Buster Sword (3.5e Equipment)

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Buster Sword
Exotic Two-Handed Melee
Critical: 18-20/x2
Range Increment:
Type: Slashing
Hardness: 10
Size Cost1 Damage Weight1 hp
Fine * 1d6 * 1
Diminutive * 1d8 * 1
Tiny * 1d10 * 3
Small 200gp 2d6 30 lb 7
Medium 200gp 2d8 60 lb 15
Large 400gp 3d8 120 lb 30
Huge 700gp 4d8 240 lb 60
Gargantuan * 6d8 * 120
Colossal * 8d8 * 240
  1. The SRD only gives a means to determine costs and weights of weapons for Large and Small versions based on the Medium weapons. Any other supplied values are the author's best determination.


Buster Sword: Few possess the strength and dexterity to wield such a thick length of steel, but those that do quickly gain recognition from their peers and the respect of their enemies. It takes years of intense training to be able to handle the weight of the buster sword without inflicting damage upon one's self, either due to strain or inaccuracy. Once mastered, the user gains the prowess to humble knights, dismember scores of undead. Buster Swords are difficult to come by due to the amount of material and skill required to forge them, which is substantial. This does come with it's perks though.

When made for a medium character the buster sword is a 1 inch thick along the center and 10 inches wide. It is 71 inches long with a 54 in long blade. Size is adjusted by the size of the character.

For examples of a Buster sword please check the links. [1]

Enhancements[edit]

Buster Sword Material Enhancements
Material Average Masterwork1 Hardness hp Special
Steel 200 gp 500 gp 10 15
Adamantine 3,200 gp 20 40 Bypass hardness less than 20
Deep Crystal 1,200 gp 10 30 Psionic
Mundane Crystal 500 gp 8 25 No rusting, not metal
Darkwood n/a n/a n/a
Iron, Cold 250 gp 550 gp 10 30 Magical enchantments cost an additional 2,000 gp.
Mithral 4,200 gp 15 30 1/2 weight
Silver, Alchemical 380 gp 680 gp 8 12 −1 damage
  1. Masterwork weapons have a +1 enhancement bonus on attack rolls.
Magical/Psionic Weapon Enhancements
Bonus Value Additional Cost1 Hardness Increase2 Additional 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.
  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[edit]


Back to Main Page3.5e HomebrewEquipmentWeapons

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