| Name |
Weight |
Value(gp) |
Worn |
Magic |
Category |
Description |
| Aklys |
3.5 |
2 |
On Hand |
n |
Weapon |
(Base dmg d6/1-3) The aklys is a weighted, shortish club with a stout thong attached to the butt. While it can be used as a hand-held striking weapon, its principal employment is as a missile. Once hurled, the aklys may be retrieved by its thong. Of the hits scored with this weapon, 5% will be of the sort which entangle the target individual. If the target is man-sized or smaller, it will be dismounted or jerked to its knees or side (if not bipedal), at the wielder’s option. Conversely, if the target is larger than man-sized, its actions might well jerk the aklys thrower prone. The weapon is tied to the wielder by a thong or cord of about 10 feet in length. When a hit is scored, a subsequent roll of 20 indicates entanglement. This condition persists until a round can be spent disentangling the aklys and thong, the thong is broken, the thong is severed (which requires 2 points of cutting damage), or the wielder somehow manages to divest himself or herself of the fastened line. Since the thong is usually secured to the wrist or gauntlet, such action can prove to be difficult. |
| Anything Sword (Long +1) |
6 |
35000 |
On Hand |
y |
Weapon |
(Base dmg 1d8/1d12) |
| Bardiche |
12.5 |
7 |
On Hand |
n |
Weapon |
(Base dmg 2d4/3d4) |
| Bardiche +1 |
12.5 |
3000 |
On Hand |
y |
Weapon |
(Base dmg 2d4/3d4) |
| Battle Axe |
7.5 |
5 |
On Hand |
n |
Weapon |
(Base dmg d8/d8) |
| Battle Axe +1 |
7.5 |
2500 |
On Hand |
y |
Weapon |
(Base dmg d8/d8) |
| Battle Axe +2 |
7.5 |
5000 |
On Hand |
y |
Weapon |
(Base dmg d8/d8) |
| Battle Axe +3 |
7.5 |
9000 |
On Hand |
y |
Weapon |
(Base dmg d8/d8) |
| Bec de corbin |
10 |
6 |
On Hand |
n |
Weapon |
(Base dmg d8/d6) |
| Bec de corbin +1 |
10 |
3000 |
On Hand |
y |
Weapon |
(Base dmg d8/d6) |
| Bill-Guisarme |
15 |
6 |
On Hand |
n |
Weapon |
(Base dmg 2d4/d10) |
| Bill-Guisarme +1 |
15 |
3000 |
On Hand |
y |
Weapon |
(Base dmg 2d4/d10) |
| Bo Stick |
1.5 |
0 |
On Hand |
n |
Weapon |
(Base dmg d6/1-3) |
| Buckle Knife +1 |
0.6 |
1000 |
On Hand |
y |
Weapon |
(Base dmg 1-3/1-2) |
| Buckle Knife +2 |
0.6 |
2000 |
On Hand |
y |
Weapon |
(Base dmg 1-3/1-2) |
| Buckle Knife +3 |
0.6 |
3000 |
On Hand |
y |
Weapon |
(Base dmg 1-3/1-2) |
| Buckle Knife +4 |
0.6 |
4000 |
On Hand |
y |
Weapon |
(Base dmg 1-3/1-2) |
| Buckler Wand |
3.5 |
5000 |
On Hand |
y |
Weapon |
(Base dmg d4/1-3) |
| Caltrop |
0.3 |
0.1 |
On Hand |
n |
Weapon |
(Base dmg 1/1-2) A caltrop is a four-pronged or six-pronged device (which in its latter form resembles a “jack” from the children’s game of ball and jacks). It is about one-half foot in diameter, with three-inch-long, pick-like points radiating at about 70° or 90° from each other. It is tossed or placed on the ground to serve as an impediment to closing attackers. Intelligent creatures aware of caltrops in their path can usually move them aside or otherwise avoid them, although this will surely slow movement by one-half for a round. Unintelligent or unaware opponents will move through the field of caltrops at peril. Human armor class considers only footwear and does not allow for a dexterity bonus. For each foot/paw/hoof of movement through an area of one square yard of caltrops, a check must be made to see if a caltrop is stepped on. This check is made as if each square yard crossed was a 1 + 1 HD monster attacking the foot armor of the character. Any hit has a 25% chance of slowing movement by 25% for four days; hits on two feet/paws/hooves indicate the possibility of virtually no movement for eight days while healing takes place. (Spell use will, naturally, mitigate this.) Caltrops of smaller size can be employed, but these are not particularly effective if under a two-inch prong length, and for game purposes they can be ignored. Because of their size and composition, it is worthwhile to note that it is quite difficult to carry caltrops; they tend to poke through packs and sacks, and falling while carrying them could be disastrous! A box or similar container is usually necessary to transport them. These instruments require no proficiency or special skill to use. |
| Club |
3 |
0 |
On Hand |
n |
Weapon |
(Base dmg d6/1-3) |
| Dagger |
1 |
2 |
On Hand |
n |
Weapon |
(Base dmg d4/1-3) |
| Dagger +1 |
1 |
500 |
On Hand |
y |
Weapon |
(Base dmg d4/1-3) |
| Dagger +1, +2 vs Small |
1 |
750 |
On Hand |
y |
Weapon |
(Base dmg d4/1-3) |
| Dagger +2 |
1 |
1500 |
On Hand |
y |
Weapon |
(Base dmg d4/1-3) |
| Dagger +2, +3 vs Large |
1 |
2000 |
On Hand |
y |
Weapon |
(Base dmg d4/1-3) |
| Dagger +2, Longtooth |
1 |
2500 |
On Hand |
y |
Weapon |
(Base dmg d4/1-3) |
| Dagger +3 |
1 |
2500 |
On Hand |
y |
Weapon |
(Base dmg d4/1-3) |
| Dagger of Venom |
1 |
3000 |
On Hand |
y |
Weapon |
(Base dmg d4/1-3) |
| Dagger, Silver |
1 |
30 |
On Hand |
n |
Weapon |
(Base dmg d4/1-3) |
| Fauchard |
6 |
3 |
On Hand |
n |
Weapon |
(Base dmg d6/d8) This weapon is capable of dismounting a rider on a score equal to or greater than the “to hit” score. |
| Fauchard +1 |
6 |
3000 |
On Hand |
y |
Weapon |
(Base dmg d6/d8) This weapon is capable of dismounting a rider on a score equal to or greater than the “to hit” score. |
| Fauchard - Fork |
8 |
8 |
On Hand |
n |
Weapon |
(Base dmg d8/d10) This weapon is capable of dismounting a rider on a score equal to or greater than the “to hit” score. |
| Fauchard - Fork +1 |
8 |
3000 |
On Hand |
y |
Weapon |
(Base dmg d8/d10) This weapon is capable of dismounting a rider on a score equal to or greater than the “to hit” score. |
| Fist or Open Hand |
0 |
0 |
On Hand |
n |
Weapon |
na |
| Flail, Footmans |
15 |
3 |
On Hand |
n |
Weapon |
(Base dmg d6+1/2d4) |
| Flail, Footmans +1 |
15 |
4000 |
On Hand |
y |
Weapon |
(Base dmg d6+1/2d4) |
| Flail, Footmans +2 |
15 |
9000 |
On Hand |
y |
Weapon |
(Base dmg d6+1/2d4) |
| Flail, Horsemans |
3.5 |
8 |
On Hand |
n |
Weapon |
(Base dmg d4+1/d4+1) |
| Flail, Horsemans +1 |
3.5 |
4000 |
On Hand |
y |
Weapon |
(Base dmg d4+1/d4+1) |
| Flail, Horsemans +2 |
3.5 |
9000 |
On Hand |
y |
Weapon |
(Base dmg d4+1/d4+1) |
| Fm Mace of Disruption +1 |
10 |
17500 |
On Hand |
y |
Weapon |
(Base dmg d6+1/d6) |
| Fork, Military |
7.5 |
4 |
On Hand |
n |
Weapon |
(Base dmg d8/2d4) |
| Fork, Military +1 |
7.5 |
3000 |
On Hand |
y |
Weapon |
(Base dmg d8/2d4) |
| Garrot |
0.1 |
0.5 |
On Hand |
n |
Weapon |
(Base dmg d4/d6) A garrot is a strangling device usually made of cord, but which can also be fashioned of cloth or wire. In order to be employed effectively, the wielder of the garrot must strike from behind, and the victim must be either unaware of the impending attack or else unable to take effective defensive action. A target that is completely surprised from behind would be subject to the effects of a successful garrot attack, but such a target engaged in melee with other characters (and as such dodging and evading blows) would not. The victim must be humanoid and have a relatively unprotected neck — even a stout collar of leather will prevent successful use of the garrot. The victim’s neck must be no more than 1 foot above the shoulder height of the wielder of the garrot, and any limb, instrument, or weapon raised to prevent encirclement of the neck will foil that complete encirclement and reduce damage to 1 point. A successful hit will inflict
the indicated damage, and will slay the victim at the end of the next round unless the wielder is caused to release the garrot. A successful attack on the garrot-wielder by any individual (the victim can attack, but is −2 to hit), a successful attack by any means of weaponless combat, or the victim’s making a successful bend bars roll against the garrot itself will all spoil the attack and save the target’s life. Unless the victim is normally entitled to more than one attack per round, he or she cannot attempt an attack and a bend bars maneuver in the same round; in this instance, the bend bars attempt counts as one of the victim’s combat maneuvers in that round. |
| Glaive |
7.5 |
6 |
On Hand |
n |
Weapon |
(Base dmg d6/d10) The weapon does twice the damage indicated by the die (dice) roll to larger than man-sized creatures (L) when it is set (firmly grounded) to receive a charging opponent. This weapon capable of dismounting a rider on a score equal to or greater than the “to hit” score. |
| Glaive +1 |
7.5 |
3000 |
On Hand |
y |
Weapon |
(Base dmg d6/d10) The weapon does twice the damage indicated by the die (dice) roll to larger than man-sized creatures (L) when it is set (firmly grounded) to receive a charging opponent. This weapon capable of dismounting a rider on a score equal to or greater than the “to hit” score. |
| Glaive-Guisarme |
10 |
10 |
On Hand |
n |
Weapon |
(Base dmg 2d4/2d6) The weapon does twice the damage indicated by the die (dice) roll to larger than man-sized creatures (L) when it is set (firmly grounded) to receive a charging opponent. This weapon capable of dismounting a rider on a score equal to or greater than the “to hit” score. |
| Glaive-Guisarme +1 |
10 |
3000 |
On Hand |
y |
Weapon |
(Base dmg 2d4/2d6) The weapon does twice the damage indicated by the die (dice) roll to larger than man-sized creatures (L) when it is set (firmly grounded) to receive a charging opponent. This weapon capable of dismounting a rider on a score equal to or greater than the “to hit” score. |
| Guisarme |
8 |
5 |
On Hand |
n |
Weapon |
(Base dmg 2d4/d8) This weapon capable of dismounting a rider on a score equal to or greater than the “to hit” score. |
| Guisarme +1 |
8 |
3000 |
On Hand |
y |
Weapon |
(Base dmg 2d4/d8) This weapon capable of dismounting a rider on a score equal to or greater than the “to hit” score. |
| Guisarme - Voulge |
15 |
7 |
On Hand |
n |
Weapon |
(Base dmg 2d4/2d4) This weapon capable of dismounting a rider on a score equal to or greater than the “to hit” score. |
| Guisarme - Voulge +1 |
15 |
3000 |
On Hand |
y |
Weapon |
(Base dmg 2d4/2d4) This weapon capable of dismounting a rider on a score equal to or greater than the “to hit” score. |
| Halberd |
17.5 |
9 |
On Hand |
n |
Weapon |
(Base dmg d10/2d6) |
| Halberd +1 |
17.5 |
3000 |
On Hand |
y |
Weapon |
(Base dmg d10/2d6) |
| Hammer |
5 |
1 |
On Hand |
n |
Weapon |
(Base dmg d4+1/d4) |
| Hammer +1 |
5 |
2500 |
On Hand |
y |
Weapon |
(Base dmg d4+1/d4) |
| Hammer +2 |
5 |
6000 |
On Hand |
y |
Weapon |
(Base dmg d4+1/d4) |
| Hammer +3, D.T. Melee |
5 |
15000 |
On Hand |
y |
Weapon |
(Base dmg d4+1/d4) |
| Hammer +4 |
5 |
10000 |
On Hand |
y |
Weapon |
(Base dmg d4+1/d4) |
| Hammer of Thunderbolts +3 |
5 |
25000 |
On Hand |
y |
Weapon |
(Base dmg d4+1/d4) |
| Hammer, Lucern |
15 |
7 |
On Hand |
n |
Weapon |
(Base dmg 2d4/d6) This weapon capable of dismounting a rider on a score equal to or greater than the “to hit” score. |
| Hammer, Lucern +1 |
15 |
3000 |
On Hand |
y |
Weapon |
(Base dmg 2d4/d6) This weapon capable of dismounting a rider on a score equal to or greater than the “to hit” score. |
| Hand Axe |
5 |
1 |
On Hand |
n |
Weapon |
(Base dmg d6/d4) |
| Hand Axe +1 |
5 |
2500 |
On Hand |
y |
Weapon |
(Base dmg d6/d4) |
| Hand Axe +2 |
5 |
3750 |
On Hand |
y |
Weapon |
(Base dmg d6/d4) |
| Hand Axe +3 |
5 |
7000 |
On Hand |
y |
Weapon |
(Base dmg d6/d4) |
| Hand Axe +4 |
5 |
12000 |
On Hand |
y |
Weapon |
(Base dmg d6/d4) |
| Harpoon |
5 |
5 |
On Hand |
n |
Weapon |
(Base dmg 2d4/2d6) This weapon is a form of throwing spear with the head socket detachable in most cases. The head is fastened to a line so as to secure the target creature to the wielder or some object, provided the weapon strikes home. Against most targets, a hit from the harpoon indicates that the barbed head is buried or snagged. (See aklys above for details of this entangling effect, unless the harpoon line is secured to some stout object.) Naturally, the line attached to the harpoon must be of sufficient length to allow hurling to the range needed. Furthermore, this line must be able to run freely when the weapon is hurled (and possibly subsequently moved away with at great rapidity). In general, the following guidelines can be used when dealing with harpoon hits: If the target creature has an intelligence of not less than 2, and likewise has some means of effectuating dislodgement of the weapon head or severance of the line, a saving throw versus poison is allowed. Success indicates the victim has freed itself. Failure indicates continued attachment, 1 point additional damage, and the possibility that the victim will be dragged 1˝ closer to the harpooner if the wielder so desires and the victim is of a size, weight, and strength which enables the harpooner to do so (cf. kuo-toa in the FIEND FOLIO Tome). |
| Hook Fauchard |
8 |
6 |
On Hand |
n |
Weapon |
