|
7: Equipment
(February
1999)
The last step in creating
your AD&D character is outfitting her with weapons,
armor, and the equipment shell need in her adventuring
career. Although your character has some impressive
abilities and skills, she wont fare well against
the monsters and villains of the AD&D game until
she arms and armors herself. Not only does she need
to select the weapons and armor shell use, but
she also needs to equip herself with a pack of supplies,
rope, tools, and anything else shell need to explore
dismal dungeons and labyrinthine caverns. Finally, your
character also has to cover her living expenses until
such a time as she can support herself with the proceeds
from her adventuringrewards, titles, and recovered
booty.
Equipping Your Character
There are three ways
you can choose to equip your character. First, you can
simply record everything in the standard kit for your
character group, described below. Second, you can ask
your Dungeon Master to assign the equipment he thinks
your character should have. Finally, you can generate
a starting sum of money for your character and then
purchase your characters gear item by item.
The Standard Kit
If you want to save
some time in character creation, you can assume that
your character is carrying a typical selection of weapons,
armor, and gear appropriate to her class. Refer to the
tables below, referencing the appropriate table according
to your racial size, and read across to determine the
armor and weapons your character begins play with, then
select from among the available adventuring packs to
complete your character. (Some classes are limited to
choosing from only one, two, or three of the packs.)
After these selections, your character finishes with
2d4 gold pieces in her pocket. You can choose to spend
these on equipment from the tables later in this chapter
to pick up some additional gear, or you can have your
character hang on to her grubstake for now.
Each adventuring pack
has a cost listed in case youd prefer to select
all these items together during an item-by-item selection;
you dont have to pay this cost if youre
using the Standard Kit method. Note that theres
a slight discount for taking these adventuring packs
instead of purchasing each item individually.
Table 71a: Standard Arms and Armor by Class
(Size M)
|
Class
|
Armor,
AC, & Movement
|
Weapons*
|
Other
|
Pack
|
|
Fighter
|
Scale
mail, large shield
|
Longsword
(1d8/2d8*)
|
|
14
|
|
AC
+6, Move 40´ [30´]
|
Short bow (1d6/3d6; 60´)
|
|
|
Check
penalty 6
|
|
|
|
|
Barbarian
|
Studded
leather, large shield
|
Battle
ax (1d8/3d8)
|
|
1
|
|
AC
+5, Move 80´ [60´]
|
Dagger
(1d4/2d6*)
|
|
|
|
Check
penalty 3
|
Short bow (1d6/3d6; 60´)
|
|
|
Paladin
|
Scale
mail, large shield
|
Longsword
(1d8/2d8*)
|
|
12
|
|
AC
+6, Move 40´ [30´]
|
Short bow (1d6/3d6; 60´)
|
|
|
Check
penalty 6
|
|
