Light Hammer is a weapon type in Pathfinder: Wrath of the Righteous, it belongs to Martial Proficiency Group. To be able to equip and use Martial Weapons, you'll need to acquire the Martial Weapon Proficiency Feat. You can use certain Martial Weapons without having the Martial Weapon Proficiency Feat by unlocking the Weapon Proficiency Feat and selecting the required Weapon Type. Martial Weapons such as the Light Hammers are automatically proficient with Classes such as the Barbarian, Fighter, Paladin, and Ranger.

This page covers a list of all the Light Hammers featured in Pathfinder: Wrath of the Righteous.

 

All Light Hammers in Pathfinder: Wrath of the Righteous

 

 

Name

Proficiemcy

Critical

Weight

Range

Damage

Enhance

Bonus

Torpor

Martial 20(x2) 2 lbs 2 ft Melee 1d4 (Bludgeoning) +1 This +1 light hammer has a 19-20/x3 critical range. On a successful critical hit it has a chance to stun the enemy.

Menace Storm

Martial 20(x2) 2 lbs 2 ft Melee 1d4 (Bludgeoning) +2 This +2 thundering light hammer grants the wielder sonic resistance 10.

Momentum

Martial 20(x2) 2 lbs 2 ft Melee 1d4 (Bludgeoning) +2 Whenevr the wielder of this +2 light hammer confirms a critical hit with it, all the members of their party are affected with the equivalent of the haste spell effect for 1d3 rounds.

Light Hammer of Righteousness

Martial 20(x2) 2 lbs 2 ft Melee 1d4 (Bludgeoning) +1 This +1 light hammer deals an additional +1 holy damage on a hit.

Eviscerating Doom

Martial 20(x2) 2 lbs 2 ft Melee 1d4 (Bludgeoning) +3 Whenever this +3 frost light hammer confirms a critical hit, it deals 1d6 Strength ability score damage to the target.

Glaring Thunder

Martial 20(x2) 2 lbs 2 ft Melee 1d4 (Bludgeoning) +4 Whenever the wielder of this +4 shocking burst light hammer confrims a critical hit, the enemy must pass a Fortitude saving throw (DC 29) or lose all its DR, if it had any, for 2 rounds. On a successful saving throw the enemy becomes staggered for 1 round.

Hammer of Masterpiece

Martial 20(x2) 2 lbs 2 ft Melee 1d4 (Bludgeoning) +5 Whenever this +5 light hammer lands a hit against a target, it deals additional force damage depending on whether the target has an amulet and/or rings equipped. If the target has all three slots equipped it suffers additional 3d10 force damage, if the target has two out of three slots equipped it suffers additional 2d10 force damage, if the target has only one slot equipped it suffers additional 1 d20 force damage. The wielder of this light hammer can three times per day use the weapon's ability to support themself or allies. If the target has all three slots equipped, they gain a +3 circumstance bonus to attack and damage rolls for 1 hour. If the target has two out of three slots

Finnean the Talking Weapon

Martial 20(x2) 2 lbs 2 ft Melee 1d4 (Bludgeoning) +3 This is a +3 ghost touch heartseaker weapon. This weapon can tear the soul of a living enemy: whenever it lands a hit, it deals additional 1d6 force damage.



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