Gale Boomerang (3.5e Equipment)

From D&D Wiki

Revision as of 14:55, 3 September 2018 by Guy (talk | contribs) (updated copyright disclaimer)
Jump to: navigation, search
Gale Boomerang
Price: 29,103 gp
Body Slot: — (Held)
Caster Level: 7th
Aura: Faint; (DC 17) Evocation
Activation: Standard or Full-Round
Weight: 1 lb.
The oddly-shaped weapon before you looks like it might be made of roc’s feathers, bound together and strengthened by magic.
There is a small emerald set in the weapon’s vertex amidst gilded furnishings that mark it as a weapon of some distinction.
A gale boomerang.

The original gale boomerang was said to be the result of a wind elemental being bound to a boomerang. Most subsequent gale boomerangs made by craftsmen are an emulation of the original and do not involve nearly the same level of magical mastery.

A gale boomerang is a +2 returning boomerang that requires Exotic Weapon Proficiency: Boomerang to be wielded properly. A character without this proficiency may wield the boomerang as a club, but gains no benefit from its special abilities aside from its enhancement bonus.

In the hands of a skilled practitioner, a gale boomerang's full potential can be tapped. When a thrown gale boomerang strikes an opponent that creature is subject to two effects. The first is a gust of wind spell (DC 14) that attempts to push it away from the boomerang’s wielder and the second is a daze effect (DC 11). The boomerang can also be used to target squares for the purpose of dispersing gases or putting out fires with its gust of wind effect.

A gale boomerang recreates the effect of a mage hand spell if it strikes an object weighing less than five pounds, returning that object to the boomerang’s wielder, where it can be caught with a Dexterity check (DC 10). In a similar manner, a character with a base attack bonus of +6 or higher can attempt to use the boomerang to deliver objects from one place to another by hitting both the target object and the target destination with ranged touch attacks.

Due to its unique nature, a character may not target a single creature with a full round attack action using a gale boomerang. A character may still take a full round attack action with a gale boomerang, but each target must be different, and all targets must be within 30 feet of the wielder.

Because of the unique way the air flows over it, a gale boomerang can take a variety of odd flight patterns. When attempting to strike a creature that has cover, reduce the value of that cover by one degree. For every ten points of base attack bonus that the wielder possesses beyond one (eleven, twenty one, etc.), reduce the degree of cover one more degree. The boomerang must still have a path to the creature for this ability to work.



Back to Main Page3.5e HomebrewEquipmentMagical Weapons

FairUse.png
This page may resemble content endorsed by, sponsored by, and/or affiliated with the The Legend of Zelda franchise, and/or include content directly affiliated with and/or owned by Nintendo. D&D Wiki neither claims nor implies any rights to The Legend of Zelda copyrights, trademarks, or logos, nor any owned by Nintendo. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Copyright.png
Home of user-generated,
homebrew pages!


Advertisements: