@Tali
If that's the case, I've got a nice contingency plan, and its also very, erm, cool.
I actually intended it to be for Toman, but, bard
Is Toman an arcane class or a divine class? O_o If its divine, I can make a loophole, ie 'No ranks in non-divine spellcasting class'...?
How do the special abilities sound? O_o I think Arcane Bane is pretty unique... it also lets you take a Disintegrate (for example) and if you miss two saves, you get to use one of the opponent's high-rank spells and turn it on them. Example - Tali gets hit by Disintegrate. Activate Arcane Bane. She fails the save again and swipes the caster's other prepared Disintegrate and turns it on the caster. It's also a 14th level ability so its probably within reach of our current campaign.
Frigid Sunder ... is definitively something the person wielding it would use on the party :3 Beware!
The current list of Weapons of the Gods is thus:
(may be subject to change)
Winterer - Bastard sword (Exotic), Hatred Island
Evgenis's Staff - Quarterstaff, Audupu
Blood Spear - Spear, Ula
Black Glass Ring - Ring, Noire
Flowing Hammer - Hammer, Dwarven continent
Hagrune - Short sword, Myirki
Edit: This is the ability sheet for Flow Hammer. I think this weapon is less interesting, and that all of its special effects are too combat-oriented.
Flowing Hammer
A Medium sized hammer. It glows red. The hammer is made of some kind of rock, whose glowing patterns are
reminescent of a magma flow. It's handle is comparativly cool to the touch.
Omen - The closer to sea level the hammer gets, the hotter the hammer head grows.
+1 Hammer
Lv 5~10 = Least
Lv 11~16 = Lesser
Lv 17~20 = Greater
Req
Not elf or half-elf.
Not druid.
Wielder Level
Reflex penalty Hit Point loss AC penalty Abilities
5th +1 flaming hammer
6th 2 -1 Fire resistance 5
7th -1 2 Lava slap 1/day
8th
9th -2 2
10th 2 Fire resistence 10
11th 2 +2 flaming elfbane hammer
12th -3 2 Feat:Armed Grapple
13th -2
14th 2 Primordial Force 1/day
15th -4 2 Lava slap 2/day
16th 2 Fire resistance 20
17th -5 +3 flaming elfbane hammer
18th 2 -3 Fire immunity
19th 2
20th 2 Atomsmasher 1/day
Ritual
(DC 18 - Purify)
tba
(DC 25 - Subdue)
tba
(DC 31 - Rebirth)
tba
Legacy Abilities
Lava slap
On a successful melee attack, at a mental command the hammerhead may explode into lava and engulf the target.
The target must make a DC 25 Fortitude save on his turn, or else receive 15d6 fire damage and 5d6 bludgeon
damage. Even on a successful save, the target receives 5d6 bludgeon damage. After the initial save, the wielder of
the Flowing Hammer may either recall the hammerhead as a free action, or keep the lava on. If the lava remains on
the target, he must take a full-round action to remove the lava, or else make a DC 20 Fortitude save and receive
10d6 fire damage.
Armed Grapple (Feat)
The creature with this feat receives the full benefit of Improved Grapple. In addition to that, the creature gains
another +2 to grapple, and may attack with Flowing Hammer whenever he may deal unarmed damage.
Primordial Force
The wielder of Flowing Hammer may designate one target within 100 ft. It must make a DC 30 Fortitude save or
DC 30 Will save, whichever is higher, or be afflicted with flesh to stone, disregarding any immunity to said spell. If
the target saves, it receives 10d8 Sonic damage and is stunned for two turns, again disregarding any immunities to Stunning.
Atomsmasher
This is a full-round action. The target is hit with Flowing Hammer, with a +10 to the attack roll. If it is hit, it must make a DC (25 + wielder's Strength
modifier) Fortitude save, or be instantly killed. This is not a death effect. If the creature saves, it receives 15d6 fire
damage and 5d6 bludgeoning damage. If the attack roll is a critical, the target receives 10d6 bludgeoning damage on a failed save.