Sosmunii Lancet (3.5e Equipment)

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Lancet, Sosmunii
Exotic Two-Handed Melee
Critical: 19–20/×3
Range Increment:
Type: Piercing or Slashing
Hardness: 10
Size Cost1 Damage Weight1 hp
Fine * 1d3/— * 1
Diminutive * 1d4/1 * 1
Tiny * 1d6/1d2 * 2
Small 1,000 gp 1d8/1d3 6 1/2 lb. 5
Medium 1,000 gp 1d10/1d4 13 lb. 10
Large 2,000 gp 2d8/1d6 26 lb. 20
Huge * 3d8/1d8 * 40
Gargantuan * 4d8/2d6 * 80
Colossal * 6d8/3d6 * 160
  1. For values marked with an asterisk, the SRD gives neither this value directly nor a means to determine it.


A sosmunii lancet is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. The lancet’s halberd head is a does either piercing or slashing weapon (player’s choice at time of attack) that deals 1d10 points of damage. Its dagger head is a piercing weapon that deals 1d6 points of damage. The halberd head is the primary weapon. The dagger is the off-hand weapon. A creature wielding a sosmunii lancet in one hand can’t use it as a double weapon—only one end of the weapon can be used in any given round.

If you use a ready action to set a lancet against a charge, you deal double damage on a successful hit against a charging character.

You can use a lancet to make trip attacks. If you are tripped during your own trip attempt, you can drop the lancet to avoid being tripped.

Sosmunii treat sosmunii lancets as martial weapons.


Sosmunii Lancet Material Enhancements
Material Average Masterwork1 Hardness hp Special
Steel 1,000 gp 1,300 gp 10 10
Adamantine 4,000 gp 20 13 Bypass hardness less than 20
Deep Crystal 2,100 gp 10 10 Psionic
Mundane Crystal 1,300 gp 8 8 No rusting, not metal
Darkwood n/a n/a n/a
Iron, Cold 2,000 gp 2,300 gp 10 10 Magical enchantments cost an additional 2,000 gp.
Mithral 5,100 gp 15 10 1/2 weight
Silver, Alchemical 2,800 gp 3,100 gp 8 3 −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.
    This is the extra cost of enchanting only one head. Calculate the extra cost as if each head were a separate weapon.
  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.

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