Axe of Retribution (3.5e Equipment)

In the forgotten times, after the great war between Heaven and Hell, Vargach altered Valgora and gave dominion over it to the crafty ape he called man. And to each generation was born a creature of light and a creature of darkness. And great armies clashed by night in the ancient war between good and evil. There was magic then, nobility, and unimaginable cruelty. And so it was until the day that a false sun exploded over Sykuin, and man forever traded away wonder for reason.
Argyle Whitebeard, Lore Keeper
This page is part of the

Valgora
Campaign Setting

Axe of Retribution
Exotic Two-Handed Melee
Critical: ×3
Range Increment:
Type: Slashing
Hardness: 5
SizeCost1DamageWeight1hp
Fine*1d2/1d2*1
Diminutive*1d3/1d3*1
Tiny*1d4/1d4*2
Small60 gp1d6/1d67-1/2 lb.5
Medium60 gp1d8/1d815 lb.10
Large120 gp2d6/2d630 lb.20
Huge*3d6/3d6*40
Gargantuan*4d6/4d6*80
Colossal*6d6/6d6*160
  1. For values marked with an asterisk, the SRD gives neither this value directly nor a means to determine it.

Description

The Axe of Retribution 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 the Axe of Retribution in one hand can’t use it as a double weapon—only one end of the weapon can be used in any given round.

Enhancements

Axe of Retribution Material Enhancements
MaterialAverageMasterwork1HardnesshpSpecial
Steel60 gp660 gp510
Adamantine6,060 gp513Bypass hardness less than 20
Deep Crystal2,060 gp1030Psionic
Mundane Crystal660 gp825No rusting, not metal
Darkwoodn/an/an/a
Iron, Cold120 gp720 gp510Magical enchantments cost an additional 2,000 gp.
Mithral7,560 gp5101/2 weight
Silver, Alchemical240 gp840 gp5101 damage
  1. Masterwork weapons have a +1 enhancement bonus on attack rolls.
Magical/Psionic Weapon Enhancements
Bonus ValueAdditional Cost1Hardness Increase2Additional hp2
+1+2,000 gp+2+10
+2+8,000 gp+4+20
+3+18,000 gp+6+30
+4+32,000 gp+8+40
+5+50,000 gp+10+50
+6+72,000 gp3+12+60
+7+98,000 gp3+14+70
+8+128,000 gp3+16+80
+9+162,000 gp3+18+90
+10+200,000 gp3+20+100
+11 or more+ bonus squared
× 20,000 gp
+ enhancement bonus × 2+ enhancement bonus × 10
  1. Increase total cost for magical enhancement by 2,000 gp for cold iron weapons.
    This is the extra cost of enchanting only one head. Calculate the extra cost as if each head were a separate weapon.
  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.

See Also


Back to Main Page 3.5e Homebrew Campaign Settings Valgora Equipment Compendium

gollark: It's not messing with innards.
gollark: I'll try it after my experiment or something.
gollark: *is egg locked*
gollark: Is it affecting everyone?
gollark: Get a million eggs on the off chance they'll go to your scrōll.
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