Equipment
Currency
Currency Exchange Rates | |||||
---|---|---|---|---|---|
Coin | Copper | Silver | Electrum | Gold | Platinum |
Copper | 1 | 1/10 | 1/50 | 1/100 | 1/5000 |
Silver | 10 | 1 | 1/5 | 1/10 | 1/500 |
Electrum | 50 | 5 | 1 | 1/2 | 1/100 |
Gold | 100 | 10 | 2 | 1 | 1/500 |
Platinum | 50000 | 5000 | 1000 | 500 | 1 |
There are three types of coins that are commonly used throughout this manual. These are the copper piece (cp), silver piece (sp), and gold piece (gp). Most characters will be familiar with the values of these coins, and will use each of them regularly. The gold piece is the standard unit of measurement for anything of high value, although most actual exchanges take place in the form of copper or silver, or for large purchases, things such as land and livestock. Standard exchange rates of these coins are listed to the right.
Two other types of coins are also used, albeit much more rarely. Most people will not be familiar with these coins, and may not accept them at face value. These are the electrum piece (ep) and the platinum piece (pp). Platinum is extremely rare and difficult to mine, and only the dwarves have ever used it as an actual standardized currency. Characters will typically need to trade these in with a money changer, or else settle for selling them by weight in order to use these coins. Electrum or platinum sold by weight will be worth about 80% of the listed value.
Carrying hundreds or thousands of coins at a time is a difficult proposition, hence why most treasures are found stored in chests. Realistically, pure gold would weigh more than copper or silver, but for the sake of simplicity, assume that regardless of type, coins weigh in at approximately 10 to a pound, and a one-foot-cube can hold roughly 5000 coins. Therefore, a typical 1 × 1½ × 2 foot chest, when completely stuffed, would hold about 15,000 coins and weigh 1,500 pounds. Most often, a chest will be more loosely packed, with significantly more open space even if it looks full. 10,000 - 12,000 coins is a good rule of thumb for a chest that seems full but wasn't packed with perfect storage in mind.
Encumbrance
Weight allowance by strength | ||||
---|---|---|---|---|
Strength | Unencumbered | Light | Medium | Heavy |
-5 | 0-2 | 3-5 | 6-7 | 8-10 |
-4 | 0-6 | 7-12 | 13-17 | 18-25 |
-3 | 0-10 | 11-20 | 21-30 | 31-40 |
-2 | 0-15 | 16-30 | 31-45 | 46-60 |
-1 | 0-20 | 21-40 | 41-60 | 61-80 |
0 | 0-25 | 26-50 | 51-75 | 76-100 |
1 | 0-30 | 31-60 | 61-90 | 91-120 |
2 | 0-35 | 36-70 | 71-105 | 106-140 |
3 | 0-42 | 43-85 | 86-127 | 128-170 |
4 | 0-50 | 51-100 | 101-150 | 151-200 |
5 | 0-60 | 61-120 | 121-180 | 181-240 |
6 | 0-70 | 71-140 | 141-210 | 211-280 |
7 | 0-82 | 83-165 | 166-247 | 248-330 |
8 | 0-95 | 96-190 | 191-285 | 286-380 |
9 | 0-110 | 111-220 | 221-330 | 331-440 |
10 | 0-125 | 126-250 | 251-375 | 376-500 |
Characters are only able to carry a certain amount of weight at a time, and the more they carry, the slower they move and the harder it is to fight effectively. A character's weight allowance is based off of the character's size and Strength. To determine how much a character can lift and carry, refer to the table to the right.
Different sized creatures have different fractions or multiples of this, as follows: Fine ×1/8, Diminutive ×¼, Tiny ×½, Small ×¾, Medium 1, Large ×2, Huge ×4, Gargantuan ×8, Colossal ×16. Creatures with four or more legs can carry 50% more weight than other creatures of their size.
A character may carry up to his or her maximum unencumbered load with no penalties. A character carrying a light load has his or her base speed reduced by 5 feet, or 1 step, and suffers a -1 penalty to his Agility (which lowers his Celerity defense). If a character is carrying a medium load, his base speed drops by 10 feet (2 steps), he suffers a -3 penalty to his Agility, and he has an attack penalty of -1 to hit. A character with a heavy load has his base speed reduced by 15 feet (to a minimum of 5 feet), and suffers a -5 penalty to Agility and -3 penalty to hit. A character may carry up to one and a half times his maximum load, but if carrying his maximum heavy load or more, he moves at a maximum rate of 2 feet (1 foot per second, or 10 TC per square), he may not attack, he uses his Passive defense, and all defenses have an additional -2 penalty.
Load | Base Speed Penalty | Attack Penalty | Agility Penalty | Defense Penalty |
---|---|---|---|---|
Light | -5 feet | 0 | -1 | 0 |
Medium | -10 feet | -1 | -3 | 0 |
Heavy | -15 feet | -3 | -5 | 0 |
Overloaded | 2 feet max | N/A | -5 | -2 |
Weapons
Light, One-Handed, and Two-Handed Weapons
Each weapon is categorized as light, one-handed, or two-handed, which indicates how much effort a weapon requires to wield appropriately. Each weapon size has special properties as described below. When used by a character that is not of the weapon's size category, then special modifiers apply.
Light
A light weapon applies only half your Strength to damage (or Dexterity if ranged). Light weapons can be used in your off hand at no penalty to hit, and -1 to damage. An unarmed strike is always considered to be a light weapon.
One-Handed
A one-handed weapon can be used in either hand, but if used in the off hand, you take a -2 penalty to hit and damage. Weapons with the versatile property can be wielded either one-handed or two-handed, and if used two-handed, gain a +2 bonus to damage if you have the appropriate weapon proficiency.
Two-Handed
A two-handed weapon requires both hands in order to use it effectively. You gain a +2 bonus to damage when attacking with any two-handed melee weapon, provided that you are proficient with it.
Ranged Weapons and Sizes
Ranged weapons are separated into the same three categories as melee weapons, but most ranged weapons require two hands to wield effectively regardless of size. However, characters may wield larger or smaller ranged weapons than those made for their size, following the same rules as melee weapons, given under Inappropriately Sized Weapons below.
Weapon Sizes
Weapon size categories are the same as creature sizes, but instead of indicating the size of the actual weapon, they indicate for what size creature the weapon was designed. In general, light weapons are actually two sizes smaller than the wielder, one-handed weapons are one size smaller, and two-handed weapons are the same size.
Larger and Smaller Weapon Damage | ||||||||
---|---|---|---|---|---|---|---|---|
Fine | Diminutive | Tiny | Small | Medium | Large | Huge | Gargantuan | Colossal |
— | — | — | 1 | 1d2 | 1d3 | 1d4 | 1d6 | 1d8 |
— | — | 1 | 1d2 | 1d3 | 1d4 | 1d6 | 1d8 | 2d6 |
— | 1 | 1d2 | 1d3 | 1d4 | 1d6 | 1d8 | 2d6 | 3d6 |
1 | 1d2 | 1d3 | 1d4 | 1d6 | 1d8 | 2d6 | 3d6 | 4d6 |
1d2 | 1d3 | 1d4 | 1d6 | 2d4 | 2d6 | 3d6 | 4d6 | 6d6 |
1d2 | 1d3 | 1d4 | 1d6 | 1d8 | 2d6 | 3d6 | 4d6 | 6d6 |
1d3 | 1d4 | 1d6 | 1d8 | 1d10 | 2d8 | 3d8 | 4d8 | 6d8 |
1d4 | 1d6 | 1d8 | 1d10 | 1d12 | 3d6 | 4d6 | 6d6 | 8d6 |
1d4 | 1d6 | 1d8 | 1d10 | 2d6 | 3d6 | 4d6 | 6d6 | 8d6 |
Inappropriately Sized Weapons
Each weapon is sized for creatures of a particular size category, and a creature can't effectively use a weapon that isn't properly sized for it. When using an inappropriately sized weapon, a cumulative -4 penalty applies on all attack rolls for each size category of difference between the size for which the weapon was designed and the wielder's size. Nonproficiency penalties also apply if the wielder is not proficient with the weapon type, but you do not need a separate proficiency for each size of a weapon (See Weapon Proficiencies). If the weapon is too large for you, then its speed class increases by one step for each size category difference. For example, a Small character using a Large-sized light mace (SC Standard) has a -8 penalty to hit, and the SC is increased by two steps (to Sluggish). Weapons that are too small for you have an SF bonus of -1 for each size category difference.
The measure of how much effort it takes to use a weapon (whether the weapon is designated as a light, one-handed, or two-handed weapon for a particular wielder) is altered by one step for each size category of difference between the wielder's size and the size of the creature for which the weapon was designed. If a weapon's designation would be changed to something other than light, one-handed, or two-handed by this alteration, the creature can't wield the weapon at all.
Improvised Weapons
Characters may on occasion find the need to use nearby objects in lieu of weapons. Characters wielding such improvised weapons are considered nonproficient with them, and take a -2 penalty to hit. The speed class, damage, and size category of an improvised weapon is decided by the DM, and should be based off of the weapons already listed. When throwing an improvised weapon, it will generally have a range increment of 10 feet or less.
Certain weapons, such as clubs and quarterstaves, can be improvised out of other materials and used normally. Because clubs are essentially improvised weapons already, an improvised weapon that is roughly the same size, shape, and weight as a typical club counts as one, and proficiency is determined normally. The same applies to a quarterstaff, or any other improvised weapon that is almost identical to an existing weapon.
Weapon Proficiencies
There are three levels of proficiency with each weapon. You must select weapon proficiencies for each individual weapon, except in the case of composite bows (which count as normal bows of the same type).
Nonproficient
A character who does not have an affinity for a weapon suffers a -2 penalty to his attack roll and a -1 penalty to his speed class whenever he attempts to use that weapon.
Affinity
There are no bonuses or penalties associated with using a weapon for which you have an affinity. Each character begins with a certain number of affinities based on race, and you can gain more by spending additional AP. You can also gain affinity for an entire weapon category by becoming proficient with three weapons in the same category. You cannot gain an affinity for weapons in the "Specialized Weapons" category in this way.
Proficient
You gain a +1 bonus to hit when using a weapon with which you are proficient. If the weapon is used two-handed, you also gain a +2 bonus to damage. You must first have an affinity for a weapon before you can gain proficiency in it. Proficiency costs a certain number of AP as specified in the entry for each weapon.
