced to death. Ordering her daughter to kneel, the
queen used the weapon to sever Nevaras head, and so it
gained the nickname Familys Bane. The queen then
changed her heraldic sign to a falchion dripping blood
and had the weapon hung above the entrance to the royal
audience chamber as a vivid reminder of her actions.
From that day forward, she ruled in peace, but after her
death the weapon was lost.
Caster Level: 18th, Prerequisites: Craft Magic Arms
and Armor, keen edge, death spell; Market Price: 72,375
gp; Cost to Create: 36,375 gp + 2,880 XP.

This +2 icy burst / +2 wounding orc double axe was


made for Scrum, a half-orc from the northern highlands,
so that he could present it to his human fatherblades
first.
As is often the case with half-orcs, Scrum was belittled
and tormented as a youth for his mixed parentage.
Scrums anger at this harsh treatment became a cold
rage took toward his absent father. When he grew old
enough, Scrum decided to travel south and kill the man
with his bare hands. His mother was horrified at the idea,
and instead suggested they get a suitable weapon for the
task.
Scrum told the wizard who crafted his weapon that he
wanted his father to be reminded of the frigid land he left
behind. It was his mother who gave Scrum the idea for
the weapons name when she bade him to pass on a kiss
to her soon-to-be-late husband.
Of course, finding his father proved to be more
difficult than Scrum had imagined. For one thing, the
lands to the south were much bigger than he expected;
for another, there were a lot more people. The fact that
he had no clear idea of what his father looked like hardly
helped matters. So Scrum did what he thought was the
next best thinghe killed every human he could.
It worked for a while, as he preyed on small groups
wandering on the outskirts of village and small cities.
Eventually, a village with an organized militia was able
to track him down.
When he knew the end was near, Scrum concealed
his weapon so that human hands would never be able to
touch it. Its current whereabouts is unknown.
Two large strips of animal hide serve as handgrips.
Aside from the two grips, the entire piece is made of
roughly shaped steel, which has been burnished to a
cloudy white finish. The only ornamentation of any
sort is to be found on each of the four blades: the blades
crafted with icy burst are each adorned with a blue half
starburst, while the wounding blades each feature a
single red drop. It is cold to the touch, no matter how
warm the weather.
Caster Level: 10th, Prerequisites: Craft Magic Arms
and Armor, chill metal/ice storm, Mords sword; Market
Price: 64,660 gp; Cost to Create: 32,660 gp + 2,560
XP.

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Lightning and Thunder

The Lions Tail

By: Jean-Franois Paradis and Christian Reyes

By: Jennifer Kitzman


Art by: Toren Atkinson

The wizard Alander of Stonehaven created the


paired hammers Lightning and Thunder for Thalgar
Stonecleaver, a dwarven ranger of some repute.
They were created to help Thalgar defend the city
of Stonehaven (an important trade entrance into the
undercaves) from frequent hill giant attacks. For
many years, Thalgar wielded Lightning and Thunder
in defense of Stonehaven from both the giants on the
surface and the dark elves down below. The last time
the hammers were seen, were in Thalgars hands as he
was charging at a tribe of hill giants as a landslide he
caused swallowed up the entire valley he was in. The
giants were slain and the city of Stonehaven has not
had any giant problems since.
Thunder is a large, heavily built warhammer, while
Lightning is a smaller light hammer. Both have wooden
shafts with interwoven leather grips and a loop. The
mithral heads are decorated with a number of symbols,
most of which are simply fanciful illustrations, but two
on each weapon are actually dwarven runes that serve
a purpose. One rune represents the command word for
the weapons secondary power, the other is half of the
command word for their combined tertiary power (the
first half of the word is on Lightning, the second on
Thunder).
Lightning is a +2 shocking burst light hammer. Once
per day the wielder may speak a command word to cast
lightning bolt. Thunder is a +2 thundering warhammer.
Once per day the wielder may speak a command word
to cast the deafness version of blindness/deafness. If
the two weapons are held by a single wielder he may
speak a command word once per day to create chain
lightning.
Lightning:
Caster Level: 11th, Prerequisites: Craft Magic
Arms and Armor, call lightning/lightning bolt, chain
lightning; Market Price: 80,301 gp; Cost to Create:
40,301 gp + 3,200 XP.
Thunder:
Caster Level: 11th, Prerequisites: Craft Magic
Arms and Armor, blindness/deafness, chain lightning;
Market Price: 80,312 gp; Cost to Create: 40,312 gp +
3,200 XP.

The Lions Tail is a rather shabby-looking quarterstaff


with a jagged bulbous tip that resembles flame or its
namesake. It appears dry and frail, ready to break at
any moment, but is not rough to the touch. The priests
of an ancient regional god of fire made this weapon,
one mostly associated with fires cleansing and renewal
abilities. When worshippers of another pantheon
colonized the region, the church it was home to was
looted and burned.
The Lions Tail was hauled off along with other
junk from the temple. It was used for firewood by
a page, who quickly noticed that it not only appeared
proof against fire but also wouldnt break in his hands.
He kept the staff for himself and soon gave up the life
of a page, turning to other interests for a while.
The page didnt learn about the staffs abilities
himself until, in an eager nod to his volunteering youth,
he joined a popular vigilante movement with his best
friend. The movement worked on a bring-your-ownbashing implement basis, and the Lions Tail was all he
had. His disappointment faded when the staff proved to
strike true and explode with flame.
Despite the abilities of his weapon, the page died in
a fight stacked heavily against him. The friend who had
convinced him to participate in the group recovered the
staff and soon quit. Feelings of personal responsibility
and grief led him to become part of the local priesthood.
After several calm months, a spell mishap caused a
large portion of the local cemeterys residents to rise
from their graves. The priest-in-training rose to the
task, hoping the flames of the staff would keep him
alive, and found that the weapon had other abilities
against undead. Since that time, the staff has been
stolen, and its current whereabouts are unknown.
The Lions Tail is a +2 disruption flaming
quarterstaff.
Caster Level: 14th, Prerequisites: Craft Magic Arms
and Armor, heal, flame blade/flame strike/fireball;
Market Price: 50,300 gp; Cost to Create: 25,300 gp +
2,000 XP.

