Re: Thor's Hammer
Posted: Tue May 17, 2011 9:32 am
Poolboydeluxe wrote:
I agree.there might be a nice heroic goal to live your life in a manner that made you worthy to lift it once for an epic event.
The analogue is the 'hammer of thunderbolts':Thor's normal strength is 25, but he has a magical girdle and magical glove which enable him to exceed even his limit. Meginjarder, his girdle, gives him the strength to wield his mighty hammer...His magic glove, Jarn Grieper, gives him the ability to strike three times per melee round and to handle his hammer even while red-hot (121 Deities & Demigods)
Given a recent thread on all the creatures subsumed under the term 'giant' this is a truly deadly weapon. The girdle, gauntlets and hammer together, as described in the DMG, would seem to me to be the goal and possibly unattainable goal of a campaign.Hammer of Thunderbolts appears to be a regular hammer of largish size
and extra weight. It will be too imbalanced, somehow, to wield properly in
combat, unless the character has 18/01 or better strength and a height of
over 6'. The hammer then functions as +3 and gains double damage dice
on any hit. If the wielder wears any girdle of giant strength and gauntletsof ogre power in addition, he or she may properly wield the weapon if the
hammer's true name is known. When swung or hurled it gains a +5,
double damage dice, all girdle and gauntlets bonuses, and strikes dead
any giant' upon which it scores a hit. When hurled and successfully hitting,
a great noise as if a clap of thunder broke overhead will resound, stunning
all creotures within 3” for 1 round. Throwing range is 1” + 1/2”/point of
strength bonus for the gauntlets and girdle, i.e. 6 + 7 to 12 = 13 to 18 X 1/2” = 6%”, 7”, 7 1/2”, 8‘, 8 1/2”, 9”. (Thor would throw the hammer obout
double the above ranges . . . ). The hammer of thunderbolts is very difficult
to hurl, so only 1 throw every other round can be mode, and after 5
throws within the spoce of any 2 turn period, the wielder must rest for 1
turn (168-169 DMG).