Reverse Blade (3.5e Equipment)

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Reverse Blade
Reverse Blade
Exotic One-Handed Melee
Critical: 19–20/×3
Range Increment:
Type: Non-lethal/Slashing
Hardness: 12
Size Cost1 Damage Weight1 hp
Fine * 1d3 * 1
Diminutive * 1d4 * 1
Tiny * 1d6 * 2
Small 150 gp 1d8 2.5 lb. 4
Medium 150 gp 1d10 5 lb. 8
Large 300 gp 2d6 10 lb. 16
Huge * 3d6 * 32
Gargantuan * 4d6 * 64
Colossal * 6d6 * 128
  1. For values marked with an asterisk, the SRD gives neither this value directly nor a means to determine it.

Description[edit]

A Reverse Blade can be used without special training, unlike most exotic weapons. It can be used as a two-handed martial weapon in this manner. Although it is little more than a glorified stick.

With the exotic weapon proficiency feat, the wielder increases the critical threat range to 18-20. Additionally, if the wielder uses the Reverse Blade as a two-handed weapon, the critical damage multiplier is increased to x4.

The Reverse Blade is a light weapon, and the Weapon Finesse feat can be used to apply your Dexterity modifier instead of your Strength modifier to attack rolls when wielding it.

Enhancements[edit]

Reverse Blade Material Enhancements
Material Average Masterwork1 Hardness hp Special
Steel 150 gp 450 gp 12 8
Adamantine 3,150 gp 20 9 Bypass hardness less than 20
Deep Crystal 1,150 gp 10 5 Psionic
Mundane Crystal 450 gp 8 4 No rusting, not metal
Darkwood n/a n/a n/a
Iron, Cold 300 gp 600 gp 10 5 Magical enchantments cost an additional 2,000 gp.
Mithral 3,150 gp 15 5 1/2 weight
Silver, Alchemical 240 gp 540 gp 8 1 −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.
  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[edit]



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