Garrus
2012-07-05, 01:33 PM
A Short Preface
This is a list of various unique magic items, ranging from intelligent artifacts to the average specific items like oathbow (http://www.d20srd.org/srd/magicItems/magicWeapons.htm#oathbow) or winged shield (http://www.d20srd.org/srd/magicItems/magicArmor.htm#wingedShield). This list will usually be updated as new ideas occur to me. If you would like to, please check back often.
A Short Table of Contents
Post 1: Intelligent items or other items with a personality.
Post 2: Non-intelligent artifacts, both major and minor.
Post 3: Unique items with a price tag.
Bane, Harvester of Lords
http://img.aegen.nl/ARB/Unscythe,%20Killer%20of%20Kings.jpg
The entirety of this massive, ivory scythe is covered in carvings of tiny skeletons and skulls. Something warm occasionally drips from the tip of the blade. Something that closely resembles fresh blood.
A Large +3 Anarchic Ghost Touch Scythe, Bane is daunting from a cursory glance alone. However, upon hefting the weapon in one's hands, strange urges begin to seep into their mind, whispers of rebellion, blood, and a hatred of all trappings or laws. These urges are clearly originating from the weapon itself, as the whispers are emanating from the skeletal figures engraved upon every inch of it's handle. Said to be the discarded original scythe of a young and foolish Grim Reaper, Bane has surfaced many times throughout history, sometimes being hailed as a liberator, other times as a bringer of anarchy. While this might imply that Bane is a neutral force, it's true prerogative is to simply kill anything in power, regardless of it's alignment. Bane hates kings, and exists solely to dethrone them and introduce them to their own blood.
Bane is a chaotic evil intelligent major artifact that functions as a Large +3 Anarchic Ghost Touch Scythe with a x10 critical multiplier. If a creature is killed by a critical hit from Bane, however much that enemy is dropped below 0 by that attack is added as a damage bonus on the next attack made with Bane. For example, if a critical hit dealt 210 damage and dropped the enemy to -130 hp, the very next attack made with Bane would receive +130 additional damage on top of whatever it would normally deal. In addition, against any being who does not directly answer to another being, Bane automatically confirms all critical threats.
Bane possesses an intelligence of 10, a wisdom of 10, and a charisma of 30. It only possess rudimentary empathy and cannot speak, telepathically or otherwise, but what it desires is always very clear to the wielder. Bane has an Ego of 28, requiring anyone wielding it who does not agree with it's desires to make a DC 28 Will save to maintain dominance over Bane. Should they fail, Bane's will and desires begin to dictate their actions. Not only this, but any character who is not chaotic evil and who picks up Bane immediately gains two negative levels. Although these negative levels never result in actual level loss, they remain as long as the item is in hand and cannot be overcome in any way (including restoration spells).
The Gate to Etadric
http://i50.tinypic.com/2u4o7qb.jpg
The air is thick with sand as you gaze up this flight of gravity-defying stairs at the archway suspended in midair. Whatever is beyond that archway is obscured in clouds of dust, but something tells you that, whatever it is, it's big.
The Gate to Etadric is often assumed to be an advanced Portable Hole by appraisers and connoisseurs of exotic magic items, one that takes the form of a bag of sand instead of a disc of phase-spider silk. People often find this curious, as logic should dictate that it's only a once-off Portable Hole, as the sand conjures a stone gate to the hole when tossed in the air, and, after a few minutes, the stone fades into the wind and regathering the sand is impossible. What even the most astute collector of magical memorabilia would fail to realize until actually entering the hole, however, is that the nondimensional space linked to this particular Portable Hole is infinite in size. Not only this, but it's alive.
Etadric is a neutral evil intelligent major artifact that functions as a Portable Hole of infinite size and of unusual form. Where most Portable Holes are discs of silk that form gateways when lain out flat, Etadric takes the form of a fistful of sand that, when tossed into the air, forms a stone gateway wreathed in clouds of dust large enough to accommodate the creature that tossed the sand into the air. Upon walking through this gateway, one comes out into a stone pavilion with a sand-filled pit at it's center, conveniently placed so the user can grab another fistful of sand, create a way out (Which exits at the same location that user entered from, unless that user being carried or led out by another user, in which case it exits at the location the leading user entered from), and grab one or two more fistfuls of sand for later entry (The pit never runs out of sand). In fact, it's actually difficult to leave without at least grabbing one extra fistful of sand, requiring a DC 48 Will save to do so. Beyond this pavilion, however, the user can see an entire city past users have built, streets lined with squat stone buildings in some places, complexes where one elegant building runs seamlessly into another in others. Anything that can be imagined is in this place, armories stocked for invasions that never took place, libraries that ancient wizards set about establishing, apothecaries full of bodies that never were reanimated, perhaps even other artifacts (though, that and other magic items are up to the DM). However, this place has a mind all it's own, and for all the riches of this place, using Etadric comes with a price.