Weapon Speed Classes
Every weapon has a specific speed class listed. This determines how long it takes for an average person to perform a basic attack with the given weapon. Each speed class has a numerical TC equivalent, so that, for example, any time you attack with a weapon with a speed class of Fast, it takes 6 TC to recover from the attack so you can act again.
Weapon Properties
High Crit Damage | |||
---|---|---|---|
Character Level | Light | One-Handed | Two-Handed |
1-10 | 1d4 | 1d6 | 1d8 |
11-20 | 2d4 | 2d6 | 2d8 |
21-30 | 3d4 | 3d6 | 3d8 |
31-40 | 4d4 | 4d6 | 4d8 |
41-50 | 5d4 | 5d6 | 5d8 |
+10 | +1d4 | +1d6 | +1d8 |
- Armor Advantage: This weapon is especially effective against certain types of armor, and grants proficient wielders a bonus to hit enemies in certain armors, or negates a certain amount of armor, as specified in its description.
- Bloody crit: This weapon is especially well-suited to causing bleeding wounds, and can be used to greater effect with the Artery Slice skill.
- Charge Breaker: This weapon is effective when used against charging opponents. If you use a ready action to set the weapon against a charge, it deals double damage and stops the charge on a successful hit.
- Close: This weapon is especially effective in toe-to-toe combat when used with the Close Combat skill.
- Defensive: This weapon grants a bonus to defense when used by a proficient wielder with the Defensive Weapon skill.
- Disarm +X: This weapon grants the listed bonus to disarm attempts when used by a proficient wielder.
- Double weapon: The weapon may be used two-handed to attack with both ends as if with a one-handed weapon and a light weapon.
- Forceful: You may use this weapon to make a forceful attack. Forceful attacks push the target 5 feet to the side, back, or diagonally back on a successful hit (your choice). If your target is larger than you, then you must beat the target's defense by 2 per size category difference in order to push them. A forceful attack is one class slower than your weapon's normal speed.
- High crit: This weapon deals extra damage on a critical hit, based on the weapon's size and your character's level, as shown in the table to the right.
- Loading Time: This weapon must be loaded before it can be fired. Loading the weapon takes the specified time. Once a weapon is loaded, it can be fired at any time at its normal SF. For bows, you cannot perform any other action with either hand holding the weapon until it is fired.
- Nonlethal: The weapon deals nonlethal damage rather than lethal damage. You may attempt to deal lethal damage instead by taking a -4 penalty to the attack roll.
- Reach: The weapon has a 10 foot reach. You may attack creatures that are 10 feet away, but may not attack creatures within 5 feet. Certain reach weapons have a longer reach or can attack within 5 feet, as specified in their descriptions.
- Precise: This weapon scores a critical hit on a roll of 19 or 20. If a roll of 19 would normally miss, then it is still a miss.
- Special: This weapon has special rules. Read the individual description for more information.
- Stunning crit: On a critical hit, you may make a followup Vigor attack at the same bonus as your last attack. If successful, the target is stunned for 3d6 TC.
- Trip: This weapon can be used by a proficient wielder to trip opponents.
- Trip +X: When used by a proficient wielder, this weapon can be used to trip opponents and grants the listed bonus to trip attempts.
- Two hands: This weapon requires two hands to wield effectively, regardless of size. It does not gain a +2 bonus to damage unless it is normally considered a two-handed melee weapon for someone of your size.
- Versatile: This weapon can be used either one-handed or two-handed. If used two-handed and you are proficient with the weapon, you add a +2 bonus to damage.
Weapon Categories
Every weapon falls into a specific category as listed below. Each element has a list of weapons and weapon categories with which those characters have an affinity. Fire elementalists have affinities for both light and heavy swords, for example, so they only need to spend 1 proficiency point to become proficient with any type of sword.
Weapon List
Light Weapons | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
Weapon | Cost | Dmg (S) | Dmg (M) | Range Increment | Speed Class | Weight1 | Type2 | Properties | Craft/DC | Proficiency Cost |
Arrow | 5 cp | — | — | — | — | — | — | — | Bowyer/Fletcher (8) | — |
Arrow, barbed | 3 sp | — | — | — | — | — | — | Special | Bowyer/Fletcher (10) | — |
Arrow, bodkin | 1 gp | — | — | — | — | — | — | Armor Advantage | Bowyer/Fletcher (15) | — |
Arrow, flight | 1 sp | — | — | — | — | — | — | Special | Bowyer/Fletcher (10) | — |
Arrow, sheaf | 2 sp | — | — | — | — | — | — | Special | Bowyer/Fletcher (12) | — |
Axe, throwing (francisca) | 8 gp | 1d4 | 1d6 | 5 ft. | Fast | 2 lbs. | Slashing | — | Weaponsmithing (16) | 13 |
Bagh nakh | 4 sp | — | — | — | Swift | ½ lb. | Slashing | Close, Special | Weaponsmithing (9) | 13 |
Bolas | 5 gp | 1d3 | 1d4 | 5 ft. | Standard | 2½ lbs. | Bludgeoning | Nonlethal, Trip +2 | Weaponsmithing (12) | 12 |
Bolt | 1 sp | — | — | — | — | — | — | — | Bowyer/Fletcher (8) | — |
Bolt, barbed | 5 sp | — | — | — | — | — | — | Special | Bowyer/Fletcher (10) | — |
Bolt, flight | 2 sp | — | — | — | — | — | — | Special | Bowyer/Fletcher (10) | — |
Bolt, lance | 15 sp | — | — | — | — | — | — | Armor Advantage | Bowyer/Fletcher (15) | — |
Bolt, sheaf | 4 sp | — | — | — | — | — | — | Special | Bowyer/Fletcher (12) | — |
Boomerang | 5 gp | 1d3 | 1d4 | 10 ft. | Fast | 1 lb. | Bludgeoning | Special | Weaponsmithing (18) | 17 |
Cestus | 3 gp | 1d3 | 1d4 | — | Swift | 1½ lbs. | Bludgeoning and Piercing | Close, Stunning crit | Weaponsmithing (10) | 6 |
Chakram | 10 gp | 1d3 | 1d4 | 20 ft. | Fast | 1 lb. | Slashing | High crit | Weaponsmithing (14) | 12 |
Crossbow, hand | 100 gp | 1d3 | 1d4 | 25 ft. | Swift | 1½ lbs. | Piercing | Loading Time (Rapid) | Weaponsmithing (16) | 8 |
Crossbow, light | 35 gp | 1d6 | 1d8 | 55 ft. | Fast | 3 lbs. | Piercing | Loading Time (Swift), Two hands | Weaponsmithing (15) | 10 |
Crossbow, light double | 100 gp | 1d6 | 1d8 | 55 ft. | Fast | 4 lbs. | Piercing | Loading Time (Swift), Two hands, Special | Weaponsmithing (16) | 12 |
Crossbow, repeating light | 250 gp | 1d6 | 1d8 | 55 ft. | Fast | 6 lbs. | Piercing | Two hands | Weaponsmithing (18) | 12 |
Dagger | 2 gp | 1d3 | 1d4 | 5 ft. | Fast | 1 lb. | Piercing or Slashing | Close, Special | Weaponsmithing (12) | 8 |
Dagger, main-gauche | 3 gp | 1d3 | 1d4 | — | Fast | 2 lbs. | Piercing or Slashing | Close, Defensive | Weaponsmithing (16) | 9 |
Dagger, punching (Katar) | 5 gp | 1d3 | 1d4 | — | Fast | 1½ lbs. | Piercing | Close | Weaponsmithing (13) | 11 |
Dagger, stiletto | 2 gp | 1d2 | 1d3 | 5 ft. | Fast | ¾ lb. | Piercing | Armor Advantage, Close, Precise | Weaponsmithing (14) | 9 |
Dart | 5 sp | 1d3 | 1d4 | 10 ft. | Fast | ½ lb. | Piercing | — | Weaponsmithing (13) | 10 |
Gauntlet | 2 gp | 1d2 | 1d3 | — | Swift | ¾ lb. | Bludgeoning | Special | Armorsmithing (11) | 6 |
Gauntlet, spiked | 5 gp | 1d3 | 1d4 | — | Swift | 1 lb. | Piercing | Special | Armorsmithing (12) | 6 |
Gladius | 10 gp | 1d4 | 1d6 | — | Fast | 1¾ lbs. | Piercing | Close | Weaponsmithing (14) | 10 |
Gunsen | 4 gp | 1d2 | 1d3 | — | Fast | 1 lb. | Bludgeoning or Piercing | Defensive | Weaponsmithing (18) | 16 |
Hammer, light | 1 gp | 1d3 | 1d4 | 10 ft. | Fast | 1½ lbs. | Bludgeoning | Stunning crit | Weaponsmithing (14) | 8 |
Handaxe | 6 gp | 1d4 | 1d6 | — | Fast | 3 lbs. | Slashing | — | Weaponsmithing (15) | 10 |
Kama | 2 gp | 1d4 | 1d6 | — | Fast | 1½ lbs. | Slashing | Close, Trip | Weaponsmithing (11) | 10 |
Kukri | 8 gp | 1d3 | 1d4 | — | Fast | 2 lbs. | Slashing | Precise | Weaponsmithing (15) | 10 |
Mace, light | 5 gp | 1d4 | 1d6 | — | Fast | 2¼ lbs. | Bludgeoning | Stunning crit | Weaponsmithing (13) | 8 |
Pick, light | 4 gp | 1d3 | 1d4 | — | Fast | 3 lbs. | Piercing | High crit | Weaponsmithing (15) | 9 |
Rock | — | 1d2 | 1d3 | 5 ft. | Swift | 1 lb. | Bludgeoning | — | — | — |
Sai | 1 gp | 1d3 | 1d4 | 5 ft. | Fast | 1 lb. | Bludgeoning | Close, Defensive, Disarm +4, Special | Weaponsmithing (12) | 14 |
Sap | 1 gp | 1d4 | 1d6 | — | Fast | 2 lbs. | Bludgeoning | Nonlethal, Stunning crit, Special | Weaponsmithing (8) | 8 |
Shield, light | — | 1d2 | 1d3 | — | Standard | — | Bludgeoning | Forceful, Special | — | 8 |
Shuriken | 2 sp | 1 | 1d2 | 10 ft. | Swift | ¼ lb. | Piercing | — | Weaponsmithing (10) | 14 |
Siangham | 3 gp | 1d4 | 1d6 | — | Fast | 1 lb. | Piercing | — | Weaponsmithing (12) | 9 |
Sickle | 6 gp | 1d4 | 1d6 | — | Fast | 2 lbs. | Slashing | Trip | Weaponsmithing (10) | 10 |
Sling bullets | 1 cp | — | — | — | — | ½ lb. | — | — | Weaponsmithing (8) | — |
Spiked armor, heavy | — | 1d6 | 1d8 | — | Slow | — | Piercing | Special | — | 12 |