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Net of the Huntress

Nerve Sever

By: Dave Mattingly

By: Andrew Troman


Art by: Tristan Miller

This +1 distance returning net is made of a finely


woven silk made from a magical flying worm from
the southern jungles. It is attached to a 50 ft. cord,
and the net is so aerodynamic and light that it can be
thrown up to that distance, suffering normal range
penalties for every 10 ft. beyond the normal 10 ft.
range of a net. Because of the returning property, the
net automatically returns to the hand of its wielder
and folds itself properly if it misses.
The net was wielded by a very protective druid or
ranger of the jungles, who disliked foreigners entering
her lands but lacked the will to kill them outright. She
used her net to navigate through the trees, disable
opponents (often with the aid of plant poisons), and
leave them helpless for their friends to find them.
The net can magically expand to capture up to
Colossal size creatures, taking an attack penalty for
every size class above Large (a -2 for Huge, -4 for
Gargantuan, and -8 for Colossal).
The net also has the unusual property of being able
to soften its wielders fall in the manner of a feather
fall spell. The wielder must have the net in hand at the
time of the fall, and can activate this ability as a free
action. When activated, the net unfurls itself and acts
like a gliding wing, causing the wielder to fall safely.
If the net cannot unfurl to at least a 10 ft. square, it
cannot slow the wielders fall.
Because it has a long cord, the net can also be
used in lieu of a grappling hook by throwing it at an
appropriate target (rock outcropping, parapet, and so
on), which causes it to entangle the object and hold
firm. The wielder (or anyone else) can then climb the
attached cord.
Because a creature flying with wings cannot fly
while entangled, the net (with its greater range) is
often used to great effect against flying opponents.
Such an entangled creature plummets to the ground
on its turn if it cannot break free and suffers normal
falling damage.
Caster Level: 7th, Prerequisites: Craft Magic Arms
and Armor, feather fall, telekinesis; Market Price:
18,301 gp; Cost to Create: 9,301 gp + 720 XP.

The first sword of this type was created on the Astral


Plane by a race of humanoids who long ago freed
themselves from the mind flayers. Nerve Sever and the
other swords like it were made to help combat mind
flayers and their grimlock slaves. Although the person
who created the first one is unknown, a powerful fighter
named Melk is known to be the first who bore one
into battled against the illithids. While defending his
stronghold, Melk held the line with 10 of his fellows
(all similarly armed), allowing their enemies to get as
close as possible before unleashing the full power of
the swords.
The initial force of attackers fell close at the feet of
the bearers, and other defending troops began to wade
in with their silver swords. The forces of the illithids
fell where they stood or fled in terror at the strength of
the defenders. Melk was rewarded by his lich queen by
having his mind and essence consumed, for his power
and growing popularity had proven a threat to her.
Nerve Sever (and its copies) is a +2 longsword that
can invoke a heightened (4th level) sound burst spell
once per day. The ability is activated by striking the
blade against a hard surface and pointing the sword at
the desired area. The hilt and the cross guard are made
from smooth silver with what appears to be tattooed
skin (mind flayer or grimlock) covering the grip. The
steel blade has a series of holes diminishing in size
towards its point, each filed as sharp as the blades
edge. Some versions of this weapon in bastard sword
and greatsword form have been discovered as well.
Caster Level: 7th, Prerequisites: Craft Magic Arms
and Armor, Heighten Spell, sound burst; Market Price:
28,315 gp; Cost to Create: 14,315 gp gp + 1,120 XP.

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Ogrebreaker

Rokudaki

By: Alexandre van Chestein


Art by: Gerald Lee

By: Jennifer Kitzman

Ogrebreaker, the wild one from the wastelands, was


a brazen youth whom age and battle tempered into an
adept warrior and stout opponent of those who wish
to stamp out mankind. She met Trollrender during
her travels and they formed a traveling arrangement,
which evolved into a friendship, which blossomed
into a bond that even death now cannot break.
As Trollrender met his end at the hand of his
namesakes, Ogrebreaker did too find death in the form
of a band of ogres who had worked in concert with the
green-skinned giants to bring down the duo that had
killed so many of their breed. Not going softly into
that good night, she swore an oath beyond death and
blood that she would be reunited with her companion
and that their quest would not end. So did her spirit
come to possess the magic weapon Ogrebreaker, the
blade she had carried even as a child.
Ogrebreaker is a +1 giant-bane keen greatsword of
barbarian origin, but nonetheless masterfully crafted.
It is not intelligent but craves for the blood of giants
and the warmth of Trollrender, or its bearer. Once
the two weapons are reunited, the bearers will be
encouraged to share a bond much like that the two
hunters knew.
As of now, both Trollrender and Ogrebreaker lie in
the hoards of trolls and ogres, who jealously guard the
trophies of their greatest kill yet: the two barbarians
who slew so many giant-kin that their raids into
civilized lands are still hampered.
Caster Level: 10th, Prerequisites: Craft Magic
Arms and Armor, summon monster I, keen edge;
Market Price: 32,350 gp; Cost to Create: 16,350 gp +
1,280 XP.

Rokudaki is a +2 ghost touch greatclub with sixteen


knurls (or power points, as the creator called them)
flattened and carved on it, each highlighted with red and
purple paint. It has passed from the hands of one tribal
nomad shaman to the next as a tool to prevent harm by
the jealous dead. As the nomads went from drier lands
to more fertile ones, ghosts and other ethereal creatures
have become less and less common, and few in the
tribe even remember Rokudakis real use.
The club was created by a tribal elder who was
concerned about certain attacks taking place at night
against his people. Survivors spoke of a weight on their
chest that roused them from sleep, often accompanied
by paralysis or a deep chill. They would look about in
horror...and see a recently deceased relative staring
blankly down at them. These all-but-insubstantial
ghosts managed to drain the life force from several
people over the course of a few days.
The elder journeyed long to find the proper tree
from which to take a weapon. At last he found one
with branches as convoluted as the pain the attacks had
caused among the tribe, and Rokudaki was cut from its
wood in short order. A few smaller weapons were also
made, a club and a short spear (but those have since
disappeared). The elder returned from the trip tired but
well armed, and gave the weapons to those members
of the tribe who had been attacked. These few formed
a quiet night patrol that, with guidance, thinned out the
root of the attacks in a few weeks, sending the angry
spirits back to the underworld.
Caster Level: 9th; Prerequisites: Craft Magic Arms
and Armor, Plane Shift; Market Price: 18,305 gp; Cost
to Create: 9,305 gp + 720 XP.

