
MaulSource Core Rulebook pg. 281 2.0Price 3 gp;
Damage 1d12 B;
Bulk 2
Hands 2
Category Martial
Group Hammer;
Traits Shove
Mauls are massive warhammers that must be swung with two hands.
Traits
Shove: You can use this weapon to Shove 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 Shove using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Critical Specialization Effects
Source Core Rulebook pg. 283 2.0Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.
Hammer: The target is knocked prone.