Alakast Mundane Stats: +1/+1 Quarterstaff

Omen: While wielding Alakast it mentally nudges you when within 100 feet of an evil outsider given you are not evil.

History: Just over seven hundred years ago one of the greatest wizards of the time, Surabar Spellmason, receives a vision from Nidrama, who has grown concerned about the demon infestation in the region. She gifts Surabar with a potent magic weapon named Alakast, and charges him with the task of settling the region and driving out the demonic taint in the Demonskar. Surabar leads a small army inland from the newly founded city of Sesserine, on the pretense of founding a new city of his own. He founds Redgorge in the shadow of a great volcano, and raises the Basalt Bastions to protect his men from attack while they begin building. After Surabar manages to make great strides in ridding the area of demonic taint, a demon lord who had taken a special interest in the region sends one of his minions to the Demonskar to organize its defense. This demon lord was Yeenoghu, and the minion he chose was a glabrezu named Nabthatoron. After many valiant battles Surabar defeats Nabthatoron in combat and breaks the back of the demon host from the Demonskar. While the place still remains dangerous to this day, the demons never fully recover from this sound defeat. Surabar determines that the nearby volcano is extinct, and that its cauldron would make an excellent natural defense against Nabthatoron's armies should they ever rise again. Many of Redgorge's inhabitants relocate to this region and Cauldron is founded. Fifty years after Surabar Spellmason lead his exhibition from Sesserine Surabar dies of natural causes. He is entombed in an undisclosed location and Alakast disappears from history. Over the next several centuries, Cauldron continues to prosper.

Wielder Requirements:

-Any Non-Evil Alignment

-Must be able to cast 3rd level Arcane spells

-Must have the Spell Penetration Feat

Least Legacy Ritual: Defeat an evil outsider that is at least 4 levels higher than your average party level. Afterwards you must see to it that the creature never rises again by finding a wizard of at least 17th level. This person charges 3,500gp to cast a series of high level spells to ensure the body is well hidden and in a state of temporal stasis.

Lesser Legacy Ritual: You must undertake a personal pilgrimage to a specific mountain which is believed to be the burial site of Surabar Spellmason. In certain circles it is even believed that he became the mountain. You must do this alone and once there commune and meditate for 24 hours. Expensive scrolls, incense, and other materials total that of 13,500gp. Greater Legacy Ritual: Fund and oversee a project costing no less than 43,000gp which benefits either the city of Caudron or Redgorge and their citizens as a whole. This could mean building new structures in Cauldron or Redgorge, rebuilding damaged or old structures, or any other concrete construction that will endure. The structure must be approved by the city council and you must take the responsibility with overseeing it is done correctly.

Cost Progression:

Level Skill Save CL Spell Slot

5th - - - -

6th - - - 1st

7th - -1 -1 -

8th -1 - - 2nd

9th - - - -

10th - - - 3rd

11th - - - -

12th - - - 4th

13th - - -2 -

14th - - - 5th

15th -2 - - -

16th - - - 6th

17th - - - -

18th - - - 7th

19th - - - -

20th - - - 8th Benefit Progression:

Level Special

5th - Rudimentary Magic (Sp), Weapon of Good (Su)

6th - Spell Smite 1/day (Su)

7th - +1 Evil Outsider Bane Quarterstaff (Both Ends)

8th - Endure Evil (Su)

9th - Bastion (Sp)

10th - Breach Spell Resistance (Ex)

11th - Founder's Spell Damage (Su), Weapon of Cold Iron (Su)

12th - +1 Spell Storing Evil Outsider Bane Quarterstaff (One End)

13th - Spell Smite 2/day (Su)

14th - Perfect Breach (Ex)

15th -

16th - +1 Spell Storing Evil Outsider Bane Quarterstaff (both ends)

17th - Constant Champion, Greater (Su)

18th - Spell Smite 3/day (Su)

19th -

20th - Disintegrate (Sp)

Rudimentary Magic (Sp) - While wielding Alakast you may cast any 0 level spell (cantrip) at will.

