Evararm (4e Equipment)

Note: This lore applies to the Patronage Campaign Setting, for which the item was originally created:
Sixteen hundred years ago, the halfling queen Evara singlehandedly killed an Avatar with this sword in honor combat, securing for her people free passage through the Alabastrian Empire ever after. Queen Evara wielded the sword all her days, but when she permanently died, it is said her most trusted companion, a gnome named Dumuz, absconded with the sword and it has never been seen since. It is the only weapon ever known to have permanently killed a Patron.

Evaram
Epic Level
This gleaming sword has a fist-sized diamond embedded in the center of its hilt. It pulses with a radiant, intelligent aura.
Enhancement: This weapon has an enhancement bonus equal to one-fifth your level +1 (maximum +6).
Critical: +1d10 per plus
Properties
♦ Any Avatar, deva, rakshasa, or eidolon reduced to zero hp by the Evararm dies and cannot be restored to life by any means. Nor will the deva reincarnate.
Power (Necrotic, Polymorph, Radiant) 4e Item Usage::At-Will (4e Item Action Type::Minor Action)
You can transform the Evararm into any type of sword as a minor action. At the same time, you can change the damage type for damage inflicted by the Evararm to radiant and necrotic damage. You can also turn this property off with a free action.
Power (Healing) 4e Item Usage::Encounter (4e Item Action Type::Immediate Reaction)
Trigger. You reduce an Avatar, deva, rakshasa, or eidolon to zero hp. Effect: You may choose to either spend a healing surge or recharge an encounter power you have used in this encounter.

Goals of the Evararm

Roleplaying the Evaram

The Evararm is an ancient artifact, created by the ancient Queen Antigone and Evara, using guidance given by the Shinigami to fight the Avatars. With it, Evara slew an Avatar in the Aerie and won her people free passage in the Avatarlands in perpetuity. The Evararm exists to fight the Avatars. Even though the Avatars have disappeared form the world, the fight continues against the Avatars' successors, the deva, rakshasa, and eidolons of the Alabastrian Empire. The Evararm will not rest until the Empire is defeated, and every creature of the Avatars has been killed.

Concordance

The Evararm will look for someone trained in blades, who is eager to fight the Empire. There are no shortage of such people, but they must be mighty. The Evararm will only present itself to an individual of the epic tier, and it has waited for thousands of years for such a person to arise.

CONCORDANCE
Starting Score 5
Owner gains a level+1d10
Owner kills a deva or eidolon of higher level than the owner+1
Owner kills a rakshasa of higher level than the owner+2
Owner thwarts the Alabastrian Empire+2
Owner defiles an Avatar's temple+3
Owner aids a deva, eidolon, or rakshasa-1
Owner aids the Alabastrian Empire-2
Owner defends the Alabastrian Empire-5

Pleased (16-20)

"Like Evara of old, we dance as one. Come, let the ageless tremble at our approach!"
The Evararm is alive again as it has not been in thousands of years. All it seeks to do is strike at the heart of Alabastrian Empire and bleed it until it is dry.

Property: The Evaram scores a critical hit on a 19 or 20.
Property: If you score a critical hit on an Avatar, deva, rakshasa, or eidolon, you may spend up to three healing surges as a free action.
Property: Ignore any resistances when you hit a creature of the immortal origin. Additionally, if the creature has a vulnerability to any damage type, the Evaram is always deemed to inflict that damage type on the creature.
Property: As an at-will free action, you can mark one enemy who is an Avatar, deva, rakshasa, or eidolon that you can see. Until the end of your next turn, you are invisible to all other enemies you can see.

Satisfied (12-15)

"We are going to bring some pain to those who defy the laws of birth and death"
The Evararm is pleased with your commitment and urges you to grander acts of heroism against the Empire.

Property: The Evaram scores a critical hit on a 19 or 20.
Property: If you score a critical hit on an Avatar, deva, rakshasa, or eidolon, you may spend a healing surge as a free action.
Property: Ignore any resistances when you hit a creature of the immortal origin.

Normal (5-11)

"Let us see what your mettle is. Do you have what it takes to fight a god?"
The Evararm is always tentative at first. It wants to see your level of commitment and will only give nominal benefits to those in which it has yet to place its faith.

Property: The Evaram scores a critical hit on a 19 or 20.
Property: If you score a critical hit on an Avatar, deva, rashasa, or eidolon, and you have not used your second wind power this encounter, you may activate your second wind as a free action.

Unsatisfied (1-4)

"What are you doing? You act as if you want to betray mortalkind to the Avatars!"
The Evararm begins to believe you are not as worthy as you appeared. Like King Philip of old, the immortals are manipulating you to their ends. The blade is willing to give you another chance, but it will not allow itself to become a tool of the Avatars.

Property: If you die, you cannot be brought back from the dead.
Property: If you score a critical hit on an Avatar, deva, rakshasa, or eidolon, and you have not used your second wind power this encounter, you may activate your second wind as a free action.

Moving On

As this is an epic tier Artifact, the Evararm generally moves on only after the character's story has ended. The wielder of the Evararm is forever remembered in conjunction with the sword (much as Evara is), and perhaps the sword even renames itself after the hero.

However, if the sword moves on due to dissatisfaction with the current owner, things will be much darker. The sword will not merely want to leave this owner; it will first want to humiliate him. It will psychically reach out to find creatures and enemies who can best the hero and fill their heads with visions and prophecies of greatness and grandeur if they beat and humiliate the owner. The Evararm will try to find the most humiliating means possible to best the hero, all the while pretending to still support him. When the ambush occurs, the sword will be like dead weight in the hero's hand. He will be unable to wield any weapon or implement other than Evararm, which will refuse to attack. All that is left to him are unarmed attacks using feet, elbows, and the like, and the aid of his allies. The ambushers will be fully prepared with all the information the sword has gathered. If beaten, the ambusher will take the Evararm from him.

The Evararm will disappear from that ambusher's possession shortly thereafter. The ambusher may be worthy of humiliating his unworthy owner, but is not worthy to wield the Evaram itself. The Evararm will go back into hiding, waiting for as long as needed until another promising candidate appears.


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