Pugil Batons of the Arch-Trickster (3.5e Equipment)

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Pugil Batons of the Arch-Trickster
Exotic Light
Critical: 19-20/x3
Range Increment: 40ft
Type: Magical, Force
Hardness:
Size Cost1 Damage Weight1 hp
Fine * *
Diminutive * *
Tiny * *
Small 20,000 gp 2d6/2d6 5 lb.
Medium 20,000 gp 2d8/2d8 10 lb.
Large 35,000 gp 3d8/3d8 20 lb.
Huge * *
Gargantuan * *
Colossal * *
  1. The SRD only gives a means to determine costs and weights of weapons for Large and Small versions based on the Medium weapons. Any other supplied values are the author's best determination.

The Pugil Batons of the Arch-Trickster are a pair of one-handed batons with unique power and are generally wielded as a pair, although it is an option to wield one at any given time with similar damage output. When wielded as a pair the weapon deals the normal damage of its category, however if wielded as a single baton rather than a pair, the weapon only deals the first amount of damage. These batons are odd to the normal eye appearing to be overly ornate wands with some sort of design on either side of them, the most famous being a heart on one end looping to a ruby, and the other end having a hoop at the end with a sapphire embedded into the fitting. The design is not just limited to that, they can be made to appear in any fashion the player desires for their character. A character wielding these might get odd looks if they are male, as this weapon is seen more as a female performer's weapon, however it is just as effective regardless.

The batons are unique, not being used as melee weapons for bashing, but instead fires two force bolts one from either end of each baton, to a max of 4 with the pair being used. It also does not have any effective damage modifier, however the weapon is able to be enhanced with the Weapon Finesse feat.

Fairy Wind (Sp): A flurry of color and magic envelops the wielder and shoots upwards in a violent turbulent twisting motion, knocking all hostile creatures within a 10 foot radius of the wielder airborne. Additionally, these creatures lose their next action and are considered prone, dealing 4d8 force damage to those caught in the gale. Target(s) must make a dc 25 Reflex Save or be knocked airborne. Note: This may only be done wielded as a pair.



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