Aura strong necromancy; CL 16th; Slot none; Price —; Weight 8 lbs.
Alignment LE; Ego 25; Senses 30 ft. (vision and hearing); Int 18, Wis 10, Cha 10; Communication speech/telepathy (Common, one additional); Powers If the sword is active (see Dormancy below), it can cast create food and water, endure elements, and cure serious wounds 3 times per day.
This +5 ghost touch vicious falchion has a misty, ethereal quality that makes it appear to be spectral in nature despite being perfectly tangible to the touch. Anytime the Sword of Gluttony’s wielder takes damage from the weapon’s vicious special ability he adds an amount equal to that damage to his next attack roll. the Sword of Gluttony faintly glows a sickly, unsettling green anytime there is an undead creature within 50 feet of the wielder. Whenever the falchion strikes a foe, the target must succeed at a DC 20 Fortitude save or take an additional 1d6 points of damage, which the sword’s wielder gains as bonus hit points that last for the next hour. If the sword scores a critical hit, the target must succeed at a DC 25 Fortitude save or be slain outright, with half of its remaining hit points passing to the sword’s wielder as bonus hit points. Any creature slain by the Sword of Gluttony—either as the effect of a critical hit or otherwise—reanimates as a juju zombie 1d4 rounds later under the control of the sword wielder. The sword can control up to 32 HD worth of juju zombies in this way. If this amount is exceeded, undead are released from control as per animate dead.
Dormancy With no lords to serve, the weapons of their champions lie dormant as well, reducing each to a +2 weapon with the noted weapon special abilities but no other properties. The only way to awaken one of the blades is to restore its runelord master to active life or have some other legitimate ruler take up its master’s mantle (the weapon determines what is considered legitimate). The swords can detect such restorations and flare to full power immediately, demanding their wielder seek out the restored runelord and swear eternal fealty.
Each of the Seven Swords of Sin can be destroyed merely if commanded to break. That command, however, must come from the rightful runelord of the nation and school of magic associated with the blade.
Pathfinder Campaign Setting: Artifacts & Legends © 2012, Paizo Publishing, LLC; Author: F. Wesley Schneider.