Spoiler: Méng Miàn Yìtú, Masked Intent
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+3 Naginata (Two Handed Martial Melee 1d8 x4, S, Reach)
At any time during an action involving movement (including before it starts), Méng Miàn Yìtú's wielder may activate it. If they do so, the wielder immediately becomes invisible as the spell Invisibility, and ends the movement they were undertaking. Méng Miàn Yìtú simultaneously creates an ephemeral copy of the wielder, who completes the movement action as normal. This copy is an Illusion, and can thus be detected through effects such as True Sight or Arcane Sight, however, it is a tactile illusion, autonomously reacting to blows and strikes against it. If the copy attacks or is attacked by a creature, that creature is entitled to a saving throw with a DC equal to 10 plus the wielder's hit dice plus the wielder's charisma modifier to disbelieve the illusion. When the wielder breaks invisibility, the copy instantly dissipates. While the copy is in place, it may be used as a flanker by the wielders allies, or by the wielder, and the wielder may control the copy, making it move or take actions, with just a thought. Méng Miàn Yìtú can make its wielder invisible for a number of rounds per day equal to their hit dice plus their charisma score.
Spoiler: Ruò Gōu, Weakest Link
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+3 Morningstar (One Handed Simple Melee 1d8 x2, BP)
When Ruò Gōu's wielder attacks with Ruò Gōu, they may choose to "echo" their damage before making an attack roll. If they do so, choose a secondary target who has indifferent or better attitude towards the target of the attack. Ruò Gōu's wielder takes a penalty to their attack roll of -2, plus -1 for every 5ft of separation between the initial target and the secondary target beyond the first 10ft. If the attack is successful, the secondary target takes damage from the attack as if they had been struck by it. Damage dealt in this way does not use the defences of the secondary target, but instead uses those of the initial target- for example, even if the secondary target is immune to precision damage and aware of the wielder, they can still have sneak attack damage echoed to them as long as the initial target would suffer a sneak attack and can take precision damage. Similarly, damage inflicted in this way uses the initial target's damage resistance, not the secondary target's.
Spoiler: Jièdāoshārén, Borrowed Knife
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+3 Shortsword (Light Martial Melee 1d6 19-20/x2, P)
By forgoing an iterative attack, fighting defensively, or taking a total defence action with Jièdāoshārén, its wielder gains a +2 Shield bonus to AC for one round. While the wielder has a shield bonus from this effect, they may deflect incoming attacks onto adjacent foes. When an attack is made against the wielder, whether it will hit or not, Jièdāoshārén's wielder may make an attack roll against an AC equal to the attack roll, after all modifiers, of the incoming attack. Jièdāoshārén's wielder takes a -2 penalty to this attack roll for every deflection they have attempted so far this round. If the "attack" hits, Jièdāoshārén's wielder selects a new target for the attack. The new target of the attack must be adjacent to Jièdāoshārén's wielder, and the attack uses the same attack roll used for the original attack.
Spoiler: Chúcún Xiūxí, Saved Rest
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+3 Warhammer (One Handed Martial Melee 1d8 x3, B)
Chúcún Xiūxí has two states, charged, and uncharged. While uncharged, the wielder gains no benefit from resting- they do not restore spell slots, rage, or any other daily effects, temporary ability damage is not repaired, and fatigue and exhaustion effects are not removed. Once eight hours of rest have been nullified in this way, Chúcún Xiūxí becomes charged. While Chúcún Xiūxí is charged, its wielder may use an immediate action to activate it. If they do so, the wielder immediately benefits as if they had just had 8 hours of restful sleep.
Spoiler: Fùhé Wèntí, Compound Problems
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+3 Glaive (Two Handed Martial Melee 1d10 x3, S, Reach)
The critical threat range of attacks made with Fùhé Wèntí is increased by one for every condition that the target of the attack is suffering from. Eligible conditions are Bleeding, Blinded, Confused, Cowering, Dazed, Dazzled, Deafened, Disabled, Entangled, Exhausted, Fascinated, Fatigued, Flat-Footed, Frightened, Grappled, Helpless, Nauseated, Panicked, Paralyzed, Petrified, Pinned, Prone,
Shaken, Sickened, Sinking, Staggered, Stunned, and Unconscious. Additionally, if Fùhé Wèntí confirms a critical hit against a target who is suffering from at least one of the above conditions for a set amount of time, the duration of one effect of the wielder's choice is increased by one- if the original effect was measured in rounds, it lasts an extra round, in minutes, the duration is increased by one minute, and so on.
