Magical Item: Ram Strike Maul




Amorti is a maul, sized like a mace or a hand axe, with an iron head. Both sides of the head have a hammer, neither are spiked. The heads show little signs of use. There is some discoloration (not rust), but no scratches or dents. It will show up as a high powered magical item on a Detect Magic/Sense Magic check.

WarHammer Stats:
+10 WS, +2 Damage, +10 Parry, Ram Strike S times per day.

This hit will break any body armor and render the part of the body hit as useless for d6 minutes. Any creature may attempt a T check to remain standing.  If the maul hits a shield on a parry, the shield will be destroyed.  The shield arm will be numb and useless for d6 minutes. The PC must declare use of the power before rolling to hit. A miss does not use up a use of the power, but the power will automatically be activated for the next hit.

D&D Stats:
+2 magical weapon (+2 to hit, +2 damage). Small bonus to parry, if parrying rules are used. Ram Strike STR/3 times per day. 

This hit will knock over and stun an opponent for d6 rounds. A stunned opponent may only parry. Any creature may attempt a CON check to remain standing.  [Optional rule for systems that have shield rules] If a there is a Ram Strike on a shield, the shield will be destroyed.  The shield arm will be numb and useless for d6 rounds. The PC must declare use of the power before rolling to hit. A miss does not use up a use of the power, but the power will automatically be activated for the next hit.

Note: The Ram Strike may also be used on inanimate objects, such as doors. The hit smashes a wooden door to splinters and cracks a stone door, making in unstable and able to easily be rammed through.  Ask your GM how long it would take to smash through a castle wall (usually multiple days worth of hits).

Popular posts from this blog

[D&D 5e] Icewind Dale: Rime of the Frostmaiden 17

Thoughts on Stalwart Adventures 3

Thoughts on Stalwart Adventures 2