Magic Armor
Magical Armor Abilities | ||||
Armor Ability | Price Modifier | |||
Poison Resistant | 2250 | |||
Glamered | 2700 | |||
Jousting | 3750 | |||
Shadow | 3750 | |||
Slick | 3750 | |||
Expedious | 4000 | |||
Comfort | 5000 | |||
Creeping | 5000 | |||
Rallying | 5000 | |||
Adhesive | 7000 | |||
Radiant | 7500 | |||
Delving | 10000 | |||
Shadow, Improved | 15000 | |||
Slick, Improved | 15000 | |||
Energy Resistance | 18000 | |||
Martyring | 18000 | |||
Determination | 30000 | |||
Shadow, Greater | 33750 | |||
Slick, Greater | 33750 | |||
Energy Resistance, Improved | 42000 | |||
Etherealness | 49000 | |||
Undead Controlling | 49000 | |||
Energy Resistance, Greater | 66000 | |||
Benevolent | 1+ bonus | |||
Balanced | 1+ bonus | |||
Bitter | 1+ bonus | |||
Bolstering | 1+ bonus | |||
Brawling | 3+ bonus | |||
Champion | 1+ bonus | |||
Deathless | 1+ bonus | |||
Defiant | 1+ bonus | |||
Grinding | 1+ bonus | |||
Impervious | 1+ bonus | |||
Stanching | 1+ bonus | |||
Spell Resistance (13) | 2+ bonus | |||
Ghost Touch | 3+ bonus | |||
Invulnerability | 3+ bonus | |||
Spell Resistance (15) | 3+ bonus | |||
Titanic | 3+ bonus | |||
Wild | 3+ bonus | |||
Spell Resistance (17) | 4+ bonus | |||
Spell Resistance (19) | 5+ bonus | |||
Fortification | Varies |
Descriptions
Aura no aura (nonmagical) ; CL --
DESCRIPTION
This nonmagical axe is made out of adamantine. As a masterwork weapon, it has a +1 enhancement bonus on attack rolls.
CONSTRUCTION
Requirements -- Cost 5,100
Aura no aura (nonmagical) ; CL
DESCRIPTION
This nonmagical dagger is made out of adamantine. As a masterwork weapon, it has a +1 enhancement bonus on attack rolls.
CONSTRUCTION
Requirements -- Cost 8,088
Aura moderate necromancy ; CL 9th
DESCRIPTION
This wicked-looking, curved +2 dagger provides a +1 bonus to the DC of a Fortitude save forced by the death attack of an assassin.
CONSTRUCTION
Requirements Craft Magic Arms and Armor, slay living Cost 9,450
Aura moderate transmutation ; CL 6th
DESCRIPTION
This +1 club is often decorated with large teeth and carved with stylized images of different animals. As a standard action, the wielder may transform the club into the head or limb of an animal; the weapon's damage does not change but the type of damage changes to suit the shape of the club: bite (piercing), claw (slashing), gore (piercing), slam (bludgeoning), sting (piercing), or talon (slashing). When transformed, the club counts as a natural weapon and a manufactured weapon for the purpose of spells and effects that enhance or improve either manufactured or natural weapons. The club also counts as the natural weapon of its current shape for the purpose of feats and spells that rely on specific natural weapons, such as Weapon Focus (bite) or the bloody claws spell. If the wielder has the wild shape ability, she can expend one use of wild shape to increase the weapon's damage by one step for the duration of that wild shape as long as the druid remains in contact with the weapon; if the wielder can wild shape at will, the club's damage is always increased in this fashion. If unattended, the club reverts to its normal shape.
CONSTRUCTION
Requirements Craft Magic Arms and Armor, shillelagh Cost 12,700
Aura strong evocation and necromancy ; CL 15th
DESCRIPTION
"This golden-bladed +1 glorious undead bane khopesh shines like the first rays of the morning sun. Whenever the wielder of a blade of the rising sun threatens a critical threat (regardless of whether the critical is confirmed or whether the target is subject to critical hits), the target is surrounded by a halo of golden sunlight equivalent to faerie fire until the beginning of the wielder's next turn. Undead surrounded by this glow take 1d6 points of damage at the beginning of their turn.
