Pathfinder 2e Meteor Hammer: Guide To Reach, Trip, & Disarm
Is there a weapon in the world of Pathfinder 2e that seamlessly blends elegance, control, and devastating power? The meteor hammer isn't just a weapon; it's a statement a testament to the art of combat, challenging conventional strategies with its unique design and offering a level of versatility rarely seen on the battlefield.
The meteor hammer, a martial melee weapon in Pathfinder 2nd edition, is not your typical instrument of war. Unlike the common sword or axe, it presents itself as a weapon more reminiscent of a tool for a martial artist, with its chain and weighted ends. This peculiar design, however, is precisely what makes it such a fascinating and effective choice for those seeking a different approach to combat. Originating from martial traditions, the meteor hammer offers a unique blend of reach, trip, disarm capabilities, and even a backswing, making it a formidable weapon in the hands of a skilled character.
The meteor hammer is a set of two bludgeoning weights connected by a chain or rope, typically 6 feet long. The weapon's design is inherently flexible, allowing for a variety of combat maneuvers. A character wielding a meteor hammer can whirl the weights around their body, wrapping them around an opponent's body, which allows for both tactical advantages and offensive capabilities. The weapons reach provides an advantageous standoff range in combat, allowing the wielder to strike from a distance.
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Beyond its physical form, the meteor hammer's effectiveness lies in its properties. It boasts the ability to trip opponents, allowing the wielder to drag their foes closer, changing the dynamics of the battlefield. It also comes with a disarm trait, offering even more control over the combat situation. And if that wasnt enough, the backswing trait allows the wielder to follow up attacks with additional strikes.
For those considering this weapon, training is essential. Since the meteor hammer is classified as a martial weapon, proficiency is key. Fighters and monks, with their inherent martial focus, often find it easier to master. But the commitment is worth it. Harnessing the power of the meteor hammer requires finesse and understanding, but the rewards are significant.
A few of the key characteristics of the weapon are:
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- Bulk: 2 hands
- Type: Melee
- Damage: 1d6 (small), 1d8 (medium)
- Weight: 10 lbs
- Cost: 10 gp
- Traits: Backswing, Disarm, Reach, Trip
The meteor hammer does have some downsides. The weapon's damage output is slightly lower compared to other two-handed weapons. However, this is often offset by the weapon's versatile properties. By using a shifting rune, for example, a character can adapt their strategy, switching to a more damaging weapon like a maul if brute force becomes necessary. Another limitation is the requirement to use two hands, which affects the wielders freedom of movement.
The meteor hammers legacy content can be found across several sourcebooks, including Gods & Magic (pg. 121 2.0), and Ultimate Equipment (pg. 21), Legacy of Fire Player's Guide (pg. 132), Tian Xia Character Guide (pg. 2.0) and Treasure Vault (pg. 2.0). These references give the weapon's statistics, traits, and how to use it effectively. It is also worth noting that there is a more recent version of this weapon.
The potential for customization is also a key aspect. Can the meteor hammer be enchanted with unique Pathfinder 2e runes? Yes, and this opens up many possibilities. For instance, with a +1 striking meteor hammer, the weights could be shaped like snake heads with anaconda scales adorning the chain. Furthermore, the weapon could be enchanted to deal extra elemental damage. Torag's silver anvil can be wielded as a +3 holy greater flaming greater striking silver meteor hammer. This gives the weapon extra advantages, such as being able to be used as a portable forge.
The meteor hammer is a weapon that mixes style, control, and power. When using this weapon, the wielder has the option to utilize a bonus action in two ways. This flexibility further enhances the weapons combat value. When taking the attack action, you may make an additional attack using the hammers second head, the range of this attack is 5 feet. This bonus action is a simple yet effective tool for characters.
The meteor hammer is a versatile weapon that enhances the party, and can turn the tide of battle. The meteor hammer has disarm, which is also good, as does the ranseur, which does slightly more damaging than the meteor hammer. Reach and Trip, a unique advantage, is another benefit for those who wield a meteor hammer. The ability to knock an opponent prone and drag them closer to you, can change the tide of combat.
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Weapon Characteristics | Details |
---|---|
Name | Meteor Hammer |
Type | Martial Melee Weapon |
Damage | 1d6 (small), 1d8 (medium) |
Bulk | 2 hands |
Cost | 10 gp |
Weight | 10 lbs |
Traits | Backswing, Disarm, Reach, Trip |
Proficiency | Exotic weapon groups flails |
Special Actions | Trip, Disarm, potentially Drag opponent 5 feet closer |
Related Feats | Possible rune enchantments and striking |
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