Justice Shuriken (3.5e Equipment)

 Summary::The sky blue Chaos Weapon, which commands the attributes of wind and vectors. 

Justice Shuriken
''These shuriken, made of a sky-blue gemstone-like substance, feel exceptionally light in your hands - even moreso than any other shuriken. Yet, their cutting edge is so sharp that they can be thrown right through a wall made of diamond. The golden notch in the center suggests their extreme power.''

The Justice Shuriken is one of the seven legendary Chaos Weapons, made by the Chaos Emeralds to assist heroes. Despite the name, they are usable by characters of any good alignment. (Neutral characters will find the Chaos Weapons slipping out of their hands, and evil characters will just get blasted away.) Each of the Chaos Emeralds controls a pair of attributes, and their corresponding Chaos Weapon shares those attributes. The Justice Shuriken was borne of the sky-blue Chaos Emerald, and its attributes are wind and vectors.

The Justice Shuriken itself isn't meant to be thrown. It creates 50 replicas of itself each day, and these replicas are used to attack. The master shuriken is distinguished from its replicas by the presence of a Chaos Emerald sigil on the former. The Justice Shuriken is best used by... well, by the characters best-suited to use any other shuriken - ninjas, monks, rogues, and other characters who can't really withstand sustained melee combat for very long, but find bows and other launcher-type ranged weapons to be too bulky, obstructive, and ill-suited to stealth. Like other shuriken, the Justice Shuriken may be tricky to get the hang of using, but those who know the secrets of the ninja star can throw them with expert precision, cutting ropes and necks alike from several feet away. (An assassin who can somehow get around the alignment restrictions can also use the Justice Shuriken to great effect... uh... good luck with that. How many ranks in Use Magic Device are needed to fool an epic major artifact?)

Abilities of the Justice Shuriken
Like all major artifacts, the Justice Shuriken is indestructible... well, at least, the master shuriken is. The rest of the shuriken are sturdier than most greatswords, but are ultimately little more than temporary avatars of the master shuriken, and have a 10% chance of vanishing after being thrown like any other piece of ammunition would. If they aren't destroyed, then they automatically return to the thrower's hand. The master shuriken can never be destroyed if thrown, but it certainly can end up someplace where it's nigh-impossible to locate or retrieve, so throwing it is a very poor idea. If the master shuriken leaves your person in any way (including if you throw it), your replicas instantly vanish. The replicas reappear if you recover the master shuriken, but considering that it's a Fine object, that may be a pretty big "if". (I hope you have lots of ranks in Search!)

The Justice Shuriken's abilities are extremely potent; using it in a low-level campaign is not recommended. Furthermore, the Chaos Weapons only appear to heroes who will need to make use of their power; don't give the PCs any of the Chaos Weapons unless the challenges they're about to face would be way out of their league otherwise!

The following abilities work while the Justice Shuriken is wielded:


