TEXT: Treasures of NeoExodus:
  Hellfrost Hammer
  1
  In 73 AU an undead terror led a savage band of humanoids 
  and giants north out of the Ice Crags. Its horde breached 
  the Sanguine Barrier and began a short but brutal reign 
  of terror in the southernmost reaches of the Arman 
  Protectorate. The undead leader of the warband wielded 
  a mighty dark hammer infused with it the dread chill of 
  the South, sapping both warmth and life from its victims. 
  The monster and its followers ran rampant for several 
  weeks until reinforcements arrived and finally brought 
  the nightmare to an abrupt end. Though the threat was 
  put down years ago, the fear of the dread weapon and the 
  creature that bore it is still fresh in the minds of the citizens 
  that dwell near the southern frontier of the Protectorate.
  HISTORY
  The Protectorate was still confronting the fresh threat of 
  the Janus Horde when Gorkath the Shambler, a caliban 
  transformed into a wight, breached the southern border 
  wall. With an army of calibans, ogres, and even a handful 
  of frost giants in his wake, Gorkath quickly became the 
  stuff of nightmare, descending on settlements with no 
  greater goal than their total destruction. Loot and pillage 
  appeared to be secondary. The slaughter was horrendous, 
  made doubly so by the might of the band’s leader and his 
  magic hammer, a weapon that struck with the deathly chill 
  of the cold southern wastes. Worse yet, the kills seemed 
  to empower Gorkath, making him more terrible and 
  inexorable with each victim he struck down. Terror sent 
  the populations of entire villages fleeing north ahead of 
  the marauders.
  As the flood of refugees streaming northward became too 
  great to ignore, the Protectorate diverted forces to quash 
  the raiders. Initial contact led to a series of skirmishes as 
  the monstrous band executed a fighting retreat back toward 
  the Ice Crags, pursued by Protectorate troops.  There were 
  significant losses on both sides. Finally as Gorkath and 
  what remained of his forces neared the Sanguine Barrier, 
  a barrage of fire descended upon them from a unit of 
  Artillerists that had circled to cut off their retreat. The 
  assault obliterated the band of humanoids and their undead 
  leader. Nothing of Gorkath remained but a single clawed 
  hand, still clutching his deadly weapon. Protectorate 
  officers took possession of the warhammer, returning it 
  to the capital for study. The secrets of its construction 
  and enchantment were eventually discerned and it is 
  thought at least two more of its type have been created 
  in the years since Gorkath 
  was destroyed. Some still 
  wonder how a savage brute 
  like the Shambler came 
  into possession of such a 
  TREASURES OF NEOEXODUS:
  HELLFROST HAMMER
  powerful weapon. It has been theorized that the wight 
  was the agent of something more sinister. There may 
  yet be something vile and 
  powerful lurking in the 
  Ice Crags, something that 
  used Gorkath’s band to 
  3.5 SYSTEM COMPATIBLE
  LPJ9443
  
  Treasures of NeoExodus:
  Hellfrost Hammer
  2
  probe and test the Protectorate defenses. Still, it has been 
  nearly two decades without further attacks of such scale. 
  Perhaps it was a fluke, an isolated incident. However, the 
  most cautious still keep a watchful eye to the South.
  DESCRIPTION AND CONSTRUCTION
  A hellfrost hammer is crafted of dark steel. The head of 
  the hammer is encircled by grinning skulls, each bearing a 
  gold ring clenched between its teeth. Each ring is fastened 
  by a gold chain to the rings borne by the skulls to either 
  side of it. The handle is wrapped in leather dyed a deep 
  blue. Blackened metal wire overlays the leather in a 
  diamond pattern. The steel head contains a core of lead, 
  giving the weapon greater heft than normal and increasing 
  the force of its impact.
  NEW WEAPON PROPERTY
  BLACKFROST WEAPON PROPERTY
  The blackfrost weapon property may only be added to 
  a weapon with the frost or icy burst property. It infuses 
  the weapon with the dark cold of southern Exodus. If 
  a blackfrost weapon deals more than 3 points of cold 
  damage it also deals 2 points of Dexterity damage.
  Aura strong evocation and necromancy; CL 15th
  Slot none; Price 77,312 gp; Weight 8 lbs.
