Holnstead Hammer (3.5e Equipment)

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How many caskets do we have? Because we're going to need three more, no matter how this turns out.
—Rygar Bronzesteel, Dwarven Fighter
This page is part of the

Valgora
Campaign Setting


A Holnstead minotaur and his Holnstead Hammer
Holnstead Hammer
Exotic Two-Handed Melee
Critical: ×3
Range Increment:
Type: Bludgeoning
Hardness: 6
Size Cost1 Damage Weight1 hp1
Fine * * *
Diminutive * * *
Tiny * 1d8/1d8 * *
Small 600 gp 1d10/1d10 15 lb. 5
Medium 600 gp 1d12/1d12 30 lb. 10
Large 900 gp 2d8/2d8 45 lb. 20
Huge * 3d10/3d10 * 40
Gargantuan * 4d10/4d10 * 80
Colossal * 6d12/6d12 * 160
  1. For values marked with an asterisk, the SRD gives neither this value directly nor a means to determine it.

Description[edit]

The Holnstead Hammers are two handed weapons, requiring both hands of a strong martial character. Apply 1-1/2 times the character’s Strength bonus to damage rolls for melee attacks with a Holnstead Hammer.

For Valgora Campaigns[edit]

When adventuring in the lands of Valgora, it should be noted that only the minotaurs of the country of Holnstead wield this weapon. The Dungeon Master may allow a player character to wield such a weapon, though it should always be kept common knowledge that Holnstead minotaurs and citizens will find it offensive (unless of course the player character is a Holnstead Minotaur himself).


Enhancements[edit]

Holnstead Hammer Material Enhancements
Material Average Masterwork1 Hardness hp Special
Steel 60 gp 660 gp 5 10
Adamantine 6,060 gp 5 13 Bypass hardness less than 20
Deep Crystal 2,060 gp 10 30 Psionic
Mundane Crystal 660 gp 8 25 No rusting, not metal
Darkwood n/a n/a n/a
Iron, Cold 120 gp 720 gp 5 10 Magical enchantments cost an additional 2,000 gp.
Mithral 7,560 gp 5 10 1/2 weight
Silver, Alchemical 240 gp 840 gp 5 10 −1 damage
  1. Masterwork weapons have a +1 enhancement bonus on attack rolls.
Magical/Psionic Weapon Enhancements
Bonus Value Additional Cost1 Hardness Increase2 Additional hp2
+1 +2,000 gp +2 +10
+2 +8,000 gp +4 +20
+3 +18,000 gp +6 +30
+4 +32,000 gp +8 +40
+5 +50,000 gp +10 +50
+6 +72,000 gp3 +12 +60
+7 +98,000 gp3 +14 +70
+8 +128,000 gp3 +16 +80
+9 +162,000 gp3 +18 +90
+10 +200,000 gp3 +20 +100
+11 or more + bonus squared
× 20,000 gp
+ enhancement bonus × 2 + enhancement bonus × 10
  1. Increase total cost for magical enhancement by 2,000 gp for cold iron weapons.
    This is the extra cost of enchanting only one head. Calculate the extra cost as if each head were a separate weapon.
  2. Unlike the additional cost, the increase the weapon's hardness and hit points are only gained from its enhancement bonus, not its special abilities.
  3. If the weapon has a magical bonus greater than +5 or a special ability worth more than +5, the weapon is epic. Multiply magic cost by 10.

See Also[edit]


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