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Bazaar-(Character Name)
Weapons with * after their names have special rules attached to them

Simple Weapons-Melee

Item Cost Damage Critical Type Description
Club* 0 gp 1d6 x2 Bludgeoning A wooden club is easy to find and fashion so it has no cost. *Whenever a 18-20 is rolled for attacking, the club deals its damage and then shatters, may not be magical in anyway
Half Spear* 1 gp 1d6 x3 Piercing Quite simply its half of a spear
Dagger* 2 gp 1d4 19-20,x2 Piercing A common secondary weapon. *You can choose to use your dexterity modifier instead of your strength modifier when using daggers
Dagger, Punching 2gp 1d4 x3 Piercing This dagger puts the full force of the wielders punch behind it, making it capable of deadly strikes
Shortspear* 2 gp 1d8 x3 Piercing Quite simply a shorter version of a standard spear *May be thrown
Gauntlet, Spiked* 5 gp 1d4 x2 Piercing *You cannot be disarmed of this weapon, by your opponent
Mace, Light 5 gp 1d6 x2 Bludgeoning A metal shaft with a heavy metal head at the end allows this weapon to do tremendous damage to foes
Sickle 6 gp 1d6 x2 Slashing This weapon is similar to a farmer's sickle, but it is strengthened for use as a weapon
Morningstar 8 gp 1d8 x2 Bludgeoning and Piercing This simple weapon combines the impact of a club with the piercing damage of spikes, a vicious weapon
Quarterstaff* 10 gp 1d6/1d6 x2 Bludgeoning A quarterstaff is a double weapon, you can fight with it as if fighting with two weapons, however you still suffer the standard penalties
Mace, Heavy 12 gp 1d8 x2 Bludgeoning A larger and therefore more damaging version of a light mace

Simple Weapons-Ranged

Dart 1 gp 1d4 x2 Piercing A dart is the size of a large arrow and has a weighted head. Basically its a small javelin
Sling 1 gp 1d4 x2 Bludgeoning The sling hurls lead bullets. It's not as easy to use as a crossbow, nor as powerful as a bow, but it's cheap and easy to improvise, you can hurl ordinary stones with a sling but they are not as strong and deal only 1d3 damage with a -1 to attack
Javelin 1 gp 1d6 x2 Piercing A light, flexible spear intended for throwing. You can use it in Melee combat but not well, as such you suffer a -4 to Melee attack rolls when using this weapon
Bullets, sling* (10)
1 gp - - - ammo for a sling, *the same rules for bolts apply to this weapon as well
Bolts,Light Crossbow*(10)
1 gp - - - Ammo for a light crossbow. *at the end of a spar you must declare how many bolts you used in this combat, if you do not you will lose all of your bolts
Bolts, Heavy Crossbow* (10)
2 gp - - - Ammo for a heavy crossbow, * same rules for Light Bolts apply to this weapon as well
Crossbow, Light* 35 gp 1d8 19-20,x2 Piercing A mechanized bow, which allows less dextertious characters to fire bolts at their foes, *Takes 1 round to load (considered loaded at the beginning of combat)
Crossbow, Heavy* 50 gp 1d10 19-20,x2 Piercing A larger, and therefore more powerful, version of a light crossbow, *takes 1 round to load(considered loaded at the beginning of combat)

