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Player’s Handbook Exclusive Preview!

In the marketplace of a big city, armorsmiths and weaponsmiths offer a wide variety of arms and armor for those with the gold to buy them. Here you can find practical, sturdy swords and perhaps a few elven blades of exceptional quality. Alchemists sell acid, alchemist’s fire, and smokesticks for those who want something flashier than a trusty blade. Wizards (or, more likely, their brokers) even sell magic scrolls, wands, weapons, and other items.

This chapter covers the mundane and exotic things that characters may want to purchase and how to go about doing so. (Magic items are covered in the Dungeon Master’s Guide.)

Equipping A Character

A beginning character generally has enough wealth to start out with the basics: some weapons, some armor suitable to her class (if any), and some miscellaneous gear. As the character undertakes adventures and amasses loot, she can afford bigger and better gear. At first, however, her options are limited by her budget.

Starting Packages

Each class has a starting package that lists default equipment (as well as default skills, a default feat, etc.). If you equip your character with the default equipment, you can customize these packages a little by swapping in some equipment of your choice for listed equipment. Trades like this are fine as long as the value of the equipment you swap in isn’t higher than the value of the equipment listed for the package.

The starting packages have moved to the Classes chapter because they now include starting skills, feats, and spells, not just equipment.

 

Weapons

Your weapons help determine how capable you are in a variety of combat situations. See Table 7–4: Weapons for the list of weapons. See Table 7–10: Grenadelike Weapons for a summary of grenadelike weapons (acid, alchemist’s fire, holy water, and so forth).

Weapon Categories

Weapons are grouped into several interlocking sets of categories. These categories pertain to what skill is needed to be proficient in their use (simple, martial, and exotic), usefulness in close combat (melee) or at a distance (ranged, which includes both thrown and projectile), and weapon size (Tiny, Small, Medium-size, and Large).

Simple, Martial, and Exotic Weapons: Anybody but a druid, monk, rogue, or wizard is proficient with all simple weapons. Barbarians, fighters, paladins, and rangers are proficient with all simple and all martial weapons. Characters of other classes are proficient with an assortment of mainly simple weapons and possibly also some martial or even exotic weapons. If you use a weapon with which you are not proficient, you suffer a –4 penalty on attack rolls.

Melee and Ranged Weapons: Melee weapons are used for making melee attacks, though some of them can be thrown as well. Ranged weapons are thrown weapons or projectile weapons that are not effective in melee. You apply your Strength bonus to damage dealt by thrown weapons but not to damage dealt by projectile weapons (except for mighty composite shortbows or longbows).

Tiny, Small, Medium-Size, and Large Weapons: The size of a weapon compared to your size determines whether for you the weapon is light, one-handed, two-handed, or too large to use.

Light: If the weapon’s size category is smaller than yours (such as a human using a Small weapon), then the weapon is light for you. Light weapons are easier to use in your off hand, and you can use them while grappling. You can use a light weapon in one hand. You get no special bonus when using it in two hands.

One-Handed: If the weapon’s size category is the same as yours (such as a human using a rapier), then the weapon is one-handed for you. If you use a one-handed melee weapon two-handed, you can apply one and a half times your Strength bonus to damage (provided you have a bonus). Thrown weapons can only be thrown one-handed, and you receive your Strength bonus to damage.

Two-Handed: If the weapon’s size category is one step larger than your own (such as a human using a greataxe), then the weapon is two-handed for you. You can use a two-handed melee weapon effectively in two hands, and when you deal damage with it, you add one and a half times your Strength bonus to damage (provided you have a bonus).

Thrown weapons can only be thrown one-handed. You can throw a thrown weapon with one hand even if it would be two-handed for you due to your size (such as a gnome throwing a javelin), but doing so counts as a full-round action because the weapon is bulkier and harder to handle than most thrown weapons. You receive your Strength bonus to damage.

