| Name |
Weight |
Value(gp) |
Worn |
Magic |
Category |
Description |
| Aklys, Thrown |
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. |
| Atlatl and Javelin |
3 |
1 |
On Hand |
n |
Weapon |
(Base dmg d6/d6)/ javelin - An atlatl is simply a throwing stick for a short javelin. Its leverage and track provide greater range and velocity as well as better accuracy. (Ancient javelineers wrapped their missiles with a cord to impart spin, for they retained one end of this cord when the javelin was hurled. This also improved accuracy.) The shorter, lighter javelins associated with an atlatl inflict the same amount of damage because of their velocity. |
| Blowgun |
1.5 |
20 |
On Hand |
n |
Weapon |
(Base dmg 1/1)/ needle |
| Buckle Knife +1, Thrown |
0.6 |
1000 |
On Hand |
y |
Weapon |
(Base dmg 1-3/1-2) |
| Buckle Knife +2, Thrown |
0.6 |
2000 |
On Hand |
y |
Weapon |
(Base dmg 1-3/1-2) |
| Buckle Knife +3, Thrown |
0.6 |
3000 |
On Hand |
y |
Weapon |
(Base dmg 1-3/1-2) |
| Buckle Knife +4, Thrown |
0.6 |
4000 |
On Hand |
y |
Weapon |
(Base dmg 1-3/1-2) |
| Comp. Long Bow |
8 |
100 |
On Hand |
n |
Weapon |
(Base dmg d6/d6) |
| Comp. Long Bow +1 |
8 |
3500 |
On Hand |
y |
Weapon |
(Base dmg d6/d6) |
| Comp. Long Bow +2 |
8 |
7000 |
On Hand |
y |
Weapon |
(Base dmg d6/d6) |
| Comp. Long Bow of Acc. +3 |
8 |
15000 |
On Hand |
y |
Weapon |
(Base dmg d6/d6) |
| Comp. Long Bow of Dis. +2 |
8 |
12000 |
On Hand |
y |
Weapon |
(Base dmg d6/d6) |
| Comp. Long Bow of Sp. +1 |
8 |
12000 |
On Hand |
y |
Weapon |
(Base dmg d6/d6) |
| Comp. Short Bow |
5 |
75 |
On Hand |
n |
Weapon |
(Base dmg d6/d6) |
| Comp. Short Bow +1 |
5 |
3500 |
On Hand |
y |
Weapon |
(Base dmg d6/d6) |
| Comp. Short Bow +2 |
5 |
7000 |
On Hand |
y |
Weapon |
(Base dmg d6/d6) |
| Comp. Short Bow of Acc. +3 |
5 |
15000 |
On Hand |
y |
Weapon |
(Base dmg d6/d6) |
| Comp. Short Bow of Dist. +2 |
5 |
12000 |
On Hand |
y |
Weapon |
(Base dmg d6/d6) |
| Comp. Short Bow of Sp. +1 |
5 |
12000 |
On Hand |
y |
Weapon |
(Base dmg d6/d6) |
| Dagger +1, +2 vs Sm_ Thr. |
1 |
750 |
On Hand |
y |
Weapon |
(Base dmg d4/1-3) |
| Dagger +1, Thrown |
1 |
500 |
On Hand |
y |
Weapon |
(Base dmg d4/1-3) |
| Dagger +2, +3 vs Lrg, Thr. |
1 |
2000 |
On Hand |
y |
Weapon |
(Base dmg d4/1-3) |
| Dagger +2, Thrown |
1 |
1500 |
On Hand |
y |
Weapon |
(Base dmg d4/1-3) |
| Dagger +3, Thrown |
1 |
2500 |
On Hand |
y |
Weapon |
(Base dmg d4/1-3) |
| Dagger of Throwing +1 |
1 |
2500 |
On Hand |
y |
Weapon |
(Base dmg d4/1-3) |
| Dagger of Throwing +2 |
1 |
3500 |
On Hand |
y |
Weapon |
(Base dmg d4/1-3) |
| Dagger of Throwing +3 |
1 |
4500 |
On Hand |
y |
Weapon |
(Base dmg d4/1-3) |
| Dagger of Throwing +4 |
1 |
5500 |
On Hand |
y |
Weapon |
(Base dmg d4/1-3) |
| Dagger, Silver Thrown |
1 |
30 |
On Hand |
n |
Weapon |
(Base dmg d4/1-3) |
| Dagger, Thrown |
1 |
2 |
On Hand |
n |
Weapon |
(Base dmg d4/1-3) |
| Dart |
0.5 |
0.25 |
On Hand |
n |
Weapon |
(Base dmg 1-4/1-3) |
| Dart +1 |
0.5 |
50 |
On Hand |
y |
Weapon |
(Base dmg 1-4/1-3) |
| Dart +2 |
0.5 |
150 |
On Hand |
y |
Weapon |
(Base dmg 1-4/1-3) |
| Dart +3 |
0.5 |
1000 |
On Hand |
y |
Weapon |
(Base dmg 1-4/1-3) |
| Dart of Homing +3 |
0.5 |
3000 |
On Hand |
y |
Weapon |
(Base dmg 1-4/1-3) |
| Dart of the Hornets Nest |
0.5 |
7500 |
On Hand |
y |
Weapon |
(Base dmg 1-4/1-3) |
| H of Thunderbolts +3, Thr. |
5 |
25000 |
On Hand |
y |
Weapon |
(Base dmg d4+1/d4) |
| Hammer +1, Thrown |
5 |
2500 |
On Hand |
y |
Weapon |
(Base dmg d4+1/d4) |
| Hammer +2, Thrown |
