Meteor Hammer
Meteor_Hammer_Double.jpg

This weapon consists of one or two spherical weights attached by a 10-foot chain. You whirl the weights and wrap them around an opponent’s body.

Benefit: If you succeed at a trip attempt with a meteor hammer, you can drag your opponent 5 feet closer to you rather than knocking her prone.

You may use this weapon in two different ways:

Meteor: In meteor mode you use it as a double weapon.
Fortress: In fortress mode you cannot use it as a double weapon but gain reach and a +1 shield bonus to AC.

Switching between these two modes is a free action decided at the start of your turn.

Enhancements

Material Enhancements
Material Average Masterwork 1 Hardness Hit Points Special
Steel 10 gp 620 gp 5 10
Adamantine 6,020 gp 5 13 Bypass hardness less than 20
Iron, Cold 40 gp 640 gp 5 10 Magical enchantments cost an additional 2,000 gp
Mithral 10,020 gp 5 10 1/2 weight
Silver, Alchemical 380 gp 760 gp 5 10 −1 damage
1Masterwork weapons have a +1 enhancement bonus on attack rolls.
Weapon Enhancements
Bonus Value Additional Cost 1 Hardness Increase 2 Additional HP 2
+1 +2,000 gp +2 +10
+2 +8,000 gp +4 +20
+3 +18,000 gp +6 +30
+4 +32,000 gp +8 +40
+5 +50,000 gp +10 +50
+6* +72,000 gp 3 +12 +60
+7* +98,000 gp 3 +14 +70
+8* +128,000 gp 3 +16 +80
+9* +162,000 gp 3 +18 +90
+10* +200,000 gp 3 +20 +100
1 Increase total cost for magical enhancement by 2,000 gp for cold iron weapons.
2 Unlike the additional cost, the increase the weapon's hardness and hit points are only gained from its enhancement bonus, not its special abilities
3 If the weapon has a magical bonus greater than +5 or a special ability worth more than +5, the weapon is epic. Multiply magic cost by 10.
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