Spoiler: Kū Láng, Cries Wolf
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+3 Fighting Fan (One Handed Exotic Melee 1d4 x3, SP, Monk, Distracting)
Like a regular Fighting Fan, Kū Láng grants a +2 bonus to Bluff skill checks made to feint in combat while wielding it. Additionally, every time Kū Láng's wielder successfully feints in combat, it gains a +1 bonus to attack and damage rolls on all attacks made with Kū Láng in that round and the next round. If multiple feints are made in consecutive rounds, the bonus is carried over and stacks without maximum, however, if the wielder does not attempt to feint during a round, the bonus is lost. Finally, with Kū Láng, Feints may be attempted in place of an iterative attack, rather than requiring a standard action.
Spoiler: Méishénme Yǐngzi, Shadow of Nothing
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+3 Flail (One Handed Martial Melee 1d8 x2, B)
While holding Méishénme Yǐngzi in both hands, its wielder may command it to "split". If they do so, an illusory copy of Méishénme Yǐngzi is created, overlapping the real version. By pulling their hands apart, Méishénme Yǐngzi's wielder may dual-wield the two as if they were both real, +3 Flails, or they may latch them together and wield them as if they were a single +3 Dire Flail (Two Handed, Exotic, Double, otherwise the same as a Flail). When dual-wielding Méishénme Yǐngzi, reduce the penalties for two-weapon fighting by 4. Additionally, when striking a foe with the illusory flail (or the illusory end, if it is being used as a Dire Flail), the target of the attack may make a Will Save with a DC equal to the attack roll made for the attack. If successful, the target takes no damage from the attack, and learns that that flail is illusory, taking no further damage from that flail. If Méishénme Yǐngzi is being used as a Dire Flail, it is not possible to keep track of which end is illusory, and the target must make a Will Save every time they are struck by the illusion, even if they have passed before.
Spoiler: Kuàisù Tōngdào, Swift Passage
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+3 Rapier (One Handed Martial Melee 1d6 18-20x2, P, Finesse)
Kuàisù Tōngdào's wielder may, as a move action, teleport a distance equal to half their movement allowance, rounded down. If the wielder makes an attack during the same round as making such a teleport, the target of the attack is treated as flat-footed.
Spoiler: Zhōng Máifú, Lie in Wait
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+3 Gladius (Light Martial Melee 1d6 19-20x2, SP, Performance)
While Zhōng Máifú is being wielded, it generates an aura with a radius of 40 feet around itself. While concentrating, Zhōng Máifú's wielder may move the centre of this aura up to (50 + 10 x the wielder's hit dice) feet away. When damage is rolled against a target inside this aura that is not being inflicted by Zhōng Máifú or inflicted against its wielder, Zhōng Máifú grants its wielder one point of temporary hp for every die of damage that is rolled (d4 count as half a die for the purposes of this effect). Zhōng Máifú can grant its wielder a maximum number of temporary health points equal to their constitution bonus (minimum 1) times their hit dice. These health points decay at a rate of one per minute.
Spoiler: Gūfù, Betrayal
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+3 Dagger (Light Simple Melee 1d4 18-20x2, PS)
Gūfù grants its wielder a +2 enhancement bonus to Diplomacy checks. Additionally, attacks made with Gūfù against targets with a Friendly or better disposition towards the wielder have a critical threat range of Yes 1-20. Critical hits achieved against targets with a Friendly or better disposition towards the wielder also multiply damage that ordinarily would not be multiplied by critical hits, such as the damage dealt by the Sneak Attack class feature.
