Copyright: AD&&D° - Copyright 1999 TSR Inc.
Citation: Copyright 1999 TSR Inc.


Banded Mail

This armor is made of overlapping strips of metal sewn to a backing of leather and chain mail. Generally the strips cover only the more vulnerable areas, while the chain and leather protect the joints where freedom of movement must be ensured. Through straps and buckles, the weight is more or less evenly distributed.


Brigandine

This armor is made from small metal plates sewn or riveted to a layer of canvas or leather and protected by an outer layer of cloth. It is rather stiff and does not provide adequate protection to the joints where the metal plates must be spaced widely or left off.


Bronze Plate Mail

This is a plate mail armor--a combination of metal plates, chain mail or brigandine, leather and padding--made of softer bronze. It is easier and cheaper to make than steel armor, but it does not protect as well. A large breastplate and other metal plates cover areas of the body, but the other materials must protect the joints and movable parts of the body. It is not the full plate armor of the heavy knight of the Late Middle Ages and the Renaissance.


Chain Mail

This armor is made of interlocking metal rings. It is always worn with a layer of quilted fabric padding underneath to prevent painful chafing and to cushion the impact of blows. Several layers of mail are normally hung over vital areas. The links yield easily to blows, absorbing some of the shock. Most of the weight of this armor is carried on the shoulders and it is uncomfortable to wear for long periods of time.

Normal chain mail provides an Armor Class of 5 prior to any modifications.

For each +1 bonus to armor, regardless of the type of armor, the wearer's Armor Class moves downward (toward AC 2 . . . to 1 . . . to 0, -1, -2, and so on). Note, however, that Armor Class can never be improved beyond -10.

Thus, chain mail +1 is like ordinary chain mail (AC 5), but one category better (AC 4).

When adding magical armor to the game, be aware of sizing problems: 65% of all armor (except elven chain mail) is man-sized, and 20% is elf-sized, 10% is dwarf-sized, and but 5% gnome- or halfling-sized.


Field Plate

This is the most common version of full plate armor, consisting of shaped and fitted metal plates riveted and interlocked to cover the entire body. It includes gauntlets, boots, and a visored helmet. A thick layer of padding must be worn underneath. However, the weight of the suit is well-distributed over the whole body. Such armor hampers movement only slightly. Aside from its expense, the main disadvantages are the lack of ventilation and the time required to put it on and take it off (see the "Getting Into and Out of Armor" section). Each suit of field plate must be individually fitted to its owner by a master armorer, although captured pieces can be resized to fit the new owner (unless such is patently absurd, such as a human trying to resize a halfling's armor).


Full Plate

This is the impressive, high Gothic-style armor of the Late Middle Ages and Renaissance. It is perfectly forged and fitted. All the plates are interlocking and carefully angled to deflect blows. The surfaces are normally highly ornamented with etching and inlaid metals. Each suit must be carefully custom-fitted to the owner and there is only a 20% chance that a captured suit can be refitted to a new owner of approximately the same size. The metal plates are backed by padding and chain mail. The weight is well-distributed. The armor is hot, slow to don, and extremely expensive. Due to these factors, it tends to be used more for parades and triumphs than actual combat.


Great Helm

A massive metal helm that covers the entire head, including the neck and often the upper shoulders. Normally worn with plate mail and heavier armor. -3 penalty to vision checks. -4 penaly to hearing checks. Optionally: gains bonuses (+2 to save) against dragon’s breath and spells which affect the eyes.


Basinet

A closed face helm. -2 penalty to vision checks. -3 penalty to hearing checks. Optionally, gains bonuses (+1 to save) against dragon’s breath and spells which affect the eyes.


Hide

This is armor prepared from the extremely thick hide of a creature (such as an elephant) or from multiple layers of regular leather. It is stiff and hard to move in.


Leather

This armor is made of leather hardened in boiling oil and then shaped into breastplate and shoulder protectors. The remainder of the suit is fashioned from more flexible, somewhat softer materials.


Padded

This is the simplest type of armor, fashioned from quilted layers of cloth and batting. It tends to get hot and after a time becomes foul with sweat, grime, lice, and fleas.


Plate Mail

This armor is a combination of chain or brigandine with metal plates (cuirass, epaulettes, elbow guards, gauntlets, tasets, and greaves) covering vital areas. The weight is distributed over the whole body and the whole thing is held together by buckles and straps. This is the most common form of heavy armor.


Ring Mail

This armor is an early (and less effective) form of chain mail in which metal rings are sewn directly to a leather backing instead of being interlaced. (Historians still debate whether this armor ever existed.)


Scale Mail

This is a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish.

Normal scale mail provides an Armor Class of 6 prior to any modifications.

For each +1 bonus to armor, regardless of the type of armor, the wearer's Armor Class moves downward (toward AC 2 . . . to 1 . . . to 0, -1, -2, and so on). Note, however, that Armor Class can never be improved beyond -10.


Shield, Body

A massive shield reaching nearly from chin to toe. It must be firmly fastened to the forearm and the shield hand must grip it at all times. It provides a great deal of protection, improving the Armor Class of the character by 1 against melee attacks and by 2 against missile attacks, for attacks from the front or front flank sides. It is very heavy; the DM may wish to use the optional encumbrance system if he allows this shield.

A normal shield improves the armor class by one. A magical shield improves Armor Class like magical armor—toward -1, -2, etc. Note, however, that Armor Class can never be improved beyond -10.  A shield +1 is equal to Armor Class 8—two places better than no armor (+1 for bearing a shield, +1 for the magical bonus of the shield).


Shield, Buckler

A very small shield that fastens on the forearm. It can be worn by crossbowmen and archers with no hindrance. Its small size enables it to protect against only one attack per melee round (of the user's choice), improving the character's Armor Class by 1 against that attack.

A normal shield improves the armor class by one. A magical shield improves Armor Class like magical armor—toward -1, -2, etc. Note, however, that Armor Class can never be improved beyond -10.  A shield +1 is equal to Armor Class 8—two places better than no armor (+1 for bearing a shield, +1 for the magical bonus of the shield).


Shield, Medium

Carried in the same manner as the small shield. Its weight prevents the character from using his shield hand for other purposes. With a medium shield, a character can protect against any frontal or flank attacks. Improves character's Armor Class by 1 against frontal or flank attacks.

A normal shield improves the armor class by one. A magical shield improves Armor Class like magical armor—toward -1, -2, etc. Note, however, that Armor Class can never be improved beyond -10.  A shield +1 is equal to Armor Class 8—two places better than no armor (+1 for bearing a shield, +1 for the magical bonus of the shield).


Shield, Small

Carried on the forearm and gripped with the hand. Its light weight permits the user to carry other items in that hand (although he cannot use weapons). It can be used to protect against two frontal attacks of the user's choice improves Armor Class by 1 against these attacks.

A normal shield improves the armor class by one. A magical shield improves Armor Class like magical armor—toward -1, -2, etc. Note, however, that Armor Class can never be improved beyond -10.  A shield +1 is equal to Armor Class 8—two places better than no armor (+1 for bearing a shield, +1 for the magical bonus of the shield).


Splint Mail

The existence of this armor has been questioned. It is claimed that the armor is made of narrow vertical strips riveted to a backing of leather and cloth padding. Since this is not flexible, the joints are protected by chain mail.


Studded Leather

This armor is made from leather (not hardened as with normal leather armor) reinforced with close-set metal rivets. In some ways it is very similar to brigandine, although the spacing between each metal piece is greater.


Coin Armor

A variant of scale mail is armor made with the common coins of the realm. This coin armor is seen only rarely, and then usually among dignitaries and high generals. Each set of armor can stock a large quantity of coins (up to 1,000!). Rarely are they stolen, however, as the people who are rich enough to wear them are also rich enough to see to their personal security.

There are many variations possible, from armor scaled wholly of gold or silver coins to mixed suits wherein the coins themselves are arranged in a personal, family, clan, or other heraldric pattern.


Drow Chain Mail (AC 4)

Description: Drow chain mail is a finely-crafted, satiny black metal mesh that does not encumber its wearer in the least. It is similar, but not identical to, the magical elven chain mail described previously.

Whenever drow-alloyed creations, including armor, are exposed to direct sunlight, their magical bonuses are immediately lost and they begin to utterly and irreversibly decay. This happens even after one short exposure, meaning that even a set of drow armor that is immediately returned to utter darkness or the nearest drow homeland will still decay. Physical decay begins 1d12+8 days after exposure to sunlight. The armor completely falls apart after another 1d12 days have passed.


Dwarven Plate Mail (AC 2)

Description: The forged black iron plate made by the dwarves exclusively for their own warrior leaders is both heavy and unattractive by human and elven standards. The denser armor affords protection equivalent to plate mail +1, and the armor itself saves against equipment damage at +6, in addition to any bonuses permitted if the dwarven plate in question is also magically enchanted.

Magical dwarven plate mail is only as encumbering as ordinary plate mail. The enchantment is cumulative with the natural +1 to armor class dwarven plate possesses. Therefore, dwarven plate mail +1 is actually equivalent to ordinary plate mail +2 for purposes of armor class (but not saving throws). It may be easier for the DM and player if the base armor class for dwarven plate is remembered to be 1, equivalent to field plate armor for humans.


Elven Chain Mail

This is magical armor so fine and light that it can be worn under normal clothing without revealing its presence. Its lightness and flexibility allow even bards and thieves to use it with few restrictions (see Chapter 3 in the PHB). Elven fighter/mages use it without restriction. However, it is rarely sized to fit anyone other than an elf or a half-elf. Roll percentile dice and consult the following table to ascertain what size character elven chain mail will fit:

D100 Roll	Size of Elven Chain Mail

01-10	gnome/halfling (hairfoot)

11-15	dwarf/halfling (Stout or Tallfellow)

16-80	elf/half-elf

81-95	man-sized, normal (up to 6 feet, 200 lbs.)

96-00	man-sized, large (up to 6½ feet, 250 lbs.)


Gnomish Workman's Leather Armor (AC 7)

Description: Gnomish workman's leather armor is a variation of high-quality gnomish leather armor (as described in the Equipment Chapter of The Complete Fighter's Handbook). Gnomish workman's leather is adorned with dozens of tiny tool holders and pouches, typically filled with the most bizarre collection of coins, nails, tools, weapons, widgets, and sprockets ever assembled on one body. For this reason, a set of gnomish workman's leather provides protection identical to studded leather armor.


Armor of Blending

This appears to be a normal suit of magical armor (determine type and AC modifier normally, ignoring negative results). However, upon command (a command word can be assigned if the DM desires), the armor changes shape and form, assuming the appearance of a normal set of clothing. The armor retains all its properties (including weight) when disguised. Only a true seeing spell will reveal the true nature of the armor when disguised.


Armor of Missile Attraction

This armor appears to be a normal suit of magical armor (determine type and modifier normally). However, the armor is cursed and actually serves to attract missiles. The wearer is two or three times more likely to be selected as a random target of missiles than normal. In cases where each person is the target of a set number of missiles (most often in large combats), the wearer will have a greater number of missiles fired at him. Furthermore, the magical protection of the armor will fail when calculated for missile attacks. The true nature of the armor will not reveal itself until the character is fired upon in earnest—simple experiments (throwing rocks, etc.) will not suffice.


Sea Elf Scale Mail

The most intricately constructed demihuman scale mail is found in the undersea kingdoms of the sea elves. More as a matter of appearance and ceremony than for additional protection, the sea elves adapted the idea of scale mail to their own peculiar designs. Their armor can be worn underwater, as it is made of metals that do not rust, and the scales are affixed to a backing of eel-skin, which does not disintegrate as leather does in salt water. Brought forth only in times of war or of great ceremony, this expensive armor is worn only by the noble elven elite.


Spiked Leather

A variation of studded leather that is sometimes seen among barbarians of northern climes (and, oddly, among some hill giant clans) is spiked leather. Much as it sounds, spiked leather armor is studded leather armor in which the rivets have been augmented by sharp spikes. (Most intelligent beings would be worried about mounting spikes into their armor, just in case they should trip and fall, not to mention the problems packing or storing the armor).

Overbearing and grappling while wearing such armor inflicts additional damage based on the wearer's size. A small creature inflicts 1-2 points of piercing damage, a man-sized creature inflicts 1-3 points, and a large creature inflicts 1-4 points. These values are considered for each individual attack, not for every round that a creature is grappled.


Elven Plate Armor

While dwarves and humans certainly have the edge on constructing various types of plate armor, it is hardly a forbidden science to the elves. Although there are even fewer suits of elven plate than there are of elven chain, intrepid explorers have turned up several variations. The DM should keep in mind that elven plate is rare enough that few PCs will run across it and, if they do, it will likely belong to an elf warrior.

Elven plate is mostly used as ceremonial armor, for elves do not like the lack of mobility plate affords. This means that virtually every suit of elven plate is ornately decorated; it is not often that elf armorers are given a chance to combine such utility with beauty.

Still, despite its decorative appearance, elven plate provides as much protection as any human suit of plate armor. And because of the skill of elf armorers, it is lighter than most plate armor, weighing only as much as typical human chain mail. Unfortunately, elven plate does not allow the silent movement that elven chain does, and it cannot be worn by any but fighters, clerics, and their multiclass variations.

Multiclassed spellcasters find elven plate to be a special boon for, like elven chain, it allows its user to cast spells and still wear armor. However, as mentioned before, elves do not wear this armor as often as they do elven chain, for it hampers the freedom of movement they relish.

Elf cavaliers are the main users of elven plate. It inspires humans, they find, and they savor the impressions made on these people. Other races also tend to be impressed by elves wearing elven plate; for what reason the elves fail to fathom. Many elves capitalize on this effect, however.

Elven plate, of whatever variety, is extraordinarily rare. In reality, perhaps 5% (if even that) of elven chain found is actually elven plate. Each suit is personalized, and the owner would not be hard to ascertain by the decorations on the armor. Rest assured that the owner or any heirs would be very happy to see the armor returned; likewise, they would take serious offense if another being had stolen it or was wearing it.

If it is difficult for a human to earn elven chain, it is impossible to earn elven plate. Only elves can wear it, for each suit is custom-made and unique. Unless a human is exceptionally slight, there is no chance of fitting into a suit of elven plate. Halflings, dwarves, and gnomes cannot wear it either, unless they are especially tall and slender. Only half-elves can reasonably expect a suit to fit them, and even they can squeeze in only with discomfort. In most cases, it is far easier simply to return elven plate to its rightful owners and hope for a token of appreciation.


Banded Mail

This armor is made of overlapping strips of metal sewn to a backing of leather and chain mail. Generally the strips cover only the more vulnerable areas, while the chain and leather protect the joints where freedom of movement must be ensured. Through straps and buckles, the weight is more or less evenly distributed.

Normal banded mail provides an Armor Class of 4 prior to any modifications.

For each +1 bonus to armor, regardless of the type of armor, the wearer's Armor Class moves downward (toward AC 2 . . . to 1 . . . to 0, -1, -2, and so on). Note, however, that Armor Class can never be improved beyond -10.


Brigandine

This armor is made from small metal plates sewn or riveted to a layer of canvas or leather and protected by an outer layer of cloth. It is rather stiff and does not provide adequate protection to the joints where the metal plates must be spaced widely or left off.

Normal brigandine provides an Armor Class of 6 prior to any modifications.

For each +1 bonus to armor, regardless of the type of armor, the wearer's Armor Class moves downward (toward AC 2 . . . to 1 . . . to 0, -1, -2, and so on). Note, however, that Armor Class can never be improved beyond -10.


Chain Mail

This armor is made of interlocking metal rings. It is always worn with a layer of quilted fabric padding underneath to prevent painful chafing and to cushion the impact of blows. Several layers of mail are normally hung over vital areas. The links yield easily to blows, absorbing some of the shock. Most of the weight of this armor is carried on the shoulders and it is uncomfortable to wear for long periods of time.

Normal chain mail provides an Armor Class of 5 prior to any modifications.

For each +1 bonus to armor, regardless of the type of armor, the wearer's Armor Class moves downward (toward AC 2 . . . to 1 . . . to 0, -1, -2, and so on). Note, however, that Armor Class can never be improved beyond -10.

Thus, chain mail +1 is like ordinary chain mail (AC 5), but one category better (AC 4).


Field Plate

This is the most common version of full plate armor, consisting of shaped and fitted metal plates riveted and interlocked to cover the entire body. It includes gauntlets, boots, and a visored helmet. A thick layer of padding must be worn underneath. However, the weight of the suit is well-distributed over the whole body. Such armor hampers movement only slightly. Aside from its expense, the main disadvantages are the lack of ventilation and the time required to put it on and take it off (see the "Getting Into and Out of Armor" section). Each suit of field plate must be individually fitted to its owner by a master armorer, although captured pieces can be resized to fit the new owner (unless such is patently absurd, such as a human trying to resize a halfling's armor).

Normal field plate provides an Armor Class of 2 prior to any modifications.

For each +1 bonus to armor, regardless of the type of armor, the wearer's Armor Class moves downward (toward AC 2 . . . to 1 . . . to 0, -1, -2, and so on). Note, however, that Armor Class can never be improved beyond -10.


Full Plate

This is the impressive, high Gothic-style armor of the Late Middle Ages and Renaissance. It is perfectly forged and fitted. All the plates are interlocking and carefully angled to deflect blows. The surfaces are normally highly ornamented with etching and inlaid metals. Each suit must be carefully custom-fitted to the owner and there is only a 20% chance that a captured suit can be refitted to a new owner of approximately the same size. The metal plates are backed by padding and chain mail. The weight is well-distributed. The armor is hot, slow to don, and extremely expensive. Due to these factors, it tends to be used more for parades and triumphs than actual combat.

Normal full plate provides an Armor Class of 1 prior to any modifications.

For each +1 bonus to armor, regardless of the type of armor, the wearer's Armor Class moves downward (toward AC 2 . . . to 1 . . . to 0, -1, -2, and so on). Note, however, that Armor Class can never be improved beyond -10.


Leather

This armor is made of leather hardened in boiling oil and then shaped into breastplate and shoulder protectors. The remainder of the suit is fashioned from more flexible, somewhat softer materials.

Normal leather armor provides an Armor Class of 8 prior to any modifications.

For each +1 bonus to armor, regardless of the type of armor, the wearer's Armor Class moves downward (toward AC 2 . . . to 1 . . . to 0, -1, -2, and so on). Note, however, that Armor Class can never be improved beyond -10.


Plate Mail

This armor is a combination of chain or brigandine with metal plates (cuirass, epaulettes, elbow guards, gauntlets, tasets, and greaves) covering vital areas. The weight is distributed over the whole body and the whole thing is held together by buckles and straps. This is the most common form of heavy armor.

Normal plate mail provides an Armor Class of 3 prior to any modifications.

For each +1 bonus to armor, regardless of the type of armor, the wearer's Armor Class moves downward (toward AC 2 . . . to 1 . . . to 0, -1, -2, and so on). Note, however, that Armor Class can never be improved beyond -10.


Ring Mail

This armor is an early (and less effective) form of chain mail in which metal rings are sewn directly to a leather backing instead of being interlaced. (Historians still debate whether this armor ever existed.)

Normal ring mail provides an Armor Class of 7 prior to any modifications.

For each +1 bonus to armor, regardless of the type of armor, the wearer's Armor Class moves downward (toward AC 2 . . . to 1 . . . to 0, -1, -2, and so on). Note, however, that Armor Class can never be improved beyond -10.


Scale Mail

This is a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish.

Normal scale mail provides an Armor Class of 6 prior to any modifications.

For each +1 bonus to armor, regardless of the type of armor, the wearer's Armor Class moves downward (toward AC 2 . . . to 1 . . . to 0, -1, -2, and so on). Note, however, that Armor Class can never be improved beyond -10.


Shields:

All shields improve a character's Armor Class by 1 or more against a specified number of attacks. A shield is useful only to protect the front and flanks of the user. Attacks from the rear or rear flanks cannot be blocked by a shield (exception: a shield slung across the back does help defend against rear attacks). The reference to the size of the shield is relative to the size of the character. Thus, a human's small shield would have all the effects of a medium shield when used by a gnome.

A buckler (or target) is a very small shield that fastens on the forearm. It can be worn by crossbowmen and archers with no hindrance. Its small size enables it to protect against only one attack per melee round (of the user's choice), improving the character's Armor Class by 1 against that attack.

A small shield is carried on the forearm and gripped with the hand. Its light weight permits the user to carry other items in that hand (although he cannot use weapons). It can be used to protect against two frontal attacks of the user's choice.

The medium shield is carried in the same manner as the small shield. Its weight prevents the character from using his shield hand for other purposes. With a medium shield, a character can protect against any frontal or flank attacks.

The body shield is a massive shield reaching nearly from chin to toe. It must be firmly fastened to the forearm and the shield hand must grip it at all times. It provides a great deal of protection, improving the Armor Class of the character by 1 against melee attacks and by 2 against missile attacks, for attacks from the front or front flank sides. It is very heavy; the DM may wish to use the optional encumbrance system if he allows this shield.

A normal shield improves the armor class by one. A magical shield improves Armor Class like magical armor—toward -1, -2, etc. Note, however, that Armor Class can never be improved beyond -10.  A shield +1 is equal to Armor Class 8—two places better than no armor (+1 for bearing a shield, +1 for the magical bonus of the shield).


Splint Mail

The existence of this armor has been questioned. It is claimed that the armor is made of narrow vertical strips riveted to a backing of leather and cloth padding. Since this is not flexible, the joints are protected by chain mail.

Normal splint mail provides an Armor Class of 4 prior to any modifications.

For each +1 bonus to armor, regardless of the type of armor, the wearer's Armor Class moves downward (toward AC 2 . . . to 1 . . . to 0, -1, -2, and so on). Note, however, that Armor Class can never be improved beyond -10.


Studded Leather

This armor is made from leather (not hardened as with normal leather armor) reinforced with close-set metal rivets. In some ways it is very similar to brigandine, although the spacing between each metal piece is greater.

Normal studded leather provides an Armor Class of 7 prior to any modifications.

For each +1 bonus to armor, regardless of the type of armor, the wearer's Armor Class moves downward (toward AC 2 . . . to 1 . . . to 0, -1, -2, and so on). Note, however, that Armor Class can never be improved beyond -10.


Armor of Blending

This appears to be a normal suit of magical armor (determine type and AC modifier normally, ignoring negative results). However, upon command (a command word can be assigned if the DM desires), the armor changes shape and form, assuming the appearance of a normal set of clothing. The armor retains all its properties (including weight) when disguised. Only a true seeing spell will reveal the true nature of the armor when disguised.


