Perhaps because the class famously focuses on fighting unarmed, or perhaps because they tend not to be very impressive, monk weapons don’t get a lot of love. Don’t believe me? Try to name all the monk weapons from the Pathfinder Roleplaying Game Core Rulebook. It’s harder than you think.
One of the reasons we like to use specific magic weapons on Magic Market instead of generic weapon special abilities is that we get to tie the abilities to a particular type of weapon, and sometimes this lets us highlight weapons that would otherwise go forgotten. Today, I’ve got a trio of exciting special monk weapons for you. Enjoy!
PHASE SAI PRICE 21,301 gp
Slot none; CL 9th; Weight 1 lb.
Aura moderate conjuration
These sai are made of a strange metal that is difficult to identify, which has a faintly blue-green hue to its sheen. Often, the two prongs on either side of the sai’s main spike are engraved so that they appear to resemble wispy trails of energy, or possibly ghosts with outstretched arms.
These +1 ghost touch sai have blades that can phase in and out of material reality, allowing them to pass incorporeally into the blade of an opponent’s weapon, then become corporeal again inside the weapon, effectively fusing the phase sai and the enemy’s weapon together. The wielder can choose to use this ability any time he makes a disarm attempt with the phase sai. If he does, and he either succeeds on the disarm attempt or fails by less than 5, the two weapons become fused. While fused, neither the phase sai’s wielder nor the creature holding the other weapon can move further away from the other unless they succeed on an opposed Strength check, in which case they can drag the other at half their normal movement speed (this doesn’t count as movement for the dragged character, and that character doesn’t provoke attacks of opportunity).
While fused together, neither the phase sai nor the other weapon can be used to make attacks or combat maneuvers, except for attempts to disarm the weapon they are fused to. If either the phase sai or the other weapon is disarmed or let go while the two are still fused, anyone attempting to wield either weapon suffers a –4 penalty on attack and damage rolls for as long as they are fused. The phase sai’s wielder can end the fusing effect as a swift action.
None of a phase sai’s unique abilities count as an enhancement bonus equivalent, and it is treated as a +2-equivalent weapon for the purposes of the cost of further improving its magical abilities.
Craft Magic Arms and Armor, plane shift
SHADOW SHURIKEN PRICE 950 gp
Slot none; CL 8th; Weight 1/2 lbs.
Aura moderate evocation
Made of a dull black cast iron, these +1 frost shuriken reflect no light. When thrown, a shadow shuriken causes all squares through which it travels, as well as all squares adjacent to those squares, to be filled with a deeper darkness effect, which lasts for 3d6 rounds.
None of a shadow shuriken’s unique abilities count as an enhancement bonus equivalent, and it is treated as a +2-equivalent weapon for the purposes of the cost of further improving its magical abilities.
Craft Magic Arms and Armor, deeper darkness and chill metal or ice storm
WILD NUNCHAKU PRICE 42,302 gp
Slot none; CL 7th; Weight 2 lbs.
Aura moderate transmutation
These nunchaku are bound in red leather, and often bear images of many-headed hydras, typically with one or more of the hydra’s own heads attacking the others. They have a curious balance to their weight, and the sound that they make as they whoosh through the air seems to oscillate slightly, as though they were speeding up and slowing down, even when they are not.
In addition to functioning as a pair of +1 speed nunchaku, the wielder of a pair of wild nunchaku gains a cumulative +1 bonus on damage rolls made with the weapon for each consecutive successful attack he makes with them since the last time an attack he made with them missed (to a maximum bonus of +5). This bonus fades after 1 minute. However, any time the wielder makes an attack with the wild nunchaku that misses by 5 or more, he damages himself, suffering damage as though he had struck himself with the weapon.
Finally, whenever the wielder of a pair of wild nunchaku makes a full-attack action, he may choose to suffer a –2 penalty on all attack rolls he makes that round in order to make one additional attack with the wild nunchaku at his full base attack bonus. The wielder must declare that he is using this ability before making his first attack roll as part of the full-attack action.
Some of a pair of wild nunchaku’s unique abilities count as an enhancement bonus equivalent, and it is treated as a +5-equivalent weapon for the purposes of the cost of further improving its magical abilities.
Craft Magic Arms and Armor, haste