Spoiler: Tōu Qiángdù, Stolen Strength
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+3 Scythe (Two Handed Martial Melee 2d4 x4, SP)
While Tōu Qiángdù is held, its wielder takes a temporary penalty to their Strength score of -4. However, whenever a creature is reduced to 0 or fewer hit points that took damage from Tōu Qiángdù this round and has a number of hit dice at least equal to the wielder's hit dice minus two, Tōu Qiángdù's wielder gains a temporary bonus of +1 to their Strength score, and a +1 bonus to Acrobatics checks made to jump. These bonuses stack indefinitely, and while the bonus is at least +1, Tōu Qiángdù's wielder is always treated as having a running start for the purposes of acrobatics checks, and may jump in excess of their maximum movement allowance. If Tōu Qiángdù has not inflicted damage on a valid target within the last minute, these bonuses decay at a rate of one point per minute.
Spoiler: Yáng Zéi, Goat Thief
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+3 Seven-Branched Sword (Two Handed Exotic Melee 1d10 x3, S, Disarm, Monk)
Yáng Zéi is covered in barbs and hooks, which tend to snag against things. A clever wielder can use this to their advantage. Like a mundane seven-branched sword, Yáng Zéi can be used to trip foes, causing them to become flat-footed rather than prone, and gives a +2 bonus to CMB when attempting to disarm an opponent. Additionally, as a standard action, or as one attack of a full attack action, Yáng Zéi's wielder may attempt to make a steal or disarm combat maneuver. If successful, the stolen item is snagged on one of Yáng Zéi's hooks or spikes, and the magic is siphoned from it. Yáng Zéi makes a dispel check against the item as the spell Dispel Magic, using the wielders hitdice in place of caster level. If successful, the item is suppressed for as long as it is snagged on Yáng Zéi. Yáng Zéi gains an additional +1 enhancement bonus to attack and damage rolls if 5000gp of enchantments are currently suppressed, increasing to +2 at 20000gp, +3 at 45000gp, +4 at 80000gp, and finally +5 at 125000gp worth of enchantments. Yáng Zéi can have a maximum of 6 items snagged at a time.
Spoiler: Jīngxià Xiǎnshì, Startling Reveal
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+3 Spear (Two Handed Simple Melee 1d8 x3, P, brace)
As a standard action, Jīngxià Xiǎnshì may have its blunt end slammed into the ground, letting off a shockwave of force with a radius of five feet for each of the wielder's hit dice. This shockwave deals 1 point of Force damage and Staggers all creatures inside the burst for one round (Reflex save with a DC equal to 10 plus the wielder's hit dice plus the wielder's charisma modifier if positive negates the Staggering but not the damage). Additionally, the wielder can sense the echoes from the shockwave, telling him the precise locations of all creatures affected by the burst. This includes creatures that are currently ethereal, invisible (either through magical or natural invisibility), in darkness, or otherwise impossible for the wielder to see. Additionally, the wielder may, as a swift action, outline a single creature that the wielder knows the location of as the spell Faerie Fire at will.
Spoiler: Xúnhuán Tǐ, Recycled Body
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+3 Starknife (One Handed Martial Melee 1d4 x3, P, 20ft range)
As a move action, one of the four Blades on Xúnhuán Tǐ can be removed, or replaced. If removed in this way, each individual Blade is treated as a +1 Dagger. If one of the Blades is removed from Xúnhuán Tǐ, it cannot be thrown. If all four Blades are removed, it cannot be used as a weapon, however, it can be worn in the wrist slot as a bracelet. While Xúnhuán Tǐ is worn, placing one of the Blades into the hand of a dead humanoid reanimates the body as the spell Animate Dead. Undead creatures created in this way are controlled by Xúnhuán Tǐ's current wearer, but do not contribute towards the hit dice limit on controlled undead. If one of the undead creatures created in this way relinquishes its grip on the Blade, it immediately dies. If Xúnhuán Tǐ is removed, all associated undead creatures immediately die.
Spoiler: Lái Zhèlǐ, Come To Me
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+3 Spiked Steel Light Shield (One Handed Martial Melee 1d4 x2, P, +1 AC)
Lái Zhèlǐ exerts a number of strange effects on ranged attacks. If a ranged attack is made in earnest on Lái Zhèlǐ's wielder, it grants an additional +5 shield bonus to AC. Additionally, whether the attack hits or not, Lái Zhèlǐ compels the attacker to come closer, forcing the attacker to make a Will save with a DC of 14 plus the wielder's hit-dice or take a step five feet towards the wielder. This check must be made separately for every attack made against the wielder, and the distance travelled is taken from the attacker's movement allowance for the next round.
