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Ahh stuff, every character needs things, and I'm guessing you're no different. Well here is where you get it.
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Bazaar-(Character Name) Weapons with * after their names have special rules attached to them
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|
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 |
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) |
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. |
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 |
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 |
|
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 |
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 |
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. |
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