|
|
|
Ranger
|
Studded
leather, large shield
|
Longsword
(1d8/2d8*)
|
|
12
|
|
AC
+5, Move 60´ [40´]
|
Long bow (1d6/3d10; 100´)
|
|
|
Check
penalty 3
|
Dagger
(1d4/2d6*)
|
|
|
|
Wizard
|
None
|
Quarterstaff
(1d6/2d6*)
|
Component
pouch
|
15
|
|
AC
+0, Move 60´ [40´]
|
Dagger
(1d4/2d6*)
|
|
|
|
Sorcerer
|
None
|
Short
sword (1d6/2d6*)
|
Component
pouch
|
1
|
|
AC
+0, Move 60´ [40´]
|
|
|
|
|
Cleric
|
Scale
mail, large shield
|
Heavy
mace (1d8/2d8)
|
Holy
symbol
|
14
|
|
AC
+6, Move 40´ [30´]
|
Sling
(1d6/2d6; 50´)
|
|
|
|
Check
penalty 6
|
|
|
|
|
|
|
|
|
|
Class
|
Armor,
AC, & Movement
|
Weapons*
|
Other
|
Pack
|
|
Druid
|
Leather
armor, small shield
|
Scimitar
(1d6/2d6*)
|
|
12
|
|
AC
+3, Move 60´ [40´]
|
Sling
(1d6/2d6; 50´)
|
|
|
|
Check
penalty 1
|
|
|
|
|
Thief
|
Leather
armor
|
Short
sword (1d6/2d6*)
|
Thieves
picks
|
13
|
|
AC
+2, Move 60´ [40´]
|
Dagger
(1d4/2d6*)
|
|
|
|
|
Light crossbow (1d8/2d8)
|
|
|
|
Assassin
|
Leather
armor, s. shield
|
Short
sword (1d6/2d6*)
|
Thieves
picks
|
13
|
|
AC
+2, Move 60´ [40´]
|
Dagger
(1d4/2d6*)
|
|
|
|
Check
penalty 1
|
Light crossbow (1d8/2d8)
|
|
|
|
Bard
|
Studded
leather
|
Short
sword (1d6/2d6*)
|
Component
pouch,
|
15
|
|
AC
+3, Move 60´ [40´]
|
Dagger
(1d4/2d6*)
|
common musical instrument
|
|
|
Check
penalty 1
|
|
|
|
|
Monk
|
None
|
Quarterstaff
(1d6/2d6*)
|
|
1
|
|
AC
+0, Move 60´ [40´]
|
Short bow (1d6/3d6; 60´)
|
|
|
Note: Movement rates
in brackets are for dwarves.
* Figures in parentheses
are normal damage, critical damage, and (for missile
weapons) range increment. An asterisk after a critical
damage figure indicates that the weapon causes critical
damage on a roll of 19 or 20.
1. Basic Pack:
Cloak, soft boots, breeches, tunic, backpack with waterskin,
three days rations, 3 torches, flint and steel,
large sack (empty). Cost: 8 gp. Weight: 22.5 pounds.
2. Outdoor Pack:
Cloak, soft boots, breeches, tunic, backpack with
waterskin, one week of rations, hooded lantern, 2 flasks
of oil, 50 feet rope, flint and steel, bedroll. Cost:
16 gp. Weight: 50 pounds.
3. Scholars
Pack: Cloak, soft boots, breeches, robes, backpack
with waterskin, one days rations, 3 candles, flint
and steel, 2 map cases, 6 sheets parchment (blank),
ink. Cost: 23 gp. Weight: 19 pounds.
4. Delvers
Pack: Cloak, soft boots, breeches, tunic, belt,
small belt pouch, backpack with waterskin, five days
iron rations, bulls-eye lantern, 4 flasks of oil,
crowbar, 50 feet of rope, 10 pitons, mallet, spade,
flint and steel, 3 pieces of chalk. Cost: 30 gp. Weight:
62 pounds.
5. Deluxe Pack:
Cloak, shoes, breeches, tunic, belt, vest, cap, small
belt pouch, backpack with waterskin, three days
iron rations, hooded lantern, 2 flasks oil, flint and
steel, 6 candles, 50 feet of silk rope, grappling hook,
mallet, small mirror, large sack (empty), 10 pitons,
bedroll. Cost: 38 gp. Weight: 46 pounds.
