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D20:Trident (Weapon)

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D20

This article is a D20 reference page

The System Reference Document is a comprehensive toolbox consisting of rules, races, classes, feats, skills, various systems, spells, magic items, and monsters compatible with the d20 System version of Dungeons & Dragons and various other roleplaying games from Wizards of the Coast.
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D20


Trident
Martial One-Handed Thrown Melee
Critical: ×2
Range Increment: 10 ft.
Type: Piercing
Hardness: 5
Size Cost1 Damage Weight1 hp
Fine * 1d2 * 1
Diminuative * 1d3 * 1
Tiny * 1d4 * 1
Small 15 gp 1d6 2 lb. 2
Medium 15 gp 1d8 4 lb. 5
Large 30 gp 2d6 8 lb. 10
Huge * 3d6 * 20
Gargantuan * 4d6 * 40
Collossal * 6d6 * 80
  1. For values marked with an asterisk, the SRD directly gives neither this value nor a means to determine it.

Description

This weapon can be thrown. If you use a ready action to set a trident against a charge, you deal double damage on a successful hit against a charging character.

Enhancements

Trident Material Enhancements
Material Average Masterwork1 Hardness hp Special
Steel and Wood 15 gp 315 gp 5 5
Adamantine 3,015 gp 5 6 Bypass hardness less than 20
Crystal, Deep 1,015 gp 10 15 Psionic
Crystal, Mundane 315 gp 8 12 No rusting, not metal
Darkwood 355 gp 5 5 1/2 weight
Iron, Cold 30 gp 330 gp 5 5 Magical enchantments cost an additional 2,000 gp.
Mithral n/a n/a n/a
Silver, Alchemical 105 gp 405 gp 5 5 −1 damage
  1. Masterwork weapons have a +1 enhancement bonus on attack rolls.
  2. The SRD gives neither this value nor a means to accurately 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




System Reference Document -> Equipment (SRD) -> Weapon Descriptions


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