Spiked armor, moderate | — | 1d4 | 1d6 | — | Slow | — | Piercing | Special | — | 10 |
Spiked armor, small | — | 1d3 | 1d4 | — | Standard | — | Piercing | Special | — | 8 |
Spiked shield, light | — | 1d3 | 1d4 | — | Standard | — | Piercing | Forceful, Special | — | 10 |
Sword, short | 10 gp | 1d4 | 1d6 | — | Standard | 2 lbs. | Piercing | — | Weaponsmithing (15) | 10 |
Unarmed strike | — | 1d2 | 1d3 | — | Swift | — | Bludgeoning | Nonlethal | — | 6 |
One-Handed Weapons | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
Weapon | Cost | Dmg (S) | Dmg (M) | Range Increment | Speed Class | Weight1 | Type2 | Properties | Craft/DC | Proficiency Cost |
Battleaxe | 10 gp | 1d6 | 1d8 | — | Slow | 5 lbs. | Slashing | High crit, Versatile | Weaponsmithing (16) | 12 |
Broadsword | 30 gp | 1d6 | 2d4 | — | Standard | 2½ lbs. | Slashing | Forceful, Versatile | Weaponsmithing (15) | 11 |
Club | — | 1d4 | 1d6 | 5 ft. | Standard | 3 lbs. | Bludgeoning | Forceful, Stunning crit | Weaponsmithing (5) | 6 |
Crossbow, heavy | 50 gp | 1d8 | 1d10 | 70 ft. | Fast | 6 lbs. | Piercing | Loading Time (Fast), Two hands | Weaponsmithing (15) | 12 |
Crossbow, heavy double | 150 gp | 1d8 | 1d10 | 70 ft. | Fast | 8 lbs. | Piercing | Loading Time (Fast), Two hands | Weaponsmithing (16) | 14 |
Crossbow, repeating heavy | 400 gp | 1d8 | 1d10 | 70 ft. | Fast | 10 lbs. | Piercing | Two hands | Weaponsmithing (18) | 14 |
Cutlass | 26 gp | 1d6 | 1d8 | — | Standard | 2¼ lbs. | Slashing | Precise | Weaponsmithing (15) | 10 |
Flail | 8 gp | 1d6 | 1d8 | — | Standard | 2½ lbs. | Bludgeoning | Disarm +2, Forceful, Stunning crit, Trip | Weaponsmithing (17) | 11 |
Javelin | 1 gp | 1d4 | 1d6 | 15 ft. | Standard | 2 lbs. | Piercing | — | Weaponsmithing (14) | 12 |
Lasso | 5 sp | — | — | — | Sluggish | 3 lbs. | — | Reach, Trip +4, Special | Weaponsmithing (8) | 14 |
Longsword | 15 gp | 1d6 | 1d8 | — | Standard | 3½ lbs. | Slashing | Versatile | Weaponsmithing (15) | 10 |
Mace, heavy | 12 gp | 1d6 | 1d8 | — | Standard | 4 lbs. | Bludgeoning | Forceful, Stunning crit | Weaponsmithing (13) | 9 |
Machete | 8 gp | 1d6 | 1d8 | — | Standard | 2½ lbs. | Slashing | — | Weaponsmithing (13) | 10 |
Morningstar | 8 gp | 1d6 | 1d8 | — | Slow | 4½ lbs. | Bludgeoning and Piercing | Armor Advantage, Forceful, Stunning crit, Versatile | Weaponsmithing (15) | 13 |
Nunchaku | 2 gp | 1d4 | 1d6 | — | Fast | 2 lbs. | Bludgeoning | Disarm +2, Versatile | Weaponsmithing (14) | 13 |
Pick, heavy | 8 gp | 1d4 | 1d6 | — | Standard | 5 lbs. | Piercing | High crit, Versatile | Weaponsmithing (14) | 12 |
Pilum | 1 gp | 1d4 | 1d6 | 15 ft. | Standard | 2 lbs. | Piercing | Special | Weaponsmithing (17) | 14 |
Rapier | 20 gp | 1d4 | 1d6 | — | Fast | 2 lbs. | Piercing | Precise | Weaponsmithing (16) | 11 |
Scimitar | 15 gp | 1d4 | 1d6 | — | Standard | 2¾ lbs. | Slashing | Bloody crit, High crit | Weaponsmithing (15) | 10 |
Shield, heavy | — | 1d3 | 1d4 | — | Slow | — | Bludgeoning | Forceful, Special | — | 10 |
Shortbow | 30 gp | 1d4 | 1d6 | 40 ft. | Swift | 2 lbs. | Piercing | Loading Time (Rapid), Two hands | Bowyer/Fletcher (12) | 15 |
Shortbow, composite | 75 gp | 1d4 | 1d6 | 50 ft. | Swift | 2 lbs. | Piercing | Loading Time (Rapid), Two hands | Bowyer/Fletcher (15) | — |
Shortspear | 1 gp | 1d4 | 1d6 | 10 ft. | Fast | 2½ lbs. | Piercing | — | Weaponsmithing (12) | 8 |
Sling | 5 cp | 1d3 | 1d4 | 25 ft. | Fast | ¼ lb. | Bludgeoning | Loading Time (Rapid) | Weaponsmithing (11) | 9 |
Spiked shield, heavy | — | 1d4 | 1d6 | — | Slow | — | Piercing | Forceful, Special | — | 12 |
Sword, bastard | 35 gp | 1d8 | 1d10 | — | Slow | 4½ lbs. | Slashing | High crit, Versatile, Special | Weaponsmithing (16) | 13 |
Trident | 15 gp | 1d6 | 1d8 | 5 ft. | Standard | 4 lbs. | Piercing | Charge breaker, Versatile | Weaponsmithing (15) | 12 |
Waraxe, dwarven | 30 gp | 1d8 | 1d10 | — | Slow | 6½ lbs. | Slashing | Versatile, Special | Weaponsmithing (16) | 13 |
Warhammer | 12 gp | 1d6 | 1d8 | — | Standard | 5 lbs. | Bludgeoning | Forceful, Stunning crit, Versatile | Weaponsmithing (14) | 13 |
Whip | 1 gp | 1d3 | 1d4 | — | Fast | 2 lbs. | Slashing | Disarm +2, Reach, Trip, Special | Weaponsmithing (13) | 10 |
Two-Handed Weapons | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
Weapon | Cost | Dmg (S) | Dmg (M) | Range Increment | Speed Class | Weight1 | Type2 | Properties | Craft/DC | Proficiency Cost |
Awl pike | 8 gp | 1d6 | 1d8 | — | Sluggish | 13 lbs. | Piercing | Charge breaker, Reach | Weaponsmithing (15) | 15 |
Axe, double | 60 gp | 1d6/1d6 | 1d8/1d8 | — | Slow | 12 lbs. | Slashing | Double weapon, Forceful | Weaponsmithing (17) | 20 |
Brandistock | 15 gp | 1d4/1d4 | 1d6/1d6 | — | Standard | 4 lbs. | Piercing or Bludgeoning | Double weapon | Weaponsmithing (16) | 12 |
Chain, spiked (Kau sin ke) | 3 gp | 1d6 | 2d4 | — | Slow | 7 lbs. | Piercing | Disarm +2, Reach, Trip +2, Two hands | Weaponsmithing (13) | 18 |
Claymore | 25 gp | 1d6 | 2d4 | — | Slow | 6½ lbs. | Slashing | Forceful, Precise, Two hands | Weaponsmithing (16) | 15 |
Falchion | 75 gp | 1d6 | 2d4 | — | Standard | 5 lbs. | Slashing | Precise | Weaponsmithing (16) | 12 |
Flail, double | 90 gp | 1d6/1d6 | 1d8/1d8 | — | Slow | 6 lbs. | Bludgeoning | Disarm +2, Double weapon, Forceful, Stunning crit, Trip, Special | Weaponsmithing (18) | 22 |
Flail, heavy | 15 gp | 1d8 | 1d10 | — | Sluggish | 4 lbs. | Bludgeoning | Disarm +2, Forceful, Stunning crit, Trip | Weaponsmithing (17) | 14 |
Glaive | 8 gp | 1d8 | 1d10 | — | Slow | 6 lbs. | Slashing | Bloody crit, Reach | Weaponsmithing (17) | 10 |
Great scimitar | 30 gp | 1d6 | 1d8 | — | Sluggish | 5 lbs. | Slashing | Bloody crit, High crit | Weaponsmithing (16) | 13 |
Greataxe | 20 gp | 1d10 | 1d12 | — | Sluggish | 8 lbs. | Slashing | Forceful, High crit | Weaponsmithing (17) | 15 |
Greatclub | 5 gp | 1d8 | 1d10 | — | Slow | 6 lbs. | Bludgeoning | Forceful, Stunning crit | Weaponsmithing (11) | 10 |
Greatsword | 50 gp | 1d8 | 1d10 | — | Slow | 6 lbs. | Slashing or Piercing | Forceful, Reach | Weaponsmithing (16) | 14 |
Guisarme | 9 gp | 1d6 | 1d8 | — | Standard | 8 lbs. | Slashing | Reach, Trip | Weaponsmithing (17) | 12 |
Halberd | 12 gp | 1d6 | 2d4 | — | Standard | 8 lbs. | Piercing or Slashing | Charge breaker, Reach, Trip | Weaponsmithing (18) | 12 |
Hammer, gnome hooked | 20 gp | 1d6/1d4 | 1d8/1d6 | — | Standard | 5 lbs. | Bludgeoning or Piercing | Double weapon, Forceful, Trip | Weaponsmithing (16) | 18 |
Kawanaga | 1 gp | 1d2 | 1d3 | — | Standard | 1 lb. | Piercing or Bludgeoning | Disarm +2, Reach, Trip +4, Two hands | Weaponsmithing (16) | 16 |
Kusari-gama | 4 gp | 1d4 | 1d6 | — | Standard | 3 lbs. | Slashing or Piercing or Bludgeoning | Disarm +2, Reach, Trip +2, Two hands | Weaponsmithing (16) | 17 |
Lance | 10 gp | 1d6 | 1d8 | — | Standard | 6 lbs. | Piercing | Charge breaker, Reach | Weaponsmithing (14) | 11 |
Longbow | 75 gp | 1d6 | 1d8 | 60 ft. | Fast | 3 lbs. | Piercing | Loading Time (Rapid), Two hands | Bowyer/Fletcher (12) | 18 |
Longbow, composite | 100 gp | 1d6 | 1d8 | 70 ft. | Fast | 3 lbs. | Piercing | Loading Time (Rapid), Two hands | Bowyer/Fletcher (15) | — |
Longspear | 5 gp | 1d6 | 1d8 | — | Slow | 7 lbs. | Piercing | Charge breaker, Reach | Weaponsmithing (12) | 12 |
Mancatcher | 30 gp | — | — | — | Slow | 6 lbs. | — | Special | Weaponsmithing (16) | 11 |
Maul | 4 gp | 1d6 | 2d4 | — | Slow | 6 lbs. | Bludgeoning | Armor Advantage, Forceful, Stunning crit | Weaponsmithing (13) | 11 |
Net | 20 gp | — | — | 5 ft. | Sluggish | 6 lbs. | — | Special | Weaponsmithing (13) | 11 |
Pike | 5 gp | 1d6 | 1d8 | — | Sluggish | 10 lbs. | Piercing | Charge breaker, Reach, Two hands | Weaponsmithing (15) | 17 |
Quarterstaff | — | 1d4/1d4 | 1d6/1d6 | — | Standard | 3 lbs. | Bludgeoning | Double weapon, Forceful | Weaponsmithing (7) | 8 |
Ranseur | 10 gp | 1d6 | 2d4 | — | Standard | 7 lbs. | Piercing | Disarm +2, Reach | Weaponsmithing (15) | 10 |
Scythe | 18 gp | 1d6 | 2d4 | — | Sluggish | 7 lbs. | Piercing or Slashing | Bloody crit | Weaponsmithing (12) | 8 |
Spear | 2 gp | 1d6 | 1d8 | 10 ft. | Standard | 4 lbs. | Piercing | Charge breaker | Weaponsmithing (12) | 10 |
Staff, long | 1 gp | 1d6/1d6 | 1d8/1d8 | — | Slow | 7 lbs. | Bludgeoning | Double weapon, Reach | Weaponsmithing (8) | 12 |
Sword, two-bladed | 100 gp | 1d6/1d6 | 1d8/1d8 | — | Slow | 7 lbs. | Slashing | Double weapon | Weaponsmithing (18) | 19 |
Urgrosh, dwarven | 50 gp | 1d6/1d4 | 1d8/1d6 | — | Slow | 8 lbs. | Slashing or Piercing | Charge breaker, Double weapon, Forceful | Weaponsmithing (18) | 17 |
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Arrow - Arrows may be used with any type of bow. An arrow used as a melee weapon is treated as a light improvised weapon (-4 penalty on attack rolls) and deals 1d3 damage. Arrows typically come in packs of 20, enough to fill a normal leather quiver. An arrow that hits its target is destroyed; one that misses has a 50% chance of being destroyed or lost.
