Difference between revisions of "Sledgehammer (3.5e Equipment)"
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Revision as of 19:05, 27 October 2024
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Sledgehammer
Exotic Two-Handed Melee
Cost: | 10 gp |
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Damage (Small): | 1d10 |
Damage (Medium)1: | 3d4 |
Critical: | x4 |
Weight2: | 15 lbs |
Type3: | Bludgeoning |
HP4: | 20 |
Hardness: | 10 (5 for haft) |
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.
This heavy long-hafted hammer is ideal for consistently breaking objects. It grants +2 to Sunder checks, in addition to bonuses for size or handedness.
A proficient wielder may use a sledgehammer to perform optional maneuvers.
Sledgehammer Exotic Maneuvers
Wreck It: A proficient wielder may as a full round action automatically hit and deal damage as though they scored a critical hit. If the object is not destroyed by the damage then the wielder may as a free action attempt a Break check with a +2 bonus against the object's DC if it has one.
Rail Driver: A proficient wielder may as a full round action drive a single spike into a surface of lower hardness than the spike to a depth of up to up to 6 inches.
Hammer Jab: By choking up and holding the hammer near the head a proficient wielder may choose to use the sledgehammer either as a 1-Handed or 2-Handed weapon, and may use it while grappled.
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