D&D 3rd Ed.-iron Kingdoms-DM Screen

March 16, 2017 | Author: Birgitte Vendelbo Erhard-Frederiksen | Category: N/A
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WEAPONS

Cost

Dmg (S)

Dmg Critical Range (M) Critical Inc Type2

Unarmed Attacks Gauntlet 2 gp 1d2 1d3 x2 Unarmed strike — 1d23 1d33 x2 Light Melee Weapons Batton (Collapsing) 12 gp 1d4 1d6 x2 Bayonet 8gp 1d4 1d6 x3 Dagger 2 gp 1d3 1d4 19–20 Dagger (punching) 2 gp 1d3 1d4 x3 Dirk (Cryxian) 10 gp 1d3 1d4 18-20 Gauntlet (spiked) 5 gp 1d3 1d4 x2 Mace, light 5 gp 1d4 1d6 x2 Sickle 6 gp 1d4 1d6 x2 One-Handed Melee Weapons Club — 1d4 1d6 x2 Mace, heavy 12 gp 1d6 1d8 x2 Morningstar 8 gp 1d6 1d8 x2 Shortspear 1 gp 1d4 1d6 x2 Two-Handed Melee Weapons Longspear4 5 gp 1d6 1d8 x3 Quarterstaff5 — 1d4/1d4 1d6/1d6 x2 Stave of Authority5 — — 1d8/1d6 x2 Spear 2 gp 1d6 1d8 x3 Ranged Weapons Crossbow, heavy 50 gp 1d8 1d10 19–20 Bolts, XBow (10) 1 gp — — — Crossbow, light 35 gp 1d6 1d8 19–20 Bolts, XBow (10) 1 gp — — — Dart 5 sp 1d3 1d4 x2 Grenade (explosive) — — 2d10 x2 Grenade (incendiary) — — 1d10 — Javelin 1 gp 1d4 1d6 x2 Sling — 1d3 1d4 x2 Bullets, sling (10) 1 sp — — — Martial Weapons Light Melee Weapons Axe, throwing 8 gp 1d4 1d6 x2 Chain (light) — 1d3 1d4 x2 Hammer, light 1 gp 1d3 1d4 x2 Handaxe 6 gp 1d4 1d6 x3 Kukri 8 gp 1d3 1d4 18–20 Pick, light 4 gp 1d3 1d4 x4 Sap 1 gp 1d43 1d63 x2 Shield, light special 1d2 1d3 x2 Spiked armor special 1d4 1d6 x2 Spiked, shield lt special 1d3 1d4 x2 Sword short 10 gp 1d4 1d6 19–20 One-Handed Melee Weapons Battleaxe 10 gp 1d6 1d8 x3 Battleblade(Caspian)22 gp — 2d4 X3 Flail 8 gp 1d6 1d8 x2 Longsword 15 gp 1d6 1d8 19–20 Pick, heavy 8 gp 1d4 1d6 x4 Rapier 20 gp 1d4 1d6 18–20 Scimitar 15 gp 1d4 1d6 18–20 Shield, heavy special 1d3 1d4 x2 Spiked shield, heavyspecial1d4 1d6 x2 Trident 15 gp 1d6 1d8 x2 Warhammer 12 gp 1d6 1d8 x3

— —

B B

— B — P 10’ P/S — P 10‘ P — P — B — S 10’ B — B — B/P 20’ P — — — 20’

P B B P

120’

P

80’ — 20’ 10‘ 10’ 30’ 50’ —

P

2 X/X means both types, X-X means either type 3 The weapon deals nonlethal damage rather than lethal damage. 4 Reach weapon. 5 Double weapon.

