SRD:Gnome Hooked Hammer

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Hammer, Gnome Hooked
Exotic Two-Handed Melee
Critical: ×3/×4
Range Increment:
Type: Bludgeoning/piercing
Hardness: 5
SizeCost1DamageWeight1hp
Fine*1d2/1*1
Diminutive*1d3/1d2*1
Tiny*1d4/1d3*2
Small20 gp1d6/1d43 lb.5
Medium20 gp1d8/1d66 lb.10
Large40 gp2d6/1d812 lb.20
Huge*3d6/2d6*40
Gargantuan*4d6/3d6*80
Colossal*6d6/4d6*160
  1. For values marked with an asterisk, the SRD gives neither this value directly nor a means to determine it.

Description

A gnome hooked hammer 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. The hammer’s blunt head is a bludgeoning weapon that deals 1d6 points of damage (crit ×3). Its hook is a piercing weapon that deals 1d4 points of damage (crit ×4). You can use either head as the primary weapon. The other head is the offhand weapon. A creature wielding a gnome hooked hammer in one hand can’t use it as a double weapon—only one end of the weapon can be used in any given round.

You can use a gnome hooked hammer to make trip attacks. If you are tripped during your own trip attempt, you can drop the gnome hooked hammer to avoid being tripped.

Gnomes treat gnome hooked hammers as martial weapons.

Enhancements

Gnome Hooked Hammer Material Enhancements
MaterialAverageMasterwork1HardnesshpSpecial
Steel20 gp620 gp510
Adamantine6,020 gp513Bypass hardness less than 20
Deep Crystal2,020 gp1030Psionic
Mundane Crystal620 gp825No rusting, not metal
Darkwoodn/an/an/a
Iron, Cold40 gp640 gp510Magical enchantments cost an additional 2,000 gp.
Mithral3,020 gp5101/2 weight
Silver, Alchemical200 gp800 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 Open Game Content System Reference Document Weapons

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