Posts Tagged ‘mace’
Saturday, June 23rd, 2001

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This system is based on the premise that characters may try to use weapons either 1 handed or 2 handed, and may have some amount of success. Wherever the damage is not applicable (n/a) it means the damage would be the same or it is impossible to use the weapon this way.
| Weapon | 1-handed | 2-handed | Other |
| Battle Axe | 1d8 (-2) | 1d10 (+0) | |
| Hand Axe | 1d6 (+0) | 1d8 (+0) | |
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| Short Bow | n/a | 1d6 (-1) | |
| Long Bow | n/a | 1d8 (-1) | |
| Lt. Crossbow | n/a | 1d6 (+0) | |
| Hv. Crossbow | n/a | 3d4 (+0) | fire 1 per 2 rounds |
| Composite Short Bow | n/a | 1d8 (+0) | STR modifies damage |
| Composite Long Bow | n/a | 1d10 (+0) | STR modifies damage |
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| Blackjack | 1d2 (+0) | 1d4 (+0) | knockout |
| Club | 1d4 (+0) | 1d6 (+0) | |
| Throwing Hammer | 1d4 (+0) | n/a | |
| War Hammer | 1d6 (+0) | 1d8 (+0) | |
| Mace | 1d6 (+0) | 2d4 (+0) | |
| Staff | 1d6 (-2) | 1d8 (+0) | |
| Torch | 1d2 (+0) | 1d4 (+0) | 1d4/1d6 damage when lit |
| Flail | 1d6 (+0) | 2d4 (+0) | |
| Morning Star | 1d6+1 (+0) | 2d4+1 (+0) | |
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| Dagger | 1d4 (+0) | n/a | |
| Katar | 1d4+1 (+0) | n/a | |
| Butterfly Knife | 1d4 (+0) | n/a | throw +2 to hit |
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| Polearm | 1d10 (-2) | 2d6 (+0) | dwarves -3 to hit |
| Javelin | 1d6 (+0) | 1d8 (+0) | small creatures can use |
| Lance | 1d10* (-2) | 2d6 (+0) | double damage for charge |
| Pike | 1d10 (-2) | 1d12 (+0) | |
| Spear | 1d6 (+0) | 1d10 (+0) | |
| Trident | 1d6 (+0) | 1d10 (+0) | |
| Tlacochtli | 1d6 (+0) | 1d10 (+0) | pull out causes 1d6 extra damage |
| Naginata | 1d8 (-2) | 2d6 (+2) | |
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| Sword (Long) | 1d8 (+0) | 1d10 (+0) | |
| Short Sword | 1d6 (+0) | 1d8 (+0) | |
| Bastard Sword | 1d6+1 (+0) | 1d8+1 (+0) | |
| Two-handed Sword | 1d10 (-2) | 1d12 (+0) | |
| Rapier | 2d4-1 (+0) | 2d4 (-2) | -2 to hit vs plate armor |
| Broadsword | 2d4 (+0) | 3d4 (+1) | |
| Katana | 1d8 (+0) | 3d4 (+1) | |
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| Bola | 1d2 (+0) | n/a | entangle |
| Cestus | 1d4 (+0) | n/a | |
| Sling | 1d4 (+1) | n/a | |
| Whip | 1d2 (+0) | n/a | entangle |
| Barbed Whip | 1d4 (+0) | n/a | entangled, save +2 |
| Hooked Net | 1d4 (+0) | n/a | entangle, save -2 |
| Chain Net | nil (+0) | n/a | entangle, save -3 |
| Shurikin | 1d3 (+0) | n/a | |
| Chakram | 1d4 (+0) | n/a | |
Tags: character, dm, katana, mace, mage, sword, weapons
Posted in Equipment | 1 Comment »
Saturday, June 23rd, 2001

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This post updates and replaces the previous exotic weapons chart. Morning Star and Flail are both weapons in original D&D that somehow got left out of the Cyclopedia. Broadsword is taken from AD&D where it is 2d4. Rapier stats are also from D&D described in Dragon #175.
The optional rules are provided to add something unique to the weapons, so they’re a little more interesting than just finding “a different kind of sword” that different in name only.
(more…)
Tags: armor, chart, katana, mace, mage, rules, sword, weapons
Posted in Equipment | 1 Comment »
Wednesday, May 30th, 2001

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by BAHUMUTH
Duch Year: 982
The huge saber crashed against the center of the iron sword, throwing its holder back a few steps, and then again in an overhand strike. The tall, plate-mailed knight brought down his steel broadsword down with all his might. The muscular, dark-skinned island-man threw his crude sword to parry, catching the broadsword at its hilt.
The Kikapa island-man, although naked, was very seasoned with his hilt less sword. Comparatively, the knight, mailed in white satin-draped field plate, definitely held the advantage. The Kikapa allowed the knight to come in at him and then fell back against the weight of the knight, causing the knight to lose his balance. He then used this advantage by stopping the collapse of the armor on himself with his leg and then swiped his sword hard against the knight’s head.
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Tags: armor, barbarian, character, cleric, curse, dm, dragons, dungeons, Equipment, fighter, game, mace, mage, magic, map, Monsters, player, poison, random, rogue, shield, spells, sword, table, thief, trap, treasure, weapons, wizard
Posted in Myths & Legends | No Comments »
Thursday, June 8th, 2000