The wielder of a blade of the rising sun may declare a sacrificial strike (similar to the retributive strike of a staff of power) as a standard action, or as an immediate action before losing consciousness upon gaining the dying or dead condition. A sacrificial strike converts the wielder's body and spirit into raw energy equivalent to a sunburst (DC 22). Allies of the wielder within the sunburst are not harmed, and the wielder may choose to affect all allies within the sunburst as mass cure light wounds or all allies within 10 feet as breath of life. The caster level for the effects of the sacrificial strike is equal to the sword's caster level plus 1/2 the wielder's level (maximum 25th level).
A sacrificial strike destroys the wielder's body (as the spell disintegrate), but she has a 50% chance of being reincarnated (as the reincarnate spell) 24 hours after performing a sacrificial strike in a random safe location within 1 mile. The wielder's gear is left behind unharmed after the sacrificial strike; however, the blade of the rising sun is teleported to a random location at least 100 miles distant.
- Tenebrae Update: This magic item was modified to be a khopesh."
CONSTRUCTION
Requirements Craft Magic Arms and Armor, blindness/deafness, daylight, flare, miracle, sunburst Cost 25,925
Aura moderate transmutation ; CL 8th
DESCRIPTION
"This exquisitely forged bastard sword is the result of painstaking attention and craftsmanship by one who is dedicated to mastering swordplay in its highest form.
A blade of the sword-saint is a +3 ki intensifying bastard sword. In the hands of a monk, it becomes an instrument of deadly utility. In addition to its more common properties, this weapon can be employed as though the wielder were unarmed: the wielder benefits from feats such as Deflect Arrows or Snatch Arrows (although he can redirect attacks but not catch them if he has no hands free), and a monk treats the blade as a monk weapon for use in his flurry of blows.
- Tenebrae Update: This was modified to be a bastard sword."
CONSTRUCTION
Requirements Craft Magic Arms and Armor, creator must be a monk Cost 37,675
Aura moderate transmutation ; CL 9th
DESCRIPTION
The head of this +1 heavy mace is made from a single piece of roughly spherical granite. Once per day the wielder can command the mace to release this head, which grows to the size of a Large boulder and rolls quickly in a direction the wielder specifies. The boulder rolls in a straight line up to 60 feet, trampling everything in its path for 3d8+5 damage (Reflex half DC 19). The boulder collapses into rubble and dust at the end of its path or if it encounters an obstacle it cannot break through or roll over, creating a 10-foot-square area of difficult terrain. A new stone mace-head grows on the weapon's haft over the next 24 hours, and it is unusable as a weapon until the head regrows.
CONSTRUCTION
Requirements Craft Magic Arms and Armor, wall of stone Cost 26,000
Aura faint necromancy ; CL 5th
DESCRIPTION
This black +1 dagger has a serrated edge. It allows the wielder to use a poison effect (as the spell, save DC 14) upon a creature struck by the blade once per day. The wielder can decide to use the power after he has struck. Doing so is a free action, but the poison effect must be invoked in the same round that the dagger strikes.
CONSTRUCTION
Requirements Craft Magic Arms and Armor, poison Cost 11,925
Aura strong evocation and necromancy ; CL 14th
DESCRIPTION
"This blade's hilt is shaped to resemble an angel. Elaborately detailed feathered wings spread from the hilt to form the guard, with the angel's face at the base of the blade. This +3 cold iron holy demon bane bastard sword hinders those it was created to destroy. It bars all creatures with the demon subtype that are within 60 feet of the wielder from teleporting, as if they were under the effect of a dimensional anchor spell (no saving throw).
- Tenebrae Update: This was changed to a bastard sword."
CONSTRUCTION
Requirements Craft Magic Arms and Armor, dimensional anchor, holy smite, summon monster i Cost 45,235
Aura moderate divination and evocation ; CL 8th
DESCRIPTION
This polearm's axe blade is shaped like a snarling dragon, its maw stretched wide as it closes for the killing blow. The haft is engraved with the circling image of a dragon in flight. The head of this +2 dragon bane halberd glows when a creature of the dragon type is within 100 feet of the weapon. Three times per day, when the halberd hits a dragon, the wielder can have that attack ignore the dragon's DR as a free action.
