While the axe is the most famous dwarven weapon, the hammer is at the heart of dwarves’ heritage as forgemasters and warriors alike.
The foehammer is an archetype of the warrior class, available only to dwarf warriors.
Archetype Main Ability Scores:
The foehammer mainly focuses on STR/DEX for martial combat and CON for their class features.
Archetype Feature Replacements:
1st – Chosen Weapon. 3rd – Warrior Techniques. 5th – Additional Techs II. 7th – Additional Techs III. 9th – Additional Techs IV. 11th – Aggressor. 13th – Improved Rush,
Chosen Weapon (Ex)
At 1st level, a foehammer must choose hammers or flails weapon group as his chosen weapon group.
This ability modifies chosen weapon.
Sledgehammer (Ex)
At 3rd level, a foehammer wielding a hammer gains a +2 circumstance bonus on combat maneuver checks made to bull rush, overrun, sunder, or trip.
This ability replaces warrior techniques
Hammer to the Ground (Ex)
At 7th level, when a foehammer succeeds at a bull rush combat maneuver, he can make a trip combat maneuver at the end of the bull rush. If he does not move with the target, the force of his blow may still trip his foe, but he takes a –5 penalty on the combat maneuver check to trip.
At 15th level, any creature a foehammer successfully bull rushes is automatically knocked prone at the end of the bull rush.
This ability replaces additional techs II and additional techs III.
Rhythmic Blows (Ex)
At 9th level, each time that a foehammer hits a target, he gains a +1 bonus on attack rolls against that target. This bonus stacks with each hit against that target, but lasts only until the end of the foehammer’s turn.
At 10th level, a foehammer can use War Cry a number of times per day equal to 3 + his Constitution modifier, instead of spending stamina.
This ability replaces additional techs IV, and changes war cry.
Ground Breaker (Ex)
At 11th level, as a full-
This ability replaces aggressor and improved rush.