Specific Weapons

Table 1: Specific Weapons
Specific Weapon Market Price
Sleep arrow 112 gp
Silver dagger, mastercraft 127 gp
Flare arrow 150 gp
Cold iron longsword, mastercraft 165 gp
Screaming bolt 267 gp
Adamantine dagger 502 gp
Viperbolt 770 gp
Adamantine battleaxe 1,010 gp
Slaying arrow 1,310 gp
Javelin of lightning 1,500 gp
Mageslayer arrow 1,591 gp
Slaying arrow (greater) 2,200 gp
Shatterspike 4,115 gp
Dagger of venom 7,452 gp
Assassin's dagger 8,506 gp
Shadowblade 10,060 gp
Club of stunning 10,100 gp
Shifter's sorrow 14,650 gp
Trident of warning 16,715 gp
Trident of fish command 17,295 gp
Flame tongue 20,275 gp
Luck blade (0 wishes) 20,313 gp
Mace of terror 21,112 gp
Sword of subtlety 22,060 gp
Sword of the planes 22,115 gp
Nine lives stealer 22,692 gp
Oathbow 23,340 gp
Sylvan scimitar 25,715 gp
Bone mace 26,992 gp
Sword of life stealing 32,165 gp
Life-drinker 40,170 gp
Luck blade (1 wish) 44,313 gp
Rapier of puncturing 50,120 gp
Sun blade 50,335 gp
Heartseeker bow 50,580 gp
Garrote of strangulation 51,028 gp
Dagger of stonestrike 65,052 gp
Crossbow of the unerring strike 65,085 gp
Luck blade (2 wishes) 68,313 gp
Backstabber 74,080 gp
Mace of smiting 77,012 gp
Dwarven thrower 88,862 gp
Luck blade (3 wishes) 92,313 gp
Quarterstaff of alacrity 99,225 gp
Unholy reaver 120,430 gp
Frost brand 134,275 gp
Holy avenger 256,915 gp
Garrote of souls 392,028 gp
Finaldeath 502,358 gp
Gripsoul 702,165 gp
Elven greatbow 1,201,925 gp
Holy devastator 1,462,165 gp
Unholy despoiler 1,462,165 gp
Everwhirling chain 3,529,250 gp
Stormbrand 3,795,275 gp


Specific Weapons

The following specific weapons usually are preconstructed with exactly the qualities described here.

Adamantine Battleaxe: This nonmagical axe is made out of adamantine.

No aura (nonmagical); Price 1,010 gp.

Adamantine Dagger: This nonmagical dagger is made out of adamantine.

No aura (nonmagical); Price 502 gp.

Assassin's Dagger: This wicked-looking, curved +2 dagger provides a +2 bonus to the DC of a Fortitude save resulting from an assassin's death attack.

Moderate necromancy; CL 9th; slay living; Price 8,552 gp.

Backstabber: This +6 short sword adds +2d6 to the wielder's sneak attack damage. If the wielder does not have the sneak attack ability, this weapon does not grant it.

Overwhelming necromancy; CL 24th; inflict moderate wounds; Price 74,080 gp.

Bone Mace: This +2 heavy mace is popular among necromancers, evil paladins, and others who deal with the (un)dead. It appears as a human skull attached to a long femur; the skull's eyes glow red for one full minute when its powers are activated (see below).

Once per day, if the wielder slays a living creature or Huge size or smaller with the mace then touches the corpse with it and utters a command word, the flesh melts from the corpse's bones, leaving behind a skeleton, which promptly animates on the next round. It is under the wielder's command and remains so until released or destroyed. Skeletons animated using a bone mace count against the total number of undead a cleric or mage can command; even classes normally unable to command undead can use this power, but it only applies to undead animated with the mace.

Moderate necromancy; CL 9th; animate dead, Shara's iron bones, Shara's skeletal transformation; Price 26,992 gp.

