SRD:Sickle

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This material is published under the OGL
Sickle
Simple Light Melee
Critical: ×2
Range Increment:
Type: Slashing
Hardness: 10
Size Cost1 Damage Weight1 hp
Fine * 1 * 1
Diminutive * 1d2 * 1
Tiny * 1d3 * 1
Small 6 gp 1d4 1 lb. 1
Medium 6 gp 1d6 2 lb. 2
Large 12 gp 1d8 4 lb. 4
Huge * 2d6 * 8
Gargantuan * 3d6 * 16
Colossal * 4d6 * 32
  1. For values marked with an asterisk, the SRD gives neither this value directly nor a means to determine it.

Description

A sickle can be used to make trip attacks. If you are tripped during your own trip attempt, you can drop the sickle to avoid being tripped.

Enhancements

Sickle Material Enhancements
Material Average Masterwork1 Hardness hp Special
Steel 6 gp 306 gp 10 2
Adamantine 3,006 gp 20 2 Bypass hardness less than 20
Deep Crystal 1,006 gp 10 2 Psionic
Mundane Crystal 306 gp 8 1 No rusting, not metal
Darkwood n/a n/a n/a
Iron, Cold 12 gp 312 gp 10 2 Magical enchantments cost an additional 2,000 gp.
Mithral 1,006 gp 15 2 1/2 weight
Silver, Alchemical 26 gp 326 gp 8 1 −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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