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This is based on the idea that players and the DM will build characters for a story line, not just to suit their gaming needs. In other words, characters should have some panache or style of their own. This means the items below are not rules but rather suggestions on how one might play his own character. The player should be able to freely choose to do this, these are not rule changes. The DM may want to offer “rewards” (some are described below, if you look closely). These rewards are not experience rewards, etc. but instead take the form of some sort of reward in the story, or “good luck.” For example, one reward for being an elf and not using your power to the fullest potential (as a ranger) is that you always seem to find food in the wilderness, you are able to befriend animals more easily (not attacked by bears), and you have a faithful pet (such as a dire wolf). And such rewards can increase as you go up level, because it’s one thing to start out as a “ranger” and then not keep up with it, but someone who has been a ranger for 9 levels should at least have a dire wolf to help him. Again, this is not a rule change.
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Tags: armor, barbarian, character, cleric, dm, druid, Equipment, fighter, mace, magic, paladin, player, poison, ranger, rules, shield, spells, thief, weapons
Posted in Character Classes | No Comments »
Thursday, September 9th, 1999

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| 1d100 | Sword |
| 01-13 | sword+1, +3 vs dragons |
| 14-26 | sword+1, +3 vs lycantheropes |
| 27-39 | sword+1, +3 vs undead |
| 40-49 | sword+1, +3 vs spellcasters |
| 50-59 | sword+1, +3 vs regeneration |
| 60-65 | sword+1, cure lt wounds 1/day |
| 66-71 | sword+1, light 1/day |
| 72-77 | sword+1, darkness 1/day |
| 78-82 | sword+1, locate object 1/day |
| 83-86 | sword+2, flames on command |
| 87-90 | sword+2, charm person on hit |
| 95-97 | sword+1, haste user 1/day |
| 98-99 | sword+1, drain life energy (1d4+4) |
| 100 | sword+1, wishes (1d4) |
| 1d100 | Weapon |
| 01-07 | dagger+1, +3 vs kobolds, goblins, orcs |
| 08-20 | dagger+1, +3 vs elementals |
| 15-21 | dagger+1, +3 vs enchanted |
| 22-27 | mace+1, +4 vs undead |
| 28-33 | war hammer+1, +4 vs dragons |
| 34-39 | war hammer+1, +4 vs regeneration |
| 40-45 | battle axe+1, +4 vs dragons |
| 46-51 | battle axe+1, +4 vs giants |
| 52-57 | battle axe+1, +4 vs kobolds, goblins, orcs |
| 58-63 | polearm+1, +4 vs dragons |
| 64-69 | polearm+1, +4 vs giants |
| 70-73 | staff+1, read magic (unlimited) |
| 74-77 | staff+1, detect magic (unlimited) |
| 78-81 | mace+1, locate object 1/day |
| 82-85 | mace+1, cure lt wounds 1/day |
| 86-88 | whip+1, hold person on hit |
| 89-91 | spear+2, light 1/day |
| 92-94 | hand axe+2, double range |
| 95-97 | war hammer+2, striking 1/day |
| 98-99 | dagger+1, invisibility 1/day |
| 100 | war hammer+3, boomerang |
| 1d100 | Missile/Weapon |
| 01-14 | 20 arrows+1, +4 vs dragons |
| 15-22 | 20 arrows+1, +4 vs lycantheropes |
| 23-32 | 20 arrows+1, +4 vs regeneration |
| 33-42 | 20 arrows+1, +4 vs spellcasters |
| 43-52 | 20 arrows+1, +4 vs undead |
| 53-60 | 10 arrows+2, charm person on hit |
| 61-67 | 10 stones+2, hold person on hit |
| 68-74 | 10 arrows+2, flame (2d6 dmg) |
| 75-80 | 10 arrows+2, lightning (2d6 dmg) |
| 81-87 | 10 quarrels+3, leech (-1 hp/rnd) |
| 88-91 | sling+1, +3 vs giants |
| 92-94 | sling+1, +3 vs spellcasters |
| 95-96 | crossbow+1, darkness on impact |
| 97-98 | short bow+1, light on impact |
| 99-100 | long bow+1, dispel magic on impact |
| 1d100 | Armor |
| 01-11 | shield+1, +3 vs breath |
| 12-22 | shield+1, +3 vs spells |
| 23-32 | shield+1, +3 vs paralysis/stone |
| 33-42 | leather armor+1, +4 vs poison/death |
| 43-52 | leather armor+1, +4 vs paralysis/stone |
| 53-60 | plate mail+1, +3 vs breath |
| 61-68 | plate mail+1, +3 vs spells |
| 69-75 | plate mail+1, +3 vs paralysis/stone |
| 76-81 | chain mail+1, +4 vs poison/death |
| 80-83 | chain mail+1, +4 vs spells |
| 84-87 | chain mail+1, +4 vs paralysis/stone |
| 88-91 | shield+2, +5 vs breath |
| 92-93 | shield+3 |
| 95-97 | chain mail+2, absorb 2 dmg/attack |
| 98-99 | plate mail+2, absorb 2 dmg/attack |
| 100 | leather armor+3, absorb 3 dmg/attack |
Notes:
- 1 in 20 chance of being cursed
- Hold Person on hit: operates just like the spell, but there is no -2 penalty to save
- Flame and lightning arrows turn into a bolt of flame or lightning when fired,doing 2d6 dmg.
- Leech arrows do 1 hp/round after the initial strike until the arrow is removed or healing is applied.
- Light/darkness on impact: if a creature is hit, he is the victim of the spell, and must save or be blinded.
Tags: armor, curse, dm, dragons, mace, magic, poison, shield, spells, sword, table
Posted in Equipment | No Comments »