  DESCRIPTION
  This +2 blackfrost icy burst warhammer can infuse 
  its wielder with the life force of the fallen. When 
  used to coup de grace a living opponent that is 
  helpless or dying, the hammer floods its wielder 
  with warmth and vitality, granting 3 temporary hit 
  points per hit die of the victim and cold resistance 
  of 5. If the victim has the fire subtype, the cold 
  resistance granted rises to 10. The temporary hit 
  points and cold resistance last for 10 minutes 
  per hit die of the victim. If the wielder of the 
  warhammer is undead, the hammer grants 5 hit 
  points and a +1 to attack and damage rolls for the 
  same duration. These benefits stack (e.g. a living 
  wielder that performs a coup de grace on two 1 
  HD opponents in two consecutive rounds gains 6 
  temporary hit points and has cold resistance 5 for a 
  199 round duration.)
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor, chill 
  metal or ice storm, cone of cold, death knell; Cost 
  38,656 gp
  AVAILABLE NOW AT RPGNOW.COM, DRIVETHRURPG.COM AND PAIZO.COM
  3.5 SYSTEM COMPATIBLE
  LPJ9516
  folding circle
  enemies of Neoexodus:
  first ones
  e ne mie s  o f  Ne o e xo du s :
  3.5 SYSTEM COMPATIBLE
  LPJ9506
  3.5 SYSTEM COMPATIBLE
  LPJ9484
  3.5 SYSTEM COMPATIBLE
  LPJXX22
  world of Exodus
  Neoexodus Chronicles:
  THE WORLD OF EXODUS NEEDS HEROES...
  
  HELLFROST HAMMER  
  WEAPON CARDS
  Aura strong enchantment and conjuration; 
  CL 17th
  Slot none; Price 189,820 gp; Weight 12 lbs.
  STATISTICS
  Alignment NE
  Senses 120 ft., darkvision, blindsense, and 
  hearing
  Int 10, Wis 12, Cha 16, Ego 19
  Communication empathy
  Power rage 3/day
  Special Purpose slay all except itself and its 
  wielder
  Dedicated Power corrosive consumption 
  (Ultimate Magic 212) at will
  DESCRIPTION
  This +3 furious corrosive burst greataxe 
  contains a fragment of a great green wyrm’s 
  spiritual essence. While its intellect has been 
  dulled by its interment into steel, its force 
  of personality is still quite strong. While it 
  can only communicate empathically, Hellfrost 
  Hammer does have a voice of sorts, the metal 
  of its blade vibrating in metallic growls and 
  roars to express its ceaseless rage and hunger 
  for the destruction of all living things. These 
  HELLFROST HAMMER
  Item Description
  __________________________________
  __________________________________
  __________________________________
  __________________________________
  __________________________________
  __________________________________
  Notes: ____________________________
  __________________________________
  __________________________________
  __________________________________
  __________________________________
  __________________________________
  Item Code ________________________
  ____________________
  ____________________
  unnerving sounds provide the wielder with 
  a +2 circumstance bonus on all Intimidate 
  checks. In pursuit of its purpose, the axe can 
  enact its dedicated power with but a touch, 
  but it can also be delivered as part of a regular 
  melee attack, though no more than once in 
  a round.
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor, 
  acid arrow, corrosive consumption, rage; Cost 
  94,910 gp
  
  The following text is the property of Wizards of the Coast, Inc. and 
  is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights 
  Reserved. 
  1. Definitions: (a)”Contributors” means the copyright and/or trademark 
  owners who have contributed Open Game Content; (b)”Derivative 
  Material” means copyrighted material including derivative works 
  and translations (including into other computer languages), potation, 
  modification, correction, addition, extension, upgrade, improvement, 
  compilation, abridgment or other form in which an existing work may 
  be recast, transformed or adapted; (c) “Distribute” means to reproduce, 
  license, rent, lease, sell, broadcast, publicly display, transmit or otherwise 
  distribute; (d)”Open Game Content” means the game mechanic and 
  includes the methods, procedures, processes and routines to the extent 
  such content does not embody the Product Identity and is an enhancement 
  over the prior art and any additional content clearly identified as Open 
  Game Content by the Contributor, and means any work covered by this 
  License, including translations and derivative works under copyright 
  law, but specifically excludes Product Identity. (e) “Product Identity” 
  means product and product line names, logos and identifying marks 
  including trade dress; artifacts; creatures characters; stories, storylines, 
  plots, thematic elements, dialogue, incidents, language, artwork, symbols, 
  designs, depictions, likenesses, formats, poses, concepts, themes and 
  graphic, photographic and other visual or audio representations; names 
  and descriptions of characters, spells, enchantments, personalities, 
  teams, personas, likenesses and special abilities; places, locations, 
  environments, creatures, equipment, magical or supernatural abilities or 
  effects, logos, symbols, or graphic designs; and any other trademark or 
  registered trademark clearly identified as Product identity by the owner 
  of the Product Identity, and which specifically excludes the Open Game 
  Content; (f) “Trademark” means the logos, names, mark, sign, motto, 
  designs that are used by a Contributor to identify itself or its products 
  or the associated products contributed to the Open Game License by the 
  Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, 
  edit, format, modify, translate and otherwise create Derivative Material 
  of Open Game Content. (h) “You” or “Your” means the licensee in terms 
  of this agreement. 
