Templar Weapons (Spoilers Ahead)


Legacy of Fire

Liberty's Edge

3 people marked this as a favorite.

Based on some forum suggestions, I changed the concept of the Moldspeaker to be Vardishal’s spirit fused with his weapon. I’m taking it a step farther, having the PCs move towards becoming the new Templars. My goal is that each one will receive one of the Templars’ weapons, which their spirits will be fused with.

I already have Tempest statted out, so I’m looking for suggestions on the other weapons. I’d like them to be unique from each other, but usable against upcoming enemies. I’m also interested in what forms some of these weapons could take, notably for the Priest and Sorcerer.

Thinking about changing the Insight ability to a +1 at levels 1-7, +2 8-11, and +3 at 12+, maybe more beyond)

Tempest, FALCHION of Wind and Rain (Vardishal) (for a Ranger)
Languages Aquan, Common, Ignan
Insight (Su) wielder of Tempest receives flashes of Vardishal’s memories, this results in a +1 bonus on Int-based skill checks.
Level 1-4: acts as +1 enhancement
Level 5-7: acts as +1 frost
Level 8-9: acts as +2 frost
Level 10-11: acts as +2 fire outsider bane frost
Level 12: acts as +3 fire outsider ban icy burst

Cyclone, SCIMITAR of Wind and Thunder (Kardswann) (for a Barbarian)
Languages Auran, Common, Ignan
Insight (Su) wielder of Cyclone receives flashes of Kardswann’s memories, this results in a +1 bonus on Str-based skill checks.
Level 1-4: acts as +1 enhancement
Level 5-7: ?
Level 8-9: ?
Level 10-11: ?
Level 12: ?

Sirocco, weapon of Wind and Fire (Pazhvann) (for a Priest, uses a Lt Xbow as a weapon)
Languages Protean, Common, Ignan
Insight (Su) wielder of Sirocco receives flashes of Pazhvann’s memories, this results in a +1 bonus on Wis-based skill checks.
Level 1-4: acts as +1 enhancement
Level 5-7: ?
Level 8-9: ?
Level 10-11: ?
Level 12: ?

Gale, MORNINGSTAR of Wind and Sand (Zayifid) (for a Cleric/Rogue)
Languages Terran, Common, Ignan
Insight (Su) wielder of Gale receives flashes of Zayifid’s memories, this results in a +1 bonus on Dex-based skill checks.
Level 1-4: acts as +1 enhancement
Level 5-7: ?
Level 8-9: ?
Level 10-11: ?
Level 12: ?

Maelstrom, weapon of Wind and Lightning (Davashuum) (for a Sorcerer, uses a wand?)
Languages Abyssal, Infernal, Common, Ignan
Insight (Su) wielder of Maelstrom receives flashes of Davashuum’s memories, this results in a +1 bonus on Cha-based skills.
Level 1-4: acts as +1 enhancement
Level 5-7: ?
Level 8-9: ?
Level 10-11: ?
Level 12: ?

Any suggestions would be appreciated. Thanks!


I really like this idea and would love to help. Finding the time to contribute on it is the hard part.

Have you already finished d stating them up?


1 person marked this as a favorite.

I went with simple, non-evolving weapons for all the other four, but feel free to steal whatever you like from this pile.

Maelstrom (Davashum) – a quarterstaff that called forth lightning and rung terror in the hearts of it’s enemies. +1 doom burst impact shock quarterstaff. Crit range 19-20. On a crit, target is shaken (no save) for 5 rounds. A target immune to fear is shaken for only one round.

Typhoon (Kardswann) – a +1 Cleaving greataxe. Grants the Cleave feat when used (or Great Cleave if the wielder already has Cleave). Value 8,000gp.

Zephyr (Zayifid) – +1 predictive scimitar. Casts detect thoughts at CL5 3/day. +2 competence bonus to Bluff, Sense Motive, Spot, Listen, and Gather Information. Can reroll an attack once per day. Value 10,600 gp total.

Cyclone (Pazhvann) – a whip said to slice through the flows of the future, grant sight a few seconds forward. +1 whip that deals 1d6 lethal damage, spell storing, provides a -2 on saves vs the spell in the whip, and adds +2 Dex to the wielder.

For Vardishal's Tempest, we went for a string of abilities - each evolution, the player got a choice of three abilities - but here's the full list of what was presented as options.