Etadric possesses an intelligence of 16, a wisdom of 16, and a charisma of 12. It only possess rudimentary empathy and cannot speak, telepathically or otherwise, but what it desires is pushed upon anyone who sets foot within, subtly, like an itch at the back of your mind. Etadric has an Ego of 24, requiring anyone within it who does not agree with it's desires to make a DC 24 Will save to maintain their own will. Should they fail, they fall to the will of Etadric, and it's desire to become developed, at the cost of anything else. As long as the character continues to carry around a fistful of sand to regain entry, they remain under Etadric's will, and do their best to expand the already vast city within it, even bringing in slaves or other workers in to fall to Etadric's will. Not only this, but any character who is not evil and who enters Etadric immediately gains two negative levels. Although these negative levels never result in actual level loss, they remain as long as the character is within it, and cannot be overcome in any way (including restoration spells).
Leadean, the Spellplate
http://img.aegen.nl/M10/Magebane%20Armor.jpg
This compact breastplate appears to be made out of polished, grey marble, yet, despite this, it is distinctly metallic to the touch. The lightweight, glowing undershirt slowly shifts through the spectrum of visible light, and seems to be form-fitting, regardless of who dons it.
Upon first inspection, Leadean is simply a +5 Arrow Deflecting Breastplate designed for comfort and simplicity. Of course, he is perfectly fine with you thinking that. As a person wears him, over time, Leadean becomes interested in that person's particular style, and, once his attention reaches a peak, he often begins offering advice or compliments, much to the wearer's dismay. Leadean is unique among intelligent items in this respect, as he does not have a given affiliation or disposition, and will only turn against the person wearing him if that person disrespects him or harms a fey. Originally a faerie prince, Leadean was dying when his soul was transferred into the armor he now is. Since that day he has been passed down from one party to another as a relic of great power. Often, with his vast experience, he will become a trusted adviser to whoever he is donned by.
Leadean is a true neutral intelligent major artifact that functions as a +5 Arrow Deflecting Breastplate with no armor check penalty, maximum dex bonus, or arcane spell failure chance. Not only this, but Leadean can be worn by any creature without any sort of penalty, regardless of size category, body shape, or proficiency, as he readjusts his form to fit whoever is trying to don him. If a particular creature has worn him for a total of 360 hours (15 days if wearing him 24/7) Leadean will begin to talk to and advise that creature, operating as a second set of eyes, making it so that the wearer is not subject to flanking. Any less than that, and he wants to watch more before he acts. On top of this, Leadean becomes willing to cast spells to specifically aid the person wearing him. Leadean has find the path (http://www.d20srd.org/srd/spells/findThePath.htm) 1/day, true seeing (http://www.d20srd.org/srd/spells/trueSeeing.htm) 1/day, hold monster (http://www.d20srd.org/srd/spells/holdMonster.htm) 3/day, and detect magic (http://www.d20srd.org/srd/spells/detectMagic.htm) at will.
Leadean possesses an intelligence of 20, a wisdom of 20, and a charisma of 20. He can speak common, sylvan, elven, dwarven, druidic, and gnoll. He can also speak telepathically with whoever is wearing him, has darkvision and blindsense out to 120 feet, and can hear. Leadean has an Ego of 33, but doesn't ever even attempts to dominate his wearer unless they maliciously harm a fey or gravely insult him. Should such a situation arise, the wearer must make a DC 33 Will save or be compelled to either go to great lengths to restore the fey or to apologize for insulting him. In either case, after completing this task, they are then compelled to give Leadean to someone else. Unlike most other intelligent items, Leadean does not inflict negative levels upon beings who do not share his alignment.
The Soul of Otsunoda
http://img.aegen.nl/CHK/Tatsumasa,%20the%20Dragon%27s%20Fang.jpg
This exquisite, silver blade is perfectly balanced and manages to catch light in intriguing ways, as though it were made of crystal. For some reason, it's shimmering dragonhide grip is comfortable in the hands of anyone with experience, but awkward in the hands of an amateur.