  2. The License: This License applies to any Open Game Content that 
  contains a notice indicating that the Open Game Content may only be 
  Used under and in terms of this License. You must affix such a notice 
  to any Open Game Content that you Use. No terms may be added to or 
  subtracted from this License except as described by the License itself. 
  No other terms or conditions may be applied to any Open Game Content 
  distributed using this License. 
  3.Offer and Acceptance: By Using the Open Game Content You indicate 
  Your acceptance of the terms of this License. 
  4. Grant and Consideration: In consideration for agreeing to use this 
  License, the Contributors grant You a perpetual, worldwide, royalty-free, 
  non-exclusive license with the exact terms of this License to Use, the 
  Open Game Content. 
  5.Representation of Authority to Contribute: If You are contributing 
  original material as Open Game Content, You represent that Your 
  Contributions are Your original creation and/or You have sufficient rights 
  to grant the rights conveyed by this License. 
  6.Notice of License Copyright: You must update the COPYRIGHT 
  NOTICE portion of this License to include the exact text of the 
  COPYRIGHT NOTICE of any Open Game Content You are copying, 
  modifying or distributing, and You must add the title, the copyright date, 
  and the copyright holder’s name to the COPYRIGHT NOTICE of any 
  original Open Game Content you Distribute. 
  7. Use of Product Identity: You agree not to Use any Product Identity, 
  including as an indication as to compatibility, except as expressly licensed 
  in another, independent Agreement with the owner of each element of that 
  Product Identity. You agree not to indicate compatibility or co-adaptability 
  with any Trademark or Registered Trademark in conjunction with a work 
  containing Open Game Content except as expressly licensed in another, 
  independent Agreement with the owner of such Trademark or Registered 
  Trademark. The use of any Product Identity in Open Game Content does 
  not constitute a challenge to the ownership of that Product Identity. The 
  owner of any Product Identity used in Open Game Content shall retain all 
  rights, title and interest in and to that Product Identity. 
  8. Identification: If you distribute Open Game Content You must clearly 
  indicate which portions of the work that you are distributing are Open 
  Game Content. 
  9. Updating the License: Wizards or its designated Agents may publish 
  updated versions of this License. You may use any authorized version 
  of this License to copy, modify and distribute any Open Game Content 
  originally distributed under any version of this License. 
  10. Copy of this License: You MUST include a copy of this License with 
  every copy of the Open Game Content You Distribute. 
  11. Use of Contributor Credits: You may not market or advertise the Open 
  Game Content using the name of any Contributor unless You have written 
  permission from the Contributor to do so. 
  12. Inability to Comply: If it is impossible for You to comply with any of 
  the terms of this License with respect to some or all of the Open Game 
  Content due to statute, judicial order, or governmental regulation then You 
  may not Use any Open Game Material so affected. 
  13. Termination: This License will terminate automatically if You fail 
  to comply with all terms herein and fail to cure such breach within 30 
  days of becoming aware of the breach. All sublicenses shall survive the 
  termination of this License. 
  14. Reformation: If any provision of this License is held to be 
  unenforceable, such provision shall be reformed only to the extent 
  necessary to make it enforceable. 
  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material 
  by E. Gary Gygax and Dave Arneson.
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; 
  Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte 
  Cook, and Skip Williams.
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All 
  rights reserved.
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: 
  Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey 
  Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick 
  Lawinger, and Bill Webb; Based on original content from TSR.
  Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, 
  LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob 
  McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, 
  Owen K.C. Stephens, and Russ Taylor.
  Treasures of NeoExodus: Hellfrost Hammer Copyright 2012, Louis Porter 
  Jr. Design, Inc.
  OPEN GAME LICENSE Version 1.0a 
  Written By Jeff Lee
  Editing: Jeff Erwin
  Artwork by  Sergey Koziakov
  All gaming mechanics on all pages is Open Game Content as defined by the Open Gaming License.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Louis Porter Jr. Design/LPJ9443 - Treasures of NeoExodus - Hellfrost Hammer.pdf