Table 71b: Standard Arms and Armor by Class
(Halfling or Gnome)
|
Class
|
Armor,
AC, & Movement
|
Weapons*
|
Other
|
Pack
|
|
Fighter
|
Chain
mail, large shield
|
Longsword
(1d6/1d10*)
|
|
15
|
|
AC
+7, Move 30´
|
Short
bow (1d4/1d12; 60´)
|
|
|
|
Check
penalty 7
|
|
|
|
|
Barbarian
|
Scale
mail, large shield
|
Battle
ax (1d6/2d8)
|
|
1
|
|
AC
+6, Move 50´
|
Dagger
(1d3/1d8*)
|
|
|
|
Check
penalty 6
|
Short
bow (1d4/1d12; 60´)
|
|
|
|
Paladin
|
Chain
mail, large shield
|
Longsword
(1d6/1d10*)
|
|
13
|
|
AC
+7, Move 30´
|
Short
bow (1d4/1d12; 60´)
|
|
|
|
Check
penalty 7
|
|
|
|
|
Ranger
|
Scale
mail, large shield
|
Longsword
(1d6/1d10*)
|
|
12
|
|
AC
+6, Move 30´
|
Long
bow (1d4/3d8; 100´)
|
|
|
|
Check
penalty 6
|
Dagger
(1d3/1d8*)
|
|
|
|
|
|
|
|
|
Class
|
Armor,
AC, & Movement
|
Weapons*
|
Other
|
Pack
|
|
Wizard
|
None
|
Quarterstaff
(1d4/1d10*)
|
Component
pouch
|
15
|
|
AC
+0, Move 40´
|
Dagger
(1d3/1d8*)
|
|
|
|
Sorcerer
|
None
|
Short
sword (1d4/1d10*)
|
Component
pouch
|
12
|
|
AC
+0, Move 40´
|
|
|
|
|
Cleric
|
Chain
mail, large shield
|
Heavy
mace (1d6/1d12)
|
Holy
symbol
|
15
|
|
AC
+7, Move 30´
|
Sling
(1d4/1d10; 50´)
|
|
|
|
Check
penalty 7
|
|
|
|
|
Druid
|
Leather
armor, small shield
|
Scimitar
(1d4/1d12*)
|
|
15
|
|
AC
+3, Move 40´
|
Sling
(1d4/1d10; 50´)
|
|
|
|
Check
penalty 1
|
|
|
|
|
Thief
|
Leather
armor
|
Short
sword (1d4/1d10*)
|
Thieves
picks
|
15
|
|
AC
+2, Move 40´
|
Dagger
(1d3/1d8*)
|
|
|
|
|
Light
crossbow (1d8/2d8)
|
|
|
|
Assassin
|
Leather
armor, s. shield
|
Short
sword (1d4/1d10*)
|
Thieves
picks
|
15
|
|
AC
+2, Move 40´
|
Dagger
(1d3/1d8*)
|
|
|
|
|
Light
crossbow (1d6/1d12)
|
|
|
|
Bard
|
Studded
leather
|
Short
sword (1d4/1d10*)
|
Component
pouch,
|
15
|
|
AC
+3, Move 40´
|
Dagger
(1d3/1d8*)
|
common
musical instrument
|
|
|
Check
penalty 1
|
|
|
|
|
Monk
|
None
|
Quarterstaff
(1d4/1d10*)
|
|
12
|
|
AC
+0, Move 40´
|
Short
bow (1d4/1d12; 60´
|
|
|
* Figures in parentheses
are normal damage, critical damage, and (for missile
weapons) range increment. An asterisk after a critical
damage figure indicates that the weapon causes critical
damage on a roll of 19 or 20.
1. Basic Pack:
Cloak, soft boots, breeches, tunic, backpack with waterskin,
bedroll, three days rations, 3 torches, flint
and steel, 50 feet silk rope, large sack (empty). Cost:
16 gp. Weight: 23.5 pounds.
2. Outdoor Pack:
Cloak, soft boots, breeches, tunic, backpack with
waterskin, one week of rations, hooded lantern, 2 flasks
oil, 50 feet silk rope, flint and steel, bedroll. Cost:
23 gp. Weight: 42 pounds.
3. Scholars
Pack: Cloak, soft boots, breeches, robes, backpack
with waterskin, one days rations, 3 candles, flint
and steel, 2 map cases, 6 sheets parchment (blank),
ink, small metal mirror. Cost: 31 gp. Weight: 16 pounds.
4. Delvers
Pack: Cloak, soft boots, breeches, tunic, belt,
small belt pouch, backpack with waterskin, ten days
iron rations, bulls-eye lantern, 4 flasks oil,
crowbar, 50 feet of silk rope, 10 pitons, mallet, spade,
flint and steel, 3 pieces of chalk. Cost: 42 gp. Weight:
57.5 pounds.
5. Deluxe Pack:
Cloak, shoes, breeches, tunic, belt, vest, cap, small
belt pouch, backpack with waterskin, ten days
iron rations, hooded lantern, 2 flasks oil, flint and
steel, 6 candles, 50 feet of silk rope, grappling hook,
mallet, small mirror, large sack (empty), 10 pitons,
bedroll, small metal mirror. Cost: 52 gp. Weight: 48
pounds.