Martial Weapons-Melee

Axe, throwing 8 gp 1d6 x2 Slashing A specially weighted hand axe, allows it to be thrown.
Hammer, light 1 gp 1d4 x2 Bludgeoning A small sledge light enough to throw, favored by dwarves
Handaxe 6 gp 1d6 x3 Slashing A popular offhand weapon for dwarves
Lance, light* 6 gp 1d6 x3 Piercing A large pole with a sharpened end, sharp end goes in the other guy. *when used on a mount (ie. horse) it deals double damage.
Pick, light* 4 gp 1d4 x4 Piercing A pick is designed to concentrate its force on one small point, *as such whenever a 20 is rolled for attack opponents non-magical shield, or armor is broken and needs repairs
Sap* 1 gp 1d6~ x2 Bludgeoning ~damage dealt by a sap is considered subdual and cannot kill an opponent,* on a roll of 20 opponent is knocked out, ending the fight
Sword, short 10 gp 1d6 19-20,x2 Piercing This is a popular offhand weapon or a primary weapon for the smaller races
Battle axe 10 gp 1d8 x3 Slashing The most common Melee weapon among dwarves.
Flail, light* 8 gp 1d8 x2 Bludgeoning *once per combat you can attempt to disarm your foe, each person makes a standard attack roll, adding dexterity bonuses instead of strength, if you have the higher total they drop their weapon and have to spend 1 round picking it up, if you fail they can make a disarm attempt against you at +2 to their attack roll.
Lance, heavy* 10 gp 1d8 x3 Piercing *see rules for light lance, its the same thing
Longsword 15 gp 1d8 19-20,x2 Slashing This classic, straight blade is favored by knights and paladins
Pick, heavy* 8 gp 1d6 x4 Piercing *same as light pick
Rapier* 20 gp 1d6 18-20,x2 Piercing *you may use your dexterity modifier instead of strength when using this weapon
Scimitar 15 gp 1d6 18-20,x2 Slashing The curve of this weapons blade makes the weapons edge effectively sharper, and therefore more dangerous
Trident 15 gp 1d8 x2 Piercing This three-tined piercing weapon can be thrown just as a short spear or a halfspear
Warhammer 12 gp 1d8 x3 Bludgeoning This weapon, favored by dwarves, is a one-handed sledge or maul with a large, heavy head
Falchion 75 gp 2d4 18-20,x2 Slashing This sword, which is essentially a two-handed scimitar, has a curve that gives is an effectively sharper edge
Flail, Heavy* 15 gp 1d10 19-20,x2 Bludgeoning *see light flail for disarming attempts
Glaive* 30 gp 1d10 x3 Slashing A long pole with a sharp blade at the end, * a long weapon, as such allows the wielder to remain away from his foe, affording him a +1 to AC while using this weapon
Greataxe 20 gp 1d12 x3 Slashing a Big heavy axe, what more could you want
Greatclub 10 gp 1d10 x2 Bludgeoning A two handed club that is reinforced so it wont break
Greatsword 50 gp 2d6 19-20,x2 Slashing Recognized as one of the best melee weapons available, reliable and powerful.
Guisarme* 9 gp 2d4 x3 Slashing *a long weapon, also may make trip attempts due to its curved blade, once per combat, announce trip attempt, roll standard attack if you hit make a strength check vs. opponents strength or dexterity check (which ever has a higher modifier) if you succeed they fall to the floor losing any dex bonus to AC and are unable to attack until they spend 1 round getting up. If you fail they can make a trip attack against you
Halberd* 10 gp 1d10 x3 Piercing and slashing Normally you strike with a halberds axe head, but the spike is useful for charging a foe,* you can make trip attempts as a Guisarme
Longspear* 5 gp 1d8 x3 Piercing a long spear, *a long weapon
Ranseur* 15 gp 1d8 x3 Piercing *a long weapon, can make disarm attempts as a flail
Scythe 12 gp 1d8 x4 Piercing and slashing While it resembles the standard farm implement of the same name, this type of weapon has been balanced and strengthened for war.

Martial Weapons-Ranged

Shortbow* 30 gp 1d6 x3 Piercing You need two hands to use a bow, *only the larger races may use this bow while mounted, if you have this weapon (or any ranged weapon for that matter) you can attack first in combat, unless your opponent has a ranged weapon too.
Arrows, shortbow (20)*
1 gp - - - ammo for a shortbow, *rules for bolts apply to this weapon as well
Shortbow, composite* 75 gp 1d6 x3 Piercing You need two hands to use a bow, *all races may use this bow while mounted, the same rule for all ranged weapons apply to this one as well
Arrows, composite shortbow* (20)
1 gp - - - ammo for a composite shortbow, *the same rules for bolts apply to this weapon as well
Longbow* 75 gp 1d8 x3 Piercing You need two hands to use a bow, *too big to use while mounted
Arrows, Longbow* (20)
1 gp - - - Ammo for a longbow, * same rules for Bolts apply to this weapon as well
Longbow, Composite* 100 gp 1d8 x3 Piercing You need two hands to use a bow, *all larger races may use this bow while mounted
Arrows, composite longbow* (20)
1 gp - - - ammo for a composite longbow, *same rules for bolts apply to this weapon as well