P P — P B —

10’ — 20’ — — — — — — — —

S B B S S P B B P P P

— — — — — — — — — 10’ —

S S B S P P S B P P B

Dmg Dmg Critical Range Cost (S) (M) Critical Inc Type2 Two-Handed Melee Weapons Falchion 75 gp 1d6 2d4 18–20 — S Flail, heavy 15 gp 1d8 1d10 19–20 — B Glaive4 8 gp 1d8 1d10 x3 — S Greataxe 20 gp 1d10 1d12 x3 — S Greatclub 5 gp 1d8 1d10 x2 — B Greatsword 50 gp 1d10 2d6 19–20 — S 2d6 18-20 — S Greatsword (cleft) 350 gp — Guisarme4 9 gp 1d6 2d4 x3 — S Halberd 10 gp 1d8 1d10 x3 — P-S Lance4 10 gp 1d6 1d8 x3 — P Ranseur4 10 gp 1d6 2d4 x3 — P Scythe 18 gp 1d6 2d4 x4 — P-S Spear (cleft)4 302 gp — 1d8/1d8 19-20 20’ P Spear (Khardic)4 12 gp — 1d6 x3 20‘ P Ranged Weapons Arrows (20) 1 gp — — — — — Longbow 75 gp 1d6 1d8 x3 100’ P Longbow, comp 100 gp 1d6 1d8 x3 110’ P Net Launcher 175 gp — — x2 25‘ B Shortbow 30 gp 1d4 1d6 x3 60’ P Shortbow, comp 75 gp 1d4 1d6 x3 70’ P Shortbow (Khardic) 150 gp — 1d6 x3 70‘ P Exotic Weapons Light Melee Weapons Kama 2 gp 1d4 1d6 x2 — S Katrina’s Hook5 15 gp — 1d6/1d6 x3 — S-P Nunchaku 2 gp 1d4 1d6 x2 — B Sai 1 gp 1d3 1d4 x2 10’ B Siangham 3 gp 1d4 1d6 x2 — P One-Handed Melee Weapons Axe (Lgt Horseman) 36 gp 1d6 2d4 x3 — S Mechanoflail (light) — 1d6 1d8 19-20 — B Sword, bastard 35 gp 1d8 1d10 19–20 — S Waraxe, dwarven 30 gp 1d8 1d10 x3 — S Whip4 1 gp 1d23 1d33 x2 S Two-Handed Melee Weapons Axe (Hvy Horseman)50 gp — 2d6 x3 — S Axe, orc double5 60 gp 1d6/1d6 1d8/1d8 x3 — S Battleglaive 46 gp 3d4 x3 x3 — S Chain (alders)5 25 gp — 1d6/1d6 x3/x2 — B-P Chain (spiked)4 25 gp 1d6 2d4 x2 — P Claymore (Nyss) — — 2d6 19-20 — S Flail, dire5 90 gp 1d6/1d6 1d8/1d8 x2 — B Hammer (gnm hkd)5 20 gp 1d6/1d4 1d8/1d6 x3/x4 — B/P Sword, 2-bladed5 100 gp 1d6/1d6 1d8/1d8 19–20 — S Staff (pincer) — 1d6 2d4 x3 — P Urgrosh, dwarf5 50 gp 1d6/1d4 1d8/1d6 x3 — S-P Waraxe (Umbrean) 38 gp — 2d8/1d6 x3 — S-P Ranged Weapons Bolas 5 gp 1d33 1d43 x2 10’ B Bolts (5) 1 gp — — — — — Crossbow, hand 100 gp 1d3 1d4 19–20/x2 30’ P XBow, repeat hvy 400 gp 1d8 1d10 19–20/x2 120’ P XBow, repeat lt 250 gp 1d6 1d8 19–20/x2 80‘ P Net 20 gp — — — 10’ — Blastbuckler 235 gp — 2d4-2 19-20x3 5’ P Blunderbuss 150 gp — 4d4 x3 30’ B/P Carbine (military) 600 gp — 2d8 19-20x3 150’ P Musket 400 gp — 1d12 x2 100‘ P Pistol (pepperbox) 325 gp — 2d4-2 19-20x3 20’ P

