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Elemental Materials (rework)
#1
First and foremost, here are the materials themselves.

Darksteel

For some, weapons and armor made of iron, mythril, or adamant are simply not enough to encompass their desires, and they seek something more suited to their talents. Darksteel is one such material, and is well-suited to dark knights and other warriors who wish to harness such umbral power. Made through a painstaking process that involves alchemical infusions and exposure to powerful shadow magic, this metal is a boon to warriors that want to get an edge over those who use more traditional materials.

Weapons made of darksteel inflict damage that counts as shadow damage in many ways. While the damage dealt is still physical in nature, creatures who are vulnerable to shadow damage take 50% more damage from attacks made by a darksteel weapon. Upon a critical hit, this extra damage is determined after the total damage dealt by the critical hit has been calculated. When attacking creatures with resistance to shadow, the resistance applies to the damage dealt, stacking with any damage reduction that the creature has for determining the total damage, e.g. a creature with DR 5/adamantine and resist shadow 5 would take 10 less points of damage from a darksteel weapon. Creatures who are immune to shadow damage only take 1 point of damage per hit, and creatures who absorb shadow damage take no damage at all, rather than absorbing it. Other sources of damage dice, such as precision damage or enchantments, or any other source of damage not multiplied upon a critical hit, are not affected by this ability.

Armor made of darksteel has the curious habit of attaching itself to its wearer. For some, this is far less of a problem than one would think. Dark knights wearing armor made of darksteel reduce their armor check penalty by 2 instead of 1, increase the maximum Dexterity bonus by 1, and suffer no penalties to movement speed from wearing it, regardless of whether the armor is light, medium, or heavy. Any others who wear darksteel armor instead find the material to make them rigid and clumsy, increasing their armor check penalty by 1, reducing their maximum Dexterity bonus by 1, and reducing their movement speed by an additional 5 feet. Shields made of darksteel provide no armor check penalty for dark knights, but increase their armor check penalty for all other creatures by 1. On top of all this, darksteel armor and shields bestow some amount of protection against the light; light armor provides holy resistance 5, medium armor provides holy resistance 10,  and heavy armor provides holy resistance 15. Darksteel shields provide holy resistance 5 and grant a +2 bonus on Reflex saves against effects that deal holy damage. These bonuses do not stack with any other form of holy resistance.

Darksteel has a hardness of 15, and has 30 hit points per inch of thickness. All items made of darksteel are considered to be of masterwork quality; this is included as part of the prices below.

Item cost modifier:

Weapons: +5,000 gil
Light armor: +5,000 gil
Medium armor: +10,000 gil
Heavy armor: +16,000 gil
Shields: +5,000 gil

Mystletainn

Though good steel will usually suffice in most cases, there are times in which weapons and armor forged from other materials must come into play. When fiends emerge from one of the many hells below ground or the undead burst forth from cracked earth, no metal is better for combating these monsters than mystletainn. A white metal with a slightly bluish tinge, mystletainn in its raw form is virtually unworkable due to the sheer amount of energy it has, making it move and grow all on its own as though alive. Only after baptizing the ore in holy water once smelted does the material become compliant. Its innate energy resonates with the holy water far better than anything else, and in so doing becomes a blessed metal well-suited to holy knights and others who wield sacred powers.

Weapons made of mystletainn inflict damage that counts as holy damage in many ways. While the damage dealt is still physical in nature, creatures who are vulnerable to holy damage take 50% more damage from attacks made by a mystletainn weapon. Upon a critical hit, this extra damage is determined after the total damage dealt by the critical hit has been calculated. When attacking creatures with resistance to holy, the resistance applies to the damage dealt, stacking with any damage reduction that the creature has for determining the total damage, e.g. a creature with DR 5/adamantine and resist holy 5 would take 10 less points of damage from a mystletainn weapon. Creatures who are immune to holy damage only take 1 point of damage per hit, and creatures who absorb holy damage take no damage at all, rather than absorbing it. Other sources of damage dice, such as precision damage or enchantments, or any other source of damage not multiplied upon a critical hit, are not affected by this ability.

