Code of the Hammer
- Break those who are wrong
- Fortify those who are right
- Aid in production too
- Special: Treat them as fighters (using their bonus to hit, HD, and saves), except that they give up any other special abilities for the ones detailed here. Hammer Cult warrior-priests are detailed in Part III.
- Allowed Weapons: The hammer.
- Allowed Armor: Any. They usually have at least something on them that matches the color of their cult in case the color of their hammer head isn't enough.
- Symbols: Stylized Hammer
- Mysteries of the Hammer: When fighting with a hammer, hammer cult warriors can gain either a +2 to hit those in armor or using a shield, or a +1 AC bonus in general each round, increased by 1 for every odd level they have (1st, 3rd, 5th, etc.) For example, a 4th level hammer cult warrior can gain a +3 to hit a protected foe, bypassing some of the defense of his breastplate or shield, or a +2 AC bonus another round as he fights more defensively. In addition, hammer cult warriors can use other hammer abilities based on their sub-cult.
Basics
- Utilization: Each can be used a total of once per day per level when a hammer cult warrior wields his hammer. They can be done as part of another action, such as moving or attacking.
- Intense Strikes: If they have enough left available for that day, hammer cultists can expend more than one of their ability uses during the same round on a single foe.
Hammer cult warriors can use any of the following:
- Batter: Requires walloping one with a successful hit. The one struck must then make an ability score check or experience the result based on the hammerer's cult color.
- Bolster: Provide immediate support to an ally who is within 30' and belongs to the same cult color (if axe or hammer). For supporting sword cultists of the same color, pick one cause that the hammer cultist can bolster too- others of the same hue are still too different to back.
- Handiwork: Affect up to 10 individuals within 120', forging some productivity in them by example, lasting for 1 turn. Any bonuses would be for rolls not directly involving combat, such as building, traveling, working, or repairing. They can also be converted to percentages x 10, +1 = +10%, +2 = +20%.
- Duration: Unless otherwise noted, each last for 1 round.
- Struggle: Hammer cult warriors roll for hammer side-effects when using their abilities as well- see further below. Honest toil (and smashing) can be its own reward.
- Red Hammer Cult abilities
Batter & Break: Cause one's target to make a Constitution check or have something that they carry be cracked or crushed, becoming unusable. Unattended objects of similar sizes can have a Constitution of about 10 for wood, 15 or more for metal or stone. Magic objects might be immune, weaker things break with ease!
Red Bolster: Give another red cultist a +1 bonus to Strength or Constitution, with a fiery intent.
Crimson Handiwork: As long as they are getting ready for conflict, give a +1 to all rolls to get things done or to go faster. Behold the hammer at work!
- Blue Hammer Cult abilities
Batter Tossed: The one hit will need to resolve a Dexterity check or the hammer will return to the wielder's hand if it has been tossed at them, so he can batter them with it yet again.
Blue Bolster: Bestow another blue cultist with a +1 bonus to save or reduce their damage by 1, remaining cool and conditioned.
Azure Handiwork: If they're reserved, bestow +2 to clean things up, putting the arm and the hammer to work.
- Green Hammer Cult abilities
Batter Senseless: Call up a Wisdom check in the one struck or they become dazed, moving in a random direction.
Green Bolster: Grant another green cultist a +1 bonus to hit or to save, as are often needed in nature.
Emerald Handiwork: If attuned with the land (or at least not working against it), +2 to perform stewardship and survival.
For example, a 3rd level blue hammer cult warrior could Batter someone by tossing his hammer at them, causing the target to then make a Dexterity check or it will fly back to the warrior's hand so he can toss it at them once more. On the other hand, he could Bolster another blue axe or blue hammer cultist, or even a blue sword cultist who espouses Order by granting them a +1 bonus to one of their saves or reducing damage they took by 1. The last option would be for him to assist a group of calm workers in cleaning things up with a +2 or 20% bonus to all their non-combat rolls. He could perform any combination of these abilities up to 3 times per day, and likely wouldn't even get depressed about it.
For example, a red hammer cult warrior who rolled an 11 (Strike While the Iron is Hot) when using Batter could attempt to break something on their foe's person, with their Constitution check being 50% more difficult, as long as he attacked again the following round.
Next week: more hammer sub-cults and hammer tests

