Anchor & Chain (3.5e Equipment)
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|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|
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.