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This material is published under the OGL
Club
Simple One-Handed Thrown Melee
Critical: ×2
Range Increment: 10 ft.
Type: Bludgeoning
Hardness: 5
Size Cost Damage Weight1 hp
Fine 1 * 1
Diminutive 1d2 * 1
Tiny 1d3 * 1
Small 1d4 1-1/2 lb. 2
Medium 1d6 3 lb. 5
Large 1d8 6 lb. 10
Huge 2d6 * 20
Gargantuan 3d6 * 40
Colossal 4d6 * 80
  1. For values marked with an asterisk, the SRD directly gives neither this value nor a means to determine it.

EnhancementsEdit

Club Material Enhancements
Material Average Masterwork1 Hardness hp2 Special
Wood 300 gp 5 5
Adamantine n/a n/a n/a
Deep Crystal 1,000 gp 10 15 Psionic
Mundane Crystal 300 gp 8 12 No rusting, not metal
Darkwood 330 gp 5 5 1/2 weight
Iron, Cold n/a n/a n/a n/a
Mithral n/a n/a n/a
Silver, Alchemical n/a n/a n/a n/a
  1. Masterwork weapons have a +1 enhancement bonus on attack rolls.
  2. For values marked with an asterisk, the SRD gives neither this value nor a means to determine it.
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 × bonus
× 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 AlsoEdit



Back to Main PageSystem Reference DocumentWeapons

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