Exotic Weapons-Melee

Kama, halfling* 2 gp 1d4 x2 Slashing *a monk using a kama can strike with her unarmed base attack, and her more favorable number of attacks per round, this type is made for halflings and smaller races
Kukri 8 gp 1d4 18-20,x2 Slashing This heavy, curved dagger has its sharp edge on the inside of the curve
Nunchaku, halfling* 2 gp 1d4 x2 Bludgeoning *see kama this weapon is the same, and once again designed for halflings and smaller races
Siangham, halfling* 2 gp 1d4 x2 Piercing *see kama this weapon is the same, and once again designed for halflings and smaller races
Kama* 2 gp 1d6 x2 Slashing *see Kama, halfling, this weapon is the same, and is designed for humans and the larger races, a small(gnome ect.) monk cannot use this weapon and gain the more favorable attack bonuses and attacks
Nunchaku* 2 gp 1d6 x2 Bludgeoning *see Kama, halfling, this weapon is the same, and is designed for humans and the larger races, a small(gnome ect.) monk cannot use this weapon and gain the more favorable attack bonuses and attacks
Siangham* 3 gp 1d6 x2 Piercing *see Nunchaku, this weapon is the same
Sword, bastard* 35 gp 1d10 19-20,x2 Slashing *a two handed weapon, very large and heavy, cannot be used while mounted
Waraxe, Dwarven* 30 gp 1d10 x3 Bludgeoning *see Sword, bastard, this weapon is the same
Hammer, gnome hooked* 20 gp 1d6/1d4 x3/x4 Bludgeoning and Piercing *a double weapon, can be used as if holding two weapons, the 1d6, x3 end is the bludgeoning hammer, and the 1d4,x4 end is a piercing hook
Axe, orc double* 60 gp 1d8/1d8 x3 Slashing *This is a double weapon. see Hammer, gnome hooked>
Chain, spiked* 25 gp 2d4 x2 Piercing *a long weapon, can make trip attacks, twice per combat
Flail, dire* 90 gp 1d8/1d8 x2 Bludgeoning *see gnome hooked hammer, this weapon is the same, except for the piercing and bludgeoning part
Sword, two-bladed* 100 gp 1d8/1d8 19-20,x2 Slashing *see gnome hooked hammer, this weapon is the same, except for the piercing and bludgeoning part
Urgrosh, dwarven 50 gp 1d8/1d6 x3 Piercing *see gnome hooked hammer, this weapon is the same, except for the piercing and bludgeoning part
Sai* 10 gp 1d4 x2 Bludgeoning *may make disarm attempts, also see kama for monk section, this weapon is the same
Tortoise blade, gnome* 20 gp 1d4 19-20,x2 Piercing *this weapon can be used as a buckler as well, affording a +1 to ac
Buckler-axe, dwarven* 30 gp 1d6 x3 Slashing *this weapon can be used as a buckler as well, affording a +1 to ac
Crescent knife* 20 gp 1d3 x2 Slashing *any character using this weapon may make two attacks, using the same attack modifier
Lajatang, halfling 80 gp 1d8/1d8 x2 Slashing *see other monk weapons this is the same, also see any double weapon this is the same as well
Scourge* 20 gp 1d3 x2 Slashing This weapon allows three attacks, using the same attack modifier
Thinblade, elven* 100 gp 1d8 18-20,x2 Piercing You may use your dexterity modifier instead of strength while using this weapon
Crusher, orc* 60 gp 1d8 x2 Bludgeoning *a long weapon
Gythka* 100 gp 1d8/1d8 x2 Slashing *a long weapon, a double weapon, can make trip attacks twice per combat
Lajatang 90 gp 1d8/1d8 x2 Slashing *see halfling lajatang, this weapon is the same cept for the small characters part
Mancatcher* 30 gp 1d4~ x2 Bludgeoning *This weapon deals subdual damage and may not kill an opponent, can make trip attacks, once per combat
Scimitar, great 50 gp 2d6 18-20,x2 Slashing Big, strong, sharp, what more could you want

