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E.N. Arsenal 4 - Hooked Hammer
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E.N. Arsenal - Hooked Hammer
E.N. Arsenal
Hooked Hammer
A Complete Weapon Sourcebook - Volume 1v
Written by
Adam Windsor
Table of Contents
Chapter 1: The Hooked Hammer
2
Statistics
2
Additional Material & Editing By
The ENWorld Arsenal Team
Racial Preferences
3
Chapter 2: Variants
5
Illustrations
Danilo Moretti, Marcio Fiorito
Craftsmanship
8
Chapter 3: Feats & Fighting
10
Tactics, Tricks & Techniques
10
Cover and Layout Design
M Jason Parent
Feats
11
Chapter 4: Prestige Classes
14
Art Director, Layout & Project Lead
Denise Robinson
Rose Stone Disciple
14
Ioun Walker
17
Weapon Dancer
19
The ENWorld Arsenal Team(Nov’04)
Peter M. Ball, Suburbaknght, JoeGKushner, Russell
Morrissey, Joe Mucchiello, Ryan Nock, M Jason
Parent, Denise “dextra” Robinson, David Sanders,
Adam Windsor
Chapter 5: Magic
21
Spells
21
Magic Items
21
Deity of the Hammer
23
OGL
25
“d20 System” and the “d20 System” logo are Trademarks owned by
Wizards of the Coast, Inc. and are used according to the terms of the d20
System Trademark License version 6.0. A copy of this License can be
found at www.wizards.com/d20.
Dungeons & Dragons® and Wizards of the Coast® are Registered
Trademarks of Wizards of the Coast, Inc. in the United States and other
countries and are used with Permission.
Some content included herein is derivative of existing Open Game
Content as indicated in the Section 15 of the Open Game License included
at the end of this document. All contents, regardless of designation, are
©2004 M Jason Parent & E.N. Publishing. E.N. Publishing logos, product
lines and product titles are Trademarks of E.N. Publishing. This edition of
E.N. Arsenal Hooked Hammer is produced under version 1.0a of the Open
Game License, version 6.0 of the d20 System Trademark License and the
current version of the System Reference Document by permission of
Wizards of the Coast, subsequent editions of this product will incorporate
the most current versions of the license, guide and document.
© 2005 E.N. Publishing
Declaration of Open Game Content and Product Identity:
All text on pages 2 through 25 of this document are released as Open
Game Content under the Open Game License version 1.0a. The only text
that is not released as Open Game Content under this declaration are all
E.N. Publishing logos, product names and product line names.
Table of Tables
1.1: Hooked Hammers by Size Category
3
2.1: Bursting Hammer Effects
5
2.2 Weapon Variants
9
3.1: Weapon Variants and Tricks
11
3.2 Feats
13
4.1: Rose Stone Disciple
15
4.2: Ioun Walker
16
4.3: Gifts of Ioun
18
4.4: Weapon Dancer
20
1
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E.N. Arsenal - Hooked Hammer
Hooked Hammer
Welcome to the 4th book of the E.N.Arsenal, a
series of d20 'mini-sourcebooks' focusing on particular
weapons and their roles in real-world history and in classic
d20 fantasy games. Each book concentrates on a single
weapon, describing not only the weapon itself, but those
who use it, its history, and variations on the theme. Each
book in the series is quite rules-intensive and includes
optional rules throughout the text, often in sidebars. Some
of these rules work well independently, but a majority work
best when all the optional rules are applied, as some detract
from the usefulness or usability of the weapon while others
enhance the weapon.
The shaft of a hooked hammer is made of stout hard-
wood, reinforced with steel bands or even a complete sleeve
of metal. At one end is a bludgeoning head, much like that
of a light hammer, though generally with a narrower, more
pronounced 'snout'. This design gives the head more
impact and penetration, resulting in greater damage poten-
tial at the cost of more weight. The hammer head is coun-
terweighted with a small spike or claw.
The pick head at the opposite end of the shaft shares
the long, narrow design of the hammer head.
Proportionately as long as the spike on a heavy pick, it lacks
the other weapon's broad base and tapering design, being
only marginally thicker near the shaft than close to the tip.
The pick is not usually counterweighted, as the weight of
the weapon's hammer head more than suffices for this pur-
pose.
As a 'Gnomish' weapon, the hooked hammer obvious-
ly has no exact historical counterpart. Amongst European
weapons, some maces and hammers had a spike on the end
of the haft, but these served principally as a counterweight
for the head, and occasional thrusting weapon, rather than
the hooked hammer's double-headed attack. There were
also certain polearms, such as the billhook and bill-guis-
arme, which had a blade or hammer for striking at one end
and spikes or hooks - for tripping or dismounting opponents
- at the other. These weapons featured much longer shafts
than the gnome hooked hammer, however, and only a sin-
gle end could be brought to bear at a time.
Like many double weapons, the hooked hammer's
design presents something of a problem when it comes to
stowing or carrying the weapon for long periods of time.
The long, jutting heads at each end of the shaft make it
impossible to simply thrust through belt loop, as may be
done with a mace or hammer. The length of the weapon is
also problematic. Many users resort to simply carrying it in
their hands, but this becomes a problem when travelling
long distances, or over rough terrain. Many settlements
also frown on the open carrying of drawn weapons. The
most common and effective solution has been the addition
of a short leather cord, tied to the shaft just below one of the
two weapon heads. This cord can be looped over a clasp on
the wielder's cloak. The weapon is then stored diagonally
across the body, with the second head loosely fastened to
the character's belt by means of a slip knot. The knot is
designed to tighten against downward pressure, but loosen
if pulled upwards. This arrangement holds the weapon in
place, but allows the character to quickly pull it free when
needed.
