| Zotpox |
Masterwork club a Medium Simple two-Handed Melee Weapon
+1 enhancement bonus on attack rolls
cost 300 gp
dmg s 1d4
dmg m 1d6
critical x2
range -
weight 3 lbs
type B
hardness 5
HP 20
break DC 20
special Two handed, Masterwork
A masterwork weapon is a finely crafted version of a normal weapon. Wielding it provides a +1 enhancement bonus on attack rolls
Wielding a Weapon Two-Handed: When you deal damage with a weapon that you are wielding two-handed, you add 1-1/2 times your Strength bonus (Strength penalties are not multiplied).
This two handed masterwork club is a smooth, round stick 2.75 inches in diameter at the thickest part and 42 inches in overall length with a 12 inch barrel and the other 30 inches narowing to form the handle. Is made of one piece of solid ash wood, with a rounded head and knob and given two coats of varnish. It is branded with the craftsman's name, and guild symbol: the brand is applied to the hard side of the club (Over the Sweet Spot), allowing the cluber visual control of the hardness of the surface hitting the victem. The handle is wrapped with a cloth grip and a light coating of pine tar in order to improve grip.
| Quandary |
Sure, why not?
It's really just a question of which weapon in the rules most corresponds to a baseball bat.
If anything, it seems like you really need 2 hands to wield a baseball bat,
so it maybe should be a step above the 1-handable Club... Greatclub exists and is 1d10 abeit 'martial',
I would say that a 2-Handed Club could EASILY be 1d8 and still be Simple.
re: Piercing damage, that really sounds like you're getting into Morning Star/ Earthbreaker territory.
(you can call it/ flavor it as a spiked baseball bat, but i would just use those stats for everything, e.g. cost + weight, etc)
| Quatar |
Clubs are actually one handed weapons, but if you use them two-handed they get the same advantages as those.
Your stats are strictly for a masterwork club (at least I see no difference except that you scratched the range)... so why shouldn't it be possible?
Not exactly sure what you really want to know
| Scud422 |
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I know this is a very old thread, but I cam across it when I was mulling over the idea of a baseball bat with a Force Punch effect.
Here's a magic item I came up with. The second ability is optional if you want that extra Scout flavor.
Homerun Bat, 15,000g
2-handed simple weapon, 1d8 B, Crit x2
This +1 Baseball Bat has the ability to empart great force upon whatever it hits. For 5 minutes a day, the bat's damage increases to 3d6 as if under the effects of Shillelagh and if any creature is struck during this time, a bull rush maneuver can be made against that creature as a free action with a +10 bonus to your normal CMB. This manuever only functions as a bull rush to determine how far back the creature is moved but is not counted as a bullrush in other effects (the attack does not provoke an AoO, the attacker can't move with the creature, and special effects of feats are not applied). These minutes do not have to be consecutive but must be used in 1 minute intervals.
As a standard action while the force effect is active, you can throw a baseball into the air and hit it with the bat making a ranged attack with a range incriment of 30'. This attack only deals half the normal damage on hit but the target must succeed a fortitude save, DC = to the full damage rolled, or be stunned for 1d2 rounds. While the baseball can potentially travel miles, hitting a creature outside of 150' is extremely difficult and requires a natural 20.
Requires: Craft arms and armor, Shillelagh, Force Punch, 12,500g