Nithian Throwing Stick

1H

P=M

Size S

1 gp

10 cn

missile

Mastery

Ranges

Damage

Defense

Special

Basic

Skilled

Expert

Master

 

Grand Master

10/20/30

15/30/45

20/40/60

25/50/75

 

30/60/90

1d2

1d4

1d6

P:2d4+1

S:1d8

P:2d6+1

S:1d10

-

H:-1AC/1

H:-1AC/2

H:-3AC/3

 

H:-4AC/4

 

Stun(s)

Stun(s)

Stun(s)

 

Stun(s)

 

Rapier

1H

P=H

Size M

10 gp

60 cn

 

Mastery

Ranges

Damage

Defense

Special

Basic

Skilled

Expert

Master

 

Grand Master

-

-

-/10/20

-/10/20

 

10/20/30

2d4-1

1d8+1

1d8+2

P:1d12

S:1d10

P:1d12+1

S:1d10+1

-

H:-2AC/2

H:-2AC/3

H:-3AC/3

 

H:-4AC/4

 

Deflect(1) + Disarm(S)

Deflect(2) + Disarm(S+2)

Deflect(3) + Disarm(S+4)

 

Deflect(4) + Disarm(S+6)

A shield negates the “art of fencing” required for the rapier, negating defense and special effects. The rapier suffers a –2 to-hit penalty against full plate armor.

 

Bardiche

2H

P=H

Size L

7 gp

150 cn

 

Mastery

Damage

Defense

Special

Basic

Skilled

Expert

Master

 

Grand Master

1d10

1d10+2

1d10+5

P:1d8+10

S:1d8+8

P:1d6+15

S:1d6+12

-

H:-1AC/1

H:-2AC/1

H:-2AC/2

 

H:-3AC/2

Set

Set + Deflect(1)

Set + Deflect(1)

Set + Deflect(2)

 

Set + Deflect(2)

 

Bill

2H

P=H

Size L

5 gp

120 cn

 

Mastery

Damage

Defense

Special

Basic

Skilled

Expert

Master

 

Grand Master

1d10

1d10+3

1d10+6

P:1d10+10

S:1d10+8

P:1d8+16

S:1d8+12

-

H:-1AC/1

H:-2AC/1

H:-2AC/2

 

H:-3AC/2

Hook

Hook(save –1)+Deflect(1)

Hook(save –2)+Deflect(1)

Hook(save –3)+Deflect(2)

 

Hook(save –4)+Deflect(2)

 

Gisarme

2H

P=H

Size L

3 gp

80 cn

 

Mastery

Damage

Defense

Special

Basic

Skilled

Expert

Master

 

Grand Master

1d10

1d12+2

1d12+5

P:1d12+9

S:1d10+8

P:1d10+14

S:1d8+12

-

H:-2AC/1

H:-2AC/2

H:-3AC/2

 

H:-3AC/3

Hook

Hook(save –1)+Deflect(1)

Hook(save –2)+Deflect(1)

Hook(save –3)+Deflect(2)

 

Hook(save –4)+Deflect(2)

 

Glaive

2H

P=H

Size L

5 gp

120 cn

 

Mastery

Damage

Defense

Special

Basic

Skilled

Expert

Master

 

Grand Master

1d10

1d10+3

1d10+6

P:1d10+10

S:1d10+8

P:1d8+16

S:1d8+12

-

H:-1AC/1

H:-2AC/1

H:-2AC/2

 

H:-3AC/2

Set

Set + Deflect(1) + Double Damage(20)

Set + Deflect(1) + Double Damage(19+)

Set + Deflect(2) + Double Damage(18+)

 

Set + Deflect(2) + Double Damage(17+)

 

Lochabar Axe

2H

P=H

Size L

7 gp

150 cn

 

Mastery

Damage

Defense

Special

Basic

Skilled

Expert

Master

 

Grand Master

1d10

1d10+2

1d10+5

P:1d8+10

S:1d8+8

P:1d6+15

S:1d6+12

-

H:-1AC/1

H:-2AC/1

H:-2AC/2

 

H:-3AC/2

Hook + Disarm

Hook(save –1) + Deflect(1) + Disarm

Hook(save –2) + Deflect(1) + Disarm

Hook(save –3) + Deflect(1) + Disarm + Stun

 

Hook(save –4) + Deflect(1) + Disarm + Stun

 

Partizan

2H

P=H

Size L

3 gp

80 cn

 

Mastery

Damage

Defense

Special

Basic

Skilled

Expert

Master

 