You may exchange your
characters weapons for any other weapons of the
same price or less, although you should be careful to
select weapons your character knows how to use. For
example, the fighter begins play with a longsword and
a spear, but if you wanted to trade those in for a footmans
flail and a javelin, you could do so. Make sure you
record the damage figures for your weapons and the protective
value of your characters armor (see Tables 74,
75, and 76, later in this chapter). All
other items are described later in this chapter.
The
new standard kits demonstrate one of our general goals:
to give the players the information they need when they
need it. By putting the weapon and armor data here,
we made it easier to get your character ready to go.
Weapons
The world of the AD&D
game is filled with dangerous animals, ferocious monsters,
heartless brigands, and dastardly villains. A heros
best defense against these perils is his trusty sword
or bow. While some spellcasting characters may rarely
resort to physical violence, even they may find themselves
at close quarters with a foe. All weapons are rated
in the following categories:
Cost: The weapons
cost in silver pieces or gold pieces. One weaponthe
common clubhas no listed cost, since anyone can
find a serviceable club with a little looking around.
Weight: The weapons
weight in pounds.
Weapon Size:
All weapons are classed according to a size categorylight,
1h (one-hand) or 2h (two-hand). Light weapons are approximately
two feet or less in size; 1h weapons are two to five
feet long; 2h weapons are generally six feet or greater
in length. This length is a general rule, however, because
what the term really indicates is how many hands it
takes to wield. Some weapons, like the medium lance,
are quite long, but theyre meant to be used one
handed on a mounted charge (the other hand is used to
hold a shield). These size indicators are useful because
they explain which weapons can be used with a shield,
with something in the off hand, etc. Also, see Chapter
5, "Skills and Heroic Feats," for how weapon
size affects the Two-Weapon Fighting combat maneuver.
These size indicators
are for Medium-sized characters. Characters that Small-sized
can also use these weapons, but light weapons become
1h, and 1h become 2h. Size S characters cannot use 2h
weapons.
A 2h non-missile weapon
cannot be used by a thief or an assassin in a sneak
attack.
See "Character
Size versus Weapon Size" below for more detail.
Type:
Weapons are classified according to typesbludgeoning
(B), piercing (P), and slashing (S). Some monsters may
be partially or wholly immune to attacks with some types
of weapons; for example, a skeleton only suffers half
damage from anything except a blunt weapon.
Damage:
All weapons are rated for the amount of damage they can
cause on a normal hit and on a critical hit. Critical
hits are explained in greater detail in Chapter 9, "Combat";
generally, a weapon scores a critical hit on a natural
attack roll of 20. Some weapons, particularly swords,
score critical hits on rolls of 19 or 20.
Two weaponsthe
morning star and the bastard swordhave two separate
damage ratings, depending on whether theyre used
one- or two-handed. If a character must use a
weapon two-handed because he is naturally size S (small),
he only uses the one-handed damage track. In effect,
he gains no bonus for using the weapon two-handed.
Range: The range
in feet at which the weapon can be fired or hurled against
a target without an attack penalty. Each additional
increment of the stated range carries a cumulative 2
attack penalty. For example, a short bow may be fired
up to 70 feet without penalty; shots of 70139
feet are at 2, shots of 140209 feet are
at 4, 210279 feet at 6, and so on.
Thrown weapons such as axes or daggers have a maximum
range of five times their range figure, while propelled
missiles such as bows, crossbows, and slings have a
maximum range of ten times their range figure.
