Lucerne Hammer question


Advice


Hi all,

I am about to start a new PF campaign, and I was thinking of playing a Paladin with a Lucerne Hammer. The setting it Ptolus.

I had an idea that to get around the issue of needing a weapon for when a foe comes within 5' (and when I cant take that 5' step away so I can attack) would be to modify the shaft of the hammer so it can twist and come apart. This would mean I can have a hammer with a shorter shaft, and effectively have a warhammer when needed. It would be a move action to separate, much like drawing a weapon.

I was thinking I would need to make this a masterwork weapon, and mostly likely need to thrown extra coin to get the mod made (perhaps total costs x 150% after the masterwork costs).

As it is Ptolus we are playing, I didn't think this would be too fanciful.

I would love hear other players' thoughts.


It's a workable idea, though it'd be easier and more practical to just use armor spikes or backhand enemies that get too close with your gauntlet.

Or take a 5 foot step. ;)


ThatEvilGuy wrote:

It's a workable idea, though it'd be easier and more practical to just use armor spikes or backhand enemies that get too close with your gauntlet.

Or take a 5 foot step. ;)

Armour spikes aren't really Paladin-like... :P

I just wanted to add a bit of flair. I prefer that to doing something for an optimize sense.


It sounds like an Exotic Weapon. Heck, it even sounds like more.

The Dwarven Dorn Dergar, being an exotic weapon, has the ability to change between reach or not as a move action. It has a damage die step down from the lucerne hammer, doesn't get brace or +2 to sunder.

Being better than an existing weapon, I would give it some kind of drawback, such as lower damage die without the shaft.


Andreievitch wrote:
ThatEvilGuy wrote:

It's a workable idea, though it'd be easier and more practical to just use armor spikes or backhand enemies that get too close with your gauntlet.

Or take a 5 foot step. ;)

Armour spikes aren't really Paladin-like... :P

I just wanted to add a bit of flair. I prefer that to doing something for an optimize sense.

I'm sure Hellknight Paladins would say otherwise :P

Other than that comment, you are going to have to ask your GM to do that.


HaraldKlak wrote:

It sounds like an Exotic Weapon. Heck, it even sounds like more.

The Dwarven Dorn Dergar, being an exotic weapon, has the ability to change between reach or not as a move action. It has a damage die step down from the lucerne hammer, doesn't get brace or +2 to sunder.

Being better than an existing weapon, I would give it some kind of drawback, such as lower damage die without the shaft.

I am not sure why you would think that. What I am thinking of has no rules difference to pulling out a longsword and using that instead. I am just modifying a weapon for flair, not to push any rules boundaries.

The damage when 1 handed wont be d12, it will be the same as a warhammer. All that is different is that it has a longer shaft it can lock on to to give it the length needed for reach and added damage from extra leverage.


Andreievitch wrote:
I am not sure why you would think that. What I am thinking of has no rules difference to pulling out a longsword and using that instead. I am just modifying a weapon for flair, not to push any rules boundaries.

Except that you'd only to enchant one weapon instead of two. For Paladins that eventually get Greater Magic Weapon and Divine Bond that's not as big of an advantage as it would for some other martial classes, but that's still a pretty nice bonus.


Actually isn´t it a bigger bonus, a MUCH bigger? Because you Divine bond the hammer and can use it with or without range?


All i would do is add a note to the weapon "Due to the need of enchantments covering both halves of this weapon it is treated as a double weapon for the purposes of enchantment with the haft being treated as a club when separated from the hammer end."


Well, I will just let the rules get in the way of a good story and use a Glaive instead :(

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Just use a Cestus with the metal bracings in the design of the holy symbol. Good crit range with it and does B&P damage


I am not sure why there isn't a 2 handed mace in the rules either? Earth Splitter? Greatclub? The crit would be better than a Greatclub though.

There is definitely a gap in the rules for a good 2 handed bludgeon weapon.


Earthbreaker?


I will just get someone to Craft(Weapon) me a new weapon I will call a Two Handed Mace.

Two Handed Mace (Martial 2 Handed)
Dam 1d10, Crit x3, Weight 12lbs, Type B, Special N/A

Done.


Andreievitch wrote:

I will just get someone to Craft(Weapon) me a new weapon I will call a Two Handed Mace.

Two Handed Mace (Martial 2 Handed)
Dam 1d10, Crit x3, Weight 12lbs, Type B, Special N/A

Done.

As a simple weapon, that would be reasonable. As a martial weapon, I would bump the damage to d12 to be on par with the earth breaker and greataxe.


I fear the Crit x3 makes it already a Martial Weapon.


A longspear is a simple weapon, having d8 (x3) plus reach and brace.

But it is correct, it wouldn't follow the 'normal' weapon progression, which would be a 2h Mace equalling a large, heavy mace.


Its the combination 1D10 and also x3
But then have a look at the greatclub, a martial weapon (Wrong in my opinion btw):
Greatclub 1d8 1d10 ×2 8 lbs.B

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