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The Scythe of the Reaper


By: James Kimo Saper
Art by: Brad Nault
Wa, the deity of Balance and Completion, is a lesser
god known only to the enlightened few who walk the
path of neutral alignment. The established church of
Wa no longer exists due to other churches actively
campaigning to eliminate them.
Several hundred years ago the elders of the church
became fascinated by the concept of death. They
expounded upon and tried to better understand death.
For the church, death was the great equalizer, the natural
and logical conclusion to life.
Other churches confused this preoccupation with death
with a fixation on the dead. The distinction the followers
of Wa made between these concepts was significant in
their minds; they viewed the undead as wholly wrong
and unnatural. Unfortunately, word of their worshipping
death became rumors of their raising an army of undead.
To good-aligned churches this was the sin of sins, and
they began a protracted campaign to eliminate and ruin
those of Wa.
During this crusade, rumors persisted of a terrible
creature that would appear and defend the hallowed
ground of the Was temples. It was said that the blackcloaked figure would wreak certain death upon its foes
and that its blade would strike true despite a paladins
armor. This nemesis earned a dreadful name, which still
frightens men to this day: the Grim Reaper.
Like many old tales, this one is grounded in truth
more truth than many would care to remember. The
elders of the church of Wa created a set of weapons that
was meant to deliver certain death. The set was originally
created as a manifestation of the perfect tools of death,
but later became instruments to defend the church. Each
set contained four individual items that confer additional
powers when brought together, and that each contain a
curse that weakens any person that touches them who
does not follow the path of true neutrality. The total
number of weapons that were created is unknown, as is
the number that remain. Some may exist in secret temple
vaults of faiths that participated in the crusade against the
Wa. A complete set consists of a cloak, a belt, a necklace,
and a scythe. There are also rings that are part of the set
but do not grant additional powers when used together.
The black cloak is known to be a powerful cloak of
resistance that disguises the wearer; with a complete set
it provides a large deflection bonus as well.
The belt is made of chain and bears a small hourglass.
It allows the wielder to become ethereal, and when part
of a complete set the bearer can use the hourglass to
scry.
The necklace is made of bone, set with a large fire
opal. It makes the wearer magically silent, and as part
of a complete set it gives the wearer a powerful frightful
presence ability.

The ring emanates an aura of consecrate, the wearer


is under the effect of an invisibility to undead spell
renewed each hour, and the wearer cannot be turned into
an undead creature while the ring is worn.
The Scythe of the Reaper is a +5 scythe that in the
hands of a true neutral wielder also has the ghost touch
ability. If wielded as part of a complete set, the bearer
may use it to smite enemies in the manner of a paladin,
except that any non-neutral alignment (chosen when the
smite is invoked) can be the subject of the smite. The
smite is +4 to hit and damage. If the target is not of that
alignment, the smite has no effect but is still used up for
the day.
The scythe bestows one or more negative levels on
any wielder who is not true neutral. The wielder gains
one negative level if her alignment is one step away from
true neutral (such as neutral good or lawful neutral), or
two negative levels if her alignment is two steps away
from true neutral (such as lawful evil or chaotic good).
The negative level remains as long as the weapon is
in hand and disappears when the weapon is no longer
wielded. This negative level never results in actual level
loss, but it cannot be overcome in any way (including
with restoration spells) while the weapon is wielded.
Caster Level: 15th; Prerequisites: Craft Magic Arms
and Armor, creator must be true neutral; Market Price:
70,318 gp; Cost to Create: 35,318 gp + 2,800 XP.
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Shepherds Nails

Songspike

By: Scott Bennie

By: Michael D. Mearls


Art by: Claudio Pozas

These six +1 bane (beast and magical beast)


wounding shortspears were crafted by the followers of
a herdsman god and given to warrior-shepherds in their
most dangerous pasturelands, a gift to my flock so
they may guard their flocks. Six of these shortspears
were made. They are a byproduct of a religious war that
took place between the followers of the herdsman god
and the local druids over two hundred years ago. The
war ended when the herdsmen felled the trees of the
druids sacred grove and drove them from the region;
the shafts of these spears were carved from the holy
white ash trees of the grove. This act of desecration is
still remembered by the druids descendents and the
remnants of that order hold a grudge against anyone
who wields this weapon, whether or not a follower of
the herdsman god. The druids would like to reacquire
all of the Nails and add them to their relic trove.
Theyve managed to reclaim three of the six spears so
far.
A Shepherds Nail has a shaft of white ash,
approximately forty-two inches in length and 1 in
thickness. Its 6 long head is a white-steel tip that
gleams with exceptional brightness in direct sunlight.
The images of seven beasts are carved along the shaft:
a wolf, a mountain lion, a wyvern, a hippogriff, a
chimera, a manticore, and an owlbear, signifying the
beasts that it was intended to slay (these were the most
common predators in the area when the spear was
crafted, though the bane property covers all beasts and
magical beasts).
Caster Level: 10th; Prerequisites: Craft Magic Arms
and Armor, Summon Monster I, Mords sword; Market
Price: 98,302 gp; Cost to Create: 49,302 gp + 3,920
XP.

