World:Hobbes FR Campaign/Game Info/House Rules/Melee Weapon Special Abilities
The deathbringer blade ability can be applied to any slashing or piercing melee weapon. It functions as a sword of life stealing bestowing a negative level when it deals a critical hit. The wielder gains 1d6 temporary hit points each time a negative level is bestowed on another. These temporary hit points last for 24 hours. One day after being struck, subjects must make a DC 16 Fortitude save for each negative level or lose a character level.
In addition, as a move action on his own turn the wielder can choose to let the weapon steal his own life. This can only be done voluntarily and results in the wielder’s immediate death as if by death magic. When this is done, the weapon immediately explodes dealing 1d6 points of negative energy damage per level or hit die that the wielder possessed to anyone within 10 ft. Anyone within the area of effect of this explosion can make a DC 16 Fortitude save for half damage. The weapon is destroyed if this action is taken.
Strong necromancy; CL 17th; Craft Magic Arms and Armor, death knell, enervation; Price +3 bonus.
A wraith weapon can strike both corporeal and incorporeal creatures, since the weapon exists in both the Ethereal and Material planes. In addition it strikes material opponents as an incorporeal touch ignoring armor bonuses to AC. On a successful hit, the struck creature must make a DC 17 Fortitude save or take 1d6 points of Constitution damage. If a critical hit is scored, the Constitution loss is drain unless the save is made. On each successful attack that deals Constitution damage or drain, the wielder gains 5 temporary hit points. This attack is similar to the incorporeal touch of the wraith as detailed in the Pathfinder Roleplaying Game Bestiary. It does not create spawn.
Strong necromancy; CL 17th; Craft Magic Weapons and Armor, energy drain; Price +4 bonus