Master Weapons Tables for my FR campaigns



Weapons in my Forgotten Realms campaigns

Simon Gibbs

Version 3.0 January 7, 2000

In this document I attempt to reconcile all the various canon sources (and my personal additions) detailing weaponry for my FR campaign. Any comments are appreciated.

Note: This document is formatted to US Letter paper size. To reformat to ISO A4 size, make the side margins 3mm SMALLER and top and bottom margins 8.8mm BIGGER.

Sources

• PlayerÕs Handbook, TSR Core Rules CD 2.0, 1998

• Dungeon Masters Guide, TSR Core Rules CD 2.0, 1998

• Players Option: Combat & Tactics, TSR Core Rules CD 2.0, 1998 (abbreviated here as PO:C&T)

• Players Option: Skills & Powers, TSR Core Rules CD 2.0, 1998 (abbreviated here as PO:S&P)

• Arms and Equipment Guide, TSR Core Rules CD 2.0, 1998

• Sea of Fallen Stars, Steven Schend, TSR Inc, 1999

• Demihuman Deities, Eric L. Boyd, TSR Inc, 1998

• Empires of the Shining Sea, Boxed Set, Steven Schend, TSR Inc, 1998

• Powers & Pantheons, Eric L. Boyd, TSR Inc, 1997

• Faiths & Avatars, Julia Martin with Eric L. Boyd, TSR Inc, 1996

• Savage Coast Campaign Setting, TSR Inc, 1996

• Forgotten Realms Adventures, Jeff Grubb & Ed Greenwood, TSR Inc, 1990

• Rolemaster Boxed Set, Iron Crown Enterprises, 1990

• The Complete FighterÕs Handbook, Aaron Allston, TSR Inc, 1989 (excerpts)

• A Mighty Fortress, TSR Inc, 1992 (excerpts)

• Kara-Tur boxed set, TSR Inc, 1988

• Oriental Adventures, Gary Gygax, TSR Inc, 1985

• Rhino's Armour, Tiger's Claws, Michael J. Varhola, Dragon 189

• Arms & Armour of Africa, Michael J. Varhola, Dragon 189

• Master Weapons List v1.0, Steve Chrisomalis, 1996

• Netbook of Items, Devon Jones,

• Rhianne Tar-Brynn’s Arms & Armour, 1999

• The Universal Price List System, Version 2 (Rolemaster), J.M. Davidson, 1996

• Bujutsu: Samurai Rules for BattleLust, Version 1.1, Allan Goodall, 1996

• Armour of the Forgotten Realms, Simon Gibbs, 2000

• The Complete Crossbow, Simon Gibbs, 2000

• Metals Most Marvellous: Metals of the Forgotten Realms, Simon Gibbs, 2000

• Realms-L postings and internet articles by Robert H. Nichols, Brian Gute and John Goshorn.

Introduction

I have combined weapons information form the various TSR souces (which were often conflicting) and edited the results for my FR campaigns (which take place in the DR1350sÐ1370s). The overall tech level is late medieval (approx. corresponding to the end of the Age of Chivalry and the Hundred Years War on Earth).

Renaissance level technology is representative of the near future of the Realms. The technology of the Renaissance period is just beginning to appear in the more (conventionally) advanced cultures of the Realms, e.g. Amn, larger dwarfholds, Cormyr, Lantan, Sembia, Waterdeep. Thus purely R level weapons are not allowed, unless it can realistically be justified in the Torillian milleu (for example, I consider that fencing, that graceful art of sword-fighting using light weapons could have been developed, by the elves amongst others, so renaissance-era fencing weapons such as the rapier and epee are allowed).

Equipment Technology Periods

|Period |Notes and corresponding regions of FR |Period |Notes and corresponding regions of FR |

|SA |Early, non-metal-using cultures (use wood, bone and |CR |Time of the Crusades. Age of Mail. In the Realms: |

|Stone Age |stone weapons). In the Realms this may apply to |Early medieval |backward areas of the ‘civilised’ Realms (esp. poorer |

| |primitive and/or isolated non-human cultures e.g. |(12th-13th cent.) |or rural areas) e.g. Moonshaes, Vaasa. Standard tech |

| |Grippli, Ophidians, Batiri goblins of Chult. | |level of Middle Earth & much of Greyhawk. |

|SV |Primitive cultures in isolated areas (jungle tribes, |HY |Time of the Hundred Years War on Earth. In the Realms:|

|Savage |cannibals, some nomads). Have metal-working |Late Medieval |standard technology period for standard cultures of |

|Settings |technology. In the Realms: the most isolated of |(14th cent.) |central, western, northern and southern Faerun. |

| |barbarian cultures and backward humanoids; e.g. | | |

| |Chultan tribes. | | |

|BA |Early advanced cultures whose main war metal was |RE |The near future of ‘civilised’ Faerun. The technology |

|Bronze Age Ancient|bronze. In the Realms: many Arcane Age cultures, esp. |Renaissance |of the Renaissance period is beginning to appear in |

| |those of Old Empire and Shining Sea regions, and |(15th-16th c.) |the more (conventionally) advanced cultures of the |

| |Imarskari and earlier Netherese epochs. | |Realms, e.g. Amn, Cormyr, Lantan, Sembia, Waterdeep |

| | | |and larger dwarfholds and elven realms. |

|RM |Early advanced iron-using cultures. In the Realms: |ME |Generic arabian, moorish, tartar or mongol settings. |

|Roman Age Cultures|early cultures of central Faerun, particularly the |Middle Eastern |No particular timeframe. In the Realms: cultures |

| |Jhaamdath Empire of the early Vilhon and some southern|Cultures |throughout eastern and southern Faerun, especially the|

| |dwarven and elven societies. Late romanesque societies| |Old Empires region and western Hordelands, the Shining|

| |survive in the Vilhon, Tashalar and about the Shaar. | |South, Calimshan, Zakhara, bedine of Anauroch. |

|DA |Barbarian or backwater areas. Viking cultures (e.g. |OR |Generic asian cultures, especially China, Japan and |

|Dark Ages |Northmen), advanced barbarians (e.g. Uthgardt, Tuigan,|Oriental Cultures |Korea. In the Realms: eastern Hordelands and Kara-Tur.|

|(5th-11th cent.) |The Ride) and civilised humanoid cultures. | | |

Weapons and Rules Clarifications

(See also Appendix 6: Other Combat Rules and Notes)

Note on the availability of Oriental weapons in Faerun

Note that as Kara-Tur is separated from Faerun both culturally and by the vastness of the Hordelands (especially with the Tuigan invasions over the last 20 years) there is little cultural contact between the continents. Thus specifically oriental weaponry, such as the katana and many martial arts weapons, are not normally known of or available in my Faerun campaigns due to their extreme rarity (they are rare even in Kara-Tur, after all). Note also I have listed the katana & wakisashi as quality versions (+1 damage) of the bastard and short swords respectively, as they functionally identical.

Western martial arts experts will generally not have access to specialised eastern martial arts equipment, except under special circumstances: e.g. a monastery with distinct links to Kara-Tur, or a similar weapon is produced by western martial arts experts: such as proponents of Pancratium (Greek-analogy, so practiced perhaps in Chessenta), Savate (French-analogy, so practiced perhaps in Sembia, Amn or the Vast ) or Torasta (generic martial art from, based on Savage Coast setting).

Note on weapons made of materials other than Iron/Steel

If a weapon made of hard metal (iron, steel or special metals like mithril) is used against armours made of bronze, horn, wood, or any weaker material, the attacker gains a +1 bonus to hit. Similarly, if a weapon made of weak materials is used against hard metal armour, the attacker suffers a –1 penalty to hit. Weapons made of weaker materials attack armour made of weaker materials with no special bonuses or penalties.

(Adapted from Players Option: Combat & Tactics)

In primitive cultures (or when no better materials are available) stone and bone versions of some weapons are produced (mostly knives, spears, axes and arrows). Rather than list stone and bone versions of particular weapons, use the following rulings:

• Stone and bone weapons do Ðd2hp damaga than the normal version of the weapon. If the normal version of the weapon does d4 or less normally, then the stone or bone weapon does Ð1hp instead.

• bone & stone weapons have a 1/6 chance to break if max. damage rolled

For more information on this subject, see Metals Most Marvellous: Metals of the Forgotten Realms (see Sources).

Explanation of Master Weapons Table Columns

Table nomenclature:

* See Appendix 8 for alternate weapon damages that balance the system even better than the minor adjustments to TSRs official stats that I’ve made in the main table.

>>... means new weapon that I have added or heavily modified. New weapons are detailed in Appendix 2.

bold name indicates the most common or representative weapons

(…) original value that has been modified for the sake of clarity and consistency.

aka. also known as. Virtually identical weapon that is known by another name in certain areas/millieus.

incl. includes. A slightly different weapon, but functionally similar enough to use the same stats.

Cloumns:

Damage: Damage is divided into two categories: versus Small–Medium creatures, and versus Large or larger creatures. The target size dictates which rating to use.

KD (Knockdown): The knockdown die is rolled any time the weapon scores a hit. Creatures who suffer a knockdown must roll a successful saving throw vs. death or be knocked prone. The victim can stand up by forfeiting a half-move or an attack. If he has already completed his actions for the round, he has to wait until next round to stand up. Any character or creature armed with a loaded and cocked crossbow or firearm that is knocked down must roll a successful saving throw vs. paralyzation or accidentally fire the weapon. This is explained in PO:C&T.

Target Size Knockdown Roll

T 3

S 5

M 7

L 9

H 11

Weight: This is a measure of the encumbrance of the weapon: which is the weapon's weight in pounds and some consideration of the ease of carrying of the weapon (e.g. a long bow is more awkward to carry around than an equivalently weighted shoulderbag). Some weapons (notably ammunition for propelled missile weapons) have a negligible weight, but a group of 10 weigh one pound. Note that I have revised some weights (usually upwards) based on 1st edition rules & logic, as I think that they are too light, and (importantly) to provide a more reasonable progression of stats. If you feel some are too high, lower all figures by a certain proportion, not just individual weapons. That way, the system equivalence stays intact.

Size: gives an indication of length, bulkiness, fighting style and handlability of the weapon (that is, an M4 weapon is not necessarily 4 feet long). Weapons are described as Small (generally 2 feet or less), Medium (2Ð5 or 6 feet) and Large (5 or 6 feet +). Like with weight stats, I have revised some sizes to provide a more reasonable progression of stats. If you feel some are incorrect, lower all figures by a certain proportion, not just individual weapons. That way, system equivalence stays intact.

Note:

A character can employ a weapon equal to his own size in one hand and can employ a weapon one size larger in two hands. No-one can wield a weapon that is larger than they are tall in one-hand. So, for a human: S-sized (can wield in main or in off-hand if using two weapons), M (can use in main hand), L (need both hands to wield).

• So in general dwarves can only wield M4 or less (as average dwarven height 4Ð4.5 feet).

• gnomes and halflings can only wield M3 or less (as average height 3-4 feet).

Type: Weapons are divided into three categories: Bludgeoning, Piercing, and Slashing. This describes the weapon's method of creating injuries and is used to determine what kind of critical hits the weapon inflicts. In addition, some monsters may be partially resistant to the effects of certain weapon types; for example, skeletons only take 1/2 damage from slashing or piercing weapons.

SF (Speed Factor): Weapons are rated as fast, average, or slow.

Speed Factors: 1Ð4 = fast 5Ð7 = average 8+ = slow

Missile ROF: This is the number of times per combat round that a missile weapon may be used to attack. Naturally, a character can't throw two or three weapons per round if he only has one available.

Missile Range: Range is expressed as three numbers. The first number is the outermost limit of short range, the second is the outermost limit of medium range, and the third is the outermost limit of long range. For example, a thrown dagger has a range of 2/4/6. If it is thrown at a target one or two squares away, it's a short-range shot; a target three or four squares away is a medium-range shot; and so on. Missile ranges are given in combat system squares. In normal melee scale, a square equals 5 feet. In missile scale a square equals 5 yards, for outdoors or open battlefields.

Period and Cost

Period indicates time periods that the weapon would be appropriate in. Cost reflects the availablity of the weapons in those time periods. Note that the cost is for an average quality weapon. Quality weapons cost much more (genrally at least times as much. See DMG for quality weapons; and my article Metals Most Marvellous, which greatly expands on quality metals). Also the base cost does not cover embellishments such as decorative finishing: engraving, embossing, gilding or plating with other metals (e.g. silver). Note that a + sign after a period listing (e.g. DA+) means that the weapon appears in all later periods (except ME and OR, which are listed separately, if appropriate).

Note on Weapon Families

Weapons have been divided up into families based on similar construction and fighting style (except Miscellaneous which covers everything else). Purely Oriental weapons and common tools (that can be used as weapons) have their own section also. Note that related weapons groups are detailed in Appendix 1 (and also note that I don’t allow broad weapons groups proficiency (from PO:S&P and PO:C&T) as this ability too powerful for the costs given).

Note on Weapon Reach

All hand-to-hand weapons are rated as having a reach of 1, 2, or 3 standard five feet squares. A reach of 1 allows the user to attack any target in an adjacent square that he threatens, a range of 2 allows the user to attack targets one or two spaces away, and so on. A weapon with a range of 3 cannot be used to attack a target only 1 square away; it can only attack targets 2 or 3 squares away.

|Weapons |Reach |

|pike, whip |3 |

|chain, chijikiri, harpoon, kawanaga, kusari-gama, long spear, all |2 |

|lances, all polearms except pike and trident | |

|All other weapons |1 |

Note on Arrows and Bolts

• Ranges for bows listed in tables are based on flight (hunting) arrows. All war arrows (pile, sheaf) and special purpose arrows (signal, fire, whistling...) have half normal range, due to extra weight, and poorer aerodynamics (and because its easier to calculate).

• Likewise, range for crossbows are for normal quarrels/bolts. Special purpose quarrels (barbed, fire, wood-biter...) have half normal range.

Table Notations (in Comments column)

1. Weapon can perform an entangling attack (generally 5%/level to inflict 1 round entanglement. Victim makes dex roll to disentangle or remain entangled). Whip causes no damage against metal armours (entangle attack only).

2. Cost for a score (20) of arrows, quarrels, pellets, bullets etc. are the same as buying 12 individual items, so it is cheaper to buy in bulk. Note, special purpose ammunitions (humming bulb, whistling, fire, silver, barbed, grappling, wood biting, frog crotch etc.) must be purchased separately, usually at a cost of 2–5sp each.

3. These weapons inflict double damage if firmly set to receive a charge.

4. These weapons require two hands to wield regardless of the wielder's size.

5. These weapons inflict double damage when wielded in a mounted charge. If the lance is too heavy for the horse, it does damage as if it were the correct type, so a heavy lance used from a light warhorse does damage as a light lance. Lances are an exception to the size requirement rules; a rider with stirrups can use any lance in one hand, but a rider without stirrups has to use two hands for the lance. (Stirrups appeared during the Dark Ages in Western Europe.) A rider with stirrups can couch the lance for a mounted charge, which causes double damage.

6. Dismounts a rider on successful hit

7. These swords and daggers can have a caged hilt, also called a basket hilt or shell guard, allowing a punching attack (as cestus) instead of usual attack. Adds +1 lb to weapon. Costs 1gp extra. Gives +1 to parry/block maneouvers. Note main gauche is always fitted with a caged hilt (and has the extra cost and weight already factored in), and a cutlass, epee and rapier usually has (not factored in).

8. This bow can use heavy arrows, eg. sheaf, pile.

9. This type of bow can be slung over the back of M-sized people. Larger bows must be held in the hand, or on a mount, when not in use.