(Base dmg d4/d4) This pole arm is principally useful as a device to dismount or fell opponents. It is a normal fauchard with its tip hook greatly elongated and curved into a sickle shape. The wielder attacks by making a sweeping motion to encompass the target with the hook of the weapon. A successful hit will have a 20% probability of dismounting or toppling (to knees or prone position) the target. This assumes that the wielder is larger than his or her opponent, or at least over 50% of the target’s height and weight. |
| Hook Fauchard +1 |
8 |
3000 |
On Hand |
y |
Weapon |
(Base dmg d4/d4) This pole arm is principally useful as a device to dismount or fell opponents. It is a normal fauchard with its tip hook greatly elongated and curved into a sickle shape. The wielder attacks by making a sweeping motion to encompass the target with the hook of the weapon. A successful hit will have a 20% probability of dismounting or toppling (to knees or prone position) the target. This assumes that the wielder is larger than his or her opponent, or at least over 50% of the target’s height and weight. |
| Hornblade Dagger +1 |
1 |
2000 |
On Hand |
y |
Weapon |
na |
| Hornblade Dagger +2 |
1 |
4000 |
On Hand |
y |
Weapon |
na |
| Hornblade Knife +1 |
0.6 |
1500 |
On Hand |
y |
Weapon |
na |
| Hornblade Knife +2 |
0.6 |
3000 |
On Hand |
y |
Weapon |
na |
| Hornblade Scimitar +2 |
4 |
6000 |
On Hand |
y |
Weapon |
na |
| Hornblade Scimitar +3 |
4 |
9000 |
On Hand |
y |
Weapon |
na |
| Knife |
0.6 |
1 |
On Hand |
n |
Weapon |
(Base dmg 1-3/1-2) |
| Knife +1 |
0.6 |
350 |
On Hand |
y |
Weapon |
(Base dmg 1-3/1-2) |
| Knife +2 |
0.6 |
1000 |
On Hand |
y |
Weapon |
(Base dmg 1-3/1-2) |
| Lance, Heavy Horse |
15 |
6 |
On Hand |
n |
Weapon |
(Base dmg 3-9/3d6) This weapon does twice indicated damage against creatures of any size when it is employed by an attacker riding a charging mount. |
| Lance, Heavy Horse +1 |
10 |
3500 |
On Hand |
y |
Weapon |
(Base dmg 3-9/3d6) This weapon does twice indicated damage against creatures of any size when it is employed by an attacker riding a charging mount. |
| Lance, Light Horse |
5 |
6 |
On Hand |
n |
Weapon |
(Base dmg d6/d8) This weapon does twice indicated damage against creatures of any size when it is employed by an attacker riding a charging mount. |
| Lance, Light Horse +1 |
10 |
3500 |
On Hand |
y |
Weapon |
(Base dmg d6/d8) This weapon does twice indicated damage against creatures of any size when it is employed by an attacker riding a charging mount. |
| Lance, Medium Horse |
10 |
6 |
On Hand |
n |
Weapon |
(Base dmg d6+1/2d6) This weapon does twice indicated damage against creatures of any size when it is employed by an attacker riding a charging mount. |
| Lance, Medium Horse +1 |
10 |
3500 |
On Hand |
y |
Weapon |
(Base dmg d6+1/2d6) This weapon does twice indicated damage against creatures of any size when it is employed by an attacker riding a charging mount. |
| Mace, Footmans |
10 |
8 |
On Hand |
n |
Weapon |
(Base dmg d6+1/d6) |
| Mace, Footmans +1 |
10 |
3000 |
On Hand |
y |
Weapon |
(Base dmg d6+1/d6) |
| Mace, Footmans +2 |
10 |
4500 |
On Hand |
y |
Weapon |
(Base dmg d6+1/d6) |
| Mace, Footmans +3 |
10 |
10000 |
On Hand |
y |
Weapon |
(Base dmg d6+1/d6) |
| Mace, Footmans +4 |
10 |
15000 |
On Hand |
y |
Weapon |
(Base dmg d6+1/d6) |
| Mace, Horsemans |
5 |
4 |
On Hand |
n |
Weapon |
(Base dmg d6/d4) |
| Mace, Horsemans +1 |
5 |
3000 |
On Hand |
y |
Weapon |
(Base dmg d6/d4) |
| Mace, Horsemans +2 |
5 |
4500 |
On Hand |
y |
Weapon |
(Base dmg d6/d4) |
| Mace, Horsemans +3 |
5 |
10000 |
On Hand |
y |
Weapon |
(Base dmg d6/d4) |
| Mace, Horsemans +4 |
5 |
15000 |
On Hand |
y |
Weapon |
(Base dmg d6/d4) |
| Man Catcher |
8 |
25 |
On Hand |
n |
Weapon |
(Base dmg 1-2/1-2) A man catcher is a two-pronged pole arm. Each prong is curved to encompass a humanoid creature of man-size. Creatures larger or smaller than human size by 50% or more will be unaffected by this arm, for it either will not encompass them or else they can simply drop out of its prongs. The simplest form of man catcher has inward-curving prong ends. These allow entry into the encompassing area, but their inward points prevent egress — especially when the wielder is actively employing the weapon. The more complex form of the device has movable arms which are spread in an open position but close somewhat when the target contacts the lower (shaft area) portion of the man catcher. Both forms have sharpened edges and spikes to both damage the opponent and prevent the use of hands to escape the weapon. Anyone caught in a man catcher loses all shield and dexterity bonuses. Furthermore, he or she can be pulled and pushed about. This pushing and pulling will automatically inflict 1-2 points of damage per round. There is a 25% chance for the victim to be pulled off its feet to either a kneeling or prone position. Anyone caught in a man catcher may attempt to break out by making a successful bend bars roll. Multiple attempts may be made, but the character caught will take 1-4 hp damage with each attempt unless he or she is wearing gloves or other protective devices. Characters other than the one caught may rescue the caught individual by forcing the weapon’s wielder to release grip on the weapon, or by hacking through the pole (6 points cutting damage). |
| Man Catcher +1 |
8 |
3000 |
On Hand |
y |
Weapon |
(Base dmg 1-2/1-2) A man catcher is a two-pronged pole arm. Each prong is curved to encompass a humanoid creature of man-size. Creatures larger or smaller than human size by 50% or more will be unaffected by this arm, for it either will not encompass them or else they can simply drop out of its prongs. The simplest form of man catcher has inward-curving prong ends. These allow entry into the encompassing area, but their inward points prevent egress — especially when the wielder is actively employing the weapon. The more complex form of the device has movable arms which are spread in an open position but close somewhat when the target contacts the lower (shaft area) portion of the man catcher. Both forms have sharpened edges and spikes to both damage the opponent and prevent the use of hands to escape the weapon. Anyone caught in a man catcher loses all shield and dexterity bonuses. Furthermore, he or she can be pulled and pushed about. This pushing and pulling will automatically inflict 1-2 points of damage per round. There is a 25% chance for the victim to be pulled off its feet to either a kneeling or prone position. Anyone caught in a man catcher may attempt to break out by making a successful bend bars roll. Multiple attempts may be made, but the character caught will take 1-4 hp damage with each attempt unless he or she is wearing gloves or other protective devices. Characters other than the one caught may rescue the caught individual by forcing the weapon’s wielder to release grip on the weapon, or by hacking through the pole (6 points cutting damage). |
| Mattock of the Titans (F) |
100 |
7000 |
On Hand |
y |
Weapon |
(Base dmg d6X5) |
| Maul of the Titans |
150 |
12000 |
On Hand |
y |
Weapon |
(Base dmg d4X10) |
| Military Fork (Trident) +3 |
7.5 |
12500 |
On Hand |
y |
Weapon |
(Base dmg d6+1/3d4) |
| Military Pick, Footmans |
6 |
8 |
On Hand |
n |
Weapon |
(Base dmg d6+1/2d4) |
| Military Pick, Footmans +1 |
6 |
2500 |
On Hand |
y |
Weapon |
(Base dmg d6+1/2d4) |
| Military Pick, Horsemans |
4 |
5 |
On Hand |
n |
Weapon |
(Base dmg d4+1/d4) |
| Military Pick, Horsemans +1 |
4 |
2500 |
On Hand |
y |
Weapon |
(Base dmg d4+1/d4) |
| Morning Star |
12.5 |
4 |
On Hand |
n |
Weapon |
(Base dmg 2d4/d6+1) |
| Morning Star +1 |
12.5 |
3000 |
On Hand |
y |
Weapon |
(Base dmg 2d4/d6+1) |
| Morning Star +2 |
12.5 |
7000 |
On Hand |
y |
Weapon |
(Base dmg 2d4/d6+1) |
| Partisan |
8 |
10 |
On Hand |
n |
Weapon |
(Base dmg d6/d6+1) |
| Partisan +1 |
8 |
3000 |
On Hand |
y |
Weapon |
(Base dmg d6/d6+1) |
| Pike, Awl |
8 |
3 |
On Hand |
n |
Weapon |
(Base dmg d6/d12) |
| Pike, Awl +1 |
8 |
3000 |
On Hand |
y |
Weapon |
(Base dmg d6/d12) |
| Ranseur |
5 |
4 |
On Hand |
n |
Weapon |
(Base dmg 2d4/2d4) This weapon is capable of dismounting a rider on a score equal to or greater than the “to hit” score. |
| Ranseur +1 |
5 |
3000 |
On Hand |
y |
Weapon |
(Base dmg 2d4/2d4) This weapon is capable of dismounting a rider on a score equal to or greater than the “to hit” score. |
| Rod of Flailing (Footman) +3 |
7.5 |
10000 |
On Hand |
y |
Weapon |
(Base dmg d6+1/2d4) This magical weapon radiates a faint dweomer of the alteration sort when magic is detected for. Upon the command of its possessor, the weapon activates, changing from a normal-seeming rod to a double-headed flail. In close quarters, or if the wielder is mounted, it is the small, horseman’s weapon; otherwise, it is a footman’s weapon, i.e. base damage done is 2-5/2-5 (S-M/L) or 2-7/2-8 (S-M/L). The rod has special features beyond this: In either form, the weapon is +3 for hitting and damage. Better still, each of the weapon’s two heads is checked for when the possessor attacks, so double hits can be scored, either on a single opponent or on two opponents who are man-sized or smaller and standing side by side. If the holder of the rod expends 1 charge, that character gains +4 on protection and +4 on saving throws for 1 turn. The rod need not be in weapon form for this protection benefit to be employed, and transforming it into a weapon (or back into a rod) does not expend any charges. |
| Rod of Flailing (Horsem.) +3 |
7.5 |
10000 |
On Hand |
y |
Weapon |
(Base dmg d4+1/d4+1) This magical weapon radiates a faint dweomer of the alteration sort when magic is detected for. Upon the command of its possessor, the weapon activates, changing from a normal-seeming rod to a double-headed flail. In close quarters, or if the wielder is mounted, it is the small, horseman’s weapon; otherwise, it is a footman’s weapon, i.e. base damage done is 2-5/2-5 (S-M/L) or 2-7/2-8 (S-M/L). The rod has special features beyond this: In either form, the weapon is +3 for hitting and damage. Better still, each of the weapon’s two heads is checked for when the possessor attacks, so double hits can be scored, either on a single opponent or on two opponents who are man-sized or smaller and standing side by side. If the holder of the rod expends 1 charge, that character gains +4 on protection and +4 on saving throws for 1 turn. The rod need not be in weapon form for this protection benefit to be employed, and transforming it into a weapon (or back into a rod) does not expend any charges. |
| Rod of Lordly M B Axe (F) |
2 |
4000 |
On Hand |
y |
Weapon |
This rod has functions which are spell-like as well as uses as a magic weapon of different sorts. It also has several more mundane workings. The rod of lordly might is metal, thicker than other rods, with a flanged ball at one end and various studs along its length. It weighs 10 pounds, thus requiring 16 or greater strength to wield properly (?1 on “to hit” die rolls for each point of strength below 16). The spell-like functions of the rod are:
1. Paralyzation upon touch if the wielder so commands
2. Fear upon all enemies viewing it if the wielder so desires (6” maximum range)
3. Drain 2-8 hit points from the opponent touched and bestow them upon the rod wielder (up to the rod wielder’s normal maximum; Cf. ring of regeneration) Each such function draws off 1 charge from the rod. The functions entitle victims to saving throws versus magic, with the exception of function 3. above which requires a successful “hit” during melee combat.
The weapon uses of the rod are:
1. +2 mace as is
2. +1 sword of flame when button #1 is pushed — a blade springs forth from the ball, which becomes the hilt, while the handle shortens the weapon to an overall length of 3’
3. +4 battle axe when button #2 is pushed — blade springs forth at the ball, and the whole lengthens to a 4’ length 4. +3 spear when button #3 is pushed — the sword blade springs forth, and the handle can be lengthened up to 12’, for an overall length of from 6’ minimum to 15’ maximum (the latter length highly suitable for lance employment).
These functions do not use charges.The mundane uses of the rod are:
1. Climbing pole — when button #4 is pushed a spike which can anchor in granite is extruded from the butt, while the tip sprouts 3 sharp hooks; the rod lengthens 5’ per segment until button #4 is pushed again or until 50’ is reached. In either case, horizontal bars of 3 inch length then fold out from the sides, 1’ apart, in staggered progression. The rod is firmly held by spike and hooks and will bear up to 4,000 pounds (40,000 g.p. equivalent) weight. It retracts by pushing button #5.
2. The same function will force open doors if the rod’s base is planted 30’ or less from the portal to be forced and is in line with it. The force exerted is equal to storm giant strength.
