9.7 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.

Property Limits: Normally, a weapon can only have one magic item property. Heavy items can have two magic item properties instead of one.

Table 9.13: Magic Weapons

Name

Description

Attune

Rank (Cost)

Page

Merciful

Deals subdual damage

Yes

1 (4 gp)

here

Morphing

Can change into similar weapons

Yes

1 (4 gp)

here

Mystic

Use magical ✨ power for damage

Yes

1 (4 gp)

here

Psionic Burst

Can attack Mental defense

Yes

1 (4 gp)

here

Returning

Flies back to you after being thrown

Yes

1 (4 gp)

here

Tireless

Ignore 2 stamina penalty with strikes

Yes

1 (4 gp)

here

Toxic Burst

Can attack Fortitude defense

Yes

1 (4 gp)

here

Anchoring Burst

Can prevent teleportation

Yes

2 (20 gp)

here

Freezing

+1 damage, is chilled

Yes

2 (20 gp)

here

Grounded

Grants +1 accuracy while stationary

Yes

2 (20 gp)

here

Longshot

Reduces longshot penalty by 1

Yes

2 (20 gp)

here

Lucky

Attack rolls explode on 8+

Yes

2 (20 gp)

here

Reckless

Grants +1 accuracy and -1 defenses in melee

Yes

2 (20 gp)

here

Routing

Grants +1d4 damage vs scared foes

Yes

2 (20 gp)

here

Seeking

Ignores cover and concealment

Yes

2 (20 gp)

here

Steady

No accuracy penalty while unsteady

Yes

2 (20 gp)

here

Unbalanced

-1 accuracy, but +3 for criticals

Yes

2 (20 gp)

here

Vampiric

Steals HP

Deep

2 (20 gp)

here

Vibrating

+1 damage, -10 Stealth

Yes

2 (20 gp)

here

Bloodfrenzy

Grants +2 accuracy when you injure a foe

Yes

3 (100 gp)

here

Bloodfuel

Can spend 4 HP for +1d6 damage

Yes

3 (100 gp)

here

Boomerang

Hits an extra target while returning

Yes

3 (100 gp)

here

Brutish

Deals extra damage if you have 3 Str

Yes

3 (100 gp)

here

Composite Weapon, 1st

Has two rank 1 properties

Deep

3 (100 gp)

here

Dimensional Trace

Can briefly teleport next to struck creature

Yes

3 (100 gp)

here

Eager

Can be drawn quickly, +1 accuracy when drawn

Yes

3 (100 gp)

here

Educated

Deals +2 damage if you have 3 Int

Yes

3 (100 gp)

here

Finesse

Grants +1 accuracy if you have 3 Dex

Yes

3 (100 gp)

here

Flaming

Is burning and ignites

Yes

3 (100 gp)

here

Perceptive

Grants +1 accuracy if you have 3 Per

Yes

3 (100 gp)

here

Phasing

Can pass through small obstacles

Yes

3 (100 gp)

here

Psionic

Is psychic, +1 damage

Deep

3 (100 gp)

here

Arcing

Is charged and chains

Yes

4 (500 gp)

here

Composite Weapon, 2nd

Has two rank 2 or lower properties

Deep

4 (500 gp)

here

Cursebite

Can inflict a curse

Yes

4 (500 gp)

here

Freezing+

+1d4 damage, is chilled

Yes

4 (500 gp)

here

Mystic+

Use magical ✨ power for damage, +2 damage

Yes

4 (500 gp)

here

Prismatic

+2 damage, is energetic

Yes

4 (500 gp)

here

Psionic Burst+

Can attack Mental defense

Yes

4 (500 gp)

here

Tireless+

Ignore stamina penalty with strikes

Yes

4 (500 gp)

here

Toxic

Is poisonous, +2 damage

Deep

4 (500 gp)

here

Toxic Burst+

Can attack Fortitude defense

Yes

4 (500 gp)

here

Unbalanced+

-2 accuracy, but +5 for criticals

Yes

4 (500 gp)

