Maul
From P6 Spheres
< Equipment
| Main > Equipment > Weapons > Maul |
The crude metal of this massive hammer’s head ends in multiple blunt spikes that help concentrate the force of a powerful swing down into a smaller, more focused area, allowing it to smash through armor with greater ease. Due to the tremendous size and weight of its head, a maul is poorly balanced, and requires two hands to properly lift and control.
| Proficiency | Damage | Critical | Type | Special | Cost | Weight |
|---|---|---|---|---|---|---|
| martial two-handed melee | 2d6 | x3 | bludgeoning | Weapon Qualities, Weapon Qualities | 40 gp | 14 lbs. |
Note: When you use a maul, you get a +2 bonus on Combat Maneuver Checks to Combat Maneuvers and Combat Maneuvers attempts, when using the weapon in question. This uses the weapon’s reach (if different from your own).
When you use a maul, you get a +2 bonus on Combat Maneuver Checks to Combat Maneuvers attempts.
COPYRIGHT NOTICE
Open Gaming License Version 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.