Item: Temperbrand
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anyone else unless the accepted wielder intentionally permits it, declaring so in a loud voice; this permission can be rescinded in a similar manner.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 1 (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 Basic 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.
Trait Effects
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. Planes with this trait are composed of flames that continually burn with no fuel source. Fire planes are extremely hostile to non-fire creatures. Unprotected wood, paper, cloth, and other flammable materials catch fire almost immediately, and creatures wearing unprotected flammable clothing catch fire, typically taking 1d6 persistent fire damage. Extraplanar creatures take moderate environmental fire damage at the end of each round (sometimes minor environmental damage in safer areas, or major or massive damage in even more fiery areas). Ice creatures are extremely uncomfortable on a fire plane, assuming they don’t outright melt in the heat.
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 Specialisation Effects
Certain effects can grant you benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialisation effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialisation effect of your weapon.
Hammer: The target is knocked prone unless they succeed at a Fortitude save against your class DC.
Related Items
| Name | Level | Rarity | Damage |
|---|---|---|---|
| Jistkan Colossus Crusher | 15 | Rare | 1d12 |
| Catoblepas Maul | 13 | Uncommon | 1d12 |
| Maul | - | Common | 1d12 |
| Sky Hammer | 20 | Rare | 1d8 |
| Dwarven Thrower | 13 | Common | 1d8 |
| Faultline Hammer | 6 | Uncommon | 1d6 |
| Storm Hammer | 3 | Common | 1d8 |
| Draddeth's Edge | 16 | Unique | 1d8 |
| Blessed Reformer | 14 | Uncommon | 1d8 |
| Earthbreaker | - | Common | 1d6 |
| Warhammer | - | Common | 1d8 |
| Obsidian Edge (True) | 18 | Uncommon | 1d10 |
| Searing Blade (Greater) | 17 | Common | 1d8 |
| Hell's Judgment | 16 | Uncommon | 1d10 |
| Cayden's Tankard | 25 | Unique | 1d6 |
| Deflecting Branch | 14 | Uncommon | 1d10 |
| Searing Blade | 13 | Common | 1d8 |
| Dragonfire Halfbow | 12 | Uncommon | 1d6 |
| Four-Ways Dogslicer | 12 | Uncommon | 1d6 |
| Obsidian Edge (Major) | 12 | Uncommon | 1d10 |