Standard Steel Weapons - Non-Steel Weapons

WEAPON DESCRIPTIONS - Table: Weapons
Simple Weapons Cost Dmg (S) Dmg (M) Critical Range Increment Weight1 Type2
Unarmed Attacks






Gauntlet 2 gp 1d2 1d3 x2 1 lb. Bludgeoning
Unarmed strike 1d23 1d33 x2 Bludgeoning
Light Melee Weapons






Dagger 2 gp 1d3 1d4 19–20/x2 10 ft. 1 lb. Piercing or slashing
Dagger, punching 2 gp 1d3 1d4 x3 1 lb. Piercing
Gauntlet, spiked 5 gp 1d3 1d4 x2 1 lb. Piercing
Mace, light 5 gp 1d4 1d6 x2 4 lb. Bludgeoning
Sickle 6 gp 1d4 1d6 x2 2 lb. Slashing
One-Handed Melee Weapons






Club 1d4 1d6 x2 10 ft. 3 lb. Bludgeoning
Mace, heavy 12 gp 1d6 1d8 x2 8 lb. Bludgeoning
Morningstar 8 gp 1d6 1d8 x2 6 lb. Bludgeoning and piercing
Shortspear 1 gp 1d4 1d6 x2 20 ft. 3 lb. Piercing
Two-Handed Melee Weapons






Longspear4 5 gp 1d6 1d8 x3 9 lb. Piercing
Quarterstaff5 1d4/1d4 1d6/1d6 x2 4 lb. Bludgeoning
Spear 2 gp 1d6 1d8 x3 20 ft. 6 lb. Piercing
Ranged Weapons






Crossbow, heavy 50 gp 1d8 1d10 19–20/x2 120 ft. 8 lb. Piercing
Bolts, crossbow (10) 1 gp 1 lb.
Crossbow, light 35 gp 1d6 1d8 19–20/x2 80 ft. 4 lb. Piercing
Bolts, crossbow (10) 1 gp 1 lb.
Dart 5 sp 1d3 1d4 x2 20 ft. 1/2 lb. Piercing
Javelin 1 gp 1d4 1d6 x2 30 ft. 2 lb. Piercing
Sling 1d3 1d4 x2 50 ft. 0 lb. Bludgeoning
Bullets, sling (10) 1 sp 5 lb.
Martial Weapons Cost Dmg (S) Dmg (M) Critical Range Increment Weight1 Type2
Light Melee Weapons






Axe, throwing 8 gp 1d4 1d6 x2 10 ft. 2 lb. Slashing
Hammer, light 1 gp 1d3 1d4 x2 20 ft. 2 lb. Bludgeoning
Handaxe 6 gp 1d4 1d6 x3 3 lb. Slashing
Kukri 8 gp 1d3 1d4 18–20/x2 2 lb. Slashing
Pick, light 4 gp 1d3 1d4 x4 3 lb. Piercing
Sap 1 gp 1d43 1d63 x2 2 lb. Bludgeoning
Shield, light special 1d2 1d3 x2 special Bludgeoning
Spiked armor special 1d4 1d6 x2 special Piercing
Spiked, shield light special 1d3 1d4 x2 special Piercing
Sword short 10 gp 1d4 1d6 19–20/x2 2 lb. Piercing
One-Handed Melee Weapons






Battleaxe 10 gp 1d6 1d8 x3 6 lb. Slashing
Flail 8 gp 1d6 1d8 x2 5 lb. Bludgeoning
Longsword 15 gp 1d6 1d8 19–20/x2 4 lb. Slashing
Pick, heavy 8 gp 1d4 1d6 x4 6 lb. Piercing
Rapier 20 gp 1d4 1d6 18–20/x2 2 lb. Piercing
Scimitar 15 gp 1d4 1d6 18–20/x2 4 lb. Slashing
Shield, heavy special 1d3 1d4 x2 special Bludgeoning
Spiked shield, heavy special 1d4 1d6 x2 special Piercing
Trident 15 gp 1d6 1d8 x2 10 ft. 4 lb. Piercing
Warhammer 12 gp 1d6 1d8 x3 5 lb. Bludgeoning
Two-Handed Melee Weapons






