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Pom-Pom (3.5e Equipment)

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Revision as of 19:22, December 22, 2009 by Ganteka Future (Talk | contribs)

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Created By
Eiji-kun (talk)
Date Created: 6-18-08
Status: Complete
Editing: Please feel free to edit constructively!


Pom-Pom

Exotic Light Melee

Cost: 4 gp
Damage (Small): 1d2
Damage (Medium)1: 1d3
Critical: ×2
Range Increment:
Weight2: 1 lbs
Type3: Bludgeoning
HP4: 5

{{#set:Hardness=Default}}

1. See Damage Increases by Size to calculate the damage for a weapon larger than Medium or smaller than Small.
2. Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much.
3. When two types are given, the weapon is both types if the entry specifies "and", either type (player's choice at time of attack) if the entry specifies "or", or each end of the double weapon is a different type if the entry specifies "/".
4. The hp value given is for Medium armor, weapons, and shields. Divide by 2 for each size category of the item smaller than Medium, or multiply it by 2 for each size category larger than Medium.


Who in the world thought adding fluffy frilled to what is effectively a pair of brass knuckles was a good idea?

Pom-Poms generally come in pairs but you may have only one on each hand. They slip around the fingers like a pair of knuckles and are covered in fluffy, brightly colored ribbons and tinsel. It would seem utterly useless, but the tinsel ends up distracting the enemy and tickling them.

Whenever you hit with a Pom-Pom the enemy takes a -2 penalty to attacks due to being blinded and distracted. These penalties do not stack. In addition, gain a +2 bonus to feint in combat due to your hands being obscured. Unlike most weapons, you may still use spells with somatic components and grasp items (but not use other weapons) while the Pom-Pom is equipped.

A Pom-Pom gives a +1 bonus to Perform (Dance) checks, which stack with each other. You cannot be disarmed while wearing Pom-Poms.



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