(c) Jerry Harris, 2012
Published here as Open Game Content.
(This link will take you to the Fantasy Core Index.)
Exchange Value
100 Copper
Pieces
= 10
Silver Pieces
= 1 Gold
Piece
= 1/10
Platinum Piece
Ranged Weapon Max Combat Distances
Short
Range, within 50 yards
Medium
Range, within 100 yards
Long
Range, outside of 100 yards
Simple Weapons
(Users may
be self-taught or used with minimal instruction.)
Unarmed Strike
1d2
Gauntlet, spiked 5 gp
1d4
Dagger 2 gp
1d4, throw
10 ft.
Club 0 gp
1d6
Will break
when max damage is scored
Mace 12 gp
1d6
50% likely
to break when max damage is scored
Morningstar 8 gp
1d8
50% likely
to break when max damage is scored
Quarterstaff 1 gp
1d6, two
handed weapon
Will break
after max damage is scored
May also
be used for subdual. On a non-lethal
hit, the opponent must roll DC 12 Ref Sv or be Knocked Down
Spear 2 gp
1d8, two
handed weapon, Reach +5', throw Short range
Will break
after max damage is scored in melee.
Will always break if used successfully against a charge or for a
charge. Note that Magic Spears are not
subject to breakage.
Crossbow, hand 100 gp
1d4, Short
range
Crossbow, light 35 gp
1d8, Med
range
Crossbow, heavy 50 gp
1d10, Long
range
+1 Str to
use freehand, no qualifications to use if it is mounted or braced
Loading a
heavy crossbow is a full-round action and requires two hands.
Bolts, crossbow (10) 1 gp
Bolts come
in a wooden case that holds 10 bolts (or 6, for a repeating crossbow). A bolt
that hits its target is destroyed; one that misses has a 50% chance of being
destroyed or lost.
Dart 5 sp
1d4 each,
May throw 2/rd in the same attack, Short range.
A dart that hits is destroyed, one that misses may be recovered.
Javelin 1 gp
1d6, Throw
Short range
Will break
when max damage is scored
Sling
1d4, Short
range
Bullets, sling (10) 1 sp
Bullets
come in a leather pouch that holds 10 bullets. A bullet that hits its target is
destroyed; one that misses has a 50% chance of being destroyed or lost
Martial Weapons
(Note that
these weapons usually require training from a master, but would not be
difficult to obtain.)
Sword, Short or Scimitar 10 gp
1d6
Rapier 20 gp
1d6,
Attacker adds Dex bonus to hit and damage instead of Str
Longsword 15 gp
1d8, +1
Str to use two handed, +2 one handed
Sword, Bastard 35 gp
1d10, +1
Str to use two handed, +2 Str one handed
Greatsword 50 gp
2d6, +2
Str to use two handed
Elvish Longsword not typically for sale, very rare
1d8, can
be used one handed, usually enchanted +1 to +4
Battleaxe 10 gp
1d8, +1
Str to use two handed, +2 one handed
Greataxe 20 gp
1d12, +2
Str to use two handed
Warhammer 12 gp
1d8, +1
Str to use two handed, +2 one handed
Greatclub 5 gp
1d10, +2
Str to use two handed
50% likely
to break when max damage is scored
Trident 15 gp
1d8, two
handed, Reach 5’, Thrown Short range
Pike 5 gp
1d8, +1
Str to use two handed, Reach 7’
Will break
if used to successfully stop a charge
Halberd 10 gp
1d10, +1
Str to use two handed, Reach 5'
50% likely
to break if used successfully against a charge
Lance 10 gp
1d8, +1
Str to use, two handed in melee, one handed for a charge, Reach +5'
50% likely
to break if used for a successful charge.
Note that magic lances are not subject to breakage.
Shortbow 30 gp
1d6, Med
range
Longbow 75 gp
1d8, +1
Str to use, Long range
Elvish Longbow not typically for sale, very rare
1d8,
usually enchanted +1 to +4, Long range
Arrows (20)1 gp
Arrows
come in a leather quiver that holds 20 arrows. An arrow that hits its target is
destroyed; one that misses has a 50% chance of being destroyed or lost.
Crossbow, Repeating Light 250 gp, Rare item
1d8, Med
range, may be fired twice in a rd
Crossbow, Repeating Heavy 400 gp, Rare item
1d10, Long
range, may be fired twice in a rd
+1 Str to
use freehand, no qualifications to use mounted
The
repeating crossbow holds 6 crossbow bolts. As long as it holds bolts, you can
reload it by pulling the reloading lever.
