9.4 Magic Weapons

Magic weapons improve a character’s combat abilities. They must be wielded to gain their effects.

Ranged Weapons and Ammunition: Any magical properties of a Projectile weapon also apply to all ammunition fired from that weapon.

Craft Skills: The craft skills used to create and repair items are listed in parentheses before the item’s description. All magic weapons simply use the same materials as the original, nonmagical weapon.

Table 9.8: Magic Weapons

Name

Description

Rank (Cost)

Page

Aquatic

No accuracy penalty while swimming

1 (40 gp)

here

Iridescent

Can dazzle

1 (40 gp)

here

Merciful

Deals subdual damage

1 (40 gp)

here

Morphing

Can change into similar weapons

1 (40 gp)

here

Returning

Flies back to you after being thrown

1 (40 gp)

here

Routing

Grants +1 accuracy vs scared foes

1 (40 gp)

here

Tireless

Ignore 2 fatigue with strikes

1 (40 gp)

here

Anchoring

Can prevent teleportation

2 (200 gp)

here

Baneswallow

Can exert and remove a condition to gain +2 accuracy

2 (200 gp)

here

Blade Barrage

Can deal damage in a cone

2 (200 gp)

here

Bloodfrenzy

Grants +2 accuracy when you injure a foe

2 (200 gp)

here

Eager

Can be drawn quickly, +1 accuracy when drawn

2 (200 gp)

here

Educated

Deals +1 damage if you have 3 Int

2 (200 gp)

here

Freezing

Deals cold damage and can slow

2 (200 gp)

here

Grounded

Grants +1 accuracy while stationary

2 (200 gp)

here

Longshot

Reduces longshot penalty by 1

2 (200 gp)

here

Psionic

Can attack Mental defense

2 (200 gp)

here

Seeking

Reduces miss chances

2 (200 gp)

here

Surestrike

Can attack with +3 accuracy

2 (200 gp)

here

Toxic

Can attack Fortitude defense

2 (200 gp)

here

Unbalanced

-1 accuracy, but explode on 8 and 9

2 (200 gp)

here

Ambushing

Can silently teleport and strike

3 (1,000 gp)

here

Arcing

Deals electricity damage and can chain

3 (1,000 gp)

here

Bloodfuel

Can spend 4 HP for +1d8 damage

3 (1,000 gp)

here

Boomerang

Can be thrown to strike three nearby foes

3 (1,000 gp)

here

Brutish

Deals +1d6-2 damage if you have 3 Str

3 (1,000 gp)

here

Cursebite

Can inflict a curse

3 (1,000 gp)

here

Dimensional Trace

Can briefly teleport next to struck creature

3 (1,000 gp)

here

Flaming

Deals fire damage and can ignite

3 (1,000 gp)

here

Frenzy

Grants +1 accuracy with continuous strikes

3 (1,000 gp)

here

Iridescent+

Can dazzle in an area

3 (1,000 gp)

here

Phasing

Can pass through small obstacles

3 (1,000 gp)

here

Prismatic

Can attack Reflex defense

3 (1,000 gp)

here

Reckless

Grants +1 accuracy and -1 defenses against adjacent creatures

3 (1,000 gp)

here

Routing+

Grants +2 accuracy vs scared foes

3 (1,000 gp)

here

Vampiric

Can attack with +1d4 damage to steal HP

3 (1,000 gp)

here

Blade Barrage+

Can deal escalating damage in a cone

4 (5,000 gp)

here

Educated+

Deals +2 damage if you have 4 Int

4 (5,000 gp)

here

Finesse

Grants +1 accuracy if you have 4 Dex

4 (5,000 gp)

here

Freezing+

Deals cold damage and can slow

4 (5,000 gp)

here

Jaunting

Flies back to you after being thrown

4 (5,000 gp)

here

Surestrike+

Can attack with +6 accuracy

4 (5,000 gp)

here

Tireless+

Ignore fatigue with strikes

4 (5,000 gp)

