SRD:Light Hammer

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Hammer, Light
Martial Light Thrown Melee
Critical: ×2
Range Increment: 20 ft.
Type: Bludgeoning
Hardness: 5
SizeCost1DamageWeight1hp
Fine**1
Diminutive*1*1
Tiny*1d2*1
Small1 gp1d31 lb.1
Medium1 gp1d42 lb.2
Large2 gp1d64 lb.4
Huge*1d8*8
Gargantuan*2d6*16
Colossal*3d6*32
  1. For values marked with an asterisk, the SRD gives neither this value directly nor a means to determine it.

Enhancements

Light Hammer Material Enhancements
MaterialAverageMasterwork1HardnesshpSpecial
Steel and Wood1 gp301 gp52
Adamantine3,001 gp52Bypass hardness less than 20
Deep Crystal1,001 gp106Psionic
Mundane Crystal301 gp85No rusting, not metal
Darkwoodn/an/an/a
Iron, Cold2 gp302 gp52Magical enchantments cost an additional 2,000 gp.
Mithral1,001 gp521/2 weight
Silver, Alchemical21 gp321 gp521 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.
  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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gollark: I mostly end up thinking the same thing, which is why my complex stuff is primarily done in TypeScript, but for things when performance matters I do use Rust.
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