The Legendary Swords
Here is ten legendary swords that could be great in most campaigns in which the hero(s) quest to slay some epic creature or quest to find the sword in the first place.
They are also great for high level games in which you simply want a sword as badass as yourself.
*Tizona's stats depend on the individual as determined by the DM.
| Name || Damage || Critical || Weight |
|Amenonuhoko || 4d6 || 18-20 x3 || 23lb.|
|Amfrost || 2d4 || 15-20 x3 || 8lbs.|
|Caladbolg || 4d6 || 17-20 x3 || 28lb.|
|Caledfwlch || 2d6 || 18-20 x3 || 15lb.|
|Claideb || 1d12 || 15-20 x4 || 19lb.|
|Clarent || 6d4 || 18-20 x3 || *180lb.|
|Colada || 4d4 || 15-20 x2 || 6lb.|
|Dáinsleif || 2d6 || 17-20 x4 || 17lb.|
|Durendal || 4d6 || 17-20 x4 || 12lb.|
|Dyrnwyn || 2d6 || 18-20 x3 || 10lb.|
|Excalibur || 2d6 || 19-20 x3 || 5lb.|
|Felzuthang || 4d6 || 15-20 X4 || n/a|
|Fragarach || 2d8 || 19-20 x4 || 16lb.|
|Gram || 4d10 || 15-20 x3 || 22lb.|
|Gullsul'gurod || 3d8 || 18-20 x3 || 24lb.|
|Gynterphell || 1d8 || 18-20 x2 || 12lbs.|
|Hypherious || 1d6 || 16-20 x3 || 0/2lbs|
|Joyeuse || 2d6 || 19-20 x2 || 15lb.|
|Kusanagi || 4d4 || 18-20 x2 || 1lb.|
|Moriarch || 2d6 || 19-20 x3 || 12lb.|
|Ragnarok || 2d12 || 20 x8 || 34lb.|
|Sessho-seki || 2d6 || 19-20 x2 || 15lb.|
|Thuan Thien** || 1d8 || 20 x4 || 30lb.|
|Tizona* || Varies || Varies || Varies |
|Tonbogiri || 8d4 || 15-20 x4 || 5lb.|
|Tridalt || 2d6 || 19-20 x2 || 16lb.|
|Zuulundr || 2d4 || 20 x3 || 27lb.|
** Thuan Thien's damage is bludgeoning damage rather then slashing like a normal sword. When Unsealed, Thuan Thien's damage becomes slashing and deals 5d6 damage, and weighs only 10lb.
|Name || Damage || Critical || Weight|
|Flamehazer || 4d6 || 16-20 x4 || 0lb.|
|Frostmourn || 4d6 || 16-20 x4 || 0lb.|
|Quakesunder || 4d6 || 16-20 x4 || 0lb.|
|Thundershorn || 4d6 || 16-20 x4 || 0lb.|
Legendary Swords cannot be Sundered or otherwise destroyed, treat their hardness and hp per inch as unlimited with regeneration that is overcome only by things specifically stated that can destroy it, or that say they have the ability to destroy Legendary Swords.
The genesis blade
Amenonuhoko is a blade set on a short staff to give it a reach of out to ten feet away, threatening 10ft in all directions instead of 5ft. The blade itself is of blackened steel with a white-gold edge.
Amenonuhoko can alter the land around the bearer in order to create one square foot of material from nothing per HD the bearer possesses. There is no limit on what kind of matter it can produce so long as it is matter, not energy or anything but normal matter. It can do this once per round as a standard action, but no more than once per round should something allow you multiple standard actions.
It can create this anywhere within a 100ft cube of the bearer.
Once per month, Amenonuhoko can be used to cast the Genesis spell free of charge.
Amenonuhoko is a pole arm and a sword, its basically a sword with a greatly extended hilt. Amenonuhoko is a +6 weapon.
