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Tiny Hammerer (3.5e Prestige Class)

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Date Created: 9/21/10
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{{#set:Summary=In pictures of you holding a weapon, it's hard to find you. |Length=6 |Minimum Level=4 |Base Attack Bonus Progression=Good |Fortitude Save Progression=Good |Reflex Save Progression=Poor |Will Save Progression=Good |Class Ability=Other |Class Ability Progression=Full }} {{#set:Allowed Alignments=Lawful Good}} {{#set:Allowed Alignments=Lawful Neutral}} {{#set:Allowed Alignments=Lawful Evil}} {{#set:Allowed Alignments=Neutral Good}} {{#set:Allowed Alignments=Neutral}} {{#set:Allowed Alignments=Neutral Evil}} {{#set:Allowed Alignments=Chaotic Good}} {{#set:Allowed Alignments=Chaotic Neutral}} {{#set:Allowed Alignments=Chaotic Evil}}


Tiny HammererEdit

How did I sneak into the castle? It's simple. I left my weapon out in the open, and a guard came and picked it up and brought it into the castle while I was sitting on it.
—Jarikari, Flea Rogue/Tiny Hammerer, Jarikari's Overly Informal Memoirs

The Tiny Hammerer is the undisputed master of wielding inappropriately sized weapons.

Becoming a Tiny HammererEdit

Characters usually choose to become Tiny Hammerers because they like big weapons more than they should.

Entry Requirements
Base Attack Bonus: +4.
Feats: Monkey GripComplete Warrior.

Table: The Tiny Hammerer

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +0 +2 Size Independence
2nd +2 +3 +0 +3 Bigger and Better
3rd +3 +3 +1 +3 Strong Lifter
4th +4 +4 +1 +4 Bigger and Better
5th +5 +4 +2 +4 Stronger Wrists
6th +6/+1 +5 +3 +5 Bigger and Better

Class Skills (Skill Points::2 + Int modifier per level.
Balance (Dex), Climb (Str), Disguise (Cha), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Ride (Dex), Search (Int), Sleight of Hand (Dex), Tumble (Dex).

Class FeaturesEdit

All of the following are class features of the Tiny Hammerer.

Size Independence: The Tiny Hammerer never receives penalties to attack for using a weapon of a size different from his own. In addition, the Tiny Hammerer doesn't recieve penalties to attack for using a composite weapon for which he has insufficient Strength.

Bigger and Better (Ex): At levels 2, 4, and 6, your ability to use weapons that are designed for creatures larger than you increases. Each time, the amount of effort it takes you to wield any weapon decreases by one step (two-handed weapons become one-handed, and one-handed weapons become light).

Strong Lifter (Ex): At level 3, your carrying capacity doubles.

Stronger Wrists (Ex): At level 5, you may add half your Strength modifier as a circumstance bonus to every damage roll you make with a weapon, even if you would not normally add your Strength modifier to that damage roll at all.





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