Grand Master

1d10

1d12+2

1d12+5

P:1d12+9

S:1d10+8

P:1d10+14

S:1d8+12

-

H:-2AC/1

H:-2AC/2

H:-3AC/2

 

H:-3AC/3

Disarm + Set

Disarm + Set + Deflect(1)

Disarm + Set + Deflect(1)

Disarm + Set + Deflect(2)

 

Disarm + Set + Deflect(2)

 

Ranseur

2H

P=H

Size L

7 gp

150 cn

 

Mastery

Damage

Defense

Special

Basic

Skilled

Expert

Master

 

Grand Master

1d10

1d10+2

1d10+5

P:1d8+10

S:1d8+8

P:1d6+15

S:1d6+12

-

H:-1AC/1

H:-2AC/1

H:-2AC/2

 

H:-3AC/2

Set

Set + Disarm

Set + Disarm + Deflect(1)

Set + Disarm + Deflect(1)

 

Set + Disarm + Deflect(2)

 

Spetum

2H

P=H

Size L

3 gp

80 cn

 

Mastery

Damage

Defense

Special

Basic

Skilled

Expert

Master

 

Grand Master

1d10

1d12+2

1d12+5

P:1d12+9

S:1d10+8

P:1d10+14

S:1d8+12

-

H:-2AC/1

H:-2AC/2

H:-3AC/2

 

H:-3AC/3

Set

Set + Disarm + Deflect(1)

Set + Disarm + Deflect(1)

Set + Disarm + Deflect(2)

 

Set + Disarm + Deflect(2)

 

 

Spontoon

2H

P=A

Size L

7 gp

150 cn

 

Mastery

Damage

Defense

Special

Basic

Skilled

Expert

Master

Grand Master

1d6

1d6+2

2d4+2

2d4+2

2d4+6

-

-

-

-

-

Set

Set + Double Damage(20)

Set + Double Damage(19+) + Deflect(1)

Set + Double Damage(18+) + Deflect(1)

Set + Double Damage(17+) + Deflect(1)

 

Voulge

2H

P=H

Size L

5 gp

120 cn

 

Mastery

Damage

Defense

Special

Basic

Skilled

Expert

Master

 

Grand Master

1d10+2

1d10+5

1d10+8

P:1d10+12

S:1d10+10

P:1d8+18

S:1d8+14

-

H:-1AC/1

H:-2AC/1

H:-2AC/2

 

H:-3AC/2

-

Double Damage(20)

Double Damage(19+) + Deflect(1)

Double Damage(18+) + Deflect(1)

 

Double Damage(17+) + Deflect(2)

 

Chakram

1H

P=H

Size M

10 gp

20 cn

missile

 

Mastery

Ranges

Damage

Defense

Special

Basic

Skilled

Expert

Master

 

Grand Master

10/20/30

15/25/35

20/30/45

25/35/50

 

30/50/60

1d6

1d6+2

1d6+4

P:1d8+6

S:1d4+6

P:1d10+8

S:1d6+7

-

H:-1AC/1

H:-2AC/2

H:-3AC/2

 

H:-3AC/3

-

-

-

-

 

-

The chakram is a 6” ring-shaped, hand-thrown steel disk that can be used by clerics (Hulean or other war-clerics), fighters, thieves, and mystics.

 

Bullroarer Knife

2H

P=A

Size L

20 gp

150 cn

 

Mastery

Damage

Defense

Special

Basic

Skilled

Expert

Master

Grand Master

1d6

1d6+2

2d4+4

2d4+4

2d4+8

-

H:-1AC/1

H:-2AC/2

H:-3AC/2

H:-3AC/3

Spread Damage

Spread Damage

Spread Damage

Spread Damage

Spread Damage

The bullroarer knife is a 10' long chain ending in a flat knife, whirled over the head to make a loud roaring noise. This weapon can hit several opponents in the same round. In a melee with multiple opponents, the user makes a single attack roll and spreads damage among those opponents whose AC he could hit (minimum damage 1 point, round fractions up). However, the user suffers a -1 penalty to hit for each opponent beyond the first within the chain's radius. The weapon cannot be used if obstacles are in the chain's radius (walls, trees, etc). All damage modifiers are added before spreading damage. This weapon can be used by fighters and mystics.

