1001 minor traits for magic swords


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HalfordAskold

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1) +1 CMB
2) +1 CMD
3) Creates Food & Drink/once a day
4) Re-roll damage once/day
5) Upon command, turns into a tool (shovel, crowbar, claw hammer etc.)
6) Cure Light Wounds/1/day
7) Leave no tracks for 10 min.1/day
8) Knock, as the spell, 1/week
9) +1 intimidate.
10) The blade smokes and smolders giving you a bit of cover.
11) The sword tells you which way north is. It literally tells you: "Its further to the left you big dummy!"
12) The sword glitters and flashes in even the dimmest light, distracting your
opponents and giving you an advantage. On an attack, roll to hit AC10. If you
succeed, you get the benefits of a successful 'Aid another'. Either a +2 to
your next attack on that opponent, or a +2 to your AC from that opponents
next attack.
13) Hairsplitter. It's super sharp and never goes dull. Once a day it'll trim your
hair and beard and mustache to taste.
14) The Sword of Reckless Abandon. +1 to attack, -1 to AC
15) The Gibbering Blade. A sword that gibbers and mumbles things man was
not meant to know. Always just out of understanding but clear enough to be
disturbing. You can be heard, -5 to all stealth or silent movement. +5 DC for
all enemies in earshot.
16) Pole Vault. A wooden pole 8 to 10 feet in length. Upon a spoken secret
command word it unravels like a scroll to reveal a door to a non-dimensional
space about the size of a closet or wardrobe. The pole always weighs the
same as a wooden pole regardless of contents. The command word can be
spoken from inside the space. inst fear effect
17) Web Slicer. +1 to rolls involving escaping a net or web.
18) Minor Bane. Deals +1 damage to a specific type of creature.
19) The Sally Fields. It likes you! It really likes you! The sword likes you and will
find its way back to you 1d4 days after you lose it but not if it’s given away or
sold.
20) Enemy Detection. Glows when a specific type of enemy is within 30 feet.
21) Sweet Talker. +1 luck bonus to damage for one round if you make a
successful Diplomacy check Dc 15.
22) Angels Cry. The sword tears angel’s sorrows for the evil that men do.
When swung in combat the tears splash about and hit opponents, hurting those who are evil as if they've been hit by a vial of holy water.
The trail of tears you leave behind are a beacon call for those who would aid you and those that would see you, and the sword, destroyed.
23) Blade Agleam. The beautiful polished sheen on this blade gives you a +1
circumstance bonus to any Charisma-based checks when it is visible.
24) Green Max. This talking sword has seen a lot and travelled with many
adventurers. When the party sets down to rest it will politely ask to tell one of
the numerous tales of places it has been to. If allowed to tell the tale
everyone who listened to it will upon awakening have an increased land speed
of 5 feet for the next 6 hours. Green Max can bestow this once every 24
hours. If asked to tell a tale at any other time it will instead tell a story of a
battle it was in. This will give only its wielder +1 to damage against the
creature type featured in the story for the next 12 hours. It can bestow this
every 24 hours. The two story types are mutually exclusive. Finally, Green
Max will bestow its wielder +1 to AC when in battle against sword wielding
foes by giving tips during it, but only if the character has asked it if it has any
tips for the combat beforehand. If the request is made as a demand or in a
rude manner instead of an inquiry or in a polite manner, it will refuse to give
tips for the battle and will take back any bonuses in effect from it, and will
sulk for the next 48 hours.
25) The Sword of Feasts. This impressively decorated two hander likes to party and will bestow its owner an impressive appetite. It will double the price of your Inn expenses, and there is a 15% chance that you will wake up with someone in your bed. It will then congratulate the two of you on your nightly endeavors, regardless of whether anything actually happened (maybe the person just 'happened' to sleepwalk into your bed). You also receive a +10 bonus to any checks against poisons, and can in fact drink any amount of alcohol without bad effects (giving you the ability to drink anyone short of a god under the table). You also receive a +1
26) Light. Upon command, the sword will give off a soft glow equivalent to that of a torch, lasting up to an hour.
27) Bane's Warning. The sword is keyed to a particular type of foe. Whenever that type of foe is within 60' of the sword, the sword glows green/blue/whatever.
28) Burdensome. The weapon is much heavier than a normal weapon of its type, making it cumbersome to wield. The weapon suffers a -1 on To Hit rolls, but gains a bonus of +2 to damage rolls.
29) Ever-Clean. Regardless of the blood, guts, gore, grime, muck, and filth the weapon is exposed to, it will never tarnish or become dirty. (This does not obviate the effects of rust monsters or the like.)charisma bonus to anything related to barmaids.
30) Over Thirty. A cursed sword. Anyone who posses it must bend the truth in some way when speaking or writing. Never trust anyone over thirty.
31) Troublemaker. The weapon has a way of finding its way into the possession of one of your friends.
32) Psychotic. While not necessarily intelligent the sword sometimes whispers messed up things that only you can hear. e.g.
Can you hear them choking?
That was more fun than flying a kite through a field of burning kittens.
Cut your own throat, the ground is too dry.
33) Dandruff. The weapon sheds off a bit of metal filings each day. This never affects the quality or the appearance of the weapon.
34) Chivalrous. Whenever there is a damsel in distress you gain a +1 luck bonus to the first attack roll or skill check used in saving the damsel.
35) Clumsy. The weapon has a minor curse. Whenever you roll to back up a fumble (same idea as backing up a Critical) subtract 1 from the roll making it more likely to fumble.
36) Sword gives help on appraisal. It is intelligent and gives a dissertation on an
item's long history, uses during that time and opinions on how it should be used more efficiently. If the item remain in the possession of the wielder then the sword says aloud its opinion if it is not used in its preferred way.
37) The sword always whispers just the right word in your ear; +1 Diplomacy.
38) The sword says “Bless you,” when anyone within 30’ sneezes.
39) Upon command, the end of the sword morphs into a hand that gives you full sense of touch except for pain.
40) Pay Day. When you score a critical hit 1d4 copper pieces clatter to the ground falling from where the sword struck.
41) Mocking Blade. The sword giggles whenever an opponent misses the wielder. And verbally insults the opponent whenever the opponent is delivered a particularly devastating blow. Once per day it allows the wielder to Feint (as per the bluff skill) as a free action.
42) De Forester. The weapon ignores the hardness of wooden objects when attacking.
43) Huntsman Blade. When sheathed the weapon gives a +1 to survival checks
when hunting for food.
44) Blade. Pick one trait you do not already have. With this weapon is in hand, you have that trait.
45) Vibrant. This weapon not only glows, its leaves a visible trail of light whenever its swung. This harmless ribbon lasts for one round.
46) Thin Red Line. This sword grants +1 to attack to friendly characters standing within 10’ to either side of its wielder.
47) Tripper. +1 to trip attacks by the wielder. +1 against trip attacks.
48) People's Choice. If most of the characters in the wielders party who made
attacks during the previous round hit with them, the wielder receives +1 to attack this round. If most of them failed to do damage, the wielder receives -1 to damage.
49) Not Again. If the wielder scores two critical hits in a row against the same
opponent during the same round with this sword, a third attack against that same foe during that same round with this sword will also be critical. If the character can not attack a third time he will instead receive a free attack against that same foe during that same round with this sword.
50) The Gravebuilder. This sword doubles as a shovel against earth, sand, gravel, packed earth and clay.
51) Two By Four. This extremely sharp looking sword causes blunt damage in normal attacks.
52) Steel Wheel. Each arrow fired at the wielder of this sword has a 5% chance of being deflected by it.
53) The Labyrinth Master. This non-intelligent sword will begin to hum very quietly when the character holding it is heading towards a dungeon exit (when inside a dungeon). It will also feel slightly warm when the character is close to a trap built into the dungeon (it will not detect magical traps, or traps not part of the dungeon structure). These grant the character a +15 bonus to any checks for finding the way out of a dungeon, and a +5 bonus to checks for finding non-magical traps part of the dungeon.
54) Barking Mad. This sword will go crazy if the character holding it is engaged against several opponents at the same time. The wildly swinging sword will negate any flanking bonuses to its opponents.
55) Sword of Breakfast. This sword grants a +20 bonus to attacks against bread, butter, cheese and boiled eggs. This results in instant delicious sandwiches. You can also use it to stir hot liquids without looking silly.
56) Animal Foe. Against non-magical animals or beasts (such as cow, swine, sheep, gophers, etc.) this weapon grants a bonus of +1 to hit and damage.
57) Swimmer. This normally light blade grants its owner a +5 enhancement bonus on swim checks.
58) Weatherman/woman. When this weapon is held aloft and the command word given, images of the next 24 hours worth of weather for the local area, (10 square mile range), can be seen in its face/blade.
59) Chilly. When unsheathed, this weapon causes the temperature to drop by 10 degrees within a 10' radius circle, centered on the weapon.
60) Warm. When unsheathed, this weapon causes the temperature to rise by 10 degrees within a 10' radius circle, centered on the weapon.
61) Stabilize +1. Once per day, the sword will stabilize and bestow one hit point of healing. This is an automatic effect and will happen the first time the wielder goes unconscious and bleeds. It resets at sunrise.
62) Floater. Bearing this sword makes you neutrally buoyant in water no matter your encumbrance or what armor you're wearing. You can't exceed your maximum carrying capacity. At that max encumbrance level, around water, avoid last straws at all costs.
63) Coffee Maker. Three times a day, weapons pommel can be held and a cup of piping hot brew comes out into a cup when commanded. This effect resets at sundown for those on all night or late night guard duty.
64) Performer's Blade. Upon a successful critical hit, a ghost sound is triggered; the sound of thunderous applause is heard, inspiring the wielder, granting a +1 morale bonus on the next damage roll.
65) Heliblade: By spinning this blade above your head, you gain the benefit of a levitate spell for as long as you spin this blade
66) Boomerang Blade. This blade is horribly bent and looks unusable. In reality, this blade is perfect for throwing and can be used as a thrown weapon out to 20ft. This blade also returns shortly after being thrown (by your next turn)
67) Guidance Councilor. the sword wants you to settle down and hang it over a mantle somewhere. It gives +5 to Profession skills.
68) Hummer. the sword hums when used in combat, not lightsaber noises, more like "row, row, row your boat"
69) One Size Fits All. This weapon automatically shrinks or grows to fit the size of the wielder.
70) The Blade of the Immortal. This is a superb masterwork bastard sword. It appears to be made of a red-black metal resembling steel. There are shapes of monsters moving across the face of the blade as if shadows cast by those same monsters. The blade can not be scarred, cut, bent or shattered. It is immune to all non-magical damage and all spells from the school of transmutation. It can not be enchanted.
71) The Blade of the Apprentice. This thin short sword grants the wielder +1 to initiative and makes the wearer immune to cantrips.
72) Scrounger. Once per week, this bearer of this sword can find 1d20gp worth of materials useful as the raw materials required for a Craft check.
73) Friend. Say ‘Come hither friend’ and the blade springs to your hand from up to 30' away.
74) Baby Slayer +1.+2 vs women,+3 vs unarmed humanoids, +6 vs infants.
75) Pink Slayer +0,+1 vs humans.
76) Goblin's Bane. When command word 1 is spoken, up 1000 words spoken are
remembered. When command word 2 is spoken, these words are displayed in a streaming score across the blade. During this mode, the advanced commands of pause, play, forward, reverse and stop can also be used.
Since goblins abhor the written word in fear of it being magical, this blade's ability to produce written words cause all goblins within 30 feet to be shaken if they save vs fear (Will dc 25) or stand in terror (helpless) if they fail. This only works on goblins.
77) Twilight Blade. This rather mundane looking blade appears little more than a normal +x enchantment, that is until the user removes their shirt in the sunlight and their skin begins to sparkle. All pre-teen, teenage, and even some older women will immediately feel an attraction to the wielder, granting a +1 circumstance bonus to social skills towards them whilst under this effect. This also has an unfortunate side-effect. True Vampires cannot stand the sight of this effect and will go out of their way to destroy the user should he flaunt this ability.
78) Veterans Blade. The user can fall asleep moments after lying down. This weapon also has a set of non-magical dice hidden in the pommel.
79) Tent Peg. When this blade is used as a tent peg, it grants the tent the ability to withstand wind from any source, without buckling or becoming loosed.
80) Skinning Blade. This dagger is a boon to trappers, outdoorsmen, and taxidermists, this small blade grants a competency bonus of +2 to skills and professions related to tasks such as cleaning and skinning an animal, butchery, taxidermy, and the tanning of hides.
81) Cold Steel. This cold iron blade is literally cold: when wielding this blade a perpetual endure elements (desert or hot environs) is in effect. Furthermore, it provides energy resistance fire 1.
