Difference between revisions of "Jethammer (3.5e Equipment)"
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Latest revision as of 17:26, 1 July 2021
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Jethammer
Exotic Two-Handed Melee
Cost: | 300 gp |
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Damage (Small): | 1d10 |
Damage (Medium)1: | 1d12 |
Critical: | 20/x3 |
Weight2: | 15 lbs |
Type3: | Bludgeoning |
HP4: | 15 |
Hardness: | 10 |
1. See Damage Increases by Size to calculate the damage for a weapon larger than Medium or smaller than Small.
2. Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much.
3. When two types are given, the weapon is both types if the entry specifies "and", either type (player's choice at time of attack) if the entry specifies "or", or each end of the double weapon is a different type if the entry specifies "/".
4. The hp value given is for Medium armor, weapons, and shields. Divide by 2 for each size category of the item smaller than Medium, or multiply it by 2 for each size category larger than Medium.
The jethammer is a large warhammer or greathammer with a heavy steel head whose backside is dominated by several exhaust vents. A button on the handle sends an spark to the chemicals contained in the hammer head, igniting them explosively and launching it hard at the enemy. A small jet at the base of the hilt acts as a counterbalance. Activating the jets is a free action, and it deals an additional 1d12 damage on impact (for medium jethammers) on the following attack, but invokes a −2 penalty on that attack.
The Jethammer can be used as a martial weapon, but the jet function requires Exotic Weapon Proficiency.
The jethammer uses alchemist fire to power its jet blasts. Each use of its jet function consumes an alchemist fire, and the jethammer holds up to 6 alchemist fires before needing to be reloaded. Reloading is a full-round action which provokes attacks of opportunity. Jethammers enhanced with some elemental feature (such as flaming) do not need reloading, instead drawing punching power from their elemental enhancement.
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