Life's Last Breath

Level 1823,500 gpWeaponBulk 2UniqueLegacy

1d8S(1d10 two-handed)·Advanced·Sword·One or two-handed

Runes +3, greater striking, unholy, wounding

The twin serrated blades of this legendary rhoka sword are dull black and constantly drip with blood. Life's Last Breath is said to have been forged centuries ago for an unknown urdefhan general and has since fallen into the hands of countless other powerful urdefhan warlords.

Life's Last Breath is a +3 greater striking Unholy Wounding rhoka sword with the following special abilities.


Activate command

Frequency once per day

Requirements You successfully Strike a creature with Life's Last Breath


Effect You cast a 9th-rank Paralyze spell on the target.


Activate envision

Frequency once per 10 minutes

Trigger You successfully Strike a creature with Life's Last Breath


Effect The target must succeed at a DC 38 fortitude or take 4d6 void damage; you gain an equal amount of temporary Hit Points that last 1 minute.

Traits

Deadly d8

On a critical hit, the weapon adds a weapon damage die of the listed size. Roll this after doubling the weapon's damage. This increases to two dice if the weapon has a greater striking rune and three dice if the weapon has a major striking rune. For instance, a rapier with a greater striking rune deals 2d8 extra piercing damage on a critical hit. An ability that changes the size of the weapon's normal damage dice doesn't change the size of its deadly die.

Evil
Holy

Effects with the holy trait are tied to powerful magical forces of benevolence and virtue. They often have stronger effects on unholy creatures. Creatures with this trait are strongly devoted to holy causes and often have weakness to unholy. If a creature with weakness to holy uses a holy item or effect, it takes damage from its weakness.

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.

Two-Hand 1d10

This weapon can be wielded with two hands. Doing so changes its weapon damage die to the indicated value. This change applies to all the weapon's damage dice, such as those from striking runes.

Critical Specialization (sword)

The target is made off-balance by your attack, becoming off-guard until the start of your next turn.