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Sword of Sloth, Shin-Tari

Source Artifacts and Legends pg. 51
Aura strong conjuration CL 16th
Slot none; Price —; Weight 2 lbs.

Statistics

Alignment LE; Ego 25
Senses 30 ft. (vision and hearing)
Int 18, Wis 10, Cha 10
Communication speech/telepathy (Common, Thassilonian)
Powers If the sword is active (see Dormancy below), it can cast create food and water, endure elements, and cure serious wounds 3 times per day.

Description

A scene of imperial decadences depicted in fantastically fine etchings—which seem to change upon each consideration— covers the surface of this +5 short sword. Every time Shin-Tari successfully damages a creature, it gains the bane weapon special ability, with the target’s creature type being its designated foe. This additional weapon quality actives after the weapon first strikes an opponent, granting additional damage to subsequent attacks but not the first attack. The bane weapon special ability persists for the rest of the day, or until the sword strikes a foe of a different creature type. Additionally, whenever Shin-Tari strikes a Large or smaller foe, the target must succeed at a DC 20 Will save or be affected as per the spell dimension door. This effect functions as the spell, but Shin-Tari’s wielder determines where his opponent is transported to, and the destination must be within the wielder’s line of sight. The wielder cannot teleport an opponent into a space occupied by another creature or a solid object. Only one creature can be affected by this ability each round, and the target can act as normal on its next turn. If the sword scores a critical hit, the target must succeed at a DC 25 Will save or be affected by the spell teleport. The sword’s wielder determines the destination, which must be very familiar to him.

Dormancy The Alara’hai were crafted to serve the runelords of Thassilon. In modern times, however, these runelords lie dead or dormant. With no lords to serve, the weapons of their champions lie dormant as well, reducing each to a +2 weapon with the noted weapon special abilities (those detailed on page 469 of the Core Rulebook) but no other properties. The only way to awaken one of the blades is to restore its runelord master to active life or have some other legitimate ruler take up its master’s mantle (the weapon determines what is considered legitimate). The swords can detect such restorations and f lare to full power immediately, demanding their wielder seek out the restored runelord and swear eternal fealty.

Destruction

Each of the Seven Swords of Sin can be destroyed merely if commanded to break. That command, however, must come from the rightful runelord of the nation and school of magic associated with the blade.