Requiem

## Vessle

 Critical
 Type
 Style

* Anarchic Power - This weapon is chaos-aligned and thus bypasses the corresponding damage reduction. When a weapon of anarchic power strikes a lawful target, this power deals +3d6 points of bonus chaotic damage to the target, and the target gains one negative level (Fortitude DC 23 to remove 24 hours later). On a successful critical hit it instead deals +6d6 points of chaotic damage and bestows two negative levels (or +9d6 and three negative levels if the critical multiplier is ×3, or +12d6 and four negative levels if the critical multiplier is ×4). The weapon bestows three negative levels on any lawful creature attempting to wield it. These negative levels remain as long as the weapon is in hand and disappear when the weapon is no longer wielded. These negative levels never result in actual level loss, but they cannot be overcome in any way (including restoration spells) while the weapon is wielded.
* Vorpal - This potent and feared ability allows the weapon to sever the heads of those it strikes. Upon a roll of natural 20 (followed by a successful roll to confirm the critical hit), the weapon severs the opponent’s head (if it has one) from its body.
* Wounding - A wounding weapon deals 1 point of Constitution damage from blood loss when it hits a creature. A critical hit does not multiply the Constitution damage. Creatures immune to critical hits (such as plants and constructs) are immune to the Constitution damage dealt by this weapon.
* Ghost Touch - A ghost touch weapon deals damage normally against incorporeal creatures, regardless of its bonus. (An incorporeal creature’s 50% chance to avoid damage does not apply to attacks with ghost touch weapons.) The weapon can be picked up and moved by an incorporeal creature at any time.

## Base Stage

Requirements - Weapon Proficiency Feat.

 Armor Class
 Speed
 Attack Roll
 Damage
 Grapple Modifier
 Abilities
 Saves
 Space/Reach
 Special Abilities
 Special Qualities

#### Absorption

The weapon possesses the property of negation, drawing in jutsu/spells and dispelling them. If Requiem comes into contact with a jutsu/spell, the weapon can decompose the technique into the energies comprising it and store it within itself. This also ends said jutsu/spell in the process. Once per turn, if the user is the target of a jutsu/spell, a Reflex Save can be made to block with Requiem, subsequently causing the technique to be absorbed into the weapon. For those with a personal area of effect, physical contact with the target is needed (Touch Attack; CL Check). Each time Requiem absorbs a technique, its level is added to a pool with a maximum equal to the user’s HD. As a Free Action, the user can expend these levels to increase their own casting DC. Each level expended grant +2 DC.

## First Stage

Requirements - Otherworldly Welcoming Feat.

 Armor Class
 Speed
 Attack Roll
 Damage
 Grapple Modifier
 Abilities
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 Space/Reach
 Special Abilities
 Special Qualities

#### Deform

Requiem can alter its size and shape as the user desires, enabling it to be adapted to suit the user’s style. Once per turn, the user can alter Requiem’s form, changing it into any weapon with a size of their choice. The user must still possess any necessary feats to use the weapon without penalties.

#### Branching Paths

Utilizing Requiem’s ability to alter itself, the weapon morphs into a tangled mess of branching off blades, for the purpose of increasing the number of attacks it can perform. The user is able to create a number of these blades equal to Character Level/5, with each blade contributing to an additional attack the user can perform. These attacks are made at the user’s highest BaB.

#### Release From Mortal Binds

Requiem’s edge isn’t confined to slicing and dicing corporeal creatures. The weapon being as versatile as it is can also harm incorporeal and ethereal creatures. When required, Requiem is able to bypass a creature’s flesh, harming their soul itself instead. The user must expend a Standard Action to do so. Following this the weapon cannot harm a creature’s physical form, instead inflicting 3d6 points of Con Damage per attack. Should a creature die from this their soul is destroyed, preventing them from being resurrected. However, instead of destroying a creature’s soul, Requiem can capture it. This is a Will Save (DC 11 + Character Level + Wis Modifier + Highest Level of Jutsu). Requiem can hold a number of soul’s equal to the user’s Wisdom Modifier. For each soul Requiem has stored it adds +10 to the enhancement bonus and DC of its abilities or those of its set (If the user possesses multiple from the set).

## Second Stage

Requirements - Demonic Embrace Feat.