Arrow, barbed - Barbed arrows deal an extra +2 damage on a successful strike. They otherwise follow the rules of normal arrows.
Arrow, bodkin - Bodkins (armor-piercing arrows) negate up to 3 points of Defense from armor or natural armor on the target. No other types of Defense modifiers are removed. They otherwise follow the rules of normal arrows.
Arrow, flight - Flight arrows increase the range increment of their bow by 25%. They otherwise follow the rules of normal arrows.
Arrow, sheaf - Sheaf arrows have a +1 to hit. They otherwise follow the rules of normal arrows.
Awl pike - An awl pike is an extension of the standard spears and pikes, reaching about 16 feet. Because of it's extreme length, you can use it to attack anyone 15 or 20 feet away, but not closer. It is typically used in formation to stop an enemy charge by propping it against the ground.
Axe, double - A double axe is a shaft with an axehead on either end. You may wield a double axe in one hand, but may not use it as a double weapon when doing so.
Axe, throwing (francisca) - A francisca is a specially designed throwing axe. Axes that miss their mark frequently ricochet unpredictably off the ground, causing confusion among enemy ranks.
Bagh nakh - Also known as "tiger claws," a bagh nakh is a small set of claws that fits over the knuckles, and is generally concealed in the palm of the hand. It is used with a cat-like clawing motion, and has between two and four claws. Bagh nakhs are often designed to mimic wounds inflicted by wild animals, and are usually used in pairs, one on each hand. This deals damage equal to your unarmed strike, but increased by one size category (so 1d2 becomes 1d3, 1d3 becomes 1d4, etc.).
You cannot use a bagh nakh that is not sized for you.
Battleaxe - Hundreds of variations on the battleaxe exist. Generally, any heavy axe that can be used one-handed or two-handed falls into this category. (If an axe can only be used two-handed, it's a greataxe.) Battleaxes often have a spike, hammer, or smaller blade backing the primary blade. In some cases, both blades are equal in size and weight and can be used interchangeably.
Bolas - Bolas are generally made with two or three weighted balls at the ends of several interconnected lengths of rope and are used specifically for tangling animals' or opponents' legs. You can use this weapon to make a ranged trip attack against an opponent.
Bolt - A crossbow bolt used as a melee weapon is treated as a light improvised weapon (-4 penalty on attack rolls) and deals 1d3 damage. Bolts typically come in a wooden case that holds 10 bolts (or 5, for a repeating crossbow). A bolt that hits its target is destroyed; one that misses has a 50% chance of being destroyed or lost.
Bolt, barbed - Barbed bolts deal an extra +2 damage on a successful strike. They otherwise follow the rules of normal bolts.
Bolt, flight - Flight bolts increase the range increment of their crossbow by 25%. They otherwise follow the rules of normal bolts.
Bolt, lance - Lance bolts negate up to 3 points of Defense from armor or natural armor on the target. No other types of Defense modifiers are removed. They otherwise follow the rules of normal bolts.
Bolt, sheaf - Sheaf bolts have a +1 to hit. They otherwise follow the rules of normal bolts.
Boomerang - A normal boomerang that hits its target will be stopped in its tracks, while one that misses will fly off to the side. A proficient wielder in an open space may make a Dexterity check (DC 15) in order to have the boomerang return in the event of a miss. A boomerang that is thrown to return will arrive in the same square from which it was thrown after 1d4+2 TC (4 TC if you are using static speeds). The boomerang makes a Celerity attack +0 against anyone in the square that it lands in. Success indicates that it falls to the ground in that square. Failure indicates that the target may catch the boomerang if he chooses.
Brandistock - The brandistock is an iron-shod walking staff that conceals three blades. When deployed, the blades form a small trident. In situations where the enemy isn't expecting a character to be so armed, the DM can assign a +1 surprise or initiative bonus. A character wielding the brandistock in one hand may not use it as a double weapon.
Broadsword - Broadswords are usually shorter swords with two- to three-inch wide blades. They are generally about 2½ feet long, with a single-handed haft.
Cestus - The cestus is an armored gauntlet equipped with spikes, blades, and other such things. It is worn over the fist and used for punching an opponent. A cestus is typically considered a ceremonial weapon. An attack with a cestus is considered an armed attack.
Chain, spiked (Kau sin ke) - A spiked chain consists of a long chain with spikes at one or both ends, and smaller spikes on many of the individual links. It can be used to strike an adjacent opponent.
Chakram - The chakram is a throwing quoit or disk with a sharpened outer edge, anywhere from five inches to a foot in diameter, and shaped like a flattened ring. It is thrown frisbee-style, with a rapid spin. Some chakrams are designed to create a whistling or humming sound when thrown.
Claymore - An extremely large and heavy sword, with a broad blade. Most of the force comes from the weight of the blade itself, rather than from the wielder.
Club - Mankind's oldest weapon exists in thousands of varieties. Clubs range from something as simple as an animal's thigh bone to a well-balanced work of art. Not all clubs can be thrown effectively, but throwing weapons are common enough that a PC can obtain one as easily as a melee-only weapon. Clubs are effectively free, but if a PC wants to get one that is recognized as a warrior's weapon it may cost anywhere from 5 sp to 10 gp.
Crossbow, hand - A hand crossbow is a small crossbow that handles similarly to a modern-day firearm and is used in one hand. You can draw a hand crossbow back by hand, but loading it requires both hands.
Crossbow, heavy - You draw a heavy crossbow back by turning a small winch.
Operating a heavy crossbow requires two hands. You may attempt to shoot a heavy crossbow with one hand at a -4 penalty on attack rolls. This penalty is cumulative with any for fighting with multiple weapons.
Crossbow, heavy double - A double crossbow holds two loaded bolts simultaneously, one above the other. Each bolt can be fired independently, and must be loaded separately. Firing both bolts simultaneously is treated the same as firing a single bolt, but deals 2d8 damage instead of 1d10 (or 2d6 instead of 1d8 for a small crossbow).
Double crossbows otherwise follow all the rules for normal crossbows of the same type.
Crossbow, light - You draw a light crossbow back by pulling a lever.
Operating a light crossbow requires two hands. You may attempt to shoot a light crossbow with one hand at a -2 penalty on attack rolls. This penalty is cumulative with any for fighting with multiple weapons.
Crossbow, light double - A double crossbow holds two loaded bolts simultaneously, one above the other. Each bolt can be fired independently, and must be loaded separately. Firing both bolts simultaneously is treated the same as firing a single bolt, but deals 2d6 damage instead of 1d8 (or 2d4 instead of 1d6 for a small crossbow).
Double crossbows otherwise follow all the rules for normal crossbows of the same type.
Crossbow, repeating heavy - The repeating crossbow holds a clip of up to 5 crossbow bolts at once. You can load the next bolt in a clip as a free action by pulling the reloading lever. Loading a new case of bolts is a standard action. Cases can be opened and reloaded with bolts or consolidated between battles.
You can fire a repeating crossbow with one hand as if it were a normal crossbow of the same type. Loading a new case of bolts or pulling the loading lever requires both hands.
Crossbow, repeating light - The repeating crossbow holds a clip of up to 5 crossbow bolts at once. You can load the next bolt in a clip as a free action by pulling the reloading lever. Loading a new case of bolts is a standard action. Cases can be opened and reloaded with bolts or consolidated between battles.
You can fire a repeating crossbow with one hand as if it were a normal crossbow of the same type. Loading a new case of bolts or pulling the loading lever requires both hands.
Cutlass - A large, flat, curved blade, usually with two points at the end. It is used with a basic chopping motion and is generally less refined than most other swords.