Armor of Command

 This finely crafted plate mail radiates a powerful aura of magic. When worn, the armor bestows a dignified and commanding aura upon its owner. The wearer is treated as if he had a Charisma of 18 for all encounter reactions. Friendly troops within 360 feet of the user have their morale increased by +2. Otherwise, the armor functions as plate mail +1. Since the effect arises in great part from the distinctiveness of the armor, the wearer cannot hide or conceal himself in any way and still have the effect function.


Armor of Missile Attraction

This armor appears to be a normal suit of magical armor (determine type and modifier normally). However, the armor is cursed and actually serves to attract missiles. The wearer is two or three times more likely to be selected as a random target of missiles than normal. In cases where each person is the target of a set number of missiles (most often in large combats), the wearer will have a greater number of missiles fired at him. Furthermore, the magical protection of the armor will fail when calculated for missile attacks. The true nature of the armor will not reveal itself until the character is fired upon in earnest—simple experiments (throwing rocks, etc.) will not suffice.


Armor of Rage

This armor is identical in appearance to armor of command and functions as a suit of plate mail +1. However, when worn, the armor causes the character to suffer a -3 penalty to all encounter checks. All friendly troops within 360 feet have their morale lowered by -2. The effect is not noticeable to the wearer or those affected (i.e., characters will not immediately notice that donning the armor is the cause of their problems).


Elven Chain Mail

This is magical armor so fine and light that it can be worn under normal clothing without revealing its presence. Its lightness and flexibility allow even bards and thieves to use it with few restrictions (see Chapter 3 in the PHB). Elven fighter/mages use it without restriction. However, it is rarely sized to fit anyone other than an elf or a half-elf. Roll percentile dice and consult the following table to ascertain what size character  elven  chain mail will fit:

D100 Roll	Size of Elven Chain Mail

01-10	gnome/halfling (hairfoot)

11-15	dwarf/halfling (Stout or Tallfellow)

16-80	elf/half-elf

81-95	man-sized, normal (up to 6 feet, 200 lbs.)

96-00	man-sized, large (up to 6½ feet, 250 lbs.)


Plate Mail of Etherealness

This is seemingly normal plate mail +5, but if a command word is spoken, the suit enables its wearer and all nonliving items he wears and carries to become ethereal, as if oil of etherealness had been used. While in the ethereal state the wearer cannot attack material creatures. A phase door spell will negate the ethereal state and prevent the armor from functioning for one day.

There are 20 charges placed upon plate mail of etherealness. Once used, these cannot be replaced or recharged. Furthermore, every five uses reduces the bonus of the armor by one: If five charges are used to become ethereal, the armor is +4, if 10 are used it is +3, +2 if 15 are used, and only +1 if all 20 are exhausted.


Plate Mail of Fear

This armor functions as normal plate mail +1. However, it is imbued with 2d23 fear charges. Upon uttering the command, a charge is spent and the wearer radiates a 30-foot aura of fear. All creatures (except the one wearing the armor) must save vs. spell or flee in panic for 1d4+1 rounds. When all charges are spent, the armor functions as normal plate mail +1. It cannot be recharged.


Plate Mail of Vulnerability

This appears to every test to be magical plate mail +1, +2, or +3, but it is actually cursed plate mail -2, -3, or -4. The armor's great vulnerability will not be apparent until an enemy successfully strikes a blow in anger with desire and intent to kill the wearer. The armor will fall to pieces whenever an opponent strikes the wearer with an unmodified attack roll of 20.


Shield, large, +1, +4 versus missiles

This is a large shield with a +1 bonus vs. melee attacks, but it is four times more effective against hand-hurled and mechanically propelled missiles of all sorts. More importantly, the shield has a 20% chance of negating magic missile attacks (from a frontal position).


Shield -1, missile attractor

This not only makes the bearer equivalent to a shieldless person, it also attracts missiles of all types to itself: It doubles or triples the bearer's chances of being selected by random die rolling according to the size of the party he is with (see Chapter 9, "Firing into a Melee"). This cursed shield is not distinguishable from a useful magical shield.


Cord armor

(AC 8; enc. none; type leather) Only found in savage or exotic settings, cord armor consists of rope-like fibers woven and knotted into a thick, tough fabric. It may be found in places where leather is scarce.


Cap

Steel, bronze, or iron caps are among the most common helmets until the later days of the Crusades. A cap is often worn over a mail coif for additional protection; the two together provide an AC of 3 for the user's head and neck. Caps often include nasals, or projecting bars, that cover the user's nose.


Close-faced helm

This category includes a number of variations, ranging from steel war masks, to the Crusaders' barrel helms, to samurai helmets. The helmet offers excellent protection, but is heavy and can limit vision and hearing. In situations where field of view or clarity of hearing may be important, the DM can impose a –1 penalty to surprise checks for characters wearing close-faced helms.


Mail coif

The mail coif is a hood of chain mail that drapes over the neck and shoulders as well as the head. It is usually worn with a cap or beneath another helmet, since chain mail by itself doesn't offer much protection against impact weapons. If worn with a cap, the mail coif is AC 4; if worn under another helmet, it provides no additional protection but at least allows the user to remove his restrictive helmet and get a look around without baring his head completely.


Leather helm

The lightest helm available is made from cuir boilli leather reinforced by iron or bronze bands. The leather helm doesn't provide much protection compared to other types, but it's better than nothing.


Open-faced helm

Greek and Roman helmets normally fell under this category, as did many helmets of the later Middle Ages. The open-faced helm provides good protection and only moderately compromises vision and hearing. This category also includes the Renaissance morion, kettle helm, lobster-tail, and other such helmets


Improved mail

(AC 4; enc. light; type mail) Several varieties of improved chain mail appeared during the Crusades. Bar mail consisted of small metal strips threaded through the links; double mail used heavier links double-joined; augmented mail used a thick leather backing to reinforce the coat. All types of improved mail offer better protection than normal chain mail, but at the price of increased weight.


Light scale

(AC 7; enc. none; type leather) Normal scale armor is made out of iron, bronze, or steel, but it's also possible to make scale armor out of cuir boilli leather scales, bone, or horn. Light scale is often the armor of nomadic or savage peoples who have difficulty finding metal to work with.


Shield, large

Also known as the body shield or tower shield, this mighty shield stands at least four feet tall and is two to three feet wide. It can protect the wielder against any attack from his front or shielded flank.


Wood armor

(AC 7; enc. none; type leather) In primitive or savage settings, metal may be unavailable for armor. Wood or bone lamellars and reinforced coats are not uncommon among people with little access to metal. Usually, armor of this type concentrates on protecting the torso while leaving the arms and legs free for mobility.


Bone armor

(AC 7; enc. none; type leather) In primitive or savage settings, metal may be unavailable for armor. Wood or bone lamellars and reinforced coats are not uncommon among people with little access to metal. Usually, armor of this type concentrates on protecting the torso while leaving the arms and legs free for mobility.


Back-and-breast

(AC 6; enc. none; type plate) This armor is simply a steel breastplate and back piece, worn like a shirt. It protects the wearer's vital organs but leaves the limbs uncovered. Historically it saw use throughout the Renaissance.


Chain-lamellar

(AC 4; enc. light; type mail) Chain mail was used widely in Byzantium and eastern lands, too. It was common for eastern peoples to augment their lighter mail with heavier armor. Chain mail with lamellar breastplates, greaves, and arm guards was widely used by Byzantine, Turkish, and Persian cavalry.


Hoplite armor

(AC 5; enc. light; type plate) The armor of the classic Greek warrior consisted of a bronze breastplate and greaves with a studded leather skirt. It offered a good compromise of protection for vital areas without too much weight. Alexander's soldiers conquered half the world in armor like this.


Lamellar shirt

(AC 7; enc. none; type mail) Full suits of lamellar armor were very rare in the Bronze Age, but lamellar coats with cloth skirts were somewhat more common. This composite armor represents the best protection available to the common soldier in extremely ancient settings.


Lorica hamata

(AC 6; enc. none; type mail) This Roman armor consisted of a chain mail shirt and a skirt of leather reinforced with bronze or iron strips. It was an early armor used from the time of the Punic Wars into the 1st century a.d.


Lorica segmenta

(AC 5; enc. none; type mail) Lorica segmenta replaced lorica hamata and was used until about a.d. 350. It consists of a breastplate of banded mail and a reinforced skirt of studded leather armor.


Mail and plate

(AC 4; enc. light; type plate) Plate armor first appeared near the end of the Crusades as reinforcement for chain mail armor. Small breastplates were introduced first, but rapidly grew into full breastplates with complete leg and arm covering. The mail and plate armor describes an early form of plate mail in which a breastplate is worn over a full suit of chainmail.


Lamellar

(AC 5; enc. light; type mail) Lamellar armor consists of small, overlapping plates of metal sewn together or stitched to a backing of leather or cloth. It is similar to brigandine and splinted mail, but isn't sandwiched in leather like the other two armors. Lamellar is a very ancient armor that was used in Mesopotamia and ancient Egypt thousands of years before the rise of Rome. Byzantine and Persian cavalrymen used breastplates of steel lamellar as part of their heavy armor.


Gallic armor

(AC 8; enc. none; type leather) Reserved for the gladiatorial arena, Gallic armor consisted of leather leggings and a leather sleeve, with a wide metal belt. No free soldier would normally wear such light armor if better could be found.


Half-plate

(AC 4; enc. light; type plate) As firearms became more prevalent, the usefulness of heavy plate armor rapidly declined. The trend towards more complete coverage reversed, and soldiers and knights began to discard all but the most critical pieces of armor. Half-plate consists of a breastplate and tassets, or hip armor, but the lower legs are left unarmored, as are the insides of the arms. Half-plate lingered on into the 17th century before disappearing altogether.


Chain hauberk

(AC 6; enc. light; type mail) Chain mail was first constructed in Roman times as shirts or skirts. Throughout the Dark Ages mail was reserved only for the wealthiest warriors. By the end of the Dark Ages, the most common form of mail was the hauberk, a long-sleeved coat that hung to the wearer's knees. Because the lower legs are vulnerable, the hauberk doesn't offer the same protection that a full suit of chain mail does.


Three-quarter plate

(AC 3; enc. light; type plate) Like half-plate, three-quarter plate appeared when knights began to discard the less important pieces of their armor. There's little point in carrying around 70 pounds of armor when it won't stop a bullet or a heavy crossbow bolt. Three-quarter plate retains the breastplate, arm protection, hips, and thigh plates but dispenses with protection for the lower legs and inner part of the thighs, which would normally be protected by the horse.


Belt

A belt is typically worn around the waist to secure trousers and leggings. Pouches, scabbards, knives, and other useful items can also be attached to or suspended from a belt.


Riding Boots

Riding boots are sturdy leather boots extending to mid calf.  A dagger, knife, scroll, or similarly-sized object can be concealed easily inside a riding boot.


Soft Boots

Soft boots are made of soft kid leather. The tops usually extend to below the knee. A dagger can be carried in a soft boot, but it would not be concealed.


Breeches

Breeches are short, baggy, loose-fitting, comfortable pants, extending from the waist to the knee.


Cap, Hat

A cap or hat can be any variety of headgear designed to keep the head warm or protected from the sun.


Cloak, Good Cloth

A cloak can be made from any fabric of any color or length. It typically extends from the neck to the knees, and is wide enough to be wrapped completely around the wearer. It is fastened at the neck by a brooch or pin. The cloak offers limited protection against light rain and cool weather.


Cloak, Fine Fur

A fine fur cloak offers snug protection against the cold. It extends from the neck to about knee level, and is wide enough to be wrapped around the wearer. It is fastened at the neck by a brooch or pin.


Girdle

A girdle is a wide belt worn high around the waist by men or women. Most are made of leather, but other materials are also common. Light items such as pouches or knives can be attached to a girdle.


Gloves

Gloves are worn to keep the hands warm or protect them against cuts and scrapes. Work gloves are made from heavy leather, while fancy gloves are made from soft, thin leather, satin, silk, or cotton.


Gown, Common

A gown is a one-piece article of clothing that extends from the neck to the ankles, or even the floor. They vary in style and function, from elegant evening wear to sleeping attire.


Hose

Hose are knitted or woven coverings for the legs. Typical hose fit very snugly, but keep the legs warm.


Knife Sheath

A knife sheath is a simple wood or leather cover for a knife's blade, intended to protect the blade itself and the person carrying it. Most can be hung from a belt. Fancy sheaths are chased with precious metals or studded with gems.


Mittens

Mittens are loose-fitting hand warmers that group all the fingers together but have a separate space for the thumb. They are much warmer and easier to make than gloves.


Pin

A pin is a thin, strong, very sharp metal wire used to hold pieces of cloth together. It is commonly used to fasten a cloak about the shoulders. Such a pin can be simple or very decorative.


Plain Brooch

A brooch is a metal or wooden fastener used to hold a cloak closed around the shoulders, freeing up the hands for other tasks.


Robe, Common

A robe is a single piece of clothing that covers the body in loose folds from head to toe. It is comfortable, warm, and allows unrestricted mobility. A robe also has many deep folds perfect for concealing small objects inside.


Robe, Embroidered

An embroidered robe is a single piece of tailored cloth that covers the body from the head to below the knee (or even the ankle). Fine embroidery increases the value of the clothing, marking its wearer as a wealthy man or woman. The looseness of the robe provides comfort, warmth, mobility, and numerous folds in which to conceal small items.


Sandals

Sandals are wood or leather pads that strap to the foot to protect the sole. In moderate climates sandals are more common than boots or slippers.


Sash

A sash is a long, wide strip of material that is usually worn tied around the waist or draped over the shoulder, either as an accent to the person’s clothing or as an identifying badge of office or rank. Sashes can be made of  any material, but cotton to silk are popular.


Shoes

Shoes are inexpensive footwear made from a single piece of leather that is folded up alongside the foot and tied about the ankle with a leather thong. Such shoes are the most basic and common type of footwear.


Silk Jacket

A silk jacket is an outerwear garment made of silk (as its name clearly implies). This stylish article of clothing is always worn over a shirt, tunic, or chemise.


Surcoat

A surcoat is a thick outer coat that is worn above a chemise or doublet for added warmth, style, or both.


Sword Scabbard, Hanger, Baldric

Scabbards, hangers, and baldrics are designed to carry sword scabbards from the belt or slung over the shoulder for ease of use and to prevent accidental harm to the wearer. These useful items are typically made of leather.


Tabard

A tabard is a loose-fitting, sleeveless gown that is often worn over a tunic or suit of armor. Tabards are frequently worn by knights or heralds to display their coats-of-arms.


Toga, Coarse

A toga is an expansive, loose-fitting piece of cloth that is wrapped around the body and worn almost as a robe. It can be draped in numerous ways to create different styles. It is common only among the nobility and the gentry.


Tunic

This loose-fitting shirt is slipped over the head and extends down to the waist, where a belt or sash usually girds up the folds of the tunic. It is also called a cote.


Vest

A vest is a snug, sleeveless jacket that is usually worn over another garment, either for warmth or fashion. Vests can be made of any material, including fur, and often have several small pockets for handy items.


Barge

A barge is a medium to large water transport vessel designed for hauling cargo on rivers. It is typically flat-bottomed to allow travel in shallow water. Few barges are self-propelled; most either drift with the current, are pushed through shallow channels, or are towed by other boats or draft animals or men on shore.


Canoe, Small

A canoe is a small (two to five passengers) craft that is used for traveling on rivers, lakes, and other shallow bodies of water. The craft is propelled by using paddles, with the paddler in the rear also steering. The canoe can haul small amounts of cargo (food, blankets, and weapons for its passengers).


Canoe, War

This is a large, wide canoe propelled by two banks of men using wooden paddles. In some instances, these canoes can fit up to 50 men! The canoe can be given extra stability by attaching a long, wooden float, called an outrigger, to one side. The war canoe is steered by one man in the aft using a larger paddle or small rudder. This craft has a very shallow draft, and can traverse surprisingly shallow water, considering its capacity.


Caravel

This ship was sailed in late Medieval/early Renaissance times; it was the type of ship Columbus used to reach the New World. A caravel normally has two or three masts and square sails. No oars are used. The typical caravel is 70 feet long and 20 feet wide. It carries a crew of 30 to 40 men and can haul up to 200 tons of cargo.


Carriage, Common

A carriage is a four-wheeled, horse-drawn vehicle designed especially for carrying passengers. In bad weather it can be partially enclosed by a canvas top and side curtains. A carriage is pulled by two to four horses, depending on its load.


Carriage, Ornamented

An ornamented carriage is a four-wheeled, horse-drawn vehicle designed especially for carrying important passengers comfortably. It is enclosed against the weather by a wooden roof and doors, and pulled by two to four horses. The ornamentation on the carriage is an ostentatious display of wealth, and usually identifies the carriage’s owner in some fashion.


Chariot, Riding

A chariot is a fast, two-wheeled vehicle, good for rapid transportation for one, two, or three people.


Chariot, War

A war chariot is a fast, two-wheeled vehicle designed as a fighting platform. War chariots are usually lightly armored and carried a driver and as many as two spear throwers or archers. A typical team is two to four horses, though more exotic and ferocious animals (giant lizards, polar bears) are sometimes domesticated to pull war chariots.


Cog

This ship is a larger, improved version of the coaster, able to venture into the open sea. Like the coaster, it is a sailing ship with one or two masts, but the cog employs square sails. It is about 75 to 90 feet long and 20 feet wide. The crew is only 18 to 20 men. There is normally one deck and plus a fore and sterncastle. The cargo capacities of cogs vary greatly, from 100 to 200 tons.


 Curragh

This is an early, primitive vessel. It is made from thick hides stretched over a wood-and-wicker frame. A single, short mast can carry a small, square sail, but the curragh is usually worked by oars. It is normally 20 to 40 feet long. The crew is approximately six to eight men and the cargo space is very limited: no more than 5 tons.


Drakkar

The largest of the Viking longships is known as a drakkar or dragonship. Built for war, this ship stretches about 100 feet in length. Although a single mast can be raised, oars provide the main source of power during any sort of combat situation. Sixty to 80 rowers form the crew, but up to 160 additional men can be carried for boarding and raiding. Because of its great size, a drakkar is not very seaworthy. This and the fact there is insufficient space on board for supplies (certainly not enough for 240 men) or sleeping keep the drakkar close to the coast where it can put in for the night. Because of its cost and limited usefulness, a drakkar is usually built by a king or ruler specifically for raiding, and is not used for the mundane shipment of cargo.


Dromond

This ship is the largest of the Byzantine galleys. Although it boasts one or two masts and triangular sails, the main power comes from the 100 oars, 50 to a side. These oars are divided into an upper and lower bank, with one man per oar on the lower bank and three men on the upper bank. Thus, the total crew is about 200 men. The dromond is 130 to 175 feet long and 15 feet wide, making it a very slender, fast ship. The cargo capacity is 100 tons.

When outfitted for war, a ram projects from the bow just below the water line. Castles are built fore, aft, and amidships as firing platforms. The cargo space is taken up by marines. Packed with marines and rowers (who are professional sailors, not slaves), it is a very dangerous ship to attack. A dromond is not a seaworthy craft, however, and usually sails in sight of shore. It beaches at night like all galleys, because supplies and sleeping accommodations are very limited.


Galleon

This is the largest and most advanced sailing ship available in the AD&D game. It is available only in Renaissance-type settings. It is a sailing ship with three or four masts, three through decks (running the length of the ship), and fore and aft castles with two decks each. The average size is about 130 feet long and 30 feet wide. Crews average 130 men. Although cargo capacity is about 500 tons, a galleon is mainly used as a warship. (Real Galleons were armed with cannon, something beyond the standard AD&D game rules.) They can easily carry men equal to their tonnage, making capture by pirates nearly impossible.


Great Galley

The great galley is an improved version of the dromond. It is slightly smaller than the dromond, about 130 feet long and 20 feet wide. The main power comes from 140 rowers, one man to an oar, but is supplemented by three masts; this combination makes it fast and maneuverable. The cargo capacity is 150 tons. When outfitted as a warship, the front end is built as a ram and marines are carried instead of cargo. Like all galleys, the great galley is a coastal vessel, rarely venturing into open water. It is not seaworthy in heavy storms and waits in port for these to pass.


Knarr

This small ship was a common northern cargo ship. It is 50 to 75 feet long and 15 to 20 feet wide with a single mast and a square sail. A few oars at the bow and stern can provide some power when the wind dies. The crew ranges from 8 to 14 men. The cargo capacity is small, anywhere from 10 to 50 tons. The ship is, however, relatively seaworthy and can be used to make long sea voyages (although it cannot be called comfortable). Its flat bottom makes it useful for sailing up rivers and estuaries, and it can be beached easily.


Longship

This is the standard Viking warship. It is more substantial than the knarr but not nearly as massive as the drakkar. An average longship is 75 feet long with 20 to 25 oars per side. Each oar is worked by a single man for a total crew of 40 to 50 men. There is also a single mast and a square sail. In addition to the crew, the ship can carry 120 to 150 men. A longship can be used for shipping, but its cargo capacity is only about 50 tons. It is, however, fairly seaworthy and can sail across the open sea when necessary.


Oar, Common

A oar can be any simple piece of wood or metal that is use by a person to help row or steer a small water craft, such as a canoe or rowboat.


Oar, Galley

A galley oar is a long, heavy oar that is housed in a bank along either side of a galley ship (or other oared craft) to help it move in little or no winds. The galley must also have men to row with the oars inside the ship, and historically, these men were usually slaves.


Raft or Small Keelboat

A raft or small keelboat can be a simple manufactured boat, or a set of lashed logs, that is powered by two oars, or a small sail.  These craft are generally not used on the ocean, but limited to coastlines, lakes, and rivers.


Sail

A sail is any large piece of heavy canvas that is rigged up on long wooden masts on a ship to help it catch the wind to propel it through the water.


Sedan Chair

A sedan chair is a chair that is mounted upon two heavy poles.  The passenger sits in the chair, and is moved around by four strong people who pick the chair up by the poles (two in the front, and two in the back, one on either side of the chair) and carrying the chair, walk the passenger to his destination.  These chairs may be open-aired or enclosed from the weather


Wagon or Cart Wheel

A wagon or cart wheel is any circular wooden object that is put on a wagon or cart to serve as a wheel.


Boar

A boar is a large wild pig that typically has large tusks, one on each side of their mouth.  They are prized for their meat (and a exciting hunt!), and their rough hide has its uses as well.

Armor Class:6	THAC0: 17

Movement: 15	No. of Attacks: 1

Hit Dice:3+3	Damage/Attack: 3-12


Bull

A bull is a male bovine. It may have two long horns on its head. Bulls are domesticated and used for pulling heavy wagons and plows, and are raised for their hide and meat.