82) Sculptor. This blade grants a +2 competency bonus to craft or profession skills related to sculpting.
83) A Sturdy Oaken Stick. When you tap it on the ground twice in quick succession it becomes a sword. When you tap it twice again it becomes a stick. If the stick is damaged the sword is too.
84) A beautiful elven short sword designed for a royal princess. If the wielder is ever in the presence of someone who is plotting to capture the wielder, or who is connected to a plot to capture the wielder, the sword will point at the person and shriek in elvish.
85) Pied Piper. This generally short blade has holes running through it like a flute or other wind instrument. As a full round action the wielder may play the blade as if it was a wind instrument appropriate to its size and daze all creatures in a 30ft radius of a particular type, chosen when you start your performance. The daze lasts as long as you play
86) Feather. This ultra light longsword provides +1 to initiative and negates the penalty for low STR (i.e. 8 STR would be +0\+0) It has a max STR of 14 due to being too light to support higher damage. Optionally it provides the ability to use a long sword to the wielder.
87) Wieldy. This weapon despite being normal sized is very balanced and can be used with the weapon finesse feat.
88) Doctors Blade. This blade counts as a healing kit and when used to treat an injury heals 1 more point of damage than normal.
89) Cocky Blade. (AKA the blade of the Douchebag) This weapon is covered in expensive looking bling. Whenever you successfully intimidate an opponent you gain a +1 to damage against that opponent for the duration of the intimidation.
90) Perv Blade. On a critical hit this weapon ruins a piece of non magical clothing on the target (but not armor)
91) Sailors Friend. This light blade grants a +2 competence bonus to attempts to cut through fabric and rope. This bonus applies to either craft or profession checks, or to damage, depending on how the blade is being used.
92) Bulwark. You get 1 temp hit point when you successfully roll initiative.
93) Quick to Action. This, normally light, blade grants its bearer a +2 bonus to
Initiative rolls.
94) Survivalist. This blade grants a +2 competence bonus to Survival checks.
95) More Damage. Whenever damage for this blade is rolled and the roll results in the absolute minimum (such as rolling a 1 on a d6), the result can be re-rolled. The subsequent re-roll is kept.
96) Illusory Blade. On a critical hit this weapon produces a minor yet distracting
illusion. Maybe a glimpse of an enemy just out of the corner of the eye. If the enemy fails a Will save (DC 10) she believes she is flanked for the next round behaves as such granting you a flank bonus.
97) Faithful Blade. You can lose this weapon similarly to a dancing weapon but instead of attacking, the blade simply floats in an adjacent square of your choice and follows you around. This grants you basically the quick draw feat with the weapon and any disarm attempts simply causes the weapon to move to an adjacent square instead of flung away.
98) Self repairing. If damaged this weapon repairs its self at the rate of one hit point per day. Weapons completely sundered cannot repair themselves and much be repaired as per normal crafting rules.
99) Vengeful Blade. If you are ever reduced to 0 Hp or below this blade lunges forward immediately and deliver one final attack to the creature Provided that it is within reach of the weapon.
100) The Bauble Blade. Each day the nature of this blades minor magical
enchantment is rolled on a %. On a roll of 100 roll 2 more times or if you prefer roll another % and add it to the result to generate minor powers that have yet to be devised.
101) Sunderer. This blade is heavier than many, granting a bonus of +1 to damage when rolling for the damage results of a sunder attempt.
102) Rambo. The pommel of the blade opens up and stores survival supplies, granting a +1 to all survival rolls. It always has the supplies fully stocked up.
As an alternative it could be prepared for a few different skills, like dungeonering or climb.
103) Moonscribe. This sword can draw messages (or anything the wielder could normally draw on a piece of paper) on the surface of an actual moon simply by waving it at one. This causes nothing to anything on the moon, and the drawings disappear after an hour. This ability can be used during every full moon.
104) Sealegs. The wielder of this sword will never suffer from sea sickness or motion sickness, and can move anywhere on a boat (bowsprit, mizzen, the shrouds, you name it) as if it were solid ground, no matter what the weather.
105) Trespasser. Whoever wields this sword will leave no marks on gravel, sand, dirt, grass or mud when walking on private land not his own.
106) Stickey Fingers. Whenever you score a critical hit with this blade instead of doing additional damage (You still do normal weapon damage) you may choose to Use a Steal combat maneuver as a free action. This is useable 1/day.
107) Highway to Heaven. These two blades come as a pair usually. Hold one out and say a command phrase and it becomes a stable platform. Together you could 'step' over a rushing river or a sinking swamp or a security wall.
108) Vertigo. This sword despises heights, so much so that it grows in power as it is taken deeper underground. For every 10 feet that it falls below the surface, it gains the equivalent of a +1 enchantment. If it is ever stricken with natural daylight, it temporarily loses its power, and become permanently non-magical if taken to 200’ height.
109) Roasting Spit. When this blade is used as a spit for the roasting of an animal, the animal so cooked will always be well seasoned and golden brown and delicious.
110) The Chicken Catcher. This sword gives its wielder a land speed bonus of +10 feet per turn and +1 to dexterity, for three turns, once per day.
111) Rat Death. When a critical hit is scored with this blade it temporarily calls forth a small number of undead rodents that bite the target for an additional 1d4 damage total. These undead rodents then commence to be just dead.
112) Critical Blade: This sword is always overly critical of your every move and tells you when it thinks you’re doing something wrong, which is always. However, sometimes the advice it gives is actually useful. One time per day the sword can use an Aid Another action on any task to help you.
113) Twins. This is one sword with one sheath, however upon a spoken command word it splits into two identical blades. The same command word forces the two blades back as one.
114) Umbrella Sword. A secret button located where the grip and the cross guard meet allows you to retract the blade into the grip and an umbrella appears in its place. A second secret button allows you to open up the umbrella. Swords must be at least the same size as a short sword or greater in order for this to work.
115) Backfire. A cursed blade of sorts, the spherical pommel of this sword, when any part of the sword is touch, grows big as a bowling ball and lands on the ground, doing 1d6 points of damage. And if you really want it to be cursed, turn it into a sphere of annihilation (again, about the size of a bowling bowl) that consumes everything except that sword for 1d6 hours. After either effect, a new pommel appears, and everything reset for the next time the sword is touched.
116) Pay the Price. Whenever you score a critical failure, 1d6 copper is magically removed from your purse and appears in the nearest church donation box.
117) Fighters Blade. The weapon when wielded by a fighter grants a +1 on the role to back a critical.
118) Rogues Blade. The blade when wielded by a rogue grants an additional +1 to hit when flanking.
119) Clerics blade. This weapon may be used as a holy symbol when wielded by a
cleric. 3 additional dice of damage can be added per day to the characters channel damage. These do not all need to be used in the same channel.
120) Wizards Blade. Once per day when wielded by a wizard this weapon can lend magical energy to a spell acting as a material component. (this does not consume the blade as it would a material component) of up to 10 gp value.
121) Druid Blade. When wielded by a druid this weapon allows the druid to ad 1 hour to the duration of his wild shape ability.
122) Bards Blade. +1 round of bardic music per day.
123) Monks blade. This weapon counts as a monk weapon whether it normally is or not.
124) Paladin Blade. This weapon when wielded by a paladin (anti-paladin versions exist as well), your level counts as 1 higher for how much damage your Smite Evil ability dose.
125) Ranger Blade. +1 additional bonus on damage against a favored enemy
when wielded by a ranger.
126) Sorcerer Blade. You get one more use or one more round of use from your level 1 sorcerer power each day.
127) Barbarian Blade. You are not fatigued the first time you rage each day.
128) Alchemical Blade. This weapon can be used 1/day by an alchemist to stir one of her explosive concoctions (I.e. bombs) making a more volatile mixture. Allowing the bomb to do an additional 1d6 points of damage.
129) Cavaliers Blade. The cavalier’s level counts as one higher when calculating the bonus damage from a challenge.
130) Inquisitors Blade. +1 to stern gaze rolls.
131) Oracles Blade. When wielded this blade causes the oracle to count as one level higher when determining the effect of her curse. However, this comes at a price. Whenever the blade is sheathed or otherwise no wielded by the Oracle, she counts as one level lower for curse effects.
132) Summoner Blade. When wielded by a summoner, this blade allows the Eidolon to travel double the normal distance away from the summoner as it would normally be allowed.
133) Witch Blade. A witch’s level counts as one higher when determining her familiars ability when wielding this blade.
134) Painter's Blade (the Picasso). Different color paint (ROYGBIV) constantly drips from the blade. On a critical hit, all within 5' are coated in that color.
135) Marriage Blade. This blade is one of a pair of blades. The bearer of one of the blades can, when concentrating, know the general direction and health of the wielder of the other.
136) Rain Sword. Strange markings, almost like tear drops mar the metal of this blade. Unknown to the user, the blade increases the chance for precipitation in a 10 mile by 10 mile area by 20% for the day.
137) Riverrow. When rowing a regular rowboat movement speed is doubled. The rowboat also becomes immune to the capsize ability, because the user simply becomes too deft in moving it around.
138) Warm Heart. Non-magical cold weather causes no harm to the wielder.
139) Hidden Talent. This short sword, when worn, is considered hidden. It can be drawn as a free action.
140) Arclight. Each time this sword strikes a bright flash of electric blue is seen from it and a crackling sound is heard. Any time that it does damage 1 point of that damage will be electrical.
141) Carrier. This sword, when worn or wielded, increases the user’s strength by 3, but only for the purposes of carrying capacity.
142) Xzbroghdst. Created by the demon Csharzain; this is a fearsome looking blade with a dark red gleam in its black surface. It is otherwise a perfectly normal sword, but it grants its user darkvision.
143) The Master of Nothing. This sword can not cause criticals or fumbles.
145) But I Know You. +1 to hunch checks. If you fail a hunch / sense motive check, you can immediately try again, once per day.
146) The Flow of History. The wielder of this sword gains the uncanny ability to swap around the initiative bonuses of up to three opposing enemies in the same battle, once per day.
147) Posted in Error. When the owner of this sword is sleeping, this sword will fly away and post 'adventurers wanted' posters all over town in the owner’s name. It will then fly back. If the owner discovers the posters the sword will begin to whistle in a very suspicious manner.
148) Any wound caused by this weapon will be blue.
149) The user of this blade gradually turns blue.
150) Anything the user of this blade touches turns blue for some period of time, including footprints left by him.
151) The user of this blade hates the other primary colors.
152) Brine Blade. This weapon constantly secretes a very salty watery substance. When it scores a critical hit the opponents must roll a reflex save or be dazzles for one round as the salty concoction splashes them in the eyes causing iteration.
153) Blood Fueled Weapon. Once per day you may pay up to half your current
hp to deal extra damage equal to the amount hp paid.
154) Magician’s Blade. Whenever you confirm a critical hit with this weapon you may regain an expended spell which must be cast this combat.
155) Mace of the Nameless. A critical hit with this weapon causes the target to forget his name. An etching with the target's name appears on the mace. Should the target ever die, raising the him/her back to life will require the caster to touch his/her name etched on the mace.
156) Soul-Stealing. Once per week, the sword may absorb the soul of a living creature slain by it (if the creature has a soul). If it does so, it gains the alignment of the creature slain. As a full round action, the wielder may make an attack with the sword with a bonus to hit and damage equal to the hit dice of the slain creature. Doing so empties the soul from the blade.
157) Prism Blade. This blade pulses rapidly, changing from one vibrant color to another. Whenever the wielder scores a critical hit with this weapon, the weapon flashes with colorful, blinding light; the victim must succeed on a Will save or suffer under the effects of a Color Spray, as the spell. The DC for this save is equal to the amount of damage dealt by the qualifying attack. One a natural attack roll of 1, the wielder accidentally triggers the blade, and must succeed on DC 12 Will save or become subject to the spell's effects.
158) The Drunken Master. The wielder must always be drinking, the more drunk the better of a swords man he becomes, however, all of the exertion causes sobriety, so he/she must get to drinking all of the time.
159) "SHHHHINNNNGGGG!" When drawn from the scabbard, this blade makes a very loud sound of metal scraping upon metal, granting its wielder an immediate Intimidate check at PC's level +2. If the check succeeds, the opponent suffers a Fear effect and must flee for 1d3 rounds.
160) The Craft.