An Alchemic Silver +4 Speed Rapier, Otsunoda appears to be a true achievement of weaponsmithing, from the perfectly balanced edge to the seamless dragonhide hilt. However, it is not actually a weapon, not by a long shot. This becomes immediately apparent to anyone who touches him, as his voice suddenly fills their mind, informing them of just exactly what he is and how they should be respectful. You see, Otsunoda is a dragon, and like most dragons, he has something of a bent on immortality. However, he never did like the idea of becoming a lich, so, instead, he spent the entirety of his considerable life span devising and inventing an entire school of magic. A school of magic which accumulated in the ritual that turned him into what he is today. Now, whenever Otsunoda dies, latent magic powers in his body collapse him down into the shape of the blade, which he refers to as his 'soul'. In this form, he is a tool, a weapon, however, upon any who try to use him, he imposes a tax: a very small portion of their soul for each use. Once Otsunoda has accumulated enough bits of soul, from one person or another, he bursts forth from the sword, fully formed as a dragon once more.
Otsunoda is a lawful neutral intelligent major artifact that functions as an alchemical silver +4 Speed Rapier. In addition, Ostunoda is always whispering notions to his wielder about what the dragon could potentially do, if it had the energy to fuel the event. At any time, as a free action, the wielder of Ostunoda may make an exp payment to gain one of the following benefits. These benefits are supernatural in nature and last 24 hours, or until Ostunoda turns into a full-fledged dragon again, before dissipating.
With a payment of 250 exp, the wielder gains the ability to, as a standard action, unleash a line of silver light 30 feet long and 5 feet wide. Anyone within this line must make a Fort save (DC 10 + 1/2 the wielder's HD + the wielder's Con mod) or become paralyzed for 1d12+3 rounds.
With a payment of 250 exp, the wielder turns a slight silver tint and gains immunity to acid and cold, damage reduction 20/magic, and the Silver Dragon's cloudwalking ability. He also sprouts two, large, silver wings that grant him a flight speed of 200 ft (clumsy).
With a payment of 500 exp, a blizzard is instantly summoned into existence within a 10 mile radius of the wielder, regardless of the current weather or time of year, viciously smashing through doors and windows and flooding into any structure that the wielder wishes it to. In effect this gives the wielder fog cloud (http://www.d20srd.org/srd/spells/fogCloud.htm), ice storm (http://www.d20srd.org/srd/spells/iceStorm.htm), and control winds (http://www.d20srd.org/srd/spells/controlWinds.htm), all at will, all under the effects of the widen spell (http://www.d20srd.org/srd/feats.htm#widenSpell) metamgaic feat, all with a caster level equal to his character level, and all with a range of 10 miles. In addition, the wielder is in complete mental control of the storm and, without any conscious effort, can create patterns in the clouds, summon a dramatic lightning bolt to accentuate a statement, or whatever else he wishes.
Whenever Ostunoda has accumulated a total 1500 exp from his wielder, he begins humming very slightly, as he starts a ritual to regain real form. After 1 hour the blade explodes in a wave of silver light before coming together into the shape of a lawful neutral silver dragon (http://www.d20srd.org/srd/monsters/dragonTrue.htm#silverDragon) with a CR equal to the most recent wielder to make a exp payment's effective character level. If there isn't a corresponding challenge rating, then the silver dragon is of the next highest challenge rating. For example, an ecl 8 character would get a juvenile silver dragon. This silver dragon is Ostunoda. In this form, Ostunoda has each ability he could grant to his wielder while he was in blade form. Ostunoda may or may not attack, depending on if the former wielder was helpful or went against Ostunoda's personal code of conduct too egregiously. Either way, he always needs some time to recover from being reborn, and leaves the former wielder. (Try to not give the party a dragon cohort. If they want the benefits back, they need to defeat Ostunoda and get him to revert to blade form.)
In blade form, Ostunoda possesses an intelligence of 22, a wisdom of 23, and a charisma of 22. He can speak auran, celestial, common, draconic, elven, giant, gnome, and terran. He can also speak telepathically with whoever is wielding him, has darkvision and blindsense out to 120 feet, and can hear. Ostunoda has an Ego of 34, requiring anyone wielding him who does not agree with his desires or code of conduct to make a DC 34 Will save to maintain dominance. Should they fail, Ostunoda begin's to dictate their actions. Not only this, but any non-lawful character who picks up Ostunoda immediately gains three negative levels. Although these negative levels never result in actual level loss, they remain as long as Ostunoda is in hand and cannot be overcome in any way (including restoration spells).
