Gigas Mace (3.5e Equipment)

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Author: Eiji-kun (talk)
Date Created: 9-19-14
Status: Complete
Editing: Clarity edits only please
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Gigas Mace

Exotic Two-Handed Melee

Cost: 300 gp
Damage (Small): 2d6
Damage (Medium)1: 3d6
Critical: 20/x3
Weight2: 100 lbs
Type3: Bludgeoning
HP4: 30
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 massive mace with a heavily textured and flanged head, it is ideal for punching through heavy armor. You ignore up to 1 point of armor bonus to AC on your target for each attack you would gain from BAB (to a maximum of 4 AC at BAB +16 and beyond). The size and weight of the mace makes it difficult to use, those without the appropriate Exotic Weapon Proficiency can only get off a single attack as a full attack action. and you cannot make attacks of opportunity. Those who are proficient can not only use it, but gain access to the following attack options:

Overhead Crush: As a standard action you may make a single attack. If the attack hits, it is an automatic critical threat and the creature gets a Fortitude save (DC 10 + 1/2 BAB + Strength) or become staggered for 1 round, and fall prone. A successful save reduces it to staggered for 1 round.

Tank Buster: As a standard action you may make a single attack, and damage the opponent's armor. You reduce the opponent's armor bonus to AC by 2d4 points, to a minimum of 0. Damage remains until the armor is repaired via a Craft DC of 20 over 10 minutes, or the effects of spells that repair damage to objects. These spells restore 2 points of armor bonus for each spell level (so make whole, a 2nd level spell, repairs 4 AC in one casting).

Against a creature without an armor bonus to AC, you instead make an attack with a 20/x4 critical, and if you make a critical threat the critical is automatically confirmed.

Wild Spin: As a full attack action, you can spin around wildly attacking everything in sight. You gain the effect of whirlwind attack, though you can move up to half you speed during the attack. You can make a free bull rush attempt against those you attack (roll only once against all targets), and you do not need to follow them with your bull rush. Those who have been successfully bull rushed also get a Fortitude save (DC 10 + 1/2 BAB + Strength) or fall prone. Once the attack is over you suffer a -2 on attack rolls and AC due to dizziness.

The gigas mace requires Str 17 to wield in the first place, with a -2 penalty on attack rolls. At Str 21, the penalty to attack rolls vanishes. In addition, users take penalties as if they were wearing medium armor (with a reduction in speed and loss of class features) though you do not require heavy armor proficiency to use the mace.

Sunder checks made using the gigas mace get a +2 bonus. You also get a +2 bonus on all bull rush checks made with the mace.

The gigas mace is ideal against large hard targets. It deals double damage to solid objects, though normal damage to any flexible objects.



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Eiji-kun's Homebrew (5656 Articles)
Eiji-kunv
AuthorEiji-kun +
ClassMelee +
Cost300 gp +
Critical20/x3 +
Damage3d6 +
Damage TypeBludgeoning +
Hardness10 +
Hit Points30 +
Identifier3.5e Equipment +
ProficiencyExotic +
Range+
Rated BySpanambula +, Leziad +, Fluffykittens +, Dragonexx +, Enigma +, Sulacu + and Ghostwheel +
RatingRated 3.1 / 4 +
SizeTwo-Handed +
TitleGigas Mace +
Weight100 +