here

Vampiric+

Deals +2 damage and steals HP

Deep

4 (500 gp)

here

Vibrating+

+2 damage, -10 Stealth

Yes

4 (500 gp)

here

Anchoring

Prevent teleportation

Yes

5 (2,500 gp)

here

Bloodfrenzy+

Grants +3 accuracy when you injure a foe

Yes

5 (2,500 gp)

here

Bloodfuel+

Can spend 8 HP for +1d10 damage

Yes

5 (2,500 gp)

here

Boomerang+

+1d4 damage, hits an extra target while returning

Yes

5 (2,500 gp)

here

Brutish+

Deals extra weapon damage if you have 4 Str

Yes

5 (2,500 gp)

here

Composite Weapon, 3rd

Has two rank 3 or lower properties

Deep

5 (2,500 gp)

here

Educated+

Deals +1d6 damage if you have 4 Int

Yes

5 (2,500 gp)

here

Flaming+

Is burning and ignites

Yes

5 (2,500 gp)

here

Jaunting

Teleports when thrown

Yes

5 (2,500 gp)

here

Longshot+

Reduces longshot penalty by 2

Yes

5 (2,500 gp)

here

Lucky+

Attack rolls explode on 5+

Yes

5 (2,500 gp)

here

Psionic+

Is psychic, +1d4 damage

Deep

5 (2,500 gp)

here

Routing+

Grants +1d10 damage vs scared foes

Yes

5 (2,500 gp)

here

Seeking+

Ignores cover and miss chances

Yes

5 (2,500 gp)

here

Soulreaving

Deals delayed damage

Yes

5 (2,500 gp)

here

Composite Weapon, 4th

Has two rank 4 or lower properties

Deep

6 (12,500 gp)

here

Freezing++

+1d8 damage, is chilled

Yes

6 (12,500 gp)

here

Grounded+

Grants +2 accuracy while stationary

Yes

6 (12,500 gp)

here

Mystic++

Use magical ✨ power for damage, +1d6 damage

Yes

6 (12,500 gp)

here

Phasing+

Can pass through obstacles

Yes

6 (12,500 gp)

here

Prismatic+

+1d6 damage, is energetic

Yes

6 (12,500 gp)

here

Psionic Burst++

Can attack Mental defense

Yes

6 (12,500 gp)

here

Reckless+

Grants +2 accuracy and -1 defenses in melee

Yes

6 (12,500 gp)

here

Toxic Burst++

Can attack Fortitude defense

Yes

6 (12,500 gp)

here

Toxic+

Is poisonous, +1d6 damage

Deep

6 (12,500 gp)

here

Vampiric++

Deals +1d6 damage and steals HP

Deep

6 (12,500 gp)

here

Vibrating++

+1d6 damage, -10 Stealth

Yes

6 (12,500 gp)

here

Arcing+

+1d4 damage, is charged and chains

Yes

7 (62,500 gp)

here

Bloodfrenzy++

Grants +4 accuracy when you injure a foe

Yes

7 (62,500 gp)

here

Bloodfuel++

Can spend 16 HP for +2d8 damage

Yes

7 (62,500 gp)

here

Boomerang++

+1d8 damage, hits an extra target while returning

Yes

7 (62,500 gp)

here

Brutish++

Deals double extra weapon damage if you have 5 Str

Yes

7 (62,500 gp)

here

Composite Weapon, 5th

Has two rank 5 or lower properties

Deep

7 (62,500 gp)

here

Cursebite+

Can inflict multiple curses

Yes

7 (62,500 gp)

here

Eager+

Can be drawn quickly, +2 accuracy when drawn

Yes

7 (62,500 gp)

here

Educated++

Deals +1d10 damage if you have 5 Int

Yes

7 (62,500 gp)

here

Fated

Rerolls missed attacks

Yes

7 (62,500 gp)

here

Finesse+

Grants +2 accuracy if you have 5 Dex

Yes

7 (62,500 gp)

here

Flaming++

Is burning and ignites

Yes

7 (62,500 gp)

here

Jaunting+

Teleports long distances when thrown

Yes

7 (62,500 gp)

