How does enemy hammer work?


Rules Questions

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I understand that I may hurl the creature 30 feet, using my caster level + modifier as the attack roll. However what I do not understand is this text,

"The target creature can make a Fortitude saving throw each
time you attempt to use it as a weapon. If it makes its saving
throw it can act normally, but if it fails its save it loses all actions
for the round and ends its turn prone in a square adjacent to the
target of your attack. However, if the creature chooses to resist
your efforts to move it, taking no other actions for the round,
it gets a +4 circumstance bonus on its saving throw. The spell
ends immediately if the target creature dies or is destroyed."

So since the duration is 1rnd/lvl, that means that once I cast the spell, it goes for X number of turns = to my level? So I cast it once and then every turn I can attempt to hurl it?

Also, if it fails its save, then it "loses all actions", does this mean that on its turn it cant act? And if it makes its save it cant be thrown?

But it can also choose to resist for a +4 bonus on the save? If it chooses to resist, then it cant take any more actions on its next turn because it chose to resist?

What about if it chooses not to resist, is it automatically thrown?


So since the duration is 1rnd/lvl, that means that once I cast the spell, it goes for X number of turns = to my level? So I cast it once and then every turn I can attempt to hurl it?

Yes, so long as it is not destroyed/killed.

Also, if it fails its save, then it "loses all actions", does this mean that on its turn it cant act? And if it makes its save it cant be thrown?

If it saves, it resists your spell for that round and can act normally, if it doesn't save, you get to use it as a battering ram XD.

But it can also choose to resist for a +4 bonus on the save? If it chooses to resist, then it cant take any more actions on its next turn because it chose to resist?

Basically it forfeits its actions in order to get a +4 on the save, As I see it, it so it doesnt end up smashed and prone next round, otherwise you can try to hurl it again for the duration of the spell.

What about if it chooses not to resist, is it automatically thrown?

If it doesn't choose to resist, it must make its saving throw as normal (without the +4 bonus).


A bit of a thread rez, but I think I have a good description that helps define what is going on with this spell.

When cast, the target feels in invisible force grab him. The caster must wait until his next turn to try and throw the target. If the target knows what spell was cast and wants to resist it he can spend his full round resisting giving him +4 on the casters turn when he may or may not try to throw him. But why bother since the target already wasted his turn.

Anyway, when the caster tries to throw the target and the target makes his save, nothing happens and the caster's action is wasted. If the target fails the save he is thrown up to 30 feet and if he hits something he takes and does damage according to the chart. The target then falls prone (if not flying) and is dazed for 1 round.

The dazed part is functionally how it is described in the text without using the word dazed. I assume the violent action of being thrown disorients the target enough to daze them for a round. I think using daze helps since now you can apply other game mechanics to the condition rather than just saying they lose a turn.

Some things to note. If the target becomes invisible or just plain hides you can't thrown him at anyone, but if you still have line of effect you could still move them 30ft in a direction of your choosing hoping they hit a wall, floor or ceiling. Freedom of movement negates the effects of this spell since the spell says it grabs the target.

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