Weapon of Good (Su) - Alakast is considered a good aligned weapon for the purposes of overcoming damage reduction.

Spell Smite (Su) - While wielding Alakast you gain the ability to smite evil once per day with any arcane spell that requires an attack roll and deals damage. When you use this ability, you gain a bonus equal to your primary spell casting ability modifier on your attack rolls and damage rolls. A single spell can never gain this extra damage more than once per casting. For instance, a scorching ray spell with multiple rays gains the extra damage on only one ray, even if multiple rays are directed at the same target. If this ability is used with a spell that deals damage for more than 1 round, the extra damage is dealt in each round.

Endure Evil (Su) - While wielding Alakast you enjoy the constant effect of a protection from evil spell. (Caster level 5th)

Bastion (Sp) - While wielding Alakast you can cast Wall of Stone as the spell once per day at a +5 to your caster level.

Breach Spell Resistance (Ex) - While wielding Alakast you gain a +5 bonus on caster level checks made to overcome the spell resistance of either chaotic or evil outsiders. For example an 8th level wizard with spell penetration and breach spell resistance would gain a +15 on their roll to overcome the spell resistance of such creatures instead of the normal +10. This bonus also applies to the Endure Evil supernatural ability.

Founder's Spell Damage (Su) - While wielding Alakast all your spells that deal damage of specific types are imbued with power against demons. Half the damage from such a spell is the type it would normally deal, but the other half is un-typed and therefore not subject to reduction or negation by resistance or immunity to a given damage type.

Weapon of Cold Iron (Su) - Alakast is considered a cold iron weapon for the purposes of overcoming damage reduction.

Perfect Breach (Ex) - While wielding Alakast you automatically overcome a chaotic evil outsiders spell resistance. This ability doesn't function for the Endure Evil supernatural ability.

Constant Champion, Greater (Su) - While wielding Alakast you may call upon the service of the hound archon Massael to aid you at any time as a swift action. Massael stays with you unless dismissed (a standard action) or killed. If slain, the archon can be called upon again after 24 hours, fully healed.

Disintegrate (Sp) - Once per day, when you issue the command word and gesture with the item, you cause it to emit a thin green ray that destroys one creature utterly, as the disintegrate spell. The save DC is 20. Perfect Breach doesn't function for this spell like ability. Massael Rapeul (Maz-e-el Rap-al), Hound Archon (see page 16-17 MM), Level 1 Paladin

Medium Outsider

Hit Dice: 1d10+6d8+14 (50 hp)

Initiative: +0

Speed: 40ft

Armor Class: 25 (+9 Natural, +6 Armor), touch 10, flat-footed 25

BAB/Grapple: +7/+11

Attack: Bite +11 melee (1d8+4) or +1 Keen Greatsword +13 melee (2d6+7/17-20)

Full Attack: Bite +11 melee (1d8+4) and Slam +6 melee (1d4+2);

or +1 Keen Greatsword +13/+8 melee (2d6+7/17-20) and Bite +6 melee (1d8+2)

Space/Reach: 5ft/5ft

Special Atks: Spell-like Abilities (at will – aid, continual flame, detect evil)

Special Qltys: Aura of Menace (Will DC 19), change shape, DR 10/evil, darkvision 60ft, low light vision,

Immunity to electricity and petrification, magic circle against evil (CL 7), scent, SR 16,

Teleport, Tongues, detect evil, Aura of Good, Smite Evil 1/day (+4 Atk, +7 Dmg)

Saves: Fort +9 (+13 vs poison), Ref +5, Will +7

Abilities: Str 18, Dex 10, Con 14, Int 10, Wis 14, Cha 14

Skills: Concentration +11, Diplomacy +7, Hide +9*, Jump +17,

Listen +11, Move Silently +9, Sense Motive +12, Spot +11,

Survival +11* (+13 following tracks)

Feats: Power Attack, WF Greatsword, Track

Alignment: Always LG

Possessions: +1 Keen Greatsword, +1 Mithral Breast Plate of Command, Gauntlets of Ogre Power +2.