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Life's Last BreathWeapon 18


UniqueDeadlyD8EvilMagicalNecromancyTwoHandD10
Source Pathfinder #155: Lord of the Black Sands
Damage 1d8 Slashing
Type Advanced
Price 23,500 gp
Weight 2 bulk

The twin serrated blades of this legendary rhoka sword are dull black and constantly drip with blood. Life's Last Breath is said to have been forged centuries ago for an unknown urdefhan general and has since fallen into the hands of countless other powerful urdefhan warlords.

Life's Last Breath is a +3 greater striking Unholy Wounding rhoka sword with the following special abilities.


Activate Reaction command

Frequency once per day

Requirements You successfully Strike a creature with Life's Last Breath


Effect You cast a 9th-level Paralyze spell on the target.


Activate Reaction envision

Frequency once per 10 minutes

Trigger You successfully Strike a creature with Life's Last Breath


Effect The target must succeed at a DC 38 fortitude or take 4d6 negative damage; you gain an equal amount of temporary Hit Points that last 1 minute.

Traits

Unique

A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.

Deadly

On a critical hit, the weapon adds a weapon damage die of the listed size. Roll this after doubling the weapon's damage. This increases to two dice if the weapon has a greater striking rune and three dice if the weapon has a major striking rune. For instance, a rapier with a greater striking rune deals 2d8 extra piercing damage on a critical hit. An ability that changes the size of the weapon's normal damage dice doesn't change the size of its deadly die.

Evil

Evil effects often manipulate energy from evil-aligned Outer Planes and are antithetical to good divine servants or divine servants of good deities. A creature with this trait is evil in alignment. An ability with this trait can be selected or used only by evil creatures.

Magical

Something with the magical trait is imbued with magical energies not tied to a specific tradition of magic. A magical item radiates a magic aura infused with its dominant school of magic. Some items or effects are closely tied to a particular tradition of magic. In these cases, the item has the arcane, divine, occult, or primal trait instead of the magical trait. Any of these traits indicate that the item is magical.

Necromancy

Effects and magic items with this trait are associated with the necromancy school of magic, typically involving forces of life and death.

TwoHand

This weapon can be wielded with two hands. Doing so changes its weapon damage die to the indicated value. This change applies to all the weapon's damage dice, such as those from striking runes.