here

Perceptive+

Grants +2 accuracy if you have 5 Per

Yes

7 (62,500 gp)

here

Psionic++

Is psychic, +1d8 damage

Deep

7 (62,500 gp)

here

Unbalanced++

-3 accuracy, but +8 for criticals

Yes

7 (62,500 gp)

here

Vorpal

+1d8 damage, can decapitate foes

Yes

7 (62,500 gp)

here

Composite Weapon, 6th

Has two rank 6 or lower properties

Deep

8 (312,500 gp)

here

Anchoring

Rank 5 (2,500 gp)

Craft (as base weapon)

Attune
_______________________________________________________________________________________________________ Whenever you hit with this weapon, that target becomes dimensionally anchored. Creatures are anchored as a condition, and objects are anchored briefly. While dimensionally anchored, the target cannot be teleported. An object subject to this effect is left behind if it is carried by a creature that teleports.

Anchoring Burst

Rank 2 (20 gp)

Craft (as base weapon)

Attune
_______________________________________________________________________________________________________ As a standard action, you can make a mundane strike using this weapon, and you briefly cannot do so again. On a 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.

Arcing

Rank 4 (500 gp)

Craft (as base weapon)

Attune, Electricity
_______________________________________________________________________________________________________ This weapon continuously crackles with electricity. You can suppress or resume this charge as a free action. While the weapon is charged:

_______________________________________________________________________________________________________

Rank 7 (62,500 gp): While the weapon is charged, it also deals 1d4 extra damage.

Bloodfrenzy

Rank 3 (100 gp)

Craft (as base weapon)

Attune
_______________________________________________________________________________________________________ Whenever you injure a blooded creature 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 injure the same creature multiple times. ___________________________ Rank 5 (2,500 gp): The accuracy bonus increases to +3. Rank 7 (62,500 gp): The accuracy bonus increases to +4.

Bloodfuel

Rank 3 (100 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 1d4 extra damage with strikes using this weapon this turn. You must be blooded to activate this weapon. __________________________________________ Rank 5 (2,500 gp): The HP loss increases to 8, and the extra damage increases to 1d8. Rank 7 (62,500 gp): The HP loss increases to 16, and the extra damage increases to 2d6.

Boomerang

Rank 3 (100 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. In addition, whenever you make a thrown strike with this weapon, choose one creature within a line between you and one target of the strike. The strike also targets that creature in addition to any other targets. ________________________________________________________ Rank 5 (2,500 gp): The weapon also deals 1d4 extra damage when thrown. Rank 7 (62,500 gp): The extra damage increases to 1d8.

Brutish

Rank 3 (100 gp)

Craft (as base weapon)

Attune
_______________________________________________________________________________________________________ If your Strength is at least 3, this weapon deals extra damage equal to its weapon damage die - 3. For example, a brutish battleaxe would deal 1d8-3 extra damage. _______________________________________________________________________________________ Rank 5 (2,500 gp): If your Strength is at least 4, the extra damage increases to be equal to the weapon damage die - 1. Rank 7 (62,500 gp): If your Strength is at least 5, the extra damage increases to be equal to twice the weapon damage die - 4.

Composite Weapon, 1st

Rank 3 (100 gp)

Craft (as base weapon)

Attune (deep)
_______________________________________________________________________________________________________ This weapon has two different rank 1 magic weapon properties. Each property must not already require a deep attunement.

Composite Weapon, 2nd

Rank 4 (500 gp)

Craft (as base weapon)

Attune (deep)
_______________________________________________________________________________________________________ This weapon has two different magic weapon properties that are rank 2 or lower. Each property must not already require a deep attunement.

Composite Weapon, 3rd

Rank 5 (2,500 gp)

Craft (as base weapon)

Attune (deep)
_______________________________________________________________________________________________________ This weapon has two different magic weapon properties that are rank 3 or lower. Each property must not already require a deep attunement.

