Thrall Club (3.5e Equipment)
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Exotic One-Handed Melee
|Type3:||Piercing & Bludgeoning|
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.
A wonderful weapon. It is made up of a sculpted metal handle covered with stingray leather, and an ovoid head surmounted by a metal spike, and dressed in a sharp cross-shaped frame. This weapon inflicts significant damage for who knows how to handle it.
Mastercraft: The creation of this weapon requires a DC of 35 in Craft (Weapons), and a DC of 20 in Craft (Alchemy) for the preparation of alchemical oils.
Masterpiece: The weapon is always masterwork weapon, regardless of the metal used, it therefore gives +1 to the attack to its user.
Complex Magic: The club is forged using an alchemical mixture poured into the molten metal. This addition gives a truly exceptional weapon, but interferes with magic. All enhancements brought to the weapon cost 20% more.
Armor Breaker: If the target of an attack with this weapon is wearing armor, the damage of this weapon is also applied on the armor HP (after normal deduction of hardness).
Morningstar-like: The weapon is considered as a Morningstar for feats or prestige classes requirements.
Shattering Combo: The alchemical oil used to create this club is not a simple decorative addition. And the mixture of alchemical oils and molten metal then takes on its full meaning when the bearer of the weapon makes a critical hit. If the user of this weapon makes a critical hit with the weapon during a Full Attack action and confirms the critical hit, he can decide to confirm the critical hit a second time with a penalty of -10. If this second confirmation is successful, it multiplies the Strength damage by the critical multiplier of the club (For example, if a warrior with 18(+4) in Str deals a critical hit, and success to confirm it a second time, he deal 6d8 and his Str modifier x3 = 6d8+12). All extra damage dealt by Power Attack feat are also multiply by the critical modifier. Confirming a critical hit a second time is an optional action, if this second confirmation fails, the critical hit is considered unconfirmed.