TEXT: 1
  LEGENDARY V:
  EASTERN AND EXOTIC WEAPONS
  BY DAVID ROSS
  
  2
  LEGENDARY V
  EASTERN AND EXOTIC 
  WEAPONS
  TABLE OF CONTENTS
   
  AKIO  
   
   
   
  3
   
  BLOOD FLOWER 
   
   
  4
   
  BREATHSTEALER 
   
   
  5
   
  BROTHERHOOD 
   
   
  7
   
  KOKATSUNA  
   
   
  8
   
  KOWARENAI  
   
   
  9
   
  LIBERATOR 
   
   
   
  11
   
  NIGHTBANE  
   
   
  12
   
  RHAPSODY OF SHARDS 
   
  13
   
  SHIZUKANA  
   
   
  15
   
  STORMSLAYER 
   
   
  16
   
  TAIYO TSUJKI  
   
   
  17
   
  TANGLED FATE 
   
   
  18
   
  TOTSUZEN NO ARASHI 
   
  20
   
  WORLD’S AUTUMN  
   
  23
  WHO TO BLAME
   
  Author: David Ross
   
  Artist: Tamás Baranya
   
  Editor: Stefen Styrsky
   
  Layout: Mark Gedak
  	
  Published	by: Purple Duck Games
                            
  Compatibility with the Pathfinder Roleplaying Game 
  requires the Pathfinder Roleplaying Game from Paizo 
  Publishing, LLC. See http://paizo.com/pathfinderRPG 
  for more information on the Pathfinder Roleplaying
  Game. Paizo Publishing, LLC does not guarantee com-
  patibility, and does not endorse this product.
  INTRODUCTION
  We have all heard tales of the heroic young adven-
  turer who picks up a magical sword from a time long 
  forgotten and grows in power and acclaim alongside 
  the weapon until both reach their full potential. Leg-
  endary weapons have been proposed by a number of 
  different publishers in a number of different supple-
  ments. The crux of the design always seems to be that 
  there must be a trade off for the power gained -- be it 
  quest requirements, progression in a prestige class, or 
  loss of other abilities. At my table we have used leg-
  endary weapons for a number of years and we have 
  found that this class punishment discourages charac-
  ters from taking up legendary weapons because the 
  cost is too great.
  For the legendary blades below I’m suggesting the  
  following advancement:
  Advancement
  • All weapons have a base legendary weapon level
  that is usually a +1 weapon.
  • The legendary weapons listed have requirements
  required to attune them to the wielder.
  • If by 4th level, the wielder of the legendary weapon
  has met the requirements to attune the weapon, it
  increases in power to its second weapon level.
  • For every two levels of experience the wielder gains
  while using the legendary weapon, the weapon’s
  power level will increase by one level.
  • Any spell-like abilities gained through the use of
  this legendary weapon are based on the wielder’s
  highest mental characteristic (Int, Wis, or Cha).
  • The caster level required for any effects of the leg-
  endary weapon are based on the wielder’s total Hit
  Dice.
  Variant	Rule	-	Jealousy: All legendary weapons are
  jealous of the power they lend to their wielders.
  Once a wielder has met the requirements to use a
  legendary weapon and unlocked its second-level
  abilities that weapon forms a bond with the wielder.
  If the wielder uses another melee weapon in combat
  he suffers a -4 penalty on attack and damage rolls.
  Ranged weapon do not provoke jealousy from legend-
  ary melee weapons, but they will provoke jealousy in
  other ranged weapons.
  
  3
  AKIO
  Akio is a weapon of sudden, unexpected death. It was 
  originally wielded by a ninja committed to seeing any 
  job (generally assassinations) through to the end, un-
  willing to forfeit his reputation for dealing with even 
  the most tenacious and well-prepared victims. Known 
  by the same name as his weapon, the ninja was also 
  sometimes called the Morning Star—as the morning 
  star is the final sight of nighttime, so his weapon was 
  the last sight of life for his victims. He knew how to 
  overcome any obstacle, and imparted a measure of 
  this talent upon his starknife. His partner in crime was 
  known only by the name of his weapon, Shizukana. 
  While Akio saw to getting to a target, his partner saw 
  to punching through any protections on the target’s 
  person.
     Akio’s original race is unknown, but tales of his 
  exploits have grown and his services have been of-
  fered quietly in the shadows of high society for nearly 
  400 years. Most believe the original Akio is now dead 
  or retired, having passed on his weapon and skills 
  to successors who have done likewise. How this is 
  accomplished is unknown. Rumors circulate in the 
  underworld that a rogue, assassin or ninja who proves 
  himself through deed and action one day suddenly 
  finds himself in the possession of Akio. Other tales say 
  Akio must be claimed by defeating the current owner 
  in a duel to the death. In any case, it seems the cur-
  rent owner feels compelled to maintain Akio’s reputa-
  tion.
  Requirements
  To successfully wield Akio to its fullest potential, a 
  character must meet the following requirements:
  Feats: Point Blank Shot.
  Skills:	Disable Device 4 ranks, Stealth 4 ranks.
  Sneak	Attack: +2d6.
  			True	Strike	(Sp) The wielder can use true strike three 
  times per day as a spell-like ability.
     Steady	Climb	(Su) At 4th weapon level, Akio allows 
  the wielder to find a sturdy place to cling on even the 
  sheerest surfaces. It can be used as a climbing imple-
  ment, and when it is used as such, it grants a +6 com-
  petence bonus on all Climb checks the wielder makes. 
  In addition, the wielder is not considered flat-footed 
  while climbing.
     Gaseous	form	(Sp) The wielder can use gaseous 
  form three times per day as a spell-like ability.
     Confusing	Convergence	(Su) Three times per day at 
  7th weapon level, as a standard action, the wielder 
  of Akio can accompany an attack with phantasmal 
  duplicates that confuse his victim. Identical starknives 
  seem to strike from everywhere at once, thrown by 
  shadowy figures or invisible hands. Unless the victim 
  succeeds on a Will save to disbelieve the illusion, the 
  attack is automatically a critical hit on a successful 
  attack roll, as the target dodges straight into the real 
  Akio. In addition, the target is confused for 1 round 
  whether he makes a save or not.
     Shadow	Conjuration	(Sp)	The wielder can use 
  shadow conjuration three times per day as a spell-like 
  ability. 
  Weapon	
  Level
  Minimum	
  Wielder	
  Level
  Abilities
  1st
  —
  +1 starknife
  2nd
  4th
  True strike (3/day)
  3rd
  6th
  +1 returning starknife
  4th
  8th
  Steady climb
  5th
  10th
  Gaseous form (3/day)
  6th
  12th
  +1 menacing returning 
  starknife 
  7th
  14th
  Confusing convergence
  8th
  16th
  +2 menacing returning 
  starknife
  9th
  18th
  Shadow conjuration (3/day)
  10th
  20th
  +3 menacing returning 
  starknife
  
  4
  			Menacing	This ability can only be placed on a me-
  lee weapon. This weapon property helps allies deal 
  with flanked foes. When the wielder is adjacent to a 
  creature that is being flanked by an ally, the flanking 
  bonus on attack rolls for all flanking allies increases by 
  +2. This ability works even if the wielder is not one of 
  the characters flanking the creature.
     Aura Moderate illusion; CL 10th; Craft Magic Arms 
  and Armor, phantasmal killer; Price +1 bonus.
     Returning This ability can only be placed on a 
  weapon that can be thrown. A returning weapon flies 
  through the air back to the creature that threw it. It 
  returns to the thrower just before the creature’s next 
  turn (and is therefore ready to use again in that turn). 
  Catching a returning weapon when it comes back is 
  a free action. If the character can’t catch it, or if the 
  character has moved since throwing it, the weapon 
  drops to the ground in the square from which it was 
  thrown. 
     Aura Moderate transmutation; CL	7th; Craft Magic 
  Arms and Armor, telekinesis; Price +1 bonus.
  BLOOD FLOWER
  Blood Flower was forged by the legendary Iron Witch 
  on behalf of a good friend from a distant land known 
  in folktales as the Jade Seer. The Jade Seer, a potent 
  witch in her own right, imbued the sickle with abilities 
  that allowed her familiar to deliver powerful spells 
  with a touch and wound foes at a distance. The Jade 
  Seer would have grown overconfident from all Blood 
  Flower did for her were it not for the gentle admon-
  ishments given by the Iron Witch to keep her wits 
  about her. Alas, her friend could not always be there. 
  Eventually, disaster befell the Iron Witch, and she 
  was forced to kill herself in order to avoid becoming a 
  werewolf. (see Legendary I: Legendary Blades.)
     When the Jade Seer learned of the fate of her 
  friend, she swore revenge. Growing reckless with 
  grief, she drove herself to her limit and beyond, us-
  ing Blood Flower in rituals that risked her very life as 
  she sought to hunt down the werewolves that dared 
  commit such crimes and punish them appropriately. 
  She eventually managed to find and slay the beasts, 
  but only at the cost of her own life. Her familiar car-
  ried Blood Flower back to her homeland, where it has 
  been regarded as a marvel of metalwork and spell-
  craft, passing from one circle of spirit-bound mages 
  and scholars to another.
  Requirements
  To successfully wield Blood Flower to its fullest po-
  tential, a character must meet the following require-
  ments:
  Feats:	Combat Casting.
  Skills: Knowledge (nature) 4 ranks, Spellcraft 4 ranks.
  Weapon	
  Level
  Minimum	
  Wielder	
  Level
  Abilities
  1st
  —
  +1 sickle
  2nd
  4th
  Longstrider (3/day)
  3rd
  6th
  Blood flower rite I
  4th
  8th
  +2 allying sickle
  5th
  10th
  Summon nature’s ally III 
  (3/day)
  6th
  12th
  Telepathic bond (1/day)
  7th
  14th
  +3 allying sickle
  8th
  16th
  Beast shape IV (3/day)
  9th
  18th
  Blood flower rite II
  10th
  20th
  +4 allying sickle
  
  5
     Longstrider	(Sp)	The wielder can use longstrider 
  three times per day as a spell-like ability. 
     Blood	Flower	Rite	(Su) Three times per day at 3rd 
  weapon level, when the wielder of Blood Flower casts 
  a touch spell or activates a spell-like or supernatural 
  ability delivered with a melee touch attack, she can 
  cut her hand with the blade for 1 point of damage per 
  spell level as a swift action (for abilities with no spell-
  level, use one-half the class level at which the ability 
  is acquired). If she does, and a willing ally within 30 ft. 
  accepts a duplicate magical wound on their own limb 
  (same damage), that ally can deliver the touch spell 
  on his next turn. 
     At 9th weapon level, the wielder can choose to turn 
  the rite against an enemy. A target within 30 ft. must 
  succeed on a Fortitude save or suffer damage as if the 
  wielder had attacked it with Blood Flower in melee. 
  This attack delivers any touch spells the wielder may 
  be holding the charge for.
     Summon	Nature’s	Ally	III	(Sp) The wielder can use 
  summon nature’s ally III three times per day as a spell-
  like ability. 
     Telepathic	Bond	(Sp) The wielder can use telepathic 
  bond once per day as a spell-like ability. 
     Beast	Shape	IV	(Sp) The wielder can use beast 
  shape IV three times per day as a spell-like ability. If 
  the wielder has a familiar or animal companion, she 
  may affect the familiar or animal companion instead 
  from a range of up to 30 feet.
  			Allying An allying weapon allows the wielder to 
  transfer some or all of the weapon’s enhancement 
  bonus to one weapon being used by an ally of the 
  wielder. The wielder must have line of sight to the 
  intended ally. As a free action, at the start of her 
  turn before using her weapon, the wielder chooses 
  how to allocate her weapon’s enhancement bonus. 
  The bonus to the ally’s weapon lasts until the allying 
  weapon’s wielder’s next turn. The enhancement bo-
  nus from the allying weapon does not stack with the 
  enhancement bonus on the ally’s weapon (if any).   
     Aura Faint transmutation; CL 5th; Craft Magic Arms 
  and Armor, magic weapon; Price +1 bonus.
  BREATHSTEALER
  Yukio Toyo is remembered by countless scholars 
  and storytellers as a cunning fighter who developed 
  battlefield control into an art form. His foes always 
  found themselves off-balance, misdirected, or simply 
  in the wrong place at the wrong time. So great was his 
  skill, that it transcended the limits of traditional mar-
  tial combat and created effects of truly supernatural 
  quality still echoed by those that have managed some 
  mastery of his famous weapon, Breathstealer. During 
  his life, Yukio Toyo faced countless foes and many ri-
  vals eager to claim his fame and his kusarigama. Every 
  challenger was defeated. Most died.
     The only foe that Yukio Toyo feared was time. With 
  each victory it was said he openly lamented the day 
  when age and the passing of hours would do to him 
  what his blade and chain did to foes. Yukio Toyo 
  was last seen disappearing into the vast strangeness 
  beyond the mortal world in pursuit of some manner 
  of immortality. He desired to live forever so much 
  he paid for the trip with the very weapon he used to 
  earn his fame. He never returned. Some claim the fear 
  of death was unbecoming in such a famous warrior 
  and Toyo was cursed to wander the ethereal realm for 
  eternity. Others say he merely chose not to reenter a 
  world that never quite seemed to challenge him.
     Since Yukio Toyo’s disappearance, Breathstealer 
  has moved from one mercenary to another, each one 
  claiming it from the dead body of a rival who failed to 
  use the weapon to its fullest potential. 
  