3. When button #6 is pushed the rod will indicate magnetic north and give the possessor a knowledge of approximate depth beneath the surface (or height above it) he or she is. These functions do not use charges either. The rod of lordly might cannot be recharged. When its charges are exhausted, all spell-like functions cease as do weapon functions 2 and 3, but the rod continues to work in all other ways. |
| Rod of Lordly M Fl Sword (F) |
2 |
4000 |
On Hand |
y |
Weapon |
This rod has functions which are spell-like as well as uses as a magic weapon of different sorts. It also has several more mundane workings. The rod of lordly might is metal, thicker than other rods, with a flanged ball at one end and various studs along its length. It weighs 10 pounds, thus requiring 16 or greater strength to wield properly (?1 on “to hit” die rolls for each point of strength below 16). The spell-like functions of the rod are:
1. Paralyzation upon touch if the wielder so commands
2. Fear upon all enemies viewing it if the wielder so desires (6” maximum range)
3. Drain 2-8 hit points from the opponent touched and bestow them upon the rod wielder (up to the rod wielder’s normal maximum; Cf. ring of regeneration) Each such function draws off 1 charge from the rod. The functions entitle victims to saving throws versus magic, with the exception of function 3. above which requires a successful “hit” during melee combat.
The weapon uses of the rod are:
1. +2 mace as is
2. +1 sword of flame when button #1 is pushed — a blade springs forth from the ball, which becomes the hilt, while the handle shortens the weapon to an overall length of 3’
3. +4 battle axe when button #2 is pushed — blade springs forth at the ball, and the whole lengthens to a 4’ length 4. +3 spear when button #3 is pushed — the sword blade springs forth, and the handle can be lengthened up to 12’, for an overall length of from 6’ minimum to 15’ maximum (the latter length highly suitable for lance employment).
These functions do not use charges.The mundane uses of the rod are:
1. Climbing pole — when button #4 is pushed a spike which can anchor in granite is extruded from the butt, while the tip sprouts 3 sharp hooks; the rod lengthens 5’ per segment until button #4 is pushed again or until 50’ is reached. In either case, horizontal bars of 3 inch length then fold out from the sides, 1’ apart, in staggered progression. The rod is firmly held by spike and hooks and will bear up to 4,000 pounds (40,000 g.p. equivalent) weight. It retracts by pushing button #5.
2. The same function will force open doors if the rod’s base is planted 30’ or less from the portal to be forced and is in line with it. The force exerted is equal to storm giant strength.
3. When button #6 is pushed the rod will indicate magnetic north and give the possessor a knowledge of approximate depth beneath the surface (or height above it) he or she is. These functions do not use charges either. The rod of lordly might cannot be recharged. When its charges are exhausted, all spell-like functions cease as do weapon functions 2 and 3, but the rod continues to work in all other ways. |
| Rod of Lordly M Mace (F) |
2 |
4000 |
On Hand |
y |
Weapon |
This rod has functions which are spell-like as well as uses as a magic weapon of different sorts. It also has several more mundane workings. The rod of lordly might is metal, thicker than other rods, with a flanged ball at one end and various studs along its length. It weighs 10 pounds, thus requiring 16 or greater strength to wield properly (?1 on “to hit” die rolls for each point of strength below 16). The spell-like functions of the rod are:
1. Paralyzation upon touch if the wielder so commands
2. Fear upon all enemies viewing it if the wielder so desires (6” maximum range)
3. Drain 2-8 hit points from the opponent touched and bestow them upon the rod wielder (up to the rod wielder’s normal maximum; Cf. ring of regeneration) Each such function draws off 1 charge from the rod. The functions entitle victims to saving throws versus magic, with the exception of function 3. above which requires a successful “hit” during melee combat.
The weapon uses of the rod are:
1. +2 mace as is
2. +1 sword of flame when button #1 is pushed — a blade springs forth from the ball, which becomes the hilt, while the handle shortens the weapon to an overall length of 3’
3. +4 battle axe when button #2 is pushed — blade springs forth at the ball, and the whole lengthens to a 4’ length 4. +3 spear when button #3 is pushed — the sword blade springs forth, and the handle can be lengthened up to 12’, for an overall length of from 6’ minimum to 15’ maximum (the latter length highly suitable for lance employment).
These functions do not use charges.The mundane uses of the rod are:
1. Climbing pole — when button #4 is pushed a spike which can anchor in granite is extruded from the butt, while the tip sprouts 3 sharp hooks; the rod lengthens 5’ per segment until button #4 is pushed again or until 50’ is reached. In either case, horizontal bars of 3 inch length then fold out from the sides, 1’ apart, in staggered progression. The rod is firmly held by spike and hooks and will bear up to 4,000 pounds (40,000 g.p. equivalent) weight. It retracts by pushing button #5.
2. The same function will force open doors if the rod’s base is planted 30’ or less from the portal to be forced and is in line with it. The force exerted is equal to storm giant strength.
3. When button #6 is pushed the rod will indicate magnetic north and give the possessor a knowledge of approximate depth beneath the surface (or height above it) he or she is. These functions do not use charges either. The rod of lordly might cannot be recharged. When its charges are exhausted, all spell-like functions cease as do weapon functions 2 and 3, but the rod continues to work in all other ways. |
| Rod of Lordly M Spear (F) |
2 |
4000 |
On Hand |
y |
Weapon |
This rod has functions which are spell-like as well as uses as a magic weapon of different sorts. It also has several more mundane workings. The rod of lordly might is metal, thicker than other rods, with a flanged ball at one end and various studs along its length. It weighs 10 pounds, thus requiring 16 or greater strength to wield properly (?1 on “to hit” die rolls for each point of strength below 16). The spell-like functions of the rod are:
1. Paralyzation upon touch if the wielder so commands
2. Fear upon all enemies viewing it if the wielder so desires (6” maximum range)
3. Drain 2-8 hit points from the opponent touched and bestow them upon the rod wielder (up to the rod wielder’s normal maximum; Cf. ring of regeneration) Each such function draws off 1 charge from the rod. The functions entitle victims to saving throws versus magic, with the exception of function 3. above which requires a successful “hit” during melee combat.
The weapon uses of the rod are:
1. +2 mace as is
2. +1 sword of flame when button #1 is pushed — a blade springs forth from the ball, which becomes the hilt, while the handle shortens the weapon to an overall length of 3’
3. +4 battle axe when button #2 is pushed — blade springs forth at the ball, and the whole lengthens to a 4’ length 4. +3 spear when button #3 is pushed — the sword blade springs forth, and the handle can be lengthened up to 12’, for an overall length of from 6’ minimum to 15’ maximum (the latter length highly suitable for lance employment).
These functions do not use charges.The mundane uses of the rod are:
1. Climbing pole — when button #4 is pushed a spike which can anchor in granite is extruded from the butt, while the tip sprouts 3 sharp hooks; the rod lengthens 5’ per segment until button #4 is pushed again or until 50’ is reached. In either case, horizontal bars of 3 inch length then fold out from the sides, 1’ apart, in staggered progression. The rod is firmly held by spike and hooks and will bear up to 4,000 pounds (40,000 g.p. equivalent) weight. It retracts by pushing button #5.
2. The same function will force open doors if the rod’s base is planted 30’ or less from the portal to be forced and is in line with it. The force exerted is equal to storm giant strength.
3. When button #6 is pushed the rod will indicate magnetic north and give the possessor a knowledge of approximate depth beneath the surface (or height above it) he or she is. These functions do not use charges either. The rod of lordly might cannot be recharged. When its charges are exhausted, all spell-like functions cease as do weapon functions 2 and 3, but the rod continues to work in all other ways. |
| Rod of Smiting (CF) |
5 |
15000 |
On Hand |
y |
Weapon |
This rod is a +3 magic weapon which inflicts 4-11 (d8 + 3) hit points of damage. Against golems the rod does 8-22 (2d8 + 6) hit points of damage, any score of 20 or better completely destroys the monster, but any hit upon a golem drains 1 charge. The rod does normal damage (4-11) versus creatures of the outer planes such as demons, devils, and night hags. Any score of 20 or better draws off 1 charge and causes triple damage: (d8 + 3) × 3. The rod cannot be recharged. |
| Sap |
1 |
1 |
On Hand |
n |
Weapon |
(Base dmg 1-2/1-2) A sap, sometimes called a blackjack, is typically a small leather bag filled with sand or a similar material (such as lead shot). The weapon is useful only as an instrument to concuss the target into unconsciousness, so any form of head covering makes it less effective. In fact, unless the head is uncovered, there is no chance the sap will cause unconsciousness, although damage will occur if a hit is made. An uncovered (or light-cloth covered) head struck by a sap has a 5% chance per point of strength of the wielder to cause unconsciousness. Strength greater than 18 means automatic unconsciousness; i.e., 18/01 strength is sufficient to cause this. A hit anywhere but on the head will inflict half damage only and have no other effect. |
| Scimitar |
4 |
15 |
On Hand |
n |
Weapon |
(Base dmg d8/d8) |
| Scimitar +1 |
4 |
2000 |
On Hand |
y |
Weapon |
(Base dmg d8/d8) |
| Scimitar +1, Sharpness |
4 |
35000 |
On Hand |
y |
Weapon |
(Base dmg d8/d8) |
| Scimitar +1, Wounding |
4 |
22000 |
On Hand |
y |
Weapon |
(Base dmg d8/d8) |
| Scimitar +2 |
4 |
6000 |
On Hand |
y |
Weapon |
(Base dmg d8/d8) |
| Scimitar +3 |
4 |
10000 |
On Hand |
y |
Weapon |
(Base dmg d8/d8) |
| Scimitar +4 |
4 |
20000 |
On Hand |
y |
Weapon |
(Base dmg d8/d8) |
| Scimitar +5 |
4 |
20000 |
On Hand |
y |
Weapon |
(Base dmg d8/d8) |
| Scimitar of Speed +1 |
4 |
9000 |
On Hand |
y |
Weapon |
(Base dmg d8/d8) |
| Scimitar of Speed +2 |
4 |
12000 |
On Hand |
y |
Weapon |
(Base dmg d8/d8) |
| Scimitar of Speed +3 |
4 |
15000 |
On Hand |
y |
Weapon |
(Base dmg d8/d8) |
| Scimitar of Speed +4 |
4 |
18000 |
On Hand |
y |
Weapon |
(Base dmg d8/d8) |
| Scimitar of Speed +5 |
4 |
21000 |
On Hand |
y |
Weapon |
(Base dmg d8/d8) |
| Spear |
5 |
1 |
On Hand |
n |
Weapon |
(Base dmg d6/d8) - Dbl dmg if set against a charge. |
| Spear +1 |
5 |
3000 |
On Hand |
y |
Weapon |
(Base dmg d6/d8) - Dbl dmg if set against a charge. |
| Spear +1, Cursed Backbiter |
5 |
1000 |
On Hand |
y |
Weapon |
(Base dmg d6/d8) - Dbl dmg if set against a charge. |
| Spear +2 |
5 |
6500 |
On Hand |
y |
Weapon |
(Base dmg d6/d8) - Dbl dmg if set against a charge. |
| Spear +3 |
5 |
15000 |
On Hand |
y |
Weapon |
(Base dmg d6/d8) - Dbl dmg if set against a charge. |
| Spear +4 |
5 |
25000 |
On Hand |
y |
Weapon |
(Base dmg d6/d8) - Dbl dmg if set against a charge. |
| Spear +5 |
5 |
30000 |
On Hand |
y |
Weapon |
(Base dmg d6/d8) - Dbl dmg if set against a charge. |
| Spiked Buckler |
3.5 |
10 |
On Hand |
n |
Weapon |
(Base dmg d4/1-3) The spiked buckler is the only effective form of the armed shield, for larger ones are too difficult to move quickly, and their projections form too easy a hold for opponents. The spiked buckler functions defensively as a standard buckler, capable of aiding the wielder’s protection from one attack. Well-made spiked bucklers will have an edged spike, although the effective attack is by buckler thrust and seldom, if ever, a slash. When the wielder is fighting within arm’s length of an opponent, the spiked buckler can be used for a separate attack during the round. Such attack is always made after the initial weapon attack, if any. Only one such extra attack per round is possible. If the spiked buckler is a second attack mode, the attack is made at −2 hit probability, this penalty cumulative with any others which are applicable. |
| Staff (Quarter) |
5 |
0 |
On Hand |
n |
Weapon |
(Base dmg d6/d6) |
| Staff +1 |
5 |
1500 |
On Hand |
y |
Weapon |
(Base dmg d6/d6) |
| Staff +2 |
5 |
3000 |
On Hand |
y |
Weapon |
(Base dmg d6/d6) |
| Staff +3 |
5 |
4500 |
On Hand |
y |
Weapon |
(Base dmg d6/d6) |
| Staff +4 |
5 |
6000 |
On Hand |
y |
Weapon |
(Base dmg d6/d6) |
| Staff +5 |
5 |
7500 |
On Hand |
y |
Weapon |
(Base dmg d6/d6) |
| Staff of Command (CM) |
5 |
25000 |
On Hand |
y |
Weapon |
(Base dmg d6/d6) |
| Staff of Curing (C) |
5 |
25000 |
On Hand |
y |
Weapon |
(Base dmg d6/d6) |
| Staff of Power (M) |
5 |
60000 |
On Hand |
y |
Weapon |
(Base dmg d6/d6) The staff of power is a very potent magic item, with offensive and defensive abilities. It has these powers which cost 1 charge each: continual light, magic missile (or lightning bolt), darkness (5’ radius), ray of enfeeblement, levitation, cone of cold (or fireball).
The following powers drain 2 charges each: shield (5’ radius), globe of invulnerability, paralyzation (Paralyzation is a ray from the end of the staff which extends in a cone 4” long and 2” wide at its base.)
The wielder of this staff gains +2 on armor class and saving throws. He or she may use the staff to smite opponents. It strikes as a +2 magic weapon and does 3-8 hit points of damage; if 1 charge is expended, the staff does double damage, but 2 charges do not triple damage. A staff of power can be broken for a retributive strike (Cf. staff of the magi). The staff can be recharged. DM may determine alternate powers shown by random die roll. |
| Staff of Slinging (D) (uses Stones) |
5 |
10000 |
On Hand |
y |
Weapon |
(Base dmg d6/d6) |
| Staff of Striking (CM) |
5 |
15000 |
On Hand |
y |
Weapon |
(Base dmg d6/d6) |
| Staff of the Adder (C) |
5 |
35000 |
On Hand |
y |
Weapon |
(Base dmg d6/d6) |
| Staff of the Magi (M) |
5 |
75000 |
On Hand |
y |
Weapon |
(Base dmg d6/d6) This potent staff contains many spell powers and other functions as well so as to be a walking arsenal in one device. The staff has the following powers which do not drain charges: detect magic, enlarge, hold portal, light, protection from evil/good.