1) The Crack of Oncoming Thunder: “Hurl your spirit into every blow.” Tempest unleashes the thunder within a foe’s very bones themselves, vibrating them, yet making a noise no louder than a normal sword blow. Tempest deals an additional +1d6 sonic damage.
2) Fight Like Lightning: “Be as swift as the north wind. Be where you must be!” Vardishal has taught you the value of speed in combat. You may use your Dexterity modifier instead of your Strength modifier on attack rolls, just as if you were using Weapon Finesse (regardless of whether Tempest is a finessable weapon or whether you possess the feat).
3) Flow Like The Wind: “The north wind is fluid, ever-reactive. None may slow it”. Tempest desires to fly into battle. Tempest may always be drawn (but not sheathed) as a free action, and doing so does not provoke an Attack of Opportunity. Additionally, you gain a +2 to initiative while bearing Tempest, regardless of whether you have it in hand or not.
4) The Battle Never Ends: “I fought until my bones turned to ash!”. Tempest sustains you, resisting death. When reduced to negative hit points, you may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn’t your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious. When using this ability, you can take either a move, standard action, or full-round action each turn. You take 1 point of damage after completing a move or standard, or 2 points if you take a move and standard or full round. If you reach -10 hit points, you may spend a Hero Point to remain at -9. If you reach –10 hit points, you immediately die.
5) Know Thy Enemy: “Every enemy has a weakness.” You draw knowledge of old battles from Vardishal, knowing the weak points of your enemies. Once per day, you may simply declare a single enemy to be flat-footed against all your attacks this round (rendering them vulnerable to sneak attacks). This ability works on any enemy, even creatures normally immune to sneak attacks.
6) Flash Freeze: “The wind lunges faster than the eye can see”. For a split-second, Tempest projects a whip-fast blade of ice from its end, doubling its size temporarily. You may attack as if Tempest’s reach was 10” instead of 5”. If you use this ability to attack, it takes a full round action rather than a standard. You may use this on Attacks of Opportunity, but it uses up two AoO’s instead of one. When using Flash Freeze, any damage dealt is always considered frost damage.
7) Stand Together or Die Apart: “As a team, we are unshakable.”. Tempest guards and wards your allies, bringing its speed to flow in sync with them. Tempest grants a +2 AC bonus to any allies flanking with you or standing adjacent to you.
8) The Sharpest Cut. “When the time comes, strike with everything”. Tempest cuts through intangible obstacles, removing them. You may use Tempest without penalty underwater, in high winds, in fog, or any similar such effect. Fog, mist, and clouds that would provide concealment bonuses to your enemies no longer do so. Tempest strikes incorporeal creatures with no miss chance.
9) Destined Strike: “It is your destiny to hold this weapon. Know it.” Once per day, you may reroll an attack roll, rolling twice and taking the best reroll.
10) Undying Guardian “It is not over yet.” You become immune to negative energy damage as if you permanently had the spell Death Ward applied to you.
11) Tactical Reposition: “Half the battle is planning.” Tempest fills your head with tactical wisdom. At the beginning of a battle, before anyone acts, you may reposition yourself on a map, or alter terrain to give you cover, or make other such adjustments reflecting your wise tactics. The GM is the final arbiter of what you can do.

Liberty's Edge

@justaworm I haven't statted them out yet. They just entered the battle market and snuck some slaves out. I expect next session will see the big battle with Kardswann. Not a problem if you don't have time, I know what that's like.

@Reverse thanks for the info on the weapons. Really great ideas there and I'll certainly be stealing some of them :) This will give me a great start.


We are "nearly" (or so I keep thinking) about to enter the final book anyway, so there is really only one opportunity left for the party. I will think about it for a bit and focus on that one. :)

This idea is great because everyone gets a shiny toy. As it is with us, the Paladin has Tempest and is clearly the superior in melee.

Of course, it isn't quite necessary to provide level progression (at least at a first cut) on many of these due to the levels they would actually be finding them, Maelstrom especially.


Here is at least a plain vanilla Maelstrom that is in line with Tempest.

Maelstrom, weapon of Wind and Lightning (Davashuum)
Languages Abyssal, Infernal, Common, Ignan
Insight (Su) wielder of Maelstrom receives flashes of Davashuum’s memories, this results in a +1 bonus on Cha-based skills.
Level 1-4: +1 quarterstaff
Level 5-7: +1 shocking quarterstaff
Level 8-9: +1 shocking thundering quarterstaff
Level 10-11: +2 shocking thundering quarterstaff
Level 12: +2 shocking thundering conductive quarterstaff

The issue here for you is that you've allocated a weapon to a sorcerer, and I know when I play a sorcerer, I don't like to hit things with a melee weapon. This is one reason I went with conductive instead of shocking burst for level 12.

We could make this much more caster focused, but then what sense does it make for a monk to have ...

