Rules - Equipment

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Weapons

One-handed and two-handed weapons: A weapon designed to be used with one hand can be used with two hands to deal better damage. However, doing so inflicts a -2 attack penalty (too short haft, bad balance, etc). A two-handed weapon could be used one-handed, but the attacker suffers a -4 penalty on both attack and damage rolls and no bonuses from feats or special abilities may be used.

Bastard Sword: A bastard sword can be wielded one- or two-handed without penalty. The damage code is given for each way.

Enohri weapons: Enohri weapons are larger than normal weapons and have different values.

Firearms: Developed by dwarves during the last 150 years, firearms are very rare and are only found in dwarven kingdoms. However, some of these weapons have found their way into the Gothic Kingdoms from Loren. There are actually only four personal firearm types available, the musket, small and large pistols and the arquebus or rifle. Firearms work with smokepowder, an explosive substance developed by dwarves. The secrets for its manufacture are well kept so that it is very difficult to obtain. The cost of smokepowder is 25 gp for ten uses. There are four types of ammunition sold by dwarves:

  • iron bullets (1 sp/10) do one point less damage.
  • steel bullets (5 sp/10) do normal damage.
  • silver bullets (1 sp/2) are made only on demand. Because of the characteristics of silver, the barrel of a weapon must be changed or carefully cleaned after ten shots or the chances of a misfire are doubled.
  • adamantine bullets (50+ gp) are normally not available to non-dwarves. These bullets ignore any natural or physical DR and are considered to be +1 weapons for supernatural or magical DR. Additionaly, adamantine bullets ignore the natural hardness of any object.

Firearms are very effective and dangerous weapons. On point blank, firearms ignore all physical armour, thus DR from armour does not apply (magic bonuses still apply). After the first range increment, the weapon ignores up to 10 points DR, after the second range increment it ignores 8 points of DR, until reaching a minimum of 2 points ignored. Additionally, if the damage roll is a double, roll another die of the same category for extra damage. If that die also matches the "double" roll another die, and so on, up to reaching a maximum of ten dice. Note: In case that you use the normal AC rules for armour, firearms ignore the same amount from the physical AC instead of DR.

Turim hits his target with a shot from his light pistol. He rolls two d4 for damage, getting two "2"s. He rolls a third d4 and gets another 2, so he rolls again getting this time a 3 for a total of 9 points of damage!

On the other hand, firearms tend to misfire. Every time the attack roll is a fumble there is a 5% chance that the weapon explodes, causing normal damage on the shooter (Fort save for half damage). If the weapon doesn't explode the chance for a misfire increases by 1%. A gunsmith may repair any weapon and reduce the misfire probability by 1 (min. 5%) by making a Craft (gunsmithing) check, DC 10 + actual chance of misfire.

The musket is the most ancient of the personal firearms. It is based on the matchlock system and is relatively heavy and unaccurate. It must be fired using some support, often a fork staff or a wall. After a shot, a musket must be cleaned and reloaded, what takes one minute (10 rounds). Muskets are not very reliable and misfire more often than other firearms. The chance that the weapon explodes is 10%.

The arquebus is a flintlock version of the musket. It has a greater range and causes more damage. The arquebus is also much lighter than the musket and can be fired without support. It takes 4 full actions to reload an arquebus. A character with the weapon focus (arquebus) feat can reload in three rounds, a weapon specialist in two.

Pistols were developed after the arquebus to provide handier weapons. First, the long or heavy pistol appeared, 30 to 50 cm long and very reliable. As the dwarven craftmen perfectioned their art, light pistols were developed. These are only up to 20 cm long. After the development of the light pistols, these were often integrated on combination weapons. There exist few special pistols with two, four or eight barrels that can be fired separately or at the same time. These experimental weapons are never sold to non-dwarves. It takes 2 rounds to reload a pistol (pro barrel).

All firearms are finelly crafted and ornamented, and some are protected by dwarven runes to increase security and firepower. Masterwork firearms misfire only by a fumble.

Main-Gauche: The main-gauche (left-hand) is a dagger often used as off-hand weapon while using a rapier or sabre. It is mostly used for defence. It provides an AC bonus of +1 against small and medium weapons and unarmed opponents. Additionaly, instead of an off-hand attack, a character may attempt to parry a blow of small or medium sized weapons with a +2 parry bonus. If the parry roll equals or defeats the attack roll, the character suffers no damage.

VŠlian Cleave: The vŠlian cleave is a heavy one-edged sword, a bit shorter than a longsword and with a long grip. It is normally wielded one-handed, but it can be used two-handed to get the increased strength bonus and a higher crit modifier (x3 instead of x2) without penalty.

