Basic Weapons
Weapon |
Damage |
Qualities |
ROF |
Cost |
Slots |
Axe, Hand |
1d6 |
Melee, Missile (20ft) |
1 |
4 gp |
1/2 |
Axe, Battle |
1d8 |
Melee |
|
10 gp |
1 |
Dagger |
1d4 |
Melee, Missile (20ft) |
1 |
2 gp |
1/2 |
Shortsword |
1d6 |
Melee |
|
6 gp |
1 |
Longsword |
1d8 |
Melee |
|
15 gp |
1 |
Bastard Sword |
1d8/1d8+1 |
Melee, Versatile |
|
30 gp |
1 |
Greatsword |
1d10 |
Melee, Two-Handed, Unstowable |
|
45 gp |
2 |
Spear |
1d6/1d6+1 |
Melee, Versatile, Reach, Poke, Missile (40ft) |
1 |
5 gp |
1 |
Polearm |
1d8+1 |
Melee, Reach, Poke, Unstowable |
|
9 gp |
2 |
Mace, Warhammer |
1d6 |
Melee, Blunt |
|
6 gp |
1 |
Maul |
2d4 |
Melee, Blunt, Reach, Two-Handed |
|
12 gp |
2 |
Quarterstaff, Greatclub |
1d8 |
Melee, Two-handed, Unstowable |
|
3 gp |
2 |
Walking staff, Club |
1d4 |
Melee |
|
1 gp |
1/2 |
Missile Weapons |
|
|
|
|
|
Bow |
Arrow 1d6 |
Missile (60ft) |
2 |
15 gp |
1 |
Crossbow |
Bolt 1d4+1 |
Missile (60ft), Reload |
1/2 |
30 gp |
1 |
Heavy Crossbow |
Heavy Bolt 1d10 |
Missile (80ft), Reload |
1/3 |
50 gp |
2 |
Sling |
1d4 bullet, 1d2 stone |
Missile (40ft), Blunt |
1 |
1 gp |
1/2 |
Dart |
1d3 |
Missile (40ft) |
3 |
1 gp |
1/6 |
Special Weapons |
|
|
|
|
|
Net |
None |
Missile (15ft), Entangle |
1 |
20 gp |
1 |
Oil Flask, Burning |
1d6, 1d4 |
Missile (30ft), Splash |
1 |
20 gp |
1 |
Ammo
Weapons |
Damage |
Cost |
Slots |
Arrows x20 |
1d6 |
2 gp |
1 |
Bolt x20 |
1d4+1 |
2 gp |
1 |
Heavy Bolt x10 |
1d10 |
5 gp |
1 |
Bullet x20 |
1d4 |
1 gp |
1 |
Weapon Qualities
Melee: Close quarters weapon.
Missile: Thrown or fired weapon (greater than 5’ distance). The range is shown in parentheses.
Two-handed: Requires both hands; the character cannot use a shield. May not be viable in tight quarters.
Versatile: May be used with one or two hands. When wielded two-handed, +1 damage. The character cannot use a shield.
Blunt: May be used by Clerics.
Reach: Can attack an enemy two squares away.
Poke: Can attack from the second line.
Reload: Requires one or more rounds (per ROF) to reload between shots.
Entangle: On a successful hit, the target must save (paralysis) or be unable to move or act. A new save is allowed each round to escape.
Splash: On a successful attack, the container smashes and douses the target with the liquid. The listed damage is inflicted for two rounds, as the liquid drips off.
Unstowable: Must always be in quickdraw slots or in hands.