Item: Blessed Reformer

TypeWeapon
Level14
Rarity
Uncommon
Base ItemWarhammer
CategoryMartial
GroupHammer
Damage1d8 bludgeoning
Price4500 gp
UsageHeld in one hand
PublicationPathfinder Treasure Vault (Remastered)

The Empyreal word for "repent" is etched in golden lettering on the shaft of this +2 greater striking merciful dawnsilver warhammer. If you are unholy, you are Enfeebled 2 while carrying or wielding this weapon.

Activate 2 (concentrate, manipulate)

Frequency once per hour

Effect You hold your weapon aloft, calling on righteousness to steel your resolve. You cast protection targeting yourself.


Redeemer Wielder If you're a champion with the redemption cause, you also gain the following two benefits.

  • When you critically hit an unholy creature with the blessed reformer, until the end of your next turn, the creature takes a –10-foot penalty to its Speeds and can't Step.
  • You can Activate the weapon in the following way.

Activate 1 (concentrate, manipulate)

Frequency once per day

Requirements You hit a creature using the blessed reformer as your last action


Effect You cast Calm at the same rank as your champion focus spells. It must target the creature you hit, and the creature takes a status penalty on its save against the spell equal to the blessed reformer's number of weapon damage dice.


Craft Requirements You're a champion with the redemption cause. The initial materials must include 140 gp of dawnsilver.


Trait Effects

Divine: This magic comes from the divine tradition, drawing power from deities or similar sources. Anything with this trait is magical. A creature with this trait is primarily constituted of or has a strong connection to divine magic.

Holy: Effects with the holy trait are tied to powerful magical forces of benevolence and virtue. They often have stronger effects on unholy creatures. Creatures with this trait are strongly devoted to holy causes and often have weakness to unholy. If a creature with weakness to holy uses a holy item or effect, it takes damage from its weakness.

Shove: You can use this weapon to Shove with the Athletics skill even if you don’t have a free hand. This uses the weapon’s reach (if different from your own) and adds the weapon’s item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Shove using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.


Critical Specialisation Effects

Certain effects can grant you benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialisation effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialisation effect of your weapon.

Hammer: The target is knocked prone unless they succeed at a Fortitude save against your class DC.


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