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Rite Publishing Presents Rite Publishing Presents Rite Publishing Presents Rite Publishing Presents

By Wendall Roy By Wendall Roy By Wendall Roy By Wendall Roy




Rite Publishing Presents:
#30 #30 #30 #30 Firearms of Legacy

Gun Gun Gun Gunsmith smith smith smith (Designer): Wendall Roy
Stockmaker Stockmaker Stockmaker Stockmaker (Editor): Robert N. Emerson
Metalworker Metalworker Metalworker Metalworker (Cover Illustrator): Ian Greenlee
Engravers Engravers Engravers Engravers (Interior Illustrators):
Maxime Beaulac, Ian Greenlee
Lowly Lowly Lowly Lowly Apprentice Apprentice Apprentice Apprentice (Additional Design, Layout,
Development, Publisher): Steven D. Russell







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See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not
guarantee compatibility, and does not endorse this product.

#30 Firearms of Legacy 2013 Steven D. Russell, Open Gaming License Copyright 2007
Wizards of the Coast. All rights reserved, Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder
Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used
under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more
information on the compatibility license. Illustration on page 1 Some rights reserved. This work is licensed under a Creative
Commons Attribution-No Derivative Works 3.0 License. Attribution Maxime Beaulac

1


Firearms of Legacy Firearms of Legacy Firearms of Legacy Firearms of Legacy

Most Esteemed Qwilion:

I regret to inform you there has been an incident in the
Firearms wing of the 13
th
Fell Repository. By the grace
of Our Heavenly Archmage of Secrets and Guardian of
Knowledge, nothing was successfully stolen but I take
full responsibility for this breach in security. We are
currently reviewing evidence at the site and consulting
seers, but the identity of the burglars is not yet
apparent. Vigilance and Watchfulness were both on
duty in the vault and should be commended for their
part in repelling this invasion, but both ironborn
cannot yet report on what they witnessed due to the
severity of their injuries.

In light of this unacceptable break-in, I have completed
an inventory of the Firearms wing artifacts and a
summary of their powers both known and rumored. A
copy of this rushed inventory has been included in this
missive. Any one of these weapons in the wrong hand
could sow tyranny and destruction the likes of which
has not been seen since the days of chaos after
Cynmarks downfall. It cannot be a coincidence that
these powerful weapons were targeted by this assault,
and I fear it is only a matter of time before the guilty
parties make another attempt.

Full responsibility for this incident rests upon my
shoulders, and I accept any consequences of this
failure. I can only hope this missive helps us handle any
future troubles.

Your Humble Servant,
Stephas Thun, Minister of the 13
th
Fell Repository


In the years following the tyranny of the Immortal
Emperor and Dread Lich Korvack Cynmark, the
shackles of his rule were cast free from imagination,
innovation, and technological development. Buried as
these were by waves of pestilence, famine, and civil war,
it is no surprise that devices of war were some of the
most common inventions.

Firearms were rare and novel devices prior to
Questhaven and The Protectorates recent renaissance,
custom devices with little uniformity in make and
function. These guns were usually crafted and used by a
single owner, an adventurer who imbued them with
power by effort and deed. In time these firearms became
minor artifacts, and are considered a specific type of
weapons of legacy.

L LL Legacy egacy egacy egacy Items Items Items Items: : : :
A Brief Overview A Brief Overview A Brief Overview A Brief Overview

A legacy item is a magical item that increases in power
with its owner. Each has a set of abilities that can be
awakened by ritual and sacrifice, allowing the item to
evolve from a well-made mundane item to a minor
artifact. Each of the firearms presented here has a
unique history that has shaped its powers, commonly
(but not always) tied to a legendary adventurer of
Questhaven. New owners of a legacy item have the
opportunity to add their own powers to the weapon once
it is fully awakened. The entries for these firearms of
legacy all share the same rules and format:

Aura: A legacy item is a minor artifact and has a strong
aura of magic regardless of its currently awakened
abilities.
CL: As a minor artifact, the caster level of a legacy item
is always 20.
2
Slot: All legacy items must be wielded or worn in the
appropriate spot in order to use their abilities, unless
otherwise noted by a specific ability.
Weight: Most legacy items have the same weight as
their mundane counterpart.
Cost: Legacy items are unique should not be openly
available for sale. This cost is provided as a quick
reference for the value the weapon with no awakened
abilities. Most legacy items have a starting value of a
masterwork weapon or masterwork item.

Physical Description: Each legacy item is a unique
item and, as such, has a distinctive look. Most appear to
clearly be a weapon of their particular type, but a few
have truly unexpected forms.

Omens: Legacy items have a heritage and only certain
individuals favored by fate, bloodlines, or simple good
fortune (individuals chosen by the GM) can gain their
benefits. These individuals cause an effect known as an
anointing showing the legacy item and the creature
share a heritage and hence can awaken the item. A sign
of Ill-omen is always a feeling of wrongness and
bestows one permanent negative level on any creature
attempting to attend the item, those attempting to wield
it gain two negative levels. The negative levels remain as
long as the creature attends the item and disappear
when it is no longer attended. These negative
levels cannot be overcome in any way (including
by restoration spells) while the item is attended. Unlike
normal negative levels If a creature's negative levels
bestowed by a legacy items omen equal or exceed its
total Hit Dice, it does not die.

Lore: Legacy items are shaped by the actions and deeds
of their creators and owners. Here you will find the
common history of the item, alternate names and even
rumors surrounding its powers or origin. The
Knowledge skills and the DCs of skill checks that can be
used to learn this information are listed in this section.
In most cases, the DCs for these checks are 15 or lower
for firearms of legacy as legends of the weapon are
widespread and in recent history.

Abilities: A legacy item is first encountered in a
slumbering state, with none of its powers awakened. A
new owner can awaken the itemss abilities through a
series of rituals. Each ritual has a minimum character
level for the owner, takes 1 hour of time and requires a
varying cost of material components. Some legacy items
have additional requirements to unlock their abilities
listed in this section. The first ability awakened for most
legacy items includes a +1 enhancement bonus, and
most other listed abilities added to the weapon do not
increase its effective enhancement bonus. A legacy item
cannot normally be enchanted to gain additional
properties and abilities until all of its listed abilities are
awakened.

At the GMs discretion, increases to the weapons
enhancement bonus and magical weapon abilities that
modify the weapons effective enhancement bonus can
be added to the weapon prior to unlocking all of its
abilities, using the PFRPG core rules for magic item
creation.

If a legacy items ability requires a saving throw, the DC
is 10 + the wielders HD + the wielders relevant
ability modifier (chosen by the GM to best serve that
character, firearms of legacy are usually Intelligence-
based), unless otherwise noted.

Destruction: Unlike normal artifacts, legacy items can
gain the broken condition but cannot be destroyed
except under special circumstances. Firearms of legacy
will still explode when a misfire occurs while the weapon
is broken, but the weapon itself will not be destroyed.
The special conditions required to destroy the weapon of
legacy are explained in this section. Some conditions are
less specific than others and subject to GM
interpretation; with artifacts, not all is certain.

Aegisbane Aegisbane Aegisbane Aegisbane
Aura strong evocation; CL 20th
Slot held; Weight 9 lbs.
Cost 1,800gp

Physical Description Physical Description Physical Description Physical Description: :: :
This musket has an elongated, smooth barrel of blued
steel. Thick clamps attach the barrel to a solid wooden
stock with graceful, curving lines and decorated with
steel rosettes.

Omen: Omen: Omen: Omen:
If the proper creature attends this legacy item, it feels a
sense of rightness and it sees an image of walls
crumbling before it.

Lore: Lore: Lore: Lore:
Knowledge (arcana, history or nobility) DC 15:
Aegisbane, The Knight Slayer, is one of a handful of
firearms created by the Dusk Brotherhood, a group of
nonhuman mercenaries active during the post-Cynmark
chaos and famous for adopting unorthodox, brutal
tactics. Stern Xu, a stonewarden gargoyle, was the most
famous wielder of this weapon. He had the notorious
distinction of targeting officers and nobility on the
battlefield, and to this day the weapon has a dark
reputation among families with any sort of hereditary
power.

Abilities: Abilities: Abilities: Abilities:
When first encountered, this weapon functions as a
masterwork musket. A wielder who meets or exceeds
certain level requirements will become aware of rituals
that can be performed to awaken Aegisbane and
increase its power. Each ritual requires 1 hour of time
and consumes material components of a varying value
in gp. The saving throws of Aegisbanes abilities are
Dexterity-based.

3

Level Special Ability Component Cost
3rd +1 penetrating 4,000 gp
6th armor degrading 8,000 gp
9th secondary target 13,500 gp
12th armor shattering 18,000 gp
15th supersonic shot 42,000 gp


+1 Penetrating: At 3rd level, the legacy weapon gains
a +1 enhancement bonus, and becomes effective against
armored targets at a longer range than most firearms.
Attacks with this weapon are resolved against the
targets touch AC when the target is within the first two
range increments of the weapon.

Armor Degrading: At 6th level, the legacy weapons
bullets not only penetrate armor easily, but damage the
protection as well. Whenever you confirm a critical hit
on a target, you also apply the damage to the targets
armor or shield. If the attack was within the weapons
first range increment, this damage ignores the armor or
shields hardness. If a target is not wearing armor or a
shield but has a natural armor bonus, you can instead
inflict an armor-damaging wound that reduces the
targets natural armor bonus by 2 (minimum 0). Armor-
damaging wounds are cumulative and can be removed
by a DC 15 Heal skill check or any magical healing.

Secondary Target: At 9th level, the legacy weapons
armor-piercing properties allow it to strike two targets
with one bullet. If a creature is providing soft cover for a
target within the weapons first range increment, you
can take a full-round action to ignore the soft cover
bonus to AC and make a single ranged attack against
both the original target and the creature providing
cover. This attack is made against the higher of the two
creatures touch ACs. Precision damage only applies to
the original target.

Armor Shattering: At 12
th
level, the legacy weapon
now causes armor to be a potential liability to its targets.
Whenever a suit of armor or a shield is destroyed by the
weapons armor degrading ability, the wearer takes 1d6
points of piercing damage for every point of armor or
shield bonus to AC the item provided. A successful
Reflex saving throw reduces this damage by half.

Supersonic Shot: At 15th level, the legacy weapon can
fire a bullet at such high speed it creates a blast of sonic
energy. As a standard action you can fire a 120-ft. line of
energy that deals 15d6 sonic damage and makes
creatures stunned for 1 round. A successful Reflex
saving reduces the damage by half and negates the
stunning effect. In addition, you can make a ranged
attack with the weapon as a free action against the most
distant target within the area of effect. This ability can
be used once per day.

Destruction Destruction Destruction Destruction
Aegisbane can only be destroyed by a weapon
specifically crafted for the task. This weapon must be
forged from the remains of armor destroyed by
Aegisbane, and have a +5 or greater enhancement
bonus.


Baramors Five Curses Baramors Five Curses Baramors Five Curses Baramors Five Curses
Aura strong necromancy; CL 20th
Slot held; Weight 4 lbs.
Cost 1,300gp

Physical Description Physical Description Physical Description Physical Description
The barrel of this pistol is encased within a latticework
shell of carved ivory, the barrels metal peeking through
serpentine runes that span the length of the shell. The
dark veneer of the pistols wooden grip is offset by
vibrant silverwork, from filigree on the pommel to the
fluted trigger guard.

Omen: Omen: Omen: Omen:
If the proper creature attends this legacy item, it feels a
sense of rightness and it hears someone whispering in
its ear a foul curse against its enemies.

Lore: Lore: Lore: Lore:
Knowledge (arcana or history) DC 15:
This weapon was born of loss and spite. Having lost his
entire family to the plague and violence sweeping the
land, the young wizard Baramor focused all his grief into
a single tool of revenge. Revenge is a fickle and fleeting
thing, however, and Baramors reputation became
blackened by a string of atrocities committed in
vengeances name. Scholars debate whether Baramors
trademark pistol was named after his dark powers or
referred to the many epithets spat at Baramors mention
wherever the wizard went. Regardless of the monikers
origin, wherever Baramors Five Curses has appeared in
the past 150 years misery has followed.

Abilities: Abilities: Abilities: Abilities:
When first encountered, this weapon functions as a
masterwork pistol. A wielder who meets or exceeds
certain level requirements will become aware of rituals
that can be performed to awaken Baramors Five Curses
and increase its power. Each ritual requires 1 hour of
time and consumes material components of a varying
value in gp.


Level Special Ability Component Cost
3rd +1 omenspitting 4,000 gp
6th curse of bullet
attraction
7,200 gp
9th curse of sympathetic
wounds
18,000 gp
12th curse of grim justice 28,800 gp
15th curse of festering
futility
42,000 gp


4
+1 Omenspitting: At 3rd level, the legacy weapon
gains a +1 enhancement bonus. As a swift action when
you successfully confirm a critical hit with the weapon,
the target is cursed with bad luck. On the next d20 roll
the target makes, it must roll twice and take the less
favorable result. This ability is a mind-affecting curse,
and can be used three times per day.

Curse of Bullet Attraction: At 6th level, the legacy
weapon afflicts an enemy with a curse that makes
projectiles difficult to avoid. As a standard action, you
can make an attack with the weapon that deals normal
damage and forces the target to make a Will saving
throw or be cursed for 1 day. A cursed target suffers a -4
penalty to AC against ranged attacks, and any ranged
attacks made against adjacent creatures will instead
target the curses victim. This ability can be used once
per day.

Curse of Sympathetic Wounds: At 9th level, the
legacy weapon afflicts an enemy with a curse that causes
them to share the owners pain. As a standard action,
you can make an attack with the weapon that deals
normal damage and forces the target to make a Will
saving throw or be cursed for 1 day. Whenever you take
hit point or ability damage, the cursed creature suffers
an identical amount of damage. Damage from this curse
cannot reduce a creature below 0 hit points. If you die,
the cursed creature must make a Fortitude saving throw
or die. This ability can be used once per day.

Curse of Grim Justice: At 12
th
level, the legacy
weapon afflicts an enemy with a curse that prevents
them from taking unwanted actions. As a standard
action, you can make an attack with the weapon that
deals normal damage and forces the target to make a
Will saving throw or be affected by mark of justice as a
spell-like ability. This ability can be used once per day.