Dagger - Daggers exist in dozens if not hundreds of varieties. The most typical feature a double edged blade from 8 to 10 inches long and about one inch wide. The guard is very small or nonexistent.
You get a +2 bonus on Stealth checks made to conceal a dagger on your body (see the Stealth discipline).
Dagger, main-gauche - The main-gauche is designed to be used in the off hand of a swordsman armed with a rapier or sabre. Its heavy guards and quillons can give the user a special bonus to defense when parrying with the weapon.
Dagger, punching (Katar) - The katar is a dagger with an "H" handle, designed to be held in a closed fist with the blade projecting out over the knuckles. It is used with a punching motion. The blade can be anywhere from an inch wide to the width of the whole hand. It is generally considered a ceremonial weapon, rather than combat-ready.
Dagger, stiletto - The stiletto is a long, thin blade designed solely for piercing. It can punch through armor or slip between the links of chainmail. This allows a proficient user to negate 2 points total of armor and natural armor bonuses to Defense.
Dart - These weapons are much larger and heavier than their modern sporting counterparts. Darts are usually as large as a typical arrow, with a weighted head. They were popular among ancient peoples and eastern cultures, and were used as small javelins by skirmishers and light cavalry.
Falchion - The falchion is a slashing weapon with a slightly curved blade and a squared-off point. It is nearly useless for thrusting, but its blade design concentrates the weight of the blade near the end for excellent chopping power.
Flail - A flail is a heavy, often spiked, head attached to a wooden or metal shaft by a length of chain or rope.
Flail, double - A double flail is a highly impractical and fictional weapon. It consists of a short wooden or metal staff with a flail head attached to each end.
You may use a double flail one-handed, but it cannot be used as a double weapon when doing so.
Flail, heavy - Heavy flails are just like their light counterparts, but heavier and more often spiked, with slightly longer chains.
Gauntlet - This is a jointed metal glove, designed to protect the hand. Some are metal strips sewn or riveted to a normal leather gauntlet, others are solid metal. You may deal lethal damage with an unarmed strike while wearing a gauntlet, but it is still considered an unarmed attack.
The cost and weight given are for a single gauntlet. Heavy armors include matching gauntlets, which are counted in the weight.
Gauntlet, spiked - Spiked gauntlets are generally made more for looks and intimidation purposes than for actual functionality, although if all other weapons are dropped or broken, they can be used as a last resort.
An opponent cannot disarm you of a spiked gauntlet. The cost and weight given are for a single gauntlet. An attack with a spiked gauntlet is considered an armed attack.
Gladius - The gladius is a short sword with a wide, flat blade, usually made of bronze. They typically have very small crossbars or none at all, and are used primarily for thrusting and bludgeoning, because the edges tend to dull very quickly in combat.
Glaive - Glaives are simple polearms that consist of a single long, curving blade used for both slashing and thrusting. They lack the cutting power or strong straight point of poleaxes or spearlike weapons, and are generally not as effective as the previous weapons. Glaives include the glaive (naturally), the fauchard, and the oriental nagimaki and naginata. As a side note, the nagimaki is actually a horseman's weapon.
Great scimitar - One of the most distinctive swords is the scimitar, a gracefully curved weapon favored by many Arabian cultures. The scimitar was carried by Muslim warriors from Spain to India and became a symbol of the strength and subtlety of Islam.
The great scimitar, a two-handed version of the normal blade, was a weapon reserved for ceremonial guards and elite palace troops.
Greataxe - These heavy and powerful axes are essentially larger versions of the more common battleaxe. As with other great weapons, they are often artistically crafted or jeweled.
Greatclub - The greatclub is simply a two-handed version of the regular club. It is often equipped with nails, spikes, or bands of iron. Its greater size and mass gives it a better damage potential than its smaller forebear.
Greatsword - These can be heavy swords of nearly any variety. They are generally 5 to 6 feet long (or longer), with a blade one or two inches across. As with other great weapons, they are often artistically crafted or jeweled. Many such swords feature scalloped or serrated blades.
Guisarme - Guisarmes are multi-function polearms that include a cutting surface, a spearlike spike, and hooks or curved blades on the back for dismounting riders.
Gunsen - This deceptive weapon resembles an oriental fan. It is both a parrying device and an effective bludgeon. Some gunsens are made with an overlayed paper fan used to disguise the weapon, which is often decorated with beautiful designs.
Halberd - Halberds are one of the most useful and highly developed polearms. They feature a cutting edge, a spear-like tip, and a bill hook used to dismount knights.
Hammer, gnome hooked - A prime example of the pointless ingenuity of the gnomes, the hooked hammer features a hammer on one end, and a pick on the other. Most of these are small sized, since they are made by and for gnomes. The hammer end deals 1d6 bludgeoning damage, while the pick end deals 1d4 piercing damage. Either head can be used as the primary weapon. You may wield a hooked hammer in one hand, but cannot use it as a double weapon when doing so.
Hammer, light - Hammers, although not originally intended for combat, have seen use as weapons. A light hammer may be a simple wooden mallet, or it can be a smaller metal tool designed for combat.
Handaxe - Handaxes are lightweight, but not specially designed to be thrown. They can be thrown with a -1 penalty to hit.
Javelin - A javelin is essentially a small spear intended for throwing. If used in melee, it is treated as an improvised weapon (-4 penalty to hit).
Kama - A kama is essentially a small sickle.
Kawanaga - This weapon consists of a grapple with a weighted rope attached. Either the hook or weight can be used to strike at opponents, and the grapple is handy for climbing as well.
Kukri - The kukri is a heavy, curved knife used as both a tool and a weapon.
Kusari-gama - The kusari-gama consists of a kama, or sickle, with an attached length of chain. It is extremely versatile and can be employed in a number of ways.
Lance - A lance is a long, slender shaft coming to a point at the far end and flaring out to protect the hand at the other. Lances are intended for use on horseback, and can be used with one hand when mounted.
A lance deals double damage when used in a mounted charge.
Lasso - The lasso, or lariat, is commonly associated with nomadic cultures. Native Americans and Central Asians commonly used the lasso on animals, and it was only rarely used against an enemy.
Lassoes always impose a -4 penalty to hit, and cannot be used against opponents more than one size category larger than the lasso. All attacks target the opponent's Celerity.
If the attacker hits, he may gain a free trip attack with a +4 bonus, pin one of his opponent's arms (randomly picked), or attempt to unseat a rider.
A rider with the lasso tied to his mount's saddle counts as the size of his mount for the purposes of a trip check (+4 bonus for Large, +8 for Huge, etc.).
If pinning arms, then for every 5 points by which the attack exceeds the target's defense, one additional arm or similar appendage may be pinned.
Unseating a rider requires a successful Athletics (Str) check against the target's Vigor. If the rider is moving and the lasso is tied off to something solid (like a tree), he is automatically unseated.
Longbow - A longbow stands 5 to 7 feet tall and is too unwieldy to use while mounted. Strength penalties, but not bonuses, apply to damage dealt with a longbow.
Proficiency in longbows also counts as proficiency in composite longbows.
Longbow, composite - Composite bows are made from wood backed with horn, sinew, or other materials to allow for greater tension. A composite longbow is 4 or 5 feet long and can be used while mounted.
Using a composite bow effectively requires a Strength of at least 0, although bows can be specially made to require a higher score. A character who doesn't meet the bow's strength requirement takes a -2 penalty on attack rolls. If the bow has an increased strength requirement, then you may add your Strength score to your damage rolls up to the bow's strength rating. Each point of Strength required by the bow adds 100 gp to its cost, and 2 to its craft DC.
For purposes of weapon proficiency, a composite longbow is treated as if it were a longbow.
Longspear - The longspear is nothing more than a heavier spear with a longer reach. A normal spear ranges from 5-8 feet in length, but a longspear is about 10-12 feet long.
A longspear has extended reach. You can strike opponents 10 or 15 feet away with it, but you can't use it against an adjacent foe.
Longsword - The long sword can be any of a variety of medium-length straight bladed swords designed for both slashing and thrusting.
Mace, heavy - The mace is a hafted weapon with a heavy iron or bronze head. The head can be spherical or flanged, and may feature spikes or knobs. Heavy maces were commonly used by horsemen.
Mace, light - The mace is a hafted weapon with a heavy iron or bronze head. The head can be spherical or flanged, and may feature spikes or knobs. Light maces were commonly used by footmen, archers, or shieldbearers, and were highly effective in breaking through enemy ranks.
Machete - The machete is regarded as a tool by some cultures, and as a weapon of war by others. It consists of a short, heavy, slightly curved blade designed for slashing. Many varieties of tribal swords or fighting knives fall into the category of machetes, and may be elaborately decorated blades of superior construction and balance. In eastern lands, these blades are known as parangs.
Mancatcher - The mancatcher is a short pole-arm with two curving, fork-like prongs at the business end. The prongs are hinged so that they can be pushed tightly closed around the intended captive. The mancatcher only works against creatures the same size as the weapon. On a successful Celerity attack, the victim is caught in the prongs. Each action, the mancatcher's user can push and pull the victim about for an automatic 1d2 points of damage, and can try to trip his victim.
Once caught, the victim uses his Passive defense. He can escape by hacking through the weapon's haft (Defense 16, 10 hp, hardness 5); making an Acrobatics check (DC 22); or by making a Strength check (DC 22), which causes an additional 1d2 damage.
Mancatchers are used by town watches and gendarmes to capture armed criminals.
Maul - The maul is a military sledgehammer designed for two-handed use. It is about three to four feet in length with a heavy square head. It receives a +1 bonus to attacks against opponents in heavy armors. Traditionally, the maul was carried by lightly armored troops such as archers for use against dismounted knights.
Morningstar - Also known as the godentag or holy water sprinkler, the morningstar is a hafted weapon three to five feet in length with a heavy, spiked head. It is designed for two-handed use and often features a polearm-like spike at its end. Like the maul, the morningstar was built to penetrate a knight's armor. It receives a +1 bonus to attack rolls against any type of plate armor.
Net - Nets are designed to be thrown and entangle enemies. When you throw a net, you make a Celerity attack at your normal ranged attack bonus against your target. A net's maximum range is 10 feet. If you hit, the target is entangled. If the target attempts to move farther than 10 feet away from you and you choose to hold him with the trailing rope, he must succeed on a Strength vs. Vigor attack against you.
An entangled creature can escape with a DC 20 Acrobatics (Dex) check as a Standard action. The net has 5 hit points, is immune to bludgeoning attacks, and can be burst with a DC 25 Strength check as a Fast action.
