Item: Ovinrbaane
Perception +27; precise vision 60 feet, imprecise hearing 60 feet
Communication empathy
Skills Deception +28, Intimidation +32 Int +0, Wis +3, Cha +4 Will +33
Ovinrbaane (literally translated as "enemy of all enemies") is instilled with an unquenchable bloodlust, and it chafes any time it is not being used to slay. If its partner goes too long without fighting, the sword misleads its wielder into believing they're the real Armag and that anyone around them who isn't obviously a member of their lineage or following is a mortal enemy. The cursed greatsword also slowly changes the features of the wielder over the course of several days or even weeks to appear as those of the original Armag. If left unchecked, these powers seemingly bring the warlord back to life-it's the wait for this subtle transformation to be complete that's kept the current "Armag" in meditation in the tomb for so long. The long-term effects on a PC as a result of this curse are left to the GM to adjudicate, but at the very least should result in a gradual shift of the PCs' alignment to chaotic neutral. If 24 hours pass without Ovinrbaane being used in an encounter of at least moderate difficulty, its partner becomes irritable and short-tempered, and is Stupefied 2 until the end of their first turn in a moderate or more difficult combat.
Ovinrbaane is a +2 striking wounding greatsword. It can perform all of the following activations, but only does so when its wielder is in combat against a foe the sword deems worthy-that is, any creature of the wielder's level or higher.
Activate 1 (command)
Frequency three times per day
Effect Ovinrbaane casts Bless
Activate R
Frequency three times per day
Trigger Ovinrbaane's partner becomes Immobilized or Restrained
Effect Ovinrbaane casts Unfettered Movement (heightened to 8th level) on its partner.
Activate R
Frequency three times per day
Trigger An undesirable spell effect with a duration affects Ovinrbaane's partner
Effect Ovinrbaane casts Dispel Magic (heightened to 8th level, counteract check +31) on the spell.
Activate 1 (command)
Frequency once per day;
Requirement Ovinrbaane hasn't been wielded in a moderate or more dangerous encounter within the last 24 hours
Effect Ovinrbaane casts Subconscious Suggestion (heightened to 8th level, DC 34 Will save) on its partner, suggesting to the partner to attack the next time they face a potential encounter of moderate or greater danger.
Destruction In order to destroy Ovinrbaane, its wielder must bring it to the Boneyard, where they must use the sword to strike three blows against their own gravestone, causing the sword to shatter. How one can find their own gravestone in the Boneyard when they have yet to die and be judged, of course, can be a complex problem to solve, perhaps requiring the destroyer to first die, be judged, sent on to the afterlife, and then be restored to their original mortal life through the result of an epic quest by allies or the whims of a deity. Alternately, if Ovinrbaane is left unused for a hundred years, its magical powers grow dormant. At this time, the weapon can be destroyed normally, although it still has Hardness 30 and 120 Hit Points, and at the end of any round during which it is not destroyed, its dormant powers awaken again if it succeeds at a DC 5 Flat. Since the blade is currently active, this option doesn't present a particularly viable one for PCs seeking the artifact's destruction during the course of the Adventure Path- although sealing it away in a vault could be an excellent first step in this process, entrusting the final destruction of the dangerous artifact to some future generation of hero.
Trait Effects
Artifact: Items with this trait are artifacts. These magic items can't be crafted by normal means, and they can't be damaged by normal means. Artifacts are always rare or unique.
Cursed: An item with this trait is cursed to cause trouble for its owner. A curse isn’t detected when the item is identified, though a critical success reveals both the presence and exact nature of the curse. Cursed items can’t be discarded once they’ve been triggered or invested the first time. The item can be removed only if the curse is removed.
Intelligent: An item with this trait is intelligent and has its own will and personality, as well as several statistics that most items don’t have. Intelligent items can’t be crafted by normal means, and they are always rare or unique.
Magical: Something with the magical trait is imbued with magical energies not tied to a specific tradition of magic. Some items or effects are closely tied to a particular tradition of magic. In these cases, the item has the arcane, divine, occult, or primal trait instead of the magical trait. Any of these traits indicate that the item is magical.
Versatile: A versatile weapon can be used to deal a different type of damage than its listed type. This trait indicates the alternate damage type. For instance, a piercing weapon with versatile S can deal piercing or slashing damage. You choose the damage type each time you attack.
Critical Specialisation Effects
Certain effects can grant you benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialisation effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialisation effect of your weapon.
Sword: The target is made off-balance by your attack, becoming off-guard until the start of your next turn.
Related Items
| Name | Level | Rarity | Damage |
|---|---|---|---|
| Lamentation of the Faithless | 25 | Unique | 1d12 |
| Ridill | 20 | Unique | 1d12 |
| Skyrider Sword (Greater) | 19 | Uncommon | 1d12 |
| Frost Brand | 16 | Common | 1d12 |
| Blade of the Black Sovereign | 15 | Unique | 1d12 |
| Skyrider Sword | 14 | Uncommon | 1d12 |
| Thundering Fury Dadao | 12 | Rare | 1d12 |
| Calamity | 8 | Uncommon | 1d12 |
| Greatsword | - | Common | 1d12 |
| Soulcutter (Heroic) | 20 | Unique | 1d8 |
| Spellcutter | 17 | Unique | 1d8 |
| Briar | 20 | Unique | 1d8 |
| Orb Shard | 20 | Rare | 1d6 |
| Final Rest | 18 | Common | 1d8 |
| Kortos Diamond | 22 | Unique | 1d8 |
| Final Stand | 17 | Unique | 1d6 |
| Searing Blade (Greater) | 17 | Common | 1d8 |
| Serithtial | 23 | Unique | 1d8 |
| Last Hope | 16 | Uncommon | 1d8 |
| Righteous Fury | 15 | Uncommon | 1d8 |