The Serpent Blade
Amfrost appears to be a long blade crafted from obsidian and ivory. The way it's designed appears to extend from ones forearm.
Amfrost can retract or extend itself back into a moderately sized black diamond set in a band worn just below the elbow as a free action. When it appears, it seems to ignore any clothing or armor you are wearing, dealing no damage to it when it is sheathed as though it were never there.
Amfrost has the ability to store any one poison for unlimited use until a new poison is applied, and excrete that poison as a standard action to apply the poison to another object or slip it into a drink of some sort. The weapon need not be drawn to excrete poison in this manner.
Amfrost can grant it's wearer with a +20 to hide and move silently when in shadows, and cast Darkness at will. Though only a up to one darkness area per 2HD it's wearer possesses can be used, new uses replacing old ones.
Amfrost grants it's wearer the See in Dark ability, making any sort of darkness entirely ineffective to them as though it were not there.
Amfrost can be used with an unarmed attack, dealing extra piercing damage as given on the table. It counts as a +4 weapon.
The Prismatic Blade
Caladbolg is a magnificent blade of white ivory, gold trimmings, and a silver metal makes up its blade which is lined with runes. Caladbolg whenever it strikes can effect all in a 20ft area: The square you struck, two squares that are adjacent to you and the square at the same time, and the square behind the square you struck. (5ft areas). The weapon trails a rainbow pattern of energy behind it whenever it is swung.
Caladbolg can generate a great prismatic slash, effecting a line 60ft wide and 600ft long, and 5ft thick.
It can use this once a week. The slash itself deals 4d6 damage per HD of its wielder. This slash deals x6 damage to objects. What ever it severs off is turned to ash. If you behead someone, the head turns to ash. If you lop off someones arm, it turns to ash. If you cut the top off a hill, it turns to ash and is carried away on the breeze.
Caladbolg is treated as a +6 Bastard Sword.
The immortal blade
Caledfwlch is a noble blade with runes on both sides of the blade and an red leather wrapped hilt. It has a large ruby set into its pommel.
When drawn, Caledfwlch blinds any who can see it within 30ft on a failed fortitude save DC 20.
Those who wield or wear it upon their belt are immune to death from massive damage, effects requiring a fortitude save, negative levels, bleeding, and constitution, strength, and dexterity ability damage and drain. They remain conscious and alive until -10 HP.
The owner of Caledfwlch never ages so long as the sword is in their possession, and they are blessed with youth and vitality, reverse aging until they appear 25 if they were older. This retains benefits of aging, but reverses the penalties.
Caledfwlch is treated as a +6 Longsword.
The precious blade
Claideb is a sword that has a gem like blade crystal clear blade in a silver hilt wrapped in dark black leathers with two halves of the same broken sapphire set into the pommel.
Claideb whenever naked (unsheathed) generates bright light within 10ft, out to dim light at 40ft.
Any in the area of light is drawn to the blade on a failed Will save DC 25. Their eyes enlarge and they desire to approach it, moving half their speed in a walk towards it in a daze, taking no action but to move towards it and they are considered flat footed.
Undead in the area instead make the same save or be Panicked. If they fail by 5 or more they are paralyzed and helpless in fear.
Claideb is treated as a +5 Longsword with the Ghost Touch property.
The King's Blade
Clarent looks like a large sword made entirely of black and red granite with veins that glow like lava along its surfaces. It weighs an incredible amount to any but its chosen wielder. When one touches its hilt, it can read their thoughts and desires and determine if it wishes to serve him or not. If it agrees, it lets itself weigh as though only 5lb in the hands of its chosen champion. The weapon is great and known to cleave men in two.
The weapon burns when used in battle, melting through armor and burning through shield and catching cloth aflame. Clarent treats all armor bonuses and shield bonuses as though they were half their values and deals 2d6 fire damage to those it slices. A creature killed with Clarent burns from inside out and turns to ash.