Armor Class: 7	THAC0:17

Movement: 15	No. of Attacks: 1

Hit Dice: 1-4	Damage/Attacks:1-4


Calf

A calf is an immature cow or bull. It can also be some other type of herd animal, such as a camel or buffalo.


Camel

Can carry up to 330 lbs. at base move rate. Movement reduced to 2/3 base move if carrying 331 - 500 lbs. Movement reduced to 1/3 base move if carrying 501 - 660 lbs.


Capon

A capon is a rooster that is bred to be eaten.


Cat

A cat is a member of any breed of small (8-10 pounds), domesticated, four-legged felines. They are kept both as pets and to prey on mice and other small rodents.

Armor Class: 6	THAC0: 20

Movement: 9	No. of Attacks: 3

Hit Dice:1/2	Damage/Attack: 1-2/1-2/1 (claws/bite)


Chicken

A chicken is a small, flightless bird that is domesticated in large numbers and raised for meat.


Cow

A cow is a large four-legged mammal, that is domesticated in large herds for its milk, meat, and hide.


Dog, Guard

A guard dog can be any breed of canine that is trained by its owner or breeder to guard property against trespassers, possessions against theft, or people against attack.


Dog, Hunting

A hunting dog can by any breed of canine that is trained by its owner or breeder to hunt. Dogs can track, flush game, attack large animals, and carry small prey in their mouths..


Dog, War

A war dog can be any large breed of four-legged canine that is specially trained to fight in battle alongside its master. Typically, war dogs are large mastiffs or wolfhounds. They can also be employed as guard or hunting dogs.

Armor Class: 6	THAC0: 19

Movement: 12	No. of Attacks: 1

Hit Dice: 2 + 2	Damage/Attack: 2-8 (2d4)


Donkey, Mule, or Ass

Mules can carry up to 250 lbs. at base move rate. Movement reduced to 2/3 base move if carrying  251 - 375 lbs. Movement  reduced to 1/3 base move if carrying  376 - 500 lbs.


Elephant, Labor

Can carry up to 500 lbs. at base move rate. Movement reduced to 2/3 base move if carrying 501 - 750 lbs. Movement reduced to 2/3 base move if carrying 751 - 1,000 lbs.


Elephant, War

A war elephant is trained for warfare. The elephant attacks with its tusks, trunk, and feet, and typically has several riders as well. The soldiers are usually enclosed in a small, fortified box called a howdah. One directs the elephant while others fire missiles or stab at the enemy with spears.

Armor Class: 6	THAC0: 9

Movement: 15	No. of Attacks:  5

Hit Dice: 11	Damage/Attack: 2-16 (x2)/2-12 (x3)


Falcon (Trained)

A falcon is a large bird of prey that can be trained to hunt on command. Hunting falcons are popular among rangers and the nobility.

Armor Class: 5	THAC0: 20

Movement: 1, Fl 36 (B)	No. of Attacks: 3

Hit Dice: 1-1	Damage/Attack: 1/1/1


Goat

A goat is a medium-sized four-legged mammal, that has been domesticated in herd for their milk, meat, and hides.  Goats can live on less fodder than cattle, and in rougher terrain.


Goose

A goose is a large bird prized for its meat and eggs.


Guinea Hen

A species of the domesticated chicken, this hen is used for its poultry.


Horse, Draft

The massive draft horse is capable of pulling heavy loads (freight wagons, plows). It will fight only if cornered. It can carry up to 260 lbs. on its back at its base move rate. Movement is reduced to 8 with a load of 261-390 lbs., or to 4 if carrying 391-520 lbs.

Armor Class: 7	THAC0: 17

Movement: 12	No. of Attacks: 1

Hit Dice: 3	Damage/Attack: 1-3


Horse, Heavy War

A heavy war horse has been trained to fight in battle with its rider. War horses fight independently of their masters on the second and succeeding rounds of combat. A heavy war horse can carry up to 260 lbs. at its base move rate of 15. Movement is reduced to 10 if carrying a load of 261-390 lbs, or to 5 if carrying 391-520 lbs.

Armor Class: 7	THAC0: 17

Movement: 15	No. of Attacks: 3

Hit Dice: 3+3	Damage/Attack: 1-8/1-8/1-3


Horse, Light War

This horse has been trained to fight in combat with its rider. War horses fight independently of their masters on the second and succeeding rounds of combat. This horse can carry up to 170 lbs. at its base move rate of 24. Movement is reduced to 16 if carrying 171-255 lbs., and to 8 if carrying 256-340 lbs.

Armor Class: 7	THAC0: 19

Movement: 24	No. of Attacks: 2

Hit Dice: 2	Damage/Attack: 1-4/1-4


Horse, Medium War

This horse has been trained to fight in combat with its rider. Medium war horses fight independently of their masters on the second and succeeding rounds of combat. They can carry up to 220 lbs. at their base move rate of 18. Movement is reduced to 12 if carrying 221-330 lbs., or to 6 if carrying 331-440 lbs.

Armor Class: 7	THAC0: 19

Movement: 18	No. of Attacks: 3

Hit Dice: 2+2	Damage/Attack: 1-6/1-6/1-3


Horse, Riding

This is a common riding horse, used as personal transport or to pull a larger vehicle. A riding horse will fight only if attacked while cornered. A riding horse can carry up to 180 lbs. at its base move rate of 24. This is reduced to 16 if carrying 181-270 lbs., and to 8 if carrying 271-360 lbs.

Armor Class: 7:	THAC0: 17

Movement: 24	No. of Attacks: 2

Hit Dice: 3	Damage/attack: 1-2/1-2


Hunting, Cat

A hunting cat is any larger species of cat that hunts to survive, or with its master.  Typical hunting cats would be lynxes, bobcats, and mountain lions.

Armor Class: 6	THAC0: 19

Movement: 12	No. of Attacks: 3

Hit Dice: 2+2	Damage/Attacks: 1-2/1-2/1-2


Ox

An ox is a large, domesticated bovine that is typically used for farm labor, such as hauling wagons or pulling plows. They can carry up to 220 lbs. at their base move rate of 15. Movement is reduced to 10 if carrying  221-330 lbs., and to 5 if carrying 331-440 lbs.


Partridge

A partridge is a small, colorful game bird that is hunted for its meat, and for sport.


Peacock

A peacock is a large, male bird with long, beautiful plumage. Besides being good to eat, their feathers are often used decoratively.


Pig

A pig is a four-legged mammal that is domesticated for meat. Wild pigs are smaller than their domesticated cousins, but can be very dangerous if cornered.


Pigeon

The pigeon is a bird that congregates in cities, nesting on the roofs and eaves of buildings.


Pigeon, Homing

A homing pigeon is a specially-trained bird that, when released, will return to its original nesting area. Frequently, these birds are used to carry short, simple notes from town to town or from an outpost back to a permanent garrison.


Pony

A pony is a medium-sized draft animal. They are also sometimes used by dwarves and halflings as horse transport. A pony will fight only if attacked while cornered. It can carry up to 160 lbs. at its base move rate of 12. Movement is reduced to 8 if carrying 161-240 lbs., and to 4 if carrying  241-320 lbs.

Armor Class: 7	THAC0: 19

Movement: 12	No. of Attacks: 1

Hit Dice: 1+1	Damage/Attack: 1-2


Ram

A ram is a male sheep. Rams are used domestically to breed other sheep, and are prized for their wool and meat.


Sheep

Sheep are frequently domesticated for their wool and meat.


Songbird

A songbird is any species of small bird with a pleasant song. Songbirds are often caged and kept as pets.


Swan

A swan is a large, graceful water fowl that is common on lakes and ponds.


Barding, Chain

This barding is mail armor designed for a mount. It gives the mount an Armor Class of 4. The weight of barding also reduces the speed and maneuverability of the mount in combat.


Barding, Full Plate

This barding is full-body plate armor designed for a mount. It gives an Armor Class of 2. The weight of the barding also reduces the speed and maneuverability of the mount in combat.


Barding, Full Scale

This barding is full-body scale armor designed for a mount. It gives an Armor Class of 5. The weight of the barding also reduces the speed and maneuverability of the mount in combat.


Barding, Half Brigandine

This barding is brigandine armor designed for a mount. It covers only the front and forward sides of the mount (not the rear or rear flanks). It gives an Armor Class of 5 to the front and forward sides. The weight of the barding also reduces the speed and maneuverability of the mount in combat.


Barding, Half Padded

This barding is padded armor designed for a mount. It covers only the front and forward sides of the mount (not the rear or rear flanks). It gives an Armor Class of 6 to the front and forward sides. The weight of the barding also reduces the speed and maneuverability of the mount in combat.


Barding, Half Scale

This barding is scale armor designed for a mount. It covers only the front and forward sides of the mount (not the rear or rear flanks). It gives an Armor Class of 5 to the front and forward sides. The weight of the barding also reduces the speed and maneuverability of the mount in combat.


Barding, Leather

This barding is leather armor designed for amount. It gives an Armor Class of 6. The weight of the barding also reduces the speed and maneuverability of the mount in combat.


Bit and Bridle

A bit is a metal bar that fits into a horse's mouth. The bridle holds the bit in place. By attaching reins, a rider can control and direct the mount.


Cart Harness

A cart harness is a series of leather straps and metal buckles that serve to hitch a draft animal to a cart. A good harness is designed to distribute the weight of the cart across the shoulders and back of the animal.


Halter

A halter is a leather strap or rope used to lead or secure an animal.


Horseshoes and Shoeing

Horseshoes prevent damage to a horse's hooves. They made of metal forged into a "U" shape. Horseshoes also help the animal maintain traction on rough or slick surfaces.


Saddle, Pack

A pack saddle is designed to secure a heavy load onto a draft animal and distribute its weight evenly across the animal's back. Besides allowing a heavier or bulkier load to be carried, this also improves the animal's balance so it doesn't fall over.


Saddle, Riding

A saddle is a leather seat that straps onto the back of a horse or other riding animal. It improves the rider's comfort and stability, especially at higher speeds.


Saddle Bags, Large

Saddle bags are large, leather satchels (usually a pair) that drape over the neck or haunches of a horse or other riding animal and secure to the saddle. The rider can carry additional equipment in the saddle bags without encumbering his hands or himself. The bags can carry up to 30 lbs. in weight and 18” x 12” x 6” in volume.


Saddle Bags, Small

Saddle bags are small, leather satchels (usually a pair) that drape over the neck or haunches of a horse or other riding animal and secure to the saddle. The rider can carry additional equipment in the saddle bags without encumbering his hands or himself. These bags can carry up to 20 lbs. in weight and 12” x 12” x 6” in volume.


Saddle Blanket

A saddle blanket is a large blanket that is put underneath a saddle to prevent it from chafing the mount's skin.


Yoke, Horse

A horse yoke is a harness, usually made of wood and leather, that secures a horse to a plow or wagon to help pull it along. The yoke has reins so the driver can steer the animal in a field or along a road.


Yoke, Ox

An ox yoke is a harness, usually made of wood and leather, that secures an ox to a plow or large wagon to help pull it along. The yoke has reins so the driver can steer the animal in a field or along a road.


Ale

Ale is an alcoholic drink similar to beer, but thicker.


Banquet (Per Person)

A banquet is a sumptuous meal for a large number of people, typically at a party or festival. The price is for an "average" banquet; a royal or noble banquet would cost more, while a simple wedding banquet could cost less.


Bread

Bread is a staple food made from flour leavened with yeast and baked. It is a very important part of most people's diet almost everywhere.


Cheese

Cheese is fermented milk curds, but it comes in a huge variety, depending on the type of milk and the manufacturing process. Because it can be stored safely for a long time, it is an important food item in many places.


City Rooms (Per Month), Common

This is the price of one month's rent for an average room in a city. Such a room would be simply furnished with a bed, a chest, one or two stools, and a small fireplace or stove for heating, if needed. The price is per room, and is the same for any number of occupants. Rooms for rent are usually above or adjoining someone's home.


City Rooms (Per Month), Poor

This is the price of one month's rent for a room in a run-down section of a city. Such a room, if it is furnished at all, would have a straw mattress on the floor and one or two stools. The only heat would come from rooms below or from a chimney extending through the room. The price is per room, and is the same for any number of occupants. Rooms for rent are usually above or adjoining someone's home.


Common Wine (Pitcher)

Common wine is any variety of locally produced, recent vintage wine that is sold in taverns and inns. These wines are never very expensive, and are usually served in pitchers rather than bottles.


Egg of Fresh Vegetables

Eggs or fresh vegetables represent the average cost of decent vegetables or eggs. Note that eggs can come from any of a wide variety of animals.


Grain and Stabling for Horse (Daily)

This is the average price to put up a horse for one day at a stable or inn.


Honey

Honey is a sweet, sticky food substance that comes from the honeycomb of bees. Honey is very tasty and is typically used as a sweetener in baking, in hot drinks, or other bland foods.


Inn Lodging (Per Day), Common

This is the price that a person must pay to stay at a common inn per day. The room is small but comfortable and reasonably secure. Besides sleeping rooms, inns frequently have common rooms where they serve food and drink (at additional cost) and stables for travelers' animals.


Inn Lodging (Per Day), Poor

This is the price that a person must pay to stay at a poor inn per day. The room is small and drafty without locks, or perhaps it is only a cot or mattress in a large room that is shared by many travelers. Besides sleeping rooms, inns frequently have common rooms where they serve food and drink (at additional cost) and stables for travelers' animals.


Inn Lodging (Per Week), Common

This is the price that a person must pay to stay at a common inn for a week, if arranged in advance. The room is small but comfortable and reasonably secure. Besides sleeping rooms, inns frequently have common rooms where they serve food and drink (at additional cost) and stables for travelers' animals.


Inn Lodging (Per Week), Poor

This is the price that a person must pay to stay at a poor inn for a week, if paid in advance. The room is small and drafty without locks, or perhaps it is only a cot or mattress in a large room that is shared by many travelers. Besides sleeping rooms, inns frequently have common rooms where they serve food and drink (at additional cost) and stables for travelers' animals.


Meet for One Meal

This is any variety of meat (steak, pork, ham, or something more exotic) that is sufficient for one meal—about one-half pound.


Meals (Per Day), Good

This is the average price for an appetizing, healthy meal bought at an expensive inn.

is any type of well-done, healthy meal that can be bought at a inn, and its average price.


Meals (Per Day), Common

This is the average price for a plain but filling meal bought at a common inn.


Meals (Per Day), Poor

This is the average price for a meal of questionable quality or age bought at a run-down inn or from a street vendor.


Separate Latrine for Rooms (Per Month)

This is the average price for a room at an inn with a separate latrine. Most inns have only communal toilets and washrooms. This is available only with common rooms (and elevates them to good).


Small Beer (Per Gallon)

This is the price for a gallon of small (cheap, low-alcohol) beer.


Soup

This is the average price for a bowl of soup such as is commonly served at inns.


Bath

This is the price of a bath at a communal bathhouse, where many people come to bathe. Arranging for a private bath in a room at an inn costs about twice as much (servants must haul in the tub and carry hot water).


Clerk (Per Letter)

A clerk is someone with reading/writing proficiency, who writes (and reads!) letters or other documents for people who can't. This is the average price for such services.


Doctor, Leech, or Bleeding

This service can be used by a person who is suffering from any of a wide variety of minor (or serious, depending on your desperation) ailments. This is the average cost for one treatment.


Guide, In City (Per Day)

Cities tend to be sprawling, mazelike, and very confusing to outsiders. A guide is invaluable, not only for getting from place to place but to point out where various services, information, or people can be found. This is the daily rate for typical service; expect to pay more if the job involves danger.


Lantern or Torch Bearer (Per Night)

This is a good service to pay for when it's necessary to travel in a city at night. The lantern bearer follows (or leads) the person to his destination, and then leaves. He prevents the traveler from getting lost, from stumbling in the dark, and may also deter thieves and other thugs.


Laundry (By Load)

Nearly every town or village has a person who does laundry. The listed price is per load.


Messenger, In City (Per Message)

A messenger will carry a written or verbal message to its intended receiver, or walk the streets shouting it aloud like a town crier.


Minstrel (Per Performance)

A minstrel or bard will perform at any event—singing songs, telling tales—for approximately this amount.


Mourner (Per Funeral)

The more people mourn at someone's funeral, the greater that person must have been. Funeral directors can arrange to have as many mourners at a funeral as are wanted, and they will shriek and tear their hair convincingly. Each mourner must be paid 2 silver pieces.


Teamster w/ Wagon

A teamster with a wagon will haul people or cargo from one place to another for 1 silver piece per mile.


Barrel of Pickled Fish

Any kind of edible fish can be preserved against spoilage by being pickled. This is a small (7-gallon) barrel.


Butter

Butter is a dairy product that is used to enhance the flavor of foods, and is also used in baking.


Coarse, Sugar

Coarse sugar is a rough chunky, semi-granulated sugar sold by the pound. It is used for all kinds of cooking and flavoring.


Dry Rations (Per Week)

Dry rations consist of dried fruit, nuts, hard bread, cheese, and different types of smoked meat or meat jerky. These foods are all preserved so they won't spoil on the trail. A dry ration pack contains enough food for one person for one week. Dry rations will keep for at least two to three weeks, often much longer.


Eggs (Per 100)

These are 100 normal chicken eggs, for a truly large omelette.


Eggs (Per 2 Dozen)

These are 24 normal chicken eggs, enough for several days at an inn or household.


Figs

Figs are sweet, sticky fruit that is native to tropical climes.


Firewood (Per Day)

Firewood can't be found lying about on city streets, but must be bought from vendors. This is the cost for one day's supply.


Herbs (Per lb.)

One pound of assorted herbs and common spices, useful for flavoring foods or concealing foul odors, can be bought for this price.


Nuts (Per lb.)

This can be an assortment of any nuts (cashews, peanuts, almonds, etc.) weighing one pound.


Raisins

Raisins are dried grapes. They are used as accents in foods, and also serve as a good trail food.


Rations, Standard (1 Week)

Standard rations are unpreserved foods, such as soft breads, fruits, vegetables, and fresh meat, in sufficient quantity to feed one person for one week.


Rations, Iron (1 Week)

Iron rations are preserved foods such as slaked meat, hard bread, hardy vegetables (like potatoes), and some cheeses. They will last for a very long time, and are sold in a quantity sufficient to fee one person for one week.


Rice

This is a grain with a hard, white kernel. It becomes soft and fluffy when cooked. A pound will provide about eight (small) meals for one person, depending on appetite.


Salt

Salt is used as a spice in many foods, and as a preservative.


Salted Herring

Herrings are small fish that can be easily and quickly preserved. They are usually sold by the hundred, for inns and households.


Spice, Exotic

These spices are imported from faraway lands at high prices. They are used for adding exotic flavor to foods or for the manufacture of perfumes.


Spice, Rare

These valuable spices are imported from distant lands at great cost. They are used for adding flavor to foods or for the manufacture of perfumes..


Spice, Uncommon

These spices are sometimes imported, sometimes grown locally with special effort. They are used for adding flavor to foods or for the manufacture of perfumes.


Tun of Cider (250 Gal.)

Cider is a sweet, fermented drink made from fruit, usually apples. A tun is a 250-gallon barrel (which weighs close to a ton).


Tun of Good Wine (250 Gal.)

This is any type of well-made wine, sold by the tun (250 gallons, weighing approximately one ton).


Backpack

Can carry up to 50 lbs. in weight and 3’x2’x1’ in volume.


Barrel

A vessel made of staves and bound with hoops. A small barrel weighs 30 lbs. A large barrel weighs 80 lbs.


Basket, Large

Can carry up to 20 lbs. in weight and 2’x2’x2’ in volume.


Basket, Small

Can carry up to 10 lbs. in weight and 1’x1’x1’ in volume.


Bell

Any kind of copper or brass bell can be used to make a ringing noise when it is struck with a hammer or swung back and forth.


Belt Pouch, Large

A roomy pouch that straps around the waist, and can also be slung over one shoulder. It can carry up to 8 lbs. of weight and 8”x10”x4” in volume.


Belt Pouch, Small

This pouch is about the size of a roomy pocket. It can carry up to 5 lbs. of weight and 4”x6”x2” in volume.


Block and Tackle

A set of ropes and pulleys that makes it easier to lift heavy objects. The block must be securely suspended above the object to be lifted, and the rope needs to be two to four times as long as the distance between the block and the object.


Bolt Case

This is a carrying case for crossbow bolts (suitable for any style of crossbow). Up to 20 bolts will fit in the case, which can be hung from a belt or slung over a shoulder.


Bucket

This pail holds up to 5 gallons of any liquid (except acid). Buckets are commonly made of wood, but metal, leather, and even stone buckets are known.


Chain, Heavy

This is a very heavy chain such as might be used to anchor a ship or raise and lower a drawbridge.


Chain, Light

This is a light, common chain that is sufficiently strong to hang heavy tapestries or chandeliers.


Chest, Large

A large chest is approximately 3’ x 2’ x 2’ in size and can be used to carry up to a hundred pounds of weight.


Chest, Small

A small chest is approximately 2’ x 1’ x 1’ in size and can be used to carry up to 40 lbs. in weight.


Cloth, Common

This is any of a variety of cloths (wool, cotton, hemp) for making simple, everyday clothing or bedding.


Cloth, Fine

This is any of a variety of finely produced cloth (adorned cotton, lace, linen, and specially made wools) for making elaborate and expensive clothing and cloth goods.


Cloth, Rich

This is any of a variety of rich cloth, (velvet or silk, for example) for making rich and extravagant clothing, beautiful tapestries, expensive furniture covers, and other luxury items typically worn or owned by the rich and noble.


Candle

Candles are made from tallow or beeswax, and are used as simple, if dim, light sources.


Canvas (Per Sq. Yd.)

Canvas is a heavy, durable cloth used for making sails, tarps, and tents. It is often oiled to make it water repellent.


Chalk

Chalk is a grainy, white mineral that can be used as a simple writing tool. It works best on flat (but not entirely smooth), dark surfaces.


Crampons

Crampons are attached to hard boots with several leather straps. The metal crampons are spiked, gnarled bands of steel that increase the traction of smooth-soled boots, especially when climbing rocky cliffs or crossing icy plains on foot. When worn, crampons increase Climbing ability by 15% or Mountaineering Proficiency by +1.


Fishhook

This is a small, barbed, curved metal hook that is used to catch fish in rivers, lakes, or oceans.


Fishing Net, 10 Ft. Sq.

A fishing net is made of heavy rope and it is weighted on one side to allow it to be dragged vertically beneath the surface of the water to catch large amounts of fish.