Spoiler: Méiyǒu Yīn Táoyì, No Fleeing
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+3 Longbow (Martial Ranged 1d8 x3, P, 100ft range)
If a standard arrow is fired by Méiyǒu Yīn Táoyì upon a foe who is Panicking, is Frightened, has attempted a Withdraw action in the last round, has attempted to use a [Teleportation] subschool effect in the last round, or has attempted a Run action away from the wielder in the last round, Méiyǒu Yīn Táoyì enchants the arrow as it is loosed to prevent the target's escape, giving the arrow the benefits of the Anchoring, Phase Locking and Lesser Designating enchantments. The Designation and Phase Lock effects last for as long as the arrow is Anchored in the target. As a full round action, the target or one of their allies can attempt to pull out the arrow, using a DC 20 Strength check.
Spoiler: Shēncéng Yùwàng, Deep Desire
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+3 Saw Blade (2d6 x2, S, special)
Shēncéng Yùwàng cannot be used as a weapon normally. However, when incorporated into a trap, Shēncéng Yùwàng exhibits special properties. Shēncéng Yùwàng continuously produces a convincing image above itself, shaping itself to something that the viewer desires. A DC 25 Will Save must be made by the viewer, or they are compelled to try and claim the illusory item, thus suffering the ill effects of the trap that Shēncéng Yùwàng is incorporated into. This effect is mind-affecting.
Spoiler: Zhǎnshǒu, Decapitator
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+3 Greataxe (Two Handed Martial Melee 1d12 x3, S)
Like a regular Greataxe, Zhǎnshǒu kills stuff well. Additionally, Zhǎnshǒu is treated as having the deadly discriptor, adding 4 to the DC of the Fortitude saving throw to avoid dying instantly to a Coup de Grace attack made with Zhǎnshǒu. If Zhǎnshǒu kills a foe, negative energy surges out in a 60ft radius, killing nearby creatures as an activated Symbol of Death, with a DC equal to 10 plus the wielder's hitdice plus the wielder's charisma modifier, if positive, and a maximum number of hitpoints slain equal to the killed foe's maximum hitpoints. This effect only targets creatures that were directly subordinate to the slain foe. Creatures slain by this effect create bursts of their own, slaying their subordinates up to their maximum hitpoints, and so on.
Spoiler: Fǒurèn Bàgōng, Denied Strike
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+3 Sharpened Combat Scabbard (One Handed Martial Melee 1d6 18-20x2, S)
As an immediate action, Fǒurèn Bàgōng's wielder may speak a command word and mime drawing a weapon from Fǒurèn Bàgōng. If they do so, the target foe must make a will save with a DC equal to 10 plus half the wielder's hitdice, rounded up, plus the wielder's charisma modifier. If unsuccessful, the weapon currently being held in the target's main hand is transferred into the wielder's off-hand. If successful, the target is immune to this effect for the next 24 hours. This effect can only be used if the wielder's off-hand is empty. If a weapon is successfully stolen with Fǒurèn Bàgōng, Fǒurèn Bàgōng becomes a mundane Masterwork Sharpened Combat Scabbard until the stolen weapon is resheathed in Fǒurèn Bàgōng, at which point the weapon is immediately transferred back to the foe's hands.
Spoiler: Huíxuán Shuǐyù, Whirling Waters
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+3 Longsword (One Handed Martial Melee 1d8 19-20x2, S)
Once per day, Huíxuán Shuǐyù's wielder may command it to induce a spatial distortion. When they do so, all creatures in a 50 foot radius, except for the wielder, must make a Fortitude save with a DC of 10 plus the wielder's hit dice plus the wielder's constitution modifier or be sucked into the distortion. If at least two creatures were sucked into the distortion, all creatures that were sucked into the distortion are instantly transported to the location of another creature that had been sucked into the distortion. When this happens, all creatures in this radius who were in combat must immediately reroll initiative. Creatures who had been sucked into the distortion take a -20 penalty to this initiative roll, while they try to get their bearings again.