Curse of Festering Futility: At 15th level, the legacy
weapon afflicts an enemy with a curse that causes them
to rot away with every failure. As a standard action, you
can make an attack with the weapon that deals normal
damage and forces the target to make a Will saving
throw or be cursed permanently. The DC of this saving
throw has a +5 modifier. Whenever the cursed creature
fails an attack roll, caster level check, saving throw, or
skill check, it takes 1 point each of Charisma and
Constitution ability damage. This ability damage cannot
be healed until the curse is removed. This ability can be
used once per day.

Destruction Destruction Destruction Destruction
Baramors Five Curses can only be destroyed by a
linnorm of CR 18 or greater.


Cheskars Enforcer Cheskars Enforcer Cheskars Enforcer Cheskars Enforcer
Aura strong necromancy; CL 20th
Slot held; Weight 5 lbs.
Cost 2,050gp
Physical Description Physical Description Physical Description Physical Description
This squat pistol has crude, menacing aesthetics. Two
black iron barrels are secured to a wooden frame
decorated with wild boars, and the grip is covered in a
worn, scaled reptilian skin. The pommel is reinforced by
a heavy iron cap, dented and scratched from heavy use.

Omen: Omen: Omen: Omen:
If the proper creature attends this legacy item, it feels a
sense of rightness and an image appears in its mind of
it brutally pistol-whipping its most hated foe.

Lore: Lore: Lore: Lore:
Knowledge (arcana or local) DC 15:
The dark times of anarchy were rife with opportunists
and war profiteers. Few exemplified this more than the
power-hungry warlord Cheskar. The list of foul deeds
attributed to Cheskar and his bandit army is nearly
endless, from burning entire villages to the ground to
intentionally spreading pestilence to those who defied
him. The mere mention of his name was enough to send
people running.

Abilities: Abilities: Abilities: Abilities:
When first encountered, this weapon functions as a
masterwork double-barreled pistol. A wielder who meets
or exceeds certain level requirements will become aware
of rituals that can be performed to awaken Cheskars
Enforcer and increase its power. Each ritual requires 1
hour of time and consumes material components of a
varying value in gp. The saving throws of Cheskars
Enforcers abilities are Charisma-based.


Level Special Ability Component Cost
3rd +1 browbeating 2,000 gp
6th Bullying 9,000 gp
9th show of force 10,800 gp
12th the toughest one
around
20,000 gp
15th making an example 46,000 gp


+1 Browbeating: At 3rd level, the legacy weapon
gains a +1 enhancement bonus. A proficient wielder
gains a +2 bonus to damage with unarmed attacks and
with the pistol-whip Gunslinger class ability. Whenever
you damage a creature with an unarmed attack or the
pistol-whip ability, you can attempt to demoralize your
opponent as a free action.

Bullying: At 6th level, the legacy weapon becomes
more effective against scared enemies. The weapon now
deals an extra 1d6 points of damage on a successful hit
against a frightened, panicked or shaken creature.

Show of Force: At 9th level, the legacy weapon strikes
at the hearts of enemies by looks alone. As a full-round
action, you can brandish the weapon menacingly and
force all enemies within 30 feet to cower for 1 minute. A
5
successful Will saving negates the effect, as does any
hostile action against the affected creatures. This is a
mind-affecting fear effect that can be used once per day.

The Toughest One Around: At 12
th
level, the legacy
weapon wraps its wielder in an aura of confidence. You
become immune to fear effects.

Making an Example: At 15
th
level, the legacy
weapons finishing blows can leave their victim a
ruinous mess. As a swift action after reducing a creature
to negative hit points with the weapon, you can cause
the creature (or its corpse) to be a triggered symbol of
fear, as the spell. You and your allies are considered
attuned to the symbol. This ability can be used once per
day.

Destruction Destruction Destruction Destruction
Cheskars Enforcer can be destroyed by intentionally-
inflicted damage (not misfires), but any time it takes
enough damage to be destroyed the weapon emits a wail
of the banshee and fully repairs itself. On the ninth time
the weapon is destroyed within a 24-hour period, it is
permanently destroyed.


Crimson Ladys Crimson Ladys Crimson Ladys Crimson Ladys Fingers Fingers Fingers Fingers
Aura strong conjuration; CL 20th
Slot held; Weight 9 lbs.
Cost 1,800gp

Physical Description Physical Description Physical Description Physical Description
This musket appears precisely tooled and designed
along more standardized, modern lines that one could
expect to find for sale in The Protectorate. There is a
slight blurring in the air around the length of the barrel,
as if the metal were straining against a barely-visible
boundary. The rich cherry finish of the stock is
highlighted by the woodburned sigil of Our Crimson
Lady of Strength and Victory.

Omen: Omen: Omen: Omen:
If the proper creature attends this legacy item, it feels a
sense of rightness and it hears a hail of gunfire
emanating from the weapon.

Lore: Lore: Lore: Lore:
Knowledge (arcana, history or religion) DC 15:
Crimson Ladys Fingers is the failed prototype for what
was to be a mass-marketed firearm for elite
peacekeeping forces in The Protectorate. The weapon
proved to be too expensive to enchant in quantity and
was given to its field-tester, the elite adventurer Maerva
Greatstride. With barely 100 years of history, the
artifacts most remembered usage was at the Seige of
Sorrows End, one of the final great battles before the
Renaissance. Lasting nearly a month and having an
unprecedented number of casualties, it is said that



Crimson Ladys Fingers


almost no survivor of the conflict could bear to pick up a
weapon again.

Abilities: Abilities: Abilities: Abilities:
When first encountered, this weapon functions as a
masterwork musket. A wielder who meets or exceeds
certain level requirements will become aware of rituals
that can be performed to awaken Crimson Ladys
Fingers and increase its power. Each ritual requires 1
hour of time and consumes material components of a
varying value in gp.


6
Level Special Ability Component Cost
3rd +1 manybarrels 5,000 gp
6th temporal burst 9,000 gp
9th kinetic shield 13,500 gp
12th unloading fire 18,000 gp
15th pocket foxhole 30,000 gp

+1 Manybarrels: At 3rd level, the legacy weapon
gains a +1 enhancement bonus. The weapon has 10
barrels, one active and nine occupying an
extradimensional space at any one time. As a move
action, you can switch the active barrel to the next one
in sequence. The active barrel can be fired and loaded as
normal.

Temporal Burst: At 6th level, the legacy weapon
accelerates its owners actions in short bursts of energy.
You act as if hasted, as the spell. While under this effect,
you can switch active barrels on the weapon as a swift
action. This ability takes no action to activate, and can
be used a number of rounds per day equal to your
character level. These rounds do not need to be
consecutive.

Kinetic Shield: At 9th level, the legacy weapon can
form a shimmering globe of energy that diverts kinetic
energy from attacks against its owner. As a standard
action, you can gain DR 5/slashing against ranged
attacks for 1 minute. This ability can be used three times
per day.

Unloading Fire: At 12
th
level, the legacy weapon can
rapidly fire all of its barrels at once. As a full-round
action, you can make a single attack at his highest base
attack bonus for each loaded barrel. Each attack
requires a separate attack roll. No more than two attacks
can be made against a single target, and all targets of
these attacks must be within 20 feet of each other.

Pocket Foxhole: At 15
th
level, the legacy weapon
grants access to a pocket dimension. As a standard
action, you can open or close a circular gateway to an
extradimensional space large enough for a Medium-
sized creature to enter. The space contains the weapons
extra barrels, an organized storage rack designed for
holding field supplies, rations, ammunition, and musket
maintenance tools. The extradimensional space
otherwise functions as a portable hole.

Destruction Destruction Destruction Destruction
Crimson Ladys Fingers can only be destroyed by a 1-
hour dismantling process inside its extradimensional
space. This process destroys the extradimensional space
as well, to the detriment of the artifacts destroyers.


Curiosity Curiosity Curiosity Curiosity
Aura strong conjuration; CL 20th
Slot held; Weight 9 lbs.
Cost 1,800gp

Physical Description Physical Description Physical Description Physical Description
This odd-looking musket has a multi-sectioned barrel of
bronze set into a compartmentalized wooden frame. A
leather shoulder strap containing small pouches for
ammunition and tools attaches to rings on the barrel
and stock. The entire weapon is so festooned with
bronze and iron machinery that an observer could
question its function in combat until it was actually seen
in use.

Omen: Omen: Omen: Omen:
If the proper creature attends this legacy item, it feels a
sense of rightness and it sees an image of itself
opening a door to make a narrow escape by shooting a
portion of a wall in just the right spot.

Lore: Lore: Lore: Lore:
Knowledge (arcana, history or local) DC 12:
The creator of this strange artifact is unknown, but
Curiosity has made an appearance in many tavern tales
of daring and roguish adventurers. If a story involves
some canny hero escaping the clutches of his
adversaries, outwitting the authorities and retiring to a
life of comfort with sacks of loot, more often than not
this weapon makes an appearance somewhere in the
tale. There are so many rumors and fabrications
surrounding Curiosity that it is impossible to separate
truth from fiction.

Abilities: Abilities: Abilities: Abilities:
When first encountered, this weapon functions as a
masterwork musket. A wielder who meets or exceeds
certain level requirements will become aware of rituals
that can be performed to awaken Curiosity and increase
its power. Each ritual requires 1 hour of time and
consumes material components of a varying value in gp.


Level Special Ability Component Cost
3rd +1 utilitarian 2,900 gp
6th Dowsing 7,920 gp
9th transmute bullet 13,500 gp
12th information conduit 26,500 gp
15th serendipitous 44.600 gp

+1 Utilitarian: At 3rd level, the legacy weapon gains a
+1 enhancement bonus. As a full-round action, you can
transform the weapon into a utilitarian tool that
provides a +3 circumstance bonus to skill checks with a
single Dexterity- or Strength-based skill (chosen each
time the weapon is transformed). This circumstance
bonus does not stack with other tool-based circumstance
bonuses. While transformed into a tool, the weapons
other abilities are suppressed, and Curiosity is treated as
an improvised weapon if used in combat. Another full-
round action is required to return the weapon to its
original form. The weapon may be transformed into a
tool once per day for up to 1 hour.

7
Dowsing: At 6th level, the legacy weapon gains a
versatile sensory ability. You can cast any of the
following as spell-like abilities: detect animals or plants,
detect charm, detect magic, detect poison, detect
scrying, and detect snares and pits. This ability can be
used three times per day, but only one detect spell-like
ability can be active at once.

Transmute Bullet: At 9th level, the legacy weapon
can alchemically alter the physical structure of loaded
bullets. As a standard action, you can make a single
ranged attack and treat the loaded bullet as if it were
made of one of the following special materials:
adamantine, alchemical silver, blood crystal, cold iron,
or Elysian bronze.

Information Conduit: At 12
th
level, the legacy
weapon can project a translucent image of a book that
provides information on nearly any subject. As a full-
round action, you can make a Knowledge skill check
with a +5 circumstance bonus. You also can make
untrained Knowledge skill checks against any DC while
using this ability.

Once per day, you can also contact the mind of a greater
power connected to the weapon. This functions as a
contact other plane spell used to contact the Astral
Plane, and you can ask a number of questions equal to
your character level with each use.

Serendipitous: At 15
th
level, the legacy weapon
becomes the perfect tool for any task and is hard to
separate from its owner. The circumstance bonus
provided by the weapons utilitarian ability increases to
+5. Once per day you can also call the weapon to you as
the instant summons spell by uttering the weapons
name.

Destruction Destruction Destruction Destruction
Curiosity can only be destroyed on the Astral Plane by a
creature with at least 20 ranks in Craft (weapons),
Knowledge (arcana) and Knowledge (planes).


Deadeyes Whisper Deadeyes Whisper Deadeyes Whisper Deadeyes Whisper
Aura strong illusion; CL 20th
Slot held; Weight 4 lbs.
Cost 1,300gp

Physical Description Physical Description Physical Description Physical Description
This pistol has a snub barrel of dull-polished steel set
into a smooth, featureless ebony handle. Despite the
lack of ornamentation or tooling, the weapon is clearly
the product of high-quality materials and craftsmanship.

Omen: Omen: Omen: Omen:
If the proper creature attends this legacy item, it feels a
sense of rightness and it hears someone whispering,
Shush! in its ear.

Lore: Lore: Lore: Lore:
Knowledge (arcana, history, local, or nobility) DC 12:
This weapon was commissioned from wyrd craftsmen by
Evaz Deadeyes, a lurker rogue both notorious as one of
the most dangerous assassins of her time and a hero
whose grim deeds helped restore order in the
Protectorate. Deadeyes specifications for the weapon
were exacting it had to take the lethality of then-rare
firearms and merge the technology with numerous
enchantments of guile and subterfuge. The shy and
reclusive assassin was pleased with the results, making
the pistol her weapon of choice and referring to it as her,
whisper. The deaths of would-be warlords and
anarchists left a trail of political violence that would
become this weapons legacy. As the saying goes today
when you get a sense of impending, unseen danger that
raises the hair on the back of your neck, Deadeyes is
whispering to you.
Abilitie Abilitie Abilitie Abilities: s: s: s:
When first encountered, this weapon functions as a
masterwork pistol. A wielder who meets or exceeds
certain level requirements will become aware of rituals
that can be performed to awaken Deadeyes Whisper
and increase its power. Each ritual requires 1 hour of
time in a dark, lightless location and consumes material
components of a varying value in gp.

Level Special Ability Component Cost
3rd +1 whispershot 4,400 gp
6th inconspicuous 6,800 gp
9th shadow stepping 14,400 gp
12th forgetful miasma 28,800 gp
15th dreaming death 48,000 gp

+1 Whispershot: At 3rd level, the legacy weapon gains
a +1 enhancement bonus. The weapon is also extremely
quiet for a firearm and makes a noise no louder than a
whisper when fired. Hearing the sound of a shot from
this weapon requires a Perception skill check with a base
DC of 15. As a standard action you can cast silence once
per day as a spell-like ability centered on the weapon.

Inconspicuous: At 6th level, the legacy weapon
becomes supernaturally difficult to notice. Any creature
observing you cannot detect the weapon for the duration
of the encounter as long as it is not fired, unless the
creature makes a successful Will saving. This does not
actually render the weapon invisible, but enchants
observers to ignore it. Attacking with the weapon causes
this ability to be suppressed for the remainder of the
encounter. This is a mind-affecting ability.

Once per day, you can extend this ability to protect
yourself from observation. For a number of rounds
equal to your character level, observers disregard you in
a similar manner as long as you do not take a hostile
action.