  6
  Requirements
  To successfully wield Breathstealer to its fullest po-
  tential, a character must meet the following require-
  ments:
  Feats:	Combat Expertise, Exotic Weapon Proficiency 
  (kusarigama), Improved Grapple or Improved Trip
  Skills:	Knowledge (any) 4 ranks.
  Kusarigama	(Sickle-and-Chain):	This weapon has a 
  single sickle held in the off-hand attached by 10 feet 
  of fine chain to a weighted metal ball.
     The sickle is used to make trips, jabs, and blocks 
  while the ball is whipped around at high speeds and 
  then smashed into the opponent.
     Exotic	weapon; two-handed melee weapon; 12 gp; 
  1d2/1d4 (S), 1d3/1d6 (M); crit x2; 3 lb.; S or B; double, 
  grapple*, monk, reach, trip.
     *On a successful critical hit with a grappling weap-
  on, you can grapple the target of the attack. The 
  wielder can then attempt a combat maneuver check 
  to grapple his opponent as a free action. This grapple 
  attempt does not provoke an attack of opportunity 
  from the creature you are attempting to grapple if 
  that creature is not threatening you. While you grap-
  ple the target with a grappling weapon, you can only 
  move or damage the creature on your turn. You are 
  still considered grappled, though you do not have to 
  be adjacent to the creature to continue the grapple. If 
  you move far enough away to be out of the weapon’s 
  reach, you end the grapple with that action. 
  Weapon	
  Level
  Minimum	
  Wielder	
  Level
  Abilities
  1st
  —
  +1/masterwork kusarigama
  2nd
  4th
  Level head
  3rd
  6th
  +1/+1 kusarigama
  4th
  8th
  Tornado spin
  5th
  10th
  +1 disorienting/+1 cunning 
  kusarigama
  6th
  12th
  Wall of fire (3/day)
  7th
  14th
  +2 disorienting/+1 cunning 
  kusarigama
  8th
  16th
  Antimagic field (1/day)
  9th
  18th
  Path of chains
  10th
  20th
  +2 disorienting/+2 cunning 
  kusarigama
     Level	Head	(Ex) At 2nd weapon level, the wielder 
  can take 11 + Wisdom modifier on initiative checks in 
  place of rolling d20.
     Tornado	Spin	(Ex) Starting at 4th weapon level, once 
  per round at the start of his turn, the wielder can 
  cause Breathstealer to lose or gain the reach ability as 
  a free action. While it lacks the reach ability, it grants 
  a +1 shield bonus to the wielder’s Armor Class and a 
  +2 bonus on combat maneuver checks to grapple with 
  the weapon.
     Wall	of	Fire	(Sp)	The wielder can use wall of fire 
  three times per day as a spell-like ability. 
     Antimagic	Field	(Sp) The wielder can use antimagic 
  field once per day as a spell-like ability. 
     Path	of	Chains	(Su) As a standard action three times 
  per day, the wielder can slash at the very fabric of 
  space with Breathstealer to cause up to one subject 
  within 10 feet to teleport, as the spell, to another 
  random space within 10 feet. Unwilling subjects gain 
  a Will save to resist this effect. All teleported subjects 
  other than the wielder are staggered for 1 round.
  			Cunning The cunning special ability allows a weapon 
  to find chinks in a foe’s defenses using the wielder’s 
  knowledge of the target. Whenever the weapon’s 
  attack is a critical threat, the wielder gains a +2 bonus 
  on the confirmation roll if she has 5 or more ranks in 
  the Knowledge skill related to the target’s creature 
  type (such as Knowledge [planes] for an outsider op-
  ponent).  This does not stack with the Critical Focus 
  feat.
     Aura Moderate divination; CL 6th; Craft Magic Arms 
  and Armor, true strike; Price +1 bonus.
     Disorienting A disorienting weapon can wind foes 
  when used to perform a trip or grapple. When a foe 
  becomes tripped or grappled by the weapon, he must 
  succeed on a Fortitude save (DC 16) or be stunned for 
  1 round. Only a weapon with the trip or grapple abili-
  ties can be made disorienting.
     Aura Moderate enchantment; CL 10th; Craft Magic 
  Arms and Armor, hold monster; Price +2 bonus.
  
  7
  BROTHERHOOD
  For the past eight decades, a fraternity of grizzled 
  rangers has protected the wilds of the Jemuru Forest 
  from hateful nature spirits. Known as the Sons of the 
  Tiger, these rangers have developed a unique fight-
  ing style using butterfly swords. Tradition dictates the 
  current leader of the Sons of the Tiger wields a special 
  pair of butterfly swords known as Brotherhood. The 
  blades were manufactured long ago by the forest 
  priest who established the Sons and their mission.  
  He attuned the weapons to the spirit of the group’s 
  first leader. Since then, the blades pass to the person 
  elected to take the group’s leadership. Each previous 
  owner imbues Brotherhood with a small portion of his 
  soul, granting the blades incredible power. 
     Unfortunately, the most recent bearer of Brother-
  hood was a man named Cho Fian. He was the young-
  est leader ever allowed to command the Sons of 
  Tiger. His age made him reckless and daring, eager to 
  show the older members he was a capable warrior 
  and strategist. Cho Fian went off into the forest alone 
  one day to combat the nature spirits that haunted the 
  Jemuru. All that was ever found of him were a few 
  bits of torn clothing. Most assume Cho Fian dead, but 
  a few Sons of the Tiger suspect he may still be alive, 
  held hostage by a sisterhood of evil dryads. Despite 
  an intensive search, Cho Fian and Brotherhood were 
  never recovered.
  Requirements
  To successfully wield Brotherhood to its fullest po-
  tential, a character must meet the following require-
  ments:
  Alignment: Any good.
  Feats: Improved Initiative, Two-Weapon Fighting.
  Skills:	Survival 4 ranks.
  Butterfly	Sword:	These short matching swords come 
  in pairs, cleverly nested together to appear as a single 
  blade.
     Both weapons can be drawn at the same time, and 
  they can be separated as a free action and wielded 
  in both hands to make wickedly effective chops and 
  slashes. Their thin, broad blades extend just 1 foot in 
  length. A butterfly sword has a hardwood grip cov-
  ered with braided cord, and a metal D-shaped guard 
  to protect the wielder’s hand.
     Martial	light	melee	weapon; 20 gp; 1d3 (S), 1d4 
  (M); crit 19-20; 1 lb.; S; monk.
  Weapon	
  Level
  Minimum	
  Wielder	
  Level
  Abilities
  1st
  —
  +1 butterfly swords
  2nd
  4th
  Detect animals or plants (3/
  day)
  3rd
  6th
  Ready for anything
  4th
  8th
  +2 huntsman butterfly 
  swords
  5th
  10th
  Mass cure light wounds (1/
  day)
  6th
  12th
  Drive nature spirits
  7th
  14th
  +3 huntsman butterfly 
  swords
  8th
  16th
  Spell resistance (3/day)
  9th
  18th
  Brother blades
  10th
  20th
  +4 huntsman butterfly 
  swords
  			Detect	Animals	or	Plants	(Sp) The wielder can use 
  detect animals or plants three times per day as a 
  spell-like ability..
     Ready	for	Anything	(Su) Once per day as a free 
  action at 3rd weapon level the wielder can draw on 
  the experience and knowledge of Brotherhood’s past 
  wielders. He gains a +2 bonus on his next initiative 
  check if it comes within 10 minutes and on all Knowl-
  edge checks made in the next 10 minutes to identify 
  creatures and their abilities. If he is not surprised, he 
  
  8
  can activate this ability as a free action as part of roll-
  ing initiative, in which case the initiative bonus is used 
  on his current initiative check.
     Mass	Cure	Light	Wounds	(Sp) The wielder can use 
  mass cure light wounds once per day as a spell-like 
  ability. 
    	Drive	Nature	Spirits	(Su)	As a standard action three 
  times per day at 6th weapon level, the wielder can 
  make a ritual sign with Brotherhood to ward off 
  nature spirits. This can be used offensively or defen-
  sively.
     If used offensively, drive spirits functions like dispel 
  evil with the exception that it applies against fey crea-
  tures, creatures summoned by summon nature’s ally 
  spells, and creatures with the air, earth, fire, or water 
  subtypes rather than evil creatures from another 
  plane. If a creature is banished this way but is native 
  to the plane it is currently on, it is instead sent to a 
  random safe place at least 10d10 miles away. Ban-
  ished creatures cannot use their own teleport abilities 
  for 1 hour after being banished.
     If used defensively, drive spirits functions like magic 
  circle against evil with a radius of 30 feet, except it 
  applies against fey creatures and creatures with the 
  air, earth, fire, or water subtypes rather than evil 
  creatures and against creatures summoned by sum-
  mon nature’s ally spells rather than evil summoned 
  creatures.
     Spell	Resistance	(Sp) The wielder can use spell resis-
  tance three times per day as a spell-like ability. 
     Brother	Blades	(Su) Once per day after Brotherhood 
  has been split into two swords, it can be split again 
  into four swords as a standard action. Each of the 
  two extra swords leaps from the wielder’s hand and 
  fight alongside him. They attack on their own as +4 
  dancing huntsman butterfly swords as if wielded by 
  beings with Strength 16 and base attack bonus +15. 
  As a result, they have an attack modifier of +22 and 
  deal 1d4+7 damage. They make one attack per round 
  and fight for 4 rounds before merging back to the 
  swords that spawned them. Brotherhood’s wielder is 
  not considered armed with these weapons, and they 
  cannot make attacks of opportunity, but they are at-
  tended by the wielder for purposes of maneuvers and 
  effects that target items. The swords share the wield-
  er’s space and can attack adjacent foes. They accom-
  pany the wielder everywhere, whether she moves 
  by physical or magical means. They can be grabbed 
  by touching them with the sword they split from and 
  otherwise behave as weapons with the dancing en-
  hancement.
     Huntsman	A huntsman weapon helps its wielder 
  locate and capture quarry. When the weapon is held 
  in hand, the wielder gains an enhancement bonus on 
  Survival checks made to track any creature the weap-
  on has damaged in the past day. It deals +1d6 damage 
  to creatures the wielder has tracked with Survival in 
  the past day.
     Aura Moderate divination;	CL 7th; Craft Magic Arms 
  and Armor, detect animals or plants; Price +1 bonus.
  KOKATSUNA
  Kokatsuna began as the tool of a skilled geisha known 
  as Saeko. She entertained clients with dazzling dis-
  plays of acrobatics and dexterity. While Saeko main-
  tained the appearance of a harmless geisha she also 
  engaged in her life’s mission – to maintain balance 
  and justice in a feudal world so often lacking both. 
  An unscrupulous uncle who adopted Saeko and her 
  brother and sister after the death of their parents sold 
  Saeko’s siblings into slavery. Saeko’s beauty spared 
  her from a similar fate, but made her suitable for a 
  different type of bondage. 
     Though Saeko never learned what happened to her 
  brother and sister, she vowed to oppose evil wherever 
  it flourished. Since kokatsuna was used in shows and 
  displays, Saeko was allowed to take it places no one 
  would normally permit a weapon. Because she al-
  ready made her living controlling where an audience 
  sent its attention, Saeko quickly learned the ways she 
  could manipulate the expectations of her enemies in 
  true combat. The flying spike was never where her en-
  emies expected, and so she was always able to catch 
  them off-guard.
     In the end, Saeko and her rope dart became fa-
  mous. Ironically, her story spread so widely that it 
  soon became impossible for her to continue with the 
  same tricks as before. Her ploys were simply too well-
  known. In time, she took pains to let the stories fade, 
  and began training her successors with the use of 
  Kokatsuna, always warning them to keep their activi-
  ties quiet and avoid building themselves up as heroes. 
  Saeko is now considered a legend and the geisha 
  bearing a rope dart no longer a suspicious person. 
  Stories told by the common people say the rope dart 
  appears where and when it is needed, to a person 
  who will use it to defend those who cannot defend 
  themselves.
  
  9
  Requirements
  To successfully wield Kokatsuna to its fullest potential, 
  a character must meet the following requirements:
  Feats:	Exotic Weapon Proficiency (rope dart)
  Skills: Bluff 4 ranks, Perform (any) 4 ranks.
  Weapon	
  Level
  Minimum	
  Wielder	
  Level
  Abilities
  1st
  —
  +1 rope dart
  2nd
  4th
  Trick shot I
  3rd
  6th
  Enthrall (3/day)
  4th
  8th
  +2 dazzling rope dart
  5th
  10th
  Rainbow pattern (3/day)
  6th
  12th
  Snagging barrier
  7th
  14th
  +3 dazzling rope dart
  8th
  16th
  Programmed image (3/day)
  9th
  18th
  Trick shot II
  10th
  20th
  +4 dazzling rope dart
  			Rope	Dart:	This deceptively complex weapon ap-
  pears as nothing more than a 12-foot rope with a 
  6-inch-long, conical metal spike.
     Similar to a meteor hammer, a rope dart can be 
  whirled at great speeds, then aimed to strike and 
  pierce opponents with great reach. Once it strikes, the 
  wielder can quickly retrieve the weapon with a tug of 
  the rope. 
     Exotic	weapon; ranged weapon; 1 gp; 1d3 (S), 1d4 
  (M); crit x2; – lb.; P; blocking*, distracting**, monk.
     *A blocking weapon grants its wielder a +1 shield 
  bonus to AC when used to fight defensively.
     **A distracting weapon grants a +2 bonus on Bluff 
  checks to feint in combat while it is wielded.
     Trick	Shot	(Ex) As a standard action three times per 
  day, the wielder of Kokatsuna can make an attack 
  against the hand of a foe within the weapon’s reach. 
  The target’s hand has the same AC as the owner but 
  with +4 size modifier. If the attack hits, it deals normal 
  damage and the wielder can attempt a disarm combat 
  maneuver check against the target as a free action 
  that does not provoke an attack of opportunity.
     At 9th weapon level, the wielder can make any 
  number of trick shots each day, and can make them as 
  part of a full attack action. An attack must be declared 
  as a trick shot before the attack roll is made.
     Enthrall	(Sp) The wielder can use enthrall three 
  times per day as a spell-like ability. 
     Rainbow	Pattern	(Sp) The wielder can use rainbow 
  pattern three times per day as a spell-like ability. 
     Snagging	Barrier	(Ex) Once per day at 6th weapon 
  level, when the wielder is attacked by a foe within 
  20 feet while Kokatsuna is being used to fight defen-
  sively, she can take an immediate action to attempt 
  to disarm her foe. Alternatively, if she has at least 10 
  ranks in Sleight of Hand, she can attempt as an im-
  mediate action with the defensively swinging rope 
  dart to steal an object from an exposed area such as 
  a scabbard or open pouch. As normal for such a theft, 
  the Sleight of Hand check is opposed by the victim’s 
  Perception check.
     Programmed	Image	(Sp) The wielder can use pro-
  grammed image three times per day as a spell-like 
  ability. 
     Dazzling When the weapon is used to feint in com-
  bat, each foe that can see it from within 30 feet is 
  susceptible to the feint if the Bluff check result meets 
  or exceeds the DC to affect that foe.
     Aura Moderate enchantment; CL 8th; Craft Magic 
  Arms and Armor, daze monster; Price +1 bonus.
  KOWARENAI
  Centuries ago, a samurai made a vow which con-
  sumed the rest of his life. He swore to the gods of 
  honor and law that he would protect his lord’s fam-
  ily from all threats and that he would avenge the 
  destruction of his own family. Although he has long 
  since perished, Kowarenai persists, serving to grant 
  strength and courage to those who dare to risk all in 
  the name of preserving an honorable oath.
  
