Wings of the 36 Divine Celestial Soldier-Saints

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.

Concealment and Hide Checks: You can use concealment to make a Hide check. Without concealment, you usually need cover to make a Hide check.

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
Saving Throw Fortitude negates; Spell Resistance yes
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)
Saving Throw Reflex half or Reflex negates; see text; Spell Resistance yes
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.
A blade barrier provides cover (+4 bonus to AC, +2 bonus on Reflex saves) against attacks made through it.

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.