- The following powers drain 1 charge per usage: invisibility, fireball, knock, lightning bolt, pyrotechnics, ice storm, web, wall of fire, dispel magic, passwall.
- These powers drain 2 charges per usage: whirlwind, conjure elemental, plane travel, telekinesis. The whirlwind is identical to that caused by a djinni (q.v.). Plane travel is similar to the psionic ability of probability travel (q.v.), but travel is possible only to the various planes. The staff can be used to conjure 1 elemental (q.v.) of each type per day, each having 8 hit dice. Telekinesis is at 8th level also, i.e. 200 pounds maximum weight.
The staff of the magi adds +2 to all saving throws versus magic. The staff can be used to absorb magic-user spell energy directed at its wielder, but if the staff absorbs energy beyond its charge limit it will explode just as if a retributive strike (see below) had been made. The spell levels of energy absorbed count only as recharging the staff, but they cannot be redirected immediately, so if absorption is desired, that is the only action possible by the staff wielder that round. Note also that the wielder has no idea of how many spell levels are cast at him, for the staff does not communicate this knowledge as does a rod of absorption. Therefore, absorbing spells can be risky. Absorption is the only way this staff can be recharged. Retributive strike is a breaking of the staff. It must be purposeful and declared by the magic-user wielding it. When this is done all levels of spell energy in the staff are released in a globe of 3” radius. All creatures within 1” of the broken staff take hit points of damage equal to 8 times the number of spell levels of energy (1 to 25), those between 1”-2” take 6 × levels, and those 2”-3” distant take 4 × levels. Successful saving throws versus magic indicate only one-half damage is sustained. The magic-user breaking the staff has a 50% chance of plane travelling to another plane of existence, but if he or she does not, the explosive release of spell energy totally destroys him or her. This, and the staff of power, are the only magic items capable of a retributive strike. |
| Staff of the Python (C) |
5 |
35000 |
On Hand |
y |
Weapon |
(Base dmg d6/d6) |
| Staff of the Woodlands +1 (D) |
5 |
40000 |
On Hand |
y |
Weapon |
(Base dmg d6/d6) This sort of staff is always made from oak, ash, or yew, finely grained, beautifully carved, and bound and shod with bronze. It is effective only in the hands of a druid. Each such staff has the following powers, which each expend one charge per use: Wall of thorns, Animal friendship and speak with animals, Animate tree: This function duplicates the ability of a treant to cause a large tree to move at a 3? rate and attack as if it were a largest sized treant, and in all other respects become a virtual treant for eight rounds per charge expended. Note that one round is required for the tree to animate, and it will return to rooting on the eighth, so only six of the initial eight rounds are effectively available for attack function. In addition to these powers, each such staff has a magical weapon value, and those with a lesser value also have additional magical powers, which do not require charges and can be employed once per day. The staff +1 confers the powers pass without trace and barkskin plus the power of the tree spell. To determine which sort of staff has been discovered, assign even chances for each of the four types. |
| Staff of the Woodlands +2 (D) |
5 |
40000 |
On Hand |
y |
Weapon |
(Base dmg d6/d6) This sort of staff is always made from oak, ash, or yew, finely grained, beautifully carved, and bound and shod with bronze. It is effective only in the hands of a druid. Each such staff has the following powers, which each expend one charge per use: Wall of thorns, Animal friendship and speak with animals, Animate tree: This function duplicates the ability of a treant to cause a large tree to move at a 3? rate and attack as if it were a largest sized treant, and in all other respects become a virtual treant for eight rounds per charge expended. Note that one round is required for the tree to animate, and it will return to rooting on the eighth, so only six of the initial eight rounds are effectively available for attack function. In addition to these powers, each such staff has a magical weapon value, and those with a lesser value also have additional magical powers, which do not require charges and can be employed once per day. The staff +2 has the powers of pass without trace and barkskin. To determine which sort of staff has been discovered, assign even chances for each of the four types. |
| Staff of the Woodlands +3 (D) |
5 |
40000 |
On Hand |
y |
Weapon |
(Base dmg d6/d6) This sort of staff is always made from oak, ash, or yew, finely grained, beautifully carved, and bound and shod with bronze. It is effective only in the hands of a druid. Each such staff has the following powers, which each expend one charge per use: Wall of thorns, Animal friendship and speak with animals, Animate tree: This function duplicates the ability of a treant to cause a large tree to move at a 3? rate and attack as if it were a largest sized treant, and in all other respects become a virtual treant for eight rounds per charge expended. Note that one round is required for the tree to animate, and it will return to rooting on the eighth, so only six of the initial eight rounds are effectively available for attack function. In addition to these powers, each such staff has a magical weapon value, and those with a lesser value also have additional magical powers, which do not require charges and can be employed once per day. The staff +3 also confers upon the user the power of a pass without trace spell. To determine which sort of staff has been discovered, assign even chances for each of the four types. |
| Staff of the Woodlands +4 (D) |
5 |
40000 |
On Hand |
y |
Weapon |
(Base dmg d6/d6) This sort of staff is always made from oak, ash, or yew, finely grained, beautifully carved, and bound and shod with bronze. It is effective only in the hands of a druid. Each such staff has the following powers, which each expend one charge per use: Wall of thorns, Animal friendship and speak with animals, Animate tree: This function duplicates the ability of a treant to cause a large tree to move at a 3? rate and attack as if it were a largest sized treant, and in all other respects become a virtual treant for eight rounds per charge expended. Note that one round is required for the tree to animate, and it will return to rooting on the eighth, so only six of the initial eight rounds are effectively available for attack function. The staff of the woodlands +4 has no additional powers. To determine which sort of staff has been discovered, assign even chances for each of the four types. |
| Staff of Thunder & Lightning |
5 |
20000 |
On Hand |
y |
Weapon |
(Base dmg d6/d6) |
| Staff of Withering (C) |
5 |
35000 |
On Hand |
y |
Weapon |
(Base dmg d6/d6) |
| Staff-Mace (Footman) |
10 |
12500 |
On Hand |
y |
Weapon |
(Base dmg d6/d6) |
| Staff-Mace (Horseman) |
5 |
12500 |
On Hand |
y |
Weapon |
(Base dmg d6/d6) |
| Staff-Mace (Quarterstaff) |
5 |
12500 |
On Hand |
y |
Weapon |
(Base dmg d6/d6) |
| Staff-Spear (Ranseur) +3 |
5 |
25000 |
On Hand |
y |
Weapon |
(Base dmg 2d4/2d4) This weapon is capable of dismounting a rider on a score equal to or greater than the “to hit” score. |
| Staff-Spear +1 |
5 |
5000 |
On Hand |
y |
Weapon |
(Base dmg d6/d8) - Dbl dmg if set against a charge. |
| Staff-Spear +2 |
5 |
7500 |
On Hand |
y |
Weapon |
(Base dmg d6/d8) - Dbl dmg if set against a charge. |
| Staff-Spear +3 |
5 |
10000 |
On Hand |
y |
Weapon |
(Base dmg d6/d8) - Dbl dmg if set against a charge. |
| Staff-Spear +4 |
5 |
15000 |
On Hand |
y |
Weapon |
(Base dmg d6/d8) - Dbl dmg if set against a charge. |
| Staff-Spear +5 |
5 |
20000 |
On Hand |
y |
Weapon |
(Base dmg d6/d8) - Dbl dmg if set against a charge. |
| Sword, Bastard |
10 |
25 |
On Hand |
n |
Weapon |
(Base dmg 2d4/2d8) |
| Sword, Bastard +1 |
10 |
2000 |
On Hand |
y |
Weapon |
(Base dmg 2d4/2d8) |
| Sword, Bastard +1, +2 vs MU |
10 |
3000 |
On Hand |
y |
Weapon |
(Base dmg 2d4/2d8) |
| Sword, Bastard +1, +3 vs Lyc. |
10 |
3500 |
On Hand |
y |
Weapon |
(Base dmg 2d4/2d8) |
| Sword, Bastard +1, +3 vs Reg. |
10 |
4000 |
On Hand |
y |
Weapon |
(Base dmg 2d4/2d8) |
| Sword, Bastard +1, +4 vs Rep. |
10 |
4000 |
On Hand |
y |
Weapon |
(Base dmg 2d4/2d8) |
| Sword, Bastard +1, Cursed |
10 |
0 |
On Hand |
y |
Weapon |
(Base dmg 2d4/2d8) |
| Sword, Bastard +1, Flame T. |
10 |
4500 |
On Hand |
y |
Weapon |
(Base dmg 2d4/2d8) |
| Sword, Bastard +1, Luck Blade |
10 |
5000 |
On Hand |
y |
Weapon |
(Base dmg 2d4/2d8) |
| Sword, Bastard +1, Sharpness |
10 |
35000 |
On Hand |
y |
Weapon |
(Base dmg 2d4/2d8) |
| Sword, Bastard +1, Wounding |
10 |
22000 |
On Hand |
y |
Weapon |
(Base dmg 2d4/2d8) |
| Sword, Bastard +2 |
10 |
4000 |
On Hand |
y |
Weapon |
(Base dmg 2d4/2d8) |
| Sword, Bastard +2, Dr. Slayer |
10 |
4500 |
On Hand |
y |
Weapon |
(Base dmg 2d4/2d8) |
| Sword, Bastard +2, Gt. Slayer |
10 |
4500 |
On Hand |
y |
Weapon |
(Base dmg 2d4/2d8) |
| Sword, Bastard +2, Life St. |
10 |
40000 |
On Hand |
y |
Weapon |
(Base dmg 2d4/2d8) |
| Sword, Bastard +2, Nine L. St. |
10 |
25000 |
On Hand |
y |
Weapon |
(Base dmg 2d4/2d8) |
| Sword, Bastard +2, Sun Blade |
3.5 |
20000 |
On Hand |
y |
Weapon |
(Base dmg 2d4/2d8) |
| Sword, Bastard +3 |
10 |
7000 |
On Hand |
y |
Weapon |
(Base dmg 2d4/2d8) |
| Sword, Bastard +3, Fr. Brand |
10 |
8000 |
On Hand |
y |
Weapon |
(Base dmg 2d4/2d8) |
| Sword, Bastard +3, Vorpal |
10 |
50000 |
On Hand |
y |
Weapon |
(Base dmg 2d4/2d8) |
| Sword, Bastard +4 |
10 |
10000 |
On Hand |
y |
Weapon |
(Base dmg 2d4/2d8) |
| Sword, Bastard +4, Defender |
10 |
15000 |
On Hand |
y |
Weapon |
(Base dmg 2d4/2d8) |
| Sword, Bastard +5 |
10 |
15000 |
On Hand |
y |
Weapon |
(Base dmg 2d4/2d8) |
| Sword, Bastard +5, Defender |
10 |
18000 |
On Hand |
y |
Weapon |
(Base dmg 2d4/2d8) |
| Sword, Bastard +5, Holy Av. |
10 |
20000 |
On Hand |
y |
Weapon |
(Base dmg 2d4/2d8) |
| Sword, Bastard +6, Defender |
10 |
30000 |
On Hand |
y |
Weapon |
(Base dmg 2d4/2d8) |
| Sword, Bastard +6, Holy Av. |
10 |
40000 |
On Hand |
y |
Weapon |
(Base dmg 2d4/2d8) |
| Sword, Bastard -2, Cur. Bers. |
10 |
0 |
On Hand |
y |
Weapon |
(Base dmg 2d4/2d8) |
| Sword, Bastard -2, Cursed |
10 |
0 |
On Hand |
y |
Weapon |
(Base dmg 2d4/2d8) |
| Sword, Bastard of Dancing |
10 |
50000 |
On Hand |
y |
Weapon |
(Base dmg 2d4/2d8) |
| Sword, Broad |
7.5 |
10 |
On Hand |
n |
Weapon |
(Base dmg 2d4/1d6+1) |
| Sword, Broad +1 |
7.5 |
2000 |
On Hand |
y |
Weapon |
(Base dmg 2d4/1d6+1) |
| Sword, Broad +1, +2 vs MU |
7.5 |
3000 |
On Hand |
y |
Weapon |
(Base dmg 2d4/1d6+1) |
| Sword, Broad +1, +3 vs Lyc. |
7.5 |
3500 |
On Hand |
y |
Weapon |
(Base dmg 2d4/1d6+1) |
| Sword, Broad +1, +3 vs Reg. |
7.5 |
4000 |
On Hand |
y |
Weapon |
(Base dmg 2d4/1d6+1) |
| Sword, Broad +1, +4 vs Rep. |
7.5 |
4000 |
On Hand |
y |
Weapon |
(Base dmg 2d4/1d6+1) |
| Sword, Broad +1, Cursed |
7.5 |
0 |
On Hand |
y |
Weapon |
(Base dmg 2d4/1d6+1) |
| Sword, Broad +1, Flame T. |
7.5 |
4500 |
On Hand |
y |
Weapon |
(Base dmg 2d4/1d6+1) |
| Sword, Broad +1, Luck Blade |
7.5 |
5000 |
On Hand |
y |
Weapon |
(Base dmg 2d4/1d6+1) |
| Sword, Broad +1, Sharpness |
7.5 |
35000 |
On Hand |
y |
Weapon |
(Base dmg 2d4/1d6+1) |
| Sword, Broad +1, Wounding |
7.5 |
22000 |
On Hand |
y |
Weapon |
(Base dmg 2d4/1d6+1) |
| Sword, Broad +2 |
7.5 |
4000 |
On Hand |
y |
Weapon |
(Base dmg 2d4/1d6+1) |
| Sword, Broad +2, Dr. Slayer |
7.5 |
4500 |
On Hand |
y |
Weapon |
(Base dmg 2d4/1d6+1) |
| Sword, Broad +2, Gt. Slayer |
7.5 |
4500 |
On Hand |
y |
Weapon |
(Base dmg 2d4/1d6+1) |
| Sword, Broad +2, Life St. |
7.5 |
40000 |
On Hand |
y |
Weapon |
(Base dmg 2d4/1d6+1) |
| Sword, Broad +2, Nine L. St. |
7.5 |
25000 |
On Hand |
y |
Weapon |
(Base dmg 2d4/1d6+1) |
| Sword, Broad +3 |
7.5 |
7000 |
On Hand |
y |
Weapon |
(Base dmg 2d4/1d6+1) |
| Sword, Broad +3, Final Word |
7.5 |
50000 |
On Hand |
y |
Weapon |
(Base dmg 2d4/1d6+1) |
| Sword, Broad +3, Fr. Brand |
7.5 |
8000 |
On Hand |
y |
Weapon |
(Base dmg 2d4/1d6+1) |
| Sword, Broad +3, Vorpal |
7.5 |
50000 |
On Hand |
y |
Weapon |
(Base dmg 2d4/1d6+1) |
| Sword, Broad +4 |
7.5 |
10000 |
On Hand |
y |
Weapon |
(Base dmg 2d4/1d6+1) |
| Sword, Broad +4, Defender |
7.5 |
15000 |
On Hand |
y |
Weapon |
(Base dmg 2d4/1d6+1) |
| Sword, Broad +5 |
7.5 |
15000 |
On Hand |
y |
Weapon |
(Base dmg 2d4/1d6+1) |
| Sword, Broad +5, Defender |
7.5 |
18000 |
On Hand |
y |
Weapon |
(Base dmg 2d4/1d6+1) |
| Sword, Broad +5, Holy Av. |
7.5 |
20000 |
On Hand |
y |
Weapon |
(Base dmg 2d4/1d6+1) |
| Sword, Broad +6, Defender |
7.5 |
30000 |
On Hand |
y |
Weapon |
(Base dmg 2d4/1d6+1) |
| Sword, Broad +6, Holy Av. |
7.5 |
40000 |
On Hand |
y |
Weapon |
(Base dmg 2d4/1d6+1) |
| Sword, Broad -2, Cur. Bers. |
7.5 |
0 |
On Hand |
y |
Weapon |
(Base dmg 2d4/1d6+1) |
| Sword, Broad -2, Cursed |
7.5 |
0 |
On Hand |
y |
Weapon |
(Base dmg 2d4/1d6+1) |
| Sword, Broad of Dancing |
7.5 |
50000 |
On Hand |
y |
Weapon |
(Base dmg 2d4/1d6+1) |
| Sword, Broad of the Planes |
7.5 |
15000 |
On Hand |
y |
Weapon |
(Base dmg 2d4/1d6+1) |
| Sword, Falchion |
7 |
10 |
On Hand |
n |
Weapon |
(Base dmg 1d6+1/2d4) The falchion gets its name from its slightly curved, vaguely sickle-like shape. While it could be treated as a scimitar (which term generally encompasses such sword forms as sabre, yatagan, and tulwar), many medieval European falchions were much heavier and the point was actually used for thrusting. It has, therefore, been included in the forms of swords possible in an expanded AD&D game campaign. The Dungeon Master should assume that 25% of magic broadswords are falchions. |
| Sword, Falchion +1 |
7 |
