Rapier

Melee
Critical:18–20/×2
Range Increment:?
Type:Piercing
Hardness:10
SizeCost1DamageWeight1hpTemplate:ifexpr: 1 and 0 or 0 or 0 or 0 or 0 or 0 or 0 or 0 or 0
Fine*1*1
Diminuative*1d2*1
Tiny*1d3*1
Small20 gp1d41 lb.2
Medium20 gp1d62 lb.5
Large40 gp1d84 lb.10
Huge*2d6*20
Gargantuan*3d6*40
Collossal*4d6*80Template:ifexpr: 1 or 1 or 1 and 0 or 0 or 0 or 0 or 0 or 0 or 0 or 0 or 0
[/LIST]

[top]Description

You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a rapier sized for you, even though it isn?t a light weapon for you. You can?t wield a rapier in two hands in order to apply 1-1/2 times your Strength bonus to damage.

[top]Enhancements

Rapier Material Enhancements
MaterialAverageMasterwork1HardnesshpSpecial
Steel20 gp320 gp105?
Adamantine?3,020 gp206Bypass hardness less than 20
Crystal, Deep?1,020 gp105Psionic
Crystal, Mundane?{{{mccost|320 gp}}}84No rusting, not metal
Darkwood?n/an/an/a?
Iron, Cold40 gp340 gp105Magical enchantments cost an additional 2,000 gp.
Mithral?1,020 gp1551/2 weight
Silver, Alchemical110 gp410 gp81−1 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 ValueAdditional Cost1Hardness Increase2Additional hp2
+1+Template:formatnum: -- template expr: 40 50 gp+2+10
+2+Template:formatnum: -- template expr: 160 50 gp+4+20
+3+Template:formatnum: -- template expr: 360 50 gp+6+30
+4+Template:formatnum: -- template expr: 640 50 gp+8+40
+5+Template:formatnum: -- template expr: 1000 50 gp+10+50
+6+Template:formatnum: -- template expr: 1440 50 gp3+12+60
+7+Template:formatnum: -- template expr: 1960 50 gp3+14+70
+8+Template:formatnum: -- template expr: 2560 50 gp3+16+80
+9+Template:formatnum: -- template expr: 3240 50 gp3+18+90
+10+Template:formatnum: -- template expr: 4000 50 gp3+20+100
+11 or more+ bonus × bonus
× Template:formatnum: -- template expr: 400 50 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.

[top]See Also



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