Judgment Star (3.5e Equipment)

Judgment Star
The Judgment Star uses the Functional Weapons of Legacy variant rule.

''This greataxe has a silver shaft with a brassy flat orrery of rings on a background of ivory for the tip, a large green sphere of crystal within its center, and two crescent blades of silvery metal branching from either side. When it strikes down a foe, the green sphere displays confusing and complex symbols which seem associated with the true name of things it takes out.''

The Judgment Star is a greataxe forged within the celestial sphere of heaven and granted to the forces of good as a means of executing the sinful and bringing judgment. Though its purpose may seem grim, it is able to bring mercy as well as death with its edge, once properly awakened. It starts out as a +1 greataxe that gains a colored glow based on the alignment of the creature it hit last (red for evil, green for lawful, blue for good, and purple for chaos), as if detected by the appropriate detect alignment spell. As various rituals are made and power is gained, the weapon starts taking on stronger powers. There are five rituals that are performed when unlocking this weapon's power. They must be performed in order (the 2nd ritual must be completed before you start the 3rd, even if you achieve the 3rd level prerequisites). Rituals cost gold (in the form of feeding the weapon raw materials) and xp, with an additional prerequisite. Once the 1st level ritual is unlocked, the axe displays its omen effect. You can take time out and spend 8 hours bringing the weapon to the next level once you have the prerequisites.

Judgment Star is a unique magic item, on its way to becoming an artifact. While it has a price, it cannot be completely destroyed. If reduced to 0 hp, it instead falls inert in a broken condition, and unable to be used until repaired, but is not destroyed as items usually are. It is treated as an artifact against the effects of mage's disjunction.

Omen: When wielded, the orrey rings shift and move on their own accord. When using some of the axe's abilities it sometimes mutters words and phrases in celestial, with matching text displayed upon its green sphere.

1st Ritual (Denunciation)
Bloodhound: If an enemy you hit with your weapon escapes, you can track the enemy anywhere on the same plane with a successful survival check, as if you had the Track feat. If you already have Track, you get a +4 bonus on your check.

Dead Witness: As a standard action the user can duplicate the effects of speak with dead as a spell-like ability. They may do this 1/day, with a caster level equal to their character level. The saving throw is 10 + 1/2 HD + highest mental ability modifier.

Eye of Judgment: The Judgment Star has a dim sentience, and while it is not known for talking it is picky about its users. Good aligned users gain a +4 bonus on skill checks and ability checks made with the axe (such as resisting a disarm attempt or sundering an item). Neutral characters have no benefits or penalties. Evil characters cause the axe to resist the user, resulting in a -1 penalty to attack and damage, and fumbles causing it to hit the user. In addition, at will, the user may cast detect alignment (choosing an alignment) at will while holding the axe.

Prerequisites: BAB +1, must capture a creature accused of a crime singlehandedly, and at least your CR -2.

Cost: 2,000 gp, 80 xp.

2nd Ritual (Retribution)
Nemesis: If the user drops below 0 hp and goes unconscious, the axe will immediately animate as if a dancing weapon and continue attacking in the user's stead, using the user's strength, BAB, saving throws, feats, and other factors. The axe will only target the creature which dropped its user, or fight for 1 minute, whichever ends first before dropping inert on the ground. When animated, the axe has a fly speed (perfect) equal to the land speed of the user, and normal vision and hearing for the user.

Smite: As part of an attack action, a user can make a smite attack as if using a paladin's smite evil, though applicable to any alignment. The user adds their highest mental ability modifier to attack rolls and their level to damage rolls, and can bypass any alignment-based damage reduction on that one attack. They may use smite 2/encounter, plus an additional time for each further ritual level achieved (to a maximum of 5/encounter when the 5th ritual is unlocked). This counts as smite evil (or smite good) for the purpose of any abilities which interact with smite attempts.

At your choosing, you can have the additional smite damage be electric damage.

Weapon Bonus: The enhancement bonus on the weapon is improved to +2. This bonus increase is not counted in the overall price for enhancing the weapon further.

Prerequisites: BAB +4, must take revenge for the death of a creature and slay or capture their murderer. The criminal must be at least your CR -2.