10. Bone and stone weapons have a 1 in 6 chance of breaking any time maximum damage is rolled. For the bottle and the vial, any hit breaks the item unless a successful saving throw vs. normal blow is rolled. If a bottle is broken, it can then be used as a knife.

11. These weapons may inflict additional damage from burning fuel, holy water, or acid.

12. These weapons can be used to perform special martial arts atttacks.

13. A proficient user has to make a called shot to set up a boomerang throw that will return in the event of a miss.

14. Wieldable in off-hand, according to 2 weapon combat rules (see Appendix 4).

15. Can use weapon in primary or off-hand if other weapon also follows comment 14 or 15, according to 2 weapon combat rules (see Appendix 4).

16. If the bolas hit their target, they automatically create a knockdown chance for their victim. If the victim fails his saving throw, he has to spend a full round and make a Strength check to be able to stand and move again. A called shot at the target's arms will prevent the target from using his weapon or shield until he spends a round and succeeds in a Strength check. A called shot at the target's head wraps the bolas around his neck and begins to strangle him. He suffers 1d3 points of damage from strangulation each round until the bolas are removed or he dies. A sharp knife, dagger, or similar short blade can be used to sever a bola's cords. This replaces the Strength check to get free, and is automatically successful. Of course, the victim must have an arm free to cut the bolas loose.

17. A caltrop is a cluster of four or more iron spikes, designed so that one point is always facing up; intended to be scattered in the path of an enemy, who may step on one if he's not careful. To be effective, at least 10 caltrops must be scattered in a 5'x5' square (or 100 in a 15'x15' area, one square in missile scale.) Any character entering the area must roll a successful saving throw vs. paralyzation or step on a caltrop, suffering the listed damage. The victim is reduced to 1/2 movement until he spends a round removing the caltrop from his foot. In addition, the character must make a second saving throw; if he fails, his foot is considered to be struck and he is reduced to 1/3 movement until it heals. A character moving at half his normal speed or slower can pick his way through the caltrops without trouble—as long as he can see them. A low ground fog or long grass may hide caltrops from even the most observant characters. If a character is running or charging when he steps on a caltrop, he must stop immediately.

18. A mancatcher can entrap a humaniform M-sized or smaller creature. Mancatchers ignore armour—only Dexterity and magical adjustments apply. Auto-hit for damage after 1st hit (though can hold without damage after first hit) and can try to pull/trip his victim by succeeding in an opposed Strength check; once caught victim has no Dex or shield bonuses and can only escape by hacking through the weapon's haft (AC 4, 10 hp, size M type S weapon to damage) or making a bend bars/lift gates roll, which causes an additional 1d2 damage.

19. Can use this weapon in fencing fighting style (see Appendix 6: Fighting Styles and Schools).

20. Light and heavy crossbows and the arbalest gain a special armour penetration ability. At medium range, they reduce the AC of an armoured opponent by 2 points. At short range, they reduce the AC of an armoured opponent by 5 points. Pellet bows, hand crossbows, and cho-ku-no do not have this special ability.

21. The parrying dagger may break an enemy's sword when used in a defensive disarm maneuver. If the maneuver succeeds, the attacker must roll a successful saving throw vs. crushing blow for his sword if it is a rapier, or vs. normal blow for any other kind of sword.

22. The head of a harpoon is hinged to lodge in a wound and fix the harpoon to its target. A roll of 5 or better on the knockdown die indicates that the harpoon is stuck in the victim, and will cause an additional 1d6 damage if it is yanked out or cut out of the wound. A strong line is attached to the harpoon so that the hunter can keep hold of his prey after striking with the weapon. If the head is stuck, the wielder can engage in an opposed Strength contest with the target to pull him off his feet. When harpoons are used against large creatures, the cord is usually tied off to the hunter's boat, which helps the hunter's Strength check considerably.

23. With a called shot, a hand axe can be thrown at an enemy's shield, which must then roll a successful saving throw vs. normal blow or be ruined.

24. Add +4 to the attacker's effective Strength when used to perform the pull/trip maneuver.

25. Lassoes are only effective when used in conjunction with a called shot attack; they cannot be used for normal attacks. If the attacker succeeds with a called shot against his opponent's legs, he gets the lasso to settle low enough on his opponent's body that he can pull/trip his enemy. He gains a special +4 bonus to his opposed Strength check. If the attacker is mounted and has the lasso made fast to his saddle, he is considered to be the size of his mount—so a rider on horseback is size L for purposes of the opposed Strength check, for a total of +8 versus Man-sized targets. If the attacker succeeds with a called shot against his opponent's arms, he can trap his enemy's weapon, shield, or both by pinning his arms to his body. The lasso user's opposed attack roll is made against AC 10 instead of AC 2. If the attacker wins the roll, one arm (randomly determined) of the defender is trapped. If he beats him by 4 or more, both arms are trapped. In addition, if the attacker is mounted and the lasso is tied off to the saddle, he can perform a pull/trip next round without an attack roll simply by spurring his horse. Last but not least, a lasso can unhorse a rider by succeeding in a called shot. If the rider is moving and the lasso is tied off to something solid (like a tree), he is automatically unhorsed. If the rider isn't moving or the lasso isn't tied off, an opposed Strength check is used to determine whether or not the rider is unhorsed.

26. A fighting net often features small barbs or weights in the weave and a trailing rope for guidance and contol over netted targets. The net's only function in hand-to-hand combat is to block, trap, or disarm an opponent; it cannot strike effectively for damage. The net is most dangerous when it is thrown at an enemy. Only the target's Dexterity and magical adjustments to Armour Class count. If the net hits, it may trap the opponent's weapon and shield. If the victim is trapped, he can only break free by making a Strength check. In future rounds the net user has the choice of leaving the net where it is and attacking with another weapon or of trying to improve the capture. To improve the net's capture, the netter loops the trailing rope around the target. This requires another attack roll (as before, only count Dexterity and magic.) If the netter hits, the victim's effective Strength drops by 4 for purposes of getting out of the net. Nets must be folded properly to be effectively thrown. The first time a character throws his net in a fight, he makes a normal attack roll. After the net is unfolded, it can only by thrown with a –4 penalty to hit. It takes 2 combat rounds for a proficient user to fold a net.

27. Pilum can snag in a shield on a near miss (miss by 1 or 2) and take d6 rounds to remove. The shield cannot be effectively wielded while snagged.

28. The sap is a leather bag filled with sand or lead shot. It is used to render an unsuspecting victim unconscious. Saps are only effective when used against opponents not wearing a helmet. To go for an instant knockout, the user must make a called shot to the target's head. If he hits, there is a 5% (40% chance maximum) chance per point of damage that the victim is knocked out for 3d10 rounds. A target wearing a helm of any kind provides the attacker with an additional –4 penalty in addition to the called shot penalty, and the protective value of the helmet. A creature of size Large or greater cannot be knocked out this way. See PO:C&T for more information on sapping.

29. Cestus are simply armoured gauntlets designed to punch (and causing real, not temporary damage). If fitted with spikes or blades they are called wrist razors. Tiger claws, or bagh nakh, are sets of metal blades worn in the palm. The blades protrude between the fingers and are wielded with a cat-like clawing motion. The evil priesthoods of Malar and Urdlen have developed special types of fighting claws (see Appendix 3). Fighting gloves are usually used in pairs, one on each hand. If two are used together and the wielder is proficient in the weapon then they suffer no penalties for using two weapons. Costs given are for one glove. All fighting gloves suffer a –2 vs plate. All ‘claw weapons’ have a fell reputation and their use is frowned upon by civilised goodly folk.

FR Master Weapons Table

|Weapon |Damage |Damage |KD |Weight |Size |Type |SF |Missile |Missile |Common in |Cost if |Rare in |Cost if |Comments |

| |vs S/M |vs L | |(lbs) | | | |ROF |Range | |common | |rare | |

|Axes Sorted by size |

|hatchet |1d4 |1d4 |d6 |3 |S2 |S |3fa |1/rnd |2/4/6 |SV+ (tool) |1gp |Ð |Ð |15 |

|adze |1d4+1 |1d4 |d6 |4 |S2 |S/P |4fa |– |– |BR+ (tool) |3sp |SV |3gp |short tool axe for shaping wood, side-bladed, not |

| | | | | | | | | | | | | | |weighted for throwing |

|hand axe |1d6 |1d6 (d4) |d8 |5 |M2.5–3 |S |4fa |1/rnd |2/4/6 |BR+, ME |1gp |SA, SV |6gp |23, incl throwing axe, bhuj (India), ice axe (used by |

| | | | | | | | | | | | | | |Aurils clergy), kapak (Malatra), piso tonkeng (Shou), |

| | | | | | | | | | | | | | |batak (Wa), shorkana (Harn), fransica (Frankish), |

| | | | | | | | | | | | | | |tomahawk (Amerindian) |

|>>broad axe (dwarven axe)|1d6+1 |1d8 |d8 |7 |M3.5 |S |6av |Ð |Ð |Ð |Ð |RE, FR |20gp+ |double-bladed. Has spike above axeblade (can thrust: |

| | | | | | | | | | | | | | |Type P, Dam d4/d3). incl wagoners axe |

|battle axe |1d8 |1d8 |d10 |9 (7) |M4–4.5 |S |7av |Ð |Ð |BR+, ME, OR |5gp |SA, SV |15gp |generic war axe, usually single headed. Incl bullova, |

| | | | | | | | | | | | | | |bipennis, fu (Shou), gavelock, mordaxt, sapper’s axe, |

| | | | | | | | | | | | | | |shoka, tungi (India), masakari (Malatra), ono (KT), |

| | | | | | | | | | | | | | |mankar (Harn, orcish) |

|2Ðhanded axe |1d10 |2d8 |d12 |12-15 |L4.5–6 |S |9sl |Ð |Ð |HY, FR |10gp |BR, DA |15gp |4, Double-headed. aka. great axe. incl. bardiche, |

| | | | |(10) | | | | | | |(7gp) | | |berdysh, bearded axe |

|Bows |

|short bow |Ð |Ð |Ð |3 (2) |M3 |Ð |7av |2/rnd |8/16/28 |all (15gp in SA, |30gp |Ð |Ð |4, 9, Can use while mounted. aka self bow, hankyu |

| | | | | | | | | | |SV) | | | |(OR). Drawn back to chest. |

|comp. short bow |Ð |Ð |Ð |3 (2) |M3 |Ð |6av |2/rnd |10/20/30 |RM+, ME, OR |75gp |Ð |Ð |4, 9, Can use while mounted. Wooden stave reinforced |

| | | | | | | | | | | | | | |with horn, bone, metal or sinew. |

|long bow |Ð |Ð |Ð |5 (3) |L6 |Ð |7av |2/rnd |12/24/42 |BR+ |60gp |Ð |Ð |4, 8, aka hunting bow, cannot use from horseback. |

| | | | | | | | | | | | | | |Drawn back to cheek. |

|comp. long bow |Ð |Ð |Ð |5 (3) |L6 |Ð |7av |2/rnd |14/28/42 |CR+, ME, OR |100gp |Ð |Ð |4, 8 incl. daikyu (samurai bow). x2 cost to modify to |

| | | | | | | | | | | | | | |use from horseback. Reinforced with bone, sinew, or |

| | | | | | | | | | | | | | |metal. aka. t’ai po (Shou) |

|>>great bow |Ð |Ð |Ð |7 |L7 |Ð |8av |2/rnd |14/28/42 |ME, RE |75gp |Ð |Ð |4, 8, incl English long bow, Welsh bow, Kenyan bow, |

| | | | | | | | | | | | | | |giant-kin bow; cannot use from horseback. Drawn back |

| | | | | | | | | | | | | | |to ear. |

|arrow, flight |1d6 |1d6 |d6 |0.2 |S2 |P |Ð |Ð |Ð |all |5cp |Ð |Ð |2, standard hunting arrow, +1 damage if arrowhead |

| | | | | | | | | | | |(3sp/12 | | |barbed (x5 cost) |

|>>arrow, blunt |1d3 |1d2 |d4 |0.2 |S2 |B |Ð |Ð |Ð |DA+, ME, OR |5cp |Ð |Ð |2, blunt-headed for felling birds or game. Incl trukaa|

| | | | | | | | | | | |(3sp/12 | | |(Ulutiun) |

|arrow, sheaf |1d8 |1d8 |d6 |0.3 |S2 |P |Ð | |1/2 range |DA+, OR |1sp |Ð |Ð |2, broad, heavy steel head |

| | | | | | | | | | | |(3sp/6) | | | |

|arrow, pile |1d6 |1d6 |d6 |0.3 |S2 |P |Ð | |1/2 range |HY |1sp |Ð |Ð |2, small, heavy head. +2 vs. all armour at short |

| | | | | | | | | | | |(3sp/6) | | |range. aka. mail-piercer |

|elven bow |Ð |Ð |– |Ð |Ð |Ð |Ð |2/rnd |Ð |FR |x2 |Ð |Ð |aka hartbow, alborium. Normal composite long or |

| | | | | | | | | | | | | | |composite short bow with metal inlays, can wield in |

| | | | | | | | | | | | | | |melee as quarterstaff. x2 normal cost |

|Clubs, Maces & Hammers By size |

|hammer |1d4 |1d3 |d6 |3 |S2 |B |Fa(4) |1/rnd |2/4/6 |all (tool) |5sp |Ð |Ð | |

|club or rod |1d6 |1d3 |d8 |4 (3) |M3 |B |4fa |1/rnd |2/4/6 |all |1sp |Ð |Ð |15, incl knobkerrie, wisa, truncheon. Rod is metal, |

| | | | | | | | | | | | | | |club is hardwood. |

|ankus |1d4 |1d4 |d6 |4 |M2.5 |P/B |4fa (6)|– |– |FR, ME, OR |3gp |Ð |Ð |short, hooked or single-spiked club, common humanoid |

| | | | | |(3) | | | | | | | | |weapon. incl fang, elephant goad |

|war hammer |1d4+1 |1d4 |d8 |5 (6) |M2.5 |B |4fa |1/rnd |2/4/6 |RM+ |2gp |Ð |Ð |15, +1 vs plate. Some have spike above head (can |

| | | | | |(3) | | | | | | | | |thrust: Type P, Dam d3/d3). |

|horseman's mace |1d6 |1d4 |d8 |6 |M3 |B |6av |1/rnd |2/4/6 |BR+, ME, OR |5gp |Ð |Ð |7 (if ME or OR), +1 vs mail. aka knights mace |

|war club |1d6+1 |1d4+1 |d10 |8 (6) |M4 |B/S |7av | | |SA, SV, BR |2gp |Ð |Ð |club edged with jagged inlays (e.g. Aztec warclub) |

|footman's mace |1d6+1 |1d6 |d10 |10 |M4 |B |7av |– |– |RM+, ME, OR (BR+) |8gp |Ð |Ð |incl moons hand, baculus, bulawa, tao fung (Kara-Tur).|

| | | | | | | | | | | | | | |+2 vs mail |

|morning star |2d4 |1d6+1 |d10 |12 |M4.5 |B/P |7av |– |– |HY, RE |10gp |Ð |Ð |long spiked mace. May have thrusting point. aka. |

| | | | | |(5) | | | | | | | | |godentag, holy water sprinkler, morgenstern. +1 vs. |

| | | | | | | | | | | | | | |plate |

|maceÐaxe |2d4 |1d6+1 |d10 |10 (9) |L5 |B/S |8sl |– |– |BR |12gp |Ð |Ð |incl. two-handed war clubs |