Composite Weapon, 4th

Rank 6 (12,500 gp)

Craft (as base weapon)

Attune (deep)
_______________________________________________________________________________________________________ This weapon has two different magic weapon properties that are rank 4 or lower. Each property must not already require a deep attunement.

Composite Weapon, 5th

Rank 7 (62,500 gp)

Craft (as base weapon)

Attune (deep)
_______________________________________________________________________________________________________ This weapon has two different magic weapon properties that are rank 5 or lower. Each property must not already require a deep attunement.

Composite Weapon, 6th

Rank 8 (312,500 gp)

Craft (as base weapon)

Attune (deep)
_______________________________________________________________________________________________________ This weapon has two different magic weapon properties that are rank 6 or lower. Each property must not already require a deep attunement.

Cursebite

Rank 4 (500 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 7 (62,500 gp): The target does not have to be non-cursed, allowing you to apply multiple curses to the same creature.

Dimensional Trace

Rank 3 (100 gp)

Craft (as base weapon)

Attune
_______________________________________________________________________________________________________ As a standard action, you can make a strike using this weapon, and you briefly cannot do so again. Each creature you hit with the strike briefly has a dimensional trace applied to it. 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 a traced creature, if such a space exists within Medium (60 ft.) range.

Eager

Rank 3 (100 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 turn, you gain a +1 enhancement bonus to accuracy with strikes using it this turn. ____________________________________________________________________________________________________ Rank 7 (62,500 gp): The accuracy bonus increases to +2.

Educated

Rank 3 (100 gp)

Craft (as base weapon)

Attune
_______________________________________________________________________________________________________ If your Intelligence is at least 3, this weapon deals 2 extra damage. ____________________________________________________ Rank 5 (2,500 gp): If your Intelligence is at least 4, the extra damage increases to 1d6. Rank 7 (62,500 gp): If your Intelligence is at least 5, the extra damage increases to 1d10.

Fated

Rank 7 (62,500 gp)

Craft (as base weapon)

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

Finesse

Rank 3 (100 gp)

Craft (as base weapon)

Attune
_______________________________________________________________________________________________________ If your Dexterity is at least 3, you gain a +1 enhancement bonus to accuracy with strikes using this weapon. ____________________ Rank 7 (62,500 gp): The accuracy bonus increases to +2 if your Dexterity is at least 5.

Flaming

Rank 3 (100 gp)

Craft (as base weapon)

Attune, Fire
_______________________________________________________________________________________________________ This weapon constantly burns. You can suppress or resume this fire as a free action. While the weapon is burning:

_______________________________________________________________________________________________________

Rank 5 (2,500 gp): The damage increases to 1d8.

Rank 7 (62,500 gp): The damage increases to 2d6.

Freezing

Rank 2 (20 gp)

Craft (as base weapon)

Attune, Cold
_______________________________________________________________________________________________________ This weapon is bitterly cold to the touch. You can suppress or resume this chill as a free action. While the weapon is chilled:

_______________________________________________________________________________________________________

Rank 4 (500 gp): The extra damage increases to 1d4.

Rank 6 (12,500 gp): The extra damage increases to 1d8.

Grounded

Rank 2 (20 gp)

Craft (as base weapon)

Attune
_______________________________________________________________________________________________________ Whenever you make a strike, if you have not changed location since the start of your turn, you can activate this weapon. If you do, you gain a +1 enhancement bonus to accuracy with the strike, and your available movement is reduced to 0. ______________________________ Rank 6 (12,500 gp): The accuracy bonus increases to +2.

Jaunting

Rank 5 (2,500 gp)

Craft (as base weapon)

Attune
_______________________________________________________________________________________________________ When you make a thrown strike using this weapon, it teleports directly from your hand to your intended target. This gives you a +1 enhancement bonus to accuracy with the strike and allows you to ignore any intervening cover with the attack, as long as you still have line of effect. __________________________________________________________________________________________________ Rank 7 (62,500 gp): You also reduce your longshot penalty with thrown attacks using the weapon by 2.