5 |
6000 |
On Hand |
y |
Weapon |
(Base dmg d4+1/d4) |
| Hammer +3, Dw. Thrower |
5 |
15000 |
On Hand |
y |
Weapon |
(Base dmg d4+1/d4) |
| Hammer +4, Thrown |
5 |
10000 |
On Hand |
y |
Weapon |
(Base dmg d4+1/d4) |
| Hammer, Thrown |
5 |
1 |
On Hand |
n |
Weapon |
(Base dmg d4+1/d4) |
| Hand Axe +1, Thrown |
5 |
2500 |
On Hand |
y |
Weapon |
(Base dmg d6/d4) |
| Hand Axe +2, Thrown |
5 |
3750 |
On Hand |
y |
Weapon |
(Base dmg d6/d4) |
| Hand Axe +3, Thrown |
5 |
7000 |
On Hand |
y |
Weapon |
(Base dmg d6/d4) |
| Hand Axe +4, Thrown |
5 |
12000 |
On Hand |
y |
Weapon |
(Base dmg d6/d4) |
| Hand Axe of Hurling +1 |
5 |
15000 |
On Hand |
y |
Weapon |
(Base dmg d6/d4) |
| Hand Axe of Hurling +2 |
5 |
30000 |
On Hand |
y |
Weapon |
(Base dmg d6/d4) |
| Hand Axe of Hurling +3 |
5 |
45000 |
On Hand |
y |
Weapon |
(Base dmg d6/d4) |
| Hand Axe of Hurling +4 |
5 |
60000 |
On Hand |
y |
Weapon |
(Base dmg d6/d4) |
| Hand Axe of Hurling +5 |
5 |
75000 |
On Hand |
y |
Weapon |
(Base dmg d6/d4) |
| Hand Axe, Thrown |
5 |
1 |
On Hand |
n |
Weapon |
(Base dmg d6/d4) |
| Hand Crossbow |
5 |
300 |
On Hand |
n |
Weapon |
(Base dmg 1-3/1-2) The hand-held crossbow is the creation of the dark elves, and is much more common in their underground realm than in the surface world. These crossbows require only one hand to fire, but two hands to load and reload them. Dark elves commonly use insinuative poisons and sleep-inducing agents on their crossbow projectiles. In the latter case, a target hit by a dart tipped with this substance must save versus poison at ?4 or fall unconscious. The basic cost of 300 gp
listed for this weapon applies when the weapon is to be obtained from a non-drow source in the surface world; in the domain of the dark elves, such weapons are much more in evidence (and available), and may be purchased for as little as 30 gp. Likewise, the cost of special quarrels for this weapon will be reduced by approximately a factor of 10 (down to 10 gp each) if they are obtained from the dark elves. |
| Hand Crossbow of Acc. +3 |
5 |
12000 |
On Hand |
y |
Weapon |
(Base dmg 1-3/1-2) The hand-held crossbow is the creation of the dark elves, and is much more common in their underground realm than in the surface world. These crossbows require only one hand to fire, but two hands to load and reload them. Dark elves commonly use insinuative poisons and sleep-inducing agents on their crossbow projectiles. In the latter case, a target hit by a dart tipped with this substance must save versus poison at ?4 or fall unconscious. The basic cost of 300 gp
listed for this weapon applies when the weapon is to be obtained from a non-drow source in the surface world; in the domain of the dark elves, such weapons are much more in evidence (and available), and may be purchased for as little as 30 gp. Likewise, the cost of special quarrels for this weapon will be reduced by approximately a factor of 10 (down to 10 gp each) if they are obtained from the dark elves. |
| Hand Crossbow of Dist. +1 |
5 |
7500 |
On Hand |
y |
Weapon |
(Base dmg 1-3/1-2) The hand-held crossbow is the creation of the dark elves, and is much more common in their underground realm than in the surface world. These crossbows require only one hand to fire, but two hands to load and reload them. Dark elves commonly use insinuative poisons and sleep-inducing agents on their crossbow projectiles. In the latter case, a target hit by a dart tipped with this substance must save versus poison at ?4 or fall unconscious. The basic cost of 300 gp
