Reverse Blade (3.5e Equipment)

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Reverse Blade
Reverse Blade
Exotic One-Handed Melee
Critical: 1920/×3
Range Increment:
Type: Non-lethal/Slashing
Hardness: 12
SizeCost1DamageWeight1hp
Fine*1d3*1
Diminutive*1d4*1
Tiny*1d6*2
Small150 gp1d82.5 lb.4
Medium150 gp1d105 lb.8
Large300 gp2d610 lb.16
Huge*3d6*32
Gargantuan*4d6*64
Colossal*6d6*128
  1. For values marked with an asterisk, the SRD gives neither this value directly nor a means to determine it.

Description

A Reverse Blade can be used without special training, unlike most exotic weapons. It can be used as a two-handed martial weapon in this manner. Although it is little more than a glorified stick.

With the exotic weapon proficiency feat, the wielder increases the critical threat range to 18-20. Additionally, if the wielder uses the Reverse Blade as a two-handed weapon, the critical damage multiplier is increased to x4.

The Reverse Blade is a light weapon, and the Weapon Finesse feat can be used to apply your Dexterity modifier instead of your Strength modifier to attack rolls when wielding it.

Enhancements

Reverse Blade Material Enhancements
MaterialAverageMasterwork1HardnesshpSpecial
Steel150 gp450 gp128
Adamantine3,150 gp209Bypass hardness less than 20
Deep Crystal1,150 gp105Psionic
Mundane Crystal450 gp84No rusting, not metal
Darkwoodn/an/an/a
Iron, Cold300 gp600 gp105Magical enchantments cost an additional 2,000 gp.
Mithral3,150 gp1551/2 weight
Silver, Alchemical240 gp540 gp811 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.
gollark: Addition is commutative. Switching the order of the terms right cannot possibly change the solutions to the quadratic.
gollark: It is not. Again, a isn't "the first thing" but "the x^2 thing".
gollark: That is also true but not what I mean here.
gollark: This is called commutativity.
gollark: It's entirely valid to reorder things you're adding together and the answer is the same.

See also



Back to Main Page 3.5e Homebrew Equipment Mundane Weapons

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