Transcendent One
Clubs
Clubs are usually big blunt weapons. It doesn’t take much skill to use one. They do crushing damage.
Baatezu Mace:
Usable by Fighters only. Made from ore found only in the wastelands of Avernus. Baatezu have created a metal called Baatorian Green Steel. Weapons produced from this metal are lighter and stronger than those forged of ordinary steel and tend to inflict greater damage. Although produced in great quantities for the Blood Wars, weapons such as these are rarely found outside of Baator.
Damage: 3-9 crushing
Speed: 6
Weight: 10
Proficiency: clubs
THACO: +1
Blind Terror:
Usable by Fighters only. When an opponent is struck with sufficient force, acid is released thru the spongy surface of the mace. From the resulting spray of acid, the adversary can become temporarily blinded making him easier to hit.
Damage: 1-2 crushing
Speed: 5
Weight: 4
Proficiency: clubs
Special: causes blindness
2-8 acid damage
Enchanted: +2
THACO: +2
Club Of Celestial Fire:
Usable by Lawful Good characters only. Not usable by Mages. Celestial Fire was the only object that Trias had left to remind him of the Upper Planes. The blade became a club in your hands. It is warm to the touch, and flames have been carved all along the length of the weapon. The intricacy of the carvings is breathtaking; they are done with such skill that the club seems to be burning with metallic flames...someone must have spent several centuries rendering them. The metal of the hammer is unfamiliar... it is heavy, but it shines like silver. The club looks several millennia old. A faint hum can be felt within it, and the vibration becomes stronger when it touches human flesh. Not surprisingly, "Celestial Fire" can be wielded only by those with sufficient strength and purity of heart. When used in combat, "Celestial Fire" bursts into a holy radiance that burns any evil creature it strikes in combat.
Damage: 3-18 crushing
Speed: 3
Weight: 5
Proficiency: clubs
Special: +2 to armor class
+10 fire damage
+10% resistance to crushing attacks
Enchanted: +3
THACO: +2
Club Of Nettles:
Usable by Thieves only. This club seems to be made from some sort of prickly plant. Small thorns adorn the head of the club and can easily be broken off. This particular club is one of the more favored weapons of thieves. Upon making a successful hit on an opponent, tiny barbed thorns lodge into the skin and cause the victim to become disoriented for a brief period of time. This allows the thief time to safely rob and escape the victim.
Damage: 1-6 crushing
Speed: 3
Weight: 4
Proficiency: clubs
Special: causes confusion
THACO: +2
Club Of Piercing:
Not usable by Mages. This is a heavy iron club that is covered with sharp spikes. Enchantments have been placed on this club so that it can be wielded with greater accuracy.
Damage: 1-6 crushing, 1-6 piercing
Speed: 7
Weight: 12
Proficiency: clubs
Enchanted: +1
THACO: +3
Pharod's Crutch:
Not usable by Mages. This rickety wooden staff has a crosspiece nailed across the top. The crosspiece is wrapped in rags, presumably to keep the damn thing from jamming too sharply into Pharod's armpit when he leans on it. The crutch, not surprisingly, smells terrible, and every inch of it is covered in dirt, sewage and various unidentifiable stains. Something about this crutch makes you wonder - despite its fragile appearance, it has held up rather well; you even test it with your weight and it holds you up without so much as creaking. Considering Pharod's scavenging nature, the crutch may have had some value beyond its surface appearance for him. It might even be usable as a weapon.
Damage: 2-7 crushing
Speed: 4
Weight: 4
Proficiency: clubs
Enchanted: +1
THACO: +1
Poor Quality Mace:
Usable by Fighters only. This mace seems to be of very poor construction. The balance and weight lend itself to an awkward and almost erratic swing. Most likely this was constructed by an apprentice blacksmith.
Damage: 1-7 crushing
Speed: 8
Weight: 13
Proficiency: clubs
THACO: -1
Poor Quality Sledgehammer:
Usable by Fighters only. This hammer is little more than a heavy lump of metal on the end of a stout stick. It's powerful, yes, but the balance is poor and it's entirely ungraceful.
Damage: 2-7 crushing
Speed: 8
Weight: 10
Proficiency: clubs
Corpse Limb #985:
Not usable by Mages. This arm snapped clean off corpse #985 when it, uh, accidentally toppled. As much as the corpse's knee was rotted clean through, it looks like the combination of thick applications of embalming fluid and rigor mortis has made this arm almost as hard as wood. If you needed to, you could either use it to shake someone's hand from a distance or use it to bash their skull in.
Damage: 1-6 crushing
Speed: 4
Weight: 3
Proficiency: clubs
Corpse Limb Club:
Not usable by Mages. This rotted limb looks like it has suffered a great deal since it was torn from its owner. Nevertheless, rigor mortis has set in and made this limb almost as hard as wood.
Damage: 1-6 crushing
Speed: 4
Weight: 3
Proficiency: clubs
Death Of Desire:
Usable by Fighters, Dustmen only. This mace is used by the Dustmen to remove all desires from the living.
Damage: 2-7 crushing
Speed: 5
Weight: 11
Proficiency: clubs
Special: 1-6 piercing damage
causes stunning
Enchanted: +2
THACO: +2
Devil's Desire:
Usable by Fighters only. This weapon has a black metal handle that seems to have grown into the narrow skull that is affixed to its top. The metal looks as if it has grown out from the skull, and spikes pierce through the eye sockets, jaw and from the skull cap itself. The "metal" is not metal at all, but the remnants of a creature's forearm that punched through the base of the fiendish skull that now bedecks the head of this weapon. The spikes that have pierced through the skull actually appear to be some sort of quills from the creature's forearm. When this weapon is used in combat and the spikes of the club penetrate a creature's skin, acid oozes from the quills into the target, doing additional damage. This acid also burns the hands of the user, doing some damage to the wielder every time he strikes someone else. The common name of this weapon is "Devil's Due." To who or what event it refers to is unknown, but it was obviously a painful experience for the two parties involved.