listed for this weapon applies when the weapon is to be obtained from a non-drow source in the surface world; in the domain of the dark elves, such weapons are much more in evidence (and available), and may be purchased for as little as 30 gp. Likewise, the cost of special quarrels for this weapon will be reduced by approximately a factor of 10 (down to 10 gp each) if they are obtained from the dark elves. |
| Hand Crossbow of Sp. +1 |
5 |
7500 |
On Hand |
y |
Weapon |
(Base dmg 1-3/1-2) The hand-held crossbow is the creation of the dark elves, and is much more common in their underground realm than in the surface world. These crossbows require only one hand to fire, but two hands to load and reload them. Dark elves commonly use insinuative poisons and sleep-inducing agents on their crossbow projectiles. In the latter case, a target hit by a dart tipped with this substance must save versus poison at ?4 or fall unconscious. The basic cost of 300 gp
listed for this weapon applies when the weapon is to be obtained from a non-drow source in the surface world; in the domain of the dark elves, such weapons are much more in evidence (and available), and may be purchased for as little as 30 gp. Likewise, the cost of special quarrels for this weapon will be reduced by approximately a factor of 10 (down to 10 gp each) if they are obtained from the dark elves. |
| Harpoon, Thrown |
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). |
| Heavy Crossbow |
8 |
20 |
On Hand |
n |
Weapon |
(Base dmg d4+1/d6+1) |
| Hornblade Dagger +1, Thr. |
1 |
2000 |
On Hand |
y |
Weapon |
na |
| Hornblade Dagger +2, Thr. |
1 |
4000 |
On Hand |
y |
Weapon |
na |
| Hornblade Knife +1, Thrown |
0.6 |
1500 |
On Hand |
y |
Weapon |
na |
| Hornblade Knife +2, Thrown |
0.6 |
3000 |
On Hand |
y |
Weapon |
na |
| Hv. Crossbow of Acc. +3 |
8 |
12000 |
On Hand |
y |
Weapon |
(Base dmg d4+1/d6+1) |
| Hv. Crossbow of Dist. +1 |
8 |
7500 |
On Hand |
y |
Weapon |
(Base dmg d4+1/d6+1) |
| Hv. Crossbow of Speed +1 |
8 |
7500 |
On Hand |
y |
Weapon |
(Base dmg d4+1/d6+1) |
| Javelin |
4 |
0.5 |
On Hand |
n |
Weapon |
(Base dmg d6/d6) 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. |
| Javelin +1 |
4 |
2000 |
On Hand |
y |
Weapon |
(Base dmg d6/d6) 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. |
| Javelin +2 |
4 |
5000 |
On Hand |
y |
Weapon |
(Base dmg d6/d6) 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. |
| Javelin +3 |
4 |
7500 |
On Hand |
y |
Weapon |
(Base dmg d6/d6) 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. |
| Javelin of Lightning (F) |
4 |
600 |
On Hand |
y |
Weapon |
(Base dmg d6/d6) 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. |
| Javelin of Piercing (F) |
4 |
375 |
On Hand |
y |
Weapon |
(Base dmg d6/d6) 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. |
| Knife +1, Thrown |
0.6 |
350 |
On Hand |
y |
Weapon |
(Base dmg 1-3/1-2) |
| Knife +2, Thrown |
0.6 |
1000 |
On Hand |
y |
Weapon |
(Base dmg 1-3/1-2) |
| Knife, Thrown |
0.6 |
1 |
On Hand |
n |
Weapon |
(Base dmg 1-3/1-2) |
| Lasso |
2 |
0.25 |
On Hand |
n |
Weapon |
