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View Full Version : [Artifact] Arkenhammer. CRACK-THOOOM!



Jarelk
2007-03-08, 12:31 PM
"Crack-THOOOM!"
http://img104.imageshack.us/img104/8898/arkenhammerlg2.png
The Arkenhammer is one of the legendary Arkentools of Erfworld. It has the power to tame Dwagons, and throw lightning, along with the ability to crack nuts, whether Brazilian or Hazel.

To properly use this weapon, you need the feat Arkentool Proficiency (See below), or you
Take a -4 penalty to attack rolls.

Type:Major Artifact
Weight: 4 Lb.
Normal: This weapon is so light it is treated as a Light weapon, but it has the attack of a Warhammer. It deals 1d8+5 damage alone, dealing electrical damage, ignoring armor bonus to AC. Its strength can be powered when more familiar with the Arkenhammer (See below).

Arkentool Specialization (General)
Choose a type of Arkentool, such as the Arkenhammer. You understand how to properly use the arkentool.
Prerequisite: BAB +3
Benefit: You make attack rolls with the Arkentool normally.
Normal: A character who uses an Arkentool whom he or she is not proficient with takes a -4 penalty to attack rolls with the Arkentool.
Special: You can gain this feat multiple times, each time counting for a different Arkentool.



Special: To fully master this item you must either have a lot of knowledge about it, or have used it for a long time. Below is the time or DC Knowledge (Arkentools) check you need to know certain abilities. All of the abilities below can only be used when wielding the Arkenhammer. The Arkenhammer is a Medium weapon standard, but increases or decreases in size to fit the hand of a larger or smaller creature, if someone like that found the Arkenhammer. If you lose the Arkenhammer one time in your life, and find it back a while later, you still have the same amount of time with the Arkenhammer as when you lost it. So if you have it for 5 months, lost is, and found it back a month later, you have 5 months of experience with the Arkenhammer.

1st level (0 Days, Lightning Strike DC 20):
You can use the Arkenhammer as a normal weapon, as above. You can use Lightning Strike 1/day if you succeed on a DC 20 Knowledge (Arkentools) check. If you failed the check, you can try again a week after you last tried.

2nd level (1 Week, DC 25):
You discover the ability to tame Dwagons with the Arkenhammer (If no one created a Dwagon monster, use Dragons instead). You also gain the ability to use Lightning Strike 2/day, if known. If you do not know Lightning strike yet, you automatically gain the ability to use Lightning Strike 2/day as soon as you know Lightning Strike.

3rd level (5 weeks, DC 30):
Better Taming ability, Stronger Lightning Strike and 3/day.

4th level (3 months, DC 35):
Dwagon Beacon, Lightning Strike 5/day.

5th level (5 months, DC 40):
Better Dwagon taming, Stronger Lightning Strike, and usable 7/day.

6th level (6 months, DC 45):
Better Dwagon Taming, Lightning Surge, Lightning Strike usable 10/day.

7th Level (8 months, DC 50):
Better Dwagon Taming.