Falchion 75 gp 1d6 2d4 18–20/x2 8 lb. Slashing
Glaive4 8 gp 1d8 1d10 x3 10 lb. Slashing
Greataxe 20 gp 1d10 1d12 x3 12 lb. Slashing
Greatclub 5 gp 1d8 1d10 x2 8 lb. Bludgeoning
Flail, heavy 15 gp 1d8 1d10 19–20/x2 10 lb. Bludgeoning
Greatsword 50 gp 1d10 2d6 19–20/x2 8 lb. Slashing
Guisarme4 9 gp 1d6 2d4 x3 12 lb. Slashing
Halberd 10 gp 1d8 1d10 x3 12 lb. Piercing or slashing
Lance4 10 gp 1d6 1d8 x3 10 lb. Piercing
Ranseur4 10 gp 1d6 2d4 x3 12 lb. Piercing
Scythe 18 gp 1d6 2d4 x4 10 lb. Piercing or slashing
Ranged Weapons






Longbow 75 gp 1d6 1d8 x3 100 ft. 3 lb. Piercing
Arrows (20) 1 gp 3 lb.
Longbow, composite 100 gp 1d6 1d8 x3 110 ft. 3 lb. Piercing
Arrows (20) 1 gp 3 lb.
Shortbow 30 gp 1d4 1d6 x3 60 ft. 2 lb. Piercing
Arrows (20) 1 gp 3 lb.
Shortbow, composite 75 gp 1d4 1d6 x3 70 ft. 2 lb. Piercing
Arrows (20) 1 gp 3 lb.
Exotic Weapons Cost Dmg (S) Dmg (M) Critical Range Increment Weight1 Type2
Light Melee Weapons






Kama 2 gp 1d4 1d6 x2 2 lb. Slashing
Nunchaku 2 gp 1d4 1d6 x2 2 lb. Bludgeoning
Sai 1 gp 1d3 1d4 x2 10 ft. 1 lb. Bludgeoning
Siangham 3 gp 1d4 1d6 x2 1 lb. Piercing
One-Handed Melee Weapons






Sword, bastard 35 gp 1d8 1d10 19–20/x2 6 lb. Slashing
Waraxe, dwarven 30 gp 1d8 1d10 x3 8 lb. Slashing
Whip4 1 gp 1d23 1d33 x2
2 lb. Slashing
Two-Handed Melee Weapons






Axe, orc double5 60 gp 1d6/1d6 1d8/1d8 x3 15 lb. Slashing
Chain, spiked4 25 gp 1d6 2d4 x2 10 lb. Piercing
Flail, dire5 90 gp 1d6/1d6 1d8/1d8 x2 10 lb. Bludgeoning
Hammer, gnome hooked5 20 gp 1d6/1d4 1d8/1d6 x3/x4 6 lb. Bludgeoning and piercing
Sword, two-bladed5 100 gp 1d6/1d6 1d8/1d8 19–20/x2 10 lb. Slashing
Urgrosh, dwarven5 50 gp 1d6/1d4 1d8/1d6 x3 12 lb. Slashing or piercing
Ranged Weapons






Bolas 5 gp 1d33 1d43 x2 10 ft. 2 lb. Bludgeoning
Crossbow, hand 100 gp 1d3 1d4 19–20/x2 30 ft. 2 lb. Piercing
Bolts (10) 1 gp 1 lb.
Crossbow, repeating heavy 400 gp 1d8 1d10 19–20/x2 120 ft. 12 lb. Piercing
Bolts (5) 1 gp 1 lb.
Crossbow, repeating light 250 gp 1d6 1d8 19–20/x2 80 ft. 6 lb. Piercing
Bolts (5) 1 gp 1 lb.
Net 20 gp 10 ft. 6 lb.
Shuriken (5) 1 gp 1 1d2 x2 10 ft. 1/2 lb. Piercing
1 Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much.
2 When two types are given, the weapon is both types if the entry specifies “and,” or either type (player’s choice at time of attack) if the entry specifies “or.”
3 The weapon deals nonlethal damage rather than lethal damage.
4 Reach weapon.
5 Double weapon.



