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WEAPONS

Cost

Dmg (S)

Dmg Critical Range (M) Critical Inc Type2 B B

WEAPONS

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 1920 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 1920 Bolts, XBow (10) 1 gp Crossbow, light 35 gp 1d6 1d8 1920 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 1820 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 1920 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 1920 Pick, heavy 8 gp 1d4 1d6 x4 Rapier 20 gp 1d4 1d6 1820 Scimitar 15 gp 1d4 1d6 1820 Shield, heavy special 1d3 1d4 x2 Spiked shield, heavyspecial1d4 1d6 x2 Trident 15 gp 1d6 1d8 x2 Warhammer 12 gp 1d6 1d8 x3

B P 10 P/S P 10 P P B S 10 B B B/P 20 P 20 120 80 20 10 10 30 50 P B B P P P P P P B

10 20 10

S B B S S P B B P P P S S B S P P S B P P B

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.

Dmg Dmg Critical Range Cost (S) (M) Critical Inc Type2 Two-Handed Melee Weapons Falchion 75 gp 1d6 2d4 1820 S Flail, heavy 15 gp 1d8 1d10 1920 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 1920 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 Katrinas 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 1920 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 1920 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 1920/x2 30 P XBow, repeat hvy 400 gp 1d8 1d10 1920/x2 120 P XBow, repeat lt 250 gp 1d6 1d8 1920/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 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 15 202 152 202 152 202 152 202 152 30 20 30 20 30 20

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
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 Defenders Dex 0 (5 mod). Can sneak attack helpless or pinned defenders.

MOUNTS AND VEHICLES


Light horse or light warhorse Light horse (151450 lb.) Light warhorse (231690 lb.) Heavy horse or heavy warhorse Heavy horse (201600 lb.) Heavy warhorse (301900 lb.) Pony or warpony Pony (76225 lb.) Warpony (101300 lb.) Donkey or mule Donkey (51150 lb.) Mule (231690 lb.) Dog, riding Dog, riding (101300 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)

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 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 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

1 Entangled character also takes a 4 penalty to Dex, which may affect attack roll. 2 Defender loses Dex bonus to AC. Doesnt apply if the target is blinded.

Two-Weapon Fighting Penalties


Circumstances Normal penalties Off-hand weapon is light Two-Weapon Fighting feat Both Primary Hand 6 4 4 2 Off Hand 10 8 4 2

Turning Undead
0 or lower 13 46 79 1012 1315 1618 1921 22 or higher

Most Powerful Undead Affected Clerics level 4 Clerics level 3 Clerics level 2 Clerics level 1 Clerics level Clerics level + 1 Clerics level + 2 Clerics level + 3 Clerics 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 Doesnt 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

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.

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

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.

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.

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

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

CARRYING CAPACITY
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 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 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 46 lb. 713 lb. 1120 lb. 1426 lb. 1733 lb. 2140 lb. 2446 lb. 2753 lb. 3160 lb. 3466 lb. 3976 lb. 4486 lb. 51100 lb. 59116 lb. 67133 lb. 77153 lb. 87173 lb. 101200 lb. 117233 lb. 134266 lb. 154306 lb. 174346 lb. 201400 lb. 234466 lb. 267533 lb. 307613 lb. 347693 lb. 401800 lb. 467933 lb. x4 Heavy Load 710 lb. 1420 lb. 2130 lb. 2740 lb. 3450 lb. 4160 lb. 4770 lb. 5480 lb. 6190 lb. 67100 lb. 77115 lb. 87130 lb. 101150 lb. 117175 lb. 134200 lb. 154230 lb. 174260 lb. 201300 lb. 234350 lb. 267400 lb. 307460 lb. 347520 lb. 401600 lb. 467700 lb. 534800 lb. 614920 lb. 6941,040 lb. 8011,200 lb. 9341,400 lb. x4

200 ft. 300 ft. 400 ft. 600 ft. 600 ft. 900 ft. 800 ft. 1,200 ft. 2 miles 4 miles

3 miles 4 miles 6 miles 8 miles

16 miles 24 miles 32 miles

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

CARRYING LOADS

WEALTH OTHER THAN COINS


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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