Halberd

Melee
Critical:×3
Range Increment:?
Type:Piercing or slashing
Hardness:5
SizeCost1DamageWeight1hpTemplate:ifexpr: 1 and 0 or 0 or 0 or 0 or 0 or 0 or 0 or 0 or 0
Fine*1d3*1
Diminuative*1d4*1
Tiny*1d6*2
Small10 gp1d86 lb.5
Medium10 gp1d1012 lb.10
Large20 gp2d824 lb.20
Huge*3d8*40
Gargantuan*4d8*80
Collossal*6d8*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

If you use a ready action to set a halberd against a charge, you deal double damage on a successful hit against a charging character.
You can use a halberd to make trip attacks. If you are tripped during your own trip attempt, you can drop the halberd to avoid being tripped.
A halberd does either piercing or slashing damage (player?s choice at time of attack).

[top]Enhancements

Halberd Material Enhancements
MaterialAverageMasterwork1HardnesshpSpecial
Steel and Wood10 gp310 gp510?
Adamantine?3,010 gp513Bypass hardness less than 20
Crystal, Deep?1,010 gp1030Psionic
Crystal, Mundane?{{{mccost|310 gp}}}825No rusting, not metal
Darkwood?430 gp5101/2 weight
Iron, Cold20 gp320 gp510Magical enchantments cost an additional 2,000 gp.
Mithral?n/an/an/a?
Silver, Alchemical190 gp490 gp510−1 damage

  1. Masterwork weapons have a +1 enhancement bonus on attack rolls.
  2. The SRD gives neither this value nor a means to accurately determine it.
Magical/Psionic Weapon Enhancements
Bonus ValueAdditional Cost1Hardness Increase2Additional 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

  1. Increase total cost for magical enhancement by 2,000 gp for cold iron weapons.
  2. Unlike the additional cost, the increase the weapon's hardness and hit points are only gained from its enhancement bonus, not its special abilities.
  3. If the weapon has a magical bonus greater than +5 or a special ability worth more than +5, the weapon is epic. Multiply magic cost by 10.

[top]See Also



System Reference Document -> Equipment (SRD) -> Weapon Descriptions
 
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.
 

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