Law Hammer (3.5e Equipment)
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The weapon of the Yellow Chaos Emerald, which commands the attributes of lightning and thunder.
Law Hammer[edit]
This mighty warhammer is made of a yellow crystalline material, harder than any diamond. The base of its shaft is decorated with a golden band - a suggestion of its power. When you swing the hammer, lightning arcs through the air behind it.
The Law Hammer is one of the seven legendary Chaos Weapons, made by the Chaos Emeralds to assist heroes. Despite the name, they are usable by characters of any good alignment. (Neutral characters will find the Chaos Weapons slipping out of their hands, and evil characters will just get blasted away.) Each of the Chaos Emeralds controls a pair of attributes, and their corresponding Chaos Weapons share those attributes. The Law Hammer was borne of the yellow Chaos Emerald, and its attributes are lightning and thunder.
The Law Hammer is best off being wielded by a barbarian, a fighter, or another character who favors heavy melee damage over such things as "accuracy" or "defense". Considering that it's a warhammer, that shouldn't be a surprise. It bashes monsters' faces in, and electrocutes them at the same time!
Abilities of the Law Hammer[edit]
Like all major artifacts, the Law Hammer is indestructible.
The Law Hammer's abilities are extremely potent; using it in a low-level campaign is not recommended. Furthermore, the Chaos Weapons only appear to heroes who will need to make use of their power; don't give the PCs any of the Chaos Weapons unless the challenges they're about to face would be way out of their league otherwise!
The following abilities work while the Law Hammer is wielded:
- The Law Hammer has a +10 enhancement bonus.
- +5 sacred bonus to Strength
- +4 sacred bonus to Constitution
- +3 sacred bonus to Dexterity
- +2 insight bonus to damage rolls
- Adds 2d8 electricity damage to all attacks (physical, ranged, spell, spell-like, etc.)
- The Law Hammer has the returning and thundering properties. When thrown, the Law Hammer's flight path is covered with a stream of lightning that lasts for 1 round. This lightning stream behaves in all respects like the fire wall created by the salamander charge[1], except for having a 1-round duration and dealing electricity damage instead of fire damage.
- You gain half of all damage you wield with the Law Hammer back as temporary hit points, similarly to gauss whip.
- Electricity resistance 60 (increases to electricity resistance 80 if you have 30 or more HD)
- The Law Hammer has 50 charges, which renew themselves at every new dawn. These charges are used for the Law Hammer's spell-like abilities. The Law Hammer's caster level is 40, but you may use your own caster level instead if it is higher. Any spell-like abilities which mimic psionic powers cannot be augmented. Spell-like abilities which mimic maneuvers can be used repeatedly, with no need to refresh, as long as sufficient charges remain; without enough charges, the spell-like ability cannot be used at all. With the Law Hammer in hand, you can use these abilities:
- Shocking Grasp: 1 charge/use
- Thunderhead[2]: 1 charge/use
- Self Bolt: 2 charges/use (You do not need to have a tail to cast self bolt through the Law Hammer, but its Reflex save DC is reduced by 4 unless you are quadrupedal or prone.)
- Brainstorm: 2 charges/use
- Call Lightning: 3 charges/use
- Great Thunderclap[2]: 3 charges/use
- Ur Lightning Bolt: 4 charges/use
- Arc of Lightning[2]: 4 charges/use
- Call Lightning Storm: 5 charges/use
- Lightning leap[3]: 5 charges/use
- Chain Lightning: 6 charges/use
- Lightning Strikes Twice: 6 charges/use
- Smiting Lightning: 7 charges/use
- Stasis Energy Field: 7 charges/use
- Stormrage[2]: 8 charges/use
- Lightning Ring[2]: 8 charges/use
- Storm of Vengeance: 9 charges/use
- Mighty Thunderbolt: 9 charges/use
- Living Lightning: 10 charges/use
- Electrocute: 10 charges/use
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