D20:Flail, Dire Weapon
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Size | Cost1 | Damage | Weight1 | hpTemplate:ifexpr: 1 and 0 or 0 or 0 or 0 or 0 or 0 or 0 or 0 or 0 | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
Fine | 1d2/1d2 | 1 | |||||||||
Diminuative | 1d3/1d3 | 1 | |||||||||
Tiny | 1d4/1d4 | 2 | |||||||||
Small | 80 gp | 1d6/1d6 | 5 lb. | 5 | |||||||
Medium | 80 gp | 1d8/1d8 | 10 lb. | 10 | |||||||
Large | 160 gp | 2d6/2d6 | 20 lb. | 20 | |||||||
Huge | 3d6/3d6 | 40 | |||||||||
Gargantuan | 4d6/4d6 | 80 | |||||||||
Collossal | 6d6/6d6 | 160Template:ifexpr: 1 or 1 or 1 and 0 or 0 or 0 or 0 or 0 or 0 or 0 or 0 or 0 [/LIST] |
[top]Description
A dire flail is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. A creature wielding a dire flail in one hand can?t use it as a double weapon?only one end of the weapon can be used in any given round.
When using a dire flail, you get a +2 bonus on opposed attack rolls made to disarm an enemy (including the opposed attack roll to avoid being disarmed if such an attempt fails).
You can also use this weapon to make trip attacks. If you are tripped during your own trip attempt, you can drop the dire flail to avoid being tripped.
When using a dire flail, you get a +2 bonus on opposed attack rolls made to disarm an enemy (including the opposed attack roll to avoid being disarmed if such an attempt fails).
You can also use this weapon to make trip attacks. If you are tripped during your own trip attempt, you can drop the dire flail to avoid being tripped.
[top]Enhancements
Material | Average | Masterwork1 | Hardness | hp | Special |
---|---|---|---|---|---|
Steel | 80 gp | 680 gp | 5 | 10 | ? |
Adamantine | ? | 6,080 gp | 5 | 13 | Bypass hardness less than 20 |
Crystal, Deep | ? | 2,080 gp | 10 | 30 | Psionic |
Crystal, Mundane | ? | {{{mccost|680 gp}}} | 8 | 25 | No rusting, not metal |
Darkwood | ? | n/a | n/a | n/a | ? |
Iron, Cold | 160 gp | 760 gp | 5 | 10 | Magical enchantments cost an additional 2,000 gp. |
Mithral | ? | 5,080 gp | 5 | 10 | 1/2 weight |
Silver, Alchemical | 260 gp | 860 gp | 5 | 10 | −1 damage |
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Bonus Value | Additional Cost1 | Hardness Increase2 | Additional hp2 |
---|---|---|---|
+1 | +Template:formatnum: -- template expr: 40 50 gp | +2 | +10 |
+2 | +Template:formatnum: -- template expr: 160 50 gp | +4 | +20 |
+3 | +Template:formatnum: -- template expr: 360 50 gp | +6 | +30 |
+4 | +Template:formatnum: -- template expr: 640 50 gp | +8 | +40 |
+5 | +Template:formatnum: -- template expr: 1000 50 gp | +10 | +50 |
+6 | +Template:formatnum: -- template expr: 1440 50 gp3 | +12 | +60 |
+7 | +Template:formatnum: -- template expr: 1960 50 gp3 | +14 | +70 |
+8 | +Template:formatnum: -- template expr: 2560 50 gp3 | +16 | +80 |
+9 | +Template:formatnum: -- template expr: 3240 50 gp3 | +18 | +90 |
+10 | +Template:formatnum: -- template expr: 4000 50 gp3 | +20 | +100 |
+11 or more | + bonus × bonus × Template:formatnum: -- template expr: 400 50 gp | + enhancement bonus × 2 | + enhancement bonus × 10 |
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[top]See Also
System Reference Document -> Equipment (SRD) -> Weapon Descriptions (SRD Equipment)
This article is a D20 reference page The System Reference Document is a comprehensive toolbox consisting of rules, races, classes, feats, skills, various systems, spells, magic items, and monsters compatible with the d20 System version of Dungeons & Dragons and various other roleplaying games from Wizards of the Coast. |
Created by Last edited by , 10-23-2011 at 11:55 AM 0 Comments, 10,375 Views |
, 02-21-2007 at 03:47 AM
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