Meteor Hammer (3.5e Equipment)

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Hammer, Meteor
Exotic Two-Handed Melee
Critical: 19–20/×2
Range Increment:
Type: Bludgeoning
Hardness: 7
Size Cost1 Damage Weight1 hp
Fine * 1d2/1d2 * 1
Diminutive * 1d4/1d4 * 1
Tiny * 1d6/1d6 * 1
Small 15gp 1d8/1d8 8 lb. 3
Medium 15gp 1d10/1d10 16 lb. 6
Large {{{lcost}}} 1d12/1d12 32 lb. 12
Huge * 2d6/2d6 * 24
Gargantuan * 3d6/3d6 * 48
Colossal * 4d6/4d6 * 96
  1. The SRD only gives a means to determine costs and weights of weapons for Large and Small versions based on the Medium weapons. Any other supplied values are the author's best determination.

A meteor hammer has reach, so you can strike opponents 10 feet away with it. In addition, unlike most other weapons with reach, it can be used against an adjacent foe.

You can make trip attacks with the meteor. If you are tripped during your own trip attempt, you can drop the meteor to avoid being tripped.

When using a meteor hammer, you get a +2 bonus on opposed attack rolls made to disarm an opponent (including the roll to avoid being disarmed if such an attempt fails).

Someone not proficient with a meteor hammer hits them self on a natural 1.

See Also[edit]



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