This
magic hammer may be wielded as a normal weapon, in which case it is
+2 to hit and damage. Alternately, it can be used in the following
fashion:
The
wielder raises the hammer to their own eye level, says 'Tri-Hammer'
loudly, and lets go of the weapon. This formal activation takes
either one round or all surprise segments if the owner has gained
surprise.
At
this point, the hammer will magically triplicate itself. Each hammer
will act independently of the owner and do one of the following:
- The first is the parrying hammer, it effectively improves the owner's armor class by 1 as it intercepts attacks and hinders opponents.
- The next is the melee hammer. It acts similar to a sword of dancing, striking as a +1 weapon as wielded by a 5 hit die monster. It stays within two feet of the owner at all times and does not need to return to the owner's hand.
- The third is the hurled hammer. It acts by itself as a hurled +1 weapon, subject to the usual restrictions in range (short 1”, medium 2”, long 3”). It has a fire rate of once per round and returns to the vicinity of the owner after each attack before launching itself again. It also attacks as a 5 hit die monster.
The
melee and hurled hammers will choose their own targets each round
from among the owner's enemies. If the owner is not in melee or
missile weapon range it is possible that one or both will remain
idle. The owner does not need to concentrate in order for the
Tri-Hammer to work,
and may cast spells, engage in combat, and perform any other normal
actions at the same time the Tri-Hammer
is working.
XP
VALUE: 7,000
GP
VALUE: 36,000
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