|maul |2d4 |1d10* |d12 |12+ |L5 (4) |B |8sl |– |– |HY, RE |4gp |Ð |Ð |aka. battle or great hammer. +1 vs. mail & plate |

| | | | |(10) | | | | | | | | | | |

|great club, tetsubo |2d4 |2d4 (1d6+1) |d12 |15 |L6 |B |8sl |– |– |OR |4gp |DA |5gp |incl gada (India) |

|Crossbows Second speed factor listed indicates speed to point-and-shoot if weapon is already cocked and loaded. |

|hand crossbow |Ð |Ð |Ð |4 (3) |S2 |Ð |5av/2 |1/rnd |– |Ð |Ð |ME, FR |150gp |4, cocked with 1 hand |

|hand quarrel |1d4+1 (d3) |1d4 |d4 |0.1 |S1/2 |P |Ð |Ð |4/8/12 |Ð |Ð |Ð |1gp |2. made of steel, about 7” long |

| | |(d2) | | | | | | | | | | | | |

|light crossbow |Ð |Ð |Ð |7 |M3 |Ð |7av/3 |1/rnd |– |CR+, ME, OR |35gp |DA |60gp |4, 20, cocked with both hands, hook or belt & claw |

|light quarrel |1d6+1 |1d8+1 |d6 |0.2 |S1 |P |Ð |Ð |12/24/36 |Ð |1sp |Ð |1sp |2 |

|heavy crossbow |Ð |Ð |Ð |14 |M5 |Ð |9sl |1/2 rnd |– |CR+ |50gp |Ð |Ð |4, 20, cocked with levered crannequin |

| | | | | | | |(10)/4 | | | | | | | |

|heavy quarrel |1d8+1 |1d10+1 |d6 |0.5 |S1 |P |Ð |– |16/32/48 |Ð |2sp |Ð |Ð |2 |

|>>arbalest |Ð |Ð |Ð |20 |L6 |Ð |11sl/5 |1/3 rnd | |Ð |Ð |RE |200gp |4, 20, aka siege crossbow, hand ballista, cocked with |

| | | | | | | | | | | | | | |pulleyed windlass |

|arbalest quarrel |2d6 |2d6+2 |d8 |1 |S1 |P |Ð |– |20/40/60 |Ð |Ð |Ð |2sp |2 |

|>>disc crossbow |Ð |Ð |Ð |10 |M4 |Ð |7av/3 |2/3 rnd |– |Ð |Ð |Realms |175gp |4 |

|disc |1d8+1 |1d8+1 |d8 |1 |S1 |S |Ð |Ð |12/24/36 |Ð |Ð |Ð |5sp |+2 vs no armour, Ð2 vs plate |

|pellet crossbow |Ð |Ð |Ð |6 (5) |M3 |Ð |7av/3 |1/rnd |8/16/24 |DA+, ME, OR |25gp |Ð |Ð |4, uses sling stones or bullets; cocked with both |

|(stonebow) | | | | | | | | | | | | | |hands or levered hook. |

|Daggers can use all in off-hand (14). Usually double-edged blade. Overall length generally 1–1.5’. Sorted by size here |

|katar |1d3+1 |1d3 |d6 |1 |S1 |P |2fa |– |– |ME |3gp |– |– |short, wide thrusting (push/punch) dagger. CanÕt |

| | | | | | | | | | | | | | |throw, no parries |

|stiletto |1d3 |1d2 |d4 |1 (0.5)|S1.5 |P |2fa |2/rnd |2/4/6 |HY, RE |2gp (0.8)|– |– |7, 14, slim-bladed, +2 vs. mail or plate; incl mail |

| | | | | | | | | | | | | | |breaker, stylet, peshkabz (India) |

|parrying dagger |1d3 |1d3 |d6 |1 |S1.5 |P |2fa |– |– |RE |5gp |– |– |14, 21 aka sword-breaker. +2 to block. |

|dagger |1d4 |1d3 |d6 |1 |S1.5 |P |2fa |2/rnd |2/4/6 |all |2gp |– |– |14, incl. poniard, rondel, tanto (KT), pi-shou (Shou),|

| | | | | | | | | | | | | | |kozuka & do-su (Wa), bich, khanjarli, pih-kaetta, wa, |

| | | | | | | | | | | | | | |(all India), |

|jambiya |1d4 |1d4 |d6 |1.5 (1)|S1.5 |P/S |3fa |– |– |ME |4gp |– |– |14, curved so canÕt throw. incl. krisna (KT) |

|mainÐgauche |1d4 |1d3 |d6 |3 |S1.5 |P/S |2fa |– |– |RE |3gp |– |– |7, 14, 19, always has caged hilt (hence 3lbs). +2 to |

| | | | | | | | | | | | | | |block |

|>>elven longknife |1d4+1 |1d4 |d6 |2 |S1.5 |P |2fa |1/rnd |2/4/6 |FR |10gp+ |– |– |14 |

|>>dirk |1d4+1 |1d4 |d6 |2 |S1.5 |P |3fa |1/rnd |2/4/6 |CR, HY |5gp |– |– |14, incl. cinquedea, kidney dagger, kukri, scramasax, |

| | | | | | | | | | | | | | |telek, yoroi-toshi (KT), keltan (Harn) |

|>>tentacus |1d4+2 |1d3 |d6 |3 |S1.5 |P/S |3fa |1/rnd |2/4/6 |Ð |Ð |FR |? |14, used by clergy of Garagos, 5 small curved blades |

|Fighting Claws & Gloves see note 29, all are –2 vs plate |

|knuckledusters |1d2 |1d2 |d3 |0.5 ea |S1 |B |1fa |– |– |– |– |RM on |0.2gp ea|metal covering for fist; does real damage, not temp |

| | | | | | | | | | | | | | |like a bare fist |

|cestus |1d3 (d4) |1d3 |d6 |2 ea |S1 |B |2fa |– |– |– |– |BR, RM, FR |1gp ea |29, metal-plated fighting glove/gauntlet. Plate |

| | | | | | | | | | | | | | |gauntlets equate to these. Ð2 vs plate |

|bagh nakh, nekode |1d3 (d2) |1d3 (d2) |d4 |2 ea |S1 |S |2fa |– |– |– |– |ME, OR |5sp ea |29, aka. tiger claws, nekode. incl. rakasta war claws |

| | | | |(1) | | | | | | | | | |(+1 dam). Aids climbing trees etc. |

|>>claws of Malar |1d6 |1d4 |d6 |2 ea |S1 |P/S |2fa |– |– |– |– |FR |? |29, brass knuckles with spikes and short blades, used |

| | | | | | | | | | | | | | |by clergy of Malar, incl hora (India) |

|>>wrist razors |1d6 |1d4 |d4 |2 ea |S2 |P/S |6av |– |– |– |– |FR |3gp ea |29, cestus with spikes and blades. |

|>>claws of Urdlen |1d6+2 |1d6 |d6 |2 ea |S2 |P/S |6av |– |– |– |– |FR |? |29, enchanted wrist razors, used by clergy of Urdlen |

|Flails & Chain Weapons |

|chain |1d4+1 |1d4 |d6 |4 (3) |L5 (3) |B |5av |Ð |Ð |ME, OR |5sp |Ð |Ð |1, 4, 12, 24, incl rante, manriki-gurasi. Can |

| | | | | | | | | | | | | | |entangle. |

|horseman's flail |1d4+1 |1d4+1 |d10 |6 |M3 (4) |B |6av |Ð |Ð |CR+, ME |8gp |Ð |Ð |ball (maybe fluted) on chain, +1 vs shields, +2 on |

| | | | | | | | | | | | | | |traps/disarms |

|>>spiked flail |1d4+2 |1d4+2 |d8 |6 |M3 |B/P |6av |Ð |Ð |HY, RE, ME |10gp |Ð |Ð |spiked ball on chain. Wrongly called a morning star |

|>>flail, double |1d4 x2 |1d4x2 |d6x2 |10 |M3 |B/P |8sl |Ð |Ð |HY, RE, ME |35gp |Ð |Ð |as spiked flail with 2 smaller balls (2 separate |

| | | | | | | | | | | | | | |attacks) |

|footman's flail |1d6+1 |2d4 |d12 |15 |M4 (L5)|B or |8sl |Ð |Ð |CR+, ME |15gp |Ð |Ð |aka. war-flail. rod (impact stave) or ball (maybe |

| | | | | | |B/P |(7av) | | | | | | |fluted, flanged or spiked) joined to shaft by hinge or|

| | | | | | | | | | | | | | |short chain. +1 vs plate |

|Knives can use all in off-hand (14) Usually single-edged blade. Overall length up to 1’ (except throwing blade) |

|knife |1d3 |1d2 |d4 |0.5 |S1 |P/S |2fa |2/rnd |2/4/6 |all |5sp |– |– |14, includes babanga, batardeau, cultel, dudgeon, |

| | | | | | | | | | | | | | |skene dhu, cuchillo, misericorde |

|>>bowie knife |1d3 |1d3 |d4 |0.5 |S1 |P/S |2fa |2/rnd |2/4/6 |RE, FR |5gp+ |– |– |14, any good quality knife. incl anlas, bebut |

|>>folding knife |1d3 |1d2 |d4 |0.5 |S1 |P/S |2fa |2/rnd |2/4/6 |CR+ |1gp |– |– |14, has blade that folds into handle. includes clasp |

| | | | | | | | | | | | | | |knife, jack knife, navaja, serramancio |

|>>dueling knife |1d4+1 |1d3+1 |d4 |2 |S1 |S |4fa |– |– |– |– |FR |3gp |14, hooked knife used by clergy of Umberlee |

|>>talon knife |1d6 |1d4 |d4 |2 |S1.5 |P/S |3fa |1/rnd |2/3/4 |– |– |FR |5gp |parallel double blade with crosspiece as hilt |

|>>throwing knife |1d3 |1d2 |d4 |0.5 |S1 |P |2fa |2/rnd |4/6/8 |all |5sp |– |– |small, flat knife weighted for throwing, no |

| | | | | | | | | | | | | | |cross-piece (–1hp in melee, min 1hp.) |

|>>branch knife (throwing |2d4 |1d6+1 |d8 |4 |M3 |P/S |8sl |1/rnd |2/4/6 |SV |5gp |– |– |Renamed from throwing knife. Large, heavy |

|blade) | | | | | | | | | | | | | |multi-pointed throwing blade. +1 vs shields if thrown.|

| | | | | | | | | | | | | | |In melee, function as a hand axe. |

|Lances spears with handguards, designed to be used while mounted |

|light lance |1d6 |1d8 |d8 |8 (5) |L10 (7)|P |6av |1/rnd |2/3/4 |BR+, ME, OR |6gp |– |– |5, aka. shayo (Malatra), shuo (Shou & Wa) |

|medium lance |1d6+1 |2d6 |d10 |12 (10)|L12 (9)|P |7av |– |– |RM+, ME, OR |10gp |– |– |5 |

|heavy lance |1d8+1 |3d6* |d12 |15 |L14 |P |10sl |– |– |CR+ |15gp |– |– |5 |

| | | | | |(10) | | | | | | | | | |

|jousting lance |1d3Ð1 |1d2Ð1 |d12 |20 |L12 |B |10sl |– |– |HY, RE |20gp |– |– |5, aka bourdonass. Blunt or padded practice lance |

|Miscellaneous: Melee |

|>>blade boots |1d4 |1d4 |d6 |2 ea |S2 |P |4fa |– |– |– |– |FR |4gp |can fit larger blades instead (15gp, +1hp dam) |

|caltrop |1 |1d2 |– |0.2 |S0 |P |Ð |– |– |DA+ |2sp |– |– |17, aka. tetsu-bishi (OR) |

|mancatcher |1d2 |1d2 |d6 |8 |L7 |Ð |7av |– |– |RE, ME, OR |30gp |– |– |4, 6, 18 |

|net |– |– |– |10 |M5 |Ð |10sl |1/2 rnd |2/3/4 |RM |5gp |– |– |26, entangle + entrap attack |

|sap |1d2 |1d2 |d4 |2 (1/2)|S1 |B |2fa |– |– |BR+ |5sp |– |– |28, aka blackjack |

|scourge |1d4 |1d2 |d4 |2 |S2.5 |Ð |5av |– |– |RM+ |2gp |– |– |barbed whip, ineffective vs metal-based armours. +1 to|

| | | | | | | | | | | | | | |disarm. incl cat-o-nine-tails. aka isagara (Harn) |

|shears |1d4 |1d4 |d4 |3 |S2 |S |3fa |– |– |– |– |FR |? |15, used by korred & clergy of Shiallia |

|spiked buckler |1d4 |1d3 |d6 |4 |S2 |P |4fa |– |– |CR+, ME |10gp |– |– |shield with blade in boss, use in attack OR defence, |

| | | | | | | | | | | | | | |incl. Madu (India, has antelope horn) |

|whip |1d2 |1 |Ð |2 |M5 |Ð |8sl |– |– |BR+ |1sp |– |– |1, +2 on pulls/trips/disarms. Ineffective vs |

| | | | | | | | | | | | | | |metal-based armours. |

|Miscellaneous: Missile |

|blowgun |– |– |– |2 |L5+ |– |5av |2/rnd |2/4/6 |SA,SV |1gp |OR |5gp |4, is Ð4 to hit vs mail or plate, +1 to hit if on |

| | | | | | | | | | | | | | |stand/supported. aka. utso (Malatra) |

|barbed dart |1d3 |1d2 |d4 |0.2 |S0 |P |Ð |2/rnd |2/4/6 |– |1sp |– |– | |

|needle |1 |1 |– |0.1 |S0 |P |– |2/rnd |2/4/6 |– |2cp |– |– |usually poisoned |

|bolas |1d3 |1d2 |d6 |2 |M3 |B |8sl |1/rnd |5/10/15 |SA,SV |5sp |– |– |1, 16. 2 incl somais (2 weights), achicos (3) |

|boomerang |1d4 |1d4 |d8 |2 |S2 (1) |B |4fa |1/rnd |4/8/12 |SA,SV |5sp |– |– |13, incl trombash, throwing sticks. If specialist they|

| | | | | | | | | | | | | | |may return on a miss (50%). |

|chakram |1d4 |1d3 |d4 |1 |S1 |S |4fa |2/rnd |4/8/12 |ME, OR |8sp |– |– |sharpened throwing disc, Ð2 vs mail or plate |

|rock |1d3 |1d2 |d6 |1 |S1 |B |2fa |2/rnd |3/6/9 |all |– |– |– | |

|sling |Ð |Ð | |– |S1 |Ð |6av |1/rnd |– |SA+ |1sp (5cp)|– |– | |

|sling bullet |1d4+1 |1d6+1 |d4 |½ (*) |S0 |B |Ð |– |10/20/30 |RM+ (BR+) |1sp (5cp)|– |– |2 |

|sling stone |1d4 |1d4 |d4 |½ (*) |S0 |B |Ð |– |8/16/24 |SA+ |– |– |– | |

|staff sling |– |– |– |4 (2) |M5 |Ð |11sl |1/rnd |– |BRÐCR |5sp (2sp)|– |– |4, aka fustibal. Treat short range as med |

|>>bullet |1d6+1 |1d8+1 |d6 |1 |S1 |B |Ð |– |–/12/18 |– |– |RM+ |2sp (1) |2 |

|stinkpot |1d3 |1d3 |d6 |2 |S1 |B |– |– |–/12/18 |– |– |– |2sp |causes stinking cloud effect on impact (1d3+1 rounds, |