Shadow Stepping: At 9th level, the legacy weapon
grants its wielder the ability to travel through shadows.
8
You can cast shadow step as a spell-like ability. This
ability can be used once per day.

Forgetful Miasma: At 12
th
level, the legacy weapon
gains the ability to befuddle the minds of witnesses,
causing them to stand idly by and forget even the most
blatant of actions. As a swift action, you can cause every
creature within 30 feet to become dazed for 2d4 rounds
unless they succeed at a Will saving throw. Affected
creatures will have no memory of events that occur
while they are dazed. The dazed effect is negated for any
affected creature that is attacked. This is a mind-
affecting ability that can be used once per day.

Dreaming Death: At 15th level, the legacy weapon
gains the ability to ritually attack victims while they
slumber. You can invade the dreams of a specific
creature you name or otherwise specifically designate
and attempt to assassinate them. This ability is similar
to the nightmare spell except as noted here.

The ritual to activate this ability has a 1 hour casting
time and requires either part of the creature to be
targeted (a vial of blood or body sample of similar size)
or a possession of great significance to the creature to be
used as a focus. A particular focus may only be used
once with this ability. The DCs of this abilitys saving
throws are not modified by knowledge or connection to
the subject.

A target who fails its saving throw is subjected to a
phantasmal vision of you executing it with this weapon
and must make a Fortitude saving throw or die. Even if
the Fortitude saving throw is successful, the target takes
hit point damage as if you had taken a coup de grace
action on it. This ability can be used once per day.

Destruction Destruction Destruction Destruction
Deadeyes Whisper can only be destroyed in the full
light of a midday sun while the details of murders
committed by the weapon are loudly proclaimed in its
presence.


Earthshaker Earthshaker Earthshaker Earthshaker
Aura strong evocation; CL 20th
Slot held; Weight 4 lbs.
Cost 1,300gp

Physical Description Physical Description Physical Description Physical Description
The bronze barrel of this pistol flares at the end in a
bulbous design. Matching bronze filigree worked in an
explosion motif covers most of the pistols body. The
weapon lacks a trigger guard or any other apparent
safety features.

Omen: Omen: Omen: Omen:
If the proper creature attends this legacy item, it feels a
sense of rightness and it sees an image of the ground
exploding with fire directly in front of it.
Lore: Lore: Lore: Lore:
Knowledge (arcana, history or planes) DC 15:
Firearms technology first developed in the hands of
alchemical pioneers and arcane spellcasters. This
weapon is an example of one of the first known firearms
of legacy. The weapon was created by an adventuring
evoker known only by the same name; whatever label he
had for his creation, today it is only remembered as
Earthshaker.

Abilities: Abilities: Abilities: Abilities:
When first encountered, this weapon functions as a
masterwork pistol. A wielder who meets or exceeds
certain level requirements will become aware of rituals
that can be performed to awaken Earthshaker and
increase its power. Each ritual requires 1 hour of time
and consumes material components of a varying value
in gp.

Level Special Ability Component Cost
3rd +1 exploding 4,000 gp
6th grenading shot 7,200 gp
9th internal instability 14,400 gp
12th spray of grenades 28,800 gp
15th incendiary rage 30,000 gp

+1 Exploding: At 3rd level, the legacy weapon gains a
+1 enhancement bonus. All bullets fired from the
weapon that successfully strike their target explode on
contact, dealing an additional 1 point of fire damage to
the target and as splash damage as if the target had been
hit by a splash weapon. However, misfires with the
weapon deal 1 point of fire damage to you in addition to
their normal effect.

Grenading Shot: At 6th level, the legacy weapon can
fire highly damaging yet highly inaccurate munitions. As
a standard action, you can charge a loaded bullet with
energy and fire it. If the bullet successfully strikes a
target, it deals normal damage then explodes in a 15-foot
radius dealing 3d6 fire damage to all creatures in the
area and knocking them prone. Any creatures other than
a directly-hit target can make a Reflex saving throw to
reduce the damage by half and negate being knocked
prone.

If the attack roll of a grenading shot misses, it scatters in
a manner similar to a splash weapon but twice the
distance (1o feet per range increment of the attack). A
misfire with a grenading shot causes it to explode
centered on you. This ability can be used three times per
day.

Internal Instability: At 9th level, the legacy weapon
can release a blast of energy dangerous to all nearby.
You can cast detonate once per day as a spell-like ability.
This ability always does a base 10d8 points of fire
damage and the weapon cannot be fired or reloaded
while this ability is in effect.

9
Spray of Grenades: At 12
th
level, the legacy weapon
can fire multiple exploding munitions at once. As a full-
round action, you can charge a loaded bullet with energy
and fire it. The bullet separates into three shots that
each act as the weapons grenading shot ability and must
be directed at a different target. Each attack requires a
separate attack roll at your highest base attack bonus
with a -4 penalty. These attacks otherwise follow all the
rules of the grenading shot ability. This ability can be
used three times per day.

Incendiary Rage: At 15
th
level, the legacy weapon
compels its wielder to go on a rampage, augmenting
flames and burning all nearby. As a swift action, you can
cause all variable fire damage dealt by the weapon to be
increased by half including bonuses to those dice rolls.
This effect lasts for 10 rounds. During this time, if you
fail to inflict fire damage on any creature (including
yourself) on your turn then you suffer 2 points of
Constitution drain as the weapon punishes you. This
ability drain cannot be reduced or prevented by any
means. This ability can be used once per day.

Destruction Destruction Destruction Destruction
Earthshaker can be destroyed only by a methodic
dismantling process performed in a location that has not
experienced any violence for at least 100 years. This
process takes 1 hour to complete.


Faizals Faizals Faizals Faizals Harrier Harrier Harrier Harrier
Aura strong conjuration; CL 20th
Slot held; Weight 4 lbs.
Cost 1,300gp

Physical Description Physical Description Physical Description Physical Description
The iron barrel of this early firearm has been cast to
resemble the head of a bird of prey. Intricate feathers
have been carved across the entire surface of its wooden
frame, hidden only by the gray-dyed leather of the
pistols grip.

Omen: Omen: Omen: Omen:
If the proper creature attends this legacy item, it feels a
sense of rightness and it hears the sound of an eagles
cry.

Lore: Lore: Lore: Lore:
Knowledge (history, local or nature) DC 12:
This weapon was commissioned by the adventuring
scout and survivalist Faizal Mekhnivaar, one of the first
of his kind to eschew a more traditional bow or
crossbow. According to legend, this weapon was
provided no more than a basic enchantment by its
artificers. The deeds that Faizal performed in a lifetime
of service to The Protectorate somehow infused this
pistol with great power.

Abilities: Abilities: Abilities: Abilities:
When first encountered, this weapon functions as a
masterwork pistol. A wielder who meets or exceeds
certain level requirements will become aware of rituals
that can be performed to awaken Faizals Harrier and
increase its power. Each ritual requires 1 hour of time
and consumes material components of a varying value
in gp.

Level Special Ability Component Cost
3rd +1 raptor hunting 3,800 gp
6th skytracking 7,700 gp
9th soaring spirit 13,300 gp
12th knowledge of the
aerie
18,000 gp
15th call the great
hunters
48,000 gp

+1 Raptor Hunting: At 3rd level, the legacy weapon
gains a +1 enhancement bonus. As a standard action
while outdoors, you can fire the gun into the air. At the
start of your next turn, a freshly-killed small bird or
mammal drops from the sky to land in his square. The
animal is suitable food to feed one Medium-sized
creature for a day. Using this ability requires the weapon
to be loaded and expends ammunition, but has no
chance of a misfire. This ability can be used three times
per day.

Skytracking: At 6th level, the legacy weapon can
transform into a mechanical bird of prey to assist in
tracking. As a full-round action, you can have the
weapon change between bird and pistol forms. In bird
form, you gain a +5 competence bonus on Survival skill
checks made to track creatures. The bird form must stay
within a 1-mile radius of you. By concentrating, you can
control where the bird goes and see as if you were at its
location. The bird uses the statistics of a hawk if
necessary, but it cannot make attacks and as a minor
artifact cannot be destroyed (except as noted below).

Soaring Spirit: At 9th level, the legacy weapon can
imbue its owner with the spirit and power of the raptor.
You can fly at a speed of 60 feet (or 40 feet if you wear
medium or heavy armor, or if you carry a medium or
heavy load). You can ascend at half speed and descend
at double speed, and your maneuverability is good. Your
eyes become hawk-like while using this ability, and you
gain a +5 competence bonus on Perception checks. This
ability can be used for 1 hour per day, split into 1-minute
increments.

Knowledge of the Aerie: At 12
th
level, the legacy
weapon grants its owner the collective knowledge of all
nearby avians. You can cast commune with nature as a
spell-like ability. This ability can only be used in an
outdoor setting. While casting, native birds from the
surrounding territory flock to you and provide you with
the information you desire. This ability can be used once
per day.

10
Call the Great Hunters: At 15
th
level, the legacy
weapon summons giant birds of prey to aid its owner.
You can cast summon natures ally VIII as a spell-like
ability to summon 1d3 rocs. This ability can be used
once per day.

Destruction Destruction Destruction Destruction
Faizals Harrier can only be destroyed in a location at
least 1 mile underground.


Farslayer Farslayer Farslayer Farslayer
Aura strong abjuration; CL 20th
Slot held; Weight 9 lbs.
Cost 1,800gp

Physical Description Physical Description Physical Description Physical Description
This musket is designed along sleek lines but has little
decoration despite being of superior craftsmanship. The
iron of the barrel is dull and reflects light poorly, with
two sights protruding from the top of the barrel to aid in
distance firing. The stock is gray-stained wood and is
perpetually covered in a fine layer of grime. Patterns in
the stain appear to read, Death is the only inevitability,
to anyone closely scrutinizing the weapon.

Omen: Omen: Omen: Omen:
If the proper creature attends this legacy item, it feels a
sense of rightness and it sees an image of it sighting a
fleeing foe nearly to the horizon.

Lore: Lore: Lore: Lore:
Knowledge (arcana or local) DC 12:
Another weapon of the Dusk Brotherhood, Farslayer is
usually attributed in legend to the mercenary group as a
whole rather than any individual soldier of fame. In
more recent times, the weapon was used by the assassin
Shy Kevrus in a failed attempt to kill the guild leaders of
the Honorable Order of Theurgic Master Craftsmen. The
Honorable Order has never publicly stated who was
behind the assassination attempt if they discovered the
information, but they did appropriate the weapon to
store in their Restricted Antiquities Vault.

Abilities: Abilities: Abilities: Abilities:
When first encountered, this weapon functions as a
masterwork musket. A wielder who meets or exceeds
certain level requirements will become aware of rituals
that can be performed to awaken Farslayer and increase
its power. Each ritual requires 1 hour of time and
consumes material components of a varying value in gp.

Level Special Ability Component Cost
3rd +1 spotting 4,500 gp
6th hunters nest 7,200 gp
9th soaring bullets 13,500 gp
12th heartseeker 24,000 gp
15th inescapable flare 43,000 gp
+1 Spotting: At 3rd level, the legacy weapon gains a +1
enhancement bonus. During any round in which you do
not move, you gain a +5 competence bonus to
Perception skill checks.

Hunters Nest: At 6th level, the legacy weapon can
create a covert shelter in the wilderness. As a standard
action, you can create a 5-foot diameter hemisphere of
force around yourself that blends into any outdoor
environment, provides concealment and requires a DC
20 Perception skill check to spot. The hemisphere
provides the same environmental protections as a tiny
hut spell, and has a duration of 24 hours or until you
exit the tent. This ability can be used once per day.

Soaring Bullets: At 9th level, the legacy weapon
enchants its bullets to accurately travel over great
distances. The weapon increases its range increment by
20 feet.

Heartseeker: At 12
th
level, the legacy weapons
focused shots home in on vital organs and strike with
lethal precision. During any round in which you do not
move, you can take a standard action to make a ranged
attack against a living creature and deal extra precision
damage equal to twice your character level.

Inescapable Flare: At 15
th
level, the legacy weapon
can fire a flare of energy that unravels deception. You
can cast circle of clarity as a spell-like ability. Using this
ability requires the weapon to be loaded and expends
ammunition, but has no chance of a misfire. This ability
can be used three times per day.

Destruction Destruction Destruction Destruction
Farslayer can be destroyed only by the direct
application of brute force by a creature with a Strength
of 40 or greater.


Flux Flux Flux Flux
Aura strong conjuration; CL 20th
Slot held; Weight 4 lbs.
Cost 1,300gp

Physical Description Physical Description Physical Description Physical Description
This pistol has a hexagonal barrel of cast iron. Mounted
on each side of the barrel is a plate of smooth green jade
that occasionally hum and pulse with energy. Black
scaled leather covers the rest of the pistol.

Omen: Omen: Omen: Omen:
If the proper creature attends this legacy item, it feels a
sense of rightness and it sees bullet punching a whole
in the fabric of reality.

Lore: Lore: Lore: Lore:
Knowledge (arcana or planes) DC 15:
The wyrd adventurer Nevar, Wandering Star was as
famous for this weapon as she was for her proficiency
11
with dimensional magic and planar travel. It is not
certain whether or not this weapon was created directly
by her hand, but it shows up in legends of her exploits
after a lengthy disappearance among the Outer Planes.
Flux is the only name given to the pistol, the original
name given to it by Wandering Star.

Abilities: Abilities: Abilities: Abilities:
When first encountered, this weapon functions as a
masterwork pistol. A wielder who meets or exceeds
certain level requirements will become aware of rituals
that can be performed to awaken Flux and increase its
power. Each ritual requires 1 hour of time and consumes
material components of a varying value in gp.


Level Special Ability Component Cost
3rd +1 multidimensional 4,000 gp
6th jaunting bullet 7,200 gp
9th dimensional bore 14,400 gp
12th discorporation 28,800 gp
15th greater teleport 42,000 gp


+1 Multidimensional: At 3rd level, the legacy
weapon gains a +1 enhancement bonus. The weapon
deals an additional 2 points of damage against any
creature that has used a teleportation effect or planar-
travelling effect (such as ethereal jaunt) within the past
round.

Jaunting Bullet: At 6th level, the legacy weapon can
dimensionally reposition enemies. As a swift action after
making a successful ranged attack with the weapon, you
can cast jesters jaunt on the target as a spell-like ability.
This ability can be used once per day.