2000 |
On Hand |
y |
Weapon |
(Base dmg 1d6+1/2d4) The falchion gets its name from its slightly curved, vaguely sickle-like shape. While it could be treated as a scimitar (which term generally encompasses such sword forms as sabre, yatagan, and tulwar), many medieval European falchions were much heavier and the point was actually used for thrusting. It has, therefore, been included in the forms of swords possible in an expanded AD&D game campaign. The Dungeon Master should assume that 25% of magic broadswords are falchions. |
| Sword, Falchion +1, +2 vs MU |
7 |
3000 |
On Hand |
y |
Weapon |
(Base dmg 1d6+1/2d4) The falchion gets its name from its slightly curved, vaguely sickle-like shape. While it could be treated as a scimitar (which term generally encompasses such sword forms as sabre, yatagan, and tulwar), many medieval European falchions were much heavier and the point was actually used for thrusting. It has, therefore, been included in the forms of swords possible in an expanded AD&D game campaign. The Dungeon Master should assume that 25% of magic broadswords are falchions. |
| Sword, Falchion +1, +3 vs Lyc. |
7 |
3500 |
On Hand |
y |
Weapon |
(Base dmg 1d6+1/2d4) The falchion gets its name from its slightly curved, vaguely sickle-like shape. While it could be treated as a scimitar (which term generally encompasses such sword forms as sabre, yatagan, and tulwar), many medieval European falchions were much heavier and the point was actually used for thrusting. It has, therefore, been included in the forms of swords possible in an expanded AD&D game campaign. The Dungeon Master should assume that 25% of magic broadswords are falchions. |
| Sword, Falchion +1, +3 vs Reg. |
7 |
4000 |
On Hand |
y |
Weapon |
(Base dmg 1d6+1/2d4) The falchion gets its name from its slightly curved, vaguely sickle-like shape. While it could be treated as a scimitar (which term generally encompasses such sword forms as sabre, yatagan, and tulwar), many medieval European falchions were much heavier and the point was actually used for thrusting. It has, therefore, been included in the forms of swords possible in an expanded AD&D game campaign. The Dungeon Master should assume that 25% of magic broadswords are falchions. |
| Sword, Falchion +1, +4 vs Rept. |
7 |
4000 |
On Hand |
y |
Weapon |
(Base dmg 1d6+1/2d4) The falchion gets its name from its slightly curved, vaguely sickle-like shape. While it could be treated as a scimitar (which term generally encompasses such sword forms as sabre, yatagan, and tulwar), many medieval European falchions were much heavier and the point was actually used for thrusting. It has, therefore, been included in the forms of swords possible in an expanded AD&D game campaign. The Dungeon Master should assume that 25% of magic broadswords are falchions. |
| Sword, Falchion +1, Cursed |
7 |
0 |
On Hand |
y |
Weapon |
(Base dmg 1d6+1/2d4) The falchion gets its name from its slightly curved, vaguely sickle-like shape. While it could be treated as a scimitar (which term generally encompasses such sword forms as sabre, yatagan, and tulwar), many medieval European falchions were much heavier and the point was actually used for thrusting. It has, therefore, been included in the forms of swords possible in an expanded AD&D game campaign. The Dungeon Master should assume that 25% of magic broadswords are falchions. |
| Sword, Falchion +1, Flame T. |
7 |
4500 |
On Hand |
y |
Weapon |
(Base dmg 1d6+1/2d4) The falchion gets its name from its slightly curved, vaguely sickle-like shape. While it could be treated as a scimitar (which term generally encompasses such sword forms as sabre, yatagan, and tulwar), many medieval European falchions were much heavier and the point was actually used for thrusting. It has, therefore, been included in the forms of swords possible in an expanded AD&D game campaign. The Dungeon Master should assume that 25% of magic broadswords are falchions. |
| Sword, Falchion +1, Luck Blade |
7 |
5000 |
On Hand |
y |
Weapon |
(Base dmg 1d6+1/2d4) The falchion gets its name from its slightly curved, vaguely sickle-like shape. While it could be treated as a scimitar (which term generally encompasses such sword forms as sabre, yatagan, and tulwar), many medieval European falchions were much heavier and the point was actually used for thrusting. It has, therefore, been included in the forms of swords possible in an expanded AD&D game campaign. The Dungeon Master should assume that 25% of magic broadswords are falchions. |
| Sword, Falchion +1, Sharpness |
7 |
35000 |
On Hand |
y |
Weapon |
(Base dmg 1d6+1/2d4) The falchion gets its name from its slightly curved, vaguely sickle-like shape. While it could be treated as a scimitar (which term generally encompasses such sword forms as sabre, yatagan, and tulwar), many medieval European falchions were much heavier and the point was actually used for thrusting. It has, therefore, been included in the forms of swords possible in an expanded AD&D game campaign. The Dungeon Master should assume that 25% of magic broadswords are falchions. |
| Sword, Falchion +1, Wounding |
7 |
22000 |
On Hand |
y |
Weapon |
(Base dmg 1d6+1/2d4) The falchion gets its name from its slightly curved, vaguely sickle-like shape. While it could be treated as a scimitar (which term generally encompasses such sword forms as sabre, yatagan, and tulwar), many medieval European falchions were much heavier and the point was actually used for thrusting. It has, therefore, been included in the forms of swords possible in an expanded AD&D game campaign. The Dungeon Master should assume that 25% of magic broadswords are falchions. |
| Sword, Falchion +2 |
7 |
4000 |
On Hand |
y |
Weapon |
(Base dmg 1d6+1/2d4) The falchion gets its name from its slightly curved, vaguely sickle-like shape. While it could be treated as a scimitar (which term generally encompasses such sword forms as sabre, yatagan, and tulwar), many medieval European falchions were much heavier and the point was actually used for thrusting. It has, therefore, been included in the forms of swords possible in an expanded AD&D game campaign. The Dungeon Master should assume that 25% of magic broadswords are falchions. |
| Sword, Falchion +2, Dr. Slayer |
7 |
4500 |
On Hand |
y |
Weapon |
(Base dmg 1d6+1/2d4) The falchion gets its name from its slightly curved, vaguely sickle-like shape. While it could be treated as a scimitar (which term generally encompasses such sword forms as sabre, yatagan, and tulwar), many medieval European falchions were much heavier and the point was actually used for thrusting. It has, therefore, been included in the forms of swords possible in an expanded AD&D game campaign. The Dungeon Master should assume that 25% of magic broadswords are falchions. |
| Sword, Falchion +2, Gt. Slayer |
7 |
4500 |
On Hand |
y |
Weapon |
(Base dmg 1d6+1/2d4) The falchion gets its name from its slightly curved, vaguely sickle-like shape. While it could be treated as a scimitar (which term generally encompasses such sword forms as sabre, yatagan, and tulwar), many medieval European falchions were much heavier and the point was actually used for thrusting. It has, therefore, been included in the forms of swords possible in an expanded AD&D game campaign. The Dungeon Master should assume that 25% of magic broadswords are falchions. |
| Sword, Falchion +2, Life St. |
7 |
40000 |
On Hand |
y |
Weapon |
(Base dmg 1d6+1/2d4) The falchion gets its name from its slightly curved, vaguely sickle-like shape. While it could be treated as a scimitar (which term generally encompasses such sword forms as sabre, yatagan, and tulwar), many medieval European falchions were much heavier and the point was actually used for thrusting. It has, therefore, been included in the forms of swords possible in an expanded AD&D game campaign. The Dungeon Master should assume that 25% of magic broadswords are falchions. |
| Sword, Falchion +2, Nine L. St. |
7 |
25000 |
On Hand |
y |
Weapon |
(Base dmg 1d6+1/2d4) The falchion gets its name from its slightly curved, vaguely sickle-like shape. While it could be treated as a scimitar (which term generally encompasses such sword forms as sabre, yatagan, and tulwar), many medieval European falchions were much heavier and the point was actually used for thrusting. It has, therefore, been included in the forms of swords possible in an expanded AD&D game campaign. The Dungeon Master should assume that 25% of magic broadswords are falchions. |
| Sword, Falchion +3 |
7 |
7000 |
On Hand |
y |
Weapon |
(Base dmg 1d6+1/2d4) The falchion gets its name from its slightly curved, vaguely sickle-like shape. While it could be treated as a scimitar (which term generally encompasses such sword forms as sabre, yatagan, and tulwar), many medieval European falchions were much heavier and the point was actually used for thrusting. It has, therefore, been included in the forms of swords possible in an expanded AD&D game campaign. The Dungeon Master should assume that 25% of magic broadswords are falchions. |
| Sword, Falchion +3, Fr. Brand |
7 |
8000 |
On Hand |
y |
Weapon |
(Base dmg 1d6+1/2d4) The falchion gets its name from its slightly curved, vaguely sickle-like shape. While it could be treated as a scimitar (which term generally encompasses such sword forms as sabre, yatagan, and tulwar), many medieval European falchions were much heavier and the point was actually used for thrusting. It has, therefore, been included in the forms of swords possible in an expanded AD&D game campaign. The Dungeon Master should assume that 25% of magic broadswords are falchions. |
| Sword, Falchion +3, Vorpal |
7 |
50000 |
On Hand |
y |
Weapon |
(Base dmg 1d6+1/2d4) The falchion gets its name from its slightly curved, vaguely sickle-like shape. While it could be treated as a scimitar (which term generally encompasses such sword forms as sabre, yatagan, and tulwar), many medieval European falchions were much heavier and the point was actually used for thrusting. It has, therefore, been included in the forms of swords possible in an expanded AD&D game campaign. The Dungeon Master should assume that 25% of magic broadswords are falchions. |
| Sword, Falchion +4 |
7 |
10000 |
On Hand |
y |
Weapon |
(Base dmg 1d6+1/2d4) The falchion gets its name from its slightly curved, vaguely sickle-like shape. While it could be treated as a scimitar (which term generally encompasses such sword forms as sabre, yatagan, and tulwar), many medieval European falchions were much heavier and the point was actually used for thrusting. It has, therefore, been included in the forms of swords possible in an expanded AD&D game campaign. The Dungeon Master should assume that 25% of magic broadswords are falchions. |
| Sword, Falchion +4, Defender |
7 |
15000 |
On Hand |
y |
Weapon |
(Base dmg 1d6+1/2d4) The falchion gets its name from its slightly curved, vaguely sickle-like shape. While it could be treated as a scimitar (which term generally encompasses such sword forms as sabre, yatagan, and tulwar), many medieval European falchions were much heavier and the point was actually used for thrusting. It has, therefore, been included in the forms of swords possible in an expanded AD&D game campaign. The Dungeon Master should assume that 25% of magic broadswords are falchions. |
| Sword, Falchion +5 |
7 |
15000 |
On Hand |
y |
Weapon |
(Base dmg 1d6+1/2d4) The falchion gets its name from its slightly curved, vaguely sickle-like shape. While it could be treated as a scimitar (which term generally encompasses such sword forms as sabre, yatagan, and tulwar), many medieval European falchions were much heavier and the point was actually used for thrusting. It has, therefore, been included in the forms of swords possible in an expanded AD&D game campaign. The Dungeon Master should assume that 25% of magic broadswords are falchions. |
| Sword, Falchion +5, Defender |
7 |
18000 |
On Hand |
y |
Weapon |
(Base dmg 1d6+1/2d4) The falchion gets its name from its slightly curved, vaguely sickle-like shape. While it could be treated as a scimitar (which term generally encompasses such sword forms as sabre, yatagan, and tulwar), many medieval European falchions were much heavier and the point was actually used for thrusting. It has, therefore, been included in the forms of swords possible in an expanded AD&D game campaign. The Dungeon Master should assume that 25% of magic broadswords are falchions. |
| Sword, Falchion +5, Holy Av. |
7 |
20000 |
On Hand |
y |
Weapon |
(Base dmg 1d6+1/2d4) The falchion gets its name from its slightly curved, vaguely sickle-like shape. While it could be treated as a scimitar (which term generally encompasses such sword forms as sabre, yatagan, and tulwar), many medieval European falchions were much heavier and the point was actually used for thrusting. It has, therefore, been included in the forms of swords possible in an expanded AD&D game campaign. The Dungeon Master should assume that 25% of magic broadswords are falchions. |
| Sword, Falchion +6, Defender |
7 |
30000 |
On Hand |
y |
Weapon |
(Base dmg 1d6+1/2d4) The falchion gets its name from its slightly curved, vaguely sickle-like shape. While it could be treated as a scimitar (which term generally encompasses such sword forms as sabre, yatagan, and tulwar), many medieval European falchions were much heavier and the point was actually used for thrusting. It has, therefore, been included in the forms of swords possible in an expanded AD&D game campaign. The Dungeon Master should assume that 25% of magic broadswords are falchions. |
| Sword, Falchion +6, Holy Av. |
7 |
40000 |
On Hand |
y |
Weapon |