| | | | | | | | | | | | | | |10’ diameter). Used to break up formations. |

|stone |1d4+1 |1d6+1 |d6 |1 (2) |S0 |B |Ð |– |–/12/18 |– |– |– |– | |

|Picks |

|footman's pick |1d6+1 |2d4 |d8 |8 (6) |M4 |P |7av |– |– |CR+ |8gp |– |– |+2 vs plate |

|horseman's pick |1d4+1 |1d4+1 (d4) |d6 |4 |M3 (4) |P |5av |– |– |CR+ |7gp |– |– |+1 vs plate. Incl. zaghnal (India), ice pick |

|Polearms All need 2 hands to wield; if Type P only can wield buckler or small shield at same time. I have rarionalised/simplified in 10 types, based on functionality. |

|Spear-type polearms: can set vs. charge for x2 dam. +2 on trap/block maneouvers |

|ranseur |1d6+1 |2d6 |d8 |7 |L7+ |P |8sl |– |– |RE |6gp |– |– |3, 4, ‘spear with lesser blades’. incl spetum, souris,|

| | | | | | | | | | | | | | |rhonca, corseques, rawcon. Can disarm opponent (make |

| | | | | | | | | | | | | | |called shot) |

|partisan |1d6 |1d6+1 |d8 |8 |L7 |P |9sl |– |– |HY (RE) |10gp |– |– |3, 4, Ôbroad spear with small axe heads below bladeÕ |

| | | | | | | | | | | | | | |incl korseke, spontoon, oxtongue |

|Axe/pole cleaver family: +2 vs plate or mail |

|pole axe |1d10 |1d10 |d10 |12 |L8+ |S |10sl |– |– |HY, RE |10gp |– |– |4, ÔAxe on a spearÕ incl lochaber axe, voulge |

|halberd |1d10 |2d6 |d12 |15 |L7+ |P/S |9sl |– |– |HY, RE, ME (+CR) |10gp |– |– |4, ÔAxe & back spike on a spearÕ. aka. bisento |

| | | | | | | | | | | | | | |(Malatra & Wa), chiang-chun (Shou) |

|Fork family: |

|military fork |1d8 |2d4 |d8 |7 |L7+ |P |7av |– |– |HY, RE, ME |5gp |– |– |4 |

|trident |1d6+1 |2d4 |d6 |5 |L6 |P |7av |1/rnd |2/3/4 |BR, RM, ME, OR |15gp |– |– |aka. tiger lance (Kara-Tur). Many varieties used |

| | | | | | | | | | | | | | |undersea. |

|2Ðhanded |1d8+1 |3d4* |d8 |– |– |– |8sl |– |– |– |– |– |– |4 |

|Bill family (hooks on a stick): |

|bill |2d4 |1d10 |d10 |14 (15)|L7+ |S |8sl |– |– |CR, HY, RE |7gp |– |– |4, 6,ÔSickle or pruning hook on long shaftÕ; Incl |

| | | | | | | | | | | | | | |guisarme, bill hook, hook fauchard, ritiik (Ulutiun) |

| | | | | | | | | | | | | | |+2 on pull/trip vs riders |

|bill-guisarme |2d4 |2d6 |d10 |15 |L8+ |P/S |10sl |– |– |HY, RE |10gp |– |– |4, 6, ‘combination spear+hook+back spike+edges’. Incl |

| | | | | | | | | | | | | | |glaive-guisarme. +2 on pull/trip vs riders |

|Other types: |

|glaive |1d6 |1d10 |d10 |10 |L8+ |S |8sl |– |– |CR, HY, ME, OR |6gp |– |– |3, 4, Ôsingle-edged knife on long haftÕ incl |

| | | | | | | | | | | | | | |fauchard, fauchard-fork, crowbill, nagimaki, naginata.|

| | | | | | | | | | | | | | |Pao shou (Shou: double-headed, x2 cost, +2lbs, +1 dam)|

|lucern hammer |2d4 |1d6 |d10 |15 |L6+ |P/B |9sl |– |– |HY |7gp |– |– |3, 4, ÔHammer on a spearÕ incl bec de corbin, bec de |

| | | | | | | | | | | | | | |faucon, crowsbeak. +2 vs plate |

|Spears & Javelins By length |

|dart |1d3 |1d2 |d4 |0.5 |S1 |P |2fa |3/rnd |2/4/8 |SAÐRM, ME, OR |5sp |– |– |small, weighted arrow-like javelin. (–1hp if used in |

| | | | | | | | | | | | | | |melee, min 1hp). |

|>>angon |1d4+1 |1d4 |d4 |2 |M3 |P |3fa |1/rnd |2/4/6 |OR |1gp |– |– |10, short jabbing spear, aka. bayat (Malatra), |

| | | | | | | | | | | | | | |siangkam (Shou). Incl gwaefon, uchi-ne (OR) |

|>>atlatl, garnok |Ð |Ð |Ð |3 |M3 |Ð |4fa |– |– |SV, SA |2sp |– |– |aka woomera, throwing stick for javelins; +1Ó each |

| | | | | | | | | | | | | | |cat. Version for darts called garnok |

|javelin |1d6 |1d6 |d6 |3 (2) |M4 |P |4fa |1/rnd |4/8/12 |SVÐDA, ME, OR |5sp |– |– |thin-headed (leaf or lancet) throwing spear, aka. mau |

| | | | | | | | | | | | | | |(KT), incl. shuntshe |

|pilum |1d6 |1d6 |d6 |4 (3) |M4 |P |5av |1/rnd |3/6/9 |RM |1gp |– |– |27, roman spear. Soft head to snag in shields |

|spear |1d6 |1d8 |d6 |5 |M5-8 |P |6av |1/rnd |2/4/6 |BR+, ME, OR |8sp |SA, SV |2gp |3, standard broad-headed thrusting spear. aka. yari |

| | | | | | | | | | | | | | |(KT) |

|2Ðhanded |1d6+1 |2d6 |d8 |– |– |– |7av |– |– |– |– |– |– |3, 4 |

|>>boarÐspear, assegai |1d6+1 |1d8 |d6 |6 |M5-6 |P |6av |1/rnd |2/3/4 |SA, SV |5gp |FR |10gp |3, broad bladed spear head (up to 18” long) on 4-5’ |

| | | | | | | | | | | | | | |shaft, incl yklwa (Chult), assegai, langdebeve. |

|2Ðhanded |1d6+1 |2d6* |d8 |– |– |– |7av |– |– |– |– |– |– |3, 4 |

|harpoon |2d4 |2d6 |d8 |6 |L7-8 |P |7av |1/rnd |2/3/4 |– |– |– |– |4, 22, heavy spear on rope. Incl vita (India) |

|long spear, half pike |2d4+1 (2d6)|2d6* (3d6) |d8 |8 |L10–12 |P |8sl |– |– |BR, RM, CR, ME, OR|5gp |– |– |3, 4, aka. half pike, ash spear. Can wield buckler or|

| | | | | | | | | | | | | | |small shield at same time. |

|pike |1d6+1 |2d6 |d8 |12 |L12+ |P |13sl |– |– |BR, HY, RE, OR, ME|5gp |– |– |3, 4 longest of the spears, incl awl pike, mao (KT). |

| | | | | | | | | | | | | | |Can wield buckler or small shield at same time. |

|Staves |

|brandistock |1d6 |1d6 |d8 |5 |M5 |B/P |7av |– |– |– |– |RE, halfling |15gp |iron-shod walking staff with small retractable |

| | | | | | | | | | | | | | |trident; incl. feather staff |

|>>hoopak |– |– |– |5 |M4 |B | |1/rnd |–/12/18 |– |– |halfling |1gp+ |4, combination short staff and slingshot. Melee as |

| | | | | | | | | | | | | | |quarterstaff, missile as sling |

|quarterstaff |1d6 |1d6 |d10 |5 (4) |L6 |B |4fa |– |– |all |1sp |– |– |4, often iron-shod, incl lathi (India), bo staff (OR).|

| | | | | | | | | | | | | | |Ð2 vs plate. Note: great clubs (especially tetsubo, |

| | | | | | | | | | | | | | |are basically heavy iron-shod staves) |

|Swords By type & size (see Appendix 4 for rectifications) |

|P Type |

|>>epee |1d6 |1d4 |d4 |3 |S2.5 |P |3fa |– |– |RE |10gp |FR |20gp |7, 15, 19, flexible, unedged fencing blade. Always has|

| | | | | | | | | | | | | | |caged hilt (hence +1lb). aka foil, incl. baselard. –1 |

| | | | | | | | | | | | | | |vs. plate |

|short sword |1d6 |1d8 |d6 |3 |S2.5 |P |3fa |– |– |RM, HY, RE, ME, OR|10gp |BR, DA, CR |15gp |15, blade up to 30”. incl gladius (roman), hanger, |

| | | | | | | | | | | | | | |kris, krys, marinim (halfling), takouba (Africa), |

| | | | | | | | | | | | | | |xiphos (greek), adyakatti, choora/ kora, takieh, zafar|

| | | | | | | | | | | | | | |(all Indian), pai p’i (Shou). Note: drusus is a |

| | | | | | | | | | | | | | |quality gladius (+1 dam, x5-10 cost) |

|rapier, fleuret |1d6+1 (d6) |1d8 (d8+1) |d6 |4 |M3 |P |4fa |– |– |RE |15gp |FR |30gp |7, 19, thin, whippy, straight-balded fencing sword; |

| | | | | | | | | | | | | | |single- or (usually) double-edged. incl colichemade |

| | | | | | | | | | | | | | |and fleuret (elven rapier) |

|estoc |1d6 |1d8 |d6 |5 |M3.5 |P |5av |– |– |HY |15gp (14)|– |– |aka piercing sword. Long, thin but stiff blade. incl |

| | | | | | | | | | | | | | |hegyester, +2 vs mail, +1 vs plate |

|>>seax, tuck |1d8 |1d10 |d8 |7 |M4.5 |P |6av |– |– |– |– |CR, HY, ME |20gp |heavy blade tapering to point, incl. franc-taupin. +1 |

| | | | | | | | | | | | | | |vs mail, +1 vs plate |

|S Type |

|>>shashka |1d4+1 |1d6 |d6 |3 |S2.5 |S |3fa (4)|– |– | | |ME |12gp |15, a short scimitar. aka sica |

|sapara |1d6+1 |1d4 |d6 |4 |S2.5 |S |5av |– |– |BR, ME |10gp | | |sickle-shaped, a small khopesh. aka. scapra |

|cutlass |1d6+1 |1d8+1 |d8 |4 |M3 |S |5av |– |– |RE, OR, ME |12gp | | |7, pirates sword. Single-edged, slightly curved blade.|

| | | | | | | | | | | | | | |Usually has caged hilt. Often inferior quality |

|broad sword |1d8 (2d4) |1d10* (d6+1)|d8 |4 |M3 |S |5av |– |– |HY, RE |15gp |BR, RM, DA, |30gp |7, Double-edged, straight, pointed blade. Often has |

|(= standard sword) | | | | | | | | | | |(10gp) |CR |(20gp) |caged hilt. incl abbasi, badelar, flyssa, kledyv, darn|

| | | | | | | | | | | | | | |den & tao (Kara-Tur) |

|scimitar |1d8 |1d8 |d8 |4 |M3.5 |S |5av |– |– |ME |15gp | | |outward curved blade, incl. shamshir |

|sabre |1d8 (d6+1) |1d8+1 |d8 |4 (5) |M3.5 |S |5av |– |– |HY, RE, OR (+ME) |20gp |DA, CR |30gp |7, slim-bladed, usually single-edged, often slightly |

| | | | | | | | | | | |(17gp) | | |curved, +1 while mounted |

|spatha |1d8 |1d12* |d8 |4 |M3.5 |S |5av |– |– |RM, FR |30+ |– |– |aka. elven sword. Slim bladed, occasionally |

| | | | | | | | | | | |(15gp) | | |single-edged, ancestor of long sword, longer hilt than|

| | | | | | | | | | | | | | |other 1-handed swords (suits elves) |

|khopesh |2d4 |1d6 |d8 |7 |M4 |S |9sl |– |– |BR |15gp |– |– |heavy, sickle-shaped blade, incl shotel |

|long sword |1d8 |1d12* |d8 |5 (4) |M4 |S |5av |– |– |HY, RE (+ME) |25gp |DA, CR |45gp |As broad sword but longer. incl craquemarte, curtana, |

| | | | | | | | | | | |(15gp) | | |flambard, kaskara, karabela, knights or war sword, |

| | | | | | | | | | | | | | |tau-kien & chien (OR) |

|falchion |1d6+1 |2d4 |d8 |8 |M4 |S |5av |– |– |HY, RE |17gp |– |– |thick single-edged chopping blade. incl klewang, kora |

| | | | | | | | | | | | | | |(India), talibon |

|tulwar, yataghan |2d4 (d6+1) |2d4 |d8 |8 |M4 |S |5av |– |– |ME, OR |15 |– |– |heavy, in-curved blade. incl. machaira, falcata, |

| | | | | | | | | | | | | | |khopis, sosun pattah (india) aka. talwar |

|bastard sword |1d8 |1d12* |d8 |10 |M5 |S |6av |– |– |HY, RE |40gp |– |– |‘hand-and-a-half’ sword. incl backsword, espadon, |

|1-handed | | | | | | | | | | |(25gp) | | |falx, flamberge (wavy edged), khandar (india), ram |

| | | | | | | | | | | | | | |dao. Double-edged, pointed. +1 vs mail or plate |

|2Ðhanded |1d8+1 (d8) |2d6+2* (2d8)|d10 |– |– |– |7av |– |– |– |– |– |– | |

|claymore |1d8+1 (d8) |2d8 |d10 |10 (8) |L5 |S |7av |– |– |RE, FR |25gp |– |– |4, aka dwarven claymore. Very wide heavy blade. +1 vs |

| | | | | | | | | | | | | | |all armour |

|2Ðhanded sword |1d10 |3d6* |d12 |15 |L6 |S |10sl |– |– |HY, RE, OR |50gp |– |– |4, aka great or battle sword. Double-edged, pointed, |

| | | | | | | | | | | | | | |simple cross-guard. incl zweihander, no-dachi |

| | | | | | | | | | | | | | |(kara-Tur), tetsu-to (Malatra), saddle sword (wider |

| | | | | | | | | | | | | | |head with crossbar in blade). +2 vs mail or plate |

| | | | | | | | | | | | | | |armours |

|great scimitar |2d6 |4d4 |d10 |15 (16)|L6 |S |10sl |– |– |ME |60 |– |– |4, large, outward curved blade. incl glavelot |

|Oriental Specific oriental weapons that do not usually appear in Faerun |

|bo stick |1d6 |1d4 |d8 |4 |L6 |B |3fa |– |– |OR |1sp (5cp)|– |– |Ð2 vs plate |

|bokken or boku-toh |1d4 |1d2 |1d4 |6 |M4 |B |4fa |– |– |OR |5sp (3sp)|– |– |wooden practice sword |

|1-handed | | | | | | | | | | | | | | |

|2-handed |1d6 |1d3 |1d4 |– |– |– |5av |– |– |– |– |– |– | |

|chijikiri |1d6 |1d8 |d6 |6 |M3 |P/B |7av |– |– |OR |6gp |– |– |4, 24, chain-spear, spear with chain at butt end (can |

| | | | | | | | | | | | | | |entangle as chain). |

|choÐkuÐno crossbow |Ð |Ð |– |10 |M4 |Ð |6av/3 |2/rnd |10/20/30 |OR |50gp |– |– |4, repeating light crossbow (10 round mag, lever |

