The Sacred Ash (Relic)

This magic item originally appeared 17 Relics by The Le Press. A relic is a powerful magic item which once formed part of the body or belongings of some great figure. See Seventeen Relics for special rules on relics.

When the head priest of an old cathedral was discovered to be acting suspiciously, one of his subordinates began to spy on him, only to find out a dark secret - the head priest was a vampire! Unfortunately, the poor priest was attacked by the vampire immediately after he discovered this secret. Fumbling for a weapon in the ensuing fight, the young cleric picked up the end of a chair leg broken in the melee, quickly blessed it and killed the vampire with the weapon.

The Sacred Ash is a simple, pale wooden stake made from ash wood, which glows faintly with sunlight when any vampire comes within thirty feet. When used as a weapon, the stake is treated as a +1 dagger, except that its threat range is 20/x2 instead of the usual 19-20/x2. By its unusual blessing, it ignores a vampire’s natural damage reduction, and furthermore its warming glow inflicts 3d4 extra damage against any creature for whom sunlight is deadly.

Faint transmutation; CL 5th; Price 13,000gp; Weight: 1lb.

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Rusted Faith (Relic)

This magic item originally appeared 17 Relics by The Le Press. A relic is a powerful magic item which once formed part of the body or belongings of some great figure. See Seventeen Relics for special rules on relics.

Garamond, a fallen holy warrior who had lost his paladinhood, searched for five years for the legendary Holy Avenger in the hopes that finding it would restore his faith. When on a stormy night he reached an impassable river that marked the eastern border of the kingdom, he threw his sword into the torrential river in despair, and when he realized what he had just done he attempted to drown himself in the river. When he awoke a week later, he found himself washed up on his shore with his rusted sword next to him. Taking this as a sign, he fought unwaveringly with the sword for the rest of his life.

Rusted faith is a +2 holy longsword - although some reports claim that it may be a bastard sword. It appears as a slightly rusted, corroded sword, but in practice is miraculously just as strong as a normal sword of its type. Baptized in the river instead of by the hand of a mage, the weapon is not detected by detect magic, but has a moderate aura when detect good is used. As long as the weapon is carried, wielded or is set down sheathed within five feet of its owner, it sustains them without the need for food, water or air.

Furthermore, the wearer can activate the weapon’s Rusted Blade ability once per day as a free action, giving the weapon a rough orange glow until the ability is discharged. The next time the blade strikes a creature or object vulnerable to rusting, it infuses the “impureâ€? material with corrosion, affecting them as by a rusting grasp spell. The wielder of the weapon is immune to his own Rusted Blade ability.

Moderate transmutation; CL 11th; Price 37,315gp; Weight 4 lbs.

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Junstarien’s Leg (Relic)

This magic item originally appeared 17 Relics by The Le Press. A relic is a powerful magic item which once formed part of the body or belongings of some great figure. See Seventeen Relics for special rules on relics.

Religious archives tell of an ardent warrior named Sir Junstarien, a knight of the Church of Life’s Fire who joined the priesthood after his family was killed by a necromancer with a repertoire of massive skeletons. He channeled his anger into zeal and sought to avenge his family, but his skill with the sword and shield let him down in the battle with the necromancer. Wounded and disarmed, he quickly prayed for divine help and miraculously managed to wrest the thighbone right out of the nearest skeleton. He destroyed the skeletons and their master wielding the thighbone with supernatural efficacy, and kept it as his weapon of choice thereafter.

Junstarien’s Leg is effectively a +2 ghost touch undead-bane greatclub, a weapon forged not by magic but by Junstarien’s sheer faith and determination. The weapon is still imbued with the echoes of his stoic relentlessness, granting the wielder a +2 morale bonus on all saves versus any supernatural, spell-like, extraordinary or natural abilities, or spells, used by an undead. The weapon resonates with positive energy, dealing 2d6 damage per round to any undead who attempt to wield it.

Once per day as a standard action, the wielder may call upon Junstarien’s faith to extend the relic’s power to all allies within thirty feet, granting them the bonus on saves versus undead and temporarily giving all weapons they carry the ghost touch property. This lasts for one round per point of the wielder’s Charisma modifier.

Moderate evocation; CL 14th; Price 50,000gp; Weight 8lbs.

Deathscythe (Relic)

This magic item originally appeared 17 Relics by The Le Press. A relic is a powerful magic item which once formed part of the body or belongings of some great figure. See Seventeen Relics for special rules on relics.

