Dawn of the Thirster: The Horsemen Ride Again
Weapon of Death
+5 vampiric icy burst starmetal katana of ghost touch
Damage:1d8+5 (1d10 cold)
Legendary Points: 4
Starmetal: This is a unique type of magical metal falls from the heavens only rarely, during the appearance of the comet Alhazarde. This metal is incredibly hard, similar to adamantine in many respects. It also has a special affinity for the Material Plane so any outsider hit with this metal takes an additional 1d6 damage from it.
(katana ability) Deadly: When you use this weapon to deliver a coup de grace, it gains a +4 bonus to damage when calculating the DC of the Fortitude saving throw to see whether the target of the coup de grace dies from the attack. The bonus is not added to the actual damage of the coup de grace attack.
Vampiric: When hitting any living opponent , the vampiric weapon adds 1d4 hit points to the wielder’s current hit points. Any hit points above the wielder’s maximum are treated as temporary hit points (multiple additions of temporary hit points don’t stack) and disappear after 1 hour. On a critical hit, the wielder gains 4 hit points, no roll is needed.
Icy Burst: An icy burst weapon functions as a frost weapon that also explodes with frost upon striking a successful critical hit. The frost does not harm the wielder. In addition to the extra damage from the frost ability, an icy burst weapon deals an extra 1d10 points of cold damage on a successful critical hit. If the weapon’s critical multiplier is x3, add an extra 2d10 points of cold damage instead, and if the multiplier is x4, add an extra 3d10 points.
Even if the frost ability is not active, the weapon still deals its extra cold damage on a successful critical hit.
Ghost Touch:A ghost touch weapon deals damage normally against incorporeal creatures, regardless of its bonus. An incorporeal creature’s 50% reduction in damage from corporeal sources does not apply to attacks made against it with ghost touch weapons. The weapon can be picked up and moved by an incorporeal creature at any time. A manifesting ghost can wield the weapon against corporeal foes. Essentially, a ghost touch weapon counts as both corporeal or incorporeal.
Undetectable: This grants its bonded user the ability to become utterly undetectable while invisible. While invisible and in physical contact with this item, the bonded creature can’t be detected or scryed by any method.
Deathless-The target’s soul is strongly anchored to its body, preventing death from hit point damage. No matter how low the target’s hit points get, it remains alive (though not necessarily conscious).
This spell doesn’t prevent death from sources other than hit point damage—such as Constitution damage or drain, death effects, or energy drain. Spells that cure hit points affect the creature normally.
Mythic: If you expend one use of mythic power when you cast the spell, you become an anchor for the souls of you and your cohorts. The range increases to 30 feet, and instead of affecting one creature, it affects all allies within a 30-foot-radius emanation centered on you.
Augmented (8th): If you expend three uses of mythic power, the range increases to 1 mile, and the area to a 1-mile-radius emanation centered on you.
This dark blade seems to pull in the light around it, and leaves a faint trail of darkness behind it with each swing. There is no way to tell how many lives have ended on this morose blade, but it is sure to be many.