Two-Bladed Sword (Weapon)

From Epic Path
Revision as of 21:35, 16 August 2016 by Reese (talk | contribs) (Created page with "{{Template:Weapon | Name = Sword, Two-Bladed | Urlname = Sword,_Two-Bladed | Image = doublebladedsword.png | Proficiency = Exotic | Type = 2-Hand | Cost = 100 gp | Tiny...")
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search
Sword, Two-Bladed 2-Hand / Exotic [edit]
Sword, Two-Bladed
Cost Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
100 gp 1d8/1d8 1d10/1d10 2d8/2d8 19-20 x2 - 10 lbs Slashing
Weapon Qualities: Double
A two-bladed sword is a beautiful thing to watch in the hands of a skilled user. Take two bastard swords, put them end-to-end, and you have created a two-bladed sword. They are used in a series of fast, graceful arcs, spins and sweeps as the user attacks with both ends at once to devastating effect. The two-bladed sword belongs to the "Blades, Heavy" and "Double" weapon groups.
Dwarven Urgrosh 2-Hand / Exotic [edit]
Dwarven Urgrosh
Cost Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
50 gp 1d6/1d4 1d8/1d6 2d6/1d10 x3 - 12 lbs Spindling (physical, rare) or Hacking (physical, uncommon)
Weapon Qualities: Battering, Brace, Double, Intimidating, Stout
A dwarven urgrosh is a double weapon, but unlike a double sword, using an urgrosh is not a graceful balletic dance. An urgrosh is a long battle axe with a nasty spear point on the opposite end of the long haft. The urgrosh's axe head is a Hacking weapon while its spear head is a Spindling weapon. You can use either head as the primary weapon. The other becomes the off-hand weapon. If you brace an urgrosh against a charging character, the spear head (Spindling) is the part of the weapon that deals damage. In typical use by a skilled user, swipes by the axe head alternate with vicious stabs by the spear, usually into the tops of the feet. An urgrosh isn't pretty, but it works excellently. The dwarven urgrosh belongs to the "Double" weapon group. The axe head is treated as a slashing weapon, while the spear head is treated as a piercing weapon, for the application of Weapon Properties, Feats, Dweomermetals and all other effects.
Great Whip 2-Hand / Exotic [edit]
Great Whip
Cost Sm Dmg Med Dmg Large Dmg Crit Range Wt Type
125 gp 1d10 2d6 3d6 19-20 x2 - 12 lbs Slashing (physical, common)
Weapon Qualities: Cumbersome, Reach
The great whip deals lethal damage and has a 15-foot reach, threatening and allowing attack both 15 feet (3 squares) and 10 feet (2 squares) from the wielder, although it does not threaten and cannot attack adjacent targets. A great whip takes considerable space to wield freely, if any adjacent square is blocked, the user suffers a -4 penalty to attack rolls.

The largest and by far the most dangerous of the whips, the mighty great whip has a sturdy handle three feet long, with a complex woven leather and wire braid as thick as a strong man's wrist attached to it. The braid is usually nine feet long, and has a sharp blade tip as well as secondary blades woven into the leather and wire braid for the last five or six feet. The great whip is surprisingly wieldy for its size, and a skilled user can use the enormous reach and power to devastating effect. A great whip takes quite a bit of space to use effectively, but much less than many would assume, given its size. The great whip belongs to the "Blades, Heavy" and "Flails" weapon groups.