Clarent is known as the Kings blade, because the weapon guides its chosen wielder along a path through battle and glory and pushes its fate to where the blade can rule over others in the hands of its champion. (DM quest-line or open for possible future of the character).
Clarent is treated as a +6 Great Sword.
The unraveling blade
Colada is a rapier. An extremely thin blade with an ornate handguard and a knob like pommel. The entire thing looks delicate and golden, trimmed in silvers and set with various gems.
Colada has a potent ability. Whenever it scores a critical hit, the target's armor breaks apart at all seams. Straps snap, cloth tears, and the target is left naked and exposed. Weapons are unaffected. Magical armors are not destroyed, but seem to violently shake, working apart all bindings and ties, buckles and buttons, until the armor all falls apart at the start of the bearer of Colada's next turn. During the turn in which the armors shaking, the wearer takes -5 to all reflex saves, attack rolls, and subtracted from dex/dodge bonuses to the target's AC.
Colada's unraveling effect turns nonmagical clothing, ropes, and wires into shreds at even a touch, no crit required.
Colada's bearer gains a Legend bonus to attack rolls, reflex saves, slight of hand, hide, move silently, and escape artist checks.
Colada is considered a +4 rapier.
The cursing blade
Dáinsleif is a fearsome blade. Its blade is as black as midnight and always looks like a silhouette unless directly shined on by bright light. The blade's hilt looks made of red tinted steel and it appears to be wrapped in blood-stained silk.
Dáinsleif, whenever drawn, cannot be sheathed again until it has killed a man.
When Dáinsleif inflicts damage, its damage never heals without a Miracle or Wish spell and always overcomes resistances to its slashing damage and always ignores regeneration. Whats more, the blade seems to seek out flesh on its own accord in relation to how it is swung- providing a +5 Legend
bonus and ignores deflection bonuses to the targets AC. Dáinsleif effects incorporeal targets normally.
Dáinsleif is considered a +6 bastard sword.
The slaying blade
Durendal is a blade that looks to be made of bronze with a hilt wrapped in red cloth. It does not appear at all special besides the vibrant cloth, but otherwise looks like its merely a well sharpened blade of bronze.
Durendal can never be destroyed, even by things that say they can destroy legendary blades and artifacts.
Whenever Durendal deals 50 or more damage to any living creature in a single hit, it is instantly slain. This has been known to work against deities and other immortal creatures, overcoming any regeneration or immunity and killing outright. This blade has seen the death of many immortal creatures, even the Norns- Norse goddesses of fate, and has been used to stave off a hundred-thousand-strong Muslim army long enough for its owner's king to retreat to an allied kingdom.
The blade's weakness however is in the nature of the killing itself. The creature dies at the end of its next turn, and the slaying effect is Necrotic in nature. A force of negative energy. Durendal's good solid hits (50 or more damage) cause the flesh to die, the flesh blackens to almost ashlike states and the person dies due to negative energy. Thus, Durendal cannot slay what is already necrotic such as undead, or creatures that never truly lived at all, such as constructs and objects. Durendal's slaying is considered a Death effect.
Once per week, Durendal can deliver its slaying if it deals only 5 damage at once. The attack must be announced before hand, and if it misses the effect is wasted.
Durendal is treated as a +5 bastard sword.
The blazing blade
Dyrnwyn is a longsword that when wielded by its proper owner is wreathed in blue-white flames. When undead are touched by this blade, the flames instantly spread about their flesh if they fail a fortitude save DC 15 + owners charisma modifier, Turn resistance or immunity applies to this effect. If they succumb, the flames burn about their long dead flesh and they are destroyed, exploding in bright white-orange flame that deals damage to all undead in 30ft. Dyrnwyn can effect any undead, and not even ethereal undead retain their miss chance against it.
Dyrn is treated as a +6 longsword with ghost touch and effects ethereal properties. When in the hands of someone who is not its owner, it is a normal longsword that isn't even considered masterwork as the blade dulls itself. In addition, those who touch the blade when the owner is not at the time, they must make a will save DC 30 or immediately seek out the owner, guided by the blade (even if the owner does not know about the sword yet), and give it back to them.
