Author: Date Created:
Eiji-kun (talk) 7-30-11
Status:
Complete
Editing:
Clarity edits only please
[Expand] Ratings for this homebrew:
Rate this article Write your reasoning here.
Discuss this article
Anvil of the Dwarvish Lords[edit] Forged by the dwarven gods to teach their children the ways of the dwarf, the anvil of dwarvish lords is part of a powerful artifact set which has been passed down through generations of royal dwarves since the beginning of their history. Part of an anvil, a hammer, and an axe, the anvil of dwarvish lords has forged powerful armor and other artifacts to protect the dwarves from the terrors of the underdark below and the titanic beasts above. The anvil is forged out of strange metal harder and heavier than any known, rumored to have been pulled from the heart of a star. It is covered in glowing runes, and at its base it has four elephantine legs on which it stands. Effectively indestructible and impossible to move by force, the anvil can take any punishment short of direct deific intervention. Those who use the anvil to craft gain a +10 bonus on all Craft (armorsmithing, blacksmithing, gemcutting, stonemasonry, and weaponsmithing) checks, which stacks with the hammer of the dwarvish lords. They also gain access to all crafting feats so long as they are creating something of stone or metal, although they must still provide the required spells. The caster level for crafting is the highest of the user's caster levels or 21st. Crafting reduces the experience cost of items made upon it by 50%.
The user need not even possess the proper materials, for the anvil of the dwarvish lords has the amazing property of transmutating one substance into an equal value of another. A crafter could hammer out their gold coins and end up with an adamantium sword. Any material suitable for creating into an object can be forged. With its immovable weight, only a dwarf can will it to motion, its heavy legs grinding into motion. A character’s ability to gain control of the anvil (or to keep controlling it) is based on the result of a control check against DC 30 (a move action). A control check is 1d20 + character level + character Int modifier. If the check succeeds, the character can move the anvil at their speed as a free action. They much stay in contact with the anvil during the movement, if more than one creature attempts to move it it is an opposed check, with the control going to the winner. Additionally, if you possess at least two items of the set, the anvil removes the owner's need to sleep, eat, and drink and grants the owner immunity to fatigue, exhaustion, and Sleep effects. Furthermore, you gain a +2 typeless bonus to AC that applies to touch and flatfooted attacks. If you possess the entire set, your Leadership score is counted as 2 higher for Dwarves and the wealth of your community is boosted by another point. Only dwarves who are of epic level (21 HD and above) or of royal blood may use the anvil, in all other hands the anvil is merely in invincible paperweight with no special powers. Dwarven communities which possess the anvil are blessed with unusual luck, giving them an average wealth of a community one step bigger. This stacks with the benefit from the other items in the set.
Axe of the Dwarvish Lords[edit] Forged by the dwarven gods to teach their children the ways of the dwarf, the axe of dwarvish lords is part of a powerful artifact set which has been passed down through generations of royal dwarves since the beginning of their history. Part of an axe, a hammer, and an anvil, the axe of dwarvish lords has served as a tool in battle, protecting their cities from the source of goblins, giants, and other powerful threats to the dwarven way of life. This weapon is a +6 keen giant-bane goblinoid-bane adamantine dwarven waraxe, black as coal with a shimmering polished edge and great weight. Any dwarf who holds it can see through darkness with their darkvision out to the full extent of their normal vision. Each round its wielder does not move more than 5 feet, they gain 20 temporary hit points and DR 10/-. Temporary hit points overlap, they do not stack. The weapon edge glows within 60 feet of a giant or goblinoid,
and it automatically slays any giant or goblin under 8 HD which gets within 30 feet. Its user may suppress this ability as a free action. Any nondwarf who grasps the axe takes a negative level which cannot be removed so long as the axe is held. Finally, the wielder of the axe can summon an elder earth elemental (as summon monster IX) as a standard action, for up to 20 rounds a day. Rounds do not need to be consecutive. Additionally, if you possess at least two items of the set, the axe's aura increases to 45' and the maximum HD of slain goblinkin and giantkind increases to 10. If you possess the entire set, your Leadership score is counted as 2 higher for Dwarves and the wealth of your community is boosted by another point. Only dwarves who are of epic level (21 HD and above) or of royal blood may use the axe, in all other hands the axe is merely a +6 dwarven waraxe. Giants and goblinoids who attempt to grab it take 3 negative levels and must make a DC 25 Fortitude save or die. Dwarven communities which possess the axe are blessed with unusual luck, giving them an average wealth of a community one step bigger. This stacks with the benefit from the other items in the set.
Hammer of the Dwarvish Lords[edit] Forged by the dwarven gods to teach their children the ways of the dwarf, the hammer of dwarvish lords is part of a powerful artifact set which has been passed down through generations of royal dwarves since the beginning of their history. Part of a hammer, an axe, and an anvil, the hammer of dwarvish lords has forged many famous artifacts throughout history, each item created by its powerful impact becoming an item which changed the course of history. In times of strife it has been taken up as a weapon to crush through the enemy and cripple them. This weapon is a +6 fiery blast spell storing adamantine warhammer, black with silver runes embossed in the flat business ends and glowing with an internal fire as hot as any forge. With each great strike, flames belch forth scorching anything it touches. Any dwarf who holds it gains a +10 bonus to all Craft (armorsmithing, blacksmithing, gemcutting, stonemasonry, and weaponsmithing) checks. All items made from the hammer are automatically masterwork without the masterwork cost. If the user makes the normal masterwork check, the item becomes triple-masterwork, providing three times the normal benefits granted by masterwork items of that type. Crafting also takes a shorter amount of time, cutting the time needed by half. Users may forge without proper equipment or even a forge, the hammer's own inner fires supplementing, though any Craft checks made increase their DC by +5 without proper equipment. While wielding the hammer the user is considered to have the Craft Magic Arms and Armor and Craft Epic Magic Arms and Armor feats. Their effective caster level is equal to their HD (or their
own, if higher). The 50% reduction in time also applies to creating magical items, though they must still expend gold, experience, and spells as needed. Used as a weapon, the hammer acts as a large warhammer, dealing 2d6 damage with a 20/x3 critical. Medium sized dwarves can use it as a one-handed weapon, all other medium creatures treat it as a two-handed weapon with -2 to hit for inappropriate size. Once per day as a standard action, a creature can attune to the hammer and fill the spell storing aspect of the hammer with any spell up to 9th level from any list, even if such a spell could not normally work within the spell storing enhancement. They may then proceed to activate it on touch or impact of the hammer, as if cast by a 20th level caster. The DC for any abilities is 20 + the spell's level. Spells with expensive material components or xp loss draw from the wielder, who must provide them to activate the spell. Additionally, if you possess at least two items of the set, the hammer is weightless for the owner (and as such may be counted as a Light weapon, if so desired) and grants immunity to all poisons and diseases. If you possess the entire set, your Leadership score is counted as 2 higher for Dwarves and the wealth of your community is boosted by another point. Only dwarves who are of epic level (21 HD and above) or of royal blood may use the hammer, in all other hands the hammer is merely a +6 dwarven warhammer. Dwarven communities which possess the hammer are blessed with unusual luck, giving them an average wealth of a community one step bigger. This stacks with the benefit from the other items in the set.