Mystletainn's semblance of life is not hammered out when forged, merely kept still, and when being worn as armor, tends to cling to its wearers, but has preferences that stem from its refinement process. Its holy nature makes it symbiotize and synergize with those who control like powers; as such, holy knights wearing armor made of mystletainn reduce the armor check penalty by 2 rather than 1, increase the maximum Dexterity bonus by 1, and incur no penalties to movement from the armor, regardless of whether it is light, medium, or heavy. Others who wear mystletainn armor find that it subtly fights back as one tries to move, increasing the armor check penalty by 1, reducing the maximum Dexterity bonus by 1, and reducing their movement speed by an additional 5 feet. Shields made of mystletainn provide no armor check penalty for holy knights, but increase their armor check penalty for all other creatures by 1. On top of all this, mystletainn armor and shields bestow some amount of protection against darkness; light armor provides shadow resistance 5, medium armor provides shadow resistance 10,  and heavy armor provides shadow resistance 15. Mystletainn shields provide shadow resistance 5 and grant a +2 bonus on Reflex saves against effects that deal shadow damage. These bonuses do not stack with any other form of shadow resistance.

Mystletainn has a hardness of 15, and has 30 hit points per inch of thickness. All items made of mystletainn are considered to be of masterwork quality; this is included as part of the prices below.

Item cost modifier:

Weapons: +5,000 gil
Light armor: +5,000 gil
Medium armor: +10,000 gil
Heavy armor: +16,000 gil
Shields: +5,000 gil

Ifrite

Elemental energy perfuses the land in many forms, with different areas holding varying levels of elements. Found only in places such as volcanoes, desert mines, and other places filled with fire-elemental energy, ifrite is a vaguely crystalline ore that is said to have been blessed by the passing by of Eidolons of fire. Uncomfortably hot to the touch, its elemental affinity makes it very difficult to forge, but it can be used to fashion highly effective weapons and armor.

Weapons made of ifrite inflict damage that counts as fire in many ways. While the damage dealt is still physical in nature, creatures with vulnerability to fire damage take 50% more damage from attacks made by an ifrite weapon. Upon a critical hit, this extra damage is determined after the total damage dealt by the critical hit has been calculated. When attacking creatures resistant to fire, the resistance applies to the damage dealt, stacking with any damage reduction that the creature has for determining the total damage, e.g. a creature with DR 5/adamantine and resist fire 5 would take 10 less points of damage from an ifrite weapon. Creatures who are immune to fire damage only take 1 point of damage per hit, and creatures who absorb fire damage take no damage at all, rather than absorbing it. Other sources of damage dice, such as precision damage and enchantments, or any other source of damage not multiplied on a critical hit, are not affected by this ability.

Armor made of ifrite confers some protection against ice damage. Light armor gives ice resistance 5, medium armor gives ice resistance 10, and heavy armor gives ice resistance 15. Ifrite shields grant ice resistance 5 and a +2 bonus on Reflex saves against effects that deal ice damage; these bonuses do not stack with any other forms of ice resistance.

Ifrite has a hardness of 10, and 30 hit points per inch of thickness. All items made of ifrite are considered to be of masterwork quality; this is included in the prices below.

Item cost modifier:
Weapons: +5,000 gil
Light armor: +4,000 gil
Medium armor: +9,000 gil
Heavy armor: +14,000 gil
Shield: +5,000 gil

Ifrite has many other equivalent "sister" materials, all of them functioning with different elements.

Shivite: Ice, armor offers wind resistance
Garudium: Wind, armor offers earth resistance
Titanite: Earth, armor offers lightning resistance
Ramium: Lightning, armor offers water resistance
Levium: Water, armor offers fire resistance
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#2
Next we have special weapons.

Dark Sword

Far more than simply a blade made of darksteel, dark swords are a mysterious trademark weapon of dark knights everywhere, regarded with a mix of both fear and wonder. Treated with even greater exposure to shadow-elemental magic during its forging, a dark sword is almost shadow magic made solid. They are typically a +1 darksteel knight sword, although they are also known to be forged as katanas in certain locales, as well as many other different swords. A dark sword with the abyssal property deals progressively heavier shadow damage as it grows in power; with an enhancement bonus of +1, a dark sword deals damage as normal for the abyssal property. At +3, it deals +2d6 shadow damage instead, and at +5, it deals +3d6 shadow damage instead. This extends to the abyssal burst property as well, dealing one additional die upon a critical hit at +3 and two additional dice instead at +5. Also, all dark swords are treated as having the conductive property, but it only functions the harm touch ability; no other similar abilities are usable through this item without the actual conductive property.

