
Aelryinth RPG Superstar 2012 Top 16 |

Has anyone converted Saberhagen's 12 Swords for Pathfinder? I have played with various ideas, but would like to see other peoples' builds.
I know they were done up on the WoTC boards long ago, but good luck finding them. They were all major artifact weapons, forged with divine fiat and capable of killing gods.
==Aelryinth

Sethvir |

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I'd have to wonder why anyone would want those blades converted, all they are just munchkin blades.
Epic adventure. Play it like the Twelve Swords where each chapter uncovers more of the arc and eventually, it is the heroes' mission to destroy the blades .. because they are too powerful.

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Epic adventure. Play it like the Twelve Swords where each chapter uncovers more of the arc and eventually, it is the heroes' mission to destroy the blades .. because they are too powerful.Steelfiredragon wrote:I'd have to wonder why anyone would want those blades converted, all they are just munchkin blades.
Hi Saurstalk, if you are interested in PFS Organized play, there will be a meet n greet November 4th at Active Imagination from 6-10. I am trying to get a chapter going. Please feel free to email me- maxerica at yahoo

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It depends on what you want 'translated'.
Shieldbreaker, Doomgiver, Soulcutter, the Mindsword. I don't think you could make into non-artifact blades.
The others translate into game blades fairly easily.
Farslayer - Unlimited range slay living effect. Target must have heart. DC? The curse aspect is a bit harder, more DM fiat.
Woundhealer - Does 'damage' as positive energy, so it heals the living, harms the (un)dead. Did it hurt Demons in the book?
Wayfinder - Modified find the path again it requires DM interaction since it will lead its owner into the more dangerous path.
Soulcutter - see above. I guess you could make it a widended heightened crushing despair effect.
Sightblinder - veil/disguise self mixed with true seeing.
Stonecutter - Ignores hardness/damage reduction of stone. I might include a band (golem) effect
Dragonslicer - Easiest to translate. Bane (Dragon) property, maybe a slay living effect on dragons too?
Shieldbreaker - yeah artifact level. Sundering, spell resistance, arguable even a monk could be hurt by it.
Coinspinner - Luck bonus to all checks, DM adjudication on its self teleportation.
Mindsword - artifact level, a lesser version might do bardic music on a larger scale.
Doomgiver - artifact level, same problems with Shieldbreaker.
Townsaver - a berserking defending sword? in game terms gives a larger reach via magic (10'? 15'?) to keep targets from moving past. Likely gives unlimtied AoO and stand still usage to keep attackers away from the innocent.

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Steelfiredragon wrote:I'd have to wonder why anyone would want those blades converted, all they are just munchkin blades.You've answered your question right there.
Lazarx I wasnt answering my question- I messed up on the "quote" thing.
I guess I should have deleted the quote when posting a reply. Altho I wasnt actually replying to anything, I was simply trying to get in touch with someone who left no contact info on their profile.

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Shieldbreaker - yeah artifact level. Sundering, spell resistance, arguable even a monk could be hurt by it.
Actually no... that's the biggest danger with Shieldbreaker, if you go into a combat with an unarmed man, you're stuck wielding a weapon that has absolutely no effect on him.

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Steelfiredragon wrote:I'd have to wonder why anyone would want those blades converted, all they are just munchkin blades.Epic adventure. Play it like the Twelve Swords where each chapter uncovers more of the arc and eventually, it is the heroes' mission to destroy the blades .. because they are too powerful.
Biggest mistake you can make is to try to put all of the twelve blades into one story. Even Saberhagen himself, did not take on that much.

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Matthew Morris wrote:Actually no... that's the biggest danger with Shieldbreaker, if you go into a combat with an unarmed man, you're stuck wielding a weapon that has absolutely no effect on him.
Shieldbreaker - yeah artifact level. Sundering, spell resistance, arguable even a monk could be hurt by it.
Oh I know. But I'm thinking it might hurt a monk for two reasons.
1) It works on teeth and claws (and a mage at one point attacking with bare hands)
2) RAW, A monk’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
I do wonder if the idea was that Shieldbreaker could be bypassed by non-lethal attacks, like grappling. If memory serves when Vulcan was finally brought down, the 'attackers' were thinking he was loony, not a god.