This is a list of various unique magic items, ranging from intelligent artifacts to the average specific items like oathbow (http://www.d20srd.org/srd/magicItems/magicWeapons.htm#oathbow) or winged shield (http://www.d20srd.org/srd/magicItems/magicArmor.htm#wingedShield). This list will usually be updated as new ideas occur to me. If you would like to, please check back often.
A Short Table of Contents
Post 1: Intelligent items or other items with a personality.
Post 2: Non-intelligent artifacts, both major and minor.
Post 3: Unique items with a price tag.
Bane, Harvester of Lords
http://img.aegen.nl/ARB/Unscythe,%20Killer%20of%20Kings.jpg
The entirety of this massive, ivory scythe is covered in carvings of tiny skeletons and skulls. Something warm occasionally drips from the tip of the blade. Something that closely resembles fresh blood.
A Large +3 Anarchic Ghost Touch Scythe, Bane is daunting from a cursory glance alone. However, upon hefting the weapon in one's hands, strange urges begin to seep into their mind, whispers of rebellion, blood, and a hatred of all trappings or laws. These urges are clearly originating from the weapon itself, as the whispers are emanating from the skeletal figures engraved upon every inch of it's handle. Said to be the discarded original scythe of a young and foolish Grim Reaper, Bane has surfaced many times throughout history, sometimes being hailed as a liberator, other times as a bringer of anarchy. While this might imply that Bane is a neutral force, it's true prerogative is to simply kill anything in power, regardless of it's alignment. Bane hates kings, and exists solely to dethrone them and introduce them to their own blood.
Bane is a chaotic evil intelligent major artifact that functions as a Large +3 Anarchic Ghost Touch Scythe with a x10 critical multiplier. If a creature is killed by a critical hit from Bane, however much that enemy is dropped below 0 by that attack is added as a damage bonus on the next attack made with Bane. For example, if a critical hit dealt 210 damage and dropped the enemy to -130 hp, the very next attack made with Bane would receive +130 additional damage on top of whatever it would normally deal. In addition, against any being who does not directly answer to another being, Bane automatically confirms all critical threats.
Bane possesses an intelligence of 10, a wisdom of 10, and a charisma of 30. It only possess rudimentary empathy and cannot speak, telepathically or otherwise, but what it desires is always very clear to the wielder. Bane has an Ego of 28, requiring anyone wielding it who does not agree with it's desires to make a DC 28 Will save to maintain dominance over Bane. Should they fail, Bane's will and desires begin to dictate their actions. Not only this, but any character who is not chaotic evil and who picks up Bane immediately gains two negative levels. Although these negative levels never result in actual level loss, they remain as long as the item is in hand and cannot be overcome in any way (including restoration spells).
The Gate to Etadric
http://i50.tinypic.com/2u4o7qb.jpg
The air is thick with sand as you gaze up this flight of gravity-defying stairs at the archway suspended in midair. Whatever is beyond that archway is obscured in clouds of dust, but something tells you that, whatever it is, it's big.
The Gate to Etadric is often assumed to be an advanced Portable Hole by appraisers and connoisseurs of exotic magic items, one that takes the form of a bag of sand instead of a disc of phase-spider silk. People often find this curious, as logic should dictate that it's only a once-off Portable Hole, as the sand conjures a stone gate to the hole when tossed in the air, and, after a few minutes, the stone fades into the wind and regathering the sand is impossible. What even the most astute collector of magical memorabilia would fail to realize until actually entering the hole, however, is that the nondimensional space linked to this particular Portable Hole is infinite in size. Not only this, but it's alive.
Etadric is a neutral evil intelligent major artifact that functions as a Portable Hole of infinite size and of unusual form. Where most Portable Holes are discs of silk that form gateways when lain out flat, Etadric takes the form of a fistful of sand that, when tossed into the air, forms a stone gateway wreathed in clouds of dust large enough to accommodate the creature that tossed the sand into the air. Upon walking through this gateway, one comes out into a stone pavilion with a sand-filled pit at it's center, conveniently placed so the user can grab another fistful of sand, create a way out (Which exits at the same location that user entered from, unless that user being carried or led out by another user, in which case it exits at the location the leading user entered from), and grab one or two more fistfuls of sand for later entry (The pit never runs out of sand). In fact, it's actually difficult to leave without at least grabbing one extra fistful of sand, requiring a DC 48 Will save to do so. Beyond this pavilion, however, the user can see an entire city past users have built, streets lined with squat stone buildings in some places, complexes where one elegant building runs seamlessly into another in others. Anything that can be imagined is in this place, armories stocked for invasions that never took place, libraries that ancient wizards set about establishing, apothecaries full of bodies that never were reanimated, perhaps even other artifacts (though, that and other magic items are up to the DM). However, this place has a mind all it's own, and for all the riches of this place, using Etadric comes with a price.