A net is useful only against creatures within one size category of itself.
A net must be folded properly to be thrown effectively. If the net is not folded prior to being thrown, you take a -4 penalty on attack rolls with it. Folding a net is a Sluggish action (1d10+10 TC) for a proficient user. A nonproficient user cannot fold a net properly.
Nunchaku - Nunchaku, or nunchuks, are two wooden shafts connected with a length of chain no more than a few feet long. While they can be used one-handed, they are much more effective when used with both hands interchangeably.
Pick, heavy - This simple mining tool was not originally intended for combat, but some versions have been made into formal weaponry. Heavy picks as weapons are slightly more common than light picks.
Pick, light - This simple mining tool was not originally intended for combat, but some versions have been made into formal weaponry.
Pike - The pike is a very long weapon with a small iron head, very much like a spear, but considerably longer. A typical pike is about 10 to 14 feet in length.
Because of its exceptional length, the pike can hit anyone 10 or 15 feet away, but cannot target creatures within 5 feet.
Pilum - The famous javelin of the Roman legionaries, the pilum is forged with a long, soft iron head. When a pilum misses a shielded opponent by no more than his or her shield bonus to Defense, it sticks in the shield. If the attack hits, then it may instead hit the shield at the attacker's option. The weapon's weight bends the soft iron head and makes the shield unusable until the pilum is removed - a process that requires 3d6 TC minus your Strength. Magical shields have a 50% chance of ignoring the pilum's effects.
A pilum must be repaired after each use. A proficient wielder can do this in a few minutes with a hammer.
Quarterstaff - A quarterstaff is 5- to 7-foot long shaft of hard, durable wood. It is effectively free, although metal or artistically carved staves can be purchased for anywhere from a few copper pieces to hundreds of gold.
You may use a quarterstaff one-handed, but can't use it as a double weapon without both hands.
Ranseur - A ranseur is a 6 to 8 foot long polearm tipped with a single long, pointed blade with two smaller projections angled outwards, similar to a trident. The smaller ones typically do not have a cutting edge, and are used primarily for disarming opponents and dismounting knights.
Rapier - Rapiers are light blades designed for speed and precision and have very long, thin blades that are meant to be used primarily for thrusting.
Rock - Weapons of necessity rather than choice, rocks are available just about anywhere. Any similar object can also use these statistics.
Sai - The sai is a parrying weapon with a large crossguard. It resembles a dagger, but the "blade" is round with no edges. It is normally used for bludgeoning attacks and parrying.
Sap - The sap is a leather bag filled with sand or lead shot. It is used to render an unsuspecting victim unconscious. To go for an instant knockout, the user must be able to reach the target's head and take a -6 penalty to his attack. If he hits, he makes a followup Vigor attack at a bonus of 5 less than the damage dealt. If successful, the victim falls unconscious for 1d6 minutes. A target wearing a helm of any kind provides the attacker with an additional -4 penalty to hit on both attacks. Only creatures of the same size as the weapon or smaller be knocked out this way.
Scimitar - One of the most distinctive swords is the scimitar, a gracefully curved weapon favored by many Arabian cultures. The scimitar was carried by Muslim warriors from Spain to India and became a symbol of the strength and subtlety of Islam.
Scythe - A farming tool with a large, curved blade, and an S-shaped handle with two grips. Having the sharpened part of the blade pointing towards the wielder makes the weapon somewhat less effective than it might seem.
Shield, heavy - You can bash with a shield instead of using it for defense. If you do, you lose any Defense bonus normally granted by the shield until your next action. Keep in mind that this is generally made as an off-hand attack.
Shield, light - You can bash with a shield instead of using it for defense. If you do, you lose any Defense bonus normally granted by the shield until your next action. Keep in mind that this is generally made as an off-hand attack.
Shortbow - A shortbow stands 3 to 5 feet tall and can be used while mounted. Strength penalties, but not bonuses, apply to damage dealt with a shortbow.
Proficiency in shortbows also counts as proficiency in composite shortbows.
Shortbow, composite - Composite bows are made from wood backed with horn, sinew, or other materials to allow for greater tension. A composite shortbow is 3 or 4 feet long and can be used while mounted.
Using a composite bow effectively requires a Strength of at least 0, although bows can be specially made to require a higher score. A character who doesn't meet the bow's strength requirement takes a -2 penalty on attack rolls. If the bow has an increased strength requirement, then you may add your Strength score to your damage rolls up to the bow's strength rating. Each point of Strength required by the bow adds 75 gp to its cost, and 2 to its craft DC.
For purposes of weapon proficiency, a composite shortbow is treated as if it were a shortbow.
Shortspear - A shortspear is small enough to wield one-handed. It may also be thrown.
Shuriken - Shuriken can be any of a number of small, different shaped throwing weapons.
The wielder's strength bonus does apply to shuriken damage.
Siangham - A siangham (or siangkam) is a type of melee thrusting weapon. It resembles an arrow with a handle on the end, and is usually about 1½ feet long.
Sickle - A sickle is a small farming implement with a wooden handle and a curved blade with the inner edge sharpened. They are not intended for use in combat, but farmers may use them for self-defense.
Sling - One of the most common missile weapons is the humble sling. This is a weapon that can hurl small stones or lead bullets with lethal force. The sling is a simple length of cord or cloth with a cup in the center. The projectile is placed in the cup, and the sling is whirled rapidly in a sidearm or overhead motion. Slings can be improvised from many materials, and are among the cheapest of weapons.
Slingstones can be found in any rocky landscape. Normally, small round rocks are best, such as the type found in streambeds. Sling bullets are made of lead, bronze, or iron, much like the bullets for a firearm.
Your Strength score applies to a sling's damage as if using a thrown weapon. You can fire, but not load, a sling with one hand, and you cannot use the hand holding it for anything else when loaded.
Ordinary stones can be used in place of bullets, but impose a -1 penalty to hit and deal damage as if the sling were one size category smaller due to their irregularities and lower density.
Sling bullets - Bullets generally come in a leather pouch that holds 10 bullets. A bullet that hits its target is destroyed; one that misses has a 50% chance of being destroyed or lost.
Spear - The spear is one of mankind's oldest weapons. Literally thousands of variations exist, but they all feature a head designed for stabbing or thrusting. Throughout the Bronze Age and the years of the Roman Empire, the spear was the most common weapon on the battlefield. In primitive settings, stone-headed spears are common.
Spiked armor, heavy - You can outfit your armor with spikes, which can deal damage in wrestling, on an opponent's attack, or as a separate attack.
Spiked armor, moderate - You can outfit your armor with spikes, which can deal damage in wrestling, on an opponent's attack, or as a separate attack.
Spiked armor, small - You can outfit your armor with spikes, which can deal damage in wrestling, on an opponent's attack, or as a separate attack.
Spiked shield, heavy - You can bash with a spiked shield instead of using it for defense. This is usually an off-hand attack, and you lose the shield's Defense bonus until your next action.
Spiked shield, light - You can bash with a spiked shield instead of using it for defense. This is usually an off-hand attack, and you lose the shield's Defense bonus until your next action.
Staff, long - A long staff is simply a long, resilient pole. They can be anywhere from 8 to 12 feet in length. A long staff can be used to attack anyone within 10 feet.
Sword, bastard - A bastard sword is too large to use in one hand without special training. A character may use a bastard sword two-handed normally. To be able to use it one-handed, you must spend an additional 8 AP after gaining proficiency.
Sword, short - By far the most common blade is the humble short sword. Thousands of varieties have been created. Regardless of the setting, some equivalent to the standard short sword can be found. The short sword is primarily a thrusting weapon, ranging from 1½ to 2½ feet in length.
Sword, two-bladed - A two-bladed sword is a highly dangerous weapon, to both its wielder and the target. You may wield a two-bladed sword in one hand but can't use it as a double weapon when doing so.
Trident - Tridents, also known as military forks, are three-pronged polearms, similar to a pitchfork, and were rarely used in actual combat.
Unarmed strike - You use your Passive defense against all melee attacks whenever fighting unarmed unless you have the Unarmed Strike skill. You may attempt an unarmed strike even while your hands are restricted, but doing so imposes a -4 penalty to the attack roll. You may attack twice when unarmed as if attacking with two light weapons, provided that you have at least two appendages free.
Lyorae have natural weapons instead of an unarmed strike, but can use their feet to perform normal unarmed strikes if their hands are unavailable.
Urgrosh, dwarven - The dwarven urgrosh has two heads. The first is an axe head that deals 1d8 slashing damage. The second is a spear that deals 1d6 piercing damage. You can use either head as the primary weapon. You may use a dwarven urgrosh one-handed, but cannot use it as a double weapon when doing so.
You must use the spear head in order to gain the benefits of the charge breaker property.
Waraxe, dwarven - A dwarven waraxe is too large to use in one hand without special training. A character may use a dwarven waraxe two-handed normally. To be able to use it one-handed, you must spend an extra 8 AP after gaining proficiency.
A dwarf can use a dwarven waraxe one-handed without special training.
Warhammer - A warhammer is typically 3 to 4 feet long, with a 6 to 12 inch wide head. Many have sharpened tips that can supposedly be used for thrusting, but the actual utility of this spike in combat is questionable.
Whip - A proficient user can make a whip deal nonlethal damage without taking the normal -4 penalty to do so. A whip can be used against any opponent within a 15-foot reach. Targets in heavy armor or those with a natural armor bonus of +4 or more take no damage from a whip.
You use your Passive defense against melee attacks when wielding a whip as if fighting unarmed.
Weapon Quality
Weapons can be any of several qualities. Each level of quality alters the attributes slightly, as well as the cost.
Weapons have a chance of breaking as specified in the quality description whenever their wielder rolls a critical fumble. To determine breaks, roll a die of the appropriate size. On a roll of 1, the weapon is broken. Broken weapons are rendered useless, but can be repaired in most cases. Broken magical weapons lose all magical abilities until they are repaired.
Shoddy
Shoddy quality weapons have a -2 penalty to both hit and damage, and a +1 penalty to SF. These are generally only used when it is necessary to mass produce weapons for a town's defense. Buying a shoddy weapon generally costs about one-third the normal price. Shoddy weapons are very difficult to pass off as being of any higher quality. The craft DC is 6 lower than the base.
These weapons break on a critical fumble.