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It depends on what you want 'translated'.
Shieldbreaker, Doomgiver, Soulcutter, the Mindsword. I don't think you could make into non-artifact blades.
If you're doing a proper treatment, NONE of the blades are non-artifact weapons. They may not be artifacts of equal power, but they're all artifacts beyond the ability of normal mortal construction. In their own particular spheres they are supreme.

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Matthew Morris wrote:If you're doing a proper treatment, NONE of the blades are non-artifact weapons. They may not be artifacts of equal power, but they're all artifacts beyond the ability of normal mortal construction. In their own particular spheres they are supreme.It depends on what you want 'translated'.
Shieldbreaker, Doomgiver, Soulcutter, the Mindsword. I don't think you could make into non-artifact blades.
Then we get into the 'what makes an artifact' catagory. It's like how you can make a +5 disrupting mace-with-other-goodies, but it's not the 'Mace of <WotC IP>'
In a world of few magic items, making Dragonslicer a +2 admantine dragonbane broadsword is effectively going to make it artifact level, as there are few, if any, +2 swords out there to sunder it.
I brainstormed as a 'would fit in a PC's hands' type stats. The 'big four' of the BoS would be very difficult to do and keep themes.

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Recently ran an epic level adventure arc where the PCs had to contend with the Swords. I tweaked the background a little (swords repeatedly engaged in in a Highlander like competition, when there was only one, a blast of divine energy destroyed that world and the swords started over again on a new world).
I also said that any wielded blade could be used to destroy an unwieldee one to explain why it didn't always come down to shieldbraker and another one.
I'll try to post the stats I've typed up later today.

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Then we get into the 'what makes an artifact' catagory. It's like how you can make a +5 disrupting mace-with-other-goodies, but it's not the 'Mace of <WotC IP>'
The most broad definition? A magic item that's beyond the ability of ordinary mortals to make. Not something the PC's can say. "Oooh I gotta make one of those next week!" They also generally take a unique set of circumstances to destroy.
There are more elaborations, but I think that's the universal quality that distinguishes an artifact from a mortal magic item.

Blackerose |

I actually had a White Wolf game with the swords in them..it was built around a lot of paranoia over who had what blade. It was fun, in a way, they felt like they were a part of dealing with world shaking events..but the rub was the players wanted to hold the swords..and that becomes a wild card real quick, as powerful as they are. At the same time not letting have a sword, even briefly, is very frustrating.