Who's the black steel dirk
That's a war machine with all those crits?
Craft, ya, damn right

Who is the blade that would risk his neck
For his owners life?
Craft, can you dig it?

Who's the knife that won't cop out
When there's danger all about?
Craft, right on

They say this cat Craft is a bad mother
Shut your mouth
But I'm talkin' 'bout Craft
Then we can dig it

He's a complicated dirk
But no one understands him but his owner
The Craft

161) Halving Blade. Upon command, this two-handed sword splits into a pair of one-handed swords with the same enchantments as the larger weapon. This is a move action that does not draw attacks of opportunity. This action can be combined with a single move if the wielder's BAB is +1 or higher. If for some reason the wielder's off-hand is in use, one of the smaller weapons drops to the ground at the wielder's feet.
162) Blade of the Hornet. This unusually thin and brittle-appearing Rapier/Foil has a special power when grasped by an arcane spell-caster. Once per round, the user may expend a spell slot to give the Rapier an unearthly agility; the spell-caster may strike X+1 times per round at a single opponent at his BAB, X being the number of the spell slot used. These strikes must be aimed at the same target. The blade ignores armor as per the Brilliant enchantment, but the blade also can affect Undead/Incorporeal as if it were Magic. The sword has no magical bonus to hit or damage, but Strength applies as usual. For the purpose of Weapon Proficiency, the Rapier is considered a Wand.
163) All or Nothing. All hits are confirmed critical all misses are fumbles (must be using a crit/miss rule)
164) Dancing Blade. This +1 rapier grants a +5 circumstance bonus to all Perform (Dance) checks when held. ONLY when held or wielded.
165) Yellow Belly. This ornate, lavish +3 thundering flaming greatsword is pretty, but terrified of combat. If forced to engage in melee, any hit on the wielder forces the sword into a panic; the sword casts expeditious retreat on the wielder and compels her to move away from the foe in the most direct route possible. (as per cause fear)
166) Guardian Blade. This +3 blade will vibrate wildly and give off a metallic ring when certain conditions are met:
1. A being larger than a moth (size can vary) enters a predetermined perimeter drawn earlier with the blade.
2. The wielder of the blade (in a scabbard at the belt) is a sleep.
3. The pre-set password is not spoken.
Essentially, this blade allows its wielder to sleep somewhat secure. After the blade sounds its alarm, it functions normally for the next ten minutes. After that it must rest for six hours: its alarm won't function and it is an ordinary, masterwork weapon--it loses the magic bonus until it has recovered.
166) Rain Blade Mk. II - This longsword gives the user the ability to remember obscure details and calculate large numbers.
"My lord! We are beset by countless goblins!"
"3,126 goblins. Definitely 3,126."
167) Butchers Blade. Any killing blow with this weapon instantly skins guts and butchers the victim. They are separated into prime cuts of meat and a perfectly skinned and scraped hide that is prime for tanning.
168) Gory Blade. This weapon seems to draw a lot more blood than a normal weapon of its type. Any strike with this weapon produces what appears to be around 10 times the blood of a similar wound. In reality this extra blood is created by the sword and dose no additional damage to the Target. However intelligent (3+ Int) creatures seeing such a display will be easier to intimidate granting a +1 to such checks.
169) The Telling Blade. When telling a story with this blade in hand it provides sound effects and minor narrative elements, glowing slightly during dramatic moments of the story. This grants a +1 bonus to either Perform Oration or Perform Singing checks.
170) The Spelling Blade. Whenever you want, as part of a normal attack you can choose to have this blade spell out a letter on the enemy. If this attack is a Critical threat it can do a whole word. If it is an actual critical hit you can carve a whole sentence on the foe.
171) Lovecraftian Forged. Upon confirming a critical hit against a foe, the foe must make a Will save or be sent to a random plane.
172) Blade of Endless Ends. Every time this blade kills a living creature (undead, constructs and oozes excluded) the wielder gains 1d10 temporary hit points, if a 10 is rolled on the d10, the weapon is also a +2 against the type of creature it slew for as long as the temporary hit points remain on the wielder
173) Chicken Launching Hilt: Range Touch attack, deals 2d6 damage (full round action)
174) Timeless Blade. Once per day, the wielder can stop time for 1d6 rounds, the GM rolls the d6 and the wielder does not know how many rounds he or she has before time continues as normal, the extra rounds grant equal actions and the wielder can move, attack, cast spells, use skills, activate items, etc. etc. just as though time was normal, any ability that continues to deal damage every round does NOT continue to damage until the time ends. The wielder also does not age.
175) The Faux-Euclidean. This sword exists on a number of dimensions different from what the wielder can experience. It is a +1 sword, but the type of the sword depends on what the character wielding it is most familiar with. When the sword strikes it comes in through an angle which exists somewhere on the border of dimensions. The sword can strike any target, but targets which would otherwise require a special weapon or special weapon property only receive 1 point of damage per hit.
176) Sword whistles suggestively whenever a PC/NPC with Charisma 16 or higher enters within 30 feet of it for the first time.
177) Sword of the Bloody Palm. Sword does nothing to foe, but the wielder leaves bloody palm prints on everything he or she touches.
178) Blade of the Bard. This blade makes sweet solo music of one particular instrument during combat. The music matches the action in tone, highs and lows, and pacing. Several wielders together can form a band and each instrument, instead of doing a constant solo, riffs off the other instruments. Some of these blades in the hand of a Bard can be used instead of an instrument. We Will Rock You, however, is the most common tune played.
179) Bulls Eye Blade. It's a blade that glows on command, further, the glowing can be focused into a beam much like a bullseye lantern.
180) The Portable Chandelier. This blade will stick to a ceiling and the handle will drop on a chain. It'll hold the original wielders weight. It'll crash to the ground for anyone else.
181) Stay on Target. When wielded by a mounted combatant in a charge, through heavy enemy cross fire and/or melee, it casts Sure Strike upon the wielder, only usable with this weapon. Once a day.
182) Fertility Blade. Anyone within 10' of this blade becomes unnatural fertile and will have lots of children. When a critical hit is scored with this weapon It magically nocks-up that creature assuming that said creature is capable of bearing children.
183) Cheese Knife. If used to cut a piece of food, the wielder can choose to have that food taste like their favorite piece of cheese. (Good way to make Iron Rations taste better).
184) Fire Alarm. A weapon enchanted with Fire Alarm makes the weilder immune to all fire damage but emits a high pitched squeal when exposed to excessive heat.
185) The Preshus Blade: When not in combat this fine weapon begs attention. The owner must periodically roll a DC 10 Will save or cradle the weapon calling it all sorts of flattering names. The weapon however dose reciprocate and hums happily when it’s getting its attention.
186) Slightly reduces the hold of gravity on the wielder, giving them a +2 bonus to jump checks, and cutting falling damage in half.
187) Releases a flash a searing light upon scoring a critical hit, blinding the target for 1d4 rounds.
188) Prevents wounds from clotting, dealing 1 point of Constitution damage upon scoring a critical hit.
189) Screws with the vision of the target, making them colorblind for 1d6 rounds after being hit.
190) Blade of Comfort. Anyone within 10' of this blade acts as though under the effects of an Endure Elements spell for as long as they remain within a 10'
distance of the blade.
191) The Second Blade. This +1 short sword was one of the two blades used by legendary planewalker Noom Es Dharim. When Noom disappeared only this sword remained behind. But there still exists a link to the first blade, and once per day the wielder of this sword may call it out. The First Blade, a +1 longsword, will appear at the wielders side. It will fight by itself, flying across the air. It will use the wielders attributes to move and do battle, but will only have 5 hit points. It will disappear after 5 turns, or after defeated. It will take commands from the wielder of the Second Blade, such as "attack the man with the moustache" or "stay in front of me, and attack anyone who approaches us". If not given commands, it will simply hover in the air and do nothing.
192) The Zapper. The wielder of this blade may, at will, make it start glowing a bright electric blue, equivalent in brightness to a torch. The blade vibrates softly in the wielder's hand, and emits a slight buzzing noise. Insects are attracted to the blade, and are annihilated by contact with it. Other creatures that aren't immune to electricity take 1 point of non lethal damage per round that they touch the blade.
193) The Attuned Blade. If this blade receives at least a week of regular use by a single owner and nobody else, it gains an aura of good/evil/lawful/chaos matching its owner's alignment and functions as a +X (however much the GM wants really) sword in the hands of that owner. When anyone else tries to use the sword it functions as a -X sword (same value of X as the plus side) instead, and is incapable of damaging any creatures that share both the class and alignment of the owner (including the owner themselves of course). If the owner changes alignment the sword ceases to recognize him/her and acts as if s/he is somebody else, giving a penalty instead of a bonus. Another week of regular use by a single person can re-attune the blade to a new master or to an old master of changed alignment however.
194) Barricade. When this sword is swung full-circle about the body, it can generate a random Wall effect (Ring only, as per Wall of Fire) 20' radius around the wielder's location.
195) Hot Steel. This hot iron blade is literally warm. When wielding this blade a perpetual endure elements (cold and ice environs) is in effect. Furthermore, it provides energy resistance cold 1.
196) Bloodthirsty. This weapon, on a crit splatters you with blood causing the blood to be absorbed by your skin. This heals you of one point of damage and downgrades exhausted to fatigued and fatigued to normal.
197) The Eel. This blade can reform on the owner's command into a metal eel attached to a hilt. It deals bludgeoning instead of slashing damage and may be used similar to a whip, granting the same bonus a whip would grant to trip attempts (it does not gain additional reach however). Changing from blade to eel (and vice versa) is a swift action.
198) Sword-Chucks. When commanded, this sword splits into two similar swords attached by the bottom of the pommel by a short length of chain. The weapon grants the wielder the Flurry of Blows ability; only a Fighter has the skill to wield these exotic weapons without penalty. Any miss results in the character cutting himself for d8 damage.
199) Roulette. Whenever this sword is used to attack any creature (before rolling to attack) its target changes to a randomly selected enemy or ally within 30 ft, and an attack is made against that target even if it is not adjacent to the attacker. The attack roll cannot be cancelled after it selects its target. (Sooooo... Too bad for you if you slash a goblin and all the damage jumps over to your team's wizard. Or you.)
Roll dX where X is the number of targets (including both you and your original target) within 30ft of your original target to determine who the sword attacks each time you swing it.
200) Bark of the Wrong Wood. This wooden practice sword is sharper than it appears. It grants -3 to intimidate checks for the wielder, and -2 to sense motive checks for opponents. It has properties similar to a short sword, except that half of the damage it causes will be blunt. However, it is considered a +2 sword. If used for parrying there is a 25% chance that it will break.
201) Lord of Leisure. Fighting defensively with this rapier only causes a -2 attack penalty. When withdrawing from combat you may move an extra 5 feet. Feinting against humanoid opponents is done with a +2 bonus. When you are delaying, you gain +1 to AC.
202) Copy Cat. Once a day the wielder can acquire the combat or critical feat used by another combatant in the current melee even without meeting the requirements. The feat stays acquired for the duration of the current combat.
203) Blade of Holding. This sword has a small compartment within its hilt that functions as a bag of holding. It can only hold items small or flexible enough to fit through the opening in the hilt to reach the bag within however.
204) Blade of the Master. This sword confers the wearer DR 0.5/Adamantium. Legend say that only some people actually get any benefit from this sword. Usually heroes never get the bonus, while people that support or oppose those usually do. (Round up for NPCs, round down for PCs)
205) The Unnamed Blades. If you hit someone with both swords, they will forget your face as soon as you turn away from them. The Victim shall remember everything that happened, except the face of the user. The swords have a tendency to become lost. You are more likely to loose them if you use them against their intended scope (but no one knows what their scope is) They were forged by a guard captain long ago. One you realize you lost the swords, you forget about their existence and can never recall all of the times they served you. You can never find them again on your own. Even if others find them and give them to you afterwards, the swords will refuse to serve you again, and you will lose them at the next opportunity.
206) Night Life. This blade literally has a night life. Every day at dusk it fades away and reappears at dawn. Sometimes the blade is covered in green blood when it returns. It has been theorized that somebody somewhere has a day blade and uses the same blade during the night.
207) Hammer of Knock Knock. When the wielder hits exactly twice in one round - it tells an awful knock knock joke. After telling 10 such jokes it is charged with a knock spell and will tell no more jokes until the charged knock spell is used.
“We could use the hammer to open the door but then we’d have to listen to it again”
208) Trombone Sword. Every round the size of the weapon changes in this progression: dagger, short sword, long sword, great sword, dagger, etc. Some trombone swords have enchantment of strengths inverse to the size of the weapon. i.e. dagger +4, short sword +3, long sword +2, great sword +1. A trombone slide sound accompanies the changing size of the sword.
209) Underdog Club. This club conveys upon its owner a one round benefit based on how poorly or well the owner is wielding it. The following attack resolutions fumble, miss, hit, critical convey the following benefits respectively +4 deflection bonus, +2 deflection bonus, +1 deflection bonus, nothing.
210) Clockwork Hook Hammer. As a full round action the hammer head can be turned to wind internal springs. The hammer will fight the next 3 rounds as if it had the dancing enchantment.
211) Sword of Honor. This sword provides a +1 bonus to hit and damage while fighting following any sort of official rules. The bonus increases by 1 for the duration of the battle if the wielder's opponent attempts to cheat those rules, and the bonus decreases by 1 if the wielder attempts to cheat them (or encourages their opponent to cheat in an attempt to gain the additional bonus).
212) Sword of 9 Lives. Every time the wielder of this sword takes a hit that would bring him below 0 hp, a charge is expended and he is stable with 1 hit point. He can take 8 hits like this. On the 9th hit, when he drops below 0 hit points, he is immediately turned into a black cat. The sword is always found with 8 charges. The pommel and handle have etchings of cats. It loves to stay asleep in it’s scabbard and hates water.
213)
214) Sword of Mending. After slicing through armor or clothing on a hit, this sword mends the clothing or armor after exiting the wound.
215) Poniard of Balance. This dagger is supernaturally balanced to stand point down. Wielders of the poniard are conveyed a +1 competency bonus on Acrobatic skill checks to balance.
216) Sword of Chivalry. This sword conveniently gets itself stuck in it's scabbard whenever the owner is fighting a woman. The sword eagerly leaps to the hand conveying a +2 initiative bonus whenever the owner wishes to rescue or save a woman. In the hands of the woman, the sword blushes bright red whenever drawn but conveys no positive of negative effect.
217) Club of Clubbing. This club conveys a +2 situational bonus to any attempt to gain entrance to a party, private club, or dance.
218) A One And A Two And A Three. This longsword is a +1 to hit, +2 on initiative and weighs only 1 pound. And every time it successfully hits, soap bubbles spring out. They don’t do any damage and aren’t really distracting.
219) You Have One and I Have None. This sword is balanced weirdly. In fact some may think it’s cursed as it is a -1 to hit because of it when used in normal hand to hand combat. But if it is thrown by the handle, it is actually +2 to hit and add +d8 damage due to the force of the sword impacting them. Range is 15 feet.
220) Blade of the Dirty Little Secret. Whenever the wielder of this scimitar is harboring a secret, the critical range of the weapon is doubled as though by the keen enchantment. However, every critical threat will fail unless the wielder proclaims his harbored secret to his target as a free action, this effect is language dependent. If he does so, the critical threat automatically confirms. If the victim dies before sharing the truth, the secret may be used again in this manner.
221) Night Light. The pommel of this elven curve blade glimmers like a tiny sapphire star, and provides enough light for someone to read by. The light can be covered by a simple cloth. The wielder can also cast Searing Light once per night, but the light will issue from the blade and not the wielders palm.
222) The Scalpel of Death. This blade normally deals -1d6 (that's negative 1d6) slashing damage on each hit, effectively healing its target. The wielder keeps track of how many times it has been used to heal, and on a natural 20 this blade deals Xd6 damage instead of healing, where X is the number of heals that have been done since the last natural 20. The count then resets after damage has been dealt.
For example if 10 people are healed and then a nat 20 is rolled the target takes 10d6 damage. Better hope you weren't trying to heal a teammate who was inches from death.
223) Blue Lark. The wielder of this sword will refuse to attack birds. Birds will find the wielder interesting. The sword can imitate bird sounds and can talk with birds. Whether the birds the wielder has it talk to know anything useful is up to the DM.
224) The Aristocat. A silver +1 rapier which grants +5 to Knowledge (Nobility) for the wielder and the Weapon Finesse feat (but only when wielding only this rapier). The wielder also gains the ability to cast the spell Veil once per day, but only on herself and only to gain the appearance of a high-class lord or lady.
225) Obfuscator. This grimble dangleboot adds +4(5x6)-1 to everymary anglenarm which the userduser so everyfondly bongledroops. No breviated olongated hellyrolly will moosegoose the yoideroids. And if you drop the sword you’ll regain the ability to talk properly. But it is a +2 sword.
226) Hickory Stick: This is a wooden sword (damage as club) that is used to deal
out punishment to bad boys and girls. It grants a +2 to hit and damage to any creature that is not wearing armor, and automatically deal double damage to any humanoid that is at least partially nude (either the body or the legs 'slot'). The sword always deals non-lethal damage, and leaves nasty welts.
227) Warpwood. This +1 terbutje allows the wielder to see through trees and
things made of wood as if they were translucent pieces of paper, up to a
thickness of two meters.
228) Gorefear. Damage made with this sword will cause the opponent to bleed, but the blood will instantly turn to ash as it leaves the target. There is a 10% chance that the ash will disturb or hinder the opponent enough to grant him -1 to his next attack.
229) Ravenjay. The wielder of this sword may choose one opponent by pointing at him with the sword. The sword will then heckle that opponent with sharp comments about his fighting ability, prowess, family members, looks, and whatnot. This will make the opponent unable to attack anyone other than the wielder of this sword, unless he makes a Will save (DC 15).
230) The Expedient Organizer. This sword will triple the speed at which its owner can perform mundane tasks such as filing reports, making food, setting up camp, reading maps, scribing scrolls, counting money, etc.
231) The Long Edge of the Law. This short sword has an effective striking range twice that of a normal short sword. It's actual size however is unaffected.
232) Scheherazade. The wielder of this starknife can, once per night, tell a story that will convince someone not to kill her that night.
233) Flowers of the Fey. This sword emits a fragrance, which grants the user +2 to CHA. Once per day the wielder may use the sword, by slashing at soil, to create a 5 foot by 5 foot patch of beautiful flowers with the same fragrance. If someone picks up one of the flowers it will grant them +1 to CHA, but the flower will wilt after 1 hour. Two flowers do not grant +2, but the sword and one flower will grant +3 (until the flower wilts).
234) The Brilliant Bridger. The wielder of this sword can, once per day, summon a bridge made of brilliant light 5 feet wide and 5 feet long for 10 turns. For every level of the wielder 5 feet are added to the length.
235) Goldenboy. The wielder of this sword will be plagued by increasingly random and off the wall encounters with the opposite sex.
236) Snakefoil. The slender blade of this rapier has an oily surface, which weaves hypnotic light patterns into the air. Opponents who aren't snakes receive -1 to their attacks.
237) The Doorknob. This sword allows its user to open doors or windors from 5 feet further away than he would otherwise be able to.
238) Striking Hope. The wielder of this sword becomes immune to morale checks for the day if he scores two criticals in a row.
239) Baron Lightfoot. The wielder of this sword gains +1 to dex, +1 to reflex saves, +1 to AC, and a +5 foot movement speed, as long as THE PLAYER keeps humming a song.
240) Keep Far Away. This sword is, by will of the original owner, the ruler of a keep somewhere far away. By finding the keep and showing this sword he receives the keys to the keep from the mayor of the town the keep is in. He also becomes the arch-nemesis of the other keep on the other side of the town belonging to the other owner of the other sword.
241) Darkbeam. The wielder of this sword can, once per night, make the sword emit an invisible beam 5 feet wide and 30 feet long which instantly extinguishes all non-magical light sources within the area of effect. The beam will stay in the place it was cast into, and will last 5 rounds.
242) Inverser. When faced with three opponents, this is a +3 sword. When faced against two it is a +2 sword. When there is only one opponent it is a +1 sword. +3 is the maximum.
243) Code of Fight. The wielder of this sword is unable to talk about any of the fights he has been in, unless he drops the sword.
244) Dead Play. If the wielder of this sword is prone, he becomes invisible, as per the level 2 wiz spell.
245) Threecat. This sword has three lives. If it is sundered, a life is taken away. When the third life is taken away the sword is sundered as normal.
246) By Fight The Sword. This is a +2 sword. It appears as only the hilt. When the wielder enters combat the blade appears as if it was always there.
247) Sleepwell. The wielder of this sword will wake up in such excellent mood that he receives a +1 bonus to ALL checks for the next 5 rounds.
248) Waller. The wielder of this sword can, once per day, create out of thin air a brick wall 5 feet wide, 10 feet high, and 15 feet long. A part of the wall has to be at least 5 feet from the wielder, and the area the wall is created into must be clear of everything but normal air.
249) Angel Summoner. This longsword can call forth a random angel, once per day. The angel isn't bound to do the wielders bidding, but rather has to be convinced.
