Item: Metronomic Hammer
A polished brass metronome ticks rhythmically within the haft of this +1 striking gnome hooked hammer. Gnome adherents of Brigh often attempt to reproduce this item as part of a ritual symbolizing methodical problem-solving and thoughtful craftsmanship.
Activate R envision
Trigger You attempt to Trip a creature with the metronomic hammer
Effect By timing the sweeping arcs of your Trip attempt to the built-in metronome of a metronomic hammer, you gain a +1 item bonus to your Athletics check to Trip the target. This item bonus increases by 1 with every subsequent Trip attempt you make with the metronomic hammer against the same target this turn, to a maximum of +3 on your third Trip. The bonus resets to +1 if you successfully Trip the target, if you critically fail to Trip the target, or if your turn ends.
Trait Effects
Gnome: A creature with this trait is a member of the gnome ancestry. Gnomes are small people skilled at magic who seek out new experiences and usually have low-light vision. An ability with this trait can be used or selected only by gnomes. A weapon with this trait is created and used by gnomes.
Trip: You can use this weapon to Trip 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 Trip 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
| Name | Level | Rarity | Damage |
|---|---|---|---|
| Gnome Hooked Hammer | - | Uncommon | 1d6 |
| Faultline Hammer | 6 | Uncommon | 1d6 |
| Earthbreaker | - | Common | 1d6 |
| Long Hammer | - | Common | 1d8 |
| Orc Skewermaul | - | Uncommon | 1d6 |
| Worldringer | 5 | Uncommon | 1d6 |
| Chatterer of Follies | 6 | Uncommon | 1d6 |
| Storm Hammer | 3 | Common | 1d8 |
| Vashu's Ninth Life | 9 | Unique | 1d6 |
| Gaff | - | Common | 1d6 |
| Horsechopper | - | Uncommon | 1d8 |
| Katana | - | Uncommon | 1d6 |
| Khakkhara | - | Uncommon | 1d6 |
| Light Hammer | - | Common | 1d6 |
| Maul | - | Common | 1d12 |
| North Wind's Night Verse | 10 | Uncommon | 1d6 |
| Talwar | - | Common | 1d6 |
| Warhammer | - | Common | 1d8 |
| Catoblepas Maul | 13 | Uncommon | 1d12 |
| Dwarven Thrower | 13 | Common | 1d8 |