Price: 10,350 gil

Construction:
Requirements: Craft Magic Arms and Armor, dark III, darkra; Cost: 5,000 gil, plus the cost of the weapon

Lustrous Sword

Just as darksteel is forged to make powerful dark swords, so is mystletainn used to make a holy counterpart, known as a lustrous sword. These weapons were infused with powerful holy-elemental magic while being forged, and strike enemies almost as though they were quite literally made of the stuff. Though normally found as +1 mystletainn knight swords, there are other forms of sword that have been made into them, such as katanas and greatswords. A lustrous sword with the shining property deals greater holy damage as it grows in power; with an enhancement bonus of +1, a lustrous sword deals damage as normal for the shining property. At +3, it deals +2d6 holy damage instead, and at +5, it deals +3d6 holy damage instead. This extends to the shining burst property as well, dealing one additional die upon a critical hit at +3 and two additional dice instead at +5. Also, all lustrous swords are treated as having the conductive property, but it only functions the lay on hands ability; no other similar abilities are usable through this item without the actual conductive property.

Price: 10,350 gil

Construction:
Requirements: Craft Magic Arms and Armor, light III, lightra; Cost: 5,000 gil, plus the cost of the weapon

Flametongue

Though ifrite on its own is a potent enough material, there are those who feel that merely adding a modicum of heat to their fighting is not enough. For these insatiable pyrophiles, there is a special sword made from their precious red ore through extensive alchemical and magical treatments in its forging. Usually seen in the form of +1 ifrite longswords, though they can be any other kind of sword if the maker so wishes, the flametongue is a potent instrument of fiery devastation. A flametongue with the flaming property deals more and more fire damage as it grows in power; with an enhancement bonus of +1, a flametongue deals damage as normal for the flaming property. At +3, it deals +2d6 fire damage instead, and at +5, it deals +3d6 fire damage instead. This extends to the flaming burst property as well, dealing one additional die upon a critical hit at +3 and two additional dice instead at +5.

Price: 8,315 gil

Construction:
Requirements: Craft Magic Arms and Armor, fire III, fira; Cost: 4,000 gil, plus the cost of the weapon

In the same vein of ifrite having related materials of different elements, there are also "sister" swords that are made of these other materials. The kind of sword they most often are and what spells are used to make them are thus, otherwise functioning the same with their different elements and costs:

Icebrand: +1 shivite longsword; Requirements: blizzard III, blizzara; Price: 8,315 gil
Gladius: +1 garudium short sword; Requirements: aero III, aera; Price: 8,310 gil
Stoneblade: +1 titanite greatsword; Requirements: stone III, stonera; Price: 8,350
Coral sword: +1 ramium falchion; Requirements: thunder III, thundara; Price: 8,375
Iga blade: +1 levium katana; Requrements: water III, watera; Price: 8,350
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#3
And to top it all off, have some artifact-level weapons, three of them being dark swords, three being lustrous swords, and one for each element.

Deathbringer
Aura overwhelming dark, necromancy; CL 21st; Slot none; Weight 6 lbs.

The infamous Deathbringer is a dark sword that is rightly feared by all who are mortal, for any time it has appeared in the annals of history, death and destruction have always followed mere steps behind. Said to have once been wielded by Odin himself before he took hold of his trademark sword Zantetsuken, this +6 abyssal burst knight sword almost has a will of its own. Though not necessarily evil, holding the sword fills one with an almost mind-numbingly powerful desire to completely and utterly decimate one's foes; the weapon has been used both righteously and despicably throughout the ages, caring not whether those who are slain were villains themselves, so long as its purpose- doling out death- was fulfilled.

One of the most devastating abilities Deathbringer offers is, on a confirmed critical hit, to force the victim to make a DC 25 Fortitude save, or be slain instantly. On a confirmed critical hit after rolling a natural 20, they take a -2 penalty on the saving throw. If both the attack roll and confirmation roll are a natural 20, then the victim instantly dies, no saving throw. This is a necromantic death effect.

Powers
3/day countdown (DC 23)
1/day doom (DC 24)

Muramasa
Aura overwhelming dark, necromancy; CL 21st; Slot none; Weight 6 lbs.

Legend has it that a swordsmith from long ago had perfected the art of making a sharp blade, but in doing so, had gone violently mad. His magnum opus, the final blade into which he infused the last of his soul, was a dark sword so sharp that merely holding it in the water, edge against the current, could cut leaves, feathers, and fish upon a mere touch. However, such perfection came with a terrible cost, the insanity and bloodthirst of the sword's creator passed on to the weapon itself, taking on a vile will of its own. Calling itself Muramasa, after the name of its progenitor, the +5 keen abyssal unholy katana of wounding left its gruesome mark on history, becoming the stuff of nightmares to all who have heard of the gory trail left in its wake whenever it reaches the hands of a capable warrior.

