Scizore (Weapon): Difference between revisions
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m (Text replacement - "Resilience" to "Maneuver Defense") |
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| Weight = 3 lbs | | Weight = 3 lbs | ||
| DamageType = Piercing | | DamageType = {{dmg|Piercing}} or {{dmg|Slashing}} | ||
| Quality1 = Attached | | Quality1 = Attached |
Revision as of 20:27, 28 July 2018
Scizore | 1-Hand / Martial | [edit] | |||||||
---|---|---|---|---|---|---|---|---|---|
Cost | Sm Dmg | Med Dmg | Large Dmg | Crit | Range | Wt | Type | ||
20 gp | 1d8 | 1d10 | 2d8 | x2 | - | 3 lbs | Piercing (physical, common) or Slashing (physical, common) | ||
Weapon Qualities: Attached, Protective, Restrictive, Uncomfortable | |||||||||
The scizore is a powerful but miserable weapon. A hollow pipe, sealed on the end, covers the grip and sheaths the forearm, locking the wrist. A nasty double-hook tips this beastly thing. The large rigid shape means the scizore protects the wielder and can generate awesome power in strikes, but the drawbacks are severe. Because the scizore locks your wrist, all attacks are made at a -1 to-hit penalty. A scizore does grant a +10 bonus to your Maneuver Defense to prevent you being disarmed of the miserable thing, but squeezing your hand into it means that donning or removing a scizore is a full round action. While wearing a scizore, that hand can do nothing else. If you do not attack with a hand wielding a scizore you gain a +1 shield bonus to your AC. When you attack with that hand you lose the shield bonus until the beginning of your next turn. The Scizore belongs to the "Blades, Light" and "Close" weapon groups. |