Flint and Steel

The equipment is carried in a small leather pouch, often waterproofed, and includes a large piece of flint, several coarse steel bars, tinder, and scraps of charred cloth. With such tools, a character can start a small smoldering flame in 1d6 rounds (longer in windy conditions or if the kindling is wet).


Glass Bottle

This can be any variety of small to medium-sized clear (or colored) containers. Glass bottles are especially useful for storing alchemical liquids and powders.


Grappling Hook

A grappling hook is used to secure a rope for climbing. It is normally made of two, three, or even four cast iron bars bent into shallow U shapes and welded together. The rope is passed through an eye in the hook, which can then be thrown easily to catch a tree limb, roof ledge, or rocky crevice. To determine whether a grappling hook catches the target object, a normal attack roll is made vs. AC 10.


Holy Item (Symbol, Water, Etc.)

Holy items are small representations of all those things revered by religions--stars, crosses, hammers, rosaries, anointed oils, blessed wine, sacred teachings, and more. Just what constitutes a holy item depends on the campaign your character is in. All good holy items have similar effects on undead and other evil creatures, provided they are wielded by a follower of a belief associated with these items. Thus, rules that refer to holy symbols and holy water apply to all similar items, provided these items are specially prepared by the cleric's order.

Because of their special nature, holy items cannot normally be purchased. Different sects tend to protect the symbols of their faith to prevent their misuse or corruption. Therefore such items must be obtained through the auspices of a local congregation. This is not difficult for sincere followers of that faith, although requests for rare or unusual items must always be justified. Nonbelievers are given holy items only if there is a clear and present danger to the faith.


Hourglass

An hourglass is a time-keeping device that measures time by means of sand trickling from one chamber to another. It usually measures one hour, and must be flipped over at the end of each hour to prepare it to measure the passage of the next hour.


Iron Pot

This is a cast-iron pot used to boil liquids over a fire.


Ladder, 10 Ft.

A ladder is two 10-foot poles that are joined together by 10 or more narrow, evenly-spaced wooden slats. A person can climb up or down the ladder like a steep set of stairs..


Lantern, Beacon

The beacon lantern (240-foot radius of light) is a very large device which must be mounted on the prow of a ship, the bed of a wagon, or some other large structure; it cannot be handheld. It operates like the bullseye lantern but illuminates to a greater distance. The beacon goes through oil quickly, burning a flask every two hours.


Lantern, Bullseye

A bullseye lantern (60-foot radius of light) has only a single shutter, the other sides being highly polished to reflect the light in a single direction. It can be carried easily in one hand. A single flask of oil (one pint) burns for six hours in a bullseye lantern.


Lantern, Hooded

A hooded lantern (30-foot radius of light) is a standard lantern with shuttered or hinged sides. It is not directional; its light is cast equally in all directions. It can be carried easily in one hand. A single flask of oil (one pint) burns for six hours in a hooded lantern.


Lock, Good

This is any small lock that is made exceptionally well, and is therefore harder than usual to pick. The DM may assign a penalty to the thief who is trying to pick one of these locks.


Lock, Poor

This can be any small, poorly made lock that is easier than usual to pick. The DM may assign a bonus to a thief who is trying to pick one of these locks.


Magnifying Glass

This simple lens is more an oddity than a useful tool. It does not greatly enhance viewing, especially since many are unevenly ground, creating distortion. It is useful as a substitute for tinder and steel when starting fires.


Map or Scroll Case

A map or scroll case is a narrow, hollow tube made of metal, wood, or bone. Several scrolls can be stored in a scroll or map case. If it is stoppered correctly, a case may be made waterproof.


Merchant’s Scale

This is a small balance and pans along with a suitable assortment of weights. Its main use is to weigh coins--a common method of settling a transaction. Merchants are well aware that coins can be undersized, shaved, or plated. The only sound protection is to check the coins against a set of established weights. It is also needed when using foreign coins to make a purchase or exchange. Of course, merchants are no more noble than anyone else and may use sets of false weights--one set heavier than normal for selling an item (causing the customer to pay more) and another set lighter than usual for buying items (letting the merchant pay less). In well-regulated areas, officials verify the accuracy of weights and measures, but this in itself is no protection. Players may wish to have a scale and weights for their own protection.


Mirror, Small Metal

This is a small, metal, hand-held mirror. It is easily stored and used for grooming, signaling, or attempting to reflect gaze attacks.


Musical Instrument

This can be any type of musical instrument (lute, cittern, mandolin, trumpet, etc.) that the character wishes to have. The cost and weight of the instrument is up to the DM.


Oil (Per Flask), Greek Fire

Greek fire is a general name given to all highly flammable oils used in combat. (Historically, Greek fire was a special combination of oil and chemicals that was sticky and difficult to extinguish.) These oils are highly flammable and a little dangerous to carry.


Oil (Per Flask), Lamp

Lamp oil is used for lamps and lanterns. It is not particularly explosive although it can be used to feed an existing blaze.


Paper (Per Sheet)

Paper is a thin, flat, white sheet that is used to write on. It is made from the pulp of trees, and is expensive to make.


Papyrus (Per Sheet)

Papyrus is a rushlike plant that grows near rivers. It can be made into a type of rough paper more easily than many other materials.


Perfume (Per Vial)

Perfume can be any kind of sweet-scented, bottled liquid used to enhance or mask odors. It is often worn as a cosmetic by the upper classes. The nature and quality of the scent are up to the DM.


Piton

This is a metal spike with a loop in the end, that is used by rock climbers. By hammering a piton into the rock surface and threading a rope through it, the climber can prevent a dangerous fall.


Quiver

A quiver is a leather arrow case that is worn on one’s belt or slung over the back. A quiver can store up to 24 arrows.


Rope (Per 50 Ft.), Hemp

A hemp rope is rugged and durable, but very bulky and heavy.  It can have about 2 ½ times as much weight at a silk rope (up to 500 pounds, depending on the rope diameter).


Rope (Per 50 Ft.), Silk

Rope made of silk is lighter and easier to work with than hemp, but it cannot support as much weight as hemp. Usually no more than 200 pounds can be held by a single line at one time.


Sack, Large

Can carry up to 30 lbs. in weight and 2’x2’x1’ in volume.


Sack, Small

Can carry up to 15 lbs. in weight and 1’x1’x8” in volume.


Sealing/Candle Wax (Per lb.)

Sealing/candle wax is bulk wax that can be made into candles or melted and used to seal an envelope or, when impressed with a special stamp, to verify that a document is official or that it was sent by a particular person.


Sewing Needle

Sewing needles are usually made of metal, but can also be made of bone or wood. They come in various sizes, for sewing anything from fine clothing to ship's sails. The Seamstress/Tailor secondary skill or nonweapon proficiency is useful when trying to sew.


Signal Whistle

This is a small metal, wooden, or bone whistle that when blown emits a loud, high-pitched sound. This sound can carry over a long distance and is useful in alerting friends (and foes!) of the owner’s whereabouts or sounding an alarm.


Signet Ring or Personal Seal

This is often a ring or carved stamp with the owner’s personal symbol etched into it. It is used in conjunction with sealing wax (or a candle) to seal documents. The seal is both a signature and a verification of authenticity, so the receiver will know who a document is from or that it is official.


Soap (Per lb.)

Many types of soap are available, for washing skin, hair, clothing, leather, even animals.


Spyglass

Like the magnifying glass, the spyglass is more of an oddity than a useful item. Objects viewed through it are a little closer, although not much. For better results, magical items are preferred. The spyglass doubles or triples the image size.


Tent, Small

A small tent is a portable shelter typically made of waterproofed canvas, and large enough for one or two people to sleep inside.


Thieves’ Picks

This is a small collection of tools useful to burglars. The kit includes one or more skeleton keys, long metal picks, a long-nosed clamp, a small hand saw, and a small wedge and hammer. These combined with some common tools (such as a crowbar) make up most of the special equipment a thief needs to perform his trade.


Torch

A torch is a flammable piece of wood, from 1 to 3 feet long. It is usually topped with oil-soaked wrappings or a large, pitchy, wooden knob. When lit a torch provides illumination in about a 15-foot radius, and lasts for about 30 minutes before burning out.


Water Clock

This bulky item is good for giving the time accurate to a half-hour. Activated by a regulated flow of drops, the water clock is not something you carry in your pocket. For it to work at all, it must have a source of water and be left undisturbed. A very uncommon item, it is primarily an amusement for the wealthy and a tool for the student of arcane lore. The vast majority of society is not concerned with exact time.


Whetstone

A whetstone is a small piece of rough stone that can be used to hone edge on a bladed weapon. Scraping the sides of the blade smoothly across the stone will resharpen the blade.


Wineskin

Can hold up two quarts of water or wine. The most common type is the kidney-shaped goatskin base with a metal cap on the narrow end. Often have a strap which permits them to be slung over a shoulder/across the body.


Winter Blanket

A winter blanket is a large, square piece of heavy, thick cloth that is made to keep a person warm in quite cold temperatures.


Writing Ink (Per Vial)

This is a small vial of black ink, suitable for writing on paper, papyrus, or parchment.


Tent, Large

A large tent is a portable shelter, usually made of waterproofed canvas. Up to four people can sleep inside.


Tent, Pavilion

A pavilion tent is a semi-portable shelter that is usually made from waterproofed canvas, and also possibly decorated. A pavilion tent is typically too heavy and bulky for one person to carry easily. Such tents are most often used by the nobility and military officers while on campaign. They are large enough for up to six people to sleep inside, though usually there are fewer than that (the nobility prize their privacy).


Parchment (Per Sheet)

Parchment is stiff-backed writing material made from the skin of sheep or cattle. It is more durable than papyrus and cheaper and more common than paper, because it is easier to make.


Bag

Bags are made from a variety of fabrics including leather, silk, wool, or linen and come in a variety of sizes.

They are usually attached at the belt or girdle. The bag might be in plain sight, or, often in populated areas, it might be belted to the undertunic so the wandering eyes of thieves wouldn't see it.


 Pouch

Pouches are made from a variety of fabrics including leather, silk, wool, or linen and come in a variety of sizes.

They are usually attached at the belt or girdle. The pouch might be in plain sight, or, often in populated areas, it might be belted to the undertunic so the wandering eyes of thieves wouldn't see it.


Almoner

A special type of pouch is called the almoner. It is worn by members of the upper class and is used especially for holding money to be given as alms, hence the name.

Almoners are usually attached at the belt or girdle. The pouch might be in plain sight, or, often in populated areas, it might be belted to the undertunic so the wandering eyes of thieves wouldn't see it.


Gipser

Gipsers are made from a variety of fabrics including leather, silk, wool, or linen and come in a variety of sizes.

They are usually attached at the belt or girdle. The gipser might be in plain sight, or, often in populated areas, it might be belted to the undertunic so the wandering eyes of thieves wouldn't see it.


Apron, Cloth

Aprons are worn to protect clothing and the wearer of the apron. A simple cloth apron is worn while preparing a meal


Apron, Leather

Aprons are worn to protect clothing and the wearer of the apron. Leather aprons are worn by  blacksmiths. Such aprons are made of thick leather and are intended to protect the wearer from flying sparks and chips of metal.


Baladrana

This is a full, wide cloak with a hood used by travelers to protect against the rain.


Baldric, Cloth

This article of clothing is slung around the body from one shoulder to the opposite hip and is used to carry a dagger, pouch, bugle, or sword. Some baldrics are decorated with bells or tassels along the bottom edge. Silk baldrics are used for decoration by the lords and ladies of the aristocracy. Women of the upper class may wear silk baldrics with gold bells for ornamentation.

Decorative baldrics always have tassels, bells, or other adornments and are made of fashionable materials such as silk or brocade.


Baldric, Leather

Usually made of leather, this article of clothing is slung around the body from one shoulder to the opposite hip and is used to carry a dagger, pouch, bugle, or sword. Some baldrics are decorated with bells or tassels along the bottom edge. Leather baldrics are used for practical purposes by adventurers and government officials.

Functional baldrics are composed only of leather and a buckle, for ease of use and practicality.


Band

Bands are variations of collars that include the ruff that is favored by royalty. Some bands simply fold over the outer shirt and are called a falling band, while others are designed to stand up, and are appropriately called a standing band. The ruff is reserved for formal occasions, while a falling band might be used for daily wear by an official. Most peasants and adventurers believe the wearing of these bands to be snobbish and a blatant attempt to emulate the aristocracy.


Boots

Boots are an important part of the wardrobe for traveling and outdoor work and adventuring. They are vital for protection against cold and wet conditions as well as hot and rocky terrains. Many peasants need to wear boots indoors as well, as their living conditions preclude much comfort or heat.

Boots may be found in many stages of design. One of the most popular is the pointed toe variety. The extended toe is especially popular among performers and jugglers, although thieves would do well to avoid them. The pointed toe tends to get in the way while climbing and running.

Another common and functional boot is the leather, mid-calf boot with roll-tops, laced up the side. A variation on the mid-calfboot is the knee-high boots, worn by peasants and called cockers.

Elegant designs reign at court. Such boots might be made of soft leather and even silk, embroidered or inlaid with gems. These are more for show than any practical purpose. See Shoes for more information about footwear.


Boot Hose

These hose are cloth stockings worn inside the boot to protect the silk stocking underneath. They are not visible outside the boot and are generally used only by the upper class.


Braies

Braies are shapeless trousers held up by a drawstring at the waist, worn by men. They are usually kneelength or longer, with the bottoms either being tucked into stockings or bound with leg wrappings. Braies form the basic daily legwear for the commoner.


Buckle

A seemingly inconspicuous piece of a person's clothing, buckles actually hold great significance. The buckle is one of the items that denotes wealth and status within society. Materials used to create buckles include silver, gold, iron, steel, copper, and even ceramic. Along with the basic form of the buckle, these items might be engraved, inset with jewels, or otherwise adorned.


Buckle

A seemingly inconspicuous piece of a person's clothing, buckles actually hold great significance. The buckle is one of the items that denotes wealth and status within society. Materials used to create buckles include silver, gold, iron, steel, copper, and even ceramic. Along with the basic form of the buckle, these items might be engraved, inset with jewels, or otherwise adorned.


Cannons

Cannons are tube-like breeches that fit snugly over a man's thighs, down to his knees. This article of clothing is usually embroidered in colored silk, gold, or silver thread. Cannons are worn chiefly by the upper classes.


Cassock

A cassock is a long coat or cloak worn outdoors. It is used chiefly by soldiers and hunters. It is worn unbelted, and buttons down the front. This garment is used, especially by hunters, for extra warmth while out in the cold. The soldier's version also serves as an identifying uniform.


Caul

These are netted caps worn by women, made of silk and wool with various designs. For practicality, a caul is used by women to keep long hair out of the way. For decoration, a more elaborate caul is used during formal functions and gatherings.


Chainse, Chemise

This is a white linen undertunic worn under the bilaud, the overtunic. The sleeves of the chainse are fitted at the wrists and are visible beneath the overtunic. The neckline is a simple roundcut with a short slit. This is the most common garment for the peasant. Men of higher classes wear other outer coverings over the chemise.


Doublet

This is a shirt, usually fastened up the front with buttons, and sometimes having a short, skirt-like section or peplum. There are many style variations of doublets.


Drawers

Drawers are an undergarment for the body and legs, usually made of white linen. Drawers are worn under other trousers to provide additional warmth.


Ferroniere

This item of jewelry is a thin chain worn around the forehead with a small jewel set in the center. The ferroniere is worn exclusively by ladies of the upper class. The wearing of a ferronniere is considered to be an elegant touch within the aristocracy. An adventurer hoping to impress someone of high station might benefit from wearing a tasteful ferronniere.


Gamash

These long leggings are worn outside other leg garments to protect the wearer from cold and wet weather. They are made of cloth and are buttoned down the outside of the leg.


Garnache

This outer garment covers the wearer from the neck down to the ankles. It has wide, elbow-length sleeves cut as part of the garment, like a cape. This allows the wearer to hide bulky items, such as weapons or pouches, under the garnache without attracting attention.

Thieves and fighters especially favor this garment for its excellent ability to conceal objects and allow the wearer full, unhindered movement.


Gorget

The gorget is a collarlike article of clothing for the neck, full and broad in front. This originally referred to a piece of armor that protected the neck, but it also applies to the article of clothing men and women of the upper class wear around the neck.


Hoods

Hoods are used to keep the head dry and warm in inclement weather. Hoods were originally a simple head covering, but evolved into more elaborate designs such as a hood with a small cape attached. See liripipe for a specific version of a popular hood.


Liripipe

This is a hood with a long peak that can reach a length of 2 to 6 feet. The length of the peak varies with the fashion of the day. Jokers, jugglers and other performers especially favor the liripipe.


Pantaloons

These are various forms of loose coverings for the legs, reaching from the waist to the calves. Pantaloons are tight fitting at the waist and calves, emphasizing the owner's stockings and footwear. They are worn primarily by the upper class while indoors, such as in court.


Ruff

This tight, ruffled collar is worn encircling the entire neck. The ruff is highly admired within the upper class and is used almost exclusively by aristocracy. Although held in disdain by the lower class and most adventurers, the ruff is an excellent piece of clothing for a thief to own, especially one who enjoys disguises. Wearing an authentic ruff in conjunction with other appropriate upper class clothing will almost always guarantee entrance to aristocratic functions with little or no fuss over invitations.


Shirt

Any undergarment covering the top half of the body may be considered a shirt. This is a basic piece of clothing worn next to the skin.


Slop

This term describes many loose fitting articles of clothing such as cloaks, mantles, gowns, or baggy breeches. The term slop indicates a particularly cheap, ready-made garment; therefore the low cost.


Clawed Gloves

Similar to crampons, claws give climbers and mountaineers greater ability to cling to handholds and ledges.  They are held on with leather straps and add a +5% to Climbing and a +1 to Mountaineering.


Clawed Shoes

Similar to crampons, claws give climbers and mountaineers greater ability to cling to handholds and ledges.  They are held on with leather straps and add a +5% to Climbing and a +1 to Mountaineering.


Healer’s bag

This bag may come in any shape or size, but is usually made of leather or heavy canvas. It is used primarily by characters who have the Healing Proficiency. A healer's bag allows such a character a +1 bonus to his chance to successfully heal a victim.

A healer's bag may be purchased new, complete with all supplies, or may be assembled by a healer. A complete bag includes 30 rolled bandages of varying size, 20 feet of rolled gauze, a tiny metal mixing bowl, a ceramic mortar and pestle, and ten jars of various herbs that can be crushed and mixed with water to form a paste to be applied to wounds. The kit also includes three curved needles (often made of gold to prevent rust) and a spool of white or black silk thread (50 feet) to be used to stitch gaping wounds. Some kits may include several ceramic vials to be filled with clean water.


Housebreaker harness

This leather halter is essential for any thief. The harness, sometimes referred to as a spider, is an assortment of straps that are hooked around the thighs and over the shoulders. A broad leather strap is secured around the waist. Attached to the belts are small hooks, safety clips, and adjustable clamps. From these various clips, the thief can hang small tools or attach ropes or tether lines. Using this harness can prevent a thief from falling, secure him to a wall, or free his hands to use his picks.

One possible drawback to such a harness is the jangling noise it may make. If a thief spends two rounds securing all clips and removing any unused clips, he operates under his normal chance to move silently. If such precautions are not taken, the thief's chance to move silently is penalized 15%.


Weaponblack

This oily substance comes in small vials or jars. Such vials could potentially be mistaken for potions (consumption causes 1d10 points of damage).

Weaponblack is used to smear the surfaces of weapons and metal armor to coat them with a pasty, matte black finish, rendering them nearly invisible in darkness. Thieves who coat their blades gain a +5% bonus to their chances to Hide in Shadows. After a typical melee, the weaponblack will be wiped from most of the blade from its heavy use. The weapon must be blackened again if desired. Armor will need its black coating touched up following a melee.

A jar of weaponblack contains enough material to coat one full set of plate armor, two sets of scale mail, or three sets of chain mail. The same size jar can coat a long sword 10-12 times.


Banded barding

This is similar to chain barding, but is reinforced with horizontal strips of metal. Officers and riders wealthy enough to afford this type of barding are usually the only persons who use it. Only the large war horses can bear its weight. It remains a hybrid form, and the frequency of its appearence depends on the technological level of the campaign. Such armor weighs 85 pounds.

Half Banded: This is banded barding covering the front of the horse. It weighs 60 pounds.


Field plate barding

Field plate barding is the heaviest barding normally used in battle. It is rare even in late period campaigns, and should be restricted to nobles, high officers, and unusual individuals. The construction of field plate barding requires a master armorer. The barding must be constructed and fitted to a particular horse. Field plate barding weighs 90 pounds.

Half Field Plate: This gives the equivalent of field plate protection to the front of the horse only. This configuration is never encountered, except perhaps as ceremonial armor. It weighs 70 pounds.


Ring barding

This early form of barding is made of metal rings sewn onto a heavy cloth or leather backing. It is heavier than standard scale barding, and in most campaigns will be used only by those who can't get anything better. (In fact, whether a barding like ring barding actually existed is open to question; it may have been too heavy for the horses of the time.) Ring barding weighs 80 pounds.

Half Ring: This is ring barding for the front areas of the horse. It weighs 55 pounds.


Splint barding

Splint barding is similar to banded barding. The main difference is that the strips of metal are vertical instead of horizontal. The weight and protective value are the same at 85 pounds and AC 3.

Half Splint: This covers only the front half of the horse. Its weight is 60 pounds.


Studded leather barding

This early barding is made of layers of soft leather, reinforced with many small metal studs intended to turn aside slashes. In all important respects, it is equal to ring barding and weighs 80 pounds.

Half Studded Leather: This barding covers the front of the horse. It weighs 50 pounds.

Humanoids tend to use studded leather barding. In some instances, the studs are long and filed to sharp points. The damage-causing ability of these short spikes is questionable, but they certainly add to the ferocious appearance of a mount.


Smelters

A smelter is a very hot furnace used to separate metal from ore-bearing rock. The furnace is super-heated by forcing air from a bellows, often operated by two or more dwarves, through burning coal. Ore is fed into the smelter in iron buckets moving along a chain, which tows the buckets along a rail and dumps their contents into the furnace.

The ore is heated to the metal's melting temperature (which is below the rock's). Water or acid are occasionally added to enhance the process. The molten metal runs out from the base of the smelter and into molds or troughs known as "pigs," hence the term pig iron. The pigs are sold to blacksmiths, weaponsmiths, and armorers to produce metal goods, weapons and armor. Smelters can also make alloys, such as steel or bronze.

The amount of ore that can be processed is more a function of the size of the smelter than of any character's work rate. A small smelter can process ore as fast as four miners can dig it. A medium smelter can process the ore produced by up to 20 miners. A large smelter can process ore excavated by up to 100 miners.

