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A warforged with an armblade fends off a cadaver collector,
from Races of Eberron
Armblade
3rd edition rules
Type Attached
Category Basic
Magical Aura Faint Transmutation
Caster Level 5th
Requirements Craft Magic Arms and Armor,
heroism
Price 2,300 gp
Weight 8 lbs.
Source Eberron Campaign Setting, pg. 268
4th edition rules
Type Attached
Category Basic
Rarity Uncommon
Slot Heavy blade or light blade
Advancement
Level 2 +1 520 gp
Level 7 +2 2,600 gp
Level 12 +3 13,000 gp
Level 17 +4 65,000 gp
Level 22 +5 325,000 gp
Level 27 +6 1,625,000 gp
Source Eberron Player's Guide, pg. 114

The armblade is a large metal cylinder with a heavy, serrated sword blade (resembling a bastard sword) at one end. It attaches to a warforged, and slips over the hand and forearm.[1][2]

3rd Edition MechanicsEdit

An armblade is a +1 bastard sword, and requires the Exotic Weapon Proficiency (bastard sword) feat to use it. While the weapon is attached, the warforged cannot be disarmed, but the warforged also cannot use that hand for other tasks without removing the armblade. The wielder gains a +2 bonus on opposed attack rolls made to disarm an opponent. If the wielder uses a ready action to set an armblade against a charge, he deals double damage on a successful hit against a charging character.[1]

4th Edition MechanicsEdit

The armblade requires the living construct racial trait. It is available with enhancement bonuses to attack and damage rolls of +1 to +6, and does an extra 1d6 per plus during a critical strike. The wearer gains a +2 item bonus to opportunity attacks made with the armblade.[2]

ReferencesEdit

  1. 1.0 1.1 Eberron Campaign Setting. Keith Baker, Bill Slavicsek, and James Wyatt (2004). Wizards of the CoastISBN 0-7869-3274-0.
  2. 2.0 2.1 Eberron Player's Guide. David Noonan, Ari Marmell, and Robert J. Schwalb (2009). Wizards of the CoastISBN 0-7869-5100-1.

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