| | | | | | | | | | | | | | |action). SF 3 if already loaded. |

|gunsen |1d3 |1d2 |d4 |1 |S1 |B/P |2fa |– |– |OR |4gp |– |– |Iron-reinforced fan. +2 to block |

|jitte, sai |1d4 |1d2 |d6 |2 |S2 |B |2fa |– |– |OR |1gp |– |– |8, jitte has 1 projecting tine; sai has 2. Both are +2|

| | | | | | | | | | | | | | |on blocks/disarms/traps |

|katana |1d8+1 |1d12+1 |d8 |10 |M4 |S |6av |– |– |OR |250gp+ |– |– |single-edged, slightly curved, chisel pointed. |

| | | | | | | | | | | |(100) | | |Functionally it is a quality long sword (+1 dam), with|

| | | | | | | | | | | | | | |one-and-a half hilt to make 2-handed weapon style |

| | | | | | | | | | | | | | |easier (+1 to hit). includes tachi (straight-bladed |

| | | | | | | | | | | | | | |katana) |

|kama |1d6 |1d4 |d6 |2 |S2.5 |P/S |4fa |– |– |OR |2gp |– |– |straight-bladed sickle |

|kau sin ke |1d8 |1d6 |d6 |2 |M4 |B |6av |– |– |OR |3gp |– |– |4, whipping chain, of many segments like nunchaku, +1 |

| | | | | | | | | | | | | | |vs shields |

|kawanaga |1d3 |1d2 |d8 |4 |M4 (S2)|P/B |7av |– |– |OR |1gp |– |– |4, 24, rope with grapple at one end, weight on other, |

| | | | | | | | | | | | | | |ninja weapon |

|kiseru |1d4 |1d2 |1d3 |2 (1) |S1 |B |3fa |– |– |OR |4gp |– |– |reinforced iron smoking pipe |

|ko |1d8 |1d8+1 |d8 |9 (7) |L10 |P |6av |– |– |OR |8gp |– |– |5, two-pronged light lance |

|kusariÐgama |1d6 |1d4 |d6 |1 |M4 |P/S |6av |– |– |OR |4gp |– |– |4, 24, sickle with weighted chain attached |

|kyogetsu-shogi |1d4 |1d4 |1d4 |3 (1) |L5 |B/S |6av |– |– |OR |1gp |– |– |4, dagger with weighted cord attached |

|lajatang |1d10 |1d10 |– |– |L5 |S |6av |– |– |OR |7gp |– |– |4, shaft with crescent blade on each end, martial arts|

|ninjaÐto |1d8 |1d6 |– |– |M4 |S |3fa |– |– |OR |20gp |– |– |ninja weapon, scabbard has many uses |

|nunchaku |1d6 |1d4 (1d6) |d8 |3 |M3 |B |3fa |– |– |OR |1gp (5sp)|– |– |15, two piece chain-linked rod. aka. chain-sticks. |

| | | | | | | | | | | | | | |incl flind bar |

|sang kauw |1d8 |1d6 |d6 |10 |L6 |P/S |7av |– |– |OR |5gp |– |– |12, martial arts weapon, double-headed spear with |

| | | | | | | | | | | | | | |crescent blade at centre |

|shuriken |1d4 |1d4 |d4 |* |S1 |P |2fa |2/rnd |2/4/6 |OR |3sp |– |– |includes star, shaken and spike varieties |

|sode garami |1d4 |1d3 |d6 |5 |L5 |B |7av |– |– |OR |5gp |– |– |sleeve entangler |

|threeÐpiece rod |1d6 |1d4 |d8 |5 |L5 |B |7av |– |– |OR |2gp |– |– |4, 12, 24, big nunchaku |

|wakizashi |1d6+1 |1d8+1 |d6 |4 |S2.5 |P |3fa |– |– |OR |150gp+ |– |– |15, build as half-size katana. Functionally it is a |

| | | | | | | | | | | |(50) | | |quality short sword (+1 dam) |

|Tools & Common Implements Everyday items that can be used as weapons. Available in all periods except SA, SV (unless noted) |

|adze |1d4+1 |1d4 |d6 |4 |S2 |S/P |4fa |– |– |BR+ (tool) |3sp |SV |3gp |14 |

|belaying pin |1d3 |1d3 |d6 |2 |S1 |B |4fa |– |– |BR+ (tool) |2cp | | |14 |

|bottle |1d3 |1d2 |d6 |2 |S1 |B |4fa |1/rnd |2/3/4 |RM+ (tool) |– | | |10, 14, wield as knife if broken |

|grain flail |1d4 |1d4 |d8 |3 |M5 |B |6av |– |– |BR+ (tool) |5sp |– |– |4 |

|fork, pitchfork |1d6 |1d6+1 |d6 |6 |L6 |P |7av |– |– |RM+ (tool) |8sp |– |– | |

|>>gaff |1d4 |1d3 |d4 |6 |L7 |P |6av |– |– |RM+ (tool) |2gp |– |– |‘hook on a pole’ |

|hook |1d4 |1d3 |d4 |2 |S1 |P |2fa |– |– |RM+ (tool) |5sp (5cp)|– |– |14, can attach hook to wrist stump |

|grapple |1d4 |1d4 |d6 |3 |S2 |P/B |7av |1/2 rnd |2/4/6 |RM+ (tool) |5gp |– |– |attach to rope and throw, can entangle |

|hammer |1d4 |1d3 |d6 |3 |S2 |B |4fa |1/rnd |2/4/6 |all (tool) |5sp |– |– |14 |

|holy symbol, big |1d6 |1d3 |d8 |4 |S1 |B |5av |– |– |all (tool) |25gp |– |– | |

|iuak |1d4 |1d6 |d4 |4 (3) |M2.5 |S |4fa | | | | |FR |10gp |ice blade, short bone-bladed machete, used to cut ice |

|lantern |1d3 |1d2 |d6 |2–3 |S1 |Bd |6av |1/rnd |2/3/4 |RM+ (tool) |varies |– |– | |

|lasso |– |– |– |3 |L |– |10sl |1/2 rnd |2/4/6 |all (tool) |5sp |– |– |25, entangle + entrap attack |

|machete |1d6 (d8) |1d8 |d6 |6 (5) |M3 |S |6av |– |– |SV+ (tool) |8gp |– |– |incl. parang |

|oil flask |– |– |– |1 |S1 |– |15vsl |1/2 rnd |2/3/4 |BR+ (tool) |6cp |– |– |11, see note on burning oil |

|pick (tool) |1d6 |1d6+1 |d8 |8 |L5 |P |8sl |– |– |BR+ (tool) |4gp |– |– |miner’s tool |

|pry bar |1d6 |1d3 |d8 |5 |M3 |B |5av |– |– |RM+ (tool) |2gp |– |– | |

|scythe |1d6+1 |1d8 |d8 |10 (8) |L6 |P/S |8sl |– |– |DA+ |3gp |– |– | |

|sickle |1d4+1 |1d4 |d4 |3 |S2 |S |4fa |– |– |RM+ |6sp |– |– |14, ceremonial weapon for druids |

|sledge hammer |1d6+1 |d4+1 |d12 |10 |M4 |B |8sl |– |– |BR+ (tool) |2gp |– |– |4 |

|spade |1d4 |1d4 |d8 |5 |M5 |S/B |7av |– |– |BR+ (tool) |1gp |– |– |4 |

|torch |1d2 (d4) |1d2 (d3) |d6 |1 |M2 |Bd |4fa |1/rnd |2/3/4 |all (tool) |1cp |– |– |+1 dam if burning, may ignite combustibles |

|vial |– |– |– |* |S1 |– |2fa |1/rnd |2/3/4 |BR+ (tool) |8sp |– |– |10, 11 |

Appendices

Appendix 1: Related Weapons/ Weapon Familiarilty

Broad Groups Tight Groups (sub groups of broad group)

Axes Smaller axes: hatchet, hand/throwing axe, broad axe, battle axe

Larger axes: battle axe, 2-handed axe, poleaxe

Bows all

Clubs, Maces & Hammers

Clubs: ankus, club, rod, great club, war club

Maces: foot mace, horse mace, morning star, mace-axe

Hammers: hammer, war hammer, maul, sledge hammer

Crossbows all

Flails foot flail, horse flail, spiked flail, double flail

Daggers all but main-gauche, parrying dagger and tentacus

Picks footman’s pick, horseman’s pick, pick (tool)

Knives all but talon knife and throwing blade

Lances all

Polearms Spear-type, two handed spears

Axe/pole cleaver family, 2-handed axe

Fork family, brandistock

Bill family, glaive

Spears & Javelins Spears: spear, long spear, pike

Javelins: angon, dart, javelin, harpoon, pilum

Staves quarterstaff, bo stick

Swords Shorter Slashing: (Type S, S2.5 to M3) shashka, scimitar, broad sword, cutlass

Medium Slashing (Type S, M3.5 to 4.5) sabre, spatha, long sword, falchion, tulwar

Longer Slashing: (M5 or more) bastard, great scimitar, 2 handed sword, claymore

Short Thrusting: (Type P, M2.5 or less) short sword, epee, daggers

Long Thrusting: (Type P, M3+) rapier/fleuret, estoc, seax/tuck

Oriental: cutlass, katana, ninja-to, no-dachi (2 handed sword), wakisashi

Eastern Slashing: cutlass, great scimitar, scimitar, shashka, yataghan/tulwar

Eastern Piercing: short sword, tuck

Ancient: broadsword, sapara, khopesh, short sword

Roman: broadsword, drusus/gladius, spatha

Elven: longknife, short sword, spatha, fleuret

Fencing: epee, main gauche, parrying dagger, rapier/fleuret

Chain & Rope Weapons chain, kau sin ke, kusari-gama, kawanaga, chijikiri

Martial Arts Weapons sai/jitte, nunchaku, sang kauw, three-piece rod, bo stick

Miscellaneous: Melee and Missile are too diverse to be related weapons, except:

Fighting gloves: cestus, bakh nakh/tiger claws, wrist razors

Throwing discs: chakram, shuriken

Slings: sling, staff sling

Appendix 2: Weapons available to particular classes

Weapons usuable by Clerics

Solely B type weapons:

club/rod; footmans mace; horsemans mace; all hammers; great club; pellet crossbow; horsemans flail; footmans flail (non-spiked); cestus; chain; sap; bolas; boomerang; rock; sling; staff-sling; quarterstaff

Weapons usable by thieves

short and comp short bow; hand and light crossbow; club/rod; all daggers; all knives; smaller miscellaneous weapons (e.g. bagh nakh, blade boots, cestus, caltrop, chain, sap, whip, blowgun, bolas, boomerang, chakram, dart, lasso, net, rock, sling); staves; Swords up to M3.5 in size (note: need a P-type weapon to perform backstabs)

Weapons available to Wizards

daggers (not main-gauche or parrying dagger), knives (not throwing blade), quarterstaff, dart, rocks, chakram, sling, gunsen, shuriken

Appendix 3: New and Unusual Weapons

Stats are given in Master Weapons Table

New Generic Weapons

Angon

Includes all short, jabbing spears such as the gwaefon and oriental uchi-ne. They are little used except by smaller races such as kobolds.

Arbalest

The arbalest, also called the siege crossbow or hand ballista, is the largest and heaviest crossbow that is man-portable. It is generally fired using a stand or other support, or with the wielder kneeling on one knee. The thick metal quarrel causes heavy damage to all targets.

Arrows

Flight arrows are the basic war or hunting arrow. They have a long shafts, (usually) four flights (vanes) made of feathers, leather or thin wood, and a small metal or hardened wood head. All other arrows have half the range of flight arrows, but have special features depending on use:

• Sheaf arrows (also called leaf head arrows) have a broader and heavier metal head that causes more damage to all targets, but lessens the effective range.

• Pile arrows (also called mail-piercers) were designed to penetrate heavy armours, particularly mail. Such an arrow typically had a small, dense, hexagonal, steel, armour-piercing head. These arrows fired at short range penalise the target's AC from armour by 2 points. This only applies to that portion of a target's armour that is derived from physical armour; Dexterity, cover, or magical bonuses are not affected.

• Blunt-headed arrow are used for felling small birds or game without destroying their plumage or pelt. The Ulutiuns of the Great Glacier use a blunt-headed arrow called a trukaa.

• Fire/incendiary: these arrows have a hollow head that can be filled with straw, cloth or paper doused in oil or fat and lit. They can be used against creatures directly, to set combustibles aflame (usually buildings), or as a signal flare.

• Frog Crotch: with a wide head shaped like a circle with a sharpened "V" shape, these arrows can cut through ropes, banners and even thin chain.

• Hummingbulb: has a carved hollow tip. When fired into the air it produces a high-pitched whistle that can be heard a mile away in good weather conditions. Hummingbulbs arrows can double as fire arrows in an emergency, by filling them with straw or cloth and igniting it. Once fired, a hummingbulb arrow is 100% certain to break on impact, so it can't be re-used.

• Fishing arrows: have large backward-pointing prongs that act as loose barbs. Hold in wood better (only come out on a roll of 1-2 on 1d6 instead of 1-4 on 1d6 of normal arrows). This arrow does an extra 1-6 hp damage if removed without proper precautions. Careful removal takes 2-5 rounds.

• Message: has a screw-apart shaft with hollow space inside for holding messages on paper. x5 cost, same range as a flight arrow.

• Hollow-tip arrows: These are used to carry some a small quantity of some substance to the target. Listed are some of the non-magical substances that are used:

39. Acid: Target area affected by the acid is a 5" diameter circle. The arrow does an additional 1-3 hp to living targets and exposed objects will also be affected.

40. Dust: The target has a +2 saving throws bonus vs. the effects of magical or mundane dusts contained within.

41. Flash: Target blinded for 1-6 rounds by flash powder.

42. Gas: Gas affects target in same round, expanding in a 5' radius centered on target. All others in area of effect affected in next round. Gas dissipates on third round.

43. Pepper: Target gains +2 bonus to save vs. effects (usually a save vs. poison or else sneezing for 2-8 segments, preventing spell casting and placing a -1 "to hit" penalty on all attacks that round.

44. Poison: 5 inch diameter circle, large enough for one being. Only insinuative or contact poisons work with this arrow.

Assegai (boar spear)

Heavy spears with sturdy shafts (usually about 4 feet long) to which is attached a broad metal head about 18” long (a sword-like blade). They are more effective in combat than normal spears, but cannot be thrown as far.

Atlatl, garnok

These tools are throwing sticks for javelins and darts respectively. They slow rate-of-fire by half (round down) but give an extra +1” (10 feet confined, 10 yards open) to EACH range category.

Blade Boots

These are sturdy boots fitted with short, broad blades, which are usually retractable. Thieves and dwarves sometimes wield these as personal defence. They can be fitted with longer blades instead (15gp, +1hp dam).

Bowie Knife

In a fantasy millieu, any good quality knife (costing 10 times and more the normal cost) can be considered a bowie knife. On Earth, the actual bowie knife is a late weapon (18th century US): a heavy, single-edged, sharply pointed blade with a small handle with wooden sidepieces.

Broad Axe (Dwarven axe, wagoners axe)

The famed axes of the dwarven race. Usually double-bladed, and having a short spike protruding from the end of the shaft above the blade, which can be used the stab for d4/d4hp. (Type: P). On Earth, the renaissance-era wagoners axe (a sharp, medium sized weapon) is a type of broad axe.