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Below is what I've typed up so far, again this is my take on adapting the novels to my epic game (hence the high save DC's).
A. The Swords of the Great Game
Created by a pantheon as part of a “Great Game”, the Swords destroyed their makers as well as the world they were forged on. Since that time, the Swords have traveled to an unknown number of worlds where they choose new wielders. The Great Game starts when one of the Swords is used to destroy another. At this point nothing has the ability to remove the Swords from that world, not even divine intervention. When only one Sword remains, that Sword emits a planet killing pulse of energy. In the resulting devastation, the other eleven Swords are restored and all twelve travel to a new world to select new wielders.
Physically the Swords are very nearly identical. Each double-edged blade is one meter in length, of dazzling workmanship, and indestructible by any effort not employing another Sword (see below). The flat sides of each blade display a mottled appearance suggesting the illusion of depth; the pattern gives the illusion of going centimeters deep into the steel, though the blade is everywhere less than a centimeter thick. The only real difference in physical appearance among the Swords lies in the white symbols etched in the pommels of eleven of the twelve hilts. In addition to their unique properties, each Sword functions as a longsword +6, keen.
Coinspinner
Symbol: Pair of Dice (the pips shown seem to change at random intervals)
Who holds Coinspinner knows good odds
Whichever moves he make
But the Sword of Chance, to please the gods
Slips from him like a snake.
The wielder of Coinspinner is amazingly lucky regardless of whether the Sword is drawn or sheathed. This translates into a +25 luck bonus on AC and any d20 roll (saving throws, skill checks, ability checks, caster level checks, and attack rolls). Furthermore, Coinspinner can direct its wielder to his heart’s desire in a manner similar to Wayfinder. Unlike that Sword, Coinspinner’s path does nothing to increase its wielder’s risk. Finally, events in the world seem to arrange themselves in a manner that benefits the wielder immensely.
After the Coinspinner has been in an individual’s possession for at least a week (long enough for the person to recognize the Sword as the source of his or her good fortune) it takes the first opportunity it can to leave its wielder. When Coinspinner is ready to leave, it quietly teleports away the moment it is unobserved. This often means Coinspinner leaves its wielder in a situation they cannot escape on their own.
Doomgiver
Symbol: Hollow Circle
The Sword of Justice balances the pans
Of right and wrong, and foul and fair.
Eye for an eye, Doomgiver scans
The fate of all folk everywhere.
The wielder of Doomgiver enjoys an almost sovereign defense (see Shieldbreaker below) regardless of whether the Sword is drawn or sheathed. All attacks (both physical and magical) which target the wielder are reflected back on the attacker using the attacker’s own dice rolls and modifiers. This reflected attack cannot be returned to the wielder even via methods such as spell turning.
For assaults which do not require attack rolls (fireballs, dominate monster, etc), the wielder is immune to the effect. The wielder still rolls for a saving throw. If the wielder would have suffered a particular effect but for the protection of Doomgiver, then the attacker suffers the same effect regardless of defenses or immunities. For example, if a red dragon uses its breath weapon on Doomgiver’s wielder, then the red dragon suffers from fried damage as determined by the wielder’s Reflex save. The red dragon’s fire immunity provides no defense against this effect.
Doomgiver interacts with Coinspinner in an interesting way. If Coinspinner’s wielder comes into direct conflict with Doomgiver then Coinspinner’s luck bonus becomes a (bad) luck penalty instead. In the Swords’ long history, there have been a number of times where Doomgiver’s wielder merely let Coinspinner defeat its own wielder.
Doomgiver does not protect the wielder from accidental damage such as falling from a cliff, getting caught in an avalanche, freezing to death in the winter, etc.
Doomgiver’s protection terminates if the wielder takes any attack action as per the invisibility spell description.
Dragonslicer
Symbol: Dragon
Dragonslicer, Dragonslicer, how d'you slay?
Reaching for the heart in behind the scales.
Dragonslicer, Dragonslicer, where do you stay?
In the belly of the giant that my blade impales.
Dragonslicer’s power and purpose are rather simple in comparison to its bretheren: it kills dragons. Specifically, when wielded against a dragon, Dragonslicer functions as a longsword +10, keen. Furthermore, it deals +4d6 points of bonus damage against dragons. If it scores a successful critical hit against a dragon, that creature must make a Fortitude save (DC 50) or be destroyed instantly and turned to dust. (This even affects dragons immune to critical hits or death magic.)
Dragonslicer provides its wielder with no special protection against a dragon, so it is not uncommon for its wielders to perish at the claws of the creatures they hunt. Dragonslicer does not discriminate between types of dragons. Accordingly, all dragons in the Multiverse regard the weapon as a dire threat to their species. Anyone known to actually wield the blade is considered an enemy of all dragonkind.
Farslayer
Symbol: Concentric Circles
Farslayer howls across the world
For thy heart, for thy heart, who hast wronged me!
Vengeance is his who casts the blade
Yet he will in the end no triumph see.
Farslayer is a potent weapon capable of slaying its target outright regardless of distance or almost any protection. By contemplating a wrong committed by the target, Farslayer’s wielder may cast the Sword screaming across the distance between them. The target is then pierced by the Sword through its heart or equally vital location. If the creature fails a Fortitude save (DC 50) it dies, regardless of immunities, undead nature, lack of discernable anatomy, etc. Even creatures that are incorporeal can be destroyed by Farslayer’s touch. On a successful save, the target takes 200 points of damage instead.
Using Farslayer is a dangerous gambit as the blade can be “returned” by someone near the wielder’s target. Efforts to magically reclaim the Sword (such as Dramijj’s instant summons) fail utterly. The Sword may only be retrieved by physically traveling to its current location or awaiting someone you have “wronged” to return it to you.
