Belial_the_Leveler
2009-09-26, 02:35 AM
http://media.comicvine.com/uploads/1/13925/301007-89289-mjolnir_super.jpg
Agents of the Powers that Be, enforcers of the chief deity's edicts in the physical world, slayers of monsters. Hammers of Balance are all of the above and more. Wherever the natural order is threatened, they are there to wield their powers and help restore it.
Hit Dice: d12
THE HAMMER OF BALANCE
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+0|
+0|
+2|Magic Hammer, Focused Defense
2nd|
+2|
+0|
+0|
+3|Defy Magic, Hammerthrow
3rd|
+3|
+1|
+1|
+3|Deny Power
4th|
+4|
+1|
+1|
+4|Hammer in Mouth, Trollbane
5th|
+5|
+1|
+1|
+4|Defy Magic
6th|
+6/+1|
+2|
+2|
+5|Deny Power
7th|
+7/+2|
+2|
+2|
+5|Hammer of Thunderbolts
8th|
+8/+3|
+2|
+2|
+6|Defy Magic
9th|
+9/+4|
+3|
+3|
+6|Deny Power
10th|
+10/+5|
+3|
+3|
+7|Banned and Banished
11th|
+11/+6/+1|
+3|
+3|
+7|Defy Magic
12th|
+12/+7/+2|
+4|
+4|
+8|Deny Power
13th|
+13/+8/+3|
+4|
+4|
+8|Wield the Banhammer
14th|
+14/+9/+4|
+4|
+4|
+9|Defy Magic
15th|
+15/+10/+5|
+5|
+5|
+9|Deny Power
16th|
+16/+11/+6/+1|
+5|
+5|
+10|Hammertime!
17th|
+17/+12/+7/+2|
+5|
+5|
+10|Defy Magic
18th|
+18/+13/+8/+3|
+6|
+6|
+11|Deny Power, Worldshaker
19th|
+19/+14/+9/+4|
+6|
+6|
+11|Defy Magic
20th|
+20/+15/+10/+5|
+6|
+6|
+12|Slayer of Monsters[/table]
Skill Points per level: 2 + Int Modifier (x 4 at 1st level)
Class Skills: Concentration (Con), Craft (Int), Intimidate (Cha), Listen (Wis), Profession (Wis), Sense Motive (Wis), Spot (Wis)
Class Abilities:
Weapon and Armor Proficiencies: Hammers of Balance are proficient with all hammers, armors and shields.
Magic Hammer: When wielding a hammer, maul, warhammer, a greatclub shaped like a hammer or any other weapon that is a hammer, a Hammer of Balance gets an enhancement bonus to that hammer equal to half his class level, rounded up. The Hammer of Balance can choose to apply all of the bonus as an enhancement bonus-to a cap of +5-and/or add special abilities. He can change the special abilities thus bestowed with a five-minute runic ritual once per day.
In the hands of the Hammer of Balance, such weapons are nearly weightless; he can wield hammers of up to 2 size categories larger than normal without penalties.
Focused Defense (Ex) The Hammers of Balance serve the ultimate authority in the cosmos, whatever that may be. Against enemies that deviate even in the slightest from that authority, the Hammers gain special defenses. For every class other than Hammer of Balance an enemy has levels in, the Hammer of Balance gains a +2 bonus to saves and AC.
Hammerthrow (Su) A Hammer of Balance can instantly recall its enchanted hammer as a free action. This means it can recall it after using it as a thrown weapon or after being disarmed or stolen.
When throwing it, the hammer warps through the intervening distance; it can be thrown without penalty up to 40 ft per class level and it negates cover or barriers blocking line of effect but not concealment or barriers blocking line of sight.
Defy Magic (Ex) Each time the Hammer of Balance gains this ability, it chooses one bonus type or one school of magic. Untyped bonuses are a viable bonus choice and Universal magic is a viable magic choice. Once he makes that choice it cannot be changed; forever after he will ignore that bonus type or effects of this school of magic as long as they are not instantaneous or permanent. E.g. when attacking somebody with a temporary armor bonus to his AC, he will strike against the enemy's unbuffed AC if he has chosen to ignore armor and when attacked by someone with an enhancement bonus to strength, the enemy's bonus would not work if he'd chosen to also ignore enhancement bonuses. Nonmagical bonuses cannot be thus ignored.
