1. Magic Item Variants

Techology Items

None of the items, magic or mundane, in the Pathfinder Technology Guide exist on Toril, as Numeria doesn’t exist, and are therefore banned content.

Removing the Errata

Paizo is notorious for knuckling under to pendantic PFS whiners and nerfing equipment into the ground after publication. We don’t play that game. The first printing of Ultimate Equipment is here.  If the item you want differs in this book vs. the SRD revisions on Nethys, you may use the un-errata’d writeup for the piece of equipment instead.

Named Item Customizations

Clarification that we can, in fact, customize named magic items either at purchase/character creation or subsequently using the proper item creation feats. Supporting text found in Inner Sea Gods campaign supplement (emphasis on supporting passage):

This section focuses on relatively inexpensive magic armors and shields that low-level characters can afford. For higher level characters, remember that these armors can be upgraded like any other magic item by adding “plus equivalent” or “gp value” abilities, then paying the difference between the original item’s price and the price of the item when upgraded with the additional special abilities. Likewise, variants of these armors may exist using different types of armor, such as Deadeye leather, which is made from leather armor instead of studded leather. The full rules for customizing magic armor and shields can be found in Chapter 15 of the Pathfinder RPG Core Rulebook.

Because enhancement bonuses to AC and attack rolls are removed from named magical items, you have the option of either deducting the cost of these from a named magical item (thus reducing cost) or you may add an equivalent number of +X bonuses in armor/weapon abilities.

Magic Items and Wearing for 24-hours

Paizo’s written rulings on magic items that take 24 hours before the item’s magic takes effect puts appeasing and regulating Society play ahead of immersion, unless we’re to assume that everyone sleeps in boots, armor, holds a weapon or keeps it sheathed on their person, etc for 24 hours. It also means that you can’t simply hold an item aside until and unless a situation required it.

Instead, magic items do not need this wait time in order to function if they were written otherwise. You can put it on; it works. Instead, when you take off a magic item, its dweomer lingers such that if you put on an identical item (such as two pair of bracers of Falcon’s Aim), it does not grant any additional function beyond the first copy of that item that’s worn during the same game session, much like trying to wear two of the same item at the same time would do.

Likewise, you do not have to wear your armor, hold your weapon, etc for the attunement bonuses for 24 hours from Automatic Bonus Progression to apply to it. The weapon/armor you choose to attune at the start of your session is the weapon/armor that gets the bonus when you use it, and that lasts for the duration of the game session, the exception being when you take the split attunement option to apply to two different items, in which case you can swap between the two with impunity.

Item Crafting Costs

Adressing properties of magic items created custom that aren’t explicitly delineated in the SRD:

  • Bonus Feat: A magic item property that conveys a feat costs 10,000gp; each prerequisite for this feat increases the cost another 50%; this percentage is cumulative, so the first prerequisite increases the cost by 5,000gp, the second one increases it by 7,500gp, etc.
  • Class Feature: A magic item property that emulates a static, extraordinary class feature costs 25k (like a Ring of Evasion); any feature desired must be approved by DMs before crafting.

Nimble Shot is ridiculously high priced for being able to shoot at close range without drawing opportunity. House ruled to +3 because that’s the cost of putting the Training property for Point Blank Master and its prerequisites.

3e and 3pp Magic Items

Magic item content from 3pp and Forgotten Realms materials are allowed in our setting. If something seems it should be altered for Pathfinder’s updated ruleset, discuss it with us. Some of the specific callouts will follow:

Bowstaff
Source: Magic Item Compendium

Price: 2,600 gp,
Caster Level: 15th,
Aura: Strong; (DC 22) transmutation,
Activation: Swift (command)
Weight: 4 lb.

This thin, flexible quarterstaff has a bulge in the center and tapered tips.