here

Vibrating

Deals 1d4 extra damage

4 (5,000 gp)

here

Ambushing+

Can silently teleport and strike

5 (25,000 gp)

here

Anchoring+

Prevents teleportation

5 (25,000 gp)

here

Arcing+

Deals electricity damage and can chain

5 (25,000 gp)

here

Baneswallow+

Can remove a condition to gain +2 accuracy

5 (25,000 gp)

here

Bloodfrenzy+

Grants +4 accuracy when you injure a foe

5 (25,000 gp)

here

Bloodfuel+

Can spend 8 HP for +2d8 damage

5 (25,000 gp)

here

Boomerang+

Can be thrown to accurately strike three nearby foes

5 (25,000 gp)

here

Brutish+

Deals +1d8-2 damage if you have 4 Str

5 (25,000 gp)

here

Eager+

Can be drawn quickly, +2 accuracy when drawn

5 (25,000 gp)

here

Flaming+

Deals fire damage and can ignite

5 (25,000 gp)

here

Grounded+

Grants +2 accuracy while stationary

5 (25,000 gp)

here

Longshot+

Reduces longshot penalty by 2

5 (25,000 gp)

here

Psionic+

Attacks Mental defense

5 (25,000 gp)

here

Routing++

Grants +3 accuracy vs scared foes

5 (25,000 gp)

here

Seeking+

Removes miss chances

5 (25,000 gp)

here

Soulreaving

Deals delayed damage

5 (25,000 gp)

here

Toxic+

Attacks Fortitude defense and deals poison damage

5 (25,000 gp)

here

Unbalanced+

-2 accuracy, but explode on 6 or higher

5 (25,000 gp)

here

Vampiric+

Can attack with +2d8 damage to steal HP

5 (25,000 gp)

here

Blade Barrage++

Can deal escalating damage in a cone

6 (125,000 gp)

here

Cursebite+

Can inflict multiple curses

6 (125,000 gp)

here

Educated++

Deals +4 damage if you have 5 Int

6 (125,000 gp)

here

Freezing++

Deals cold damage and can slow

6 (125,000 gp)

here

Frenzy+

Grants +2 accuracy with continuous strikes

6 (125,000 gp)

here

Phasing+

Can pass through obstacles

6 (125,000 gp)

here

Reckless+

Grants +2 accuracy and -2 defenses against adjacent creatures

6 (125,000 gp)

here

Surestrike++

Can attack with +12 accuracy

6 (125,000 gp)

here

Vibrating+

Deals 1d10 extra damage

6 (125,000 gp)

here

Ambushing++

Can silently teleport and strike

7 (625,000 gp)

here

Arcing++

Deals electricity damage and can chain

7 (625,000 gp)

here

Bloodfuel++

Can spend 16 HP for +4d8 damage

7 (625,000 gp)

here

Boomerang++

Can be thrown to accurately strike three nearby foes

7 (625,000 gp)

here

Brutish++

Deals +2d6-2 damage if you have 5 Str

7 (625,000 gp)

here

Fated

Rerolls missed attacks

7 (625,000 gp)

here

Finesse+

Grants +2 accuracy if you have 5 Dex

7 (625,000 gp)

here

Flaming++

Deals fire damage and can ignite

7 (625,000 gp)

here

Jaunting+

Teleports long distances when thrown

7 (625,000 gp)

here

Prismatic+

Deals energy damage and can attack Reflex defense

7 (625,000 gp)

here

Soulreaving+

Deals delayed damage

7 (625,000 gp)

here

Vampiric++

Can attack with +5d10 damage to steal HP

7 (625,000 gp)

here

Vorpal

Can decapitate foes

7 (625,000 gp)

here

Ambushing

Rank 3 (1,000 gp)

Craft (as base weapon)

Attune
_______________________________________________________________________________________________________ You can activate this weapon as a standard action. When you do, you teleport horizontally to a location within Short (30 ft.) range. Then, you can make a mundane melee strike at your destination. Unlike most teleportation effects, both your departure and arrival with this effect are silent. After you activate this item, you briefly cannot activate it again. ______________________________________________________ Rank 5 (25,000 gp): The strike deals double weapon damage against creatures that are at least partially unaware (50% miss chance, -2 Armor and Ref). Rank 7 (625,000 gp): The damage multiplier increases to triple weapon damage.

