{ "ammunition_markdown": "", "breadcrumbs_spa": [], "bulk": 2, "bulk_raw": "2", "category": "weapon", "damage": "1d12 B", "damage_die": 12, "deity": [ "Uvuko" ], "deity_markdown": "[Uvuko](/Deities.aspx?ID=228)", "exclude_from_search": false, "favored_weapon": [ "Uvuko" ], "favored_weapon_markdown": "[Uvuko](/Deities.aspx?ID=228)", "hands": "2", "id": "weapon-33", "item_category": "Weapons", "item_subcategory": "Base Weapons", "level": 0, "markdown": "\r\n[Maul](/Weapons.aspx?ID=33)\r\n\n\n\r\n\r\n\r\n\r\n\r\n\r\n**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 281 4.0\n\n**Favored Weapon** [Uvuko](/Deities.aspx?ID=228)\n\n\r\n**Price** 3 gp\r\n\r\n**Damage** 1d12 B\r\n\r\n**Bulk** 2\r\n\r\n\r\n\r\n**Hands** 2\n\n\r\n\r\n\r\n**Category** Martial\r\n\r\n**Group** [Hammer](/WeaponGroups.aspx?ID=8)\r\n\n\n\r\n\r\n---\r\n\r\nMauls are massive warhammers that must be swung with two hands.\r\n\r\nCritical Specialization Effects\r\n\r\n**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 283 4.0\r\n\r\nCertain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.\r\n\r\n[Click here for the full rules on Critical Specialization Effects](/Rules.aspx?ID=235).\r\n\r\n", "name": "Maul", "pfs": "Standard", "price": 300, "price_raw": "3 gp", "rarity": "common", "release_date": "2019-08-01", "resistance": {}, "search_markdown": "\r\n\r\n\r\n\r\n\r\n**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 281 4.0\r\n\r\n\r\n**Price** 3 gp\r\n\r\n**Damage** 1d12 B\r\n\r\n**Bulk** 2\r\n\r\n\r\n\r\n**Hands** 2\r\n\r\n \r\n\r\n \r\n\r\n\r\n \r\n\r\n\r\n**Category** Martial\r\n\r\n**Group** [Hammer](/WeaponGroups.aspx?ID=8)\r\n\r\n\r\n\r\n---\r\n\r\n\r\nMauls are massive warhammers that must be swung with two hands.\r\n", "source": [ "Core Rulebook" ], "source_raw": [ "Core Rulebook pg. 281" ], "source_category": "Rulebooks", "source_markdown": "[Core Rulebook](/Sources.aspx?ID=1) pg. 281 4.0", "speed": {}, "summary": "Mauls are massive warhammers that must be swung with two hands.", "summary_markdown": "Mauls are massive warhammers that must be swung with two hands.", "text": " Maul Source Core Rulebook pg. 281 4.0 Favored Weapon Uvuko Price 3 gp Damage 1d12 B Bulk 2 Hands 2 Category Martial Group Hammer --- Mauls are massive warhammers that must be swung with two hands. Critical Specialization Effects Source Core Rulebook pg. 283 4.0 Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon. Click here for the full rules on Critical Specialization Effects. ", "trait": [ "Shove" ], "trait_markdown": "[Shove](/Traits.aspx?ID=193)", "trait_raw": [ "Shove" ], "type": "Weapon", "url": "/Weapons.aspx?ID=33", "weakness": {}, "weapon_category": "Martial", "weapon_group": "Hammer", "weapon_group_markdown": "[Hammer](/WeaponGroups.aspx?ID=8)", "weapon_type": "Melee" }