This elegantly wrought +2 thundering heavy pick


was crafted by the dwarf bard Baeldreth Forgewind,
high queen of the eastern mountains in the days before
the orc-king Fathrak Manslayer drove the dwarves
from those peaks. Baeldreth created Songspike in
the aftermath of an orc assassins attempt on her life.
Caught with only her treasured harpan heirloom
passed through generations of Forgewind bards
she clubbed her would-be killer to death with the
instrument. Baeldreth gathered the remnants of the
shattered harp and rebuilt it into a symbol of her
peoples defiance of their orc enemies. Using the
harps wooden spine as a haft, Baeldreth crafted the
pick and carried it in battle against the invaders.
Tragically, in just ten years the orcs forced
Baeldreths people from the mountains. During the
final days of the struggle, Baeldreth resolved to
preserve as much of her peoples legacy as possible.
She built a series of carefully hidden treasure vaults,
each sealed with a complex set of magical locks
impossible to open without Songspike.
Songspike has since known several owners. For
a time it was borne by Baeldreths great-grandson,
Mattrek, who disappeared in the eastern mountains
two years ago. According to legend, if the pick is
carried into Baeldreths audience hall the spectral
outline of a lap-harp seems to grow from its haft. If
this ghostly instrument is used to play a particular
dwarven ballad, it creates an illusory map that shows
the path to the dwarven treasure hoards. Songspike
supposedly offers safe passage past the golems, traps,
and far worse that guard these vaults.
Songspike is an oddly crafted weapon. Its haft
is quite obviously the wooden spine of a lap-harp,
though its sharp steel head puts to rest any doubts of
its utility in battle. If wielded in combat by a goodaligned dwarf, the weapon echoes with the faint
strains of harp music and a deep, dwarven voice.
When its thundering ability activates, this music roars
to a crescendo as the voice intones the dwarf word for
vengeance with a deafening shout.
Caster Level: 6th; Prerequisites: Craft Magic Arms
and Armor, blindness/deafness; Market Price: 32,308;
Cost to Create: 16,308 gp + 1,280 XP.

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Sweet Sting

Tappers Sap of Speed

By: Gwendolyn F. M. Kestrel


Art by: Rick Terry

By: John B. White, Ph.D.

Many years ago, a cleric named Sevreric preached


that the path to humility and grace came only through
hard work and suffering. She viewed herself, and all
clerics, as the backbone of the adventuring party,
responsible for keeping the others alive and wellprepared to fight against evil. She stressed organization
and planning as necessary precursors to action. During
combat, she adopted a supportive role, focusing on
turning undead and spellcasting. She primarily used
spells to neutralize enemy spellcasters and to heal her
fellow party members.
Sometimes, however, being able to reach her allies
in order to heal them proved problematic. She faced
two major difficulties in this task. First, she had an
overly enthusiastic companion. Lancette, the fighter
in her adventuring group, would charge anything that
moved, often putting herself well ahead of the rest of
the party. Sevreric, clad in plate mail, would have a
difficult time keeping up close enough to cast healing
spells on Lancette.
Second, Sevreric put herself at risk whenever she
tried to help her allies. Standing next to Lancette often
meant standing within a monsters reach. Losing spells
from distractions and attacks in melee grew tiresome.
To solve her problems, Sevreric drew inspiration
from her philosophical beliefs and created a +1 spellstoring whip, naming it Sweet Sting. Typically, she
would store a healing spell such as Cure Moderate
Wounds in the weapon. In combat, when an ally needed
healing, shed lash her companion and bestow the spell
upon him. This odd procedure worked rather well, with
the whips 15-ft. reach allowing Sevreric to get healing
spells to companions in dangerous places without
risking losing the spell.
Caster Level: 8th; Prerequisites: Craft Magic Arms
and Armor, creator must be at least 12th level; Market
Price: 8,301 gp; Cost to Create: 4,301 gp + 320 XP.

This +2 chaotic speed sap is made of black leather


and filled with lead. It was first associated with Silas
Tapper Morgan, a thief who specialized in knocking
out his marks from behind. Very little is known about
the item he used, or how it came into his possession.
Folklore maintains that Silas would strike quickly,
often getting two or more blows before the mark
could even cry out, frequently causing the target to
fall unconscious at his feet. Given that users of the sap
have a significant self-interest in preventing the more
rule-governed members of society from examining the
sap in detail or for that matter those who possess
it has further complicated efforts to uncover the
history of this robbery aid.
Stories still popular among seedier sections of
society suggest that Silas lost the sap one night when
he was arrested by the watch. The guard searching
the hapless thief found the sap, but dropped it when
its chaotic power harmed him. During the ensuing
confusion, Silas escaped, but he was unable to recover
this magical item. The captain of the guard examined
the sap carefully and would often ask prospective
lieutenants to grasp the item. Those guardsmen
that could hold it without effort found themselves
unemployed. Using this method, the captain quickly
created a police force that was dedicated to enforcing
the law.
Outraged by the presence of an honest watch and
rapidly decreasing profits, Evark Iron Will vowed
to recover the sap. Staging a series of raids over the
course of a night, he succeeded in drawing the guard
away from their barracks and stole the weapon.
Soon after this daring escapade, Evark and his
associates became involved in a guild war. At some
point, the weapon was stolen from him and has not
been seen in several years.
Caster Level: 7th, Prerequisites: Craft Magic Arms
and Armor, chaos hammer, creator must be chaotic,
haste; Market Price: 98,301 gp; Cost to Create: 49,301
gp + 3,920 XP.

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Thunderfrost
By: Owen K.C. Stephens
This +1 frost shock kukri is made of blackened
steel, with gold inlays of lightning and silver inlays
of snowflakes along the blade. The handle is wrapped
in black leather, with a thin chain of alternating gold
and silver links encircling the top and bottom. A small
golden piece of amber is imbedded in a silver setting on
the pommel. Only one edge is sharpened, with the other
edge being slightly thicker than a typical kukri. The
dwarven runes for ice and lightning are engraved in
an alternating row in tiny script along the unsharpened
edge.
Thunderfrost was originally created by the dwarven
wizard and master smith Grimdal Stone-Eye, but its
history actually goes a bit further back than its creation.
The metal Grimdal forged the weapon from was
recovered from a small meteor the dwarven artificer
saw plummet to the earth during a snowstorm. Grimdal
was in the far frozen north at the time, searching for
gnome prisoner that had been captured by a clan of ice
giants. When he saw the meteor strike near the top of a
mountain he went to investigate it. Upon arriving at the
crash site the snowstorm broke, and Grimdal was able
to see the ice giant camp. Seeing this as a good omen,
Grimdal gathered the meteor fragments for further
research later.
One of the gnomes Grimdal rescued was a young
monk named Zarken Fainor. Grimdal was impressed
with the resolute determination of Zarken, who was
beaten by the giants several times for trying to escape.
In the years following the rescue Grimdal and Zarken
developed a strong friendship, with Grimdal often
acting as Zarkens advisor and mentor. As Zarken
grew in experience and faced increasingly dangerous
opponents, Grimdal came to fear his young friends
slight frame prevented him from using weapons that
dealt significant damage. To aid Zarken, Grimdal took
the meteor that had led him to the ice giant camp and
smelted out the iron ore within it. He then used this
to forge Thunderfrost, crafting it with the powers of
lightning and ice.
Shortly after Thunderfrost was finished, Grimdal
was killed by ice giants in retaliation for his efforts
against them years earlier. When Zarken came to visit
his wizened friend he discovered Grimdal crushed and
his tower ruined. Zarken also found Thunderfrost, and
the notes Grimdal had kept describing the process of
crafting the weapon, and his intention to give it to
Zarken. Zarken took up the kukri, and found it glinted
when pointed a particular direction. Following the
weapons gleam over the corse of several days, Zarken
eventually came across the ice giants who had killed
Grimdal. Zarken raised a band of heroes to assist him,
and wiped out the ice giant clan. The weapon has never