CONSTRUCTION
Requirements Craft Magic Arms and Armor, discern location, light, summon monster i Cost 20,155
Aura moderate evocation ; CL 7th
DESCRIPTION
In the hands of a dwarf, this +1 warhammer functions as a +2 returning warhammer. It can be hurled with a 20-foot range increment. When hurled, a dwarfbond hammer deals an extra 1d8 points of damage against creatures of the giant subtype.
CONSTRUCTION
Requirements Craft Magic Arms and Armor, creater must be a dwarf of at least 7th level Cost 12,656
Aura moderate evocation ; CL 10th
DESCRIPTION
This weapon functions as a +2 warhammer in the hands of most users. Yet in the hands of a dwarf, the warhammer gains an additional +1 enhancement bonus (for a total enhancement bonus of +3) and gains the returning special ability. It can be hurled with a 30-foot range increment. When hurled, a dwarven thrower deals an extra 2d8 points of damage against creatures of the giant subtype or an extra 1d8 points of damage against any other target.
CONSTRUCTION
Requirements Craft Magic Arms and Armor, creater must be a dwarf of at least 10th level Cost 30,156
Aura strong evocation and transmutation ; CL 13th
DESCRIPTION
This roughly hewn wooden haft is lashed with gut and rope to a hefty boulder. This +1 shattering heavy flail can strike devastating blows against objects. As a swift action, however, the wielder can suppress its shattering property until the beginning of his next turn, allowing the head to phase through earth and stone. This allows the wielder to ignore cover or partial cover (but not total cover) provided by objects or structures made of earth or stone; however, while suppressed, an earthenflail cannot harm objects made of these materials. Cover provided by other sources is unaffected.
CONSTRUCTION
Requirements Craft Magic Arms and Armor, phase door, shatter Cost 5,658
Aura faint conjuration ; CL 5th
DESCRIPTION
The holy water in this +1 battle aspergillum never runs dry. However, the water vanishes 1 round after leaving the aspergillum, so it cannot be collected. As a full-round action, the wielder can swing the weapon to dispense a vial's worth of holy water as a ranged touch attack with a maximum range of 10 feet and no range penalty. An everflowing aspergillum counts as a good-aligned weapon for purposes of overcoming damage reduction.
CONSTRUCTION
Requirements Craft Magic Arms and Armor, bless water, create water Cost 3,903
Aura faint transmutation ; CL 3rd
DESCRIPTION
This steel-tined +1 trident can be commanded to lengthen or shorten its haft (or return to its normal length) as a swift action. It is a two-handed reach weapon when extended but cannot be thrown. If shortened, it can be wielded as a light weapon or hurled as a javelin. Feats or class abilities that apply to tridents apply to a fighter's fork in any form.
CONSTRUCTION
Requirements Craft Magic Arms and Armor, shrink item Cost 3,658
Aura strong evocation ; CL 12th
DESCRIPTION
This is a +1 flaming burst longsword. Once per day, the sword can blast forth a fiery ray at any target within 30 feet as a ranged touch attack. The ray deals 4d6 points of fire damage on a successful hit.
CONSTRUCTION
Requirements Craft Magic Arms and Armor, scorching ray and fireball, flame blade, or flame strike; Cost 9,455
Aura strong evocation ; CL 14th
DESCRIPTION
"This +3 frost greatsword sheds light as a torch when the temperature drops below 0° F. At such times it cannot be concealed when drawn, nor can its light be shut off. Its wielder is protected from fire; the sword absorbs the first 10 points of fire damage each round that the wielder would otherwise take. A frost brand extinguishes all nonmagical fires in a 20-foot radius. As a standard action, it can also dispel lasting fire spells, but not instantaneous effects. You must succeed on a dispel check (1d20 +14) against each spell to dispel it. The DC to dispel such spells is 11 + the caster level of the fire spell. "
CONSTRUCTION
Requirements Craft Magic Arms and Armor, 'ice storm, dispel magic, protection from energy Cost 11,200
Aura moderate evocation ; CL 11th
DESCRIPTION
This massive +1 ghost touch disrupting warhammer is crafted from a single piece of metal. It surface has no blemishes or distinguishing marks, and its haft is wrapped in dry, leathery, ancient skin. Three times per day as a free action, when used to strike an undead creature, that creature must succeed at a DC 20 Fortitude save or be knocked prone.
