SRD:Sai

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Sai
Exotic Light Thrown Melee
Critical: ×2
Range Increment: 10 ft.
Type: Bludgeoning
Hardness: 10
SizeCost1DamageWeight1hp
Fine**1
Diminutive*1*1
Tiny*1d2*1
Small1 gp1d31/2 lb.1
Medium1 gp1d41 lb.2
Large2 gp1d62 lb.4
Huge*1d8*8
Gargantuan*2d6*16
Colossal*3d6*32
  1. For values marked with an asterisk, the SRD gives neither this value directly nor a means to determine it.

Description

With a sai, you get a +4 bonus on opposed attack rolls made to disarm an enemy (including the roll to avoid being disarmed if such an attempt fails).

The sai is a special monk weapon. This designation gives a monk wielding a sai special options.

Enhancements

Sai Material Enhancements
MaterialAverageMasterwork1HardnesshpSpecial
Steel1 gp301 gp102
Adamantine3,010 gp202Bypass hardness less than 20
Deep Crystal1,001 gp102Psionic
Mundane Crystal301 gp81No rusting, not metal
Darkwoodn/an/an/a
Iron, Cold2 gp302 gp102Magical enchantments cost an additional 2,000 gp.
Mithral501 gp1521/2 weight
Silver, Alchemical21 gp321 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.

See Also


Back to Main Page 3.5e Open Game Content System Reference Document Weapons

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