since shown any able to direct its wielder.


Zarken grew to be an extremely powerful monk and
always carried Thunderfrost, even when his unarmed
attacks became so powerful he never actually drew
the weapon. After decades of wandering the earth in
search of enlightenment, Zarken eventually elevated
himself to be more than a mere mortal. Feeling a need
to divest himself of worldly possessions, Zarken gave
all his material goods (including Thunderfrost) to the
next monastery he came across, even though it was
a different order of monks than his own. Zarken was
never seen or heard from after that day.
The monastery used the weapon to defend its walls
for several years, and occasionally allowed monks of
small races to borrow the weapon to aid in some quest
or another. The monks were cautious who they lent the
weapon to, but at least four different monks carried it
on rescue missions in the years after it was given up by
Zarken. Unfortunately, the monastery of Thunderfrost
was sacked by hobgoblin raiders some years ago, and
the weapon was lost. There are occasionally reports of a
halfling warrior who wields a knife that strikes with ice
and thunder waging a solo war against various goblinoid
tribes. More than one group of small monks has tried
to track down this halfling raider, for Thunderfrost is
considered a monastic item of great power. Many claim
to have seen the halfling at a distance and confirm that
his knife is a kukri, but no definitive evidence that the
weapon in question is truly Thunderfrost has ever been
produced.
Caster Level: 8th, Prerequisites: Craft Magic
Arms and Armor, chill metal/ice storm, call lightning/
lightning bolt; Market Price 18,308 gp; Cost to Create:
9,308 gp + 720 XP.

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Trailblazer

Trollrender

By: Sean K Reynolds

By: Alexandre van Chestein


Art: by Gerald Lee

This simple human-made battleaxe has a broad


heavy blade of dark steel. Carved on one side is a
campfire, on the other a large tree stump. The haft is
long and made of three kinds of wood tightly wrapped
in leather cords.
This weapon was crafted at the orders of Halor, a
young human king. Having just married a beautiful
princess from a neighboring kingdom, he grew annoyed
that trips to and from her homeland took so long, as
they had to go around an old and dangerous forest that
sat between the two countries. His father tolerated the
presence of the forest because of an old oath made to
the small number of elves still living there. Not feeling
bound by his fathers oath, Halor decided to cut a path
through the forest and make a direct road between his
land and that of his bride. The elves were horrified and
sent envoys to change the kings mind. They failed,
and soon the elves and Halors kingdom were at war.
Confident that his armored soldiers could handle a few
dozen elf warriors, he proceeded with the woodcutting.
When his loggers were slain by elf arrows, he retaliated
by setting the forest afire. This annoyed the elves and
destroyed the homes of local forest beasts, which
attacked the human lands in search of food and shelter.
Halor sent knights to slay the monsters and guard the
loggers, and had Trailblazer crafted to more efficiently
cut the trees and the elves plant allies. The war went on
for two years before a truce was called, and resulted in
the destruction of most of the forest and the despoiling
of much of the land in Halors kingdom by monsters.
Trailblazer is a +2 dancing flaming plant lesserbane*
battleaxe. It is easily recognizeable by the surviving
elves of the forest it cut and burned, and the
elves look poorly on anyone carrying it.
Most treants have heard of this weapon
and consider anyone holding it an
enemy.
Caster
Level:
15th,
Prerequisites: Craft Magic
Arms and Armor, animate
objects, flame blade/flame strike/
fireball, summon monster I; Market Price: 128,310
gp; Cost to Create: 64,310 gp + 5,120 XP.
* This is a new weapon property described at the
end of this book.

When giant-kin drifted in from the mountains and


hills and threatened local villages and towns, many
were the adventurers who heeded the distress call and
rose forth to challenge and beat back the marauding
invaders. However, this alone was often not sufficient;
for every ten giants and kin that faced off with city
guards and adventuring parties, there was one who
slipped through the cracks and walked deep into human
lands. Raining destruction on the defenseless and only
retreating to hidden wildlands when threatened, these
giants, mostly trolls and ogres, were becoming a threat
to the outskirts of civilization.
Two enterprising individuals decided to take on
these furtive monsters, tracking them down to their
lairs and slaying them outright one after the other. They
were known solely as Trollrender and Ogrebreaker, the
archer and the swords maiden, the tracker and the wild
one.
Working in concert, a ranger from the outskirts and
a barbarian from the wastes took it upon themselves to
rid the civilized world of giantkin. Their unparalleled
tactics produced unmatched results, until the day they
fell prey to a band of foes that outmatched even them.
Split by their enemy forces, they were brought down
and ultimately each perished in solitude.
So passionate were their longing for each other that,
after death, their souls remained on the Material Plane
and latched onto their weapons of choice. Trollrender,
a renown stalker of the unbeaten path and marksman,
united with the crossbow hed acquired from a friend
after his previous bow was shattered in battle. The
weapon, which now bears his name, possesses no
intelligence but instead radiates both hatred
and desire: hatred of giants and their kin
and a burning desire to be reunited
with its lost companion. The bearer
of Trollrender will never be
satisfied until reunited with
Ogrebreaker or its bearer. The
weapon is a +1 flaming giant-bane
heavy crossbow.
Caster Level: 10th, Prerequisites: Craft Magic
Arms and Armor, flame blade/flame strike/fireball,
summon monster I, Market Price: 32,350 gp; Cost to
Create: 16,350 gp + 1,280 XP.