CONSTRUCTION
Requirements Craft Magic Arms and Armor, heal, plane shift Cost 17,656
Aura strong evocation ; CL 13th
DESCRIPTION
As black as coal, this short sword grows more potent the farther it is kept from light. It acts as a +1 short sword when in dim light. In darkness, it acts as +2 short sword. When surrounded by supernatural darkness, such as in an area of deeper darkness, it acts a +2 short sword and bestows the benefit of the Blind-Fight feat on its wielder. In daylight or bright illumination, the sword temporarily loses all its magical enhancement bonuses and acts as a masterwork weapon, though it resumes its magical functions once it is no longer in the bright light.
CONSTRUCTION
Requirements Craft Magic Arms and Armor, deeper darkness Cost 4,405
Aura moderate transmutation ; CL 15th
DESCRIPTION
This +1 dancing short sword automatically rises up to defend a fallen or sleeping wielder. To activate the sword, the wielder must fall unconscious or die while wielding the weapon or holding it in her hand. Thereafter, should any creature other than an ally of the wielder attempt to touch or strike him with a melee attack, the sword attacks that creature for up to 4 rounds. After 4 rounds, the weapon drops in the wielder's square. Unless the guarding blade is an intelligent item, it lacks the wits to make decisions about which is the best opponent to attack, and when confronted by multiple opponents attacking the wielder, it tends to select a random target each round.
CONSTRUCTION
Requirements Craft Magic Arms and Armor, animate objects, mage's faithful hound Cost 32,655
Aura strong abjuration ; CL 18th
DESCRIPTION
"This +2 cold iron longsword becomes a +5 holy cold iron longsword in the hands of a paladin. This sacred weapon provides spell resistance of 5 + the paladin's level to the wielder and anyone adjacent to her. It also enables the paladin to use greater dispel magic (once per round as a standard action) at the class level of the paladin. Only the area dispel is possible, not the targeted dispel or counterspell versions of greater dispel magic. "
CONSTRUCTION
Requirements Craft Magic Arms and Armor, holy aura, creator must be good; Cost 40,625
Aura faint evocation ; CL 3rd
DESCRIPTION
This +1/+1 quarterstaff is hollow, drilled through with numerous tiny holes, and whistles when swung and spun. Once per day as a standard action, the wielder may spin the hurricane quarterstaff and create a gust of wind (DC 13 Fortitude negates). A monk or ninja wielding a hurricane quarterstaff can also spend 1 ki point to activate the staff's gust of wind power; the save DC when activating this power with ki is equal to 12 + the wielder's Wisdom modifier.
CONSTRUCTION
Requirements Craft Magic Arms and Armor, gust of wind Cost 3,920
Aura faint evocation ; CL 5th
DESCRIPTION
This ornately designed +1 lance streams with ribbons and small favors, allowing a wielder to more effectively knock an opponent from his mount. A successful hit with a lance of jousting on a mounted opponent forces the target to make a Ride check (DC 10 + damage dealt) to avoid being knocked from the saddle. Although used in combat to remove a mounted foe's advantage, use of a lance of jousting in a tournament or similar contest is generally considered a dishonorable form of cheating.
CONSTRUCTION
Requirements Craft Magic Arms and Armor, bull's strength; Cost 26,130
Aura strong necromancy ; CL 13th
DESCRIPTION
"This +1 greataxe is favored by undead and constructs, who do not suffer its drawback. A life-drinker bestows two negative levels on its target whenever it deals damage, just as if its target had been struck by an undead creature. One day after being struck, subjects must make a DC 16 Fortitude save for each negative level or the negative levels become permanent. Each time a life-drinker deals damage to a foe, it also bestows one negative level on the wielder. Any negative levels gained by the wielder in this fashion lasts for 1 hour. "
CONSTRUCTION
Requirements Craft Magic Arms and Armor, enervation; Cost 8,250
'Aura no aura (nonmagical) ; CL --
DESCRIPTION
This nonmagical longsword is crafted out of cold iron. As a masterwork weapon, it has a +1 enhancement bonus on attack rolls.
