SRD:Two-Bladed Sword

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This material is published under the OGL
Sword, Two-Bladed
Exotic Two-Handed Melee
Critical: 19–20/×2
Range Increment:
Type: Slashing
Hardness: 10
Size Cost1 Damage Weight1 hp
Fine * 1d2/1d2 * 1
Diminutive * 1d3/1d3 * 1
Tiny * 1d4/1d4 * 2
Small 100 gp 1d6/1d6 5 lb. 5
Medium 100 gp 1d8/1d8 10 lb. 10
Large 200 gp 2d6/2d6 20 lb. 20
Huge * 3d6/3d6 * 40
Gargantuan * 4d6/4d6 * 80
Colossal * 6d6/6d6 * 160
  1. For values marked with an asterisk, the SRD gives neither this value directly nor a means to determine it.

Description[править]

A two-bladed sword is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. A creature wielding a two-bladed sword in one hand can’t use it as a double weapon—only one end of the weapon can be used in any given round.

Enhancements[править]

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}}{| class="d20" |+ Two-Bladed Sword 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 || 100 gp || 700 gp || 10 || 10 || style="text-align: left;" | — |- class="even" | style="text-align: left;" | Adamantine || — || 6,100 gp || 20 || 13 || style="text-align: left;" | Bypass hardness less than 20 |- | style="text-align: left;" | Deep Crystal || — || 2,100 gp || 10 || 10 || style="text-align: left;" | Psionic |- class="even" | style="text-align: left;" | Mundane Crystal || — || 700 gp || 8 || 8 || style="text-align: left;" | No rusting, not metal |- | style="text-align: left;" | Darkwood || — || n/a || n/a || n/a || style="text-align: left;" | — |- class="even" | style="text-align: left;" | Iron, Cold || 200 gp || 800 gp || 10 || 10 || style="text-align: left;" | Magical enchantments cost an additional 2,000 gp. |- | style="text-align: left;" | Mithral || — || 5,100 gp || 15 || 10 || style="text-align: left;" | 1/2 weight |- class="even" | style="text-align: left;" | Silver, Alchemical || 280 gp || 880 gp || 8 || 3 || 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.
    This is the extra cost of enchanting only one head. Calculate the extra cost as if each head were a separate weapon.
  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]



Back to Main Page3.5e Open Game ContentSystem Reference DocumentWeapons