You can use a two-handed projectile weapon (such as a bow or a crossbow) effectively in two hands. If you have a penalty for low Strength, apply it to damage rolls when you use a bow or a sling. You get no Strength bonus to damage with a projectile weapon unless it’s a mighty composite shortbow or longbow (page 113).

Too Large to Use: If the weapon’s size category is two or more steps larger than your own (such as a gnome trying to use a greatsword), the weapon is too large for you to use.

Unarmed Strikes: An unarmed strike is two size categories smaller than the character using it.

Weapon Qualities

The weapon you use says something about who you are. You probably want both a melee weapon and a ranged weapon. If you can’t afford both your melee weapon of choice and your ranged weapon of choice, decide which is more important to you.

What size of weapon you choose determines how you can choose to wield it (with one hand or two) and how much damage you deal with it. A two-handed weapon deals more damage than a one-handed weapon, but it keeps you from using a shield, so that’s a trade-off. If you are Small, you need to choose smaller weapons.

Depending on your class, you are proficient with more or fewer weapons. If you see a weapon that you want to use but with which you’re not proficient, you can become proficient with it by selecting the right feat. See Exotic Weapon Proficiency (page 82), Martial Weapon Proficiency (page 83), and Simple Weapon Proficiency (page 85).

A better weapon is usually more expensive than an inferior one, but more expensive doesn’t always mean better. For instance, a rapier is more expensive than a longsword. For a dexterous rogue with the Weapon Finesse feat, a rapier is a terrific weapon. For a typical fighter, a longsword is better.

To choose your weapons, keep in mind these factors (given as column headings on Table 7–4: Weapons):

Cost: This is the weapon’s cost in gold pieces (gp) or silver pieces (sp). The cost includes miscellaneous gear that goes with the weapon, such as a scabbard for a sword or a quiver for arrows.

Damage: The Damage column gives the damage you deal with a weapon when you score a hit. If the damage is designated "§," then the weapon deals subdual damage rather than normal damage (see Subdual Damage, page 134). If two damage ranges are given, such as "1d6/1d6" for the quarterstaff, then the weapon is a double weapon, and you can use a full attack full-round action to make one extra attack when using this weapon, as per the two-weapon rules (see Attacking with Two Weapons, page 124). Use the second damage figure given for the extra attack.

Critical: The entry in this column notes how the weapon is used with the rules for critical hits. When you score a critical hit, you roll the damage with all modifiers two, three, or four times, as indicated by its critical multiplier, and add all the results together.

Exception: Bonus damage represented as extra dice, such as from a sneak attack or a flaming sword, is not multiplied when you score a critical hit.

¥2: The weapon deals double damage on a critical hit.

¥3: The weapon deals triple damage on a critical hit.

¥3/¥4: One head of this double weapon deals triple damage on a critical hit. The other head deals quadruple damage on a critical hit.

¥4: The weapon deals quadruple damage on a critical hit.

19–20/¥2: The weapon scores a threat (a possible critical hit) on a natural 19 or 20 (instead of just on a 20) and deals double damage on a critical hit. (The weapon has a threat range of 19–20.)

18–20/¥2: The weapon scores a threat on a natural 18, 19, or 20 (instead of just on a 20) and deals double damage on a critical hit. (The weapon has a threat range of 18–20.)

Range Increment: Any attack at less than this distance is not penalized for range, so an arrow from a shortbow (range increment 60 feet) can strike at enemies up to 59 feet away with no penalty. However, each full range increment causes a cumulative –2 penalty to the attack roll. A shortbow archer firing at a target 200 feet away suffers a –6 attack penalty (because 200 feet is at least three range increments but not four increments). Thrown weapons, such as throwing axes, have a maximum range of five range increments. Projectile weapons, such as bows, can shoot up to ten increments.

Thrown Weapons: Daggers, clubs, halfspears, shortspears, darts, javelins, throwing axes, light hammers, tridents, shuriken, and nets are thrown weapons.

