Big Hammer?

0-hr

Starship Cartographer
I'm putting together a hammer wielding fighter for tommorrow's game and would like to use a big, two handed warhammer (so it matches my mini). Is there a weapon like this in any of the books or should I use the DMG guidelines for super-sizing weapons? Will that make it require an exotic profficiency?

Also, which book is the weapon "of Impact" in? I'm limited to the core books and the 5 WOTC class books, so it looks like increased threat range is not going to be an option.

I guess what I really want is a large wooden hammer like the bad guy used in the first Conan movie. Get one of those, toss a Spikes spell on it, and even Arnold would have something to worry about!
 

log in or register to remove this ad

There's a Maul in the Forgotten Realms Campaign Setting (FRCS). I believe it does 1d10 damage, x3 crit.

There are also rules in making weapons larger. Not sure where the table is, at this second.

Impact is, I think, in Magic of Faerun.
 

DMG, page 162. A weapon who's starting damage is 1d8, and moves up a size catagory does 2d6. So you just Upgrade a warhammer. Sort've like a Longsword to a Greatsword.
 

Xarlen said:
There's a Maul in the Forgotten Realms Campaign Setting (FRCS). I believe it does 1d10 damage, x3 crit.

There are also rules in making weapons larger. Not sure where the table is, at this second.

Impact is, I think, in Magic of Faerun.

Impact is indeed in MoF.
 

There's stats for a Maul in the FRCS, it's Martial, Large, d10/x3, Bludgeoning.
There are two different Impacts, one in Magic of Faerun(Keen for bludgeoning), and another in the Psionics Handbook(+2 damage).

If you want a wooden hammer, use a Greatclub. There's a reason why Spikes is so good (pure wood weapons suck!).

The rules for making weapons larger are very dodgy, so I don't recommend using them (d8 -> 2d6, d10 ->2d6; why not d8 -> d10?).

Geoff.
 


Xarlen said:
Well, if you're going to simply do that, why not make it a d12, to parlay with Greataxes and Greatclubs?

Well actually, greatclub is d10 also (like the maul). Only the greataxe does d12.

I prefer to just use the stats of the greataxe and change the type to bludgeoning. So, 1d12/x3. I also tend to add a few more pounds to the weight though, too. Usually, I set it at 30 lbs. (but I let the player make it as heavy as he wants, within reason). I picture it like the massive hammer used by one of the badguys in the original Conan movie. That was a biga$$ hammer.
 

Thanks for the information. Those folks in Faerun sure do get it easy don't they? If I lived over there, I'd get myself a nice Maul of Impact made out of duskwood, and then find some generous padre to Spike it each morning for me. Ah, that would be the life!

But since I live in a core world, I guess I'll just use a greataxe :confused:
 



Trending content

Remove ads

Top