Anchor & Chain (3.5e Equipment)

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Chained Anchor
Martial Two-Handed Melee
Critical: 18-20/x4
Range Increment:
Type: Bludgeoning
Hardness: 15
Size Cost1 Damage Weight1 hp
Fine 1 gp 1d2 5 lb. 1
Diminutive 2 gp 1d3 10 lb. 2
Tiny 4 gp 1d4 20 lb. 5
Small 20 gp 1d6 50 lb. 10
Medium 20 gp 1d8 100 lb. 20
Large 30 gp 1d12 150 lb. 40
Huge 60 gp 4d6 300 lb. 80
Gargantuan 130 gp 6d8 650 lb. 160
Colossal 250 gp 8d12 1250 lb. 320
  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.

The Chained Anchor is a heavy weight with a pair of barbed flukes at one end, and a metal shank with a ring at the other end, attached to a chain, 5 feet in length (per size). The Anchor has reach, so you can strike opponents, at a distance equal to the chain, with it. In addition, unlike most other weapons with reach, it can be used against an adjacent foe.

The wielder of a Chained Anchor who also has the Power Attack feat may make a special attack action (A building of momentum strike as the Chained Anchor whirls around the wielders head gathering force.) if he has a base attack bonus of 6: As a full round action, the wielder may make a power attack of at least a -5 penalty (He still gets the benefits of Power Attack.) to add an additional 1d8 points of bludgeoning damage for a medium Chained Anchor (1d12 for a large Chained Anchor and so on...), and an expanded Critical of 19-20/x4. The additional bludgeoning damage is multiplied on a confirmed threat. If the wielder misses the attack he must make a Fortitude > Reflex save (DC 14) or fall prone due to a loss of balance. You can continue to build momentum if you desire increasing the critical multiplier and threat range by 1 each for every round spent building momentum. If you are attacked while building momentum you must make a Reflex save (DC 12) or lose the built up momentum and fall prone.

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