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Torag's Silver AnvilWeapon 18


UncommonBackswingDisarmDivineMagicalReachTransmutationTrip
Source Pathfinder Lost Omens: Gods & Magic
Damage 1d8 Bludgeoning
Type Martial
Price 24,000 gp
Weight 2 bulk

This portable silver anvil has a narrow hoop on one end, through which a long, sturdy chain has been strung. Torag's Silver Anvil can be wielded as a +3 Holy Greater Flaming greater striking silver meteor hammer.

Outside of combat, the anvil can be used with a hammer as an incredibly effective portable forge, heating up the metal to be forged without a furnace and granting a +3 item bonus to Crafting checks involving metalworking.

When you use the anvil to successfully Repair a metal item, the item recovers an additional 10 Hit Points (or an additional 20 on a critical success).

Traits

Uncommon

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.

Backswing

You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn.

Disarm

You can use this weapon to Disarm 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 (if any) as an item bonus to the Athletics check. If you critically fail a check to Disarm using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure. On a critical success, you still need a free hand if you want to take the item.

Divine

This magic comes from the divine tradition, drawing power from deities or similar sources. Anything with this trait is magical.

Magical

Something with the magical trait is imbued with magical energies not tied to a specific tradition of magic. A magical item radiates a magic aura infused with its dominant school of magic. Some items or effects are closely tied to a particular tradition of magic. In these cases, the item has the arcane, divine, occult, or primal trait instead of the magical trait. Any of these traits indicate that the item is magical.

Reach

Natural attacks with this trait can be used to attack creatures up to the listed distance away instead of only adjacent creatures. Weapons with this trait are long and can be used to attack creatures up to 10 feet away instead of only adjacent creatures. For creatures that already have reach with the limb or limbs that wield the weapon, the weapon increases their reach by 5 feet.

Transmutation

Effects and magic items with this trait are associated with the transmutation school of magic, typically changing something's form.

Trip

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.