(Base dmg 1d6+1/2d4) The falchion gets its name from its slightly curved, vaguely sickle-like shape. While it could be treated as a scimitar (which term generally encompasses such sword forms as sabre, yatagan, and tulwar), many medieval European falchions were much heavier and the point was actually used for thrusting. It has, therefore, been included in the forms of swords possible in an expanded AD&D game campaign. The Dungeon Master should assume that 25% of magic broadswords are falchions. |
| Sword, Falchion -2, Cur. Bers. |
7 |
0 |
On Hand |
y |
Weapon |
(Base dmg 1d6+1/2d4) The falchion gets its name from its slightly curved, vaguely sickle-like shape. While it could be treated as a scimitar (which term generally encompasses such sword forms as sabre, yatagan, and tulwar), many medieval European falchions were much heavier and the point was actually used for thrusting. It has, therefore, been included in the forms of swords possible in an expanded AD&D game campaign. The Dungeon Master should assume that 25% of magic broadswords are falchions. |
| Sword, Falchion -2, Cursed |
7 |
0 |
On Hand |
y |
Weapon |
(Base dmg 1d6+1/2d4) The falchion gets its name from its slightly curved, vaguely sickle-like shape. While it could be treated as a scimitar (which term generally encompasses such sword forms as sabre, yatagan, and tulwar), many medieval European falchions were much heavier and the point was actually used for thrusting. It has, therefore, been included in the forms of swords possible in an expanded AD&D game campaign. The Dungeon Master should assume that 25% of magic broadswords are falchions. |
| Sword, Falchion of Dancing |
7 |
50000 |
On Hand |
y |
Weapon |
(Base dmg 1d6+1/2d4) The falchion gets its name from its slightly curved, vaguely sickle-like shape. While it could be treated as a scimitar (which term generally encompasses such sword forms as sabre, yatagan, and tulwar), many medieval European falchions were much heavier and the point was actually used for thrusting. It has, therefore, been included in the forms of swords possible in an expanded AD&D game campaign. The Dungeon Master should assume that 25% of magic broadswords are falchions. |
| Sword, Khopesh |
7.5 |
10 |
On Hand |
n |
Weapon |
(Base dmg 2d4/1d6) This weapon has no place in medieval warfare, for it is an Egyptian weapon which went out of use around the tenth century B.C. However, it is so interesting and it fits so well into the concepts of the game that it can be added if the DM approves of such. A khopesh has about six inches of handle and quillons. Its blade is then straight from the quillons for about two feet. The blade becomes sickle-shaped at this point, being about two additional feet long but effectively extending the overall length of the sword by only 1˝ feet. The curved portion resembles a squared-off capital letter “D,” complete with upper serif, but with the back (left-hand) bar missing. This makes the khopesh both heavy and unwieldy (thus the high number for speed factor), difficult to employ properly and undoubtedly hideously difficult and slow to recover, particularly after a badly missed blow. Nevertheless, the weapon will not only cause damage, but its sickle-like portion can snag an opponent or an opposing weapon. Unless the opponent is 50% smaller and lighter than the wielder of the khopesh (deducting or adding 5% per point or category over 18 of strength difference to arrive at final mass), the weapon will simply make it impossible for the snagged opponent to get in an effective attack for 10 segments. If smaller and lighter, the opponent will either be pulled to the ground (25%) or impeded in an attack (75%) when snagged.
A weapon can be snagged only if it has protrusions or indentations, but the only smooth weapons for this purpose are daggers, swords, spears, and the like. Just as with snagging an opponent where any hit has a 5% chance to do so, any miss also allows a 5% chance for snagging the opponent’s weapon, if applicable. If an opponent’s weapon is snagged, there is a 10% chance it will be torn from his or her grasp. Failing that, the snagging will either disallow the opponent the opportunity to effectively attack for 10 segments (80%), just as a body/equipment snag would, or else the opponent’s strength and/or leverage would tear the wielder’s grasp (10%).
Because of this weapon’s ancient origin and unusual shape, it is an ideal druidical instrument. The DM should consider placement of both normal and magical khopeshes in the campaign, aiming especially at druidical use. Of all magical scimitars discovered, 10% will be khopeshes.
|
| Sword, Khopesh +1 |
7.5 |
2000 |
On Hand |
y |
Weapon |
(Base dmg 2d4/1d6) This weapon has no place in medieval warfare, for it is an Egyptian weapon which went out of use around the tenth century B.C. However, it is so interesting and it fits so well into the concepts of the game that it can be added if the DM approves of such. A khopesh has about six inches of handle and quillons. Its blade is then straight from the quillons for about two feet. The blade becomes sickle-shaped at this point, being about two additional feet long but effectively extending the overall length of the sword by only 1˝ feet. The curved portion resembles a squared-off capital letter “D,” complete with upper serif, but with the back (left-hand) bar missing. This makes the khopesh both heavy and unwieldy (thus the high number for speed factor), difficult to employ properly and undoubtedly hideously difficult and slow to recover, particularly after a badly missed blow. Nevertheless, the weapon will not only cause damage, but its sickle-like portion can snag an opponent or an opposing weapon. Unless the opponent is 50% smaller and lighter than the wielder of the khopesh (deducting or adding 5% per point or category over 18 of strength difference to arrive at final mass), the weapon will simply make it impossible for the snagged opponent to get in an effective attack for 10 segments. If smaller and lighter, the opponent will either be pulled to the ground (25%) or impeded in an attack (75%) when snagged.
A weapon can be snagged only if it has protrusions or indentations, but the only smooth weapons for this purpose are daggers, swords, spears, and the like. Just as with snagging an opponent where any hit has a 5% chance to do so, any miss also allows a 5% chance for snagging the opponent’s weapon, if applicable. If an opponent’s weapon is snagged, there is a 10% chance it will be torn from his or her grasp. Failing that, the snagging will either disallow the opponent the opportunity to effectively attack for 10 segments (80%), just as a body/equipment snag would, or else the opponent’s strength and/or leverage would tear the wielder’s grasp (10%).
Because of this weapon’s ancient origin and unusual shape, it is an ideal druidical instrument. The DM should consider placement of both normal and magical khopeshes in the campaign, aiming especially at druidical use. Of all magical scimitars discovered, 10% will be khopeshes.
|
| Sword, Khopesh +2 |
7.5 |
6000 |
On Hand |
y |
Weapon |
(Base dmg 2d4/1d6) This weapon has no place in medieval warfare, for it is an Egyptian weapon which went out of use around the tenth century B.C. However, it is so interesting and it fits so well into the concepts of the game that it can be added if the DM approves of such. A khopesh has about six inches of handle and quillons. Its blade is then straight from the quillons for about two feet. The blade becomes sickle-shaped at this point, being about two additional feet long but effectively extending the overall length of the sword by only 1˝ feet. The curved portion resembles a squared-off capital letter “D,” complete with upper serif, but with the back (left-hand) bar missing. This makes the khopesh both heavy and unwieldy (thus the high number for speed factor), difficult to employ properly and undoubtedly hideously difficult and slow to recover, particularly after a badly missed blow. Nevertheless, the weapon will not only cause damage, but its sickle-like portion can snag an opponent or an opposing weapon. Unless the opponent is 50% smaller and lighter than the wielder of the khopesh (deducting or adding 5% per point or category over 18 of strength difference to arrive at final mass), the weapon will simply make it impossible for the snagged opponent to get in an effective attack for 10 segments. If smaller and lighter, the opponent will either be pulled to the ground (25%) or impeded in an attack (75%) when snagged.
A weapon can be snagged only if it has protrusions or indentations, but the only smooth weapons for this purpose are daggers, swords, spears, and the like. Just as with snagging an opponent where any hit has a 5% chance to do so, any miss also allows a 5% chance for snagging the opponent’s weapon, if applicable. If an opponent’s weapon is snagged, there is a 10% chance it will be torn from his or her grasp. Failing that, the snagging will either disallow the opponent the opportunity to effectively attack for 10 segments (80%), just as a body/equipment snag would, or else the opponent’s strength and/or leverage would tear the wielder’s grasp (10%).
Because of this weapon’s ancient origin and unusual shape, it is an ideal druidical instrument. The DM should consider placement of both normal and magical khopeshes in the campaign, aiming especially at druidical use. Of all magical scimitars discovered, 10% will be khopeshes.
|
| Sword, Khopesh +3 |
7.5 |
10000 |
On Hand |
y |
Weapon |
(Base dmg 2d4/1d6) This weapon has no place in medieval warfare, for it is an Egyptian weapon which went out of use around the tenth century B.C. However, it is so interesting and it fits so well into the concepts of the game that it can be added if the DM approves of such. A khopesh has about six inches of handle and quillons. Its blade is then straight from the quillons for about two feet. The blade becomes sickle-shaped at this point, being about two additional feet long but effectively extending the overall length of the sword by only 1˝ feet. The curved portion resembles a squared-off capital letter “D,” complete with upper serif, but with the back (left-hand) bar missing. This makes the khopesh both heavy and unwieldy (thus the high number for speed factor), difficult to employ properly and undoubtedly hideously difficult and slow to recover, particularly after a badly missed blow. Nevertheless, the weapon will not only cause damage, but its sickle-like portion can snag an opponent or an opposing weapon. Unless the opponent is 50% smaller and lighter than the wielder of the khopesh (deducting or adding 5% per point or category over 18 of strength difference to arrive at final mass), the weapon will simply make it impossible for the snagged opponent to get in an effective attack for 10 segments. If smaller and lighter, the opponent will either be pulled to the ground (25%) or impeded in an attack (75%) when snagged.
A weapon can be snagged only if it has protrusions or indentations, but the only smooth weapons for this purpose are daggers, swords, spears, and the like. Just as with snagging an opponent where any hit has a 5% chance to do so, any miss also allows a 5% chance for snagging the opponent’s weapon, if applicable. If an opponent’s weapon is snagged, there is a 10% chance it will be torn from his or her grasp. Failing that, the snagging will either disallow the opponent the opportunity to effectively attack for 10 segments (80%), just as a body/equipment snag would, or else the opponent’s strength and/or leverage would tear the wielder’s grasp (10%).
Because of this weapon’s ancient origin and unusual shape, it is an ideal druidical instrument. The DM should consider placement of both normal and magical khopeshes in the campaign, aiming especially at druidical use. Of all magical scimitars discovered, 10% will be khopeshes.
|
| Sword, Khopesh +4 |
7.5 |
20000 |
On Hand |
y |
Weapon |
(Base dmg 2d4/1d6) This weapon has no place in medieval warfare, for it is an Egyptian weapon which went out of use around the tenth century B.C. However, it is so interesting and it fits so well into the concepts of the game that it can be added if the DM approves of such. A khopesh has about six inches of handle and quillons. Its blade is then straight from the quillons for about two feet. The blade becomes sickle-shaped at this point, being about two additional feet long but effectively extending the overall length of the sword by only 1˝ feet. The curved portion resembles a squared-off capital letter “D,” complete with upper serif, but with the back (left-hand) bar missing. This makes the khopesh both heavy and unwieldy (thus the high number for speed factor), difficult to employ properly and undoubtedly hideously difficult and slow to recover, particularly after a badly missed blow. Nevertheless, the weapon will not only cause damage, but its sickle-like portion can snag an opponent or an opposing weapon. Unless the opponent is 50% smaller and lighter than the wielder of the khopesh (deducting or adding 5% per point or category over 18 of strength difference to arrive at final mass), the weapon will simply make it impossible for the snagged opponent to get in an effective attack for 10 segments. If smaller and lighter, the opponent will either be pulled to the ground (25%) or impeded in an attack (75%) when snagged.
A weapon can be snagged only if it has protrusions or indentations, but the only smooth weapons for this purpose are daggers, swords, spears, and the like. Just as with snagging an opponent where any hit has a 5% chance to do so, any miss also allows a 5% chance for snagging the opponent’s weapon, if applicable. If an opponent’s weapon is snagged, there is a 10% chance it will be torn from his or her grasp. Failing that, the snagging will either disallow the opponent the opportunity to effectively attack for 10 segments (80%), just as a body/equipment snag would, or else the opponent’s strength and/or leverage would tear the wielder’s grasp (10%).
