Snap-tong (3.5e Equipment)
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Snap-tong
Exotic Two-Handed Melee
Cost: | 10 gp |
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Damage (Small): | 1d8 |
Damage (Medium)1: | 1d12 |
Critical: | x3 |
Weight2: | 10 lbs |
Type3: | Bludgeoning or Piercing |
HP4: | 10 |
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.
The signature weapon of the rutterkin so often seening at the head of demonic armies, this contraption consists of a long shaft with a three-pronged claw at one end, often tipped with serrations along its edge so an otherwise ineffective thrust will so as much damage as possible.
A snap-tong has reach. It can be used to strike an opponent 10 feet away from the wielder, but not immediately adjacent to them. If the wielder successfully hit with a snap-tong, they may elect to start a grapple against the struck target as a free action (doing so automatically ends their current attack sequence). Each turn thereafter that the wielder maintain the grapple, the held creature is pinned and automatically takes the maximum amount of base damage from the snap-tong. While holding the creature they are grappling, the user of the snap-tong cannot make attacks or let go of the weapon, but does not have to share space with the grappled opponent.
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