Sosmunii Executioner Helm (3.5e Equipment)

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Sosmunii Executioner Helm
Simple Light Melee
Critical: ×2
Range Increment:
Type: Piercing
Hardness: 10
Size Cost1 Damage Weight1 hp1
Fine * * *
Diminutive * 1 * *
Tiny * 1d2 * *
Small +50 gp 1d3 +5 lb. *
Medium +50 gp 1d4 +10 lb. *
Large +100 gp 1d6 +20 lb. *
Huge * 1d8 * *
Gargantuan * 2d6 * *
Colossal * 3d6 * *
  1. For values marked with an asterisk, the SRD gives neither this value directly nor a means to determine it.

Description[edit]

A pyramid shaped helmet with a pentagonal base worn by Sosmunii executioners. Sosmunii executioners are feared through the all of their home continent of Sosfron. Anyone wearing the infamous helm receives a +2 bonus to their AC and a +4 on Intimidate checks. The helm count as a simple weapon. You can also make a charge attack with the helm.

An enhancement bonus to a suit of armor does not improve the helm's effectiveness, but the helm can be made into a magic weapon in its own right.

Enhancements[edit]

Sosmunii Executioner Helm Material Enhancements
Material Average Masterwork1 Hardness hp2 Special
Steel +50 gp +350 gp 10 *
Adamantine +3,050 gp 20 * Bypass hardness less than 20
Deep Crystal +1,050 gp 10 * Psionic
Mundane Crystal +350 gp 8 * No rusting, not metal
Darkwood n/a n/a n/a
Iron, Cold +100 gp +400 gp 10 * Magical enchantments cost an additional 2,000 gp.
Mithral +5,050 gp 15 * 1/2 weight
Silver, Alchemical +70 gp +370 gp 8 * −1 damage
  1. Masterwork weapons have a +1 enhancement bonus on attack rolls.
  2. For values marked with an asterisk, the SRD gives neither this value nor a means to determine it.
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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