Dirk

A dirk is simply a generic name for heavy daggers, intermediate between a dagger and a short sword. Designed as a light sidearm for melee, they are not weighted for throwing.

Disc Crossbow

Unlike other crossbows, this weapon does not fire a quarrel, but instead a flat sharpened metal disc similar (though weighted differently) to a chakram. It is highly effective against unarmoured opponents. The disk-firing crossbow resembles a heavy crossbow, but has a wood block with a slit parallel to the crossbow's handle instead of a bolt shaft.

Double Flail

Basically a spiked flail with 2 smaller balls. This allows 2 separate attacks, at the cost of less damage with each attack (as impact energy imparted by each head is less than with one corresponding head). Flails could conceivably be made with three or more balls, but the weapon becomes ineffectivedue to tangling, clumsiness, and the light weight of the spiked balls.

Elven Longknife

The long, slender elven longknife fulfills a similar role in elven armouries as dirks and heavy daggers do in those of other races. Functionally almost identical to a dirk, the longknife is built to suit elven sensibilities: being more slender and flexible, and often engraved or plated.

Epee

An epee, or foil, is a short flexible rapier, often bladeless and only sharpened at the point (like a giant needle). Designed more as a court, duelling or training weapon, the epee is the smaller brother of the rapier, and likewise can be used to perform fencing maneuvers. The baselard is a type of epee, having a less flexible blade with a triangular cross-section.

Great Bow (English Long Bow, Welsh Bow)

The standard long bow describes the hunting bows in use for millenia (whose bowstring is drawn to the cheek, as opposed to short bows whose strings are drawn back to the chest). The great bow describes the famous English or Welsh bows of late medievil times used primarily for military purposes, and which were instrumental in such English victories as at Crecy and Agincourt. They were taller than a man (up to 7-8 feet long), and drawn back to the ear. Historically they were more difficult to to carry and wield than smaller bows, so require 2 slots for proficiency (although only 1 more to be a specialist (unlike the 2 slots it normally takes to specialise in a bow).

Hoopak

This is a combination weapon made by and for halflings. It combines a short, good-quality, hardwood staff (often metal-shod) with a slingshot-style sling at the top. It is popular amongst halfling travellers, and features in many of their racial folktales.

Rapier

The stylish rapier is a relatively recent development in the Realms, and is the dueling sword of choice, being the sword most commonly used for fencing maneuvers (the epee and fleuret (elven rapier) are the only weapons that can wielded for this most advanced of fighting styles). As with the smaller epee (see above), it is most commonly seen as a decorative court sword than a weapon used in serious adventuring or large-scale battle. The versions seen in the Realms are double-edged, but later models in other milleus may be more like enlarged epees.

Seax or tuck

The seax or tuck (also known as the franc taupin) is the heaviest effective purely thrusting sword. The front part of the blade (usually the last third or so) ends in a heavy point, making the weapon lighter and allowing a powerful piercing attack. The base of the blade (closest to the hilt) is wider and thicker, lending strength and stability to the weapon. The point either tapers to a point (as in the seax or tuck) or narrows sharply to half the width of the blade's base (franc taupin), like an awl pike.

Shashka

This is a short, slightly curved slashing blade, larger than a jambiya but smaller than a scimitar. It is commonly used as a heavy side-arm throughout southern Faerun.

Sling Bullet

A ball or bullet of cast metal, used in slings. Their greater density and even weighting improves flight characteristics compared to stones. Some are further enhanced with rifling, heavier cores, inscriptions or even runes.

Spatha (Elven Sword)

On Earth, the spatha is the ancestor of most Western European blades. It is the Roman long sword, a weapon developed for Roman cavalry but soon copied by the barbarians who fought against the Romans. In the Realms it describes the quintessential elven sword, that humans used as a template to design the broad sword and slightly larger long sword. It is a little thinner than equivalent human blades, and occasionally single-edged (Players Option: Combat & Tactics). The spatha is thus depicted as the famed elven sword, resembling a broad sword but longer and slightly thinner. The finer blade allows it a more flexible, whippy action than a standard human broad sword (facilitated by superior metallurgy, and fullers (grooves) down each side of the blade), thus being better suited to the smaller yet generally more coordinated elves. The hilt and grip is longer and flatter than equivalent human swords, suiting the long-fingered elves (Cormanthyr: Empire of the Elves).

Spiked Buckler

Simply a common buckler fitted with a heavy, dirk-sized blade through the boss (centre hub). The shield is usually wielded as a normal buckler, but which can be (clumsily) used as a secondary weapon if necessary. Note that the buckler CANNOT be wielded as both a shield and a weapon in the same round.

Spiked Flail

A spiked flail is simply a horsemans flail whose head is festooned with short spikes (in the same way that a footmans mace fitted with a spiked head becomes a morning star), giving it some advantages in combat, and more menacing appearance. The attack type is considered the best of B and P. Note that priests and other folk restricted to bludgeoning weapons will not use this weapon.

Talon Knives

The design of a talon knife resembles a long spear blade split lengthways and separated by a ‘T-bar’ which serves as the weapons hilt. The blades typically extend 8 inches in front of the hilt and 4 inches behind, protecting the wrist. They can be thrown clumsily, in a flat spin like a chakram.

Throwing Blade (branch knife)

Throwing blades have complex blades with two or more edged or pointed protrusions. Because of their size and extravagant shapes, they might just as well be called throwing axes. Such weapons were used in parts of Africa, notably in Sudan and the Congo. Unlike most hurled weapons, throwing knives are often thrown along a horizontal plane as well as a vertical one. Because of their size and form, these weapons inflict more damage than most hurled weapons. Their multiple-edged branches increase chances of hitting an opponent, and they can twist over or around shields to strike an enemy (+1 vs. shields). When wielded in melee, they act as a hand axe.

Throwing Knife

These are small flat-bladed knives specifically weighted for throwing. They have no crossguard and only a rudimentary handle. Thin, sharp and evenly weighted they have a longer range than other knives and inflict the same damage if thrown. They are inferior weapons in melee, however, doing –1hp damage (1hp minimum).

Tulwar/Yataghan

A common form of heavy sabre-like blades throughout the South, their most striking feature is the incurved blade (curved the opposite way to a scimitar), which allows for greater energy to be imparted in blows. Much of the blade's weight is forward as well, adding still more force to a downward cut. The broad-bladed yataghan is one of the primary weapons in Turkish-type cultures, and so would be common through areas of eastern and southern Faerun (especially the Shaar) and in the more civilised areas of the Hordelands.

Wrist Razors

Cestus are simply armoured gauntlets designed to punch (and causing real, not temporary damage). If fitted with spikes or blades they are called wrist razors. They have a fell reputation, but are little seen outside gladiatorial arenas and some primitive or bloodthirsty cults. See note 29.

New Realms Specific Weapons

Claws of Malar

These are metal weapons, gripped in the fists, that resemble brass knuckles studded with rows of sharp, jagged edges along the top like lion’s claws. They are favored weapons of the Talons (specialty priests of Malar) and Huntmasters, and are only made for those clergy. A Malarite priest trained in their use (that is, proficient) can attack once per round with each fist without disadvantage. The best claws are enchanted to never rust, and bear small identifying marks. Non-worshippers of Malar will be hunted down if found using them. (Faiths & Avatars, p.107)

Claws of Urdlen

The priests of the fell gnomish god Urdlen, The Crawler Below, wield mildly enchanted steel claws: metal gauntlets with a row of large, curved knives affixed atop the knuckles. A priest proficient in their use can strike once per round with each hand without disadvantage. In addition, due to their enchantment, it is possible to use the claws to burrow through soft earth once a day with a MV of 1” for as many rounds as the priest has Strength or Constitution (whichever is less). (Demihuman Deities, p.159)

Dueling Knife

A wide, hook-bladed dueling knife wielded by the clergy of the church of Umberlee. Cannot be thrown effectively. (Faiths & Avatars, p.174)

Elven Bow

An elven bow is a composite long or composite short bow strengthened with substantial metal inlays, so that it can be used as a melee weapon in emergencies (as quarterstaff). Elven bows are highly decorated and polished and typically cost twice the normal cost for that type of bow. Note that a normal long or short bow design cannot be used as a base for making an elven bow because by definition they are unreinforced (that is, they are self bows). (Demihuman Deities, p.134) This weapon is called the hartbow on Harn.

Ice Axe

Clergy of Auril’s church carry ceremonial ice axes, bearing the snowflake-in-lozenge symbol of their faith. Cost and stats as per the hand axe. (Faiths & Avatars, p.33)

Iuak

Bone-bladed machete-like weapon used by folk of the great glacier, Pelruvia, for carving ice and personal defence. (Powers & Pantheons p.64, and Complete Rangers Handbook).

Moon’s Hand

The preferred weapon of the clergy of Selune is a smooth-headed mace called the moon’s hand. It has identical statistics to a footman’s mace, but gains special combat bonuses in the hands of a specialty priest (Silverstar) of Selune. (Faiths & Avatars, p.137)

Shears

The forest-dwelling Korreds, and occasionally the clergy of Shiallia, use steel shears in combat. They are larger and heavier than normal wool shears. (Powers & Pantheons, p.57)

Tentacus

The tentacus is a dagger-like weapon sporting five short, curved blades. Most clergy of Garagos carry a tentacus as a symbol of their faith and are skilled in its use as a weapon. (Powers & Pantheons, p.21)

Firearms (Gunnes)

Firearms are exceedingly rare in the Realms due to the scarcity and expense of the smokepowder. Some are used in Lantan due to their introduction by Gond during the Time of Troubles, and their subsequent manufacture by his faith. Some also originate from the merchants and adventurers of Wildspace (but as most contact between Faerun and the inhabitants of Realmspace is with and by elves, who dislike firearms, then gunnes originating from space are even more rare).

Note that in high magic campaign milleus, like FR, normal gunpowder does not work (as per FR Adventures and the FR Grey Box rules (which also state that electronics do not work)). Instead, gunnes use smokepowder, a quasi-magical compound made by alchemists that duplicates the effects of gunpowder. It is produced primarily in the southern realms (Lantan, the Tashalar and the Flaming Reach) and by the alchemists of Thay (who have sold bombards to the pirates of the Inner Sea). In the northern realms it is virtually unheard of, and gunnes are often mistaken for magical wands or staves. Of the non-human cultures, the gold dwarves of the south are known to experiment with cannon; and the Skaven (large rat-like humanoids who inhabit some mountains of the south) have long been known to use alchemy-propelled missile weapons.

Only those firearms listed in the FR Adventures hardcover are allowed, and not the range of weaponry detailed in Players Option: Combat & Tactics or in, say, the Savage Coast setting. These firearms are summarised below:

|Firearm |Cost |Weight |Size |Type |Speed |Base Dam |Additional |

|Arquebus |500 |10 |M |P |15 |1d10/1d10 |10 |

|Blunderbus |500 |12 |M |P |15 |1d4/1d4 |X |

|Bombard |20,000 |2000 |H |P |20 |2d20/2d20 |20 |

|Caviler |450 |11 |M |P |12 |1d8/1d8 |8 |

|Musket |800 |20 |M |P |17 |1d12/1d12 |12 |

|Ribald |1200 |80 |L |P |16 |1d4/1d4 |X |

|Starwheel |1000 |5 |S |P |10 |1d4/1d4 |4 |

|Firearm |ROF |Short Range |Medium Range |Long Range |Charge |Backfire |Backfire Damage |

|Arquebus |1/3 |5 |15 |21 |1 |1-2 |1d6 |

|Blunderbus |1/3 |1 |2 |3 |1 |1-2 |1d6 |

|Bombard |1/3** |50 |100 |200 |10 |1 |2d10 |

|Caviler |¼ |4 |8 |14 |1 |1-2 |1d4 |

|Musket |¼ |6 |18 |24 |2 |1-3 |1d8 |

|Ribald |1/24* |3 |6 |9 |6 |1 |1d6 |

|Starwheel |1/3 |3 |6 |9 |1 |1-2 |1d6 |

Notes:

* ½ per each of 12 barrels

** assumes a fully-trained three-man crew

Additional: if this number is rolled, score this much damage and roll again.

Charge: number of smaokepowder charges required for one shot

Backfire: weapon backfires if these numbers are rolled on the to hit roll

Backfire Damage: damage inflicted to user(s) in the event of backfire

Arquebus: a primitive musket

Blunderbus (Gondgun): primitive shotgun, with wide bore and trumpetlike barrel. Can fire anything hard that fits down muzzle, in a cone (5 yards width at S range, 10 yards at M, 15 yards at L).

Bombard: Very inaccurate but destructive, this Thayvian-made short-barrelled cannon must be moved about by winches or giants.

Caviler: lighter form of arquebus that can be used from horseback.

Musket: more powerful version of the arquebus which requires a stand to support its barrel (a y-shaped pole thrust into the ground: –2 for resting on other support (such as rocks)).

Ribald (Gonds Pipes): 12 barrels laid side-by-side on a two-wheeled carraige, with a common fuse so they can be fired in the same round. Barrels have an area effect like a blunderbus. Targets in area of effect can be hit by multiple bullets (S: 1 hit; M: up to 3 hits; L: up to 6; H: up to 12).

Starwheel (wheel-lock pistol): Small and accurate handgunne brought to the Realms from Wildspace.

The church of Gond stamp the stock prominently with the toothed wheel symbol of their church. They are presently the largest and best firearm manufacturers, producing the arquebus, caviler, musket, blunderbus and ribald. Other cultures/groups producing these weapons presently make inferior examples (+1 pip on die to backfire).

Note on Weapons of Quality

Weapons of Quality are made from the best of materials by the best weaponsmiths, and are superior in combat. See Metals Most Marvellous for more extensive details on various standards of exceptional weapons.

Strength-modified missile weapons

Bows and crossbows can be modified to increase the power of the missiles fired from the weapon. These modifications increase the weight and cost of the weapon, but allows strength bonuses of the wielder, up to 18 (+2/+2), to be factored in.

Bows: a heavier frame that is repeatedly cured to allow it to handle the extra stresses, and thicker strings are employed. Weigh 1lb extra and cost 5x normal (and take 5x as long to make due to the extended curing process).

Crossbows: Confers a stronger pull (string tension) on the bow and therefore increases hitting power, through greater crank gearing, stiffer bow, and a heavier (reinforced) frame. Weighs 2lbs extra and allows STR bonus up to 18 STR. Cannot be hand-cocked if wielder’s STRclaymore).

The logic behind the weight column is that a slim-bladed weapon is 1lb lighter than the equivalent length normal-bladed weapon, which is in turn 1lb lighter than the equivalent length heavy/wide-bladed weapon.

Also note that weight stats have an encumbrance (bulkiness) component; and size stats have some handlability (ease-of-use) component.

I have tried to rectify the characteristics of all bladed weapons to ensure a progressive increase in size, weight, speed and damage potential (see main table for damages that have been altered to fit this progression). This should overcome the present system which is illogical and does not show a gradual increase in damage with size and weight increases (and associated decrease in speed). I think the reason for the present system is that weapon stats were written in dribs and drabs over the course of the two decades of the game’s development, and once written up in one text have not been changed, even when they should (it took TSR 16 years (1979 to 1995) to increase the obviously inadequate damage of crossbow bolts). The broad sword is another example: it has been around since the very start of 1st edition as having a damage of 2-8/2-7; which seems illogical because it has the same size stats as a long sword (assuming equivalent technologies as stated in Players Option: Combat & Tactics), and every other M or L sized slashing weapon in the game has a greater damage vs L-creatures than vs S/M creatures. Rather than change this obvious idiosyncracy its just been left to rot as the poor brother of the sword family, instead of being the standard medium sidearm, which history texts say it is.