In addition to the cost of smelting equipment, a smelter is expensive to maintain because of the materials required to operate it. A small smelting operation costs 5 gp per day to operate, the cost of a medium operation is 12 gp per day, and a large one costs 25 gp per day to run. Smelter costs only apply when the smelter is in operation. To keep it operating at maximum efficiency, it is common practice to collect a stockpile of ore before firing the furnace. Once all the ore is smelted, the equipment is allowed to cool and is then cleaned.

Given its bulk, even a small smelter is not very portable.

Smelters	Cost	Size

Small	1,000 gp 	30'x30'

Medium	2,000 gp 	50'x50'

Large	5,000 gp 	75'x75'


Elven Harp

These masterworks are highly prized in the musical communities of any culture. The elven harp produces a clear, dulcet tone, unheard of in any non-elven crafted instrument.

Not only does it produce a sound rivaled only by the gods of music, the elven harp is a beauty to behold as well. Intricately carved, with attention paid to the smallest detail, the elven harp is almost as beautiful to look at as it is to hear it.

There are several different sizes of elven harp. Some can be carried by adventuring elves, while others are clearly intended only for stationary use. Whatever the size, they are well worth their cost.

Cost: 500–2,500 gp

Weight: 10–100 lbs.


Honey Leather

Honey leather is really a light canvas used as protection against rain and dampness. Elves use it for tents and to protect camping gear. Unfortunately, it doesn't offer much protection against snags, and it tears easily. However, as long as it is used only in camp, it is a fairly durable canvas. It is also completely waterproof, and it is highly valued because of that.

Cost: 50 gp/sq. yard

Weight: 1 sq. yard=1/10 lb.


Sashling

This broad, billowing sash was the precursor and the inspiration for the girdle of many pouches, for its seemingly small exterior hides a great many interior pockets. Ten pockets are sewn into the folds of the sashling, each capable of holding about a fourth of a pound.

The nature of the sashling is such that, unless the item inside is too bulky, it will conceal most of what the elf is carrying. It is thus ideal for carrying hidden coins, spell components, or other easily concealable items.

For those who need to carry more supplies, many sashlings are made with hooks on the outer side. This enables the wearer to hang pouches and other things from the outside of the sashling as well.

Cost: 10 gp

Weight: 1 lb.


Thistledown

This is the grayish material from which cloaks of elvenkind are made. It is a light, downy material that does not snag on branches. Since it is a fine quality material, it can easily be enchanted with the spells that enable the elves to produce their woodswear.

Cost: 100 gp/sq. yard

Weight: 1 sq. yard=1/10 lb.


Feywine

This is a fermented mixture of crushed flowers, honey, and an ingredient that some claim is distilled moonbeams. It is available only through elves, and most elves will not allow

members of other races to drink it. The sole exception to this rule is the race of halflings, who appreciate all good things in life. Humans become far too stuporous, and dwarves do not appreciate the subtleties inherent in the taste, preferring instead to swill it. It simply does not affect them. Gnomes have their own variant, which they prefer, and they rarely ask for feywine.

Although feywine lasts only two days when bottled away from fresh air, some elves carry it with them for such a period to use as a secret weapon against unsuspecting foes. While their enemies are sleeping off the effects, the elves can make good their escape. Otherwise, elves drink it only when they are celebrating some victory or festival.

Cost: Unavailable

Weight: As water


Coins

The basic coins are the copper piece (cp) and the silver piece (sp). These form the backbone of the monetary system and are the coins most frequently found in the hands of the common folk. Above these two coins is the much rarer gold piece (gp). This coin is seldom found in common use and mainly exists on paper as the standard money of account. This means it is used to measure the value of property and goods. Land values, ship cargoes, gemstones, and penalty bonds (royal court fines) are normally calculated in gold pieces, although payment of such vast sums normally takes other forms.

In addition to these coins, there are other unusual metals used in exchange. Most of these come from failed currencies. As such, they are viewed with skepticism by many honest folk. Principal among these coins are the electrum (ep) and platinum pieces (pp). These coins are rarely circulated, and most are hidden away in ancient treasure hoards.

Table 42:

Standard Exchange Rates

Exchange Value

Coin	CP	SP	EP	GP	PP

Copper Piece (CP) =	    1	1/10	1/50	1/100	1/500

Silver Piece (SP) =	  10	  1	1/5	1/10	1/50

Electrum Piece (EP) =	  50	  5	  1	½	1/10

Gold Piece (GP) =	100	10	  2	  1	1/5

Platinum Piece (PP) =	500	50	10	  5	  1


Coins

The basic coins are the copper piece (cp) and the silver piece (sp). These form the backbone of the monetary system and are the coins most frequently found in the hands of the common folk. Above these two coins is the much rarer gold piece (gp). This coin is seldom found in common use and mainly exists on paper as the standard money of account. This means it is used to measure the value of property and goods. Land values, ship cargoes, gemstones, and penalty bonds (royal court fines) are normally calculated in gold pieces, although payment of such vast sums normally takes other forms.

In addition to these coins, there are other unusual metals used in exchange. Most of these come from failed currencies. As such, they are viewed with skepticism by many honest folk. Principal among these coins are the electrum (ep) and platinum pieces (pp). These coins are rarely circulated, and most are hidden away in ancient treasure hoards.

Table 42:

Standard Exchange Rates

Exchange Value

Coin	CP	SP	EP	GP	PP

Copper Piece (CP) =	    1	1/10	1/50	1/100	1/500

Silver Piece (SP) =	  10	  1	1/5	1/10	1/50

Electrum Piece (EP) =	  50	  5	  1	½	1/10

Gold Piece (GP) =	100	10	  2	  1	1/5

Platinum Piece (PP) =	500	50	10	  5	  1


Coins

The basic coins are the copper piece (cp) and the silver piece (sp). These form the backbone of the monetary system and are the coins most frequently found in the hands of the common folk. Above these two coins is the much rarer gold piece (gp). This coin is seldom found in common use and mainly exists on paper as the standard money of account. This means it is used to measure the value of property and goods. Land values, ship cargoes, gemstones, and penalty bonds (royal court fines) are normally calculated in gold pieces, although payment of such vast sums normally takes other forms.

In addition to these coins, there are other unusual metals used in exchange. Most of these come from failed currencies. As such, they are viewed with skepticism by many honest folk. Principal among these coins are the electrum (ep) and platinum pieces (pp). These coins are rarely circulated, and most are hidden away in ancient treasure hoards.

Table 42:

Standard Exchange Rates

Exchange Value

Coin	CP	SP	EP	GP	PP

Copper Piece (CP) =	    1	1/10	1/50	1/100	1/500

Silver Piece (SP) =	  10	  1	1/5	1/10	1/50

Electrum Piece (EP) =	  50	  5	  1	½	1/10

Gold Piece (GP) =	100	10	  2	  1	1/5

Platinum Piece (PP) =	500	50	10	  5	  1


Coins

The basic coins are the copper piece (cp) and the silver piece (sp). These form the backbone of the monetary system and are the coins most frequently found in the hands of the common folk. Above these two coins is the much rarer gold piece (gp). This coin is seldom found in common use and mainly exists on paper as the standard money of account. This means it is used to measure the value of property and goods. Land values, ship cargoes, gemstones, and penalty bonds (royal court fines) are normally calculated in gold pieces, although payment of such vast sums normally takes other forms.

In addition to these coins, there are other unusual metals used in exchange. Most of these come from failed currencies. As such, they are viewed with skepticism by many honest folk. Principal among these coins are the electrum (ep) and platinum pieces (pp). These coins are rarely circulated, and most are hidden away in ancient treasure hoards.

Table 42:

Standard Exchange Rates

Exchange Value

Coin	CP	SP	EP	GP	PP

Copper Piece (CP) =	    1	1/10	1/50	1/100	1/500

Silver Piece (SP) =	  10	  1	1/5	1/10	1/50

Electrum Piece (EP) =	  50	  5	  1	½	1/10

Gold Piece (GP) =	100	10	  2	  1	1/5

Platinum Piece (PP) =	500	50	10	  5	  1


Coins

The basic coins are the copper piece (cp) and the silver piece (sp). These form the backbone of the monetary system and are the coins most frequently found in the hands of the common folk. Above these two coins is the much rarer gold piece (gp). This coin is seldom found in common use and mainly exists on paper as the standard money of account. This means it is used to measure the value of property and goods. Land values, ship cargoes, gemstones, and penalty bonds (royal court fines) are normally calculated in gold pieces, although payment of such vast sums normally takes other forms.

In addition to these coins, there are other unusual metals used in exchange. Most of these come from failed currencies. As such, they are viewed with skepticism by many honest folk. Principal among these coins are the electrum (ep) and platinum pieces (pp). These coins are rarely circulated, and most are hidden away in ancient treasure hoards.

Table 42:

Standard Exchange Rates

Exchange Value

Coin	CP	SP	EP	GP	PP

Copper Piece (CP) =	    1	1/10	1/50	1/100	1/500

Silver Piece (SP) =	  10	  1	1/5	1/10	1/50

Electrum Piece (EP) =	  50	  5	  1	½	1/10

Gold Piece (GP) =	100	10	  2	  1	1/5

Platinum Piece (PP) =	500	50	10	  5	  1


Coaster

Also called a round ship, this is a small sailing ship fitted with two masts and triangular sails. The average size is 60 to 70 feet long and 20 feet wide. The rudder hangs from one side. The crew is 20 to 30 men and the cargo capacity is about 100 tons. Normally a coaster has only a single deck and perhaps a small sterncastle. A coaster is slow and not sufficiently seaworthy to venture far from the safety of the coast, but it can carry large cargoes with a smaller crew than a galley.


Sextant

The sextant is a navigational device that allows celestial readings, from which latitude and longitude can be calculated.


Wax

Wax, such as beeswax or a similar material, is harder, brittle, and less greasy than tallow and other substances. Wax is used to make candles, to seal letters, to mold impressions (of jewelry or keys), and to make items waterproof.


Bamboo

Bamboo is a tropical woody grass with a hollow stem that grows to sapling size. In oriental settings, bamboo is the cheapest and most important source of wood.


Ivory

Ivory is often carved into statuettes, rings, pendants, and similar valuable items. Ivory might come from an elephant, a walrus, a narwhal, or a similar creature.


Map

Most maps are made of parchment or vellum, and their details are nearly always hand-drawn. Like scrolls, many old maps are kept in special cases to protect them from water and rough use.


Cart

A cart is a two-wheeled vehicle used for hauling freight; a small cart can be drawn by a pony or a dog.


Carving Knife, Self-Sharpening

The self-sharpening carving knife is stored in bulky holder that contains a specially shaped whetstone upon which the blade rests. Each time the knife is pulled out or pushed in, it receives a sharpening stroke. The each holder is fashioned for a specific knife (they are a set).


Cheesemaker

A cheesemaker consists of a cheesecloth bag hung from a wooden tripod.


Pipe, Self-lighting

This halfling self-lighting pipe has a mouthpiece, a stem, and a bowl. On the side of the bowl is a tiny flint-striking device, so the halfling need not carry separate flint and steel.


Cooking Kettle, Self-Operating

This self-operating kettle is a halfling device with a self-contained oil reservoir, flame adjustment knob, and whistling valve to signal when food is cooked.


Pouring Pitcher, Self-Operating

The self-pouring pitcher holds liquids for easy use; this halfling device allows automatic pouring.


Ladling Spoon, Self-Operating

The self-operating ladling spoon has deep, rounded bowl and long, curving handle. This clockwork halfling device can dip out liquids automatically when activated.


Roll Froster, Self-Operating

The self-operating roll froster is a halfling device used to apply frosting to pastry rolls. The clockwork device both squeezes the end of a tube containing frosting and moves it along a little wire track, so that by the time the tube has completed its circuit, the roll is frosted.


Teapot, Self-Operating

The self-operating teapot is a halfling device with a self-contained oil reservoir, flame adjustment knob, and whistling valve to signal when the tea is ready.


Coin Minter

The coin minter is a gnome device, a large stamping machine weighing over 1,000 pounds, that is able to punch out many coins at once from a single sheet of metal.


Jewel Spotter

The gnome jewel spotter looks like a gem itself. Looking through its facets, a gnome jeweler can pick valuable gems from a mixed collection of stones.


Jeweler Hammer

The jeweler hammer is a small, delicate gnome hammer used to create the exact force required for a     gemcutter to cut a facet in a gemstone.


Polisher Rag

A polisher rag is a special cloth used by a gnome jeweler to polish a cut gemstone.


Steel Etcher

The steel etcher is a strong, finely tipped blade used to engrave a pattern into a metal surface.


Door Knocker

The door knocker is a halfling device used to knock on a door higher than they can comfortably reach. The metal plate is positioned against the door and the hinged knocking arm is rapped against it.


Pouring Pitcher, Self-Operating

The self-pouring pitcher holds liquids for easy use; this halfling device allows automatic pouring.


Spellbook

A wizard's spell book can be a single book, a set of books, a bundle of scrolls, or anything else your DM allows. The spell book is the wizard's diary, laboratory journal, and encyclopedia, containing a record of everything he knows. Naturally, it is his most treasured possession; without it he is almost helpless.


Traveling Spellbook

Often a wizard's complete set of spell books occupies several shelves of his library, especially when the character reaches the highest levels. At this point, it is no longer practical for the character to carry all of his spell books with him when he travels. Therefore, many wizards opt to make traveling spell books.

The traveling spell book is a more selective, more portable version of the character's complete spell books (although there is little that can be done to make clay tablets portable). In the traveling spell book, the wizard places only those spells he believes he will need while traveling.

There is no limitation on which spells can be included, but a traveling spell book has a limited number of pages. Thus, a high-level wizard may need several traveling spell books to contain all the spells he thinks are necessary.


Sprite Bow

Sprites fight with their own special bows. Bows have a range half that of a human short bow and do only half as much damage (1-3 points). The tips of their arrows are coated with a special ointment concocted by the sprites. Any creature struck by the drugged arrows, regardless of level, race, or magic resistance, must make a saving throw vs. poison or fall into a deep sleep lasting 1d6 hours.


Sprite Sword

Sprites fight with long, slim swords which do damage as a human-sized dagger.


Gunpowder

Gunpowder is a mixture of saltpeter, sulfur, and charcoal. Generally, it is available only in low-magic campaigns. If gunpowder is widely available in a given setting, firearms will naturally be more common. If the DM rules that gunpowder works in his campaign, it can be purchased at the listed cost. In a realistic setting, gunpowder is cheap and easy to obtain.


Salt Pork

Fat pork cured in salt or brine.  Resembles an uncut slab of extremely fatty, very salty bacon. Typically needs to be soaked in fresh water before it can be eaten.


Slow Match

 A piece of cloth or paper rolled into a fuse and impregnated with salt peter.  When lit, the fuse burns at a slow rate for a long time.  Slow match is used to set off gunpowder.


Arquebus

This weapon may be disallowed by your DM and you must check with him before you user as it is to the target. To use an arquebus, you must have a supply of powder and shot and a piece of slow-burning match or cord (one charge costs 5 SP). These items may or may not be commonly available. (Powder is treated as a magical item in these rules.) The weapon can be fired only once every three rounds, and then only if the character is not attacked while loading. When firing an arquebus, all penalties for range are doubled. If the attack roll for the arquebus is a 1 or 2, the weapon backfires, causing 1d6 points of damage to the firer. It is also fouled and cannot be used again until it has been cleaned, which takes about 30 minutes. When a arquebus scores a hit, it normally does 1 to 9 points of damage on 1d10. When a 10 is rolled, the die is rolled again and this amount is added to 10. Each time a 10 is rolled, the die is rolled again and added to the previous total. Thus, in a rare instance, a single shot could inflict 37 points, for example, if three consecutive 10s were rolled, followed by a 7. The damage caused

by an arquebus is never modified for a high Strength score.

This is a piercing weapon: +1 Vs brigandine, +1 Vs field plate, +3 Vs full plate, -2 Vs leather, padded, and hide armor, +1 Vs ring mail, +1 Vs scale mail, +1 Vs splint mail, and +1 Vs studded leather. There are no modifiers Vs other armor types. Note: these are THAC0 modifiers so plusses (‘+’) are bad (less likely to hit) and minuses (‘-’) are good (more likely to hit).

Weight	Speed	   Damage

Item	Cost	(lbs)	Size	Type	Factor	S-M	L

Arquebus***	500 gp	10	M	P	15	1d10	1d10

***  This weapon available only if allowed by the DM.


Battle Axe

The battle axe is a footman’s weapon, giving these soldiers a longer reach and a fighting chance against mounted opponents. Its long handle allows the wielder to put considerable force into his swings. Despite the shaft length, a battle axe is a one-handed weapon.

Two-handed battle axes have the same statistics as the bardiche. They are called ‘great axes.’

This is a slashing weapon: +2 Vs banded mail, +1 Vs brigandine, +2 Vs chain mail, +3 Vs field plate, +4 Vs full plate, +3 Vs plate mail, +1 Vs ring mail, and +2 Vs studded leather. There are no modifiers Vs other armor types. Note: these are THAC0 modifiers so plusses (‘+’) are bad (less likely to hit) and minuses (‘-’) are good (more likely to hit).

Player’s Handbook	Weight	Speed	   Damage

Item	Cost	(lbs)	Size	Type	Factor	S-M	L

Battle Axe	5 gp	7	M	S	7	1d8	1d8

Player’s Option	Weight	Speed	   Damage

Item	Cost	(lbs)	Size	Type	Factor	S-M	L

Battle Axe	5 gp	7	M	S	7	1d8	1d10


Blowgun

Blowguns are long, hollow tubes composed of wood or metal, ranging from four to seven feet in length. They are used to fire darts, needles, and pellets.

Player’s Handbook	Weight	Speed	   Damage

Item	Cost	(lbs)	Size	Type	Factor	S-M	L

Blowgun	5 gp	2	L	--	5	--	--

Player’s Option	Weight	Speed	   Damage

Item	Cost	(lbs)	Size	Type	Factor	S-M	L

Blowgun	1 gp	1	L	--	5	--	--


Barbed Dart

The blowgun dart is a small arrow with a wad of cotton or other plant fibers instead of fletching. The fibers make a better seal in the tube, allowing more force to gatherbehind it. A blowgun dart is not the same as a regular dart and the latter cannot be shot out of a blowgun.

This is a piercing missile: +1 Vs brigandine, +1 Vs field plate, +3 Vs full plate, -2 Vsleather, padded, and hide armor, +1 Vs ring mail, +1 Vs scale mail, +1 Vs splint mail, and +1 Vs studded leather. There are no modifiers Vs other armor types. Note: these are THAC0 modifiers so plusses (‘+’) are bad (less likely to hit) and minuses (‘-’) are good (more likely to hit).

Weight	Speed	   Damage

Item	Cost	(lbs)	Size	Type	Factor	S-M	L

Barbed Dart	1 sp	*	S	P	--	1d3	1d2

* These items weigh little individually. Ten of these weigh one pound.


Needle

Needles are sometimes used to deliver a poison, often a paralytic poison such as curare. Needles do less damage than other blowgun missiles, but this is not a disadvantage, since their function is to carry the poison to the target, not to cause damage.

This is a piercing missile: +1 Vs brigandine, +1 Vs field plate, +3 Vs full plate, -2 Vs leather, padded, and hide armor, +1 Vs ring mail, +1 Vs scale mail, +1 Vs splint mail, and +1 Vs studded leather. There are no modifiers Vs other armor types. Note: these are THAC0 modifiers so plusses (‘+’) are bad (less likely to hit) and minuses (‘-’) are good (more likely to hit).

Player’s Handbook	Weight	Speed	   Damage

Item	Cost	(lbs)	Size	Type	Factor	S-M	L

Needle	2 cp	*	S	P	--	1	1

* These items weigh little individually. Ten of these weigh one pound.

Player’s Option	Weight	Speed	   Damage

Item	Cost	(lbs)	Size	Type	Factor	S-M	L

Needle	2 cp	*	S	P	--	1	--

* These items weigh little individually. Ten of these weigh one pound.


Short Bow

Short bow staves are about 5½ feet long on the average.  Short bows can only fire flight arrows.

Weight	Speed	   Damage

Item	Cost	(lbs)	Size	Type	Factor	S-M	L

Short bow	30 gp	2	M	--	7	--	--


Long Bow

The staff is about as high as the archer. Long bows have better range than short bows and can fire both flight and sheaf arrows.

Player’s Handbook	Weight	Speed	   Damage

Item	Cost	(lbs)	Size	Type	Factor	S-M	L

Long bow	75 gp	3	L	--	8	--	--

Player’s Option	Weight	Speed	   Damage

Item	Cost	(lbs)	Size	Type	Factor	S-M	L

Long bow	75 gp	3	L	--	7	--	--


Composite Short Bow

Short bow staves are about 5½ feet long on the average.  Composite short bow staves are made up of more than one type of material (wood, horn, and sinew for example). Short bows can only fire flight arrows.

Weight	Speed	   Damage

Item	Cost	(lbs)	Size	Type	Factor	S-M	L

Composite short bow	75 gp	2	M	--	6	--	--


Composite Long Bow

The staff is about as high as the archer. Composite long bow staves are made up of more than one type of material (wood, horn, and sinew for example). Long bows have better range than short bows and can fire both flight and sheaf arrows.

Weight	Speed	   Damage

Item	Cost	(lbs)	Size	Type	Factor	S-M	L

Composite long bow	100 gp	3	L	--	7	--	--


Flight Arrow

The flight arrow is built for distance. These are lightweight arrows often used for hunting.

This is a piercing missile: +1 Vs brigandine, +1 Vs field plate, +3 Vs full plate, -2 Vs leather, padded, and hide armor, +1 Vs ring mail, +1 Vs scale mail, +1 Vs splint mail, and +1 Vs studded leather. There are no modifiers Vs other armor types. Note: these are THAC0 modifiers so plusses (‘+’) are bad (less likely to hit) and minuses (‘-’) are good (more likely to hit).

Weight	Speed	   Damage

Item	Cost	(lbs)	Size	Type	Factor	S-M	L

Flight arrow	3 sp/12	*	M	P	--	1d6	1d6

*These items weigh little individually. Ten of these weigh one pound.


Sheaf Arrow

Sheaf arrows, also known as war arrows, are heavier arrows with less range than flight arrows, but cause more damage, The arrowheads are steel and quite sharp. Sheaf arrows are used in warfare and can only be fired by longs bows.