250) BMX Bandit. The wielder of this sword gains +1 to dexterity and acrobatics. It grants a +1 attack bonus against Bugs, Molds, and Xtabay. The wielder also receives a +1 attack bonus when the opponent is flatfooted.
251) Fool Killer. The person who requested this sword wasn't specific enough when asking for the enchantment, and ended up with a weapon that acted as a bane vs. court jesters
252) Foe Marker. This sword normally glows with a pearly light, when within 30 feet of a target that has taken at least 1 point of damage from this sword the glow becomes an angry red, regardless of how much time has passed, the wound has healed, or if the target has been raised, reincarnated, resurrected, or has become undead since being wounded. Invisible targets still trigger the ruddy glow. Have a PC find that for sale in a town. With a price tag that clearly shows that the price has been dropping steadily as interest for the sword has been slow for some reason. He (hopefully) buys is, starts using it, learns of what it does. Then one day, the party comes to this town. And the sword glows for every single person there.
253) Amateur. The swords bonus replaces the wielder's Base Attack Bonus rather than being added to it - very useful for those with a poor BAB but becoming useless or detrimental to more skilled combatants.
254) Pinking. The sword deals exactly 1 point on a successful hit, regardless of to hit or strength bonuses. Used primarily for nonlethal duels, where both opponents will be similarly armed.
255) Biased. The sword deals half damage to a specific race, class, or alignment, typically limiting its usefulness against the creators.
256) Noisy. This weapon makes a loud *CLANG* when it rolls a threat, the target must make a DC 15 Fort save or be deafened for one hour as if within the radius of a thunderstone.
257) Combat Dancer. Once per battle, the wielder of this sword may freely swap places with a character within 10 feet of him. If that character is friendly, the wielder may make an immediate additional free place swap with a second character 10 feet from the friendly character. He also looks dashing while doing this and has +1 to CHA until the end of his next round.
258) Perfect Guardian. If the wielder is within 10 feet of a friendly character he may declare to be his bodyguard. As long as he remains within 10 feet of that character all melee attacks directed at the friendly character will instead be directed against the wielder. The wielder also has +5 to intimidate until he moves away from his protectee. If the protectee is using the perform skill, this also counts against ranged attacks by archers.
259) The Mighty Longsword of the Greatest Warrior Ever. This is a talking sword, which will eagerly tell everyone that it used to belong to the greatest warrior in the current campaign setting, and stories about the exploits of that warrior. This is all true. What the sword won't tell is that it is only a normal annoying talking sword, and that the warrior in question threw it away in disgust.
260) Steppe Master. This katana is engraved with images of soldiers on horseback. The wielder of this sword gains the Ranger-like ability Favoured Terrain (Horseback).
261) The Keeper of Legends. This weapon remembers the great deeds of all that
have wielded it in battle, and whether they died holding it or passed it on. It can also recite those that failed, villains, cads, rakes, and cowards, to be remembered with shame. Speaking with it grants a +2 bonus to appropriate Knowledge checks - history, etc. In the hands of those who are brave the sword grants an extra +1 moral bonus, those that it deems cowards receive a -1 moral penalty.
262) Grim Reaper. This sword hates those that cheat death. It is bane against
anyone who has came back from the dead or have cheated death in some
other fashion I.e. Undead or someone who rolled a natural 20 on a death effect.
263) The Sage Blade. This weapons handle is empty. Anyone can roll up a scroll for a level one spell and place it in the handle the next time the weapon scores a critical hit it casts the En scrolled spell on the target.
264) Wayfinder. The pommel weight of this sword functions as a standard Wayfinder - providing light equal to a torch when commanded, with a non-magical (magnetic) compass. Hidden inside is a compartment which can house a single ioun stone, allowing the stone to function as normal, as if it were orbiting around the wielder's head.
265) The Diva. This blade grants the wielder perfect make-up (no matter the
gender) and hairdo and keeps the wielder from getting dirty
266) Hellbound. The soul of anyone slain by this blade is send to Hell. This sword
registers as evil.
267) Weatherfrog. This blade gives out a forecast of the next days non-magical
weather 1/day
268) The Pathfinder. The wielder of this blade always knows magnetic north and enjoys a +1 bonus to survival rolls. Etched along the blade is the roman numeral CCCLXXV
269) Sword of Water. The blade of this sword is made of solid water. It is +1 to
damage against monsters with either the Fire or the Elemental Fire subtypes. It can be used to put out non-magical fire by attacking it (each strike suffocates 5 cubic feet of fire). When fighting inside water the sword gains +1 to attack, and its wielder gains 5 feet per turn to his swim speed and +5 to all swim checks.
270) Sword of Day. The blade of this sword is made of solid day. It is +1 to damage against monsters with either the Nightshade or the Dark Folk subtype. Monsters affected by sunlight are subjected to the associated effect when struck by the sword (for instance: vampires are staggered, Light Blindness (Ex) are blinded for 1 round, Light Sensitivity (Ex) are dazzled, etc.). Monsters with Darksense (Ex) cannot use it when faced against this sword.
271) Sword of Lies. The blade of this sword is made of solid lies. Opponents fighting against the wielder of this sword are at -1 to attack. Opponents with an active True Seeing gain no benefit from it. The wielder of this sword has +5 to bluff checks, and can feint as a free action once per combat. If the opponent has an active Mind Blank, this sword is considered a normal sword of its type.
272) Sword of Teeth. This sword is made of deadly looking teeth. When it strikes an opponent there is a 10% chance that it will bite the opponent for extra damage, which will be half of the actual damage that it caused. It is +1 to AC against opponents with a bite attack.
273.) Gentle Landing. Once per day, when held point up, the sword allows the use of Featherfall, as if cast by a 6th level sorcerer. When being used in this manner the blade opens into a frilly pink parasol.
274) Jousting Blade. This blade behaves like a lance doing double damage when used in a charge on horseback.
275) Poke-Blade. This weapon has a Red and white spiracle Gem on its pommel any creature that is unconscious or otherwise helpless must roll a dc 12 will save or be trapped within the magical gem. From than on the creature can be released and compelled to do the bidding of the swords wielder but is allowed A new will save after each summoning to break free. this will save is at -4 penalty if the wielder treated the creature particularly well.
276) Letter Opener. The first day a new owner picks up and wields this blade, it gains a +1 enhancement bonus to attacks and damage to any person whose name starts with the letter 'A'. Every 24 hours, the letter changes to the next letter in sequence. The wielder instinctively knows what letter the blade is attuned to.
277) Tongue Lash. This enchantment may only be applied to a whip or whip-like weapon. The wielder of this weapon is always aware of the most appropriate and effective expletive to hurl at his opponents, without regard to whether he knew the word beforehand or can even speak the word. For all intents and purposes, the wielder of this weapon operates under the effects of a tongues spell when speaking insults. Some more potent versions of this enchantment also allow the wielder to understand insults hurled at himself.
278) Comeback Fighter. If the wielder of this sword suffers a singular strike which causes him more than twice his maximum hit points of damage he may once per combat ignore half of the damage of that strike.
279) Mountain Force. This sword strikes with incredible weight and makes moving the wielder from his spot difficult. Any non-magical action by an opponent which would normally cause the wielder to be moved in any direction has a 50% automatic failure chance. Actions like overrun or charge are likewise automatically blocked and turned back 50% of the time. This only applies when the wielder is standing on solid ground.
280) Ferocious Scrapper. When fighting against opponents with a higher base hit point maximum the wielder of this sword gets to reduce all damage inflicted against him by those foes with melee weapons by 1 point.
281) Broken Stance. This sword has an odd center of balance which makes the wielders stance appear haphazard and rank amateur. This is only an appearance as all melee attacks against him have a 5% chance of missing entirely.
282) Brazen Recovery. The wielder of this sword may once per combat remove all stunning, dazing or morale affecting effects affecting him.
283) Can Opener. This blade weighs 25% more than a normal blade of its type and suffers a -1 penalty to hit vs opponents wearing light or no armor, but gains a +1 to hit vs opponents wearing heavy armor. If a target is using a shield, the armor type shifts one class closer to heavy.
284) Plane Render. On a mere swing of the sword, the sword has a 10% chance of cutting the plane and creating a planar tear that would allow anyone to enter into it and enter the next immediate plane, whether it is another material plane coterminous to it, or an plane that surrounds like, like the ethereal plane or shadow plane (it may even start pulling people into the next plane). If the swing happens with the space of a sleeping or meditating player, there is a 10% chance the tear would allow passage to the Dream Plane. Planar tears remain there permanently, or until the tear is mended.
285) Sword of Gar's Men. If you point this sword a particular direction, it will start moving in that particular direction. Once wielded, the character can not unwield the sword unless the magic phrase is said. The sword magically speaks telling you what landmarks you are passing through, and can by adjusting a gold band on the sword's hilt, the language and voice that is said. (I.e. Elven male, elven female, etc. There are even a kender male and female voices) (By the way, the code phrase is "Tom Tom.")
286) Grume Blade. +2 short sword, rapier, or longsword. One side of this bright silvery-grey mithral bladed shortsword is smooth and straight, but the other has evenly spaced jet-black adamantine teeth or tines running half the length of the blade, starting at it's base. The sword grants +4 to Sunder attempts against any other light or one-handed bladed weapon due to these "Teeth of Grume." In addition, these "Teeth" may be used to cause 1d4 Slashing damage to any objects upon which they may be brought to bear in a sawing motion (such as the bars of a cage) as an adamantine weapon, ignoring Hardness of up to 20. At will, the toothed adamantine "Teeth" of the blade may be combed through the wielders hair for 1 minute (10 Rounds) to create a fabulous hairstyling effect, causing the hair to assume any shape or style the wielder desires (without altering the length or color of the hair) and with the addition of water, oil, or similar liquid will retain a pleasing sheen. The wielder's hair will remain in this state regardless of the weather ("Raining or Blowing"), combat, mussing, or sudden movement, with even high or severe winds only causing the hairstyle to sway attractively in the breeze. Even total immersion in water will merely cause the hair to be momentarily slicked back in a flattering manner, and it will quickly resume it's fabulous hairstyle, shape and level of desired dryness in a matter of moments. This effect gives the wielder of the sword a +2 bonus to Diplomacy, or a +4 against members of the opposite gender of similar races and/or anyone who would find the wielder sexually attractive. However, after sleeping for any length of time, the recipient of this hairstyling will be afflicted with the Dreaded Bedhead, causing his or her hair to stand on edge in all directions, giving the afflicted being such a frightful appearance as to inflict a -4 penalty on all Diplomacy rolls, but granting a +4 bonus to Intimidate. Note that that Dreaded Bedhead may not be intentionally invoked to receive this Intimidate bonus. In addition, once per month (30 Days) the "Teeth"of the blade may be combed through the wielder's hair for 2 minutes (20 Rounds) and cause the hair to change color to any desired shade or tone the wielder can imagine, from pitch black ("Black Number One") to fire red to electric blue, whether a naturally occurring hair color in his or her race or not. This effect lasts for one month (30 Days), after which time the hair will have grown out enough that the "Roots are Showing," causing a -2 penalty to Diplomacy checks due to this uncouth condition. Mostly occurring as short swords, but may also be created as rapiers or, very rarely, longswords. It is believed that this weapon enhancement was created by the elves, as they do not naturally sleep and are therefore not usually subject to the DreadedBedhead. However, if an elf is affected by a Sleep spell while under the hairstyling effects of a Grume blade, the elf will be afflicted by an attack of the DreadedBedhead so severe it will not subside for a full day!
Cost: 10,310 gp for short sword, 10,320 gp for rapier, or 10,315 gp for longsword.
287) The Laughing Tooth. Granted by a Trickster God, this +5 Vorpal and Keen Energy Rapier has a critical hit range of 13 - 20 /x3. On a critical hit the blade will cause the armor, clothing, anything cut clean through. Heck, it even cut through a two-dimensional shadow from its host and made him a full three-dimensional shade. It does have a very annoying hyena-like laugh that you can't even try to get it to stop laughing. You can with a verbal command transform the blade into a coyote's tooth for easy storage, however. (It may still laugh however.)
288) Teacher. This rapier does exactly one point of damage on a successful hit, regardless of STR or feats, on a critical hit it inflicts one point of nonlethal damage in addition. The area hit is marked with a glowing red dot for ten minutes. The weapon is intended as a tool for teaching swordplay, demonstrating a failure of defense without inflicting serious injury.
289) Bouncer. This Bastard Sword has a +1 bonus inside man-made structures and a +3 bonus in taverns, inns and hotels. It is sentient because it has a soul of a bartender (who speaks in a Jersey accent). This grants the the wielder a +2 bonus in brewing and cooking skills.
290. Letter Opener. This thin +1 masterwork dagger looks like a simple letter opener. It grants the wielder the ability to fully comprehend any language (and grants barbarians literacy).
291) Glory Hound. This blade gains a +1 bonus to attack and damage rolls as long as this blade is the only source of damage to a target. As soon as this is no longer the case, this blade inflicts a -1 penalty to attack and damage rolls vs that target. This blade cannot be used to inflict sneak attack damage.
292) Deadly Replicatation. Upon picking up the sword, the wielder dies. The wielder and all his belongings instantly disappear (including the sword). Any creatures (such as a familiar) or organic materials (such as plants) the wielder was holding do not disappear, they safely fall to the ground. 1d4 hours later, a Clone of the wielder materializes, along with all possessions they were wearing. They have all the same memories as their former self, including what just happened to them. The wielder is in effect the same person for all intents and purposes. Clones are immune to the sword's effect.
293) Catnip Scented. Every domesticated cat within a radius of 200 yards has their disposition improved by three towards the bearer of this sword, approaching the bearer from all directions at their normal Move. The bearer does not gain any control over these cats, nor does the bearer gain any ability to communicate with these cats - they just like him. A lot. This radius is doubled if the wielder does not like cats. This radius is doubled if the bearer is allergic to cats. These bonuses to the affected area stack....
294) Lunar Blade. AN etching on this weapon transforms to represent the current phase of the moon or moons. AT night, This weapon gets a modifier to damage acording to the phase the moon is currently in.
New moon: -1
Cresent Moon: +0
Half Moon: +1
3 Quarters moon: +2
Full Moon: +3
A Variation of the lunar blade has the weapon dealing fire damage on the nights of the harvest moon. Another variation has the weapon doing Negative energy damage during an eclipse.
295) Blade of the Blessed Mother. This weapons critical multiplier is increased by one when defending children.
296) Swarm Blade. On a critical hit this weapon causes an exclusionary swarm to buzz around the Vistula head. This swarm dose no damage but can still distract the person disrupting spell casting as per the distraction power of a swarm.
297) Bread and Butter Blade. When dragged across bread this sword leaves a perfect smear of rich yummy butter. When used to stir milk for 5 minutes the blade magically transforms the milk into butter if stirred for another 5 minutes it transforms the butter into cheese.
298) The Sell Sword. When looked upon this weapon seems to be the sort of weapon weilded by a real profesional. When being picked out of a crowd for merk work the owner of the sell sword tends to catch peoples eyes sooner than the owners of other weapons. You also gain a +2 bonus to Negotiating such mercenary deals.
299) Beguiled. This sword can talk and its impressed by EVERYTHING. It tells you how amazing everything is and generally brightens everyones day. This weapon grants a +1 moral bonus to damage To everyone within 20 ft of it. Sadly this includes the enemies as well.
300) Babe Blade. This weapon is covered in masculine symbols and carvings as such it likes to impress the cute ladies. It Grants a bonus to Confirm critical hits = to 1/2 the charisma bonus if any girl wielding it. If a guy wields it this is instead a penalty. There is a Version that works in reverse aptly called the gay blade.
301) Blade of Reverse Critical. Rolling a natural 1 on an attack roll with this blade is always a critical hit, no confirmation roll needed. Rolling a natural 20 on an attack roll with this blade is always a miss and the wielder automatically drops the blade in a square adjacent to them. Randomly roll which square the blade lands in, typically 1d8 for the 8 squares surrounding a medium-sized wielder. The GM may adjust the roll as needed.
302) Blade of Chaotic Striking. Before the wielder of this weapon makes their attack roll, the DM rolls two d20s in secret. Whatever the number is from the first roll acts as a natural 1, and whatever the number is from the second roll, acts as a natural 20. Should the wielder of this weapon roll either number naturally, the result acts accordingly. If the DM rolls the same number twice, then there is no automatic hit or miss on the wielder's attack roll.
Example: Wielder of Blade of Chaotic Strike declares he is going to make an attack with the weapon. The DM rolls 2d20, the first result is a 15, and the 2nd result is a 3. When the player makes their attack roll, if he rolls a natural 15 on his d20 attack roll, it is automatically a miss. If he rolls a 3 on his attack roll, it is automatically a critical hit. If any other number is rolled, calculate the total result with modifiers to see if the wielder hits (even if the result was a natural 1).
303) Loud. BONG! CLANG! SCHING! WHOOSH! You get the picture....
304) Quiet, but still clearly audible. Thunk! Clink! Clang! Bang! Swash! Swash!
305) The Blade of Audacity. This weapon functions as normal but when A person gets a chance to be Audacious in combat (I.e. bold or arrogant disregard of normal restraints.) The wielder is granted a +1 luck bonus in his attempt to do that action. Example: Then fighting the evil baron at the royal Ball the character decides she wants to sunder the Villain belt buckle to reveal everything the gods gave him to the crowd of aristocrats watching he would gain a bonus to do so.
306) Rimshot. Says "Ba-dum-psshh!" whenever someone makes a joke, regardless of how good it is.
307) The Chatty Sword. "Hi, thanks for finding me. I spent two years just lying on that dusty dirty floor. I only saw the occasional orc war party go past, and one time this old dwarf picked me up and looked me up and down like I was a funny stick with bells and whistles. Then he just dropped me. I tried convincing him to take me along, but I guess he didn't speak any of the sixteen languages I know. Or maybe he was deaf, I suppose. Anyway, what are you up to? Any slayings to do? People to kill, treasure to find? Back in the day I used to be pretty darn good at those things. Found a whole chest full of diamonds one time. My owner at the time was this lovely elven lass called Illyria, but she was killed by the owner of that chest I found. Now him, he was a nice guy. Bit crazy, called me Marly, that's my name, but he called me Mad Marly, kind of an ill-fitting nickname I thought, but see the killings we did together, oh those were exciting days, lots of things happening. Not like the past year when nothing happened, the dust layer just kept rising slowly. Like watching grass grow, not that I've ever done that. Now my name, that's an interesting story. The human who forged me, he was called Feldrin, Feldrin the Strong, he named me after his father, Marly Wishman. Wishman, he didn't do much, but Feldring was always fond of him and that was that. Well, I guess it wasn't that interesting of a story afterall. But the treasure, see, I'm very good at tracking down valuables. Got a nose for it. Not an actual nose you see, for I am just a sword. And when I say just I mean I'm really good at being a sword. Very sharp, never need any sharpening. But you can probably tell, you look like the type who knows this stuff. I'm sure we'll do great things together."
308) Giants Knife. Only obtainible through an annoying timed quest to give some random giant eye drops. GOOD AT KILLING DARK REPLICAS!!!(yeah I went there)
309) Barking Blade. This dog pommel weapon barks whenever cats are near within 30 ft. Any cat type creature that hears the bark must roll a will save dc 10 or become shaken for one round. Creatures with more than 5 hit dice are immune to this fear effect.
310) Hair of the Dog. This masterwork rapier become more masterful as the wielder consumes draughts of alcohol. One drink has no effect, but a second drink will activate its magic weapon enchantment for a 1 minute duration.
Further drinking is encouraged but will not improve the wielder's swordplay... unless the wielder is a swashbuckler. Or a Dwarf. Or a Dwarf swashbuckler.
311) The Drunkard. A critical hit with this weapon makes the target feel slightly drunk for one round bestowing the dazzled and sickened conditions for one round.
312. Falchion's Crest. The surface of this falchion's blade remains continually cleaned and brightly polished throughout combat, allowing you to use it as a mirror to see around corners.
313) The Mouth. This weapon has a etching of a mouth on the end of it. On a critical hit it delivers one extra point of damage as the mouth bites the target.
314) The Dingo. This weapon functions as a bane weapon verses any baby creature.
315) The weapon emits any strong odor that it has been exposed to for 24 hours.
316) The sword is always warm to the touch, even if exposed to the coldest of environments.
317) The last creature killed with the weapon will appear as an engraving on the sword's blade until a different creature is killed.
318) Fowl Carver. +2 damage vs. avians, and when used as a a serving implement always cuts equal portions of meat. When the command word is spoken ("gobbler gobbler burning bright"), the sword begins vibrating and causes fear to all avians within 30 feet; you may invoke this power 1/day or a number of times per day equal to your levels in the Master Chef prestige class.
319) The Safe Assassin. Any creature rendered unconscious by being dropped below 0 HP by this weapon will forget the last 5 minutes prior to being rendered unconscious. If the creature is slain, it's spirit will also forget the last 5 minutes, being unable to identify its killer. If resurrected, same effect applies.
320) Anti-blood hound. The wielder leaves no scent. Therefore, the ability Scent does not work against the wielder nor can creatures follow his trail using their scent.
 

