Real hammer of thunderbolts

med stud

First Post
I want to introduce a hammer of thunderbolts into my game. The characters are pretty high level (lowest 14, highest 16).

The hammer was made by the priests of Kord for battle against followers of Hextor but it works equally well vs other opponents as well. Basically the hammer is as follows:

Adamantine war hammer +3

Everyone can use the hammer as such. Lawful gives 2 negative levels until dropped, evil activates the hammers ability on the wielder once per round until dropped.

If a cleric of Kord (of any level) uses the hammer it casts a lightning bolt on a crit. Now my question is what level of lightning bolt would be appropriate; I was thinking lvl 5 since it can be saved against and the weapon has crit range 20. Does that look alright in your opinion?
 

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med stud said:
I want to introduce a hammer of thunderbolts into my game. The characters are pretty high level (lowest 14, highest 16).

The hammer was made by the priests of Kord for battle against followers of Hextor but it works equally well vs other opponents as well. Basically the hammer is as follows:

Adamantine war hammer +3

Everyone can use the hammer as such. Lawful gives 2 negative levels until dropped, evil activates the hammers ability on the wielder once per round until dropped.

If a cleric of Kord (of any level) uses the hammer it casts a lightning bolt on a crit. Now my question is what level of lightning bolt would be appropriate; I was thinking lvl 5 since it can be saved against and the weapon has crit range 20. Does that look alright in your opinion?

With it giving a lightning bolt at 5d6 damage, reflex for half, it's less powerful than a shocking burst weapon (+1d6 all the time, +2d10 extra on a crit no save). So it depends on how powerful you want it to be.

I would make it an Adamantine War Hammer +3 Shocking or Shocking Burst so basically a +4 or +5 equivalent weapon, not really that unheard of at an average of 15th level if you look at the treasure tables. If you want to make it a lightning bolt effect, make it just shocking and have it hammer out the equivalent of a 6th level lightning bolt at the least. You have to think a 3rd level spell at minimum caster ability is only a DC 16 reflex save, which at ECL 15 or so is pretty paltry, so they'll be saving for half for 6d6/2 damage. Plus it's vulnerable to spell resistance which a normal shocking burst weapon isn't.
 

Ferrix said:
With it giving a lightning bolt at 5d6 damage, reflex for half, it's less powerful than a shocking burst weapon (+1d6 all the time, +2d10 extra on a crit no save). So it depends on how powerful you want it to be.

I would make it an Adamantine War Hammer +3 Shocking or Shocking Burst so basically a +4 or +5 equivalent weapon, not really that unheard of at an average of 15th level if you look at the treasure tables. If you want to make it a lightning bolt effect, make it just shocking and have it hammer out the equivalent of a 6th level lightning bolt at the least. You have to think a 3rd level spell at minimum caster ability is only a DC 16 reflex save, which at ECL 15 or so is pretty paltry, so they'll be saving for half for 6d6/2 damage. Plus it's vulnerable to spell resistance which a normal shocking burst weapon isn't.

True about the saving throws and stuff. Do you think it would be allright if I made it a "special" lightning bolt that deals 6d6 damage without save (like Ice storm) but acts like a regular lightning bolt in all other aspects?
 


This is the weapon of a God, right? 5d6 electricity is no joke, but DC 14 / caster level 5 is a joke.

How about this power:

Really Shocking Burst
On a natural 20, this weapon also evokes a thunderbolt, like those called by call lightning storm (reflex DC 17, caster level 20, deals 5d6 electrical damage in a 5 ft. wide line up to 30 ft. above the target, or 5d10 electrical if outside and stormy).

-- N
 


Well I want the lightning bolt area of effect. The user can aim it as well. But you are right, I can just let go of the spell.

New version (hammer v 1.03)

When the cleric crits with the hammer it releases a Divine Blast of Lightning that deals 6d6 damage (no save) in a line 40 ft long and 5 ft wide in a direction chosen by the cleric. Half of the damage is divine (to spice it up a little).
 

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