Difference between revisions of "Serrated-Blade Lash (3.5e Equipment)"
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When using a serrated-blade lash, you get a +2 bonus on opposed [[SRD:Attack Roll|attack rolls]] made to [[SRD:Disarm|disarm]] an opponent (including the roll to keep from being disarmed if the attack fails). | When using a serrated-blade lash, you get a +2 bonus on opposed [[SRD:Attack Roll|attack rolls]] made to [[SRD:Disarm|disarm]] an opponent (including the roll to keep from being disarmed if the attack fails). | ||
− | Unlike the whip, the serrated-blade lash deal extremely bloody wounds, each hit with the weapon deals | + | Unlike the whip, the serrated-blade lash deal extremely bloody wounds, each hit with the weapon deals 1 [[Bleedout (3.5e Condition)|bleed]] damage. This [[Bleedout (3.5e Condition)|bleed]] is multiplied on a critical hit. |
You can use the [[SRD:Weapon Finesse|Weapon Finesse]] [[SRD:Feats|feat]] to apply your [[SRD:Dexterity|Dexterity]] modifier instead of your [[SRD:Strength|Strength]] modifier to [[SRD:Attack Roll|attack rolls]] with a serrated-blade lash sized for you, even though it isn’t a [[SRD:Light Weapon|light weapon]] for you. The serrated-blade lash is considered a [[SRD:Whip|whip]] for all intent and purpose except proficiency. | You can use the [[SRD:Weapon Finesse|Weapon Finesse]] [[SRD:Feats|feat]] to apply your [[SRD:Dexterity|Dexterity]] modifier instead of your [[SRD:Strength|Strength]] modifier to [[SRD:Attack Roll|attack rolls]] with a serrated-blade lash sized for you, even though it isn’t a [[SRD:Light Weapon|light weapon]] for you. The serrated-blade lash is considered a [[SRD:Whip|whip]] for all intent and purpose except proficiency. | ||
− | Additionally if you are have exotic weapon proficiency with the | + | Additionally if you are have exotic weapon proficiency with the Serrated-Blade Lash you gain access to the following special maneuvers: |
'''Bloody Grip:''' As a standard you make an attack with your serrated-blade lash, this attack has [[SRD:Improved Grab|Improved Grab]]. If you successfully grapple a creature with your whip you pull it in your square and each round you maintain the grapple, at the start of your turn, you inflict 1d4 [[Bleedout (3.5e Condition)|bleed]]. When you [[Bleedout (3.5e Condition)|bleedout]] a creature during bloody grip, you may end the grapple as an immediate action, doing so cause the creature to lose 40% of it health rather than 20%. | '''Bloody Grip:''' As a standard you make an attack with your serrated-blade lash, this attack has [[SRD:Improved Grab|Improved Grab]]. If you successfully grapple a creature with your whip you pull it in your square and each round you maintain the grapple, at the start of your turn, you inflict 1d4 [[Bleedout (3.5e Condition)|bleed]]. When you [[Bleedout (3.5e Condition)|bleedout]] a creature during bloody grip, you may end the grapple as an immediate action, doing so cause the creature to lose 40% of it health rather than 20%. |
Revision as of 07:34, 29 January 2018
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Serrated-Blade Lash
Exotic One-Handed Melee
Cost: | 30 gp |
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Damage (Small): | 1d6 |
Damage (Medium)1: | 1d8 |
Critical: | 18-20/x2 |
Weight2: | 4 lbs |
Type3: | Slashing |
HP4: | 5 |
Hardness: | 10 |
1. See Damage Increases by Size to calculate the damage for a weapon larger than Medium or smaller than Small.
2. Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much.
3. When two types are given, the weapon is both types if the entry specifies "and", either type (player's choice at time of attack) if the entry specifies "or", or each end of the double weapon is a different type if the entry specifies "/".
4. The hp value given is for Medium armor, weapons, and shields. Divide by 2 for each size category of the item smaller than Medium, or multiply it by 2 for each size category larger than Medium.
A sister weapon to the whip, the serrated blade-lash share many of it boons and flaws. A serrated-blade lash is treated as a melee weapon with 15-foot reach, though you don’t threaten the area into which you can make an attack. In addition, unlike most other weapons with reach, you can use it against foes anywhere within your reach (including adjacent foes).
You can make trip attacks with a serrated-blade lash. If you are tripped during your own trip attempt, you can drop the whip to avoid being tripped.
When using a serrated-blade lash, you get a +2 bonus on opposed attack rolls made to disarm an opponent (including the roll to keep from being disarmed if the attack fails).
Unlike the whip, the serrated-blade lash deal extremely bloody wounds, each hit with the weapon deals 1 bleed damage. This bleed is multiplied on a critical hit.
You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a serrated-blade lash sized for you, even though it isn’t a light weapon for you. The serrated-blade lash is considered a whip for all intent and purpose except proficiency.
Additionally if you are have exotic weapon proficiency with the Serrated-Blade Lash you gain access to the following special maneuvers:
Bloody Grip: As a standard you make an attack with your serrated-blade lash, this attack has Improved Grab. If you successfully grapple a creature with your whip you pull it in your square and each round you maintain the grapple, at the start of your turn, you inflict 1d4 bleed. When you bleedout a creature during bloody grip, you may end the grapple as an immediate action, doing so cause the creature to lose 40% of it health rather than 20%.
Dancing Whip Stance: As a swift action you can whirl your serrated-blade lash like a madman, in this stance you threaten and therefore gain the ability to take attacks of opportunities. However. if you move more than 5 feet during your turn you immediately drop out of the stance. In this stance you always count as having a free hand for the purposes of interacting with the Deflect Arrows feat, and the exotic weapon proficiency feat counts as Improved Unarmed Strike for the purposes of pre-requisites to gain Deflect Arrows.
Skin Ripper: As a standard action you may make a single attack. Instead of bleed damage, you instead damage a number of points of natural armor equal to the bleed you deal. The damage lasts until healed, and it is healed as if it were ability damage one a 1 for 1 basis. Immunity to ability damage is not immunity to this effect, and you cannot reduce a creature beyond 0 natural armor.
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