Farslayer cannot kill the wielder of Shieldbraker. If used against Shieldbraker’s wielder, Farslayer is destroyed. Similarly, using Farslayer on the wielder of Doomgiver is a suicidal action. Doomgiver merely sends Farslayer howling back for its wielder’s heart. Farslayer has also had a difficult time killing Woundhealer’s wielder if that Sword is currently piercing his or her flesh.
Woundhealer
Symbol: Open Hand
Whose flesh the Sword of Mercy hurts has drawn no breath;
Whose soul it heals has wandered in the night,
Has paid the summing of all debts in death
Has turned to see returning light.
Against non-living creatures (such as constructs) and objects, Woundhealer functions as a longsword +6, keen. When used against living creatures, Wouindhealer slides painlessly into their flesh. Instead of harming the target, Woundhealer simultaneously provides the benefits of greater restoration, heal, and regenerate spells (CL 30th). Because the Sword slids painlessly through flesh, Woundhealer may be kept in the body of a creature, providing its “wielder” with the benefits of all three spells at the start of the creature’s turn each round.
Against undead creatures, Woundhealer’s deals damage as per heal’s normal effect on the creatures (150 damage per hit, cannot bring the creature below 1 hp).
Woundhealer has no ability to restore life to the dead via breath of life or raise dead like spells.
Mindsword
Symbol: Flag
The Mindsword spun in the dawn's gray light
And men and demons knelt down before.
The Mindsword flashed in the midday bright
Gods joined the dance, and the march to war.
It spun in the twilight dim as well
And gods and men marched off to hell.
When drawn, Mindsword employs a powerful enchantment effect on everyone within 300 ft. of the wielder (other than the wielder). Specifically, every creature must succeed on a Will save (DC 50) each round or regard the wielder of Mindsword as a near deity. Those who succumb to the Sword forswear all oaths or allegiances to anyone other than the wielder. Divine casters begin to worship the wielder, warrior willingly throw themselves into battles on his behalf, etc . All creatures so affected seek to satisfy his every desire or die trying.
As long as a creature remains within 300 ft. of the drawn Sword, they intentionally fail the Will save each round. If a creature is not exposed to Mindsword’s influence for 24 hours, they may make a new Will save with a +1 bonus\ to shake off the effects. Creatures who escape Mindsword’s aura for additional 24 hour periods may make new saves with a cumulative +1 bonus per day they are not exposed to the Sword. Once they make a save, they are free from the compulsion to obey the wielder of Mindsword (at least until they are exposed to its effects again).
Immunity to mind-affecting spells provides no defense against Mindsword’s power. Even deities have succumbed to its influence.
Shieldbreaker
Symbol: Hammer
I shatter Swords and splinter spears;
None stands to Shieldbreaker.
My point's the fount of orphans' tears
My edge the widowmaker.
Shieldbreaker is often regarded as the sovereign Sword, as it provides complete protection from almost any form of attack. Magical attacks fail to affect the wielder of Shieldbreaker as if he enjoyed a golem’s spell immunity (even spells not normally subject to spell resistance are negated). Direct physical attacks never make contact with the wielder and if the attacker is within striking distance of a drawn Shieldbreaker, the Sword slays them instantly as an attack of opportunity regardless of AC or remaining hp.
Shieldbreaker also provides complete protection against the other Swords. Farslayer is destroyed if used against the wielder of Shielbreaker, Shieldbreaker’s wielder does not need to make saves against the auras of Mindsword or Soulcutter. Coinspinner’s wielder does not enjoy a luck bonus when directly opposed by Shieldbreaker. Shieldbreaker’s wielder may attack the wielder of Doomgiver without fear of that Sword’s defensive powers.
If Shieldbreaker is used in a sunder attempt against another Sword, the other Sword is instantly destroyed regardless of the actual CMB rolled.
Fortunately, Shielbreaker contains two fatal flaws. First, if Shielbreaker is drawn, it forces its wielder to use it whenever an enemy provokes attacks of opportunity or whenever an enemy attacks the wielder.
Second, if Shieldbreaker is used against a creature not using magic or manufactured weapons (unarmed or natural attacks), the Sword passes harmlessly through the creature’s flesh. Furthermore, each time Shielbreaker lashes out at an unarmed opponent, its wielder gains a permanent negative level. When the wielder gains one negative level for each HD it possesses, the wielder dies. Even creatures immune to negative levels can die from the drain placed by the Sword.
Sightblinder
Symbol: Half-closed Eye
The Sword of Stealth is given to
One lonely and despised.
Sightblinder's gifts: his eyes are keen
His nature is disguised.
Sightblinder’s most notable power allows it’s wielder to simultaneously appear as the most beloved or most feared individual to each and every individual within line of sight. This can cause mass chaos as some people flee from the wielder while other run directly to him. This illusory effect cannot be pierced using divination or abjuration magic and provides a perfect disguise of the imitated individuals.
Until viewers begin discussing who is before them, no one is able to ascertain that there is something amiss. Once a viewer is presented with solid proof that something is wrong (DM’s call), then they may attempt a Will save (DC 30) to recognize that powerful illusory magic is involved.
In addition to providing an almost perfect disguise, Sightblinder grants its wielder a +25 insight bonus to Perception and Sense Motive checks and a +25 insight bonus on Will saves.
Sightblinder was discovered by the Founders
Soulcutter
Symbol: None
The Tyrant's Blade no blood hath spilled
But doth the spirit carve
Soulcutter hath no body killed
But many left to starve.
ABCD
Stonecutter
Symbol: Wedge Splitting a Block
The Sword of Siege struck a hammer's blow
With a crash, and a smash, and a tumbled wall.
Stonecutter laid a castle low
With a groan, and a roar, and a tower's fall.
ABCD
Townsaver
Symbol: Crenelated Wall
Long roads the Sword of Fury makes
Hard walls it builds around the soft
The fighter who Townsaver takes
Can bid farewell to home and croft.
ABCD
Wayfinder
Symbol: Arrow Pointing Toward Blade
Who holds Wayfinder finds good roads
Its master's step is brisk.
The Sword of Wisdom lightens loads
But adds unto their risk.
ABCD

