Weapon Abilities

Answering (+1 Bonus): If the wielder of an answering weapon is using the opportune parry and riposte deed, the weapon's enhancement bonus increases by 4 (to a maximum of +5).

Blood-Hunting (+1 Bonus): A blood-hunting weapon excels against enemies with the bloodline class feature. Against a designated foe, the weapon's enhancement bonus is 2 better than its actual bonus. It also deals an additional 2d6 points of damage against such foes. When combined with abilities like bane or spirit-hunting, the enhancement bonus increases granted by these abilities don't stack, but an extra 1d6 points of damage are added to the additional damage for each special ability beyond the first. (For example, a bane blood-hunting weapon would deal 3d6 additional points of damage, and a bane blood-hunting spirit-hunting weapon would deal 4d6 additional points of damage.) To randomly determine a weapon's designated foe, roll on the following table. Other designated foes are possible, but most of these weapons a retuned against creatures with the following bloodlines

d% Designated Foe
1-5 Aberrant
6-15 Abyssal
16-30 Arcane
31-35 Celestial
36-40 Destined
41-50 Draconic
51-60 Elemental
61-70 Fey
71-80 Infernal
81-90 Undead
91-95 Other
96-00 All

Bloodsong (+1 Bonus): This special ability can be placed only on slashing or piercing melee weapons. While the wielder benefits from a raging song performance (whether her own or from an ally), this weapon gains the keen weapon special ability. If the wearer confirms a critical hit while under the effects of a raging song, she gains 1d10 temporary hit points that last until they're reduced to 0 or the raging song ends, whichever comes first. If the weapon's critical multiplier is x3, add 2d10 temporary hit points instead; if the multiplier is x4, add 3d10 temporary hit points instead . While its powers are active, the weapon vibrates and makes a barely audible hum that rises to a shriek of triumph when it confirms a critical hit.

Brawling (+1 Bonus): This weapon special ability can be applied only to brass knuckles, a cestus, a sap, or a light bludgeoning weapon. The wielder of this weapon gains an enhancement bonus on combat maneuver checks equal to the enhancement bonus of the weapon.

Confounding (+1 Bonus): When the wielder confirms a critical hit with a confounding weapon, she can spend 1 panache point to attempt a combat maneuver to disarm, reposition, sunder, or trip the target as an immediate action, gaining a bonus on the combat maneuver check equal to the enhancement bonus of the confounding weapon. This combat maneuver does not provoke an attack of opportunity. The wielder can't use panache gained by confirming the critical hit to activate this ability.

Distracting (+1 Bonus): Weapons with this special ability cause foes struck by them to have difficulty controlling their magic. Any time a creature that has been struck by a distracting weapon would have to succeed at a concentration check to complete a spell or use a special ability or item, the DC of that check increases by 5. This distraction lasts for 1 minute. Once a distracting weapon affects a creature in this way, that creature can't be affected by a distracting effect for 24 hours, though it can be affected by a greater distracting effect.

Distracting, Greater (+2 Bonus): Weapons with this special ability cause foes struck by them to have exceptional difficulty controlling their magic. Any time a creature that has been struck by a greater distracting weapon would have to succeed at a concentration check to complete a spell or use a special ability or item, the DC of that check increases by 10. This distraction lasts for 1 minute. Once a greater distracting weapon affects a creature in this way, that creature can't be affected by a distracting or greater distracting effect for 24 hours. If a greater distracting weapon is used on a creature already affected by a distracting weapon's effect, the two effects do not stack; the distracting effect ends, and the creature is affected by the greater distracting weapon's effect instead.

Exclusionary (+3750 Gold): When the wielder of a n exclusionary weapon damages a creature with it, she can choose to not affect that creature with any channel energy ability she uses within the next minute. The maximum number of targets the wielder can exclude at one time is equal to her Wisdom bonus plus the enhancement bonus of the exclusionary weapon. If the wielder of an exclusionary weapon strikes a creature that would cause her to go over this limit, she loses the ability to exclude the target she has been excluding for the longest amount of time.

Exhausting (+3 Bonus): This ability can be p laced only on melee weapons. An exhausting weapon can bring a great weariness to opponents in battle. On a critical hit, the wielder can choose to forgo the additional damage dice to instead sap the struck creature's strength and stamina, causing it to become exhausted. Opponents that are already exhausted don't suffer any additional effects, and creatures immune to the effects of exhaustion or to critical hits are not affected.

Fate-Stealing (+1 Bonus): This special ability can be placed only on melee weapons. When a fate-stealing weapon strikes a creature that possesses either grit or panache, the wielder can steal 1 grit point or panache point as a swift action. When the wielder steals a grit or panache point, she can regain 1 grit point or 1 panache point (if the wielder has any). The wielder can use a foe's grit to restore her own panache, or use a foe's panache to restore her own grit.

If the wielder attempts to use this ability against a foe that isn't a grit or panache user, or that currently has no points of grit or panache remaining, the wielder doesn't expend an action, and the attempt fails.

Flamboyant (+1 Bonus): This special ability can be placed only on one-handed or light piercing melee weapons. A flamboyant weapon has its own magical reservoir of panache that its wielder can spend to use her deeds. Usually this panache is stored within a jewel or other adornment. This reservoir holds 1 panache point, which is refreshed at the start of each day.

Whether or not the wielder of a flamboyant weapon has any deeds, she can always spend 1 panache point from the flamboyant weapon to reroll an attack made with it that missed due to rolling a natural 1 . When the wielder does so, she must take the second result, even if it also misses.

Flamboyant, Greater (+3 Bonus): This special ability can be p laced only on one-handed or light piercing melee weapons. A greater flamboyant weapon is nearly identical to a flamboyant weapon, but its reservoir holds 3 panache points instead of 1. A weapon cannot have both this special ability and the flamboyant special ability.

Flying (+5 Bonus): This ability can be placed only on melee weapons. A flying weapon acts as a dancing weapon, but while dancing it can be directed to attack foes up to 30 feet away. Additionally, at any time (even if the weapon is not dancing), the last wielder to draw the weapon can will it to return to him as a swift action. It flies up to 500 feet per round to return to its wielder, making one sunder attempt per round to penetrate any barrier it can't fly around and a combat maneuver check (using its last wielder's CMB) against the CMD of any creature that attempts to hold or restrain it (bursting free on a successful check). When it returns to its wielder, the weapon flies into an empty hand or, if its wielder does not have a free hand, falls at his feet. If the weapon can't return after 4 rounds, it falls inert.

Fortuitous (+1 Bonus): This special ability can be placed only on melee weapons. A fortuitous weapon grants the wielder more attacks of opportunity. Once per round, when the wielder of a fortuitous weapon hits with an attack of opportunity, he can make a second attack of opportunity with this weapon against that foe at a -5 penalty.

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