One thought here would be to make it basically a quarterstaff of thunder and lightning (quarterstaff because Davashuum isn't going to use a +2 mace). You could replace the "thunder" ability with the ability from the Rod of Thunderous Force instead and you would have something like this:

    Constructed of iron set with silver rivets, this quarterstaff has the properties as follows.

  • Lightning: Once per day, when the wielder desires, a short spark of electricity can leap forth when the rod strikes an opponent to deal the normal damage for a +2 light mace (1d6+2) and an extra 2d6 points of electricity damage. Even when the rod fails to score a normal hit in combat, if the roll was good enough to count as a successful melee touch attack, then the 2d6 points of electricity damage still apply. The wielder activates this power as a free action, and it works if he strikes an opponent within 1 round.
  • Lightning Stroke: Once per day as a standard action, the wielder can cause the rod to shoot out a 5-foot-wide lightning bolt dealing 9d6 points of electricity damage (Reflex DC 16 half) to a range of 200 feet.
  • Thunder: (original from rod of thunder and lightning) Once per day, the rod can strike as a +3 light mace, and the opponent struck is stunned from the noise of the rod's impact (Fortitude DC 16 negates). Activating this sonic power counts as a free action, and it works if the wielder strikes an opponent within 1 round.
  • Thunder: (replacement from rod of thunderous force) Once per day on command, the wielder can slam the rod against the ground, releasing a concussive wave of sonic and force energy. This creates a 20-foot radius burst centered on the wielder. While it causes no damage, those within the burst must succeed at a DC 19 Fortitude save or fall prone and be deafened for 1d4 rounds. The wielder is unaffected by this blast. This effect is a force and sonic effect.
  • Thunderclap: Once per day as a standard action, the wielder can cause the rod to give out a deafening noise, just as a shout spell (Fortitude DC 16 partial, 2d6 points of sonic damage, target deafened for 2d6 rounds).
  • Thunder and Lightning: Once per week as a standard action, the wielder of the rod can combine the thunderclap power with a lightning bolt, as in the lightning stroke power. The thunderclap affects all creatures within 10 feet of the bolt. The lightning stroke deals 9d6 points of electricity damage (count rolls of 1 or 2 as rolls of 3, for a range of 27 to 54 points), and the thunderclap deals 2d6 points of sonic damage. A single DC 16 Reflex save applies for both effects.

This is at least provides more benefit for a sorcerer.

Liberty's Edge

justaworm wrote:

Here is at least a plain vanilla Maelstrom that is in line with Tempest.

The issue here for you is that you've allocated a weapon to a sorcerer, and I know when I play a sorcerer, I don't like to hit things with a melee weapon.

Great ideas, thank you!

I know, giving a sorcerer a weapon is very odd, but I like what you did with it. I think that will get a lot more use!

Edit: I had a thought. You're correct that making a quarterstaff more caster focused makes no sense for a monk to wield. I'm going to look into changing Davashuum to a staff magus. Since this weapon in particular is gained so late in the story, I think I'll disregard the level progression and just go with the abilities it has, like you mentioned.

Liberty's Edge

I came up with the following weapon adjustments:

Cyclone (scimitar going to a barbarian)
1st-4th: +1 enhancement
5th-7th: +1 mighty cleaving
8th-9th: +2 mighty cleaving
10th-11th: +2 keen mighty cleaving
12th: +3 vorpal keen mighty cleaving

Granting cleave, extra crit range, and vorpal because why not? She likes to hit things and kill them, so this should help.

Gale (mace going to a cleric/bard [detective])
1st-4th: +1 enhancement
5th-7th: +1 quenching
8th-9th: +2 quenching
10th-11th: +2 quaking* quenching
12th: +3 speed quaking* quenching
*as quaking, but replace trip with dirty trick.

Quenching will help with the upcoming fire-types, Quaking sort of fits with the "Sand" theme of the weapon, though I was thinking more along the lines of blasting sand up to blind opponents, or shifting the sand to engulf them, etc. For the most part, dirty trick works, though I think I may remove the sickened part of it. She likes the idea of being a support character, so disabling enemies, even momentarily, should fit in well.

The player that would get Sirocco (weapon of Wind and Fire, Pazhvann) is new to this game, and playing an Alchemist. I'll have some time to find his play style with the character and try to get a weapon adjusted for him.

Community / Forums / Pathfinder / Pathfinder Adventure Path / Legacy of Fire / Templar Weapons (Spoilers Ahead) All Messageboards

Want to post a reply? Sign in.
Recent threads in Legacy of Fire