  10
     Although his name is now lost to time, the original 
  wielder of Kowarenai is known to have been a scion of 
  a minor family that was exterminated by the servants 
  of an infamously corrupt and ruthless shogun called 
  Azanagi. The lone, orphaned survivor was taken in 
  by his liege-lord, the patriarch of the Kanaye family, 
  and raised to be a skilled samurai. The Kanaye family 
  formed a bastion of righteous honor in a sea of de-
  pravity and decadence that flooded the land under 
  Azanagi’s rule. The Kanaye were at constant war to 
  counter schemes directed against them by Azanagi 
  and his minions. Only the presence of the name-
  less samurai and Kowarenai prevented Azanagi’s 
  victory.
     At the end of a long life, when the samurai real-
  ized his death approached, from old age no less, he 
  saw to it that Kowarenai would carry on his guard-
  ianship, ever finding its way to an honorable soul. 
  To this day, it passes from master to apprentice, 
  each sworn to protect the forces of law, good and 
  honor even in times and places where it is unpopular 
  or dangerous to do so.
  Requirements
  To successfully wield Kowarenai to its fullest potential, 
  a character must meet the following requirements:
  Alignment: Any lawful.
  Feats:	Diehard, Exotic Weapon Proficiency (katana).
  Skills: Sense Motive 4 ranks.
  Weapon	
  Level
  Minimum	
  Wielder	
  Level
  Abilities
  1st
  —
  +1 adamantine katana
  2nd
  4th
  Protection from chaos (3/day)
  3rd
  6th
  You shall not pass
  4th
  8th
  +1 axiomatic adamantine 
  katana
  5th
  10th
  Shield other (3/day)
  6th
  12th
  Mark the honorless
  7th
  14th
  +2 axiomatic adamantine 
  katana
  8th
  16th
  Lay quest
  9th
  18th
  Ultimate sacrifice
  10th
  20th
  +3 axiomatic adamantine 
  katana
     Katana: Specifically constructed for samurai, katanas 
  employ multiple types of steel combined in a distinc-
  tive forging process. The result are swords noted for 
  their wickedly sharp yet slender, gently curved blades, 
  designed to make graceful hacking strokes capable of 
  severing opponents’ heads and limbs. Though finely 
  balanced, these blades are difficult to master.
     A katana can be wielded as a two-handed martial 
  melee weapon, but Exotic Weapon Proficiency (ka-
  tana) is required for one to wield it one-handed.
     Exotic	one-handed	melee	weapon; 50 gp; 1d6 (S), 
  1d8 (M); crit 18-20; 6 lb.; S; deadly*.
     *A deadly weapon adds +4 to the DC of the 
  Fortitude save required to survive a coup de 
  grace delivered by the weapon.
     Protection	from	Chaos	(Sp) The wielder can 
  use protection from chaos three times per day 
  as a spell-like ability. 
     You	Shall	Not	Pass	(Su) Once per day the 
  wielder of Kowarenai can create a barrier of 
  lawful power in the form of spectral shields 
  marked with symbols of valor and honor 
  that punish those that pass through. Main-
  taining the barrier requires a move action 
  spent in concentration each round by the 
  wielder, who cannot move more than 20 
  feet away from it. The barrier cannot move. 
  Enemies passing through the barrier suffer 
  4d6 points of damage from shields of force 
  that bash against them. Chaotic foes instead 
  suffer 4d8 points of damage. This is a force 
  effect.
     Shield	Other	(Sp) The wielder can use 
  shield other three times per day as a spell-
  like ability. 
     Mark	the	Honorless	(Su) Three times per 
  day at 6th weapon level, when the wielder is 
  attacked while denied his Dexterity bonus to 
  Armor Class (whether or not he has a Dexter-
  ity bonus), Kowarenai lurches notably in the 
  direction of the attack’s origin, marking in the 
  wielder’s mind the space where the attacker is 
  located. This knowledge does not negate the 
  miss chance associated with total concealment 
  or negate the effects of cover, but does remove 
  the miss chance derived from partial conceal-
  ment and allows the wielder to choose the correct 
  space when attempting to attack an invisible or other-
  wise totally concealed foe.
     Lay	Quest	(Sp) Three times per day as a spell-like 
  ability Kowarenai‘s wielder can shackle a creature 
  with the power of duty as per geas/quest spell.
     Ultimate	Sacrifice	(Su) At 9th weapon level, Koware-
  
  11
  nai allows its wielder to make the ultimate sacrifice 
  more than once, reviving him as per resurrection 
  once per day 3 rounds after his death. If the spell is 
  no longer applicable after the 3 rounds have passed 
  (such as if the wielder is no longer dead because he 
  has been healed by others), the daily use of this abil-
  ity is not expended.
  			Axiomatic An axiomatic weapon is infused with 
  lawful power. It makes the weapon law-aligned and 
  thus bypasses the corresponding damage reduction. 
  It deals an extra 2d6 points of damage against chaotic 
  creatures. It bestows one permanent negative level 
  on any chaotic creature attempting to wield it. The 
  negative level remains as long as the weapon is in 
  hand and disappears when the weapon is no longer 
  wielded. This negative level cannot be overcome 
  in any way (including restoration spells) while the 
  weapon is wielded.  
     Aura Moderate evocation (lawful); CL	7th; Craft 
  Magic Arms and Armor, order’s wrath, creator must 
  be lawful; Price +2 bonus.
  LIBERATOR
  Liberator has served countless rebels over the years 
  in their struggles against tyrants and corrupt nobles, 
  but its first and undoubtedly most famous wielder 
  was Isri, the Snow Ghost. Isri led her people in a 
  revolt against the shogun Azanagi. She refused to 
  follow the conventions of battle that protected cruel 
  generals from attack and left only their footmen to 
  face death. Legends speak of the grim pleasure she 
  took in cutting down mounted samurai and their 
  horses with a single stroke of Liberator. Her tactic 
  of sparing the common soldier eventually won over 
  Azanagi’s men-at-arms, who soon refused to fight 
  against Isri and her rebels.
     Isri never told anyone how a peasant woman such 
  as herself came to possess Liberator, but folktales 
  claim she found it in a remote shrine dedicated to 
  spirits of balance and temperance.
     She died leading a desperate attack on the supply 
  lines of the Shogun’s armies, though only after killing 
  her rival, the Shogun’s chief general. Although she 
  fell before attaining victory, she did not die in vain. 
  Liberator passed on to her lieutenant, who used it 
  along with the memory of the Snow Ghost to rally 
  her troops and see her unworthy enemies defeated. 
  Since that time, the blade has always disappeared 
  mysteriously soon after a rebellion succeeds, carried 
  off by spirits of freedom interested in conveying it to 
  another other promising rebel in some faraway place.
  Requirements
  To successfully wield Liberator to its fullest potential, 
  a character must meet the following requirements:
  Alignment: Any nonevil, nonlawful.
  Feats: Cleave, Power Attack.
  Skills: Intimidate 4 ranks.
  Weapon	
  Level
  Minimum	
  Wielder	
  Level
  Abilities
  1st
  —
  +1 nodachi
  2nd
  4th
  Obscuring mist (3/day)
  3rd
  6th
  Demoralizing strike I
  4th
  8th
  +2 mighty cleaving nodachi
  5th
  10th
  Prayer (3/day)
  6th
  12th
  Provoke (1/day)
  7th
  14th
  +3 mighty cleaving nodachi
  8th
  16th
  Demoralizing strike II, provoke 
  (3/day)
  9th
  18th
  Monsoon of cuts
  10th
  20th
  +4 mighty cleaving nodachi
     Nodachi: This very long two-handed weapon has a 
  slender but wickedly sharp 4-foot-long blade at one 
  end and is predominantly used by ground troops to 
  attack mounted warriors.
     Martial	two-handed	melee	weapon; 60 gp; 1d8 (S), 
  1d10 (M); crit 18-20/x2; 8 lb.; S or P; brace.
     Obscuring	Mist	(Sp) The wielder can use obscuring 
  mist three times per day as a spell-like ability. 
     Demoralizing	Strike	(Ex) Once per day after Libera-
  tor damages a foe, the wielder can choose to make 
  the strike demoralizing by deriding and insulting her 
  victim as an immediate action before the start of her 
  next turn. If she does, the victim becomes shaken for 
  1d4+1 rounds unless he succeeds on a Will save. This 
  is a mind-affecting fear effect.
     At 8th weapon level, when the wielder makes a 
  demoralizing strike, all the victim’s allies with fewer 
  HD than the wielder within 60 ft. must also save or 
  become frightened for 1d4+1 rounds.
     Prayer	(Sp) The wielder can use prayer three times 
  per day as a spell-like ability.
     Provoke	(Ex) Once per day at 6th weapon level, Lib-
  erator’s wielder can issue an infuriating call as a move 
  action at an enemy within 60 feet who can hear her. If 
  the target fails a Will save it must charge the wielder 
  on its next turn. This is a mind-affecting, compulsion 
  
  12
  effect.
     This ability can be used three times per day at 8th 
  weapon level.
     Monsoon	of	Cuts	(Su) Three times per day at weap-
  on level 9th, Liberator can deliver cuts through the air 
  itself. Activating this ability is a free action. Until the 
  start of her next turn, the wielder of Libera-
  tor can strike at enemies within 20 feet as if 
  they were within her reach.
  			Mighty	Cleaving This ability can only be 
  placed on a melee weapon.
     A mighty cleaving weapon allows a wielder 
  using the Cleave feat to make one addi-
  tional attack if the first attack hits, as long as 
  the next foe is adjacent to the first and also 
  within reach. This additional attack cannot be 
  against the first foe.
     Aura Moderate transmutation CL 8th; Craft 
  Magic Arms and Armor, divine power; Price +1 
  bonus.
  NIGHTBANE
  Nightbane was once wielded by a great pal-
  adin-queen dedicated to protecting her river 
  kingdom from the daemon armies of the Four 
  Horsemen. The foul creatures had entered the 
  world with the appearance of a strange dark 
  planet in the sky. Its coming spelled disaster for 
  the land not only because of the vile invaders 
  that followed it into the mortal world, but also 
  because it coincided with a dangerous drop in 
  the river’s life-giving waters. The queen knew 
  she had to act, or her nation would be crushed 
  between drought and a daemon army.
     And so, the paladin queen forged an alli-
  ance with a powerful spirit. This creature, 
  guardian of the river that kept her nation 
  alive, promised the queen her victory 
  would come, and her cause would not be 
  forgotten after she was gone. Her glori-
  ous khopesh, Nightbane, would linger, 
  reminding each generation that stum-
  bled upon it of the dangers posed by 
  fiends and promising solutions to 
  those threats available to anyone 
  committed to earning them from 
  the blade.
  Requirements
  To successfully wield Nightbane to its fullest potential, 
  a character must meet the following requirements:
  Alignment: Any lawful or good.
  Feats:	Exotic Weapon Proficiency (khopesh)
  Skills: Perception 4 ranks.
  Special: Ability to channel energy.
  Weapon	
  Level
  Minimum	
  Wielder	
  Level
  Abilities
  1st
  —
  +1 khopesh
  2nd
  4th
  Water walk (3/day)
  3rd
  6th
  Flood of light
  4th
  8th
  +2 grayflame khopesh
  5th
  10th
  Holy smite (3/day)
  6th
  12th
  Turn the tide
  7th
  14th
  +3 grayflame khopesh
  8th
  16th
  True seeing (3/day)
  9th
  18th
  Call the river guardian
  10th
  20th
  +4 grayflame khopesh
  			Khopesh: This heavy blade has a convex curve near 
  the end, making its overall shape similar to a bat-
  tleaxe.
     Exotic	one-handed	melee	weapon; 20 gp; 1d6 (S), 
  1d8 (M); crit 19-20; 8 lb.; S; trip.
     Water	Walk	(Sp) The wielder can use water walk 
  three times per day as a spell-like ability. 
     Flood	of	Light	(Su) Three times per day as a stan-
  dard action, the wielder of Nightbane can conjure a 
  rain of sanctified water to dispel the creeping chill of 
  the dark powers. A soft glow fills the area with bright 
  illumination as long as the rain lasts. The rain falls in a 
  cylinder with a 30 foot radius and a height of 30 feet. 
  All creatures are affected as if by holy water and all 
  supernatural effects created by creatures with fewer 
  Hit Dice than the wielder are washed away in the 
  area of effect. Darkness spells of a spell level less than 
  Nightbane’s weapon level are dispelled if their point 
  of origin is in the area.
     If conjured in an area of depressed ground or an 
  enclosed room of less area than a 60-foot square, the 
  flood of light causes all spaces in the area to count 
  as difficult terrain as the water reaches over a foot of 
  depth after the third round. The rain lasts a total of 1 
  minute, after which the water vanishes.
     Holy	Smite	(Sp) The wielder can use holy smite 
  three times per day as a spell-like ability. 
  