Club of Stunning: A club of stunning is a simple and fairly common magical item that looks like a normal +1 club. On a critical hit, however, the target must make a DC 13 Fort save or be dazed for 1 round (multiple critical hits in the same round do not extend the duration of dazing). These weapons are popular among city watches and prison guards, as they enable the wielder to subdue people without hurting them unduly – they can be used to deal nonlethal damage without penalty.

Faint enchantment; CL 3rd; daze monster; Price 10,100 gp.

Cold Iron Longsword, Mastercraft: This cold iron longsword is nonmagical. As a well-crafted weapon, it has a +1 craft bonus on attack rolls.

No aura (nonmagical); Price 165 gp.

Crossbow of the Unerring Strike: A weapon much favored by assassins and snipers, the crossbow of the unerring strike is a +2 light crossbow. If the wielder takes one round to aim his shot, he gains a +10 insight bonus to the attack roll (in addition to bonuses from flanking, etc.); if he aims for two consecutive rounds, the shot automatically hits for normal damage (if he makes a sneak attack, he also gains that bonus to damage). The target must be at least 75% visible for the entire time the shot is aimed, however, or it baffles the magic of the crossbow and the aiming must be reset.

Moderate transmutation; CL 6th; true strike; Price 65,085 gp.

Dagger of Stonestrike: These long-bladed +1 daggers are favorites of dwarven assassins. On a critical hit, the target must make a Fort save (DC 19) or instantly be turned to stone. When held, the dagger enables its wielder to meld into stone as a 12th level cleric, three times per day.

Strong transmutation; CL 12th; meld into stone, flesh to stone; Price 65,052 gp.

Dagger of Venom: This black +1 dagger has a serrated edge. It allows the wielder to use a poison effect (as the spell, save DC 15) 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.

Faint necromancy; CL 5th; poison; Price 7,452 gp.

Dwarven Thrower: This weapon commonly functions as a +2 warhammer. In the hands of a dwarf, the warhammer gains an additional +1 enhancement bonus (for a total of +3) and gains the returning special ability. It can be hurled with a 30-foot range increment. When hurled, it deals an extra 2d8 points of damage against giants or an extra 1d8 points of damage against any other target.

Moderate evocation; CL 10th; creator must be a dwarf of at least 10th level; Price 88,862 gp.

Elven Greatbow: In the hands of any nonelf, this bow performs only as a +2 composite longbow. In the hands of an elf, this weapon functions as a +5 composite longbow of unerring accuracy with a Strength bonus that matches its elven wielder's current Strength at all times. Furthermore, any arrows loosed from the bow are considered keen, regardless of the enhancement bonus of the arrow fired.

Overwhelming divination and transmutation; CL 23rd; bull's strength, keen edge, true seeing; Price 1,201,600 gp.

Everwhirling Chain: This +4 defending everdancing spiked chain of speed continuously twitches in its wielder's hands. The wielder of the everwhirling chain can use it to make a number of attacks of opportunity equal to his Dex bonus (as if he had the Combat Reflexes feat). If he already has this feat, he gains one additional attack of opportunity each round.

Overwhelming abjuration and transmutation; CL 28th; animate objects, haste, shield (or shield of faith); Price 3,529,250 gp.

Finaldeath: This +5 undead bane ghost touch morningstar also grants its wielder a +10 bonus on saves vs. energy drain attacks. Furthermore, if its wielder is capable of turning undead, he gains a +4 bonus to turn checks.

Overwhelming conjuration and necromancy; CL 22nd; death ward, plane shift, summon monster I, creator must be able to turn undead; Price 502,358 gp.

Flame Tongue: 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 2d6 points of fire damage on a successful hit.

Moderate evocation; CL 12th; scorching ray and flame blade, flame strike, or fireball; Price 20,275 gp.

