Item: Storm Hammer

TypeWeapon
Level3
Rarity
Common
Base ItemWarhammer
CategoryMartial
GroupHammer
Damage1d8 bludgeoning
Price60 gp
UsageHeld in one hand
PublicationPathfinder Beginner BoxRemaster

Sparks of crackling electricity arc from this +1 magic warhammer, and the head thrums with distant thunder. Any hit with this hammer deals 1 extra electricity damage. You can use a special action to transform the sparks into lightning bolts.


Activate—Electrify 1 (concentrate)

Until the end of your turn, the hammer deals 1d6 extra electricity damage instead of just 1. After you activate the storm hammer, you can't activate it again for 10 minutes.


Trait Effects

Electricity: Effects with this trait deal electricity damage. A creature with this trait has a connection to magical electricity.

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.

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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