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Created By
Deranged. (talk)
Date Created: 2-8-2009
Status: Workin' on it
Editing: Please feel free to edit constructively!


Razor Axe

Exotic Two-Handed Melee

Cost: 600 gp
Damage (Small): 2d4
Damage (Medium)1: 2d6
Critical: ×3
Range Increment:
Weight2: 16 lbs
Type3: Slashing
HP4: 25
Hardness: 10

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.


No trap-infested temple or overly defended vault can go without them: Pendulum axes, swinging from side to side, eviscerating anything slow-witted enough to stand in their path. This weapon is based on those traps. The razor axe an oversized axe with an elongated blade pointing away from the wielder, making the shape resemble a pick-axe on its profile, though the sharp edge is on the opposite side of the handle. The exceptional shape of the blade is difficult to forge. As such, these weapons are only masterwork in quality. The given price reflects that cost.

The effective combat style of this otherwise unwieldily tool of war requires Exotic Weapon Proficiency (Razor Axe) for effective usage. Proficient wielders can do tremendous damage even to heavily armed opponents. The edge of the blade functions keenly against fortifications like armor. Whenever a razor axe scores a critical hit against an armored opponent, the weapon slices some of the armor's bindings and straps, causing it to function less effectively, much as if the wearer had donned his armor hastily. The armor check penalty and armor bonus for each are 1 + 1 per point of enhancement bonus points worse than normal. This condition is removed by spending the full time to "re-don" the armor given on the table here. This condition cannot reduce an armor's armor bonus below 0. This condition does not stack with itself.

While the razor axe can be used for trip attempts, the head is much too heavy to manipulate precisely causing this to more closely resemble a great sweep. As such, trip attempts are made with a -2 penalty. However, if your trip attempt succeeds, you may continue your swing into an adjacent target and make another trip attempt at the same bonus as if you had cleaved.



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