SRD:Greatclub

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Greatclub
Martial Two-Handed Melee
Critical: ×2
Range Increment:
Type: Bludgeoning
Hardness: 5
Size Cost1 Damage Weight1 hp
Fine * 1d3 * 1
Diminutive * 1d4 * 1
Tiny * 1d6 * 2
Small 5 gp 1d8 4 lb. 5
Medium 5 gp 1d10 8 lb. 10
Large 10 gp 2d8 16 lb. 20
Huge * 3d8 * 40
Gargantuan * 4d8 * 80
Colossal * 6d8 * 160
  1. For values marked with an asterisk, the SRD gives neither this value directly nor a means to determine it.

Enhancements

Greatclub Material Enhancements
Material Average Masterwork1 Hardness hp Special
Wood 5 gp 305 gp 5 10
Adamantine 3,005 gp 5 13 Bypass hardness less than 20
Deep Crystal 1,005 gp 10 30 Psionic
Mundane Crystal 305 gp 8 25 No rusting, not metal
Darkwood 385 gp 5 10 1/2 weight
Iron, Cold 10 gp 310 gp 5 10 Magical enchantments cost an additional 2,000 gp.
Mithral n/a n/a n/a
Silver, Alchemical 185 gp 485 gp 5 10 −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



Back to Main Page3.5e Open Game ContentSystem Reference DocumentWeapons

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