Sunday, March 17, 2013

Weapons 101: Simple

~ WEAPONS 101 ~




Note: Equipment listed here is in the Silver System / 1 coin (1/3 oz) is roughly the same size/weight of 2 quarters stuck together. 

Selling Treasure: In general you can sell a good for 1/2 its listed price- armor, weapons, gear, magic items, craft items... Trade Goods always sell for their listed price

Equipment: Daily Life - Adventure Gear

Weapons: Simple - Martial - Exotic    

Armor: Armor

Cost: --- Dmg: --- / --- Critical: # / x--- Range: ---' Weight: --- lbs. Type: --- Special: ---

Masterwork Weapons: +1 attack rolls; add +300 sp to cost of a given weapon or +6 sp to cost of 1 piece of ammunition.

Unarmed Attacks- Provoke an attack of opportunity if the target is armed (comes before your attack) or unless you are a monk or have Improved Unarmed Strike Feat


Unarmed Strike- Dmg: d2 / d3 Critical: x2 Type: B Special: Nonlethal
  • Brass Knuckles (APG)- Cost: 1 sp Dmg: d2 / d3 Critical: x2 Weight: 1 lbs. Type: B Special: Monk, may hold but not wield an item in that hand; DC for spellcasting: 10 + spell's level
  • Gauntlet- Cost: 2 sp Dmg: d2 / d3 Critical: x2 Weight: 1 lbs. Type: B Special: allow lethal damage with an unarmed strike  

Light Melee Weapons-
  • Axe, Throwing*- Cost: 8 sp Dmg: d4 / d6 Critical: x2 Range: 10' Weight: 2 lbs. Type: S 
  • Battle Aspergillum (APG)- Cost: 5 sp Dmg: d4 / d6 Critical: x2 Weight: 4 lbs. Type: B Special: hollow mace filled with holy water (5 hits) dealing +1 damage to undead on a hit; refill as a standard action; must be carried upright or it will leak out
  • Cestus (APG)- Cost: 5 sp Dmg: d3 / d4 Critical: 19-20 / x2 Weight: 1 lbs. Type: B/P Special: Monks, considered armed; can carry / wield items; -2 precision-based tasks/skills
  • Dagger- Cost: 2sp Dmg: d3 / d4 Critical: 19-20/x2 Range: 10' Weight: 1 lbs. Type: P/S
    • Punching- Cost: 2 sp Dmg: d3 / d4 Critical: x3 Weight: 1 lbs. Type: P
  • Gaff, Hand- Cost: 10 sp Dmg: d3 / d4 Critical: x2 Weight: 1 lb Type:Special: Disarm
  • Gauntlet, Spiked- Cost: 5 sp Dmg: d3 / d4 Critical: x2 Weight: 1 lbs. Type: P
  • Hammer, Light*- Cost: 1 sp Dmg: d3 / d4 Critical: x2 Range: 20' Weight: 2 lbs. Type: 
  • Handaxe*- Cost: 6 sp Dmg: d4 / d6 Critical: x3 Weight: 3 lbs. Type: S
  • Mace, Light- Cost: 5 sp Dmg: d4 / d6 Critical: x2 Weight: 4 lbs. Type: B
  • Pick, Light*- Cost: 4 sp Dmg: d3 / d4 Critical: x4 Weight: 3 lbs. Type: P
  • Sickle- Cost: 6 sp Dmg: d4 / d6 Critical: x2 Weight: 2 lbs. Type: S Special: Trip
  • Wooden Stake- Cost: --- Dmg: d3 / d4 Critical: x2 Range: 10' Weight: 1 lbs. Type: P
One-Handed Melee Weapons- +1/2 STR dmg in two hands
Clubs & Morningstars