Non-Steel Weapons

The nation of Funnundia and indeed the entire continant of Ecompia is almost completely without iron deposits during the period preceeding the technological revolution. What iron there is lies burried far deeper than the deepest mine can be build using the materials of that time. As a result, steel and iron are very, very expensive. Iron ore is worth twice it's weight in gold and unworked steel is 4 times more expensive! This is too expensive for it to be used for anything beyond alchemical and weapon uses.

What little steel is available comes from 2 sources. The dwarves found 3 sites where there were small deposits of iron, but these were mined out 200 years ago. They did cache much of it and this provides a trickle of steel items. The other source is smuggling from the continant of Arcoma. The rulers of Arcoma are well aware of Ecompia's lack of steel and use it to reduce threats from raiders and military expeditions. Without steel weapons they maintain a huge strategic advantage that has been successful in preventing intercontantal wars. Conversly, the think jungle and scattered populations have prevented Arcoma from invading armys from across the sea. All the nations of Arcoma have strict laws against exporting iron. The laws on this are draconian with steel smugglers being treated like pirates. A ship carring steel is automatically assumed to be smuggling, so it is only transported by land unless a national ship does the transport. A ship suspected of smuggling is boarded and searched. If steel is found, the crew is immediatly forced to offload the steel then hung from the rigging. The ship is either confiscated or sunk (if it's not a good one). In addition, all the holdings of a family who has a member convicted of smuggling are confiscated and if they are suspected of even knowing something about it they are imprisoned for life. Due to the extreme danger involved, the imported steel is always worked and seldom is raw iron smuggled.

The dwarves have cornered the market on steel and maintain their monopoly jelously. Humans who work steel are harassed, their shops vandalized, their childeren kidnapped and murders of blacksmiths have been known. Thus, humans and other races who produce steel items do so covertly with the sources of the items being closely guarded and hidden.

DMs (and indignant players) might ask "Why?". First, it creates another vital commodity for the players to strive for besides gold and silver. A hoard of steel weapons is far more attractive to a warrior with a bronze longsword than gems! Second, the lack of steel and the substatutions for it will add a lot of color to the campaign. Tin and copper are used for every day items, bronze is used for weapons and glass of different kinds are more common than any metal. The poor can seldom afford metal at all and have found many other substatutions like ceramic, wood and stone that are either found or cheaply obtainted. Last, the rules for non-steel weapons will provide another way to bedevil the players with broken weapons and ruined armor that must be repaired or replaced.

Glass Daggers - a ladies weapon intended for single use self protection




Table: COMMON ARMOR, WEAPON, AND SHIELD HARDNESS AND HIT POINTS


Steel Weapons and Armor
Bronze
Ceramic
Wood
Weapon or Shield Hardness HP1 Hardness HP Hardness
HP
Hardness
HP
Light blade 10 2 7
2
9
1
5
2
One-handed blade 10 5 7
4
9
3
5
4
Two-handed blade 10 10 7
7
9
5
5
8
Light metal-hafted weapon 10 10 7
7
9
5
5
8
One-handed metal-hafted weapon 10 20 7
14
9
10
5
8
Light hafted weapon 5 2 4
2
3

5
2
One-handed hafted weapon 5 5 4
4


5
4
Two-handed hafted weapon 5 10 4
8


5
8
Projectile weapon 5 5 4
4




Armor special2 armor bonus x 5





Buckler 10 5





Light wooden shield 5 7





Heavy wooden shield 5 15





Light steel shield 10 10





Heavy steel shield 10 20





Tower shield 5 20





1 The hp value given is for Medium armor, weapons, and shields. Divide by 2 for each size category of the item smaller than Medium, or multiply it by 2 for each size category larger than Medium.