Poor
Poor quality weapons have a -1 penalty to both hit and damage. Many merchants will try to pass off poor weapons as being average quality, but a discerning eye can tell the difference (DC 12 in the appropriate Craft or DC 15 Perception (Wis)). If known to be poor quality, these weapons generally sell for about ¾ the normal price. The craft DC is 3 lower than the base.
Poor weapons have a 1 in 4 chance of breaking on a critical fumble.
Average
Average weapons are just that. They sell for standard price or higher, and have no special modifiers.
Average weapons have a 1 in 8 chance of breaking on a critical fumble.
Fine
A fine weapon gains a +1 bonus to one of hit, damage, or speed factor. The creator of the weapon decides which bonus to add when crafting it. Fine weapons cost 4 times the base cost of the weapon and have a Craft DC 5 higher than the base.
Fine weapons have a 1 in 12 chance of breaking on a critical fumble.
Superior
Superior weapons gain a +1 bonus to any two of hit, damage, and speed factor. The creator of the weapon decides which bonuses to add when crafting it. Superior weapons are generally only available on special request, and cost 12 times the base cost. They have a Craft DC 10 higher than the base.
Superior weapons have a 1 in 20 chance of breaking on a critical fumble.
Masterwork
Masterwork weapons gain a +1 to hit, damage, and speed factor. Masterwork weapons must be specially requested and cost 25 times the base cost. They have a Craft DC 15 higher than the base.
Masterwork weapons have no chance of breaking on a critical fumble.
Magic Weapons
Certain rare weapons have been enchanted with magical abilities. Magical weapons can grant a character wielding them special abilities, and some have an intelligence all their own. In many cases, a magic item's bonus is not static (such as a +1 to hit and damage). Instead, the benefits of the item increase with the character's power level.
To design a magical weapon, simply find the desired ability in the table below and add its cost to the weapon's base price. There is no limit to the number of abilities a single weapon can have — you can even have a weapon with two opposing elemental abilities (such as a Flaming Frost Warhammer).
Creating a Magical Weapon
Some players may want to create their own magical weapons. In order to do so, the character must meet the prerequisites (as listed in the individual ability descriptions), and spend half the total cost of magical enchantments. Additionally, he must have a weapon that is already of fine or better quality to work with. If the character wishes to give the object more than one ability, then the base cost is increased by an extra 500 gp per ability beyond the first.
Enchanting a weapon takes one day for every 500 gp in its base price. During this time, the character must be relatively undisturbed, stopping only to eat and sleep. If the work is interrupted for more than one full day, then the process must be begun anew, and a percentage of the cost equal to the percentage of completion is wasted and must be spent again.
Weapons that are already magical may be further enchanted to increase their capabilities, but the character must spend 750 gp extra for each additional ability.
When enchanting ammunition (including shuriken), the base cost is divided by 20, which affects all derivative formulas.
Magic Weapon Abilities | ||
---|---|---|
Ability | Cost | Allowed Weapons |
Accurate | 1200 gp | All |
Blurry | 2000 gp | Melee |
Deadly | 1300 gp | All |
Flaming | 1500 gp | All |
Frost | 1500 gp | All |
Returning | 3000 gp | Ranged1 |
Shock | 1700 gp | All |
Speed | 1000 gp | All |
Swiftness | 3200 gp | All |
Venom | 2000 gp | All |
|
Magic Weapon Abilities
Additional Damage by Size and Level | |||
---|---|---|---|
Level | Light | One-Handed | Two-Handed |
1-10 | 1d4 | 1d6 | 1d8 |
11-20 | 2d4 | 2d6 | 2d8 |
21-30 | 3d4 | 3d6 | 3d8 |
31-40 | 4d4 | 4d6 | 4d8 |
41-50 | 5d4 | 5d6 | 5d8 |
+10 | +1d4 | +1d6 | +1d8 |
Many abilities deal extra damage on a successful hit or critical hit. All of these abilities use the table to the right when determining how much extra damage to add to the roll.
Accurate
This weapon gains a bonus to hit equal to 1 for every 5 levels of the wielder or fraction thereof (+1 at 1-5, +2 at 6-10, +3 at 11-15, +4 at 16-20, and so on). This bonus stacks with any granted from a weapon's quality.
Prerequisite: Strike 5.
Blurry
On command, this weapon and the arm wielding it blur, becoming an indistinct haze. All attacks made with this weapon while blurred target the opponent's Passive defense instead of Primary. This ability drains 1 fatigue per attack.
Prerequisite: Air 5 or Dark 5.
Deadly
This weapon gains a bonus to damage equal to 1 for every 5 levels of the wielder or fraction thereof (+1 at 1-5, +2 at 6-10, +3 at 11-15, +4 at 16-20, and so on). This bonus stacks with any granted from a weapon's quality.
Prerequisite: Damage 5.
Flaming
This weapon is wreathed in flame. The fire does not harm the wielder, but a successful attack deals additional fire damage.
Prerequisite: Fire 3.
Frost
This weapon is encased in ice, and radiates cold within its immediate area. The cold does not harm the wielder, but a successful attack deals additional cold damage.
Prerequisite: Water 3 or Dark 3.
Returning
This weapon returns to the one who fired or threw it 10 TC after the attack, materializing in his hand. If something else is currently in the appropriate hand, then it appears at the owner's feet instead. Any ammunition (except shuriken) with this ability only returns if the attack is unsuccessful. Otherwise, it is rendered useless just like any other ammunition that strikes its target.
Prerequisite: Air 3.
Shock
This weapon constantly crackles with electricity. The energy does not harm the wielder, but a successful attack deals additional electric damage.
Prerequisite: Air 3.
Speed
This weapon gains a -1 bonus to speed factor. This does not stack with the Swiftness ability.
Prerequisite: Lightning Strike (any weapon) 1.
Swiftness
This weapon is one speed class faster than normal. This does not stack with the Speed ability.
Prerequisite: Lightning Strike (any weapon) 2.
Venom
This weapon has a slick, oily surface texture on the attacking head. The venom does not harm the wielder, but a successful attack deals additional poison damage.
Prerequisite: Dark 5 or Earth 5.
Armor
All armors fit into one of two categories: light or heavy. In order to use any type of armor effectively, a character must have proficiency with that armor. The number of proficiency points required to gain proficiency with a type of armor or shield is given under the Proficiency Cost heading. Each armor or shield grants bonuses and/or penalties, as shown on the table below. Characters who are proficient with the armor use the number on the left of the slash for each entry, and those who are nonproficient use the number on the right.
When wearing armor, you add the armor's Defense bonus to your Primary defense and your Passive defense. Shields add their bonus only to your Primary defense.
Armor Proficiency
In order to become proficient in any armor or shield, you must spend the listed number of Proficiency Points. If you do not have an affinity for the armor, then you must spend 1 extra AP to first gain an affinity. Certain armors also have other prerequisites before you can become proficient in them. See the individual armor descriptions for more information.
Armor vs. Fortitude, Agility, and Willpower
When wearing light or no armor, you can add your full Fortitude, Agility, or Willpower bonus to your Primary defense (whichever is highest, as normal). When wearing heavy armor, however, you add only half of your best bonus to your Primary defense.
Threshold of Pain Bonus
This applies as a bonus to your effective Threshold of Pain while wearing this armor. In order to cause a Wound, a normal attack must deal enough damage to equal your base Threshold of Pain plus this modifier.
Armor Check Penalties
Armor check penalties apply to all Acrobatics, Athletics, and Stealth checks. If you are not proficient with that armor type, then the penalty also applies to all attack rolls and any discipline checks involving movement.
Spell Failure
Wearing armor or shields makes spellcasting more difficult. Whenever you begin to prepare a spell while wearing any armor or shield, you must succeed on an Arcana (Dex) check (DC 5+armor and shield spell failure total). If your Arcana bonus plus your Dexterity is at least equal to your total spell failure, then you automatically succeed on your check. Failure indicates that the spell fizzles at the end of preparation, draining the normal fatigue with no effect.
Movement
Typically, a character in heavy armor will be weighed down and have reduced movement rate and Agility. View the rules for encumbrance.
Armor List
Armor and Shields | |||||||||
---|---|---|---|---|---|---|---|---|---|
Armor | Cost | Defense Bonus | Conditional Modifier1 | Threshold of Pain Bonus | Armor Check Penalty | Spell Failure Chance | Weight2 | Craft/DC | Proficiency Cost3 |
Light armor | |||||||||
Padded/Quilted | 5 gp | 1/1 | +1 P | 0/0 | 0/0 | 0/1 | 10 lb. | Armorsmithing 11 | 10 |
Leather | 10 gp | 2/1 | — | 0/0 | 0/0 | 1/2 | 12 lb. | Armorsmithing 12 | 15 |
Hide | 20 gp | 3/2 | — | 0/0 | 0/-1 | 3/4 | 15 lb. | Armorsmithing 13 | 18 |
Studded leather | 35 gp | 3/3 | — | 0/0 | 0/-1 | 2/3 | 18 lb. | Armorsmithing 13 | 20 |
Scale armor (leather) | 45 gp | 3/3 | — | 1/1 | -1/-2 | 3/4 | 20 lb. | Armorsmithing 13 | 20 |
Ringmail | 80 gp | 4/3 | -1 P | 1/1 | -1/-2 | 4/5 | 22 lb. | Armorsmithing 13 | 22 |
Brigandine | 110 gp | 4/4 | — | 1/0 | 0/-2 | 4/6 | 25 lb. | Armorsmithing 14 | 25 |
Heavy armor | |||||||||
Scale armor (metal) | 100 gp | 5/5 | — | 1/1 | -3/-5 | 7/8 | 35 lb. | Armorsmithing 14 | 18 |
Chainmail | 120 gp | 5/4 | -2 B | 1/1 | -2/-5 | 6/8 | 30 lb. | Armorsmithing 15 | 20 |
Splint mail | 150 gp | 6/4 | -1 B | 2/1 | -3/-6 | 8/10 | 40 lb. | Armorsmithing 16 | 24 |
Banded mail | 250 gp | 6/5 | — | 2/1 | -3/-5 | 9/11 | 40 lb. | Armorsmithing 17 | 26 |
Plate mail | 900 gp | 7/5 | — | 2/2 | -2/-6 | 11/14 | 50 lb. | Armorsmithing 18 | 20 |
Field plate armor | 2,400 gp | 8/6 | — | 2/2 | -2/-6 | 12/14 | 55 lb. | Armorsmithing 20 | 26 |
Full plate armor | 8,000 gp | 9/7 | — | 3/2 | -1/-6 | 13/16 | 60 lb. | Armorsmithing 24 | 20 |
Shields | |||||||||
Buckler | 1 gp | 1/0 | -1 R | 0/0 | 0/-1 | 1/1 | 4 lb. | Armorsmithing 11 | 8 |
Shield, light wooden | 3 gp | 1/1 | — | 0/0 | 0/-1 | 1/2 | 4 lb. | Armorsmithing 11 | 12 |
Shield, light steel | 6 gp | 1/1 | — | 0/0 | 0/-1 | 1/2 | 6 lb. | Armorsmithing 12 | 12 |
Shield, heavy wooden | 12 gp | 2/1 | — | 0/0 | -1/-2 | 3/45 | 8 lb. | Armorsmithing 12 | 15 |
Shield, heavy steel | 25 gp | 2/2 | — | 0/0 | -1/-2 | 3/55 | 12 lb. | Armorsmithing 13 | 15 |
Shield, tower | 50 gp | 4/24 | +1 R | 0/0 | -5/-10 | 6/85 | 25 lb. | Armorsmithing 14 | 22 |
Extras | |||||||||
Small armor spikes | +30 gp | -0/-16 | — | — | -0/-06 | 1/1 | +6 lb. | Weaponsmithing 12 | — |
Moderate armor spikes | +50 gp | -1/-16 | — | — | -0/-16 | 2/2 | +10 lb. | Weaponsmithing 13 | — |
Heavy armor spikes | +100 gp | -1/-26 | — | — | -1/-26 | 3/3 | +15 lb. | Weaponsmithing 15 | — |
Gauntlet, locked | 8 gp | — | — | — | Special | —5 | +3 lb. | Armorsmithing 13 | — |
Shield spikes | +10 gp | — | — | — | — | — | +3 lb. | Weaponsmithing 11 | — |
|
Armors
Padded or Quilted Armor
Padded armor consists of a heavy quilted cloth shirt and leggings, usually made from linen, canvas, or leather, and stuffed with anything from scrap cloth to horse hair. Bought as a set, this armor may also include a cap of some sort. Lower legs and forearms are occasionally left bare to allow for easier use of a shield or greaves. Padded armor, also called a gambeson, was extremely common among peasants, merchants, and even some soldiers. Additionally, most heavy armors must be donned over a type of padded armor in order to be comfortable enough to wear for any significant amount of time.
