Dwarven War"hammer", checking on balance.


Homebrew and House Rules


Playing a Dwarf Fighter in an upcoming campaign and wanted to ask the DM for some items that would fit an image I have for the character. Before I ask, I wanted to weigh the Pros/Cons so I'm not asking too much. The DM is experienced with D&D 3.5e, is familiar with power balance between classes, and encourages min-maxing so she can challenge her players.

Basically, a bludgeoning version of the Dwarven Waraxe is what I'm hoping for. I did a Google search to see if anyone had an article on comprehensive comparisons between weapon types but came up with nothing. I'd thought about a similar request on the Throwing Axe, but the damage increase seems fairly piddly compared to the reduced range increment.

From a conversation I had with a friend in the past, he mentioned Vorpal being an advantage for Slashing weapons (one I privately dismissed). As far as I know, the advantages would be specific to monsters or environments.


While a bludgeoning version of the Waraxe would give some advantages with damage reduction, you can not "keen" a bludgeoning weapon - something I would regard as a significant drawback.


MicMan wrote:
While a bludgeoning version of the Waraxe would give some advantages with damage reduction, you can not "keen" a bludgeoning weapon - something I would regard as a significant drawback.

I found these weapon qualities to help fix the whole Keen/Vorpal on other weapon types.

For Bludgeoning Weapons:

Impact: The magical might of an impact weapon helps its wielder deliver tremendously powerful blows. Upon a successful hit with an impact weapon, an additional 1d4 points of damage is dealt. This quality may only be applied to bludgeoning weapons.
Moderate transmutation; Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, bull's strength; Market Price: +1bonus.

Crushing: Weapons that possess the crushing enchantment are essentially the bludgeoning equivalents to vorpal weapons. Upon a successful critical hit, a weapon with this enchantment completely crushes the target's head (if it has one), into dust. As with vorpal weapons, many creatures such as oozes, abominations, golems, and some undead are not affected by the loss of a head, so the GM may have to make a judgment call as to the weapon's effect against such foes. Strong necromancy and transmutation; Caster Level: 18th; Prerequisites: Craft Magic Arms and Armor, forceful hand, finger of death; Market Price: +5 bonus.

And for Piercing Weapons:

Penetrating: A penetrating weapon is simply the piercing version of a keen weapon. Piercing weapons given this quality have their critical threat ranges doubled. A penetrating spear for example, scores a critical threat on a 19 or 20.
Moderate transmutation; Caster Level: 11th; Prerequisites: Craft Magic Arms and Armor, keen edge; Market Price: +1 bonus.

Skewering: This enchantment creates essentially the piercing version of a vorpal weapon. Upon a successful critical hit with a piercing weapon, it skewers the heart of the target, killing it immediately. Creatures without hearts or with unusual anatomies may not be affected by this quality, requiring the GM to use his best judgment in such circumstances. Skewering weapons must be of the piercing type. Strong necromancy and transmutation; Caster Level: 18th; Prerequisites: Craft Magic Arms and Armor, keen edge, death spell; Market Price: +5 bonus.

From:
Arms & Armor v3.5
Bastion Press

As far as making the hammer goes, a straight conversion would seem feasible simply by changing the flavor text and the damage type of the weapon. The Dwarven waraxe is simple a beefed up battle axe, and a dwarven warhammer would essentially be the same conversion to a standard warhammer.


MicMan wrote:
While a bludgeoning version of the Waraxe would give some advantages with damage reduction, you can not "keen" a bludgeoning weapon - something I would regard as a significant drawback.

A fair point. While not in Pathfinder (yet?), there was a weapon quality "Impact" in Forgotten Realms which increased critical range just the same for bludgeoning weapons. It doesn't diminish your point, but all the same something I'd like to keep in mind if presented to the DM.

I checked the Magical Weapon Qualities to double check for other things and remembered that Disruption is bludgeoning only, even if it is a weak and costly weapon ability.

Loja Windcutter wrote:
I found these weapon qualities to help fix the whole Keen/Vorpal on other weapon types.

Thank you for that. My initial thoughts were largely Pathfinder only, but I don't have that resource and it is compatible.

Grand Lodge

Depending on the type of fighter you're playing, it'd be easy enough to just take improved crit feat for the hammer and not worry about impact not being from a PF source. Also, vorpral isn't as awesome as it sounds. It only works on a nat 20, not just a crit.

If I were the DM, I'd be fine with just a straight conversion from a s slashin ==

Grand Lodge

If you'd like to do both the APG has the Transformative property in it. It's a flat 10k gp and you can change your weapon to another that is in the same weapon category. For example you can turn a dwarven war-axe (technically a martial weapon) into a long sword or warhammer. It also retains any magical properties and materials. It's pretty nice and my dwarf fighter has it on his DWA. I use it to overcome various weapon type based DRs or when having to fight underwater.


MicMan wrote:
While a bludgeoning version of the Waraxe would give some advantages with damage reduction, you can not "keen" a bludgeoning weapon - something I would regard as a significant drawback.

Yes you can, it's called Resounding I believe. But it does exist. The logic behind it was hollowing a portion of the weapon to make it vibrate substantially when swung, thus being similar to a corked baseball bat. And being more likely to crit.

Silver Crusade

It was done buy a 3PP back in 3.5 splat book days. They called it a Dwarven Battle Hammer Same stats as a Dwarven Axe except damage type blunt. Improved Critical is over all much better then the magic weapon proprty. The reason for this is you can add exta to hit bouns. The Feet will work with any weapon of it's type not just that one weapon. At early levels if your playing a 3/4 BAB class it's nice. But thats only untill you can take the feet.

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