(HA #001) The War Hammer, Armaita

Sacred Receptacle of the Nation of Ytaerreth (Form: War Hammer)

Category:
weapon (melee)
Description:

GP Value: 5,280,000 GP (As Calculated by the DMG)

-- Page Divider --

Class: Artifact (Intelligent/Self-Aware)
Alignment: Good
Persona: Feminine, Soft-Spoken
Communication: Telepathic, Empathic
Base Stats: +3 War Hammer (Additional +1 for every 5 character levels of owner)
Bonus Type: To Hit & To Damage
Type: Melee Martial Weapon, Medium, Bludgeoning
Range: 5 ft.
Base Damage: 1d8
Critical: x3
Materials: Adamantine
Weight: 10 lbs.

Special Abilities: (Have been randomly determined by the DM)
Standard #1 (At Character Level 1): Flaming (DMG 3.5 p 224)
Standard #2 (At Character Level 1): Thundering (DMG 3.5 p. 225)
At Character Level 5: Flaming Burst (DMG 3.5 p. 224)
At Character Level 10: Frost (DMG 3.5 p. 224)
At Character Level 15: Icy Burst (DMG 3.5 p. 225)
At Character Level 20: Axiomatic (DMG 3.5 p. 223-224)

Special Note: All Special abilities stack. At Levels 10 and 15, when Frost and Icy Burst are added to the weapons special abilities, instead a steam-based effect takes place due to the mixing of fire and ice. The resulting Steaming and Steam Burst effects are the equivalent of both Flaming/Frost and Flaming/Icy Bursts stacked.

-- Page Divider --

Ability Descriptions

Flaming: Upon command, a flaming weapon is sheathed in fire. The fire does not harm the wielder. The effect remains until another command is given. A flaming weapon deals an extra 1d6 points of fire damage on a successful hit.

Thundering: A thundering weapon creates a cacophonous roar like thunder upon striking a successful critical hit. The sonic energy does not harm the wielder. A thundering weapon deals an extra 1d8 points of sonic damage on a successful critical hit. If the weapon’s critical multiplier is x3, add an extra 2d8 points of sonic damage instead, and if the multiplier is x4, add an extra 3d8 points of sonic damage. Bows, crossbows, and slings so crafted bestow the sonic energy upon their ammunition. Subjects dealt a critical hit by a thundering weapon must make a DC 14 Fortitude save or be deafened permanently.

Flaming Burst: A flaming burst weapon functions as a flaming weapon that also explodes with flame upon striking a successful critical hit. The fire does not harm the wielder. In addition to the extra fire damage from the flaming ability (see above), a flaming burst weapon deals an extra 1d10 points of fire damage on a successful critical hit. If the weapon’s critical multiplier is x3, add an extra 2d10 points of fire damage instead, and if the multiplier is x4, add an extra 3d10 points of fire damage. Bows, crossbows, and slings so crafted bestow the fire energy upon their ammunition. Even if the flaming ability is not active, the weapon still deals its extra fire damage on a successful critical hit.

Frost: Frost: Upon command, a frost weapon is sheathed in icy cold. The cold does not harm the wielder. The effect remains until another command is given. A frost weapon deals an extra 1d6 points of cold damage on a successful hit.

Icy Burst: An icy burst weapon functions as a frost weapon that also explodes with frost upon striking a successful critical hit. The frost does not harm the wielder. In addition to the extra damage from the frost ability, an icy burst weapon deals an extra 1d10 points of cold damage on a successful critical hit. If the weapon’s critical multiplier is x3, add an extra 2d10 points of cold damage instead, and if the multiplier is x4, add an extra 3d10 points. Bows, crossbows, and slings so crafted bestow the cold energy upon their ammunition. Even if the frost ability is not active, the weapon still deals its extra cold damage on a successful critical hit.

Axiomatic: An axiomatic weapon is lawfully aligned and infused with the power of law. It makes the weapon law-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against all of chaotic alignment. It bestows one negative level on any chaotic creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the weapon is wielded.

-- Page Divider --

Additional Information

Special Bonuses to Wielder:
90% Immunity to psionic effects.

Stipulations:
Functions as only a +1 War Hammer for anyone other than the owner (Prince Aiden Grayson III of Ytaerreth).
Communicates only with the owner, and only when wielded.

Artifact-Only Abilities:

  • Item is immune to dispel magic.
  • Item is immune to psionic effects.
  • Item has 90% immunity to any spell-like ability.
  • Item can Detect Chaos (chaotic alignments) within 60-feet and empathically communicate this information to the wielder.

-- Page Divider --

Home background right

Nine Nations Saga: From Beyond the Shattered Gateway

Bio:

Also known by the alternate name “The Veil Hammer” throughout the history of the nine nations, due the “veil of steam/fog” that results around the weapon when wielded proficiently (See Special Notes above).

Armaita is the sacred receptacle of the nation of Ytaerreth – The Veiled Lands. She has been passed down generation-to-generation through the lineage of the House of Grayson (the ruling house of Ytaerreth) as far back as history records.

Each generation’s wielder (and thus heir to the throne of the nation) being chosen by the artifact upon their 13th year in a ceremony known as “The Searching”. When the heir is chosen, the weapon no longer functions for it’s previous owner, and instead the new wielder begins to learn the intricacies of the artifact, her personality, and bonding with her essence until such time as they are to assume the throne, and eventually the next generation’s wielder is chosen via The Searching.

-- Page Divider --

(HA #001) The War Hammer, Armaita

From Beyond the Shattered Gateway (On Hiatus) JustinMason