Pricklepear Club (3.5e Equipment)
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Pricklepear Club
Martial One-Handed Melee
Cost: | 6 gp |
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Damage (Small): | 1d4 plus 1 nonlethal |
Damage (Medium)1: | 1d6 plus 1 nonlethal |
Critical: | 20/x2 |
Range Increment: | 10' |
Weight2: | 3 lbs |
Type3: | Bludgeoning and Piercing |
HP4: | 5 |
Hardness: | 5 |
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.
In the depths of certain forests there grows a fruiting vine that wraps around trees and blooms hard spiky fruits known as pricklepears. Though technically edible, only the most sturdy stomachs (or those insistent enough to boil or steam it for ages) bother. Instead the creatures of the forest had a bright idea to coax the vine into growing around chunks of dead wood forming an organic spiked club that proved an excellent weapon. The pricklepear club looks like a normal club wrapped in a woody green vine pockmarked with bulbous seed pods where the titular porcupine-like fruit lay embedded. Those struck by the weapon have the quills break off in their body causing pain an additional damage. The weapon deals the minimum weapon damage (typically +1) as non-lethal piercing damage and the target takes a -1 morale penalty to attack rolls, ability checks, and skill checks from the mild poison contained within. This lasts until the quills are removed, and do not stack. Immunity to pain or immunity to poison is immunity to the penalty of the quills, but not the damage. The quill damage is multiplied on a critical hit.
Quills can be removed as a standard action, but you take the non-lethal damage again on removal unless you succeed on a DC 15 Heal check.
If the weapon is enchanted, add any enhancement bonus to damage to the quill's non-lethal damage. For example a +2 medium pricklepear club deals 1d6+2 plus 3 non-lethal.
This weapon counts as a Club for the purpose of interacting with weapon-specific abilities such as Weapon Focus.
The weapon is technically alive and must be planted into the ground under sunlight and with water for 8 hours at least once a week to keep it fresh. The pricklepear fruit can be eaten with proper care, dequilling, and preparation. There are enough fruit for 3 meals before the weapon loses the quill properties and becomes a normal club. Fruit regrows once it has spent 2d4 days planted with nourishment, as long as the prickleplant club is still alive. A plant growth spell repairs all damage and restores any fruit, while diminish plants provokes a Fortitude save or having the vine die, save negates.
Fortunate for growers, pricklepears are hardy. A pricklepear from even a dead pricklepear vine can be planted and cared for, resulting in a new pricklepear vine plant growing within 1d3 weeks.
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Eiji-kunv [Expand] |
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Author | Eiji-kun + |
Class | Melee + |
Cost | 6 gp + |
Critical | 20/x2 + |
Damage | 1d6 plus 1 nonlethal + |
Damage Type | Bludgeoning + and Piercing + |
Hardness | 5 + |
Hit Points | 5 + |
Identifier | 3.5e Equipment + |
Proficiency | Martial + |
Range | 10 + |
Rating | Undiscussed + |
Size | One-Handed + |
Title | Pricklepear Club + |
Weight | 3 + |