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Trophy of Battle

True Companion

By: Sean K Reynolds

By: Jon Creffield


Art: by Stefan Poag

Although they were scattered years ago and only


a handful remain, at one time the orcs and half-orcs
of the Grunn tribe were greatly feared as raiders,
murderers, and followers of dark gods. Never a
particularly large tribe, they managed to achieve a
position of power among other tribes because of their
sheer ruthlessness and the skill of their warriors. One
of their greatest victories was against a tribe of elf
sorcerers. Protected by unholy power and strong mail,
the Grunn defeated the elves and captured their king,
who they tortured for months. When they grew tired
of their bloodsport, they killed and ate him. Jakarm,
the leader of the Grunn, took the elf kings skull and
thighbones and commanded his shaman to make
a weapon from them. The shaman fused the bones
together and dipped them in iron, then crafted them
with profane magic. The result is Trophy of Battle,
a grisly reminder of the hatred orcs bear for elves.
Jakarm used the weapon in his battles for the next
several years. The weapon was lost when the church
of Yaheine attacked the Grunn, slew Jakarm, and
nearly wiped out the rest of the tribe.
The item is easily recognizable as being made
of bone, although the thin layer of iron mutes the
features somewhat. In some places the iron has been
chipped or filed off, revealing elven bone.
Trophy of Battle is a mace of terror that also has
the elf lesserbane* property. When it strikes an elf,
the eyes glow green, and it emits a horrible scream
like the dead king in the midst of torture (this has no
additional effect but is unnerving). This effect also
manifests when the wielder uses its terror property.
Trophy of Battle is an evil item; while it
does not inflict negative levels in the
manner of an unholy weapon, a good
person feels uncomfortable touching
it.
Caster Level: 6th, Prerequisites:
Craft Magic Arms and Armor, fear,
hold person, summon monster I;
Market Price: 27,812 gp; Cost to
Create: 14,062 gp + 1,100 XP.
* This is a new weapon property
described at the end of this book.

True Companion is a ten foot long ranseur, its haft


is fashioned from oak stained black with age, the
lower five feet bound tightly in scaly red dragon hide
and its three pronged head made of highly polished
steel.
The name of the prince who commissioned the
making of this magical weapon is lost to history but
the story of its making is known. A young nobleman
was captured on the field of battle after his retainers
deserted him in a crucial fight. During the long months
of imprisonment that followed, the prince vowed
never again to put his trust in mercenary warriors but
to find himself an ally who would always be faithful.
In time, the prince was ransomed and returned to his
estates. Already impoverished by the cost of securing
his release, the nobleman sold his remaining land and
invested the money in the construction of a weapon
capable of protecting him, the end result being True
Companion, a polearm able to fight by the princes
side. All the wielder need do is release this ranseur
and cry shield me and the magic weapon will float
at the shoulder attacking all who come in reach for the
next four rounds, its first attack being an attempt to
disarm if the foe carries a weapon. True Companion is
a +3 dancing throwing ranseur. It has the additional
property of being able to create an extradimensional
safe place once per day when the wielder thrusts the
weapon upwards and says sanctuary. This safe
place is identical to the rope trick spell, except that
the polearm acts as the rope.
It is said that the prince somehow lost his weapon
when crossing a river on the way to besiege the castle
of one of his former captors. Gnome traders discovered
it downstream and sold it to an adventuring paladin,
and it has been a staunch comrade to
many a hero since.
Caster
Level:
15th,
Prerequisites: Craft Magic Arms and
Armor, animate objects, magic stone,
rope trick; Market Price: 119,910 gp;
Cost to Create: 60,110 gp + 4,784 XP.

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True Death

Trust in Fate

By: C. D. Bennett
Art by: Robert J. Gallagher

By: Sean K Reynolds

The devout priest Father Seffron was once a man of


virtue, a leader of his congregation and a trusted man.
He followed a simple life, devoting his time to study
and meditation and denying himself the simplest of
mans pleasures. Few were the times that he spoke to
anyone, save for his weekly sermon in front of a rapt
parish.
After years of self-depriving service to his faith,
Seffron became obsessed with spreading what he
called the True Word. His sermons became wrathful
and abusive; he chastised his fellow parishioners for
straying from the path of redemption and accused them
of living lives of sin. He knew he had to save them
from their destructive ways, and so he set out to cleanse
them of their transgressions and put their souls to rest at
last.
Enthralled by visions of salvation, Seffron was drawn
into madness. It poisoned his mind with thoughts of
terrible vengeance and mindless slaughter. In his mind
he saw a glorious weapon, one from which sin could
not escape. He fashioned the shaft of the weapon from
the heart of a dying oak infested with disease, choosing
a palette of pestilence as the base for his grand design.
At the end of the warped, rotted shaft he placed the
curved blade of a broken tilling tool. Once used to sow
fields of wheat, it would now become an instrument of
deliverance.
After weeks of preparation, Father Seffron was
ready for his final sermon. As his congregation waited
patiently in the tabernacle, he silently barred the
doors and then cut a swath of destruction through his
parishioners, delivering them all into the waiting arms
of death. He then vanished into the hills and has not
been seen since.
It is said that whenever this +1 mighty cleaving
unholy scythe takes a life, the bearer shares the pain
of its victims final moments. A few say that a creature
killed by the scythe cannot be resurrected by any
means. Neither rumor has been verified.
Caster Level: 8th, Prerequisites: Craft
Magic Arms and Armor, divine power,
unholy blight, creator must be evil;
Market Price: 32,318 gp; Cost to
Create: 16,318 gp + 1,280 XP.