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Shieldbreaker’s wielder may attack the wielder of Doomgiver without fear of that Sword’s defensive powers.
Actually I'd would say that Doomgiver did have an effect on Shieldbreaker, or rather Vulcan who was wielding it. It effectively turned Shieldbreaker against his own wishes, first by destroying the blades he had sought to collect, and eventually dooming him to fall to the unarmed.

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Quote:Shieldbreaker’s wielder may attack the wielder of Doomgiver without fear of that Sword’s defensive powers.Actually I'd would say that Doomgiver did have an effect on Shieldbreaker, or rather Vulcan who was wielding it. It effectively turned Shieldbreaker against his own wishes, first by destroying the blades he had sought to collect, and eventually dooming him to fall to the unarmed.
I could see how you interpret that section of the storyline that way, but i always got the impression that Doomgiver's power was always immediately felt. For example, Aphrodite's falling in love with a mortal or in the prequal/alternate arc, the immediate theft of the Swords from the one trying to steal Doomgiver. What we never saw was an extended display of Doomgiver's power (like some starving because they tried to starve Dg's wielder).
What we did see was Shieldbrreaker shattering Doomgiver.
Besides, it made for a more dynamic mechanic in my game.

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LazarX wrote:Quote:Shieldbreaker’s wielder may attack the wielder of Doomgiver without fear of that Sword’s defensive powers.Actually I'd would say that Doomgiver did have an effect on Shieldbreaker, or rather Vulcan who was wielding it. It effectively turned Shieldbreaker against his own wishes, first by destroying the blades he had sought to collect, and eventually dooming him to fall to the unarmed.I could see how you interpret that section of the storyline that way, but i always got the impression that Doomgiver's power was always immediately felt. For example, Aphrodite's falling in love with a mortal or in the prequal/alternate arc, the immediate theft of the Swords from the one trying to steal Doomgiver. What we never saw was an extended display of Doomgiver's power (like some starving because they tried to starve Dg's wielder).
What we did see was Shieldbrreaker shattering Doomgiver.
Besides, it made for a more dynamic mechanic in my game.
I subordinate mechanics to story. For me a Sword should give pause to anyone wielding another sword, even Shieldbreaker. There are a couple of exceptions perhaps, but the inclusion of a Sword should be a momentus event.
Another thing that's a major part of that world, is that the presence of drawn swords (even ordinary blades) makes cast magic more difficult.

