Dervishblade Scimitar (3.5e Equipment)
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For other uses of Scimitar, see Scimitar (disambiguation). |
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Dervishblade Scimitar
Exotic One-Handed Melee
Cost: | 30 gp |
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Damage (Small): | 1d4 |
Damage (Medium)1: | 1d6 |
Critical: | 18-20/x2 |
Weight2: | 2 lbs |
Type3: | Slashing |
HP4: | 10 |
Hardness: | 10 |
1. See Damage Increases by Size to calculate the damage for a weapon larger than Medium or smaller than Small.
2. Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much.
3. When two types are given, the weapon is both types if the entry specifies "and", either type (player's choice at time of attack) if the entry specifies "or", or each end of the double weapon is a different type if the entry specifies "/".
4. The hp value given is for Medium armor, weapons, and shields. Divide by 2 for each size category of the item smaller than Medium, or multiply it by 2 for each size category larger than Medium.
The dervishblade scimitar is a unique curved blade resembling a scimitar with a wide blunt tip, as if a scimitar was cut off mid-way. It's very light and sharp, but its range and unusual weight distribution makes it difficult to master.
You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a dervishblade scimitar sized for you, even though it isn’t a light weapon for you. You can’t wield a dervishblade scimitar in two hands in order to apply 1½ times your Strength bonus to damage. You may also count it as a light weapon whenever it is beneficial to you.
It can be used as a martial weapon, but its real power opens up to those with the appropriate Exotic Weapon Proficiency. It also shares traits with scimitars, and feats which apply to scimitars (such as Weapon Focus also apply to the dervishblade scimitar.
If you have Exotic Weapon Proficiency, successive attacks against the same target deal +2 additional damage for each dervishblade scimitar attack that hits in the round. For example if a fighter with Two-Weapon Fighting hits six times in a round they deal an extra +0/+2/+4/+6/+8/+10 damage with each attack. If they then get an attack of opportunity and hit before their turn comes up, they deal +12 damage. When the fighter's turn comes up again, or if he changes targets, the damage counter is set back at +0.
If you have Exotic Weapon Proficiency and Weapon Finesse feats you can choose to add your Dexterity modifier to damage instead of strength.
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