The Weapon of Legend
The Bearer is considered proficient in all simple, martial, and exotic weapons.
As a full round action the weapon may change it's form into any type of melee weapon appropriate for your size.
The weapon is always a +1 ghost touch aptitude weapon (aptitude allows specific weapon feats to apply to this weapon)
The weapon may be made of wood, steel, cold iron, or silver. (All except steel -1 to damage)
Once per day and 1 additional time per day every 6 levels you may imbue the weapon with 2d6 energy damage of your element. This damage bonus lasts for a number of hits equal to your character level. Activating this ability is a standard action.
Weapon of legend unlocks
Unlock by completing objective. For every 2 objectives completed the weapon of legend gains another +1 to its enhancement bonus.
Bane Deathkiss: +1 kill 5 creatures of a certain type
Keen Blackrazor: +1 hit 5 creatures with a confirmed critical hit
Spell storing: Staff of the Archmage +1 resist or save against 3 spells from an enemy caster.
Thundering: Mjlonir +1 kill 1 creature with a confirmed critical hit with a blunt weapon.
Defending Grungir +1 make the same opponent miss you 3 times while fighting defensively
Alignment Dawn and Dusk +1 damage an enemy of each alignment
Deadly precision The Sting: +1 hit 10 enemies who are flanked or flat footed.
Fearless Excalibur +1 make save against fear 3 times.
Dual weapon effect: Chain of Pains: +1 kill 3 opponents with offhand attack of a double weapon.
Holy Excalibur +2 kill 3 evil outsiders while weapon is a bastard sword
Unholy Chain of Pains: +2 kill 3 good outsiders while weapon is a Flail
Wounding Blackrazor: coup de gras 3 living enemies while weapon is a short sword.
Soul draining Deathkiss: +2 Kill 20 living enemies of equal CR or greater.
dispelling Staff of the Archmage: +3 Kill 5 spellcasters who have active spells on them.
Returning: The Sting: +1 kill 3 enemies by throwing your weapon.
Collision Mjlonir : Kill 10 enemies who are larger than you
Elemental Dawn and Dusk +1 kill 1 enemy of the following subtypes; Fire, water or cold, Air, and earth.
Bleeding: Grungir: damage 20 enemies of equal CR or greater but someone else must kill them.
High: only available once first two abilities are unlocked
Dancing The Sting +4 kill 3 enemies in one round while weapon is a dagger
Brilliant energy +4 Deathkiss hit 10 times in a row against living enemies
Vorpal Blackrazor +5 kill an enemy your CR or higher in one round. All damage taken by the enemy must come from you.
Elemental burst Dawn and Dusk +2 kill 5 enemies with each elemental damage type.
Disruption +4 Excalibur kill 20 undead.
Speed +3 Chain of Pains damage 10 different enemies in a consecutive 5 round period.
Paralyzing +3 Mjlonir Hit 3 enemies with a confirmed critical that doesn't kill them.
Valorous +3 Grungier kill 10 enemies while charging.
True seeing +3 Staff of the Archmage. Kill 3 enemies that you have a miss chance against.
Run into a bug or problem with TerraChronica? Do you have any suggestions? Please let us know by sending feedback to TerraChronica so we can make a better and more useful site.Give Feedback