Exotic Weapons-Ranged

Crossbow, hand* 100 gp 1d4 19-20,x2 Piercing *this weapon can be loaded without spending a round
Bolts, hand crossbow* (10)
1 gp - - - ammo for a hand crossbow, *rules for bolts apply to this weapon as well
Shuriken* (20) 1 gp 1 x2 Piercing *can throw up to three at the same target for each attack you have, does not add any bonuses to damage
Whip* 1 gp 1d2~ x2 Slashing *can make trip attacks with +2 to your roll, as many time during combat as you would like, deals subdual damage
Crossbow, repeating* 250 gp 1d8 19-20,x2 Piercing *this is a standard crossbow that holds 5 bolts instead of 1, can be shot as many times as you have attacks, as long as ammo remains, considered loaded at the start of combat
Bolts, repeating crossbow*(10)
2 gp - - - Ammo for a repeating crossbow, * same rules for Bolts apply to this weapon as well

Armor


Name Cost Armor Class Maximum Dex Bonus Speed Description
Padded 5 gp + 1 + 8 normal Padded armor features quilted layers of cloth and batting. It gets hot quickly and can become foul with sweat, grime, lice and fleas
Leather 10 gp + 2 + 6 normal The breast plate and shoulders of this armor are made of leather that has been stiffened by boiling oil. The rest of it is much softer and more flexible
Studded Leather 25 gp + 3 + 5 normal This armor is made from tough but flexible leather (not hardened as is the case in normal leather) that is reinforced with close-set metal rivets
Chain Shirt 100 gp + 4 + 4 normal A shirt of chainmail protects your body while leaving your limbs free and mobile. A layer of quilted fabric underneath it prevents chafing and cushions the impact of blows, comes with a steel cap
Hide 15 gp + 3 + 4 -1 This armor is prepared from multiple layers of hide and leather. It is still and easy to move in.
Scale mail 50 gp + 4 + 3 -1 This is a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. It includes gauntlets.
Chainmail 150 gp + 5 + 2 -1 This armor is made of interlocking metal rings. It includes a layer of fabric as with the chain shirt. Most of the armors weight hangs from the shoulders, making chainmail uncomfortable to wear for long periods of time. Includes gauntlets.
Breastplate 200 gp + 5 + 3 -1 A breastplate covers your front and your back. It comes with a helmet and matching greaves. A light skirt of leather protects your lower limbs without restricting movement.
Splint mail 200 gp + 6 + 0 -2 This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the rest of the body
Banded mail 250 gp + 6 + 1 -2 This armor is made of overlapping strips of metal sewn to a backing of leather and chainmail. The strips cover vulnerable areas, while the chain and leather protect the joints and provide freedom of movement. Straps and buckles distribute the weight evenly, includes gauntlets.
Half-Plate 600 gp + 7 + 0 -2 This armor is a combination of chainmail with metal plates covering vital areas. Buckles and straps hold the whole suit together and distribute the weight evenly, the armor still hangs more loosely than platemail however. Includes gauntlets.
Full plate 1500 gp + 8 + 1 -2 This armor consists of shaped and fitted metal plates riveted and interlocked to cover the entire body. It includes gauntlets, heavy leather boots, and a full visored helmet. Buckles and straps distribute the weight over the entire body, so plate mail hampers movement less than splint mail even though splint is lighter. Each suit of platemail is suited to its owner, although a captured suit can be resized for 300 gp.
Buckler 15 gp +1 - - *This shield may be used w/ two handed weapons or to use another weapon, If equipped while a weapon is being used in that hand, attacks with that weapon suffer a -1 attack penalty due to the extra weight on your arm
Shield, small 9 gp +1 - - A shield you strap to your arm and grip with your hand, may hold items but not use weapons while using this shield
Shield, large 20 gp +2 - - A shield you strap to your arm and grip with your hand, two handed weapons are not usable while using this shield
Tower Shield 30 gp +3 - -1 Basically a portable wall used to provide cover. *Must make a Str check every 3 rounds with a difficult of 10, if unsuccessful the shield is dropped and unusable for the rest of the fight

