Six-Spheres Staff (3.5e Equipment)
| |||||||||
Rate this article Discuss this article |
Six-Spheres Staff
Exotic Two-Handed Melee
Cost: | 200 gp |
---|---|
Damage (Small): | 1d6/1d6 |
Damage (Medium)1: | 1d8/1d8 |
Critical: | 20/x3 |
Weight2: | 8 lbs |
Type3: | Bludgeoning |
HP4: | 30 |
Hardness: | 10 |
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.
A strange exotic weapon, the six-spheres staff is a thick metal quarterstaff with three spheres built into the shaft on each side who are a few inch apart from each other. This design grant the staff greater striking power but make it quite heavy for it size and tricky to fight with. Experienced users will find that it make an excellent defensive weapon despite being a bit shorter than a quarterstaff.
A six-spheres staff is a Double Weapon. You can use a six-spheres staff to make trip attacks. If you are tripped during your own trip attempt, you can drop the six-spheres staff to avoid being tripped. The six-spheres staff may be used as a martial weapon. You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a Six-Spheres Staff sized for you, even though it isn’t a light weapon for you.
A wielder with exotic proficiency in the six-spheres staff has access to the following Weapon Arts:
- Defensive Whirl: As a full-round action you perform a Whirlwind Attack, then upon completing it you automatically enter Total Defense. If you possess the Whirlwind Attack feat you may make a second attack at a -5 penalty.
- Disarming Parry: Wen fighting defensively or while using the Combat Expertise feat, if a foe misses you with a melee attack you may attempt to Disarm it without provoking an attack of opportunity as a free action at the start of your next turn. Instead of a penalty, Combat Expertise grant you a bonus on your check (so if you took a -5 penalty to attack you receive a +5 instead).
- Guarded Stance: When a proficient creature fights defensively, take the total defense action or use the Combat Expertise feat while wielding a six-spheres staff in as a double weapon she cannot be flanked.
- Jarring Counter: Upon successfully disarming a creature or parrying an attack (such as through a counter maneuver), the attacker is flat-footed against the next attack you make as long as it made within 1 round.
The six-spheres staff count as a Quarterstaff whenever doing so would be beneficial, with the exception of proficiency. The six-spheres staff is a special monk weapon. This designation gives a monk wielding a six-spheres staff special options.
Back to Main Page → 3.5e Homebrew → Equipment → Weapons
Leziadv |
---|