Urumi (3.5e Equipment)
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Urumi
Exotic Two-Handed Melee
Cost: | 150 gp gp |
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Damage (Small): | 2d3 |
Damage (Medium)1: | 2d4 |
Critical: | 18-20/×2 |
Weight2: | 4 lb. lbs |
Type3: | Slashing |
HP4: | 5 |
Hardness: | 8 |
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.
Combining the sharpness of the sword with the reach and flexibility of the whip, the urumi is an immensely dangerous tool of battle that requires years of careful training to master. When not in use, the urumi is generally worn around the waist like a belt, handle at the hip ready to be drawn, but when unfurled, its thin, flexible blade extends for over 7 feet, twisting, whirling and arching through the air in a way that bewilders all but the most skilled of fighters.
The urumi is a Dexterity based weapon. It is finessable, adds Dexterity to damage instead of Strength, and requires a Dexterity score of 19 to wield properly. If the wielder has the right Exotic Weapon Proficiency, he may wield an urumi with a [[SRD:Dexterity|score of 15. Failing to meet the prerequisites makes the urumi an improvised weapon with a -4 penalty to attack and damage rolls.
The urumi counts as a reach weapon, but a wielder with Exotic Weapon Proficiency can also target adjacent foes, similar to a spiked chain. However, an urumi requires at least 10 feet of clearance in every direction (space not occupied by fixed geography or architecture) to use without penalty. As such, proficient wielders of an urumi often carry a kris or other small blade as backup for fighting in corridors and other small spaces. A base attack bonus of +6 or more reduces the amount of clearance required to 5 feet, and a proficient wielder with a base attack bonus of +11 is skilled enough to wield the weapon flawlessly regardless of obstructions.
The urumi inflicts 1 point of bleedout on any successful hit that deals at least 1 point of damage, and 1d4 points on a critical hit. Any wielder that is nonproficient or that does not meet the prerequisites automatically inflicts 1d4 points of bleedout on themselves whenever they roll a 5 or lower on their attack roll, and 2d4 points on a natural 1.
Combat Options
The urumi grants the following combat options to any wielder with Exotic Weapon Proficiency that meets the weapon's prerequisites.
Bladedance: Using an urumi in battle or in performance is not unlike a deadly dance. Since the weapon uses centrifugal force to inflict damage, the weapon guides a skilled wielder, who uses subtle motions to decide the urumi's path. The wielder may choose to make a five-foot step as a part of any attack action and may use his ranks in Perform (dancing) instead of his base attack bonus to determine the number of iterative attacks he is allowed. This does not change the value of his actual base attack bonus, which still applies to attack rolls.
Back to Main Page → 3.5e Homebrew → Equipment → Weapons
Author | Sulacu + |
Class | Melee + |
Cost | 150 gp gp + |
Critical | 18-20/×2 + |
Damage | 2d4 + |
Damage Type | Slashing + |
Hardness | 8 + |
Hit Points | 5 + |
Identifier | 3.5e Equipment + |
Proficiency | Exotic + |
Range | — + |
Rated By | Undead Knave + and Ghostwheel + |
Rating | Rating Pending + |
Size | Two-Handed + |
Title | Urumi + |
Weight | 4 lb. + |