Anchoring

Rank 2 (200 gp)

Craft (as base weapon)

Attune
_______________________________________________________________________________________________________ As a standard action, you can make a mundane strike using this weapon. On a damaging hit, the target briefly cannot be teleported. An object subject to this effect is left behind if it is carried by a creature that teleports. ______________________________________________ Rank 5 (25,000 gp): This effect no longer requires a special attack. It automatically affects the target whenever you get a damaging hit with a strike using this weapon.

Aquatic

Rank 1 (40 gp)

Craft (as base weapon)

Water
_______________________________________________________________________________________________________ You do not take an accuracy penalty with attacks using this weapon while swimming (-2 accuracy, defenses).

Arcing

Rank 3 (1,000 gp)

Craft (as base weapon)

Attune
_______________________________________________________________________________________________________ This weapon continuously crackles with electricity. It sheds light in a 5 foot radius of bright illumination. All strikes with it have the Electricity tag. As a standard action, you can make a mundane strike using this weapon that is imbued with electrical energy. The strike’s minimum accuracy is +5. It chains once. _________________________________________________________________________________________ Rank 5 (25,000 gp): The chaining strike also deals 2d6 extra damage. In addition, the strike’s minimum accuracy increases to +8. Rank 7 (625,000 gp): The chaining strike’s extra damage increases to 4d10. In addition, the strike’s minimum accuracy increases to +12.

Baneswallow

Rank 2 (200 gp)

Craft (as base weapon)

Attune
_______________________________________________________________________________________________________ You can activate this weapon as a standard action. When you do, you may remove a condition affecting you. If you remove a condition in this way, you briefly gain a +2 accuracy bonus with this weapon. After you activate this item, you increase your fatigue level by one. ____________________________________________________ Rank 5 (25,000 gp): Activating this weapon does not increase your fatigue level.

Blade Barrage

Rank 2 (200 gp)

Craft (as base weapon)

Manifestation
_______________________________________________________________________________________________________ You can activate this weapon as a standard action. When you do, you make a mundane melee strike using this weapon that spawns a swarm of blades. The strike targets all creatures in a Small (15 ft.) cone from you. For each previous consecutive round in which you used this ability, you gain a +2 accuracy bonus with the strike, up to a maximum of +4. On a miss, you deal half damage. _________________________________________________________________________________________________ Rank 4 (5,000 gp): If you used this ability during the previous round, the strike deals double weapon damage. Rank 6 (125,000 gp): The strike always deals double weapon damage.

Bloodfrenzy

Rank 2 (200 gp)

Craft (as base weapon)

Attune
_______________________________________________________________________________________________________ Whenever you cause a creature to lose hit points with a strike using this weapon, you briefly gain a +2 accuracy bonus with strikes against that creature. As normal, this bonus does not stack with itself, even if you make the same creature lose hit points multiple times. ___________________________________________________________________________________________________ Rank 5 (25,000 gp): The accuracy bonus increases to +4.

Bloodfuel

Rank 3 (1,000 gp)

Craft (as base weapon)

Attune
_______________________________________________________________________________________________________ You can feed this weapon your blood as a minor action. When you do, you lose 4 hit points. In exchange, you deal 1d8 extra damage with strikes using this weapon during the current round. _________________________________________________________________ Rank 5 (25,000 gp): The HP loss increases to 8, and the extra damage increases to 2d6. Rank 7 (625,000 gp): The HP loss increases to 16, and the extra damage increases to 4d6.