Loading a new case of 6 bolts is a full-round action that requires both
hands. The heavy repeating crossbow is
typically vehicle mounted or in an emplacement.
+2 Str to use free hand.
Exotic Weapons
(Note that
these weapons require special training from a master, often hard to find, or
are typically only available in an Oriental setting.)
Wakizashi 30 gp
1d8, +1
Str to use one handed
Katana 70 gp
1d10, +1
Str to use one handed
Nunchaku 2 gp
1d6, on a
successful attack with a Natural hit, a humanish opponent must make a DC
12 Fort Sv or be knocked out for 1 turn.
Nunchaku can also disarm an opponent with a Natural hit, opponent
must make a DC 12 Ref Sv. The user must
announce which type of attack they are attempting before rolling.
Sai (2, Normally used as a pair) 2 gp
1d4, Parry
attack on a missed attack by the user and the first missed melee attack
by an opponent in a rd (0 BAB, but Str bonus still applies).
Whip 1 gp
1d3, on a Natural
hit in combat, a humanish opponent must make a DC 12 Ref Sv or be knocked to
the ground. Can disarm an opponent on a Natural
hit, opponent must make a DC 12 Ref Sv.
The user must announce which type of attack they are attempting before
rolling. Reach +10'
A whip
deals nonlethal damage. It deals no damage to any creature with an armor bonus
of +1 or higher or a natural armor bonus of +3 or higher.
Chain, Spiked 25 gp
2d4, on a Natural hit in combat, a
humanish opponent must make a DC 12 Ref Sv or be knocked to the ground. Can disarm an opponent on a Natural
hit, opponent must make a DC 12 Ref Sv.
The user must announce which type of attack they are attempting before
rolling. Reach +10'
Bolas 5 gp
1d4, Short
range. A successful attack also knocks the opponent to the ground with a Natural
hit, opponent must make a DC 12 Ref Sv.
Net 20 gp
Short
range, a net is used to entangle enemies.
They cannot move or attack while entangled. An entangled creature can escape in 4
rds. If the target has the Escape Artist
skill, it is a DC 12 check break free immediately. A DC 12 Str check can also free the target.
Shuriken (5) 1 gp
1d2, Short
range, may be thrown 3 at a time in one attack.
They may always be recovered and reused.
Light Armor
No
restrictions to use
Padded 5 gp
+1 AC
Light Animal Hide 5 gp
+2 AC
(Note that
this armor will smell and look bad, especially when wet.)
Leather 10 gp
+2 AC
Elvish Chain Mail not typically for sale, very rare
+2 AC
Shirt only, +4 AC Full outfit
Both types
are usually also enchanted +1 to +4 AC, may also be camouflaged, +2 to Stealth
Medium Armor
Cannot use
Stealth skills. Those with enhanced Dex
bonus (+3 or +4) no longer have automatic initiative in combat and must roll as
normal.
Rough Hide 15 gp
+3 AC, +1
Str, Con to use
(Note that
this armor will smell and look bad, especially when wet.)
Chainmail 150 gp
+4 AC, +1
Str, Con to use
Breastplate 200 gp
+5 AC, +1
Str, Con to use
Requires
help to be put on/off, 2 rds
Heavy Armor
Cannot use
Stealth skills. Dex bonus to AC and for
initiative is negated. Requires help to
be put on/off (1 turn) and cannot be slept in.
Splint Mail 200 gp
+6 AC,
Requires +2 Str, Con to use
Half-Plate 600 gp
+7 AC,
Requires +2 Str, Con to use
Full Plate 1,500 gp
+8 AC,
Requires +3 Str, Con to use
Armor Spikes +50 gp
1d3,
Spikes added to heavy armor, causes automatic damage against a successful
grapple attack.
Shields
Shield, Light Wooden 3 gp
+1 AC, +1
Str to use
Broken on
any max dam melee attack
Shield, Light Steel 9 gp
+1 AC, +1
Str to use
Shield, Heavy Wooden 7 gp
+2 AC, +1
Str to use
50% likely
to be broken after a max dam melee attack
Shield, Heavy Steel 20 gp
+2 AC, +2
Str to use
Shield, Tower 30 gp
+4 AC, +2
Str to use
Shield Spikes +10 gp
1d3 if
used as a weapon
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