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Realm of Aesair
Welcome to Aesair! We are glad to have you here to play with us. Rules are rather lax so sit back and try and enjoy yourself. Here at Aesair, we want you to be as comfortable as possible. As we have just gotten things up and running, we are a little vacant right now, but any suggestions are welcome for improving your Forum going experience.
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Flail or Heavy Flail

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Flail or Heavy Flail Empty Flail or Heavy Flail

Post by Support Team Sun Feb 02, 2014 1:24 am

With a flail, you get a +2 bonus on opposed attack rolls made to disarm an enemy (including the roll to avoid being disarmed if such an attempt fails).

You can also use this weapon to make trip attacks. If you are tripped during your own trip attempt, you can drop the flail to avoid being tripped.

Flail
Cost Damage (S)   (M)   Critical    Range Increment  Weight  Type
8gp               1d6  1d8  20x2      -                         5lb.       Bludgeoning

Flail, Heavy
Cost Damage (S)   (M)    Critical    Range Increment  Weight  Type
15gp             1d8  1d10 19-20x2 -                         10lb.     Bludgeoning

Courtesy of 3.5 Player's Handbook

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