Appendix 5: Two weaponed combat

Melee combat with a weapon in each hand is allowed, under the following rules. These rules are generally more limiting those given in rulebooks as in real life two-weapon combat is rare compared with one-weapon or weapon & shield use (due to the difficulty to co-ordinate, and itÕs unbalancing nature). There are few historical instances: notably renaissance fencing using light weapons (especially the rapier & dagger) and the associated florentine style; roman gladiators (trident & net, with net used more as a shield to snag opponents weapons) and Samurai (katana & wakisashi, though of the artwork IÕve seen, the samurai always wields the katana alone, usually 2 handed). In all these cases the off-hand weapon was not used as an attacking weapon every round, but rather as a defensive (usually parrying) tool.

The rules:

1. Standard Penalties: Ð2 to hit primary weapon, Ð4 secondary weapon (off-hand)

Specialising in 2 weaponed combat reduces penalties by 2

Note: these reductions in penalties will never result in bonuses to hit.

2. High dex will reduce penalties (use Dex not subabilities, as 2 weaponed combat would require both good hand/eye and balance)

DEX (14 Ð2 Ð4

15 Ð2 Ð3

16 Ð1 Ð3

17 0 Ð3

18 0 Ð2

(19 0 Ð1

Other Adjustments:

1. STR bonuses/penalties are divided between the weapons at the wielders whim (ie. donÕt get full STR bonus with each weapon. If this was the case then why donÕt wielders of 2 handed weapons get double the STR bonus).

2. No ambidexterity trait: high Dex assumes a degree of ambidexterity (as witnessed by the reduction in off-hand penalties)

3. Off-hand weapons attack last in any round

4. Never gat multiple attacks with off-hand.

5. Off-hand weapon can never be longer than primary weapon.

Weapons Usable:

Case 1: Using 1 big, 1 small wepaon

In primary hand: Any S or M-sized weapon that is Average speed or quicker (Speed (7) and shorter than the wielder

In off hand: Any weapon S(2.

Case 2: Using 2 small weapons

Can wield 2 small weapons if both are fast (SF (4) and both are less than half the size of the wielder rounded up ((M3 for humans & elves, S2 for dwarves, gnomes and halflings). Note that drow NPCs can use this fighting style without penalties (and usually wield two short swords).

|Secondary Weapons |

|Case 1: |Case 2: |

|secondary weapon used with larger weapons|primary or secondary weapon used with |

| |other smaller weapons |

|cestus/bagh nakh/wrist razors; daggers |all from Case 1, plus angon, club/rod, |

|(all); gunsen; kama; kawanaga; knives |epee, shashka, short sword, wakizashi, |

|(all); sai/jitte; sap; and tools (adze, |war hammer |

|belaying pin, bottle, hammer, hatchet, | |

|sickle) | |

Appendix 6: Fighting Styles and Schools

Thanks to: Robert H. Nichols, Brian Gute and John Goshorn for parts of this section.

Weapon proficiencies are acquired as per Players Option: Combat & Tactics with the exception that one cannot take proficiencies in broad groups (this ability is too broad and powerful), though tight groups are fine.

Unarmed Combat

Use standard Dungeon Masters Guide rules, ot the more specific rules given in Players Option: Combat & Tactics. Specialists use rules given under monks in Faiths & Avatars.

Weapon Specialisation

These can be applied to weapons, and fighting styles. You can’t specialise in a school. Warriors, priests, and rogues can all specialise in some fighting styles. Only fighters should be able to take weapon specialisation, as they are the true combat specialists (rangers, paladins and other warrior subclasses have additional priorities to address and skills to be mastered). Even is using the alternate character generation rules as per Players Option: Skills & Powers, I don’t recommend that other classes be allowed to specialise (it removes any real reason for a player to choose to be a fighter). Likewise, mastery is only available to single-class warriors.

Fighting Style Specialisation

Fighting styles represent broad categories of battle tactics that can be employed by characters to gain benefits in battle. The following is a list of the four fighting styles and which classes can use them (A class followed by an asterisk can specialise in that style. Warriors can specialise more than once and in more than one style).

Single Weapon Style All*

Two-Handed Weapon Style Warrior*, Priest*, Rogue*

Weapon and Shield Style Warrior*, Priest*

Two-Weapon Style Warrior*, Rogue*

Missile Warriors, Rogues

Horse Archer Warriors, Rogues

Thrown Weapon/Sling All

There is a difference between knowing a style and specializing in that style. Every character with a weapon proficiency knows at least one fighting style—the style used with that weapon. There is no cost to acquire the fighting style; it comes with the proficiency. Indeed, if a weapon can be used with two or more different styles, the character is assumed to know all of those styles. A long sword, for example, can be used with the one-handed weapon fighting style, the weapon and shield fighting style, or the two-handed weapon fighting style. Thus, a character with proficiency in the long sword knows all three of these fighting styles.

Character classes put some limitations on learning fighting styles. The table above shows the classes that can normally learn a specific style. While a rogue, for example, can use a long sword, he does not automatically learn the two-handed weapon style with this blade.

A character can spend an additional character point (as per Players Option: Skills & Powers) when he purchases a weapon proficiency to learn a style that is not normally provided to his character class. The rogue, for example, spends 3 character points for his long sword proficiency slot, but only learns it as a one-handed weapon. If he spends a 4th character point, he can learn the two-handed style or the weapon and shield style as well; or he can spend a total of 5 character points and learn the long sword and all three of its styles.

A character can spend a weapon proficiency slot to specialise in the use of one of these fighting styles, as long as he already knows that style. Warriors can specialise in as many styles as they wish to purchase. Priests and rogues can only specialise in one style. Wizards can specialise in a single fighting style, but only by paying an extra character point to acquire the weapon proficiency slot.

Single Weapon Style

The character can use his empty hand as a secondary weapon, using it to punch, grab or throw while he is wielding his one-handed weapon. Normal penalties for using two weapons apply. In the Realms, this style is popular anywhere elves have had an historical presence. This includes the Dalelands, the Sword Coast North, the western Heartlands, Evermeet, the Moonshaes, Tethyr and Turmish. In historical Europe, this style was popular in France and England.

A character who specialises in the one-handed weapon style of battle gains an AC bonus of +1 when he fights with a weapon in one hand, and no shield or weapon in his other hand. By spending 2 additional character points, the character can improve this AC bonus to a maximum of +2.

If the character is also familiar with the two-handed weapon style, and is wielding a weapon that can be used either way, he can switch back and forth at the start of every round of combat.

Two-Handed Weapon Style

Two-hander style is popular on the borders of civilization in the Realms: Damara, Vaasa and the Bloodstone Lands, Thar and the Moonsea city-states, Narfell, Icewind Dale, the Great Glacier, and throughout the Savage North. In historical Europe, this style was prevalent in Germanic areas.

A character who specialises in the two-handed weapon style improves (lowers) the speed factor of a weapon by 3, if that weapon is usually wielded with two hands. If the character is using a one-handed weapon with two hands, the weapon gains a +1 bonus to all damage rolls.

Weapon-and-Shield Style

The Weapon-and-Shield style is popular throughout the Realms, particularly in military and mercenary circles; but seems to be most common in Cormyr, Sembia, The Eastern Heartlands, the lands of the Moonsea, the Old Empires region (Chessenta, Unther, and Mulhorand), Halruaa, the Shaar and the Vilhon Reach.

A character who specialises in this style can gain a +1 benefit to his AC (in addition to his regular shield effects) or a +1 on his attack roll during any melee round when he holds a shield and wields a weapon. Alternately, this benefit can be superseded by the more detailed shield rules in the Players Option: Combat and Tactics book.

Two-Weapon Style (Florentine)

The style of fighting with two weapons is relatively new and is gaining popularity in Waterdeep, Calimshan, Dambrath, Luiren, Tantras, Ravens Bluff, the Dragon Coast and Thay. Elsewhere, it is little known as a specialisation. In historical Europe, this style was often called Florentine, and was popular in Italy.

The proficiency slot spent to specialise in this difficult style requires 1 additional character point when it is first acquired: except for rangers, who can buy it for the same cost as any other fighting style specialization.

A character who specialises in the two weapon style counters some of the penalties inherent in using two weapons. Normally, a character suffers a –2 to attacks with the primary hand, and –4 to attacks with the secondary hand; this specialization reduces the penalty to 0 for the primary hand, and –2 for the secondary hand. Note that the secondary weapon must be one size smaller than the primary weapon, unless the primary weapon is size S. Note I do NOT use the ambidexterity trait in my campaigns: anyone with DEX of 17 or 18 can be considered ambidextrous (see Appendix 5).

Missile or Thrown Weapon

A character who specialises in the missile fighting style can move up to half his normal movement rate and still make all of his allowed missile attacks during a turn. Or he can move his full movement rate and make half as many attacks. Additionally, a character who has specialised in this fighting style gains a +1 bonus to his AC when attacked by missile fire, but only if the specialist character is also using a missile weapon and attacking that round. Halflings and elves are common practitioners of this specialisation.

Horse Archery

A character who specialises in the horse archery fighting style can shoot with some accuracy even while mounted (see Appendix 6 for standard penalties). The normal penalties for shooting from the saddle are reduced by 2. The horse-bound cultures of many ‘uncivilised’ areas are the most common practitioners of this specialisation: especially the Tuigan of the Hordelands, the Shadi’ar of the Land of the Lions (Lake of Steam) region, the Ishaari horsemen of the Shaar and the Barbarians of the Ride.

New Realms-specific fighting styles

In Empires of the Shining Sea two new fighting schools are described: from the weapons academies of Mintar (yet to detail here).

Alemanto’s Style

Slots: 2 (one must be a weapon slot and the other must be a NWP slot); based on Dexterity.

This style can be used with S or M-sized weapons, and the wielder must have their off-hand empty. A long dead Grand Master Alemantos created this style when he was a bandit lord (before his reconciliation with the rulers of Chondath), and it is most somewhat common among swordsman of the Vilhon. If a proficiency check is made, this skill grants the wielder of a sword a –2 bonus to their Armour Class and a +2 to Dexterity checks when they are fighting in rocky terrain, which are used as cover, and support for pivotting and high jumps to avoid attacks.

Delzoun Style

Slots: 2 (one must be a weapon slot and the other must be a NWP slot); based on Strength.

This fighting school originated among the lost Axemasters of the great Dwarven realm of Delzoun in the far North. Because of this (and because the style is optimised for the stocky physique of the Stout Folk) it can effectively learned only by dwarves. When a proficiency check is made, the style grants a –2 AC and +2 to Dexterity checks when fighting underground or indoors (it uses walls, corners, overhangs and rooves to optimise attacks and defence).

Enforcer’s Style

WP Slots: 1

Used by thugs and other underworld characters everywhere, this style simulates a range of brawling, roughhouse tactics. In game terms it equates to a free kick (if room available) or punch (if off-hand empty) in addition to the usual weapon attack.

Jaligard's Style

WP Slots: 2

This rare style can only be applied to M-sized slashing swords. The wielder must be a specialist to learn this style. Jaligard was a Sembian swordmaster who made a name for himself as the greatest duelist in the Inner Sea lands some two centuries ago. In his day, he was considered perhaps the finest swordsman in the Realms (though the Bladesinger guilds of Evermeet laugh this off as yet another ignorant boast). His attacks, balanced on the balls of the feet and sweeping low while striking, were said to have been lightning fast. Very few swordsman today know this style, which grants the wielder a +1 to hit with the sword and a –1 to their initiative roll.

Pirate Style

WP Slots: 1

This skill is generally only taught with the cutlass, and emphasises a swaying, sweeping attack style in situations where the footing is swaying or rocking (such as on a ship). This style is prominent among the pirate of the Sea of Fallen Stars. It grants a +1 to damage with the cutlass if on board a ship or boat.

Tempus' Blessing

WP Slots: 2

This style works with one chosen melee weapon only. This style is taught to warriors who serve the clergy of Tempus, and is not shared with others. This style teaches the wielding of large weapons in a high, overhead manner, interspersed with low backhand attacks, lowering the weapon's speed by one phase (or –3 to weapon speed if not using Players Option: Combat & Tactics initiative system). It is cumulative with the benefits of the Two-handed Style, if appropriate.

The Fencing Schools

(These schools are based on the Fighting Schools taken from the supplement: A Mighty Fortress; and are included to encompass the most advanced fighting techniques available in an AD&D campaign, simulating the swashbuckling of the late Renaissance on Earth. An alternate fencing/swashbuckling is detailed in the Savage Coast campaign setting guide, available (at least, it was) at the TSR web site.)

The fencing schools are the most advanced developments of the art of combat taught outside the havens of the elves. Each of the fencing schools necessitates the wearing of little or no armour (armours weighing 25 lbs or less, encumbrance category: none); as fencing relies on deft weapon and body movements, balance and poise. Elven or drow chain can be worn, but they are, of course, very rare. Only warriors and rogues may learn these fighting styles.

To employ fancing manouevers requires a rapier-type sword (rapier, fleuret or epee ONLY), as only these weapons have the flexibility, light weight and quickness of point to successfully carry out the difficult moves. The human rapier has developed from the older estoc and in imitation of the fleuret (or elven rapier), and are made of good quality steels (usually of Moonsea or dwarven origin). Rapiers of the Realms usually have a slim, sharp double edge, and are far more flexible than most other blades.

Fighting schools are special approaches to melee combat that confer certain advantages (and disadvantages) upon their practitioners. Those trained in a fighting school can use the stances, maneuvers, and attack and defence forms, to perform sometimes outstanding and unique feats of arms. Note that the fighting schools cannot be combined with each other: they are each a ‘total package’, a specific approach and style of combat. Note that to learn a particular fighting school, the trainee must expend an available WP slot (or slots). A trainer or training school must be found and the appropriate tuition fees paid (these can vary from a few hundred to thousands of gp). When training is finished, the trainee must finally make a Wisdom check to see if they have successfully learnt the style (by taught by a master may give bonuses). If they fail, they can attempt the course again (each extra week giving a +1 bonus to the check, and costing more, of course).

Combining Styles with Schools

In general a fighting school can only be combined with the weapon styles noted below; the fighting schools are, in a sense, a weapon style themselves:

Inner Sea School/Blade School: two-weapon style, single-weapon style

Waterdhavian School: single-weapon style

A character can learn a number of fighting and/or fencing styles (given enough WP slots, time and money). While they cannot use cannot use both at the same time (except as noted above), they can swap styles between rounds. The player must declare before rolling initiative which school he is using. If he forgets, he is using the same style as the previous round or old style if it is the first round.

Old School

The Old School is the method of fighting represented by the standard AD&D game combat rules. It confers no special bonuses, neither does it use up any proficiency slots.

Inner Sea School

WP Slots: 2.

This fencing school is characterised by a wide stance. The sword arm can be extended straight or bent slightly at the elbow. The left arm is held up with the hand near the ear. Defense relies on mirroring the opponent’s stance and parrying with the left hand, either holding a dagger, wearing a gauntlet, or wrapped in a cloak or hat.

The Inner Sea school teaches the duelist to mirror his opponent’s posture and guard, making it impossible for the opponent to attack without first shifting posture or attacking the defender’s blade. Therefore, an Inner Sea school swordsman is extremely difficult to attack with a small- or medium-size melee weapon if he has the initiative. His opponent, regardless of his school, must win initiative in order to attack without incurring the –4 penalty "to hit" this school imposes.