In a kingdom ravaged by terrible creatures of living dead, the Deathscythes were first discovered as the weapons of choice of a new and powerful undead abomination formed by an archlich whose name is not spoken even today, lest it wake him from his sleep. Originally a nonmagical farming scythe, the corrupted spirits of ghostly slain farmers leaked into these weapons and gave them supernatural efficacy. Only a few Deathscythes are thought to still exist.

A Deathscythe is usually a +1 ghost touch scythe, although some are more powerful than normal. In addition, the vicious, life-hating spirit of the weapon deals +1d6 negative energy damage on a successful hit against a living creature.

Once per day, the wielder may call upon the fragment of undead spirit in the weapon and declare one attack a “Reaping of the Scytheâ€? before he rolls it. If the attack successfully hits and deals damage, the wielder must make a Fortitude save (DC 5 + half wielder’s character level+ Cha modifier) or be struck dead instantly. This is a death effect.

Moderate necromancy; CL 16th; Price 40,000gp; Weight 10lbs.

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Sword-Chucks (novelty weapon)

This strange weapon is almost as dangerous to its wielder as it is to its enemies. Sword-chucks are a cross between the longsword and the nunchaku, with the unfortunate design flaw of being invented by one of the most bird-brained fighters in history. Essentially, the weapon is a set of two longswords, attached by a short length of chain.

Sword-Chucks, two-handed exotic double melee weapon. Cost 60gp, Damage (small) 1d6/1d6, Damage (medium) 1d8/1d8, Critical 19-20/x2, Weight 6lbs, Type slashing. On a roll of a natural 1, the wielder strikes himself with the sword-chucks, automatically hitting and dealing damage.

The Exotic Weapon Proficiency feat for this weapon has an additional prerequisite of Dex 15. Any wielder not proficient in its use must make a reflex save (DC 18) once during each round in which they attempt to use it as a double weapon, or else automatically strike themself with the weapon.

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Sword of Catharsus (specific weapon)

The Church of Catharsus are responsible for upkeep of the army of Rynwold. This longsword is the standard issue weapon for members of the clergy above the rank of Initiate. (In game terms, this typically means any fighter, cleric or paladin of at least 2nd level.)

In addition to being a masterwork weapon, the sword is self-maintaining - it never requires cleaning or sharpening, and if damaged repairs one point of damage to itself per hour. It grants its owner a +1 bonus on saves versus fire effects when drawn. Bastard swords of this type are also not uncommon.

Faint evocation, faint good; CL 5th; Craft Magic Arms and Armor, mending, resistance; Price: 915gp. Weight: 4lbs. These statistics are for a longsword - for a bastard sword, increase cost by 20gp and weight by 2lbs.

Rubiel’s Chance (unique weapon)

Once an angel of peace, Rubiel was known for his friendly nature and compassion for all living creatures, and his capacity for alleviating illness and solving disputes without bloodshed far outweighed the combat ability of many of his peers. Once, however, he found himself forced into combat with a dangerous rebel angel to protect a group of mortals, and had no choice but to kill him. Horrified at the realisation that he had slain a fellow angel, Rubiel was overcome by guilt and sealed himself in the weapon of the angel he had slain in the hope of one day finding repentance at the hands of a chosen mortal.

Rubiel’s Chance is a weapon with a modestly celestial appearance - perhaps a few Celestial runes engraved somewhere upon it, or a holy symbol on the hilt. However, the weapon’s type is unknown - it may be a longsword, bastard sword, longbow or some other weapon entirely, since the type of angel Rubiel killed was never recorded. It is fated to find to find its way into the hands of a mortal who has suffered a great deal of hardship in their life, although the bearer need not be particularly heroic or altruistic - one previous owner obtained the weapon by theft.

In addition to being a +2 weapon, Rubiel’s Chance counts as a good-aligned weapon for the purposes of overcoming damage reduction. The wielder is granted a +2 competence bonus on all Diplomacy and Sense Motive checks.

Rubiel’s Chance is also said to have further power in the hands of the Swift Scion, the weapon’s fated wielder.

Moderate evocation; CL 14th; Price: 10,800gp plus the masterwork weapon cost.

Self-maintaining (weapon enhancement)

A minor weapon enhancement invented by a lazy wizard’s apprentice, self-maintainining weapons never require cleaning, sharpening, oiling or minor repairs. Additionally, it automatically repairs one point of damage on itself per hour provided that it has not been completely destroyed.

Faint transmutation; CL 5th; Craft Magic Arms and Armor, mending; Price: +500gp.