Etadric possesses an intelligence of 16, a wisdom of 16, and a charisma of 12. It only possess rudimentary empathy and cannot speak, telepathically or otherwise, but what it desires is pushed upon anyone who sets foot within, subtly, like an itch at the back of your mind. Etadric has an Ego of 24, requiring anyone within it who does not agree with it's desires to make a DC 24 Will save to maintain their own will. Should they fail, they fall to the will of Etadric, and it's desire to become developed, at the cost of anything else. As long as the character continues to carry around a fistful of sand to regain entry, they remain under Etadric's will, and do their best to expand the already vast city within it, even bringing in slaves or other workers in to fall to Etadric's will. Not only this, but any character who is not evil and who enters Etadric immediately gains two negative levels. Although these negative levels never result in actual level loss, they remain as long as the character is within it, and cannot be overcome in any way (including restoration spells).
Leadean, the Spellplate
http://img.aegen.nl/M10/Magebane%20Armor.jpg
This compact breastplate appears to be made out of polished, grey marble, yet, despite this, it is distinctly metallic to the touch. The lightweight, glowing undershirt slowly shifts through the spectrum of visible light, and seems to be form-fitting, regardless of who dons it.
Upon first inspection, Leadean is simply a +5 Arrow Deflecting Breastplate designed for comfort and simplicity. Of course, he is perfectly fine with you thinking that. As a person wears him, over time, Leadean becomes interested in that person's particular style, and, once his attention reaches a peak, he often begins offering advice or compliments, much to the wearer's dismay. Leadean is unique among intelligent items in this respect, as he does not have a given affiliation or disposition, and will only turn against the person wearing him if that person disrespects him or harms a fey. Originally a faerie prince, Leadean was dying when his soul was transferred into the armor he now is. Since that day he has been passed down from one party to another as a relic of great power. Often, with his vast experience, he will become a trusted adviser to whoever he is donned by.
Leadean is a true neutral intelligent major artifact that functions as a +5 Arrow Deflecting Breastplate with no armor check penalty, maximum dex bonus, or arcane spell failure chance. Not only this, but Leadean can be worn by any creature without any sort of penalty, regardless of size category, body shape, or proficiency, as he readjusts his form to fit whoever is trying to don him. If a particular creature has worn him for a total of 360 hours (15 days if wearing him 24/7) Leadean will begin to talk to and advise that creature, operating as a second set of eyes, making it so that the wearer is not subject to flanking. Any less than that, and he wants to watch more before he acts. On top of this, Leadean becomes willing to cast spells to specifically aid the person wearing him. Leadean has find the path (http://www.d20srd.org/srd/spells/findThePath.htm) 1/day, true seeing (http://www.d20srd.org/srd/spells/trueSeeing.htm) 1/day, hold monster (http://www.d20srd.org/srd/spells/holdMonster.htm) 3/day, and detect magic (http://www.d20srd.org/srd/spells/detectMagic.htm) at will.
Leadean possesses an intelligence of 20, a wisdom of 20, and a charisma of 20. He can speak common, sylvan, elven, dwarven, druidic, and gnoll. He can also speak telepathically with whoever is wearing him, has darkvision and blindsense out to 120 feet, and can hear. Leadean has an Ego of 33, but doesn't ever even attempts to dominate his wearer unless they maliciously harm a fey or gravely insult him. Should such a situation arise, the wearer must make a DC 33 Will save or be compelled to either go to great lengths to restore the fey or to apologize for insulting him. In either case, after completing this task, they are then compelled to give Leadean to someone else. Unlike most other intelligent items, Leadean does not inflict negative levels upon beings who do not share his alignment.
The Soul of Otsunoda
http://img.aegen.nl/CHK/Tatsumasa,%20the%20Dragon%27s%20Fang.jpg
This exquisite, silver blade is perfectly balanced and manages to catch light in intriguing ways, as though it were made of crystal. For some reason, it's shimmering dragonhide grip is comfortable in the hands of anyone with experience, but awkward in the hands of an amateur.