Longshot

Rank 2 (20 gp)

Craft (as base weapon)

Attune
_______________________________________________________________________________________________________ When you make a ranged attack using this weapon, you reduce your longshot penalty by 1. _________________________________ Rank 5 (2,500 gp): The penalty reduction increases to 2.

Lucky

Rank 2 (20 gp)

Craft (as base weapon)

Attune
_______________________________________________________________________________________________________ When you roll an 8 or 9 on your first die for an attack roll, the attack roll explodes (see Exploding Attacks). This does not affect bonus dice from explosions. _______________________________________________________________________________________________ Rank 5 (2,500 gp): The die also explodes if you roll an 5, 6, or 7.

Merciful

Rank 1 (4 gp)

Craft (as base weapon)

Attune
_______________________________________________________________________________________________________ This weapon deals subdual damage.

Morphing

Rank 1 (4 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 the weapon changes shape, any ammunition loaded into it falls out and it become unloaded. When this effect ends for any reason, the weapon returns to its original form.

Mystic

Rank 1 (4 gp)

Craft (as base weapon)

Attune
_______________________________________________________________________________________________________ You use your magical power to determine your damage with strikes using this weapon instead of your mundane power. ___________ Rank 4 (500 gp): This weapon also deals 2 extra damage. Rank 6 (12,500 gp): This weapon also deals 1d6 extra damage.

Perceptive

Rank 3 (100 gp)

Craft (as base weapon)

Attune
_______________________________________________________________________________________________________ If your Perception is at least 3, you gain a +1 enhancement bonus to accuracy with strikes using this weapon. ___________________ Rank 7 (62,500 gp): The accuracy bonus increases to +2 if your Perception is at least 5.

Phasing

Rank 3 (100 gp)

Craft (as base weapon)

Attune
_______________________________________________________________________________________________________ All strikes with this weapon, including projectiles fired by this weapon, can pass through a single solid unattended 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 (12,500 gp): Your strikes can penetrate through any number of solid unattended objects with a combined thickness of five feet or less.

Prismatic

Rank 4 (500 gp)

Craft (as base weapon)

Attune, Cold, Electricity, Fire
_______________________________________________________________________________________________________ This weapon is infused with prismatic energy. You can suppress or resume this infusion as a free action. While the weapon is infused:

_______________________________________________________________________________________________________

Rank 6 (12,500 gp): The extra damage increases to 1d6.

Psionic

Rank 3 (100 gp)

Craft (as base weapon)

Attune (deep), Compulsion
_______________________________________________________________________________________________________ This weapon’s striking surface is ephemeral, and it echoes the thoughts of anyone touching it back into their head. You can suppress or resume its psionic nature as a free action. While the weapon is psionic:

_______________________________________________________________________________________________________

Rank 5 (2,500 gp): The extra damage increases to 1d4.

Rank 7 (62,500 gp): The extra damage increases to 1d8.

Psionic Burst

Rank 1 (4 gp)

Craft (as base weapon)

Attune, Compulsion
_______________________________________________________________________________________________________ As a standard action, you can make a mundane strike using this weapon that is imbued with psychic power. The strike is made against the target’s Mental defense instead of its Armor defense. It loses the Physical tag and gains the Compulsion tag. After you use this ability, you briefly cannot do so again. ______________________________________________________________________________________________ Rank 4 (500 gp): The strike deals double damage Rank 6 (12,500 gp): The strike deals triple damage

Reckless

Rank 2 (20 gp)

Craft (as base weapon)

Attune
_______________________________________________________________________________________________________ You gain a +1 enhancement bonus to accuracy with melee strikes using this weapon. However, you also take a -1 penalty to all defenses against creatures adjacent to you. ____________________________________________________________________________________ Rank 6 (12,500 gp): The bonus increases to +2.

Returning

Rank 1 (4 gp)

Craft (as base weapon)

Attune
_______________________________________________________________________________________________________ After being thrown, this weapon flies back into your hand at the end of your turn 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 2 (20 gp)

Craft (as base weapon)

Attune
_______________________________________________________________________________________________________ You deal 1d4 extra damage 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 5 (2,500 gp): The extra damage increases to 1d10.