By activating a bowstaff, you can change this masterwork quarterstaff into a masterwork longbow or back again. Each version performs like a regular weapon of its kind. Unlike a double weapon, the base cost modifiers to enchant a bowstaff only have to be counted once, however, any weapon property that doesn’t affect either melee or ranged weapons will be inactive when the bowstaff is in the opposite state, and the cost modifiers for melee and ranged properties aggregate together for the final cost of the weapon (thus for example an Impact, Seeking Bowstaff would have a total cost modifier of +3, or +18,000gp). This will only confer the melee enhancements to one end of the staff, however. If you wish to enchant both ends of the staff for use as a double weapon, then again total the base cost modifiers for just the melee properties of the weapon, and add these again to the total cost (thus the above Impact, Seeking bowstaff would add another +2 cost modifier to place the impact property on both ends, or +8,000gp).

Prerequisites: Craft Magic Arms and Armor, polymorph any object.

Equipment Alterations

Sash of the War Champion

Has been errata’d to reflect wearing by non-members of a class as most similar magic items do (change empahasised):

Aura moderate abjuration; CL 9th; Slot chest; Price 4,000 gp; Weight 1 lb.
DESCRIPTION
This bright red strip of cloth, stitched with images of a cheering crowd throwing garlands toward a chariot, fits across the wearer’s shoulders and then diagonally down his chest to reach his opposite hip.

The wearer treats his fighter level as 4 higher than normal for the purpose of the armor training and bravery class features. If the wearer has no fighter levels, he gains the Armor Training ability of a 4th level fighter, which will not stack with any other means conveying the same benefit except for later gaining the ability through a class feature.
CONSTRUCTION REQUIREMENTS
Feats Craft Wondrous Item, cat’s grace, remove fear; Cost 2,000 gp

This and Other Class Feature Boosting Items

Items that add effective levels to a class feature — such as the Monk’s unarmed strike or flurry, or the Cavalier’s challenge ability, a Fighter’s weapon training et al — will grant the same benefit when worn by a class or archetype that has an identical class feature, indicated by the ability description saying the feature “otherwise functions as the <class’s> <named> ability.”

This also applies to variant classes with different names for the class or ablity than the original class — such as Brawler is to Monk, Antipaladin is to Paladin, et al.

House Magic Items

Knife Throwing Gloves
Aura faint evocation; CL 5th
Slot hands; Price 4,000 gp (+1), 16,000 gp (+2), 36,000 gp (+3), 64,000 gp (+4), 100,000 gp (+5); Weight –

These handwraps grant your ABP enhancement bonus to thrown weapons and ammo; the gloves can also grant ranged weapon special abilities, so long as the properties can be applied to thrown weapons. See Table: Ranged Weapon Special Abilities for a list of abilities. A pair of knife throwing gloves cannot have a higher total of weapon property bonuses than +5, regardless of total weapon property allowance granted by your ABP bonuses and weapon allotments. The gloves require at least a +1 weapon property in order to confer your ABP bonus. Both gloves must be worn for the effect to work.

Requirements Craft Wondrous Item, greater magic weapon, creator’s caster level must be at least three times the handwraps’ bonus, plus any requirements of the ranged weapon special abilities; Cost 2,000 gp (+1), 8,000 gp (+2), 18,000 gp (+3), 32,000 gp (+4), 50,000 gp (+5)

More magic armor qualities!

From Magic Item Compendium and house compilations

Any property labeled (synergy) requires a specific prerequisite property on the armor before this property can be added, for example, in order to add the greater blurring property to a suit of armor, it must first have the blurring property applied.

Beastskin

Price: +2 bonus
Property: Armor
Caster Level: 13th
Aura: Strong; (DC 21) transmutation

This armor is lightly patterned with lines resembling fur, scales, and feathers. Its coloration continuously shifts among muted tones of brown, green, and gray. First created by powerful druids, armor that has this property is particularly useful to characters of that class. Whenever you use wild shape, you can expend one additional daily use of that ability to transform your beastskin armor along with you, rather than simply allowing it to merge with your body. When you do so, the armor transforms into a suit of armor of the same type, fitted for your new form. The armor’s weight changes to match your new size (and shape, if you assume a form with a different body shape). If you are proficient with your suit of beastskin armor in your natural form, then you are proficient with the transformed version as well, regardless of what shape you take.

