SRD:Dwarven Urgrosh

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Urgrosh, Dwarven
Exotic Two-Handed Melee
Critical: ×3
Range Increment:
Type: Slashing/piercing
Hardness: 5
Size Cost1 Damage Weight1 hp
Fine * 1d2/1 * 1
Diminutive * 1d3/1d2 * 1
Tiny * 1d4/1d3 * 2
Small 50 gp 1d6/1d4 6 lb. 5
Medium 50 gp 1d8/1d6 12 lb. 10
Large 100 gp 2d6/1d8 24 lb. 20
Huge * 3d6/2d6 * 40
Gargantuan * 4d6/3d6 * 80
Colossal * 6d6/4d6 * 160
  1. For values marked with an asterisk, the SRD gives neither this value directly nor a means to determine it.

Description

A dwarven urgrosh 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. The urgrosh’s axe head is a slashing weapon that deals 1d8 points of damage. Its spear head is a piercing weapon that deals 1d6 points of damage. You can use either head as the primary weapon. The other is the off-hand weapon. A creature wielding a dwarven urgrosh in one hand can’t use it as a double weapon—only one end of the weapon can be used in any given round.

If you use a ready action to set an urgrosh against a charge, you deal double damage if you score a hit against a charging character. If you use an urgrosh against a charging character, the spear head is the part of the weapon that deals damage.

Dwarves treat dwarven urgroshes as martial weapons.

Enhancements

Dwarven Urgrosh Material Enhancements
Material Average Masterwork1 Hardness hp Special
Steel 50 gp 650 gp 5 10
Adamantine 6,050 gp 5 13 Bypass hardness less than 20
Deep Crystal 2,050 gp 10 30 Psionic
Mundane Crystal 650 gp 8 25 No rusting, not metal
Darkwood n/a n/a n/a
Iron, Cold 100 gp 700 gp 5 10 Magical enchantments cost an additional 2,000 gp.
Mithral 6,050 gp 5 10 1/2 weight
Silver, Alchemical 230 gp 830 gp 5 10 −1 damage
  1. Masterwork weapons have a +1 enhancement bonus on attack rolls.
Magical/Psionic Weapon Enhancements
Bonus Value Additional Cost1 Hardness Increase2 Additional hp2
+1 +2,000 gp +2 +10
+2 +8,000 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



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

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