Deny Power (Ex) Each time the Hammer gains this ability, it chooses an ability score. Afterwards it ignores the bonuses that ability score may give beyond the normal bonuses it gives to all creatures. E.g. if the Hammer chooses wisdom, it may ignore a monk's AC bonus but not the wisdom bonus to will saves. If he chooses intelligence, he may ignore the bonus DC to a wizard's spells but not bonus to intelligence-based skills. The Hammer ignores bonuses even if they would be beneficial to him. E.g. if he has paladin levels, he would not benefit from Divine Grace if he chose to defy charisma-based abilities.
Hammer in Mouth (Ex) A Hammer of Balance of 4th level and higher can, as full-round action, hit an enemy's mouth with a melee hammer or hammer throw attack. If the attack hits, it deals normal damage and the enemy must make a fortitude save DC 10+1/2 the Hammer's class level + the hammer's strength modifier. If the save fails, the magic hammer smashes teeth and bone, preventing the enemy from speaking clearly enough to be understood until he receives healing. If the fail succeeds, the enemy suffers no premanent effect but is still too sore to speak clearly for 1 round.
Trollbane (Ex) At 4th level and higher, the Hammer of Balance has the power to stop the recuperative abilities of some creatures. He always deals lethal damage (regardless of regeneration and similar abilities that shift lethal damage into nonlethal) if he attacks with a hammer. In addition, if the creature has an innate ability to reform, rejuvenate or otherwise avoid death, it must succeed at a will save DC 10 +1/2 the Hammer's level + the Hammer's strength modifier or this ability doesn't work. Creatures normally immune to fortitude saves still have to make a save. This ability works only on innate abilities. If the ressurection comes from some external factor-such as an ally casting a ressurection spell-it works normally.
Hammer of Thunderbolts (Su) At 7th level, as a full-round action, the Hammer of Balance can invoke a lightning bolt from his hammer as the spell cast from a wizard of his class level. At 10th level as a part of a melee hammer attack or thrown hammer attack, he can apply the effects of Orb of Lightning to the target if the attack hits. At 13th level as a ful-round action, he can invoke a Chain Lightning effect. Save for those abilities is DC 10 +1/2 the Hammer's level + the Hammer's constitution modifier
After using one of those abilities, he can't use any of them again for 1d4 rounds.
Banned and Banished (Su) As a standard action, a Hammer of 10th level and higher may perform a special melee or thrown hammer attack. If the attack hits, the target takes normal damage and is affected as if by dismissal, followed by dimensional anchor if the dismissal fails. All creatures under the ongoing control of the target are also affected by dismissal. At 15th level, the target and controlled creatures are affected by banishment instead of dismissal. Save for this ability is DC 10 +1/2 the Hammer's level + the Hammer's constitution modifier.
Wield the Banhammer (Su) As a standard action a Hammer of 13th level and higher may perform a special melee or thrown hammer attack. If the attack hits, the target is affected as if by Antimagic Ray and is unable to use any spells or magical abilities for 1 round per Hammer of Balance class level. Save for this ability is DC 10 +1/2 the Hammer's level + the Hammer's constitution modifier.
Hammertime! (Ex) As long as the Hammer of Balance is wielding a hammer, whenever an enemy within 1 mile would use extra actions (such as from Timestop or Celerity or shapechanging into a choker), the Hammer of Balance can also use the same amount of extra actions. The Hammer acts in those extra actions before the enemy who got the extra actions.
Worldshaker (Su) Once per minute as a full-round action, the Hammer of Balance can strike the earth or a building with his magic hammer and create an earthquake effect, as the spell, centered on himself. He is unaffected by his own earthquake but any other creature caught in the effect must make a reflex save or fall prone followed by a fortitude save or be stunned for 1d4 rounds. Save for this ability is DC 10 +1/2 the Hammer's level + the Hammer's strength modifier.
Slayer of Monsters (Ex) At 20th level, when fighting a nonhumanoid enemy with a CR higher than his class level, the Hammer of Balance may call upon hidden reserves of endurance and keep fighting until his foe is no more. If he would die in the fight, the Hammer instead keeps fighting until either the fight is over or the Hammer willingly moves 7 squares or more, whichever comes first. Once the fight is over or the Hammer moves seven steps, the ability stops working and the Hammer dies from his previously sustained mortal wounds.