Boomerang

Rank 3 (1,000 gp)

Craft (as base weapon)

Attune
_______________________________________________________________________________________________________ After being thrown, this weapon flies back into your hand immediately after attacking all targets. If you can’t catch it, the weapon drops to the ground in the square from which it was thrown. As a standard action, you can throw this weapon in a spinning arc. When you do, make a mundane thrown strike against up to three targets within Short (30 ft.) range. The targets must still be within your range limits, and you take any longshot penalty as normal. _________________________________________________________________________________________________ Rank 5 (25,000 gp): You gain a +2 accuracy bonus with the spinning arc strike. Rank 7 (625,000 gp): The spinning arc strike deals double weapon damage.

Brutish

Rank 3 (1,000 gp)

Craft (as base weapon)

Attune
_______________________________________________________________________________________________________ If your Strength is at least 3, this weapon deals +1d6 damage, but the damage is also reduced by 2. This changes your weapon damage, and is not considered extra damage. ___________________________________________________________________________________ Rank 5 (25,000 gp): If your Strength is at least 4, the damage die increases to 1d8. Rank 7 (625,000 gp): If your Strength is at least 5, the damage dice increase to 2d6.

Cursebite

Rank 3 (1,000 gp)

Craft (as base weapon)

Attune
_______________________________________________________________________________________________________ Whenever you would inflict a condition on a non-cursed creature with a strike using this weapon, that condition becomes a curse instead. The curse cannot be removed by effects that remove conditions, and lasts until the target takes a short rest. If the effect has a special method of being removed, such as the entangle spell, that removal method still functions normally. _________________________________________ Rank 6 (125,000 gp): The target does not have to be non-cursed, allowing you to apply multiple curses to the same creature.

Dimensional Trace

Rank 3 (1,000 gp)

Craft (as base weapon)

Attune
_______________________________________________________________________________________________________ As a standard action, you can make a strike using this weapon. The strike’s minimum accuracy is +5. If the target takes damage, you can apply a dimensional trace on it that lasts briefly. While the dimensional trace lasts, you can activate this weapon as a minor action. When you do, you teleport into the closest unoccupied square adjacent to that creature, if such a space exists within Medium (60 ft.) range.

Eager

Rank 2 (200 gp)

Craft (as base weapon)

Attune
_______________________________________________________________________________________________________ You can draw this weapon as a free action that does not count as an object manipulation (see Manipulating Objects). When you draw this weapon, if you did not also sheathe it this round, you gain a +1 accuracy bonus to strikes using it this round. ____________________________ Rank 5 (25,000 gp): The accuracy bonus increases to +2.

Educated

Rank 2 (200 gp)

Craft (as base weapon)

Attune
_______________________________________________________________________________________________________ If your Intelligence is at least 3, this weapon gains a +1 bonus to its weapon damage. This is not considered extra damage. _________ Rank 4 (5,000 gp): If your Intelligence is at least 4, the damage bonus increases to +2. Rank 6 (125,000 gp): If your Intelligence is at least 5, the damage bonus increases to +4.

Fated

Rank 7 (625,000 gp)

Craft (as base weapon)

Attune (deep)
_______________________________________________________________________________________________________ Whenever you miss with an attack using this weapon, you can reroll the attack and take the higher result. After you reroll an attack in this way, you briefly cannot do so again.

Finesse

Rank 4 (5,000 gp)

Craft (as base weapon)

Attune
_______________________________________________________________________________________________________ If your Dexterity is at least 4, you gain a +1 accuracy bonus with this weapon. ____________________________________________ Rank 7 (625,000 gp): The accuracy bonus increases to +2 if your Dexterity is at least 5.

Flaming

Rank 3 (1,000 gp)

Craft (as base weapon)

Attune
_______________________________________________________________________________________________________ This weapon is on fire. It sheds light in a 15 foot radius of bright illumination. All strikes with it have the Fire tag. As a standard action, you can make a mundane strike using this weapon that is imbued with fiery energy. The strike’s minimum accuracy is +5. Each damaged creature burns if your attack result beats its Reflex defense. A burning creature takes 2d6 fire damage during your next action. __________________________________________________________________________________________________ Rank 5 (25,000 gp): The burning damage increases to 4d10 fire damage. In addition, the strike’s minimum accuracy increases to +8. Rank 7 (625,000 gp): The burning damage increases to 9d10 fire damage. In addition, the strike’s minimum accuracy increases to +12.