Weapon SizeCostDamageCriticalRange IncrementWeightType
Bastard Sword M 35 gp1d8/1d1019-20/x2 - 10 lb.S
Enohri Long Sword L 20 gp2d6 x3 - 6 lb. S
Enohri Bastard Sword L 75 gp2d6/2d8 19-20/x2 - 15 lb.S
Enohri Two-Handed SwordH 75 gp2d8 19-20/x2 - 20 lb.S
Enohri Flail H 20 gp2d6 19-20/x2 - 20 lb.B
Enohri Mace L 15 gp1d10 x2 10 ft. /3 m.15 lb.B
Main-Gauche S 10 gp1d4 20/x2 - 1 lb. P
VŠlian Cleave M 15 gp2d4 19-20/x2/x3- 5 lb. S
Firearms: prices are for dwarves. For non-dwarves multiply by 4-5.
Arquebus M150 gp2d10 18-20/x3 200 ft/60 m 15 lb.P
Musket M100 gp2d8 19-20/x3 120 ft/35 m 30 lb.P
Pistol, heavy S120 gp2d6 19-20/x3 80 ft/25 m 5 lb. P
Pistol, light S100 gp2d4 19-20/x3 50 ft/15 m 4 lb. P

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Armour

Damage reduction: Every armour offers a minimum of protection against damage instead of making a target harder to hit. Thus the AC modifier for armour no longer applies. Instead, an armour offers a damage reduction according to the table below. DR depends thus both on the armour carried and the weapon used by the attacker. DR from normal armours do not protect against magical attacks. This damage reduction is not cumulative with other sources of natural protection (like the barbarian ability), but it stacks with magical sources. Note: A critical hit ignores the nonmagical damage reduction from armour. Shields are considered parrying weapons and no armour. The modified AC bonus from shields is given below. Shields have no DR as armour does.

ArmourTypeCost (gp)Old ACDR
B/P/S
Max. Dex BonusCheck PenaltySpell FailureSpeed (feet)Weight (lb.)
Padded L 5+11/1/2+8 0 5%30/2010
Leather L 10+21/2/2+6 010%30/2015
Studded L. L 25+32/2/3+5-115%30/2020
Chain shirt L 100+42/3/3+4-220%30/2025
Mithral Chain shirtL 1,100+42/3/3+6 010%30/2012
Hide M 15+32/2/3+4-320%20/1525
Scale M 50+43/2/3+3-425%20/1530
Mithral Scale L 1,050+43/2/3+5-115%30/2015
Chainmail M 150+53/3/4+2-530%20/1540
Mithral ChainmailL 4,100+53/3/4+4-220%30/2020
Breastplate M 200+54/3/4+3-425%20/1530
Mithral BreastplateL 4,200+54/3/4+5-115%30/2015
Splint mail H 200+64/4/4+0-740%20/1545
Mithral Splint mailM 9,200+64/4/4+2-430%20/1522
Banded mail H 250+64/4/4+1-635%20/1535
Mithral Banded mailM 9,250+64/4/4+3-325%20/1518
Half plate H 600+75/4/4+0-740%20/1550
Mithral Half plateM 9,600+75/4/4+2-430%20/1525
Full plate H 1,500+85/5/5+1-635%20/1550
Mithral Full plateM10,500+85/5/5+3-325%20/1525
Naborian Armours
Wyvern hide L 25+32/2/3+5 020%30/2015
Duergar chain L 250+43/3/4+4 020% -/2020
Dwarven chain L 300+54/4/4+3-430% -/2025
Elven chain L 2,000+54/4/4+3-310%30/2020
Drow chain L 2,500+64/4/5+3-3 0%30/2020
Elven half-plateM 3,500+85/5/5+2-520%20/1535
Drow half-plate M 3,800+96/5/5+2-5 0%20/1535
Dwarven plate H 2,500+96/6/6+2-535% -/1535

ShieldsCost
(gp)
Shield
Bonus
Max. Dex
Bonus
Check
Penalty
Spell
Failure

Weight
(lb.)
Buckler 15+1 ?/td> -1 5% 5
Shield, light wooden 3+2 ?/td> -1 5% 5
Shield, light steel 9+2 ?/td> -1 5% 6
Shield, heavy wooden 7+3 ?/td> -215%10
Shield, heavy steel 20+3 ?/td> -215%15
Shield, tower 30+4+2-1050%45

In addition, the magical bonus of an armour adds both to AC and DR. The DR from magic also protect from magical damage. The magical bonus of a weapon ignores DR, so a +1 dagger would always cause 1 point of damage even through plate mail. However, weapon "+" and armour "+" cancel each other. A +2 weapon would cause at least 2 points of damage against any non-magical armour and one point of damage against +1 armours. Against +2 or better armours, it would work normally.

A chainmail would have DR 4 against a normal sword. A chainmail +1 would have DR 5 against normal swords and DR 1 against magic. A chainmail +2 or better would have only DR 2 against magical damage.

A sword +3 would always deal at least 3 points of damage against a non-magical armour, 2 points of damage against +1 armour (3 weapon bonus - 1 armour bonus = 2 minimum damage), 1 point of damage against +2 armour, and against +3 or better armour it would count normaly against the damage reduction.

This rule is kept optional and may be retired later if it seems to overpower armoured opponents. This rule should be used only if the optional rule for optional defence bonus for character classes is also used.

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