The Knight's Blade
Beautifully polished tapering blade of the shiniest steel with three fullers
Crossguard made of torqued gold, with red gems at the tips of the cross and on the pommel. Black leather hilt.
In knightly style, and for those knightly days, this is the weapon you want to have by your side in a tourney. Especially good against armoured and shielded opponents, it is adamantine (so bye bye DR when sundering) and is a weapon of wounding (maybe not as good as Keen, but let's not make them ALL keen weapons). That CON loss at every hit will soon force you to gallantly acknowledge yer defeat and yell "mercy!" or "quarter!". The weapon is even more effective in the hands of a good erring knight, as it is legally aligned (so all agitators and black knights causing strife and bringing chaos to the land be warned!). It just so happens to be good Vs witches and ogres (a knight's fare, ca va sans dire) as they re chaotic too. Excalibur will SNAP is used to strike down an opponent who has surrendered and no longer poses a threat, especially if said opponent has fought valiantly, and fairly, for whatever cause (even if it is an evil cause). The sword rewards valour and boldness, so the bonuses provided by a charge are doubled. If the opponent is dismounted, or has no shield, and the wielder also dismounts, or drops the shield, excalibur grants the owner a +5 Legend
bonus to all saves for the duration of that combat.
Better than excalibut is its scabbard: made FOR the sword, covered in red silk and lined with ancient celtic runes in gold silk thread, as long as the scabbard is by the knight's side (or even in his hands) there can be almost no blood loss. CON loss due to bleeding is denied up to 5 points, and the owner reganerates up to 5 HP per round if dealt by piercing and slashing weapons.
There is a catch: the cuts are still there. If the scabbard is dropped, they all re open. The HP suffered up to that point return (as in, they are subtracted from the total remaining) at a rate of 5 per round. (too much book keeping?)
Excalibur is a Legendary +5 Adamantine Axiomatic Bastard Sword of Wounding
Charge to-hit bonus is +4
If the owner does not take advantage of a situation, +5 to all saves
The Dragonbone Sword
The Dragonbone Sword looks less like an actual blade than it does a sliver of bone. It is milky white in coloration and wrapped with a simple black leather handgrip. It has no crossguard or noticeable pommel.
The Dragonbone Sword can only be held or wielded by its owner, the one responsible for slaying the dragon who's shattered bones formed the blade. Anyone else who attempts to touch the blade finds that their hand passes through it.
The Dragonbone Sword ignores all armor, deflection, natural armor and enhancement bonuses to the opponent's AC. This is because the intangible nature of the sword allows it to pass through material objects without harming them, striking at the flesh underneath.
At will, the weilder can attempt to sunder the opponent's weapons and armor as if they had the Greater Sunder feat with a +5 Legend
bonus from wielding the blade. This sunder attempt ignores all hardness. If the weilder makes a sunder attempt the blade deals no damage to the opponent.
Once per encounter, the Weilder can automatically confirm a critical hit against any opponent they threaten.
The only way to take possession of The Dragonbone Sword is to slay the current owner of the blade.
The Dragonbone Sword is considered a +5 Longsword.
The Inquisitors Blade
Fragarach looks like a normal broadsword made of iron and steel with a brown leather wrapped hilt and without adornments. However, the blade is far from normal.
Fragarach ignores any armor, shield, natural armor, or deflection bonus to armor class. It effects incorporeal and ethereal targets normally. It ignores hardness on objects, even walls and doors, and deals twice damage to such objects. Fragarach can Sunder legendary swords and artifacts, but without ignoring hardness.
Fragarach can channel its wielder's will to create gusts of wind that can knock creatures on their asses of up to Huge size if they fail a strength check vs a strength check of the owner using the owner's highest mental stat and a +5 Legend
bonus from the blade. Its draining, usable only once in an encounter. The gust of wind effects a cone out to 60ft.
