Garrote 0 1/3d4 0 2 A thief who succeeds in a backstab attempt with a garrote uses the second damage value listed. All other classes and all other thief attacks use the first value. Blackjack 0 1d3/2d6 0 3 A thief who succeeds in a backstab attempt with a blackjack uses the second damage value listed. All other classes and all other thief attacks use the first value. Damage dealt is always subdual damage. Club 0 -1 1d5 1 Unarmed 0 1d3 0 Damage dealt is always subdual damage. D14 for initative checks. Two-handed Sword or Zweihander 1d12 65 .+2 .-2 Two-handed. Armor Damage Reduction is reduced by 1. Reach Longsword & Bastard Sword 1d8/1d10 -1 35 .+2/+3 Can be used one or two-handed. When used two-handed use second AC bonus and damage value. Armor Damage Reduction is reduced by 1 when used two-handed. Coustille 1d7 0 7 .+2 A coustille is a cross between a short sword and a large dagger. When dual wielding a coustille's Defense Modifier can be added. Estoc 1d8 -1 35 .+3 Two-handed. Armor Damage Reduction is reduced by 3. Arming Sword 1d8 -1 15 .+3 Dagger* 1d6/1d10 10/20/30. 0 3 .+1 A thief who succeeds in a backstab attempt with a dagger uses the second damage value listed. All other classes and all other thief attacks use the first value.When dual wielding a dagger's Defense Modifier can be added. Messer 18 1d8/1d10 -1 .+1/+2 Can be used one or two-handed. When used two-handed use second AC bonus and damage value. Saber 1d8 30 -1 .+2 When used while mounted: +2 damage. 1d6/d10 0 4 Rondel Dagger .+1 Armor Damage Reduction is reduced by 1.When dual wielding a dagger's Defense Modifier can be added. A thief who succeeds in a backstab attempt uses the second damage value listed. All other classes and all other thief attacks use the first value.When dual wielding a rondel dagger's Defense Modifier can be added. Falchion 1d8/1d10 -1 13 .0/+1 Can be used one or two-handed. Damage Reduction is reduced by 1. When used two-handed: use second AC bonus and damage value.When used two-handed: Armor Damage Reduction is reduced by 2. Staff 1d4 -1 5sp .+2 Two-handed. Spear 1d8 30/60/90 -1 4 .+1 Double damage on a mounted charge. Reach Lance 0 1d12 25 .-2 Double damage on a mounted charge. A lance can only be used when mounted. Polearm 1d12 15 .+1 .-2 Two-handed. Armor Damage Reduction is reduced by 2. Double damage when set against a mounted charge. Reach Battle Axe 0 1d10/1d12 -1 7 Can be used one or two-handed. When used two-handed use second damage value. Armor Damage Reduction is reduced by 2. Mace 0 2d5 -1 20 Armor Damage Reduction is reduced by 2. Flail 0 1d10 25 .-2 Armor Damage Reduction is reduced by 2. Opponent's shield Defense Modifier is negated. Flails are unweildy, a flail's weilder suffers a critical fumble on a defense or attack roll on a roll of 3 or lower. Warhammer or War Pick 0 1d10 -1 8 Armor Damage Reduction is reduced by 2. Handaxe 1d8 10/20/30. -1 4 .+1 Armor Damage Reduction is reduced by 2.
Longbow* 0 1d10 70/140/210 -1 20 Strength modifier applies to damage with this weapon at close range only. Armor Damage Reduction is reduced by 4. Shortbow* 0 1d8 50/100/150 -1 7 Strength modifier applies to damage with this weapon at close range only. Crossbow* 0 2d5 80/160/240 -1 30 Reloading a crossbow counts as an action. +1 bonus to attack at close range: crossbows are easy to be accurate with. Arbalest* 0 2d6 80/160/240 90 .-2 Reloading an arbalest takes one round. +1 bonus to attack at close range: arbalests are easy to be accurate with. Armor Damage Reduction is reduced by 5 at close range. Sling* 0 1d4 40/80/160 0 2 Damage dealt is always subdual damage.
Shields Buckler Defense Modifier does not apply to ranged attacks. Shield
.+2
1d3
-
0
10
.+3
1d3
-
-1
15
Pavise .-3 1d3 20 .+3 As an action a pavise may be placed on the ground and used for cover (-2 penalty for attacker) against ranged attacks. This replaces the Defense Modifier.
Armor Unarmored Padded Leather Mail Brigandine, Scale or Lamellar Plate Full Plate
Damage Reduction 0 1 2 3 4 5 6
Fumble Dice D4 D8 D8 D12 D16 D16 D16
Speed -5 -5 -10 -10
Check Penalty 0 -1 -4 -3 -4 -5
Cost in GP 5 25 80 250 700 1200
Reach: At the beginning of combat, attacks with weapons without reach against reach weapons are done at -2. Once the non-reach weapon lands a blow, the weapon with reach attacks and defends at -2 until they can land a blow.
* When these ranged weapons are used a weapon's Defense Modifier does not apply. Shield's Defense Modifiers still apply (not including bucklers). Instead of Armor Class you now have a Defense Modifier. The Defense Modifier of a weapon represents its ability to be effective at parrying. When being attacked you roll your main weapon's attack die and add your total Defense Modifier and Agility Modifier. Monsters and NPCs have a set Attack Score. It is equal to 10+ their total Attack Bonus. If you roll greater than their attack score you have defended against the attack, if not, you take damage as normal. Attacking a monster or NPC works as normal. Damage Reduction is ignored when a critical hit is scored. When two-weapon fighting: use the lower Defense Modifier of the two weapons. Daggers, rondel daggers, coustilles and shields ignore this rule and their bonuses stack with your main weapon. The check penalty applies to checks to climb, jump, balance, swim, move silently, and other such physical activities. When combat is initiated, initiative is rolled as normal (by player not character). Those combatants with ranged weapons will ignore initiative and get to react before melee combatants. They continue to react first until engaged in melee combat at which point they go back to their player's normal turn.
and get to react before melee combatants. They continue to react first until engaged in melee combat at which point they go back to their player's normal turn.
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