SRD:Spiked Chain

This material is published under the OGL
Chain, Spiked
Exotic Two-Handed Melee
Critical: ×2
Range Increment:
Type: Piercing
Hardness: 10
SizeCost1DamageWeight1hp1
Fine*1d2**
Diminutive*1d3**
Tiny*1d4**
Small25 gp1d65 lb.*
Medium25 gp2d410 lb.*
Large50 gp2d620 lb.*
Huge*3d6**
Gargantuan*4d6**
Colossal*6d6**
  1. For values marked with an asterisk, the SRD gives neither this value directly nor a means to determine it.

Description

A spiked chain has reach, so you can strike opponents 10 feet away with it. In addition, unlike most other weapons with reach, it can be used against an adjacent foe.

You can make trip attacks with the chain. If you are tripped during your own trip attempt, you can drop the chain to avoid being tripped.

When using a spiked chain, you get a +2 bonus on opposed attack rolls made to disarm an opponent (including the roll to avoid being disarmed if such an attempt fails).

You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a spiked chain sized for you, even though it isn’t a light weapon for you.

Enhancements

Spiked Chain Material Enhancements
MaterialAverageMasterwork1Hardnesshp2Special
Steel25 gp325 gp10*
Adamantine3,025 gp20*Bypass hardness less than 20
Deep Crystal1,025 gp10*Psionic
Mundane Crystal325 gp8*No rusting, not metal
Darkwoodn/an/an/a
Iron, Cold50 gp350 gp10*Magical enchantments cost an additional 2,000 gp.
Mithral5,025 gp15*1/2 weight
Silver, Alchemical205 gp505 gp8*1 damage
  1. Masterwork weapons have a +1 enhancement bonus on attack rolls.
  2. For values marked with an asterisk, the SRD gives neither this value nor a means to determine it.
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

Open Game Content (place problems on the discussion page).
This is part of the (3.5e) Revised System Reference Document. It is covered by the Open Game License v1.0a, rather than the GNU Free Documentation License 1.3. To distinguish it, these items will have this notice. If you see any page that contains SRD material and does not show this license statement, please contact an admin so that this license statement can be added. It is our intent to work within this license in good faith.
gollark: > assuming we can't mind-control it
gollark: The issue is that - assuming we can't mind-control it - the grudger will remember that I was mean to it.
gollark: The time machine one does exist and might slightly mess things up.
gollark: The game lets me have persistent state (or at least doesn't strictly forbid it), so I'm sure something could be done with that.
gollark: Tit-for-tat.
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