CONSTRUCTION
Requirements -- Cost 2,575
Aura strong evocation ; CL 17th
DESCRIPTION
This +2 short sword gives its possessor a +1 luck bonus on all saving throws. Its possessor also gains the power of good fortune, usable once per day. This extraordinary ability allows its possessor to reroll one roll that she just made, before the results are revealed. She must take the result of the reroll, even if it's worse than the original roll. In addition, a luck blade may contain up to three wishes (when randomly rolled, a luck blade holds 1d4–1 wishes, minimum 0). When the last wish is used, the sword remains a +2 short sword, still grants the +1 luck bonus, and still grants its reroll power.
CONSTRUCTION
Requirements Craft Magic Arms and Armor, wish or miracle; Cost 5,580
Aura moderate transmutation ; CL 11th
DESCRIPTION
This +3 adamantine heavy mace has a +5 enhancement bonus against constructs, and a successful critical hit dealt to a construct completely destroys the construct (no saving throw). A critical hit dealt to an outsider deals ×4 damage rather than ×2.
CONSTRUCTION
Requirements Craft Magic Arms and Armor, disintegrate; Cost 5,325
Aura strong necromancy ; CL 13th
DESCRIPTION
This weapon usually appears to be a particularly frightening-looking iron or steel mace. On command, this +2 heavy mace causes the wielder's clothes and appearance to transform into an illusion of darkest horror such that living creatures in a 30-foot cone become panicked as if by a fear spell (Will DC 16 partial). Those who fail take a –2 morale penalty on saving throws, and they flee from the wielder. The wielder may use this ability up to three times per day.
CONSTRUCTION
Requirements Craft Magic Arms and Armor, fear; Cost 6,325
Aura strong necromancy [evil] ; CL 13th
DESCRIPTION
This longsword always performs as a +2 longsword, but it also has the power to draw the life force from an opponent. It can do this nine times before the ability is lost. At that point, the sword becomes a simple +2 longsword (with a faint evil aura). A critical hit must be dealt for the sword's death-dealing ability to function, and this weapon has no effect on creatures not subject to critical hits. The victim is entitled to a DC 20 Fortitude save to avoid death. If the save is successful, the sword's death-dealing ability does not function, no use of the ability is expended, and normal critical damage is determined. This sword is evil, and any good character attempting to wield it gains two negative levels. These negative levels remain as long as the sword is in hand and disappear when the sword is no longer wielded. These negative levels never result in actual level loss, but they cannot be overcome in any way (including restoration spells) while the sword is wielded.
CONSTRUCTION
Requirements Craft Magic Arms and Armor, finger of death; Cost 12,700
Aura faint transmutation ; CL 5th
DESCRIPTION
"This +1/+1 darkwood quarterstaff grants superior balance and acrobatic skill. It glows with a faint green-yellow radiance when in use and can extend to nearly double its length, though only when being used to perform acrobatic feats. The wielder gains a +5 competence bonus on Acrobatics checks and can move at full speed without penalty when using Acrobatics to move on narrow surfaces or uneven ground. When making a high jump while wielding the quarterstaff of vaulting, the Acrobatics DC is equal to 3 times the height to be reached instead of 4. In addition, with a successful DC 25 Acrobatics check, the wielder can use the staff to vault over an opponent's head in place of taking a 5-foot step. She can only use this ability on creatures no more than one size category larger than her, and must end her movement in the nearest adjacent square on the opposite side of the creature. If this square is unavailable, she cannot use this ability. This movement does not provoke attacks of opportunity."
