Longsword, "Rullin's Folly"

This sword is named after it's first known owner, a rogue who found the sword in some obscure dungeon. According to the tale, he met his demise a few days later when his party encountered a group of ogres. Outmatched, the rest of the party quickly retreated from the fight, but Rullin foolishly refused to back down despite the repeated shouts from his party members. Since then, the sword has changed hands numerous times.

Base Stats (d20 / Pathfinder)

Rarity: Unique
Type: Long Sword (Slashing)
Weight: 4
Base Damage:1d8 (critical 19-20 / x2)
Enchancement Bonus: +4
Other: +2 Dex, -2 Wis
Special: Riposte, Fanaticism

Base Stats (2nd Edition)

Rarity: Unique
Type: Long Sword (Slashing)
Weight: 4
Speed: 2
Base Damage:1d8
Attack/Damage Bonus: +4
Other: +2 Dex, -2 Wis
Special: Riposte, Fanaticism

Primary Ability - Riposte

The sword has a special combat ability which may be used against one incoming melee attack per combat round from the wielder's current opponent, and only if the wielder's initiative is better than that of his opponent. On the opponent's initiative, the wielder may choose whether to attempt the riposte. If he does, he and his opponent must make an opposed DEX check before the opponent attempts his attack roll.

If the wielder is successful, the opponent's attack is deflected. If the wielder's roll is successful by 5 points or more, the wielder may immediately make a single counter-attack. This does not count against the wielder's normal attacks that round.

However, if the wielder fails the check, the opponent gains a bonus to their attack roll, equal to half the difference in their DEX checks.

Secondary Ability - Fanaticism

The sword gives its wielder an inflated sense of confidence, causing him to believe he is virtually invulnerable in combat. As a result, once combat begins, the wielder will find himself compelled to engage opponents so long as there is an opponent attacking him or his allies. If the wielder has healing spells or abilities, he will be unable to use such abilities while under the influence of the Fanaticism.

Note that the wielder can still use his other abilities, spells, and items, but he cannot stop fighting as long as there is an opponent attacking him or his allies.

A successful WIS check during combat will negate this effect. For d20 systems, the DC of this check is 15. This check can only be attempted once per round, and only if the wielder has taken damage since his last turn.