Flare Arrow: These arrows appear normal, except that they have a large, bulbous head (they deal 1 point of nonlethal damage if used as weapons). When shot into the air, the arrow explodes into a bright flare of light equal to daylight, illuminating a 100-foot radius for one full minute before burning out.

Faint evocation; CL 3rd; Alita's flare shot; Price 150 gp.

Frost Brand: 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 its area. As a standard action, it can also dispel lasting fire spells, but not instantaneous effects, though the wielder 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.

Strong evocation; CL 14th; ice storm, dispel magic or quench, protection from energy; Price 125,800 gp.

Garrote of Souls: This is a black silk garrote with small white skulls seemingly painted on it. Closer inspection shows that the skulls are part of the fabric - they cannot be removed by any normal means (see below).

When a victim is killed with a garrote of souls, he must make a Fort save (DC 25), or his soul is drawn into the garrote (preventing raise/resurrection attempts). A small white skull then appears on the cloth. Twice per day, the user can touch one of the skulls and will the soul energy forth. The skull disappears and the user receives 2d8+10 points of healing energy; the soul represented by that skull is destroyed.

Souls can released from the garrote if a successful greater dispel magic or disjunction is cast on it (the latter destroys the garrote in the process), or by a properly-worded limited wish, lesser miracle, or greater spell. The lesser version can free only a specific soul, while a full wish or miracle can free all of them. In any case, the caster must be touching the garrote, and a soulless body must be nearby to receive the soul, or it will go on to its final rest. If all of the souls are ever removed from the garrote, it crumbles into dust.

A garrote of souls typically has 1d4+1 skulls when first found, and can hold up to 15. If someone is killed with a full garrote of souls, his soul will not be sucked into the garrote and he can be raised/resurrected normally. A soul trapped in the garrote cannot be raised, resurrected, or spoken to by any means. The garrote is otherwise a +4 weapon.

Strong necromancy [evil]; CL 18th; cure moderate wounds, soul bind, creator must be evil; Price 392,028 gp.

Garrote of Strangulation: This looks like a normal +2 locking garrote; if the user wraps it around a victim's throat, however, the garrote takes on a life of its own – it immediately locks itself into place and actively resists being removed (it requires a DC 17 Acrobatics check for the victim, or DC 12 for anyone else trying to remove it). The garrote remains locked into place even after the victim is dead; it releases only if a command word is spoken.

Moderate transmutation; CL 12th; animate objects; Price 51,028 gp.

Gripsoul: Gripsoul is a +6 keen longsword, but instead of dealing additional damage on a critical hit, the weapon imprisons the victim in a gem set in the pommel as a binding spell heightened to 12th level (DC 39 Will save negates). The same is true of any blow that would otherwise kill a foe or knock him or her unconscious. Only one creature can be so held, but the wielder can release it at any time with a command word.

Overwhelming enchantment; CL 27th; binding; Price 702,165 gp.

Heartseeker Bow: These darkwood shortbows are prized by many, but only in the hands of an assassin do they truly realize their full potential. In all hands but those capable of performing a death attack, the bow merely functions as a +2 composite shortbow of distance (+1 Str bonus). If its wielder knows how to perform a death attack, it functions as a +3 heartseeker composite shortbow of distance.

Moderate transmutation; CL 6th; clairaudience/clairvoyance, //[[[lesser masters:Alita Alimaria | heartseeker]; Price 50,580 gp.

Holy Avenger: This +2 cold iron longsword becomes a +5 holy cold iron longsword in the hands of a good-aligned paladin. It provides spell resistance full to the wielder and anyone adjacent to him. It also enables the wielder to use greater dispel magic (once per round as a standard action) using his paladin class level. (Only the area dispel is possible, not the targeted dispel or counterspell versions.)

Strong abjuration; CL 20th; holy aura, creator must be good; Price 256,915 gp.