Seeking

Rank 2 (20 gp)

Craft (as base weapon)

Attune
_______________________________________________________________________________________________________ This weapon automatically veers towards its intended target. Your strikes with the weapon are unaffected by cover and 20% miss chances, such as from concealment. ________________________________________________________________________________________ Rank 5 (2,500 gp): Your strikes with the weapon are also unaffected by 50% miss chances.

Soulreaving

Rank 5 (2,500 gp)

Craft (as base weapon)

Attune
_______________________________________________________________________________________________________ This weapon is transluscent and has no physical presence for anyone except you. Strikes with this weapon have the Soul tag and do not have the Physical tag. They 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 damage to you. When you do, each creature with delayed damage from this weapon takes 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.

Steady

Rank 2 (20 gp)

Craft (as base weapon)

Attune, Water
_______________________________________________________________________________________________________ You do not take an accuracy penalty with attacks using this weapon while unsteady (-2 accuracy, Armor, Brawn, Ref).

Tireless

Rank 1 (4 gp)

Craft (as base weapon)

Attune
_______________________________________________________________________________________________________ You reduce your stamina penalty by 2 when determining your accuracy with strikes using this weapon. _______________________ Rank 4 (500 gp): You ignore your stamina penalty when determining your accuracy with strikes using this weapon.

Toxic

Rank 4 (500 gp)

Craft (as base weapon)

Attune (deep), Poison
_______________________________________________________________________________________________________ This weapon’s striking surface is liquified into a sinister poison. You can suppress or resume its poisonous nature as a free action. While the weapon is poisonous:

_______________________________________________________________________________________________________

Rank 6 (12,500 gp): The extra damage increases to 1d6.

Toxic Burst

Rank 1 (4 gp)

Craft (as base weapon)

Attune, Poison
_______________________________________________________________________________________________________ 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. After you use this ability, you briefly cannot do so again. ___________________________________________________________________________________________________ Rank 4 (500 gp): The strike deals double damage Rank 6 (12,500 gp): The strike deals triple damage

Unbalanced

Rank 2 (20 gp)

Craft (as base weapon)

Attune
_______________________________________________________________________________________________________ You take a -1 accuracy penalty to strikes using this weapon. However, you gain a +3 bonus to your accuracy with strikes using this weapon for the purpose of determining whether you get a critical hit. ___________________________________________________________ Rank 4 (500 gp): The accuracy penalty increases to -2, but the critical hit accuracy bonus increases to +6. Rank 7 (62,500 gp): The accuracy penalty increases to -3, but the critical hit accuracy bonus increases to +8.

Vampiric

Rank 2 (20 gp)

Craft (as base weapon)

Attune (deep)
_______________________________________________________________________________________________________ The first time each turn that you injure a blooded creature other than yourself with a strike using this weapon, you regain 1d6 hit points. __________________________________________________________________________________________________ Rank 4 (500 gp): The weapon also deals 2 extra damage to blooded creatures, and the healing increases to 2d10. Rank 6 (12,500 gp): The extra damage increases to 1d6, and the healing increases to 5d10.

Vibrating

Rank 2 (20 gp)

Craft (as base weapon)

Attune
_______________________________________________________________________________________________________ This weapon continuously emits a low-pitched rumbling noise and vibrates in the hand. Strikes with it deal 1 extra damage. However, you take a -10 penalty to Stealth checks. ________________________________________________________________________________ Rank 4 (500 gp): The damage bonus increases to 2. Rank 6 (12,500 gp): The damage bonus increases to 1d6.

Vorpal

Rank 7 (62,500 gp)

Craft (as base weapon)

Attune
_______________________________________________________________________________________________________ Strikes with this weapon deal 1d8 extra damage. As a standard action, you can make a mundane melee strike, and you briefly cannot do so again. The strike deals quadruple damage. If your attack result also hits the target’s Reflex and Fortitude defenses and the target has 50 or fewer hit points after the strike, you may cut off the target’s head. This typically causes it to immediately die. Creatures that do not have a head are immune to this effect.