Item: Faultline Hammer

TypeWeapon
Level6
Rarity
Uncommon
Base ItemEarthbreaker
CategoryMartial
GroupHammer
Damage1d6 bludgeoning
Price250 gp
UsageHeld in one hand
PublicationPathfinder #208: Hoof, Cinder, and StormRemaster

The steel head of this +1 striking earthbreaker has a large crack that zigzags down its center, making it look like it could crack in half with any swing. This belies the hammer's strength; its strikes can shatter stone with ease.

Activate—Create Faultline F (concentrate)

Frequency once per day

Trigger You Strike an object or raised shield with the faultline hammer and would deal piercing damage to that object


Effect Until the end of your next turn, any weapon that Strikes the object deals additional damage as though the weapon had the razing trait. The triggering Strike also deals this additional damage.


Trait Effects

Magical: Something with the magical trait is imbued with magical energies not tied to a specific tradition of magic. Some items or effects are closely tied to a particular tradition of magic. In these cases, the item has the arcane, divine, occult, or primal trait instead of the magical trait. Any of these traits indicate that the item is magical.

Razing: Razing weapons are particularly good at damaging objects, structures, and vehicles. Whenever you deal damage to an object (including shields and animated objects), structure, or vehicle with a razing weapon, the object takes an amount of additional damage equal to double the number of weapon damage dice.

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.

Two-Hand: This weapon can be wielded with two hands to change its weapon damage die to the indicated value. This change applies to all the weapon’s damage dice.

Versatile: A versatile weapon can be used to deal a different type of damage than its listed type. This trait indicates the alternate damage type. For instance, a piercing weapon with versatile S can deal piercing or slashing damage. You choose the damage type each time you attack.


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.


Related Items

NameLevelRarityPriceDamage
Earthbreaker-Common4 gp1d6
Chatterer of Follies6Uncommon200 gp1d6
Metronomic Hammer5Uncommon160 gp1d6
Storm Hammer3Common60 gp1d8
Gnome Hooked Hammer-Uncommon2 gp1d6
Orc Skewermaul-Uncommon2 gp1d6
Catoblepas Maul13Uncommon2800 gp1d12
Dwarven Thrower13Common2750 gp1d8
Jistkan Colossus Crusher15Rare6250 gp1d12
Sky Hammer20Rare70000 gp1d8
Temperbrand20Unique70000 gp1d12
Worldringer5Uncommon160 gp1d6
Glacier Hammer3Common60 gp1d12
Vashu's Ninth Life9Unique700 gp1d6
North Wind's Night Verse10Uncommon900 gp1d6
Khakkhara-Uncommon2 gp1d6
Long Hammer-Common5 gp1d8
Maul-Common3 gp1d12
Warhammer-Common1 gp1d8
Blessed Reformer14Uncommon4500 gp1d8