Freezing

Rank 2 (200 gp)

Craft (as base weapon)

Attune
_______________________________________________________________________________________________________ This weapon is bitterly cold to the touch. All strikes with it have the Cold tag. As a standard action, you can make a mundane strike using this weapon that is imbued with frigid energy. The strike’s minimum accuracy is +3. If the target loses hit points from the strike, it is slowed (half speed, -2 Armor and Ref) as a condition. ___________________________ Rank 4 (5,000 gp): The target of the strike is slowed if it takes damage, even if it does not lose hit points. In addition, the strike’s minimum accuracy increases to +7. Rank 6 (125,000 gp): The frigid strike also deals 2d10 extra damage. In addition, the strike’s minimum accuracy increases to +10.

Frenzy

Rank 3 (1,000 gp)

Craft (as base weapon)

Attune
_______________________________________________________________________________________________________ Whenever you make a strike with this weapon, you briefly gain a +1 bonus to accuracy with all strikes. As normal, this bonus does not stack with itself. ___________________________________________________________________________________________________ Rank 6 (125,000 gp): The bonus increases to +2.

Grounded

Rank 2 (200 gp)

Craft (as base weapon)

Attune
_______________________________________________________________________________________________________ At the start of each action phase, if you are in the same location you were in at the start of the round, you gain a +1 accuracy bonus during that round. You immediately lose this accuracy bonus if you leave that location. ______________________________________________ Rank 5 (25,000 gp): The accuracy bonus increases to +2.

Iridescent

Rank 1 (40 gp)

Craft (as base weapon)

Visual
_______________________________________________________________________________________________________ This weapon shimmers with a chaotic pattern of colors, shedding multicolored bright illumination in a Small (15 ft.) radius. As a standard action, you can make a mundane melee strike using this weapon that accentuates its bewildering effect. This attack has the Visual tag. If your attack result beats the target’s Reflex defense, it is dazzled (20% miss chance, no special vision) as a condition. _______________________________________________________________________________________________ Rank 3 (1,000 gp): When you make the strike, you also make an attack vs. Reflex against all enemies within a Small (15 ft.) radius of the strike’s target. This attack has the Visual tag. Your minimum accuracy is +5. Hit: Each target is dazzled (20% miss chance, no special vision) as a condition.

Jaunting

Rank 4 (5,000 gp)

Craft (as base weapon)

Attune
_______________________________________________________________________________________________________ When you throw this weapon, it teleports directly from your hand to your intended target. This allows you to ignore any intervening cover with the attack, as long as you still have line of effect. The weapon teleports back into your hand immediately after hitting or missing all targets of the strike. If you can’t catch it, the weapon drops to the ground in the square from which it was thrown. ___________________________________________________________________ Rank 7 (625,000 gp): You also reduces your longshot penalty with thrown attacks using the weapon by 2.

Longshot

Rank 2 (200 gp)

Craft (as base weapon)

Attune
_______________________________________________________________________________________________________ When you make a ranged attack using this weapon, you reduce your longshot penalty by 1. _________________________________ Rank 5 (25,000 gp): The penalty reduction increases to 2.

Merciful

Rank 1 (40 gp)

Craft (as base weapon)

Attune
_______________________________________________________________________________________________________ This weapon deals subdual damage.

Morphing

Rank 1 (40 gp)

Craft (as base weapon)

Attune
_______________________________________________________________________________________________________ You can activate this weapon as a minor action. When you do, it changes shape into a new weapon of your choice from the weapon’s original weapon group. If the weapon’s original form belongs to multiple weapon groups, the weapon can only change into weapons from one of those weapon groups. The new shape lasts until you activate the weapon again. When this effect ends for any reason, the weapon returns to its original form.