This is a piercing missile: +1 Vs brigandine, +1 Vs field plate, +3 Vs full plate, -2 Vs leather, padded, and hide armor, +1 Vs ring mail, +1 Vs scale mail, +1 Vs splint mail, and +1 Vs studded leather. There are no modifiers Vs other armor types. Note: these are THAC0 modifiers so plusses (‘+’) are bad (less likely to hit) and minuses (‘-’) are good (more likely to hit).

Weight	Speed	   Damage

Item	Cost	(lbs)	Size	Type	Factor	S-M	L

Sheaf arrow	3 sp/6	*	M	P	--	1d8	1d8

* These items weigh little individually. Ten of these weigh one pound.


Club

Most clubs are stout, hardwood sticks, narrow at the grip and wider at the end.

This is a bludgeoning weapon: +1 Vs banded mail, -2 Vs chain mail, and +2 Vs splint mail. There are no modifiers Vs other armor types. Note: these are THAC0 modifiers so plusses (‘+’) are bad (less likely to hit) and minuses (‘-’) are good (more likely to hit).

Weight	Speed	   Damage

Item	Cost	(lbs)	Size	Type	Factor	S-M	L

Club	--	3	M	B	4	1d6	1d3


Hand Crossbow

Strength bonuses or penalties do not apply to crossbows, since these are purely mechanical devices. The hand crossbow is easily held in one hand and cocked with the other. All crossbows fire quarrels or bolts and the correct size must be used with each weapon.

Player’s Handbook	Weight	Speed	   Damage

Item	Cost	(lbs)	Size	Type	Factor	S-M	L

Hand crossbow	300 gp	3	S	--	5	--	--

Hand quarrel	1 gp	*	S	P	--	1d3	1d2

* These items weigh little individually. Ten of these weigh one pound.

Player’s Option	Weight	Speed	   Damage

Item	Cost	(lbs)	Size	Type	Factor	S-M	L

Hand crossbow	150 gp	3	S	--	5	--	--

Hand quarrel	1 gp	*	S	P	--	1d3	1d2

* These items weigh little individually. Ten of these weigh one pound.


Hand Quarrel

The ammunition fired by hand crossbows. Quarrels are shaped like arrows, but the shafts are shorter and thicker. The quarrel heads used for warfare are conical or pyramid-shaped iron heads.

This is a piercing missile: +1 Vs brigandine, +1 Vs field plate, +3 Vs full plate, -2 Vs leather, padded, and hide armor, +1 Vs ring mail, +1 Vs scale mail, +1 Vs splint mail, and +1 Vs studded leather. There are no modifiers Vs other armor types. Note: these are THAC0 modifiers so plusses (‘+’) are bad (less likely to hit) and minuses (‘-’) are good (more likely to hit).

Weight	Speed	   Damage

Item	Cost	(lbs)	Size	Type	Factor	S-M	L

Hand quarrel	1 gp	*	S	P	--	1d3	1d2

* These items weigh little individually. Ten of these weigh one pound.


Light Crossbow

Strength bonuses or penalties do not apply to crossbows, since these are purely mechanical devices.  The light crossbow, also called latches, must be braced against an object to be cocked with a lever mounted on the stock. All crossbows fire quarrels or bolts and the correct size must be used with each weapon.

Player’s Handbook	Weight	Speed	   Damage

Item	Cost	(lbs)	Size	Type	Factor	S-M	L

Light crossbow	35 gp	7	S	--	7	--	--

   Light quarrel	1 sp	*	M	P	--	1d4	1d4

* These items weigh little individually. Ten of these weigh one pound.

Player’s Option	Weight	Speed	   Damage

Item	Cost	(lbs)	Size	Type	Factor	S-M	L

Light crossbow	35 gp	7	S	--	7	--	--

    Light quarrel	1 sp	*	M	P	--	1d6+1	1d8+1

* These items weigh little individually. Ten of these weigh one pound.


Light Quarrel

The ammunition fired by light crossbows. Quarrels are shaped like arrows, but the shafts are shorter and thicker. The quarrel heads used for warfare are conical or pyramid-shaped iron heads.

This is a piercing missile: +1 Vs brigandine, +1 Vs field plate, +3 Vs full plate, -2 Vs leather, padded, and hide armor, +1 Vs ring mail, +1 Vs scale mail, +1 Vs splint mail, and +1 Vs studded leather. There are no modifiers Vs other armor types. Note: these are THAC0 modifiers so plusses (‘+’) are bad (less likely to hit) and minuses (‘-’) are good (more likely to hit).

Player’s Handbook	Weight	Speed	   Damage

Item	Cost	(lbs)	Size	Type	Factor	S-M	L

Light quarrel	1 sp	*	M	P	--	1d4	1d4

* These items weigh little individually. Ten of these weigh one pound.

Player’s Option	Weight	Speed	   Damage

Item	Cost	(lbs)	Size	Type	Factor	S-M	L

Light quarrel	1 sp	*	M	P	--	1d6+1	1d8+1

* These items weigh little individually. Ten of these weigh one pound.


Heavy Crossbow

Strength bonuses or penalties do not apply to crossbows, since these are purely mechanical devices. The heavy crossbow, also called arbalest, has a powerful pull and must be cocked with a cranequin (a simple winch or lever) that comes with the weapon. One foot is places in a stirrup at the end of the crossbow while the cranequin is worked. All crossbows fire quarrels or bolts and the correct size must be used with each weapon.

Player’s Handbook	Weight	Speed	   Damage

Item	Cost	(lbs)	Size	Type	Factor	S-M	L

Heavy crossbow	50 gp	14	M	--	10	--	--

Heavy quarrel	2 sp	*	S	P	--	1d4+1	1d6+1

* These items weigh little individually. Ten of these weigh one pound.

Player’s Option	Weight	Speed	   Damage

Item	Cost	(lbs)	Size	Type	Factor	S-M	L

Heavy crossbow	50 gp	14	M	--	10	--	--

Heavy quarrel	2 sp	*	S	P	--	1d8+1	1d10+1

* These items weigh little individually. Ten of these weigh one pound.


Heavy Quarrel

The ammunition fired by heavy crossbows. Quarrels are shaped like arrows, but the shafts are shorter and thicker. The quarrel heads used for warfare are conical or pyramid-shaped iron heads.

This is a piercing missile: +1 Vs brigandine, +1 Vs field plate, +3 Vs full plate, -2 Vs leather, padded, and hide armor, +1 Vs ring mail, +1 Vs scale mail, +1 Vs splint mail, and +1 Vs studded leather. There are no modifiers Vs other armor types. Note: these are THAC0 modifiers so plusses (‘+’) are bad (less likely to hit) and minuses (‘-’) are good (more likely to hit).

Player’s Handbook	Weight	Speed	   Damage

Item	Cost	(lbs)	Size	Type	Factor	S-M	L

Heavy quarrel	2 sp	*	S	P	--	1d4+1	1d6+1

* These items weigh little individually. Ten of these weigh one pound.

Player’s Option	Weight	Speed	   Damage

Item	Cost	(lbs)	Size	Type	Factor	S-M	L

Heavy quarrel	2 sp	*	S	P	--	1d8+1	1d10+1

* These items weigh little individually. Ten of these weigh one pound.


Dagger

The typical dagger has a pointed, usually double-edged blade, as opposed to a knife, which has a single edge and is a bit shorter than the dagger.

This is a piercing weapon: +1 Vs brigandine, +1 Vs field plate, +3 Vs full plate, -2 Vs leather, padded, and hide armor, +1 Vs ring mail, +1 Vs scale mail, +1 Vs splint mail, and +1 Vs studded leather. There are no modifiers Vs other armor types. Note: these are THAC0 modifiers so plusses (‘+’) are bad (less likely to hit) and minuses (‘-’) are good (more likely to hit).

Weight	Speed	   Damage

Item	Cost	(lbs)	Size	Type	Factor	S-M	L

Dagger or dirk	2 gp	1	S	P	2	1d4	1d3

Bone dagger	1 sp	1	S	P	2	1d2	1d2

Parrying dagger	5 gp	1	S	P	2	1d3	1d3

Stone dagger	2 sp	1	S	P	2	1d3	1d2

Stiletto	5 sp	1/2	S	P	2	1d3	1d2


Dart

The dart is a small, easily concealable missile weapon that is thrown rather than fired from a bow or other launcher.

This is a piercing missile: +1 Vs brigandine, +1 Vs field plate, +3 Vs full plate, -2 Vs leather, padded, and hide armor, +1 Vs ring mail, +1 Vs scale mail, +1 Vs splint mail, and +1 Vs studded leather. There are no modifiers Vs other armor types. Note: these are THAC0 modifiers so plusses (‘+’) are bad (less likely to hit) and minuses (‘-’) are good (more likely to hit).

Player’s Handbook	Weight	Speed	   Damage

Item	Cost	(lbs)	Size	Type	Factor	S-M	L

Dart	5 sp	--	S	P	2	1d3	1d2

Player’s Option	Weight	Speed	   Damage

Item	Cost	(lbs)	Size	Type	Factor	S-M	L

Dart	5 sp	1/2	S	P	2	1d3	1d2


Footman’s Flail

The flail is a sturdy wooden handle attached to an iron rod, a wooden rod with spikes, or a spike iron ball. Between the handle and its implement is either a hinge or a chain link. The weapon was originally used for threshing grain.

The footman’s flail has a handle approximately four feet in length.

This is a bludgeoning weapon: +1 Vs banded mail, -2 Vs chain mail, and +2 Vs splint mail. There are no modifiers Vs other armor types. Note: these are THAC0 modifiers so plusses (‘+’) are bad (less likely to hit) and minuses (‘-’) are good (more likely to hit).

Player’s Handbook	Weight	Speed	   Damage

Item	Cost	(lbs)	Size	Type	Factor	S-M	L

Flail, Footman's	15 gp	15	M	B	7	1d6+1	2d4

Player’s Option	Weight	Speed	   Damage

Item	Cost	(lbs)	Size	Type	Factor	S-M	L

Flail, Footman's	15 gp	15	L	B	7	1d6+1	2d4


Footman’s Mace

A wooden club with a stone or iron head mounted on one end.

Footman’s maces originated as heavy wooden truncheons, about two and a half feet in length and covered with iron studs. As time went by, flanged heads similar to the horseman’s mace were used instead. This made is a two-handed weapon.

This is a bludgeoning weapon: +1 Vs banded mail, -2 Vs chain mail, and +2 Vs splint mail. There are no modifiers Vs other armor types. Note: these are THAC0 modifiers so plusses (‘+’) are bad (less likely to hit) and minuses (‘-’) are good (more likely to hit).

Weight	Speed	   Damage

Item	Cost	(lbs)	Size	Type	Factor	S-M	L

Footman's mace	8 gp	10	M	B	7	1d6+1	1d6


Footman’s Pick

The military pick generally consists of a heavy piercing fluke mounted on a haft. The weapon might have either one or two flukes, and the haft might be spiked. It is designed to penetrate the heavier armor types, from chain mail up through full plate armor.

The footman’s version of this weapon has a haft up to five feet long, enabling it to be wielded with two hands. The weapon weighs about six pounds and can be swung with great penetrating force.

This is a piercing weapon: +1 Vs brigandine, +1 Vs field plate, +3 Vs full plate, -2 Vs leather, padded, and hide armor, +1 Vs ring mail, +1 Vs scale mail, +1 Vs splint mail, and +1 Vs studded leather. There are no modifiers Vs other armor types. Note: these are THAC0 modifiers so plusses (‘+’) are bad (less likely to hit) and minuses (‘-’) are good (more likely to hit).

Weight	Speed	   Damage

Item	Cost	(lbs)	Size	Type	Factor	S-M	L

Footman's pick	8 gp	6	M	P	7	1d6+1	2d4


Hand or Throwing Axe

The hand axe or throwing axe is also known as a hatchet. The axe blade has a sharp steel tip, counterbalanced by a pointed fluke. The short handle has a point on the bottom and the head may have a spike on top.

This is a slashing weapon: +2 Vs banded mail, +1 Vs brigandine, +2 Vs chain mail, +3 Vs field plate, +4 Vs full plate, +3 Vs plate mail, +1 Vs ring mail, and +2 Vs studded leather. There are no modifiers Vs other armor types. Note: these are THAC0 modifiers so plusses (‘+’) are bad (less likely to hit) and minuses (‘-’) are good (more likely to hit).

Weight	Speed	   Damage

Item	Cost	(lbs)	Size	Type	Factor	S-M	L

Hand/Throwing axe	1 gp	5	M	S	4	1d6	1d4


Harpoon

The harpoon is a hunting weapon, which, in times of duress, may be used for defense. Harpoons may be used one- or two- handed, and there is no change in speed factor for using it one way or the other. The harpoon has a poor throwing range and damage potential is less when it is used one-handed , much like a bastard sword.

This is a piercing weapon: +1 Vs brigandine, +1 Vs field plate, +3 Vs full plate, -2 Vs leather, padded, and hide armor, +1 Vs ring mail, +1 Vs scale mail, +1 Vs splint mail, and +1 Vs studded leather. There are no modifiers Vs other armor types. Note: these are THAC0 modifiers so plusses (‘+’) are bad (less likely to hit) and minuses (‘-’) are good (more likely to hit).

Weight	Speed	   Damage

Item	Cost	(lbs)	Size	Type	Factor	S-M	L

Harpoon	--	--	--	--	--	--	--

One-handed	20 gp	6	L	P	7	1d4+1	1d6+1

Two-handed	20 gp	6	L	P	7	2d4	2d6


Horseman’s Flail

The flail is a sturdy wooden handle attached to an iron rod, a wooden rod with spikes, or a spike iron ball. Between the handle and its implement is either a hinge or a chain link. The weapon was originally used for threshing grain.

The horseman’s version of the flail has a two-foot-long handle. This is a one-handed weapon.

This is a bludgeoning weapon: +1 Vs banded mail, -2 Vs chain mail, and +2 Vs splint mail. There are no modifiers Vs other armor types.

Note: these are HAC0 modifiers so plusses (‘+’) are bad (less likely to hit) and minuses (‘-’) are good (more likely to hit).

Weight	Speed	   Damage

Item	Cost	(lbs)	Size	Type	Factor	S-M	L

Flail, Horseman's	8 gp	5	M	B	6	1d4+1	1d4+1


Horseman’s Mace

A wooden club with a stone or iron head mounted on one end.

Horseman’s maces have a wooden handle about 18 inches long with a leather wrist strap at the bottom of the handle and a metal head. Knights usually keep a mace slung over a hook on the saddlebow. An alternate name for the horseman’s mace is the knight’s mace. This type of mace is a one-handed weapon.

This is a bludgeoning weapon: +1 Vs banded mail, -2 Vs chain mail, and +2 Vs splint mail. There are no modifiers Vs other armor types. Note: these are THAC0 modifiers so plusses (‘+’) are bad (less likely to hit) and minuses (‘-’) are good (more likely to hit).

Weight	Speed	   Damage

Item	Cost	(lbs)	Size	Type	Factor	S-M	L

Horseman's mace	5 gp	6	M	B	6	1d6	1d4


Horseman’s Pick

The military pick generally consists of a heavy piercing fluke mounted on a haft. The weapon might have either one or two flukes, and the haft might be spiked. It is designed to penetrate the heavier armor types, from chain mail up through full plate armor.

The horseman’s pick weighs about four pounds and has a haft about two feet long. It is commonly used by knights and heavy mercenary horseman, who face more heavily armored opponents.

This is a piercing weapon: +1 Vs brigandine, +1 Vs field plate, +3 Vs full plate, -2 Vs leather, padded, and hide armor, +1 Vs ring mail, +1 Vs scale mail, +1 Vs splint mail, and +1 Vs studded leather. There are no modifiers Vs other armor types. Note: these are THAC0 modifiers so plusses (‘+’) are bad (less likely to hit) and minuses (‘-’) are good (more likely to hit).

Weight	Speed	   Damage

Item	Cost	(lbs)	Size	Type	Factor	S-M	L

Horseman's pick	7 gp	4	M	P	5	1d4+1	1d4


Javelin

Javelins are classified as light spears, suitable for melees or missile combat, usable either on horseback or on foot. The javelin head is not very large, and is usually leaf-or lancet-shaped. Javelin heads may have barbs.

Javelins may be used either one- or two-handed, and like the harpoon, there is no difference in speed factor between the two styles. The javelin has a respectable throwing range, certainly better than that of a spear, with damage potential comparable to the spear. Like the harpoon, the javelin gives the adventurer the advantage of a weapon that may be used effectively either as a melee weapon or as a missile weapon.

This is a piercing weapon: +1 Vs brigandine, +1 Vs field plate, +3 Vs full plate, -2 Vs leather, padded, and hide armor, +1 Vs ring mail, +1 Vs scale mail, +1 Vs splint mail, and +1 Vs studded leather. There are no modifiers Vs other armor types. Note: these are THAC0 modifiers so plusses (‘+’) are bad (less likely to hit) and minuses (‘-’) are good (more likely to hit).

Weight	Speed	   Damage

Item	Cost	(lbs)	Size	Type	Factor	S-M	L

Javelin	--	--	--	--	--	--	--

One-handed	5 sp	2	L	P	4	1d4	1d4

Two-handed	5 sp	2	L	P	4	1d6	1d6

Javelin, Stone	--	--	--	--	--	--	--

One-handed	5 cp	2	M	P	4	1d4	1d4

Two-handed	5 cp	2	M	P	4	1d4+1	1d6


Knife

A knife consists of a single-edged, pointed blade a handle mounted asymmetrically.

This is both a slashing and a piercing weapon: +1 Vs brigandine, +1 Vs field plate, +3

Vs full plate, -2 Vs leather, padded, and hide armor, +1 Vs ring mail, and +1 Vs

studded leather. There are no modifiers Vs other armor types. Note: these are

THAC0 modifiers so plusses (‘+’) are bad (less likely to hit) and minuses (‘-’) are

good (more likely to hit).

Weight	Speed	   Damage

Item	Cost	(lbs)	Size	Type	Factor	S-M	L

Knife	5 sp	1/2	S	P/S	2	1d3	1d2

Bone knife	3 cp	1/2	S	P/S	2	1d2	1d2

Stone knife	5 cp	1/2	S	P/S	2	1d2	1d2


Heavy Lance

A long shaft of tough wood with an iron head in the shape of a laurel or willow leaf, with cutting edges and a sharp point meant to penetrate armor. Approximately 14 feet long.  Only usable by rider on a heavy warhorse

Requires that the rider is firmly in a saddle and using stirrups.

This is a piercing weapon: +1 Vs brigandine, +1 Vs field plate, +3 Vs full plate, -2 Vs leather, padded, and hide armor, +1 Vs ring mail, +1 Vs scale mail, +1 Vs splint mail, and +1 Vs studded leather. There are no modifiers Vs other armor types. Note: these are THAC0 modifiers so plusses (‘+’) are bad (less likely to hit) and minuses (‘-’) are good (more likely to hit).

Player’s Handbook	Weight	Speed	   Damage

Item	Cost	(lbs)	Size	Type	Factor	S-M	L

Lance @	--	--	--	--	--	--	--

Heavy horse lance	15 gp	15	L	P	8	1d8+1	3d6

@ This weapon inflicts double damage when used from the back of a charging mount

Player’s Option	Weight	Speed	   Damage

Item	Cost	(lbs)	Size	Type	Factor	S-M	L

Lance @	--	--	--	--	--	--	--

Heavy horse lance	15 gp	15	L	P	10	1d8+1	3d6

@ This weapon inflicts double damage when used from the back of a charging mount


Light Lance

A long shaft of tough wood with an iron head in the shape of a laurel or willow leaf, with cutting edges and a sharp point meant to penetrate armor. Approximately 10 feet long.  Usable by rider on a light, medium, or heavy warhorse.

This is a piercing weapon: +1 Vs brigandine, +1 Vs field plate, +3 Vs full plate, -2 Vs leather, padded, and hide armor, +1 Vs ring mail, +1 Vs scale mail, +1 Vs splint mail, and +1 Vs studded leather. There are no modifiers Vs other armor types. Note: these are THAC0 modifiers so plusses (‘+’) are bad (less likely to hit) and minuses (‘-’) are good (more likely to hit).

Weight	Speed	   Damage

Item	Cost	(lbs)	Size	Type	Factor	S-M	L

Lance @	--	--	--	--	--	--	--

Light horse lance	6 gp	5	L	P	6	1d6	1d8

@ This weapon inflicts double damage when used from the back of a charging mount.


Jousting Lance

Requires that the rider is firmly in a saddle and using stirrups. The jousting lance is a heavy horse lance modified for use in tournaments, in which the desire is not to kill the opponent. The end of the lance is fitted with a special blunted tip intended to lessen the chance of wounds. Of course, good intentions often go awry, so there is still a chance of injury during a joust.

This is a piercing weapon: +1 Vs brigandine, +1 Vs field plate, +3 Vs full plate, -2 Vs leather, padded, and hide armor, +1 Vs ring mail, +1 Vs scale mail, +1 Vs splint mail, and +1 Vs studded leather. There are no modifiers Vs other armor types. Note: these are THAC0 modifiers so plusses (‘+’) are bad (less likely to hit) and minuses (‘-’) are good (more likely to hit).

Player’s Handbook	Weight	Speed	   Damage

Item	Cost	(lbs)	Size	Type	Factor	S-M	L

Lance @	--	--	--	--	--	--	--

Jousting lance	20 gp	20	L	P	10	1d3-1	1d2-1

@ This weapon inflicts double damage when used from the back of a charging mount.

Player’s Option	Weight	Speed	   Damage

Item	Cost	(lbs)	Size	Type	Factor	S-M	L

Lance @	--	--	--	--	--	--	--

Jousting lance	20 gp	20	L	B	10	1d3-1	1d2-1

@ This weapon inflicts double damage when used from the back of a charging mount.


Medium Lance

A long shaft of tough wood with an iron head in the shape of a laurel or willow leaf, with cutting edges and a sharp point meant to penetrate armor. Approximately 12 feet long.  Only usable by a rider on a medium or heavy warhorse.

This is a piercing weapon: +1 Vs brigandine, +1 Vs field plate, +3 Vs full plate, -2 Vs leather, padded, and hide armor, +1 Vs ring mail, +1 Vs scale mail, +1 Vs splint mail, and +1 Vs studded leather. There are no modifiers Vs other armor types. Note: these are THAC0 modifiers so plusses (‘+’) are bad (less likely to hit) and minuses (‘-’) are good (more likely to hit).

Weight	Speed	   Damage

Item	Cost	(lbs)	Size	Type	Factor	S-M	L

Lance @	--	--	--	--	--	--	--

Medium horse lance	10 gp	10	L	P	7	1d6+1	2d6

@ This weapon inflicts double damage when used from the back of a charging mount.


