ITEMS OF LEGACY
CHAPTER 3
Table 3–19: Fiendkiller’s flail Wielder Level 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th
————— Personal Costs ————— Attack Reflex Save Hit Point Penalty Penalty Loss — — — –1 — — — –1 2 — — 2 — –2 — — — 2 — — — –2 — — — — — — — 2 — –3 — — — 2
Abilities Scourge of fiends Darkvision 1/day, sense fiends — Large +1 cold iron outsider (evil) bane flail — Fiendvision Large +2 cold iron outsider (evil) bane flail Devil chills Devil’s fang — — Large +2 cold iron holy outsider (evil) bane flail
WIELDER REQUIREMENTS
The wielders of Fiendkiller’s Flail are primarily barbarians, fighters, and rangers. Paladins are usually put off by the fiendish history of the weapon, as well as the alignment switch required by its lesser legacy ritual and its disturbing abilities to poison and cause disease.
Fiendkiller’s Flail Wielder Requirements Base attack bonus +3 Sense Motive 2 ranks Speak Language (Abyssal) Weapon Focus (flail)
LEGACY ITEM ABILITIES
All the following are legacy item abilities of Fiendkiller’s Flail. Scourge of Fiends (Su): At 5th level and higher, while you wield Fiendkiller’s Flail, it is considered a cold iron and silver weapon for the purpose of overcoming damage reduction.
Darkvision (Sp): Beginning at 6th level, once per day on command, you can use darkvision as the spell. Caster level 5th. Sense Fiends (Su): At 6th level and higher, you can detect any creature with the baatezu or tanar’ri subtype within 60 feet, as if using the detect evil spell. Caster level 5th. Fiendvision (Su): When you attain 10th level, the darkvision granted by Fiendkiller’s Flail allows you to see in any sort of darkness, even that created by a deeper darkness spell. Devil Chills (Su): At 12th level and higher, Fiendkiller’s Flail infects any creature damaged by it with devil chills (see page 292 of the Dungeon Master’s Guide). The disease has no incubation period and the initial Fortitude save DC is 14, or 13 + your Charisma modifier, whichever is higher. Subsequent saves are DC 14. Devil’s Fang (Su): Beginning at 13th level, once per day on command, you can cause the spiked ball to secrete deathblade poison (DC 20, 1d6 Con/2d6 Con).
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VARIANT: GREATER LEGACY ABILITIES FOR FIENDKILLER’S FLAIL
Fiendkiller’s Flail doesn’t possess any greater legacy abilities. However, if a demon-hunting champion were to found a greater legacy, the weapon’s progression might continue along similar lines, looking something like the following. Wielder Level 17th 18th 19th 20th
————— Personal Costs ————— Attack Reflex Save Hit Point Penalty Penalty Loss — — — –3 — — — — — — –4 —
Abilities Large +3 cold iron holy outsider (evil) bane flail Banish fiends 1/day — Large +5 cold iron holy outsider (evil) bane flail
Banish Fiends (Sp): Beginning at 18th level, once per day when you issue the command “Fiends depart!” and gesture with Fiendkiller’s Flail, you force evil extraplanar creatures out of your home plane, as the banishment spell. The save DC is 20, or 17 + your Charisma modifier, whichever is higher.
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