This heavy flail is made of pale yellow wood and


partially plated in gold. The haft is bound in steel
bandings and carved with shield spells on its entire
length. The head bears many symbols of broken
shields interspersed among its points.
This weapon was made for Dal Akan, the captain
of the guard of a great temple of the goddess of fate.
Dal Akan had a strange sense of prophecyhe awoke
every morning knowing what harm would befall him
that day, if any. This strange gift of the goddess made
him a natural choice for leader of her temple guards,
and secure in his knowledge of his life or death he
faced down dangers to the temple that none thought
could be defeated. When one day he awoke knowing
he was going to die, he suspected a similar fate
might befall the priests of the temple and convinced
them to leave before the attack came. Guarding the
temple door with only his most loyal soldiers with
himthose that would rather face death than abandon
their beloved captainDal Akan was attacked by evil
cultists desiring secret prophesies said to be stored in
the temple. All defenders were slain, Dal having been
turned to stone by a medusa cultist. The attackers
found no prophecies (as they had been spirited away
by the fleeing priests) and had to be content with
valuables left in the temple, including Trust in Fate.
The flail was used to defend the cultists lair and
was taken as spoils when they were destroyed by a
rival cult of necromancers. The necromancers gave the
weapon to a ghoul priest in exchange for his services,
and when the necromancers turned on each other in
their paranoia the ghoul left with the weapon.
Trust in Fate is a +3 defending heavy flail. Once
per day the wielder can invoke a true strike spell as
a standard action. When the true strike is activated,
the end of the flail shines with a clear, yellow light,
illuminating a 30-foot radius. The light fades when
the true strike effect ends.
Caster Level: 9th, Prerequisites: Craft Magic Arms
and Armor, shield/shield of faith, true strike; Market
Price: 33,315 gp; Cost to Create: 16,815 gp +
1,320 XP.

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The Twins of Peace

Vens Sickle of Harvesting

By: Steve Miller


Art by: Claudio Pozas

By: Dave Mattingly

The Twins of Peace are a matched set of weapons,


consisting of a short sword and a dagger. Each weapon
is forged from the finest steel, and the hilts are swathed
in black leather. The modest pommels of the weapons
are engraved with the symbol of a relatively obscure
southern deity known as the Peacebringer, and the
blades are carved with runes that spell the beginning
lines of prayers to that deity.
The Twins of Peace were forged during the twilight
years of a halfling wizard named Jazen who became
a paladin after an encounter with a priest of the
Peacebringer led to his conversion. Renowned as a
roving diplomat who would fight on the side with
the greatest moral right if negotiations failed, Jazen
eventually joined the clergy when he grew older. In his
final years he grew increasingly disturbed over what he
perceived as overly aggressive and violent tendencies
even in clerics of his own faith. As one of his last deeds
in this world, he created two magic blades bearing
phrases from prayers engraved upon their blades so
that the wielder would not lose sight of the will of the
Peacebringer. His deity smiled upon this effort and the
end result surprised even Jazen.
The larger weapon is a +2 holy short sword, the
smaller a +2 defending spell storing dagger. If the
same creature wields both weapons, the dagger can
cast protection from evil on the wielder once per day.
The Twins of Peace also carry a mild curseor,
as many worshippers of the Peacebringer argue, a
blessing. If the wielder strikes a creature in combat
before he himself has been injured in that combat,
the weapons fall inert for one hour, during which it
possesses no magical abilities or bonuses at all.
Sword Twin of Peace:
Caster Level: 7th, Prerequisites: Craft Magic Arms
and Armor, holy smite, creator must be good; Market
Price: 32,310 gp; Cost to Create: 16,310 gp + 1,280
XP.
Dagger Twin of Peace:
Caster Level: 12th, Prerequisites: Craft Magic
Arms and Armor, creator must be at least 12th level,
protection from evil, shield/shield of faith; Market
Price: 36,302 gp; Cost to Create: 18,302 gp + 1,440
XP.

This +1 vorpal sickle looks like an ordinary sickle,


except for its blade, which seems to be spattered
around the sharp edge with a black substance that will
not wash off, possibly some sort of demonic blood
lingering from a particularly vile enemy. Its haft is
made of black wood and carved with many severed
heads and the blade is dull gray steel. Created by a
woman known only as Ven (a long-dead necromancer
with a taste for the macabre), the sickle has an
additional power only comes into play at certain
times. When the weapon severs a creatures head,
all enemies with 15 ft. of the wielder that witness the
beheading must save or be affected by a fear spell.
After severing a creatures head, the blade trails
harmless black energy for several minutes.
Many rumors abound as to who actually created this
item, and most suggest that it is an evil item created
for the members of a death cult, and any non-evil
person that wields it will suffer a terrible curse. These
rumors are false; the weapon is unaligned and bears
no curse, but those that carry the weapon are often the
ones to spread these rumors, as it adds to their own
reputation. The weapon was last seen in the hands of
the half-orc murderpriest Norgaarn, who claims he
took it from the lair of a dragon still recovering from
wounds inflicted by a rival. Norgaarn was inquiring
about getting the frost and mighty cleaving properties
added to the weapon, but it is unknown if he found
someone willing to handle the weapon, given its
curse. Norgaarn was last seen boarding a ship he
chartered to take him to a small island reputed to be
ruled by a vampire sorcerer; whether his interest was
barter or murder is unknown.
Caster Level: 18th, Prerequisites: Craft Magic
Arms and Armor, death spell, fear, keen edge; Market
Price: 95,106 gp; Cost to Create: 47,706 gp + 3,792
XP.

