SRD:Two-Bladed Sword

From D&D Wiki

Revision as of 21:25, 22 April 2009 by Dmilewski (talk | contribs) (Changes references from (Endhaven) to (Endhaven Supplmenet))
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search
This material is published under the OGL 1.0a.


Sword, Two-Bladed
Exotic Two-Handed Melee
Critical: 19–20/×2
Range Increment:
Type: Slashing
Hardness: 10
Size Cost1 Damage Weight1 hp
Fine * 1d2/1d2 * 1
Diminutive * 1d3/1d3 * 1
Tiny * 1d4/1d4 * 2
Small 100 gp 1d6/1d6 5 lb. 5
Medium 100 gp 1d8/1d8 10 lb. 10
Large 200 gp 2d6/2d6 20 lb. 20
Huge * 3d6/3d6 * 40
Gargantuan * 4d6/4d6 * 80
Colossal * 6d6/6d6 * 160
  1. For values marked with an asterisk, the SRD gives neither this value directly nor a means to determine it.

Description

A two-bladed sword 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. A creature wielding a two-bladed sword in one hand can’t use it as a double weapon—only one end of the weapon can be used in any given round.

Enhancements

Two-Bladed Sword Material Enhancements
Material Average Masterwork1 Hardness hp Special
Steel 100 gp 700 gp 10 10
Adamantine 6,100 gp 20 13 Bypass hardness less than 20
Deep Crystal 2,100 gp 10 10 Psionic
Mundane Crystal 700 gp 8 8 No rusting, not metal
Darkwood n/a n/a n/a
Iron, Cold 200 gp 800 gp 10 10 Magical enchantments cost an additional 2,000 gp.
Mithral 5,100 gp 15 10 1/2 weight
Silver, Alchemical 280 gp 880 gp 8 3 −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

Open Game Content (Padlock.pngplace problems on the discussion page).
Stop hand.png This is part of the (3.5e) Revised System Reference Document. It is covered by the Open Game License v1.0a, rather than the GNU Free Documentation License 1.3. To distinguish it, these items will have this notice. If you see any page that contains SRD material and does not show this license statement, please contact an admin so that this license statement can be added. It is our intent to work within this license in good faith.
Home of user-generated,
homebrew pages!


Advertisements: