Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

Metronimic HammerWeapon 5

Source Pathfinder #179: Cradle of Quartz
Damage 1d6 Bludgeoning
Type Martial
Price 160 gp
Weight 1 bulk

A polished brass metronome ticks rhythmically within the haft of this +1 striking gnome hooked hammer. Gnome adherents of Brigh often attempt to reproduce this item as part of a ritual symbolizing methodical problem-solving and thoughtful craftsmanship.

Activate Reaction envision

Trigger You attempt to Trip a creature with the metronomic hammer

Effect By timing the sweeping arcs of your Trip attempt to the built-in metronome of a metronomic hammer, you gain a +1 item bonus to your Athletics check to Trip the target. This item bonus increases by 1 with every subsequent Trip attempt you make with the metronomic hammer against the same target this turn, to a maximum of +3 on your third Trip. The bonus resets to +1 if you successfully Trip the target, if you critically fail to Trip the target, or if your turn ends.



Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.


Effects and magic items with this trait are associated with the evocation school of magic, typically involving energy and elemental forces.


A creature with this trait is a member of the gnome ancestry. Gnomes are small people skilled at magic who seek out new experiences and usually have low-light vision. An ability with this trait can be used or selected only by gnomes. A weapon with this trait is created and used by gnomes.


You can use this weapon to Trip with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Trip using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.


This weapon can be wielded with two hands. Doing so changes its weapon damage die to the indicated value. This change applies to all the weapon's damage dice, such as those from striking runes.


A versatile weapon can be used to deal a different type of damage than that listed in the Damage entry. This trait indicates the alternate damage type. For instance, a piercing weapon that is versatile S can be used to deal piercing or slashing damage. You choose the damage type each time you make an attack.