  13
     Turn	the	Tide	(Su) Once per day as a standard action 
  at 6th weapon level, the wielder of Nightbane can call 
  upon the power of the sacred river to turn the tide 
  of battle. At her command, holy power fills 
  a 30-foot radius around her. All non-evil 
  allies within the area gain a +2 sacred 
  bonus on attack rolls and can ignore the 
  difficulty of moving through water as if 
  under the effects of freedom of move-
  ment. Each enemy with at least one foot 
  of water in its space must make a Reflex 
  save each turn or be entangled by 
  water that whirls and sloshes about 
  them. Turn the tide lasts for 1 minute 
  per character level.
     True	Seeing	(Sp) The wielder can use 
  true seeing three times per day as a 
  spell-like ability. 
     Call	the	River	Guardian	(Su) Once per 
  day as a standard action, the wielder of 
  Nightbane can invoke the sacred river’s 
  guardian spirit, a trumpet archon, to aid 
  her. This ability otherwise functions as a 
  summon monster spell.
  			Grayflame This weapon responds to channeled 
  positive or negative energy. When the wielder spends 
  a swift action to channel energy through the weapon, 
  it ignites with a strange gray flame that sheds light as 
  a torch, increases the weapon’s enhancement bonus 
  by +1, and deals +1d6 damage (as the divine power 
  from flame strike) to creatures struck by the weap-
  on. This flame lasts for 1 round for every d6 dam-
  age or healing the channeling normally 
  provides. When charged with positive 
  energy, the flame is a silvery gray, good 
  creatures are immune to the weapon’s 
  extra damage, and the weapon counts as 
  a good and silver weapon for the purpose 
  of bypassing damage reduction. When 
  charged with negative energy, the flame is 
  an ashen gray, evil creatures are immune to 
  the 
  weapon’s extra damage, and the weapon counts as an 
  evil and cold iron weapon for the purpose of bypass-
  ing damage reduction.
     Aura Moderate transmutation; CL 6th; Craft Magic 
  Arms and Armor, Channel Smite, align weapon; Price 
  +1 bonus.
  RHAPSODY OF SHARDS
  Rhapsody of Shards is a scorpion whip created by the 
  dark folk using primeval shards of pure pain and plea-
  sure unearthed in the deepest reaches of their un-
  derground territory. Its power derives from untamed 
  magic residue believed by the priests of the goddess 
  of lust to be leftover from a time when reality was 
  not divided into the waking world and land of dreams. 
  The weapon found its way aboveground and into the 
  hands of this priesthood over a century ago as a result 
  of a dark folk gang leader’s infatuation with one of the 
  priestesses.
     The dark stalker had pillaged Rhapsody of Shards 
  from a long-forgotten vault. When he realized its 
  power over pleasure as well as pain, he knew at once 
  what he wanted to do with it. He had long lusted after 
  a human woman named Eluria, a cleric of the god-
  dess of lust, who would take late-night walks near 
  where he sometimes prowled when searching 
  for valuables to steal from surface-dwellers. He 
  decided to make this beautiful creature his 
  personal treasure, and one night when she 
  went out on one of her walks, he and his 
  gang carried her off to their tunnels.
     In the darkness, the kidnapper tor-
  tured and toyed with his victim, inflicting 
  magical pain whenever she resisted his 
  attention and rewarding her with magical 
  pleasure when she pleased him. Eluria 
  was a strong woman, however, and she 
  avoided satisfying her captor in all but the 
  most superficial of ways despite his coer-
  cion. Such was her skill at persuasion that 
  she convinced her captor to give her a night 
  alone to acclimate to her new home. In the 
  hours that followed, Eluria prayed to her god-
  dess for vengeance and planned how she might 
  take advantage of her opportunity when she found 
  one. In the end, she tricked him into enjoying the 
  pleasure of Rhapsody of Shards with her, giving her 
  the chance to snatch the whip from him while he was 
  distracted. Using him as a hostage, she escaped from 
  the tunnels and brought her assailant back to face 
  justice among her fellow priests.
  Requirements
  To successfully wield Rhapsody of Shards to its fullest 
  potential, a character must meet the following re-
  quirements:
  
  14
  Feats: Exotic Weapon Proficiency (whip or scorpion 
  whip), Weapon Focus (whip or scorpion whip).
  Skills: Diplomacy 4 ranks
  Weapon	
  Level
  Minimum	
  Wielder	
  Level
  Abilities
  1st
  —
  +1 scorpion whip
  2nd
  4th
  Color spray (3/day)
  3rd
  6th
  Razor slash
  4th
  8th
  +2 spell storing scorpion whip
  5th
  10th
  Whirling Razors (1/day)
  6th
  12th
  Pain’s caress/pleasure’s caress
  7th
  14th
  +3 spell storing scorpion whip
  8th
  16th
  Whirling Razors (3/day)
  9th
  18th
  Vengeful scorpion
  10th
  20th
  +4 spell storing scorpion whip
  			Scorpion	Whip: This whip has a series of 
  razor-sharp blades and glass shards inset 
  along its tip. It deals lethal damage, even to 
  creatures with armor bonuses. If you are profi-
  cient with whips, you can use a scorpion whip 
  as a whip.
     Exotic	weapon; light melee weapon; 5 gp; 
  1d3 (S), 1d4 (M); crit x2; 3 lb.; S; disarm, 
  reach, trip.
     Color	Spray	(Sp) The wielder can use color 
  spray three times per day as a spell-like 
  ability. 
     Razor	Slash	(Su) At 3rd weapon level, three 
  times per day, the wielder can crack Rhap-
  sody of Shards as a standard action to deliver 
  a deep-cutting blow. During this attack, the 
  whip gains a critical threat range of 18-20 
  and inflicts an amount of bleed equal to 
  half the slashing damage it deals. The bleed 
  is not multiplied on a critical hit. In addition, 
  the whip magically lengthens, able to strike 
  foes up to 30 feet away.
     Whirling	Razors	(Sp) Once per day at 5th weapon 
  level, the wielder can speak a command word and 
  whirl Rhapsody of Shards to cause it to lengthen and 
  split magically into a swarm of razor-sharp whip tails 
  and spinning sword-sized shards. This effect acts as 
  blade barrier, except as noted here. The wielder’s 
  caster level is equal to the weapon level of Rhapsody 
  of Shards. The barrier lasts only as long as the wielder 
  continues to the whirl the whip and concentrate, and 
  the barrier must occupy at least one square within 
  10 feet of the wielder (such that she can reach it 
  with Rhapsody of Shards). As a part of concentra-
  tion, the wielder can move the blade barrier within 
  the bounds of this ability. If she moves out of range, 
  the blade barrier ends. While maintaining the barrier, 
  the wielder cannot make attacks of opportunity with 
  Rhapsody of Shards.
     At 8th weapon level the wielder can use this ability 
  three times per day and the barrier can be charged 
  with the energy of pain’s caress or pleasure’s caress 
  (expending a use of that ability as normal). Once the 
  barrier is charged with the power of a caress, that 
  caress affects each creature that is damaged by the 
  barrier (they can save to resist the caress as normal).
     Pain’s	Caress/Pleasure’s	Caress	(Su) At 6th 
  weapon level, the wielder of Rhapsody of 
  Shards can always exact pleasure or pain from 
  a target she hits with the whip. Three times 
  per day, the wielder of Rhapsody of Shards 
  can make as a melee touch attack with the 
  whip intended to maximize the pain inflict-
  ed rather than the injury. A target struck 
  must succeed on a Fortitude save or 
  suffer a -4 penalty on attack rolls, 
  skill checks, and ability checks for 1 
  minute. This is a pain effect.
      Alternatively, the wielder can spend 
  a use of this ability to make a magically 
  charged touch attack with the whip to infuse 
  a subject with a surge of pleasure. A sub-
  ject struck must succeed on a Will save or 
  be so overcome by ecstasy that he cannot 
  think. He suffers a -4 penalty on Will saves 
  and cannot take any action that requires 
  concentration for 1 minute. He may clear 
  his head enough to cast a spell during this 
  time by succeeding on a concentration check (DC 15 + 
  twice the spell’s level), but if he fails, the spell is lost.
     Vengeful	Scorpion	(Ex) Once per day at 9th weapon 
  level, when damaged for the first time in an encoun-
  ter, the wielder can draw Rhapsody of Shards if it is 
  not already in hand, take a 5-foot-step if desired, and 
  attack her assailant with Rhapsody of Shards all as 
  part of the same immediate action.
  			Spell	Storing A spell storing weapon allows a spell-
  caster to store a single targeted spell of up to 3rd level 
  in the weapon. (The spell must have a casting time 
  of 1 standard action.) Anytime the weapon strikes 
  
  15
  a creature and the creature takes damage from it, 
  the weapon can immediately cast the spell on that 
  creature as a free action if the wielder desires. (This 
  special ability is an exception to the general rule that 
  casting a spell from an item takes at least as long as 
  casting that spell normally.) Once the spell has been 
  cast from the weapon, a spellcaster can cast any other 
  targeted spell of up to 3rd level into it. The weapon 
  magically imparts to the wielder the name of the spell 
  currently stored within it. A randomly rolled spell stor-
  ing weapon has a 50% chance to have a spell stored in 
  it already. 
     Aura Strong evocation (plus aura of stored spell); CL 
  12th; Craft Magic Arms and Armor, creator must be of 
  at least 12th level; Price +1 bonus.
  SHIZUKANA
  Although perhaps the least bloodied among notori-
  ous legendary weapons, Shizukana does not have 
  a peaceful story. This sai is the signature weapon 
  to one half of a notorious duo of bounty hunt-
  ers active for the past 400 years. They specialize 
  in capturing or killing high-profile target as their 
  clients (often aristocrats and wealthy govern-
  ment bodies) prefer. One partner wields 
  Akio, known for getting them to their 
  victim; the other has Shizukana, key for 
  disabling and incapacitating the target 
  without unnecessary loss of life.
     Like Akio, Shizukana is believed by 
  many to have passed through several 
  hands over the years, passed from one wielder 
  to the next. Each took up the name and signature 
  weapon of his predecessor, creating the eerie 
  impression that the pair is an immortal force and 
  therefore unstoppable. Lately, Shizukana has been 
  absent from contracts spoken of in the criminal 
  world, even when Akio’s name is brought up. A 
  few older rogues whisper that the pair has split 
  up or Shizukana’s wielder died without training an 
  heir.
  Requirements
  To successfully wield Shizukana to its fullest poten-
  tial, a character must meet the following require-
  ments:
  Feats: Combat Expertise, Exotic Weapon Proficiency 
  (sai)
  Skills: Sleight of Hand 4 ranks.
  Weapon	
  Level
  Minimum	
  Wielder	
  Level
  Abilities
  1st
  —
  +1 sai
  2nd
  4th
  Charm person (3/day)
  3rd
  6th
  Improved Disarm
  4th
  8th
  +2 merciful sai
  5th
  10th
  Arcane sight (3/day)
  6th
  12th
  Disable attack
  7th
  14th
  +3 merciful sai
  8th
  16th
  Spell disarm (3/day)
  9th
  18th
  Stroke of complacency
  10th
  20th
  +4 merciful sai
  			Charm	Person	(Sp) The wielder can use charm per-
  son three times per day as a spell-like ability.
     Improved	Disarm	(Ex) The wielder gains Improved 
  Disarm while wielding Shizukana.
  Arcane	Sight	(Sp) The wielder can use arcane 
  sight three times per day as a spell-like ability.
     Disable	Attack	(Su) At 6th weapon level, Shizu-
  kana’s wielder can injure a foe’s limbs and other-
  wise keep them from using their attacks. He can 
  make a disarm combat maneuver against a 
  creature’s natural weapon as if it were a 
  manufactured weapon wielded in one 
  hand. If the attempt succeeds, the limb 
  is sprained and hard to use for the next 
  24 hours or until the victim receives 
  magical healing. Attacks with that 
  natural weapon suffer a -4 penalty to 
  attack and damage rolls during this time.
     Spell	Disarm	(Sp) Three times per day the 
  wielder can speak a command word to wrest a 
  spell away from a target. This ability works like 
  dispel magic except that the maximum caster level 
  check bonus is +15 and, if the wielder chooses to 
  target a specific spell on his subject and his caster 
  level check is less than the DC to dispel it, he 
  may name another spell affecting the subject and 
  compare the check to that DC. If that fails, he may 
  repeat this process, choosing spells until he runs 
  out of spells he is aware of or does not choose to 
  name one; after that point, the spell disarm ap-
  plies to any remaining spells in order from highest 
  caster level to lowest until one is dispelled or none 
  of them are, as normal.
     Stroke	of	Complacency	(Su) At 9th weapon level, 
  the wielder can cut through a target’s mental de-
  fenses as easily as his physical or magical protections. 
  
