Swordmace (3.5e Equipment)
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Swordmace
Exotic One-Handed Melee
Cost: | 40 gp |
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Damage (Small): | 1d8 |
Damage (Medium)1: | 2d6 |
Critical: | 20/x3 |
Weight2: | 10 lbs |
Type3: | Bludgeoning and/or Slashing |
HP4: | 15 |
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.
It's a mace! It's a sword! It's a swordmace!
A thick sword somewhere between a shortsword and a longsword, it has no guard over it's hilt save for the thickening blade. The tip of the sword ends in a large star shaped weight with dull armor piercing spikes along them. The end acts as a mace while the blade, powered by the weight of its tip, is used in heavy axe-like swings ideal for chopping. With it, you can bludgeon, slash, or do both types of damage at once by adjusting how far you extend yourself.
As a type of mace, 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).
Effects which apply to either light and heavy maces, and to short swords and longswords, also apply to the swordmace.
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