SRD:Dwarven Urgrosh

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Urgrosh, Dwarven
Exotic Two-Handed Melee
Critical: ×3
Range Increment:
Type: Slashing/piercing
Hardness: 5
SizeCost1DamageWeight1hp
Fine*1d2/1*1
Diminutive*1d3/1d2*1
Tiny*1d4/1d3*2
Small50 gp1d6/1d46 lb.5
Medium50 gp1d8/1d612 lb.10
Large100 gp2d6/1d824 lb.20
Huge*3d6/2d6*40
Gargantuan*4d6/3d6*80
Colossal*6d6/4d6*160
  1. For values marked with an asterisk, the SRD gives neither this value directly nor a means to determine it.

Description

A dwarven urgrosh 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 urgrosh’s axe head is a slashing weapon that deals 1d8 points of damage. Its spear head is a piercing weapon that deals 1d6 points of damage. You can use either head as the primary weapon. The other is the off-hand weapon. A creature wielding a dwarven urgrosh 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 an urgrosh against a charge, you deal double damage if you score a hit against a charging character. If you use an urgrosh against a charging character, the spear head is the part of the weapon that deals damage.

Dwarves treat dwarven urgroshes as martial weapons.

Enhancements

Dwarven Urgrosh Material Enhancements
MaterialAverageMasterwork1HardnesshpSpecial
Steel50 gp650 gp510
Adamantine6,050 gp513Bypass hardness less than 20
Deep Crystal2,050 gp1030Psionic
Mundane Crystal650 gp825No rusting, not metal
Darkwoodn/an/an/a
Iron, Cold100 gp700 gp510Magical enchantments cost an additional 2,000 gp.
Mithral6,050 gp5101/2 weight
Silver, Alchemical230 gp830 gp5101 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.

See Also


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

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