 

Cimmarron Six-Shooter

1H

P=H

Size S

75 gp

25 cn

missile

 

Mastery

Ranges

Damage

Defense

Special

Basic

Skilled

Expert

Master

 

Grand Master

50/100/150

60/100/150

70/110/150

80/110/150

 

90/120/150

1d4

1d6

2d4

P:2d6

S:1d6+2

P:3d6

S:2d6+2

-

M:-1AC/1

M:-1AC/2

M:-2AC/3

 

M:-3AC/4

-

Stun(s)

Stun(s)

Stun(s)

 

Stun(s)

This small hand crossbow can hold 6 darts at a time, and can be reloaded with a movement of the wrist. When all six darts are expended, it takes 1 turn to load another six darts. A supply of 18 darts costs 5 gp. Some notorious sharpshooters use depleted cinnabryl darts, which add an extra 10' to all ranges and cause an extra point of damage. This weapon jams easily; A to-hit roll of 1 or lower after modifiers causes the dart to jam inside the weapon, requiring one round to clear the weapon.

 

Manscorpion Poleaxe

2H

P=H

Size L

10 gp

200 cn

 

Mastery

Damage

Defense

Special

Basic

Skilled

Expert

Master

 

Grand Master

3d6

3d6+3

3d6+6

P:3d6+10

S:3d6+8

P:3d6+16

S:3d6+12

-

H:-1AC/1

H:-2AC/1

H:-2AC/2

 

H:-3AC/2

-

-

Deflect(1)

Deflect(1)

 

Deflect(2)

At Basic level, the poleaxe can be swung effectively only once every other round due to its great weight. Non-manscorpions use this weapon at -5 to hit because of its size and the way it is balanced

 

Rakastan War Claw

1H

P=M

Size S

12 gp

20 cn

No Shield

Mastery

Damage

Defense

Special

Basic

Skilled

Expert

Master

 

Grand Master

1d4

1d6

1d8

P:1d10+1

S: 1d8+1

P:1d12+2

S: 1d10+2

-

M:-1AC/2

M:-2AC/3

M:-3AC/3

 

M:-4AC/4

No off-hand penalty

No off-hand penalty, Double Damage (20)

No off-hand penalty, Double Damage (19-20)

No off-hand penalty, Double Damage (18-20)

 

No off-hand penalty, Double Damage (17-20)

 

Double Damage applies to unarmored opponents only

 

 

Boomerang

1H

P=H

Size M

10 gp

50 cn

missile

 

Mastery

Ranges

Damage

Defense

Special

Basic

Skilled

Expert

Master

 

Grand Master

40/80/160

50/90/160

60/100/170

70/110/170

 

80/120/180

1d4

1d6+1

1d6+3

P:1d6+5

S:1d4+5

P:1d6+6

P:1d4+6

-

H:-1AC/2

H:-2AC/3

H:-3AC/3

 

H:-4AC/4

Return

Return + Stun(s/m)

Return + Stun(s/m)

Return + Stun(s/m)

 

Return + Stun(s/m)

This is a curved wooden weapon which returns to its wielder if it fails to hit a target. If not distracted (by attacks from foes, for example), the user can catch it automatically. With a successful Dexterity check a distracted owner can catch a boomerang. Opponents cannot catch an incoming boomerang unless they have a higher level of weapon mastery than the owner and they roll asuccessful Dexterity check. This assumes both the owner and the target remain in the boomerang's flight path. Wielders of Expert or higher level can aim at a target hiding behind an obstacle (like a tree). The boomerang may hit the target on its return only, with a -2 to hit (no back attack bonus). Boomerangs are made specifically for a user of a given sand height. If someone with a different Strength score or a different size than the owner attempts to use a boomerang, he is penalized by -2. A boomerang can be used to light fires by rubbing its hard edge on a dry log.

Enchanted (+1 or greater) boomerangs fly in a figure eight when thrown. If it misses the target and does not hit anything else, the magical boomerang will take a second pass at the target at the end of the round. If the target is unaware of the boomerang's return, the attack is made with the +2 bonus for a back attack.

 

Elven Longsword

1H

P=H

Size M

30 cn

 

Mastery

Ranges

Damage

Defense

Special

Basic

Skilled

Expert

Master

 

Grand Master

-

-

-/10/20

-/10/20

 

10/20/30

1d6+1

1d6+3

1d6+5

P:1d8+8

S:1d6+7

P:1d8+10

S:1d6+8

-

H:-2AC/1

H:-2AC/2

H:-3AC/3

 

H:-4AC/3

-

Deflect(1) + Disarm(S)

Deflect(2) + Disarm(S+1)

Deflect(2) + Disarm(S+2)

 

Deflect(3) + Disarm(S+4)

The elven longsword weapon mastery is actually mastery with the normal sword (a character Skilled in the normal sword will wield an elven longsword at Skilled level). See GAZ5 for details on the elven longsword's special attributes.