Spoiler: Miàn Duì Rénqún, Face in the Crowd
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+3 Punching Dagger (Light Simple Melee 1d4 x3, P)
Once per day, as an immediate action, Miàn Duì Rénqún's wielder may 'shed their skin'. When they do so, all creatures who can currently see the wielder must attempt a Will save with a DC of 10 plus the wielder's hit dice plus the wielder's Charisma bonus, if positive. Any creatures failing this save lose awareness of the wielder, forgetting they were ever here, and cannot detect the wielder until the wielder attempts hostile action against them, or until the wielder is specifically pointed out by a creature who is able to perceive the wielder. No senses, magical or otherwise, will betray the presence of Miàn Duì Rénqún's wielder to a creature who fails their save. Creatures who cannot perceive the wielder are treated as flatfooted towards the wielder's attacks.
Spoiler: Zuìhòu Jiānyù, Final Prison
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+3 Trident (One Handed Martial Melee 1d8 x2, P, 10ft range)
If a Coup de Grace attack is made with Zuìhòu Jiānyù, its wielder may choose to force the target of the attack to make a Will save instead of a Fortitude save, with the same DC. If the target fails this Will save, instead of dying, they are Imprisoned as the spell Imprisonment. If Zhànshù Tiāncái is worn by the target, the Coronet is not Imprisoned, and falls to the ground. If this causes the wearer to die, Zuìhòu Jiānyù is treated as having killed the wearer. Additionally, Zuìhòu Jiānyù's wielder may free creatures that have been imprisoned by this effect as the spell Freedom as an action that takes one minute of concentration, at the location that the creature was imprisoned. This cannot be used to free creatures who were imprisoned by any means other than Zuìhòu Jiānyù's effect.
Spoiler: Dírén Jiējìn, Enemies Closer
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+3 Scythe (Two Handed Martial Melee 2d4 x4, SP, Trip)
Attacks made with Dírén Jiējìn deal 1d4 points of bleed damage for every hit-die common between the wielder and the target of the attack, on a successful hit, in addition to regular damage. For example, if a character with 4 levels of Rogue and 1 level of Fighter. attacks a character with 3 levels of Rogue and 2 levels of Fighter, Dírén Jiējìn would deal 4d4 points of bleed damage, 3 for the shared rogue hit-dice and one for the shared fighter hit-die. All racial hit dice are treated as being common to each other for the purposes of this damage.
Spoiler: Cǎiqǔ Zīyuán, Take Resources
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+3 Rapier (One Handed Martial Melee 1d6 18-20x2, P, Finesse)
On successfully dealing damage to an armed foe (including an unarmed foe with Improved Unarmed Strike) with Cǎiqǔ Zīyuán, the foe in question must make a Will save with a DC of 10 plus the wielder's hit-die plus the wielder's charisma bonus, minimum one, or take additional damage from the attack as if they had been struck with their own weapon as well as Cǎiqǔ Zīyuán. If the target is wielding multiple weapons, the wielder may choose which weapon to inflict damage as.
Spoiler: Chùqú Xùnliàn, Remove Training
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+3 Scimitar (One Handed Martial Melee 1d6 18-20x2, S)
Chùqú Xùnliàn cuts into the mind of its targets, taking from them not their health, but their expertise. On successfully dealing damage with Chùqú Xùnliàn, its wielder may choose to inflict damage to skill. If they do so, double the damage that would have been dealt by the attack, then divide it by the size of the target's largest hit-die, rounding up. The wielder may then choose a number of feats that the target has equal to this result. The target is denied the benefits of the chosen feats. Every round, the target is entitled to a Will save with a DC of 18 plus the wielder's hit-dice. For every 5 points they beat this save by, minimum one, they regain access to one feat that has been denied from them.
Spoiler: Hé Guī, Compliance
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+3 Battleaxe (One Handed Martial Melee 1d8 x3, S)
If Hé Guī is used to kill a creature, Hé Guī's wielder gains a +2 circumstance bonus to the next Charisma based skill check they attempt against all creatures that see the killing who had an Indifferent or better disposition towards the now dead creature. This bonus applies to a maximum of one check per creature, however, it stacks with itself.