Prerequisites: Craft Magic Arms and Armor, ironwood. Cost to Create: Varies.

Blurring

Price: +1 bonus
Property: Armor
Caster Level: 5th
Aura: Faint; (DC 17) illusion
Activation: Swift (command)

When you activate this armor, your appearance becomes distorted and hazy, as if you were affected by a blur spell. The blurring property functions three times per day, and the effect lasts for 5 rounds.

Prerequisites: Craft Magic Arms and Armor, blur. Cost to Create: Varies.

Blurring, Greater

Price: +2 bonus
Property: Armor
Caster Level: 5th
Aura: Strong; (DC 21) illusion
Synergy Prerequisite: Blurring

As blurring armor, except that the effect’s duration is 10 minutes, and you can activate the blurring property any number of times per day.

Prerequisites: Craft Magic Arms and Armor, blur. Cost to Create: Varies.

Called

Price: +2,000 gp
Property: Armor or shield
Caster Level: 9th
Aura: Moderate; (DC 19) conjuration
Activation: Standard (command)

Provided that you and your called armor or shield are on the same plane, you can call it to you by speaking the proper command word, regardless of the intervening distance. If you aren’t wearing armor at the time, a suit of called armor appears on your body, as though you had donned it in the normal fashion. If you are wearing other armor when you speak the command word, the called armor appears in your space or in an adjacent space you designate that is capable of holding it. A called shield appears on the proper arm if you are not already using another shield when you call it, or in your space or a designated adjacent space if you are.

Prerequisites: Craft Magic Arms and Armor, teleport.
Cost to Create: 1,000 gp, 2 days.

Energy Defense

Price: +1 bonus
Property: Armor or shield
Caster Level: 10th
Aura: Moderate; (DC 20) evocation
Activation: Immediate (command)
Synergy Prerequisite: Energy resistance, improved energy resistance, or greater energy resistance

This armor continues to give you the benefit of its prerequisite property. In addition, while wearing or using this kind of armor or shield, you can wreathe it in the type of energy specified by its energy resistance. While this effect is active, any creature that strikes you with a natural weapon, unarmed attack, or nonreach manufactured melee weapon deals normal damage but also takes 1d6+10 points of energy damage of the specified type.

The energy defense property functions up to 15 rounds per day, which do not have to be consecutive, but have to be spent in one round increments and can be dismissed as a swift action on your following turn.

Prerequisites: Craft Magic Arms and Armor, fire shield, resist energy.
Cost to Create: varies

Everbright

Price: +1
Property: Armor or shield
Caster Level: 12th
Aura: Moderate; (DC 21) evocation
Activation: Standard (command)

This quality can only be applied to metal armor. The armor is as bright and shiny as polished silver. The armor never tarnishes and is immune to acid and rust attacks. The wearer gains acid resistance 5.

Prerequisites: Craft Magic Arms and Armor, hardening.
Cost to Create: varies

Freedom

Price: +5 bonus
Property: Armor
Caster Level: 7th
Aura: Moderate; (DC 18) abjuration

While wearing armor that has this property, you move and attack normally, even under circumstances that impede movement, as if affected by a freedom of movement spell.

Prerequisites: Craft Magic Arms and Armor, freedom of movement.
Cost to Create: Varies.

Ghost Warding

Price: +1 bonus
Property: Armor or shield
Caster Level: 5th
Aura: Faint; (DC 17) conjuration

A suit of armor or shield that has this property allows you to add its enhancement bonus (but not its armor or shield bonus) to your Armor Class against touch attacks (including incorporeal touch attacks).

A suit of armor or shield with this property can later be enchanted with the Ghost Touch property at a discount of -1 to the bonus cost.

