SHACKLE BREAKER
At first glance,
Shackle Breaker appears to be a sub-par example of a spiked chain, heavily rusted and only having seven spikes running along its length. However, despite these cosmetic flaws,
Shackle Breaker’s spikes retain a razor’s edge. Those who unlock its power find themselves a mighty foe of spellcasters and those who bend others’ will to their own.
Nonlegacy Game Statistics: +1 cold iron spiked chain; Cost 4,350 gp. The seven spikes that run along the chain are actually pieces of a Sihedron rune.
Omen: Shackle Breaker refuses to be sheathed or stowed, instead wrapping itself around the wielder’s waist or chest. The chain’s spikes do not in any way damage or hinder the wielder, the chain does not take up a magic item slot in this manner, and the wielder may draw Shackle Breaker as a free action.
HISTORY
Thousands of years ago, before the fall of Thassilon, the empires of the Runelords spread far across what is now known as Varisia. Bending dragons, outsiders, and raw magic to their will, the runelords quickly abandoned their virtues of rule for greed, envy, sloth, and other vices of power (DC 21).
In the coastal province of Eurythnia sat Sorshen, Runelord of Lust. Her empire was one of trade and merchant traffic; both in pleasure slaves and exotic goods. One such slave was a half-elf, whose name has been lost to history, owned by the wizard Belzart. Given to cruel whims, Belzart was reviled by her “subjects” and often had slaves killed for displeasing her. The half-elf was a competent minstrel and, unknown to Belzart, warrior in his own right. Using his natural talents for seduction, the half-elf soon became Belzart’s favored slave, a status that afforded him free range throughout the wizard’s estate. It was in the hours when Belzart took to the other slaves when the half-elf began crafting Shackle Breaker. Secretly and over the course of months, the half-elf worked on his weapon, using only his former bonds and a broken Sihedron rune. When he finally finished his work the half-elf presented himself, seemingly bound and helpless, to his mistress. It was then he slew Belzart, slaughtered her guards, and freed his fellow slaves (DC 25; Humble Liberator).
The slave revolt was put quickly down and the half-elf and his weapon were cast into the sea. Shackle Breaker lay in the sand and silt for years until found by sahuagin pirates who bartered it to the half-giant chieftain Nen’Tuum. Nen’Tuum, an escaped slave in the greed-powered empire of Shalast, used the powers of Shackle Breaker to build a small fiefdom of ogres and dwarves. Eventually Nen’Tuum’s holdings caught the attention of runelord Karzoug, who personally came to see who would dare to grow so powerful under his shadow. Using guile and mollification, Nen’Tuum stayed Karzoug’s hand from destroying what he had built (DC 29; Placate Thy Enemy).
Nen’Tuum’s reign was cut short by an attack from the neighboring bugbear legions of runelord Alzanist’s empire; Bakrakhan. Seeing the rage and fury that Nen’Tuum fought with, the bugbear warlord Vurdnott took Shackle Breaker for himself, unaware of its true power. Vurdnott eventually lost Shackle Breaker to agents of Karzoug. Drawing upon its power, the runelord’s human agents bound the barghest Malfeshnekor with Shackle Breaker, keeping him inside one of Karzoug’s sentinel statues. Yet, when the end of Thassilon came, both Malfeshnekor and Shackle Breaker were forgotten (DC 34; Subdue the Demon).
LEGACY RITUALS
Three rituals are required to unlock all the abilities of Shackle Breaker.
Humble Liberator: You must defeat a slave owner who’s Challenge Rating must equal or exceed your character level and then free the owner’s slaves. Cost: 1,500 gp. Feat Granted: Least Legacy (Shackle Breaker).
Placate Thy Enemy: You must convince a Hostile enemy to a community to halt their actions. This may be done with words (a Bluff, Diplomacy, or Intimidate check) or by the offering of a gift (the total of which is subtracted from the total ritual cost). Cost: 13,000 gp. Feat Granted: Lesser Legacy (Shackle Breaker).
Subdue the Demon: You must defeat an evil outsider with a Challenge Rating that equals or exceeds your character level in personal combat. If summoned using a summon monster spell, the outsider must be defeated before the spell duration ends. Cost: 40,000 gp. Feat Granted: Greater Legacy (Shackle Breaker).
WIELDER REQUIREMENTS
Most wielders of Shackle Breaker are fighters or barbarians, but any character proficient with the spiked chain might be interested in its abilities.
SHACKLE BREAKER WIELDER REQUIREMENTS
Base Attack Bonus +5
Craft (weaponsmithing) 4 ranks
Exotic Weapon Proficiency (Spiked Chain)
"TABLE" 1-1: SHACKLE BREAKER
5th Level: Personal Cost: None; Arcane Sight
6th Level: Personal Cost: -1 Attack Penlaty; +1 cold iron magebane spiked chain
7th Level: Person Cost: -1 Reflex Save Penalty, -2 Hp; Detect Runelord Servant
8th Level: Person Cost: -2 Hp; None
9th Level: Person Cost: -2 Reflex Save Penalty; Unshackle Mind 3/day
10th Level: Person Cost: -2 Hp; None
11th Level: Person Cost: None; No More Locks
12th Level: Person Cost: -2 Attack Penalty; +1 cold iron magebane giant-bane spiked chain
13th Level: Person Cost: None; Slip the Bonds 1/day
14th Level: Person Cost: -2 Hp; None
15th Level: Person Cost: -3 Reflex Save Penalty; None
16th Level: Person Cost: -2 Hp; Mettle
17th Level: Person Cost: None; Slip the Prison 3/day
18th Level: Person Cost: -3 Attack Penalty; None
19th Level: Person Cost: None; Mental Freedom
20th Level: Person Cost: -4 Reflex Save Penalty; +3 cold iron shattermantle magebane giant-bane spiked chain
LEGACY ITEM ABILITIES
All of the following are legacy item abilities of Shackle Breaker.
Arcane Sight (Su): You can use detect magic or read magic at will as the spells, using a different command word for each effect.
Detect Runelord Servant (Su): While wielding Shackle Breaker you can detect the presence of any creature with the Giant type within 60 feet, but you must concentrate (a standard action) to do so. If any giants or giant-kin are detected, Shackle Breaker sheds an orange glow equivalent to a torch. If the giant or giant-kin possesses any type of damage reduction, you ignore it when attacking with Shackle Breaker.
Unshackle Mind (Sp): Three times per day, when you issue the command word and gesture with Shackle Breaker (a standard action), you can use break enchantment as the spell (CL 10th).
No More Locks (Su): At will on command, you can open locked or magically sealed items, as with the knock spell.
Slip the Bonds (Sp): Once per day, when you issue the command word and gesture (a standard action), you can use freedom of movement as the spell (CL 10th).
Mettle (Su): At 16th level, the wielder of Shackle Breaker can resist magical attacks with great willpower and fortitude. If the wielder makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. If the wielder is unconscious or sleeping he does not gain the benefit of mettle.
Slip the Prison (Sp): Three times per day, when you issue the command word and gesture with Shackle Breaker (a standard action), you can teleport a short distance, as if affected by the dimension door spell (CL 15th).
Mental Freedom (Su): Shackle Breaker grants the wielder a +3 insight bonus on Will saving throws to resist mind-affecting and compulsion effects.