 * +The Justice Shuriken has a +10 enhancement bonus.
 * +5 enhancement bonus to Dexterity
 * +4 enhancement bonus to Wisdom
 * +3 enhancement bonus to Constitution
 * +10 competence bonus to Jump checks
 * +5 competence bonus to Balance and Tumble checks
 * Adds 2d8 sonic damage to all attacks (physical, spell, spell-like, etc.)
 * Sonic resistance 60 (increases to sonic resistance 80 if you have 30 or more HD)
 * At will, you may summon a primal air elemental, as if casting Primal Calling. The elemental may be summoned or dismissed at will as a standard action, but you may only have the elemental for a total of 30 rounds each day, its hp is not replenished until the next day (unless you heal it manually through cure spells or similar methods), and it may not be summoned at all for the rest of the day (as if its duration had expired) if it is "killed" or dispelled. (As a summoned creature, the primal air elemental can't truly die.) If the 30-round duration is exceeded, 1 replica shuriken is expended for every additional round of the elemental's existence.
 * Aerokinesis - When thrown, the Justice Shuriken generate air currents as they fly along. By subtly altering the manner in which you throw the shuriken, you may utilize these air currents to do all sorts of fun things to the enemy. (Well, your enemy probably won't find it to be very fun.) Unfortunately, by not throwing the shuriken in an optimal manner, you take a penalty to the attack roll. You may only apply one of these aerokinetic effects at a time.
 * Knockback - You may replicate the benefits of the Awesome Blow feat by taking a -1 penalty to your attack roll. On a successful hit, your opponent is seized by the winds and hurled backwards 10 feet, regardless of size.
 * Super Range - By taking a -2 penalty to your attack roll, you may have the winds carry the Justice Shuriken onwards, doubling its flight speed. This doubles the size of each range increment.
 * Blow Away - By taking a -3 penalty to your attack roll, you may have the Justice Shuriken blow the opponent's weapon right out of his hands. This is resolved as a disarm attempt, except that you also get to actually hit the opponent.
 * Armor Disruption - By taking a -4 penalty to your attack roll, you may have the Justice Shuriken generate an air current that's capable of partially removing the opponent's armor. On a successful hit, your opponent's armor is shifted by the blow so that it's being worn as if it was hastily donned (which generally reduces the benefit to Armor Class). If you use this aerokinesis again on the same opponent, the armor is dislodged even further, reducing the armor's bonus to Armor Class by an additional 2, reducing the armor's maximum Dexterity modifier by 1, and increasing the armor's Armor Check penalty by 2. If you use this aerokinesis a third time on the same target, you outright blow the armor off, completely removing all of its effects on the opponent (including restrictions on the Dexterity modifier and Armor Check penalties). This aerokinesis has no effect on a foe not wearing armor (at least, no effect that serves any purpose within the game mechanics...).
 * Tornado - By taking a -8 penalty to your attack roll, you may have the Justice Shuriken generate a 150-foot-high tornado that travels in a straight line, out to your maximum throw range. The tornado travels the entire distance in a single round (tornadoes are fast). Instead of opposing Armor Class, your attack roll is the Reflex save DC that creatures and magic objects must succeed against in order to avoid the tornado before it sucks them up. A success on the save allows the creature or object to step out of the tornado's path. All creatures and objects within 20 feet of the main line of the tornado (excluding you and any allies within 20 feet of you, but including those who succeed on the initial Reflex save) must succeed on another Reflex save (with a DC 2 points lower than the first one) to avoid being sucked in. Creatures who fail either save are instantly sucked into the tornado, where they get struck by the shuriken at its core for standard attack damage. All creatures sucked into the tornado get carried to the end of its path, where they are launched 400 feet up into the air. If this causes them to collide with a ceiling or other obstacle, they take 1d6 points of damage for every 10 feet of movement they were unable to complete. After reaching maximum height, the victims fall down, landing 50 feet away from the tornado's endpoint (or less depending on ceiling height) in a random direction, and take falling damage (which will probably be 20d6 without any special abilities to mitigate falling damage). Nonmagical objects are technically entitled to the Reflex save, but being unable to move by themselves, they automatically fail the save if unattended. If your attack roll threatens a critical hit, make an attack roll (with the same -8 penalty for generating the tornado, as well as all other bonuses and penalties that applied to the original roll) against a DC of 30. On a success (including a natural 20), no Reflex save is allowed to evade the tornado, and the shuriken scores an automatic critical hit on any creature or object that gets sucked in. Regardless of the outcome, a replica shuriken will be consumed by the mystical energy it releases. The master shuriken will survive being thrown in this manner, but you'll have to succeed on a DC 150 Search check to find it again afterwards, due to the huge mess the tornado makes and all the latent wind magic covering the area (so throwing the master shuriken is still an incredibly dumb idea). In fact, due to the huge mess, the Search DC to find anything near where the tornado ended is increased by +50, regardless of whether the master shuriken or a replica shuriken was thrown (for the master shuriken, this is already included in the listed DC).
 * By clutching the master shuriken and making a motion as though you will throw it (note - do not actually throw it), you may consume replica shurikens to cast a spell-like ability. Each spell-like ability consumes anywhere from 1 to 10 replica shurikens, based on the spell/power/manifester level of the ability. The Justice Shuriken's caster level is 40, but you may use your own if it is higher. Any spell-like abilities which mimic psionic powers cannot be augmented. Spell-like abilities which mimic maneuvers can be used repeatedly, with no need to refresh, as long as sufficient replica shuriken remain; without enough replica shuriken, the spell-like ability cannot be used at all. The Justice Shuriken has the following spell-like abilities:
 * Gust of Wind: 1 shuriken/use (The Justice Shuriken casts gust of wind as a 1st-level spell.)
 * Updraft : 1 shuriken/use
 * Wind Wall: 2 shuriken/use
 * Baleful Transposition : 2 shuriken/use
 * Gale Force: 3 shuriken/use
 * Downdraft : 3 shuriken/use
 * Defenestrating Sphere : 4 shuriken/use
 * Mass Twister Rush: 4 shuriken/use
 * Control Winds: 5 shuriken/use
 * Sudden Updraft: 5 shuriken/use (The Justice Shuriken initiates sudden updraft as a 5th-level maneuver.)
 * Wind Walk: 6 shuriken/use
 * Hurricane Disc: 6 shuriken/use
 * Razor Wind: 7 shuriken/use
 * Storm Tower : 7 shuriken/use
 * Flaying Wind: 8 shuriken/use
 * Greater Whirlwind : 9 shuriken/use
 * E=mc2: 9 shuriken/use
 * Nailed to the Sky: 10 shuriken/use
 * If you have a heart of air, you may exchange charges between the Justice Shuriken and heart of air on a one-to-one basis (though, actually, you consume replica shuriken to recharge the heart of air or drain charges from the heart of air to generate additional replica shuriken). Transferring charges requires you to be holding the master shuriken, and you must be attuned to the heart of air and have it in your hand or in an easily-accessible spot on your person (such as in a small pouch built into or attached directly to your robes). If draining charges from the heart of air to generate extra replica shuriken for the day, the new replica shuriken appear in your hand (don't confuse them for the master shuriken!) The act of transferring the charges (regardless of the amount transferred) is a standard action that does not provoke attacks of opportunity.