8th level (10 months, DC 55):
Dwagon Training

9th level (1 year, DC 60):
Better Dwagon Taming, Arkenhammer Mastery

Item abilities:
Lightning Strike: A number of times per day, you can activate Lightning Strike as a free action, which holds until released. This ability charges the Arkenhammer with electrical energy, which releases once someone deals damage with the Arkenhammer. This attack deals an additional 3d8 electricity damage that ignores armor bonus to AC on level 1.
Level 1: 3d8 electricity damage.
Level 3: 4d8+5 electricity damage.
Level 5: 6d8+5 electricity damage.
Taming Dwagons: The Arkenhammer has the ability to tame Dwagons once within hear and eye sight of the owner of the Arkenhammer and the Arkenhammer itself. It releases a wave of charming spells over the Dwagon, which is steered by the owner, thus relying on the owner’s willpower to tame Dwagons. This ability also grants the owner the ability to make Dwagons understand what he’s saying, though they do not learn his language, nor does he learn theirs. The meaning is just translated due to the Arkenhammer.
2nd level: You gain the ability to charm Dwagons in such a way that they, if they were, no longer recognize you as an enemy, and even join your side in battle. You do not, however, gain control over them. They do sometimes do you a favor if you ask them, like requesting them to move a heavy boulder away from the entrance of the cave. To succeed on a successful charm, the owner needs to succeed on a DC 25 check (Check modifiers are Wisdom or Charisma whichever is higher, +Character level+Knowledge (Arkentools)).
3rd level: You gain the ability to tame Dwagons in such a way (DC 18), that he accepts you as a rider. You can now give him orders that he would normally do (So no “Fly into lava please”), but you can’t tame more than one Dwagon. However, it is possible to tame one Dwagon, and charm another, so you ride one Dwagon, and another joins you up. When you have tamed a Dwagon, you can order or ask the Dwagon to ask a fellow Dwagon a favor. This way, it is more likely that the charmed Dragon will do the favor. You can choose to release your control over a Dwagon you tamed. You can give a Dwagon under your control orders, but not in a commander way. You can only order him to fly somewhere or attack something and the like, but he only takes commands when you are on his back. You also can’t use him in warfare. If you are not on his back, he acts naturally, and can choose to fly away, and so lift your control over him when out of sight. A Dwagon just tamed waits for you to board him before he starts to move. The DC for charming a Dwagon is changed into 15.
5th level: You gain the ability to tame and control a total of 3 Dwagons (DC lowered to DC 15). You also gain the ability to order them when not on his back, and to control them when they are out of sight. You can now use them for warfare, thus giving Dwagons the position of a small legion. You can order them to attack, defend, stay somewhere, to be ridden, and orders you can give normally to legions. They also protect the owner of the Arkenhammer no matter what, so they will take order they normally wouldn’t. This ability relies on the Dwagon Beacon ability, as that can call them to you even if you are out of sight, and that ability sends them their orders. Charming Dwagons now is DC 12.
7th level: Can tame and control 5 Dwagons total.
6th level: Can tame and control 8 Dwagons total.
9th level: Can tame and control 12 Dwagons total.
Dwagon Beacon: Whenever you want, you can activate the Arkenhammer to send out a beacon that reaches over 50 miles. This beacon is only noticed by Dwagons, and works like the spell Sympathy, only the effect is not overpowering, so the Dwagons can choose to ignore it (For a DC 15 Will save check, if they decide to ignore it.). This beacon can also be used to call you tamed Dwagons to you. This ability gains greater importance when the Arkenhammer is level 5. The owner of the Arkenhammer then gains the ability to send orders to the Dwagons, thus reaching them even if out of range (Though you still can’t order them when they are further than 50 miles).
Lightning Surge: On level 6, you can use Lightning Strike in a more efficient way. You can charge the Arkenhammer in Lightning, and then hit anything (Like the ground) with it to send a blast of Lightning straight forward, damaging anything within one line. The lightning reaches about a 100 ft. before dissipating. The lightning goes straight through objects/creatures through which electricity can flow (So humans, water, and ogres don’t stop it, but a stone wall does. The stone wall still gets damage though, but does stop it.). This ability deals as much damage as Lightning Strike per target. You can hit a creature when having a charged weapon and then send forth a Lightning Surge. This ability only works when you can discharge the weapon, so if you’re in a Plane with nothing to hit, you can’t discharge this weapon to shoot something further away without hitting something. This effect is additional to Lightning strike, so you use it the same amount of time. When you use Lightning Strike, you use this. You can also choose to not shoot forward a lightning blast.
Dwagon Training: You gain the ability to train the Dwagon faster than normal when using the Arkenhammer. Every time you receive xp, all the Dwagons tamed receive the same amount of xp as you have earned after this effect has come into effect. This effect does not grant your Dwagons the amount of xp you already have.
Arkenhammer Master: You know master the Arkenhammer and the weapon self now fully thinks of you as his owner. The basic damage of the Arkenhammer now deals 2d8+5, and you gain a +5 attack bonus when using the Arkenhammer. You can now use Lightning Strike 15/day, and you are now feared as an Arkentool wielder, as if endlessly under the effect of the Cause Fear spell. DC for Taming Dwagons is changed into 12, and to Charm Dwagons is 8. You can now control 20 Dwagons total.