Mancatcher

This item is a highly specialized type of polearm designed to capture without killing a victim. It consists of a long pole with a spring-loaded set of sharpened jaws at the end. The victim is caught between the arms, which then snap shut. The mancatcher is effective only on man-sized creatures. The target is always treated as AC 10, modified for Dexterity. If a hit is scored, the character is caught. The caught victim loses all shield and Dexterity bonuses and can be pushed and pulled about. This causes an automatic 1d2 points of damage per round and gives a 25% chance of pulling the victim to the ground. The victim can escape on a successful bend bars/lift gates roll, although this results in 1d2 points more damage. A common tactic is to use the weapon to pull horsemen off their mounts, then pin them to the ground.

Weight	Speed	   Damage

Item	Cost	(lbs)	Size	Type	Factor	S-M	L

Mancatcher **	30 gp	8	L	--	7	--	--

** This weapon can dismount a rider on a successful hit.


Morning Star

The morning star is a wooden shaft topped with a metal head made up of a spiked iron sheath. Morning stars have an overall length of about four feet. Some such weapons have a round, oval, or cylindrical shaped head studded with spikes. Extending from most morning star heads, regardless of design, is a long point for thrusting.

Long -handed morning stars are used by foot soldiers, while the short-handled versions are used by horsemen.

This is both a piercing and a bashing weapon: -2 Vs chain mail, -2 Vs leather, padded, and hide armor, and +1 Vs splint. There are no modifiers Vs other armor types. Note: these are THAC0 modifiers so plusses (‘+’) are bad (less likely to hit) and minuses (‘-’) are good (more likely to hit).

Weight	Speed	   Damage

Item	Cost	(lbs)	Size	Type	Factor	S-M	L

Morning star	10 gp	12	M	P/B	7	2d4	1d6+1


Awl Pike

Essentially this is a long spear 12 to 20 feet long ending in a spike point of tapered spear head. It was a popular weapon during the Renaissance. Since the pike stuck out in front, men could be packed side-by-side in dense formations, and several rows of men could fight. Large blocks of pikemen made formidable troops. However, once the pikemen engaged in close combat, they normally dropped their clumsy awl pikes and fought hand-to-hand with short swords.

Because of their length, all polearms are infantry weapons and require two hands to use.

This is a piercing weapon: +1 Vs brigandine, +1 Vs field plate, +3 Vs full plate, -2 Vs leather, padded, and hide armor, +1 Vs ring mail, +1 Vs scale mail, +1 Vs splint mail, and +1 Vs studded leather. There are no modifiers Vs other armor types. Note: these are THAC0 modifiers so plusses (‘+’) are bad (less likely to hit) and minuses (‘-’) are good (more likely to hit).

Weight	Speed	   Damage

Item	Cost	(lbs)	Size	Type	Factor	S-M	L

Awl pike #	5 gp	12	L	P	13	1d6	1d12

# This weapon inflicts double damage when firmly set to receive a charge.


Bardiche

One of the simplest of polearms, the bardiche is an elongated battle axe. A large curving axe-head is mounted on the end of a shaft 5 to 8 feet long. It probably grew out of common peasant tools and was popular with them. One relative disadvantage is that the bardiche required more space to wield than a pike or a spear.

Because of their length, all polearms are infantry weapons and require two hands to use.

This is a slashing weapon: +2 Vs banded mail, +1 Vs brigandine, +2 Vs chain mail, +3 Vs field plate, +4 Vs full plate, +3 Vs plate mail, +1 Vs ring mail, and +2 Vs studded leather. There are no modifiers Vs other armor types. Note: these are THAC0 modifiers so plusses (‘+’) are bad (less likely to hit) and minuses (‘-’) are good (more likely to hit).

Weight	Speed	   Damage

Item	Cost	(lbs)	Size	Type	Factor	S-M	L

Bardiche	7 gp	12	L	S	9	2d4	2d6


Bec-De-Corbin

This was a highly specialized weapon of the upper classes during the Late Middle Ages and the early Renaissance. It is an early can-opener designed specifically to deal with plate armor. The pick or beak is made to punch through plate, while the hammer side can be used to give a stiff blow. The end is fitted with a short blade for dealing with unarmored or helpless foes. The weapon is about eight feet long. Since the weapon relies on impact, a great deal of swinging space is needed.

Because of their length, all polearms are infantry weapons and require two hands to use.

This is both a piercing and a bashing weapon: -2 Vs chain mail, -2 Vs leather, padded, and hide armor, and +1 Vs splint. There are no modifiers Vs other armor types. Note: these are THAC0 modifiers so plusses (‘+’) are bad (less likely to hit) and minuses (‘-’) are good (more likely to hit).

Weight	Speed	   Damage

Item	Cost	(lbs)	Size	Type	Factor	S-M	L

Bec de corbin	8 gp	10	L	P/B	9	1d8	1d6


Bill-Guisarme

A particularly bizarre-looking combination weapon, the bill-guisarme is an outgrowth of the common bill hook. Mounted on a seven- to eight-foot-long pole, it has a combination of a heavy cleaver blade, a jutting back spike, and a hook or spike on the end. Thus, it can be used in several different ways. Like most polearms, it requires lots of room to use.

Because of their length, all polearms are infantry weapons and require two hands to use.

This is both a slashing and a piercing weapon: +1 Vs brigandine, +1 Vs field plate, +3 Vs full plate, -2 Vs leather, padded, and hide armor, +1 Vs ring mail, and +1 Vs studded leather. There are no modifiers Vs other armor types. Note: these are THAC0 modifiers so plusses (‘+’) are bad (less likely to hit) and minuses (‘-’) are good (more likely to hit).

Weight	Speed	   Damage

Item	Cost	(lbs)	Size	Type	Factor	S-M	L

Bill-guisarme	7 gp	15	L	P/S	10	2d4	1d10


Fauchard

An outgrowth of the sickle and scythe, the fauchard is a long, inward curving blade mounted on a shaft six to eight feet long. It can slash or thrust, although the inward curving point makes thrusting rather ineffective. Its advantage is that a peasant can easily convert his common scythe into this weapon of war.

Because of their length, all polearms are infantry weapons and require two hands to use.

This is both a slashing and a piercing weapon: +1 Vs brigandine, +1 Vs field plate, +3 Vs full plate, -2 Vs leather, padded, and hide armor, +1 Vs ring mail, and +1 Vs studded leather. There are no modifiers Vs other armor types. Note: these are THAC0 modifiers so plusses (‘+’) are bad (less likely to hit) and minuses (‘-’) are good (more likely to hit).

Player’s Handbook	Weight	Speed	   Damage

Item	Cost	(lbs)	Size	Type	Factor	S-M	L

Fauchard	5 gp	7	L	P/S	8	1d6	1d8

Player’s Option	Weight	Speed	   Damage

Item	Cost	(lbs)	Size	Type	Factor	S-M	L

Fauchard	5 gp	7	L	S	8	1d6	1d8


Fauchard-Fork

This is an attempted improvement on the fauchard, adding a long spike or fork to the back of the blade. Supposedly this improves the thrusting ability of the weapon. It is still an inefficient weapon.

Because of their length, all polearms are infantry weapons and require two hands to use.

This is both a slashing and a piercing weapon: +1 Vs brigandine, +1 Vs field plate, +3 Vs full plate, -2 Vs leather, padded, and hide armor, +1 Vs ring mail, and +1 Vs studded leather. There are no modifiers Vs other armor types. Note: these are THAC0 modifiers so plusses (‘+’) are bad (less likely to hit) and minuses (‘-’) are good (more likely to hit).

Weight	Speed	   Damage

Item	Cost	(lbs)	Size	Type	Factor	S-M	L

Fauchard-fork	8 gp	9	L	P/S	8	1d8	1d10


Glaive

One of the most basic polearms, the glaive is a single-edged blade mounted on an eight- to ten-foot-long shaft. While not the most efficient weapon, it is relatively easy to make and use. Normally the blade turns outward to increase the cutting area until it almost resembles a cleaver or axe.

Because of their length, all polearms are infantry weapons and require two hands to use.

This is a slashing weapon: +2 Vs banded mail, +1 Vs brigandine, +2 Vs chain mail, +3 Vs field plate, +4 Vs full plate, +3 Vs plate mail, +1 Vs ring mail, And +2 Vs studded leather. There are no modifiers Vs other armor types. Note: these are THAC0 modifiers so plusses (‘+’) are bad (less likely to hit) and minuses (‘-’) are good (more likely to hit).

Weight	Speed	   Damage

Item	Cost	(lbs)	Size	Type	Factor	S-M	L

Glaive *	6 gp	8	L	S	8	1d6	1d10

* This weapon inflicts double damage against charging creatures of L or greater size.


Glaive-Guisarme

Another combination weapon, this one takes the basic glaive and adds a spike or hook to the back of the blade. In theory, this increases the usefulness of the weapon although its actual application is somewhat questionable.

Because of their length, all polearms are infantry weapons and require two hands to use.

This is both a slashing and a piercing weapon: +1 Vs brigandine, +1 Vs field plate, +3 Vs full plate, -2 Vs leather, padded, and hide armor, +1 Vs ring mail, and +1 Vs studded leather. There are no modifiers Vs other armor types. Note: these are THAC0 modifiers so plusses (‘+’) are bad (less likely to hit) and minuses (‘-’) are good (more likely to hit).

Weight	Speed	   Damage

Item	Cost	(lbs)	Size	Type	Factor	S-M	L

Glaive-guisarme*	10 gp	10	L	P/S	9	2d4	2d6

* This weapon inflicts double damage against charging creatures of L or greater size.


Guisarme

Thought to have derived from a pruning hook, this is an elaborately curved heavy blade. While convenient and handy, it is not very effective.

Because of their length, all polearms are infantry weapons and require two hands to use.

This is a slashing weapon: +2 Vs banded mail, +1 Vs brigandine, +2 Vs chain mail, +3 Vs field plate, +4 Vs full plate, +3 Vs plate mail, +1 Vs ring mail, And +2 Vs studded leather. There are no modifiers Vs other armor types. Note: these are THAC0 modifiers so plusses (‘+’) are bad (less likely to hit) and minuses (‘-’) are good (more likely to hit).

Weight	Speed	   Damage

Item	Cost	(lbs)	Size	Type	Factor	S-M	L

Guisarme	5 gp	8	L	S	8	2d4	1d8


Guisarme-Voulge

This weapon has a modified axe blade mounted on an eight-foot-long shaft. The end of the blade tapers to a point for thrusting and a back spike is fitted for punching through armor. Sometimes this spike is replaced by a sharpened hook for dismounting riders.

Because of their length, all polearms are infantry weapons and require two hands to use.

This is both a slashing and a piercing weapon: +1 Vs brigandine, +1 Vs field plate, +3 Vs full plate, -2 Vs leather, padded, and hide armor, +1 Vs ring mail, and +1 Vs studded leather. There are no modifiers Vs other armor types. Note: these are THAC0 modifiers so plusses (‘+’) are bad (less likely to hit) and minuses (‘-’) are good (more likely to hit).

Weight	Speed	   Damage

Item	Cost	(lbs)	Size	Type	Factor	S-M	L

Guisarme-voulge	8 gp	15	L	P/S	10	2d4	2d4


Halberd

After the awl pike and the bill, this was one of the most popular weapons of the Middle Ages. Fixed on a shaft five to eight feet long is a large axe blade, angled for maximum impact. The end of the blade tapers to a long spear point or awl pike. On the back is a hook for attacking armor or dismounting riders. Originally intended to defeat cavalry, it is not tremendously successful in that role since it lacks the reach of the pike and needs considerable room to swing. It found new life against blocks of pikemen. Should the advance of the main attack stall, halberdiers issue out of the formation and attack the flanks of the enemy. The pikemen with their overlong weapons are nearly defenseless in such close combat.

Because of their length, all polearms are infantry weapons and require two hands to use.

This is both a slashing and a piercing weapon: +1 Vs brigandine, +1 Vs field plate, +3 Vs full plate, -2 Vs leather, padded, and hide armor, +1 Vs ring mail, and +1 Vs studded

leather. There are no modifiers Vs other armor types. Note: these are THAC0 modifiers so plusses (‘+’) are bad (less likely to hit) and minuses (‘-’) are good (more likely to hit).

Weight	Speed	   Damage

Item	Cost	(lbs)	Size	Type	Factor	S-M	L

Halberd	10 gp	15	L	P/S	9	1d10	2d6


Hook Fauchard

This combination weapon is another attempted improvement to the fauchard. A back hook is fitted to the back of the blade, supposedly to dismount horsemen. Like the fauchard, this is not a tremendously successful weapon.

Because of their length, all polearms are infantry weapons and require two hands to use.

This is both a slashing and a piercing weapon: +1 Vs brigandine, +1 Vs field plate, +3 Vs full plate, -2 Vs leather, padded, and hide armor, +1 Vs ring mail, and +1 Vs studded leather. There are no modifiers Vs other armor types. Note: these are THAC0 modifiers so plusses (‘+’) are bad (less likely to hit) and minuses (‘-’) are good (more likely to hit).

Weight	Speed	   Damage

Item	Cost	(lbs)	Size	Type	Factor	S-M	L

Hook fauchard	10 gp	8	L	P/S	9	1d4	1d4


Lucern Hammer

This weapon is similar to the bec de corbin. Fitted with a shaft up to ten feet long, it is usually found in the hands of the common soldier. Like the bec de corbin, its main purpose is to punch through armor. The end is fitted with the long point of an awl pike to hold off enemy cavalry.

Because of their length, all polearms are infantry weapons and require two hands to use.

This is both a piercing and a bashing weapon: -2 Vs chain mail, -2 Vs leather, padded, and hide armor, and +1 Vs splint. There are no modifiers Vs other armor types. Note: these are THAC0 modifiers so plusses (‘+’) are bad (less likely to hit) and minuses (‘-’) are good (more likely to hit).

Weight	Speed	   Damage

Item	Cost	(lbs)	Size	Type	Factor	S-M	L

Lucern hammer #	7 gp	15	L	P/B	9	2d4	1d6

# This weapon inflicts double damage when firmly set to receive a charge.


Military Fork

This is one of the simplest modifications of a peasant's tool since it is little more than a pitchfork fixed to a longer shaft. With tines strengthened and straightened, the military fork serves well. The need for cutting and cleaving eventually often results in combining

the fork with other weapons.

Because of their length, all polearms are infantry weapons and require two hands to use.

This is a piercing weapon: +1 Vs brigandine, +1 Vs field plate, +3 Vs full plate, -2 Vs leather, padded, and hide armor, +1 Vs ring mail, +1 Vs scale mail, +1 Vs splint mail, and +1 Vs studded leather. There are no modifiers Vs other armor types. Note: these are THAC0 modifiers so plusses (‘+’) are bad (less likely to hit) and minuses (‘-’) are good (more likely to hit).

Weight	Speed	   Damage

Item	Cost	(lbs)	Size	Type	Factor	S-M	L

Military fork *	5 gp	7	L	P	7	1d8	2d4

* This weapon inflicts double damage against charging creatures of L or greater size.


Partisan

Shorter than the awl pike but longer than the spear, the partisan is a broad spear-head mounted on an eight-foot-long shaft. Two smaller blades project out from the base of the main blade, just to increase damage and trap weapons. Since it is a thrusting weapon, it can be used in closely packed formations.

Because of their length, all polearms are infantry weapons and require two hands to use.

This is a piercing weapon: +1 Vs brigandine, +1 Vs field plate, +3 Vs full plate, -2 Vs leather, padded, and hide armor, +1 Vs ring mail, +1 Vs scale mail, +1 Vs splint mail, and +1 Vs studded leather. There are no modifiers Vs other armor types. Note: these are THAC0 modifiers so plusses (‘+’) are bad (less likely to hit) and minuses (‘-’) are good (more likely to hit).

Weight	Speed	   Damage

Item	Cost	(lbs)	Size	Type	Factor	S-M	L

Partisan #	10 gp	8	L	P	9	1d6	1d6+1

# This weapon inflicts double damage when firmly set to receive a charge.


Ranseur

Very much like the partisan, the ranseur differs in that the main blade is thinner and the projecting blades extended more like tines of a fork. These can trap a weapon and sometimes punch through armor.

Because of their length, all polearms are infantry weapons and require two hands to use.

This is a piercing weapon: +1 Vs brigandine, +1 Vs field plate, +3 Vs full plate, -2 Vs leather, padded, and hide armor, +1 Vs ring mail, +1 Vs scale mail, +1 Vs splint mail, and +1 Vs studded leather. There are no modifiers Vs other armor types. Note: these are THAC0 modifiers so plusses (‘+’) are bad (less likely to hit) and minuses (‘-’) are good (more likely to hit).

Weight	Speed	   Damage

Item	Cost	(lbs)	Size	Type	Factor	S-M	L

Ranseur #	6 gp	7	L	P	8	2d4	2d4

# This weapon inflicts double damage when firmly set to receive a charge.


Spetum

The spetum is a modification of the normal spear. The shaft increases to eight to ten feet and side blades are added. Some have blades that angle back, increasing the

damage when pulling the weapon out of a wound. These blades can also trap and block weapons or catch and hold an opponent.

Because of their length, all polearms are infantry weapons and require two hands to use.

This is a piercing weapon: +1 Vs brigandine, +1 Vs field plate, +3 Vs full plate, -2 Vs leather, padded, and hide armor, +1 Vs ring mail, +1 Vs scale mail, +1 Vs splint mail, and +1 Vs studded leather. There are no modifiers Vs other armor types. Note: these are THAC0 modifiers so plusses (‘+’) are bad (less likely to hit) and minuses (‘-’) are good (more likely to hit).

Weight	Speed	   Damage

Item	Cost	(lbs)	Size	Type	Factor	S-M	L

Spetum #	5 gp	7	L	P	8	1d6+1	2d6

# This weapon inflicts double damage when firmly set to receive a charge.


Voulge

The voulge, like the bardiche is a variation on the axe and the cleaver. The voulge is little more than a cleaver on the end of a long (seven- to eight-foot) pole. It is a popular

weapon, easy to make and simple to learn. It is also called the Lochaber axe.

Because of their length, all polearms are infantry weapons and require two hands to use.

This is a slashing weapon: +2 Vs banded mail, +1 Vs brigandine, +2 Vs chain mail, +3 Vs field plate, +4 Vs full plate, +3 Vs plate mail, +1 Vs ring mail, And +2 Vs studded leather. There are no modifiers Vs other armor types. Note: these are THAC0 modifiers so plusses (‘+’) are bad (less likely to hit) and minuses (‘-’) are good (more likely to hit).

Weight	Speed	   Damage

Item	Cost	(lbs)	Size	Type	Factor	S-M	L

Voulge #	5 gp	12	L	S	10	2d4	2d4

# This weapon inflicts double damage when firmly set to receive a charge.


Quarterstaff

The simplest and humblest of staff weapons, the quarterstaff is a length of wood ranging six to nine feet in length. High quality quarterstaffs are made of stout oak and shod with metal at both ends. The quarterstaff must be wielded with both hands.

This is a bludgeoning weapon: +1 Vs banded mail, -2 Vs chain mail, and +2 Vs splint mail. There are no modifiers Vs other armor types. Note: these are THAC0 modifiers so plusses (‘+’) are bad (less likely to hit) and minuses (‘-’) are good (more likely to hit).

Weight	Speed	   Damage

Item	Cost	(lbs)	Size	Type	Factor	S-M	L

Quarterstaff	--	4	L	B	4	1d6	1d6


Scourge

This wicked weapon is a short whip with several thongs or tails. Each thong is studded with metal barbs, resulting in a terrible lash. It is sometimes used as an instrument of execution.

Weight	Speed	   Damage

Item	Cost	(lbs)	Size	Type	Factor	S-M	L

Scourge	1 gp	2	S	--	5	1d4	1d2


Sickle

The sickle is a farming implement consisting of a crescent-shaped blade mounted on a short handle. Druids favor the sickle due to its strong association with agriculture. As a weapon, the sickle is as effective as a dagger, but is slower overall.

This is a slashing weapon: +2 Vs banded mail, +1 Vs brigandine, +2 Vs chain mail, +3 Vs field plate, +4 Vs full plate, +3 Vs plate mail, +1 Vs ring mail, And +2 Vs studded leather. There are no modifiers Vs other armor types. Note: these are THAC0 modifiers so plusses (‘+’) are bad (less likely to hit) and minuses (‘-’) are good (more likely to hit).

Weight	Speed	   Damage

Item	Cost	(lbs)	Size	Type	Factor	S-M	L

Sickle	6 sp	3	S	S	4	1d4+1	1d4


Sling

The basic sling consists of a leather or fabric strap with a pouch for holding the missile. The weapon is held by both ends of the strap and twirled around the wielder’s head. When top speed is attained, the missile is launched by releasing one of the strap’s ends.

This is a bludgeoning missile: +1 Vs banded mail, -2 Vs chain mail, and +2 Vs splint mail. There are no modifiers Vs other armor types. Note: these are THAC0 modifiers so plusses (‘+’) are bad (less likely to hit) and minuses (‘-’)are good (more likely to hit).

Player’s Handbook	Weight	Speed	   Damage

Item	Cost	(lbs)	Size	Type	Factor	S-M	L

Sling	5 cp	*	S	--	6	--	--

Sling bullet	1 cp	--	S	B	--	1d4+1	1d6+1

Sling stone	--	--	S	B	--	1d4	1d4

* These items weigh little individually. Ten of these weigh one pound.

Player’s Handbook	Weight	Speed	   Damage

Item	Cost	(lbs)	Size	Type	Factor	S-M	L

Sling	5 cp	1	S	--	6	--	--

Sling bullet	--	*	S	B	--	1d4+1	1d6+1

Sling stone	--	*	S	B	--	1d4	1d4

* These items weigh little individually. Ten of these weigh one pound.


Sling Bullet

A ball of lead of a size and shape suitable for use in a sling. It flies further and does more damage than a sling stone.

This is a bludgeoning missile: +1 Vs banded mail, -2 Vs chain mail, and +2 Vs splint mail. There are no modifiers vs other armor types. Note: these are THAC0 modifiers so plusses (‘+’) are bad (less likely to hit) and minuses (‘-’) are good (more likely to hit).


Sling Bullet

A ball of lead of a size and shape suitable for use in a sling. It flies further and does more damage than a sling stone.

This is a bludgeoning missile: +1 Vs banded mail, -2 Vs chain mail, and +2 Vs splint mail. There are no modifiers vs other armor types. Note: these are THAC0 modifiers so plusses (‘+’) are bad (less likely to hit) and minuses (‘-’) are good (more likely to hit).


