Weapon and armour data for items of the various different materials available. Spellforged materials are not currently included on this table, but will be added once the characters have some experience and knowledge of them.
Base materials | Tier | Cost mod | Armour weight mod | Type | AC bonus | Max Dex | Armour check penalty | ASF | | Attack mod | Weapon damage die mod | Crit mod |
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Wood | I | 30% | 70% | 1 lighter | -2 | +2 | +2 | -5% | | -3 | -2 | -3 |
Stone | II | 50% | -- | -- | -- | -- | -- | -- | | -2 | -2/B/P | -2 |
Bone | III | 50% | 50% | 1 lighter | -2 | +3 | +1 | -10% | | -2 | -2/P | -2 |
Copper | IV | normal | normal | same | -2 | +1 | same | same | | -1 | -1 | -1 |
Bronze | V | 400% | normal | same | -1 | +1 | same | same | | -1 | -1 | normal |
| | | | | | | |
| | | | | | | |
Padded | | 5gp | 10 lb | light | +1 | +8 | 0 | 5% |
Light hide | | 10gp | 15 lb | light | +2 | +6 | 0 | 10% |
Hide | | 15gp | 25 lb | medium | +3 | +4 | -3 | 20% |
Copper breastplate | | 200gp | 30 lb | medium | +3 | +4 | -4 | 25% |
Bronze breastplate | | 400gp | 30 lb | medium | +4 | +4 | -4 | 25% |
Wood splint | | 60gp | 31 lb | medium | +4 | +2 | -5 | 35% |
Bone splint | | 100gp | 22.5 lb | medium | +4 | +3 | -6 | 30% |
Copper splint | | 200gp | 45 lb | heavy | +4 | +1 | -7 | 40% |
Bronze splint | | 400gp | 45 lb | heavy | +5 | +1 | -7 | 40% |
The entries on this table should be fairly self-explanatory for the most part. I will add only this for the top right-hand section for weapons:
- "Attack mod" is a penalty to hit for weapons of the material in question, unless that is the standard material the PHB version of the weapon is made of (though this pretty much only applies to clubs, which don't suffer -3 to hit just because they're made of wood).
- "Weapon damage die mod" shows reductions to the base damage die of a weapon type for the given materials. This reduction follows a set progression, the results of which can be seen in the weapon table below. The notations "B" and "P" mean that the reduction is only -1 if a weapon of that material is a blunt- or piercing-type weapon. So a stone-headed mace is not as bad a weapon as a stone-headed axe, nor is a bone-headed spear as hopeless a concept as a bone longsword.
- "Crit mod" refers to penalties to crit modifier, threat range, rolls to confirm crits with the weapon, or some combination of the three. If a weapon suffers a crit penalty, threat range and/or crit mod are penalised first, and any leftover penalty is levelled against rolls to confirm crits. See the weapon table below for more.
| Damage | | | | | Crit | | | | |
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| Wood | Stone | Bone | Cpr/brnz | | Wood | Stone | Bone | Copper | Bronze |
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Knife/awl | d2 | d3 | d3 | d3 | | -2 | -1 | -1 | x2 | 19-20 |
Shortspear | d3 | d4 | d4 | d4 | | -3 | -2 | -2 | -1 | x2 |
Spear | d4 | d6 | d6 | d6 | | -2 | -1 | -1 | x2 | x3 |
Longsword | d4 | -- | -- | d6 | | -2 | -- | -- | x2 | 19-20 |
Greatsword | d8 | -- | -- | d10 | | -2 | -- | -- | x2 | 19-20 |
Club | d6 | d6+1 | d6 | -- | | x2 | x2 | x2 | -- | -- |
Greatclub | d10 | -- | -- | -- | | x2 | -- | -- | -- | -- |
Light mace | -- | d4 | -- | d4 | | -- | -2 | -- | -1 | x2 |
Heavy mace | -- | d6 | -- | d6 | | -- | -2 | -- | -1 | x2 |
Morningstar | -- | -- | -- | d6 | | -- | -- | -- | -1 | x2 |
Handaxe | -- | d3 | -- | d4 | | -- | -1 | -- | x2 | x3 |
Battleaxe | -- | d4 | -- | d6 | | -- | -1 | -- | x2 | x3 |
Greataxe | -- | d8 | -- | d10 | | -- | -1 | -- | x2 | x3 |
Sling | -- | d3 | -- | -- | | -- | -1 | -- | -- | x2 |
Bolas | d4 | d4+1 | -- | -- | | x2 | x2 | -- | -- | -- |
Javelin | d3 | d4 | d4 | d4 | | -3 | -2 | -2 | -1 | x2 |
Shortbow | d3 | d4 | d4 | d4 | | -2 | -1 | -1 | x2 | x3 |
How to read the weapons table:
The left-hand section shows damage dice for the various different materials the available weapons can be made of. The entry "--" denotes that it is not possible to buy a weapon of this type, either because it makes no sense to manufacture such a thing (like a stone greatsword) or because the resulting combination is essentially another weapon type (like a wooden mace, which is, of course, more commonly known as a club). If a weapon does not appear on this table, it cannot be purchased at the start of the game. Additional weapons may become available in time, but this is the base list for this setting.
The right-hand side shows the effects of different materials on critical hit chances for the each weapon.
- A penalty entry, like "-2", means that the weapon threatens only on a natural 20, inflicts double damage on a crit, and also suffers (in this case) a -2 penalty on the roll to confirm the critical hit.
- The entry "--" means the weapon does not exist.
- The entry "x2" or "x3" means the weapon inflicts double or triple damage and only threatens on a natural 20.
- The entry "19-20" means the weapon threatens on a natural 19 or 20 and inflicts double damage on a successfully confirmed critical hit.
This message was last edited by the GM at 12:11, Sun 02 Aug 2020.