The real world weapons which are most similar in
design and use to the hooked hammer occur amongst the
Wushu and traditional Chinese armoury. They include
Yuan Yang Razors, the Heaven and Earth blade and the
Head Hook Sword, all of which are included in the variant
weapons chapter of this book.
Statistics
As designed by its originators, a typical hooked ham-
mer is between eighteen inches and two feet in length,
weighing about three pounds. Those sized for humans are
roughly twice as long and twice as heavy.
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E.N. Arsenal - Hooked Hammer
Table 1.1: Weapon Statistics by Size Category
Size
Cost Damage
Critical Weight Type
Hardness / HP
Fine
25 sp 1d2/1
x3/x4 0.5 lb Bludgeoning/Piercing
5/1
Diminutive 5 gp 1d3/1d2
x3/x4 1 lb
Bludgeoning/Piercing
5/1
Tiny
10 gp 1d4/1d3
x3/x4 1.5 lb Bludgeoning/Piercing
5/2
Small
20 gp 1d6/1d4
x3/x4 3 lb
Bludgeoning/Piercing
5/5
Medium 20 gp 1d8/1d6
x3/x4 6 lb
Bludgeoning/Piercing
5/10
Large
40 gp 2d6/1d8
x3/x4 12 lb Bludgeoning/Piercing
5/20
Huge
80 gp 3d6/2d6
x3/x4 24 lb Bludgeoning/Piercing
5/40
Gargantuan 160 gp 4d6/3d6
x3/x4 48 lb Bludgeoning/Piercing
5/80
Colossal 320 gp 6d6/4d6
x3/x4 96 lb Bludgeoning/Piercing
5/160
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Hooked Spikes and Hilt
Hammers
Although not designed as a weapon, the counter-
weight spike on the back of the hammer head can be used
to attack enemies, rather than the hammer head itself.
Similarly, it is possible for the user to strike with the
blunt base of the hooked hammer, rather than the pick
blade. Neither of these options inflict as much damage
as using the proper weapon heads, but they change the
kind of damage inflicted, which can be useful in certain
situations.
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Racial Preferences
The racial origin of the gnomish hooked hammer is
made clear by its very name, but even if it were not, its
developers could be swiftly surmised. The hooked hammer
is a double weapon, favouring speed and guile over sheer
strength. It is also comparatively short for such weapons,
making it ideal for use in tight confines. Finally, it com-
bines features of both the pick and the hammer: tools that
are of great use both for mining and (in miniature versions)
for the jeweller's craft. These are all features which make
the weapon's gnomish heritage quite clear.
Given their stature and natural dexterity, it is not sur-
prising that several halflings are among the more renowned
wielders of the hooked hammer. This is particularly likely
to happen in regions where the halfling and gnomish peo-
ples come into frequent contact. Perhaps more surprising is
the penchant certain dwarven and orcish communities
show for the weapon, once it is suitably adjusted for their
larger stature. The dwarves appreciate the weapon's suit-
ability for tunnel combat, as well as its ability to be pressed
into service as a makeshift mining tool. Orcs, on the other
hand, appreciate the weapon for the sheer variety of harm it
can cause: breaking bones and piercing flesh. Some tribes of
these humanoids favour their own brand of crudely fash-
ioned hooked hammers over the more traditional double
axe.
If using the wrong 'side' of one of the weapon's
head, the damage from successful blows is calculated as
if the normal side was being used, but the weapon was
two sizes smaller. Additionally, the head's critical threat
is reduced to 20/x2. The counterweight spike inflicts
piercing damage, while the pick's hilt inflicts bludgeon-
ing damage.
For example, consider a dwarf wielding a medium-
sized hooked hammer against a skeleton. The pick at the
'hook' end of the weapon would normally inflict 1d6
piercing damage: almost completely ineffective against
the skeleton's damage reduction 5/bludgeoning. By
striking with the hilt, instead, the damage from the hook
end of the weapon would be reduced to 1d3 (the same as
for the pick on a tiny hooked hammer), but all of this
damage would penetrate the creature's damage reduc-
tion.
Humans, with their endless versatility, sometimes
take up the use of the hooked hammer, but it is not wide-
spread amongst them. Adventurers, with their usual flair
for notoriety and individuality, are the most common users
of the weapon.
It is usually possible to judge which race manufactured
a hooked hammer, even if the specific weapon is fashioned
for a creature of a different size. Hooked hammers of
halfling manufacture often have yew or willow for the
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E.N. Arsenal - Hooked Hammer
shaft, with only minimal reinforcing rings. This gives the
shaft a little more flexibility than the typical gnomish
design. Dwarven-forged hooked hammers, on the other
hand, usually have a stoutness of design that is reminiscent
of their manufacturers, with a proportionally shorter shaft,
and broader, heavier weapon heads. Orcish weapons can
usually be identified by the crudeness of their manufacture
and the use of skulls and spikes in decorating the weapon.
Only human-made weapons can be hard to place: those few
human smiths who forge hooked hammers often do so by
copying the work of other races. A hooked hammer of
human manufacture might therefore resemble that forged
by any of the other peoples.
les
Non-Gnomish Hooked
Hammers
In some fantasy campaign settings, gnomes have a
culture that is different from the traditional d20 staple of
an earth-dwelling people. This makes the hooked ham-
mer a less appropriate weapon for them to use than it
would be normally. In such campaigns, it might be
appropriate to assign the weapon to another race.
Alternatively, there may be characteristics of other races
which make them a better choice for the hooked ham-
mer.
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For example, in a setting which emphasises the
mining heritage of the dwarven people, the hooked ham-
mer makes an excellent choice for dwarves in which to
receive weapon familiarity, instead of the war axe. In
such a setting, the majority of dwarven warriors would
be armed with picks or hammers, in any case, and the
hooked hammer is the final extension of those weapons.
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