The Dragonlance Nexus

Printed From:
http://www.dlnexus.com/fan/rules/14791.aspx

The Hoopak of Dizzy Longtongue

D&D 3e (3.0/3.5) Rules

by Clive Squire


It is unclear as to whether there was actually ever a kender called Dizzy Longtongue or if he did, did he create or own this hoopak. The truth of the matter may never be known. What is known is that there is a +2 hoopak of renown, which currently bears that name.

Dizzy Longtongue is a favoured story among kender and is made famous in story involving a Minotaur that Dizzy makes a bet with. The bet Dizzy made was that the hoopak would fly around the forest when thrown, returning to Dizzy's hand. When the hoopak didn't return, the irate Minotaur ate Dizzy for his dinner, at which point the wayward hoopak returns.

Needless to say most non-kender find the tale rather odd and fail to understand the joke at all. All kender that hear or know the story find it hilarious and revel in Dizzy's skill with a hoopak.

The hoopak of Dizzy Longtongue is crafted from a single branch of aspen, which bears the signs of being struck by lightning. The haft of the weapon is as dark as coal and the hoopak bears no marks of other ornamentation except for two colourful feathers attached near its top.

In the hands of a non-kender the hoopak is treated as a +2 hoopak, and if used as a staff deals 1d6+2 points of bludgeoning damage with a critical multiplier of x2. If used as a sling, the bullets shot from this hoopak deal 1d6+2 points of blunt damage, have a critical multiplier x2 and a range increment of 80-feet.

Only in the hands of a true kender, afflicted kender, half-kender or someone with kender blood (including those with the taint of kender blood feat) can the weapon really be used to full effect, turning into a +4 returning hoopak that deals 1d6+4 points of bludgeoning damage (as either as sling or staff).

In addition to the abilities noted above, kender can actually throw the hoopak, dealing 1d6+4 points of bludgeoning damage with a critical multiplier of x2 and a range increment of 10-feet.

The hoopak will return to the kenders hand within 1d10 rounds of being thrown, appearing just before the kenders next action. Catching the hoopak is a free action as long as the kender has a free hand to do so, if not, the hoopak falls to the ground in the space from where it was thrown.

Moderate Transmutation; CL 7th; Craft Magic Arms & Armour, magic stone, telekinesis; Market Price 32,310stl, Cost to create 16,155stl + 1,292 XP; Weight 5Ibs.

Note: This article updates an article that was originally presented by Eric Jwo and uses information about hoopaks as presented James O'Rance. Both articles can be found on the Nexus.

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