Mjöllnir

The mighty hammer wielded by Thor himself, god of thunder and battle! The hammer is rumored to only be able to be lifted by the god himself, though records do exist of others carrying and even wielding the powerful bludgeon.

Gameplay note: Characters must discover this weapon's special abilities by using it or by passing a Knowledge (Religion) check. The Knowledge (Religion) check can only be made once per character level.

Stats
Mjöllnir - no bonus to hit, 1D6+10+1D20 sonic+1D20 electric, Crit. X4/deaf and blind/+1D20 law, one-handed, bludgeoning

Special Abilities
The Knowledge (Religion) DC is included after the name of each ability:

Deaf and Blind
(DC 15) If a critical hit is rolled while someone is using the mighty hammer, their victim will automatically lose their hearing for one week, after which they must make a Fortitude save (DC 20) to gain their hearing back or become permanently deaf. They must also make a Fortitude save (DC 30) or become permanantly blind. If they pass the second save, they are instead stunned for 1D6 rounds.

Divine Weight
(DC 15) Even the mighty Thor had to wear a belt of Strength and special gloves to wield Mjöllnir. The item can only be carried by someone with a Strength modifier of at least +3 (Str. 16 or higher), and can only be used in combat by a character with a Strength modifier of at least +10 (Str. 30 or higher).

Throw Lightning
(DC 26) Mjöllnir is a true symbol of Thor's mighty thunder and will shoot lightning by a spoken command once per day. The lightning strikes 1D12 enemies dealing 6D6+ECL electric damage to each enemy. Each individual struck by the lightning can make a Reflex save against the ECL to take half damage. Evade, Improved Dodge and any other ability to completely remove damage do not negate the damage from Mjöllnir's lightning.

Divine Returning
(DC 24) A weapon of range as well as hand-to-hand, Mjöllnir will return to the hand that threw it at the end of that characters turn.