An Alchemic Silver +4 Speed Rapier, Otsunoda appears to be a true achievement of weaponsmithing, from the perfectly balanced edge to the seamless dragonhide hilt. However, it is not actually a weapon, not by a long shot. This becomes immediately apparent to anyone who touches him, as his voice suddenly fills their mind, informing them of just exactly what he is and how they should be respectful. You see, Otsunoda is a dragon, and like most dragons, he has something of a bent on immortality. However, he never did like the idea of becoming a lich, so, instead, he spent the entirety of his considerable life span devising and inventing an entire school of magic. A school of magic which accumulated in the ritual that turned him into what he is today. Now, whenever Otsunoda dies, latent magic powers in his body collapse him down into the shape of the blade, which he refers to as his 'soul'. In this form, he is a tool, a weapon, however, upon any who try to use him, he imposes a tax: a very small portion of their soul for each use. Once Otsunoda has accumulated enough bits of soul, from one person or another, he bursts forth from the sword, fully formed as a dragon once more.
Otsunoda is a lawful neutral intelligent major artifact that functions as an alchemical silver +4 Speed Rapier. In addition, Ostunoda is always whispering notions to his wielder about what the dragon could potentially do, if it had the energy to fuel the event. At any time, as a free action, the wielder of Ostunoda may make an exp payment to gain one of the following benefits. These benefits are supernatural in nature and last 24 hours, or until Ostunoda turns into a full-fledged dragon again, before dissipating.
With a payment of 250 exp, the wielder gains the ability to, as a standard action, unleash a line of silver light 30 feet long and 5 feet wide. Anyone within this line must make a Fort save (DC 10 + 1/2 the wielder's HD + the wielder's Con mod) or become paralyzed for 1d12+3 rounds.
With a payment of 250 exp, the wielder turns a slight silver tint and gains immunity to acid and cold, damage reduction 20/magic, and the Silver Dragon's cloudwalking ability. He also sprouts two, large, silver wings that grant him a flight speed of 200 ft (clumsy).
With a payment of 500 exp, a blizzard is instantly summoned into existence within a 10 mile radius of the wielder, regardless of the current weather or time of year, viciously smashing through doors and windows and flooding into any structure that the wielder wishes it to. In effect this gives the wielder fog cloud (http://www.d20srd.org/srd/spells/fogCloud.htm), ice storm (http://www.d20srd.org/srd/spells/iceStorm.htm), and control winds (http://www.d20srd.org/srd/spells/controlWinds.htm), all at will, all under the effects of the widen spell (http://www.d20srd.org/srd/feats.htm#widenSpell) metamgaic feat, all with a caster level equal to his character level, and all with a range of 10 miles. In addition, the wielder is in complete mental control of the storm and, without any conscious effort, can create patterns in the clouds, summon a dramatic lightning bolt to accentuate a statement, or whatever else he wishes.
Whenever Ostunoda has accumulated a total 1500 exp from his wielder, he begins humming very slightly, as he starts a ritual to regain real form. After 1 hour the blade explodes in a wave of silver light before coming together into the shape of a lawful neutral silver dragon (http://www.d20srd.org/srd/monsters/dragonTrue.htm#silverDragon) with a CR equal to the most recent wielder to make a exp payment's effective character level. If there isn't a corresponding challenge rating, then the silver dragon is of the next highest challenge rating. For example, an ecl 8 character would get a juvenile silver dragon. This silver dragon is Ostunoda. In this form, Ostunoda has each ability he could grant to his wielder while he was in blade form. Ostunoda may or may not attack, depending on if the former wielder was helpful or went against Ostunoda's personal code of conduct too egregiously. Either way, he always needs some time to recover from being reborn, and leaves the former wielder. (Try to not give the party a dragon cohort. If they want the benefits back, they need to defeat Ostunoda and get him to revert to blade form.)
In blade form, Ostunoda possesses an intelligence of 22, a wisdom of 23, and a charisma of 22. He can speak auran, celestial, common, draconic, elven, giant, gnome, and terran. He can also speak telepathically with whoever is wielding him, has darkvision and blindsense out to 120 feet, and can hear. Ostunoda has an Ego of 34, requiring anyone wielding him who does not agree with his desires or code of conduct to make a DC 34 Will save to maintain dominance. Should they fail, Ostunoda begin's to dictate their actions. Not only this, but any non-lawful character who picks up Ostunoda immediately gains three negative levels. Although these negative levels never result in actual level loss, they remain as long as Ostunoda is in hand and cannot be overcome in any way (including restoration spells).