Holy Devastator: In the hands of any character other than a good-aligned paladin, this sword performs as a +3 holy longsword. In the hands of a good-aligned paladin, it functions as a +7 longsword of holy power and grants a +5 bonus on the wielder's saving throws against spells with the evil descriptor or spells cast by evil characters. If the paladin wielder smites evil with the holy devastator, he adds three times his paladin level to damage (rather than twice his paladin level).

Overwhelming abjuration and evocation [good]; CL 28th; holy aura, holy smite, holy word; Price 1,462,165 gp.

Javelin of Lightning: This javelin becomes a 5d6 lightning bolt when thrown (Reflex DC 15 half). It is consumed in the attack.

Faint evocation; CL 5th; lightning bolt; Price 1,500 gp.

Life-Drinker: This +1 greataxe is favored by undead and constructs, who do not suffer its drawback. A life-drinker drains two Hit Dice from 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 drained Hit Die or permanently lose those hit points.

Each time a life-drinker deals damage to a foe, it also drains one Hit Die from the wielder. Any Hit Dice lost by the wielder in this fashion return in 1 hour.

Strong necromancy; CL 13th; enervation; Price 40,170 gp.

Luck Blade: 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. 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 limited wishes (when randomly rolled, a luck blade holds 1d4-1 limited wishes, minimum 0). When the last limited wish is used, the sword remains a +2 short sword, still grants the +1 luck bonus, and still grants its reroll power.

Strong evocation; CL 15th; limited wish or lesser miracle; Price 20,313 gp (0 wishes), 44,313 gp (1 wish), 68,313 gp (2 wishes), 92,313 gp (3 wishes).

Mace of Smiting: This +3 adamantine heavy mace has a +5 enhancement bonus against constructs, and any critical hit dealt to a construct completely destroys it (no saving throw). A critical hit dealt to an outsider deals x4 damage rather than x2.

Moderate transmutation; CL 11th; disintegrate; Price 77,012 gp.

Mace of Terror: 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 20 partial). They take a -4 morale penalty on saving throws and skill and ability checks, and they flee from the wielder. The wielder can use this ability up to three times per day.

Strong necromancy; CL 13th; fear; Price 21,112 gp.

Mageslayer Arrow: These +2 arrows are highly prized by those who battle spellcasters of any kind. They are often made from maple, with a cold iron head. A mageslayer arrow can punch through magical protections of up to 4th level without being affected.

Moderate abjuration; CL 7th; Alita's penetrating shot; Price 1,591 gp.

Nine Lives Stealer: This longsword always performs as a +2 weapon, 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 hint of evil about it). A critical hit must be dealt for the sword's death-dealing ability to function; it has no effect on creatures that have no life force (constructs and undead). 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 loses 2 Hit Dice. The drain remains as long as the sword is in hand and disappears when the sword is no longer wielded. It cannot be overcome in any way (including restoration spells) while the sword is wielded.

Strong necromancy [evil]; CL 13th; finger of death; Price 22,692 gp.

Oathbow: Of elven make, this white +2 composite longbow (+2 Str bonus) whispers "Swift defeat to my enemies" in Elven when nocked and pulled. Once per day, if the firer swears aloud to slay her target (a free action), the bow's whisper becomes the low shout "Swift death to those who have wronged me." Against such a sworn enemy, the bow has a +5 enhancement bonus, and arrows launched from it deal an additional 2d6 points of damage (and x4 on a critical hit instead of the normal x3). However, the bow is treated as only a finely-crafted (mastercraft +2) weapon against all foes other than the sworn enemy, and the wielder takes a -1 penalty on attack rolls with any weapon other than the oathbow. These bonuses and penalties last for seven days or until the sworn enemy is slain or destroyed by the wielder of the oathbow, whichever comes first.

The oathbow can only have one sworn enemy at a time. Once the wielder swears to slay a target, he cannot make a new oath until he has slain that target or seven days have passed. Even if the wielder slays the sworn enemy on the same day that he makes the oath, he cannot activate the oathbow's special power again until 24 hours have passed from the time he made the oath.

