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Urumi (3.5e Equipment)

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|crit=18-20/×2
|weight=4 lb.
|type=Piercing or Slashing
|hp=5
|hardness=8
The urumi is a [[SRD:Dexterity|Dexterity]] based weapon. It is [[SRD:Weapon Finesse|finessable]], adds [[SRD:Dexterity|Dexterity]] to damage instead of [[SRD:Strength|Strength]], and requires a [[SRD:Dexterity|Dexterity]] score of 19 to wield properly. If the wielder has the right [[SRD:Exotic Weapon Proficiency|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 [[SRD:Reach Weapon|reach weapon]], but a wielder with [[SRD:Exotic Weapon Proficiency|Exotic Weapon Proficiency]] can also target adjacent foes, similar to a [[SRD:Spiked Chain|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 [[SRD:Base Attack Bonus|base attack bonus]] of +6 or more reduces the amount of clearance required to 5 feet, and a proficient wielder with a [[SRD:Base Attack Bonus|base attack bonus]] of +11 is skilled enough to wield the weapon flawlessly regardless of obstructions. This BAB requirement may be replaced by ranks in [[SRD:Perform Skill|Perform]] (dancing); see Bladedance below.
The urumi inflicts 1 point of [[Bleedout (3.5e Equipment)|bleedout]] on any successful hit that deals at least 1 point of damage, and 1d4 points on a [[SRD:Critical Hit|critical hit]]. Any wielder that is nonproficient or that does not meet the prerequisites automatically inflicts 1d4 points of [[Bleedout (3.5e Condition)|bleedout]] on themselves whenever they roll a 5 or lower on their attack roll, and 2d4 points on a natural 1.
'''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 [[SRD:Perform Skill|Perform]] (dancing) instead of his [[SRD:Base Attack Bonus|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.
'''Naga's Bite:''' The urumi confounds opponents and bypasses defenses. With enough skill, the wielder becomes capable of striking around corners, hitting enemies behind their shields, and even cut them where their armor does not protect them. Starting from a [[SRD:Base Attack Bonus|Base Attack Bonus]] of +6 (or equivalent [[SRD:Perform Skill|Perform]] (dance) ranks, as per Bladedance), you may make a single attack as a [[SRD:Standard Action|standard action]], which becomes a melee touch attack. '''Whirl of Steel:''' The urumi's sweeping arcs are unending for as long as the wielder maintains his dance. He may enter a fighting trance called ''Whirl of Steel''. In doing so, he expends a [[SRD:Standard Action|standard action]] every round to maintain the stance, but while Whirl of Steel is active he automatically performs a [[SRD:Whirlwind Attack|Whirlwind Attack]] each turn. During a round of Whirl of Steel, the wielder may make one melee attack against every creature that enters his [[SRD:Space/Reach (Creature Statistic)|reach]] at any time during his turn, and one melee attack against every creature that enter or remain within his reach outside of his turn. In order to maintain ''Whirl of Steel'', the wielder of the urumi must expend his remaining move action to move, as the whirl ends whenever he stops moving for any reason. His land speed is halved while performing the Whirl. Once the Whirl ends, the wielder must wait at least 2 [[SRD:Round|rounds]] to start another.</onlyinclude>
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