Difference between revisions of "Hammer Mastery (3.5e Feat)"
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''Hammer Boomerang:'' You can throw your hammer as if it was a ranged weapon. It has a range increment of 15 feet, and returns to you at end of your turn. Throwing a two-handed hammer becomes a standard action, and throwing a one-handed hammer becomes an attack action. | ''Hammer Boomerang:'' You can throw your hammer as if it was a ranged weapon. It has a range increment of 15 feet, and returns to you at end of your turn. Throwing a two-handed hammer becomes a standard action, and throwing a one-handed hammer becomes an attack action. | ||
− | ''Earth Shaker:'' As a full-round action, you can slam your hammer into the ground to cause it to quake. You deal your weapon damage in a ten foot cone, and anyone affected must make a reflex save (DC 10 + 1/2 character level + str modifier) or be knocked prone. A successful save halves the damage and negates the prone effect. Only creatures touching the ground are affected by this. | + | ''Earth Shaker:'' As a full-round action, you can slam your hammer into the ground to cause it to quake. You deal your weapon damage in a ten foot cone, and anyone affected must make a reflex save (DC 10 + 1/2 character level + str modifier; any penalties to attack rolls become penalties to the save DC) or be knocked prone. A successful save halves the damage and negates the prone effect. Only creatures touching the ground are affected by this. |
''Storm From Above:'' You are able to make heavy overhead strikes, dealing potentially massive damage but being relatively easy to dodge. Whenever you attack with your hammer, you may take a -2 penalty to your attack roll. If you do, the critical threat of your hammer for that attack increases by 1 (so a 20/x3 weapon becomes 19-20/x3). This is calculated after any other increases like [[SRD:Improved Critical|Improved Critical]], [[SRD:Keen|Keen]], etc. | ''Storm From Above:'' You are able to make heavy overhead strikes, dealing potentially massive damage but being relatively easy to dodge. Whenever you attack with your hammer, you may take a -2 penalty to your attack roll. If you do, the critical threat of your hammer for that attack increases by 1 (so a 20/x3 weapon becomes 19-20/x3). This is calculated after any other increases like [[SRD:Improved Critical|Improved Critical]], [[SRD:Keen|Keen]], etc. |
Latest revision as of 04:21, 14 February 2024
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Hammer Mastery [Combat, Tactical]
Prerequisites: Weapon Focus (any hammer)Benefit: You gain access to several tactical maneuvers when using a hammer:
Hammer Boomerang: You can throw your hammer as if it was a ranged weapon. It has a range increment of 15 feet, and returns to you at end of your turn. Throwing a two-handed hammer becomes a standard action, and throwing a one-handed hammer becomes an attack action.
Earth Shaker: As a full-round action, you can slam your hammer into the ground to cause it to quake. You deal your weapon damage in a ten foot cone, and anyone affected must make a reflex save (DC 10 + 1/2 character level + str modifier; any penalties to attack rolls become penalties to the save DC) or be knocked prone. A successful save halves the damage and negates the prone effect. Only creatures touching the ground are affected by this.
Storm From Above: You are able to make heavy overhead strikes, dealing potentially massive damage but being relatively easy to dodge. Whenever you attack with your hammer, you may take a -2 penalty to your attack roll. If you do, the critical threat of your hammer for that attack increases by 1 (so a 20/x3 weapon becomes 19-20/x3). This is calculated after any other increases like Improved Critical, Keen, etc.
Back to Main Page → 3.5e Homebrew → Character Options → Feats
Article Balance | Very High + |
Author | Surgo + |
Identifier | 3.5e Feat + |
Prerequisite | Weapon Focus (any hammer) + |
Rating | Undiscussed + |
Summary | You gain several maneuvers you can perform when wielding a hammer. + |
Title | Hammer Mastery + |
Type | Combat + and Tactical + |