Dawnstar

This morningstar has a spiked adamantine head and a knob of the same metal bonded to the end of the haft. The junctures of the haft and the metal portions are decorated with glowing, cabochon-cut rubies.
  Created to help bring the light of goodness into places of the darkest evil, a dawnstar is a favorite of Pelor’s clergy. When you wield a dawnstar, it functions as a +2 morningstar if you are lawful good, neutral good, chaotic good, or neutral.   Relic Power: If you have established the proper divine connection, a dawnstar automatically attunes, and gains the Brilliant Energy trait. Furthermore, if it is ever sundered or otherwise broken, it explodes, dealing 20d10 points of damage to every creature and object within 10 feet, 15d10 points of damage to all within 20 feet, and 10d10 points of damage to all within 30 feet. Each affected creature can attempt a DC 17 Dexterity save to halve the damage. You are unharmed by the explosion.   To use the relic power, you must worship Pelor and sacrifice a 7th-level divine spell slot and at least 13 HD.   Brilliant Energy: A brilliant energy weapon has its significant portion transformed into light, although this does not modify the item’s weight. It always gives off light as a torch (20-foot radius). A brilliant energy weapon ignores nonliving matter. Armor and shield bonuses to AC (including any enhancement bonuses to that armor) do not count against it because the weapon passes through armor. (Dexterity, deflection, dodge, natural armor, and other such bonuses still apply.) A brilliant energy weapon cannot harm undead, constructs, and objects.   Lore: Only four dawnstars are known to exist. They were originally gifts from Pelor to four solars who rescued one of his mortal paladins from Baator (Knowledge [religion] DC 20).   Prerequisites: Craft Magic Arms and Armor, Sanctify Relic, sunburst.
Cost to Create: 4,500 gp (plus 308 gp for masterwork morningstar), 360 XP, 9 days.
Item type
Weapon, Melee

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