E.Kit: Thunder Hammer
Ammo⚙️ | Engineer | Bludgeoning | Thunder| Two-Hand⚙️
Stats |
- Weapon Group(s): Mace
- Weapon Type: Melee, Advanced -
- Weapon Damage: 1d8
- Damage Type(s): Bludgeoning, Thunder (see below)
- Base Critical Threshold: +10 or nat20
- Base Critical Damage Multi.: x2 -
- Cost: 0 gp (must be crafted)
- Weight: 1 Bulk (~1 kg / ~3 lbs)
- Item Power Level: 1
- Magic Power Lvl: 0
- Magic Aura: Weak, Evocation, Not Hidden
- Attunement?: No
- Composition: Metal, (Other: Bone, Metal, Wood), Rank 1 Power Core
- Rarity: Common -
- Additional Effects:
- Engineering: Only those that are of the Engineer or have the approriate features may use this item.
- Weapon Functions: While wielding this Kit and you have proficiency with it or the weapon it is attached to, you gain access to different Functions that increase with your character level. You unlock the Kit's Passive and Function 1 at character level 1, Function 2 at character level 5, and Function 3 at character level 10.
- Weapon Attachment: This item may be built into a qualifying weapon, doing so over a Short Rest. This acts as like the corresponding feature for Engineers. This information will be repeated below.
- Ammo 1: This weapon holds it's # of Ammunition before needing to be reloaded. Reloading takes an Action (◈).
- Two-Hand (only, loses this when applied to another Mace).
Item Description |
The Thunder Hammer is a basic concept turned into a powerful and innovative weapon. It harnesses the power of Thunder to create and use sound as a forceful weapon. The kit counts as a weapon for the purposes of attack based features and maneuvers, and can be used to do the following things.
Passive and Functions | Effect |
---|---|
Passive: | Thundering Blows. You may use Ammunition in this weapon, as if it were a ranged weapon. If you do, the weapon deals 2d8 Thunder Damage for the attack, instead of its usual damage. |
Function 1: | Power Slam. You tinker with your weapon to send your foe flying. When you attack with this weapon, or the weapon this kit is attached you, you may use a Resource Point to force your enemy to make a Reflex Save or Athletics check (your choice) vs your Mauever Save DC. If they fail, they're also knocked away from you by 10 ft. If they critically fail, they're knocked back an additional amount equal to your Half-Proficiency x 5 If use an ability or feature that already knocks an enemy back with your weapon, you may use that save instead, adding the amount an enemy is flung by the appropriate amount. |
Function 2: | Thunder's Efficiency. The Thunder Hammer's Thundering Blows is now more ammo efficient. The Ammo capacity of this weapon increases by an amount equal to the wielder's Half-Proficiency. |
Function 3: | WIP Thundersomething i dunno. A. |
Kit can be applied to a similar enough weapon. Many Kits will share a Weapon Group with other base weapons (such as the Ballistics Kit being of the Crossbow and Firearms weapon groups). Over a Swift Rest, a Kit may be applied to or unapplied to the weapon, replacing the Kit’s base stats and other components of the old weapon’s. The old weapon becomes an Engineering Kit for all intents and purposes, and gains all the modes and functions of the Kit.
If the old weapon and the kit share an enchant or function, the new combined Kit Weapon will use the stronger of the two. The new combined weapon also retains the keywords of both weapons. A creature not proficient in Engineering Kit Weapons can still use the newly combined weapon as normal, but cannot use any of the special functions provided by a Kit.