Dimensional Bore: At 9th level, the legacy weapon
can punch a temporary hole through dimensional
boundaries. As a standard action, you can create
shimmering gateways in your square and another
square you can see within 400 feet. The gateways last
for 1 round. During that time, any Medium-sized or
smaller creature can move between the squares as if
they were adjacent. Using this ability requires the
weapon to be loaded and expends ammunition, but has
no chance of a misfire. This ability is a teleportation
effect and can be used once per day.

Discorporation: At 12
th
level, the legacy weapon can
fire a bullet that spreads a teleporting mesh of energy
through an enemy, effectively disintegrating them. As a
standard action, you can make a ranged attack with his
weapon that deals 2d6 points of damage per character
level instead of its normal damage. A successful
Fortitude saving throw reduces this to 5d6 points of
damage. Any creature reduced to 0 or fewer hit points
by this ability is entirely disintegrated, as the spell. This
ability can be used once per day.

Greater Teleport: At 15
th
level, the legacy weapon can
now fully teleport its wielder. You can cast greater
teleport once per day as a spell-like ability.

Destruction Destruction Destruction Destruction
Flux can only be destroyed on an Outer Plane, by placing
it inside a bag of holding that is cast into a portable
hole.


Gou Gou Gou Gou- -- -Ans Golden Gun Ans Golden Gun Ans Golden Gun Ans Golden Gun
Aura strong transmutation; CL 20th
Slot held; Weight 4 lbs.
Cost 1,300gp

Physical Description Physical Description Physical Description Physical Description
This pistol is blinding to the eyes, with every inch of its
surface covered in gold. An oversized iron barrel gilded
with gold rests atop a grip decorated with filigreed
golden coins along its sides.

Omen: Omen: Omen: Omen:
If the proper creature attends this legacy item, it feels a
sense of rightness and it sees and image of a brilliant
light blinding its foes.

Lore: Lore: Lore: Lore:
Knowledge (arcana or local) DC 15:
Gou-An is remembered in most common legends as one
of many heroes taking part in the Insurrection of
Adventure, but deeper research into his background
uncovers less savory details. Among his companions,
Gou-Ans greed was legendary and more than one rumor
of betrayal in the name of profit is linked to his name.
Gou-Ans only other claim to fame was a propensity for
gaudy clothing and jewelry. To this day, calling someone
a, Gou-An, on the streets of Questhaven implies they
lack any sense of taste.

Abilities: Abilities: Abilities: Abilities:
When first encountered, this weapon functions as a
masterwork pistol. A wielder who meets or exceeds
certain level requirements will become aware of rituals
that can be performed to awaken Gou-Ans Golden Gun
and increase its power. Each ritual requires 1 hour of
time and consumes material components of a varying
value in gp.

Level Special Ability Component Cost
3rd +1 coinstinging 4,500 gp
6th goldburst 14,400 gp
9th goldsniffer 18,000 gp
12th trap bribery 24,000 gp
15th lethal idolatry 36,000 gp

+1 Coinstinging: At 3rd level, the legacy weapon
gains a +1 enhancement bonus. The weapon can be
loaded with a gold coin instead of a bullet as
12
ammunition, dealing 1 extra point of damage and
dazzling a target for 1 round on a successful hit.

Goldburst: At 6th level, the legacy weapon can blind
opponents with a glittering explosion of golden
particles. You can use glitterdust as a spell-like ability.
This ability can be used three times per day.

Goldsniffer: At 9th level, the legacy weapon unerringly
discovers valuable items. You can use locate object as a
spell-like ability at will.

Trap Bribery: At 12
th
level, the legacy weapons
golden ammunition can disable traps with but a touch.
As a standard action, you can fire a gold coin at any trap
within range with a +5 circumstance bonus to the attack
roll. This attack roll is treated as a Disable Device skill
check against the traps standard DC. This ability can
disarm magic traps even if you lack the trapfinding class
feature.

Lethal Idolatry: At 15
th
level, the legacy weapon can
transform enemies into golden statues. As a standard
action, you can make a standard attack with the weapon.
If successful, instead of dealing damage the attack
affects the target as a flesh to stone spell, turning the
target into a statue of golden-hued stone. This ability
can be used once per day.

Destruction Destruction Destruction Destruction
Gou-Ans Golden Gun can only be destroyed by
submerging it in a smelter of at least 50,000gp of
molten gold.


Grinder Grinder Grinder Grinder
Aura strong necromancy; CL 20th
Slot held; Weight 8 lbs.
Cost 2,300gp

Physical Description Physical Description Physical Description Physical Description
This blunderbuss has a stock of charred bone fitted to a
barrel of dark, pitted metal. The barrel has been forged
to resemble a five-sectioned menacing maw of demonic
jaws. The stock is no less ominous, carved by some
talented yet darkly-inspired hand into an intricate tangle
of humanoid corpses. Thin streams of sulfurous smoke
drift lazily from the muzzle from time to time, as if it had
recently been fired.

Omen: Omen: Omen: Omen:
If the proper creature attends this legacy item, it feels a
sense of rightness and it smells rotten churning and
decayed flesh.

Lore: Lore: Lore: Lore:
Knowledge (arcana, planes or religion) DC 15:
This fell weapon has collected numerous names every
time it has surfaced, and regardless of the language each
one translates in Common simply to, Grinder. It emits


Grinder

a low rumbling whenever its name is mentioned in its
presence as if aware, so many of its former owners had
the habit of referring to it indirectly as, that gun, or,
the hellcannon. Grinder is rumored to have been
constructed by demonic smiths on some unknown layer
of the Abyss for the express purpose of spreading horror
and torment on the material plane, crafted into physical
form from the soul-stuff of the foulest murderers and
torturers. Numerous attempts have been made to banish
or destroy the weapon, but it inevitably finds its way
back into mortal hands.

Abilities: Abilities: Abilities: Abilities:
When first encountered, this weapon functions as a
masterwork blunderbuss. A wielder who meets or
exceeds certain level requirements will become aware of
rituals that can be performed to awaken Grinder and
increase its power. Each ritual requires 1 hour of time,
material components of a varying value in gp, and a
corpse or helpless living creature as a sacrifice.


Level Special Ability Component Cost
3rd +1 grinding 5,000 gp, 3+ HD
6th ravenous 9,000 gp, 6+ HD
9th demonic sadism 18,000 gp, 9+ HD
12th fulminating bile 24,000 gp, 12+ HD
15th all-consuming maw 42,000 gp, 15+ HD


13
+1 Grinding: At 3rd level, the legacy weapon gains a
+1 enhancement bonus and a proficient wielder can also
use it to make melee attacks (1d8 damage, 20/x2
critical). This damage is similar to a bite, dealing
bludgeoning, piercing and slashing damage, but is not
treated as a natural weapon.

In addition, you can use the weapon to grind up and
consume the corpse of any corporeal creature. Grinding
up the corpse of a Tiny or smaller creature can be done
as a full-round action. Small or larger corpses require
more time to completely consume:

Corpse Size Rounds
Required
Small 2
Medium 4
Large 8
Huge 16
Gargantuan 32
Colossal 64+

Whenever a portion of a corpse is consumed by the
weapon, it is considered to have been reloaded with
pellets and powder. No matter how much dead matter is
consumed, the weapon only holds one shot at a time.
The weapon can be used to consume corpses a
maximum number of rounds per day equal to twice your
character level.

Ravenous: At 6th level, the legacy weapon can no
longer be broken by a misfire. Whenever the weapon
would misfire, instead it randomly bites you or an
adjacent living corporeal creature. This melee attack
has an attack bonus of your character level + the
number of rituals performed to increase the weapons
power +1 (enhancement bonus), and deals 1d8+1
damage.

In addition, any wound caused by the weapons melee
attack or from pellets loaded by its grinding ability will
deal an additional 1 point of bleed damage.

Demonic Sadism: At 9th level, the legacy weapons
damage is now treated as evil-aligned and bypasses the
appropriate damage reduction.

In addition, once per day as a swift action after firing
pellets loaded with the grinding ability, you can cause
the shot to inflict excruciating pain. Any creature
damaged by the shot suffers a -4 penalty on attack rolls,
skill checks and ability checks. A successful Fortitude
saving throw negates this penalty. This effect lasts for 1
hour.

Fulminating Bile: At 12
th
level, the legacy weapon
discharges an explosive spray of digestive fluids
whenever it fires its gruesome ammunition. Whenever
the weapon fires pellets loaded by its grinding ability, it
deals an additional 2d6 points of acid damage and the
area of the scatter is increased to a 30-ft. cone.

All-Consuming Maw: At 15th level, the legacy
weapon gains the ability to utterly consume a creature in
the blink of an eye. As a standard action, you can make a
melee touch attack to deal 200 points of damage to a
living corporeal creature. A successful Fortitude saving
throw reduces this 3d6+20 damage. The corpse of any
creature killed by this ability is utterly consumed by the
weapon. Whenever this ability is used, the weapon is
automatically reloaded by its grinding ability. This
ability is a death effect and can be used once per day.

Destruction Destruction Destruction Destruction
Grinder can only be destroyed by taking it to the
workshop in the Abyss where it was forged. It may then
be destroyed by physical means within the confines of a
consecrate spell successfully cast in the workshop.


Hasev Hasev Hasev Hasev- -- -Tzens Folly Tzens Folly Tzens Folly Tzens Folly
Aura strong abjuration; CL 20th
Slot held; Weight 40 lbs.
Cost 4,300gp

Physical Physical Physical Physical Description Description Description Description
A long, fluted iron barrel covered in a deep blue lacquer
forms the bulk of this weapon. Geometric runes in
gilded silver pattern the barrel, emitting periodic bursts
of light in sequence along its length. A parallel handle
wrapped in thick tanned leather straps extends from the
back end of the barrel.

Omen: Omen: Omen: Omen:
If the proper creature attends this legacy item, it feels a
sense of rightness and it sees an image of a blast of
scatter shot infused with blue-silver fire.

Lore: Lore: Lore: Lore:
Knowledge (arcana or history) DC 12:
Hasev-Tzens Folly gained its name from the derision of
its creators peers. Arguably the first wizard to apply
enchanting to firearms, Hasev-Tzen was considered a
second-rate spellcaster and mocked for focusing so
much of his talent into an unpredictable and gimmicky
weapon. Despite acquitting himself well and being
instrumental in the routing of the Dread Lichs forces at
both the Battle of Six Runs and the Battle of Hymars
Ford, Hasev-Tzens favored weapon has kept its
derogatory name to present times.

Abilities: Abilities: Abilities: Abilities:
When first encountered, this weapon functions as a
masterwork culverin. A wielder who meets or exceeds
certain level requirements will become aware of rituals
that can be performed to awaken Hasev-Tzens Folly
and increase its power. Each ritual requires 1 hour of
time and consumes material components of a varying
value in gp.

14

Level Special Ability Component Cost
3rd +1 wizardwarring 3,000 gp
6th reloading hands 7,200 gp
9th overcharge 13,500 gp
12th repelling field 28,800 gp
15th dispelling blast 54,000 gp


+1 Wizardwarring: At 3rd level, the legacy weapon
gains a +1 enhancement bonus. A minor levitation effect
assists you in carrying the weapon, effectively reducing
its encumbrance for you to 10 lbs. Additionally, if you
have the Arcane Strike feat, you can apply the bonus
damage provided by that feat to this weapons scatter
attacks.

Reloading Hands: At 6th level, the legacy weapon
gains the ability to reload itself with arcane ammunition.
Three times per day, you can cast reloading hands on
the weapon as a spell-like ability.

Overcharge: At 9th level, the legacy weapon can have
its black powder load charged with arcane energy for
increased effect but greater risk. As a move action, you
can increase the area of the weapons next attack to a
40-foot cone. The misfire chance for this attack,
however, is increased by 2. If the weapon is not properly
braced when using this ability, you are knocked back
1d4x10 feet in the direction opposite the cone in
addition to being knocked prone. You take 1d4 points of
nonlethal damage per 10 feet knocked back in this
manner.

Repelling Field: At 12
th
level, the legacy weapon can
ward you and keep enemies at bay. As a swift action, you
can activate or deactivate an emanation similar to a
repulsion spell with a 15-foot radius. This ability can be
used a number of rounds each day equal to your
character level. These rounds do not need to be
consecutive.

Dispelling Blast: At 15th level, the legacy weapon can
infuse its grapeshot with magic-disrupting energy. As
part of a standard attack action with the weapon, you
can cause every creature damaged by the attack to be
affected as if within an area dispel version of greater
dispel magic. This ability can be used three times per
day.

Destruction Destruction Destruction Destruction
Hasev-Tzens Folly can only be destroyed by detonating
it inside a resilient sphere with 250 lbs. of black powder
crafted on the outer plane of Utopia.


Kalinas Embrace Kalinas Embrace Kalinas Embrace Kalinas Embrace
Aura strong transmutation; CL 20th
Slot held; Weight 4 lbs.
Cost 1,300gp

Physical Description Physical Description Physical Description Physical Description
This is an early-design pistol cast in bronze with a
simple but elegant scrollwork design carved into its
pale-stained wooden body. Little about the weapons
physical appearance hints at its power, but those nearby
the pistol sometimes feel a chill in the air or a
whispering breeze brush by their face.

Omen: Omen: Omen: Omen:
If the proper creature attends this legacy item, it feels a
sense of rightness and you see a ghostly image of a
young farmer who flows out of the item and then back in
again.

Lore: Lore: Lore: Lore:
Knowledge (history, nobility or religion) DC 12:
The farmer Isub was an unlikely hero during the years
following the fall of the Dread Lich Cynmark, but in the
name of peace for future generations he went off to war.
After a brief but brutal career as a soldier, Isub retired to
his unassuming village life. His forthright nature and
humble stoicness captured the unlikely attention of
Kalina, a young refugee born to one of the former
regimes noble families. The two shared a great
romance, and their village lived in relative peace for
years until the arrival of the warlord Cheskar. The
bandit army overwhelmed the village, and Isub and
Kalina died embracing each other during the villagers
futile defense.

Abilities: Abilities: Abilities: Abilities:
When first encountered, this weapon functions as a
masterwork pistol. A wielder who meets or exceeds
certain level requirements will become aware of rituals
that can be performed to awaken Kalinas Embrace and
increase its power. Each ritual requires 1 hour of time
and consumes material components of a varying value
in gp.