(Base dmg -/-) This weapon does no damage in game terms. A successful hit, however, effectively creates the same situation as does a successful harpoon hit, only the lasso must be broken or severed to detach it if the wielder is exerting force to keep it taut. There is a 75% chance that the victim will be dismounted, and/or a 25% chance that the victim will be pulled off its feet if the target is bipedal and of a height and mass not greater than +50% of the lasso wielder. Note that several creatures can combine to make this more probable, i.e. rider and mount, several individuals seizing the other end of the lasso line, etc. A lasso is severed by 2 points of cutting damage. Strength can snap a lasso, with a chance equal to that of bending bars, but only one such attempt is allowed in any given instance. |
| Light Crossbow |
5 |
12 |
On Hand |
n |
Weapon |
(Base dmg d4/d4) |
| Long Bow |
10 |
60 |
On Hand |
n |
Weapon |
(Base dmg d6/d6) |
| Long Bow +1 |
10 |
3500 |
On Hand |
y |
Weapon |
(Base dmg d6/d6) |
| Long Bow +2 |
10 |
7000 |
On Hand |
y |
Weapon |
(Base dmg d6/d6) |
| Long Bow of Accuracy +3 |
10 |
15000 |
On Hand |
y |
Weapon |
(Base dmg d6/d6) |
| Long Bow of Distance +2 |
10 |
12000 |
On Hand |
y |
Weapon |
(Base dmg d6/d6) |
| Long Bow of Speed +1 |
10 |
12000 |
On Hand |
y |
Weapon |
(Base dmg d6/d6) |
| Lt. Crossbow of Acc. +3 |
5 |
12000 |
On Hand |
y |
Weapon |
(Base dmg d4/d4) |
| Lt. Crossbow of Dist. +1 |
5 |
7500 |
On Hand |
y |
Weapon |
(Base dmg d4/d4) |
| Lt. Crossbow of Speed +1 |
5 |
7500 |
On Hand |
y |
Weapon |
(Base dmg d4/d4) |
| Robe of Stars Darts (M) |
1.25 |
6000 |
On Hand |
y |
Weapon |
(Base dmg 1-4/1-3) This rather ordinary-appearing garment seems typical of any such item of apparel worn by a magic-user. However, it will radiate a strong aura of alteration and evocation if examined for magic. The robe enables its wearer to travel on the Astral Plane, physically, along with all that he or she wears or carries. The garment similarly enables the wearer to survive comfortably in the void of outer space, as well as on the Astral Plane. In other situations, the robe gives its wearer a +1 on all saving throws, and in addition, he or she is able to employ up to six of the stars embroidered on the robe as missile weapons, provided the magic-user is proficient with darts as a weapon. Each star is a throwing weapon of +5 value, both to hit and damage, having a maximum range of 6' and base damage of 2-8 points per hit. The special star weapons are located on the chest portion of the robe. If the wearer does not use all of these missiles, they will replace themselves magically at the rate of one per day — but if all six are used, then all of the robe’s power is gone forever. |
| Rod of Lordly M Spear, Thr (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. |
| Short Bow |
5 |
15 |
On Hand |
n |
Weapon |
(Base dmg d6/d6) |
| Short Bow +1 |
5 |
3500 |
On Hand |
y |
Weapon |
(Base dmg d6/d6) |
| Short Bow +2 |
5 |
7000 |
On Hand |
y |
Weapon |
(Base dmg d6/d6) |
| Short Bow of Accuracy +3 |
5 |
15000 |
On Hand |
y |
Weapon |
(Base dmg d6/d6) |
| Short Bow of Distance +2 |
5 |
12000 |
On Hand |
y |
Weapon |
(Base dmg d6/d6) |
| Short Bow of Speed +1 |
5 |
12000 |
On Hand |
y |
Weapon |
(Base dmg d6/d6) |
| Sling (uses Bullets) |
0 |
0.75 |
On Hand |
n |
Weapon |
(Base dmg d4+1/d6+1)/ bullet |
| Sling (uses Stones) |
0 |
0 |
On Hand |
n |
Weapon |
(Base dmg d4/d4)/ stone |
| Sling of Seeking +2 (uses Bullets) |
0 |
7000 |
On Hand |
y |
Weapon |
(Base dmg d4+1/d6+1)/ bullet |
| Sling of Seeking +2 (uses Stones) |
0 |
7000 |
On Hand |
y |
Weapon |
(Base dmg d4/d4)/ stone |
| Spear +1, Cur. Backbiter, Thr. |
5 |
1000 |
On Hand |
y |
Weapon |
(Base dmg d6/d8) - Dbl dmg if set against a charge. |
| Spear +1, Thrown |
5 |
3000 |
On Hand |
y |
Weapon |