HalfordAskold

First Post
1) +1 CMB
2) +1 CMD
3) Creates Food & Drink/once a day
4) Re-roll damage once/day
5) Upon command, turns into a tool (shovel, crowbar, claw hammer etc.)
6) Cure Light Wounds/1/day
7) Leave no tracks for 10 min.1/day
8) Knock, as the spell, 1/week
9) +1 intimidate.
10) The blade smokes and smolders giving you a bit of cover.
11) The sword tells you which way north is. It literally tells you: "Its further to the left you big dummy!"
12) The sword glitters and flashes in even the dimmest light, distracting your
opponents and giving you an advantage. On an attack, roll to hit AC10. If you
succeed, you get the benefits of a successful 'Aid another'. Either a +2 to
your next attack on that opponent, or a +2 to your AC from that opponents
next attack.
13) Hairsplitter. It's super sharp and never goes dull. Once a day it'll trim your
hair and beard and mustache to taste.
14) The Sword of Reckless Abandon. +1 to attack, -1 to AC
15) The Gibbering Blade. A sword that gibbers and mumbles things man was
not meant to know. Always just out of understanding but clear enough to be
disturbing. You can be heard, -5 to all stealth or silent movement. +5 DC for
all enemies in earshot.
16) Pole Vault. A wooden pole 8 to 10 feet in length. Upon a spoken secret
command word it unravels like a scroll to reveal a door to a non-dimensional
space about the size of a closet or wardrobe. The pole always weighs the
same as a wooden pole regardless of contents. The command word can be
spoken from inside the space. inst fear effect
17) Web Slicer. +1 to rolls involving escaping a net or web.
18) Minor Bane. Deals +1 damage to a specific type of creature.
19) The Sally Fields. It likes you! It really likes you! The sword likes you and will
find its way back to you 1d4 days after you lose it but not if it’s given away or
sold.
20) Enemy Detection. Glows when a specific type of enemy is within 30 feet.
21) Sweet Talker. +1 luck bonus to damage for one round if you make a
successful Diplomacy check Dc 15.
22) Angels Cry. The sword tears angel’s sorrows for the evil that men do.
When swung in combat the tears splash about and hit opponents, hurting those who are evil as if they've been hit by a vial of holy water.
The trail of tears you leave behind are a beacon call for those who would aid you and those that would see you, and the sword, destroyed.
23) Blade Agleam. The beautiful polished sheen on this blade gives you a +1
circumstance bonus to any Charisma-based checks when it is visible.
24) Green Max. This talking sword has seen a lot and travelled with many
adventurers. When the party sets down to rest it will politely ask to tell one of
the numerous tales of places it has been to. If allowed to tell the tale
everyone who listened to it will upon awakening have an increased land speed
of 5 feet for the next 6 hours. Green Max can bestow this once every 24
hours. If asked to tell a tale at any other time it will instead tell a story of a
battle it was in. This will give only its wielder +1 to damage against the
creature type featured in the story for the next 12 hours. It can bestow this
every 24 hours. The two story types are mutually exclusive. Finally, Green
Max will bestow its wielder +1 to AC when in battle against sword wielding
foes by giving tips during it, but only if the character has asked it if it has any
tips for the combat beforehand. If the request is made as a demand or in a
rude manner instead of an inquiry or in a polite manner, it will refuse to give
tips for the battle and will take back any bonuses in effect from it, and will
sulk for the next 48 hours.
25) The Sword of Feasts. This impressively decorated two hander likes to party and will bestow its owner an impressive appetite. It will double the price of your Inn expenses, and there is a 15% chance that you will wake up with someone in your bed. It will then congratulate the two of you on your nightly endeavors, regardless of whether anything actually happened (maybe the person just 'happened' to sleepwalk into your bed). You also receive a +10 bonus to any checks against poisons, and can in fact drink any amount of alcohol without bad effects (giving you the ability to drink anyone short of a god under the table). You also receive a +1
26) Light. Upon command, the sword will give off a soft glow equivalent to that of a torch, lasting up to an hour.
27) Bane's Warning. The sword is keyed to a particular type of foe. Whenever that type of foe is within 60' of the sword, the sword glows green/blue/whatever.
28) Burdensome. The weapon is much heavier than a normal weapon of its type, making it cumbersome to wield. The weapon suffers a -1 on To Hit rolls, but gains a bonus of +2 to damage rolls.
29) Ever-Clean. Regardless of the blood, guts, gore, grime, muck, and filth the weapon is exposed to, it will never tarnish or become dirty. (This does not obviate the effects of rust monsters or the like.)charisma bonus to anything related to barmaids.
30) Over Thirty. A cursed sword. Anyone who posses it must bend the truth in some way when speaking or writing. Never trust anyone over thirty.
31) Troublemaker. The weapon has a way of finding its way into the possession of one of your friends.
32) Psychotic. While not necessarily intelligent the sword sometimes whispers messed up things that only you can hear. e.g.
Can you hear them choking?
That was more fun than flying a kite through a field of burning kittens.
Cut your own throat, the ground is too dry.
33) Dandruff. The weapon sheds off a bit of metal filings each day. This never affects the quality or the appearance of the weapon.
34) Chivalrous. Whenever there is a damsel in distress you gain a +1 luck bonus to the first attack roll or skill check used in saving the damsel.
35) Clumsy. The weapon has a minor curse. Whenever you roll to back up a fumble (same idea as backing up a Critical) subtract 1 from the roll making it more likely to fumble.
36) Sword gives help on appraisal. It is intelligent and gives a dissertation on an
item's long history, uses during that time and opinions on how it should be used more efficiently. If the item remain in the possession of the wielder then the sword says aloud its opinion if it is not used in its preferred way.
37) The sword always whispers just the right word in your ear; +1 Diplomacy.
38) The sword says “Bless you,” when anyone within 30’ sneezes.
39) Upon command, the end of the sword morphs into a hand that gives you full sense of touch except for pain.
40) Pay Day. When you score a critical hit 1d4 copper pieces clatter to the ground falling from where the sword struck.
41) Mocking Blade. The sword giggles whenever an opponent misses the wielder. And verbally insults the opponent whenever the opponent is delivered a particularly devastating blow. Once per day it allows the wielder to Feint (as per the bluff skill) as a free action.
42) De Forester. The weapon ignores the hardness of wooden objects when attacking.
43) Huntsman Blade. When sheathed the weapon gives a +1 to survival checks
when hunting for food.
44) Blade. Pick one trait you do not already have. With this weapon is in hand, you have that trait.
45) Vibrant. This weapon not only glows, its leaves a visible trail of light whenever its swung. This harmless ribbon lasts for one round.
46) Thin Red Line. This sword grants +1 to attack to friendly characters standing within 10’ to either side of its wielder.
47) Tripper. +1 to trip attacks by the wielder. +1 against trip attacks.
48) People's Choice. If most of the characters in the wielders party who made
attacks during the previous round hit with them, the wielder receives +1 to attack this round. If most of them failed to do damage, the wielder receives -1 to damage.
49) Not Again. If the wielder scores two critical hits in a row against the same
opponent during the same round with this sword, a third attack against that same foe during that same round with this sword will also be critical. If the character can not attack a third time he will instead receive a free attack against that same foe during that same round with this sword.
50) The Gravebuilder. This sword doubles as a shovel against earth, sand, gravel, packed earth and clay.
51) Two By Four. This extremely sharp looking sword causes blunt damage in normal attacks.
52) Steel Wheel. Each arrow fired at the wielder of this sword has a 5% chance of being deflected by it.
53) The Labyrinth Master. This non-intelligent sword will begin to hum very quietly when the character holding it is heading towards a dungeon exit (when inside a dungeon). It will also feel slightly warm when the character is close to a trap built into the dungeon (it will not detect magical traps, or traps not part of the dungeon structure). These grant the character a +15 bonus to any checks for finding the way out of a dungeon, and a +5 bonus to checks for finding non-magical traps part of the dungeon.
54) Barking Mad. This sword will go crazy if the character holding it is engaged against several opponents at the same time. The wildly swinging sword will negate any flanking bonuses to its opponents.
55) Sword of Breakfast. This sword grants a +20 bonus to attacks against bread, butter, cheese and boiled eggs. This results in instant delicious sandwiches. You can also use it to stir hot liquids without looking silly.
56) Animal Foe. Against non-magical animals or beasts (such as cow, swine, sheep, gophers, etc.) this weapon grants a bonus of +1 to hit and damage.
57) Swimmer. This normally light blade grants its owner a +5 enhancement bonus on swim checks.
58) Weatherman/woman. When this weapon is held aloft and the command word given, images of the next 24 hours worth of weather for the local area, (10 square mile range), can be seen in its face/blade.
59) Chilly. When unsheathed, this weapon causes the temperature to drop by 10 degrees within a 10' radius circle, centered on the weapon.
60) Warm. When unsheathed, this weapon causes the temperature to rise by 10 degrees within a 10' radius circle, centered on the weapon.
61) Stabilize +1. Once per day, the sword will stabilize and bestow one hit point of healing. This is an automatic effect and will happen the first time the wielder goes unconscious and bleeds. It resets at sunrise.
62) Floater. Bearing this sword makes you neutrally buoyant in water no matter your encumbrance or what armor you're wearing. You can't exceed your maximum carrying capacity. At that max encumbrance level, around water, avoid last straws at all costs.
63) Coffee Maker. Three times a day, weapons pommel can be held and a cup of piping hot brew comes out into a cup when commanded. This effect resets at sundown for those on all night or late night guard duty.
64) Performer's Blade. Upon a successful critical hit, a ghost sound is triggered; the sound of thunderous applause is heard, inspiring the wielder, granting a +1 morale bonus on the next damage roll.
65) Heliblade: By spinning this blade above your head, you gain the benefit of a levitate spell for as long as you spin this blade
66) Boomerang Blade. This blade is horribly bent and looks unusable. In reality, this blade is perfect for throwing and can be used as a thrown weapon out to 20ft. This blade also returns shortly after being thrown (by your next turn)
67) Guidance Councilor. the sword wants you to settle down and hang it over a mantle somewhere. It gives +5 to Profession skills.
68) Hummer. the sword hums when used in combat, not lightsaber noises, more like "row, row, row your boat"
69) One Size Fits All. This weapon automatically shrinks or grows to fit the size of the wielder.
70) The Blade of the Immortal. This is a superb masterwork bastard sword. It appears to be made of a red-black metal resembling steel. There are shapes of monsters moving across the face of the blade as if shadows cast by those same monsters. The blade can not be scarred, cut, bent or shattered. It is immune to all non-magical damage and all spells from the school of transmutation. It can not be enchanted.
71) The Blade of the Apprentice. This thin short sword grants the wielder +1 to initiative and makes the wearer immune to cantrips.
72) Scrounger. Once per week, this bearer of this sword can find 1d20gp worth of materials useful as the raw materials required for a Craft check.
73) Friend. Say ‘Come hither friend’ and the blade springs to your hand from up to 30' away.
74) Baby Slayer +1.+2 vs women,+3 vs unarmed humanoids, +6 vs infants.
75) Pink Slayer +0,+1 vs humans.
76) Goblin's Bane. When command word 1 is spoken, up 1000 words spoken are
remembered. When command word 2 is spoken, these words are displayed in a streaming score across the blade. During this mode, the advanced commands of pause, play, forward, reverse and stop can also be used.
Since goblins abhor the written word in fear of it being magical, this blade's ability to produce written words cause all goblins within 30 feet to be shaken if they save vs fear (Will dc 25) or stand in terror (helpless) if they fail. This only works on goblins.
77) Twilight Blade. This rather mundane looking blade appears little more than a normal +x enchantment, that is until the user removes their shirt in the sunlight and their skin begins to sparkle. All pre-teen, teenage, and even some older women will immediately feel an attraction to the wielder, granting a +1 circumstance bonus to social skills towards them whilst under this effect. This also has an unfortunate side-effect. True Vampires cannot stand the sight of this effect and will go out of their way to destroy the user should he flaunt this ability.
78) Veterans Blade. The user can fall asleep moments after lying down. This weapon also has a set of non-magical dice hidden in the pommel.
79) Tent Peg. When this blade is used as a tent peg, it grants the tent the ability to withstand wind from any source, without buckling or becoming loosed.
80) Skinning Blade. This dagger is a boon to trappers, outdoorsmen, and taxidermists, this small blade grants a competency bonus of +2 to skills and professions related to tasks such as cleaning and skinning an animal, butchery, taxidermy, and the tanning of hides.
81) Cold Steel. This cold iron blade is literally cold: when wielding this blade a perpetual endure elements (desert or hot environs) is in effect. Furthermore, it provides energy resistance fire 1.
82) Sculptor. This blade grants a +2 competency bonus to craft or profession skills related to sculpting.
83) A Sturdy Oaken Stick. When you tap it on the ground twice in quick succession it becomes a sword. When you tap it twice again it becomes a stick. If the stick is damaged the sword is too.
84) A beautiful elven short sword designed for a royal princess. If the wielder is ever in the presence of someone who is plotting to capture the wielder, or who is connected to a plot to capture the wielder, the sword will point at the person and shriek in elvish.
85) Pied Piper. This generally short blade has holes running through it like a flute or other wind instrument. As a full round action the wielder may play the blade as if it was a wind instrument appropriate to its size and daze all creatures in a 30ft radius of a particular type, chosen when you start your performance. The daze lasts as long as you play
86) Feather. This ultra light longsword provides +1 to initiative and negates the penalty for low STR (i.e. 8 STR would be +0\+0) It has a max STR of 14 due to being too light to support higher damage. Optionally it provides the ability to use a long sword to the wielder.
87) Wieldy. This weapon despite being normal sized is very balanced and can be used with the weapon finesse feat.
88) Doctors Blade. This blade counts as a healing kit and when used to treat an injury heals 1 more point of damage than normal.
89) Cocky Blade. (AKA the blade of the Douchebag) This weapon is covered in expensive looking bling. Whenever you successfully intimidate an opponent you gain a +1 to damage against that opponent for the duration of the intimidation.
90) Perv Blade. On a critical hit this weapon ruins a piece of non magical clothing on the target (but not armor)
91) Sailors Friend. This light blade grants a +2 competence bonus to attempts to cut through fabric and rope. This bonus applies to either craft or profession checks, or to damage, depending on how the blade is being used.
92) Bulwark. You get 1 temp hit point when you successfully roll initiative.
93) Quick to Action. This, normally light, blade grants its bearer a +2 bonus to
Initiative rolls.
94) Survivalist. This blade grants a +2 competence bonus to Survival checks.
95) More Damage. Whenever damage for this blade is rolled and the roll results in the absolute minimum (such as rolling a 1 on a d6), the result can be re-rolled. The subsequent re-roll is kept.
96) Illusory Blade. On a critical hit this weapon produces a minor yet distracting
illusion. Maybe a glimpse of an enemy just out of the corner of the eye. If the enemy fails a Will save (DC 10) she believes she is flanked for the next round behaves as such granting you a flank bonus.
97) Faithful Blade. You can lose this weapon similarly to a dancing weapon but instead of attacking, the blade simply floats in an adjacent square of your choice and follows you around. This grants you basically the quick draw feat with the weapon and any disarm attempts simply causes the weapon to move to an adjacent square instead of flung away.
98) Self repairing. If damaged this weapon repairs its self at the rate of one hit point per day. Weapons completely sundered cannot repair themselves and much be repaired as per normal crafting rules.
99) Vengeful Blade. If you are ever reduced to 0 Hp or below this blade lunges forward immediately and deliver one final attack to the creature Provided that it is within reach of the weapon.
100) The Bauble Blade. Each day the nature of this blades minor magical
enchantment is rolled on a %. On a roll of 100 roll 2 more times or if you prefer roll another % and add it to the result to generate minor powers that have yet to be devised.
101) Sunderer. This blade is heavier than many, granting a bonus of +1 to damage when rolling for the damage results of a sunder attempt.
102) Rambo. The pommel of the blade opens up and stores survival supplies, granting a +1 to all survival rolls. It always has the supplies fully stocked up.
As an alternative it could be prepared for a few different skills, like dungeonering or climb.
103) Moonscribe. This sword can draw messages (or anything the wielder could normally draw on a piece of paper) on the surface of an actual moon simply by waving it at one. This causes nothing to anything on the moon, and the drawings disappear after an hour. This ability can be used during every full moon.
104) Sealegs. The wielder of this sword will never suffer from sea sickness or motion sickness, and can move anywhere on a boat (bowsprit, mizzen, the shrouds, you name it) as if it were solid ground, no matter what the weather.
105) Trespasser. Whoever wields this sword will leave no marks on gravel, sand, dirt, grass or mud when walking on private land not his own.
106) Stickey Fingers. Whenever you score a critical hit with this blade instead of doing additional damage (You still do normal weapon damage) you may choose to Use a Steal combat maneuver as a free action. This is useable 1/day.
107) Highway to Heaven. These two blades come as a pair usually. Hold one out and say a command phrase and it becomes a stable platform. Together you could 'step' over a rushing river or a sinking swamp or a security wall.
108) Vertigo. This sword despises heights, so much so that it grows in power as it is taken deeper underground. For every 10 feet that it falls below the surface, it gains the equivalent of a +1 enchantment. If it is ever stricken with natural daylight, it temporarily loses its power, and become permanently non-magical if taken to 200’ height.
109) Roasting Spit. When this blade is used as a spit for the roasting of an animal, the animal so cooked will always be well seasoned and golden brown and delicious.
110) The Chicken Catcher. This sword gives its wielder a land speed bonus of +10 feet per turn and +1 to dexterity, for three turns, once per day.
111) Rat Death. When a critical hit is scored with this blade it temporarily calls forth a small number of undead rodents that bite the target for an additional 1d4 damage total. These undead rodents then commence to be just dead.
112) Critical Blade: This sword is always overly critical of your every move and tells you when it thinks you’re doing something wrong, which is always. However, sometimes the advice it gives is actually useful. One time per day the sword can use an Aid Another action on any task to help you.
113) Twins. This is one sword with one sheath, however upon a spoken command word it splits into two identical blades. The same command word forces the two blades back as one.
114) Umbrella Sword. A secret button located where the grip and the cross guard meet allows you to retract the blade into the grip and an umbrella appears in its place. A second secret button allows you to open up the umbrella. Swords must be at least the same size as a short sword or greater in order for this to work.
115) Backfire. A cursed blade of sorts, the spherical pommel of this sword, when any part of the sword is touch, grows big as a bowling ball and lands on the ground, doing 1d6 points of damage. And if you really want it to be cursed, turn it into a sphere of annihilation (again, about the size of a bowling bowl) that consumes everything except that sword for 1d6 hours. After either effect, a new pommel appears, and everything reset for the next time the sword is touched.
116) Pay the Price. Whenever you score a critical failure, 1d6 copper is magically removed from your purse and appears in the nearest church donation box.
117) Fighters Blade. The weapon when wielded by a fighter grants a +1 on the role to back a critical.
118) Rogues Blade. The blade when wielded by a rogue grants an additional +1 to hit when flanking.
119) Clerics blade. This weapon may be used as a holy symbol when wielded by a
cleric. 3 additional dice of damage can be added per day to the characters channel damage. These do not all need to be used in the same channel.
120) Wizards Blade. Once per day when wielded by a wizard this weapon can lend magical energy to a spell acting as a material component. (this does not consume the blade as it would a material component) of up to 10 gp value.
121) Druid Blade. When wielded by a druid this weapon allows the druid to ad 1 hour to the duration of his wild shape ability.
122) Bards Blade. +1 round of bardic music per day.
123) Monks blade. This weapon counts as a monk weapon whether it normally is or not.
124) Paladin Blade. This weapon when wielded by a paladin (anti-paladin versions exist as well), your level counts as 1 higher for how much damage your Smite Evil ability dose.
125) Ranger Blade. +1 additional bonus on damage against a favored enemy
when wielded by a ranger.
126) Sorcerer Blade. You get one more use or one more round of use from your level 1 sorcerer power each day.
127) Barbarian Blade. You are not fatigued the first time you rage each day.
128) Alchemical Blade. This weapon can be used 1/day by an alchemist to stir one of her explosive concoctions (I.e. bombs) making a more volatile mixture. Allowing the bomb to do an additional 1d6 points of damage.
129) Cavaliers Blade. The cavalier’s level counts as one higher when calculating the bonus damage from a challenge.
130) Inquisitors Blade. +1 to stern gaze rolls.
131) Oracles Blade. When wielded this blade causes the oracle to count as one level higher when determining the effect of her curse. However, this comes at a price. Whenever the blade is sheathed or otherwise no wielded by the Oracle, she counts as one level lower for curse effects.
132) Summoner Blade. When wielded by a summoner, this blade allows the Eidolon to travel double the normal distance away from the summoner as it would normally be allowed.
133) Witch Blade. A witch’s level counts as one higher when determining her familiars ability when wielding this blade.
134) Painter's Blade (the Picasso). Different color paint (ROYGBIV) constantly drips from the blade. On a critical hit, all within 5' are coated in that color.
135) Marriage Blade. This blade is one of a pair of blades. The bearer of one of the blades can, when concentrating, know the general direction and health of the wielder of the other.
136) Rain Sword. Strange markings, almost like tear drops mar the metal of this blade. Unknown to the user, the blade increases the chance for precipitation in a 10 mile by 10 mile area by 20% for the day.
137) Riverrow. When rowing a regular rowboat movement speed is doubled. The rowboat also becomes immune to the capsize ability, because the user simply becomes too deft in moving it around.
138) Warm Heart. Non-magical cold weather causes no harm to the wielder.
139) Hidden Talent. This short sword, when worn, is considered hidden. It can be drawn as a free action.
140) Arclight. Each time this sword strikes a bright flash of electric blue is seen from it and a crackling sound is heard. Any time that it does damage 1 point of that damage will be electrical.
141) Carrier. This sword, when worn or wielded, increases the user’s strength by 3, but only for the purposes of carrying capacity.
142) Xzbroghdst. Created by the demon Csharzain; this is a fearsome looking blade with a dark red gleam in its black surface. It is otherwise a perfectly normal sword, but it grants its user darkvision.
143) The Master of Nothing. This sword can not cause criticals or fumbles.
145) But I Know You. +1 to hunch checks. If you fail a hunch / sense motive check, you can immediately try again, once per day.
146) The Flow of History. The wielder of this sword gains the uncanny ability to swap around the initiative bonuses of up to three opposing enemies in the same battle, once per day.
147) Posted in Error. When the owner of this sword is sleeping, this sword will fly away and post 'adventurers wanted' posters all over town in the owner’s name. It will then fly back. If the owner discovers the posters the sword will begin to whistle in a very suspicious manner.
148) Any wound caused by this weapon will be blue.
149) The user of this blade gradually turns blue.
150) Anything the user of this blade touches turns blue for some period of time, including footprints left by him.
151) The user of this blade hates the other primary colors.
152) Brine Blade. This weapon constantly secretes a very salty watery substance. When it scores a critical hit the opponents must roll a reflex save or be dazzles for one round as the salty concoction splashes them in the eyes causing iteration.
153) Blood Fueled Weapon. Once per day you may pay up to half your current
hp to deal extra damage equal to the amount hp paid.
154) Magician’s Blade. Whenever you confirm a critical hit with this weapon you may regain an expended spell which must be cast this combat.
155) Mace of the Nameless. A critical hit with this weapon causes the target to forget his name. An etching with the target's name appears on the mace. Should the target ever die, raising the him/her back to life will require the caster to touch his/her name etched on the mace.
156) Soul-Stealing. Once per week, the sword may absorb the soul of a living creature slain by it (if the creature has a soul). If it does so, it gains the alignment of the creature slain. As a full round action, the wielder may make an attack with the sword with a bonus to hit and damage equal to the hit dice of the slain creature. Doing so empties the soul from the blade.
157) Prism Blade. This blade pulses rapidly, changing from one vibrant color to another. Whenever the wielder scores a critical hit with this weapon, the weapon flashes with colorful, blinding light; the victim must succeed on a Will save or suffer under the effects of a Color Spray, as the spell. The DC for this save is equal to the amount of damage dealt by the qualifying attack. One a natural attack roll of 1, the wielder accidentally triggers the blade, and must succeed on DC 12 Will save or become subject to the spell's effects.
158) The Drunken Master. The wielder must always be drinking, the more drunk the better of a swords man he becomes, however, all of the exertion causes sobriety, so he/she must get to drinking all of the time.
159) "SHHHHINNNNGGGG!" When drawn from the scabbard, this blade makes a very loud sound of metal scraping upon metal, granting its wielder an immediate Intimidate check at PC's level +2. If the check succeeds, the opponent suffers a Fear effect and must flee for 1d3 rounds.
160) The Craft.

