Item: Draddeth's Edge

TypeWeapon
Level16
Rarity
Unique
Base ItemWarhammer
CategoryMartial
GroupHammer
Damage1d8 bludgeoning
Price-
UsageHeld in one hand
PublicationPathfinder Battlecry!Remaster

Perception +11; precise vision 30 feet, imprecise hearing 30 feet

Communication telepathy (Common, Varisian)

Skills Survival +28, Warfare Lore +35

Int +6, Wis +3, Cha +3

Will +28


It's uncertain how or why the intelligence occupying this +2 greater striking shifting warhammer came to be there, but over its many years of battlefield experience, it has proven itself to be a brilliant military tactician on par with some of history's greatest generals. Its earliest appearance was in the hands of its namesake, General Lord Draddeth, who attributed many of his successful campaigns to the counsel of a magical hammer he had commissioned during the Molthuni Cessation from Cheliax. Though the hammer disappeared upon the general's death, its legend has persisted, and the colloquialism "the Draddeth Edge"—referring to a natural talent for strategic planning and quick thinking—remains in common usage across Molthune.

Draddeth's Edge possesses a deep and abiding sense of patriotism for the nation of Molthune that sometimes outweighs its loyalty to those wielding it. Wielders who consistently express disrespect for Molthune or admiration for its enemies, or who fail to show proper respect for the hammer's tactical prowess, inevitably find it missing at some crucial moment when it departs in search of a more suitable comrade in arms. Conversely, it's unwaveringly loyal to and difficult to separate from those it deems worthy of its devotion. As long as you draw breath, the hammer can't be knocked from your grasp or dropped unless you will it, even remaining in your hand if you're rendered Unconscious. It also grants an item bonus equal to the bonus it gains from any currently affixed potency rune to recovery checks you make while dying.


Trait Effects

Intelligent: An item with this trait is intelligent and has its own will and personality, as well as several statistics that most items don’t have. Intelligent items can’t be crafted by normal means, and they are always rare or unique.

Occult: This magic comes from the occult tradition, calling upon bizarre and ephemeral mysteries. Anything with this trait is magical. A creature with this trait is primarily constituted of or has a strong connection to occult magic.

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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