  16
  Three times per day, he can deliver a single melee 
  attack with Shizukana with the intent of using 
  this ability. The attack resolves as normal, and 
  if the weapon deals damage, the victim must 
  attempt a Will save. If he fails, he suffers a -4 
  penalty to all saves for 1 minute. If the attack 
  misses, the use of the ability is wasted.
     Merciful The weapon deals an extra 1d6 
  points of damage, and all damage it deals 
  is nonlethal damage. On command, the 
  weapon suppresses this ability until told to 
  resume it (allowing it to deal lethal damage, 
  but without any bonus damage from this 
  ability).
     Aura Faint conjuration; CL 5th; Craft Magic 
  Arms and Armor, cure light wounds; Price	+1 
  bonus.
  STORMSLAYER
  Nearly a thousand years ago, a mighty lin-
  norm terrorized the kingdom of a beneficent 
  lady noble named Izanuma. She was a shrewd 
  and intelligent woman and had a beautiful 
  daughter with the rare talent of brewing the 
  elixir of renewed youth. By the careful sale of 
  this elixir, Izanuma had filled her coffers and 
  shared the wealth with the people living in 
  her estates. These riches attracted the atten-
  tion of the linnorm, who lusted after Izanu-
  ma’s wealth and sought to add it to its hoard. 
  Seeing the disaster wrought by the dragon, 
  the lady offered any reasonable reward to 
  whoever could slay the monster.
     A notorious brigand named Jogo lived in the 
  mountains at the edge of the Izanuma’s realm. 
  Jogo had once made his living preying on the 
  merchants who traveled to see her, but had 
  since made peace for the sake of Izanuma’s 
  daughter, whom he loved. Upon hearing of the 
  reward and how the lady, her daughter, and 
  her people were suffering under the dragon’s 
  predations, he put his remarkable strength to 
  use by fighting his way to the monster’s lair. 
  Once there, he shrugged off the dragon’s at-
  tacks and tore out one of the creature’s teeth 
  when it attempted to swallow him. He then 
  stabbed the beast in the heart with its own 
  fang.
     As a reminder of his victory, Jogo carved Stormslayer 
  from this tooth. It became a sign of his strength 
  and tenacity. However, Jogo’s triumph was 
  short-lived. The linnorm’s attacks had infected 
  Jogo’s wounds with a slow acting poison that 
  killed the barbarian a year later. When a power-
  ful winter witch dared to claim the lady’s realm, 
  Stormslayer magically appeared in the hands of a 
  young woman of Jogo’s clan. Izanuma’s daughter 
  now ruled the land, and respected the barbarians 
  who dwelt along her borders. The young barbarian 
  fearlessly confronted the winter witch, barely feel-
  ing the supernatural cold and turning aside the wind 
  and terrible thunder that was raised against her. Since 
  then, Stormslayer has been passed along clan lines, 
  through marriages into other clans, always accompa-
  nied by the tales of its making and the many magical 
  foes it has helped vanquish.
  Requirements
  To successfully wield Stormslayer to its fullest po-
  tential, a character must meet the following require-
  ments:
  Feats: Lightning Reflexes, Power Attack.
  Base	Fortitude	Save	Bonus:	+4.
  Special: Rage class ability.
  Weapon	
  Level
  Minimum	
  Wielder	
  Level
  Abilities
  1st
  —
  +1 naginata
  2nd
  4th
  Identify (3/day)
  3rd
  6th
  Resist cold 5
  4th
  8th
  +2 furious naginata
  5th
  10th
  Dispel magic (3/day)
  6th
  12th
  Storm rider, resist cold 15
  7th
  14th
  +3 furious naginata
  8th
  16th
  Lightning tamer
  9th
  18th
  Immunity to cold
  10th
  20th
  +4 furious naginata
  			Naginata: The naginata consists of a 6-foot staff af-
  fixed to a 2-foot-long, swordlike slightly curved blade. 
  The shaft is designed to keep the wielder out of reach 
  from swords and shorter weapons.
     Martial	two-handed	melee	weapon; 35 gp; 1d6 (S), 
  1d8 (M); crit x4; 9 lb.; S; reach.
     Identify	(Sp) The wielder can use identify three 
  times per day as a spell-like ability. 
     Resist	Cold	(Ex) At 3rd weapon level, Stormslayer 
  
  17
  grants its wielder resistance to cold 5.
     At 6th weapon level, the resistance increases to 15.
     At 9th weapon level, the wielder is instead immune 
  to cold.
     Dispel	Magic	(Sp) The wielder can use dispel magic 
  three times per day as a spell-like ability. 
     Storm	Rider	(Su) Three times per day at 6th weapon 
  level, Stormslayer allows its wielder to master the 
  dangers of the storm. If the wielder is caught in a 
  wind strong enough to check him or blow him away, 
  he has the option to ignore it as if via freedom of 
  movement and can instead wind walk for as long as 
  he remains within the area of effect.
     Lightning	Tamer	(Su) Three times per day at 8th 
  weapon level, when the wielder of Stormslayer suc-
  ceeds on a saving throw against an electricity, fire, 
  or sonic effect, he can send a ray of the energy at 
  a target within 30 feet as an immediate action. A 
  ranged touch attack is required to hit, and the wielder 
  may add the enhancement bonus of Stormslayer to 
  the attack roll. The ray deals damage as the effect 
  the wielder resisted. The target of this ability gains a 
  saving throw against the spell’s effect if the original 
  effect also allowed a save.
  			Furious This ability can only be placed on a melee 
  weapon.
     A furious weapon serves as a focus for its wielder’s 
  anger. When the wielder is raging or under the effect 
  of a rage spell, the weapon’s enhancement bonus 
  is +2 better than normal. If the wielder has a rage 
  power that gives a skill bonus while raging (such as 
  raging climber, raging leaper, or raging swimmer), 
  the wielder gains an enhancement bonus to that skill 
  whenever the weapon is wielded or held in hand, 
  even when not raging; this bonus is equal to the 
  enhancement bonus of the weapon (including the +2 
  when the wielder is raging).  
     Aura Moderate enchantment (compulsion); CL 8th; 
  Craft Magic Arms and Armor, rage;	Price +1 bonus.
  TAIYO TO TSUKI
  Huyi the Radiant is a folk hero of the most ancient 
  kind, renowned for wooing the stars before they 
  found their fixed places and restoring the peace of 
  night’s darkness to a world burned by overwhelm-
  ing light. The child of the Sun Goddess and a dashing 
  young fey prince of the moon, Huyi always wielded a 
  meteor hammer known as Taiyo to Tsuki, believed to 
  be a joint gift from both his parents. The chained pair 
  symbolized the balance of opposites which allows the 
  world to exist without being torn apart by intractable 
  extremes.
     Huyi made it his mission to preserve the balance of 
  the world, even at the cost of his own life. But, as in 
  all things, his death would eventually be balanced. 
  In dying, he slew his greatest foe, and when a new 
  threat to the natural order arose, so too did a new 
  hand take up Taiyo to Tsuki in Huyi’s place. As long as 
  the sun and moon have shone in the heavens, so has 
  this meteor hammer found its way from one cham-
  pion of balance to another.
     Most recently, this weapon was seen in the hands 
  of Ryoko Sorano. This young woman was the killer of 
  Shogun Azagani, a corrupt leader who had usurped 
  her father’s imperial power. With the aid of Taiyo to 
  Tsuki, she restored balance to the nation so that au-
  thority might rightfully be passed to her brother the 
  emperor Sunichi.
  Requirements
  To successfully wield Taiyo to Tsuki to its fullest po-
  tential, a character must meet the following require-
  ments:
  Alignment: Any neutral.
  Feats: Combat Expertise, Exotic Weapon Proficiency 
  (meteor hammer), Two-Weapon Fighting.
  Skills:	Perception 4 ranks.
  Weapon	
  Level
  Minimum	
  Wielder	
  Level
  Abilities
  1st
  —
  +1/+1 meteor hammer
  2nd
  4th
  Balance weakness
  3rd
  6th
  Calm emotions (1/day)
  4th
  8th
  +2/+2 meteor hammer
  5th
  10th
  Remove disease (1/day)
  6th
  12th
  Thrive in pain (1/day)
  7th
  14th
  +3/+3 meteor hammer
  8th
  16th
  Light from darkness/darkness 
  from light
  9th
  18th
   Dispel Chaos/Law (1/day)
  10th
  20th
  +4/+4 meteor hammer
  			Meteor	Hammer:	This weapon consists of one or 
  two spherical weights attached by a 10-foot chain. 
  You whirl the weights and can wrap them around an 
  opponent’s body.
     If you succeed at a trip attempt with a meteor ham-
  mer, you can drag your opponent 5 feet closer to you 
  
  18
  rather than knocking her prone.
     You may use this weapon in two different ways:
     Meteor: In meteor mode you use it as a double 
  weapon.
     Fortress: In fortress mode you cannot use it as a 
  double weapon but gain reach and a +1 shield bonus 
  to AC.
     Switching between these two modes is a free action 
  decided at the start of your turn.
     Exotic	two-handed	melee	weapon; 10 gp; 1d6 (S), 
  1d8 (M); crit x2; 10 lb.; B; reach, trip.
  			Balance	Weakness	(Su)	At 2nd weapon level, when 
  the wielder of Taiyo to Tsuki suffers weakness some-
  where, he can re-balance the yin and yang within his 
  life-force to grow strong elsewhere to compensate. 
  Whenever he becomes the victim of ability damage, 
  ability drain, or an ability penalty, he can take a swift 
  action to gain an enhancement bonus of half that 
  value to another ability score as follows:
  Balance	Weakness
  Ability	Reduced
  Ability	Bonus
  Strength
  Constitution
  Dexterity
  Strength
  Constitution
  Dexterity
  Intelligence
  Charisma
  Wisdom
  Intelligence
  Charisma
  Wisdom
     The bonus lasts for 1 minute or until the ability re-
  duction is reversed and can be used up to three times 
  per day.
     Calm	Emotions	(Sp) The wielder can use calm emo-
  tions once per day as a spell-like ability. 
     Remove	Disease	(Sp) The wielder can use remove 
  disease once per day as a spell-like ability. 
     Thrive	in	Pain	(Su) After Taiyo to Tsuki has dealt 
  damage to a foe, the wielder may restore balance 
  between them by absorbing the victim’s lost vitality 
  if the victim had more hit points than the wielder be-
  fore the damage was dealt. The wielder heals damage 
  equal to half that dealt to the victim.
     This ability is a swift action usable once per day.
     Light	from	Darkness/Darkness	from	Light	(Su) At 
  weapon level 8th, the wielder of Taiyo to Tsuki can 
  speak a command word to counterbalance darkness 
  with light. The depth of the darkness determines how 
  powerful the light is. All darkness effects with spell 
  level 7th or less within 60 ft. are dispelled. Daylight or 
  brighter becomes perfect darkness. Bright illumina-
  tion becomes shadowy illumination. Each effect lasts 
  for 1 minute per level of the wielder. Perfect darkness 
  provides total concealment (50% miss chance and 
  subjects within cannot be located by sight).
     Alternatively, the wielder can expend a use of this 
  ability to counterbalance light with darkness. All light 
  effects with spell level 7th or less within 60 ft. are 
  dispelled. Shadowy illumination within that range 
  becomes bright illumination. True darkness becomes 
  light brighter than true daylight. Both effects last for 
  1 minute per level of the wielder. The sudden change 
  blinds all other creatures within the area of effect for 
  1d6 rounds unless they succeed on a Fortitude save. 
  The light damages fungi, oozes, undead, and other 
  creatures sensitive to sunlight for 1d8 points per two 
  levels of the wielder, with a Reflex save allowed for 
  half damage.
     Dispel	Chaos/Law	(Sp) The wielder can use dispel 
  chaos or dispel law once per day as a spell-like ability.
  TANGLED FATE
  A century ago, a dangerous succubus queen stalked 
  the islands of a merchant kingdom. She seduced and 
  corrupted leaders, nobles, and ship’s captains, drag-
  ging numberless souls into damnation. The people of 
  the islands begged their priests to eradicate this foul 
  demon. Dedicated to the god of nature and the sea, 
  the clerics were ill-prepared to combat an outsider 
  of the succubus’s abilities. Many priests, some even 
  trained in combat, fell to the wiles of this creature. It 
  was not that she was all-powerful, but rather a single 
  touch from her caused even the stoutest, most willful 
  men to swoon. 
  
  19
     All seemed lost until one day a hallowed net was 
  discovered in the seaside temple, marked with an 
  omen of divine favor from their god. With the aid of 
  the hallowed net, the priests captured the succubus 
  without having to touch her. Though ensnared and 
  soon to be banished, the succubus made one final 
  stroke at the heart of the mortal world. She slit her 
  wrists on the net’s cords and tainted with her abyssal 
  ichor the very tool that trapped her. When she was 
  cast out of the Material Plane a small fragment of 
  her power lingered in strands of the net now known 
  as Tangled Fate. The net’s taint is not enough to turn 
  a good heart to evil, but the item tempts the user to 
  take their power just a step farther than they have 
  any right or reason to do. It is a quiet whisper heard 
  only in their most vulnerable moments, but it has led 
  more than one good man astray.
  Requirements
  To successfully wield Tangled Fate to its fullest po-
  tential, a character must meet the following require-
  ments:
  Alignment:	Any nonchaotic, nonevil.
  Feats:	Exotic Weapon Proficiency (net).
  Skills:	Craft (weapons) 4 ranks, Knowledge (planes) 4 
  ranks.
  Weapon	
  Level
  Minimum	
  Wielder	
  Level
  Abilities
  1st
  —
  +1 net
  2nd
  4th
  Persistent fate I, self-mending 
  2
  3rd
  6th
  Animate attack (3/day)
  4th
  8th
  +2 distance net
  5th
  10th
  Self-mending 5
  6th
  12th
  Dimensional anchor (3/day)
  7th
  14th
  +3 distance net
  8th
  16th
  Energy drain
  9th
  18th
  Irresistible fate, persistent 
  fate II
  10th
  20th
  +4 distance net
     Persistent	Fate	(Su) At 2nd weapon level, Tangled 
  Fate has hardness equal to its enhancement bonus 
  and its hit points increase by +10 per point of en-
  hancement bonus. The Strength check DC required 
  to burst it is increased by its enhancement bonus 
  and the Escape Artist check DC required to escape it 
  is increased by twice as much. As normal for a magic 
  weapon, Tangled Fate is immune to weapon damage 
  except from weapons with an equal or higher en-
  hancement bonus.
     At 9th weapon level, Tangled Fate cannot be burst 
  with a Strength check.
     Self-Mending	(Su) At 2nd weapon level, as long as 
  Tangled Fate has at least 1 hit point, it has fast healing 
  2, regaining 2 lost hit points each round.
     Additionally, once per day, the owner can touch Tan-
  gled Fate and command it to return to full hit points, 
  even if it has the broken condition (in which case it is 
  no longer broken).
     At 5th weapon level, the weapon’s fast healing in-
  creases from 2 to 5.
     Animate	Attack	(Sp) Three times per day the owner 
  can speak a command word to cause Tangled Fate to 
  animate and actively entangle a creature in the same 
  space as if via animate rope. This ability can only be 
  activated if that creature escaped from Tangled Fate 
  with an Escape Artist check in the last 3 rounds or if 
  the owner had thrown Tangled Fate at that target but 
  missed in the past 3 rounds.
     Dimensional	Anchor	(Sp) At 6th weapon level, the 
  wielder can use dimensional anchor three times per 
  day as a spell-like ability. If Tangled Fate is already 
  entangling a foe and not in hand, the command word 
  causes the entangled foe to be the subject of the di-
  mensional anchor and no attack roll is required.
     Energy	Drain	(Su)	Three times per day at 8th weap-
  on level, the wielder can utter a vindictive word as he 
  throws Tangled Fate. If the attack hits the trace of evil 
  power lingering in Tangled Fate 
  from its contact with the suc-
  cubus queen is unleashed 
  upon the target when 
  the net ensnares it. The 
  subject must succeed on a 
  Fortitude save or suffer 
  1d4+1 negative levels. 
  Tangled Fate gains 5 
  temporary hit points 
  that last for 1 hour 
  when it inflicts nega-
  tive levels this way.
     Irresistible	Fate	
  (Su) Once per day at 
  9th weapon level, the 
  wielder can make a 
  subtle magical gesture 
  as a free action as part 
  
