Clan Hammer | Item | Pathfinder 2e | Statblocks & Sheets | World Anvil

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Clan Hammer - ITEM 11
ADAMANTINEDIVINEEVOCATIONFIRST CLANHAMMERLAWFULMAGICRARERELIC

Usage Held; Bulk 2; Activate Strike;

This Warhammer is fit with an Adamantine head with Dwarven Runes. The head of the hammer is infused with lawful energy that is expelled when it impacts its target.  
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  • Divine Boon First Clan
  • Aspects Law, Earth
  • Hands 1
  • CategoryMartial
Shove- You can use this weapon to Shove with the Athletics skill even if you don’t have a free hand. This uses the weapon’s reach (if different from your own) and adds the weapon’s item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Shove using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Critical Specialization Effects
Hammer- The target is knocked prone.
Adamantine Weapon
Adamantine weapons have a shiny black appearance and cut through lesser items with ease. They treat any object they hit as if it had half as much Hardness as usual unless the object’s Hardness is greater than that of the adamantine weapon.

Type Clan Hammer; Level 11; Price 4100 gp;
Dwarven runes etched on the hammer grant a +2 to hit and Imbues the hammerhead with the divine energy of the Dwarvish Pantheon. An additional 1d6 bludgeoning damage. Forged by the clergy of the Dwarven Pantheon, the hammer is imbued with lawful energy that deals an additional 1d6 to Chaotic targets and imposes enfeeble 2 to lawless characters that try to wield it.
  • Damage 2d6 Bludgeoning, 1d6 Law, and STR mod


Created by

JMTyranny.

System

Pathfinder 2e

Statblock Type

Item

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