When Fragarach is held towards the throat of a sentient creature, it paralyzes them (no save) so long as the sword is held in the same place. Creatures paralyzed can still talk and make miniature movements enough to nod or shake the head and they cannot tell lies or avoid whole truths and are compelled to speak vs a DC 30 will save to avoid talking at all. The owner can make a diplomacy check and add 1 to the save for every 5 points scored with the diplomacy OR intimidate check. The paralysis and truth-telling effect are both Mind Effecting.
Fragarach is treated as a +6 longsword.
The dragonsbane blade
Gram looks like a black bastard sword with a red-metal hilt and set with an opal in the pommel.
Gram deals double damage to dragons and dragon-kin such as kabolds, and ignores any natural armor bonus derived from scales. Whenever Gram deals 50 or more damage to a dragon, the blow builds energy and suddenly extends its cleave to slash through the entire dragon's body in a straight line, dealing x10 damage and 5d12 constitution damage.
The wielder of Gram always knows the direction to the nearest Dragon or nearest group of 5 or more dragon-kin.
Gram is treated as a +5 bastard sword.
The Trollking's Blade
Gullsul'gurod is a great sword summed in part by three words; Gray. Lifeless. Dead. That is what the Blade looks like unwielded. It's hilt, a simple steel thing, with some dull tarnished gems and metal.
And then, a Leader picks it up. The Gems glow far more strongly, sparkling and shining in a thouand hues, the Blade starts to hum and shake, as it's thousand threads roar to new life, glowing red and gold, with a strength on the leadership abillity of it's wielder. But it shimmers, and it's plae gray steel turns into shining titanium, a blade pulled from a gods forge.
Gullsul'gurod overcomes all forms of physical damage reduction. It also grants it's wielders a +8 Legend
Bonus to Cha. However, if they have the leadership feat, they gain *3 the number of followers. If they have extra followers, this increases to *10. If they have epic leadership, it increases to *25. If they have Legendary commander, it increases to *100.
Gullsul'gurod is considered a +5 Greatsword.
The Nature's Wrath
Gynterphell is a subtly curved blade of a greenish steel. The back of the blade seems to be serrated with thornlike growths down to the pommel which is sharply curved to finish the blade. The hilt is wrapped in golden cloth.
Gynterphell has the ability to command nature. Gynterphell glows red when dipped in contact with poison of any sort, then fades back to it's greenish color as it absorbs the poisons into a small sack like formation that grows at it's base which can be plucked, giving you the poison while purifying the food or drink. If the blade has purified in this manner within 24 hours to use the Poison spell on the next target it damages if the bearer wishes.
When the sword is pointed at an animal within 10ft, the creature stops as though paralyzed and stares fixated at the bearer of the blade. Through the blade, the bearer can talk to the animal and the animal understands while the bearer understands the animal. Once anyone makes a hostile action towards the animal or the blade is lowered, the communication and the paralyzation ends. This can be used against any living creature and not just animals with a will save DC 20 to ignore the effect. Unlike Fragarach however, they are not compelled to tell the truth.
When the blade comes in contact with metal, it violently tries to destroy it causing it to heat up as though by the Heat Metal spell.
It's primary abilities however are in controlling plant life, Gynterphell can use Entangle, Commune with Nature, Tree Stride, Speak with Plants, Plant Growth, and Diminish Plants at will.
If Gynterphell is somehow sundered or destroyed, it can regrow itself over 12 hours from any part of it in possession of it's bearer.
Gynterphell is a +4 longsword that does not count against a druid's inability to associate with metal.
