Great Anchor (3.5e Equipment)
| |||||||||
Rate this article Discuss this article |
Great Anchor
Exotic Two-Handed Melee
Cost: | 100 gp |
---|---|
Damage (Small): | 1d10 |
Damage (Medium)1: | 1d12 |
Critical: | ×3 |
Weight2: | 90 lbs |
Type3: | Bludgeoning and Piercing |
HP4: | 15 |
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.
An anchor optimized for use as a weapon, with two or four spikes, it appears as a massive anchor wielded upside down by the shaft. It's commonly used by brutal sea-dwellers, like the darfellan. A character without proficiency in this weapon may use it as a greatclub.
If you are proficient with it you treat the weapon as a hammer-like or mace-like weapon for the purpose of interacting with feats, except for Exotic Weapon Proficiency. You gain a +2 against and to trip attempts made with this weapon and you may perform the following weapon art:
Anchoring Strike: If you successfully trip or grapple an opponent using this weapon you may choose to immediately immobilize your opponent, by pinning them down with the anchor, using no action. You may attack the opponent with the great anchor afterwards, but doing so you free it from the immobilized condition and end the grapple. The immobilized foe remains prone or grappled, even if you leave the great anchor, until it frees itself by beating your successful trip or grapple check with the appropriate check.
This weapon art may be employed only on creatures that are no more than one size larger than the size of the anchor's user, assuming that the anchor's size is fit for the user.
You may make trip attempts with this weapon and if the opponent resists it can trip you back, unless you choose to drop the weapon.
Special: A user, if it's proficient, must have at least 15 Strength to wield it and gain its benefits, otherwise using the anchor gives a -4 to attacks and -2 AC whenever used to attack (for one round), or half those values for a proficient user.
Back to Main Page → 3.5e Homebrew → Equipment → Weapons
the bluez in the dungeonv |
---|
Author | the bluez in the dungeon + |
Class | Melee + |
Cost | 100 gp + |
Critical | ×3 + |
Damage | 1d12 + |
Damage Type | Bludgeoning + and Piercing + |
Hardness | 10 + |
Hit Points | 15 + |
Identifier | 3.5e Equipment + |
Proficiency | Exotic + |
Range | — + |
Rating | Undiscussed + |
Size | Two-Handed + |
Title | Great Anchor + |
Weight | 90 + |