Prerequisites: Craft Magic Arms and Armor, mage armor.
Cost to Create: varies

Ranged

Price: +1 bonus
Property: Shield (except a tower shields)
Caster Level: 5th
Aura: Faint; (DC 17) transmutation

While using a ranged shield, you can throw it in combat. The thrown shield has a range increment of 30 feet and gains the shield’s enhancement bonus as a bonus to-hit. While in the air, the shield is treated in all ways as a ranged weapon, and it cannot be blocked or grabbed except by those with appropriate feats. Regardless of your size, a ranged buckler or ranged light shield deals 1d6 points of slashing and bludegeoning damage, and a ranged heavy shield deals 1d8 points. You add your Strength modifier and the shield’s enhancement bonus (but not its effective bonus from this or other special properties) to this base damage.

After you have thrown it, a ranged shield flies through the air back to you. It returns just before your next turn (and is therefore ready to use again on that turn). You do not benefit from its shield bonus to AC after throwing the shield until the shield is once again in your possession.

Catching a ranged shield when it comes back is a free action. If you can’t catch it, or if you have moved since throwing it, the shield drops to the ground in the square from which it was thrown. A shield that also has the Called property will return onto your shield arm without error.

Prerequisites: Craft Magic Arms and Armor, desperate weapon, returning weapon.
Cost to Create: Varies

Retaliation

Price: +2 bonus
Property: Armor
Caster Level: 9th
Aura: Moderate; (DC 19) necromancy

A suit of armor that has this property strikes back at foes who hit hard in melee. While wearing retaliation armor, each time you take 10 or more points of damage from a single melee attack, the armor deals 1d6 points of damage to the attacker of the same damage type. If a single melee attack drops your hit points below 0, the armor strikes the attacker for 3d6 points of damage.

Damage from retaliation armor is treated as magic for the purpose of overcoming damage reduction.

Prerequisites: Craft Magic Arms and Armor, symbol of pain.
Cost to Create: varies.

More magic weapon qualities!

From Magic Item Compendium and house compilation

Any property labeled (synergy) requires a specific prerequisite property on the weapon before this property can be added, for example, in order to add the stunning burst property to a weapon, it must first have the stunning property applied. To expand on this mechanic, we’ve house ruled the core properties below:

  • Elemental weapon properties, and their corresponding elemental burst properties are synergy properties. All of these are +1 cost, and the prerequisite for any elemental burst, is its corresponding elemental energy property on the weapon. Thus you can enchant a weapon with the Flaming property at a +1 cost, and then (or at a later time) add the Flaming Burst property for an additional +1 cost
  • Endless Ammunition is a flat 8,000gp, rather than a +2 cost; this quality can be applied to any ranged weapon with ammunition or it can be applied to any normal or magical ammunition container (quiver, ammo bag, etc).

Aquatic

Price: +2,000 gp
Property: Weapon
Caster Level: 7th
Aura: Moderate; (DC 18) abjuration
Activation: —

While wielding an aquatic weapon, you do not incur any penalties that would otherwise apply to using the weapon underwater, as though you were affected by a freedom of movement spell.

Prerequisites: Craft Magic Arms and Armors, freedom of movement.
Cost to Create: 1,000 gp, 80 XP, 2 days.

Banishing

Price: +2 bonus
Property: Weapon
Caster Level: 13th
Aura: Strong; (DC 21) abjuration
Activation: Free (command)

When you strike an extraplanar creature of 26 Hit Dice or fewer while wielding a weapon that has this property, you can activate the weapon to banish that creature back to its home plane (Will DC 20 negates). A creature so banished cannot return for at least 24 hours. A creature that succeeds on its save cannot be banished by the same weapon for 24 hours.

If the creature struck has damage reduction that requires a particular weapon alignment or special material to overcome, increase the save DC by 2 for each such property shared by the weapon. For example, if you use a holy banishing cold iron weapon against a hezrou (damage reduction 10/good), the save DC would increase by 2, while against a marilith (damage reduction 10/ good and cold iron), the save DC would increase by 4. The banishing property can be activated three times per day.

Projectile weapons bestow this property upon their ammunition.

Prerequisites: Craft Magic Arms and Armor, banishment.
Cost to Create: varies.