Table 74: Weapons
|
|
|
|
|
Damage
|
|
|
Item
|
Cost
|
Weight
|
Size
|
Type
|
Normal
|
Critical
|
Range
|
|
Ax,
battle
|
5
gp
|
7
|
1h
|
S
|
1d8
|
3d8
|
|
|
Ax,
hand
|
1
gp
|
5
|
light
|
S
|
1d6
|
2d6
|
15
|
|
Ax,
two-hand
|
10
gp
|
15
|
2h
|
S
|
1d12
|
3d12
|
|
|
Bow,
composite long
|
100
gp
|
3
|
2h
|
P
|
1d6
|
3d8
|
110
|
|
Bow,
composite short
|
75
gp
|
2
|
2h
|
P
|
1d6
|
3d6
|
70
|
|
Bow,
long
|
75
gp
|
3
|
2h
|
P
|
1d6
|
3d8
|
100
|
|
Bow,
short
|
30
gp
|
2
|
2h
|
P
|
1d6
|
3d6
|
60
|
|
Club
|
|
3
|
1h
|
B
|
1d6
|
2d4
|
10
|
|
Club,
great
|
5
gp
|
10
|
2h
|
B
|
1d10
|
2d8
|
|
|
Crossbow,
hand
|
100
gp
|
3
|
light
|
P
|
1d4
|
2d4*
|
20
|
|
Crossbow,
heavy1
|
50
gp
|
14
|
1h
|
P
|
1d10
|
2d10*
|
120
|
|
Crossbow,
light2
|
35
gp
|
7
|
2h
|
P
|
1d8
|
2d8*
|
80
|
|
Dagger
or dirk
|
2
gp
|
1
|
light
|
P
|
1d4
|
2d6*
|
10
|
|
Dart
|
5
sp
|
2-Jan
|
light
|
P
|
1d4
|
2d4
|
20
|
|
Flail,
footmans
|
15
gp
|
15
|
2h
|
B
|
1d10
|
2d10*
|
|
|
Flail,
horsemans
|
8
gp
|
5
|
1h
|
B
|
1d6
|
2d6*
|
|
|
Hammer,
throwing
|
1
gp
|
2
|
light
|
B
|
1d4
|
2d6
|
15
|
|
Hammer,
war
|
2
gp
|
6
|
1h
|
B
|
1d6
|
2d8
|
|
|
Javelin
|
5
sp
|
2
|
1h
|
P
|
1d6
|
2d8
|
30
|
|
Knife
|
5
sp
|
2-Jan
|
light
|
P/S
|
1d3
|
1d8
|
10
|
|
Lance,
heavy3,5
|
15
gp
|
15
|
2h
|
P
|
1d10
|
2d12
|
|
|
Lance,
light3
|
6
gp
|
5
|
1h
|
P
|
1d6
|
2d8
|
10
|
|
Lance,
medium3,5
|
10
gp
|
10
|
1h
|
P
|
1d8
|
2d10
|
|
|
Mace,
heavy
|
8
gp
|
10
|
1h
|
B
|
1d8
|
2d8
|
|
|
Mace,
light
|
5
gp
|
6
|
light
|
B
|
1d6
|
2d6
|
|
|
Morning
star
|
10
gp
|
12
|
1h
|
B
|
2d4
|
4d4
|
|
|
---two-handed
|
|
|
|
|
2d6
|
2d10
|
|
|
Pick,
military
|
8
gp
|
6
|
1h
|
P
|
1d8
|
3d8
|
|
|
Pick,
light
|
7
gp
|
4
|
light
|
P
|
1d6
|
3d6
|
|
|
Pike4,5
|
5
gp
|
12
|
2h
|
P
|
1d8
|
3d8
|
|
|
Polearms:
|
|
|
|
|
|
|
|
|
---Bill-guisarme5
|
7
gp
|
15
|
2h
|
P/S
|
2d4
|
4d4
|
|
|
---Glaive4,5
|
6
gp
|
8
|
2h
|
S
|
1d8
|
2d8
|
|
|
---Halberd4,5
|
10
gp
|
15
|
2h
|
P/S
|
1d10
|
2d10
|
|
|
---Lucern
hammer4,5
|
7
gp
|
15
|
2h
|
P/B
|
2d4
|
4d4
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Damage
|
|
|
Item
|
Cost
|
Weight
|
Size
|
Type
|
Normal
|
Critical
|
Range
|
|
Quarterstaff
|
|
4
|
2h
|
B
|
1d6
|
1d10
|
|
|
Scourge
|
1
gp
|
2
|
light
|
|
1d4
|
1d6
|
|
|
Sickle
|
6
sp
|
3
|
light
|
S
|
1d6
|
1d10
|
|
|
Sling
|
5
cp.