The bloodless blade
Hypherious appears to be a gold ring with intricate designs inlaid within, a single deep, vibrant ruby is set in the middle beside two small red between two small pink diamonds with three minute diamonds of the standard coloration beside the pinks. The ring is worn on the index finger and rubbed with the thumb along the inner diamond, to the pink, and down to the outer diamond and in to the middle before up to the ruby. This activates Hypherious causing it to manifest in the wearer's hand. It's bladed form appears to be a long subtly curved blade that ends in a sharp barb that points back, many spikes run down the back of the blade, much smaller than the barb. The blade's edge looks like it's intended to be white metal, but is stained with blood. The blade itself is of black metal. When the ring is first put on, spikes jut inward locking the ring to your finger and infecting you with vampyrism. However, the ring protects against sunlight (Only if it was Hypherious that infected you).
Every 5 damage you deal with Hypherious you restore 2 hp and gain 3 temporary HP while dealing 1 point of constitution damage to your target. This is a blood-drain effect.
Every living creature Hypherious kills grant's it's bearer +1 to one ability score as a legend
bonus to a maximum of +4, no more than +2 to one ability. Further killing only grants 5 temporary HP that lasts for six hours to a maximum of 1/4th total HP.
All damage Hypherious deals to vampires is considered untyped damage, and the bearer of this weapon gains the ability to Turn or to Rebuke (Either or) as a cleric of their level but only against vampires.
By taking 1d6 damage you can force the weapon to transform itself into a two handed scythe instead, which changes damage to 4d4 and the critical multiplier to 4. Lasts a number of rounds equal to the damage taken, 1d10 round cooldown. All ability score bonus the weapon has granted is doubled for it's duration.
Hypherious is considered a +4 longsword, or a +4 scythe.
The joyful blade
Joyeuse looks like a longsword, but its peculiar and is said to change its color thirty times in a day on the whim of its owner. Beyond its color, it looks magnificently crafted, as intended for a king.
Those who look upon Joyeuse are instantly enamored by its beauty and have their disposition improve by one step towards its owner. They could never think of stealing the blade, as per enchantment, but desire to be in its presence always by serving its owner. On a failed will save DC 15 + owner's charisma, the person changes disposition to become Helpful to the owner and perfectly loyal.
Joyeuse's enchantments do not inspire love of the partnering sort, but a love more like between a parent and child (Owner being the parent of course). Joyeuse cannot be used to break families or or lead people to their deaths when the owner knows the grim chances.
When a Knight is Knighted, or a similar ceremony in which someone rises in rank and swears service takes place, and Joyeuse is used to perform it- the knighted creature gains a +5 Legend
bonus to all actions made in the line of duty and can remain conscious until -10 hp.
Joyeuse is considered a +5 longsword.
The sky blade
Kusanagi is a black iron blade that looks something similar to a roman sword despite its more oriental origins. The blade has no hand guard and its bladed portion fades smoothly into a rounded hilt with a curved T shaped pommel. The entire blade appears crafted from a single piece of metal without any adornments.
When in combat or the intend to be wielded as a weapon is identified by its wielder, Kusanagi's edges flair up with thin violent ribbons of turning wind giving the otherwise poor looking blade a fine edge for slashing, like a chainsaw of wind.
Kusanagi has the power to control winds. As an immediate action, Kusanagi can deflect or negate instantly any air or wind based spells and effects. Some effects require a standard action, such as sending a slashing gale to dissipate a raging tornado, or a full round action to send flurry of wind to repel a hurricane.
Kusanagi can use Control Winds as the spell at-will. It can use control weather ten times per day as a standard action.
The bearer of Kusanagi can fly with a fly speed of 120ft at perfect maneuverability.
Kusanagi is considered a +6 short sword.
The Hallowed Blade
Moriarch is a gleeming white-gold blade with a deep celestial-bronze hilt ended in a large diamond set into the pommel.
Moriarch is considered Hallowed, and the area within 1,000 feet of the blade is also considered Hallowed whenever the blade is in contact with a throne governing the area that would be effected. If no such throne exists, or it cannot be in contact with the throne for whatever reason (or just isn't), Moriarch only hallows all 5ft squares adjacent to its own.