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I took Vulcan's loss of power and defeat to the changing of the world, not so much to any after effects of Doomgiver.
I mean it's hinted when Doomgiver is used on Aphrodite. She seems to realize that the swords are more powerful than the gods at that point, I think because the legends of the swords are more powerful.
Wasn't Vulcan kind of surprised when Townsaver mangled Shiva? And I took it that he was the last deity because he had the strongest connection to the Swords.
Shame we can't ask him :-(

Katerek |

Okay...I don't know if you can use this, but here is what I have. I claim no credit for this, but I saw your post and it got me to thinking and after a few minutes of searching I found a document on my hard drive called 12 swords that I got somewhere a long time back.
I honestly do not remember where I got any of this from, I just know I cut and snipped it from somewhere.
Further, I may just be wasting your time; having never read the books that these are based on, I don't even know if I am in the right ball-park or how "true" these are to the source.
Like I said, the names are the same as some of the ones mentioned in posts above, so hopefully it is of some use to you.
Anyway...here ya go...
Twelve Swords of Power
Coinspinner
Coinspinner has a +3 enhancement bonus and functions as a chaotic keen weapon. Further, Coinspinner gives its possessor a +4 luck bonus to all actions. In addition, anyone facing the wielder of Coinspinner suffers a -4 penalty to all actions. In combat, Coinspinner’s wielder gains the benefit of the Dodge, Mobility and Spring Attack Feats.
Caster Level: 20th (artifact); Prerequisites: Craft Magic Arms and Armor, bestow curse, chaos, keen edge, teleport, wish; +3 bonus
Dragonslicer
Dragonslicer has a +3 enhancement bonus and functions as a keen bane (dragon) weapon. Further, Dragonslicer is only magically effective against dragons. Against anything else, it acts as a +3 weapon. Dragonslicer can cut any dragon's scales with virtually no effort. When used against a dragon, Dragonslicer tends to aim itself toward the heart. Dragonslicer will kill any dragon whose flesh it bites. When used against dragons it has no attack bonus, but if the sword hits, the dragon dies. Removing the sword from the dragon's body requires a Strength check (DC 20).
Caster Level: 20th (artifact); Prerequisites: Craft Magic Arms and Armor, keen edge, limited wish, power word kill, summon monster I; +3 bonus
Farslayer
Farslayer has a +3 enhancement bonus and functions as a keen weapon. Further, to be used magically, Farslayer’s wielder must have a target in mind. Then, when the wielder grasps this sword by its hilt, spins in a circle, and says, "For thy heart, for thy hear, who hast wronged me!" It will streak off a few feet, in a rainbow of light, then disappear. It reappears by the named enemy and pierces its heart, killing it. (In case of a demon lord or lich, the physical object housing the life Soulcutter of the creature). There is no armor or magic can stop Farslayer, only Soulcutter can stop this Sword (Farslayer would be destroyed). The sword lays in the enemies heart, until someone finds it and draws it out.
Caster Level: 20th (artifact); Prerequisites: Craft Magic Arms and Armor, discern location, fly, keen edge, power word kill, teleport without error, wail of the banshee; +3 bonus
Mindsword
The Mindsword has a +3 enhancement bonus and functions as a keen weapon. Further, Mindsword brings all intelligent beings within a 200 yard radius under complete control of its user. Any command issued by Mindsword's user will be followed by anyone under its control, including suicide or anything else. Anyone under its control will totally worship and love Mindsword's controller. Anyone under its control cannot lie to Mindsword's user and will defend them with their life.
Mindsword's control is ineffective against anyone under the influence of Doomgiver. Doomgiver can be used to make all people under the Mindsword's control and its user to give up on everything and forget about being under Mindsword's control. Mindsword's blade is poisoned and anyone infected with this poison cannot be totally healed without Woundhealer. A Reflex save (DC 15) is permitted, to avoid being poisoned.
All intelligent, semi and up, creatures who see this sword drawn, become the faithful servants of the wielder. They remain faithful until the wielder loses the blade or they handle one of the other Swords and make a save. Possessing one of the other Twelve allows the person a Willpower save (DC 20) not to be controlled by the Mindsword. If the Mindsword and its wielder are out of sight the save is at +4. Creatures under the power of the Mindsword will follow any command given by the wielder, even suicidal instructions, with no hesitation.
Caster Level: 20th (artifact); Prerequisites: Craft Magic Arms and Armor, dominate monster, keen edge, mass charm, poison, shout, wish; +3 bonus