  20
  of an attack with Tangled Fate. If he does, a creature 
  grappled by the attack must succeed on a Will save or 
  take a -4 penalty to all combat maneuver checks, at-
  tack rolls, skill checks, and saving throws, nor can she 
  escape Tangled Fate. This is a curse effect and cannot 
  be broken except with remove curse or another com-
  mand word from Tangled Fate’s owner.
  			Distance This special ability can only be placed on a 
  ranged weapon.
     A distance weapon has double the range of other 
  weapons of its type.
     Aura Moderate divination; CL 6th; Craft Magic Arms 
  and Armor, clairaudience/clairvoyance; Price +1 bo-
  nus.
  TOTSUZEN NO ARASHI
  In the courts of rice paper, painted porcelain, and 
  gleaming jade, weapons of war are often forbidden. 
  However, not all guests forgo them. Assassins, brutes, 
  and those who desire to keep themselves safe from 
  such characters often choose to carry a concealed 
  weapon or, as in the case of the samurai Ryozo, a 
  weapon no one recognizes as such.
     Totsuzen no Arashi is designed to be mistaken for 
  a courtier’s fan. A weapon of last resort, it can be 
  called upon when its master needs to defend himself 
  or quickly withdraw from such an encounter. The 
  weapon served Ryozo well through a long career as 
  a notorious trouble-maker and reformer, and rarely 
  did would-be assassins, ordered by corrupt officials 
  he sought to see removed from power, survive their 
  attempts on his life.
     A versatile and creative warrior as well as politician, 
  Ryozo gathered allies wherever he could find them 
  and took every opportunity to recruit new fight-
  ers for the cause of change. After Ryozo was finally 
  pinned down and captured by servants of the shogun 
  Azagani, his fan was lost. Most believe it was 
  added to Azagani’s treasure vaults. Oth-
  ers say the fan disappeared of its 
  own accord to avoid destruction 
  and continue the fight against 
  tyranny and brutality.
  Requirements
  To successfully wield 
  Totsuzen no Arashi to its 
  fullest potential, a character must 
  meet the following requirements:
  Feats: Alertness, Exotic Weapon Proficiency (fighting 
  fan).
  Skills:	Sleight of Hand 4 ranks.
  Weapon	
  Level
  Minimum	
  Wielder	
  Level
  Abilities
  1st
  —
  +1 fighting fan
  2nd
  4th
  Detect poison (3/day)
  3rd
  6th
  Watery escape
  4th
  8th
  +2 throwing fighting fan
  5th
  10th
  Alter self (3/day)
  6th
  12th
  Protean lacky
  7th
  14th
  +2 throwing vengeful fight-
  ing fan
  8th
  16th
  Circle of clarity (1/day)
  9th
  18th
  Phantom reinforcements (3/
  day)
  10th
  20th
  +3 throwing vengeful fight-
  ing fan
     Fighting	Fan: Made to resemble a courtier’s fan, this 
  device consists of silk paper stretched and folded over 
  a folding frame of hardened steel. Fighting fans may 
  be wielded in pairs using a technique that distracts 
  the opponent, or as off-hand weapons to supplement 
  a katana. Some use a fighting fan as a secret weapon 
  in courtly environments where weapons are prohibit-
  ed. The fans sport sharp tips, which can be poisoned.
     Exotic	light	melee	weapon; 5 gp; 1d3 (S), 1d4 (M); 
  crit x3; –; S or P; distracting*, monk.
     *A distracting weapon grants a +2 bonus on Bluff 
  checks to feint in combat while it is wielded.
     Detect	Poison	(Sp) The wielder can use detect poi-
  son three times per day as a spell-like ability. 
     Watery	Escape	(Su) At 3rd weapon level, the wield-
  er of Totsuzen no Arashi can use the fan as an aid in 
  swimming for a number of minutes per day 
  equal to her character level. It grants 
  her a +10 competence bonus on 
  Swim checks and the benefits of 
  water breathing. This duration 
  does not need to be consecu-
  tive, but must be used in 1 
  minute increments.
     Alter	Self	(Sp) The 
  wielder can use alter self 
  three times per day as a spell-
  like ability. 
  
  21
  Protean	Lacky	(Su)	Three times per day at 6th 
  weapon level, Totsuzen no Arashi can call old Ryozo’s 
  protean attendant Koro, a shapechanging spirit of 
  chaos (see stats below). Koro remains for a number 
  of rounds equal to the wielder’s character level and 
  obeys all commands given by the wielder.  This other-
  wise acts as a summon monster spell.
     Circle	of	Clarity	(Sp) The wielder can use circle of 
  clarity once per day as a spell-like ability. 
     Phantom	Reinforcements	(Sp) Three times per day 
  the wielder can whisper a command word to create 
  a phantasmal sound that convinces up to one subject 
  per weapon level that reinforcements of the most ter-
  rifyingly believable sort (within the victim’s own mind) 
  are but seconds away. A subject can attempt a Will 
  save to disbelieve this illusion. Those who fail become 
  panicked for 1 minute. Those who succeed are none-
  theless plagued by a nagging fear and are shaken for 
  1d4 rounds. This is a mind-affecting, fear, phantasm  
  effect that relies on audible components.
  			Throwing	This ability can only be placed on a melee 
  weapon. 
     A melee weapon crafted with this ability gains a 
  range increment of 10 feet and can be thrown by a 
  wielder proficient in its normal use.
     Aura Faint transmutation; CL 5th; Craft Magic Arms 
  and Armor, magic stone; Price +1 bonus.
  			Vengeful	A weapon of this type gains a +1 increase 
  to its enhancement bonus and +1d6 damage against 
  the type of creature (or subtype for humanoids and 
  outsiders) that most recently damaged the wielder.
     Aura Faint transmutation; CL 5th; Craft Magic Arms 
  and Armor, magic weapon; Price +1 bonus.
  Note: As a secondary weapon, it is inappropriate for 
  Totsuzen no Arashi to use the Jealously variant rule.
  Circle	of	Clarity
  School abjuration; Level cleric/oracle 7, rook 6, sor-
  cerer/wizard 7
  Casting	Time 1 standard action
  Components	V, S, F (a crystal lens worth 100 gp)
  Range medium (100 ft. + 10 ft./level)
  Effect 20-ft.-radius emanation
  Duration 1 round/level (D)
  Saving	Throw Will negates (harmless); Spell	Resis-
  tance yes (harmless)
  You create a magical emanation that interferes with 
  all figments and glamers within it, giving a +4 bonus 
  on all saving throws to recognize them as illusions. 
  The emanation negates concealment less than total 
  concealment within the area. Perception checks to 
  notice creatures or objects within the area gain a 
  bonus equal to half your caster level (maximum +10). 
  The spell is stationary if cast on a point in space. It is 
  mobile if centered on a creature or object, though 
  creatures or attended objects can negate the spell 
  with a saving throw or spell resistance.
  KORO (UNIQUE MONSTER)
  This serpentine creature has the lower body of a 
  snake, a humanoid torso, and a bird-like head and 
  claws.
  DIMINISHED	IMENTESH	PROTEAN	(CR	8,	XP	4,800)
  CN Small outsider (chaotic, extraplanar, protean, 
  shapechanger) 
  Init +8; Senses blindsense 30 ft., darkvision 60 ft., 
  detect law; Perception +17
  DEFENSE
  AC 22, touch 15, flat-footed 18 (+4 Dex, +7 natural, +1 
  size) 
  hp	93 (11d10+33); fast	healing 5 
  Fort +10, Ref +7, Will +10 
  Defensive	Abilities amorphous, freedom of move-
  ment; DR 10/lawful; Immune acid, polymorph; Resist 
  electricity 10, sonic 10; SR 19
  OFFENSE
  Speed 30 ft., fly 30 ft. (perfect), swim 30 ft. 
  Melee bite +17 (1d6+5), 2 claws +17 (1d4+5), tail +15 
  (1d4+2 plus grab)  
  Special	Attacks constrict (1d4+5), inflict warpwave, 
  sneak attack +3d6 
  Spell-Like	Abilities (CL 8th; concentration +12)
  Constant—detect law, tongues 
  At will—dimension door (self plus 50 lbs. of objects 
  only), make whole, major creation, shatter (DC 16), 
  shrink item 
  3/day—chaos hammer (DC 18), dispel magic, slow (DC 
  17) 
  1/day—break enchantment, dispel law (DC 19), haste, 
  polymorph any object (DC 22)
  STATISTICS
  Abilities Str 20, Dex 19, Con 16, Int 21, Wis 16, Cha 19 
  Base	Atk +11; CMB +15 (+19 grapple); CMD 29 (can’t 
  be tripped) 
  Feats Combat Expertise, Combat Reflexes, Improved 
  
  22
  Feint, Improved Initiative, Multiattack, Persuasive 
  Skills Acrobatics +18, Bluff +18, Diplomacy +22, Dis-
  able Device +18, Fly +12, Intimidate +22, Knowledge 
  (arcana) +19, Knowledge (planes) +19, Knowledge 
  (any one) +16, Perception +17, Sense Motive +17, 
  Stealth +22, Swim +13; Racial	Modifiers +8 Fly, +8 
  Swim 
  Languages	Abyssal, Protean; tongues 
  SQ change shape (greater polymorph)
  SPECIAL	ABILITIES
  Inflict	Warpwave	(Su) As a standard action, an 
  imentesh can inflict a warpwave upon any corporeal 
  creature within 100 feet. The target can resist the 
  warpwave’s effects with a DC 18 Fortitude save. If the 
  imentesh wishes, it can use this ability as a swift ac-
  tion, but if it does so, it is affected by the warpwave as 
  well unless it resists the effects with its own Fortitude 
  save. See the table below for a list of possible effects 
  caused by a warpwave. The save DC is Constitution-
  based.
  Warpwave	Effects
  d20
  Effect
  1
  Target suffers 2 Strength damage.
  2
  Target suffers 2 Dexterity damage.
  3
  Target suffers 2 Constitution damage.
  4
  Target suffers 2 Intelligence damage.
  5
  Target suffers 2 Wisdom damage.
  6
  Target suffers 2 Charisma damage.
  7
  Target gains 1 negative level.
  8
  Roll d%. Target is blinded (01-50) or deaf-
  ened (51-00) for 1d4 rounds.
  9
  Target is confused for 1d4 rounds.
  10
  Target is entangled by strands of energy for 
  1d4 rounds.
  11
  Target becomes fatigued.
  12
  Target is nauseated for 1d4 rounds.
  13
  Target is stunned for 1d4 rounds.
  14
  Target is sickened for 1d4 rounds.
  15
  Target is staggered for 1d4 rounds.
  16
  Target gains 4d6 temporary hit points.
  17
  Target is affected by a heal spell (CL 8th).
  18
  Target is turned to stone.
  19
  Target is affected by a baleful polymorph 
  spell (CL 8th).
  20
  Roll d%. Target’s body suffers small explo-
  sions of random energy (01-25 acid, 26-50 
  cold, 51-75 electricity, 76-00 fire) dealing 4d6 
  damage.
  Once a great master of subtle manipulation and de-
  struction, Koro was himself manipulated by Ryozo into 
  a devious trap. Bound to Totsuzen no Arashi and its 
  wielder, Koro found his powers drastically reduced. Al-
  though he seethed at the mistreatment and vowed to 
  see Ryozo’s dreams destroyed all the more grandly for 
  such an offense, Koro eventually came to be charmed 
  by Ryozo’s constant success as an underdog in the 
  depraved courts of Shogun Azagani. For now, Koro 
  contents himself with sowing dreams of discord and 
  anarchy in the minds of mortals he encounters and 
  otherwise helps them in their daring adventures... at 
  least until he finally finds a way to set himself free.
     Though Koro follows commands when summoned, 
  he complains of the bindings that chain him to a 
  worthy user of Totsuzen no Arashi and makes token 
  attempts to sabotage his master’s plans so as to be 
  set free, but he does not truly mind the arrangement. 
  In truth, his antics are meant to be more or less harm-
  less, and he finds great amusement in the adventures 
  that Totsuzen no Arashi and its wielder inevitably 
  push him into.
     Koro resembles a normal imentesh protean, but is 
  much smaller, with a length of less than 4 feet and a 
  weight of under 20 lb.
  WORLD’S AUTUMN
  World’s Autumn is the life-work of a grandmaster 
  monk and carver called Oruno. Every insight he 
  discovered about the world and its flaws was etched 
  as one of countless tiny, intricate carvings onto the 
  surface of the staff. His wisdom is hidden in the shape 
  of pictorial parables which seem to move when the 
  wielder requires insight into a particular dilemma or 
  acts with uncharacteristic arrogance.
     The many tales of Oruno are but pieces of a grand 
  epic recounting the creation, preservation, and inevi-
  table destruction of the mortal world. He understood, 
  through decades of study, that not even the deepest 
  roots of the world are eternal or perfect, and so they 
  must eventually come to an end. However, the details 
  of the world’s inevitable unraveling were too much for 
  him to share with his students or even his monastic 
  peers. Instead, Oruno hid his knowledge in plain sight 
  in the decorations of his staff. Before finally leaving 
  the world at an ancient age, he entrusted the staff’s 
  care to his monastery, where it is studied by students 
  and honored guests who desire to learn from its de-
  tailed and obscure markings.
  
