I'm spinning this out of my own thread in case there's a wider audiance for the question.
My players recovered a magic hammer wielded by a Black Ork. The Ogre Maneater kept it. I, of course, didn't know what it did when they discovered it… hell, it wasn't even magical until the wizard rolled a chaos star on his magic sight check. It needs to be magical but also a little cursed. After some consideration this is what I came up with:
If you can't read the text it's DR 7, CR 2, Two-handed, Enc 7. (That should be standard Great Weapon stats with +1 to encumberance 'cause it's an orc's.)
It's superior quality.
If the weilder uses it to target a dwarf with a Melee Attack he must replace two fortune dice with one expertize die. (That's benefitial, right?)
3 Boons: the weapon damages the target's armor, shield or weapon. The default is the defender's armor, but if the target blocked it's his shield, or parried its his weapon. (My thought is with one boon more than the CR it wouldn't be used too often, but could help soften up tougher opponents for some team work stuff.)
Chaos Star: Immediately after this attack, before any free maneuvers are taken, perform a Melee Strike against an ally with whom you are engaged. Oh, and in this game? The ally the ogre will most likely be engaged with is the dwarf (which is why that other special ability says "must" instead of "may").
So what do you think? Is it too much? Should it take four boons to damage armor? Does two misfortune die becoming an expertise die make sense? Is it too good and not cursed enough?
I want it to be heplful enough to be interesting and worthwhile without over powering anything else. Basically I want the player to feel there's value to using it over his two handed sword, but not so much that other players become jealous (what with magic items being rare and us playing a low-loot campaign).