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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#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
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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.
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.
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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.
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.
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).
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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 Content is the designated as follows: all firearms of legacy, including their names but excluding the Lore section .
9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15 COPYRIGHT NOTICE Open Game License v 1.0a Copyright 20002005, Wizards of the Coast, Inc. d20 System Reference Document Copyright 2000-2005, Wizards of the Coast, Inc.; authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, and Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson. Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR. Pathfinder Roleplaying Game Advanced Player's Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn. Pathfinder Roleplaying Game Core Rulebook, 2009, Paizo Publishing, LLC; Author Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Pathfinder Roleplaying Game Ultimate Combat. 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor. Pathfinder Roleplaying Game Ultimate Magic. 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason 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 Roy C o m i n g