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View Full Version : D&D 3.x Class [PEACH] Holy Hammer - For Dwarves as the Arcane Archer is for Elves



caramelwhistle
2017-10-31, 03:13 AM
The Arcane Archer, an interesting idea poorly executed in 3.5e, and slightly better in Pathfinder. When you picture it it's an Elf/Archer class. The Dwarves haven't (really) got a similar class for their favoured weapon the Hammer (or Axe, but for this we're using Hammer.) So to keep the alliteration going enter the Holy Hammer...

The idea:
I picture the Holy Hammer as a stern faced Dwarf with a sturdy build and traces showing of their divine affinity. In combat you see them switching between strong hits with their hammer and experienced spell casting, sometimes both. Out of action they are a touch more rugged than the average Cleric, capable of some athletic prowess, eyes open for potential threats but also holding some priestly respect. (Adding Balance, Intimidate, Jump and Sense Motive to the Cleric skill list.)

Reason for build:
I play infrequent games in different campaigns, we very rarely go the full 20 levels with our characters. This poses some challenges for creating characters when their concept needs several dips to conceptualise. If you haven't pulled the needed abilities together by 12th then you spend most of the time playing an incomplete character concept. So having scoured the books at hand there are several classes for throwing things and there are some for melee and (Divine) casting. Very little in overlap and difficult to squeeze into a mid level character so picking out abilities from appropriate classes and making one class seems a fairer way to go since the wording is more in the game style than I would write.

There maybe ways to accomplish something similar out there but this seemed easier to do (Ha ha). Might be because we don't use the Tome of Battle books all that much.

Building materials:
I've brought together a set of abilities that have a character use a (Throwable) Hammer for spell delivery. Obviously a hammer doesn't have the range of a bow so in addition to delivering area effect spells (dangerously close by) the hammer will deliver touch spells.
Namely a combination of Arcane Archer, Hammer of Moradin, Master Thrower, and a Raumathari Battlemage ability. Some Hulking Hurler and Havoc Mage abilities were considered.
It's intended for my use, but I don't want to be ridiculously over powered either; an absolute minority of my group 'power game' or 'min/max', generally speaking they just get to do 'more' but not so much that anyone feels too left out. I don't want to be 'that guy' who is too greedy so please look through this class and make any suggestions to keep it reasonable. Aiming between a Tier 2 and 3 sorta class, we play Tier 1 Wizards and Druids etc. but casually at Tier 2-3 prowess.

Assumptions
Simple guess of what would go into this class, I imagine there are better options...
Entry

Level 8 - Cleric 8
Level 7 - Cleric 4/Fighter 3 or
Level 6 - Paladin 6 or (Mystic) Ranger 6

Weapon (both augmented according to the Hammer Throw ability)

Wielding a Light Hammer or Warhammer.
The Warhammer can be thrown 20-ft.
The Light Hammer can be thrown 40-ft.

Spells

There are in fact some decent 'touch' Cleric spells.

caramelwhistle
2017-10-31, 03:15 AM
Holy Hammer

The holy hammer is a warrior skilled in using magic to supplement her combat prowess.

Requirements
Base Attack Bonus: +6
Race: Dwarf
Feats: Point Blank Shot, Brutal Throw, Weapon Focus (any Hammer or Mace)
Spells: Ability to cast 1st-level divine spells


Point Blank Shot (PHB p98)
You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Brutal Throw (CAdv p106)
You can add your Strength modifier (instead of your Dexterity modifier) to attack rolls with thrown weapons.


Hit die
d8

Skills
Holy Hammer class skills: Balance, Concentration, Craft, Diplomacy, Heal, Intimidate, Jump, Knowledge (arcana), Knowledge (history), Knowledge (religion), Profession, Sense Motive, Spellcraft.

Skills Points at each Level: 4 + INT

Weapon and Armor Proficiencies: Holy Hammers gain no additional proficiency with weapons and armor.