Blinding Burst

Price: +3,000 gp (reverse engineered from Starknife of the Void)
Property: Weapon
Caster Level: 4th
Aura: Faint; (DC 14) necromancy
Activation: Swift (command)

A creaature struck with a blinding burst weapon has to succeed at a DC 14 Fortitude save or be struck blind, as the blindness/deafness spell. The creature struck can still suffer the affects of this property even if it is immune to critical hits. If the target is immune to blindness, then the property has no effect.

Prerequisites: Craft Magic Arms and Armor, blindness/deafness.
Cost to Create: 1,500 gp, 3 days.

Changeling

Price: +2,000 gp
Property: Weapon
Caster Level: 5th
Aura: Faint; (DC 17) transmutation
Activation: Swift (command)

A changeling weapon allows you to choose its type and appearance each time you attack with it. Once per round, by speaking the appropriate command word, you can change the weapon into one of two different weapons, chosen at the time of creation. As part of the same action, you can make its haft and head appear to be composed of any wood, stone, metal, or combination thereof that you want, and add any decorative flourishes desired, though the weapon’s actual composition does not change (thus, you cannot use this property to change a mithril weapon into adamantine, for example).

Special: Creation of a Changeling weapon incurs the cost of two masterwork weapons of the types selected for the changeling weapon, which are then fused at the time of creation into a single weapon. When adding other properties that increase the base cost modifier of the weapon, they need only be factored in once if they are a property useable by both forms of weapon (such as the flaming property that applies weather a weapon is melee or ranged). Any property that applies to only one of the weapon types is dormant when the weapon is in the opposite form. All properties add to the weapon base cost in aggregate regardless of which weapon they apply to, rather than factoring them as two separate weapons. If one of the weapons is a double ended weapon, then you do need to factor the cost modifiers for the second end of the weapon separately and add them to the total cost of the finished item.

Prerequisites: Craft Magic Arms and Armor, polymorph any object.
Cost to Create: 1,000 gp, 2 days.

Charging

Price: +1 bonus
Property: Melee weapon
Caster Level: 8th
Aura: Moderate; (DC 19) transmutation

When you are mounted and wielding a weapon that has this property, you deal an extra 2d6 points of damage on a successful charge attack.

Prerequisites: Craft Magic Arms and Armor, Spirited Charge, keen edge.
Cost: varies

Concussive

Price: +1 bonus
Property: Bow or Crossbow
Caster Level: 6th
Aura: Moderate; (DC 18) transmutation

Often sought after by undead hunting archers, a concussive weapon imparts a kinetic impact upon any ammunition knocked within, adding the ammunition’s damage dice as additional bludgeoning damage to whatever target it hits. This additional bludgeon damage is multiplied on a critical hit, but only x2 regardless of the weapon’s critical multiplier. This additional damage is only conferred upon ammunition that does piercing damage normally.

Prerequisites: Craft Magic Arms and Armor, magic missile.
Cost: varies

Consumptive

Price: +2 bonus
Property: Weapon
Caster Level: 7th
Aura: Moderate; (DC 18) necromancy
Activation: Standard (command)

When activated, a consumptive weapon is shrouded in negative energy that seems to draw light into it. The negative energy does not harm you or your equipment. The effect persists until you speak a second command word. A weapon that has this property deals an extra 1d8 points of negative energy damage to any living creature on a successful hit.

Projectile weapons bestow this property upon their ammunition.

Prerequisites: Craft Magic Arms and Armor, enervation.
Cost to Create: Varies.

Cursebearing

Price: +3 bonus
Property: Weapon
Caster Level: 11th
Aura: Moderate; (DC 20) necromancy
Activation: —

Whenever this weapon scores a critical hit against a target, it bestows a curse that imposes a –4 penalty on attack rolls, saving throws, skill checks, and ability checks for 1 minute. Multiple critical hits aren’t cumulative, though they extend the duration of the curse.

Prerequisites: Craft Magic Arms and Armor, bestow curse.
Cost to Create: varies.