Leather Armor
Leather armor is made of several thick pieces of leather from any creature with a decently tough hide. In order to provide adequate protection, the leather is first cut and shaped and then boiled in oil to stiffen it. Joints are left unboiled so as to allow for adequate mobility. Leather armor impairs movement only slightly, providing protection at minimal disadvantage, so it is favored by thieves and militia members who are untrained in the use of any heavier armors.
Hide Armor
Much like leather armor, hide is composed of thick leather from an animal. Hide armor is not stiffened, but instead relies on the thickness of the hide itself to provide protection. Several layers are usually placed over more vital areas, and only thin layers over the joints. Hide armor is quite heavy and limiting because of its sheer bulk, but does provide more protection than plain leather. Because of its availability, hide armor is most often found in nomadic or tribal cultures, where it is used by hunters and warriors.
Studded Leather Armor
Studded leather armor relies on hundreds of small metal rivets to protect the wearer. The leather itself is left soft and flexible, and simply provides a backing for the metal. Like leather, studded leather is often used by thieves who can afford it, and sometimes career soldiers who are not trained in heavier equipment.
Ringmail
More properly called ring armor, this armor consists of a series of metal rings woven to a backing of cloth or leather. The rings are not interlaced like chainmail, but are set closely enough together that they block most attacks. It is essentially a heavier form of studded leather armor.
Brigandine Armor
This armor is made by riveting metal strips between two pieces of cloth or leather. In theory, it is similar to banded mail or plate armor, but lighter and more maneuverable. The strips do not actually overlap each other, which leads to better flexibility but more vulnerability. Larger metal plates are often placed over the chest area instead of the smaller strips found everywhere else. Brigandine is often used by nobility for fencing or dueling, and can be made with extravagant colors of cloth, silk, velvet, or other materials. It is as much a status symbol as actual armor.
Scale Armor
Sometimes (erroneously) called scale mail, scale armor consists of small pieces of metal or leather sewn to a backing of leather or cloth. It is often preferred to chainmail in that it is cheaper to produce and much more effective against bludgeoning attacks, although it is significantly less flexible.
You must be proficient in padded armor before you can become proficient in scale armor.
Chainmail
This armor is composed of hundreds of tiny metal rings that have been woven together to form a loose, flexible armor. It is designed to protect against sharp edges, and turn attacks that would otherwise cut into attacks that only bludgeon.
You must be proficient in padded armor before you can become proficient in chainmail.
Splint Mail
Also known as plated mail, this armor is made exactly like chainmail, except that the rings are interwoven through metal strips. This improves effectiveness against bludgeoning attacks, and strengthens the armor almost to the level of plate.
You must be proficient in padded armor before you can become proficient in splint mail.
Banded Mail
While its actual existence is debatable, banded mail supposedly was made from many small metal plates, similar to splint mail, sewn to a backing of regular chainmail and leather, rather than being integrated directly into the weave of the mail. This yields roughly the same level of protection as splint mail (possibly slightly better due to the extra layer of leather), at the cost of some mobility.
You must be proficient in padded armor before you can become proficient in banded mail.
Plate Mail
Plate mail is made with many sets of overlapping metal plates. Elbows, wrists, knees, and other joints are protected by a layer of chainmail in order to allow for more mobility. This is the most common form of plate armor, and is made to fit anyone within a certain size range.
You must be proficient in at least one heavy armor before you can become proficient in plate mail.
Field Plate Armor
This plate armor has more overlapping plates than normal plate mail, and generally includes articulated joints for elbows and knees. Certain areas are still protected only with chainmail, but the weaknesses are much less apparent. This armor must be specially fitted to each wearer. While some pieces can be made beforehand and modified to fit, purchasing a suit of field plate is no small ordeal. It requires at least a month to size it properly, during which time the buyer must be present at least weekly for measurements and fitting.
You can wear field plate armor that has not been sized for you, provided that it was fit to someone of a similar size and body type, but a proficient wearer is treated as nonproficient, and a nonproficient wearer takes an additional -2 penalty to armor bonus and armor check penalty, and +2 to the chance of spell failure. Resizing field plate requires at least two weeks, with weekly measurements, and costs one-fourth as much as buying it new.
You must be proficient in at least one heavy armor before you can become proficient in field plate armor.
Full Plate Armor
Very few people actually use full plate armor in battle, due to its extreme weight, expense, and discomfort. Full plate armor is fit to even more precise standards than field plate, and requires three months to fit, with measurements at least bi-weekly. Only master armorsmiths can make full plate. Every part of the body is covered in plates, with articulated joints, a helmet with a visor or narrow vision slit, and chain mail underneath in case of punctured plates. Most full plate armor is ceremonial, and often decorated with gold trim, gems, or exquisite etchings. Such decorations can increase the cost by 2,000 to 8,000 gp.
You must be proficient in either plate mail or field plate armor before you can become proficient in full plate armor.
Small Armor Spikes
While any armor can be equipped with spikes, the most common ones are the various plate armors, banded mail, splint mail, and scale mail. Chainmail, ringmail, and padded armor very rarely have spikes, as these designs make it extremely difficult to actually attach any solid objects. Other light armors only occasionally have spikes, since they are typically designed for speed and ease of use rather than heavy combat.
Whenever you are attacked with an unarmed strike of any sort, you may automatically make an attack against your opponent that deals 1d4 piercing damage on a successful hit. Only your Strike applies to the attack roll. Strength, Dexterity, and size modifiers do not apply. Creatures attempting to constrict or grab you take a -4 penalty to their defense against this attack.
Moderate Armor Spikes
Whenever you are attacked with an unarmed strike of any sort, you may automatically make an attack with a +2 bonus against your opponent that deals 1d6 piercing damage on a successful hit. Only your Strike applies to the attack roll. Strength, Dexterity, and size modifiers do not apply. Creatures attempting to constrict or grab you take a -4 penalty to their defense against this attack.
Heavy Armor Spikes
Whenever you are attacked with an unarmed strike of any sort, you may automatically make an attack with a +4 bonus against your opponent that deals 1d8 piercing damage on a successful hit. Only your Strike applies to the attack roll. Strength, Dexterity, and size modifiers do not apply. Creatures attempting to constrict or grab you take a -4 penalty to their defense against this attack.
Shields
Shields are an oft-overlooked tool for defense on the combat field. Different types and sizes of shields have different defensive capabilities, and some have advantages or disadvantages against ranged attacks. Consider carefully whether to use a shield or other offensive option, and which shield to use.
Shield Break
A proficient character may use a light, heavy, or tower shield to render an attack completely inneffective. This is considered a Reactive ability, so you cannot use this ability while unsteady, paralyzed, etc. After being struck with a successful attack roll by any physical attack, including spells with a visible line of effect and breath weapons, a character wielding any of these shields may choose to treat the attack as a miss instead of a hit. Attacks that deal damage on a miss will still deal this damage. The defense bonus of the shield is then permanently worsened by 1. If this worsens the defense bonus to 0, the shield is broken and useless. Shields may be repaired, but each point of defense costs 25% of the base cost of the shield to restore and requires appropriate craft checks.
Buckler
A buckler is a small shield, usually one foot across or less, that is strapped to the upper forearm or elbow area. Due to their small size, they're defensive capabilities are minimal, and they are completely ineffective against ranged attacks. However, bucklers may be worn and used even while wielding a bow or other two-handed weapon.
You may not use a buckler in a shield break defense.
Light Shield
Light shields are between 1 and 2 feet across, and are strapped to the user's forearm with two or more straps, leaving the hand free. You cannot effectively wield a weapon in the same hand, but you may hold and use small items, such as torches or potions.
You may use a light shield in a shield break defense.
Heavy Shield
Heavy shields are between 2 and 3½ feet across, and are strapped to the user's forearm with one or more straps and held in the hand. Releasing the handhold renders the shield ineffective and clumsy, so you cannot use the hand for anything except holding the shield until the shield is removed.
You may use a heavy shield in a shield break defense.
Tower Shield
A tower shield is between 2 and 4 feet wide, and about as tall as the wielder. It is extremely difficult to use in melee combat. It is secured with several arm straps and requires the hand to hold it secure.
At your option, you may gain full cover against ranged attacks in a certain direction while using a tower shield, but you must forgo other actions in order to do so.
You may use a tower shield in a shield break defense.