Because of this weapon’s ancient origin and unusual shape, it is an ideal druidical instrument. The DM should consider placement of both normal and magical khopeshes in the campaign, aiming especially at druidical use. Of all magical scimitars discovered, 10% will be khopeshes.
|
| Sword, Khopesh of Speed +1 |
7.5 |
9000 |
On Hand |
y |
Weapon |
(Base dmg 2d4/1d6) This weapon has no place in medieval warfare, for it is an Egyptian weapon which went out of use around the tenth century B.C. However, it is so interesting and it fits so well into the concepts of the game that it can be added if the DM approves of such. A khopesh has about six inches of handle and quillons. Its blade is then straight from the quillons for about two feet. The blade becomes sickle-shaped at this point, being about two additional feet long but effectively extending the overall length of the sword by only 1˝ feet. The curved portion resembles a squared-off capital letter “D,” complete with upper serif, but with the back (left-hand) bar missing. This makes the khopesh both heavy and unwieldy (thus the high number for speed factor), difficult to employ properly and undoubtedly hideously difficult and slow to recover, particularly after a badly missed blow. Nevertheless, the weapon will not only cause damage, but its sickle-like portion can snag an opponent or an opposing weapon. Unless the opponent is 50% smaller and lighter than the wielder of the khopesh (deducting or adding 5% per point or category over 18 of strength difference to arrive at final mass), the weapon will simply make it impossible for the snagged opponent to get in an effective attack for 10 segments. If smaller and lighter, the opponent will either be pulled to the ground (25%) or impeded in an attack (75%) when snagged.
A weapon can be snagged only if it has protrusions or indentations, but the only smooth weapons for this purpose are daggers, swords, spears, and the like. Just as with snagging an opponent where any hit has a 5% chance to do so, any miss also allows a 5% chance for snagging the opponent’s weapon, if applicable. If an opponent’s weapon is snagged, there is a 10% chance it will be torn from his or her grasp. Failing that, the snagging will either disallow the opponent the opportunity to effectively attack for 10 segments (80%), just as a body/equipment snag would, or else the opponent’s strength and/or leverage would tear the wielder’s grasp (10%).
Because of this weapon’s ancient origin and unusual shape, it is an ideal druidical instrument. The DM should consider placement of both normal and magical khopeshes in the campaign, aiming especially at druidical use. Of all magical scimitars discovered, 10% will be khopeshes.
|
| Sword, Khopesh of Speed +2 |
7.5 |
12000 |
On Hand |
y |
Weapon |
(Base dmg 2d4/1d6) This weapon has no place in medieval warfare, for it is an Egyptian weapon which went out of use around the tenth century B.C. However, it is so interesting and it fits so well into the concepts of the game that it can be added if the DM approves of such. A khopesh has about six inches of handle and quillons. Its blade is then straight from the quillons for about two feet. The blade becomes sickle-shaped at this point, being about two additional feet long but effectively extending the overall length of the sword by only 1˝ feet. The curved portion resembles a squared-off capital letter “D,” complete with upper serif, but with the back (left-hand) bar missing. This makes the khopesh both heavy and unwieldy (thus the high number for speed factor), difficult to employ properly and undoubtedly hideously difficult and slow to recover, particularly after a badly missed blow. Nevertheless, the weapon will not only cause damage, but its sickle-like portion can snag an opponent or an opposing weapon. Unless the opponent is 50% smaller and lighter than the wielder of the khopesh (deducting or adding 5% per point or category over 18 of strength difference to arrive at final mass), the weapon will simply make it impossible for the snagged opponent to get in an effective attack for 10 segments. If smaller and lighter, the opponent will either be pulled to the ground (25%) or impeded in an attack (75%) when snagged.
A weapon can be snagged only if it has protrusions or indentations, but the only smooth weapons for this purpose are daggers, swords, spears, and the like. Just as with snagging an opponent where any hit has a 5% chance to do so, any miss also allows a 5% chance for snagging the opponent’s weapon, if applicable. If an opponent’s weapon is snagged, there is a 10% chance it will be torn from his or her grasp. Failing that, the snagging will either disallow the opponent the opportunity to effectively attack for 10 segments (80%), just as a body/equipment snag would, or else the opponent’s strength and/or leverage would tear the wielder’s grasp (10%).
Because of this weapon’s ancient origin and unusual shape, it is an ideal druidical instrument. The DM should consider placement of both normal and magical khopeshes in the campaign, aiming especially at druidical use. Of all magical scimitars discovered, 10% will be khopeshes.
|
| Sword, Khopesh of Speed +3 |
7.5 |
15000 |
On Hand |
y |
Weapon |
(Base dmg 2d4/1d6) This weapon has no place in medieval warfare, for it is an Egyptian weapon which went out of use around the tenth century B.C. However, it is so interesting and it fits so well into the concepts of the game that it can be added if the DM approves of such. A khopesh has about six inches of handle and quillons. Its blade is then straight from the quillons for about two feet. The blade becomes sickle-shaped at this point, being about two additional feet long but effectively extending the overall length of the sword by only 1˝ feet. The curved portion resembles a squared-off capital letter “D,” complete with upper serif, but with the back (left-hand) bar missing. This makes the khopesh both heavy and unwieldy (thus the high number for speed factor), difficult to employ properly and undoubtedly hideously difficult and slow to recover, particularly after a badly missed blow. Nevertheless, the weapon will not only cause damage, but its sickle-like portion can snag an opponent or an opposing weapon. Unless the opponent is 50% smaller and lighter than the wielder of the khopesh (deducting or adding 5% per point or category over 18 of strength difference to arrive at final mass), the weapon will simply make it impossible for the snagged opponent to get in an effective attack for 10 segments. If smaller and lighter, the opponent will either be pulled to the ground (25%) or impeded in an attack (75%) when snagged.
A weapon can be snagged only if it has protrusions or indentations, but the only smooth weapons for this purpose are daggers, swords, spears, and the like. Just as with snagging an opponent where any hit has a 5% chance to do so, any miss also allows a 5% chance for snagging the opponent’s weapon, if applicable. If an opponent’s weapon is snagged, there is a 10% chance it will be torn from his or her grasp. Failing that, the snagging will either disallow the opponent the opportunity to effectively attack for 10 segments (80%), just as a body/equipment snag would, or else the opponent’s strength and/or leverage would tear the wielder’s grasp (10%).
Because of this weapon’s ancient origin and unusual shape, it is an ideal druidical instrument. The DM should consider placement of both normal and magical khopeshes in the campaign, aiming especially at druidical use. Of all magical scimitars discovered, 10% will be khopeshes.
|
| Sword, Khopesh of Speed +4 |
7.5 |
18000 |
On Hand |
y |
Weapon |
(Base dmg 2d4/1d6) This weapon has no place in medieval warfare, for it is an Egyptian weapon which went out of use around the tenth century B.C. However, it is so interesting and it fits so well into the concepts of the game that it can be added if the DM approves of such. A khopesh has about six inches of handle and quillons. Its blade is then straight from the quillons for about two feet. The blade becomes sickle-shaped at this point, being about two additional feet long but effectively extending the overall length of the sword by only 1˝ feet. The curved portion resembles a squared-off capital letter “D,” complete with upper serif, but with the back (left-hand) bar missing. This makes the khopesh both heavy and unwieldy (thus the high number for speed factor), difficult to employ properly and undoubtedly hideously difficult and slow to recover, particularly after a badly missed blow. Nevertheless, the weapon will not only cause damage, but its sickle-like portion can snag an opponent or an opposing weapon. Unless the opponent is 50% smaller and lighter than the wielder of the khopesh (deducting or adding 5% per point or category over 18 of strength difference to arrive at final mass), the weapon will simply make it impossible for the snagged opponent to get in an effective attack for 10 segments. If smaller and lighter, the opponent will either be pulled to the ground (25%) or impeded in an attack (75%) when snagged.
A weapon can be snagged only if it has protrusions or indentations, but the only smooth weapons for this purpose are daggers, swords, spears, and the like. Just as with snagging an opponent where any hit has a 5% chance to do so, any miss also allows a 5% chance for snagging the opponent’s weapon, if applicable. If an opponent’s weapon is snagged, there is a 10% chance it will be torn from his or her grasp. Failing that, the snagging will either disallow the opponent the opportunity to effectively attack for 10 segments (80%), just as a body/equipment snag would, or else the opponent’s strength and/or leverage would tear the wielder’s grasp (10%).
Because of this weapon’s ancient origin and unusual shape, it is an ideal druidical instrument. The DM should consider placement of both normal and magical khopeshes in the campaign, aiming especially at druidical use. Of all magical scimitars discovered, 10% will be khopeshes.
|
| Sword, Khopesh of Speed +5 |
7.5 |
21000 |
On Hand |
y |
Weapon |
(Base dmg 2d4/1d6) This weapon has no place in medieval warfare, for it is an Egyptian weapon which went out of use around the tenth century B.C. However, it is so interesting and it fits so well into the concepts of the game that it can be added if the DM approves of such. A khopesh has about six inches of handle and quillons. Its blade is then straight from the quillons for about two feet. The blade becomes sickle-shaped at this point, being about two additional feet long but effectively extending the overall length of the sword by only 1˝ feet. The curved portion resembles a squared-off capital letter “D,” complete with upper serif, but with the back (left-hand) bar missing. This makes the khopesh both heavy and unwieldy (thus the high number for speed factor), difficult to employ properly and undoubtedly hideously difficult and slow to recover, particularly after a badly missed blow. Nevertheless, the weapon will not only cause damage, but its sickle-like portion can snag an opponent or an opposing weapon. Unless the opponent is 50% smaller and lighter than the wielder of the khopesh (deducting or adding 5% per point or category over 18 of strength difference to arrive at final mass), the weapon will simply make it impossible for the snagged opponent to get in an effective attack for 10 segments. If smaller and lighter, the opponent will either be pulled to the ground (25%) or impeded in an attack (75%) when snagged.
A weapon can be snagged only if it has protrusions or indentations, but the only smooth weapons for this purpose are daggers, swords, spears, and the like. Just as with snagging an opponent where any hit has a 5% chance to do so, any miss also allows a 5% chance for snagging the opponent’s weapon, if applicable. If an opponent’s weapon is snagged, there is a 10% chance it will be torn from his or her grasp. Failing that, the snagging will either disallow the opponent the opportunity to effectively attack for 10 segments (80%), just as a body/equipment snag would, or else the opponent’s strength and/or leverage would tear the wielder’s grasp (10%).
Because of this weapon’s ancient origin and unusual shape, it is an ideal druidical instrument. The DM should consider placement of both normal and magical khopeshes in the campaign, aiming especially at druidical use. Of all magical scimitars discovered, 10% will be khopeshes.
