Thieves blade of luck (3.5e Equipment)
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Thieves' Blade of Luck: The Thieves' Blade of Luck is a +4 lucky subtle bastard sword
strong evocation;CL 17th; Craft Magic Arms and Armor, wish or miracle, keen edge; Cost 64,000 gp + 10120 XP
Weight: 8 lb.
Market Price: 128,335 gp
A legendary sword said to be used by the infamous Thief of Fortune; who was able to steal the luck from her opponents, always landing a fatal blow. The sword glows a mystical light blue, and resembles that of a bastard sword, but with a slight hook at the end. Eight deep set marking run down the length of the blade spelling the name of the craftier, but it's in a language far too old to translate. The wielder of this blade cannot have any type of Lawful alignment, but the wielder can be of Neutral Good or Chaotic Good alignment.
Damage Details: Using the SRD for the Bastard Sword (the main model for this weapon) the standard damage is 1d10, but is general theme of 8 gives it 8d10+4 instead, for the small version (applied to halfling characters) it becomes 8d8+4 and large is 8d12+4.
General Knowledge: This weapon is a +4 bastard sword. When wielding this weapon, the player gains +8 to all saving throws, but receives a -3 on charisma and has -5 penalty on any rolls with diplomacy, due to the hatred toward the original owner. It also has an unnaturally high critical of times eight when rolling a natural twenty.
Special Abilities:
Hyper mode: Better known as the large version of the blade (for class and quest penalties), it has a red glow instead of light blue. The wielder is required to have a strength of 15 to wield the blade. The same stats and bonuses apply to it, but if the wielder is not proficient with exotic weapons they receive a -12 attack and damage penalty instead of the standard -4. Hyper mode can be activated if all the prerequisites are met and the wielder successfully kills 2 creatures with critical rolls in a row (See 'double strike' below). Hyper mode only stays active until the current battle is finished, but there is no limit to the amount of times the wielder can activate this ability during a quest.
Intimidate: When battling simple creatures (creatures with a CR of 1-6 or a level rating of 1-5), They become intimidated in the presents of the blade. Its fiendish blue (or red) glow causes them to take a -3 on initiative rolls and a -2 on melee attack rolls when attacking its current wielder. Any creature that can be affected by this can roll a d20 + their will bonus, but they need a 28 or higher to not be affected by it. When the wielder of the blade is battling with a team or party, this effect only applies to the wielder. When an intimidated creature has damage dealt to it, the intimidation effect wears off, unless they have a Lawful Good alignment or have a CR of 1.
Double Strike: If the player wielding this blade makes a successful critical roll and kills the target creature, they may attack another creature within melee range. This feature is a prerequisite to activating the swords "hyper mode".
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