Ammandine

Legacy Weapon of House DuGarde

Category:
weapon (melee)
Description:

•3rd-4th: Telepathy, Unbreakable, Keen, Alertness
•5th-6th: Voidwalker
•7th-8th: Blink
•9th-10th: Starfall
•13th-14th: Astral Weapon
•17th-18th: Celestial Guardian
•19th-20th: Starborn

Voidwalker (Ex): You gain low-light vision and resist cold and fire 5. (If you already have low-light vision, you gain darkvision.) At 9th level, you no longer need to breathe, as if wearing a necklace of adaptation.

Starfall (Su): As a standard action, you can conjure a semi-tangible meteor shower. This spell-like ability effects all creatures in a 20ft radius, dealing 2d6 damage per three caster levels (max 12d6). You may use this ability a number of times per day equal to 3 + your Int modifier.

Astral Weapon (Su): You learn how to draw upon Ammandine’s celestial power. While activated, As a free action, you can grant the following enchantments to your weapon: Moonfire (Darkness Domain power), Planar, and Dispelling. Additionally, the sword glows with a pale blue light, functioning like the Light cantrip. You may activate Astral Weapon a number of times per day equal to 3 + your Int modifier.

Celestial Guardian (Su): Summon a planar ally (NG or LG only; HD = CL – 3). The Guardian remains for a number of rounds per day equal to your caster level, or until dismissed. You may use this ability a number of times per day equal to 1 + your Int modifier.

Starborn (Ex): You gain immunity to cold and blindness, and you can see perfectly in natural or magical light and darkness. In addition, you gain fast healing 1 when you are outdoors at night.

Bio:

When a star fell near Mer-de-Glace 750 years ago, the locals viewed it as a blessing for their recent victory against the great pirate king Kelwygg Fleshfang. The master smith forged the star fragments into a magical weapon, which was bestowed upon Roland DuGarde, who led the city’s defense. Since then, it has been passed down through the DuGardes lineage, always wielded by the head of the family.

The properties of the weapon, which Roland dubbed “Ammandine,” are somewhat mysterious. Wizards throughout the Commynwealth have examined the sword to pinpoint its enhancements, but they found that the sword changed significantly depending on its wielder. They conducted a magical study to confirm this, gathering results from swordsmen of varying backgrounds and skill levels. For most of the test subjects it acted like an ordinary dueling sword, though some especially gifted warriors managed to coax some magical power out of it.

In the hands of a DuGarde, however, Ammandine assumes a unique set of traits. Wielded by Roland, a powerful warrior and chivalric man, the sword became uncannily effective in combat maneuvers, sundering greatswords in a single stroke. The arcane scion Pascal DuGarde could store spells in Ammandine, and found his concentration and casting ability improved. The blade also adapted to Céleste DuGarde’s tactical prowess as well, granting her luck on the battlefield and bestowing some of its power to her troops.

The sword was lost to Harlan Penner in the last Tidal War, which proved a devastating blow to House DuGarde. Aurélien has sworn to recover the weapon and exact vengeance upon Ribdys.

Ammandine was recovered from the Maugrimm vaults during the werefolk’s march to the Rime.

Ammandine

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