Posts Tagged ‘sword’

Mystic Weapons

Friday, June 13th, 2008
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Nunchucku – 1d6 – (F,C,T,E,D,H,My) Small, 2-handed weapon that doesn’t lose initiative. Can be used to give +1 in wrestling for choking.

Tetsubo – 1d8 – (F,C,E,D,My,Dr) – Large, 2-handed weapon that loses initiative; pole arm rules.

Sode Garami – 1d4 – (F,E,My,Dr) Large, 2-handed weapon that loses initiative. Can be used to catch the sleeves of the opponent; opponent gets save vs. paraysis.

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New Weapon System

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.

Weapon1-handed2-handedOther
Battle Axe1d8 (-2)1d10 (+0)
Hand Axe1d6 (+0)1d8 (+0)




Short Bown/a1d6 (-1)
Long Bown/a1d8 (-1)
Lt. Crossbown/a1d6 (+0)
Hv. Crossbown/a3d4 (+0)fire 1 per 2 rounds
Composite Short Bown/a1d8 (+0)STR modifies damage
Composite Long Bown/a1d10 (+0)STR modifies damage




Blackjack1d2 (+0)1d4 (+0)knockout
Club1d4 (+0)1d6 (+0)
Throwing Hammer1d4 (+0)n/a
War Hammer1d6 (+0)1d8 (+0)
Mace1d6 (+0)2d4 (+0)
Staff1d6 (-2)1d8 (+0)
Torch1d2 (+0)1d4 (+0)1d4/1d6 damage when lit
Flail1d6 (+0)2d4 (+0)
Morning Star1d6+1 (+0)2d4+1 (+0)




Dagger1d4 (+0)n/a
Katar1d4+1 (+0)n/a
Butterfly Knife1d4 (+0)n/athrow +2 to hit




Polearm1d10 (-2)2d6 (+0)dwarves -3 to hit
Javelin1d6 (+0)1d8 (+0)small creatures can use
Lance1d10* (-2)2d6 (+0)double damage for charge
Pike1d10 (-2)1d12 (+0)
Spear1d6 (+0)1d10 (+0)
Trident1d6 (+0)1d10 (+0)
Tlacochtli1d6 (+0)1d10 (+0)pull out causes 1d6 extra damage
Naginata1d8 (-2)2d6 (+2)




Sword (Long)1d8 (+0)1d10 (+0)
Short Sword1d6 (+0)1d8 (+0)
Bastard Sword1d6+1 (+0)1d8+1 (+0)
Two-handed Sword1d10 (-2)1d12 (+0)
Rapier2d4-1 (+0)2d4 (-2)-2 to hit vs plate armor
Broadsword2d4 (+0)3d4 (+1)
Katana1d8 (+0)3d4 (+1)




Bola1d2 (+0)n/aentangle
Cestus1d4 (+0)n/a
Sling1d4 (+1)n/a
Whip1d2 (+0)n/aentangle
Barbed Whip1d4 (+0)n/aentangled, save +2
Hooked Net1d4 (+0)n/aentangle, save -2
Chain Netnil (+0)n/aentangle, save -3
Shurikin1d3 (+0)n/a
Chakram1d4 (+0)n/a

Exotic Weaponry

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.

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The Isle of Dread

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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Magic Item Tables

Thursday, September 9th, 1999
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1d100Sword
01-13sword+1, +3 vs dragons
14-26sword+1, +3 vs lycantheropes
27-39sword+1, +3 vs undead
40-49sword+1, +3 vs spellcasters
50-59sword+1, +3 vs regeneration
60-65sword+1, cure lt wounds 1/day
66-71sword+1, light 1/day
72-77sword+1, darkness 1/day
78-82sword+1, locate object 1/day
83-86sword+2, flames on command
87-90sword+2, charm person on hit
95-97sword+1, haste user 1/day
98-99sword+1, drain life energy (1d4+4)
100sword+1, wishes (1d4)
1d100Weapon
01-07dagger+1, +3 vs kobolds, goblins, orcs
08-20dagger+1, +3 vs elementals
15-21dagger+1, +3 vs enchanted
22-27mace+1, +4 vs undead
28-33war hammer+1, +4 vs dragons
34-39war hammer+1, +4 vs regeneration
40-45battle axe+1, +4 vs dragons
46-51battle axe+1, +4 vs giants
52-57battle axe+1, +4 vs kobolds, goblins, orcs
58-63polearm+1, +4 vs dragons
64-69polearm+1, +4 vs giants
70-73staff+1, read magic (unlimited)
74-77staff+1, detect magic (unlimited)
78-81mace+1, locate object 1/day
82-85mace+1, cure lt wounds 1/day
86-88whip+1, hold person on hit
89-91spear+2, light 1/day
92-94hand axe+2, double range
95-97war hammer+2, striking 1/day
98-99dagger+1, invisibility 1/day
100war hammer+3, boomerang
1d100Missile/Weapon
01-1420 arrows+1, +4 vs dragons
15-2220 arrows+1, +4 vs lycantheropes
23-3220 arrows+1, +4 vs regeneration
33-4220 arrows+1, +4 vs spellcasters
43-5220 arrows+1, +4 vs undead
53-6010 arrows+2, charm person on hit
61-6710 stones+2, hold person on hit
68-7410 arrows+2, flame (2d6 dmg)
75-8010 arrows+2, lightning (2d6 dmg)
81-8710 quarrels+3, leech (-1 hp/rnd)
88-91sling+1, +3 vs giants
92-94sling+1, +3 vs spellcasters
95-96crossbow+1, darkness on impact
97-98short bow+1, light on impact
99-100long bow+1, dispel magic on impact
1d100Armor
01-11shield+1, +3 vs breath
12-22shield+1, +3 vs spells
23-32shield+1, +3 vs paralysis/stone
33-42leather armor+1, +4 vs poison/death
43-52leather armor+1, +4 vs paralysis/stone
53-60plate mail+1, +3 vs breath
61-68plate mail+1, +3 vs spells
69-75plate mail+1, +3 vs paralysis/stone
76-81chain mail+1, +4 vs poison/death
80-83chain mail+1, +4 vs spells
84-87chain mail+1, +4 vs paralysis/stone
88-91shield+2, +5 vs breath
92-93shield+3
95-97chain mail+2, absorb 2 dmg/attack
98-99plate mail+2, absorb 2 dmg/attack
100leather 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.

Prudence Decor

Tuesday, September 24th, 1996
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Prudence found herself in darkness and silence. A splinter of light split the abyss with a radiating warmth. What had been moist, dark, and cold was dispelled by an awesome power, giving a dry and warm light. Prudence drew her sword, the Luckblade, in preparation for what might come. Though she was in fear, she could sense that there was no danger here.

A misty cloud formed. At its center, a clear pool. Prudence gazed into its still waters, a forever deep baptismal font. She seached forward with her fingers. Their dance formed rings upon the water, disturbing the stillness. Within the waters she witnessed a cave amidst a grassy plain with but one tree directly in front of her. The tree was dry and withered with moss and fungi feeding off of it. Yet it stood. Entwined about it was a serpent who had sucked the life from it and from the man who now lay at the base of the tree.

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