SRD:Scythe

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This material is published under the OGL
Scythe
Martial Two-Handed Melee
Critical: ×4
Range Increment:
Type: Piercing or slashing
Hardness: 5
Size Cost1 Damage Weight1 hp
Fine * 1d2 * 1
Diminutive * 1d3 * 1
Tiny * 1d4 * 2
Small 18 gp 1d6 5 lb. 5
Medium 18 gp 2d4 10 lb. 10
Large 36 gp 2d6 20 lb. 20
Huge * 3d6 * 40
Gargantuan * 4d6 * 80
Colossal * 6d6 * 160
  1. For values marked with an asterisk, the SRD gives neither this value directly nor a means to determine it.

Description[править]

A scythe can be used to make trip attacks. If you are tripped during your own trip attempt, you can drop the scythe to avoid being tripped.

Enhancements[править]

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}}{| class="d20" |+ Scythe Material Enhancements |- ! style="text-align: left;" | Material !! Average !! Masterwork1 || Hardness || hpОшибка выражения: неопознанный символ пунктуации «{» !! style="text-align: left;" | Special |- | style="text-align: left;" | Steel and Wood || 18 gp || 318 gp || 5 || 10 || style="text-align: left;" | — |- class="even" | style="text-align: left;" | Adamantine || — || 3,018 gp || 5 || 13 || style="text-align: left;" | Bypass hardness less than 20 |- | style="text-align: left;" | Deep Crystal || — || 1,018 gp || 10 || 30 || style="text-align: left;" | Psionic |- class="even" | style="text-align: left;" | Mundane Crystal || — || 318 gp || 8 || 25 || style="text-align: left;" | No rusting, not metal |- | style="text-align: left;" | Darkwood || — || 418 gp || 5 || 10 || style="text-align: left;" | 1/2 weight |- class="even" | style="text-align: left;" | Iron, Cold || 36 gp || 336 gp || 5 || 10 || style="text-align: left;" | Magical enchantments cost an additional 2,000 gp. |- | style="text-align: left;" | Mithral || — || n/a || n/a || n/a || style="text-align: left;" | — |- class="even" | style="text-align: left;" | Silver, Alchemical || 198 gp || 498 gp || 5 || 10 || style="text-align: left;" | −1 damage |- | colspan="6" class="foot" |

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Magical/Psionic Weapon Enhancements
Bonus Value Additional Cost1 Hardness Increase2 Additional hp2
+1 +2000 gp +2 +10
+2 +8000 gp +4 +20
+3 +18 000 gp +6 +30
+4 +32 000 gp +8 +40
+5 +50 000 gp +10 +50
+6 +72 000 gp3 +12 +60
+7 +98 000 gp3 +14 +70
+8 +128 000 gp3 +16 +80
+9 +162 000 gp3 +18 +90
+10 +200 000 gp3 +20 +100
+11 or more + bonus squared
× 20 000 gp
+ enhancement bonus × 2 + enhancement bonus × 10
  1. Increase total cost for magical enhancement by 2,000 gp for cold iron weapons.
  2. Unlike the additional cost, the increase the weapon's hardness and hit points are only gained from its enhancement bonus, not its special abilities.
  3. If the weapon has a magical bonus greater than +5 or a special ability worth more than +5, the weapon is epic. Multiply magic cost by 10.

See Also[править]



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