 Armor Class
 Speed
 Attack Roll
 Damage
 Grapple Modifier
 Abilities
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 Space/Reach
 Special Abilities
 Special Qualities

#### Pit of Darkness

The dark energy coursing through Requiem is directed into the earth, coating the ground in a layer of pitch-black. Originating from a visible point the user declares, it expands outwards, encompassing a circular area of 100ft + 10ft per Character Level from its point of origin. All creatures within this field, including the caster act as if slowed. Within this zone teleportation in or out is blocked and creatures find themself weakened and require a Concentration Check (DC; CL + Wis Modifier + d20) to cast techniques. Each round a creature remains within this zone, a Will Save (DC 12 + Character Level + Wis Modifier + Highest Level of Jutsu) determines if it falls unconscious. The creature remains unconscious until this technique ends or it is removed from this zone.

#### Void’s Embrace

Requiem’s power comes from its creator, who had been bestowed it from a greater existence. The true nature of it is unknown, but the weapon does have a connection to this greater existence. Calling upon it, Requiem grasps control of the shadow of its targets, warping them into gates that connect to the source of its power. From this gate several appendages rise up to grapple the creature and drag it down into the void’s depths. This has no save, instead creatures can perform a Strength Check vs CL to resist the appendages. Failure means the creature is dragged into the void. Each round spent there inflicts 2d10 points of Con Damage, where a Fortitude Save (DC 12 + Character Level + Wis Modifier + Highest Level of Jutsu) halves the damage if successful. The gate remains each turn, prompting the creature to perform the check again. This is a standard action and can remain active for CL number of rounds. However, each round it remains active the user suffers 2d6 points of Con Damage, as the strain of maintaining the gate accumulates.

## Third Stage

Requirements - Intermediate Master Feat.

 Armor Class
 Speed
 Attack Roll
 Damage
 Grapple Modifer
 Abilities
 Saves
 Space/Reach
 Special Abilites
 Special Qualites

#### Second Form

Requiem possesses a second stage or form. In this state the weapon’s destructive capabilities are amplified. Its second form is a triple-bladed spear, its opposite edge also possessing a bladed edge. The weapon becomes significantly lighter, allowing the user to perform a greater number of attacks. In its second form Requiem can perform an additional 4 attacks, each at the user’s highest BaB. Its enhancement bonus becomes 20 and its critical threat range increases to 16-20. Requiem retains all abilities of its original form. As such, in its second form the user can still alter the weapon’s shape and retain the benefits of this form.

##### 3-Pronged Shot

A dark energy converges at the weapon’s tip. Forming a dense ball, the user launches it at a single target of their choice, dealing 4d6 points of damage per Character Level (Max 80d6). The energy also affects the target’s mental condition, dealing 3d6 points of Wis Damage. The target can avoid this with a successful Reflex Save (DC 13 + Character Level + Wis Modifier + Highest Level of Jutsu)

##### Otherworldly Miasma

Requiem will never accept its current wielder but is content with giving them glimpses of its might. In its second form, Requiem burns the souls it has stored to produce a death inducing mist. The dark aura coating the weapon oozes out to the blanketing everything within 80ft + 5ft/CL (Spread). This misty aura is toxic to living organisms, inflicting death on those exposed to it. Living creatures within the mist must make a Fortitude Save (DC 13 + Character Level + Con Modifier + Highest Level of Jutsu), where failure results in their form becoming a decayed husk. A successful save instead inflicts Con damage equal to 5 per soul expended. The user is unaffected, along with any creature in contact with Requiem. This mist is immovable through outside forces and is always centered around the weapon.

## Fourth Stage

Requirements - Demonic Mastery Feat.

 Armor Class
 Speed
 Attack Roll
 Damage
 Grapple Modifier
 Abilties
 Saves
 Space/Reach
 Special Abilites
 Special Qualites

#### Requiem Second From

##### God Slayer

Burning its store of souls for its power, Requiem becomes enshrouded in its infamous dark aura. Numerous chains materialize from the weapon’s aura, splaying out besides it. For a number of rounds equal to half your Wis Modifier, all attacks made with Requiem are treated as a death attack. The weapon’s aura seeps into its target, coursing an overwhelming amount of dark energy through their body. This snuffs out their life in an instant, their form becoming distorted and warped in the process. On a successful attack from Requiem, the target dies, with no save.

The user can also perform an attack with the chains floating at either side of the weapon. CL/5 number of chains are manifested, with each dealing 10 points of Con Damage. If these chains grapple a target, the creature is bombarded with the full brunt of Requiem’s death inducing area and dies.

##### Corrosive Strike

Requiem’s dark energy can be injected into a creature on a successful attack, dealing 5 points of Con Damage. The creature also gains a penalty to their Attack Roll and Saving Throw of -10. This is a standard action, where the user performs a single attack. On subsequent attacks using this, the penalties stack.