Agents of the Powers that Be, enforcers of the chief deity's edicts in the physical world, slayers of monsters. Hammers of Balance are all of the above and more. Wherever the natural order is threatened, they are there to wield their powers and help restore it.
Hit Dice: d12
THE HAMMER OF BALANCE
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+0|
+0|
+2|Magic Hammer, Focused Defense
2nd|
+2|
+0|
+0|
+3|Defy Magic, Hammerthrow
3rd|
+3|
+1|
+1|
+3|Deny Power
4th|
+4|
+1|
+1|
+4|Hammer in Mouth, Trollbane
5th|
+5|
+1|
+1|
+4|Defy Magic
6th|
+6/+1|
+2|
+2|
+5|Deny Power
7th|
+7/+2|
+2|
+2|
+5|Hammer of Thunderbolts
8th|
+8/+3|
+2|
+2|
+6|Defy Magic
9th|
+9/+4|
+3|
+3|
+6|Deny Power
10th|
+10/+5|
+3|
+3|
+7|Banned and Banished
11th|
+11/+6/+1|
+3|
+3|
+7|Defy Magic
12th|
+12/+7/+2|
+4|
+4|
+8|Deny Power
13th|
+13/+8/+3|
+4|
+4|
+8|Wield the Banhammer
14th|
+14/+9/+4|
+4|
+4|
+9|Defy Magic
15th|
+15/+10/+5|
+5|
+5|
+9|Deny Power
16th|
+16/+11/+6/+1|
+5|
+5|
+10|Hammertime!
17th|
+17/+12/+7/+2|
+5|
+5|
+10|Defy Magic
18th|
+18/+13/+8/+3|
+6|
+6|
+11|Deny Power, Worldshaker
19th|
+19/+14/+9/+4|
+6|
+6|
+11|Defy Magic
20th|
+20/+15/+10/+5|
+6|
+6|
+12|Slayer of Monsters[/table]
Skill Points per level: 2 + Int Modifier (x 4 at 1st level)
Class Skills: Concentration (Con), Craft (Int), Intimidate (Cha), Listen (Wis), Profession (Wis), Sense Motive (Wis), Spot (Wis)
Class Abilities:
Weapon and Armor Proficiencies: Hammers of Balance are proficient with all hammers, armors and shields.
Magic Hammer: When wielding a hammer, maul, warhammer, a greatclub shaped like a hammer or any other weapon that is a hammer, a Hammer of Balance gets an enhancement bonus to that hammer equal to half his class level, rounded up. The Hammer of Balance can choose to apply all of the bonus as an enhancement bonus-to a cap of +5-and/or add special abilities. He can change the special abilities thus bestowed with a five-minute runic ritual once per day.
In the hands of the Hammer of Balance, such weapons are nearly weightless; he can wield hammers of up to 2 size categories larger than normal without penalties.
Focused Defense (Ex) The Hammers of Balance serve the ultimate authority in the cosmos, whatever that may be. Against enemies that deviate even in the slightest from that authority, the Hammers gain special defenses. For every class other than Hammer of Balance an enemy has levels in, the Hammer of Balance gains a +2 bonus to saves and AC.
Hammerthrow (Su) A Hammer of Balance can instantly recall its enchanted hammer as a free action. This means it can recall it after using it as a thrown weapon or after being disarmed or stolen.
When throwing it, the hammer warps through the intervening distance; it can be thrown without penalty up to 40 ft per class level and it negates cover or barriers blocking line of effect but not concealment or barriers blocking line of sight.
Defy Magic (Ex) Each time the Hammer of Balance gains this ability, it chooses one bonus type or one school of magic. Untyped bonuses are a viable bonus choice and Universal magic is a viable magic choice. Once he makes that choice it cannot be changed; forever after he will ignore that bonus type or effects of this school of magic as long as they are not instantaneous or permanent. E.g. when attacking somebody with a temporary armor bonus to his AC, he will strike against the enemy's unbuffed AC if he has chosen to ignore armor and when attacked by someone with an enhancement bonus to strength, the enemy's bonus would not work if he'd chosen to also ignore enhancement bonuses. Nonmagical bonuses cannot be thus ignored.