Level Special Ability Component Cost
3rd +1 foreboding 4,650 gp
6th guardian mantle 9,000 gp
9th spirit ally 14,400 gp
12th denial of death 24,000 gp
15th refuge of the
otherworld
42,000 gp


+1 Foreboding: At 3rd level, the legacy weapon gains
a +1 enhancement bonus. You can cast augury once per
day as a spell-like ability.

Guardian Mantle: At 6th level, a ghostly image issues
from the legacy weapon, enshrouding and protecting the
owner. As a standard action, you gain a +2 shield bonus
to AC and a +2 resistance bonus to saving throws. This
effect lasts for 10 rounds. In addition, while this ability
is active you automatically stabilize if dropped below 0
hit points. This ability can be used three times per day.
15

Spirit Ally: At 9th level, the spirit within the legacy
weapon takes a more aggressive role in assisting the
owner. You can cast spiritual ally once per day as a
spell-like ability. The spirit appears as a young woman
in fine clothing armed with a dagger. If you are reduced
below 0 hit points and this ability has not yet been used
that day, on your next turn the weapon will activate this
ability on its own.

Denial of Death: At 12
th
level, the legacy weapon can
pull its owner back from the threshold of death. If you
die, at the end of the round the weapon targets you with
a breath of life spell. This ability can be used once per
day.

Refuge of the Otherworld: At 15th level, the legacy
weapons owner can escape the material plane for a brief
time. You can cast ethereal jaunt once per day as a spell-
like ability.

Destruction Destruction Destruction Destruction
Kalinas Embrace can only be destroyed at the site of
Kalina and Isubs death.


Leusugs Planar Menace Leusugs Planar Menace Leusugs Planar Menace Leusugs Planar Menace
Aura strong conjuration; CL 20th
Slot held; Weight 4 lbs.
Cost 1,300gp

Physical Description Physical Description Physical Description Physical Description
The steel barrel of this pistol is ringed in strange
studded bands of precious metals. Arcs of iridescent
electricity run across the bands, disappearing into the
handle of the weapon. A single pulsing red rune, the
original owners personal sigil, marks the pommel.

Omen: Omen: Omen: Omen:
If the proper creature attends this legacy item, it feels a
sense of rightness and a bullet appears out of thin air
colored and shaped like a phase spider.

Lore: Lore: Lore: Lore:
Knowledge (arcana or planes) DC 15:
Leusug, a conjurer of noteworthy ability, was a
contemporary and rival of Nevar, Wandering Star. He
created this weapon in a game of one-upmanship with
the wyrd, naming the pistol, Leusugs Flux. The name
never stuck, and it did not take long for his companions
and acquaintances to start referring to the weapon as his
planar menace. Virtually every written account of these
times lists the pistol as Leusugs Planar Menace and not
its original name. Some say this is due to the influence
the wyrd have on historical records in Questhaven. Less
conspiratorial scholars point to the fact that Leusugs
deeds never quite seemed to measure up to Wandering
Stars exploits.

Abilities: Abilities: Abilities: Abilities:
When first encountered, this weapon functions as a
masterwork pistol. A wielder who meets or exceeds
certain level requirements will become aware of rituals
that can be performed to awaken Leusugs Planar
Menace and increase its power. Each ritual requires 1
hour of time and consumes material components of a
varying value in gp.


Level Special Ability Component Cost
3rd +1 reloading 4,000 gp
6th spiderburst 7,200 gp
9th dismissing shot 14,400 gp
12th elemental ichor 24,000 gp
15th plane shifting 42,000 gp


+1 Reloading: At 3rd level, the legacy weapon gains a
+1 enhancement bonus. You can reload the weapon by
summoning nonmagical bullets and black powder as a
free action. Whenever the weapon is reloaded using this
ability, increase the misfire chance by 1.

Spiderburst: At 6th level, the legacy weapon can
channel the lifeforce of a dying enemy to summon a
swarm of extraplanar vermin. As a swift action after
killing or destroying a creature with the weapon, you can
summon a swarm of spiders from the corpse for 10
rounds. Damage from the swarm is treated as magic for
the purposes of overcoming damage reduction. This
ability is otherwise similar to the summon swarm spell.
This ability can be used three times per day.

Dismissing Shot: At 9th level, the legacy weapon can
force extraplanar creatures back to their own plane. As a
swift action after making a successful attack with the
weapon against an extraplanar creature, you can cast
dismissal on the creature as a spell-like ability. This
ability can be used once per day.

Elemental Ichor: At 12
th
level, the legacy weapon can
summon hostile elementals from enemies bleeding
wounds. As a standard action, you can make an attack
with the weapon that deals normal damage and
summons 1d3 Medium elementals for 10 rounds. The
elementals seem to leap from the wound, appearing in
squares adjacent to the target and immediately
attacking. This ability can be used three times per day.

Plane Shifting: At 15th level, the legacy weapon
allows its owner to travel the planes. You can cast plane
shift once per day as a spell-like ability.

Destruction Destruction Destruction Destruction
Leusungs Planar Menace can only be destroyed by
creatures native to five different planes working in
conjunction.


16
Maxies Crypt Broom Maxies Crypt Broom Maxies Crypt Broom Maxies Crypt Broom
Aura strong conjuration; CL 20th
Slot held; Weight 8 lbs.
Cost 2,300gp

Physical Description Physical Description Physical Description Physical Description
This blunderbuss is built along traditional lines, with a
flared iron barrel and polished wooden stock.
Prominently etched in acid on the barrel in Common is
the phrase, the living inherit the future. Stamped on
the butt of the stock is a symbol of Our Judge of the
Dead.

Omen: Omen: Omen: Omen:
If the proper creature attends this legacy item, it feels a
sense of rightness and it hear the sound of a elven
womans death wail

Lore: Lore: Lore: Lore:
Knowledge (history, local or religion) DC 12:
Maxie was a common thief prior to the Insurrection of
Adventurers. The battles against the Dread Lichs forces
and the fallout from his defeat drastically changed the
little rogue. Over a career that spanned more than 50
years, Maxie devoted himself to cleansing the land of
undead influence, evolving from a tomb robber to a
tomb purifier. No other adventurer in recorded history
matched Maxies service to Our Judge of the Dead.

Abilities: Abilities: Abilities: Abilities:
When first encountered, this weapon functions as a
masterwork blunderbuss. A wielder who meets or
exceeds certain level requirements will become aware of
rituals that can be performed to awaken Maxies Crypt
Broom and increase its power. Each ritual requires 1
hour of time, the remains of an undead creature
destroyed by the weapon, and material components of a
varying value in gp.


Level Special Ability Component Cost
3
rd
+1 crypt searching 4,000 gp, 2+ HD
undead destroyed
6th spirit purging 9,000 gp, 4+ HD
undead destroyed
9th lifeguarding 18,000 gp, 6+ HD
undead destroyed
12
th
disrupting blast 24,000 gp, 8+ HD
undead destroyed
15th escape the grave 36,000 gp, 10+ HD
undead destroyed


+1 Crypt Searching: At 3rd level, the legacy weapon
gains a +1 enhancement bonus. You can cast detect
undead at will as a spell-like ability.

Spirit Purging: At 6th level, the legacy weapon
becomes effective against ghosts and other hostile
spirits. Bullets and pellets loaded into the weapon deal
normal damage to incorporeal undead.

Lifeguarding: At 9th level, the legacy weapon protects
its owner from the special attacks of undead. You are
protected against death effects and negative energy as a
death ward spell.

Disrupting Blast: At 12
th
level, the legacy weapon can
now spray a potent volley of undead-destroying
projectiles. When the weapon is loaded with pellets, as a
swift action you can imbue the ammunition with the
disruption special ability (normally only available for
melee weapons). This ability is usable three times per
day.

Escape the Grave: At 15
th
level, the legacy weapon
can whisk its owner away from the most dangerous
undead threats. When you are within 30 feet of a hostile
undead creature, you can cast word of recall once per
day as a spell-like ability. The weapon can be attuned to
a new designated sanctuary for this ability with a ritual
that takes 1 hour.

Destruction Destruction Destruction Destruction
Maxies Crypt Broom can only be destroyed by casting
the weapon into the Negative Energy Plane.


Miss Ada Miss Ada Miss Ada Miss Ada
Aura strong enchantment; CL 20th
Slot held; Weight 4 lbs.
Cost 1,300gp

Physical Physical Physical Physical Description Description Description Description
This pistol is all well-polished steel and ash. An image of
a lascivious woman has been etched with acid into the
barrel, and the monogram, BM, is engraved on the
steel-capped pommel.

Omen: Omen: Omen: Omen:
If the proper creature attends this legacy item, it feels a
sense of rightness and it sees an image of the pistol
shooting a sword out of an opponents hands.

Lore: Lore: Lore: Lore:
Knowledge (history or local) DC 12:
Few modern adventurers match the style and panache of
Berrison Marvent, original owner of this pistol. Rumor
says there was no shot Marvent was unable to make, and
most gunslingers do not even dare to claim to match his
talent. When asked about his nickname for the pistol,
Marvent referred to Miss Ada as his, one true love. No
records of an actual woman in Marvents life exist, so
most historians assume the gunslinger was revealing his
true obsession with his craft.


17
Abilities: Abilities: Abilities: Abilities:
When first encountered, this weapon functions as a
masterwork pistol. A wielder who meets or exceeds
certain level requirements will become aware of rituals
that can be performed to awaken Miss Ada and increase
its power. Each ritual requires 1 hour of time and
consumes material components of a varying value in gp.


Level Special Ability Component Cost
3rd +1 trick shot 3,000 gp
6th dirty shot 7,500 gp
9th smokescreen 18,000 gp
12th splitting the arrow 24,000 gp
15th Miss Adas miracle 45,000 gp


+1 Trick Shot: At 3rd level, the legacy weapon gains a
+1 enhancement bonus. The weapon also grants a +2
competence bonus to any attack rolls made as part of
using the gunslinger utility shot deed class ability.

Dirty Shot: At 6th level, the legacy weapon can make
uncanny shots that hinder an opponent through
unorthodox moves, such as tripping an opponent up in
his equipment. As a swift action after making a
successful ranged attack with the weapon, you can do
one of the following: disarm the target, knock the target
prone, or cause the target to be entangled for 5 rounds.
A successful Reflex saving throw negates this effect. In
addition, you can choose to have the attack deal no
damage. This ability can be used three times per day.

Smokescreen: At 9th level, the legacy weapon wraps
its owner in the haze of gun battle. As a swift action after
making an attack with the weapon, you can shroud
yourself with smoke from the weapons discharge and
gain concealment for a number of rounds equal to her
character level. This ability can be used three times per
day.

Splitting the Arrow: At 12
th
level, the legacy weapon
can fire bullets that deflect missiles and even spells. As
an immediate action, you can deflect an attack from a
ranged weapon or a spell that requires a ranged attack.
You can choose to have the deflected attack either
negated or can redirect it to a new target within 30 feet.
Using this ability requires the weapon to be loaded and
expends ammunition, but has no chance of a misfire.
This ability can be used three times per day.

Miss Adas Miracle: At 15th level, the legacy weapon
can do the seemingly impossible. You can replace the
result of a single attack roll, skill check or saving throw
with a natural 20. This ability can be used once per day.

Destruction Destruction Destruction Destruction
Miss Ada can only be destroyed by five cumulative wish
or miracle spells.




Miss Ada

Null, the Soldiers Savior Null, the Soldiers Savior Null, the Soldiers Savior Null, the Soldiers Savior
Aura strong abjuration; CL 20th
Slot held; Weight 9 lbs.
Cost 1,800gp

Physical Description Physical Description Physical Description Physical Description
This musket has a slightly flared iron barrel and oak
stock of antiquated design. A patina of rust coats the
barrel, unable to be removed yet never seeming to get
worse. The stock is scratched and marred from heavy
battlefield use. The lingering smell of gunsmoke hangs
around the weapon, never seeming to fade.

Omen: Omen: Omen: Omen:
If the proper creature attends this legacy item, it feels a
sense of rightness and it sees and image of a bolt of
pure magic washing over the weapon and its wielder like
water over a great rock.

Lore: Lore: Lore: Lore:
Knowledge (arcana or history) DC 12:
Null is the name given to this weapon by the Honorable
Order of Theurgic Master Craftsmen. Its use cannot be
attributed to any individual owner of note, nor has its
creator ever been determined. All efforts to determine
its origin have pointed to the highly unlikely event that
an otherwise mundane musket spontaneously turned
into a minor artifact through the collective deeds of
heroism performed at the Seige of Sorrows End.
Fragmented reports have this weapon in the hands of at
18
least 20 different soldiers during the siege who gave
their lives to save their comrades from unstoppable
magical assaults. Considering the dangers this weapon
poses to arcane spellcasters, the Honorable Order has
kept it on lockdown ever since its discovery.

Abilities: Abilities: Abilities: Abilities:
When first encountered, this weapon functions as a
masterwork musket. A wielder who meets or exceeds
certain level requirements will become aware of rituals
that can be performed to awaken Null, the Soldiers
Savior, and increase its power. Each ritual requires 1
hour of time and consumes material components of a
varying value in gp.

Level Special Ability Component Cost
3rd +1 spellwarding 3,000 gp
6th burning
spellbreaker
9,000 gp
9th warding position 18,000 gp
12th globe of
invulnerability
28,800 gp
15th reflect spells 46,200 gp

+1 Spellwarding: At 3rd level, the legacy weapon
gains a +1 enhancement bonus. The weapon also grants
a resistance bonus equal to the number of rituals
performed to awaken the weapon to all saving throws
against spells and spell-like effects.

Burning Spellbreaker: At 6th level, the legacy
weapon can fire shots that eat away at spells, turning
their energy against creatures. As a standard action, you
can make an attack with the weapon that deals normal
damage and acts as a targeted dispel magic spell. The
target takes an additional 1d6 points of fire damage per
spell level of any spell dispelled by the attack. This
ability can be used three times per day.

Warding Position: At 9th level, the legacy weapon
extends its protection against spells to nearby creatures.
The weapon now provides its resistance bonus to saving
throws to all creatures within 15 feet of the weapon.

Globe of Invulnerability: At 12
th
level, the legacy
weapon can create a globe of energy that completely
blocks some spells. You can cast globe of invulnerability
once per day as a spell-like ability.

Reflect Spells: At 15th level, the legacy weapon can
turn spells back upon their caster. As an immediate
action, you can cause a single spell or spell-like effect
targeted on you to instead target its original caster. You
can also cause an effect or area spell that would affect
you to instead be centered on its original caster. This
ability can be used once per day.