Spoiler: Zuì Quán, Drunken Master
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+3 Spiked Gauntlet (Light Simple Melee 1d4 x2, P)
When an attack made with Zuì Quán hits, its wielder may choose to intentionally miss the attack. This must take place after the hit has been confirmed, including attack rolls, concealment miss chance, blinking miss chance, and any other possible miss effects. If an attack is missed in this way, Zuì Quán generates a charge, up to a maximum of seven charges. As a free action, Zuì Quán's wielder may expend a charge from Zuì Quán to gain one of the following effects for one round:
- +4 untyped bonus to attack rolls
- +4 dodge bonus to armour class
- +4 untyped bonus to reflex saves
- +10 untyped bonus to acrobatics rolls made to pass through a square occupied by another creature or to move without provoking attacks of opportunity
- Attacks made with Zuì Quán are treated as the wielder's choice of energy type, material, or damage type for the purposes of overcoming damage resistance or regeneration, but not for the purpose of vulnerabilities.
These effects stack with each other, as well as with themselves. Charges stored in Zuì Quán decay at a rate of one per minute.
Spoiler: Lì Pūmiè, Force Fight
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+3 Dueling Sword (One Handed Exotic Melee 1d8 19-20x2, S)(Can be treated as Longsword)
Once per day, Lì Pūmiè's wielder may challenge a foe. While a foe is challenged, any move action or 5 foot step they take must end at least 5 feet closer to Lì Pūmiè's wielder than they started. However, Lì Pūmiè's wielder is subject to the same limitation, withe each of their moves bringing them closer to the challenged foe. While in this state, the wielder and the foe may attempt a Will save with a DC of 20 plus the wielder's hit dice plus the wielder's Wisdom modifier to avoid this effect, but even if they succeed, they may only move a maximum of half their movement allowance away from their foe. This save must be reattempted every round that either combatant attempts to move away.
Spoiler: Kěpà Miànmào, Fearful Visage
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+3 Heavy Pick (One Handed Martial Melee 1d6 x4, P)
As a standard action, Kěpà Miànmào's wielder may attempt to use it to carve the image of a humanoid into a suitable sized hard material, such as a stone wall, a tree, or any similar upright surface. When they do so, they attempt a disguise check, or any skill relevant to artwork- Craft (Sculpture) or Profession (Artist) may be substituted, with other skills permitted at the DMs description. Any creature seeing the carving must attempt a Perception check with a DC equal to the result of the skill check made at the time of carving. If they fail this check, they perceive the carving as a hostile humanoid of the kind depicted in the carving. Any bonuses to saving throws against illusion effects may be added to the perception check, and True Seeing thwarts the effect outright. The carvings additionally do not affect mindless creatures, the wielder, or any creatures that the wielder has designated as immune (designating a creature as immune takes one round, and requires the target to be willing and touched for the whole time).
Spoiler: Nǐ Shì Kuàng, Yours is Mine
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+3 Shortspear (One Handed Simple Melee 1d6 x2, P, 20ft range increment)
Once per day, Nǐ Shì Kuàn's wielder can command it to activate. When they do so, the next attack made with Nǐ Shì Kuàng has a critical threat range of Yes 1-20. If this attack successfully critically strikes, after applying damage, the wielder and the target of the attack switch bodies as the spell Mind Switch. This effect lasts for as long as Nǐ Shì Kuàng is lodged in the "wielder"'s body. Removing Nǐ Shì Kuàng from someone's body requires a DC 15 Strength check, with the DC increasing by the hit-dice of the person it is lodged in if they are unwilling to release it.
Spoiler: Měinǚ, Beauty
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+3 Brass Knuckles (Light Simple Melee 1d3 x2, B, Monk)
While Měinǚ is worn, its wielder may use it to project a minor glamour over themselves, shaping their features to make them more attractive to a specific target. Charisma based checks made against that target gain a +4 untyped bonus, increasing to +8 if the wielder is (or appears to be) of a desirable gender to the target, however, charisma based checks made against anyone other than that target take a -4 untyped penalty. Changing the target of Měinǚ's effect takes a full round action that provokes attacks of opportunity, and any creature seeing the transformation take the -4 penalty, even if they are the intended target. True Seeing thwarts both the bonus and the penalty, as does any other effect that penetrates illusions.
