Holnstead Hammer (3.5e Equipment)

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Valgora
Campaign Setting

A Holnstead minotaur and his Holnstead Hammer
Holnstead Hammer
Exotic Two-Handed Melee
Critical: ×3
Range Increment:
Type: Bludgeoning
Hardness: 6
SizeCost1DamageWeight1hp1
Fine***
Diminutive***
Tiny*1d8/1d8**
Small600 gp1d10/1d1015 lb.5
Medium600 gp1d12/1d1230 lb.10
Large900 gp2d8/2d845 lb.20
Huge*3d10/3d10*40
Gargantuan*4d10/4d10*80
Colossal*6d12/6d12*160
  1. For values marked with an asterisk, the SRD gives neither this value directly nor a means to determine it.

Description

The Holnstead Hammers are two handed weapons, requiring both hands of a strong martial character. Apply 1-1/2 times the character’s Strength bonus to damage rolls for melee attacks with a Holnstead Hammer.

For Valgora Campaigns

When adventuring in the lands of Valgora, it should be noted that only the minotaurs of the country of Holnstead wield this weapon. The Dungeon Master may allow a player character to wield such a weapon, though it should always be kept common knowledge that Holnstead minotaurs and citizens will find it offensive (unless of course the player character is a Holnstead Minotaur himself).


Enhancements

Holnstead Hammer Material Enhancements
MaterialAverageMasterwork1HardnesshpSpecial
Steel60 gp660 gp510
Adamantine6,060 gp513Bypass hardness less than 20
Deep Crystal2,060 gp1030Psionic
Mundane Crystal660 gp825No rusting, not metal
Darkwoodn/an/an/a
Iron, Cold120 gp720 gp510Magical enchantments cost an additional 2,000 gp.
Mithral7,560 gp5101/2 weight
Silver, Alchemical240 gp840 gp5101 damage
  1. Masterwork weapons have a +1 enhancement bonus on attack rolls.
Magical/Psionic Weapon Enhancements
Bonus ValueAdditional Cost1Hardness Increase2Additional hp2
+1+2,000 gp+2+10
+2+8,000 gp+4+20
+3+18,000 gp+6+30
+4+32,000 gp+8+40
+5+50,000 gp+10+50
+6+72,000 gp3+12+60
+7+98,000 gp3+14+70
+8+128,000 gp3+16+80
+9+162,000 gp3+18+90
+10+200,000 gp3+20+100
+11 or more+ bonus squared
× 20,000 gp
+ enhancement bonus × 2+ enhancement bonus × 10
  1. Increase total cost for magical enhancement by 2,000 gp for cold iron weapons.
    This is the extra cost of enchanting only one head. Calculate the extra cost as if each head were a separate weapon.
  2. Unlike the additional cost, the increase the weapon's hardness and hit points are only gained from its enhancement bonus, not its special abilities.
  3. If the weapon has a magical bonus greater than +5 or a special ability worth more than +5, the weapon is epic. Multiply magic cost by 10.

See Also


Back to Main Page 3.5e Homebrew Campaign Settings Valgora Equipment Compendium

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