Nithian Throwing Stick |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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) |
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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.