SRD:Dwarven Waraxe

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This material is published under the OGL
Waraxe, Dwarven
Exotic One-Handed Melee
Critical: ×3
Range Increment:
Type: Slashing
Hardness: 5
Size Cost1 Damage Weight1 hp
Fine * 1d3 * 1
Diminutive * 1d4 * 1
Tiny * 1d6 * 1
Small 30 gp 1d8 4 lb. 2
Medium 30 gp 1d10 8 lb. 5
Large 60 gp 2d8 16 lb. 10
Huge * 3d8 * 20
Gargantuan * 4d8 * 40
Colossal * 6d8 * 80
  1. For values marked with an asterisk, the SRD gives neither this value directly nor a means to determine it.

Description

A dwarven waraxe is too large to use in one hand without special training; thus, it is an exotic weapon. A Medium character can use a dwarven waraxe two-handed as a martial weapon, or a Large creature can use it one-handed in the same way. A dwarf treats a dwarven waraxe as a martial weapon even when using it in one hand.

Enhancements

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}}{| class="d20" |+ Dwarven Waraxe 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 || 30 gp || 330 gp || 5 || 5 || style="text-align: left;" | — |- class="even" | style="text-align: left;" | Adamantine || — || 3,030 gp || 5 || 6 || style="text-align: left;" | Bypass hardness less than 20 |- | style="text-align: left;" | Deep Crystal || — || 1,030 gp || 10 || 15 || style="text-align: left;" | Psionic |- class="even" | style="text-align: left;" | Mundane Crystal || — || 330 gp || 8 || 12 || 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 || 60 gp || 360 gp || 5 || 5 || style="text-align: left;" | Magical enchantments cost an additional 2,000 gp. |- | style="text-align: left;" | Mithral || — || 4,030 gp || 5 || 5 || style="text-align: left;" | 1/2 weight |- class="even" | style="text-align: left;" | Silver, Alchemical || 120 gp || 420 gp || 5 || 5 || 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