Deny Power (Ex) Each time the Hammer gains this ability, it chooses an ability score. Afterwards it ignores the bonuses that ability score may give beyond the normal bonuses it gives to all creatures. E.g. if the Hammer chooses wisdom, it may ignore a monk's AC bonus but not the wisdom bonus to will saves. If he chooses intelligence, he may ignore the bonus DC to a wizard's spells but not bonus to intelligence-based skills. The Hammer ignores bonuses even if they would be beneficial to him. E.g. if he has paladin levels, he would not benefit from Divine Grace if he chose to defy charisma-based abilities.
Hammer in Mouth (Ex) A Hammer of Balance of 4th level and higher can, as full-round action, hit an enemy's mouth with a melee hammer or hammer throw attack. If the attack hits, it deals normal damage and the enemy must make a fortitude save DC 10+1/2 the Hammer's class level + the hammer's strength modifier. If the save fails, the magic hammer smashes teeth and bone, preventing the enemy from speaking clearly enough to be understood until he receives healing. If the fail succeeds, the enemy suffers no premanent effect but is still too sore to speak clearly for 1 round.
Trollbane (Ex) At 4th level and higher, the Hammer of Balance has the power to stop the recuperative abilities of some creatures. He always deals lethal damage (regardless of regeneration and similar abilities that shift lethal damage into nonlethal) if he attacks with a hammer. In addition, if the creature has an innate ability to reform, rejuvenate or otherwise avoid death, it must succeed at a will save DC 10 +1/2 the Hammer's level + the Hammer's strength modifier or this ability doesn't work. Creatures normally immune to fortitude saves still have to make a save. This ability works only on innate abilities. If the ressurection comes from some external factor-such as an ally casting a ressurection spell-it works normally.
Hammer of Thunderbolts (Su) At 7th level, as a full-round action, the Hammer of Balance can invoke a lightning bolt from his hammer as the spell cast from a wizard of his class level. At 10th level as a part of a melee hammer attack or thrown hammer attack, he can apply the effects of Orb of Lightning to the target if the attack hits. At 13th level as a ful-round action, he can invoke a Chain Lightning effect. Save for those abilities is DC 10 +1/2 the Hammer's level + the Hammer's constitution modifier
After using one of those abilities, he can't use any of them again for 1d4 rounds.
Banned and Banished (Su) As a standard action, a Hammer of 10th level and higher may perform a special melee or thrown hammer attack. If the attack hits, the target takes normal damage and is affected as if by dismissal, followed by dimensional anchor if the dismissal fails. All creatures under the ongoing control of the target are also affected by dismissal. At 15th level, the target and controlled creatures are affected by banishment instead of dismissal. Save for this ability is DC 10 +1/2 the Hammer's level + the Hammer's constitution modifier.
Wield the Banhammer (Su) As a standard action a Hammer of 13th level and higher may perform a special melee or thrown hammer attack. If the attack hits, the target is affected as if by Antimagic Ray and is unable to use any spells or magical abilities for 1 round per Hammer of Balance class level. Save for this ability is DC 10 +1/2 the Hammer's level + the Hammer's constitution modifier.
Hammertime! (Ex) As long as the Hammer of Balance is wielding a hammer, whenever an enemy within 1 mile would use extra actions (such as from Timestop or Celerity or shapechanging into a choker), the Hammer of Balance can also use the same amount of extra actions. The Hammer acts in those extra actions before the enemy who got the extra actions.
Worldshaker (Su) Once per minute as a full-round action, the Hammer of Balance can strike the earth or a building with his magic hammer and create an earthquake effect, as the spell, centered on himself. He is unaffected by his own earthquake but any other creature caught in the effect must make a reflex save or fall prone followed by a fortitude save or be stunned for 1d4 rounds. Save for this ability is DC 10 +1/2 the Hammer's level + the Hammer's strength modifier.
Slayer of Monsters (Ex) At 20th level, when fighting a nonhumanoid enemy with a CR higher than his class level, the Hammer of Balance may call upon hidden reserves of endurance and keep fighting until his foe is no more. If he would die in the fight, the Hammer instead keeps fighting until either the fight is over or the Hammer willingly moves 7 squares or more, whichever comes first. Once the fight is over or the Hammer moves seven steps, the ability stops working and the Hammer dies from his previously sustained mortal wounds.