 

Bolas of Sunlight

1H

P=H

Size M

150 gp

30 cn

 

Mastery

Ranges

Damage

Defense

Special

Basic

Skilled

Expert

Master

Grand Master

-/60/90

-/50/120

-/40/150

-/30/180

-/20/210

-

-

-

-

-

-

H:-1AC/1

H:-2AC/2

H:-3AC/3

H:-4AC/3

See the Magic Items file

 

 

Artillery 

Ballista

P=L

 

Mastery

Range

Damage

Special

Basic

Skilled

Expert

Master

 

Grand Master

100/200/300

110/210/300

120/210/300

120/220/300

 

140/220/300

1d10+6

1d12+7

2d8+7

P:3d6+7

S:4d4+7

P:3d8+8

S:3d6+8

-

Skewer(s)

Skewer(s/m)

Skewer(s/m) + Death(s)

 

Skewer(s/m) + Death(s/m)

 

Springal (Heavy Ballista)

P=L

 

Mastery

Range

Damage

Special

Basic

Skilled

Expert

Master

 

Grand Master

80/160/240

100/170/240

120/180/240

140/190/240

 

160/200/240

2d8+8

2d10+9

2d12+10

P:3d10+11

S:3d8+11

P:3d12+12

S:5d6+10

-

Skewer(s)

Skewer(s/m)

Skewer(s/m) + Death(s)

 

Skewer(s/m) + Death(s/m)

The springal is similar to the normal ballista, except it hurls heavy javelins rather than bolts. The difference lies in its greater size and hurling mechanism that relies on a vertical, wooden spring hitting the back of the javelin, rather than a crossbow-style device. Note that the springal only has a 90° field of fire (part of its firing mechanism can be rotated up to 45° left or right) compared to the ballista which has a full 360Ί field of fire.

 

cost: 100 gp enc: 12,000 cn AC:4 HP:18 Full crew:5 Fire Rate: 1/4 rounds Ammo Cost/Week: 3000 gp

 

Light Catapult

P=L

 

Mastery

Range

Damage

Special

Basic

Skilled

Expert

Master

 

Grand Master

200/250/300

210/260/300

220/260/300

230/270/300

 

240/270/300

1d8+8

1d10+9

2d6+9

P:2d8+10

S:1d12+11

P:2d10+12

S:2d8+12

-

Stun(s/m)

Stun(all)

Stun(all) + Knockout(s/m)

 

Stun(all) + Knockout(all)

 

Heavy Catapult

P=L

 

Mastery

Range

Damage

Special

Basic

Skilled

Expert

Master

 

Grand Master

250/320/400

270/330/400

290/340/400

310/350/400

 

330/360/400

1d10+10

1d12+12

2d8+12

P:2d12+12

S:2d10+12

P:3d10+12

S:4d6+10

-

Stun(s/m)

Stun(all)

Stun(all) + Knockout(s/m)

 

Stun(all) + Knockout(all)

 

Trebuchet

P=L

 

Mastery

Range

Damage

Special

Basic

Skilled

Expert

Master

 

Grand Master

250/375/500

280/390/500

320/410/500

360/430/500

 

400/450/500

1d12+13

2d8+14

2d10+15

P:2d12+16

S:2d10+16

P:5d6+16

S:3d10+12

-

Stun(s/m)

Stun(all)

Stun(all) + Knockout(s/m)

 

Stun(all) + Knockout(all)

 

P=L - Primary target includes large (L) creatures only

 

The performance of an artillery piece is largely dependent upon the skill of its crew. The crew usually consists of a chief artillerist and several assistants. The initial effectiveness of the artillery piece is dependent upon the artillerist's mastery. However, the remainder of the crew should have a mastery of no less than two levels below the chief. For example, a Grand Master artillerist needs a crew of no less than Expert mastery. Should the latter be untrue (the crew is inadequately trained or is incomplete), then use the lowest level of mastery among the crew, minus one. Weapon Mastery grants the usual bonuses to attack rolls and the Despair effect. The statistics above are for human-sized artillery pieces. For larger weapons, add +1 to damage for each extra 1' above human in size. Assume humans to be up to 7' in size. Likewise, the building cost, HP, and weekly cost of ammunition for oversize weapons all increase +10% for each extra foot of intended "user size". The range of these weapons increases in a similar manner, but only for the intended users. Smaller users are too weak to crank these machines up to their full potential. Using an artillery piece made for a large crew requires a -1 penalty to hit per foot of difference, up to -5. Beyond this, the user is unable to use the artillery piece at all. Artillery pieces made for smaller users can be used without penalty.



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