Blessed Wind
An impractically long and thin blade, Blessed Wind is forged from avadrium and magically bound with Essence. Bonding with Blessed Wind allows its wielder to maneuver it with uncanny grace for its size and even command it telepathically.
Base Stats
STR Weapon, Hand-and-a-Half (reduce APC by 1, min 2)
APC: 4-STR, min 3
Range: Reach 10 ft
Damage: 1d8 sharp
Blessed Wind is a sword that is considered magical, silvered, adamantine, and avadrium. While using Blessed Wind you have +1 to damage and attack rolls.
Enhancements
Each time you gain an enhancement for this artifact, choose from the following list of enhancements. Note that some have prerequisites, such as being a certain character level or having another enhancement feature already.
Biting Gale
Enhancements from this grouping improve your damage output.
| Enhancement | PreReq | Description |
|---|---|---|
| Razor Gale | Character Level 9 | Blessed Wind becomes +2 to damage and attack rolls. |
| Razor Gale II | Razor Gale, Character Level 17 | Blessed Wind becomes +3 to damage and attack rolls. |
| Unstoppable Gust | Character Level 13 | If your CHA is 4 or higher, Blessed Wind’s APC min is 2 when one-handed. |
| Whistling Steel | Blessed Wind’s crit range increases by +1. | |
| Whistling Steel II | Whistling Steel, Character Level 21 | Blessed Wind’s damage becomes 2d8 sharp damage, or 2d10 sharp when using two hands. |
Blessed Protector
Enhancements from this grouping improve your defensive capabilities.
| Enhancement | PreReq | Description |
|---|---|---|
| Parry | While holding Blessed Wind, if you are the target of a melee attack, you may spend 2 Reactive AP to roll Blessed Wind’s damage die and add the result to your AR. | |
| Parry II | Parry | While holding Blessed Wind, when an ally within reach is the target of a melee attack, you may use your Parry ability and add the result to that ally’s AR instead. |
| Preemptive Strike | Character Level 9 | While holding Blessed Wind, you may make a reactive attack for 2 Reactive AP when a creature moves into its reach. |
| Retaliate | Parry II, Character Level 17 | When you use your Parry ability, as part of the same reactive action, you may make an attack against the enemy that triggered your Parry. |
Wind Blade
Enhancements from this grouping allow you to telepathically control Blessed Wind.
| Enhancement | PreReq | Description |
|---|---|---|
| Blade Storm | Spend 4 AP to throw Blessed Wind up to 60 ft and make a one-handed melee attack against an enemy within range. You may choose for Blessed Wind to return to your hand as part of the same action. | |
| Blade Storm II | Blade Storm | Blade Storm becomes 3 AP and a range of 90 ft. |
| Dancing Blade | You may choose to have Blessed Wind hover in a space within 10 ft of you. While hovering in this way, you may spend the normal amount of AP to command Blessed Wind to make a one-handed melee attack. | |
| Dancing Blade II | Blade Storm, Dancing Blade, Character Level 21 | On each of your turns you may spend 1 AP to command Blessed Wind to move up to 60 ft, where it hovers and awaits your command. You may use your Dancing Blade attack as long as Blessed Wind is within Blade Storm’s range.
If you move Blessed Wind with this feature, the first attack it makes on this turn costs 1 fewer AP (min 1). |
Zephyr of Steel
Enhancements from this grouping compliment your combat style with select magical abilities.
| Enhancement | PreReq | Description |
|---|---|---|
| Charged Blade | Blessed Wind now has a max of 4 charges and regains 1d4 charges at dawn each day. You may spend charges on various features that you take from this grouping of enhancements.
Choose two magical abilities from the following list. You can cast those abilities by spending the appropriate number of charges. Magical abilities that affect a weapon that you touch can only be used to affect Blessed Wind. Regardless of the source of the magical ability, it counts as divine for the purposes of this Legacy Artifact.
| |
| Hypercharged Blade | Charged Blade | Charged Blade becomes a max of 8 charges and regains 1d8+1 charges at dawn each day.
Additionally, choose one additional magical ability from the list in the Charged Blade enhancement. You can cast this ability by spending the appropriate number of charges. |
| Spell Savant | Charged Blade | Choose three additional magical abilities from the list in the Charged Blade enhancement. You can cast those abilities by spending the appropriate number of charges. |
| Whirlwind of Steel | Charged Blade | You gain the following special attack.
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