Upon a successful critical hit, Muramasa drinks deeply the blood of its victims, slaking its thirst if but for a moment and easing the wounds of its wielder. Those struck take 3d6 bleed damage that stacks with other sources of bleed damage, including itself, and the wielder is healed a number of hit points equal to the weapon damage dealt. However, Muramasa's insatiable desire to taste flesh and bone is one that is not easily swayed; those who draw it must make at least one successful hit upon a living creature of flesh within 1 minute before putting it away, or else it turns upon its wielder, forcing them to make an attack on themselves that is an automatically confirmed critical hit, and does not activate the sword's healing ability. One must succeed in a personality conflict with Muramasa to ignore its hunger for that encounter. Its special purpose is to kill anything and everything it can dig its voracious blade into.

Statistics
Alignment NE; Ego 30; Senses 120 ft., blindsense
Int 16 Wis 14 Cha 20
Communication empathy, speech, telepathy
Languages Abyssal, Common, Draconic, Infernal

Powers
At will vampiric touch
1/day slay living (DC 21)

Valhalla
Aura overwhelming dark, enhancing, enfeebling, healing; CL 21st; Slot none; Weight 8 lbs.

Tales of old speak of a fearsome dark knight who, against all odds, defied his very life as he had known it and carved an entire army of fiends and evil men to shreds with his dark sword before dying on his feet, propped up by the hilt of his blade, which had impaled the last foe and buried itself halfway into the earth. It was done for the sake of people he had come to love and cherish, who would have been helpless against the onslaught of such forces, and as their only hope, the dark knight had single-handedly slain the foul legion to save them all. He was lauded as a savior, and despite his weapon's shadowy origins, it was given a powerful blessing by the people and had become a symbol of honor and glory. This legendary dark sword is an intelligent +5 holy keen greatsword of speed, and patiently waits for its next wielder to grasp it, fulfilling its special purpose of protecting the innocent.

The dark sword, which came to be known as Valhalla, holds a defiant will and a sense of compassion uncharacteristic of what one expects from weapons with such tenebrous origins. The great blade scorns evil creatures who attempt to wield her- indeed, the weapon has taken on a female identity, seeing herself not unlike a protective mother- with an overwhelming vehemence, and gladly welcomes the touch of those who seek to do right through using her. Good-aligned holy knights who take hold of her hilt are granted shadow resistance 15, and all creatures she allows to hold her are given fast healing 1. Valhalla is even able to let holy knights use the dark sword's special conductive property to channel their lay on hands ability through her blade, albeit at the cost of three uses instead of two; though willful, she can still only do so much. Upon a confirmed critical hit, if the enemy is evil-aligned, they must make a DC 24 Will save or be frightened, ignoring any immunities to fear or mind-affecting effects; a successful save renders them shaken instead. If the confirmation roll was a natural 20, then the enemy is panicked upon a failed save, and frightened upon a successful save. Evil outsiders must make a DC 26 Will save or be rendered panicked, success indicating that they are frightened instead, but receiving no save if the confirmation roll is a natural 20.

Statistics
Alignment NG; Ego 31; Senses 120 ft., blindsense
Int 12 Wis 18 Cha 18
Communication empathy, speech, telepathy
Languages Abyssal, Celestial, Common, Infernal

Powers
At will deadly juggernaut (upon wielder), zeal (upon wielder)
3/day crusader's edge, greater fear
1/day breath of life

Lightbringer
Aura strong light; CL 21st; Slot none; Weight 6 lbs.

Thought by some to have been forged as a counterpart to the dreaded Deathbringer, this powerful lustrous sword has periodically shown up throughout history as a bastion of hope, and in the hands of great heroes, lain waste to entire armies of fiends and undead, destroying them with impunity. Shining with radiance like the sun itself, its blade radiates light as the daylight spell; this effect cannot be dispelled.

Lightbringer is a +6 shining burst knight sword that can utterly wreck the battlefield with explosions of sacred energy. Upon a successful critical hit, the shining burst effect's radius is increased to 15 feet. If the attack roll was a natural 20, the shining burst damage dice deal maximum damage, as though all dice had rolled a 10. If both the attack roll and confirmation roll are a natural 20, instead of the normal shining burst effect, the target struck is instead the center of a lightra effect (10d6 holy damage, 20 ft. radius) that ignores spell resistance, with a DC 20 Reflex save for half damage. The wielder is unaffected by the lightra effect.

