Sunseeker (3.5e Equipment)

Sunseeker
Sunseeker uses the Functional Weapons of Legacy variant rule.

''This sword is actually a large katana, though its sharpness is more akin to a falchion. When drawn from its sheathe its blade is marked with a beautiful etching of celestial beings, which glow when the darkness draws near...''

Sunseeker is a legendary weapon wielded by a great paladin from a world without a sun. He and the sword were a source of light in the darkness and a great destroyer of the creatures of the night. Though it has the sharpness and proficiency of a falchion, it is technically a large katana forged in another land. It starts out as a +1 falchion which may be used one-handed, and which glows a pale yellow light when undead or any creature with light vulnerability is within 60 ft. Disguises do not fool the sword, but immunity to divination applies, and effects such as nondetection provoke a caster level check using the wielder's character level. It may also be commanded to shed light as a torch at will in any color. 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 sword 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.

Sunseeker 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 first drawn it emits a burst of light as bright as a torch for 1 round. This light pierces all darkness, even the deepest supernatural darkness.

1st Ritual (Candle of Hope)
Light of Hope : You are filled with hope, and gain immunity to fear and morale penalties. If you are already immune to fear (such as via a paladin's Aura of Courage) att allies in 10 feet gain a +4 bonus on saves vs fear. This stacks with Aura of Courage.

Quick on the Draw : The weapon is light and easy to draw in an instant. You gain Quick Draw with this weapon, and Improved Initiative as long as the weapon is on your person. If you already have Quick Draw, you gain the benefits of Quick Sheathe with this weapon. If you already have Improved Initiative, you gain the ability to roll initiative twice and take the better result.

Shining Radiance : As a free action you can command the weapon to shed a bright light. This light does not inhibit you, but creatures attacking you suffer a 20% miss chance from the glare. true seeing does not bypass this miss chance, but creatures which don't need to see don't take the miss chance. You can shed this concealing light for up to 1 round per character level each day. The duration of the miss chance need not be consecutive rounds.

Prerequisites: BAB +4, must make successful saves against fear 5 times in 24 hours. If you are immune to fear already, you already qualify.

Cost: 4,000 gp, 160 xp.

2nd Ritual (Torch of Illumination)
Clear Sight : Your eyes glow when wielding the weapon, letting you see through any darkness and through fogs and clouds as if they weren't there. You are immune to dazzling, blindness, and gaze attacks.

Quick Cut : If you attack a flatfooted opponent immediatelty after drawing this weapon, you deal 1 extra point of damage per character level. This stacks with iaijutsu focus, if you have it.

Wave of Light : As a standard action you can project a wave of light from your blade which deals the same damage of your melee attacks. The wave can take several shapes, from a 60 foot 2-dimensional cone, or arrange the "cone" vertically for a line. You can make the cone shorter if needed, though you cannot exclude allies from its area of effect. Creatures must make a Reflex save DC 10 + 1/2 HD + your ability modifier to attack or take your melee damage, save negates. Effects which alter the attack bonus (such as Power Attack) instead alter the save DC by the same amount.

Prerequisites: BAB +7, must defeat an opponent by yourself with a CR of at least your character level -2 or greater, and you must do it while completely blind.

Cost: 16,000 gp, 640 xp.

3rd Ritual (Forge of Courage)
Flash Response : You are capable of reacting in a blink of an eye. You threaten with this weapon, even if it is sheathed, and may draw it as a free action even when its not your turn. You are treated as always having your weapon readied against a charge, and you gain Combat Reflexes when using this weapon. If you already have Combat Reflexes, the target is flatfooted against your attack of opportunity.

Flicker Strike : Your movements are so quick it seems you flicker between quick frames, the actual strike blurred from sheer speed. Your weapon gains the BlurstrikeMIC enhancement, but with no duration on times per day.

Light Speed Dash : You move briefly at the speed of light when moving, appearing to teleport around the battlefield. You do not provoke attacks of opportunity for movement. Once per hour, you can increase your movement speed by x10 for 1 round.

Prerequisites: BAB +10, must move through a battlefield and provoke no less than 10 attacks of opportunity in a single round from creatures with a CR of at least your character level -4 or greater. You must survive their subsequent onslaught.

Cost: 36,000 gp, 1440 xp.

4th Ritual (Beacon of Leadership)
Flash Cut : You can strike at the entire battlefield in a single blow. You gain the effect of Whirlwind Attack to all enemy targets in a 60 ft radius around you as a full attack action. If you already have the Whirlwind Attack feat, you gain a second attack at -5.

Greater Wave of Light : Your wave of light power becomes stronger. You may now use it as an attack action, and the range of the cone extends out to 120 feet.

Star of Hope : You can project a vast aura out to 1 mile, and all ally creatures within this aura gain a +4 bonus on saves against fear and morale penalties. This stacks with Light of Hope. In addition, all morale bonuses gained increase by +2 while in your mile-wide aura.

Prerequisites: BAB +13, must inspire a group of at least 20 people no more friendly than indifferent to take up arms for your cause within a space of 24 hours (at least Helpful or Fanatical). You cannot use compulsion magic to achieve this.

Cost: 64,000 gp, 2,560 xp.

5th Ritual (Unconquered Sun)
Blinding Radiance : The miss chance granted by Shining Radiance no longer has a duration and is constant. In addition as a free action you can make the light even brighter, granting a 50% miss chance for up to 1 round per character level each day. The duration of the improved miss chance need not be consecutive rounds.

Doppleganger : As a 1 round action, you summon a copy of yourself made of golden light. This entity acts like spiritual weapon, but able to take its own actions, flank, threaten, and so forth. It deals your weapon damage including enhancements and strength, but is unable to use any of your class features or abilities, only make attacks and full attacks and abilities granted by your feats. The duplicate has your AC, BAB, hp, saves, feats, and other abilities otherwise. You can summon the doppleganger 2/day, and it lasts for 1 round/level.

True Brilliant Energy : Your weapon gains the Brilliant Energy enhancement, except you may still affect constructs, undead, and objects. The weapons blade appears to be made entirely of light.

Prerequisites: BAB +16, must perform a short ritual with the blade which takes 1 hour. At the end of it an exact duplicate of yourself with opposite alignment will appear. You must defeat it in solo combat, aid from others will cause the duplicate to vanish and the process starts over. The duplicate has all your powers and abilities at the time of the ritual, and once defeated the duplicate and its items fade away.

Cost: 100,000 gp, 8,000 xp.

Prerequisites: N/A.

Cost to Create: Unique item, cannot be created.