Runeclub (3.5e Equipment)
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Runeclub
Exotic One-Handed Melee
Cost: | 100 gp |
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Damage (Small): | 1d4 |
Damage (Medium)1: | 1d6 |
Critical: | 20/x3 |
Weight2: | 4 lbs |
Type3: | Bludgeoning and Magic (see text) |
HP4: | 10 |
Hardness: | 8 |
1. See Damage Increases by Size to calculate the damage for a weapon larger than Medium or smaller than Small.
2. Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much.
3. When two types are given, the weapon is both types if the entry specifies "and", either type (player's choice at time of attack) if the entry specifies "or", or each end of the double weapon is a different type if the entry specifies "/".
4. The hp value given is for Medium armor, weapons, and shields. Divide by 2 for each size category of the item smaller than Medium, or multiply it by 2 for each size category larger than Medium.
Runeclubs are strange clubs, their form are and are often ornated with shark teeth, fetishes and other primitive decorations and they are almost always covered in ancient runes. Runeclubs are little better than clubs, however as soon as a runeclub is made magical all damage it deal are half magic half bludgeoning. Additionally runeclubs may be made into a rod without losing any of it weapon properties at no extra cost (the cost for the rod must still be provided).
If the runeclub is enchanted as a rod it gain be used once per round as an attack action, unleashing the rod effect as if it was used. This option is unavailable if using the rod would normally take more than a standard action.
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