(Base dmg d6/d8) - Dbl dmg if set against a charge. |
| Spear +2, Thrown |
5 |
6500 |
On Hand |
y |
Weapon |
(Base dmg d6/d8) - Dbl dmg if set against a charge. |
| Spear +3, Thrown |
5 |
15000 |
On Hand |
y |
Weapon |
(Base dmg d6/d8) - Dbl dmg if set against a charge. |
| Spear +4, Thrown |
5 |
25000 |
On Hand |
y |
Weapon |
(Base dmg d6/d8) - Dbl dmg if set against a charge. |
| Spear +5, Thrown |
5 |
30000 |
On Hand |
y |
Weapon |
(Base dmg d6/d8) - Dbl dmg if set against a charge. |
| Spear, Thrown |
5 |
1 |
On Hand |
n |
Weapon |
(Base dmg d6/d8) - Dbl dmg if set against a charge. |
| Staff of Slinging, Sling (D) (uses Bullets) |
5 |
10000 |
On Hand |
y |
Weapon |
(Base dmg d6/d6) |
| Staff Sling (uses Bullets) |
5 |
2 |
On Hand |
n |
Weapon |
(Base dmg 2d4/3-9)/ bullet - A staff sling is simply a pole of four or more feet in length with a pocketed thong of some sort fixed to its top end. The missile to be slung is placed in the widest portion of the thong, the free end grasped, and the staff swung forcefully, either sideways on an ascending curve or from the rear to overhead. At the proper time the free end of the thong is released, and the momentum of the swing carries the missile to its target. Note that the staff sling is much the same as a miniature siege machine. Its principal use is the hurling of small, relatively heavy missiles over some intervening obstacle, such as a wall. It is slower to use and less accurate than a normal sling, but it throws heavier missiles on a high trajectory. It does not have the range of a normal sling. It is so difficult to hit targets near to the slinger that for all practical purposes, the staff sling always operates at medium or long range only. If combustibles or like materials are slung with it, the Grenade-like Missile Table in the Dungeon Masters Guide should be used to determine results. |
| Staff Sling (uses Stones) |
5 |
2 |
On Hand |
n |
Weapon |
(Base dmg 1d8/2d4)/ stone - A staff sling is simply a pole of four or more feet in length with a pocketed thong of some sort fixed to its top end. The missile to be slung is placed in the widest portion of the thong, the free end grasped, and the staff swung forcefully, either sideways on an ascending curve or from the rear to overhead. At the proper time the free end of the thong is released, and the momentum of the swing carries the missile to its target. Note that the staff sling is much the same as a miniature siege machine. Its principal use is the hurling of small, relatively heavy missiles over some intervening obstacle, such as a wall. It is slower to use and less accurate than a normal sling, but it throws heavier missiles on a high trajectory. It does not have the range of a normal sling. It is so difficult to hit targets near to the slinger that for all practical purposes, the staff sling always operates at medium or long range only. If combustibles or like materials are slung with it, the Grenade-like Missile Table in the Dungeon Masters Guide should be used to determine results. |
| Staff-Spear +1, Thrown |
5 |
5000 |
On Hand |
y |
Weapon |
(Base dmg d6/d6) |
| Staff-Spear +2, Thrown |
5 |
7500 |
On Hand |
y |
Weapon |
(Base dmg d6/d6) |
| Staff-Spear +3, Thrown |
5 |
10000 |
On Hand |
y |
Weapon |
(Base dmg d6/d6) |
| Staff-Spear +4, Thrown |
5 |
15000 |
On Hand |
y |
Weapon |
(Base dmg d6/d6) |
| Staff-Spear +5, Thrown |
5 |
20000 |
On Hand |
y |
Weapon |
(Base dmg d6/d6) |
| Throwing Hand Axe +2 |
5 |
4500 |
On Hand |
y |
Weapon |
(Base dmg d6/d4) |
|