Projectile Weapons: Light crossbows, slings, heavy crossbows, shortbows, composite shortbows, longbows, composite longbows, hand crossbows, whips, and repeating crossbows are projectile weapons.

Improvised Thrown Weapons: Sometimes objects not crafted to be weapons get thrown: small rocks, small animals, vases, pitchers, and so forth. Because they are not designed for this use, all characters who use improvised thrown weapons are treated as not proficient with them and suffer a –4 penalty on their attack rolls. Improvised thrown weapons have a range increment of 10 feet. Their size and the damage they deal have to be adjudicated by the DM.

Weight: This column gives the weapon’s weight.

Type: Weapons are classified according to types: bludgeoning, piercing, and slashing. Some monsters may be partially or wholly immune to attacks with some types of weapons. For example, a skeleton only takes half damage from slashing weapons and no damage from piercing weapons. If a weapon is of two types, a creature would have to be immune to both types of damage to have damage dealt by this weapon be ignored.

Special: Some weapons have special features, such as reach. See the weapon descriptions.

The rules now use the categories "simple," "martial," and "exotic" to define which characters are proficient with which weapons, and the weapon chart orders weapons first by these categories. Weapons have gone back to having an absolute size rather than a size relative to the wielder. For instance, a short sword is Small, so it’s a light weapon to a human and a one-handed weapon to a halfling. Criticals are now multipliers. Also, we gave a few weapons a really good threat range (such as the rapier) or multiplier (heavy pick), better than in pervious versions of the rules.

Weapon Descriptions

The weapons found on Table 7–4: Weapons are described below. Grenadelike weapons are summarized on Table 7–10: Grenadelike Weapons and described in the Special and Superior Items section later in this chapter.

Arrows: An arrow used as a melee weapon is Tiny and deals 1d4 points of piercing damage (¥2 crit). Since it is not designed for this use, all characters are treated as not proficient with it and thus suffer a –4 penalty on their attack rolls. Arrows come in leather quivers that hold 20 arrows. An arrow that hits its target is destroyed; one that misses has a 50% chance to be destroyed or lost.

Axe, Throwing: A throwing axe is lighter than a handaxe and balanced for throwing. Gnome fighters often use throwing axes for both melee and ranged attacks.

Axe, Orc Double: An orc double axe is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, as if you were wielding a one-handed weapon and a light weapon (see Attacking with Two Weapons, page 124). A creature using a double weapon in one hand, such as an ogre using an orc double axe, can’t use it as a double weapon.

Battleaxe: The battleaxe is the most common melee weapon among dwarves.

The battleaxe description now refers to dwarves, indicating a general shift away from historical notes to fantasy details.

 

Bolts: A crossbow bolt used as a melee weapon is Tiny and deals 1d4 points of piercing damage (¥2 crit). Since it is not designed for this use, all characters are treated as not proficient with it and thus suffer a –4 penalty on their attack rolls. Bolts come in wooden cases that hold 10 bolts. A bolt that hits its target is destroyed; one that misses has a 50% chance to be destroyed or lost.

Bullets, Sling: Bullets are lead spheres, much heavier than stones of the same size. They come in a leather pouch that holds 10 bullets. A bullet that hits its target is destroyed; one that misses has a 50% chance to be destroyed or lost.

Chain, Spiked: A spiked chain has reach. You can strike opponents 10 feet away with it. In addition, unlike other weapons with reach, you can use it against an adjacent foe.

Because the chain can wrap around an enemy’s leg or other limb, you can make trip attacks with it. If you are tripped during your own trip attempt, you can drop the chain to avoid being tripped.

When using a spiked chain, you get a +2 bonus on your opposed attack roll when attempting to disarm an opponent (including the roll to avoid being disarmed if you fail to disarm your opponent).

You can use the Weapon Finesse feat (see page 86) to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a spiked chain.

Club: A wooden club is so easy to find and fashion that it has no cost.

©2003 Wizards of the Coast, Inc. All rights reserved.
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