Spoiler: Zhèngmiàn, Facade
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+3 Falchion (Two Handed Martial Melee 2d4 18-20x2, S)
On command, Zhèngmiàn throws a subtle illusion over its wielder's body, making parts of them feel subtly off. Creatures seeing Zhèngmiàn's wielder while they are obscured by this effect are entitled to a Will Save with a DC of 19. If successful, the creature disbelieves the wielder, believing them to be the effect of a Minor Image spell. True Seeing thwarts this effect, as does the wielder interacting with a creature that has disbelieved them in any way that indicates they are not an illusion.
Spoiler: Jiǎ Yǎn, False Eyes
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+3 Hook Hand (Light Simple Melee 1d4 x2, P)
Like a regular Hook Hand, in order to gain benefit from Jiǎ Yǎn, its wielder must remove or otherwise lose a hand. While Jiǎ Yǎn is attached to a wielder, its wielder immediately becomes aware of any attempts to divine information made against themselves, from effects such as Scrying down to Arcane Sight or even True Seeing. Additionally, while aware of a divination effect, the wielder may attempt to thwart it, allowing them to make a Bluff check, opposed by the diviner's Sense Motive check. If the Bluff check is successful, the divination returns results as chosen by the wielder, rather than accurate results.
Spoiler: Jiǎzhuāng Xūruò, Feign Weakness
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+3 War Razor (Light Martial Melee 1d4 19-20x2, S)
When Jiǎzhuāng Xūruò inflicts damage to a foe, its wielder may choose to inflict 1d4 points of damage to themself. Any damage dealt in this way is stored in a small ruby inset in the razor's handle. Jiǎzhuāng Xūruò can hold a maximum number of hit points equal to the amount of hit points its wielder is currently missing- if the wielder is healed in such a way that the number of hit points stored in Jiǎzhuāng Xūruò is above this cap, the points above the cap are lost. As an immediate action, Jiǎzhuāng Xūruò's wielder may tap into it, consuming all of the hit points currently stored within it and restoring them to the wielder. Additionally, while the amount of hit points stored in Jiǎzhuāng Xūruò is greater than the wielder's health total, the wielder appears non-threatening. Any foe who has not been attacked by Jiǎzhuāng Xūruò's wielder in the combat must pass a Will save with a DC of 10 plus the wielder's charisma modifier plus the wielder's hit dice in order to attack the wielder- if they fail, the attacker must choose a new, more threatening target for their attack. If no other valid threat exists, no saving throw is required.
Spoiler: Dǎchéngyīpiàn, Become One
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+3 Meteor Hammer (Two Handed Exotic Melee 1d8 x2, B)
Dǎchéngyīpiàn looks much like a regular meteor hammer, however, it has two strange latches on each ball. As a move action, one of Zhànshù Tiāncái's other weapons may be latched onto one of the balls using the latches. Up to two weapons can be latched onto Dǎchéngyīpiàn in this way at a time. While a weapon is attached to one of Dǎchéngyīpiàn's balls, attacks made with that ball are made as if they had been made with that weapon, and Dǎchéngyīpiàn is treated as having the same extraordinary properties as the weapons attached to it. All attacks made with Dǎchéngyīpiàn (or attached weapons) take a -1 penalty for every one-handed weapon attached to it, a -2 penalty for every two-handed weapon attached to it, and a -4 penalty for every weapon that the wielder is not proficient with attached to it. These penalties stack with each other, as well as the -4 penalty to attack rolls for non-proficient use of the meteor hammer itself, if applicable.
Spoiler: Kuàisù Táoshēng, Fast Escape
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+3 Kukri (Light Martial Melee 1d4 18-20x2, S)
Once per day, Kuàisù Táoshēng's wielder may speak a command word. When the wielder next relinquishes their grip on Kuàisù Táoshēng for any reason, both Kuàisù Táoshēng and the wielder are transported to a private demiplane, as the spell Plane Shift. This demiplane has normal gravity and time, is a finite shape, taking the form of four small but well furnished rooms, with alterable morphic trait, minor positive-dominant energy, and normal magic. If the wielder picks up Kuàisù Táoshēng again, they are both transported back to the plane they originated from, to the same location they vacated.