Dragon Staff (3.5e Equipment)

Two-Handed, Light, Exotic Melee Weapon
Cost:1000 GP
DMG (S):1d6/1d4
DMG (M):2d4/1d6
DMG (L):2d6/1d8
Critical:x2
Range Increment:
Weight12 lb.
Type2Bludgeoning
1 = Weight figures are for Medium weapons.
      A Small weapon weighs half as much,
      and a Large weapon weighs twice as much.
2 = When two types are given, the weapon is
      both types if the entry specifies “and,”
      or either type (player’s choice at time of
      attack) if the entry specifies “or.”

Notes

This staff is like a quarterstaff except that at one end there is a ball made from dragonscales. Only dragon fire will melt the ball, which turns the dragon staff back into being a normal quarterstaff (another breath of dragon fire will easily destroy the staff, but the staff is protected while it has the dragonscale ball).



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gollark: ```javascriptconst renderPlayer = (player) => { let str = "" for (let y = player.y - 5; y <= player.y + 5; y++) { for (let x = player.x - 10; x <= player.x + 10; x++) { let wallCol = getWallColor(x, y) if (x >= WIDTH) { str += wallCol } else if (y >= HEIGHT) { str += wallCol } else if (x < 0) { str += wallCol } else if (y < 0) { str += wallCol } else { let id = getEnemy(x, y) if (id != -1) { str += enemy_icons[enemies[id].id] } else { let id = getPlayer(x, y) if (id != -1) { str += players[id].icon } else { let id = getBonus(x, y) if (id != -1) { str += "?" } else { str += " " } } } } } str += "\n" } return str}```
gollark: YES, SOME OFFENSE.
gollark: As I said, this is not very good code.]
gollark: Every rendered tile.
gollark: I suppose baidicoot thought "hmm, how might I find whether a player is on a tile I'm rendering". Now, you might think "hmm yes, the solution to this is just to maintain a map of coordinates to entities, or something like that". But no! The game ITERATES OVER ALL PLAYERS FOR EVERY SINGLE TILE.
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