Divine Wrath

Price: +1 bonus
Property: Weapon
Caster Level: 13th
Aura: Strong; (DC 21) evocation
Activation: Swift (mental)

Divine wrath weapons are especially prized by and clerics and templar with the ability to channel energy. Whenever you hold such a weapon in your hand, you can expend a channel energy attempt to imbue it with divine power for 1 round. If you channel positive energy and you hit an undead creature, the first successful hit deals an amount of additional damage equal to the damage dealt by your channel positive energy ability. If you channel negative energy and you hit a living creature, the first successful attack deals an amount of additional damage equal to the damage dealt by your channel negative energy ability. Your target can make a Will save, as normal, to halve this additional damage. If you do not make a successful attack by the end of the round, the channel energy ability is still expended with no effect.

Prerequisites: Craft Magic Arms and Armor, ability to channel positive or negative energy.
Cost to Create: varies.

Energy Aura

Price: +2 bonus
Property: Weapon
Caster Level: 15th
Aura: Strong; (DC 22) evocation
Activation: Standard (command)

Once activated, each hit by this weapon deals an extra 1d6 points of damage of an energy type of your choice (acid, cold, electricity, or fire, chosen when activated). This energy does not harm you, regardless of the type selected. The energy damage remains the same until you activate the weapon again. Projectile weapons bestow this property upon their ammunition.

Prerequisites: Craft Magic Arms and Armor, chill metal, flame blade, Melf’s acid arrow, shocking grasp.
Cost to Create: Varies.

Force

Price: +2 bonus
Property: Projectile weapon
Caster Level: 9th
Aura: Moderate; (DC 19) evocation
Activation: —

A projectile weapon with the force property turns ammunition shot from it into a force attack. These force projectiles automatically overcome damage reduction and suffer no miss chance against incorporeal targets, but they don’t damage creatures immune to force effects. Ammunition shot from a force weapon deals the same amount of damage as normal ammunition.

Prerequisites: Craft Magic Arms and Armor, magic missile.
Cost to Create: Varies.

Heavy Pull

Price: +2 bonus
Property: Composite bows or heavy crossbows
Caster Level: 9th
Aura: Moderate; (DC 19) transmutation

This property can only be applied to composite bows and heavy crossbows, any ammunition knocked into the weapon and loosed gains a kinetic enhancement that increases the damage dice of the weapon by one size category. When the missile strikes with a confirmed critical hit, the target could be knocked prone if a successful Ranged Trip maneuver is made. If this enchantment is made with a composite or adaptive bow, your Strength bonus up to the Strength rating of the bow may be added to this check.

Prerequisites: Craft Magic Arms and Armor, battering blast or gravity bow.
Cost to Create: Varies.

Morphing

Price: +1 bonus
Property: Melee or thrown weapon
Caster Level: 9th
Aura: Moderate; (DC 19) transmutation
Activation: Standard (command)

You can reshape a morphing weapon into any other melee or thrown weapon of the same size and type (light, one-handed, or two-handed). For instance, a morphing greatsword could become a spear, greataxe, or dire flail.

If a single weapon created with the morphing property becomes a double weapon, only one end of the double weapon retains the weapon’s magical bonus, although the other end is masterwork. If a double weapon created with the morphing property becomes a single weapon, it can have the properties of either end of the original double weapon. The properties of the other end are dormant but not lost; they become active again when the morphing weapon once again becomes a double weapon.

Prerequisites: Craft Magic Arms and Armor, fabricate.
Cost to Create: Varies.

Paralytic Burst

Price: +2 bonus
Property: Weapon
Caster Level: 9th
Aura: Moderate; (DC 19) enchantment
Activation: —

Set into the base of its blade or head is a smoothly polished piece of aventurine that seems to glow with an energy all its own.

Whenever you score a critical hit with this weapon, a wave of green energy washes over the target, paralyzing it for 1 round (Will DC 17 negates). This effect activates even if the target is not normally subject to extra damage from critical hits.

Prerequisites: Craft Magic Arms and Armor, hold monster.
Cost to Create: Varies.

Prismatic Burst

Price: +36,400 gp
Property: Weapon
Caster Level: 13th
Aura: Strong; (DC 21) evocation
Activation: —

This smoothly polished weapon is set with a ruby, a fire opal, a yellow topaz, an emerald, a blue topaz, a sapphire, and an amethyst.