Using Inner Sea style also gives the character one free parry every round. In addition, he can use one or more of his normal attacks to parry. The first parry in a round is the free parry; any additional parries must be converted attacks. If the duelist intends to parry more than once, this must be declared before initiative is rolled.

In order to parry, the character must have a dagger or main-gauche in his off hand, or have some other sort of protection for his hand. A cloak, or floppy felt hat are the most common; a silk handkerchief is not sufficient.

If an attack hits the character, he gets to parry before damage is rolled. To do so, he rolls a normal attack against his opponent’s AC. If this roll succeeds then the attack is parried and it has no effect. If the roll fails the attack is not parried and it causes damage normally.

This school is available to warriors and rogues. It can be combined with either two-weapon or single-weapon style specialisation.

Blade School

WP Slots: 1

A slightly more common variant of the Inner Sea school is used by many swordsmen of the Moonsea region. This variant costs only one weapon proficiency and allows for a free parry every round so long as the swordsman has a dagger, main gauche, or some other form of protection for his off-hand (as per Inner Sea School). This style, known as Blade style (due to it’s development in Mulmaster) is prevalent throughout the Moonsea region and in the Vast. It can also be combined with two-weapon or single-weapon style specialisation.

Waterdhavian School

WP Slots: 1

A recent development from the City of Splendors is the Waterdhavian fencing school. Unlike the Inner Sea school, the stance is narrow, and the sword arm extends straight out from the shoulder toward the opponent’s face. Most attacks are straight cuts aimed at the head, upper chest, and sword arm. The left arm is held down and out of the way. Defense relies on quick movement and blade control.

The Waterdhavian School grants an AC benefit of +1 when engaged in melee combat wielding a rapier, or fleuret or epee. Each additional slot devoted to this proficiency increases the AC bonus by one (up to a maximum of +3 bonus). This AC bonus relies on movement and evasion so it has the same restrictions as AC bonuses from Dexterity. If the character cannot move or does not see the attack coming, he does not get this benefit.

This school is available to warriors and rogues and can only be combined with single-weapon style Specialisation.

Bladesong School

The legendary elven Bladesong school is a jealously guarded by the Elven defenders of Evereska and Evermeet. Traditionally taught by reclusive masters in small, selective guilds in the major elven homelands, the Bladesong is a balanced, liquid, flowing combat style. Adepts of this style are effectively a separate kit, as described below.

Bladesinger (Kit for Fighter/Mages)

(Kit is a modified version of that in Complete Book of Elves)

I would also allow it as a kit for priests of Corellon (and Eilistraee during the Arcane Age only), who may be called to school young Elven bladesingers.

Of the roving elves, few are as deadly as the Bladesinger. They are masters of their weapons and have spent their lives in the study of their chosen weapons. They have also learned to cast spells while engaged in combat, thus doubling their might.

The graceful, poised steps of the bladesong not only reveals the bladesinger to be a creature of beauty even during battle, but also carry them into advantageous offensive and defensive positions. They instinctively grasp the flow of the battle about them, and their feet will carry them through the intricate maneuvers necessary to optimise attacks.

Requirements:

To be a Bladesinger, a character needs at least a 13 in Strength and Constitution, as well as a 15 in Dexterity and Intelligence.

Role:

A Bladesinger a protector of the elven way of life. A Bladesinger is expected to sacrifice his life to further the elven cause. They tend to be amongst the more conservative of elves.

When necessary, they must seek out and neutralise the enemies of elvendom. Acting as both diplomats and one-elf armies, they insure the safety of the elf race.

Weapon proficiencies:

The Bladesinger chooses a Weapon of Choice. This may be any one-handed weapon, most common are long sword (spatha), rapier, broad sword and sabre. Bladesinging can not be performed when fighting two-handed so bastard sword is very rare and two-handed swords are non-existent as chosen weapons.

The Bladesong fighting style requires 2 weapon slots. It is NOT compatible with any of the other weapon style specialisations listed in PO:S&P.

Non-weapon proficiencies:

Bonus: Blind-Fighting, Dancing;

Recommended: Etiquette, Juggling, Singing, Tumbling, Weaponsmithing.

Equipment:

The Bladesinger is always identifiable by his weapon of choice. Such an item is always ornate and beautiful, enhancing the Bladesinger's appearance in battle.

Distinctive appearance:

In addition to being exceptionally graceful in combat, all Bladesingers are identified by a distinctive tattoo that identifies them as a member of a certain Bladesinger Guild. This tattoo is always enscribed on an area of the body that is normally visible (side of the face, neck, hands, lower arm) and usually takes the form of a stylised animal.

Special benefits:

1. The Bladesinger chooses one weapon and practices with it extensively. This shows itself in game terms as +1 to hit and +1 to damage. This is in addition to the normal elven +1 for use elven swords (if applicable).

2. Bladesingers receive a special bonus when they wish to try an unusual maneuver with their weapon. This bonus is equal to +1 for every four levels the Bladesinger has attained. The bonus only serves to cancel the penalties normally applied for such a maneuver. All other penalties and bonuses still apply.

3. Combat Casting:

Bladesingers have been taught from an early age to grasp the flow of magic around them and turn it to their advantage. They can cast spells even while in the front lines. Although they cannot attack, they can defend themselves with their weapon against incoming melee attacks. Their defence is equal to their level divided by 2, plus 1. All fractions are rounded down. Thus, a 6th-level Bladesinger gains a +4 to AC (6th Level / 2 = 3 + 1 = +4 AC). This does not apply to rear or missile attacks, for it is nearly impossible to defend against those while casting a spell.

Bladesingers have practiced the somatic portion of their spells well enough that they may cast their spells one-handed. However, the casting time of the spell is doubled to reflect the fact that he can only use one hand for the somatic components., making it easier to disrupt their spells. Like any other spellcaster, if they are hit they lose the concentration necessary for maintaining their spells; they lose the spell. Their spells are, therefore, usually an offensive nature with very short casting times.

4. After spending 3 slots on the bladesong style, the bladesinger gets a Ð1 initiative bonus. In addition, the Bladesinger may choose one of the following bonuses:

• +1 to hit, +2 if 3 slots are devoted, OR

• +1 to AC, +2 if 3 slots are devoted, OR

• the fighter may get one parry attack against one front or flank attack without wasting any of his ordinary attacks.

Special hindrances:

Being a protector of the elven way of life, a Bladesinger is expected to sacrifice his life if needed to save elves in trouble, unless this elf is proved to be an enemy of the elven community.

The Bladesinger has Ð1 to hit with any weapon except his chosen weapon. He does get the +1 to hit with bows, but this is negated by the above mentioned penalty. For this reason, very few Bladesingers ever bother to learn any other weapon but their chosen one and perhaps a bow, concentrating instead on weapon specialization and unarmed combat.

Bladesinging is only possible when fighting single-handed, it is not possible to bladesing with two weapons, weapon and shield or a two-handed weapon.

As Bladesinging requires minimum hindrance from armour, a Bladesinger may not wear any armour heavier than studded leather or elven chain (25lbs). Other mail-based armours impose a –2 penalty to attack rolls while bladesinging; plate-type armours impose a Ð3 penalty except for field or full plate which impose a Ð4 penalty. Of course, spellcasting in any armour except quilted armour or elven chain is prohibited.

A Bladesinger will never teach the art of the Bladesong to another, even a fellow elf. Only the elders of the Bladesong guild instruct others, and then only to initiates who have passed rigorous tests. A PC Bladesinger would have to reach at least Level 7/7 and RETIRE from PC status to undergo the training to become a Bladesong instructor. Rogue bladesong tutors are hunted down and slain ruthlessly by strike teams of loyal bladesingers.

Wealth options:

Bladesingers start their adventuring lives with 30–180 gp (3d6x10), but must purchase their weapon of choice at double the normal cost. This reflects the fact that the weapon is ornate and beautiful. Other from this, they may spend their money as they choose.

Races:

Bladesingers must be gold or moon elves.

Appendix 7: Other Combat Notes

Note on Str and Dex modifiers to weapon attacks

|Weapon Type |To Hit modifier |Damage modifier |

|Melee |STR (not STR/Mus) |STR (not STR/Mus) |

|Missile, thrown |DEX (aim) |STR (not STR/Mus) |

|Missile, propelled |DEX (aim) |none (can use STR bonus up to 18 (+2/+2) if using strength |

| | |modified bow) |

Critical Hits

The simple critical hit system detailed in the Dungeon Masters Guide as an optional rule is used in my FR campaigns. Having played with the more detailed systems detailed in Players Option: Combat & Tactics, they slow down play without really adding to the enjoyment of the game.

Simple Critical Hit Systems:

1. The simplest critical hit system makes every natural 20 rolled on the attack roll count for double damage. Roll the appropriate damage dice twice for the attack (do not double the result of a single damage roll) and only count damage modifiers for Strength, magic, etc. once.

2. A second method is to allow characters or monsters to make an extra attack each time they roll a natural 20. The additional attack is made immediately, at the same target, and is figured just like a normal attack. As long as a natural 20 is rolled, the character or monster continues to make additional attacks. A very lucky character could roll a 20 on his first attack and then roll a 20 on his additional attack, allowing him to roll a third attack. If this attack also resulted in a 20, a fourth attack could be made, etc. This system gives characters the chance of causing extra damage without guaranteeing success.

Critical Fumbles

Critical fumbles are less easily defined than critical hits. One system that works rules that a die roll of 1 results in some unfortunate event happening to the character who rolled it. The DM must decide what the exact event is based on the situation, although it should not be one that causes damage.

A character could trip and sprawl to the floor, break his sword hitting a stone pillar, get his axe wedged in a wooden beam, or have one of his backpack straps slip off his shoulder, getting in the way. (Of course, magical weapons are not likely to break under normal use.)

The normal result of a critical fumble is the loss of the next round's attack as the character gets up off the floor, digs out a new weapon, pulls his axe out of the beam, or struggles to get his pack where it belongs. An easy system I use is:

|Roll |Result |

|1 |auto miss |

| |AND fumble melee or thrown missile weapon=> lose 1 attack |

| |OR, using bow, X-bow, sling, staff-sling=> break string & need to repair (so weapon generally out for that combat) |

| |OR using firearm, siege weapon=>jams and needs repair (variable time) |

|2 |auto-miss for all missile weapons (it should be harder to hit with a missile than melee. Note I extend this so that all |

| |missile weapons are –1 to hit) |

Parrying

During a one-minute combat round, each character is assumed to block many attempted attacks and see many of his own attacks blocked. In normal combat, characters parry all the time--there's no need to single out each parry.

When a character deliberately chooses not to parry, his chance of being hit increases. A mage casting a spell, for instance, gains no AC adjustment for Dexterity. Thus, choosing to parry, in and of itself, is not a separate option under the AD&D game rules.

At the same time, the assumption is that characters in combat are constantly exposing themselves to some risk--trying to get a clear view of a target or looking for the opening to make an attack. There are times, however, when this is not the case. Sometimes, the only thing a character wants to do is avoid being hit.

To make himself harder to hit, a character can parry--forfeit all actions for the round. He can't attack, move, or cast spells. This frees the character to concentrate solely on defense. At this point, all characters but warriors gain an AC bonus equal to half their level. A 6th-level wizard would have a +3 bonus to his AC (lowering his AC by 3). A warrior gets a bonus equal to half his level plus one. A 6th-level fighter would gain a +4 AC bonus.

This benefit is not a perfect all-around defense, and it's not effective against rear or missile attacks. It applies only to those foes attacking the defender from the front. This optional defense has no effect against magical attacks, so it wouldn't do anything to protect a character from the force of lightning bolt or fireball spells. (though I would rule that a character not doing anything else but trying to avoid the expected spell SHOULD receive this bonus).

Missile Fire Considerations

All missile fire incurs a blanket –1 penalty to hit. Why? Well, it is simply hardly to hit a target with a missile than with a melee weapon. This is cumulative with range modifiers. Also at longer ranges missile momentum lessens, so the missile should cause less damage (to a minimum of 1hp, of course).

|Range |To hit Modifier |Damage Modifier |

|Short Range |0 |0 |

|Medium |–2 |–1hp |

|Long |–5 |–2hp |

Mounted Missile Fire

Movement To hit penalty

0 to ½ max –1

½ to ¾ max –3

¾ max to full speed –5

Weather effects

Windy:

Short –1

Medium –2

Long –3

Raining range considered one category worse

Snowing range considered two categories worse

Appendix 8: Alternative Weapon Damages to balance the system

To reign in the seemingly disproportionate damages of swords, and to make other weapons more attractive (as many should be) I use the following damages that are different from the mostly standardised tables listed above. They are listed be cut down the high top end of damage potential while keeping average about the same (and removing d12s entirely, the extreme variation is not logical):

Long Sword, Spatha d8/10

Bastard Sword

1-handed d8/10

2-handed 1d8+1/2d6+1

Broad Sword d8/d8+1

Two-handed Sword d10/2d8

Heavy Lance d8+1/2d8

Maul 2d4/2d4

Trident (2 handed) 1d8+1/1d10+1

Spear (2 handed) 1d6+1/1d10

Long Spear (2 handed) 2d4+1/1d10+1

Footnote: The Long Sword

In the published weapons tables, all weapons are statistically inferior to the long sword. Why is this? We know, from our own real world history, that the long sword was made obsolete by the advent of plate armours (see Players Option: Combat & Tactics or read a history text); being replaced by weapons such as the footman’s mace and morning star; as well as longer, heavier swords, and thrusting weapons. Further, if we carefully analyse the expanded tables published in Arms & Equipment Guide and the Players Option: Combat & Tactics, and then combine them with my expansions/clarifications, I cannot identify any sword from a history text that cannot be more properly referred to as something else (usually a sabre or broad sword). And yet we are left with a weapon that simply dominates every statistic: meaning that every PC who can wield one will do so, taking some of the diversity and hence flavour out of the game.

Why has this occurred? I think it is because it has always been that way: certainly since the release of AD&D’s 1st edition rules over 20 years ago. Likewise, the broad sword (functionally almost identical, and only slightly smaller than the long sword) has woefully inadequate damage characteristics by comparison. Despite the fact that all slashing swords (except the unusual sickle-like khopesh/sapara) cause more damage to L-sized than S & M-sized opponents, the broad sword is different for some unidentified reason. Again, I think its because its always been that way.

The easiest way to adjust the glaring discrepancy would be to just leave out long swords. All references to long swords would then refer to ‘long’ swords: that is, all M-sized swords, and the DM assigns the PC/NPC the appropriate ‘long’ sword, whether that be a sabre, spatha, falchion, broad sword, tulwar etc.

A second curative is what I have done in this Appendix, scaling weapon damages back to bring them more in line with a logical progression of increasing damages, based on increasing size and weight (see Appendix 4 for a detailed rectification sword characteristics). Note that in the main tables I have left the status quo as is with regards to the long sword, but a assigned broad swords d8/d10, to more closely match logical progression.

_______________________________________________________________________________________

Thats it. Enjoy!

Simon Gibbs

gibbsy@

Disclaimer

This work is ©2000 Simon Gibbs. All Rights Reserved. Feel free to distribute the material for non-profit purposes, but please give credit where it is due.

This work is an unofficial use of Advanced Dungeons & Dragons and Forgotten Realms gaming materials published by TSR. Although the use of these concepts is unauthorised, no infringement is intended. References to Advanced Dungeons & Dragons and Forgotten Realms are provided as an aid for players and are not intended to be a substitute for, or a challenge to the Copyright status of the original material. The article includes a bibliography listing the sources used as inspiration, sources published by both TSR and others.

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