CONSTRUCTION
Requirements Craft Magic Arms and Armor, jump Cost 9,550
Aura strong necromancy ; CL 13th
DESCRIPTION
Three times per day, this +2 wounding rapier allows the wielder to make a touch attack with the weapon that deals 1d6 points of Constitution damage by draining blood. Creatures immune to critical hits are immune to the Constitution damage dealt by this weapon.
CONSTRUCTION
Requirements Craft Magic Arms and Armor, harm; Cost 22,108
Aura moderate transmutation ; CL 7th
DESCRIPTION
This +1 returning light hammer can strike multiple foes with a single throw. If the wielder has multiple attacks from a high base attack bonus, he may throw the hammer so it rebounds off the first target to strike at a second target, and so on for each of the wielder's additional attacks. The distance to each target adds to the total range of the weapon, and range penalties apply. For example, a 6th-level dwarf fighter can throw the hammer using his +6 BAB at a target 20 feet away (within one range increment, no range penalty); if it hits, he ricochets it to attack using his +1 BAB at a second target 40 feet away from the first target (within three range increments for a –4 range penalty). The hammer can only ricochet if it successfully hits a target; if it misses, it stops ricocheting, has no further attacks that round, and returns as normal for a weapon with the returning property. Because ricocheting attacks are treated as separate attacks, modifiers that only apply to one attack roll (such as true strike) only apply to the first attack and not the others. The ricochet attacks count as the wielder's additional attacks for that round.
CONSTRUCTION
Requirements Craft Magic Arms and Armor, telekinesis Cost 10,151
Aura strong evocation ; CL 13th
DESCRIPTION
This intimidating weapon appears to be a longsword with multiple hooks, barbs, and serrations along the blade, excellent for catching and sundering a foe's weapon. Wielders without the Improved Sunder feat use a shatterspike as a +1 longsword only. Wielders with the Improved Sunder feat instead use shatterspike as a +4 longsword when attempting to sunder an opponent's weapon. Shatterspike can damage weapons with an enhancement bonus of +4 or lower.
CONSTRUCTION
Requirements Str 13, Craft Magic Arms and Armor, Improved Sunder, Power Attack, shatter Cost 68,825
Aura moderate evocation ; CL 10th
DESCRIPTION
This +1 keen lance has the ability to penetrate and destroy shields. Whenever its wielder uses it to successfully strike an opponent who carries a shield, the opponent's shield takes the same damage as the opponent. If the wielder uses the lance to make a sunder attack against a shield, it bypasses the shield's hardness.
CONSTRUCTION
Requirements Craft Magic Arms and Armor, keen edge, shatter; Cost 1,125
Aura strong transmutation ; CL 15th
DESCRIPTION
This +1/+1 two-bladed sword has blades of alchemical silver. The weapon deals an extra 2d6 points of damage against any creature with the shapechanger subtype. When a shapechanger or a creature in an alternate form (such as a druid using wild shape) is struck by the weapon, it must make a DC 15 Will save or return to its natural form.
CONSTRUCTION
Requirements Craft Magic Arms and Armor, baleful polymorph; Cost 13,250
Aura no aura (nonmagical) ; CL --
DESCRIPTION
As a masterwork weapon, this alchemical silver dagger has a +1 enhancement bonus on attack rolls (but not to damage rolls).
CONSTRUCTION
Requirements -- Cost 550
Aura moderate evocation ; CL 10th
DESCRIPTION
This punching dagger's blade is engraved with images of spider webs. Upon close inspection, the images seem to come alive as if spiders were swarming across the webs on the blade. Twice per day as a free action, this +2 keen wounding punching dagger can poison a living creature hit by an attack made by this weapon as the poison spell (Fortitude DC 20 negates). In addition, the wielder gains a +2 competence bonus on Acrobatics checks made to move through an enemy's threatened area without provoking an attack of opportunity.
CONSTRUCTION
Requirements Craft Magic Arms and Armor, bleed, keen edge, ray of enfeeblement Cost 39,551
Aura moderate abjuration ; CL 10th
DESCRIPTION
This almost transparently thin weapon is often decorated with strange faces and swirling mist. In addition to being a +3 ghost touch dagger, it can cast dispel magic once per day.