Advancement


Level
BAB
Fort
Ref
Will
Special
Spellcasting


1st
1
2
0
2
Quick Draw, Hammer Throw
-


2nd
2
3
0
3
Hammer Return
+1 level of existing divine class


3rd
3
3
1
3
Imbue Hammer
+1 level of existing divine class


4th
4
4
1
4
Ricochet Hammer
+1 level of existing divine class


5th
5
4
1
4
Thrown Weapon Trick I, Align Weapon
-


6th
6
5
2
5
Hammer Hurl
+1 level of existing divine class


7th
7
5
2
5
Thrown Weapon Trick II
+1 level of existing divine class


8th
8
6
2
6
Critical Throw
+1 level of existing divine class


9th
9
6
3
6
Thrown Weapon Trick III
-


10th
10
7
3
7
Improved Imbue Hammer
+1 level of existing divine class



Sources referenced:

CAdv - Complete Adventurer
CWar - Complete Warrior
DMG - Dungeon Master's Guide
PGtF - Players Guide to Faerun
UE - Unapproachable East
Pathfinder

caramelwhistle
2017-10-31, 03:16 AM
Holy Hammer ability descriptions

Hammer Throw (Ex)

A Holy Hammer may use her focus weapons as a thrown weapon with a range increment of 20 feet. She takes no additional penalties for using the weapon in this fashion.
(Hammer of Moradin, Level 1, PGtF)

If the weapon already has the ability to be thrown the Holy Hammer is considered to have the Far Shot feat (range Increment is doubled) for that weapon.


Hammer Return (Su)

When the Holy Hammer reaches 2nd level, any focus weapon she throws gains the returning special ability. A returning weapon flies through the air back to the Holy Hammer, returning just before her next turn, so that it is ready to use again in that turn.

Catching the weapon when it comes back is a free action. If the Holy Hammer can't catch it, or if he has moved since throwing it, the weapon drops to the ground in the square from which it was thrown.
(Hammer of Moradin, Level 2, PGtF)


Imbue Hammer (Su)

At 3rd level, a Holy Hammer gains the ability to place a touch or area spell upon her focus weapons. When the weapon touches the target, the spell’s effect is activated, even if the spell could normally be centred only on the caster. This ability allows the thrower to use the weapons thrown range rather than the spells range. A spell cast in this way uses its standard casting time and the weapon attack as part of the casting. The hammer must be thrown or melee strike the target during the round that the casting is completed or the spell is wasted. If the attack misses, the spell is wasted and dissipates.
(adapted from: Arcane Archer, Level 2, Pathfinder)

Additional: The Holy Hammer can roll against the Touch Armour Class to deliver just the spell, or against the Armour Class to deliver the spell and one weapon attack. The Holy Hammer can buff her allies with a thrown focus weapon without hurting them by pulling the hammer back just as it nudges the intended recipient.


Hammer Ricochet (Ex)

At 4th level the Holy Hammer can strike multiple foes with a single throw. If the wielder has multiple attacks from a high base attack bonus, she may throw a focus weapon so on rebounds off the first target to strike at a second target, and so on for each of the wielder’s additional attacks. The distance to each target adds to the total range of the weapon, and range penalties apply.

The hammer can only ricochet if it successfully hits a target; if it misses, it stops ricocheting, has no further attacks that round, and returns as normal for a weapon with the returning property. Because ricocheting attacks are treated as separate attacks, modifiers that only apply to one attack roll (such as true strike) only apply to the first attack and not the others. The ricochet attacks count as the wielder’s additional attacks for that round.
(Ricochet Hammer, item, Pathfinder. Also implied via Bloodstorm Blade, ToB)


Thrown Weapon Trick (Ex)

At 5th level and every two levels thereafter, a Holy Hammer chooses one of the following thrown weapon tricks. Once chosen, the trick is a permanent part of the Holy Hammer's repertoire and may not be exchanged. A Holy Hammer cannot choose the same trick more than once. Each trick may only be used with a thrown weapon for which the character has taken Weapon Focus.

Deadeye Shot: The critical multiplier for any specific type of thrown weapon increases by one (for example, a hand axe has a critical multiplier of x4 instead of x3) when this ability is used. The benefit of this ability does not stack with any other effect that increases critical multipliers.

Defensive Throw: If a Holy Hammer with this ability succeeds on a Concentration check (DC 10 + number of threatening foes) before attempting to attack with a thrown weapon while in a threatened square, her thrown weapon attacks don't provoke attacks of opportunity for 1 round. If the check fails, her opponents get attacks of opportunity as normal when she makes her attacks.

Doubletoss: A Holy Hammer with this ability may, as a standard action, throw two weapons at one or two targets within 40 feet. The character may apply her full Strength bonus so each weapon (instead of one-half her Strength bonus for the off-hand weapon). The normal penalties for fighting with two weapons apply (see Two weapons).

