Soshotii Morningmallet (3.5e Equipment)

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Morningmallet, Soshotii
Exotic Two-Handed Melee
Critical: 17–20/×4
Range Increment:
Type: Bludgeoning and Piercing or Piercing
Hardness: 10
Size Cost1 Damage Weight1 hp
Fine * 1d4 * 1
Diminutive * 1d6 * 1
Tiny * 1d8 * 2
Small 1,000 gp 1d10 50 lb. 5
Medium 1,000 gp 1d12 100 lb. 10
Large 2,000 gp 2d6 200 lb. 20
Huge * 4d6 * 40
Gargantuan * 6d6 * 80
Colossal * 8d6 * 160
  1. For values marked with an asterisk, the SRD gives neither this value directly nor a means to determine it.

The favored weapon of the great Soshotii giants, the morningmallet is a massive mallet made of metal with dual heads. One facade has rows of pyramid-shaped tenderizers while the other has the head of a warpick.

A morningmallet does either bludgeoning and piercing or just piercing damage (player’s choice at time of attack).

Morningmallets are extremely heavy weapons and require a minimum of 18 Strength to wield.

Enhancements[edit]

Soshotii Morningmallet Material Enhancements
Material Average Masterwork1 Hardness hp Special
Steel 1,000 gp 1,300 gp 10 10
Adamantine 4,000 gp 20 13 Bypass hardness less than 20
Deep Crystal 2,100 gp 10 10 Psionic
Mundane Crystal 1,300 gp 8 8 No rusting, not metal
Darkwood n/a n/a n/a
Iron, Cold 2,000 gp 2,300 gp 10 10 Magical enchantments cost an additional 2,000 gp.
Mithral 5,100 gp 15 10 1/2 weight
Silver, Alchemical 2,800 gp 3,100 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.
  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.



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