Yo-Yo (3.5e Equipment)
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Yo-yo
Simple Light Melee
Cost: | 2 gp |
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Damage (Small): | 1d4 |
Damage (Medium)1: | 1d6 |
Critical: | x2 |
Weight2: | 1 lbs |
Type3: | Bludgeoning |
HP4: | 2 |
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.
What is generally perceived as a simple toy, here is made heavier to pack a wallop.
A yo-yo is basically two flattened steel knobs connected by a short axle with a small hole. A silken cord or fine chain is tied onto the axle and a ring is attached at the end to secure around a finger. As a simple weapon, it is often simply swung around or palmed in the hand. A yo-yo is a reach weapon, allowing wielders to reach opponents 10 feet away. A yo-yo may be used against an adjacent foe without penalty.
Opponents with slashing weapons gain a +2 bonus on attack rolls to sunder a yo-yo. A yo-yo with a broken cord may only be palmed and loses its reach.
A user with Martial Weapon Proficiency and Weapon Finesse may apply his Dexterity modifier instead of Strength for attack rolls.
Some versions of this weapon (masterwork only) have slip-knotted cords around the axle to allow the wielder to perform tricks.
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