Campaign of the Month: June 2011
From Beyond the Shattered Gateway (On Hiatus)
(HA #006) The War Hammer, Eloa
Sacred Receptacle of the Nation of Highguard (Form: War Hammer)
Class: Artifact (Intelligent/Self-Aware)
Persona: Feminine, Authoritative
Communication: Telepathic, Empathic
Base Stats: +3 Warhammer (Additional +1 for every 5 character levels of owner)
Bonus Type: To Hit & To Damage
Range: 5 ft.
Base Damage: 1d8
Critical: 20 (x3)
Weight: 10 lbs.
Special Abilities: (Have been randomly determined by the DM)
Standard #1 (At Character Level 1): Defending
Standard #2 (At Character Level 1): Flaming Burst
At Character Level 5: Frost
At Character Level 10: Disruption
At Character Level 15: Spell Storing
At Character Level 20: Flaming Burst
Special Note: All Special abilities stack.
Defending: A defending weapon allows the wielder to transfer some or all of the sword’s enhancement bonus to his AC as a bonus that stacks with all others. As a free action, the wielder chooses how to allocate the weapon’s enhancement bonus at the start of his turn before using the weapon, and the effect to AC lasts until his next turn.
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 ×3, add an extra 2d10 points of fire damage instead, and if the multiplier is ×4, add an extra 3d10 points of fire damage. Even if the flaming ability is not active, the weapon still deals its extra fire damage on a successful critical hit.
Disruption: A weapon of disruption is the bane of all undead. Any undead creature struck in combat must succeed on a DC 14 Will save or be destroyed. A weapon of disruption must be a bludgeoning weapon. (If you roll this property randomly for a piercing or slashing weapon, reroll.)
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. Bows, crossbows, and slings so crafted bestow the cold energy upon their ammunition.
Special Bonuses to Wielder:
90% Immunity to psionic effects.
Functions as only a +1 Warhammer for anyone other than the owner (Vaynard Dinadan).
Communicates only with the owner, and only when wielded.
- 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.