Who's the black steel dirk
That's a war machine with all those crits?
Craft, ya, damn right

Who is the blade that would risk his neck
For his owners life?
Craft, can you dig it?

Who's the knife that won't cop out
When there's danger all about?
Craft, right on

They say this cat Craft is a bad mother
Shut your mouth
But I'm talkin' 'bout Craft
Then we can dig it

He's a complicated dirk
But no one understands him but his owner
The Craft

161) Halving Blade. Upon command, this two-handed sword splits into a pair of one-handed swords with the same enchantments as the larger weapon. This is a move action that does not draw attacks of opportunity. This action can be combined with a single move if the wielder's BAB is +1 or higher. If for some reason the wielder's off-hand is in use, one of the smaller weapons drops to the ground at the wielder's feet.
162) Blade of the Hornet. This unusually thin and brittle-appearing Rapier/Foil has a special power when grasped by an arcane spell-caster. Once per round, the user may expend a spell slot to give the Rapier an unearthly agility; the spell-caster may strike X+1 times per round at a single opponent at his BAB, X being the number of the spell slot used. These strikes must be aimed at the same target. The blade ignores armor as per the Brilliant enchantment, but the blade also can affect Undead/Incorporeal as if it were Magic. The sword has no magical bonus to hit or damage, but Strength applies as usual. For the purpose of Weapon Proficiency, the Rapier is considered a Wand.
163) All or Nothing. All hits are confirmed critical all misses are fumbles (must be using a crit/miss rule)
164) Dancing Blade. This +1 rapier grants a +5 circumstance bonus to all Perform (Dance) checks when held. ONLY when held or wielded.
165) Yellow Belly. This ornate, lavish +3 thundering flaming greatsword is pretty, but terrified of combat. If forced to engage in melee, any hit on the wielder forces the sword into a panic; the sword casts expeditious retreat on the wielder and compels her to move away from the foe in the most direct route possible. (as per cause fear)
166) Guardian Blade. This +3 blade will vibrate wildly and give off a metallic ring when certain conditions are met:
1. A being larger than a moth (size can vary) enters a predetermined perimeter drawn earlier with the blade.
2. The wielder of the blade (in a scabbard at the belt) is a sleep.
3. The pre-set password is not spoken.
Essentially, this blade allows its wielder to sleep somewhat secure. After the blade sounds its alarm, it functions normally for the next ten minutes. After that it must rest for six hours: its alarm won't function and it is an ordinary, masterwork weapon--it loses the magic bonus until it has recovered.
166) Rain Blade Mk. II - This longsword gives the user the ability to remember obscure details and calculate large numbers.
"My lord! We are beset by countless goblins!"
"3,126 goblins. Definitely 3,126."
167) Butchers Blade. Any killing blow with this weapon instantly skins guts and butchers the victim. They are separated into prime cuts of meat and a perfectly skinned and scraped hide that is prime for tanning.
168) Gory Blade. This weapon seems to draw a lot more blood than a normal weapon of its type. Any strike with this weapon produces what appears to be around 10 times the blood of a similar wound. In reality this extra blood is created by the sword and dose no additional damage to the Target. However intelligent (3+ Int) creatures seeing such a display will be easier to intimidate granting a +1 to such checks.
169) The Telling Blade. When telling a story with this blade in hand it provides sound effects and minor narrative elements, glowing slightly during dramatic moments of the story. This grants a +1 bonus to either Perform Oration or Perform Singing checks.
170) The Spelling Blade. Whenever you want, as part of a normal attack you can choose to have this blade spell out a letter on the enemy. If this attack is a Critical threat it can do a whole word. If it is an actual critical hit you can carve a whole sentence on the foe.
171) Lovecraftian Forged. Upon confirming a critical hit against a foe, the foe must make a Will save or be sent to a random plane.
172) Blade of Endless Ends. Every time this blade kills a living creature (undead, constructs and oozes excluded) the wielder gains 1d10 temporary hit points, if a 10 is rolled on the d10, the weapon is also a +2 against the type of creature it slew for as long as the temporary hit points remain on the wielder
173) Chicken Launching Hilt: Range Touch attack, deals 2d6 damage (full round action)
174) Timeless Blade. Once per day, the wielder can stop time for 1d6 rounds, the GM rolls the d6 and the wielder does not know how many rounds he or she has before time continues as normal, the extra rounds grant equal actions and the wielder can move, attack, cast spells, use skills, activate items, etc. etc. just as though time was normal, any ability that continues to deal damage every round does NOT continue to damage until the time ends. The wielder also does not age.
175) The Faux-Euclidean. This sword exists on a number of dimensions different from what the wielder can experience. It is a +1 sword, but the type of the sword depends on what the character wielding it is most familiar with. When the sword strikes it comes in through an angle which exists somewhere on the border of dimensions. The sword can strike any target, but targets which would otherwise require a special weapon or special weapon property only receive 1 point of damage per hit.
176) Sword whistles suggestively whenever a PC/NPC with Charisma 16 or higher enters within 30 feet of it for the first time.
177) Sword of the Bloody Palm. Sword does nothing to foe, but the wielder leaves bloody palm prints on everything he or she touches.
178) Blade of the Bard. This blade makes sweet solo music of one particular instrument during combat. The music matches the action in tone, highs and lows, and pacing. Several wielders together can form a band and each instrument, instead of doing a constant solo, riffs off the other instruments. Some of these blades in the hand of a Bard can be used instead of an instrument. We Will Rock You, however, is the most common tune played.
179) Bulls Eye Blade. It's a blade that glows on command, further, the glowing can be focused into a beam much like a bullseye lantern.
180) The Portable Chandelier. This blade will stick to a ceiling and the handle will drop on a chain. It'll hold the original wielders weight. It'll crash to the ground for anyone else.
181) Stay on Target. When wielded by a mounted combatant in a charge, through heavy enemy cross fire and/or melee, it casts Sure Strike upon the wielder, only usable with this weapon. Once a day.
182) Fertility Blade. Anyone within 10' of this blade becomes unnatural fertile and will have lots of children. When a critical hit is scored with this weapon It magically nocks-up that creature assuming that said creature is capable of bearing children.
183) Cheese Knife. If used to cut a piece of food, the wielder can choose to have that food taste like their favorite piece of cheese. (Good way to make Iron Rations taste better).
184) Fire Alarm. A weapon enchanted with Fire Alarm makes the weilder immune to all fire damage but emits a high pitched squeal when exposed to excessive heat.
185) The Preshus Blade: When not in combat this fine weapon begs attention. The owner must periodically roll a DC 10 Will save or cradle the weapon calling it all sorts of flattering names. The weapon however dose reciprocate and hums happily when it’s getting its attention.
186) Slightly reduces the hold of gravity on the wielder, giving them a +2 bonus to jump checks, and cutting falling damage in half.
187) Releases a flash a searing light upon scoring a critical hit, blinding the target for 1d4 rounds.
188) Prevents wounds from clotting, dealing 1 point of Constitution damage upon scoring a critical hit.
189) Screws with the vision of the target, making them colorblind for 1d6 rounds after being hit.
190) Blade of Comfort. Anyone within 10' of this blade acts as though under the effects of an Endure Elements spell for as long as they remain within a 10'
distance of the blade.
191) The Second Blade. This +1 short sword was one of the two blades used by legendary planewalker Noom Es Dharim. When Noom disappeared only this sword remained behind. But there still exists a link to the first blade, and once per day the wielder of this sword may call it out. The First Blade, a +1 longsword, will appear at the wielders side. It will fight by itself, flying across the air. It will use the wielders attributes to move and do battle, but will only have 5 hit points. It will disappear after 5 turns, or after defeated. It will take commands from the wielder of the Second Blade, such as "attack the man with the moustache" or "stay in front of me, and attack anyone who approaches us". If not given commands, it will simply hover in the air and do nothing.
192) The Zapper. The wielder of this blade may, at will, make it start glowing a bright electric blue, equivalent in brightness to a torch. The blade vibrates softly in the wielder's hand, and emits a slight buzzing noise. Insects are attracted to the blade, and are annihilated by contact with it. Other creatures that aren't immune to electricity take 1 point of non lethal damage per round that they touch the blade.
193) The Attuned Blade. If this blade receives at least a week of regular use by a single owner and nobody else, it gains an aura of good/evil/lawful/chaos matching its owner's alignment and functions as a +X (however much the GM wants really) sword in the hands of that owner. When anyone else tries to use the sword it functions as a -X sword (same value of X as the plus side) instead, and is incapable of damaging any creatures that share both the class and alignment of the owner (including the owner themselves of course). If the owner changes alignment the sword ceases to recognize him/her and acts as if s/he is somebody else, giving a penalty instead of a bonus. Another week of regular use by a single person can re-attune the blade to a new master or to an old master of changed alignment however.
194) Barricade. When this sword is swung full-circle about the body, it can generate a random Wall effect (Ring only, as per Wall of Fire) 20' radius around the wielder's location.
195) Hot Steel. This hot iron blade is literally warm. When wielding this blade a perpetual endure elements (cold and ice environs) is in effect. Furthermore, it provides energy resistance cold 1.
196) Bloodthirsty. This weapon, on a crit splatters you with blood causing the blood to be absorbed by your skin. This heals you of one point of damage and downgrades exhausted to fatigued and fatigued to normal.
197) The Eel. This blade can reform on the owner's command into a metal eel attached to a hilt. It deals bludgeoning instead of slashing damage and may be used similar to a whip, granting the same bonus a whip would grant to trip attempts (it does not gain additional reach however). Changing from blade to eel (and vice versa) is a swift action.
198) Sword-Chucks. When commanded, this sword splits into two similar swords attached by the bottom of the pommel by a short length of chain. The weapon grants the wielder the Flurry of Blows ability; only a Fighter has the skill to wield these exotic weapons without penalty. Any miss results in the character cutting himself for d8 damage.
199) Roulette. Whenever this sword is used to attack any creature (before rolling to attack) its target changes to a randomly selected enemy or ally within 30 ft, and an attack is made against that target even if it is not adjacent to the attacker. The attack roll cannot be cancelled after it selects its target. (Sooooo... Too bad for you if you slash a goblin and all the damage jumps over to your team's wizard. Or you.)
Roll dX where X is the number of targets (including both you and your original target) within 30ft of your original target to determine who the sword attacks each time you swing it.
200) Bark of the Wrong Wood. This wooden practice sword is sharper than it appears. It grants -3 to intimidate checks for the wielder, and -2 to sense motive checks for opponents. It has properties similar to a short sword, except that half of the damage it causes will be blunt. However, it is considered a +2 sword. If used for parrying there is a 25% chance that it will break.
201) Lord of Leisure. Fighting defensively with this rapier only causes a -2 attack penalty. When withdrawing from combat you may move an extra 5 feet. Feinting against humanoid opponents is done with a +2 bonus. When you are delaying, you gain +1 to AC.
202) Copy Cat. Once a day the wielder can acquire the combat or critical feat used by another combatant in the current melee even without meeting the requirements. The feat stays acquired for the duration of the current combat.
203) Blade of Holding. This sword has a small compartment within its hilt that functions as a bag of holding. It can only hold items small or flexible enough to fit through the opening in the hilt to reach the bag within however.
204) Blade of the Master. This sword confers the wearer DR 0.5/Adamantium. Legend say that only some people actually get any benefit from this sword. Usually heroes never get the bonus, while people that support or oppose those usually do. (Round up for NPCs, round down for PCs)
205) The Unnamed Blades. If you hit someone with both swords, they will forget your face as soon as you turn away from them. The Victim shall remember everything that happened, except the face of the user. The swords have a tendency to become lost. You are more likely to loose them if you use them against their intended scope (but no one knows what their scope is) They were forged by a guard captain long ago. One you realize you lost the swords, you forget about their existence and can never recall all of the times they served you. You can never find them again on your own. Even if others find them and give them to you afterwards, the swords will refuse to serve you again, and you will lose them at the next opportunity.
206) Night Life. This blade literally has a night life. Every day at dusk it fades away and reappears at dawn. Sometimes the blade is covered in green blood when it returns. It has been theorized that somebody somewhere has a day blade and uses the same blade during the night.
207) Hammer of Knock Knock. When the wielder hits exactly twice in one round - it tells an awful knock knock joke. After telling 10 such jokes it is charged with a knock spell and will tell no more jokes until the charged knock spell is used.
“We could use the hammer to open the door but then we’d have to listen to it again”
208) Trombone Sword. Every round the size of the weapon changes in this progression: dagger, short sword, long sword, great sword, dagger, etc. Some trombone swords have enchantment of strengths inverse to the size of the weapon. i.e. dagger +4, short sword +3, long sword +2, great sword +1. A trombone slide sound accompanies the changing size of the sword.
209) Underdog Club. This club conveys upon its owner a one round benefit based on how poorly or well the owner is wielding it. The following attack resolutions fumble, miss, hit, critical convey the following benefits respectively +4 deflection bonus, +2 deflection bonus, +1 deflection bonus, nothing.
210) Clockwork Hook Hammer. As a full round action the hammer head can be turned to wind internal springs. The hammer will fight the next 3 rounds as if it had the dancing enchantment.
211) Sword of Honor. This sword provides a +1 bonus to hit and damage while fighting following any sort of official rules. The bonus increases by 1 for the duration of the battle if the wielder's opponent attempts to cheat those rules, and the bonus decreases by 1 if the wielder attempts to cheat them (or encourages their opponent to cheat in an attempt to gain the additional bonus).
212) Sword of 9 Lives. Every time the wielder of this sword takes a hit that would bring him below 0 hp, a charge is expended and he is stable with 1 hit point. He can take 8 hits like this. On the 9th hit, when he drops below 0 hit points, he is immediately turned into a black cat. The sword is always found with 8 charges. The pommel and handle have etchings of cats. It loves to stay asleep in it’s scabbard and hates water.
213)
214) Sword of Mending. After slicing through armor or clothing on a hit, this sword mends the clothing or armor after exiting the wound.
215) Poniard of Balance. This dagger is supernaturally balanced to stand point down. Wielders of the poniard are conveyed a +1 competency bonus on Acrobatic skill checks to balance.
216) Sword of Chivalry. This sword conveniently gets itself stuck in it's scabbard whenever the owner is fighting a woman. The sword eagerly leaps to the hand conveying a +2 initiative bonus whenever the owner wishes to rescue or save a woman. In the hands of the woman, the sword blushes bright red whenever drawn but conveys no positive of negative effect.
217) Club of Clubbing. This club conveys a +2 situational bonus to any attempt to gain entrance to a party, private club, or dance.
218) A One And A Two And A Three. This longsword is a +1 to hit, +2 on initiative and weighs only 1 pound. And every time it successfully hits, soap bubbles spring out. They don’t do any damage and aren’t really distracting.
219) You Have One and I Have None. This sword is balanced weirdly. In fact some may think it’s cursed as it is a -1 to hit because of it when used in normal hand to hand combat. But if it is thrown by the handle, it is actually +2 to hit and add +d8 damage due to the force of the sword impacting them. Range is 15 feet.
220) Blade of the Dirty Little Secret. Whenever the wielder of this scimitar is harboring a secret, the critical range of the weapon is doubled as though by the keen enchantment. However, every critical threat will fail unless the wielder proclaims his harbored secret to his target as a free action, this effect is language dependent. If he does so, the critical threat automatically confirms. If the victim dies before sharing the truth, the secret may be used again in this manner.
221) Night Light. The pommel of this elven curve blade glimmers like a tiny sapphire star, and provides enough light for someone to read by. The light can be covered by a simple cloth. The wielder can also cast Searing Light once per night, but the light will issue from the blade and not the wielders palm.
222) The Scalpel of Death. This blade normally deals -1d6 (that's negative 1d6) slashing damage on each hit, effectively healing its target. The wielder keeps track of how many times it has been used to heal, and on a natural 20 this blade deals Xd6 damage instead of healing, where X is the number of heals that have been done since the last natural 20. The count then resets after damage has been dealt.
For example if 10 people are healed and then a nat 20 is rolled the target takes 10d6 damage. Better hope you weren't trying to heal a teammate who was inches from death.
223) Blue Lark. The wielder of this sword will refuse to attack birds. Birds will find the wielder interesting. The sword can imitate bird sounds and can talk with birds. Whether the birds the wielder has it talk to know anything useful is up to the DM.
224) The Aristocat. A silver +1 rapier which grants +5 to Knowledge (Nobility) for the wielder and the Weapon Finesse feat (but only when wielding only this rapier). The wielder also gains the ability to cast the spell Veil once per day, but only on herself and only to gain the appearance of a high-class lord or lady.
225) Obfuscator. This grimble dangleboot adds +4(5x6)-1 to everymary anglenarm which the userduser so everyfondly bongledroops. No breviated olongated hellyrolly will moosegoose the yoideroids. And if you drop the sword you’ll regain the ability to talk properly. But it is a +2 sword.
226) Hickory Stick: This is a wooden sword (damage as club) that is used to deal
out punishment to bad boys and girls. It grants a +2 to hit and damage to any creature that is not wearing armor, and automatically deal double damage to any humanoid that is at least partially nude (either the body or the legs 'slot'). The sword always deals non-lethal damage, and leaves nasty welts.
227) Warpwood. This +1 terbutje allows the wielder to see through trees and
things made of wood as if they were translucent pieces of paper, up to a
thickness of two meters.
228) Gorefear. Damage made with this sword will cause the opponent to bleed, but the blood will instantly turn to ash as it leaves the target. There is a 10% chance that the ash will disturb or hinder the opponent enough to grant him -1 to his next attack.
229) Ravenjay. The wielder of this sword may choose one opponent by pointing at him with the sword. The sword will then heckle that opponent with sharp comments about his fighting ability, prowess, family members, looks, and whatnot. This will make the opponent unable to attack anyone other than the wielder of this sword, unless he makes a Will save (DC 15).
230) The Expedient Organizer. This sword will triple the speed at which its owner can perform mundane tasks such as filing reports, making food, setting up camp, reading maps, scribing scrolls, counting money, etc.
231) The Long Edge of the Law. This short sword has an effective striking range twice that of a normal short sword. It's actual size however is unaffected.
232) Scheherazade. The wielder of this starknife can, once per night, tell a story that will convince someone not to kill her that night.
233) Flowers of the Fey. This sword emits a fragrance, which grants the user +2 to CHA. Once per day the wielder may use the sword, by slashing at soil, to create a 5 foot by 5 foot patch of beautiful flowers with the same fragrance. If someone picks up one of the flowers it will grant them +1 to CHA, but the flower will wilt after 1 hour. Two flowers do not grant +2, but the sword and one flower will grant +3 (until the flower wilts).
234) The Brilliant Bridger. The wielder of this sword can, once per day, summon a bridge made of brilliant light 5 feet wide and 5 feet long for 10 turns. For every level of the wielder 5 feet are added to the length.
235) Goldenboy. The wielder of this sword will be plagued by increasingly random and off the wall encounters with the opposite sex.
236) Snakefoil. The slender blade of this rapier has an oily surface, which weaves hypnotic light patterns into the air. Opponents who aren't snakes receive -1 to their attacks.
237) The Doorknob. This sword allows its user to open doors or windors from 5 feet further away than he would otherwise be able to.
238) Striking Hope. The wielder of this sword becomes immune to morale checks for the day if he scores two criticals in a row.
239) Baron Lightfoot. The wielder of this sword gains +1 to dex, +1 to reflex saves, +1 to AC, and a +5 foot movement speed, as long as THE PLAYER keeps humming a song.
240) Keep Far Away. This sword is, by will of the original owner, the ruler of a keep somewhere far away. By finding the keep and showing this sword he receives the keys to the keep from the mayor of the town the keep is in. He also becomes the arch-nemesis of the other keep on the other side of the town belonging to the other owner of the other sword.
241) Darkbeam. The wielder of this sword can, once per night, make the sword emit an invisible beam 5 feet wide and 30 feet long which instantly extinguishes all non-magical light sources within the area of effect. The beam will stay in the place it was cast into, and will last 5 rounds.
242) Inverser. When faced with three opponents, this is a +3 sword. When faced against two it is a +2 sword. When there is only one opponent it is a +1 sword. +3 is the maximum.
243) Code of Fight. The wielder of this sword is unable to talk about any of the fights he has been in, unless he drops the sword.
244) Dead Play. If the wielder of this sword is prone, he becomes invisible, as per the level 2 wiz spell.
245) Threecat. This sword has three lives. If it is sundered, a life is taken away. When the third life is taken away the sword is sundered as normal.
246) By Fight The Sword. This is a +2 sword. It appears as only the hilt. When the wielder enters combat the blade appears as if it was always there.
247) Sleepwell. The wielder of this sword will wake up in such excellent mood that he receives a +1 bonus to ALL checks for the next 5 rounds.
248) Waller. The wielder of this sword can, once per day, create out of thin air a brick wall 5 feet wide, 10 feet high, and 15 feet long. A part of the wall has to be at least 5 feet from the wielder, and the area the wall is created into must be clear of everything but normal air.
249) Angel Summoner. This longsword can call forth a random angel, once per day. The angel isn't bound to do the wielders bidding, but rather has to be convinced.
