WEAPONS COST RANGE
Battle Axe# 6 gp
Hand Axe 1 gp 10' 20' 30'
Dagger 3 gp 10' 20' 30'
Dagger, silver 30 gp 10' 20' 30'
Throwing Knife 1 gp 15' 30' 45'
*Bludgeon (Flail, Morningstar, Mace, Club) 5 gp
*Hammer, Maul## 7 gp
*Hammer, Light 1 gp 10' 20' 30'
Lance 7 gp
Polearm##& 7 gp
*Quarterstaff## 2 gp
Spear# 3 gp 20' 40' 60'
Sword 10 gp
Two Handed Sword## 15 gp
Crossbow 25 gp 80' 160' 240'
Quarrels (10) and case 3 gp
One silver quarrel 3 gp
Longbow 40 gp 70' 140' 210'
Shortbow 25 gp 50' 100' 150'
Quiver and arrows (20) 5 gp
One silver arrow 3 gp
Javelin 1 gp 20' 40' 60'
*Sling 2 gp 40' 80' 160'
*Holy Water 25 gp 10' 30' 50'
*Oil Flask 1 gp 10' 30' 50'
ARMOR COST ARMOR CLASS
Leather Armor 6 gp 8
Scale mail 50 gp 6
Chain mail 70 gp 5
Banded mail 85 gp 4
Plate mail 450 gp 3
Shield 10 gp Using a shield reduces armor class by 1
Helmet 10 gp Benefits to covering your head
Horse Barding 150 gp 5
Weapons marked by an asterisk* can be used by clerics.
Weapons marked by a number sign# can be used two-handed, increasing the size of the damage die. For example, a battle axe swung by a fighter with both hands does d10 damage instead of d8.
Weapons marked by two number signs ## MUST be used with two hands and always do an increased damage die in damage.
Darts in my game have been replaced by throwing knives. They are identical stat-wise, but cost 1 gp each. Throwing knives can not be used effectively in melee combat.
Crossbows can be fired every other round, but roll twice as many dice for damage. (i.e., a thief firing a crossbow would deal 2d6 damage. A fighter firing a crossbow would deal 2d8 damage)
Throwing knives, daggers, and slings always deal d4 damage, regardless of class.
Polearms (&) are reach weapons and can attack enemies from 5'-10' away. If the polearm wielder is significantly taller than a companion, it can be used to attack an enemy through the ally's position. Polearms require a large amount of space to wield and can not be used in 5' corridors or doorways.
For example, if Fighter A is a Halfling or Dwarf and is engaged in melee combat with an adjacent Orc, Fighter B (Elf, Human or Half-Orc) armed with a polearm can stand behind Fighter A and attack the same Orc.
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