Harpoon, hand (3.5e Equipment)
A harpoon forged for battle is a slender metal javelin that's connected to a 30-foot rope or thin chain. If a harpoon deals damage, the target must succeed on a Reflex save (DC 10 + the damage dealt) or be harpooned. A harpooned creature moves at half speed, cannot charge or run, and must make a DC 15 Concentration check to cast a spell. On a failed check, it loses the spell. If a harpoon misses its target or the target isn't harpooned, it can be pulled back with the rope or chain as a move action that provokes attacks of opportunity.
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Size | Cost1 | Damage | Weight1 | hp | |||||||
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Fine | — | — | — | — | |||||||
Diminutive | — | — | — | — | |||||||
Tiny | — | — | — | — | |||||||
Small | 30 gp | 1d6 | 1 lb. | — | |||||||
Medium | 30 gp | 1d8 | 2 lb. | — | |||||||
Large | 60 gp | 2d6 | 4 lb. | — | |||||||
Huge | — | — | — | — | |||||||
Gargantuan | — | — | — | — | |||||||
Colossal | — | — | — | — | |||||||
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If the harpooner holds onto the rope or chain, the harpooned creature must make an opposed Strength check to move more than 30 feet away from the harpooner. As a standard action, the harpooner can attempt an opposed Strength check with the harpooned creature. If the harpooner succeeds, the harpooned creature is pulled 5 feet closer to the harpooner. If the harpooner wishes, he can pull the harpooned creature closer an additional 5 feet for each 5 points by which his check result was greater than the harpooned creature's check result.
A harpooned creature can pull the harpoon out if it has two hands free and takes a full-round action to do so. Removing the harpoon in this way deals damage to the harpooned creature appropriate for the harpoon's size (1d8 for a Medium harpoon). A successful DC 15 Heal check allows the removal of the harpoon without any additional damage.
Since a harpoon is not designed for melee, you are treated as nonproficient with it and take a -4 penalty on attack rolls if you use one as a melee weapon.
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