Sneaky Shot: just before making a ranged attack, a Holy Hammer with this ability can use a move action to make a Sleight of Hand check opposed by her target's Spot check. If she wins the opposed check, her opponent is denied his Dexterity bonus to Armor Class against the attack.

Trip Shot: A Holy Hammer with this ability may use a thrown weapon to make a trip attempt against an opponent farther than 5 feet away. The character makes a normal attack against the opponent with a thrown weapon. if the attack succeeds, in addition to doing damage as normal, the Holy Hammer makes a Dexterity check with a +4 bonus opposed by the opponent's Dexterity check or Strength check (which ever ability score has the higher modifier). Other modifiers may apply on this opposed check (see Trip). If the Holy Hammer wins the opposed check, the opponent is tripped. The benefit of this ability does not stack with the benefit of the Improved Trip feat.

Tumbling Toss: When wearing light, medium, or no armor, a Holy Hammer with this ability can hurl a single thrown weapon as any point during a tumbling attempt as a standard action. If she result of her Tumble check is 25 or higher, the Holy Hammer does not provoke an attack of opportunity for making this attack regardless of how many opponents threaten her.

Two with One Blow: If a Holy Hammer with this ability uses a thrown weapon to attack two opponents adjacent to each other, she may take a -4 penalty on the attack roll and attempt to hit both opponents at once. The attack may hit either, both, or neither opponent depending on the roll and the Armor Class of each opponent. Damage for each opponent is resolved separately. If the attack roll results in the threat of a critical hit, roll to confirm each critical hit separately.
(adapted: Master Thrower, odd Levels, CWar)


Align Weapon (Su)

At 5th level, when wielded by a Holy Hammer a focus weapon is as though it has one of the following qualities: holy, or unholy. The Holy Hammer cannot choose an ability that is the opposite of her alignment (for example, a lawful good holy hammer could not choose unholy as his weapon quality).
(adapted: Arcane Archer, Level 9 - Enhance Arrows, DMG)


Hammer Hurl (Ex)

At 6th level, When a Holy Hammer makes a ranged attack with a focus weapon they can choose to not let go and travel with it to the target. The route must be a straight with line of sight to the target and does provoke attacks of opportunity. If the weapon hits as normal the Holy Hammer lands on the closest side of the target, if the attack misses the Holy Hammer lands on the farside of the target facing forward along their line of travel. If the Holy Hammer has a move action remaining moving away from the target provokes attacks of opportunity. For purposes of defence this is just like a thrown attack not a charge. Catching the hammer, and the Dwarf, requires a Strength check with a DC equal to lift double the Dwarves weight plus one for each 5-ft. moved. ie a 150 lb Dwarf moving 20-ft. requires a Strength of 18 to lift 300 lbs and add 4 for the moving four 5-ft. movements for a total DC of 22.
(Custom ability)


Critical Throw (Ex)

At 8th level, a Holy Hammer gains the Improved Critical feat for any weapon with which she has Weapon Focus.
(Master Thrower, Level 5, CWar)


Improved Imbue Hammer (Su)

At 10th level any spell imbued into a focus weapon grants an attack and damage bonus equal to the spell for any attack made when delivering the spell. A level 2 spell provides a +2 bonus to attack and damage rolls etc.
(adapted: Raumathari Battlemage, Level 1+3+7+9 - Channel Spell, UE)

caramelwhistle
2017-10-31, 03:19 AM
Pros and Cons of this class as I see it.

[Cleric 10, Holy Hammer 10] compared to [Cleric 20]
+ 2 higher BAB
+ 20 more skill points
+ hammer attack abilities
+ hammer movement ability
+ Skills: Balance, Intimidate, Jump, Sense Motive
- only Level 10 turning abilities
- late 9th/8th/7th level spells: 20/18/15 not 17/15/13
- less 9th/8th/7th level spells: -3/-2/-1

{Any other bits from discussion}

Change Log
2017-10-02

Added 'Maces' as a possible weapon focus for entry.
Changed 'hammer' to 'weapon' in ability descriptions.
Made Imbue Hammer ability work when weapon thrown OR used in melee.
Added text for why allies aren't hurt via a buff spell on the thrown weapon.
Some spelling, grammar and formatting.

Morphic tide
2017-10-31, 03:22 PM
Well, I have some immediate problems with this. It's primarily a ranged class, for one. That's making it immediately too similar to Arcane Archer. Second, it actually specifically mentions Hammers. Arcane Archer recommends using a Shortbow or Longbow, but can function with any arrow-using weapon. It takes minimal DM support to permit crossbows which only aren't allowed by super-strict RAW thanks to using "arrow" in the abilities instead of "projectile", and firearms are very slightly more than refluffing. Third, it fails to specify type of hammer. Hammer Throw is utterly redundant if you are using Light Hammers, which have a range increment already.

