Bladehammer (3.5e Equipment)
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Bladehammer
Exotic Two-Handed Melee
Cost: | 500 gp |
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Damage (Small): | 1d8 |
Damage (Medium)1: | 1d10 |
Critical: | 19-20 x2 |
Weight2: | 10 lbs |
Type3: | slashing |
HP4: | 20 |
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 bladehammer appears to be a particularly heavy bastard sword with a metal blade set in a hilt of stone with a longer than normal grip. A creature with a Strength score of at least 15 and proficiency with the weapon can unlock it's full potential. As a swift action you make a slamming motion with the blade (regardless of whether there's a solid object around to slam into), and pull forth a block of solid stone attached to the end of the sword blade. The rest of the metal blade is encased in stone as well, providing an additional gripping area, as the weapon can only be wielded in two hands. The weapon's stats change as follows:
Damage (Small): 3d6
Damage (Medium): 4d6
Critical: 20/x3
Weight: 65 lbs.
Type: Bludgeoning
hp: 30
Hardness: 10
The hammer form is difficult to balance, imposing a -2 penalty to all attack rolls. However, the weapon's weight and momentum grant the user damage equal to twice their strength modifier instead of the usual 1.5. Additionally, the hammer form grants a wielder someone with the required Strength score and proficiency use of the following maneuvers:
Charged Attack: By forfeiting at least one attack on a full attack action, you may double your normal damage on a successful melee attack on your turn, as though you had made two successful attacks. You may forfeit additional attacks if you have them, gaining an additional multiple of your weapon damage for each attack given up.
Stagger Foe: With a powerful swing you can knock your opponent off balance. When you make a successful melee attack with the hammer, the creature must make a Fortitude save with a DC equal to the damage dealt. On a failed save, it is staggered until the end of it's next turn. Creatures two or more sizes larger than the wielder or with 5 or more HD than the wielder are not affected by this ability. This ability is usable only once per round, but can affect multiple creatures if used with certain martial maneuvers, feats such as Cleave, or the Charging Sweep maneuver below.
Charging Sweep: While making a charge, you swing your weapon, letting it's momentum finish the charge and letting the impact of the hammer into your target stop your movement. Your attack at the end of your charge can strike one or two additional adjacent squares to your target square, allowing you to attack up to three opponents on a single charge. Resolve each attack separately. However, if you fail to hit any of your targets you become badly overbalanced, provoking an attack of opportunity from each opponent you missed.
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