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Weapons of Sin
By: Shawn Muder
Art by: Scott Purdy
The Weapons of Sin are seven legendary weapons
created by an evil wizard and his brother, a cleric of
a depraved god who commissioned the weapons in
person. Over the centuries the names of the creators
have faded from history thanks to many heroes
destroying evidence of their existence.
Each weapon is a different type, ranging from the
delicate Lustful Hand (a crystal dagger) to the bulky
Force of Wrath (a large two-handed, two-headed maul).
These weapons are cursed, forcing their owners into
the depraved behavior each represents. It is rumored
that they were created using wild magic and that is why
they sometimes work for the benefit of the wielder and
sometimes cause their destruction during battle.
Lustful Hand (Lust): This +4 keen crystalline
dagger of purest gems represents the depraved
sin of Lust. Once per day the wielder can
invoke overwhelming lust in a single target,
rendering him or her utterly compliant with
the wielders demands (as the dominate
person spell).
Caster Level: 12th, Prerequisites: Craft
Magic Arms and Armor, keen edge; Market
Price: 82,702; Cost to Create: 41,502 gp + 3296
XP.
Force of Wrath (Wrath): This +4 warhammer has
a critical threat range of 19-20. Worshipped by several
clans of barbarians, this weapon incites murderous
rage in anyone gripping its thick wooden handle.
The head shifts between two forms: a block of rusty
iron sharpened on both ends to rend flesh from bone,
or a block of stone eternally stained with its bloody
impacts.
Once per day, force of wrath attempts to drive its
wielder into a terrible rage (equivalent to the emotion:
rage spell). In addition to the effects of the spell, the
wielder will turn on allies after dispatching enemies,
until the spell passes, no creatures are within 30 feet, or
he is unconscious.
Caster Level: 12th, Prerequisites: Craft Magic Arms
and Armor, emotion; Market Price: 70,312 gp; Cost to
Create: 35,312 gp + 2,800 XP.
Avarice (Avarice): This +4 flaming quarterstaff (one
end only) is said to contain the essence of greed itself
within its dark wood grain. This 6-foot-long staff is
topped with a pair of grasping adamantine hands. They
clutch at a large emerald shaped like an eye, struggling
for its possession. Some have claimed to see the hands
actually move. The wooden shaft itself is made from
rare ebony and is elaborately carved with manic faces
and greedy hands, and inlaid with dozens of golden and
platinum coins from nations all over the world.
Avarice is an unrepentant thief. Once per day, a
34

creature struck by the weapon must succeed at a Will


saving throw (DC 17) or have one random valuable
item weighing no more than 50 pounds teleport from
his possession to that of the quarterstaffs wielder.
This happens automatically, whether or not the wielder
desires it. Furthermore, once per day when the wielder
spends more than 100 gp, he must succeed at a Will
saving throw (DC 16) or be filled with a jealous hatred
towards the person receiving the money (equivalent to
the emotion: hate spell).
Caster Level: 9th, Prerequisites: Craft Magic Arms
and Armor, flame blade/flame strike/fireball,
teleport, emotion; Market Price: 90,300 gp;
Cost to Create: 45,300 gp + 3,600 XP.
Ravenous (Gluttony): This +4 heavy
mace has a critical threat range of 19-20 and
is perhaps the strangest looking Weapon of
Sin. It appears as a huge, heavy iron spoon
with a long handle, like you would use
to stir a large pot of stew over a fire.
Despite its appearance, Ravenous is a
dangerous weapon, to targets as well
as the wielder.
When used in combat, the weapon transforms
the wielder, causing his teeth to elongate into great
fangs that may be used as a natural weapon dealing
1d4 points of damage plus 1 point of temporary
Constitution damage. The weapon also instills in the
wielder a hunger for the flesh of sentient beings, and
he must succeed at a saving throw as though against a
suggestion spell (DC 14) every round in combat with
such a creature or be compelled to bite the target in
addition to making his normal attacks.
Caster Level: 7th, Prerequisites: Craft Magic Arms
and Armor, polymorph self, suggestion; Market Price:
112,312 gp; Cost to Create: 56,312 gp + 4,480 XP.
Slow Cut (Sloth): This +4 speed longsword is a black
bladed weapon with spiked guards and a hilt of leatherwrapped adamantine. No light reflects off this weapon
and the wielder appears to be using a blade fashioned
from his shadow. However, the blade has a curse upon
it: if the wielder fails a Will saving throw (DC 14) upon
entering combat, the weapon loses its speed property
and the wielder is also slowed.
Caster Level: 12th, Prerequisite: Craft Magic Arms
and Armor, haste, slow; Market Price: 168,315 gp;
Cost to Create: 84,315 gp + 6,720 XP.
Sharp Tongue of Envy (Envy): This +4 puncturing
rapier appears well-crafted, but bears a powerful
phantasm causing all creatures near it to perceive it as
a magic item of great power and beauty. At the same
time, it broadcasts powerful emotions to all creatures
within 15 feet, causing them to envy the bearer and
resent him for owning the weapon (as if under the
effects of emotion: hate).
Caster Level: 13th, Prerequisites: Craft Magic Arms
and Armor, Mords sword, harm, emotion, nightmare;
Market Price: 168,320 gp; Cost to Create: 84,320 gp +

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6,720 XP.
Wounded Pride (Pride): This +4 frost brand
longsword is decorated with brilliant silver and
precious diamonds, emeralds, and rubies. Its
curse is that upon entering combat, the wielder
must succeed at a Fortitude saving throw (DC 14)
or see the metal of the weapon become flaccid like
a comedic prop, rendering the weapon useless for one
hour and negating all of its properties for that time.
Caster Level: 14th, Prerequisites: Craft Magic
Arms and Armor, chill metal/ice storm, dispel magic,
protection from elements, shrink item; Market Price:
112,315 gp; Cost to Create: 56,315 gp + 4,480 XP.

Weapon Properties
By: Sean K Reynolds
Lesserbane: A lesserbane weapon excels at attacking
one type of creature (aberrations, beasts, evil outsiders,
goblinoid humanoids, and so on). Against its designated
foe it deals +2d6 points of bonus damage.
Caster Level: 5th; Prerequisites: Craft Magic Arms
and Armor, summon monster I; Market Price: +1
bonus.
Triarc: A weapon with this property is similar to
flaming, frost, and other energy-based weapons, except
that rather than a single type of energy it is weakly
sheathed in three different types of energy (acid,
cold, electricity, fire, or sonic). Each type of energy
in the triarc weapon deals 1 point of energy damage
of the appropriate type, so a cold/electricity/fire triarc
weapon deals 1 point of cold, 1 point of electricity, and
1 point of fire in addition to the weapons other dama
ge. This property may be added to a weapon multiple
times, but each time it has to be a different combination
of energy types, such as acid/cold/electricity and acid/
cold/sonic. Triarc weapons are usually decorated with
triangular symbols, sometimes bearing colors related to
the types of energy they create (acid = black or green,
cold = white or blue, electricity = yellow or violet, fire
= red or orange, sonic = gray).
Caster Level: 3rd; Prerequisites: Craft Magic Arms
and Armor, energy spells of the appropriate types;
Market Price: +1 bonus.

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15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. d20 System rules and Content Copyright
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and Dave Arneson. Swords Into Plowshares Copyright 2002 by the Contributors (C. D. Bennett, Scott Bennie, Bret Boyd, Monte Cook,
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