Lunar Sun Blade (3.5e Equipment)
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Lunar Sun Blade
The Lunar Sun Blade uses the Functional Weapons of Legacy variant rule.
|Aura:||Strong Universal (DC 30)|
The silvery blade has a sharply curved sickle edge, functional as either a slashing weapon or a pick-like piercing weapon. Runes are engraved along its patterned surface, depending the phases of the moon on one side and the rising and setting of the sun on the other. In the day it seems to glow with a faint orange-red aura of flame, and at night it sparkles with a ghostly purple-blue glimmer.
The Lunar Sun Blade was once the property of a legendary assassin of a desert kingdom. This nameless killer slew countless nobles, heroes, villains, and any who she was commanded to bring to the grave with expert timing and her flashing blade. However due to a dubious "gift" from her lord, she was afflicted with a curse that drove her mad and turned her into a monster until she was defeated by an unknown warrior. From that point on, her weapon was lost but it never lost its power it gained after being bathed in the blood of a thousand mortal and immortal beings alike. It starts out as a +1 shotel which gains a shine depending on the time of day. In normal illumination and daylight it deals an extra 1 point of fire damage, while in shadowy illumination or darker, or in the depth of night it deals 1 point of cold damage instead. As various rituals are made and power is gained, the weapon starts taking on stronger powers. There are five rituals that are performed, they must be performed in order (the 2nd ritual must be completed before you start the 3rd, even if you achieve the 3rd level pre-requisites). Rituals cost gold (in the form of feeding the blade raw materials) and xp, with an additional pre-requisite. 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 pre-requisites.
The Lunar Sun Blade 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 user seems to take on a more slinking unnatural gait. This doesn't affect their combat prowess, other than make their attacks look more sweeping and dance-like.
1st Ritual (Heat and Cold, Light and Dark)
Low Hook (Ex): The fighting memories of its previous wielder are revealed to you. You gain a +4 bonus on trip attempts when using the weapon, and if you are tripped during your own trip attempt, you do not need to drop the weapon. You simply avoid being counter-tripped.
Shining Darkness (Su): When wielding the weapon, you may use darkness and daylight as spell-like abilities at will, though only one may be active at any one time. You may see through your own darkness as long as you wield the blade.
Sun's Fire, Moon's Glaze (Su): The fire and cold damage on the blade rises to 1d6 fire or cold, depending on lighting conditions.
Pre-Requisites: BAB +3 or Perform Dance 6 ranks, must slay an opponent of your CR -2 or higher in normal or brighter illumination and another opponent your CR -2 or higher in shadowy illumination or darker. You must do this within 24 hours of each other.
Cost: 2000 gp, 80 xp
2nd Ritual (Twin Killers)
Shadow Sunder (Su): You may make special sunder attacks that break the presence of an item on the plane of shadow, but retain itself in the material plane. Make a sunder attack. On a successful sunder items become broken, and remain that way until repaired or 24 hours reply, after which it automatically resumes function. Sundered doors and similar objects can be walked through as if it were actually broken by the wielder of the blade. Others still interact with just the material side of the item.
Shield Tear (Ex): As a standard action you can make a melee attack against a shield-bearing opponent. In addition to damage, you gain a free disarm attempt (using your attack roll for the disarm as well). If successful, you disarm any equipped shield.
Twin Blades (Ex): As part as the same action as drawing the weapon, you can choose to draw an identical copy of the weapon, except that its polarity of its fire or cold damage is inverted. The weapon has all the enhancements and benefits of the original blade. If you drop or sheathe one of the blades, it vanishes leaving the other weapon as the real weapon.
At your option once a round when you draw your blades you can release a shockwave which deals 1d6 fire damage and 1d6 cold damage out in a 5 ft radius burst centered on you.
Pre-Requisites: BAB +6 or Perform Dance 9 ranks, must disarm a creature of its shield with your weapon.
Cost: 8000 gp, 320 xp
3rd Ritual (Circle of Corpses)
Mana Breaker (Su): You may make a special sunder attack which breaks the flow of magic on an item or an active spell effect. Make a sunder attack against a magical item or magical effect. Your attack roll is your effective check to dispel the effect. You can only attempt to dispel an effect once every 1d4 rounds.
Scraping Whirl (Ex): You scrap your weapon on the ground, causing the ground it grinds against to erupt in elemental energy. You gain the benefit of Whirlwind Attack. If you are on the ground, even if you miss your attack roll, if your attack would hit touch AC it still deals the weapon's bonus elemental damage (fire or cold respectively) to the targets. This only functions when on the ground.
Sun's Scathing, Moon's Howl (Su): The fire and cold damage on the blade rises to 2d6 points of damage, and deals an extra 1d10 damage on a critical hit as if it were a flaming burst or Icy Burst weapon.
Pre-Requisites: BAB +9 or Perform Dance 12 ranks, must be surrounded by 4 or more opponents of CR -2 or greater, and damage each at least once over the course of 3 rounds.
Cost: 18,000 gp, 720 xp
4th Ritual (Dance of Blades)
Dancing Flurry (Ex): As a full round action you can enter a dance in which you become a dervish of blades. You full attack each round for the next 1d3 rounds (which you are compelled to complete), doubling the number of attacks you are normally granted by BAB. All attacks take a -2 penalty. You may also double move as part of your full attacks. However, you are locked into dancing. If you are somehow rendered immobile mid-dance or otherwise unable to move at least 5 ft each round, you are rendered fatigued at the end of your dance.
Life Cutter (Su): Once per week, you can make a standard action attack that deals normal damage and forces a Fortitude save, DC 10 + 1/2 BAB + ability modifier used for attack. On a failed save their life force is sundered, held onto by a thread you could snap at any moment. This duplicates the effect of Quivering Fist of a monk, and counts as Quivering Fist for the purpose of abilities and feats which augment it.
Traveling the Waste (Su): At will you can duplicate the effect of shadow walk (self only), once every 5 rounds after the previous effect ends as long as you are in shadowy illumination or darker. When in normal illumination or brighter, you can instead choose to ignore difficult terrain caused by sand, gravel, or other particulate terrain.
Pre-Requisites: BAB +12 or Perform Dance 15 ranks, must full attack a creature for 3 rounds in a row, making at least 6 successful attacks in the time period. It must be done against a creature of your CR -2 or higher.
Cost: 32,000 gp, 1280 xp
5th Ritual (Phantom Nova and Palelight)
Improved Life Cutter (Su): Your life cutter ability is now 1/day, though you can still only hold one contingent death at a time. In addition, you can deal 4d6 points of nonlethal damage to your afflicted target at will as a standard action, regardless of distance. This lasts until the duration expires or you activate the killing effect.
Brilliant Light, Brilliant Shadow (Su): You gain the benefits of the Brilliant Energy enhancement. As a move action you can shift it to "Brilliant Shadow", a dark ghostly miasma of Brilliant Energy. Brilliant Shadow only affects objects, constructs, and undead but not living creatures.
Whirling Hurricane (Ex): Your scraping whirl ability can now be performed on the move, allowing you to double move and make your scraping attack at any point during your movement.
Pre-Requisites: BAB +15 or Perform Dance 18 ranks, must slay a creature of your CR -2 or higher with your life cutter ability.
Cost: 50,000 gp, 2000 xp
Cost to Create: Unique item, cannot be created.
|Body Slot||Held +|
|Cost||2325 gp +|
|Identifier||3.5e Equipment +|
|Summary||A weapon of legacy shotel belonging to an infamous desert assassin, who eventually succumbed to a terrible curse. As it grows, it grants greater and greater powers. +|
|Title||Lunar Sun Blade +|