Himmelveil's Mightiest Heroes
Type – Warhammer – (Martial) One-Handed Melee Weapons
Damage: 1d8 + 2d6E
Critical Multiplier: x3
Critical Damage: 3d8 + 2d6E +2d10E + 2d8S + deafened
Range: 30 ft
Weight: 5 lbs
Cost: 150,000 gp+
Throwing: This weapon has a range of 30 feet and can be thrown as a thrown weapon.
Returning: This weapon returns to the thrower just before the thrower’s next turn. Catching a returning weapon is a free action.
Shock: On command this weapon is sheathed in crackling electricity that deals an extra 1d6 of Electric Damage on a successful hit.
Thundering: On a critical hit this weapon deals an extra 2d8 of Sonic Damage. A subject hit by a critical hit must make a DC14 Fortitude save or be deafened permanently.
Shocking Burst: On a critical hit this weapon deals an extra 2d10 of Electric Damage.
Lightning Bolt: 5 times per day as a standard action the wielder can release a 120 ft lighting bolt that deals 1d6 of Electric Damage per character level (maximum 10d6) to everything along the bolt 5 times per day as a standard action. A subject hit by the lightning bolt can make a DC14 Reflex save for half damage.
Call Lightning: 5 times per day as a standard actionhe wielder can call down within 100 ft + 10 ft per character level one bolt of lightning per turn per character level (maximum 10 turns) that deals 3d6 of Electric Damage. If using during stormy weather each bolt deals 3d10 Electric Damage instead. A subject hit by the lightning bolt can make a DC14 Reflex save for half damage.
Chain Lightning: 5 times per day as a standard actionhe wielder can generate a bolt of lighting that strikes within 400 ft + 40 ft per character level that deals 1d6 of Electric Damage per character level (maximum 20d6). Targets (at will) within 30 ft are struck by secondary bolts up to 1 target per character level total. The primary target hit by the lighting bolt can make a DC16 Reflex save for half damage. The secondary targets can make a DC14 Reflex save for half damage as well.