Whenever you score a successful critical hit with this weapon, multicolored light springs from the gems and cascades along its blade or head, subjecting the target to a prismatic spray effect (save DC 20). This effect activates even if the target is not normally subject to extra damage from critical hits.

Prerequisites: Craft Magic Arms and Armor, prismatic spray.
Cost to Create: Varies.

Radiant Burst

Price: +4,000 gp
Property: Weapon
Caster Level: 5th
Aura: Faint; (DC 15) evocation
Activation: —

This smoothly polished weapon is set with semiprecious gems in the colors of a rainbow.

Whenever you score a successful critical hit with this weapon, a burst of multicolored light bathes the target, subjecting them to the effects of color spray (save DC 14). This effect activates even if the target is not normally subject to extra damage from critical hits.

Prerequisites: Craft Magic Arms and Armor, color spray.
Cost to Create: 2,000gp, 4 days.

Slow Burst

Price: +5,000 gp
Property: Weapon
Caster Level: 5th
Aura: Faint; (DC 17) transmutation
Activation: —

A chill aura numbs this weapon’s victim when you strike true. Whenever you score a critical hit with this weapon, the target is slowed (as the slow spell) for 3 rounds (Will DC 14 negates). This effect activates even if the creature struck is not normally subject to extra damage from critical hits.

Prerequisites: Craft Magic Arms and Armor, slow.
Cost to Create: 2,500 gp, 5 days.

Screaming

Price: +1 bonus
Property: Weapon
Caster Level: 7th
Aura: Moderate; (DC 18) evocation
Activation: Standard (command)

Upon command, this weapon begins to vibrate gently, though it emits no actual sound in this mode. Whenever an activated screaming weapon hits, it produces a high-pitched sound and deals an extra 1d6 points of sonic damage to the target. The ability of a screaming weapon to deal extra sonic damage is negated in any area of magical silence. Screaming weapons have no additional adverse effect on creatures with unusually acute hearing, although such creatures tend to dislike them. Projectile weapons bestow this property upon their ammunition.

Prerequisites: Craft Magic Arms and Armor, shout or sound burst.
Cost to Create: Varies.

Screaming Burst [synergy]

Price: +1 bonus
Property: Weapon
Caster Level: 12th
Aura: Strong; (DC 21) evocation
Activation: —
Synergy Prerequisite: Screaming

A screaming burst weapon functions as a screaming weapon (see above). In addition, the weapon explodes with sonic energy on a successful critical hit, dealing 1d8 extra sonic damage, plus another 1d8 for each critical multiplier of the weapon over x2. This effect activates even if the target is not normally subject to extra damage from critical hits.

Projectile weapons bestow this property upon their ammunition.

Prerequisites: Craft Magic Arms and Armor, shout or sound burst.
Cost to Create: Varies.

Striking

Price: +1 bonus
Property: Bludgeoning Weapon
Caster Level: 10th
Aura: Moderate; (DC 20) enchantment
Activation: —

This weapon, when swung, feels as if it has a wider centrifugal arc.

Any bludgeoning weapon enhanced by this ability has its chritcal threat range doubled. For example, a quarterstaff thus enhanced scores a threat on a 19-20, and a heavy flail scores a threat on a 17-20. This enhancement does not affect piercing or slashing weapons.

Prerequisites: Craft Magic Arms and Armor, sense vitals.
Cost to Create: Varies.

Stunning [synergy]

Price: +1 bonus
Property: Weapon
Caster Level: 9th
Aura: Moderate; (DC 19) enchantment
Activation: —
Synergy Prerequisite: Screaming

The surface of this weapon is covered with jagged lines resembling lightning bolts.

A stunning weapon functions as a screaming weapon (see page 42). In addition, on a successful critical hit with a stunning weapon, the target must succeed on a DC 17 Fortitude save or be stunned for 1 round. Projectile weapons bestow this property on their ammunition.

Prerequisites: Craft Magic Arms and Armor, hold monster.
Cost to Create: Varies.