Difference between revisions of "SRD:Dwarven Waraxe"

From Dungeons and Dragons Wiki
Jump to: navigation, search
(Changes references from (Endhaven) to (Endhaven Supplmenet))
 
m (1 revision: SRD upload)
(No difference)

Revision as of 06:34, 11 August 2009

This material is published under the OGL
Waraxe, Dwarven
Exotic One-Handed Melee
Critical: ×3
Range Increment:
Type: Slashing
Hardness: 5
Size Cost1 Damage Weight1 hp
Fine * 1d3 * 1
Diminutive * 1d4 * 1
Tiny * 1d6 * 1
Small 30 gp 1d8 4 lb. 2
Medium 30 gp 1d10 8 lb. 5
Large 60 gp 2d8 16 lb. 10
Huge * 3d8 * 20
Gargantuan * 4d8 * 40
Colossal * 6d8 * 80
  1. For values marked with an asterisk, the SRD directly gives neither this value nor a means to determine it.

Description

A dwarven waraxe is too large to use in one hand without special training; thus, it is an exotic weapon. A Medium character can use a dwarven waraxe two-handed as a martial weapon, or a Large creature can use it one-handed in the same way. A dwarf treats a dwarven waraxe as a martial weapon even when using it in one hand.

Enhancements

Dwarven Waraxe Material Enhancements
Material Average Masterwork1 Hardness hp2 Special
Steel 30 gp 330 gp 5 5
Adamantine 3,030 gp 5 6 Bypass hardness less than 20
Deep Crystal 1,030 gp 10 15 Psionic
Mundane Crystal 330 gp 8 12 No rusting
Darkwood n/a n/a n/a
Iron, Cold 60 gp 360 gp 5 5 Magical enchantments cost an additional 2,000 gp.
Mithral 4,030 gp 5 5 1/2 weight
Silver, Alchemical 120 gp 420 gp 5 5 −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 × bonus
× 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



Back to Main PageSystem Reference DocumentWeapons

Facts about "Dwarven Waraxe"
TitleDwarven Waraxe +