Powers
At will light III (DC 20)
5/day holy (DC 21), lightra (DC 20)
3/day holy II (DC 23), lightga (DC 22)
2/day holy III (DC 25)
1/day saintly beam (DC 27)

Masamune
Aura overwhelming chronomancy, enhancing, light; CL 21st; Slot none; Weight 6 lbs.

Forged in distant lands lost to the passing of years, Masamune is a lustrous sword with a reputation for gentleness that seemingly contradicts itself with a certain sense of ferocity as well. The master swordsmith who crafted this fine blade was a man of mercy, preaching that the soul of a weapon that kills indiscriminately is no soul at all, but is a bloodthirsty demon in a metal shell. To slay a redeemable enemy is to deny them a chance to learn from their mistakes, and a waste of life. Despite these forgiving philosophies, the swordsmith also proclaimed that the greatest kindness one can offer to a foe is a quick defeat, wisdom that has passed onto the blade as well, and so those who wield it are gifted with superhuman quickness.

This +5 holy merciful katana of speed is a selective beast when doling out judgement. Its merciful effect is always active and cannot be dispelled, except when fighting evil outsiders and undead. Against such foes Masamune holds nothing back, becoming a +6 holy keen shining burst katana of speed, and is considered to have the bane effect when attacking evil outsiders and undead.

Powers
Constant- wind runner (upon wielder)
At will haste, temper
5/day anticipatory strike, lesser celerity
3/day celerity, hastega
1/day greater celerity

Durandal
Aura strong enfeebling, enhancing, light; CL 21st; Slot none; Weight 14 lbs.

Durandal is a work of righteous art, a magnificently large and beautiful weapon that inspires the courage necessary to defeat vile opponents. Legend has it that this lustrous sword was baptized in the blood of the Eidolon known as Maduin when forged, rather than the holy water mystletainn is usually treated with. It is a +5 holy keen merciful shining hardedge, and the divine ichor with which it was made has granted the weapon a life and mind all its own, using its great willpower to slay those beyond redemption.

When battling the foulest of enemies, Durandal imposes its iron will upon those it strikes, bringing them to their knees if it does not break them entirely. All good-aligned wielders of the weapon are given the ability to use smite evil three times per day, as the white knight ability, using their HD as their holy knight level for determining extra damage and using either the wielder's or Durandal's Charisma modifier, whichever is higher, to determine other effects. White knights who wield Durandal instead treat their class level as four levels higher for determining the effects of smite evil, and combine their daily uses of smite evil with those of the sword. All creatures with the evil subtype who are struck must make a DC 25 Will save or be afflicted with the Charm status for 1d6 hours, ignoring any immunities to mind-affecting effects. On a critical hit, they must instead make a DC 27 Will save or be dazed for 1d3 rounds and are Charmed for 1d6 hours. Its special purpose is to make evil beings repent and change their ways.

Should someone manage to overcome a battle of wills with the sword, Durandal still refuses to allow non-good creatures the use of any of its special abilities or powers, and functions only as a +1 mystletainn hardedge in their hands.

Statistics
Alignment NG; Ego 32; Senses 120 ft., blindsense
Int 14 Wis 16 Cha 20
Communication empathy, speech, telepathy
Languages Celestial, Common, Sylvan

Powers
At will temper, zeal (upon wielder)
5/day crusader's edge (upon wielder)
3/day bravery (upon wielder)
1/day euphoric tranquility

Inferno Blade
Aura overwhelming elemental (fire); CL 21st; Slot none; Weight 4 lbs.

Seen by many as the flames of war solidified, this flametongue is a +6 keen flaming burst longsword and was forged by an eidolon of fire, the blazing valkyrie Brynhildr. With her love of fire behind every blow of her hammer did she smith a weapon that burns like the corona of the sun; indeed, even creatures who would scoff at the use of fire upon them can feel it sear them as it strikes. Upon making a confirmed critical hit, the victim of the attack must make a Will save (DC 25) or be inflicted with the Imperil (Fire) status for 1 minute. Multiple failed saves stack, increasing the level of vulnerability and resetting the duration with each iteration.

The flames it produces are so unbelievably hot that an enemy slain by this weapon is completely incinerated; only magical items on the creature's person are spared.

Powers
5/day fire IV (DC 20)
3/day glare (DC 23)
1/day inferno (DC 25)

Frostshard
Aura overwhelming elemental (ice), enfeebling; CL 21st; Slot none; Weight 3 lbs.

