SRD:Flail

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Flail
Martial One-Handed Melee
Critical: ×2
Range Increment:
Type: Bludgeoning
Hardness: 5
Size Cost1 Damage Weight1 hp
Fine * 1d2 * 1
Diminutive * 1d3 * 1
Tiny * 1d4 * 1
Small 8 gp 1d6 2-1/2 lb. 2
Medium 8 gp 1d8 5 lb. 5
Large 16 gp 2d6 10 lb. 10
Huge * 3d6 * 20
Gargantuan * 4d6 * 40
Colossal * 6d6 * 80
  1. For values marked with an asterisk, the SRD gives neither this value directly nor a means to determine it.

Description

With a flail, you get a +2 bonus on opposed attack rolls made to disarm an enemy (including the roll to avoid being disarmed if such an attempt fails).

You can also use this weapon to make trip attacks. If you are tripped during your own trip attempt, you can drop the flail to avoid being tripped.

Enhancements

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}}{| class="d20" |+ Flail 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 || 8 gp || 308 gp || 5 || 5 || style="text-align: left;" | — |- class="even" | style="text-align: left;" | Adamantine || — || 3,008 gp || 5 || 6 || style="text-align: left;" | Bypass hardness less than 20 |- | style="text-align: left;" | Deep Crystal || — || 1,008 gp || 10 || 15 || style="text-align: left;" | Psionic |- class="even" | style="text-align: left;" | Mundane Crystal || — || 308 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 || 16 gp || 316 gp || 5 || 5 || style="text-align: left;" | Magical enchantments cost an additional 2,000 gp. |- | style="text-align: left;" | Mithral || — || 2,508 gp || 5 || 5 || style="text-align: left;" | 1/2 weight |- class="even" | style="text-align: left;" | Silver, Alchemical || 98 gp || 398 gp || 5 || 5 || style="text-align: left;" | −1 damage |- | colspan="6" class="foot" |

  1. Masterwork weapons have a +1 enhancement bonus on attack rolls.Ошибка выражения: неопознанный символ пунктуации «{»

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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