I appreciate the concept of it being a Dwarven equivalent to Arcane Archer, and actually kinda like using thrown weapons as a Dwarven PRC. Fits their Nordic themes found in a bunch of settings. Their crafting stereotype actually comes from their Nordic myth version. But Dwarves aren't often associated with ranged combat, so an exclusively ranged focused PRC doesn't fit them. Throwing should be an option supported by the abilities, like having an "Enhance Hammer" feature that can get weapon qualities from a list that includes Throwing and Returning. Maybe have it give a basic +x Enhancement bonus, then have the ability to expend a use of Turn Undead or a low-level spell slot to get an equal value of special qualities from the list.

I really can't emphasize how important removing that hammer specificity in the wording is. The Dwarven Urgrosh is a fine polearm that's fundamentally Dwarven, and is helpful for lolnoping chargers. Then there's the Dwarven War Axe, which can be used one-handed as a Martial weapon by Dwarves without penalty while others have to use it as an Exotic weapon one-handed or Martial two-handed. I'd change the Weapon Focus to "Any Bludgeoning damage or Dwarven racial weapon." This gets around the weirdness with specifying hammers, as Maul, Mace and Club are synonyms that hammer-specific RAW would exclude, much like how Arcane Archer RAW excludes crossbows. And Dwarven racial weapons add some Slashing/Piercing options for dealing with low-level DR.

...Actually, going over the numbers in-detail, Enhance Arrow is making up for the abysmal BAB of the core Arcane casters, so the attack bonus isn't needed for a Cleric entry PRC. The casting progression is an obvious addition, though 7/10 is pushing it a bit. Maybe make it 6/10 and give Turning progression, so that going all the way with the PRC removes 9ths entirely and Turning uses are largely unaffected. This makes the lost casting a significant balance over the variety of damage options offered. Among other things, removing the need for one or two buff spells each fight means that the CoDzilla gish is mostly unaffected. It becomes a reasonable tradoff, as retaining Turning progression is more valuable for a Clerical Gish than four levels of casting. Lets them Persist more buffs.

One problem is that the Cleric spell list is actually fairly limited in direct damage. Single-target damage of any range would be a better restriction, differentiating it decently well from Arcane Archer's AoE access, and putting some SR piercing and/or DC increasing serves to help with mitigating lost casting. Another is that Arcane Archer gets to ignore cover and concealment once per day at 4th level, while it gets to ignore all physical barriers, including armor, at 6th level. The capstone on Arcane Archer is a Save or Die. This PRC doesn't have that level of shenanigans, at all.

As-is, it works well. I just don't really like what it's doing because it's too much like Arcane Archer. It's a perfectly working throwing weapon gish, but my gripe is that it's always a throwing weapon gish.

caramelwhistle
2017-11-01, 07:26 PM
Well, I have some immediate problems with this. It's primarily a ranged class, for one. That's making it immediately too similar to Arcane Archer.
Being similar was the intention. So no just differing preferences between us on this one. :)



Second, it actually specifically mentions Hammers. Arcane Archer recommends using a Shortbow or Longbow, but can function with any arrow-using weapon.
Yeap, any hammer. The assumptiopn was was Warhammer or Light Hammer but I imagine Ramhammer, (actual) Throwing Hammer, Greathammer, or Lucerne Hammer are possibilities. There may be more. Although the Lucerne hammer is a bit of stretch at 30 lbs of weight to believe throwable. But 20-ft. isn't ground breakingly far to throw.



Hammer Throw is utterly redundant if you are using Light Hammers, which have a range increment already.
Specifically why IF a hammer can already be thrown this ability allows you to be considered to have the Far Shot feat (double range) so you do get a little something early on in the class before you would pay to get the Throwing ability enchanted onto your weapon. (Although a character would be level 7/8/9 by the time they get Hammer Throw and therefore sufficiently rich enough to afford paying for that +1 enchantment so it's a choice for a little more range or not with a non-throwing weapon.)