Phasing

Rank 3 (1,000 gp)

Craft (as base weapon)

Attune
_______________________________________________________________________________________________________ All strikes with this weapon, including projectiles fired by this weapon, can pass through a single solid obstacle of up to one foot thick on the way to their target. This can allow you to ignore cover, or even attack without line of effect. It does not allow you to ignore any equipment used by the target of your attack. _______________________________________________________________________________________ Rank 6 (125,000 gp): Your strikes can penetrate through any number of solid objects with a combined thickness of ten feet or less.

Prismatic

Rank 3 (1,000 gp)

Craft (as base weapon)

Attune
_______________________________________________________________________________________________________ This weapon glows with gradually shifting red, blue, and yellow light in a 15 foot radius of bright illumination. As a standard action, you can make a mundane strike using this weapon that transforms the striking surface to elemental energy. The strike is made against the target’s Reflex defense instead of its Armor defense, and it has the Cold, Electricity, and Fire tags. Its minimum accuracy is +5. _____________________________________________________________________________________________________ Rank 7 (625,000 gp): All strikes with this weapon have the Cold, Electricity, and Fire tags. When you imbue this weapon with energy as a standard action, the strike deals triple weapon damage, and its minimum accuracy is +12.

Psionic

Rank 2 (200 gp)

Craft (as base weapon)

Attune
_______________________________________________________________________________________________________ As a standard action, you can make a mundane strike using this weapon that is imbued with psionic power. The strike is made against the target’s Mental defense instead of its Armor defense, and it gains the Compulsion tag. Its minimum accuracy is +3. _____________________________________________________________________________________________________ Rank 5 (25,000 gp): All strikes with this weapon are made against the target’s Mental defense instead of its Armor defense, and they have the Compulsion tag. When you imbue this weapon with psionic power as a standard action, the strike deals double weapon damage, and its minimum accuracy is +8.

Reckless

Rank 3 (1,000 gp)

Craft (as base weapon)

Attune
_______________________________________________________________________________________________________ You gain a +1 accuracy bonus against creatures adjacent to you. However, you also take a -1 penalty to all defenses against creatures adjacent to you. ____________________________________________________________________________________________________ Rank 6 (125,000 gp): The bonus and penalty both increase to +2.

Returning

Rank 1 (40 gp)

Craft (as base weapon)

Attune
_______________________________________________________________________________________________________ After being thrown, this weapon flies back into your hand at the end of the current round as long as it is still unattended. If you can’t catch it, the weapon drops to the ground in the square from which it was thrown.

Routing

Rank 1 (40 gp)

Craft (as base weapon)

Attune
_______________________________________________________________________________________________________ You gain a +1 bonus to accuracy with strikes using this weapon against creatures that are suffering penalties for being frightened (-2 Mental, -2 accuracy vs. source) or panicked (-4 Mental, cannot attack source). ___________________________________________________ Rank 3 (1,000 gp): The accuracy bonus increases to +2. Rank 5 (25,000 gp): The accuracy bonus increases to +3.

Seeking

Rank 2 (200 gp)

Craft (as base weapon)

Attune
_______________________________________________________________________________________________________ This weapon automatically veers towards its intended target. Any miss chance the strike would normally have is reduced. A 50% miss chance is reduced to a 20% miss chance, and a 20% miss chance is removed entirely. ______________________________________________ Rank 5 (25,000 gp): Any miss chance the strike would normally have is removed completely instead of only being reduced.

