Sosmunii Lancet (3.5e Equipment)

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Lancet, Sosmunii
Exotic Two-Handed Melee
Critical: 1920/×3
Range Increment:
Type: Piercing or Slashing
Hardness: 10
SizeCost1DamageWeight1hp
Fine*1d3/—*1
Diminutive*1d4/1*1
Tiny*1d6/1d2*2
Small1,000 gp1d8/1d36 1/2 lb.5
Medium1,000 gp1d10/1d413 lb.10
Large2,000 gp2d8/1d626 lb.20
Huge*3d8/1d8*40
Gargantuan*4d8/2d6*80
Colossal*6d8/3d6*160
  1. For values marked with an asterisk, the SRD gives neither this value directly nor a means to determine it.

Description

A sosmunii lancet is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. The lancet’s halberd head is a does either piercing or slashing weapon (player’s choice at time of attack) that deals 1d10 points of damage. Its dagger head is a piercing weapon that deals 1d6 points of damage. The halberd head is the primary weapon. The dagger is the off-hand weapon. A creature wielding a sosmunii lancet in one hand can’t use it as a double weapon—only one end of the weapon can be used in any given round.

If you use a ready action to set a lancet against a charge, you deal double damage on a successful hit against a charging character.

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

Sosmunii treat sosmunii lancets as martial weapons.

Enhancements

Sosmunii Lancet Material Enhancements
MaterialAverageMasterwork1HardnesshpSpecial
Steel1,000 gp1,300 gp1010
Adamantine4,000 gp2013Bypass hardness less than 20
Deep Crystal2,100 gp1010Psionic
Mundane Crystal1,300 gp88No rusting, not metal
Darkwoodn/an/an/a
Iron, Cold2,000 gp2,300 gp1010Magical enchantments cost an additional 2,000 gp.
Mithral5,100 gp15101/2 weight
Silver, Alchemical2,800 gp3,100 gp831 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.
    This is the extra cost of enchanting only one head. Calculate the extra cost as if each head were a separate weapon.
  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.



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