Any nonsentient undead that is damaged even by 1 point by Moriarch is enveloped in white fire and reduced to ashes. Sentient undead that are dealt 50 or more damage are instantly destroyed unless they succeed on a turn undead check VS Moriarch's bearer's Cha + 10 + its HD. The Undead's modifiers to Turn Undead provide bonuses to its save.
Moriarch is considered a +6 bastard sword and can hit incorporeal and ethereal targets normally.
The Armageddon Blade
Ragnarok is a large blade that looks like Clarent, the King's blade. It is completely indistinguishable to anyone but a divination master of at least 31HD who can identify it using a Commune spell.
Ragnarok leads the owner along the same path Clarent does, guiding it towards becoming King. But when it does become King, great calamity falls and slowly the world will turn to ash. It starts with the Kingdoms that are enemies or hostile with the bearer's country, scorching their lands with fires, earthquakes, volcanos, and meteorites.
The chaos spreads to each country in in order of threat to the king's country, destroying them one by one. At the same time, a great fire also spreads from the opposite side of the world, the land there falling into the planets core, becoming one with all the magma turning the planet into a sea of fire even as it selectively strikes down kingdoms closer to the country Ragnarok governs.
But, in the end, when all else is destroyed the blade's ever hungry desire for destruction destroys its own country, the world nothing but a sea of molten lava. All connections from the planet to any linked planes are burned, and the blade is gone, reappearing ten million years later to beckon the end of the world once more, after its had time to recover.
Ragnarok has all the abilities of Clarent except as noted here.
Like Clarent, Ragnarok is treated as a +6 Great Sword.
The spirit's balde
Sessho-seki is a short, straight sword with one side sharpened to a great degree and ends on a tip on the opposite side, sharply redirecting to the tip forming a somewhat odd shape. The flats of the blade are black steel, the blade portions are a contrasting white steel.
Sessho-seki is haunted by the spirit of a great nine tailed fox, its spirit rages ethereally around the blade. Its Gargantuan sized and stands over the bearer of the blade. It deals a claw attack against anyone entering within 30ft of the bearer of Sessho-seki, dealing 2d6 +10 damage and repeating at the start of its next turn if it remains within 30ft. Once per encounter, the nine tailed fox can release a supernaturally charged roar of terror causing all within a mile to be taken with fear, panicking them on a failed will save DC 25 and shaking them even if they succeed for 1d10 rounds.
When the blade attacks, it is charged with the power of the nine tailed fox, any cut from the Sessho-seki bleeds for 2 hp at the start of its turns. The bleeding cannot be recovered from unless the bearer of Sessho-seki who cut them is slain. The bleeding damage stacks ever other cut, but multiple cuts only cause 1 point of bleeding damage instead of the initial 2.
Sessho-seki is considered to be a +5 short sword.
The Bound Blade
Thuan Thien is a greatsword whose blade is wrapped in a heavy adamantine chain. Its crossguard is a simple steel bar but with a golden key lock in the center. The pommel of the sword is shaped like a key and looks as though it would fit in the lock in the crossguard.
The lock in the center of Thuan Thien's crossguard resists all magical and mundane attempts to pick it. Spells automatically fail and lockpicks or weapons that try to break open the lock shatter immediately. The only way to unlock the sword is to use the key in its pommel.
As a standard action, the weilder can remove the pommel of Thuan Thien and insert the key into the hilt, turn the key and unseal the sword. Unsealing the sword has several effects.
First, Thuan Thien sheds bright light out to 30 ft, and dim light out to 60 ft. beyond that (for a total of 90 ft.). Creatures caught in the bright light (other than the wielder) must make a fortitude save against DC 25 or be blinded for 2 rounds.
Second, unsealing Thuan Thien places the weilder under the effect of an Enlarge Person spell for the duration of the unsealing. This is considered an extraordiary effect.