Soulreaving

Rank 5 (25,000 gp)

Craft (as base weapon)

Attune
_______________________________________________________________________________________________________ This weapon is transluscent and has no physical presence for anyone except you. It has no effect on objects or constructs, and creatures do not feel any pain or even notice attacks from it. Attacks with this weapon deal no damage immediately. This means that any effects which trigger when you deal damage with the attack, such as conditions, do not happen. Instead, the damage is delayed. Damage that would be dealt by the weapon can be delayed indefinitely. While the damage is delayed, it cannot be removed by any means short of the destruction of this weapon or the creature’s death. As a minor action, you can hurt yourself with this weapon to activate it. This deals a single point of physical damage to you. When you do, each creature with delayed damage from this weapon takes untyped damage equal to the total delayed damage built up by the weapon for that target. Creatures farther than one mile away from the weapon are unaffected by this damage. This ability expends all delayed damage built up by the weapon for all targets, including targets farther than one mile from the weapon. _________________________________________________________________________________________________ Rank 7 (625,000 gp): You gain a +1 accuracy bonus with strikes using this weapon against creatures that have delayed damage from this weapon.

Surestrike

Rank 2 (200 gp)

Craft (as base weapon)

Attune
_______________________________________________________________________________________________________ As a standard action, you can make a mundane strike with a +3 accuracy bonus using this weapon. Your minimum accuracy with the strike is +6. _____________________________________________________________________________________________________ Rank 4 (5,000 gp): The accuracy bonus increases to +6, and the minimum accuracy increases to +13. Rank 6 (125,000 gp): The accuracy bonus increases to +12, and the minimum accuracy increases to +22.

Tireless

Rank 1 (40 gp)

Craft (as base weapon)

Attune
_______________________________________________________________________________________________________ You reduce your fatigue penalty by 2 when determining your accuracy with strikes using this weapon. ________________________ Rank 4 (5,000 gp): You ignore your fatigue penalty when determining your accuracy with strikes using this weapon.

Toxic

Rank 2 (200 gp)

Craft (as base weapon)

Attune
_______________________________________________________________________________________________________ As a standard action, you can make a mundane strike using this weapon that transforms the striking surface to poison. The strike is made against the target’s Fortitude defense instead of its Armor defense, and it gains the Poison tag. Its minimum accuracy is +3. _____________________________________________________________________________________________________ Rank 5 (25,000 gp): Strikes with this weapon are made against the target’s Fortitude defense instead of its Armor defense, and they have the Poison tag. When you imbue this weapon with poison as a standard action, the strike deals double weapon damage, and its minimum accuracy is +8.

Unbalanced

Rank 2 (200 gp)

Craft (as base weapon)

Attune
_______________________________________________________________________________________________________ You take a -1 accuracy penalty to strikes using this weapon. However, you reduce your explosion target with strikes using this weapon by 2 (see Exploding Attacks). ________________________________________________________________________________________ Rank 5 (25,000 gp): The accuracy penalty increases to -2, but the explosion target reduction increases to 4.

Vampiric

Rank 3 (1,000 gp)

Craft (as base weapon)

Attune
_______________________________________________________________________________________________________ As a standard action, you can make a mundane strike using this weapon. The strike’s minimum accuracy is +5. The strike deals 1d4 extra damage. If a living creature loses hit points from this strike, you can increase your fatigue level by one. When you do, you regain 3d6 hit points at the end of the round. _______________________________________________________________________________________ Rank 5 (25,000 gp): The extra damage increases to 2d8, and the healing increases to 5d8. In addition, the strike’s minimum accuracy increases to +8. Rank 7 (625,000 gp): The extra damage increases to 5d10, and the healing increases to 8d10. In addition, the strike’s minimum accuracy increases to +12.

Vibrating

Rank 4 (5,000 gp)

Craft (as base weapon)

Attune
_______________________________________________________________________________________________________ This weapon continuously emits a low-pitched rumbling noise and vibrates in the hand. Strikes with it deal 1d4 extra damage. ______ Rank 6 (125,000 gp): The extra damage increases to 1d10.

Vorpal

Rank 7 (625,000 gp)

Craft (as base weapon)

Attune
_______________________________________________________________________________________________________ As a standard action, you can make a mundane melee strike using this weapon that can decapitate enemies. The strike deals triple weapon damage. If you get a critical hit against a creature and it loses hit points, it immediately dies. Creatures that do not have a head are immune to this death effect.