Consists of 72 Kukri, Scimitars, Nine-ring broadswords,
Falchions, Falcatas, Katanas, and Khopesh, each of which was once wielded by a
Celestial in battle against evil. Looks like a pair of wings made out of
blades. This Relic becomes part of person's body, movement of the weapon is
controlled by the mind of its owner as a standard action. Can be used to fly,
attack and defend.
You can fly at a speed of 30 feet (average
maneuverability). You can't fly while carrying a medium or heavy load or while
fatigued or exhausted. You can safely fly for a number of consecutive rounds
equal to your Constitution modifier (minimum 1 round). You can exert yourself
to fly for up to twice as long, but then you're fatigued at the end of the
flight. You are likewise fatigued after spending a total of more than 10
minutes per day flying. Because you can glide before, after, and between rounds
of actual flight, you can remain aloft for extended periods, even if you can
only use flight for 1 round at a time without becoming fatigued.
When you reach 12 HD, you have enough stamina
and prowess to fly for longer periods. You can fly at a speed of 30 feet
(average maneuverability), and flying requires no more exertion than walking or
running. You can make a dive attack. A dive attack works like a charge, but you
must fly a minimum of 30 feet and descend at least 10 feet. You can make a dive
attack only when wielding a piercing weapon; if the attack hits, it deals
double damage. You can use the run action while flying, provided you fly in a
straight line.
Wing Slash:
With a quick turn of the hip and shoulder you sweep the
wings out in a slashing attack against a foe. Choose a weapon from the table
below and apply the attack as though you had struck with that weapon.
Flurry of Blades: With
a quick flap of your wings you send a flurry of Kukris speeding toward you
enemies in a cone shaped area of effect 30’ long. Each target in the area takes
damage as from a thrown dagger. The targets get a Reflex save, ( DC
10+level+DEX mod ) to leap aside and avoid the area for no damage. The Kukri
posses the following weapon enhancements:
Throwing:
This ability can only be placed on a melee weapon. A melee weapon crafted with
this ability gains a range increment of 10 feet and can be thrown by a wielder
proficient in its normal use.
Faint
transmutation; CL 5th; Craft Magic Arms and Armor, magic stone; Price
+1 bonus.
Returning:
This special ability can only be placed on a weapon that can be thrown. A returning
weapon f lies through the air back to the creature that threw it. It
returns to the thrower just before the creature’s next turn (and is therefore
ready to use again in that turn). Catching a returning weapon when it
comes back is a free action. If the character can’t catch it, or if the
character has moved since throwing it, the weapon drops to the ground in the
square from which it was thrown.
Moderate
transmutation; CL 7th; Craft Magic Arms and Armor, telekinesis; Price
+1 bonus.
Wing Buffet: To use
this maneuver, you must charge an opponent. On the round after the charge, you
can move your wings in a distracting manner while you make a melee attack or
attacks against the same opponent you charged. If that opponent fails a DC 20
Reflex save, you gain a +2 bonus for your turn on your melee attack rolls
against the distracted opponent. You cannot make a wing buffet again until
after you make another charge.
Wing Defense: To use
this maneuver, you must have taken the total defense action. On the round after
doing so, if you do not use your wings to fly, you can move your wings in a
blinding flurry in such a way as to gain concealment for the round.
Concealment Miss Chance:
Concealment gives the subject of a successful attack a 20%
chance that the attacker missed because of the concealment. If the attacker
hits, the defender must make a miss chance percentile roll to avoid being
struck. Multiple concealment conditions do not stack.
Total Concealment: If
you have line of effect to a target but not line of sight, such as when he has
successfully used the Hide skill, he is considered to have total concealment
from you. You can’t attack an opponent that has total concealment, though you
can attack into a square that you think he occupies. A successful attack into a
square occupied by an enemy with total concealment has a 50% miss chance
(instead of the normal 20% miss chance for an opponent with concealment).
You can’t execute
an attack of opportunity against an opponent
with total concealment, even if you know what square or squares the opponent
occupies.
Wing Fan: To use this
maneuver, you must have used at least one move action in the previous round to
fly or glide at least 30 feet. As a full-round action in the next round, you
can use your wings to produce an effect identical to a Gust of Wind spell with a range of 30 feet.
Using this maneuver makes you fatigued. You cannot use this maneuver if you are
exhausted.