Sightblinder
Sightblinder has a +3 enhancement bonus and functions as a keen weapon. Further, Sightblinder makes its user be seen as a admired/ loved or hated person to anyone they approach; depending on who and what they are thinking of (the wielder may change from a father to a wife, if the viewer's thoughts change). Usually groups see the wielder as the same person. The image the wielder takes cannot be chosen, it may or may not appear to be wearing a sword (or even a Sword if others see him as a person who should be wearing one, and will mimic the sounds of the other sword as well). The person Sightblinder makes its user appear to be totally indistinguishable from the real person. Sightblinder can take the image of a person that is dead in their last live form.
Sightblinder also enhances all of its users perceptions. The wielder of Sightblinder receives +20 to all Search and Spot checks, and +10 to all Sense Motive checks and +10 Listen checks. In addition, the wielder can see through all illusions, magical or otherwise. and acts as a true seeing spell when drawn. Upon command the wielder of Sightblinder may become invisible to anyone within sight, and will also be protected by a screen spell. Thus, Sightblinder can be used to deliver a treacherous blow. Sightblinder can see through Mindsword's overpowering, but is ineffective against Coinspinner, Vengeance, Soulcutter, and cannot elude Wayfinder.
Caster Level: 20th (artifact); Prerequisites: Craft Magic Arms and Armor, insanity, invisibility, keen edge, limited wish, screen, seeming, true seeing; +3 bonus
Stonecutter
Stonecutter has a +3 enhancement bonus and functions as a keen bane (elemental earth) weapon. Further, the wielder can slices through rock and stone, literally, as a hot knife would through butter. In fact, Stonecutter can cut through any substance with no problem. When it cuts, it makes perfectly smooth cuts. Even if it's point is rested on stone, it will begin to cut it, with its own weight. Stonecutter may be used to tunnel through stone at a rate of 3ft. (this is assuming there is someone to remove the debris, or that the tunneler is going up, letting the debris fall below). The tunnel would be about four feet in diameter. Stonecutter has no real combat bonuses in addition to the standard benefits of a Sword, unless fighting creatures made of stone. Then Stonecutter adds +2d6 points to damage. On a critical, the Sword will destroy the monster.
Caster Level: 20th (artifact); Prerequisites: Craft Magic Arms and Armor, disintegrate, keen edge, stone shape, summon monster I; +3 bonus
Townsaver
Townsaver has a +4 enhancement bonus and functions as a keen, flaming burst, speed, weapon. Further, the wielder cannot be controlled by another. Townsaver is only magically useful in a settled community. When used this way, it is very similar to Soulcutter. It fights by itself and will not stop until the battle is over. It does not protect its user during the battle. It destroys anything it comes in contact with (except any other Power) and keeps its user alive no matter how injured he/she is. Townsaver burns the air and is red hot when used magically. Townsaver is somewhat similar to Soulcutter, in its effects on opponents in combat. For every person who attacks the wielder (armed or unarmed), if they are within melee range) the sword will attack them. A highly skilled fighter may be able to control the Sword. If he can make a successful Willpower save (DC 20). Then the wielder can control the sword but does it give an attack for each attacking opponent. If controlled, Townsaver bestows the wielder with the Power attack, Cleave, Great Cleave and Sunder Feats.
The disadvantage of Townsaver is that it does not protect the wielder as does the Soulcutter. If Townsaver is controlling the wielder he gains no Armor Class bonus for Dexterity.
After the battle, if its user is injured bad enough, Townsaver will stop keeping them alive and let them die peacefully.
Caster Level: 20th (artifact); Prerequisites: Craft Magic Arms and Armor, disintegrate, finger of death, fireball, haste, keen edge, mind blank, shield; +4 bonus
Wayfinder
Wayfinder has a +3 enhancement bonus and functions as a keen weapon. Further, Wayfinder answers any "where" and "which way" and "which one" type questions the wielder asks of it, by moving its tip in the direction of the intended goal. Wayfinder might not always take its owner the safest direction, unless its owner specifies to do so. It can seek out anything except Soulcutter or its user. Wayfinder can find a person shielded by Sightblinder. If asked for the greatest treasure, it does nothing, indicating that it, Wayfinder, is the greatest treasure since it can find most anything.
Caster Level: 20th (artifact); Prerequisites: Craft Magic Arms and Armor, discern location, keen edge, sympathy, wish; +3 bonus
Woundhealer