Special and Superior Items

Item Cost Description
Weapon, masterwork +300 gp* These well-made weapons add a +1 bonus to attack rolls. *Cost is in addition to the weapons base cost.
Arrow, bolt, or bullet, silvered 1 gp/5 A silvered projectile functions like a normal projectile, except that some creatures that resist damage from normal weapons, such as werewolves, can be hurt by silvered weapons
Arrow, bolt, or bullet, masterwork 7 gp/1 A masterwork projectile functions like a normal projectile of the same type except that it is so aerodynamically sound you get a +1 bonus on attack rolls when you use it. This bonus stacks with any bonus you might get by using a masterwork bow, crossbow, or sling.
Dagger, silvered 10gp A silvered dagger functions like a normal dagger, except that some creatures that resist damage from normal weapons, such as werewolves, can be hurt by silvered weapons. *See dagger for stats
Armor or shield, masterwork +150 gp* These well-made items function like the normal versions except that their speed reduction is decreased by one. *This cost is in addition to the armor or shields base cost.
Antitoxin (vial) 50 gp When imbibed you get a +5 alchemical bonus on all Constitution saves against poison for 1 fight

Grenade like Weapons

Item Cost Damage Description
Acid (flask) 10 gp 1d6 You can throw a flask of acid as a grenade like weapon, *requires no proficiency to use
Alchemist's Fire (flask) 20 gp 1d6 Alchemist's fire is a sticky, adhesive substance that ignites when exposed to air. You can throw a flask of Alchemist's fire as a grenade like weapon *requires no proficiency to use. *On the round following a direct hit, the target takes an additional 1d6 points of damage. The target can take a full-round action to extinguish the flames (dexterity save-DC 15). Rolling grants a +2 bonus, but leaves you unable to attack the next round
Holy Water (flask) 25 gp 2d4 Holy water damages undead and evil outsiders almost as if it were acid. A flask of holy water can be thrown as a grenade like weapon *requires no proficiency to use. A flask breaks if thrown against the body of a corporeal creature, but against an incorporeal creature, the flask must be opened and the holy water poured out onto it. Thus you can only use it against incorporeal creatures during the melee phase of combat.
Tangelfoot Bag 50gp Entangles* When you throw the bag against a creature, the bag comes apart and the goo bursts out, entangling the target then becoming tough and resilient on exposure to air. *requires no proficiency to use. An entangled creature suffers a -2 penalty to attack rolls and a -4 penalty to effective dexterity. The entangled character must make a strength save (DC 27) to break free, or by dealing 15 points of damage to the goo with a slashing weapon. A weapon scraping goo off himself, or a character assisting, does not need to make an attack roll, hitting the goo is automatic, after which they roll damage to see how much goo they happened to scrape off. A spellcaster must make an Intelligence or Wisdom check (DC 15) to cast Arcane or Divine spells respectively.
Thunderstone 30gp Sonic Attack you can throw a thunderstone as a grenade like weapon *requires no proficiency to use. When it strikes a hard surface (or is struck hard), it creates a deafening bang (a sonic attack). Creatures within melee range must make a constitution check (DC 15) or be deafened. Deaf creatures, in addition to the obvious effects, suffer a -4 penalty on initiative and on attack rolls for arcane spells they try to cast.