Strong evocation; CL 15th; creator must be an elf; Price 23,340 gp.

Quarterstaff of Alacrity: Both ends of this +5 quarterstaff of speed have equal enhancement and special powers, meaning that it allows an additional attack with each end every round. While the quarterstaff of alacrity is held, it grants its wielder a +5 resistance bonus on Reflex saves. It also deflects ranged weapons as if the wielder had the Deflect Arrows and Infinite Deflection feats.

Overwhelming abjuration and transmutation; CL 21st; haste, protection from arrows, shield; Price 99,225 gp.

Rapier of Puncturing: 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 with no blood (elementals, oozes, or plants) or that are not alive (constructs and undead) are immune to the Constitution damage dealt by this weapon.

Strong necromancy; CL 13th; harm; Price 50,120 gp.

Screaming Bolt: One of these +2 bolts screams when fired, forcing all enemies of the wielder within 20 feet of its path to make a DC 13 Will save or become shaken for 1 minute. This is a mind-affecting fear effect.

Faint enchantment; CL 8th; doom; Price 267 gp.

Shadowblade: These +2 short swords are highly prized by thieves, rangers and assassins. The blade appears to be made completely of an inky black metal that absorbs light rather than reflecting it. When the blade strikes, it makes no noise, but instead throws sparks of shadow. When holding the blade, the wielder gains a +10 circumstance bonus to Stealth checks as shadows gather around her, hiding her, and the air grows slightly thicker, muffling sounds.

Strong transmutation; CL 12th; darkness, silence; 10,060 gp.

Shatterspike: Wielders without the Precise Strike feat use Shatterspike as a +1 longsword only; those with the feat gain a +4 bonus (including the sword's +1 enhancement bonus) to the attack roll when making a called shot against a foe's weapon. If successful, Shatterspike deals 1d8+4 points of damage plus the wielder's Strength modifier to the target weapon (the target weapon's hardness must still be overcome with each hit). Shatterspike can damage weapons with an enhancement bonus of +4 or lower.

Strong evocation; CL 13th; Str 13, Weapon Focus, Precise Strike, shatter; Price 4,115 gp.

Shifter's Sorrow: This +1 two-bladed sword has silver blades and 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 18 Will save or return to its natural form.

Strong transmutation; CL 8th; polymorph; Price 14,650 gp.

Silver Dagger, Mastercraft: This silver dagger is nonmagical. As a well-crafted weapon, it has a +1 craft bonus on attack rolls.

No aura (nonmagical); Price 127 gp.

Slaying Arrow: This +1 arrow is keyed to a particular type or subtype of creature. If it strikes such a creature, the target must make a DC 23 Fortitude save or die (or, in the case of unliving targets, be destroyed) instantly. Note that even creatures normally exempt from Fortitude saves (undead and constructs) are subject to this attack. When keyed to a living creature, this is a death effect (and thus death ward provides its usual bonus). Use the ranger's favored enemy chart to determine the type or subtype of creature the arrow is keyed to.

A greater slaying arrow functions just like a normal slaying arrow, but the DC to avoid the death effect is 26.

Strong necromancy; CL 13th or 18th; finger of death (slaying arrow) or heightened finger of death (greater slaying arrow); Price 1,310 gp (slaying arrow) or 2,200 gp (greater slaying arrow).

Sleep Arrow: This +1 arrow is painted white and has white fletching. If it strikes a foe so that it would normally deal damage, it instead bursts into magical energy that deals nonlethal damage (in the same amount as would be lethal damage) and forces the target to make a DC 13 Will save or fall asleep.

Faint enchantment; CL 5th; sleep; Price 112 gp.

Stormbrand: This +4 thundering shocking burst greatsword allows its wielder to fly at will (as the fly spell). Furthermore, the wielder can move normally (including flying) even in the strongest winds. When the weapon is drawn, the wielder gains electricity resistance 20 and sonic resistance 20.