De De De Destruction struction struction struction
Null, the Soldiers Savior can only be destroyed in a
place untouched by magic for 100 years.

Opal Daniks Crowd Pleaser Opal Daniks Crowd Pleaser Opal Daniks Crowd Pleaser Opal Daniks Crowd Pleaser
Aura strong enchantment; CL 20th
Slot held; Weight 4 lbs.
Cost 1,300gp

Physical Description Physical Description Physical Description Physical Description
This pistol has a brightly-silvered barrel mounted on a
polished ivory handle inset with fitted opal panels. Two
iridescent feathers hang from a tassel on the pommel.
Whenever the weapon is drawn, a faint sound of a
cheering crowd can be heard by those nearby.

Omen: Omen: Omen: Omen:
If the proper creature attends this legacy item, it feels a
sense of rightness and hears the sound of applause.

Lore: Lore: Lore: Lore:
Knowledge (history or local) DC 12:
Opal Danik was a hero of recent history, a gunslinger
during a relatively peaceful time who was not only an
adventurer but the consummate performer. Much of his
career was spent entertaining folk with pistol
demonstrations, trick shots, and staged combats. As a
testament to his skill and the power of this weapon,
however, few adventurers hesitated to have his company
in dangerous situations. True to his flair for the
dramatic, upon his death (of old age, unheard of for a
gunslinger) Opal Danik willed his trademark pistol into
the care of the Honorable Order of Theurgic Master
Craftsmen until they deemed a new hero worthy of its
ownership. A running gag in the taverns of Questhaven
is to guess how much gold one needs to convince the
Honorable Order of their worthiness.

Abilities: Abilities: Abilities: Abilities:
When first encountered, this weapon functions as a
masterwork pistol. A wielder who meets or exceeds
certain level requirements will become aware of rituals
that can be performed to awaken Opal Daniks Crowd
Pleaser and increase its power. Each ritual requires 1
hour of time and consumes material components of a
varying value in gp. The saving throws of Opal Daniks
Crowd Pleasers abilities are Charisma-based.

Level Special Ability Component Cost
3rd +1 performing 3,000 gp
6th nimble-fingered
gunplay
7,500 gp
9th mind-clearing shot 13,500 gp
12th rallying shot 28,800 gp
15th leg-bouncing shot 48,000 gp

+1 Performing: At 3rd level, the legacy weapon gains
a +1 enhancement bonus. The weapon also grants a +2
competence bonus to any performance combat checks.

Nimble-Fingered Gunplay: At 6th level, the legacy
weapons flashing movements can captivate an
audience. As a full-round action, you can twirl and spin
19
the pistol elaborately in your hand and fascinate a
number of creatures within 30 feet up to your character
level. Affected creatures continue to see the performance
in their mind and remain fascinated up to 1 minute or
until they are directly threatened or attacked. Each
creature receives a Will saving throw to negate the
effect. This ability is a mind-affecting compulsion, and
can be used three times per day.

Mind-Clearing Shot: At 9th level, the sound of the
legacy weapons gunfire can clear allies minds of
supernatural influence. As a standard action, you can
fire the weapon into the air to grant all allies within 60
feet a new saving throw against any charms,
compulsions or fear effects that are currently affecting
them. The allies also gain a +4 morale bonus to any
saving throws against charms, compulsions or fear
effects for the next 5 rounds. Using this ability requires
the weapon to be loaded and expends ammunition, but
has no chance of a misfire. This ability can be used once
per day.

Rallying Shot: At 12
th
level, the legacy weapon can
inspire its owners allies to great acts of heroism. As a
swift action when you have made a successful attack
with the weapon against a target adjacent to an ally, he
can cast greater heroism on that ally as a spell-like
ability. This ability can be used once per day.

Leg-Bouncing Shot: At 15th level, the legacy
weapons near misses can coerce a creature to dance a
jig. As a standard action, you can purposefully miss a
target with a ranged attack, shooting the ground in their
square and commanding them to dance. The target is
affected as if subject to an irresistible dance spell. Using
this ability requires the weapon to be loaded and
expends ammunition, but has no chance of a misfire.
This ability can be used once per day.

Destruction Destruction Destruction Destruction
Opal Dakins Crowd Pleaser can only be destroyed by
the hands of a hostile crowd after being used in three
consecutive failed performances.


Purity Purity Purity Purity
Aura strong evocation; CL 20th
Slot held; Weight 4 lbs.
Cost 1,300gp

Physical Description Physical Description Physical Description Physical Description
The barrel of this pistol is covered in a formulaic set of
geometric designs, cast in an unknown nonreflective
metal. When struck against a surface, it chimes with an
absolute clarity of tone and pureness of sound. The
pistols handle is carved from crystal formed into a
traditional swept-back shape, and always feels warm to
the touch.



Purity

Omen: Omen: Omen: Omen:
If the proper creature attends this legacy item, it feels a
sense of rightness and it hears the sound of pure
crystal chimes playing a sweet melody.

Lore: Lore: Lore: Lore:
Knowledge (arcana, dungeoneering or planes) DC 15:
During the times of anarchy, many great evils crept into
the lit world from the darkest depths and spaces beyond
the realms of sanity. In the crumbling infrastructure of
the Immortal Emperors former empire they created
lairs. Those nearby, in many cases refugees from the
turmoil raging across the former empire, quickly
became victims of ancient and perverse appetites. The
first to stand against these creatures was a wyrd known
only as Cleansing Fire, creator of this weapon. Thanks to
the efforts of Cleansing Fire and a handful of his
powerful companions, a potential threat greater than the
Dread Lich was averted before it could gain a firm
foothold in our world. Rumors in a handful of historical
accounts claim that Cleansing Fires familial name was
Evarhaite, implying the wyrd was descended from drow
heritage and may have had ulterior motives to move
against the creatures from the depths.

Abilities: Abilities: Abilities: Abilities:
When first encountered, this weapon functions as a
masterwork pistol. A wielder who meets or exceeds
certain level requirements will become aware of rituals
that can be performed to awaken Purity and increase its
power. Each ritual requires 1 hour of time and consumes
material components of a varying value in gp.
20

Level Special Ability Component Cost
3rd +1 sanitizing 4,000 gp
6th decontaminating 7,200 gp
9th scourge the impure 13,500 gp
12th unfettered protector 18,000 gp
15th shining purge 42,000 gp

+1 Sanitizing: At 3rd level, the legacy weapon gains a
+1 enhancement bonus. You gain a +2 resistance bonus
to all saving throws against spells and effects created by
aberrations and oozes.

Decontaminating: At 6th level, the legacy weapon
cleanses its owner of unnatural debilitating effects. As a
swift action, you can cast lesser restoration on yourself
as a spell-like ability, but only effective against effects
and ability damage caused by aberrations and oozes.
This ability can be used three times per day.

Scourge the Impure: At 9th level, the legacy weapon
can fire bullets that distract and weaken aberrant
creatures. As a standard action, you can make a ranged
attack with the weapon against an aberration or ooze
that causes it to be sickened and nauseated for 5 rounds.
The aberration can make a Fortitude saving throw each
round. A successful saving throw negates the nauseated
condition for 1 round. This ability can be used three
times per day.

Unfettered Protector: At 12
th
level, the legacy
weapon protects its owner from the foul grasp of
tentacles and pseudopods, causing them to mystically
slide off his body. You gain a +10 enhancement bonus to
your CMD to avoid being grappled or disarmed by
aberrations and oozes, or by black tentacles or similar
spells.

Shining Purge: At 15th level, the legacy weapon can
unleash a beam of brilliant, cleansing sunlight. As a
standard action, you can fire a beam of light like those
created by a sunbeam spell, but causing increased
damage to aberrations instead of undead. This ability
can be used five times per day.

Destruction Destruction Destruction Destruction
Purity can only be destroyed by a complex and arduous
ritual, the details of which are secret to all but the
aboleth.


Stormsong Stormsong Stormsong Stormsong
Aura strong evocation; CL 20th
Slot held; Weight 11 lbs.
Cost 2,800gp

Physical D Physical D Physical D Physical Description escription escription escription
The heavy barrels of this musket are cast from iron, one
stamped with a lightning motif and burnished to a light
hue while the other is marked in a cloud pattern and
lacquered black. The fine-grained stock is stained a dark
russet, with stylized breezes carved into the wood.

Omen: Omen: Omen: Omen:
If the proper creature attends this legacy item, it feels a
sense of rightness and it hears the sound of echoing
thunder, like that which heralds the arrival of a storm.

Lore: Lore: Lore: Lore:
Knowledge (arcana, history or planes) DC 15:
Another weapon attributed to the Dusk Brotherhood,
Stormsong appears in legends of the mercenary
companys most furious and pitched battles. The
watcher gargoyle Crag-Bearded Treyu wielded both
mortal weapons and the primal power of his storm-filled
mountainous homeland in service to the Brotherhood.
Any conflict with Brotherhood forces led by Treyu was
marked by its savagery and high casualty count on both
sides. The watcher was finally laid low by an unnamed
assassin, rumored by one source to be the legendary
Evaz Deadeyes. This rumor also claims that Treyus own
peers in the Dusk Brotherhood leadership hired the
assassin to silence the unpredictable gargoyle.

Abilities: Abilities: Abilities: Abilities:
When first encountered, this weapon functions as a
masterwork double-barreled musket. A wielder who
meets or exceeds certain level requirements will become
aware of rituals that can be performed to awaken
Stormsong and increase its power. Each ritual requires 1
hour of time and consumes material components of a
varying value in gp.


Level Special Ability Component Cost
3rd +1 squallfire 3,200 gp
6th thunder and
lightning
9,000 gp
9th call lightning storm 18,000 gp
12th stormchild 24,000 gp
15th thundrous ally 42,000 gp


+1 Squallfire: At 3rd level, the legacy weapon gains a
+1 enhancement bonus. As a swift action after making a
successful ranged attack, you can cause the target to be
lit by faerie fire, as the spell. This ability can be used
three times per day.

Thunder and Lightning: At 6th level, the legacy
weapon charges its shots with the furious power of the
storm. Attacks made with the left barrel deal an extra
1d6 points of electricity damage, and on a successful
critical hit cause a target to make a Fortitude saving
throw or be blinded for 1 round. Attacks made with the
right barrel deal an extra 1d6 points of sonic damage,
and on a successful critical hit cause a target to make a
Fortitude saving throw or be stunned for 1 round.

21
Call Lightning Storm: At 9th level, the legacy
weapon can rain bolts of lightning down upon its
enemies. You can cast call lightning storm once per day
as a spell-like ability.

Stormchild: At 12
th
level, the legacy weapon lets its
owner roam among storm clouds as if born to them. You
can tread on air as if under the effect of an air walk
spell, but only outdoors and in a stormy area. While
using this ability you have immunity to electricity. This
ability can be used for up to 1 hour per day, in 1-minute
increments, and requires no action to activate.

Thundrous Ally: At 15th level, the legacy weapon can
call a spirit of the storms to aid its owner. As a standard
action, you can summon a greater lightning elemental to
serve you for 10 rounds, as the summon natures ally
VII spell. This ability can be used once per day.

Destruction Destruction Destruction Destruction
Stormsong can only be destroyed by being crushed by
tectonic forces on the Elemental Plane of Earth.


Sunset Sunset Sunset Sunset
Aura strong divination; CL 20th
Slot held; Weight 4 lbs.
Cost 1,300gp

Physical Description Physical Description Physical Description Physical Description
This pistol is of simple and humble design, with a basic
steel barrel and unadorned wooden handle. Despite this,
it feels remarkably comfortable in the hand of any
creature picking it up, being light and well-balanced.

Omen: Omen: Omen: Omen:
If the proper creature attends this legacy item, it feels a
sense of rightness and the sensation of floating
through the air with uncanny grace.

Lore: Lore: Lore: Lore:
Knowledge (history or local) DC 15:
An enigmatic woman named Saemuu was the owner of
this curiously simple pistol. No organized account has
ever been made of her exploits, but she appears in
passing mention with great frequency during the times
of anarchy. She was among the companions that pushed
back Cynmarks forces at the Battle of Hymars Ford.
She is mentioned as aiding the wyrd Cleansing Fire in
the destruction of some unknown evil referred to as the
Fourfold Mind-Dark. Her name appears in a chronicle of
the adventurers who helped end the Seige of Sorrows
End. Again and again this pattern is repeated, with little
to no detail given by the historian as to Saemuus precise
exploits. Some modern researchers suspect arcane
meddling, although who or what would be powerful
enough to erase someone from history (and why)
remains unknown. What is known despite never being
named in writing is that this pistol is Sunset. Anyone
who has handled the weapon says that name feels
proper, and that the pistol is obviously Sunset.

Abilities: Abilities: Abilities: Abilities:
When first encountered, this weapon functions as a
masterwork pistol. A wielder who meets or exceeds
certain level requirements will become aware of rituals
that can be performed to awaken Sunset and increase its
power. Each ritual requires 1 hour of time and consumes
material components of a varying value in gp. The
saving throws of Sunsets abilities are Wisdom-based.

Level Special Ability Component Cost
3rd +1 gun-fu 2,500 gp
6th gritty ki 7,500 gp
9th high noon shot 13,500 gp
12th crossing the horizon 24,000 gp
15th illumination of the
evening sun
40,000 gp

+1 Gun-Fu: At 3rd level, the legacy weapon gains a +1
enhancement bonus. A proficient wielder can treat the
weapon as having the monk weapon quality.

Gritty Ki: At 6th level, the legacy weapon enables you
to blend ki and grit abilities. A wielder with grit gains
the following benefits:
spend 1 grit to gain the slow fall or high jump
monk class ability as a monk of your character
level for 1 round.
spend 1 grit to apply the effect of a feat that
normally requires an unarmed attack to a ranged
attack with this weapon.

A wielder with a ki pool also gains the following
benefits:
spend 1 ki point when using the quick clear
gunslinger deed to incorporate the quick clear
into your flurry of blows full-round action
instead of requiring the deeds usual standard
action. One attack during the flurry of blows
must be made with the ejected misfired bullet,
which is treated as a shuriken for this purpose.
spend 1 ki point when using the pistol-whip
gunslinger deed to incorporate the pistol-whip
into your flurry of blows full-round action
instead requiring the deeds usual standard
action. Only one attack during the flurry of
blows can be the pistol-whip.