  • Club- Cost: --- Dmg: d4 / d6 Critical: x2 Range: 10' Weight: 3 lbs. Type: B
  • Mace, Heavy- Cost: 12 sp Dmg: d6 / d8 Critical: x2 Weight: 8 lbs. Type:
  • Morningstar- Cost: 8 sp Dmg: d6 / d8 Critical: x2 Weight: 6 lbs. Type: B/P Special: ---
  • Shortspear- Cost: 1 sp Dmg: d4 / d6 Critical: x2 Range: 20' Weight: 3 lbs. Type: P
Two-Handed Melee Weapons- +1 1/2 STR damage
  • Bayonet- Cost: 5 sp Dmg: d4 / d6 Critical: x2 Weight: 1 lbs. Type: P Special: fixed to crossbows- can't fire weapon; attach/remove is a move action
  • Boar Spear- Cost: 5 sp Dmg: d6 / d8 Critical: x2 Weight: 8 lbs. Type: P Special: brace, reach; +2 AC vs creatures hit by spear for 1 round
  • Boarding Pike- Cost: 8 sp Dmg: d6 / d8 Critical: x3 Weight: 9 lbs. Type: P Special: brace, reach
  • Longspear- Cost: 5 sp Dmg: d6 / d8 Critical: x3 Weight: 9 lbs. Type: P Special: brace, reach
  • Quarterstaff- Cost: --- Dmg: d4/d4 / d6/d6 Critical: x2 Weight: 4 lbs. Type: B Special: double, monk, blocking
  • Spear- Cost: 2 sp Dmg: d6 / d8 Critical: x3 Range: 20' Weight: 6 lbs. Type: P Special: brace
  • Scythe*- Cost: 18 sp Dmg: d6 / 2d4 Critical: x4 Weight: 10 lbs. Type: P/S Special: trip
Ranged Weapons-
  • Blowgun- Cost: 2 sp Dmg: 1 / d2 Critical: x2 Range: 20' Weight: 1 lbs. Type:
    • Darts, Blowgun (10)- 5 bp
  • Crossbow, Heavy- Cost: 50 sp Dmg: d8 / d10 Critical: 19-20 / x2 Range: 120' Weight: 8 lbs. Type: P Reload: Full-Round Special: Requires special permit or affiliation with a military unit; -4 to shoot 1-handed
    • Bolts (10)- 1 sp / 1 lb.
  • Crossbow, Light- Cost: 35 sp Dmg: d6 / d8 Critical: 19-20 / x2 Range: 80' Weight: 4 lbs. Type: P Reload: Move Action Special: Requires special permit or affiliation with a military unit; -2 to shoot 1-handed
  • Dart- Cost: 5 bp Dmg: d3 / d4 Critical: x2 Range: 20' Weight: 1/2 lbs. Type: P
  • Javelin- Cost: 1 sp Dmg: d4 / d6 Critical: x2 Range: 30' Weight: 2 lbs. Type: P Special: -4 attacks in melee (designed as a ranged weapon)
  • Sling- Cost: --- Dmg: d3 / d4 Critical: x2 Range: 50' Weight: --- lbs. Type: B Reload: Move Action Special: Rocks deal dmg 1 size smaller with a -1 to attack
    • Bullets (10)- 1 bp / 5 lbs.

* Weapons were originally on the Martial Weapons list but have been moved to Simple Weapons as these are useful as tools and should be available to Commoners

SPECIAL FEATURES-
Blocking: +1 Shield bonus when Fighting Defensively (Full-round action; +2 AC and -4 attacks until the start of you next turn) or Full Defense (+4 AC for 1 round; can't combine with Fighting Defensively or Combat Expertise Feat; can't make attacks of opportunity- Standard Action)
Brace: Deal x2 damage when set vs. a charge
Deadly: +4 damage to calculate DC of Fortitude save to resist a coup de grace
Disarm: +2 CM to disarm
Distracting: +2 Bluff skill to feint with this weapon
Double: use it as though it were 2 weapons with normal attack penalties (Two-Weapon Fighting)
Grapple: Critical hit wielder can grapple target as a free action; doesn't provoke attack of opportunity if foe target is not threatening you; must stay within weapon's reach to maintain 
Monk: Can be used by a Monk to perform Flurry of Blows
Nonlethal: deal nonlethal damage
Reach: 10' reach, can't target foes 5' away or closer 
Trip: Make trip attacks

Melee- Use STR to determine damage and hit rolls
  • Reach Weapons: Strike foes that are not adjacent- 10' away but not attack foes that close closer than that. 
  • Double Weapons: Characters can fight with both portions of the weapon as though he were using a one-handed weapon and a light weapon. (Two-Weapon Fighting)
  • Light Weapons: Easier to use in an off hand, can be used while grappling; unarmed strikes are always considered light weapons
    • Add STR to damage if used in a primary hand
    • Add 1/2 STR to damage in an off hand
  • One-Handed Weapon: Can be used in both hands adding 1 1/2 STR to damage
    • Add STR to damage if used in a primary hand
    • Add 1/2 STR to damage in an off hand
  • Two-Handed Weapon: Require two hands to use; add 1 1/2 STR to damage
  • Improvised Weapon: -4 to attack rolls; scores a critical on a natural 20 and deals double damage

Ranged- Use DEX to determine hit rolls
  • Thrown Weapons: add STR to damage dealt and have 5 Range Increments (-2 per increment to hit)
    • Improvised Thrown Weapons: -4 attacks; Light or one-handed weapon (Standard action); two-handed weapon (Full round action); Range Increment: 10'
  • Projectile Weapons: no STR to damage unless the weapon is a specially built composite shortbow, longbow, crossbow, or a sling; Players with low STR take a penalty to damage.
    • Draw Ammunition: Free Action (bows); Other types require an action to load


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