| abstract
| - No trap-infested temple or overly defended vault can go without them: Pendulum axes, swinging from side to side, eviscerating anything slow-witted enough to stand in their path. This weapon is based on those traps. The razor axe an oversized axe with an elongated blade pointing away from the wielder, making the shape resemble a pick-axe on its profile, though the sharp edge is on the opposite side of the handle. The exceptional shape of the blade is difficult to forge. As such, it is costly to craft. The effective combat style of this otherwise unwieldily tool of war requires Exotic Weapon Proficiency (Razor Axe) for effective usage. Proficient wielders can do tremendous damage even to heavily armed opponents. The edge of the blade functions keenly against fortifications like armor. Whenever a razor axe scores a critical hit against an armored opponent, the weapon slices some of the armor's bindings and straps, causing it to function less effectively, much as if the wearer had donned his armor hastily. The armor check penalty and armor bonus for each are 1 + 1 per point of enhancement bonus points worse than normal. This condition is removed by spending the full time to "re-don" the armor given on the table here. This condition cannot reduce an armor's armor bonus below 0. This condition does not stack with itself. While the razor axe can be used for trip attempts, the head is much too heavy to manipulate precisely causing this to more closely resemble a great sweep. As such, trip attempts are made with a -2 penalty. However, if your trip attempt succeeds, you may continue your swing into an adjacent target and make another trip attempt at the same bonus as if you had cleaved. Back to Main Page → 3.5e Homebrew → Equipment → Weapons
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