Damage: 3-8 crushing
Speed: 4
Weight: 4
Proficiency: clubs
Special: 1-6 acid damage to target
1-6 acid damage to self
+2 to armor class vs. piercing
Enchanted: +1
THACO: +2
Entropic Blade:
Usable by Fighters only. This strange item was in your possession after you gave the Modron Cube to the iron golem in the Siege Tower. It looks to be a small dagger, but its surface twists and bends as you watch, as if struggling to break free from its shape. It looks to be made of iron, silver, and any of a number of different metals. Sometimes they blend together, other times, they submerge into the core of the blade, only to resurface again minutes later.
Damage: 3-23 crushing
Speed: 7
Weight: 12
Proficiency: clubs
Enchanted: +2
THACO: +2
Severed Arm:
Usable by Fighters and Thieves only. This severed arm is as hard as a wooden club. It looks like it was severed cleanly at the shoulder (most likely by a scythe blade), and even though it looks many decades old, it is more petrified than rotted. It has an unhealthy gray pallor and is covered with scars. Intricate tattoos decorate its surface, spiraling up from the wrist all the way to the remains of the shoulder. Upon closer inspection, you know for a fact that this arm is yours. How long it has been lying around waiting for you is anyone's guess. You can't explain why, but you feel like you should take this arm to a tattoo artist and have it examined... the tattoos might tell something of what happened to your previous incarnation when this arm was still attached to him.
Damage: 1-8 crushing
Speed: 4
Weight: 5
Proficiency: clubs
Special: +2 crushing damage
new tattoos
Enchanted: +1
The Justifier:
Usable by Fighters only. This mace looks much like any other mace - a spiked ball atop a wooden shaft, leather handgrip with a thong to prevent losing it in the heat of battle. Where it differs is in the Eye etched in acid on the head of the weapon, a stylized sigil of the god Horus. This weapon is The Justifier, a mace created in the city of Heliopolis on the plane of Arcadia, designed to aid the followers of good and maim the followers of evil. It can heal its owner, if asked, and will offer its opinions on various matters.
Damage: 3-12 crushing
Speed: 2
Weight: 2
Proficiency: clubs
Special: increases regeneration
Enchanted: +2
THACO: +2
Fiend Femur:
Not usable by Mages, Lawful or Good creatures. This tanar'ri femur carries the last traces of a balor's essence within its marrow. Disgraced in battle and torn apart by its fellow fiends in an ceremonial execution, the bone has since carried with it a vengeful spite towards all of its kind. When the femur strikes any tanar'ri or baatezu, serrated teeth bristle up and down the length of the bone and cause tremendous damage to any tanar'ri or baatezu.
Damage: 3-8 crushing
Speed: 4
Weight: 4
Proficiency: clubs
Enchanted: +2
THACO: +2
Heaven And Earth:
Usable by Fighters, Good Characters only. Usable only by Nameless One. A fearsome aura of power emanates from this massive weapon. Sharp, powerful lines adorn the shaft of this mace, which streak directly to a perfect sphere that serves as this weapon's contact point. Perfectly curved spikes emanate from the perfectly-shaped sphere, yielding an image that is at once both arresting, yet awe-inspiring. A vibrant, royal purple hue surrounds this weapon of power. Upon holding the weapon it is instantly apparent that only those that are pure of heart can truly wield it.
Damage: 2-20 crushing
Speed: 2
Weight: 10
Proficiency: clubs
Special: +3 crushing damage
+2 to strength
Enchanted: +3
THACO: +3
Iron Prybar:
Usable by Fighters and Thieves only. This iron prybar can be used to pry open doors, chests, and even the occasional reluctant ribcage. It also makes a good bludgeoning weapon when there's no time for subtlety.
NOTE: To use the prybar to force a locked door or chest, select it as a weapon then "attack" the container or door you wish to pry open. Although the prybar is specifically intended for such use, you can attempt to bash open a container or door with *any* weapon, including your fists.
Damage: 1-6 crushing
Speed: 4
Weight: 3
Proficiency: clubs
Leg Bone Club:
Not usable by Mages. This leg bone is heavy enough to be used as a club. It's not the height of fashion, but it sure makes a satisfying sound when you strike someone. Although an effective weapon, this leg bone is fragile and has a chance of breaking if used repeatedly.
Damage: 1-6 crushing
Speed: 4
Weight: 2
Proficiency: clubs
Special: fragile, breakable
Mace:
Usable by Fighters only. This seems to be a standard variety mace. Used properly, this weapon can deliver a crushing blow to an opponent.
Damage: 2-8 crushing
Speed: 7
Weight: 12
Proficiency: clubs
Vrock Club:
Usable only by Thieves. Created from the bones of a Vrock, this club makes a formidable weapon.
Damage: 4-16 crushing
Speed: 3
Weight: 4
Proficiency: clubs
Special: poisons target
Enchanted: +2
THACO: +2
Wooden Club:
Not usable by Mages. This crude wooden club has seen better days, but it still looks sturdy enough to be used as a weapon.
Damage: 1-6 crushing
Speed: 4
Weight: 3
Proficiency: clubs
Weapons Index