Mercuric Blade

Weapon (sword), rare (requires attunement)

A Mercuric Blade is a weapon made entirely of a mentally reactive silvery metal. Its neutral state is a bracelet on your primary hand, but with concentration you may activate one or more mercuric blade's to form a sword-like blade. This blade is a light finesse melee weapon that deals 1d12 points of slashing damage. When one drops an activated mecuric blade, it will return to the original bracelet form.

During Two-Weapon Fighting, if mercuric blade makes the bonus attack, then you may add your ability modifer to the damage of the attack as the weapon can pass seamlessly through any weapon you control.

When you activate the weapon, however, the blade reads your mental commands and reacts to take the form most suited to the occasion. Other activated forms are light melee weapons that deal 1d8 points of bludgeoning, piercing, or slashing damage. Activated mercuric blades also grant a nonmagical +1 enhancement bonus to your attack and damage rolls. You may also grant a special ability to the weapon. Doing so does not count as an action, but the mercuric blade can only have one special ability at a time. Choose from the following:

The mercuric blade’s critical range increases by 1.

The mercuric blade’s critical multiplier increases to ×2.

The mercuric blade elongates into a whip-like form, becoming a reach weapon. Unlike most reach weapons, you still threaten adjacent squares normally and can attack into them without penalty.

You can use the mercuric blade to knock prone a foe.

The mercuric blade can disarm(DMG p271) with a +2 bonus to your roll.

The mercuric blade penetrates damage reduction as though it were adamantine, cold iron, or alchemical silver. No other effects of these special materials apply (such as adamantine’s ability to ignore hardness or silver’s damage penalty).

All of these abilities are changes in the basic nature of the weapon and are not standard bonuses of any type. Thus, they are treated as the base to which bonuses are added.