Faultline HammerWeapon 6
Source Pathfinder #208: Hoof, Cinder, and Storm
Damage 1d6 Bludgeoning
Type Martial
Price 250 gp
Weight 2 bulk
The steel head of this +1 striking earthbreaker has a large crack that zigzags down its center, making it look like it could crack in half with any swing. This belies the hammer's strength; its strikes can shatter stone with ease.
Activate—Create Faultline f (concentrate)
Frequency once per day
Trigger You Strike an object or raised shield with the faultline hammer and would deal piercing damage to that object
Effect Until the end of your next turn, any weapon that Strikes the object deals additional damage as though the weapon had the razing trait. The triggering Strike also deals this additional damage.
Traits
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.
MagicalSomething with the magical trait is imbued with magical energies not tied to a specific tradition 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.
RazingRazing weapons are particularly good at damaging objects, structures, and vehicles. Whenever you deal damage to an object (including shields and animated objects), structure, or vehicle with a razing weapon, the object takes an amount of additional damage equal to double the number of weapon damage dice.
ShoveYou 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.
TwoHandThis weapon can be wielded with two hands. Doing so changes its weapon damage die to the indicated value. This change applies to all the weapon's damage dice, such as those from striking runes.
VersatileA versatile weapon can be used to deal a different type of damage than that listed in the Damage entry. This trait indicates the alternate damage type. For instance, a piercing weapon that is versatile S can be used to deal piercing or slashing damage. You choose the damage type each time you make an attack.