|
| Sword, Long |
6 |
15 |
On Hand |
n |
Weapon |
(Base dmg 1d8/1d12) |
| Sword, Long +1 |
6 |
2000 |
On Hand |
y |
Weapon |
(Base dmg 1d8/1d12) |
| Sword, Long +1, +2 vs MU |
6 |
3000 |
On Hand |
y |
Weapon |
(Base dmg 1d8/1d12) |
| Sword, Long +1, +3 vs Lyc. |
6 |
3500 |
On Hand |
y |
Weapon |
(Base dmg 1d8/1d12) |
| Sword, Long +1, +3 vs Reg. |
6 |
4000 |
On Hand |
y |
Weapon |
(Base dmg 1d8/1d12) |
| Sword, Long +1, +4 vs Rept. |
6 |
4000 |
On Hand |
y |
Weapon |
(Base dmg 1d8/1d12) |
| Sword, Long +1, Cursed |
6 |
0 |
On Hand |
y |
Weapon |
(Base dmg 1d8/1d12) |
| Sword, Long +1, Flame T. |
6 |
4500 |
On Hand |
y |
Weapon |
(Base dmg 1d8/1d12) |
| Sword, Long +1, Luck Blade |
6 |
5000 |
On Hand |
y |
Weapon |
(Base dmg 1d8/1d12) |
| Sword, Long +1, Sharpness |
6 |
35000 |
On Hand |
y |
Weapon |
(Base dmg 1d8/1d12) |
| Sword, Long +1, Wounding |
6 |
22000 |
On Hand |
y |
Weapon |
(Base dmg 1d8/1d12) |
| Sword, Long +2 |
6 |
4000 |
On Hand |
y |
Weapon |
(Base dmg 1d8/1d12) |
| Sword, Long +2, Dr. Slayer |
6 |
4500 |
On Hand |
y |
Weapon |
(Base dmg 1d8/1d12) |
| Sword, Long +2, Giant Slayer |
6 |
4500 |
On Hand |
y |
Weapon |
(Base dmg 1d8/1d12) |
| Sword, Long +2, Life Stealing |
6 |
40000 |
On Hand |
y |
Weapon |
(Base dmg 1d8/1d12) |
| Sword, Long +2, Nine L. St. |
6 |
25000 |
On Hand |
y |
Weapon |
(Base dmg 1d8/1d12) |
| Sword, Long +3 |
6 |
7000 |
On Hand |
y |
Weapon |
(Base dmg 1d8/1d12) |
| Sword, Long +3, Frost Brand |
6 |
8000 |
On Hand |
y |
Weapon |
(Base dmg 1d8/1d12) |
| Sword, Long +3, Vorpal |
6 |
50000 |
On Hand |
y |
Weapon |
(Base dmg 1d8/1d12) |
| Sword, Long +4 |
6 |
10000 |
On Hand |
y |
Weapon |
(Base dmg 1d8/1d12) |
| Sword, Long +4, Defender |
6 |
15000 |
On Hand |
y |
Weapon |
(Base dmg 1d8/1d12) |
| Sword, Long +5 |
6 |
15000 |
On Hand |
y |
Weapon |
(Base dmg 1d8/1d12) |
| Sword, Long +5, Defender |
6 |
18000 |
On Hand |
y |
Weapon |
(Base dmg 1d8/1d12) |
| Sword, Long +5, Holy Av. |
6 |
20000 |
On Hand |
y |
Weapon |
(Base dmg 1d8/1d12) |
| Sword, Long +6, Defender |
6 |
30000 |
On Hand |
y |
Weapon |
(Base dmg 1d8/1d12) |
| Sword, Long +6, Holy Av. |
6 |
40000 |
On Hand |
y |
Weapon |
(Base dmg 1d8/1d12) |
| Sword, Long -2, Cur. Bers. |
6 |
0 |
On Hand |
y |
Weapon |
(Base dmg 1d8/1d12) |
| Sword, Long -2, Cursed |
6 |
0 |
On Hand |
y |
Weapon |
(Base dmg 1d8/1d12) |
| Sword, Long of Dancing |
6 |
50000 |
On Hand |
y |
Weapon |
(Base dmg 1d8/1d12) |
| Sword, Short |
3.5 |
8 |
On Hand |
n |
Weapon |
(Base dmg 1d6/1d8) This weapon class includes all pointed cutting and thrusting weapons with blade length between 15 and 24 inches. |
| Sword, Short +1 |
3.5 |
2000 |
On Hand |
y |
Weapon |
(Base dmg 1d6/1d8) This weapon class includes all pointed cutting and thrusting weapons with blade length between 15 and 24 inches. |
| Sword, Short +1, +2 vs MU |
3.5 |
3000 |
On Hand |
y |
Weapon |
(Base dmg 1d6/1d8) This weapon class includes all pointed cutting and thrusting weapons with blade length between 15 and 24 inches. |
| Sword, Short +1, +3 vs Lyc. |
3.5 |
3500 |
On Hand |
y |
Weapon |
(Base dmg 1d6/1d8) This weapon class includes all pointed cutting and thrusting weapons with blade length between 15 and 24 inches. |
| Sword, Short +1, +3 vs Reg. |
3.5 |
4000 |
On Hand |
y |
Weapon |
(Base dmg 1d6/1d8) This weapon class includes all pointed cutting and thrusting weapons with blade length between 15 and 24 inches. |
| Sword, Short +1, +4 vs Rept. |
3.5 |
4000 |
On Hand |
y |
Weapon |
(Base dmg 1d6/1d8) This weapon class includes all pointed cutting and thrusting weapons with blade length between 15 and 24 inches. |
| Sword, Short +1, Cursed |
3.5 |
0 |
On Hand |
y |
Weapon |
(Base dmg 1d6/1d8) This weapon class includes all pointed cutting and thrusting weapons with blade length between 15 and 24 inches. |
| Sword, Short +1, Flame T. |
3.5 |
4500 |
On Hand |
y |
Weapon |
(Base dmg 1d6/1d8) This weapon class includes all pointed cutting and thrusting weapons with blade length between 15 and 24 inches. |
| Sword, Short +1, Luck Blade |
3.5 |
5000 |
On Hand |
y |
Weapon |
(Base dmg 1d6/1d8) This weapon class includes all pointed cutting and thrusting weapons with blade length between 15 and 24 inches. |
| Sword, Short +1, Sharpness |
3.5 |
35000 |
On Hand |
y |
Weapon |
(Base dmg 1d6/1d8) This weapon class includes all pointed cutting and thrusting weapons with blade length between 15 and 24 inches. |
| Sword, Short +1, Wounding |
3.5 |
22000 |
On Hand |
y |
Weapon |
(Base dmg 1d6/1d8) This weapon class includes all pointed cutting and thrusting weapons with blade length between 15 and 24 inches. |
| Sword, Short +2 |
3.5 |
4000 |
On Hand |
y |
Weapon |
(Base dmg 1d6/1d8) This weapon class includes all pointed cutting and thrusting weapons with blade length between 15 and 24 inches. |
| Sword, Short +2, Dr. Slayer |
3.5 |
4500 |
On Hand |
y |
Weapon |
(Base dmg 1d6/1d8) This weapon class includes all pointed cutting and thrusting weapons with blade length between 15 and 24 inches. |
| Sword, Short +2, Gt. Slayer |
3.5 |
4500 |
On Hand |
y |
Weapon |
(Base dmg 1d6/1d8) This weapon class includes all pointed cutting and thrusting weapons with blade length between 15 and 24 inches. |
| Sword, Short +2, Life Stealing |
3.5 |
40000 |
On Hand |
y |
Weapon |
(Base dmg 1d6/1d8) This weapon class includes all pointed cutting and thrusting weapons with blade length between 15 and 24 inches. |
| Sword, Short +2, Nine Lives St. |
3.5 |
25000 |
On Hand |
y |
Weapon |
(Base dmg 1d6/1d8) This weapon class includes all pointed cutting and thrusting weapons with blade length between 15 and 24 inches. |
| Sword, Short +2, Quickness |
3.5 |
8000 |
On Hand |
y |
Weapon |
(Base dmg 1d6/1d8) This weapon class includes all pointed cutting and thrusting weapons with blade length between 15 and 24 inches. |
| Sword, Short +3 |
3.5 |
7000 |
On Hand |
y |
Weapon |
(Base dmg 1d6/1d8) This weapon class includes all pointed cutting and thrusting weapons with blade length between 15 and 24 inches. |
| Sword, Short +3, Frost Brand |
3.5 |
8000 |
On Hand |
y |
Weapon |
(Base dmg 1d6/1d8) This weapon class includes all pointed cutting and thrusting weapons with blade length between 15 and 24 inches. |
| Sword, Short +3, Vorpal |
3.5 |
50000 |
On Hand |
y |
Weapon |
(Base dmg 1d6/1d8) This weapon class includes all pointed cutting and thrusting weapons with blade length between 15 and 24 inches. |
| Sword, Short +4 |
3.5 |
10000 |
On Hand |
y |
Weapon |
(Base dmg 1d6/1d8) This weapon class includes all pointed cutting and thrusting weapons with blade length between 15 and 24 inches. |
| Sword, Short +4, Defender |
3.5 |
15000 |
On Hand |
y |
Weapon |
(Base dmg 1d6/1d8) This weapon class includes all pointed cutting and thrusting weapons with blade length between 15 and 24 inches. |
| Sword, Short +5 |
3.5 |
15000 |
On Hand |
y |
Weapon |
(Base dmg 1d6/1d8) This weapon class includes all pointed cutting and thrusting weapons with blade length between 15 and 24 inches. |
| Sword, Short +5, Defender |
3.5 |
18000 |
On Hand |
y |
Weapon |
(Base dmg 1d6/1d8) This weapon class includes all pointed cutting and thrusting weapons with blade length between 15 and 24 inches. |
| Sword, Short +5, Holy Av. |
3.5 |
20000 |
On Hand |
y |
Weapon |
(Base dmg 1d6/1d8) This weapon class includes all pointed cutting and thrusting weapons with blade length between 15 and 24 inches. |
| Sword, Short +6, Defender |
3.5 |
30000 |
On Hand |
y |
Weapon |
(Base dmg 1d6/1d8) This weapon class includes all pointed cutting and thrusting weapons with blade length between 15 and 24 inches. |
| Sword, Short +6, Holy Av. |
3.5 |
40000 |
On Hand |
y |
Weapon |
(Base dmg 1d6/1d8) This weapon class includes all pointed cutting and thrusting weapons with blade length between 15 and 24 inches. |
| Sword, Short -2, Cur. Bers. |
3.5 |
0 |
On Hand |
y |
Weapon |
(Base dmg 1d6/1d8) This weapon class includes all pointed cutting and thrusting weapons with blade length between 15 and 24 inches. |
| Sword, Short -2, Cursed |
3.5 |
0 |
On Hand |
y |
Weapon |
(Base dmg 1d6/1d8) This weapon class includes all pointed cutting and thrusting weapons with blade length between 15 and 24 inches. |
| Sword, Short of Dancing |
3.5 |
50000 |
On Hand |
y |
Weapon |
(Base dmg 1d6/1d8) This weapon class includes all pointed cutting and thrusting weapons with blade length between 15 and 24 inches. |
| Sword, Two-Handed |
25 |
30 |
On Hand |
n |
Weapon |
(Base dmg 1d10/3d6) |
| Sword, Two-Handed +1 |
25 |
2000 |
On Hand |
y |
Weapon |
(Base dmg 1d10/3d6) |
| Sword, Two-Handed +1, +2 vs MU |
25 |
3000 |
On Hand |
y |
Weapon |
(Base dmg 1d10/3d6) |
| Sword, Two-Handed +1, +3 vs Lyc. |
25 |
3500 |
On Hand |
y |
Weapon |
(Base dmg 1d10/3d6) |
| Sword, Two-Handed +1, +3 vs Reg. |
25 |
4000 |
On Hand |
y |
Weapon |
(Base dmg 1d10/3d6) |
| Sword, Two-Handed +1, +4 vs Rept. |
25 |
4000 |
On Hand |
y |
Weapon |
(Base dmg 1d10/3d6) |
| Sword, Two-Handed +1, Cursed |
25 |
0 |
On Hand |
y |
Weapon |
(Base dmg 1d10/3d6) |
| Sword, Two-Handed +1, Flame T. |
25 |
4500 |
On Hand |
y |
Weapon |
(Base dmg 1d10/3d6) |
| Sword, Two-Handed +1, Luck Blade |
25 |
5000 |
On Hand |
y |
Weapon |
(Base dmg 1d10/3d6) |
| Sword, Two-Handed +1, Sharpness |
25 |
35000 |
On Hand |
y |
Weapon |
(Base dmg 1d10/3d6) |
| Sword, Two-Handed +1, Wounding |
25 |
22000 |
On Hand |
y |
Weapon |
(Base dmg 1d10/3d6) |
| Sword, Two-Handed +2 |
25 |
4000 |
On Hand |
y |
Weapon |
(Base dmg 1d10/3d6) |
| Sword, Two-Handed +2, Dr. Slayer |
25 |
4500 |
On Hand |
y |
Weapon |
(Base dmg 1d10/3d6) |
| Sword, Two-Handed +2, Giant Slayer |
25 |
4500 |
On Hand |
y |
Weapon |
(Base dmg 1d10/3d6) |
| Sword, Two-Handed +2, Life Stealing |
25 |
40000 |
On Hand |
y |
Weapon |
(Base dmg 1d10/3d6) |
| Sword, Two-Handed +2, Nine Lives St. |
25 |
25000 |
On Hand |
y |
Weapon |
(Base dmg 1d10/3d6) |
| Sword, Two-Handed +3 |
25 |
7000 |
On Hand |
y |
Weapon |
(Base dmg 1d10/3d6) |
| Sword, Two-Handed +3, Frost Brand |
25 |
8000 |
On Hand |
y |
Weapon |
(Base dmg 1d10/3d6) |
| Sword, Two-Handed +3, Vorpal |
25 |
50000 |
On Hand |
y |
Weapon |
(Base dmg 1d10/3d6) |
| Sword, Two-Handed +4 |
25 |
10000 |
On Hand |
y |
Weapon |
(Base dmg 1d10/3d6) |
| Sword, Two-Handed +4, Defender |
25 |
15000 |
On Hand |
y |
Weapon |
(Base dmg 1d10/3d6) |
| Sword, Two-Handed +5 |
25 |
15000 |
On Hand |
y |
Weapon |
(Base dmg 1d10/3d6) |
| Sword, Two-Handed +5, Defender |
25 |
18000 |
On Hand |
y |
Weapon |
(Base dmg 1d10/3d6) |
| Sword, Two-Handed +5, Holy Av. |
25 |
20000 |
On Hand |
y |
Weapon |
(Base dmg 1d10/3d6) |
| Sword, Two-Handed +6, Defender |
25 |
30000 |
On Hand |
y |
Weapon |
(Base dmg 1d10/3d6) |
| Sword, Two-Handed +6, Holy Av. |
25 |
40000 |
On Hand |
y |
Weapon |
(Base dmg 1d10/3d6) |
| Sword, Two-Handed -2, Cursed |
25 |
0 |
On Hand |
y |
Weapon |
(Base dmg 1d10/3d6) |
| Sword, Two-Handed -2, Cursed Bers |
25 |
0 |
On Hand |
y |
Weapon |
(Base dmg 1d10/3d6) |
| Sword, Two-Handed of Dancing |
25 |
50000 |
On Hand |
y |
Weapon |
(Base dmg 1d10/3d6) |
| Trident |
5 |
4 |
On Hand |
n |
Weapon |
(Base dmg d6+1/3d4) |
| Trident (Military Fork) +3 |
5 |
12500 |
On Hand |
y |
Weapon |
(Base dmg d6+1/3d4) |
| Trident of Fish Comm (CFT) |
5 |
4000 |
On Hand |
y |
Weapon |
(Base dmg d6+1/3d4) |
| Trident of Submission (F) |
5 |
12500 |
On Hand |
y |
Weapon |
(Base dmg d6+1/3d4) |
| Trident of Warning (CFT) |
5 |
10000 |
On Hand |
y |
Weapon |
(Base dmg d6+1/3d4) |
| Trident of Yearning |
5 |
1000 |
On Hand |
y |
Weapon |
(Base dmg d6+1/3d4) |
| Voulge |
12.5 |
2 |
On Hand |
n |
Weapon |
(Base dmg 2d4/2d4) |
| Voulge +1 |
12.5 |
3000 |
On Hand |
y |
Weapon |
(Base dmg 2d4/2d4) |
| Whip |
3 |
3 |
On Hand |
n |
Weapon |
(Base dmg 1-2/1) The whip is a dangerous weapon only in the hands of a highly skilled and well trained user. To inflict damage, the whip must contact exposed, or lightly covered, flesh. Heavy clothing or thick hair/fur will be of considerable protection until torn away by repeated lashing. (Thick hide, such as that of an elephant, rhinoceros, or hippopotamus, will allow a slight sting at best, with no real damage inflicted.) Heavily scaled or otherwise protected opponents will not even feel the lash of a heavy leather whip, even with a weighted tip.
However, the whip also has another use. It can entangle an opponent’s limb(s) or weapon. Any hit scored on an opponent means that an entanglement of some sort will occur. If the whip is in non-proficient hands, the chance is only 5%. In proficient hands, there is a 5% chance per level of the wielder for entanglement, but only at the wielder’s option. The entanglement will be one limb (50%), two limbs (10%), the weapon arm and weapon (20%), or the head (20%, or 40% in the case of an opponent not using a weapon).
One-limb entanglement indicates no effective attack for 10 segments. Two-limb entanglement indicates the same, with a 25% chance that the opponent will be kneeling or prone for that period and must thereafter recover its feet. A hit on the weapon arm/weapon indicates no effective attack for 10 segments and a 10% chance that the weapon will be lost. (If the weapon is edged, there is a 50% chance that the whip will be severed and useless instead.) A neck hit indicates the opponent can make no effective attack for 10 segments, and additional garrot-type damage will be scored if the opponent has no throat protection such as thick hide, heavy leather, armor, mane-like fur or hair, etc. A proficient wielder can disentangle the whip by rolling his or her dexterity or less on 3d6 minus 2. Otherwise, the whip remains entangled until it is broken or severed, or until the wielder pulls it loose, or until the opponent does so (the chance
of this last occurrence is 5% +1 % per point of strength of the victim).
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