Difference between revisions of "Meteor Hammer"

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'''Hardness''': 14
 
'''Hardness''': 14
  
'''Craft DC''': 26 (Smithing)
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'''Craft DC''': 22 (Smithing)
  
 
The Meteor hammer is a chain [[Double Weapon]]. It consists of two weights, usually metal, on both ends of a length of chain. Occasionally they are made out of rope with "monkey fist" knots in the ends but this is rarely seen in battle. It has [[Reach]] of 10 feet. Unlike normal reach weapons it can be used against adjacent squares as well.
 
The Meteor hammer is a chain [[Double Weapon]]. It consists of two weights, usually metal, on both ends of a length of chain. Occasionally they are made out of rope with "monkey fist" knots in the ends but this is rarely seen in battle. It has [[Reach]] of 10 feet. Unlike normal reach weapons it can be used against adjacent squares as well.
  
[[Trip]], [[Disarm]], and even [[Grapple]] attempts may be made with a successful nondamaging touch attack made with this weapon. If the opponent wins the Grapple they are now holding your weapon and you cannot use it - they may try to reel you in. In all cases you can avoid ill effects from reversals by dropping the weapon. You add your [[BAB]] to all these checks, up to +4.
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[[Trip]], [[Disarm]], and even [[Grapple]] attempts may be made with a successful nondamaging touch attack made with this weapon. If the opponent wins the Grapple they are now holding your weapon and you cannot use it - they may try to reel you in. You cannot be pinned and if you pin your opponent they fall [[Prone]] and cannot take actions. In general you are not treated as being involved in a grapple (retain dex etc.) but you may use the Crush, Move and Use Opponent's Weapon actions. In all cases you can avoid ill effects from reversals by dropping the weapon. You add your [[BAB]] to all these checks, up to +4.
  
 
A critical fail ([[Natural 1]]) with this weapon always results in you attacking yourself. The hit is automatic.
 
A critical fail ([[Natural 1]]) with this weapon always results in you attacking yourself. The hit is automatic.
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Fire hammers are a variant that are not especially dangerous but add the element of fire. The heads do 1d4 fire damage instead and must be lit. On a successful crit they light the opponent [[On Fire]].  
 
Fire hammers are a variant that are not especially dangerous but add the element of fire. The heads do 1d4 fire damage instead and must be lit. On a successful crit they light the opponent [[On Fire]].  
  
Meteor hammers with reach of more than 10 feet may be made, but for each 5 feet of reach added the cost goes up by 2 uV and you take a -2 to attack due to the supreme difficulty of using the weapon. You may take additional [[Exotic Weapon Proficiency]] feats to counteract this but each additional feat only reduces the penalty by 2. Essentially, for every 5 feet over 10 you need another feat to avoid penalties.
+
Meteor hammers with reach of more than 10 feet may be made, but for each 5 feet of reach added the cost goes up by 2 uV and you take a -4 to attack due to the supreme difficulty of using the weapon. You may take additional [[Exotic Weapon Proficiency]] feats to counteract this but each additional feat only reduces the penalty by 4. Essentially, for every 5 feet over 10 you need another feat to avoid penalties. You can always choke up on the weapon and treat it as a shorter reach.
  
 
[[Category: Core Rules]]
 
[[Category: Core Rules]]
 
[[Category: Equipment]]
 
[[Category: Equipment]]
 
[[Category: Weapons]]
 
[[Category: Weapons]]

Latest revision as of 13:06, 5 May 2011

Health: 20

Hardness: 14

Craft DC: 22 (Smithing)

The Meteor hammer is a chain Double Weapon. It consists of two weights, usually metal, on both ends of a length of chain. Occasionally they are made out of rope with "monkey fist" knots in the ends but this is rarely seen in battle. It has Reach of 10 feet. Unlike normal reach weapons it can be used against adjacent squares as well.

Trip, Disarm, and even Grapple attempts may be made with a successful nondamaging touch attack made with this weapon. If the opponent wins the Grapple they are now holding your weapon and you cannot use it - they may try to reel you in. You cannot be pinned and if you pin your opponent they fall Prone and cannot take actions. In general you are not treated as being involved in a grapple (retain dex etc.) but you may use the Crush, Move and Use Opponent's Weapon actions. In all cases you can avoid ill effects from reversals by dropping the weapon. You add your BAB to all these checks, up to +4.

A critical fail (Natural 1) with this weapon always results in you attacking yourself. The hit is automatic.

Variants

Many meteor hammers have only one head. In this case they cost the same and deal 1d12 damage instead of 1d10, but are no longer a Double Weapon.

Spiked meteor hammers are quite common. In this case they do 1d4 piercing damage in addition to the bludgeoning but cost 4 uV more than usual.

Fire hammers are a variant that are not especially dangerous but add the element of fire. The heads do 1d4 fire damage instead and must be lit. On a successful crit they light the opponent On Fire.

Meteor hammers with reach of more than 10 feet may be made, but for each 5 feet of reach added the cost goes up by 2 uV and you take a -4 to attack due to the supreme difficulty of using the weapon. You may take additional Exotic Weapon Proficiency feats to counteract this but each additional feat only reduces the penalty by 4. Essentially, for every 5 feet over 10 you need another feat to avoid penalties. You can always choke up on the weapon and treat it as a shorter reach.