High Noon Shot: At 9th level, the legacy weapon
allows you to fire uncannily precise shots regardless of
mobility or visual distraction. As a full-round action, you
can make a ranged attack with the weapon using your
Wisdom modifier instead of his Dexterity modifier on
the attack roll. This attack ignores the AC bonus granted
to targets by anything less than total cover and the miss
chance granted to targets by anything less than total
concealment.

22
Crossing the Horizon: At 12
th
level, the legacy
weapon can leap into its owners hand in the blink of an
eye to counter an enemys attack. As an immediate
action when you are the target of an attack or a spell,
you can draw the weapon, attack the opponent targeting
you, and then sheathe the weapon in one motion. If hit
by this attack, the opponent must make a Will saving or
be dazed for 1 round. The weapon must be sheathed to
use this ability. This ability can be used three times per
day.

Illumination of the Evening Sun: At 15
th
level, the
legacy weapon grants you superior precognitive abilities
and perception. When you use the weapons high noon
shot ability, you can ignore total concealment on any
creature you can pinpoint.

In addition, you gain a +10 insight bonus to Perception
skill checks made to avoid being surprised or to pinpoint
an unseen creatures location.

Destruction Destruction Destruction Destruction
Sunset can only be destroyed after spending one year
completely untouched by sunlight, and the creature
destroying the weapon must be in a rage or otherwise
emotionally unstable.


The Half The Half The Half The Half- -- -Mans Paintbrush Mans Paintbrush Mans Paintbrush Mans Paintbrush
Aura strong conjuration; CL 20th
Slot held; Weight 5 lbs.
Cost 3,300gp

Physical Physical Physical Physical Description Description Description Description
This pistol has a handle carved from ivory to resemble a
snarling tiger, with six barrels of black-burnished steel
protruding from its mouth. Burned into the handle in an
informal Common scrawl are the words, abandon all
hope.

Omen: Omen: Omen: Omen:
If the proper creature attends this legacy item, it feels a
sense of rightness and it catches the smell of fresh
paint.

Lore: Lore: Lore: Lore:
Knowledge (arcana, history or religion) DC 15:
The Half-Man is a bogeyman used by parents to frighten
unruly children. The moniker also belongs to one of the
most feared assassins during the time of anarchy. Unlike
Evaz Deadeyes, whose grim deeds are often described in
patriotic and heroic tones, The Half-Man appears in
history only as a force of death, and only in the most
fantastic legends where accuracy is in doubt. A human
of unknown past, he was allegedly a servant of Their
Dark Lord of Fire who was burned over half his body
during the Insurrection of Adventure. There is no record
of his death, and the only actual confirmation of his
existence is the two pepperbox pistols held in the
Honorable Orders Restricted Antiquities Vault.

Abilities: Abilities: Abilities: Abilities:
When first encountered, this weapon functions as a
masterwork pepperbox. A wielder who meets or exceeds
certain level requirements will become aware of rituals
that can be performed to awaken The Half-Mans
Paintbrush and increase its power. Each ritual requires
1 hour of time and consumes material components of a
varying value in gp. The saving throws of The Half-
Mans Paintbrushs abilities are Charisma-based.

Level Special Ability Component Cost
3rd +1 wet-on-wet
technique
4,000 gp
6th scumbling stroke 7,500 gp
9th feathering stroke 18,000 gp
12th laying a wash 24,000 gp
15th saturated canvas 45,000 gp

+1 Wet-On-Wet Technique: At 3rd level, the legacy
weapon gains a +1 enhancement bonus. Whenever you
make a successful attack with this weapon against a
creature that is not at maximum hit points, in addition
to its normal damage the wound deals 1 point of bleed
damage.

Scumbling Stroke: At 6th level, the legacy weapon
causes the blood spray from its most grievous wounds to
be dangerous to those nearby. When you confirm a
critical hit with this weapon against a living creature, a
10-foot cone of jagged, crystallized blood sprays from
the target in the direction opposite the attack. All
creatures in this area take 1d6 points of slashing damage
and 1 point of bleed damage. A successful Reflex saving
negates this damage.

Feathering Stroke: At 9th level, the legacy weapons
bullets seem to ride the flow of carnage from victim to
victim. If there are two creatures suffering bleed damage
adjacent to each other, you can use the weapon to attack
both with a single ranged attack. You make one attack
roll and compare it to the AC (or touch AC, as
appropriate) of both creatures. Precision-based damage
can only be applied to one creature. This ability can be
used once per round.

Laying a Wash: At 12
th
level, the legacy weapon can
cause an opponent to explode in a gruesome, violent
wave of blood. When you kill a creature with this
weapon, you can cause a 20-foot radius burst of scalding
blood to erupt from the creatures corpse. Creatures in
the burst take 15d6 points of fire damage and are
nauseated for 1 round. A successful Reflex saving throw
reduces the damage by half and negates the nauseated
condition. This ability can be used three times per day.

Saturated Canvas: At 15
th
level, the legacy weapon
leaves the battlefield a supernaturally slippery,
bubbling, gory mess that hungers for more blood. Every
square in the area of the weapons scumbling stroke and
23
laying a wash abilities becomes coated in a slippery gore
that acts as a grease spell. Creatures in the area take a -5
penalty on all Acrobatics skill checks as the gore actively
attempts to knock them prone. Simply standing in the
roiling gore without moving requires a DC 5 Acrobatics
skill check. Any creature suffering from a bleed effect
that is prone in the area takes 1d4 points of Constitution
ability damage at the beginning of its turn.

Destruction Destruction Destruction Destruction
The Half-Mans Paintbrush can only be destroyed when
in contact with The Half-Mans Palette, and only using
tools forged in Purgatory.


The Half The Half The Half The Half- -- -M MM Mans Palette ans Palette ans Palette ans Palette
Aura strong evocation; CL 20th
Slot held; Weight 5 lbs.
Cost 3,300gp

Physical Description Physical Description Physical Description Physical Description
This pistol has a handle carved from ivory to resemble a
striking snake, with six barrels of black-burnished steel
protruding from its mouth. The entire weapon is marred
as if scorched by a fire.

Omen: Omen: Omen: Omen:
If the proper creature attends this legacy item, it feels a
sense of rightness and it sees and explosion of
prismatic colors.

Lore: Lore: Lore: Lore:
Knowledge (arcana, history or religion) DC 15:
This weapon shares lore with The Half-Mans
Paintbrush. See the details under that firearm of legacy
for information on these matching pepperboxes.

Abilities: Abilities: Abilities: Abilities:
When first encountered, this weapon functions as a
masterwork pepperbox. A wielder who meets or exceeds
certain level requirements will become aware of rituals
that can be performed to awaken The Half-Mans
Palette and increase its power. Each ritual requires 1
hour of time and consumes material components of a
varying value in gp. The saving throws of The Half-
Mans Palettes abilities are Charisma-based.

Level Special Ability Component Cost
3rd +1 artistic
inspiration
3,000 gp
6th vibrant carmine 6,000 gp
9th dark sepia 13,500 gp
12th sulfurous chartreuse 18,000 gp
15th infinite color wheel 42,000 gp

+1 Artistic Inspiration: At 3rd level, the legacy
weapon gains a +1 enhancement bonus. The legacy
weapon also stores excess grit. As long as you are in
contact with this weapon, you can gain two extra points
of grit above the maximum set by your Wisdom
modifier. This does not increase the amount of grit
gained at the start of each day.

Vibrant Carmine: At 6th level, the legacy weapon
causes bleeding wounds to pour more freely. A
successful ranged attack with this weapon against a
bleeding creature increases the bleed damage by 1. This
ability can only increase the damage of a bleed effect
once, and only augments bleed effects that deal hit point
damage.

Dark Sepia: At 9th level, the legacy weapon can spray
darkened blood into its victims eyes. When you make a
successful ranged attack with this weapon, you can take
a swift action to blind the target for 1d4 rounds. A
successful Fortitude saving throw negates this effect.
This ability can be used three times per day.

Sulfurous Chartreuse: At 12
th
level, the legacy
weapon can turn exposed blood into a yellow-green
caustic liquid. When you make a successful ranged
attack with this weapon against a bleeding creature, you
can take a swift action to deal 2d6 points of acid damage
to the target for each point of bleed damage the target
would have taken on its turn. This ends the targets
bleed effect. This ability can be used three times per day.

Infinite Color Wheel: At 15
th
level, the legacy weapon
transforms a bullet into a scintillating spray of color.
When you make a successful ranged attack with this
weapon, you can take a swift action to affect the target as
if it had been struck by a prismatic spray. This ability
can be used once per day.

Destruction Destruction Destruction Destruction
The Half-Mans Palette can only be destroyed when in
contact with The Half-Mans Paintbrush, and only using
tools forged in Purgatory.


The Strangers Gun The Strangers Gun The Strangers Gun The Strangers Gun
Aura strong enchantment; CL 20th
Slot held; Weight 4 lbs.
Cost 1,300gp

Physical Description Physical Description Physical Description Physical Description
This pistol has a swept-back handle of polished ash, with
well-detailed rearing stallions carved on each side. The
smooth barrel is of blued steel, with a single pearl set
into each of the bolts that secure it to the wood.

Omen: Omen: Omen: Omen:
If the proper creature attends this legacy item, it feels a
sense of rightness and each of the pearls glow a soft
reddish-orange light, like that of a setting sun that
quickly fades away.

24
Lore: Lore: Lore: Lore:
Knowledge (arcana, history or local) DC 12:
The Stranger is a nickname appropriated by more than
one gunslinger of historical note. While not all of them
claimed ownership of this artifact, more deeds are
written about The Strangers Gun than about any
individual owner. The creator and original Stranger is
known to be an adventurer during the times of anarchy
named Lewall Dieumorru. Early accounts of Lewall
paint him in a heroic light, a person who tried to help
those less fortunate and less capable than him. Later
records describe him as more of a petty tyrant,
attempting to set himself up as ruler of a string of
villages. No later owners of the gun mimic Lewalls
downfall, and some scholars speculate that is why none
of their true identities are known; it is entirely possible
The Strangers Gun itself is responsible for upholding
what the artifact sees as its reputation.

Abilities: Abilities: Abilities: Abilities:
When first encountered, this weapon functions as a
masterwork pistol. A wielder who meets or exceeds
certain level requirements will become aware of rituals
that can be performed to awaken The Strangers Gun
and increase its power. Each ritual requires 1 hour of
time and consumes material components of a varying
value in gp.

Level Special Ability Component Cost
3rd +1 aura of mystery 2,500 gp
6th counter disarm 7,500 gp
9th imposing presence 16,200 gp
12th mysterious teleport 24,000 gp
15th wolf among sheep 36,000 gp

+1 Aura of Mystery: At 3rd level, the legacy weapon
gains a +1 enhancement bonus. The weapon also applies
a modifier equal to your character level to the DC of all
Diplomacy skill checks made to gather information
about you. This modifier increases the DC of all gather
information checks seeking to find information about
your identity or location, but decreases the DC of any
checks seeking information about your deeds and
actions.

Counter Disarm: At 6th level, the legacy weapon
stubbornly refuses to leave its owner, flipping through
the air to return to his hand if knocked loose. As an
immediate action, you can retrieve the weapon if an
opponent successfully disarms you. In addition, as a
move action you can call the weapon into your hand
from up to 30 feet away.

Imposing Presence: At 9th level, the sight of the
legacy weapon lends gravity to its wielders words. You
can use suggestion as a spell-like ability as long as the
weapon is clearly visible to your targets. This ability can
be used three times per day.

Mysterious Teleport: At 12
th
level, the legacy weapon
allows its owner to unexpectedly depart the scene. You
can teleport as a spell-like ability. Creatures within 30
feet must make a Will saving throw when this ability is
activated. Creatures that fail this saving throw do not
notice that you have moved from your location for 3
rounds or until they attempt to take an action against
you. This is a mind-affecting ability and can be used
once per day.

Wolf Among Sheep: At 15
th
level, the sight of the
legacy weapon causes creatures to see its owner as their
hero or champion. As a standard action, you can
brandish the weapon and treat it as a triggered symbol
of persuasion. This ability can be used once per day.

Destruction Destruction Destruction Destruction
The Strangers Gun can only be destroyed by the hand
of its owner in front of an audience of at least 100
creatures.



Trundles Gunsteed Trundles Gunsteed Trundles Gunsteed Trundles Gunsteed
Aura strong transmutation; CL 20th
Slot held; Weight 18 lbs.
Cost 4,300gp

Physical Description Physical Description Physical Description Physical Description
Two massive cast bronze barrels are mounted onto a
stout wooden carriage with two wheels and a hinged
hind leg. Charging stallions are imprinted along the
lengths of both barrels, with reinforcing bands of iron
interspersed between them. Paired wooden handlebars
and footrests are bolted onto the curved arc of the
carriage.

Omen: Omen: Omen: Omen:
If the proper creature attends this legacy item, it feels a
sense of rightness and hears the sound of turning
wheels and canon fire!

Lore: Lore: Lore: Lore:
Knowledge (arcana or engineering) DC 15:
The double hackbut is a relative obscure defensive
weapon in The Protectorate, and Trundles Gunsteed is
an oddity among oddities. The weapon was originally
cobbled together from broken seige weapons and scrap
during the Seige of Sorrows End by Trundle, a gnome
from parts abroad who had been enslaved to an Imperial
general under Cynmarks rule. Lame from injury and
starvation, Trundle used his engineering prowess to
create a mobile field gun that could cart him around as
well as act offensively and defensively. The weapon
survived the legendary seige, but suffered heavy
damage. Trundle would later renovate and upgrade the
device, and it became the trademark of his storied
adventuring career.



25
Abilities: Abilities: Abilities: Abilities:
When first encountered, this weapon functions as a
masterwork double hackbut. The rifle and carriage
portions are both integral to this minor artifact and
cannot be separated. A wielder who meets or exceeds
certain level requirements will become aware of rituals
that can be performed to awaken Trundles Gunsteed
and increase its power. Each ritual requires 1 hour of
time and consumes material components of a varying
value in gp.