  23
  Requirements
  To successfully wield World’s Autumn to its fullest 
  potential, a character must meet the following re-
  quirements:
  Abilities:	Wisdom 13+.
  Feats: Exotic Weapon Proficiency (bo staff).
  Skills:	Knowledge (nature) 4 ranks, Knowledge 
  (planes) 4 ranks.
  Weapon	
  Level
  Minimum	
  Wielder	
  Level
  Abilities
  1st
  —
  +1 bo staff
  2nd
  4th
  Sleep (3/day)
  3rd
  6th
  See beyond the veil
  4th
  8th
  +2 ki focus bo staff
  5th
  10th
  Foreseen release
  6th
  12th
  Freedom of movement
  7th
  14th
  +3 ki focus bo staff
  8th
  16th
  Shatter falsehoods
  9th
  18th
  Inverted mountain
  10th
  20th
  +4 ki focus bo staff
  			Bo	Staff: Similar to a quarterstaff, only slightly more 
  slender and tapered at one end, the bo staff is both a 
  defensive device and a weapon.
     Exotic	two-handed	melee	weapon; 1 gp; 1d4 (S), 
  1d6 (M); crit x2; 3 lb.; B; blocking*, double, monk.
     *A blocking weapon grants a +1 shield bonus to AC 
  when used to fight defensively.
  			Sleep	(Sp) The wielder can use sleep three times per 
  day as a spell-like ability. 
     See	Beyond	the	Veil	(Su) At 3rd weapon level, the 
  wielder can see through the veil of falsehoods that 
  enshrouds reality. He gains a +4 bonus on Percep-
  tion checks and can perceive invisible and ethereal 
  creatures (though he gains no special ability to attack 
  ethereal creatures). This ability requires concentra-
  tion as a standard action to maintain each round. The 
  wielder can see beyond for a total number of rounds 
  each day equal to his character level. The rounds 
  need not be consecutive.
     Foreseen	Release	(Sp) At 5th weapon level, the 
  wielder can produce the effects of divination once per 
  day, but may only ask questions about death, tran-
  scendence, awakening, or discovery, or which would 
  pierce a deception (if an invalid question is posed, 
  the ability fails with no effect, at the GM’s discretion). 
  The staff grants the wielder a glimpse outside the 
  boundaries of the world, and thereby disorients his 
  mortal mind. He is sickened for 1 minute after using 
  this ability.
     Freedom	of	Movement	(Su) At 6th weapon level, 
  the wielder can move unhindered as if under 
  the effects of freedom of movement for 1 
  round per weapon level. The rounds need 
  not be consecutive. Activating or suppressing 
  this ability is a free action.
     Shatter	Falsehoods	(Su) Once per day at 
  8th weapon level, the wielder of World’s 
  Autumn can break the illusory facade of 
  reality and allow it to reassemble in a poten-
  tially more pleasing shape. This produces the 
  effect of limited wish as if cast by a wizard of 
  the universalist school of magic. Spells with a 
  material component that costs more 1,000 gp 
  can not be duplicated. Activating this ability 
  breaks one other magic item worth at least 
  1,000 gp in the wielder’s possession of the 
  wielder’s choice and causes the wielder to 
  be staggered for 1 round afterward. If the 
  wielder has no magic item to break, this abil-
  ity cannot be used.
      Inverted	Mountain	(Su) Once per day as 
  a full-round action, the wielder of World’s 
  Autumn can manifest the decay constantly 
  wearing at the world by standing the staff 
  vertically in the earth and speaking a com-
  mand word. This ability can duplicate any one 
  of the following spell effects: reverse gravity, 
  or earthquake.
     Ki	Focus This ability can only be placed on a 
  melee weapon.
     The magic weapon serves as a channel for 
  the wielder’s ki, allowing her to use her spe-
  cial ki attacks through the weapon as if they 
  were unarmed attacks. These attacks include 
  the monk’s ki strike, quivering palm, and the 
  Stunning Fist feat (including any condition 
  that the monk can apply using this feat).
     Aura Moderate transmutation; CL 8th; Craft 
  Magic Arms and Armor, creator must be a 
  monk; Price +1 bonus.
  Open	Game	Content: All text on pages 3-23.
  
  24
  BUILD YOUR OWN LEGENDS
  by	Mark	Gedak
  When working on the Legendary Treasures series, Ste-
  fen and I used the following guidelines to control our 
  design. We did not always stick to these guidelines 
  but they are framework for building legendary items.
  Requirements:
  Each legendary weapon, armor or shield has a num-
  ber of requirements that the character must possess 
  in order to attune the item and gain access to its 
  legendary abilities.t
  Generally this includes:
  - one or two feats
  - one or two skills at 4 ranks or less.
  Race is sometimes included as requirement if the item 
  has a strong racial enemy or origin. Additional class 
  abilities are seldom used unless multiple options are 
  available. Such as one of specific domian, mystery or 
  bloodline. We never wanted to pigeonhole a legend-
  ary treasure to strictly one class.
  Abilities
  - All legendary treasures begin with a +1 enhance-
  ment bonus. By the time the character has reached 
  level 20 the treasure’s total enhancement bonus 
  should not be more than +5.
  The 10 levels of progression generally it look some-
  thing like this
  1) +1 weapon/armor/shield
  2) A spell-like ability (3/day; 1st-2nd level), supernatu-
  ral ability, feat, other bonus
  3) A spell-like ability (3/day; 2nd-3rd level), supernat-
  ural ability, feat, other bonus
  4) +2 weapon/armor/shield (may have property)
  5) A spell-like ability (3/day; 3rd-4th level), supernatu-
  ral ability, feat, other bonus
  6) A spell-like ability (3/day; 4th-5th level), supernatu-
  ral ability, feat, other bonus
  7) +3 weapon/armor/shield (may have property)
  8) A spell-like ability (3/day; 5th-6th level), supernatu-
  ral ability, feat, other bonus
  9) A spell-like ability (3/day; 6th-7th level), supernatu-
  ral ability, feat, other bonus
  10) +4 weapon/armor/shield (may have property)
  Other patterns are allowable but these give us a good 
  starting point.
  LANDS OF THE GOW:
  THE FOREST OF GORA
  by	Jon	Lee	Coburn
  The Forest of Gora sits between the kingdoms of Illaya 
  and Grismor and serves as their border. Trade routes 
  circle either side of the far stretching forest. Out-
  posts can even be seen within sight of the forest, but 
  none are ever directly next to it. Both kingdoms have 
  learned nothing built near Gora will last the season 
  without being ransacked or razed by those living in it.
  Both nations have tried on numerous occasions 
  through the generations to lay claim to the land, 
  either by force or in cooperation. Ill prepared for the 
  guerrilla tactics of those that reside in it, they were 
  held back every time. When the native occupants 
  took out their building hostility on the private trade 
  caravans that passed near their borders a quick, 
  unofficial truce was quickly made with the impend-
  ing threat of economic collapse a lack of trade would 
  cause.
  Ecology
  Much of the flora and fauna of Gora is what one 
  would expect from a temperate forest. A mix of 
  broadleaf and evergreens provide a balance of waxing 
  and waning life in fall and winter while summer and 
  spring are refreshing and bright.
     All manner of animals and plants can be found. 
  Wolves, foxes, rabbits, deer, bears, rodents, and vari-
  ous birds are among the most prolific. Wild berries 
  and other edible plants can be found nearly every-
  where. Elves, fae, and centaur are among the few 
  intelligent beings that call Gora home, and they con-
  stantly take measures to insure it remains that way.
  Rarely, some mutated plant, and possibly an animal 
  that’s been feeding on it exclusively, is crossed. When 
  a meteorite fell into the forest generations ago small-
  er chunks peppered the landscape, forever changing 
  where they hit in more subtle ways than the main 
  lump of ore.
  Sites	of	Interest
  Despite how expansive the Forest of Gora is few 
  settlements can be found along it’s borders or within 
  it. Most attribute this to the ‘ghosts of the forest’ 
  while others claim elves and other denizens harry any 
  
  25
  who try to build too close.
     Elves, fae, centaurs, and other denizens of the forest 
  have small communities spread throughout the for-
  est. Most are concentrated around the Heart of Gora, 
  where a massive meteorite easily the size of a wagon 
  fell to the land. So long ago did this happen that even 
  the elves have forgotten the true story. Moving and 
  mining the ore have proven all but impossible
     The Heart of Gora has become the site of festivals 
  and seen as an icon of all the denizens of the forest. It 
  sits in the center of a crater with a single, frail looking 
  oak growing through the center of it. The bark, wood, 
  and leaves of this tree look like lead replicas but have 
  the strength of any forged metal; making them quite 
  coveted. Elves and fae go to great lengths to confuse 
  would-be discoverers and lead them through the for-
  est without taking them close to the Heart.
  Lands of the Gow is the campaign setting of the Grand 
  OGL Wiki. Early Purple Duck Game products con-
  tained setting information for the Lands of the Gow 
  and there is additional material for this setting on the 
  Purple Duck Games blog and the Grand OGL Wiki.
  CONTACT	INFORMATION
  Email: publisher@purpleduckgames.com
  Company	blog:	http://purpleduckgames.blogspot.
  com/
  Grand OGL Wiki: http://grandwiki.wikidot.com/
  Facebook: PurpleDuck Mark
  Google+:	Mark Gedak
  Our products are available for sale at Lulu.com, Paizo.
  com and Rpgnow.com.
  Thank you supporting	Purple	Duck	Games. We appre-
  ciate all the support, reviews and feedback.
  to the extent such content does not embody the Product Identity 
  and is an enhancement over the prior art and any additional con-
  tent clearly identified as Open Game Content by the Contributor, 
  and means any work covered by this License, including transla-
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  excludes Product Identity. (e) “Product Identity” means product 
  and product line names, logos and identifying marks including 
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  spells, enchantments, personalities, teams, personas, likenesses 
  and special abilities; places, locations, environments, creatures, 
  equipment, magical or supernatural abilities or effects, logos, 
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  istered trademark clearly identified as Product identity by the 
  owner of the Product Identity, and which specifically excludes 
  the Open Game Content; (f) “Trademark” means the logos, 
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  to identify itself or its products or the associated products con-
  tributed to the Open Game License by the Contributor (g) “Use”, 
  “Used” or “Using” means to use, Distribute, copy, edit, format, 
  modify, translate and otherwise create Derivative Material of 
  Open Game Content. (h) “You” or “Your” means the licensee in 
  terms of this agreement.
  2. The License: This License applies to any Open Game Content 
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  may only be Used under and in terms of this License. You must 
  affix such a notice to any Open Game Content that you Use. No 
  terms may be added to or subtracted from this License except 
  as described by the License itself. No other terms or conditions 
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  3. Offer and Acceptance: By Using the Open Game Content You 
  indicate Your acceptance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use 
  this License, the Contributors grant You a perpetual, worldwide, 
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  5. Representation of Authority to Contribute: If You are contrib-
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  that Your Contributions are Your original creation and/or You 
  have sufficient rights to grant the rights conveyed by this License.
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  NOTICE portion of this License to include the exact text of the 
  COPYRIGHT NOTICE of any Open Game Content You are copying, 
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  Identity, including as an indication as to compatibility, except as 
  expressly licensed in another, independent Agreement with the 
  owner of each element of that Product Identity. You agree not 
  to indicate compatibility or co-adaptability with any Trademark 
  or Registered Trademark in conjunction with a work containing 
  Open Game Content except as expressly licensed in another, 
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  OPEN	GAME	LICENSE	VERSION	1.0A
  The following text is the property of Wizards of the Coast, Inc. 
  and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All 
  Rights Reserved.
  1. Definitions: (a) “Contributors” means the copyright and/or 
  trademark owners who have contributed Open Game Content; 
  (b) “Derivative Material” means copyrighted material including 
  derivative works and translations (including into other computer 
  languages), potation, modification, correction, addition, exten-
  sion, upgrade, improvement, compilation, abridgment or other 
  form in which an existing work may be recast, transformed or 
  adapted; (c) “Distribute” means to reproduce, license, rent, 
  lease, sell, broadcast, publicly display, transmit or otherwise 
  distribute; (d) “Open Game Content” means the game mechanic 
  and includes the methods, procedures, processes and routines 
  
