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OvinrbaaneWeapon 20


UniqueArtifactCursedEvocationIntelligentMagical
Source Pathfinder Kingmaker
Damage 1d6 Slashing
Type Martial
Weight 2 bulk

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 One Action (command)

Frequency three times per day

Effect Ovinrbaane casts Bless


Activate Reaction

Frequency three times per day

Trigger Ovinrbaane's partner becomes Immobilized or Restrained

Effect Ovinrbaane casts Freedom of Movement (heightened to 8th level) on its partner.


Activate Reaction

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 One Action (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.

Traits

Unique

A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.

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.

Evocation

Effects and magic items with this trait are associated with the evocation school of magic, typically involving energy and elemental forces.

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. A magical item radiates a magic aura infused with its dominant school 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.