But Dwarves aren't often associated with ranged combat, so an exclusively ranged focused PRC doesn't fit them. Throwing should be an option supported by the abilities, like having an "Enhance Hammer" feature that can get weapon qualities from a list that includes Throwing and Returning.
I agree, Dwarves aren't considered long ranged combatants, so the relatively short range and the few Dwarves that would practice this sort of engagement would be few and therefore special. I also don't think of Dwarves are dexterous so swapped in the Brutal Throw feat as a requirement to encourage strength be used for throwing. Luckily it leads into the Power Throw feat (Power Attack for range.)

I like the idea of the Throwing and Returning enchantments but whilst a character spends money on those two enchantments they are loosing out on other enchantments their team mates are getting that will boost their effectiveness. By not forcing them on the character the character gets the choice to use basic throwing abilities with any hammer or the double range with Light Hammers via the Far Shot feat gotten by the Hammer Throw ability.

Throwing the hammer to deliver a spell will be reworded so that either a melee or thrown attack can deliver the spell. Therefore the Holy Hammer can also get in their extra/free/bonus attack in melee if they like.



Maybe have it give a basic +x Enhancement bonus, then have the ability to expend a use of Turn Undead or a low-level spell slot to get an equal value of special qualities from the list.
I did attack and damage bonuses as a Capstone ability when a spell is on/in the hammer. If you can think of a better capstone ability I'm be happy to move this feature to a lower level. I think the Critical Throw ability is a bit weak so this would be a good alternative.



I really can't emphasize how important removing that hammer specificity in the wording is. The Dwarven Urgrosh is a fine polearm that's fundamentally Dwarven, and is helpful for lolnoping chargers. Then there's the Dwarven War Axe, which can be used one-handed as a Martial weapon by Dwarves without penalty while others have to use it as an Exotic weapon one-handed or Martial two-handed. I'd change the Weapon Focus to "Any Bludgeoning damage or Dwarven racial weapon." This gets around the weirdness with specifying hammers, as Maul, Mace and Club are synonyms that hammer-specific RAW would exclude, much like how Arcane Archer RAW excludes crossbows. And Dwarven racial weapons add some Slashing/Piercing options for dealing with low-level DR.
I like the idea of including Maces and Clubs, or the Racial weapons... But I don't like the idea of passing buffs around with a bladed weapon. I can believe the Holy Hammer has enough throw and retrieve control to 'ever so just' touch a friendly person to deliver a touch buff spell without hurting them, if the weapon is bladed then even a nudge risks cutting an ally. I will have to think carefully about how to word this because 'any blunt weapon' includes a Quarterstaff and that isn't the sort of weapon I intended.



...Actually, going over the numbers in-detail, Enhance Arrow is making up for the abysmal BAB of the core Arcane casters, so the attack bonus isn't needed for a Cleric entry PRC.
Getting that +6 BAB and the Feats required is rather difficult for a Wizard, skipping some caster level progression in Ranger to get some quicker BAB (and a free prereq feat) is a bummer but part of the challenge to achieve what should've been an awesome class early. I thought removing it made it too dissimilar, or heightening it a bit to match a Cleric's slightly better BAB Progression seemed viable but I made this class for me and getting into it at level 7-8 is a must for me to be able to play the core features in my games. Also I like that the Holy Hammer is an accurate Thrower rather than just any ol'thrower. Still, a pure Cleric's earliest entry at 8th plus the otherall +2 BAB is just enough for a gish but it's not all that much and not always desirable to use, and thanks to your suggestion won't be mandatory. :)



The casting progression is an obvious addition, though 7/10 is pushing it a bit.
It's standard in the Pathfinder Arcane Archer. Every GM I know lets players use the Pathfinder Arcane Archer rather than the DMG one because the DMG one is so bad. I copied it exactly figuring the Pathfinder folks deemed it worthy to to have 7/10 progression and their wisdom is good enough for me. It's also why the 'borrowed' abilities from other classes are given at their original level or later (and not earlier.) Perhaps the sum of the parts is greater in this combination but this is why I wanted feedback to make sure it isn't too 'greater'. Apart from nitpicks and some good points you haven't complained this class is overpowered so there is some good balance.



Maybe make it 6/10 and give Turning progression, so that going all the way with the PRC removes 9ths entirely and Turning uses are largely unaffected. This makes the lost casting a significant balance over the variety of damage options offered. Among other things, removing the need for one or two buff spells each fight means that the CoDzilla gish is mostly unaffected. It becomes a reasonable tradoff, as retaining Turning progression is more valuable for a Clerical Gish than four levels of casting. Lets them Persist more buffs.
Interesting idea. Turning was not really an important factor (at least I hope it won't be needed) to me so didn't progress it. However whilst I will unlikely take the class to 20 levels others might and some people won't use a PrC if they can't get to 9th level casting. Yes they are getting it 3 levels late but they can still get it. As I say I copied the Pathfinder Arcane Archer so I'm sticking with it, I think less progression is too painful for being able to do one extra attack, some short range multiple attacks or short range touch spell delivery.



