SRD:Spiked Chain

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This material is published under the OGL
Chain, Spiked
Exotic Two-Handed Melee
Critical: ×2
Range Increment:
Type: Piercing
Hardness: 10
Size Cost1 Damage Weight1 hp1
Fine * 1d2 * *
Diminutive * 1d3 * *
Tiny * 1d4 * *
Small 25 gp 1d6 5 lb. *
Medium 25 gp 2d4 10 lb. *
Large 50 gp 2d6 20 lb. *
Huge * 3d6 * *
Gargantuan * 4d6 * *
Colossal * 6d6 * *
  1. For values marked with an asterisk, the SRD gives neither this value directly nor a means to determine it.

Description

A spiked chain has reach, so you can strike opponents 10 feet away with it. In addition, unlike most other weapons with reach, it can be used against an adjacent foe.

You can make trip attacks with the chain. If you are tripped during your own trip attempt, you can drop the chain to avoid being tripped.

When using a spiked chain, you get a +2 bonus on opposed attack rolls made to disarm an opponent (including the roll to avoid being disarmed if such an attempt fails).

You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a spiked chain sized for you, even though it isn’t a light weapon for you.

Enhancements

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}}{| class="d20" |+ Spiked Chain 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 || 25 gp || 325 gp || 10 || * || style="text-align: left;" | — |- class="even" | style="text-align: left;" | Adamantine || — || 3,025 gp || 20 || * || style="text-align: left;" | Bypass hardness less than 20 |- | style="text-align: left;" | Deep Crystal || — || 1,025 gp || 10 || * || style="text-align: left;" | Psionic |- class="even" | style="text-align: left;" | Mundane Crystal || — || 325 gp || 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 || 50 gp || 350 gp || 10 || * || style="text-align: left;" | Magical enchantments cost an additional 2,000 gp. |- | style="text-align: left;" | Mithral || — || 5,025 gp || 15 || * || style="text-align: left;" | 1/2 weight |- class="even" | style="text-align: left;" | Silver, Alchemical || 205 gp || 505 gp || 8 || * || 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



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