|
2-Jan
|
light
|
B
|
1d6
|
2d6
|
50
|
|
Spear,
small 4
|
8
sp
|
5
|
1h
|
P
|
1d6
|
2d12
|
20
|
|
Spear,
long 4,5
|
13
sp
|
9
|
2h
|
P
|
1d8
|
3d8
|
|
|
Swords:
|
|
|
|
|
|
|
|
|
---Rapier
|
20
gp
|
3
|
1h
|
P
|
1d6
|
2d6*
|
|
|
---Short
sword
|
10
gp
|
3
|
light
|
P
|
1d6
|
2d6*
|
|
|
---Long
sword
|
15
gp
|
4
|
1h
|
S
|
1d8
|
2d8*
|
|
|
---Scimitar6
|
15
gp
|
4
|
1h
|
S
|
1d6
|
2d6*
|
|
|
---Bastard
sword
|
25
gp
|
10
|
1h
|
S
|
1d8
|
2d8*
|
|
|
------two-handed
|
|
|
|
|
1d10
|
2d10*
|
|
|
---Two-hand
sword
|
50
gp
|
15
|
2h
|
S
|
2d6
|
4d6*
|
|
|
Trident4
|
15
gp
|
5
|
1h
|
P
|
1d8
|
3d6
|
10
|
|
Unarmed
attack (brawling)
|
|
|
|
B
|
1d3**
|
2d3
|
|
|
Whip5
|
1
sp
|
2
|
1h
|
|
1d2
|
1d4
|
|
* Attacker may roll
for critical damage on a natural (unmodified) attack
roll of 19 or 20.
** Subdual damage
only, but can be real damage if attacker succeeds with
a 4 penalty on his attack roll. Critical damage
is possible only if the attack was used to cause real
damage. Monks have improved damage on unarmed attacks
(see the class description in Chapter 4). Certain combat
maneuvers (see Chapter 5) can also improve damage on
uarmed attacks.
1 The heavy crossbow
requires two actions to cock and load, so it can only
be fired once every three actions.
2 The light crossbow
requires one action to cock and load, so it can only
be fired once every two actions.
3 This weapon
inflicts double damage when used from the back of a
charging mount.
4 This weapon
inflicts double damage when used to guard against a
charge.
5 This weapon
can attack foes 10 feet (2 squares) from the wielder.
6 Scimitars get
+1 to hit if used from horseback.
Character Size versus Weapon Size
The above weapon table
is keyed to human and other size M characters. Halflings
and gnomes, both size S, have a difficult time using
weapons sized for humans. They suffer a 2 attack
penalty using any such weapon (and cannot use size L
weapons at all). To use weapons appropriate to their
smaller stature, halfling and gnome characters can cut
the weight and cost in half, and lower the damage (both
normal and critical) by one category on the following
table.
Damage Categories
1 point
1d2
1d3
1d4
1d6
1d8/2d4/1d10
1d12/2d6/3d4
2d8/2d10/3d6
3d8/2d12
4d8/3d10
5d8/3d12
6d8
7d8
8d8
9d8
10d8
11d8/1d100
When converting weapon
damage up or down a step, use the first damage listed
for the new step on the chart. Thus, 2d10 or 3d6 converts
to 1d12 on a step down and 3d8 on a step up.
Example: A longsword
for a size M character inflicts 1d8/2d8, so the same
weapon sized for a halfling would inflict 1d6/1d12 damage.
A longsword for a size H giant (2 size category steps
larger than size M) would inflict 2d8/4d8.
The "Damage Categories"
list can be used to create weapons for size T creatures,
such as a pixie sword, and for size L or larger creatures.
Thus, it allows for weapons sized appropriately for
a giant or even a titan. Each step down halves the weight
and cost, and each step up doubles the weight and cost.
Likewise, each step up or down imposes a 2 attack
penalty for not using an appropriately sized weapon.
Weapon Descriptions
Table 74 assumes
a high medieval setting. The weapons and armor represent
equipment available from approximately A.D. 500 to 1500
in Western Europe. There are thousands of variations
on the weapons described in this list; if you want to
call your characters scimitar a tulwar or a falchion,
or think of his spear as a pilum or assegai, feel free
to do so. The Dungeon Master has more information on
weapons of different cultures and eras.