Cost: 8,000 gp, 320 xp.

3rd Ritual (Incapacitation)
Chains of Guilt: As a standard action, the user can summon up supernatural chains from the floor, wall, or ceiling and bind a target. On a failed save the target is entangled and their speed drops to 0 feet until they break out. They can break out with a grapple or escape artist check (DC 15 + HD). The target gets a Reflex save to negate, DC 10 + 1/2 HD + highest mental ability modifier. The chains can only extend out 10 feet from the surface, a creature not close to any flat walls, floor, or roof cannot be grabbed. Chains last for 1 minute, or until you summon up new chains, causing the old chains to vanish.

Mancatcher Blade: The axe heads shift forward to form a mancatcher, enabling you to make grapple checks with your axe. If you have initiated the grapple, you deal your axe damage for every successful grapple check beyond the initial first check. You do not take a penalty for using the greataxe in a grapple.

Mercy: The user gains the Merciful weapon enhancement which can be toggled as a swift action. This stacks with the actual Merciful enhancement. In addition, the user can choose to leave the target at 1 hp instead of knocking them into negative hit points.

Prerequisites: BAB +8, must bring an enemy to dying status, then stabilize them before they die. The creature must be at least your CR -2.

Cost: 18,000 gp, 720 xp.

4th Ritual (Deterrence)
Just Brand: As a standard action the user can duplicate the effects of mark of justice as a spell-like ability. They may do this 2/day, with a caster level equal to their character level. It can also be used to dispel the effects of mark of justice or bestow curse. The saving throw is 10 + 1/2 HD + Cha modifier.

Protect the Public: If a creature attacks a target other than you when you threaten them, they provoke an attack of opportunity from you. The opponent is aware of this danger.

Weapon Bonus: The enhancement bonus on the weapon is improved to +3. This bonus increase is not counted in the overall price for enhancing the weapon further.

Prerequisites: BAB +12, must prevent an enemy from attacking any of your allies for at least 5 rounds. Allies must be active in combat and within 60 feet, and must not take any damage. The creature must be at least your CR -2.

Cost: 32,000 gp, 1,280 xp.

5th Ritual (Final Judgement)
Cast in the Name of God, Ye Guilty: As a 1 round action you suppose a titanic spectral manifestation of justice with a giant copy of your axe, who attacks at the beginning of your next turn. Make a single attack roll, this roll applies to any target within a 30 foot line which may start anywhere within 30 feet of you (thus up to 60 feet away). This is where the giant spectral axe will strike. If it hits, it deals force damage equal to a confirmed critical hit of your own axe attack. If this attack would bring them under 0 hp, it disintegrates their bodies and transforms them into light, preventing the use of the body to raise the dead and killing most regenerating creatures (except the Tarrasque). If you are attacked while charging up your own attack, you must make Concentration checks to maintain the attempt.

Executioner: Make a single attack as a full round action. This functions like the assassin's death attack, but with no observation period, and it provokes an attack of opportunity. The DC is 10 + 1/2 + your highest mental ability modifier. Alternatively, as a full round action they can duplicate the effects of binding on the target instead, with a DC of 10 + 1/2 HD + ability for attack modifier (usually strength). A successful save renders them immune to another binding attempt from this weapon for 24 hours.

Light of Justice: The user gains the Holy weapon enhancement which can be toggled as a swift action. This stacks with the actual Holy enhancement. In addition, the axe blade now glows as if made of solid light, anywhere from a dim candle to as bright as a torch. Its brightness can be changed as a free action on your turn only.

True Seeking: As a standard action you may make one attack, and gain the effects of true strike to this attack. In addition if you roll a natural 1, it is not a fumble and may still hit.

Prerequisites: BAB +16, must defeat a powerful creature accused of a crime and which possesses an alignment subtype opposite to your own alignment (if true neutral, any will suffice). The creature must be your CR +4, though you do not need to defeat it singlehandedly. It must actually be killed and not simply banished, meaning most creatures (presumed outsiders) must be slain on their home plane.

Cost: 50,000 gp, 2,000 xp.

Prerequisites: N/A.

Cost to Create: Unique item, cannot be created.