The Impaler

**The Impaler**

**Price:** 98,000,000

**Aura:** Overwhelming Necromancy and Evil

The Impaler is effectively a +70 Weapon. It requires a strength score of 20 to wield and imposes a -1 penalty on all attack rolls made with it.

The Impaler is a +4 Viscious, Keen, Greater Vampiric, Twice Extended, Fierce, Masterslaying, Vanishing, Severe Human Bane, Psycho, Impact, Resounding, Bodyfeeder, Critical, Maiming, Greater Spell Storing, Epic Critical, Unholy Power, Godly Critical Longspear.

The Impaler's reach is 20 ft, crits on a 15-20, and has a random critical multiplier determined by rolling 2d6.

* The Impaler's base damage is 3d6.
* The Impaler deals an additional 3d6 of damage, and 2d6 damage to its wielder. On a successful critical hit, the 2d6 dealt to the wielder is added to the damage of the next successful attack made with The Impaler.
* On the first successful hit made with The Impaler each round, the wielder heals half the damage they dealt. The maximum amount of healing the wielder can receive from this each day is equal to five hit points per the wielder's Hit Dice. This ability does not function for the first 24 hrs a creature is attuned to it.
* The wielder of The Impaler may forfeit some or all of his Dexterity bonus to AC to gain a bonus to attack rolls equal to that amount. The amount forfeited can be changed at the beginning of the wielder's turn and lasts for one round.
* The Impaler is synced to a leather belt holster that seems to be made of human flesh. At the command of the wielder wearing the holster, the weapon attacks its current wielder with the holster wearer's attack bonus, and the wielder is considered flat-footed (no sneak attack is possible, even if the holster wearer can do so). If it hits, The Impaler deals critical hit damage.
* Once per day as a free action after a successful melee attack, the wielder can transport themselves and any equipment they are carrying to any spot within 60 feet by exploding into a cloud of bats that fly to the designated position. This movement otherwise conforms to the limitations given for the dimension door spell.
* The Impaler is treated as having a +2 bonus higher against humans, and deals an additional 2d6 points of damage against humans. On a successful critical hit against a human, it deals 6d10 additional damage. The Impaler glows when a human comes within 60 feet of it.
* On a successful critical hit, The Impaler grants its wielder temporary hit points equal to the total damage dealt. These temporary hit points last for 10 minutes. Thus, if the wielder successfully scores a critical hit while the wielder still enjoys temporary hit points from a previous critical hit, the wielder gains only the better of the two values: either his current number of temporary hit points, or the new influx of temporary hit points, whichever is higher. This only applies against living creatures or corporeal undead.
* Anytime The Impaler strikes a creature and the creature takes damage from it, the weapon can immediately cast Vampiric Touch on that creature as a free action if the wielder desires. The Impaler can store any spell of up to fifth level that has a casting time of one full round action or less indefinitely, until the wielder decides to replace the spell.
* The Impaler is treated as an Evil weapon for bypassing DR. When The Impaler strikes a good target, this power erupts forth and deals an additional 3d6 points of profane damage to the target, and the target gains one negative level (Fortitude DC 23 to remove 24 hours later). On a successful critical hit against a good creature, it instead deals an additional 24d6 and 7 negative levels.  The Impaler bestows three negative levels on any good 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.