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Siangham
Exotic Light Melee
Critical: ×2
Range Increment:
Type: Piercing
Hardness: 10
Size Cost1 Damage Weight1 hp
Fine * 1 * 1
Diminutive * 1d2 * 1
Tiny * 1d3 * 1
Small 3 gp 1d4 1/2 lb. 1
Medium 3 gp 1d6 1 lb. 2
Large 6 gp 1d8 2 lb. 4
Huge * 2d6 * 8
Gargantuan * 3d6 * 16
Colossal * 4d6 * 32
  1. For values marked with an asterisk, the SRD directly gives neither this value nor a means to determine it.

DescriptionEdit

The siangham is a special monk weapon. This designation gives a monk wielding a siangham special options.

EnhancementsEdit

Siangham Material Enhancements
Material Average Masterwork1 Hardness hp2 Special
Steel 3 gp 303 gp 10 2
Adamantine 3,003 gp 20 2 Bypass hardness less than 20
Deep Crystal 1,003 gp 10 2 Psionic
Mundane Crystal 303 gp 8 1 No rusting, not metal
Darkwood n/a n/a n/a
Iron, Cold 6 gp 306 gp 10 2 Magical enchantments cost an additional 2,000 gp.
Mithral 503 gp 15 2 1/2 weight
Silver, Alchemical 23 gp 323 gp 8 1 −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 AlsoEdit



Back to Main PageSystem Reference DocumentWeapons

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