CONSTRUCTION
Requirements Craft Magic Arms and Armor, dispel magic, plane shift, creator must be 9th level; Cost 4,455
Aura moderate abjuration ; CL 9th
DESCRIPTION
"The summoner's sorrow is a +2 cold iron glaive that deals an extra 2d6 points of damage against summoned creatures, including eidolons. Once each round when the summoner's sorrow damages a summoned or illusory creature, the wielder can make a dispel check as a free action to send away or destroy the creature. This is treated as a dispel magic spell targeted against the spell that created the creature, except that the wielder's base attack bonus is used in place of the wielder's or item's caster level. This ability has no effect on creatures that are called rather than summoned, or on summoned creatures that cannot be dispelled, such as a summoner's eidolon. Once per day as a free action, the wielder can attempt a dismissal against a creature damaged by the weapon instead of dispelling it. This ability functions only against extraplanar creatures (whether summoned or not), and works as the spell of the same name with a Will save DC of 17. The wielder cannot both dispel and dismiss in the same round."
CONSTRUCTION
Requirements Craft Magic Arms and Armor, dismissal, dispel magic Cost 21,408
Aura moderate evocation ; CL 10th
DESCRIPTION
"This sword is the size of a bastard sword. However, a sun blade is wielded as if it were a short sword with respect to weight and ease of use. In other words, the weapon appears to all viewers to be a bastard sword, and deals bastard sword damage, but the wielder feels and reacts as if the weapon were a short sword. Any individual able to use either a bastard sword or a short sword with proficiency is proficient in the use of a sun blade. Likewise, Weapon Focus and Weapon Specialization in short sword and bastard sword apply equally, but the benefits of those feats do not stack.
In normal combat, the glowing golden blade of the weapon is equal to a +2 bastard sword. Against evil creatures, its enhancement bonus is +4. Against Negative Energy Plane creatures or undead creatures, the sword deals double damage (and ×3 on a critical hit instead of the usual ×2).
The blade also has a special sunlight power. Once per day, the wielder can swing the blade vigorously above his head while speaking a command word. The sun blade then sheds a bright yellow radiance that acts like bright light and affects creatures susceptible to light as if it were natural sunlight. The radiance begins shining in a 10-foot radius around the sword wielder and extends outward at 5 feet per round for 10 rounds thereafter, to create a globe of light with a 60-foot radius. When the wielder stops swinging, the radiance fades to a dim glow that persists for another minute before disappearing entirely. All sun blades are of good alignment, and any evil creature attempting to wield one gains one negative level. The negative level remains as long as the sword is in hand and disappears when the sword is no longer wielded. This negative level cannot be overcome in any way (including by restoration spells) while the sword is wielded. "CONSTRUCTION
Requirements Craft Magic Arms and Armor, daylight, creator must be good; Cost 6,203
Aura moderate transmutation ; CL 10th
DESCRIPTION
The blade of this +1 keen greataxe is carved from jet-black obsidian. When the wielder charges an enemy, he receives a +10 foot enhancement bonus to his speed that round. Once per day, he can command the axe to grant all allies within 30 feet a +10 foot enhancement bonus to base speed for 1 round.
CONSTRUCTION
Requirements Craft Magic Arms and Armor, expeditious retreat, keen edge Cost 5,660
Aura strong necromancy ; CL 17th
DESCRIPTION
This black iron +2 longsword bestows a negative level when it deals a critical hit. The sword wielder gains 1d6 temporary hit points each time a negative level is bestowed on another. These temporary hit points last for 24 hours. One day after being struck, subjects must make a DC 16 Fortitude save for each negative level gained or they become permanent.
CONSTRUCTION
Requirements Craft Magic Arms and Armor, enervation; Cost 12,325
Aura strong evocation ; CL 15th
DESCRIPTION
This longsword has an enhancement bonus of +1 on the Material Plane, but on any Elemental Plane its enhancement bonus increases to +2. The +2 enhancement bonus also applies whenever the weapon is used against creatures native to the Elemental Plane. It operates as a +3 longsword on the Astral Plane and the Ethereal Plane, or when used against opponents native to either of those planes. On any other plane, or against any outsider, it functions as a +4 longsword.
