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Legendary Hammer of Life

Weapon Type Maul
Damage 5[1d10+6] + 15 Bludgeon, Good, Magic
Critical Roll (5%) 20-20 / x3
Handedness Two-handed
Proficiency Martial Weapon Proficiency
Minimum Level 30
Binding Binds to Character on Acquire
Exclusive You may only have ONE of this unique item equipped or in inventory at any one time.
Accepts Sentience Yes
Clickie Heal, Mass (Caster Level: 17) — 3 Charges, Recharge 1/day
Description A mighty maul commissioned for the House Kundarak Champion. This weapon was lost in an early attempt to re-open the Vault of Night.
Material Steel
Durability 385
Weight 10.00 lbs
Effects
  • +15 Enhancement Bonus: Weapons and Shields: +15 Enhancement Bonus to Attack and Damage rolls. Armor and Shields: +15 enhancement bonus to Armor Class.
  • Greater Disruption: On Hit: 4 to 24 Bane damage to Undead.
    On Vorpal Hit: If an undead struck by this weapon has fewer than 2000 Hit Points, it is instantly slain.
    If the undead has above 2000 Hit Points, it takes 200 damage.
  • Greater Disruption Guard: This item stores a holy and righteous power deep within. When the wearer of this item is successfully attacked in melee by undead, this power occasionally comes to the surface, annihilating enemy undead.
  • Heal +21: +21 Competence bonus to Heal.
  • Repair +21: +21 Competence bonus to Repair.
Augment Slots
  • Purple Augment Slot

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Legendary Hammer of Life
Legendary Hammer of Life
Maul
Accepts Sentience
Equips to: Main Hand
Martial Weapon Proficiency
Minimum Level: 30
Binds to Character on Acquire
Exclusive
Base Damage Rating: 79.75
Damage: 5[1d10+6] + 15 Bludgeon, Good, Magic
Critical Roll: (5%) 20-20 / x3
Heal, Mass
Target: Friend, Self, UndeadFriend, UndeadFoe
School: Conjuration
Spell Resistance: Yes
Casts Heal on multiple targets. Channels powerful positive energy into allies to wipe away injury and afflictions, restore 10 hit points per caster level (up to a max of 250 at caster level 25), and remove ability damage and the conditions blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, and poisoned. Against undead this spell acts as Harm. Undead who make a successful Will save reduce the damage by half.

D&D Dice: Heals 10 hp per caster level (max 250). This spell receives reduced benefit from Spell Power.
Caster Level: 17
3 / 3 Charges (Recharged/Day: 1)
+15 Enhancement Bonus: Weapons and Shields: +15 Enhancement Bonus to Attack and Damage rolls. Armor and Shields: +15 enhancement bonus to Armor Class.
Greater Disruption: On Hit: 4 to 24 Bane damage to Undead.
On Vorpal Hit: If an undead struck by this weapon has fewer than 2000 Hit Points, it is instantly slain.
If the undead has above 2000 Hit Points, it takes 200 damage.
Greater Disruption Guard: This item stores a holy and righteous power deep within. When the wearer of this item is successfully attacked in melee by undead, this power occasionally comes to the surface, annihilating enemy undead.
Heal +21: +21 Competence bonus to Heal.
Repair +21: +21 Competence bonus to Repair.
Augments:
Purple Augment Slot: Empty
Durability: 385 / 385
Steel (Hardness: 40)
A mighty maul commissioned for the House Kundarak Champion. This weapon was lost in an early attempt to re-open the Vault of Night.