WEAPONS

Dmg Dmg Critical Range Cost (S) (M) Critical Inc Type2 Pistol (pinlock) 150 gp — 2d3 x2 30‘ P Pistol (military) 300 gp — 2d6 19-20x3 80’ P Pistol (musket) 175 gp — 1d8 x2 20‘ P Pistol (small) 200 gp — 2d4 19-20x3 40’ P Pistol (quad iron) 375 gp — 4d4 19-20x3 20‘ P Pistol (Rhynnish) 225 gp — 2d4-2 19-20x3 20’ P Rifle (2 shot) 625 gp — 2d6-2 19-20x3 140’ P Rifle (long) 500 gp — 2d6 19-20x3 160‘ P Rifle (pinlock) 350 gp — 2d4 x2 140’ P Rifle (military) 600 gp — 2d8 19-20x2 200‘ P Rifle (revolving) 900 gp — 2d6-2 19-20x3 120’ P Shield gun (lgt) 260 gp — 2d4 19-20x3 10‘ P Sheild (warcapt) 375 gp — 2d6 19-20x3 20’ P Rifle (Vanar Lib) 725 gp — 2d8+2 19-20x3 240’ P Rifle (Vislovski) 600 gp — 2d6+2 19-20x3 180‘ P Walking Stick (Rynn)375 gp — 2d4-2 19-20x3 20’ P Large Weapons Mechanoflail (hvy) — — 2d8 19-20 B Warcleaver (Ogrun) 35 gp — Ammunition Arrow (cleft) 7 gp 19-20x3 P Arrow (explosive) 5 gp +1d4 +1d4 19-20x3 1/2 P Arrow (flaming) 5 sp +1d4fire +1d4fire x2 1/2 P Arrow (message) 3 sp x3 P Arrow (rope cutter) 2 sp x2 P Arrow (screaming) 2 sp x2 1/2 P Rounds (Incendiary) +6 gp +1d6fire P Rounds (Precision ) +5 gp P

WEAPONS

Armor ARMOR Cost Bonus PaddedL 5 gp +1 Armored ApronL 30 gp +2 LeatherL 10 gp +2 Std leatherL 25 gp +3 Chain shirtL 100 gp +4 HideM 15 gp +3 Scale mailM 50 gp +4 ChainmailM 150 gp +5 BreastplateM 200 gp +5 Splint mailH 200 gp +6 Banded mailH 250 gp +6 Half-plateH 600 gp +7 Full plateH 1,500 gp +8 Buckler 15 gp +1 Bulwark (rifleman) 40 gp +4 Shield (blastbklr) 235 gp +1 Shield Gun (light) 260 gp +1 Shield (light) 9 gp +1 Shield (heavy) 20 gp +2 Shield (tower) 30 gp +43 Shield (warcaptain) 375 gp +2 Armor spikes +50 gp — Gauntlet (locked) 8 gp — Shield spikes +10 gp — Greatcoat 20 gp +1 Greatcoat (armor)75 gp +2 Greatcoat (reinf) 35 gp +1 Iron Mantle — +2

Max Dex 8 4 6 5 4 4 3 2 3 0 1 0 1 — — — — — — 2 — — — — — 6 8 4

Check Penalty 0 -2 0 –1 –2 –3 –4 –5 –4 –7 –6 –7 –6 –1 -10 -1 -2 –1 –2 –10 -3 — Special — 0 -1 0 -3

Spell Failure 5% 15% 10% 15% 20% 20% 25% 30% 25% 40% 35% 40% 35% 5% 50% 5% 10% 5% 15% 50% 20% — 4 — — 5% — 15%

Speed 30’ 20’ 30’ 20’ 30‘ 20’ 30’ 20’ 30’ 20’ 30’ 20’ 20’ 15’ 20’ 15’ 20’ 15’ 20’ 15’ 20’2 15’2 20’2 15’2 20’2 15’2 20’2 15’2 — — — — — — — — — — — — — — — — — — — — — — — — 30‘ 20’ 30’ 20’ 30’ 20’

2 When running in heavy armor, you move only triple your speed, not quadruple.

Armor Class Modifiers Melee Ranged Behind cover +4 +4 Blinded –21 –21 Concealed or invisible See Concealment Cowering –21 –21 2 Entangled +0 +02 1 Flat-footed (such as surprised, balancing, climbing) +0 +01 1 Grappling (but attacker is not) +0 +01,3 4 Helpless (such as paralyzed, sleeping, or bound) –4 +04 Kneeling or sitting –2 +2 Pinned –44 +04 Prone –4 +4 Squeezing through a space –4 –4 Stunned –21 –21

MOUNTS AND VEHICLES

1 The defender loses any Dexterity bonus to AC. 2 An entangled character takes a –4 penalty to Dexterity. 3 Roll randomly to see who you strike. They lose any Dexterity bonus to AC. 4 Defender’s Dex 0 (–5 mod). Can sneak attack helpless or pinned defenders.

Attack Roll Modifiers Attacker is . . . Aided (by another) Charging Dazzled Entangled Flanking defender Invisible On higher ground Prone Shaken or frightened Squeezing through a space

Melee +2 +2 –1 –21 +2 +22 +1 –4 –2 –4

Ranged — — –1 –21 — +22 +0 — –2 –4

1 Entangled character also takes a –4 penalty to Dex, which may affect attack roll. 2 Defender loses Dex bonus to AC. Doesn’t apply if the target is blinded.

