Weapon Group: Hammers

Hammers

Pictured here: 1) light hammer, 2) light mace, 3) warhammer, 4) club, 5) heavy mace or chuí, 6) earthbreaker, 7) greatclub or tetsubo, 8) planson or wolf-tooth club, 9) dwarven longhammer, and 10) lucerne hammer.

 

Brutal and utilitarian, hammer-type weapons are synonymous with physical strength in battle.  Lacking the grace of blades, the reach of spears, or the utilty of flails, they rely only upon sheer mass to accomplish their task and they are good at it.  Few things are as intimidating in a fight as a weighted hammer in the hands of a fighter with the muscles to make use of it.

 

CHAIN-HAMMER
Damage: 1d6/1d6, x2
Range: 20 ft
Type: Two-handed exotic bludgeoning
Special: Double, finesse, trip
Description: This pair of hammers or other heavy weights is linked by a loose chain. While the two hammers are balanced to wield in melee together, they can also be hurled as a pair by a proficient wielder, both striking the same target as if using the Manyshot feat.  Alternately, the chain is long enough that you can throw one hammer a short distance and then pull it back; pulling the chain to retrieve the thrown hammer is a swift action. The chain-hammer’s maximum throwing range is 10 feet when used in this manner.
Cost: 34 gp
Weight: 8 lbs

 

CLUB
Damage: 1d6, x2
Range: 10 ft
Type: One-handed simple bludgeoning
Special: —
Description: This weapon is usually just a shaped piece of wood, sometimes with a few nails or studs embedded in it.
Cost: —
Weight: 3 lbs

 

COMBAT SCABBARD
Damage: 1d6, x2
Type: One-handed martial bludgeoning
Special: Improvised
Description: This scabbard has been specially reinforced, hardening it enough to make it more as a back-up weapon in combat.
Cost: 1 gp
Weight: 1 lb

 

DWARVEN LONGHAMMER
Damage: 2d6, x3
Type: Two-handed exotic bludgeoning
Special: Reach
Description: These heavy-headed bludgeons are often carved or cast with monstrous faces or drilled with tiny holes to create a menacing whistling as they are swung through the air.
Cost: 70 gp
Weight: 20 lbs

 

EARTHBREAKER
Damage: 2d6, x3
Type: Two-handed martial bludgeoning
Special: —
Description:  The crude metal of this massive hammer’s head ends in multiple blunt spikes that help concentrate the force of a powerful swing down into a smaller, more focused area, allowing it to smash through armor with greater ease. Due to the tremendous size and weight of its head, an earth breaker is poorly balanced, and requires two hands to properly lift and control.
Cost: 40 gp
Weight: 14 lbs

 

GREATCLUB [TETSUBO]
Damage: 1d10, x2
Type: Two-handed martial bludgeoning
Special: —
Description: This larger, bulkier version of the common club is heavy enough that you can’t wield it with one hand. It may be ornate and carved, reinforced with metal, or a simple branch from a tree. Like simple clubs, greatclubs have many names, such as cudgels, bludgeons, shillelaghs, and more.
Cost: 5 gp
Weight: 8 lbs

 

HEAVY MACE [CHUÍ]
Damage: 1d8, x2
Type: One-handed simple bludgeoning
Special: —
Description: A heavy mace has a larger head and a longer handle than a light mace.
Cost: 12 gp
Weight: 8 lbs

 

LIGHT HAMMER
Damage: 1d4, x2
Range: 20 ft
Type: Light martial bludgeoning
Special: Finesse
Description: A lighter version of a warhammer, this weapon usually has a sleek metal head with one striking surface.
Cost: 1 gp
Weight: 2 lbs

 

LIGHT MACE
Damage: 1d6, x2
Type: Light simple bludgeoning
Special: Finesse
Description: A mace is made up of an ornate metal head attached to a simple wooden or metal shaft. The mace’s head is usually flanged to cause more pain or damage. Some more primitive maces are made with stone bound to a wooden haft with leather straps.
Cost: 5 gp
Weight: 4 lbs

 

LUCERNE HAMMER
Damage: 1d12, x2
Type: Two-handed martial bludgeoning or piercing
Special: Brace, reach
Description: This polearm has both a pronged hammer head for crushing blows and a spiked head for piercing and peeling armor. The long haft allows the wielder to put amazing force behind the head of this weapon. You gain a +2 bonus on combat maneuver checks to sunder medium or heavy armor with a lucerne hammer.
Cost: 15 gp
Weight: 12 lbs

 

PLANSON [WOLF-TOOTH CLUB]
Damage: 1d10, x2
Type: Two-handed martial bludgeoning or piercing
Special: Brace
Description: This 5-foot tapered pole is bound in metal with a narrow metal spike projecting from the top. The planson can be used as a club or as a sturdy, if top-heavy, spear to stop a charge.
Cost: 10 gp
Weight: 10 lbs

 

WARHAMMER
Damage: 1d8, x3
Type: One-handed martial bludgeoning
Special: —
Description: This weapon consists of a wooden haft and a heavy, metal head. The head may be single (like a carpenter’s hammer) or double (like a sledgehammer). The haft is long enough that you may wield it one- or two-handed. Though heavy and relatively slow to wield, warhammers are capable of delivering immense blows, crushing armor and flesh alike.
Cost: 12 gp
Weight: 5 lbs