So? What do you think? I think some DC's maybe are too strong. Remember, this is an Arkentool, so it is powerful! No "balance it" comments, since it is not necessarily created for use in a normal DnD game, since a player with this artifact would demolish everyone in his path.

nonsens
2007-03-08, 03:24 PM
sounds awesomely hilarious
the lvl 0 - 1 sounds a bit vague
do you have to succeed or can you just carry the hammer for a long time (not making any knowledge checks) and get the benefits or do you have to make the first knowledge check (DC 20)?

and for fun, add a special ability to crack nuts


btw, about 'balance it', you already said it's an artifact, so that gives you almost full right to overpower it like there is no tomorrow :smallwink:

Jarelk
2007-03-09, 06:25 AM
You can either get the abilitites by the amount of time you have owned it, or by making a Knowledge (Arkentools) check, so that someone with a lot of knowledge about Arkentools already has the proper knowledge to use the abilities. The 1st level, you automatically gain the abilities (0 days.), but you need a DC 20 check to gain the Lightning Strike ability.

Crack nut ability... Righteous =P.

Eldritch_Ent
2007-03-09, 08:04 AM
Heh, I was gonna do this exact thing yesterday but I didn't know which Forum to put it in, plus I'm not that good at this sort of thing. However, I thought the Arkenhammer would work more like this- (This is just a quick for fun bit detailing how I'd do it differently.)


Arkenhammer: Greater Artifact

The Arkenhammer is an artifact whose power is only surpassed by it's msytery, and it's mystery by it's ridiculousness. It can be wielded by any, but only thsoe who are attuned to it can tap into it's special powers.

Weapon Size Class- The Weapon is a Medium sized weapon, but never impses size pentalty modifiers or any sort on it's wielder regardless of it's actual size. (Assuming the owner is Attuned)

Attack Strength- The Arkenhammer deals 3d8 damage and ignores item hardness. It's attack and damage bonus (Yaknow, Longsword +2 and such) is equal to it's wielder's level and renders constructs into dust on a succesful attack as if they were destroyed by a succesful Disintegration spell. (If the wielder is not attuned, the hammer only deals 1d8 + 5 and the golem destruction ability remains.)

The Arkenhammer, along with MANY un-understood and undiscovered abilities, (Not the least of which is it's Pigeon-making properties), includes three very blatant powers-

1: Lightning Strike. The Arkenhammer can summon up to 1 lightning bolt (Either as per the spell "Lightning Bolt" or "Call Lightning") per day equal to the level of the caster, at the same caster level as the user has class levels, as an Extraordinary ability. These bolts can be spent either one at a time or all at once or any way in between how the user sees fit, and each bolt "regenerates" either upon the user gaining a level, or within 24 hours after each individual bolt is thrown.
The wielder may also cast "Lightning Storm", consuming all the charges of Lightning in the hammer for the day, with the spell having a duration and mile-radius depending on the number of lightning charges thus consumed.

2: Call Flight of Dwagons and Tame Dwagon. As a standard action, once per day, the user can summon Dwagons, at the rate of 5d6 +Caster Level dwagons . These dwagons last until slain or dismissed, but the caster may not summon more while any previous dwagons are still summoned.
The Caster may also command all Dwagons telepathically as per a "Orb of Dwagonkind", though unlike an Orb it works for all colors of Dwagons equally, though works on all the same principles and rules otherwise.

3: Levitate Self

Jarelk
2007-03-09, 10:40 AM
Well, the levitate self is interesting, but I'm going to keep it all like this. Though the dwagon thing gave me the feeling it needs to be able to control more Dwagons total.

Eldritch_Ent
2007-03-09, 10:50 AM
Well, it needs to be able to control enough dwagons to be useful in large scale war... (And look, the thing IS levitating him in the last panel of page 31... Unless Stanley can do that naturally...)

Basically I'd say it can command dwagons yet has a way to keep a certain number of dwagons nearby at all times as "Personal bodyguards" of sorts.

Jarelk
2007-03-09, 11:50 AM
You can give Dwagons orders, as noted in Taming Dwagons. I changed it a bit to make clear you can really order them as a legion. And I'd say 20 dragons is enough. And Levitate, I'm not so sure.