Two-Weapon Fighting Penalties Circumstances Normal penalties Off-hand weapon is light Two-Weapon Fighting feat Both

Turning Undead 0 or lower 1–3 4–6 7–9 10–12 13–15 16–18 19–21 22 or higher

Primary Hand –6 –4 –4 –2

Off Hand –10 –8 –4 –2

Most Powerful Undead Affected Cleric’s level – 4 Cleric’s level – 3 Cleric’s level – 2 Cleric’s level – 1 Cleric’s level Cleric’s level + 1 Cleric’s level + 2 Cleric’s level + 3 Cleric’s level + 4

Influencing NPC Attitudes Init Att Hostile Unfriendly Indifferent Friendly Helpful Hostile Less than 20 20 25 35 50 Unfriendly Less than 5 5 15 25 40 Indifferent — Less than 1 1 15 30 Friendly — — Less than 1 1 20 Helpful — — — Less than 1 1 Attitude Means Hostile Will take risks to hurt you Unfriendly Wishes you ill Indifferent Doesn’t much care Friendly Wishes you well Helpful Will take risks to help you

Possible Actions Attack, interfere, berate, flee Mislead, gossip, avoid, watch, insult Socially expected interaction Chat, advise, offer limited help, advocate Protect, back up, heal, aid

5-ft. Step Activate a magic item (not potion/oil) Aid Another Attack (melee) Attack (ranged) Attack (unarmed) Bull rush Cast a quickened spell Cast a spell (CT=1 standard action ) Cease concentration on a spell Charge5 Concentrate to maintain an active spell Control a frightened mount Delay Deliver coup de grace Direct or redirect an active spell Disarm7 Dismiss a spell Draw a weapon4 Draw a hidden weapon (Sleight of Hand) Drink a potion or apply an oil Drop and item Drop to the floor Escape a grapple Escape from a net Extinguish flames Feint Full Attack Grapple7 Light a torch Light a torch with a tindertwig Withdraw5 Load a hand or light crossbow Load a heavy or repeating crossbow (Un)lock weapon in locked gauntlet Lower spell resistance Manifest a quickened power Manifest a Power (MT = 1 standard action) Make dying friend stable (Heal)

No Action No Standard No Standard Maybe2 Standard No Standard Yes Standard Yes Standard No Free No Standard Yes Free No Full-round No Standard No Move Yes No Action No Full-round Yes Move No Varies Yes Standard No Move No Standard No Standard Yes Free No Free No Standard No Full-round Yes Full-round No Standard No Full-round No Varies Yes Full-round Yes Standard Yes Full-round No Move Yes Full-round Yes Full-round Yes Standard No Swift No Standard Yes Standard Yes

2 If you aid someone that provokes an attack of opportunity, then you do too. 3 If the object is being held, carried, or worn by a creature, yes. If not, no. 4 w/BAB of +1, combine with regular move. w/2 Fighting, draw two weapons. 5 May be taken as a standard action if limited to taking only a single action. 6 Unless the component is an extremely large or awkward item. 7 These attack forms substitute for a melee attack, not an action.

Mount a horse or dismount Move Move a heavy object Open or close a door Overrun Pick up an item Prepare components to cast a spell6 Prepare to throw splash weapon Read a scroll Ready (triggers a standard action) Ready or loose a shield4 Retrieve a stored item RunFull-round Sheathe a weapon Speak Stand up from prone Sunder a weapon (attack) Sunder an object (attack) Total defense Trip an opponent7 Turn or rebuke undead Use extraordinary ability Use feat8 Use skill that takes 1 action Use skill that takes 1 round Use spell-like ability Use supernatural ability Use touch spell on up to 6 friends Withdraw5

Move No Move Yes Move Yes Move No Standard No Move Yes Free No Full-round Yes Standard Yes Standard No Move No Move Yes Yes Move Yes Free No Move Yes Standard Yes Standard Maybe3 Standard No Varies No Standard No Standard No Varies Varies Standard Usually Full-round Usually Standard Yes Standard No Full-round Yes Full-round No

LIGHT SOURCES AND ILLUMINATION Object Bright Shadowy Duration Candle n/a1 5 ft. 1 hr. Everburning Torch 20 ft. 40 ft. Permanent Lamp, common 15 ft. 30 ft. 6 hr./pint Lantern, bullseye2 60-ft. cone 120-ft. cone 6 hr./pint Lantern, hooded 30 ft. 60 ft. 6 hr./pint Sunrod 30 ft. 60 ft. 6 hr. Torch 20 ft. 40 ft. 1 hr. Continual flame 20 ft. 40 ft. Permanent Dancing lights (torches) 20 ft. (each) 40 ft. (each) 1 min. Daylight 60 ft. 120 ft. 30 min. Light 20 ft. 40 ft. 10 min.

