Sword, Bastard

Melee
Critical:19–20/×2
Range Increment:?
Type:Slashing
Hardness:10
SizeCost1DamageWeight1hpTemplate:ifexpr: 1 and 0 or 0 or 0 or 0 or 0 or 0 or 0 or 0 or 0
Fine*1d3*1
Diminuative*1d4*1
Tiny*1d6*1
Small35 gp1d83 lb.2
Medium35 gp1d106 lb.5
Large70 gp2d812 lb.10
Huge*3d8*20
Gargantuan*4d8*40
Collossal*6d8*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

A bastard sword is too large to use in one hand without special training; thus, it is an exotic weapon. A character can use a bastard sword two-handed as a martial weapon.

[top]Enhancements

Bastard Sword Material Enhancements
MaterialAverageMasterwork1HardnesshpSpecial
Steel35 gp70 gp105?
Adamantine?3,035 gp206Bypass hardness less than 20
Crystal, Deep?1,035 gp105Psionic
Crystal, Mundane?{{{mccost|70 gp}}}84No rusting, not metal
Darkwood?n/an/an/a?
Iron, Cold70 gp370 gp105Magical enchantments cost an additional 2,000 gp.
Mithral?3,035 gp1551/2 weight
Silver, Alchemical125 gp425 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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