Tesla Mace (3.5e Equipment)
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Tesla Mace
Exotic One-Handed Melee
Cost: | 50 gp |
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Damage (Small): | 1d6 |
Damage (Medium)1: | 1d8 |
Critical: | 20/x2 |
Weight2: | 8 lbs |
Type3: | Bludgeoning (see text) |
HP4: | 10 |
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.
This aspergillum-like heavy mace has a core made of a material that, when struck correctly, electrifies the entire mace head with a powerful charge. It can be used as a simple weapon as a normal heavy mace. However those with the appropriate exotic weapon proficiency gains the following options.
Electrify: As a swift action, you electrify your weapon which deals an additional 2d8 electric damage and gives +2 to attack rolls against metallic targets and creatures in medium or heavy metal armor. The extra damage is considered base weapon damage and is multiplied on a critical hit. This lasts until your next successful attack or until 1 minute passes.
Recharge: If you take at least 5 points of electric damage, your mace is affected by electrify without any action on your part.
Redirect Shock: If you ready an action, you can redirect any electrical effect which occurs within 30 ft of you to another target in range of the spell or effect, using the original attack roll or DC.
The weapon accepts enhancements which deal electricity damage easily, providing a 10% discount on such enhancements.
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