Level Special Ability Component Cost
3rd +1 gunsteed 3,000 gp
6th charge of the
galloping stallion
7,200 gp
9th instant mantlet 13,500 gp
12th levitating stabilizers 30,000 gp
15th seige protocols 43,000 gp

+1 Gunsteed At 3rd level, the legacy weapon gains a +1
enhancement bonus. The carriage has footrests and
handlebars built onto it and has been enchanted with
motive power, acting as a combination of weapon and
personal mobility enhancer for you. The carriage moves
at a base speed of 40 feet. As long as you and your
equipment weigh less than 400 lbs, you can use this
base speed instead of your own, but cannot apply any of
your personal enhancement bonuses to base speed to
the weapons base speed.

It takes a standard action to set up or remove the
carriage from a stable firing position. While the carriage
is set up, it is immobile. When it is not set up, it suffers
the standard penalties for firing an unstable double
hackbut.

Charge of the Galloping Stallion: At 6th level, the
legacy weapon can exhibit great bursts of speed and
power. As a swift action while using the weapons base
speed, you can do one of the following: gain a +30
enhancement bonus on Acrobatics skill checks for
jumping, grant the weapon a +40 enhancement bonus
to speed, or allow the weapon to ignore movement
penalties from difficult terrain. This bonus lasts for 1
round. This ability can be used three times per day.

Instant Mantlet: At 9th level, the legacy weapon
deploys a protective mantlet to improve your defensive
position. Whenever the weapon is set up into a stable
firing position, it grants you cover against ranged
attacks, spells and effects.

Levitating Stabilizers: At 12
th
level, the legacy
weapon now emits a field of levitational energy that
causes it to hover an inch or two above surfaces and
provides stability for firing while moving. While using
the weapons base speed, you are affected by a continual
water walk, as the spell. When firing the weapon when
it is not set up into a stable firing position, you reduce
the attack roll penalty to -2 and are not knocked prone.

Seige Protocols: At 15
th
level, the legacy weapon can
transform into an efficiently-operating cannon.
Activating this ability takes 1 minute. While this ability
is active, the weapon is treated as an immobile cannon
with a crew of 1 and load speed of 2. The weapon uses its
standard ammunition, transforming bullets into cannon
balls when loaded. The weapon remains in cannon form
up to 1 hour, or until you take a full-round action to
revert it to its original form. This ability can be used
once per day.

Destruction Destruction Destruction Destruction
Trundles Gunsteed can only be destroyed if it has not
been fired for at least 1 year.


Veiled Threat Veiled Threat Veiled Threat Veiled Threat
Aura strong illusion; CL 20th
Slot held; Weight 4 lbs.
Cost 1,300gp

Physical Description Physical Description Physical Description Physical Description
This pistol, on first glance, appears to be very
unremarkable. A closer inspection reveals flowing
writing etched into the steel barrel and angular runes
hidden within the grain of the lightly stained oak handle.
Both scripts swim before the eyes when studied, causing
identification of language and meaning to be
indiscernible by both mundane and magical methods. A
faint whispering can be heard issuing from the pistol
when it is held near the ear, but the words are similarly
masked.

Omen: Omen: Omen: Omen:
If the proper creature attends this legacy item, it feels a
sense of rightness and the weapon momentarily
disappears from sight.

Lore: Lore: Lore: Lore:
Knowledge (arcana or local) DC 15:
Veiled Threat was crafted by the Honorable Order of
Theurgic Master Craftsmen nearly 50 years ago as part
of a generous commission from Gebazar, a lurker night
haunt obsessed with the legend of Evaz Deadeyes. The
foolhardy vigilante imagined this weapon would be part
of his own personal legend, but instead he turned into a
sad footnote in the story of the weapon. Within a week
of purchasing Veiled Threat, Gebazar ran afoul of a
powerful crime syndicate and met his demise. For the
next 30 years, the ownership of this weapon went from
criminal to criminal in Questhavens dark underbelly. Its
criminal handlers used it during every sort of illicit deed,
until it eventually was recovered and locked away by
agents of the Honorable Order.

Abilities: Abilities: Abilities: Abilities:
When first encountered, this weapon functions as a
masterwork pistol. A wielder who meets or exceeds
26
certain level requirements will become aware of rituals
that can be performed to awaken Veiled Threat and
increase its power. Each ritual requires 1 hour of time
and consumes material components of a varying value
in gp.

Level Special Ability Component Cost
3rd +1 sly draw 4,000 gp
6th phantom posse 9,600 gp
9th fade into violence 14,400 gp
12th peaceful visions 24,000 gp
15th shadow assassin 42,050 gp

+1 Sly Draw: At 3rd level, the legacy weapon gains a
+1 enhancement bonus. When you ready the weapon,
you are disguised by an illusory double that makes it
look like the weapon is still sheathed. This effect lasts for
1 round or until you attack a creature. While the effect
lasts, you do not provoke attacks of opportunity by
making a ranged attack with the weapon and the target
of the attack is denied its Dexterity bonus to AC. This
ability can only be used once per encounter.

Phantom Posse: At 6th level, the legacy weapon can
create illusory doubles of its owner. You can cast mirror
image two times per day as a spell-like ability.

Fade Into Violence: At 9th level, the legacy weapon
makes its owner disappear from sight as bullets start
flying. As a swift action after making an attack with the
weapon, you can cast greater invisibility as a spell-like
ability. During any round in which you do not make an
attack, the effect is suppressed and you are visible. This
ability can be used once per day.

Peaceful Visions: At 12
th
level, the legacy weapon
masks its owner from scrying with nonthreatening
images. You are either undetectable or appear as any
nonthreatening false image to divination (scrying)
spells. You can change how you appear to scrying effects
at any time simply by concentrating.

Shadow Assassin: At 15
th
level, the legacy weapon
can create a lethal double of its owner from the Plane of
Shadow. You can cast project image once per day as a
spell-like ability. In addition to the spells normal
effects, your attacks with the weapon can originate from
the projected image, dealing damage as normal. Any
creature that successfully disbelieves the illusion takes
only half damage from such attacks.

Destruction Destruction Destruction Destruction
Veiled Threat can only be destroyed by a creature
affected by a true seeing spell with a 20+ caster level.


Wardens Blastrod Wardens Blastrod Wardens Blastrod Wardens Blastrod
Aura strong transmutation; CL 20th
Slot held; Weight 6 lbs.
Cost 2,200gp

Physical Description Physical Description Physical Description Physical Description
A heavy, four-sided square steel beam with a hollow
musket-width shaft in the center and eight stubby steel
spikes along each side is the reinforced barrel of this
weapon. The beam tapers down into a hilt wrapped in
leather at one end with a mechanism of multiple buttons
instead of a trigger for firing.

Omen: Omen: Omen: Omen:
If the proper creature attends this legacy item, it feels a
sense of rightness and hears the sound of a clockwork.

Lore: Lore: Lore: Lore:
Knowledge (arcana, history or local) DC 15:
This weapon belonged to the ironborn hero Warden.
Constructed during the more civilized modern era,
Wardens purpose was to seek out and eliminate threats
to the relative peace of The Protectorate. In recognition
of his deeds, this weapon was expressly made for him by
the Honorable Order of Theurgic Master Craftsmen.
Warden served with great distinction for nearly 30 years
before running afoul of a cult of diabolists intent on
awakening some long-slumbering horror in the depths.
Wardens wounds were too grievous for him to survive,
and he was decommissioned in Questhaven in a somber
public ceremony. Wardens Blastrod now resides with
the Honorable Order, and is loaned on occasion to
reputable ironborn in service to the Evocative City.

Abilities: Abilities: Abilities: Abilities:
When first encountered, this weapon functions as a
masterwork warhammer musket. A wielder who meets
or exceeds certain level requirements will become aware
of rituals that can be performed to awaken Wardens
Blastrod and increase its power. Each ritual requires 1
hour of time and consumes material components of a
varying value in gp.

Level Special Ability Component Cost
3rd +1/+1 battledancing 5,000 gp
6th adamantine
durability
10,500 gp
9th cartridge
customization
13,500 gp
12th repairing infusion 18,000 gp
15th ever-vigilant ally 30,000 gp

+1 Battledancing: At 3rd level, the legacy weapon
gains a +1/+1 enhancement bonus. A proficient wielder
gains a number of synergistic benefits when wielding the
weapon in combat as follows:
When you make a successful melee attack with
the weapon, any ranged attacks you make with
the weapon against that opponent do not provoke
attacks of opportunity from that opponent for 1
round.
When you make a successful ranged attack with
the weapon, you do not provoke an attack of
opportunity from that opponent when reloading
for 1 round.
27
When you make both melee and ranged attacks
with the weapon in a single round, you can ignore
the adverse movement effects of up to 10 feet of
difficult terrain on your next turn.

Adamantine Durability: At 6th level, the legacy
weapon becomes significantly harder and more difficult
to damage. It is now considered to be made of
adamantine, and the misfire chance is reduced by 2
(minimum 1).

Cartridge Customization: At 9th level, the legacy
weapon can now be loaded with customized alchemical
cartridges at great speed. The weapon may be reloaded
with these cartridges as a move action, or as a free
action if you have the Rapid Reload (warhammer
musket) feat. Customized cartridges usable with this
ability have the same cost and statistics as a standard
alchemical cartridge, but may only be used with this
weapon.

Repairing Infusion: At 12th level, the legacy weapon
can inject a machinery-restoring substance into its
wielder. This ability is similar to the rapid repair spell,
but may only be targeted on you and affects creatures
with the ironborn subtype as well as constructs. This
ability can be used once per day.

Ever-Vigilant Ally: At 15th level, the legacy weapon
gains the ability to protect its wielder even when his
guard is down. If you are dazed, dying, nauseated,
paralyzed, or stunned, the weapon hovers in your square
and defends you. The weapon threatens any squares you
would normally threaten, and can take a standard or
full-attack action on your turn using your attack bonus.
The weapon cannot reload itself, but may make a ranged
attack during this time if it is loaded. You can retrieve
the hovering weapon as a swift action.

Destruction Destruction Destruction Destruction
Wardens Blastrod can only be destroyed by at least
twelve ironborn working in conjunction in a complicated
dismantling process that takes 30 days.

Wardrake Wardrake Wardrake Wardrake
Aura strong enchantment; CL 20th
Slot held; Weight 3 lbs.
Cost 1,300gp

Physical Description Physical Description Physical Description Physical Description
This pistol has an oversized, fluted bronze barrel cast to
resemble a roaring dragons head. The handle is
undersized and little more than a stunted handgrip, with
two unguarded flat triggers.

Omen: Omen: Omen: Omen:
If the proper creature attends this legacy item, it feels a
sense of rightness and hears the roar of a dragon.


Wardrake

Lore: Lore: Lore: Lore:
Knowledge (arcana, engineering or history) DC 12:
During the initial post-Empire technological boom,
firearms and warlike applications of alchemy developed
along divergent lines and rarely intermingled. Most
alchemists were content to let firearms perform their
specialized function of throwing lead into people at high
velocity, and to focus their alchemical talents in more
imaginative areas. The alchemist Tzu Tzapini, after
working on a brief sabotage campaign alongside the
infamous Hasev-Tzen, came to the conclusion that
applying advanced alchemy to a firearm would be more
effective than Hasev-Tzens foolish magical device.
Wardrake was never renamed a Tzu Tzapinis Folly by
scholarly consensus so perhaps the alchemist was right,
at least from the perspective of history.

Abilities: Abilities: Abilities: Abilities:
When first encountered, this weapon functions as a
masterwork dragon pistol. A wielder who meets or
exceeds certain level requirements will become aware of
rituals that can be performed to awaken Wardrake and
increase its power. Each ritual requires 1 hour of time
and consumes material components of a varying value
in gp.


28
Level Special Ability Component Cost
3rd +1 cartridge affinity 3,000 gp
6th flaskfiring 7,500 gp
9th reduction compound 13,500 gp
12th trench-clearing
vapors
24,000 gp
15th mindbending
compound
42,000 gp

+1 Cartridge Affinity: At 3rd level, the legacy
weapon gains a +1 enhancement bonus. The weapon is
specifically designed to accommodate alchemical
cartridges at the expense of being more difficult to load
by hand. When the weapon is loaded with an alchemical
cartridge reduce the misfire chance by 1, but when the
weapon is loaded with powder and a bullet or pellets,
increase the misfire chance by 1.

Flaskfiring: At 6th level, the legacy weapon can be
loaded with flasks of alchemical substances instead of its
regular ammunition. Any alchemical substance
described as being in a flask can be loaded into the
weapon in this manner. A successful attack with the
weapon deals normal weapon damage and also applies
the effects of a direct hit with the alchemical substance.
Any creatures adjacent to the target are subject to splash
damage from the alchemical substance. You treat this
attack as both a firearm and a splash weapon to
determine which feats and class features apply to it.
Missed shots scatter at double the usual rate (10 feet per
range increment).

Reduction Compound: At 9th level, the legacy
weapon can imbue its shots with a substance to lessen
even the mightiest of enemies. As a standard action, you
can make an attack with the weapon that deals normal
damage and forces the target to make a Fortitude saving
throw or be reduced in size. This effect is similar to the
reduce person spell, but can affect any type and size of
creature. If the weapon is loaded with an alchemical
substance, any creatures taking splash damage are also
affected by this ability but gain a +4 bonus to their
saving throw. This ability can be used three times per
day.

Trench-Clearing Vapors: At 12
th
level, the legacy
weapon can unleash a cloud of poisonous gas from its
ammunition. As a standard action, you can make an
attack with the weapon that deals normal damage and
creates a cloud of poisonous vapors centered on the
target, as the cloudkill spell. This ability can be used
once per day.

Mindbending Compound: At 15
th
level, the legacy
weapon can imbue its shots with a substance that breaks
its enemies minds. As a standard action, you can make
an attack with the weapon that deals normal damage
and forces the target to make a Will saving throw or
suffer from a continuous confusion effect, as the
insanity spell. If the weapon is loaded with an
alchemical substance, any creatures taking splash
damage are also affected by this ability but gain a +4
bonus to their saving throw. This ability can be used
once per day.

Destruction Destruction Destruction Destruction
Wardrake can only be destroyed by an alchemical
dismantling process that takes 24 hours by a creature
with at least 20 ranks in the Craft (alchemy) skill.

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Open Game License v 1.0a Copyright 20002005, Wizards of the Coast, Inc.
d20 System Reference Document Copyright 2000-2005, Wizards of the Coast,
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Collins, David Noonan, Rich Redman, and Bruce R. Cordell, based on original
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Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens,
and Russ Taylor.


#30 Firearms of Legacy Copyright 2013 Steven D. Russell; Author Wendall
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