Overwhelming CL 21st; blindness/deafness, call lightning or lightning bolt, control winds, fly, protection from energy; Price 3,795,275 gp.

Sun Blade: This sword is the size of a bastard sword, but it 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.) Anyone 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, it deals double damage (and x3 on a critical hit instead of the usual x2).

The blade also has a special sunlight power. Once per day, the wielder can swing the blade vigorously above her head while speaking a command word. It then sheds a bright yellow radiance that is like full daylight. 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 is drained one Hit Die. The drain remains as long as the sword is in hand and disappears when the sword is no longer wielded. This drain cannot be overcome in any way (including restoration spells) while the sword is wielded.

Moderate evocation; CL 10th; daylight, creator must be good; Price 50,115 gp.

Sword of Life Stealing: This black iron +2 longsword drains 1 Hit Die when it deals a critical hit. The sword wielder gains the hit points lost as temporary hit points each time a hit Die is drained from another. One day after being struck, subjects must make a DC 22 Fortitude save for each Hit Die drained or permanently lose the hit points.

Strong necromancy; CL 17th; enervation; Price 32,165 gp.

Sword of the Planes: This longsword has an enhancement bonus of +1 on the Material Plane. It operates as a +2 longsword on any Elemental Plane or when used against elementals, and as a +3 longsword on the Astral Plane or 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.

Strong evocation; CL 16th; plane shift; Price 22,115 gp.

Sword of Subtlety: A +1 short sword with a thin, dull gray blade, this weapon provides a +4 bonus on its wielder's attack and damage rolls when he is making a sneak attack with it.

Moderate illusion; CL 7th; blur; Price 22,060 gp.

Sylvan Scimitar: 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.

Moderate evocation; CL 12th; divine power or creator must be a 7th-level druid; Price 25,715 gp.

Trident of Fish Command: 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 (Will DC 16 negates, animals get a +5 bonus if currently under attack by the wielder or his allies) in a 30-foot radius. The wielder can use this effect up to three times per day. He can communicate with the animals as if using a speak with animals spell. Animals making their saving throw are free of control, but they will not approach within 10 feet of the trident.

Moderate enchantment; CL 7th; charm animal, speak with animals; Price 17,295 gp.

Trident of Warning: A 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.

Moderate divination; CL 7th; locate creature; Price 16,715 gp.

Unholy Despoiler: In the hands of any character other than an evil-aligned paladin, this sword performs as a +3 unholy longsword. In the hands of such a paladin, it functions as a +7 longsword of unholy power and grants a +5 bonus on the wielder's saving throws against spells with the good descriptor or spells cast by good characters. If an evil paladin smites good with the unholy despoiler, he adds twice his paladin level to damage (rather than his paladin level).

Overwhelming abjuration and evocation [evil]; CL 28th; blasphemy, unholy aura, unholy blight; Price 1,462,165 gp.

Unholy Reaver: This +2 infernal iron longsword becomes a +5 unholy infernal iron longsword in the hands of an evil paladin. (Infernal iron is mined in the lower planes and has the ability to bypass DR /good.)

It provides full spell resistance to the wielder and anyone within 5 feet of her. It also enables the wielder to use greater dispel magic once per round as a standard action at the paladin's class level (only the area dispel is possible, not the targeted dispel or counterspell). The sword also grants a +4 bonus to the attack roll when the wielder performs a smite good attack.

Strong abjuration; CL 18th; greater dispel magic, spell resistance, unholy aura, creator must be evil; Price 120,430 gp.

Viperbolts: These +1 bolts are carved to resemble tiny snakes, the heads forged in the shape of a viper with its mouth open. A living being struck by one of these bolts must make a Fort save (DC 14) or take 1d6 points of Con damage from the poison infused into the bolt, in addition to the bolt's normal damage.

Faint necromancy; CL 5th; viperbolt; Price 770 gp.

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