250) BMX Bandit. The wielder of this sword gains +1 to dexterity and acrobatics. It grants a +1 attack bonus against Bugs, Molds, and Xtabay. The wielder also receives a +1 attack bonus when the opponent is flatfooted.
251) Fool Killer. The person who requested this sword wasn't specific enough when asking for the enchantment, and ended up with a weapon that acted as a bane vs. court jesters
252) Foe Marker. This sword normally glows with a pearly light, when within 30 feet of a target that has taken at least 1 point of damage from this sword the glow becomes an angry red, regardless of how much time has passed, the wound has healed, or if the target has been raised, reincarnated, resurrected, or has become undead since being wounded. Invisible targets still trigger the ruddy glow. Have a PC find that for sale in a town. With a price tag that clearly shows that the price has been dropping steadily as interest for the sword has been slow for some reason. He (hopefully) buys is, starts using it, learns of what it does. Then one day, the party comes to this town. And the sword glows for every single person there.
253) Amateur. The swords bonus replaces the wielder's Base Attack Bonus rather than being added to it - very useful for those with a poor BAB but becoming useless or detrimental to more skilled combatants.
254) Pinking. The sword deals exactly 1 point on a successful hit, regardless of to hit or strength bonuses. Used primarily for nonlethal duels, where both opponents will be similarly armed.
255) Biased. The sword deals half damage to a specific race, class, or alignment, typically limiting its usefulness against the creators.
256) Noisy. This weapon makes a loud *CLANG* when it rolls a threat, the target must make a DC 15 Fort save or be deafened for one hour as if within the radius of a thunderstone.
257) Combat Dancer. Once per battle, the wielder of this sword may freely swap places with a character within 10 feet of him. If that character is friendly, the wielder may make an immediate additional free place swap with a second character 10 feet from the friendly character. He also looks dashing while doing this and has +1 to CHA until the end of his next round.
258) Perfect Guardian. If the wielder is within 10 feet of a friendly character he may declare to be his bodyguard. As long as he remains within 10 feet of that character all melee attacks directed at the friendly character will instead be directed against the wielder. The wielder also has +5 to intimidate until he moves away from his protectee. If the protectee is using the perform skill, this also counts against ranged attacks by archers.
259) The Mighty Longsword of the Greatest Warrior Ever. This is a talking sword, which will eagerly tell everyone that it used to belong to the greatest warrior in the current campaign setting, and stories about the exploits of that warrior. This is all true. What the sword won't tell is that it is only a normal annoying talking sword, and that the warrior in question threw it away in disgust.
260) Steppe Master. This katana is engraved with images of soldiers on horseback. The wielder of this sword gains the Ranger-like ability Favoured Terrain (Horseback).
261) The Keeper of Legends. This weapon remembers the great deeds of all that
have wielded it in battle, and whether they died holding it or passed it on. It can also recite those that failed, villains, cads, rakes, and cowards, to be remembered with shame. Speaking with it grants a +2 bonus to appropriate Knowledge checks - history, etc. In the hands of those who are brave the sword grants an extra +1 moral bonus, those that it deems cowards receive a -1 moral penalty.
262) Grim Reaper. This sword hates those that cheat death. It is bane against
anyone who has came back from the dead or have cheated death in some
other fashion I.e. Undead or someone who rolled a natural 20 on a death effect.
263) The Sage Blade. This weapons handle is empty. Anyone can roll up a scroll for a level one spell and place it in the handle the next time the weapon scores a critical hit it casts the En scrolled spell on the target.
264) Wayfinder. The pommel weight of this sword functions as a standard Wayfinder - providing light equal to a torch when commanded, with a non-magical (magnetic) compass. Hidden inside is a compartment which can house a single ioun stone, allowing the stone to function as normal, as if it were orbiting around the wielder's head.
265) The Diva. This blade grants the wielder perfect make-up (no matter the
gender) and hairdo and keeps the wielder from getting dirty
266) Hellbound. The soul of anyone slain by this blade is send to Hell. This sword
registers as evil.
267) Weatherfrog. This blade gives out a forecast of the next days non-magical
weather 1/day
268) The Pathfinder. The wielder of this blade always knows magnetic north and enjoys a +1 bonus to survival rolls. Etched along the blade is the roman numeral CCCLXXV
269) Sword of Water. The blade of this sword is made of solid water. It is +1 to
damage against monsters with either the Fire or the Elemental Fire subtypes. It can be used to put out non-magical fire by attacking it (each strike suffocates 5 cubic feet of fire). When fighting inside water the sword gains +1 to attack, and its wielder gains 5 feet per turn to his swim speed and +5 to all swim checks.
270) Sword of Day. The blade of this sword is made of solid day. It is +1 to damage against monsters with either the Nightshade or the Dark Folk subtype. Monsters affected by sunlight are subjected to the associated effect when struck by the sword (for instance: vampires are staggered, Light Blindness (Ex) are blinded for 1 round, Light Sensitivity (Ex) are dazzled, etc.). Monsters with Darksense (Ex) cannot use it when faced against this sword.
271) Sword of Lies. The blade of this sword is made of solid lies. Opponents fighting against the wielder of this sword are at -1 to attack. Opponents with an active True Seeing gain no benefit from it. The wielder of this sword has +5 to bluff checks, and can feint as a free action once per combat. If the opponent has an active Mind Blank, this sword is considered a normal sword of its type.
272) Sword of Teeth. This sword is made of deadly looking teeth. When it strikes an opponent there is a 10% chance that it will bite the opponent for extra damage, which will be half of the actual damage that it caused. It is +1 to AC against opponents with a bite attack.
273.) Gentle Landing. Once per day, when held point up, the sword allows the use of Featherfall, as if cast by a 6th level sorcerer. When being used in this manner the blade opens into a frilly pink parasol.
274) Jousting Blade. This blade behaves like a lance doing double damage when used in a charge on horseback.
275) Poke-Blade. This weapon has a Red and white spiracle Gem on its pommel any creature that is unconscious or otherwise helpless must roll a dc 12 will save or be trapped within the magical gem. From than on the creature can be released and compelled to do the bidding of the swords wielder but is allowed A new will save after each summoning to break free. this will save is at -4 penalty if the wielder treated the creature particularly well.
276) Letter Opener. The first day a new owner picks up and wields this blade, it gains a +1 enhancement bonus to attacks and damage to any person whose name starts with the letter 'A'. Every 24 hours, the letter changes to the next letter in sequence. The wielder instinctively knows what letter the blade is attuned to.
277) Tongue Lash. This enchantment may only be applied to a whip or whip-like weapon. The wielder of this weapon is always aware of the most appropriate and effective expletive to hurl at his opponents, without regard to whether he knew the word beforehand or can even speak the word. For all intents and purposes, the wielder of this weapon operates under the effects of a tongues spell when speaking insults. Some more potent versions of this enchantment also allow the wielder to understand insults hurled at himself.
278) Comeback Fighter. If the wielder of this sword suffers a singular strike which causes him more than twice his maximum hit points of damage he may once per combat ignore half of the damage of that strike.
279) Mountain Force. This sword strikes with incredible weight and makes moving the wielder from his spot difficult. Any non-magical action by an opponent which would normally cause the wielder to be moved in any direction has a 50% automatic failure chance. Actions like overrun or charge are likewise automatically blocked and turned back 50% of the time. This only applies when the wielder is standing on solid ground.
280) Ferocious Scrapper. When fighting against opponents with a higher base hit point maximum the wielder of this sword gets to reduce all damage inflicted against him by those foes with melee weapons by 1 point.
281) Broken Stance. This sword has an odd center of balance which makes the wielders stance appear haphazard and rank amateur. This is only an appearance as all melee attacks against him have a 5% chance of missing entirely.
282) Brazen Recovery. The wielder of this sword may once per combat remove all stunning, dazing or morale affecting effects affecting him.
283) Can Opener. This blade weighs 25% more than a normal blade of its type and suffers a -1 penalty to hit vs opponents wearing light or no armor, but gains a +1 to hit vs opponents wearing heavy armor. If a target is using a shield, the armor type shifts one class closer to heavy.
284) Plane Render. On a mere swing of the sword, the sword has a 10% chance of cutting the plane and creating a planar tear that would allow anyone to enter into it and enter the next immediate plane, whether it is another material plane coterminous to it, or an plane that surrounds like, like the ethereal plane or shadow plane (it may even start pulling people into the next plane). If the swing happens with the space of a sleeping or meditating player, there is a 10% chance the tear would allow passage to the Dream Plane. Planar tears remain there permanently, or until the tear is mended.
285) Sword of Gar's Men. If you point this sword a particular direction, it will start moving in that particular direction. Once wielded, the character can not unwield the sword unless the magic phrase is said. The sword magically speaks telling you what landmarks you are passing through, and can by adjusting a gold band on the sword's hilt, the language and voice that is said. (I.e. Elven male, elven female, etc. There are even a kender male and female voices) (By the way, the code phrase is "Tom Tom.")
286) Grume Blade. +2 short sword, rapier, or longsword. One side of this bright silvery-grey mithral bladed shortsword is smooth and straight, but the other has evenly spaced jet-black adamantine teeth or tines running half the length of the blade, starting at it's base. The sword grants +4 to Sunder attempts against any other light or one-handed bladed weapon due to these "Teeth of Grume." In addition, these "Teeth" may be used to cause 1d4 Slashing damage to any objects upon which they may be brought to bear in a sawing motion (such as the bars of a cage) as an adamantine weapon, ignoring Hardness of up to 20. At will, the toothed adamantine "Teeth" of the blade may be combed through the wielders hair for 1 minute (10 Rounds) to create a fabulous hairstyling effect, causing the hair to assume any shape or style the wielder desires (without altering the length or color of the hair) and with the addition of water, oil, or similar liquid will retain a pleasing sheen. The wielder's hair will remain in this state regardless of the weather ("Raining or Blowing"), combat, mussing, or sudden movement, with even high or severe winds only causing the hairstyle to sway attractively in the breeze. Even total immersion in water will merely cause the hair to be momentarily slicked back in a flattering manner, and it will quickly resume it's fabulous hairstyle, shape and level of desired dryness in a matter of moments. This effect gives the wielder of the sword a +2 bonus to Diplomacy, or a +4 against members of the opposite gender of similar races and/or anyone who would find the wielder sexually attractive. However, after sleeping for any length of time, the recipient of this hairstyling will be afflicted with the Dreaded Bedhead, causing his or her hair to stand on edge in all directions, giving the afflicted being such a frightful appearance as to inflict a -4 penalty on all Diplomacy rolls, but granting a +4 bonus to Intimidate. Note that that Dreaded Bedhead may not be intentionally invoked to receive this Intimidate bonus. In addition, once per month (30 Days) the "Teeth"of the blade may be combed through the wielder's hair for 2 minutes (20 Rounds) and cause the hair to change color to any desired shade or tone the wielder can imagine, from pitch black ("Black Number One") to fire red to electric blue, whether a naturally occurring hair color in his or her race or not. This effect lasts for one month (30 Days), after which time the hair will have grown out enough that the "Roots are Showing," causing a -2 penalty to Diplomacy checks due to this uncouth condition. Mostly occurring as short swords, but may also be created as rapiers or, very rarely, longswords. It is believed that this weapon enhancement was created by the elves, as they do not naturally sleep and are therefore not usually subject to the DreadedBedhead. However, if an elf is affected by a Sleep spell while under the hairstyling effects of a Grume blade, the elf will be afflicted by an attack of the DreadedBedhead so severe it will not subside for a full day!
Cost: 10,310 gp for short sword, 10,320 gp for rapier, or 10,315 gp for longsword.
287) The Laughing Tooth. Granted by a Trickster God, this +5 Vorpal and Keen Energy Rapier has a critical hit range of 13 - 20 /x3. On a critical hit the blade will cause the armor, clothing, anything cut clean through. Heck, it even cut through a two-dimensional shadow from its host and made him a full three-dimensional shade. It does have a very annoying hyena-like laugh that you can't even try to get it to stop laughing. You can with a verbal command transform the blade into a coyote's tooth for easy storage, however. (It may still laugh however.)
288) Teacher. This rapier does exactly one point of damage on a successful hit, regardless of STR or feats, on a critical hit it inflicts one point of nonlethal damage in addition. The area hit is marked with a glowing red dot for ten minutes. The weapon is intended as a tool for teaching swordplay, demonstrating a failure of defense without inflicting serious injury.
289) Bouncer. This Bastard Sword has a +1 bonus inside man-made structures and a +3 bonus in taverns, inns and hotels. It is sentient because it has a soul of a bartender (who speaks in a Jersey accent). This grants the the wielder a +2 bonus in brewing and cooking skills.
290. Letter Opener. This thin +1 masterwork dagger looks like a simple letter opener. It grants the wielder the ability to fully comprehend any language (and grants barbarians literacy).
291) Glory Hound. This blade gains a +1 bonus to attack and damage rolls as long as this blade is the only source of damage to a target. As soon as this is no longer the case, this blade inflicts a -1 penalty to attack and damage rolls vs that target. This blade cannot be used to inflict sneak attack damage.
292) Deadly Replicatation. Upon picking up the sword, the wielder dies. The wielder and all his belongings instantly disappear (including the sword). Any creatures (such as a familiar) or organic materials (such as plants) the wielder was holding do not disappear, they safely fall to the ground. 1d4 hours later, a Clone of the wielder materializes, along with all possessions they were wearing. They have all the same memories as their former self, including what just happened to them. The wielder is in effect the same person for all intents and purposes. Clones are immune to the sword's effect.
293) Catnip Scented. Every domesticated cat within a radius of 200 yards has their disposition improved by three towards the bearer of this sword, approaching the bearer from all directions at their normal Move. The bearer does not gain any control over these cats, nor does the bearer gain any ability to communicate with these cats - they just like him. A lot. This radius is doubled if the wielder does not like cats. This radius is doubled if the bearer is allergic to cats. These bonuses to the affected area stack....
294) Lunar Blade. AN etching on this weapon transforms to represent the current phase of the moon or moons. AT night, This weapon gets a modifier to damage acording to the phase the moon is currently in.
New moon: -1
Cresent Moon: +0
Half Moon: +1
3 Quarters moon: +2
Full Moon: +3
A Variation of the lunar blade has the weapon dealing fire damage on the nights of the harvest moon. Another variation has the weapon doing Negative energy damage during an eclipse.
295) Blade of the Blessed Mother. This weapons critical multiplier is increased by one when defending children.
296) Swarm Blade. On a critical hit this weapon causes an exclusionary swarm to buzz around the Vistula head. This swarm dose no damage but can still distract the person disrupting spell casting as per the distraction power of a swarm.
297) Bread and Butter Blade. When dragged across bread this sword leaves a perfect smear of rich yummy butter. When used to stir milk for 5 minutes the blade magically transforms the milk into butter if stirred for another 5 minutes it transforms the butter into cheese.
298) The Sell Sword. When looked upon this weapon seems to be the sort of weapon weilded by a real profesional. When being picked out of a crowd for merk work the owner of the sell sword tends to catch peoples eyes sooner than the owners of other weapons. You also gain a +2 bonus to Negotiating such mercenary deals.
299) Beguiled. This sword can talk and its impressed by EVERYTHING. It tells you how amazing everything is and generally brightens everyones day. This weapon grants a +1 moral bonus to damage To everyone within 20 ft of it. Sadly this includes the enemies as well.
300) Babe Blade. This weapon is covered in masculine symbols and carvings as such it likes to impress the cute ladies. It Grants a bonus to Confirm critical hits = to 1/2 the charisma bonus if any girl wielding it. If a guy wields it this is instead a penalty. There is a Version that works in reverse aptly called the gay blade.
301) Blade of Reverse Critical. Rolling a natural 1 on an attack roll with this blade is always a critical hit, no confirmation roll needed. Rolling a natural 20 on an attack roll with this blade is always a miss and the wielder automatically drops the blade in a square adjacent to them. Randomly roll which square the blade lands in, typically 1d8 for the 8 squares surrounding a medium-sized wielder. The GM may adjust the roll as needed.
302) Blade of Chaotic Striking. Before the wielder of this weapon makes their attack roll, the DM rolls two d20s in secret. Whatever the number is from the first roll acts as a natural 1, and whatever the number is from the second roll, acts as a natural 20. Should the wielder of this weapon roll either number naturally, the result acts accordingly. If the DM rolls the same number twice, then there is no automatic hit or miss on the wielder's attack roll.
Example: Wielder of Blade of Chaotic Strike declares he is going to make an attack with the weapon. The DM rolls 2d20, the first result is a 15, and the 2nd result is a 3. When the player makes their attack roll, if he rolls a natural 15 on his d20 attack roll, it is automatically a miss. If he rolls a 3 on his attack roll, it is automatically a critical hit. If any other number is rolled, calculate the total result with modifiers to see if the wielder hits (even if the result was a natural 1).
303) Loud. BONG! CLANG! SCHING! WHOOSH! You get the picture....
304) Quiet, but still clearly audible. Thunk! Clink! Clang! Bang! Swash! Swash!
305) The Blade of Audacity. This weapon functions as normal but when A person gets a chance to be Audacious in combat (I.e. bold or arrogant disregard of normal restraints.) The wielder is granted a +1 luck bonus in his attempt to do that action. Example: Then fighting the evil baron at the royal Ball the character decides she wants to sunder the Villain belt buckle to reveal everything the gods gave him to the crowd of aristocrats watching he would gain a bonus to do so.
306) Rimshot. Says "Ba-dum-psshh!" whenever someone makes a joke, regardless of how good it is.
307) The Chatty Sword. "Hi, thanks for finding me. I spent two years just lying on that dusty dirty floor. I only saw the occasional orc war party go past, and one time this old dwarf picked me up and looked me up and down like I was a funny stick with bells and whistles. Then he just dropped me. I tried convincing him to take me along, but I guess he didn't speak any of the sixteen languages I know. Or maybe he was deaf, I suppose. Anyway, what are you up to? Any slayings to do? People to kill, treasure to find? Back in the day I used to be pretty darn good at those things. Found a whole chest full of diamonds one time. My owner at the time was this lovely elven lass called Illyria, but she was killed by the owner of that chest I found. Now him, he was a nice guy. Bit crazy, called me Marly, that's my name, but he called me Mad Marly, kind of an ill-fitting nickname I thought, but see the killings we did together, oh those were exciting days, lots of things happening. Not like the past year when nothing happened, the dust layer just kept rising slowly. Like watching grass grow, not that I've ever done that. Now my name, that's an interesting story. The human who forged me, he was called Feldrin, Feldrin the Strong, he named me after his father, Marly Wishman. Wishman, he didn't do much, but Feldring was always fond of him and that was that. Well, I guess it wasn't that interesting of a story afterall. But the treasure, see, I'm very good at tracking down valuables. Got a nose for it. Not an actual nose you see, for I am just a sword. And when I say just I mean I'm really good at being a sword. Very sharp, never need any sharpening. But you can probably tell, you look like the type who knows this stuff. I'm sure we'll do great things together."
308) Giants Knife. Only obtainible through an annoying timed quest to give some random giant eye drops. GOOD AT KILLING DARK REPLICAS!!!(yeah I went there)
309) Barking Blade. This dog pommel weapon barks whenever cats are near within 30 ft. Any cat type creature that hears the bark must roll a will save dc 10 or become shaken for one round. Creatures with more than 5 hit dice are immune to this fear effect.
310) Hair of the Dog. This masterwork rapier become more masterful as the wielder consumes draughts of alcohol. One drink has no effect, but a second drink will activate its magic weapon enchantment for a 1 minute duration.
Further drinking is encouraged but will not improve the wielder's swordplay... unless the wielder is a swashbuckler. Or a Dwarf. Or a Dwarf swashbuckler.
311) The Drunkard. A critical hit with this weapon makes the target feel slightly drunk for one round bestowing the dazzled and sickened conditions for one round.
312. Falchion's Crest. The surface of this falchion's blade remains continually cleaned and brightly polished throughout combat, allowing you to use it as a mirror to see around corners.
313) The Mouth. This weapon has a etching of a mouth on the end of it. On a critical hit it delivers one extra point of damage as the mouth bites the target.
314) The Dingo. This weapon functions as a bane weapon verses any baby creature.
315) The weapon emits any strong odor that it has been exposed to for 24 hours.
316) The sword is always warm to the touch, even if exposed to the coldest of environments.
317) The last creature killed with the weapon will appear as an engraving on the sword's blade until a different creature is killed.
318) Fowl Carver. +2 damage vs. avians, and when used as a a serving implement always cuts equal portions of meat. When the command word is spoken ("gobbler gobbler burning bright"), the sword begins vibrating and causes fear to all avians within 30 feet; you may invoke this power 1/day or a number of times per day equal to your levels in the Master Chef prestige class.
319) The Safe Assassin. Any creature rendered unconscious by being dropped below 0 HP by this weapon will forget the last 5 minutes prior to being rendered unconscious. If the creature is slain, it's spirit will also forget the last 5 minutes, being unable to identify its killer. If resurrected, same effect applies.
320) Anti-blood hound. The wielder leaves no scent. Therefore, the ability Scent does not work against the wielder nor can creatures follow his trail using their scent.
 

