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Latest revision as of 06:33, 11 August 2009

This material is published under the OGL
Mace, Heavy
Simple One-Handed Melee
Critical: ×2
Range Increment:
Type: Bludgeoning
Hardness: 10
Size Cost1 Damage Weight1 hp
Fine * 1d2 * 1
Diminutive * 1d3 * 2
Tiny * 1d4 * 5
Small 12 gp 1d6 4 lb. 10
Medium 12 gp 1d8 8 lb. 20
Large 24 gp 2d6 16 lb. 40
Huge * 3d6 * 80
Gargantuan * 4d6 * 160
Colossal * 6d6 * 320
  1. For values marked with an asterisk, the SRD directly gives neither this value nor a means to determine it.

Enhancements[]

Heavy Mace Material Enhancements
Material Average Masterwork1 Hardness hp2 Special
Steel 12 gp 312 gp 10 20
Adamantine 3,012 gp 20 26 Bypass hardness less than 20
Deep Crystal 1,012 gp 10 20 Psionic
Mundane Crystal 312 gp 8 16 No rusting, not metal
Darkwood n/a n/a n/a
Iron, Cold 24 gp 324 gp 10 20 Magical enchantments cost an additional 2,000 gp.
Mithral 4,012 gp 15 20 1/2 weight
Silver, Alchemical 102 gp 402 gp 8 6 −1 damage
  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 Also[]



Back to Main PageSystem Reference DocumentWeapons