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- [b]Type[/b] 2 handed piercing or bludgeoning weapon
- [b]Damage[/b] See table below, Bludgeoning or Piercing
- [b]Critical[/b] x3(blunt) or 19-20/x2(spike)
- [b]Cost[/b] Unique [b]Weight[/b] 777lbs
- [b]Special[/b] reach, see text
- [b]HP[/b] 300(heals 10hp per night immersed in fresh blood, Mending doesn't work, but Vigor does)
- [b]Hardness[/b] 20(shaft) or 10(head)
- [i]The head of this hammer appears to be an enormous fang of monstrously dense bone. One end is tapered to a vicious point, while the other comprises of four knobs around a central pit.
- The shaft itself is a column of lacquered blue metal with two notched rings set into the base, which can be pulled open to expose a slot.
- When enlarged, the bone of the head splits open to fill in the gaps with an odd sinewy stone, enlarging it beyond what would seem to fit, while the shaft grows beyond all reason. On impact, the material comes to life, reshaping to fit its wielder's wishes.[/i]
- Once per round, you may declare a special combat manuever(one of Bull Rush, Dirty Trick, Disarm, Drag, Grapple, Reposition, Sunder or Trip) before performing an attack. If this attack hits, it deals normal damage, and you may perform the combat manuever as a free action on the target without provoking an attack of opportunity.
- In the case of Grapple, you may choose to take a -20 penalty on your CMB check to make and maintain the grapple without gaining the grappled condition yourself. A successful hold attempt does not deal any extra damage.
- This weapon can change sizes freely as a Swift action with a twist of a 10-notched dial. Its weight does not change, and its physical size(that is, the space it occupies) is one size smaller than the size setting for the purpose of determining if it can fit in a space. A second dial alters the shaft's width in a similar manner.
- Weapon Size| Damage | Reach
- Tiny | 1d6 | Light weapon(for Medium), 0ft
- Diminutive | 1d8 | 1H weapon(for Medium), 0ft
- Small | 1d10 | 2H weapon(for Medium), 0ft
- Medium | 2d6 | 10ft
- Large | 2d8 | 15ft
- Huge | 4d6 | 20ft
- Gargantuan | 6d6 | 25ft
- Colossal | 8d6 | 35ft
- Colossal+ | 10d6 | 35ft
- Colossal++ | 12d6 | 35ft
- Additionally, a number of fireworks or alchemical materials can be fed into the slot as a move action, which can then be activated as a swift action to set off their effects. This is a late addition by Zarah's workers, who took no small inspiration from a certain harpoon design.
- The slot fits 4 alchemical items, all of which are activated at once. Physical size does not appear to affect the capacity, provided its longest dimension is a 1.5ft and is not alive.
- Combinations are not exhaustively explored(ask me case by case where interested, theres too many). By default splash weapons affect the creature struck, other alchemicals apply to the weapon itself, and poisons still risk accidental exposure. Additional doses generally increase save DCs by +2 each, and every two doses generally doubles the splash radius.
- Acid: Adds 1d6 acid damage and a 5ft radius splash effect on a hit. 2 doses increases the splash damage to 1d6. 3 doses increases the splash radius to 10ft and 4 raises the damage to 2d6.
- Alchemist's Fire: As per Acid, except the damage is fire, the duration is increased to 2 rounds on the second dose and the damage from being set on fire is increased on the 4th dose.
- Firework, Desnan Candle: Grants a Fly speed of 10ft(clumsy) for 1 round. Each additional Desnan Candle doubles the speed, and every 2 Desnan Candles increases the duration by 1 round(for a maximum of 3 rounds). The blunt face of the hammer fires a trail of sparks and cannot be used effectively in this mode, but the piercing end's critical multiplier becomes x3.
- Using the hammer in this way requires an exotic weapon proficiency specific to it(unless you have a similar RPH) or suffer a nonproficiency penalty to all checks while trying to control the insanity.
- Firework, Skyrocket: Grants a Fly speed of 30ft(clumsy) for 1 round. Each additional Skyrocket doubles the speed, and every 2 Skyrockets increases the duration by 1 round(for a maximum of 3 rounds). The blunt face of the hammer fires a trail of sparks and cannot be used effectively in this mode, but the piercing end's critical multiplier becomes 18-20/x4.
- Using the hammer in this way requires an exotic weapon proficiency specific to it(unless you have a similar RPH) or suffer a nonproficiency penalty to all checks while trying to control the insanity.
- Firework, Starfountain: Unable to fit in the barrel. They're working on it.
- Holy Water: Damages the weapon, bypassing hardness. It heals the damage when immersed in fresh blood for a night.
- Liquid Ice: As per Acid, except cold
- Flash Powder: Blasts out of the blunt end on impact, blinding creatures as if exposed to the powder. Each additional dose increases the save DC by 2, and every two doses increases the radius of effect by 10ft.
- Silversheen: Damages the weapon like Holy Water.
- Weapon Blanch: Functions normally except for Silver Blanching, which acts like Holy Water.
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