Dragon Staff (3.5e Equipment)
Cost: | 1000 GP |
DMG (S): | 1d6/1d4 |
DMG (M): | 2d4/1d6 |
DMG (L): | 2d6/1d8 |
Critical: | x2 |
Range Increment: | — |
Weight1 | 2 lb. |
Type2 | Bludgeoning |
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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