Simple Weapons:
short bow, dart, sling, club, quarterstaff, mace, light flail, light hammer, dagger, handaxe, sickle, scythe and longspear.
Martial Weapons:
light and heavy crossbows, longbow, throwing axe, battleaxe, greataxe, greatsword, longsword, short sword, rapier, scimitar, halberd (and various polearms), trident, shortspear, heavy flail, morningstar, warhammer, and maul.
Exotic Weapons:
bastard sword, dire mace, dwarven waraxe, double axe, kama, katana, kukri, shuriken, whip, and two-bladed sword.
class Based Weapon Lists:
- Druids: dart, sling, club, quarterstaff, sickle, dagger, light hammer, scimitar, trident, shortspear, and longspear.
- Monks: short and long bows, shuriken, sling, club, light hammer, quarterstaff, light flail, heavy flail, dagger, kukri, and kama.
- Rogues and Bards: light crossbow, shortbow, sling, dart, club, quarterstaff, mace, light hammer, dagger, short sword, rapier, handaxe, and whip.
- Wizards: light and heavy crossbow, club, quarterstaff, light hammer and daggers.
- Elves: Longbow, Shortbow
- Dwarves: Dwarven Waraxe
- Clerics: favored weapons depending on deity/religion
- Knife: dagger, kukri
- Axe: hand axe, battleaxe, great axe, dwarven waraxe, scimitar, kukri
- Hammer: light hammer, warhammer, maul
- Short spear and trident may be used one handed. Long Spear requires two hands.
- Whip can be equipped in either left or right hand
- Scythe d6 20/x4 (and typically has penalties to hit)
- club d4
- quarter staff functions as a double weapon
- light crossbow is a small weapon
- light flail 2d3
- heavy flail 2d4
- war hammer d8 20/x3
- maul 2d6 20/x3 bludgeon
- shuriken d4
- rapier slashing and piercing damage. Situational benefits if character knows fencing (alternate combat pheno etc..)
- Halberd damage type is slashing but each specific polearm has different bonus damage types and benefits
All armor has some damage resistance versus one or more of the base physical damage types. Heavy armor is substantially more protective than light and medium armor. Light armors also allow substantially more benefits from high dexterity. The maximum protection versus bludgeoning is 3, the max versus piercing or slashing is 6.
Light
AC 1 Dex 15 ACCheck 0 Arcane 5%
AC 2 Dex 12 ACCheck 0 Arcane 5%
AC 3 Dex 8 ACCheck -1 Arcane 10%
Medium
AC 4 Dex 5 ACCheck -2 Arcane 25%
AC 5 Dex 4 ACCheck -3 Arcane 25%
Heavy
AC 6 Dex 1 ACCheck -6 Arcane 50%
AC 7 Dex 1 ACCheck -8 Arcane 50%
AC 8 Dex 0 ACCheck -10 Arcane 50%
AC 9 Dex 1 ACCheck -9 Arcane 50%
Modifié par henesua, 25 août 2012 - 04:24 .





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