Fever Blade
Aura moderate necromancy; CL 7th
Slot none; Price 28,815 gp; Weight 4 lbs
The curved blades of these weapons often seem a pale red when the light catches them, and they are always warm to the touch. These weapons are usually unadorned though their grips are made of material which will ensure a firm grip.

A fever blade is a +2 scimitar or more rarely, any curved blade. On a successful critical hit, its target is stricken with fever, with the effect of being sickened. Spellcasters find this especially troubling as it imposes a -3 penalty (rather than the usual -2) on concentration checks. The fever lasts 1d4+1 rounds.

The wielder may also go into a fever dance at any time (as a free action). While in a fever dance they are treated as being under a haste spell, but they also gain an additional +1 dodge bonus to armor class (from their erratic movements), a +2 circumstance bonus to saves against mind effecting spells (which have trouble gripping the fevered mind) and a -4 circumstance penalty to resist feints and illusions (as your grip on reality is skewed). The fever dance lasts as long as the wielder wishes to, up to their Constitution score less one in rounds, at which time they are knocked unconscious. Such power is not without price; like any fever, the dance consumes the wielder, and when the fever dance is stopped, the wielder suffers one point of Constitution damage for each round they were dancing.
Requirements Craft Magic Arms and Armor, bestow curse, haste, vampiric touch; Cost 14,565 gp