Ax, battle: Generally,
any heavy ax that can be used one-handed or two-handed
falls into this category. (If an ax can only be used
two-handed, its a two-hand ax.) Battle axes often
have a spike, hammer, or smaller blade backing the primary
blade. In some cases, both blades are equal in size
in weight and can be used interchangeably.
Ax, hand or throwing:
Not every hand ax can be thrown; the weapon must be
built for balance to be thrown, although this isnt
particularly rare or unusual. The Franks made excellent
use of throwing axes as a shock weapon; the Frankish
line would halt just short of the enemy and hurl a murderous
volley of axes before closing for hand-to-hand fighting.
Thrown axes can be used to execute special maneuvers
in the Power combat style.
Ax, two-hand: This
mighty weapon consists of a four- to five-foot haft
with a very heavy blade. The ax may be double-bitted,
with blades on both sides of the haft, or it may only
have a single blade. It is an unwieldy weapon, but a
skilled fighter can strike blows of tremendous strength
with it. Poleaxes such as the bardiche, voulge, or Lochaber
ax fall into this category.
Bow: One of the
most common weapons throughout history is the bow. The
simple self bow, or short bow, has been used for hunting
and war since before the dawn of civilization. A plain
long or short bow is made from a single piece of wood.
Composite bows are made from laminated horn, wood, or
bone and built with a recurve, meaning that the bow
remains bow-shaped even when unstrung.
The power of a bow is
measured by its pull. The greater the pull, the higher
the Strength score needed to work the bow. Thus, characters
may purchase bows that grant them damage bonuses for
high Strength. Likewise, characters with low Strength
scores suffer damage penalties when using a bow (they
are forced to use weaker bows or simply cannot draw
back as far). The pull of a bow doesnt prevent
a character from using the weapon, only from gaining
the full effect.
Heavier pull composite
bows are available, but more expensive than standard
bows. These bows must be custom crafted and cost two
to four times the normal price; multiply the listed
cost of the bow by the damage bonus desired. Note that
bows crafted for characters of high Strength never grant
attack bonuses, only damage bonuses.
Damage Bonus Cost
Notes
|
Damage
Bonus
|
Cost
|
Notes
|
|
1
|
x2
|
|
|
2
|
x3
|
Maximum
bonus for composite short bow
|
|
3
|
x4
|
|
|
4
|
x5
|
Maximum
bonus for composite long bow
|
For example,
a character with a 17 Strength wishes to buy a bow
that will allow him to use the +3 damage bonus for
his high Strength score, so the bow costs four times
as much as normal. If a character has an unusually
low Strength score, he must apply any attack
or damage penalties to his archery. He is forced to
use bows that have a lighter pull.
Short bows can be found
in any setting. Even if they are not used for war, they
are the weapons of choice for many hunters.
Long bows are simply
bigger short bows. They are drawn to the cheek, instead
of being drawn to the chest as other bows are. Long
bows cannot be used from horseback.
Composite short bows
are the favorite of horse archers everywhere.
Composite long bows
are usually only found in eastern campaigns. They can
be fired from horseback if they have been specially
built for it, at twice the normal cost.
An arrow used as a stabbing
weapon in melee inflicts 1d4 /2d6 damage.
Club: Clubs range
from something as simple as an animals thigh bone
to a well-balanced work of art. Not all clubs can be
thrown, 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 warriors weapon it
may cost anywhere from 5 sp to 10 gp.
Clubs incur no attack
penalty if used in a subdual attack; see Non-Lethal
Combat in Chapter 9.
This
version is pretty similar to the August version, except:
1.
By this point, weve converted all weapon damage
to dice without bonuses.
2.
Were still using ad hoc critical damage ratings.
3.
This version of the weapon table shows a new way to
handle weapon size. The idea was that youd be
able to get these weapons sized to characters of different
sizes. The idea has some merit, but it made it really
hard to equip halflings and gnomes. We did wind up keeping
some version of the rules for weapon damage by size.
We use those rules, for example, to determine how much
damage a fire giants greatsword does, or how much
damage a lions bite does if you make the lion
twice as big.
|