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Player > Weapon > Melee > Maul, elite
Damage: 7d8 B
Special: Analog, unwieldy
Outsized hammers, mauls are valued for their intimidation factor and effectiveness in battle. A tactical maul is as much an instrument for hammering posts into the ground as a weapon. Advanced mauls include dense, heavy cores to deliver a more forceful blow. Elite mauls and paragon mauls are designed and manufactured more for war than labor, although the weapons can be used as tools.
|Maul, tactical||Basic||5||2750||1d8 B||Knockdown||1||Analog, unwieldy||ARM p.53|
|Maul, advanced||Basic||10||17200||3d8 B||Knockdown||1||Analog, unwieldy||ARM p.53|
|Maul, elite||Basic||15||95000||7d8 B||Knockdown||1||Analog, unwieldy||ARM p.53|
|Maul, paragon||Basic||20||724000||15d8 B||Knockdown||1||Analog, unwieldy||ARM p.53|
The target is knocked prone.
You are lying on the ground. You take a –4 penalty to melee attack rolls. You gain a +4 bonus to your Armor Class against ranged attacks, but you take a –4 penalty to your Armor Class against melee attacks. Standing up from prone is a move action.
This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. While this use of the word “analog” is not technically correct when referring to technology, use of the term in this way has become common throughout the Pact Worlds.
Weapons with the unwieldy special property are large and awkward, can't be fired without cooling down first, or are otherwise difficult to use with repeated attacks. You can't use an unwieldy weapon as part of a full attack (or any other action in which you could make multiple attacks), you can't attack with it more than once per round, and you can't use it to make an attack of opportunity.