Light horse or light warhorse Light horse (151–450 lb.) Light warhorse (231–690 lb.) Heavy horse or heavy warhorse Heavy horse (201–600 lb.) Heavy warhorse (301–900 lb.) Pony or warpony Pony (76–225 lb.) Warpony (101–300 lb.) Donkey or mule Donkey (51–150 lb.) Mule (231–690 lb.) Dog, riding Dog, riding (101–300 lb.) Cart or Wagon Raft or barge (poled or towed)1 Keelboat (rowed)1 Rowboat (rowed)1 Sailing ship (sailed) Warship (sailed and rowed) Longship (sailed and rowed) Galley (rowed and sailed)

Per Hour 6 miles 4 miles 4 miles 5 miles 3-1/2 miles 3-1/2 miles 4 miles 3 miles 3 miles 3 miles 2 miles 2 miles 4 miles 3 miles 2 miles 1/2 mile 1 mile 1-1/2 miles 2 miles 2-1/2 miles 3 miles 4 miles

Per Day 48 miles 32 miles 32 miles 40 miles 28 miles 28 miles 32 miles 24 miles 24 miles 24 miles 16 miles 16 miles 32 miles 24 miles 16 miles 5 miles 10 miles 15 miles 48 miles 60 miles 72 miles 96 miles

CARRYING CAPACITY

MOVEMENT AND DISTANCE One Round (Tactical)1 15 feet Walk 15 ft. Hustle 30 ft. Run (x3) 45 ft. Run (x4) 60 ft. One Minute (Local) Walk 150 ft. Hustle 300 ft. Run (x3) 450 ft. Run (x4) 600 ft. One Hour (Overland) Walk 1-1/2 miles Hustle 3 miles One Day (Overland) Walk 12 miles

20 feet 20 ft. 40 ft. 60 ft. 80 ft.

30 feet 30 ft. 60 ft. 90 ft. 120 ft.

40 feet 40 ft. 80 ft. 120 ft. 160 ft.

200 ft. 300 ft. 400 ft. 600 ft. 600 ft. 900 ft. 800 ft. 1,200 ft.

400 ft. 800 ft. 1,200 ft. 1,600 ft.

2 miles 4 miles

3 miles 4 miles 6 miles 8 miles

16 miles 24 miles 32 miles

CARRYING LOADS

–—— Speed —–— Load Max Dex Check Penalty (30 ft.) (20 ft.) Run Medium +3 –3 20 ft. 15 ft. x4 Heavy +1 –6 20 ft. 15 ft. x3