  26
  of that Product Identity. The owner of any Product Identity used 
  in Open Game Content shall retain all rights, title and interest in 
  and to that Product Identity.
  8. Identification: If you distribute Open Game Content You must 
  clearly indicate which portions of the work that you are distribut-
  ing are Open Game Content.
  9. Updating the License: Wizards or its designated Agents may 
  publish updated versions of this License. You may use any autho-
  rized version of this License to copy, modify and distribute any 
  Open Game Content originally distributed under any version of 
  this License.
  10. Copy of this License: You MUST include a copy of this License 
  with every copy of the Open Game Content You distribute.
  11. Use of Contributor Credits: You may not market or advertise 
  the Open Game Content using the name of any Contributor un-
  less You have written permission from the Contributor to do so.
  12. Inability to Comply: If it is impossible for You to comply 
  with any of the terms of this License with respect to some or 
  all of the Open Game Content due to statute, judicial order, or 
  governmental regulation then You may not Use any Open Game 
  Material so affected.
  13. Termination: This License will terminate automatically if You 
  fail to comply with all terms herein and fail to cure such breach 
  within 30 days of becoming aware of the breach. All sublicenses 
  shall survive the termination of this License.
  14. Reformation: If any provision of this License is held to be un-
  enforceable, such provision shall be reformed only to the extent 
  necessary to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, 
  Inc.
  System Reference Document. Copyright 2000, Wizards of the 
  Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, 
  based on material by E. Gary Gygax and Dave Arneson.
  Pathfinder RPG Reference Document. Copyright 2011, Paizo 
  Publishing, LLC; Author: Paizo Publishing, LLC.
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publish-
  ing, LLC; Author: Jason Bulmahn, based on material by Jonathan 
  Tweet, Monte Cook, and Skip Williams.
  Pathfinder RPG Bestiary. © 2009, Paizo Publishing, LLC; Author: 
  Jason Bulmahn, based on material by Jonathan Tweet, Monte 
  Cook, and Skip Williams.
  Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; 
  Author: Jason Bulmahn
  Pathfinder RPG GameMastery Guide. © 2010, Paizo Publishing, 
  LLC; Author: Cam Banks, Wolfgang Buar, Jason Bulmahn, Jim 
  Butler, Eric Cagle, Graeme Davis, Adam Daigle, Joshua J. Frost, 
  James Jacobs, Kenneth Hite, Steven Kenson, Robin Laws, Tito 
  Leati, Rob McCreary, Hal Maclean, Colin McComb, Jason Nelson, 
  David Noonan, Richard Pett, Rich Redman, Sean K reynolds, F. 
  Wesley Schneider, Amber Scorr, Doug Seacat, Mike Selinker, Lisa 
  Stevens, James L. Sutter, Russ Taylor, Penny Williams, Skip Wil-
  liams, Teeuwynn Woodruff.
  Pathfinder Roleplaying Game Bestiary 2. © 2010, Paizo Publish-
  ing, LLC; Authors Wolfgang Baur, Jason Bulmahn, Adam Daigle, 
  Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, 
  Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, 
  Martin Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick 
  Renie, Sean K Reynolds, F. Wesley Schneider, Owen K.C. Ste-
  phens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, based 
  on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo 
  Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin 
  McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFar-
  land, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo 
  Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin 
  Bruck, Jason Bulmahn, Brian J. Cortijo, Jim Groves, Tim Hitch-
  cock, Richard A. Hunt, Colin McComb, Jason Nelson, Tom Phillips, 
  Patrick Renie, Sean K Reynolds, and Russ Taylor.
  Anger of Angels. © 2003, Sean K Reynolds.
  Book of Fiends. © 2003, Green Ronin Publishing; Authors: Aaron 
  Loeb, Erik Mona, Chris Pramas, Robert J. Schwalb.
  The Book of Hallowed Might. © 2002, Monte J. Cook.
  Monte Cook’s Arcana Unearthed. © 2003, Monte J. Cook.
  Path of the Magi. © 2002 Citizen Games/Troll Lord Games; 
  Authors: Mike McArtor, W. Jason Peck, Jeff Quick, and Sean K 
  Reynolds.
  Skreyn’s Register: The Bonds of Magic. © 2002, Sean K Reynolds.
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. 
  All rights reserved.
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; 
  Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin 
  Baase, Casey Christofferson, Lance Hawvermale, Travis Hawver-
  male, Patrick Lawinger, and Bill Webb; Based on original content 
  from TSR.
  Amphisbaena from the Tome of Horrors, Revised, © 2002, Nec-
  romancer Games, Inc.; Author Scott Greene, based on original 
  material by Gary Gygax.
  Angel, Monadic Deva from the Tome of Horrors, Revised, © 
  2002, Necromancer Games, Inc.; Author: Scott Greene, based on 
  original material by E. Gary Gygax.
  Angel, Movanic Deva from the Tome of Horrors, Revised, © 
  2002, Necromancer Games, Inc.; Author: Scott Greene, based on 
  original material by E. Gary Gygax.
  Aurumvorax from the Tome of Horrors, Revised, © 2002, Nec-
  romancer Games, Inc.; Author Scott Greene, based on original 
  material by Gary Gygax.
  Bat, Mobat from the Tome of Horrors, Revised, © 2002, Necro-
  mancer Games, Inc.; Authors Scott Peterson and Clark Peterson, 
  based on original material by Gary Gygax.
  Beetle, Slicer from the Tome of Horrors, Revised, © 2002, Nec-
  romancer Games, Inc.; Author Scott Greene, based on original 
  material by Gary Gygax.
  Blindheim from the Tome of Horrors, Revised, © 2002, Necro-
  mancer Games, Inc.; Author Scott Greene, based on original 
  material by Roger Musson.
  Basidirond from the Tome of Horrors, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by 
  Gary Gygax.
  Brownie from the Tome of Horrors, Revised, © 2002, Necroman-
  cer Games, Inc.; Author: Scott Greene, based on original material 
  by E. Gary Gygax.
  Bunyip from the Tome of Horrors, Revised, © 2002, Necroman-
  cer Games, Inc.; Author Scott Greene, based on original material 
  by Dermot Jackson.
  Cave Fisher from the Tome of Horrors, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by 
  Lawrence Schick.
  Crypt Thing from the Tome of Horrors, Revised, © 2002, Nec-
  
  27
  romancer Games, Inc.; Author Scott Greene, based on original 
  material by Roger Musson.
  Crystal Ooze from the Tome of Horrors, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by 
  Gary Gygax.
  Daemon, Ceustodaemon (Guardian Daemon) from the Tome of 
  Horrors, Revised, © 2002, Necromancer Games, Inc.; Author: 
  Scott Greene, based on original material by E. Gary Gygax.
  Daemon, Derghodaemon from the Tome of Horrors, Revised, © 
  2002, Necromancer Games, Inc.; Author: Scott Greene, based on 
  original material by E. Gary Gygax.
  Daemon, Hydrodaemon from the Tome of Horrors, Revised, © 
  2002, Necromancer Games, Inc.; Author: Scott Greene, based on 
  original material by E. Gary Gygax.
  Daemon, Piscodaemon from the Tome of Horrors, Revised, © 
  2002, Necromancer Games, Inc.; Author: Scott Greene, based on 
  original material by E. Gary Gygax.
  Dark Creeper from the Tome of Horrors, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by 
  Rik Shepard.
  Dark Stalker from the Tome of Horrors, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by 
  Simon Muth.
  Death Worm from the Tome of Horrors, Revised, © 2002, Necro-
  mancer Games, Inc.; Author Scott Greene and Erica Balsley.
  Decapus from the Tome of Horrors, Revised, © 2002, Necroman-
  cer Games, Inc.; Author Scott Greene, based on original material 
  by Jean Wells.
  Demon, Nabasu from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based on origi-
  nal material by Gary Gygax.
  Dragon Horse from the Tome of Horrors, Revised, © 2002, Nec-
  romancer Games, Inc.; Author Scott Greene, based on original 
  material by Gary Gygax.
  Dracolisk from the Tome of Horrors, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by 
  Gary Gygax.
  Dust Digger from the Tome of Horrors, Revised, © 2002, Nec-
  romancer Games, Inc.; Author Scott Greene, based on original 
  material by Gary Gygax.
  Froghemoth from the Tome of Horrors, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by 
  Gary Gygax.
  Forlarren from the Tome of Horrors, Revised, © 2002, Necro-
  mancer Games, Inc.; Author Scott Greene, based on original 
  material by Ian Livingstone.
  Giant Slug from the Tome of Horrors, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by 
  Gary Gygax.
  Giant, Wood from the Tome of Horrors, Revised, © 2002, Nec-
  romancer Games, Inc.; Author Scott Greene, based on original 
  material by Wizards of the Coast.
  Gloomwing from the Tome of Horrors, Revised, © 2002, Nec-
  romancer Games, Inc.; Author Scott Greene, based on original 
  material by Gary Gygax.
  Grippli from the Tome of Horrors, Revised, © 2002, Necroman-
  cer Games, Inc.; Author Scott Greene, based on original material 
  by Gary Gygax.
  Gryph from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by 
  Peter Brown.
  Hangman Tree from the Tome of Horrors, Revised, © 2002, Nec-
  romancer Games, Inc.; Author Scott Greene, based on original 
  material by Gary Gygax.
  Hippocampus from the Tome of Horrors, Revised, © 2002, Nec-
  romancer Games, Inc.; Author Scott Greene and Erica Balsley, 
  based on original material by Gary Gygax.
  Ice Golem from the Tome of Horrors, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene.
  Iron Cobra from the Tome of Horrors, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by 
  Philip Masters.
  Jubilex from the Tome of Horrors, Revised, © 2002, Necroman-
  cer Games, Inc.; Author Scott Greene, based on original material 
  by Gary Gygax.
  Kelpie from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by 
  Lawrence Schick.
  Korred from the Tome of Horrors, Revised, © 2002, Necroman-
  cer Games, Inc.; Author Scott Greene, based on original material 
  by Gary Gygax.
  Leprechaun from the Tome of Horrors, Revised, © 2002, Nec-
  romancer Games, Inc.; Author Scott Greene, based on original 
  material by Gary Gygax.
  Magma ooze from the Tome of Horrors, Revised, © 2002, Necro-
  mancer Games, Inc.; Author Scott Greene.
  Marid from the Tome of Horrors III, © 2005, Necromancer 
  Games, Inc.; Author Scott Greene.
  Mihstu from the Tome of Horrors, Revised, © 2002, Necroman-
  cer Games, Inc.; Author: Scott Greene, based on original material 
  by E. Gary Gygax.
  Mite from the Tome of Horrors, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Ian Liv-
  ingstone and Mark Barnes.
  Mongrelman from the Tome of Horrors, Revised, © 2002, Nec-
  romancer Games, Inc.; Author Scott Greene, based on original 
  material by Gary Gygax.
  Nabasu Demon from the Tome of Horrors, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by 
  Gary Gygax.
  Necrophidius from the Tome of Horrors, Revised, © 2002, Nec-
  romancer Games, Inc.; Author: Scott Greene, based on original 
  material by Simon Tillbrook.
  Nereid from the Tome of Horrors, Revised, © 2002, Necroman-
  cer Games, Inc.; Author Scott Greene, based on original material 
  by Gary Gygax.
  Pech from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by 
  Gary Gygax.
  Phycomid from the Tome of Horrors, Revised, © 2002, Necro-
  mancer Games, Inc.; Author Scott Greene, based on original 
  material by Gary Gygax.
  Poltergeist from the Tome of Horrors, Revised, © 2002, Nec-
  romancer Games, Inc.; Author Scott Greene, based on original 
  material by Lewis Pulsipher.
  Quickling from the Tome of Horrors, Revised, © 2002, Necro-
  mancer Games, Inc.; Author Scott Greene, based on original 
  material by Gary Gygax.
  Quickwood from the Tome of Horrors, Revised, © 2002, Nec-
  romancer Games, Inc.; Author Scott Greene, based on original 
  
  28
  material by Gary Gygax.
  Rot Grub from the Tome of Horrors, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene and Clark Peterson, based on 
  original material by Gary Gygax.
  Russet Mold from the Tome of Horrors, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by 
  Gary Gygax.
  Sandman from the Tome of Horrors, Revised, © 2002, Necro-
  mancer Games, Inc.; Author: Scott Greene, based on original 
  material by Roger Musson.
  Scarecrow from the Tome of Horrors, Revised, © 2002, Necro-
  mancer Games, Inc.; Author: Scott Greene, based on original 
  material by Roger Musson.
  Shadow Demon from the Tome of Horrors, © 2002, Necroman-
  cer Games, Inc.; Author Scott Greene, based on original material 
  by Neville White.
  Skulk from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by 
  Simon Muth.
  Slime Mold from the Tome of Horrors, Revised, © 2002, Nec-
  romancer Games, Inc.; Author Scott Greene, based on original 
  material by Gary Gygax.
  Slithering Tracker from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based on origi-
  nal material by Gary Gygax.
  Soul Eater from the Tome of Horrors, Revised, © 2002, Necro-
  mancer Games, Inc.; Author Scott Greene, based on original 
  material by David Cook.
  Spriggan from the Tome of Horrors, Revised, © 2002, Necroman-
  cer Games, Inc.; Author Scott Greene and Erica Balsley, based on 
  original material by Roger Moore and Gary Gygax.
  Tenebrous Worm from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based on origi-
  nal material by Gary Gygax.
  Tentamort from the Tome of Horrors, Revised, © 2002, Nec-
  romancer Games, Inc.; Author Scott Greene, based on original 
  material by Mike Roberts.
  Tick, Giant & Dragon from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based on origi-
  nal material by Gary Gygax.
  Troll, Ice from the Tome of Horrors, Revised, © 2002, Necroman-
  cer Games, Inc.; Author Scott Greene, based on original material 
  by Russell Cole.
  Troll, Rock from the Tome of Horrors, Revised, © 2002, Necro-
  mancer Games, Inc.; Author Scott Greene.
  Vegepygmy from the Tome of Horrors, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by 
  Gary Gygax.
  Wood Golem from the Tome of Horrors, © 2002, Necromancer 
  Games, Inc.; Authors Scott Greene and Patrick Lawinger.
  Yellow Musk Creeper from the Tome of Horrors, © 2002, Nec-
  romancer Games, Inc.; Author Scott Greene, based on original 
  material by Albie Fiore.
  Yellow Musk Zombie from the Tome of Horrors, © 2002, Nec-
  romancer Games, Inc.; Author Scott Greene, based on original 
  material by Albie Fiore.
  Yeti from the Tome of Horrors, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary 
  Gygax.
  Zombie, Juju from the Tome of Horrors, Revised, © 2002, Nec-
  romancer Games, Inc.; Author Scott Greene, based on original 
  material by Gary Gygax.
  The Grand OGL Wiki, http://grandwiki.wikidot.com Copyright 
  2008-2011 Purple Duck Games; Authors: Mark Gedak, Alex 
  Schroeder, Joel Arellano, George Fields, Yair Rezek, Mike 
  Whalen, Shane O’Connor, Mike Rickard, John Whamond, Bill 
  Browne, Eric Williamson, Slatz Grubnik, Charles R. Wenzler Jr, 
  John Fraser, Jonathon Thompson, Thomas Boxall.
  Legendary V: Eastern and Exotic Weapons © 2011, Purple Duck 
  Games; Author: David Ross.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Purple Duck Games/Legendary V - Eastern and Exotic Weapons.pdf