GUST
OF WIND
School evocation [air]; Level druid 2, sorcerer/wizard 2
Casting Time 1 standard action
Components V, S
Range 30 ft.
Effect line-shaped gust of severe wind emanating out from you to the
extreme of the range
Duration 1 round
This spell creates a severe
blast of air (approximately 50 mph) that originates from you, affecting all
creatures in its path. All flying creatures in this area take a –4 penalty on
Fly skill checks. Tiny or smaller flying creatures must make a DC 25 Fly skill
check or be blown back 2d6 × 10 feet and take 2d6 points of damage. Small or
smaller flying creatures must make a DC 20 Fly skill check to move against the
force of the wind.
A Tiny or smaller creature on
the ground is knocked down and rolled 1d4 × 10 feet, taking 1d4 points of
nonlethal damage per 10 feet.
Small creatures are knocked prone by the force of the wind.
Medium or smaller creatures are
unable to move forward against the force of the wind unless they succeed at a
DC 15 Strength check.
Large or larger creatures may
move normally within a gust of
wind effect.
This spell can't move a
creature beyond the limit of it's range.
Any creature, regardless of
size, takes a –4 penalty on ranged attacks and Perception checks in the area of
a gust of wind.
The force of the gust
automatically extinguishes candles, torches, and similar unprotected flames. It
causes protected flames, such as those in lanterns, to dance wildly and has a
50% chance to extinguish those lights.
In addition to the effects
noted, a gust of wind can do anything that a sudden
blast of wind would be expected to do. It can create a stinging spray of sand
or dust, fan a large fire, overturn delicate awnings or hangings, heel over a
small boat, and blow gases or vapors to the edge of its range.
Flyby Attack: When flying, the creature can take a move action
(including a dive) and another standard action at any point during the move.
The creature cannot take a second move action during a round when it makes a
flyby attack.
Summon Sword: As a move action or standard action ( if you’ve already
moved) you can draw from your wings one or a pair of the
weapons
to use in battle.
Melee
Weapons
|
Dmg
(M)
|
Critical
|
Range
|
Weight
|
Type
|
Special
|
Kukri
|
1d4
|
18–20/×2
|
—
|
2
lbs.
|
S
|
—
|
Scimitar
|
1d6
|
18–20/×2
|
—
|
4
lbs.
|
S
|
—
|
Nine-ring
broadsword
|
1d8
|
×3
|
—
|
4
lbs.
|
S
|
Monk
|
Falchion
|
2d4
|
18–20/×2
|
—
|
8
lbs.
|
S
|
—
|
Falcata
|
1d8
|
19–20/×3
|
—
|
4
lbs.
|
S
|
—
|
Katana
|
1d8
|
18–20/×2
|
—
|
6
lbs.
|
S
|
Deadly
|
Khopesh
|
1d8
|
19–20/×2
|
—
|
8
lbs.
|
S
|
Trip
|
Finally, 1x/day you can cast Blade Barrier as a move action:
BLADE
BARRIER
School evocation [force]; Level cleric 6
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10
ft./level)
Effect wall of whirling blades up
to 10 ft. long, or a ringed wall of whirling blades with a radius of up to 5
ft. ( or 10’ diameter ); either form is 10 ft. high
Duration 1 min./level (D)
An immobile, vertical curtain
of whirling blades springs into existence. Any creature passing through the
wall takes 1d6 points of damage per caster level (maximum 15d6), with a Reflex save
for half damage.
If you evoke the barrier so that it appears where creatures are,
each creature takes damage as if passing through the wall. Each such creature
can avoid the wall (ending up on the side of its choice) and thus take no
damage by making a successful Reflex save.
Upon Reaching 8HD or Levels the wearer can spend a Feat slot to
render the Wings Holy whenever their next opportunity to purchase a feat occurs.
Or anytime after that point during character a advancement phase
Holy:
A holy weapon is imbued with holy power. This power makes the weapon
good-aligned and thus bypasses the corresponding damage reduction. It deals an
extra 2d6 points of damage against all creatures of evil alignment. It bestows
one permanent negative level on any evil creature attempting to wield it. The
negative level remains as long as the weapon is in hand and disappears when the
weapon is no longer wielded. This negative level cannot be overcome in any way
(including by restoration spells) while the weapon is wielded.
Moderate evocation [good]; CL 7th; Craft Magic
Arms and Armor, holy smite, creator must be good; Price +2 bonus.