One problem is that the Cleric spell list is actually fairly limited in direct damage. Single-target damage of any range would be a better restriction, differentiating it decently well from Arcane Archer's AoE access, and putting some SR piercing and/or DC increasing serves to help with mitigating lost casting.
You are probably right. I can think of a few and a few is enough to justify this class idea for my groups game. Although saying they haven't got enough bonuses to justify the lost casting progression AND asking for even less (above) is a bit of a mixed message. :S There are always ways to get to cast Wizard spells as a Cleric. :)



Another is that Arcane Archer gets to ignore cover and concealment once per day at 4th level, while it gets to ignore all physical barriers, including armor, at 6th level.
With the expected range being 20-ft. or 40-ft. I didn't think much could be hidden in that area so didn't consider the ignore cover ability all that useful which is why I offered a movement ability for the slow moving Dwarf. The spells can be delivered as touch so armour is ignored in that sense. However armour offering magical resistance is another matter, a consideration worthy of more thought.



The capstone on Arcane Archer is a Save or Die. This PRC doesn't have that level of shenanigans, at all.
I didn't want to be too overpowered, so if you think the lack of a 'save or die' feature is a big loss then I might try to work something in, a really hard encaving hit from the hammer, which works better on objects with hardness etc. might be an idea. Although there is the shenanigan of getting a movement as part of an attack which is a rarity. Could be interesting for someone with a few levels of Scout... I gave it something special but I agree with you it's not a save or die effect.



As-is, it works well. I just don't really like what it's doing because it's too much like Arcane Archer. It's a perfectly working throwing weapon gish, but my gripe is that it's always a throwing weapon gish.
Thanks, you've raised some good points that I will (or have by the time you've read this) action.

Ranged Ranger
2017-11-01, 10:58 PM
I really like the flavor of this class... Since I have a tendency to over power my homebrew classes, I'm not sure I'm the best judge of balance lvl, but I don't see anything that stands out as over powered. Thematically would work well with a Mystic Ranger with the Throwing Weapon Style from DR326 p97...

Yeap, any hammer. The assumptiopn was was Warhammer or Light Hammer but I imagine Ramhammer, (actual) Throwing Hammer, Greathammer, or Lucerne Hammer are possibilities. There may be more. Although the Lucerne hammer is a bit of stretch at 30 lbs of weight to believe throwable. But 20-ft. isn't ground breakingly far to throw.
You do realize a Lucerne hammer is a pole-arm? Even without the weight consideration, it would be awkward to throw a properly sized Lucerne hammer for a tall person, much less someone who's race is splitting the difference with the next size category down. Also, the split/spike hammer head means they really should be considered a piercing weapon under most circumstances...

I like the idea of including Maces and Clubs, or the Racial weapons... But I don't like the idea of passing buffs around with a bladed weapon. I can believe the Holy Hammer has enough throw and retrieve control to 'ever so just' touch a friendly person to deliver a touch buff spell without hurting them, if the weapon is bladed then even a nudge risks cutting an ally. I will have to think carefully about how to word this because 'any blunt weapon' includes a Quarterstaff and that isn't the sort of weapon I intended.
Concerning bladed weapons... skilled hatchet/knife throwers can control the distance at which their weapon is hitting blade first... if they really wanted to, with a little practice, they could probably purposely have their weapon strike handle first... with a hatchet, holding it backwards makes it effectively a bludgeoning weapon, since the back of the hatchet is striking, probably with a circumstantial penalty to attack for the grip being awkward... if you want, you could require a feat to remove the risk of dealing damage when buffing with a thrown bladed weapon, but I don't know that it's necessary...

I didn't want to be too overpowered, so if you think the lack of a 'save or die' feature is a big loss then I might try to work something in, a really hard encaving hit from the hammer, which works better on objects with hardness etc. might be an idea. Although there is the shenanigan of getting a movement as part of an attack which is a rarity. Could be interesting for someone with a few levels of Scout... I gave it something special but I agree with you it's not a save or die effect.
I always like perks that give movement as part of an attack, or a second move with an attack... Uncommon, but it does happen.