Greatclub of the Realm
From Stormravengaming
The Greatclub of the Realm looks like an ordinary wooden club, sawn flat at the end. It is sometimes known as the thunder club. It functions in combat as a +5 greatclub, and its wielder may use it as though he has the feats Awesome Blow, Cleave, Deflect Arrows, Power Attack and Improved Sunder, even if he does not have those feats or meet their prerequisites. When used against inanimate objects, the Greatclub deals triple damage.
The wielder of the Greatclub of the Realm gains the barbarian class abilities Rage and Greater Rage, which he may use once per day. If the wielder is a barbarian, his existing rage abilities are upgraded while wielding the Greatclub: Rage becomes Greater Rage, Greater Rage becomes Tireless Rage, and Tireless Rage becomes Mighty Rage. A barbarian who already has the Mighty Rage ability gains an additional +2 bonus to Strength and Constitution while raging, which stacks with the bonuses from Mighty Rage.
At will, as a standard action, the wielder of the Greatclub of the Realm may strike solid ground with the Greatclub, causing an earthquake as the spell of the same name (Player's Handbook p225, caster level 15th). Unlike the spell, this effect has no range; it affects an 80-foot spread centered on the wielder of the Greatclub. All creatures in the area of the spell, including the wielder and his allies, are affected.
Once per day as a standard action, the wielder can strike solid ground and cause a tremor affecting a 40-foot cone which emanates from the wielder in a direction he chooses. Creatures not in contact with the ground or with fixed structures on the ground are not affected. This includes flying creatures and creatures completely immersed in bodies of water (or other liquids), but generally not jumping creatures (unless they are in mid-jump for the entire round). Affected creatures take 10d6 points of bludgeoning damage. Buildings and other fixed structures take 20d6 points of bludgeoning damage, and hardness does not reduce this damage, nor is the damage halved as damage to objects usually is. (See the Dungeon Master's Guide for information on hit points for walls and the like.) Any creature caught inside a collapsing structure takes 8d6 points of bludgeoning damage (Reflex DC 15 half) and is pinned beneath the rubble (as per the earthquake spell). Additionally, affected creatures must make a DC 19 Reflex save or be knocked down and stunned for one round.
As long as the Greatclub of the Realm is in his possession, the wielder gains a +10 bonus on Intimidate and Jump checks.
The Greatclub of the Realm cannot be damaged or destroyed by any common means.
Strong evocation and transmutation; CL 20th; Crafting requirements unknown; Market Price –; Cost to Create –; 8 lb.