Furnace Hammer (3.5e Equipment)
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Furnace Hammer
Exotic One-Handed Melee
Cost: | 90 gp |
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Damage (Small): | 1d8 |
Damage (Medium)1: | 1d10 |
Critical: | 20/x3 |
Weight2: | 8 lbs |
Type3: | Bludgeoning |
HP4: | 10 |
Hardness: | 10 |
1. See Damage Increases by Size to calculate the damage for a weapon larger than Medium or smaller than Small.
2. Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much.
3. When two types are given, the weapon is both types if the entry specifies "and", either type (player's choice at time of attack) if the entry specifies "or", or each end of the double weapon is a different type if the entry specifies "/".
4. The hp value given is for Medium armor, weapons, and shields. Divide by 2 for each size category of the item smaller than Medium, or multiply it by 2 for each size category larger than Medium.
This warhammer has a furnace built into the business end of this weapon. A creature with the appropriate Exotic Weapon Proficiency can light the furnace as a swift action, causing it to emit light like a torch. On the next attack, it deals its weapon damage (including enhancements, but not strength or bonus damage not from the weapon) again in fire damage. In addition, the flames blaze out in a 15 ft cone or line, with a Reflex save for half (DC 10 + 1/2 HD + ability modifier used for attack rolls). Those struck by the weapon do not receive a save.
You can add alchemist fire into the hammer to make the flames burn hotter, at the expense of consuming the alchemist fire as ammunition. This adds the alchemist fire properties to the hammer's flaming attack. The hammer can store up to 10 alchemist fires within its furnace, consuming one per attack, and can be reloaded as a full attack action.
Like the bastard sword, one can use a furnace hammer two-handed as a martial weapon. Activating its flaming properties becomes a standard action which provokes attacks of opportunity.
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