Third, in its unsealed state Thuan Thien provides a +10 Legend
bonus to each of the wielder's physical stat modifiers for a number of rounds equal to the wielder's original constitution modifier. After the rounds are up, Thuan Thien returns to its sealed state and the wielder takes damage to each physical stat equal to the number of rounds that Thuan Thien was unsealed. This damage cannot be restored by any spells or potions, it must be healed naturally. If a wielder dies due to ability score damage like this, their body crumbles to dust and no spell save Wish or Miracle can restore them to life.
Thuan Thien is considered a +6 Greatsword.
The mystery blade
Tizona appears to be a large sword, it looks like a bastard sword but even larger, acting as a great sword. The blade has a golden hilt, nobly crafted with curved hand guards and a crownlike pommel.
Tizona's power is always different based on who wields it, magnifying certain traits in the bearer and using them to puzzle together a custom ability in relation to its owner as it
In addition, any who meets Tizona in battle who have less HD then its bearer are instantly Panicked, instead of running they only cower in fear "I am defeated", the fear making them feel like no matter how far they run they'd never get away. Their defeat is final and inevitable, the only option to cower, and grovel, to plead for their life.
Tizona is considered a +5 great sword.
The blade of blades
Tonbogiri is a long, subtly curved sword. Its graceful blade is glistening steel crafted fold after fold and sharpened to an incredible point and blade. Its thiner blade starts from a noble black hilt with a olden guard with red cloth wrapped in a crisscrossing pattern.
Tonbogiri's blade is legendary blade that's blade is so supernaturally sharp, its said to have been crafted by the gods, who crafted the blade using the winds and the aid of spirits of steel to create the perfect edge.
Tonbogiri deals five times its damage to Constructs and Objects.
Tonbogiri can sunder other legendary swords and ignores hardness on any object (Except legendary swords, legendary swords behave normally as if they were normal weapons, no ignoring anything.). Natural armor, shield, or armor bonuses don't apply against attacks by Tonbogiri.
Tonbogiri behaves as a +6 Bastard Sword.
The Captain's Blade
Tridalt is a curved blade that looks to be made of sea-green stone set in a bone handle with a skull pommel that has two rubies in its eye sockets.
Tridalt has the ability to cast Miracle, but only in relation to a single ship the captain owns. Tridalt can make the ship fly, repair its damage, bolster its defense- its wood acting as stone, or animating all the rope to make trip and grapple attempts, animating the cannons, or even turning the cannons into fireball-shooting super-things. It can directly control the movement of the ship as well, greatly increasing its speed and maneuverability.
Tridalt is considered a +5 Cutlass.
The Scaled Blade
Zuulundr has a blood red blade with a bright scarlet edge. Along the flats of the blade, it appears to have flames carved into the blade. The handle itself is, unmistakably, crafted from dragon scales and a small reptilian eye is set in the pommel. The hand guard looks like a roaring dragon's mouth, from which the flame-carved blade protrudes.
Zuulundr has the power to cast True Resurrection at-will to bring back into being adult dragons, but only chromatic ones, even those who have been dead for thousands of years or more. The blade is said to beckon the end of Man, bringing into being the Age of the Dragon where the scaled kind rule over all other life in a tyrannical lawful-evil world.
The sword appears to completely enslave dragons it has resurrected, but this side effect wears off once a hundred dragons have been resurrected.
It is said, in ancient past, Zuulundr was used to combat Ragnarok, bringing forth countless dragons to combat the end of the world at the hands of Ragnarok's tyrannical king. The period is referred to as the Crimson Hour, a sixty year period of chaos and fiery death. It took several thousand years for the world to recover, and seas of fire remained for many more centuries as did volcanic activity and earthquakes, as well as many dragons that still roamed the skies. The Crimson Hour's impact on the world was felt for the next four hundred thousand years before all was in harmony again.
Zuulundr is considered a +6 longsword.