Legend has it that long ago, when turmoil between those of divine stature was far more common, a grand duel ensued when Shiva was challenged by Halone the Fury. The result of this duel was one of camaraderie, but before such kinship was attained, Shiva suffered a terrible wound from Halone's great blade. From this wound drooled Shiva's indigo blood, which froze and took on an edge of its own, becoming a frigid sword that Shiva wielded to fight Halone to a standstill. Whether the the stories of the origins of this particular icebrand are true or not remains to be seen, but the +6 keen icy burst dueling sword does boast power beyond the capabilities of mortalkind to recreate. The biting cold it produces can freeze those it touches to the spot; whenever the wielder lands a hit that deals 50 ice damage or more with this sword, counting the damage of the sword itself and not just the ice enchantments, the target must make a DC 25 Fortitude save or be inflicted with the Frozen status. Upon making a confirmed critical hit, the target must make a DC 25 Will save or be inflicted with the Slow status for 1 minute.

Frostshard's bitter chill is especially painful, and creatures with a vulnerability to ice take double damage from it, rather than +50%. Ice-vulnerable creatures who take hold of it suffer 3d6 points of ice damage per round of contact.

Powers
5/day blizzard IV (DC 20)
2/day intensified freezing sphere (DC 22)
1/day slowja (DC 25)

Djinn Flyssa
Aura overwhelming elemental (wind), enhancing; CL 21st; Slot none; Weight 4 lbs.

Common wisdom amongst scholars states that, even by the standards of the other Archfiends, Barbariccia is a vain and jealous being. Even if she could not match Tiamat in sheer power, and felt that Pazuzu did not deserve the recognition he got, she could certainly overtake that blasted dragon in grace and pride, remind Pazuzu of his lack of station, and swore she would leave a more lasting mark than either of them ever could. To do so, she stole one of Tiamat's scales, plucked a feather from each of Pazuzu's wings, and cut off a lock of her own hair. Combining these trophies, the Empress of Winds fashioned a sword that may have featured parts of all of them, but made herself the star of it. Her golden hair being the blade of this particular gladius, with the scale and plumes being the hilt, she dubbed it the djinn flyssa, and gifted it to mortals that would spread her influence and wreak havoc upon their enemies with the weapon. This +5 flamboyant keen jetstream burst cutlass is a remarkable weapon for something made out of such unorthodox materials, able to thrust just as well as it slashes. Despite being a cutlass, its wielder can use it to deal either piercing or slashing damage, and has different effects depending on how it is used. When making an attack that deals piercing damage, the wielder can force a DC 25 Reflex save, knocking the enemy prone if they fail the saving throw. When making an attack that deals slashing damage, the wielder can make a grapple attempt as though the weapon was a natural attack with the grab special ability, and deals the damage of an attack with the weapon for every round that they maintain the grapple.

The djinn flyssa is also able to provide excellent defense, especially against creatures of the air. This sword grants the wielder wind resistance 20. A wielder with the opportune parry and riposte deed may use that ability without spending any panache, although they must have at least one point of panache to do so. As well, whenever targeted by an ability that deals wind damage, the wielder may, once per round, negate that ability's effects on them entirely. When using the opportune parry and riposte deed to negate a ranged attack, the wielder can redirect it back at the attacker if they succeed, using the parrying attack roll to determine whether the redirected attack hits.

Powers
4/day twister (DC 22)
2/day wind slash (DC 24)
1/day maelstrom (DC 25)

Medusa Sword
Aura overwhelming elemental (earth), enfeebling; CL 21st; Slot none; Weight 8 lbs.

Said to have been made by a gorgon, a master smith determined to outdo her betters and amass a gallery of statues the likes of which the world has never seen, this stoneblade has a deservedly notorious reputation. Whether it was made by a gorgon or not, the +6 earthen burst greatsword of impact certainly reflects some of what the legends say of it in the blend of the dead and turned that it leaves behind. Upon making a confirmed critical hit, the target must make a DC 25 Fortitude save or be Petrified. If the creature has a vulnerability to earth damage, then they do not get a saving throw.

While using the medusa sword, the wielder gains immunity to the Blind and Petrify statuses, as well as earth resistance 20. When being used to sunder metal or stone objects, this sword also ignores any hardness below 25.

Powers
5/day statue (DC 20)
3/day petrifying gaze (DC 21)
2/day calcifying ray, stone breath (DC 23)
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