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Hammer Mastery (3.5e Feat)

1,555 bytes added, 14 February
Created page with "{{author |author_name=Surgo |date_created=2/13/2024 |status=Complete |balance=Very High }} {{3.5e Feat |name=Hammer Mastery |types=Combat, Tactical |summary=You gain several..."
{{author
|author_name=Surgo
|date_created=2/13/2024
|status=Complete
|balance=Very High
}}

{{3.5e Feat
|name=Hammer Mastery
|types=Combat, Tactical
|summary=You gain several maneuvers you can perform when wielding a hammer.
|prereqs=Weapon Focus (any hammer)
|benefit=You gain access to several tactical maneuvers when using a hammer:

''Hammer Boomerang:'' You can throw your hammer as if it was a ranged weapon. It has a range increment of 15 feet, and returns to you at end of your turn. Throwing a two-handed hammer becomes a standard action, and throwing a one-handed hammer becomes an attack action.

''Earth Shaker:'' As a full-round action, you can slam your hammer into the ground to cause it to quake. You deal your weapon damage in a ten foot cone, and anyone affected must make a reflex save (DC 10 + 1/2 character level + str modifier) or be knocked prone. A successful save halves the damage and negates the prone effect. Only creatures touching the ground are affected by this.

''Storm From Above:'' You are able to make heavy overhead strikes, dealing potentially massive damage but being relatively easy to dodge. Whenever you attack with your hammer, you may take a -2 penalty to your attack roll. If you do, the critical threat of your hammer for that attack increases by 1 (so a 20/x3 weapon becomes 19-20/x3). This is calculated after any other increases like [[SRD:Improved Critical|Improved Critical]], [[SRD:Keen|Keen]], etc.
}}


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