2 Varies by material; see Table: Substance Hardness and Hit Points.






Table 1–7: Low-Tech Weapon Hit Points
 

Bone hp Stone hp Bronze hp
Weapon Example (hardness 6) (hardness 8) (hardness 9)
Tiny blade Dagger 1 1 1
Small blade Short sword 1 1 1
Medium-size blade Longsword 2 3 4
Large blade Greatsword 3 5 7
Small metal-hafted weapon Light mace 7
Medium-size metal-hafted weapon Heavy mace 16





Table 1–8: New Armor
Armor Arcane
Armor Max Dex Check Spell Speed
Armor Cost Bonus Bonus Penalty Failure 30 ft./20 ft. Weight
Light armor
Bark 5 gp +2 +5 –2 15% 30 ft./20 ft. 15 lb.
Bondleaf wrap 1,000 gp +1 30 ft./20 ft. 2 lb.
Bone 20 gp +3 +4 –3 15% 30 ft./20 ft. 20 lb.
Cord 15 gp +2 +5 –1 5% 30 ft./20 ft. 15 lb.
Leather scale 35 gp +3 +6 –2 15% 30 ft./20 ft. 20 lb.
Moon-ivy 16,000 gp +4 +6 +0 10% 30 ft./20 ft. 5 lb.
Wicker 1 gp +1 +5 +0 10% 30 ft./20 ft. 5 lb.
Wood 15 gp +3 +4 –3 15% 30 ft./20 ft. 15 lb.
Medium armor
Brigandine 30 gp +4 +2 –5 30% 20 ft./15 ft. 40 lb.
Lamellar 150 gp +5 +3 –4 30% 20 ft./15 ft. 35 lb.
Ring 75 gp +4 +4 –3 30% 20 ft./15 ft. 35 lb.
Shell 25 gp +3 +3 –2 20% 20 ft./15 ft. 20 lb.
Heavy armor
Coral 225 gp +6 +1 –7 30% 20 ft./15 ft. 40 lb.
Dendritic 2,000 gp +9 +0 –8 40% 20 ft./15 ft. 1 60 lb.
Stone, dwarven 1,750 gp +9 +0 –7 40% 20 ft./15 ft. 80 lb.
Shields
Buckler, beetle 6,600 gp +2 –1 5%
— 5 lb.
Dastana 25 gp +1 –1 5%
— 5 lb.
Shield, stiletto 30 gp +1 –1 5%
— 10 lb.
Extras
Quick-escape +300 gp +2 lb.

1 See the description of this armor for special rules.

MASTERWORK WEAPONS

A masterwork weapon is a finely crafted version of a normal weapon. Wielding it provides a +1 enhancement bonus on attack rolls.

You can’t add the masterwork quality to a weapon after it is created; it must be crafted as a masterwork weapon (see the Craft skill). The masterwork quality adds 300 gp to the cost of a normal weapon (or 6 gp to the cost of a single unit of ammunition). Adding the masterwork quality to a double weapon costs twice the normal increase (+600 gp).

Masterwork ammunition is damaged (effectively destroyed) when used. The enhancement bonus of masterwork ammunition does not stack with any enhancement bonus of the projectile weapon firing it.

All magic weapons are automatically considered to be of masterwork quality. The enhancement bonus granted by the masterwork quality doesn’t stack with the enhancement bonus provided by the weapon’s magic.

Even though some types of armor and shields can be used as weapons, you can’t create a masterwork version of such an item that confers an enhancement bonus on attack rolls. Instead, masterwork armor and shields have lessened armor check penalties.



Table 1–10: Armor, Technology, and Culture
Stone Bronze Dark
Armor Type Age Age Ages Crusades

Armor Type
Stone Age
Bronze Age
Dark Ages
Crusades
Banded-mail U U
Bark C
Bone C
Breastplate U U U
Brigandine U
Chain-shirt C C
Chainmail U C
Cord C
Half-plate U
Hide C
Lamellar U C
Leather C C C C
Leather-scale C C C U
Padded C C C
Ring-mail C C
Scale-mail U C U
Splint-mail U
Studded-leather C C C
Wicker C
Wood C
C: Common in this time period
U: Uncommon in this time period
—: Not usually found in this time period