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Base Weapons (Critical Specializations) | Basic Magic Weapons | Beast Guns | Precious Material Weapons | Specific Magic Weapons


There is a Legacy version here.

PFS StandardWarhammer

Shove 
Source Player Core pg. 278
Favored Weapon Torag
Price 1 gp; Damage 1d8 B; Bulk 1
Hands 1
Type Melee; Category Martial; Group Hammer

This weapon has a wooden shaft ending in a large, heavy metal head. The head of the hammer might be single-sided or double-sided, but it's always capable of delivering powerful bludgeoning blows.

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 4.0
Certain 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 unless they succeed at a Fortitude save against your class DC.

Specific Magic Weapons

Sky Hammer