Scythehammer (3.5e Equipment)

''This scythe has a large head at the end where shaft meets blade. Front the other end of the blade juts a thick and heavy hammer head for bludgeoning action.''

Part scythe and part maul, the scythehammer can be used either with the scythe end (dealing piercing and slashing damage) or the hammer end (dealing bludgeoning damage). Feats and skills which apply to the scythe and warhammer respectively also apply to this weapon. The scythehammer is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. You can use either head as the primary weapon. The other head is the offhand weapon.

When using the scythe end, a scythehammer can be used to make trip attacks. If you are tripped during your own trip attempt, you can drop the scythehammer to avoid being tripped.

When using the hammer end, a scythehammer gains a +2 bonus to sunder objects.

Those with the appropriate Exotic Weapon Proficiency gain the following two combat options, depending on which end of the weapon is being used.

Arc Slash: You can make a single attack roll as a full attack action and hit five squares within your reach with the same attack. The squares must be connected to at least one other square, drawing a coherent path of the blade. This uses the scythe half of the weapon.

Impact Shock: You can make a single attack roll as a full attack action. If you hit, the opponent takes maximum damage from your weapon (including enhancements like Flaming, but not from Sneak Attack or other sources not stemming from the weapon) and they must make a Reflex save or fall prone, DC 10 + 1/2 BAB + your attack modifier. Stability applies to the saving throw. All creatures within 5 feet from point of impact, regardless if you hit or not, must also save vs prone but they take no damage from the attack. This uses the hammer half of the weapon.