Woundhealer has a +3 enhancement bonus and functions as a holy, bane (undead), keen, good ghost touch weapon. Further, Woundhealer will heal any living thing as a heal spell immediately, then regenerate lost body parts. The target intending to be healed must be cut or stabbed with Woundhealer, and as such Woundhealer does not cause any pain or blood and can be left inside the body for any length of time with no negative effects. Woundhealer can protect its user against anything causing any kind of harm including any of the other Swords of Power.
If used against undead beings, Woundhealer will instantly destroy them. Against non-organic beings it merely acts as a +3 weapon.
Caster Level: 20th (artifact); Prerequisites: Craft Magic Arms and Armor, heal, holy word, keen edge, plane shift, regenerate, summon monster I; +3 bonus
Shieldbreaker
Shieldbreaker has a +3 enhancement bonus and functions as a lawful keen defending weapon. Further, should someone attack the wielder they too will be hit with the same damage upon which they hit dealt the wielder of Shieldbreaker. In addition, Shieldbreaker acts a spell turning spell and over powers the spell.
When held, anyone speaking to Shieldbreaker's user cannot lie, they can only tell the truth. Nor can Shieldbreaker’s wielder lie either.
Caster Level: 20th (artifact); Prerequisites: Craft Magic Arms and Armor, discern lies, keen edge, spell turning, wish; +3 bonus
Soulcutter
Soulcutter has a +5 enhancement bonus and functions as a defending, vorpal, speed weapon. Further, the wielder is protected from all spells and attacks, spells are merely turned back at their casters. Melee or ranged attacks shall be blocked no matter what the source is, and the assaulting weapon shall be destroyed.
The only thing that can affect, Soulcutter is Woundhealer at which point. Woundhealer will protect its wielder from Soulcutter’s deadly force. Furthermore, The wielder of Soulcutter cannot wield Doomgiver, at the same time and is not protected from self-inflicted wounds. If Soulcutter is swung at an unarmed person, it will pass through their body without harming them at all. Therefore, an unarmed opponent may defeat the wielder of Soulcutter unless he throws it down .
The other disadvantage to Soulcutter is that the sword increases it's strength by drawing from the wielder, for every ten rounds of combat it reduces the wielder's Strength by one. (i.e. One Strength per minute). The wielder is not affected by this loss until all combat is done and the magic of the Sword no longer supports him. If the wielder is below one point of Strength, he will be comatose until he reaches 1 point; regaining one point a day. After this he will regain 3 points per day for total rest, or 1 point a day for resting and traveling (riding only).
Caster Level: 20th (artifact); Prerequisites: Craft Magic Arms and Armor, alarm, circle of death, deafness, disintegrate, gaseous form, haste, keen edge, ray of enfeeblement, shield, spell turning, wish; +5 bonus
Doomgiver
Doomgiver has a +3 enhancement bonus and functions as a keen weapon. Further, Doomgiver creates thoughts of absolute hopelessness in all within 200 yards radius of the drawn sword. The wielder is also effected by the Sword. All within the radius of effect sink to the ground, so hopeless that they can do nothing but stare at the ground. Carrying another Sword will allow the wielder a Willpower save (DC 20). Once the Sword is sheathed, anyone affected will slowly regain their normal world-view and recover in 10d6 minutes. The wielder of Doomgiver, ages one year for every two minutes of use. The wielder cannot return the blade to its sheath unless he also carries another Power and makes a successful Willpower save, when Doomgiver is drawn.
Doomgiver is ineffective against Soulcutter, Shieldbreaker and Woundhealer's users. Doomgiver completely snuffs out the Mindsword's effects.
Caster Level: 20th (artifact); Prerequisites: Craft Magic Arms and Armor, insanity, keen edge, mind fog, symbol (hopelessness), wish; +3 bonus

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I dunno about off-topic posts but I'm pretty sure that we are all still talking about Pathfinder here- which is technically still on topic.
Anyways until Paizo implements the PM system- this is my only way to get in contact with certain people. Someone who lives in Albuquerque and this was the most recent place he posted to.
I wanted to let him know that Monday November 7th and Friday November 18th are when the next Pathfinder events are scheduled.
They are being hosted at Active Imagination on Juan Tabo and Montgomery from 6-10pm
I can be contacted at the following email: maxerica at yahoo
(not taking the chance this thing censors email addy)
Please leave this post up until at least Tuesday. (please just be a little bit nice?)
We all know how hard it is to get gamers together- I'm desperate to get this chapter for Pathfinder Society Organized play off the ground.
Please Please Moderators just leave it up for 4 days?