HAMPERED MOVEMENT Additional Condition Movement Cost Difficult terrain x2 SKILLS Armor Check Attack of Obstacle x2 Skill (Key Ability) Untrained Penalty Opportunity Poor visibility x2 Appraise (Int) Yes No No Impassable — Balance (Dex) Yes Yes No Bluff (Cha) Yes No No TERRAIN AND OVERLAND MOVEMENT Climb (Str) Yes Yes Maybe Terrain Highway Road or Trail Trackless Concentration (Con) Yes No No Desert, sandy x1 x1/2 x1/2 Craft (Int) Yes No No Forest x1 x1 x1/2 Decipher Script (Int) No No No Hills x1 x3/4 x1/2 Diplomacy (Cha) Yes No No Jungle x1 x3/4 x1/4 Disable Device (Dex) Yes Yes Yes Moor x1 x1 x3/4 Disguise (Cha) Yes No No Mountains x3/4 x3/4 x1/2 Escape Artist (Dex) Yes Yes No Plains x1 x1 x3/4 Forgery (Int) Yes No No Swamp x1 x3/4 x1/2 Gather Information (Cha) Yes No Tundra, frozen x1 x3/4 x3/4 Handle Animal (Cha) No No No Heal (Wis) Yes No No Hide (Dex) Yes Yes No Armor, Weapon, and Shield Hardness/HP Intimidate (Cha) Yes No No Weapon or Shield Hardness HP1 Jump (Str) Yes Yes Maybe Light blade 10 2 Knowledge (Int) No No No One-handed blade 10 5 Listen (Wis) Yes No No Two-handed blade 10 10 Move Silently (Dex) Yes Yes Maybe Light metal-hafted weapon 10 10 Open Lock (Dex) No Yes Yes One-handed metal-hafted weapon 10 20 Perform (Cha) Yes No No Light hafted weapon 5 2 Profession (wis) No No One-handed hafted weapon 5 5 Ride (Dex) Yes No No Two-handed hafted weapon 5 10 Search (Int) Yes No Yes Projectile weapon 5 5 Sense Motive (Wis) Yes No No Armor special2 armor bonus x 5 Sleight of Hand (Dex) No Yes No Buckler 10 5 Speak Language (None) No No Light wooden shield 5 7 Spellcraft (Int) No No Maybe Heavy wooden shield 5 15 Spot (Wis) Yes No No Light steel shield 10 10 Survival (Wis) Yes No No Heavy steel shield 10 20 Swim (Str) Yes Yes (double) Maybe Tower shield 5 20 Tumble (Dex) No Yes Maybe 1 1/2 for each category smaller than Medium, or multiply Use Magic Device (Cha) No No No it by 2 for each size category larger than Medium. 2 Varies by material; see Table: Substance Hardness and Hit Points. Use Rope (Dex) Yes No No 1 Add current speed (3 mph)10 hours rowed, float 14 for additional 42 miles.

Strength Score 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 +10

Light Load 3 lb. or less 6 lb. or less 10 lb. or less 13 lb. or less 16 lb. or less 20 lb. or less 23 lb. or less 26 lb. or less 30 lb. or less 33 lb. or less 38 lb. or less 43 lb. or less 50 lb. or less 58 lb. or less 66 lb. or less 76 lb. or less 86 lb. or less 100 lb. or less 116 lb. or less 133 lb. or less 153 lb. or less 173 lb. or less 200 lb. or less 233 lb. or less 266 lb. or less 306 lb. or less 346 lb. or less 400 lb. or less 466 lb. or less x4

Medium Load 4–6 lb. 7–13 lb. 11–20 lb. 14–26 lb. 17–33 lb. 21–40 lb. 24–46 lb. 27–53 lb. 31–60 lb. 34–66 lb. 39–76 lb. 44–86 lb. 51–100 lb. 59–116 lb. 67–133 lb. 77–153 lb. 87–173 lb. 101–200 lb. 117–233 lb. 134–266 lb. 154–306 lb. 174–346 lb. 201–400 lb. 234–466 lb. 267–533 lb. 307–613 lb. 347–693 lb. 401–800 lb. 467–933 lb. x4

Heavy Load 7–10 lb. 14–20 lb. 21–30 lb. 27–40 lb. 34–50 lb. 41–60 lb. 47–70 lb. 54–80 lb. 61–90 lb. 67–100 lb. 77–115 lb. 87–130 lb. 101–150 lb. 117–175 lb. 134–200 lb. 154–230 lb. 174–260 lb. 201–300 lb. 234–350 lb. 267–400 lb. 307–460 lb. 347–520 lb. 401–600 lb. 467–700 lb. 534–800 lb. 614–920 lb. 694–1,040 lb. 801–1,200 lb. 934–1,400 lb. x4

WEALTH OTHER THAN COINS Cost 1 cp 2 cp 1 sp 5 sp 1 gp 2 gp 3 gp 4 gp 5 gp 10 gp 15 gp 50 gp 500 gp

Item One pound of wheat One pound of flour, or one chicken One pound of iron One pound of tobacco or copper One pound of cinnamon, or one goat One pound of ginger or pepper, or one sheep One pig One square yard of linen One pound of salt or silver One square yard of silk, or one cow One pound of saffron or cloves, or one ox One pound of gold One pound of platinum

Substance Hardness and Hit Points Substance Paper or cloth Rope Glass Ice Leather or hide Wood Stone Iron or steel Mithral Adamantine

Hardness 0 0 1 0 2 5 8 10 15 20

Hit Points 2/inch of thickness 2/inch of thickness 1/inch of thickness 3/inch of thickness 5/inch of thickness 10/inch of thickness 15/inch of thickness 30/inch of thickness 30/inch of thickness 40/inch of thickness

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