CONSTRUCTION
Requirements Craft Magic Arms and Armor, plane shift; Cost 2,583
Aura moderate evocation ; CL 11th
DESCRIPTION
This +3 scimitar, when used outdoors in a temperate climate, grants its wielder the use of the Cleave feat and deals an extra 1d6 points of damage.
CONSTRUCTION
Requirements Craft Magic Arms and Armor, divine power or creator must be a 7th-level druid; Cost 1,650
Aura moderate enchantment ; CL 7th
DESCRIPTION
The magical properties of this +1 trident with a 6-foot-long haft enable its wielder to charm up to 14 HD of aquatic animals as per the spell charm animals (Will DC 16 negates, animals get a +5 bonus if currently under attack by the wielder or his allies), no two of which can be more than 30 feet apart. The wielder can use this effect up to three times per day. The wielder can communicate with the animals as if using a speak with animals spell. Animals making their saving throws are free of control, but they will not approach within 10 feet of the trident.
CONSTRUCTION
Requirements Craft Magic Arms and Armor, charm animals, speak with animals; Cost 14,675
Aura faint transmutation ; CL 3rd
DESCRIPTION
"The base of this sturdy but tarnished +1 trident has a wide metal bar at the bottom, perfectly situated to serve as a solid footrest or other sort of handle. The bar acts as an immovable rod, except instead of an activation button, the immobility power triggers whenever the wielder places one or both feet on the bar, and ends whenever the wielder is no longer touching the bar with at least one foot. If the wielder remains in place and steps on the bar, he gains a +10 bonus to his CMD when trying to resist efforts to move him. The wielder is always considered braced against oncoming charge attacks. If the wielder is falling, he may step on the bar as an immediate action to halt his fall, though the sudden jolt means he takes falling damage for the current distance fallen. The trident comes in several forms: Djinni 18,900; Efreeti 14,400; Marid 18,900; Shaitan 18,900"
CONSTRUCTION
Requirements Craft Magic Arms and Armor, levitate; Cost Varies
Aura moderate divination ; CL 7th
DESCRIPTION
weapon of this type enables its wielder to determine the location, depth, kind, and number of aquatic predators within 680 feet. A trident of warning must be grasped and pointed in order for the character using it to gain such information, and it requires 1 round to scan a hemisphere with a radius of 680 feet. The weapon is otherwise a +2 trident.
CONSTRUCTION
Requirements Craft Magic Arms and Armor, locate creature; Cost 4,000
Aura moderate evocation ; CL 6th
DESCRIPTION
This curve-tined +1 monstrous humanoid bane trident is etched with a pattern of alternating scales and shells. A triton's trident can unleash a hydraulic push three times per day, once from each tine; alternatively, their power can be combined to release a single hydraulic torrent once per day. The CMB for either effect is +6.
CONSTRUCTION
Requirements Craft Magic Arms and Armor, hydraulic push, hydraulic torrent, summon monster I Cost 7,533
Aura moderate necromancy ; CL 9th
DESCRIPTION
This +1 giant-bane battleaxe feels unusually heavy, as if it were made from something far heavier than mere wood and steel. Once per day its wearer can, as a swift action after a successful attack roll, invoke a maximized ray of enfeeblement on the creature struck (11 point Strength penalty, 7 rounds, Fortitude DC 16 half).
CONSTRUCTION
Requirements Craft Magic Arms and Armor, Maximize Spell, ray of enfeeblement, summon monster I Cost 11,655
Aura strong evocation ; CL 15th
DESCRIPTION
The blade of this +2 holy bastard sword always appears lustrous and polished, with a hilt wrapped in alternating colors of deep black and royal purple. Effective on its own, a valor's minion is even more potent in the hands of those who dedicate their efforts to vanquishing a single foe. Whenever a wielder uses either the challenge or smite evil class feature, she can sacrifice one additional use of that class feature to treat the smite or challenge as if she were three class levels higher.
CONSTRUCTION
Requirements Craft Magic Arms and Armor, holy smite Cost 20,668