Temperbrand

Level 2070,000 gpWeaponBulk 2UniqueRemaster

1d12B·Martial·Hammer·Two-handed

Runes +3, major striking, greater flaming, grievous, shifting

When the mighty fire-and-metal elemental Temperbrand is defeated, their corpse transforms into a +3 major striking greater flaming grievous shifting maul made of what appears to be molten steel, though it behaves as if it were made of solid metal. When a creature first picks up Temperbrand , they must succeed at a DC 43 will save to establish their dominance over the weapon. On a success, they become Temperbrand's only accepted wielder and may use the weapon normally. On a failure, the character takes 20d6 fire damage (40d6 fire damage on a critical failure) and drops the weapon as it melts away into slag and immediately reforms in an adjacent space. A new attempt to establish dominance can be made by picking the weapon up again and attempting a new Will save. Once Temperbrand has an accepted wielder, it can't be wielded by anyone else unless the accepted wielder intentionally permits it, declaring so in a loud voice; this permission can be rescinded in a similar manner. Anyone else trying to wield Temperbrand after it has accepted a wielder takes fire damage and causes the weapon to melt away as if they failed the Will save to wield it.

The additional fire damage caused by Temperbrand's greater flaming property (but not its persistent fire damage) is splash damage. Temperbrand's wielder is immune to this splash damage.

Activate—Molten Smash (concentrate, manipulate)

Frequency once per day


Effect You smash Temperbrand against the ground or another solid adjacent surface, causing an explosion of molten metal and force to radiate outward in a 20-foot emanation. All creatures in this area take 10d6 fire damage and 6d6 force damage (DC 43 reflex save); those who critically fail this save are knocked Prone. You are immune to the effects of Molten Smash, but your allies are not.

Traits

Fire

Effects with the fire trait deal fire damage, or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a connection to magical fire.

Magical

Something with the magical trait is imbued with magical energies not tied to a specific tradition of magic. Some items or effects are closely tied to a particular tradition of magic. In these cases, the item has the arcane, divine, occult, or primal trait instead of the magical trait. Any of these traits indicate that the item is magical.

Shove

You can use this weapon to Shove with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Shove using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.

Critical Specialization (hammer)

The target is knocked prone.