Mordikenn

First Post
321) Blade of Impeccable Taste: when the wearer is formally dressed and wears this blade it gives +1 to diplomacy and intimidate.

322) Sword of Blood Tracking: when coated in a creature's blood, this sword will hum softly if there is another living creature of the same kind within 30 feet of the wielder.
 

DanotheSlender

First Post
323) Magebane, against all non magic using enemies this is simply a +2 longsword, against any magic using (be it spell or innate magic ability) the blade gains an additional +2 to hit and damage, and on a natural 20 acts as a blade of slaying instantly killing the target creature.

324) the Leveling blade, this sword gains strength and levels with it's user. If attained at 1st level the sword acts as a normal weapon but will still have a magic aura about it if detect magic or other magic sensing ability is used. When the character reaches 3rd the blade gains +1 status, this progression continues every other level until +5 is achieved (GM discretion on the advancement rate and magic bonus). Upon reaching this bonus other effects can be added based on the weilders combat style, alignment and GM discretion. If found at higher levels all bonuses apply making it level appropriate as per GM discretion.

325) The Vorpal Wave, 1/day this +3 broadsword can be activated by command word when the command is given the blade crackles with a red electric spark up the length of the blade, then when brandished at a group of foes an expanding (3'wide at the weilder 20' wide at the end) crescent wave emerges and extends out to 30'. All foes within this area of effect will take 1d8 damage, and must make a dex save or lose a limb (as per vorpal sword or sword of sharpness in 2nd ed rules).

325)The Questors Blade, this finely silvered longsword initally appears as a +2 weapon, the hilt looks somewhat incomplete as it has settings for several small gemstones but none are in their settings, the pommel and the ends of the crossguards are empty as are one large and 2 small areas directly over the blade. After the first battle where the weilder successfully slays an opponent (either gets the killing blow on a big baddie or solo kills something smaller) the weilder will "know" there is something more to the blade and be compelled to find out more about it (research/ legend lore etc). There are 6 gemstones missing from the sword which will grant additional powers:
Pommel stone: Emerald, adds +1 to the blade, and acts a a ring of free action when weilded.
Crossguard 1 Sapphire, the sword now acts as a ring of warmth when equipped in its scabbard or weilded.
Crossguard 2 Sapphire, adds +1 to the blade and acts as a ring of fire resistance when equipped in its scabbard or weilded.
Small gem over blade 1 Ruby allows weilder to summon the blade (teleport) to his hand instantly if it is within 60'.
Small gem over blade 2 Ruby Adds +1 to the blade and acts as a ring of regeneration when equipped in its scabbard or weilded.
Central gem over blade Diamond adds +1 to the blade 1/day can cast a 6d6 lightning bolt (per spell).
Not just any gemstone can be used, they must be quested for or discovered in the course of a campaign. ( I had a character with this sword, and did solo quests to find 3 of the gems. The others were discovered with my group, at the beginning of the adventure the DM passed me a note saying "you feel a great need to go on this adventure". I was 18th level when i found the last gem.)

326) Blood Sacrifice, this black bladed bastard sword is thirsty and must taste blood at least once every 3 days or it is not happy and will bite the weilder for 1d6 damage when the hilt is grabbed. If satiated every 3 days, either by self sacrifice (min 1 point of damage self inflicted by the weilder) or in combat it acts as normal. Normaly the sword acts as a +3 vampiric blade, healing the weilder half of the damage it inflicts on the foes. If the sword deals max rolled damage on a successful hit the sword gains an additional +1 for the rest of the day. This bonus is cumulative, if max damage is rolled 3 times in a single day or combat the sword gains a total of +3 up to a max of the Gms discretion.

327) The Swan Blade this longsword is always found with its special scabbard, which is set up to be worn on the back and drawn over the shoulder. 1/day upon command a large pair of white feathered swans wings will sprout from the blade/scabbard and allow the weilder to fly at a move rate of 90 for up to 3 hours. the maximum amout of weight that can be carried aloft is based on the full encumbrance weight of the character a backpack cannot be worn, unless it is used as a "frontpack" or worn backward. In all other instances the sword is considered to be +3. The blade can be weilded in flight but must be in the scabbard when activated.

328) The Dagger of Cleansing, This +2 dagger has the unique property of "cleansing" anything it cuts. While it does damage like any other blade, those cut are cured of diseases and poisons. This includes restoring rotten meat to being safely edible (no affect on the taste however). Otyughs, and similar disease ridden creatures, cut with the blade must make a will save or be cleansed (taking 1d4+2 X3 damage)
 


Ravellion

serves Gnome Master
329) Replacement blade: If you are disarmed or your weapon is sundered and this weapon is in its scabbard, it immediately replaces the lost weapon in your hand.
 

malcolm_n

Adventurer
The average mean sword of balancing: The wielder of this sword gets a cumulative +1 bonus to attacks when he misses with an attack and a cumulative -1 penalty to attacks when he hits. This bonus or penalty resets to 0 after it creates the intended effect. If he scores a critical hit, his next attack will definitely miss. If he fumbles, the next attack will at least hit. The blade is smart enough (though not intelligent) to know if the wielder is really in combat or not even trying, making it impossible to cheat the rules of the sword.
 

jonesy

A Wicked Kendragon
331) The Sword of Salience. Anyone who belongs to an organization with a rank hierarchy will treat the wielder of this sword as if the wielder was one rank higher than him or her. A guardsman will treat the wielder as if he was captain of the watch, a king will treat him as if he was a more powerful king. The people that the wielder talks to do not believe that he is actually one rank higher (or any rank at all if he has none), it is only the way in which they talk to him that is altered.
 

jonesy

A Wicked Kendragon
332) Impeccable. Wielding this sword negates any and all negative modifiers to charisma. Clothing worn by the wielder will appear brand new, expensive, and spotless. The behaviour of the wielder, no matter how crass, will be seen by others to be impeccable (for example, if the wielder insults someone the insult will be treated as a joke of the highest possible taste).

333) Can't Touch This. Once per combat the wielder of this blade may ignore any one hit. This causes the wielder to move 5 feet in any direction he chooses. This can be applied to any hit, including things which normally always hit and do not require a to hit roll. If the hit is caused by an area of effect strike the wielder instead moves just outside the area of effect in a direction the wielder chooses. Things which instantly hit multiple times, like a single magic missile strike by a high level mage, are considered a single hit for the purposes of this evasion and can be ignored entirely.
 

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