Snap Hammer (3.5e Equipment)

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Hammer, Snap
Exotic Two-Handed Melee
Critical: x2 (sunder bonus, 19-20/x2)
Range Increment: 5 ft.
Type: bludgeoning
Hardness: 10
Size Cost1 Damage Weight1 hp
Fine 17gp 5sp 1d2(sunder bonus, +1) -- 1
Diminutive 15gp 1d3(sunder bonus, +1d2) .5 lb. 1
Tiny 12gp 1d4(sunder bonus, +1d3) 1 lb. 1
Small 20gp 1d6 (sunder bonus, +1d4) 2 lb. 3
Medium 20gp 1d8 (sunder bonus, +1d6) 5 lb. 6
Large 40gp 2d6 (sunder bonus, +1d8) 10 lb. 12
Huge 100gp 3d6 (sunder bonus, +1d8) 25 lb. 24
Gargantuan 250gp 4d6 (sunder bonus, +2d6) 60 lb. 48
Colossal 600gp 6d6 (sunder bonus, +3d6) 150 lb. 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 Snap Hammer is a hefty hammer with a short handle. It has a sharply angled bludgeoning tip and a double jawed back.

Snap hammer homebrew equipement 3.5e.png

Snap Hammers are specially designed tools for sundering weapons. They are made for breaking blades during combat and receive a damage bonus when performing this task. They are also more likely to score a critical hit when sundering bladed weapons.
It fails in giving bonuses when being used to attempt a sunder against regular ammunition or none bladed weaponry.

Snap Hammers may only receive their sundering bonus against weapons of a size category equal to its own. When used to sunder a weapon smaller or larger than its size category it does not receive the sundering bonuses listed above.
Furthermore, any use of a Snap Hammer that allows use of its sundering damage bonus, counts as a full-round action. For this reason, Snap Hammers do not give bonus damage when sundering by attack of opportunity, or with extra attacks, nor can it be done after movement or with a special maneuver.


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