Dwarven Light Lance (3.5e Equipment)

Dwarven Light Lance
Martial One-Handed
Critical: ×3
Range Increment:
Type: Piercing
Hardness: 5
SizeCost1DamageWeight1hp
Fine*1*1
Diminutive*1d2*1
Tiny*1d3*2
Small20 gp1d42.5 lb.5
Medium20 gp1d65 lb.10
Large40 gp1d810 lb.20
Huge*2d6*40
Gargantuan*3d6*80
Colossal*4d6*160
  1. The SRD only gives a means to determine costs and weights of weapons for Large and Small versions based on the Medium weapons. Any other supplied values are the author's best determination.

Description


A dwarven light lance is a specialized weapon designed to allow a trained user to fight with a mount in the narrow confines of caves and tunnels. It is shorter than a typical lance, and uses a specialized grip, requiring special training to use properly.

A dwarven light lance deals double damage if used from the back of a charging mount. A wielder on foot can also receive this benefit, but the weapon must with wielded with 2 hands, or take at least a -5 penalty to their attack roll using the Power Attack feat. None of these options are availible to non-proficient wielders.

Enhancements

Dwarven Light Lance Material Enhancements
MaterialAverageMasterwork1HardnesshpSpecial
Steel and Wood20 gp320 gp510
Adamantine3,020 gp513Bypass hardness less than 20
Deep Crystal1,010 gp1030Psionic
Mundane Crystal320 gp825No rusting, not metal
Darkwood370 gp5101/2 weight
Iron, Cold40 gp340 gp510Magical enchantments cost an additional 2,000 gp.
Mithraln/an/an/a
Silver, Alchemical110 gp410 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.
  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 Equipment Weapons

gollark: It obviously can. Click it.
gollark: They ought to at least have allowed Macron.
gollark: I have used z3 before, you know.
gollark: It does depend on your relativistic frame of reference.
gollark: <@319753218592866315> Please ban Palaiologos for rule 4 violation.
This article is issued from Dandwiki. The text is licensed under Creative Commons - Attribution - Sharealike. Additional terms may apply for the media files.