Sling Stone

A smooth, rounded stone of a size and shape suitable for use in a sling.

This is a bludgeoning missile: +1 Vs banded mail, -2 Vs chain mail, and +2 Vs splint mail. There are no modifiers vs other armor types. Note: these are THAC0 modifiers so plusses (‘+’) are bad (less likely to hit) and minuses (‘-’) are good (more likely to hit).


Spear

Wooden shafts five to eleven feet in length fitted with metal, pointed heads on one end. In melee, spears may be used either one or two handed, with more damage inflicted if used in the latter mode. Spears 10 feet or longer cannot be wielded with one hand. Spears may also be thrown.

This is a piercing weapon: +1 Vs brigandine, +1 Vs field plate, +3 Vs full plate, -2 Vs leather, padded, and hide armor, +1 Vs ring mail, +1 Vs scale mail, +1 Vs splint mail, and +1 Vs studded leather. There are no modifiers Vs other armor types. Note: these are THAC0 modifiers so plusses (‘+’) are bad (less likely to hit) and minuses (‘-’) are good (more likely to hit).

Weight	Speed	   Damage

Item	Cost	(lbs)	Size	Type	Factor	S-M	L

Spear	--	--	--	--	--	--	--

One-handed	8 sp	5	M	P	6	1d6	1d8

Two-handed	8 sp	5	M	P	6	1d8+1	2d6

Spear, long	--	--	--	--	--	--	--

One-handed	5 gp	8	L	P	8	1d8	1d8+1

Two-handed #	5 gp	8	L	P	8	2d6	3d6

Spear, stone	--	--	--	--	--	--	--

One-handed	8 cp	5	M	P	6	1d4	1d6

Two-handed	8 cp	5	M	P	6	1d6	2d4

# This weapon inflicts double damage when firmly set to receive a charge.


Staff Sling

Also called the fustibalus, the staff-sling consists of a wooden rod, three to four feet in length, with a sling attached to one end. The rod is used to increase the range that a heavy object can by thrown by enabling the slinger to twirl the sling harder. It is not meant to increase the distance of the average sling bullet. In fact, it has poorer range for stones or bullets.

Due to the trajectory that a staff-sling gives a missile, it cannot fire at short-range targets. It has less range than a sling and is a slower weapon, but the staff-sling can hurl a heavier object.

This is a bludgeoning missile: +1 Vs banded mail, -2 Vs chain mail, and +2 Vs splint mail. There are no modifiers Vs other armor types. Note: these are THAC0 modifiers so plusses (‘+’) are bad (less likely to hit) and minuses (‘-’) are good (more likely to hit).

Weight	Speed	   Damage

Item	Cost	(lbs)	Size	Type	Factor	S-M	L

Staff sling	2 sp	2	M	--	11	--	--

Sling stone	--	2	S	B	--	1d4+1	1d6+1

Stinkpot	1 sp	2	S	B	--	1d3	1d3


Bastard Sword

This sword is similar to a long sword in size and weight, but has a longer hilt. It can be used one- or two-handed. Use the speed factor and damage appropriate to the grip. If it is used two-handed, your character cannot employ a shield.

This is a slashing weapon: +2 Vs banded mail, +1 Vs brigandine, +2 Vs chain mail, +3 Vs field plate, +4 Vs full plate, +3 Vs plate mail, +1 Vs ring mail, And +2 Vs studded leather. There are no modifiers Vs other armor types. Note: these are THAC0 modifiers so plusses (‘+’) are bad (less likely to hit) and minuses (‘-’) are good (more likely to hit).

Player’s Handbook	Weight	Speed	   Damage

Item	Cost	(lbs)	Size	Type	Factor	S-M	L

Bastard sword	--	--	--	--	--	--	--

One-handed	25 gp	10	M	S	6	1d8	1d12

Two-handed	25 gp	10	M	S	8	2d4	2d8

Player’s Option	Weight	Speed	   Damage

Item	Cost	(lbs)	Size	Type	Factor	S-M	L

Bastard sword	--	--	--	--	--	--	--

One-handed	25 gp	10	M	S	6	1d8	1d12

Two-handed	25 gp	10	M	S	6	2d4	2d8


Broad Sword

A heavy military sword with a double-edged blade. Overall sword length is about three and one-half feet, and the sword is designed mostly for cutting.

This is a slashing weapon: +2 Vs banded mail, +1 Vs brigandine, +2 Vs chain mail, +3 Vs field plate, +4 Vs full plate, +3 Vs plate mail, +1 Vs ring mail, And +2 Vs studded leather. There are no modifiers Vs other armor types. Note: these are THAC0 modifiers so plusses (‘+’) are bad (less likely to hit) and minuses (‘-’) are good (more likely to hit).

Player’s Handbook	Weight	Speed	   Damage

Item	Cost	(lbs)	Size	Type	Factor	S-M	L

Broad sword	10 gp	4	M	S	5	2d4	1d6+1

Player’s Option	Weight	Speed	   Damage

Item	Cost	(lbs)	Size	Type	Factor	S-M	L

Broad sword	30 gp	4	M	S	5	2d4	1d6+1


Khopesh

This is an Egyptian weapon. A khopesh has about six inches of handle and quillons. Its blade is then straight from the quillons for about two feet. The blade becomes sickle-shaped at this point, being about two additional feet long but effectively extending the overall length of the sword by only 1-½ feet. This makes the khopesh both heavy and unwieldy, difficult to employ properly, and slow to recover, particularly after a badly missed blow. Its sickle-like portion can snag an opponent or an opposing weapon.

This is a slashing weapon: +2 Vs banded mail, +1 Vs brigandine, +2 Vs chain mail, +3 Vs field plate, +4 Vs full plate, +3 Vs plate mail, +1 Vs ring mail, And +2 Vs studded leather. There are no modifiers Vs other armor types. Note: these are THAC0 modifiers so plusses (‘+’) are bad (less likely to hit) and minuses (‘-’) are good (more likely to hit).

Player’s Handbook	Weight	Speed	   Damage

Item	Cost	(lbs)	Size	Type	Factor	S-M	L

Khopesh	10 gp	7	M	S	9	2d4	1d6

Player’s Option	Weight	Speed	   Damage

Item	Cost	(lbs)	Size	Type	Factor	S-M	L

Khopesh	15 gp	7	M	S	9	2d4	1d6


Long Sword

These swords are usually referred to as double-edged swords, war swords, or military swords. In many cases, the long sword has a single-edged blade. Among the most common characteristics of all long swords is their length, which ranges from 35 inches to 47 inches. In the latter case, the blade is known to take up 40 inches of the total length.

Most long swords have a double-edged blade and a sharp point at the tip. Despite the tip, the long sword is designed for slashing, not thrusting.

The handles of all long swords fit only one human-sized hand.

This is a slashing weapon: +2 Vs banded mail, +1 Vs brigandine, +2 Vs chain mail, +3 Vs field plate, +4 Vs full plate, +3 Vs plate mail, +1 Vs ring mail, And +2 Vs studded leather. There are no modifiers Vs other armor types. Note: these are THAC0 modifiers so plusses (‘+’) are bad (less likely to hit) and minuses (‘-’) are good (more likely to hit).

Weight	Speed	   Damage

Item	Cost	(lbs)	Size	Type	Factor	S-M	L

Long sword	15 gp	4	M	S	5	1d8	1d12


Scimitar

A long, curved, single-edged blade intended mostly for horsemen.

This is a slashing weapon: +2 Vs banded mail, +1 Vs brigandine, +2 Vs chain mail, +3 Vs field plate, +4 Vs full plate, +3 Vs plate mail, +1 Vs ring mail, And +2 Vs studded leather. There are no modifiers Vs other armor types. Note: these are THAC0 modifiers so plusses (‘+’) are bad (less likely to hit) and minuses (‘-’) are good (more likely to hit).

Weight	Speed	   Damage

Item	Cost	(lbs)	Size	Type	Factor	S-M	L

Scimitar	15 gp	4	M	S	5	1d8	1d8


Short Sword

The short sword is the first type of sword to come into existence. In the simplest of terms, a short sword can be considered a dagger with a blade so long that it can no longer be called a dagger. The term short sword does not exist in sword classifications. However, it has come to be used to describe a double-edged blade about two feet in length. The sword tip is usually pointed, ideal for thrusting.

Short swords are fitted with a handle that can accommodate only one hand.

This is a piercing weapon: +1 Vs brigandine, +1 Vs field plate, +3 Vs full plate, -2 Vs leather, padded, and hide armor, +1 Vs ring mail, +1 Vs scale mail, +1 Vs splint mail, and +1 Vs studded leather. There are no modifiers Vs other armor types. Note: these are THAC0 modifiers so plusses (‘+’) are bad (less likely to hit) and minuses (‘-’) are good (more likely to hit).

Player’s Handbook	Weight	Speed	   Damage

Item	Cost	(lbs)	Size	Type	Factor	S-M	L

Short sword	10 gp	3	M	P	3	1d6	1d8

Player’s Option	Weight	Speed	   Damage

Item	Cost	(lbs)	Size	Type	Factor	S-M	L

Short sword	15 gp	3	M	P	3	1d6	1d8


Two-Handed Sword

The two-handed sword is a derivative of the long sword. The primary function of two-handed swords is cleaving mounted knights and breaking up pike formations.

The blade on the two-handed sword is a long, double-edged blade. The blade point may be sharp or rounded. The sword is a two-handed weapon and cannot be used in one hand, even if the wielder has high Strength. The weapon and its hilt are balanced for two-handed use. An adventurer wielding a two-handed sword cannot use a shield.

An average two-handed sword measures five to six feet in length.

This is a slashing weapon: +2 Vs banded mail, +1 Vs brigandine, +2 Vs chain mail, +3 Vs field plate, +4 Vs full plate, +3 Vs plate mail, +1 Vs ring mail, And +2 Vs studded leather. There are no modifiers Vs other armor types. Note: these are THAC0 modifiers so plusses (‘+’) are bad (less likely to hit) and minuses (‘-’) are good (more likely to hit).

Weight	Speed	   Damage

Item	Cost	(lbs)	Size	Type	Factor	S-M	L

Two-handed sword	50 gp	15	L	S	10	1d10	3d6


Trident

A trident is a long pole measuring four to eight feet with a metal, triple-blade fork on one

end. It is a two-handed weapon.

This is a piercing weapon: +1 Vs brigandine, +1 Vs field plate, +3 Vs full plate, -2 Vs leather, padded, and hide armor, +1 Vs ring mail, +1 Vs scale mail, +1 Vs splint mail, and +1 Vs studded leather. There are no modifiers Vs other armor types. Note: these are THAC0 modifiers so plusses (‘+’) are bad (less likely to hit) and minuses (‘-’) are good (more likely to hit).

Player’s Handbook	Weight	Speed	   Damage

Item	Cost	(lbs)	Size	Type	Factor	S-M	L

Trident	--	--	--	--	--	--	--

One-handed	15 gp	5	L	P	7	1d6+1	3d4

Two-handed	15 gp	5	L	P	7	1d6+1	3d4

Player’s Option	Weight	Speed	   Damage

Item	Cost	(lbs)	Size	Type	Factor	S-M	L

Trident	--	--	--	--	--	--	--

One-handed	15 gp	5	L	P	7	1d6+1	2d4

Two-handed	15 gp	5	L	P	7	1d8+1	3d4


Warhammer

A short-hafted weapon with a heavy, hammer-type head. Some warhammers are fitted with a spike at the top.

This is a bludgeoning weapon: +1 Vs banded mail, -2 Vs chain mail, and +2 Vs splint mail. There are no modifiers Vs other armor types. Note: these are THAC0 modifiers so plusses (‘+’) are bad (less likely to hit) and minuses (‘-’) are good (more likely to hit).

Weight	Speed	   Damage

Item	Cost	(lbs)	Size	Type	Factor	S-M	L

War hammer	2 gp	6	M	B	4	1d4+1	1d4


Whip

The whip or bull whip is a long, heavy, plaited lash usually made of leather or rawhide (untanned hide). The braided leather is thicker toward the handle, narrowing to a slender cord at the end. The whip’s length varies from 15 to 25 feet. A whip is carried coiled and attached to the user’s belt.

Weight	Speed	   Damage

Item	Cost	(lbs)	Size	Type	Factor	S-M	L

Whip	1 sp	2	M	--	8	1d2	1


Lasso

A lasso is a length of rope with a loop at one end, tied with a knot that enables the loop to be tightened. Thewielder twirls the lasso and throws the loop at the intended target. If it hits, the lasso has encircled thetarget, enabling the attacker to dismount the victim, make him fall, pin him, strangle him, etc. The wieldermust specify exactly what he wants the lasso to accomplish before making his attack roll.

A successful hit does not cause damage to the target, but incidental damage can occur from the results ofcertain actions performed with the lasso, such as making someone fall or strangling a victim.The many tricks which can be performed with a lasso are outlined in the Equipment Chapter of TheComplete Fighter's Handbook.

A lasso may be severed by 2 hit points of cutting damage. A victim's Strength can break a lasso, using thecharacter's Bend Bars/Lift Gates roll. Only one attempt can be made on any one lasso.

Lassos are also called lariats. Characters can take lasso as a weapon proficiency, but they should rememberthat the Rope Use nonweapon proficiency gives a +2 bonus to hit with a lasso.

Weight	Speed	Damage

Item	Cost	(lbs)	Size	Type	Factor	S-M	L

Lasso	5 sp	3	L	--	10	--	--


Belaying Pin

Not intended as an actual weapon, the belaying pin is a wooden or metal rod that is inserted in holes bored through a ship's rail. Ship's ropes are secured to these belaying pins. The pins are usually found in rows, bringing a series of ropes together to one location. The pins may be pulled out and used as a melee weapon, more often than not during boarding actions at sea when no other weapons are in reach.

The pin is a one-handed weapon. If hurled in combat, it is treated as a club.

Weight	Speed	   Damage

Item	Cost	(lbs)	Size	Type	Factor	S-M	L

Belaying pin	2 cp	2	S	B	4	1d3	1d3


Bolas

The main function of the bola is to provide a hunter with a good missile weapon that will catch the prey off guard and entangle it so as to make escape impossible.

The bola is basically a leather strap or straps with weights fastened to the ends. The bola may have four, six, or ten weights made of walrus ivory or bone. Arctic Bolas are generally used for hunting birds. All of the straps or cords join together to make a sort of handle. The thrower grasps the handle, jerks back the strand to straighten them, whirls the bolas over his head, and releases them. Each bola strand is about 28 inches long and each weight is about two inches in diameter.

Temperate plains bolas are usually twice as large. Often a second cord is fastened in the center of the first cord, with a small weight attached at the end. This weight is held by the thrower. This version of the bola can bring down a man-sized target.

If an attacker makes a Called Shot to the target's legs and succeeds, the bolas wrap themselves tightly around the victim's legs and prevent further movement. The target must make a Dexterity check in order not to fall down, incurring a -3 penalty if the victim was moving when the bolas hit.

If the attacker succeeds in a Called Shot to the victim's arms, the bolas wrap themselves tightly around the torso, preventing the victim from using a weapon or employing the protection of his shield until he frees himself. Strength checks are made at -2 penalty due to lack of leverage.

A successful Called Shot to the victim's head wraps the bolas around his neck, strangling him. The bolas cause normal damage on the round in which they hit, then an additional 1d3 hit points of strangulation damage every round the bolas are still in place.

Weight	Speed	   Damage

Item	Cost	(lbs)	Size	Type	Factor	S-M	L

Bolas	5 sp	2	M	B	8	1d3	1d2


Stone Arrow

Stone arrows are considered flight arrows for game purposes, except that the stone arrowheads cause less damage and have a tendency to shatter if they impact armor or similarly hard surfaces. If a stone arrow hits any object made of metal, stone, or a harder substance, it has a 20% chance of surviving the hit without damage to the arrow. If a die roll does not indicate success, the arrow is still allowed a saving throw vs. crushing blow with a +4 bonus using the figures for Rock Crystal. Failure indicates that the arrow shatters.

Stone arrowheads are almond shaped or rhomboid and are usually made from stone splinters of flint or obsidian.

Weight	Speed	   Damage

Item	Cost	(lbs)	Size	Type	Factor	S-M	L

Stone arrow, flight	3 cp/12	1/10	M	P	--	1d4	1d4


Caltrop

A caltrop is a metal ball bristling with metal spikes or prongs. When a caltrop is left on the ground, there is always at least one spike standing more or less upright, ready to pierce the

foot of the unwary.

In order to be effective, at least 10 caltrops must be dropped in an area of 25 square feet (a 5'x5' square). Each character entering the area must make a saving throw vs. paralyzation. Failure means that the pursuer has stepped on a caltrop, suffering 1d4 hit points of damage. The character will be able to move at only one-half his normal rate until the caltrop is dislodged from his foot. The victim must also make a second saving throw vs. paralyzation, with failure indicating that the character is lame for 24 hours (unless magically healed), and can move at only one-third his normal movement rate. In any case, the victim must spend one round removing the caltrop from his foot.

If half the number of caltrops are dropped in an area (five in a 25 square foot area), the first save is made with a +4 bonus. For every five extra caltrops over the required 10 dropped in a 25 square foot area, the saving throw is made at a -2, up to a maximum penalty of -6. A new saving throw must be made for each five-foot section entered in which caltrops have been dropped.

Characters moving at less than one-third their normal movement rate through an area of caltrops need not make a saving throw. They are moving slowly enough to avoid the caltrops (although they must be able to see the terrain in order to do so).

Weight	Speed	   Damage

Item	Cost	(lbs)	Size	Type	Factor	S-M	L

Caltrop	2 sp	2/10	S	P	n/a	1	1d2


Cestus

The cestus is a leather glove that has spikes and razor edges on the back and across the knuckles. Other forms of cesti are loaded with lead or other heavy filler in order to give a punch more force. The weapon is mainly used as a gladiator weapon in the arenas of sport.

The damage caused by the cestus (1d4 vs. small and medium creatures; 1d3 to large) replaces the damage caused by a punch. Although this may seem to be a disadvantage, remember that punching damage is temporary while damage from the cestus is permanent until healed. There is no proficiency in the cestus, though a warrior can spend a proficiency slot and specialize in it.

Weight	Speed	   Damage

Item	Cost	(lbs)	Size	Type	Factor	S-M	L

Cestus	1 gp	2	S	S	2	1d4	1d3


Bone Dagger

Bone daggers are made from the bones of large animals such as reindeer and bison, with one end sharpened and the handle carved to resemble the animal from which the bones came. Such daggers are relatively fragile, and stone replaced bone when early man discovered how to work with stone.

Weight	Speed	   Damage

Item	Cost	(lbs)	Size	Type	Factor	S-M	L

Bone dagger	1 sp	1	S	P	2	1d2	1d2


Parrying Dagger

This specialized type of dagger is used in conjunction with a sword. It is used to catch or break an opponent's sword. Some versions of this dagger are equipped with spring blades that split into three blades at the push of a button. When such a dagger is employed in this fashion, it cannot be thrown successfully.

Most parrying daggers have long, straight or curved quillons, and a tough side ring that extends perpendicular to the blade in order to protect the user's fingers.

Unlike the main-gauche, the parrying dagger is made for a specific purpose, to deflect or break an opponent's weapon. The main-gauche, while also good for parrying, is less of a weapon-breaker.

Weight	Speed	   Damage

Item	Cost	(lbs)	Size	Type	Factor	S-M	L

Parrying dagger	5 gp	1	S	P	2	1d3	1d3


Stone Dagger

Stone daggers are more difficult to make due to the composition of stone. Most stone daggers are made of flint, a hard stone that can be worked easily. The flint is chipped until the proper shape is achieved, usually that of a broad leaf, then it is sometimes lashed to a wooden handle. This sort of stone dagger has a major weak point: the place where the blade is attached to the handle. Primitive tribes know that the best stone dagger is made from a single piece of stone with the dagger's handle consisting of a straight section of stone. The handle is then wrapped in hide for a good grip. The average stone dagger measures 12 inches long.

Weight	Speed	   Damage

Item	Cost	(lbs)	Size	Type	Factor	S-M	L

Stone dagger	2 sp	1	S	P	2	1d3	1d2


Gaff/Hook

The gaff or hook is actually a tool used to hook and land fish. It is commonly found where fishing boats are encountered, and the hooks are in plentiful supply, affording the disarmed adventurer a weapon of last resort.

Some sailors who have lost a hand have a cup with a gaff hook attached to the stump, guaranteeing that they are never without a weapon.

Weight	Speed	   Damage

Item	Cost	(lbs)	Size	Type	Factor	S-M	L

Gaff/Hook	--	--	--	--	--	--

Attached	2 gp	2	S	P	2	1d4	1d3


Knife

A knife consists of a single-edged, pointed blade a handle mounted asymmetrically.

This is both a slashing and a piercing weapon: +1 Vs brigandine, +1 Vs field plate, +3 Vs full plate, -2 Vs leather, padded, and hide armor, +1 Vs ring mail, and +1 Vs studded leather. There are no modifiers Vs other armor types. Note: these are THAC0 modifiers so plusses (‘+’) are bad (less likely to hit) and minuses (‘-’) are good (more likely to hit).

Weight	Speed	   Damage

Item	Cost	(lbs)	Size	Type	Factor	S-M	L

Knife	5 sp	1/2	S	P/S	2	1d3	1d2

Bone knife	3 cp	1/2	S	P/S	2	1d2	1d2

Stone knife	5 cp	1/2	S	P/S	2	1d2	1d2


Lasso

A lasso is a length of rope with a loop at one end, tied with a knot that enables the loop to be tightened. The wielder twirls the lasso and throws the loop at the intended target. If it hits, the lasso has encircled the target, enabling the attacker to dismount the victim, make him fall, pin him, strangle him, etc. The wielder must specify exactly what he wants the lasso to accomplish before making his attack roll.

A successful hit does not cause damage to the target, but incidental damage can occur from the results of certain actions performed with the lasso, such as making someone fall or strangling a victim.

The many tricks which can be performed with a lasso are outlined in the Equipment Chapter of The Complete Fighter's Handbook.

A lasso may be severed by 2 hit points of cutting damage. A victim's Strength can break a lasso, using the character's Bend Bars/Lift Gates roll. Only one attempt can be made on any one lasso.

Lassos are also called lariats. Characters can take lasso as a weapon proficiency, but they should remember that the Rope Use nonweapon proficiency gives a +2 bonus to hit with a lasso.

Weight	Speed	   Damage

Item	Cost	(lbs)	Size	Type	Factor	S-M	L

Lasso	5 sp	3	L	--	10	--            --


Main-Gauche

The main-gauche (French for "left hand") is a large dagger with a basket hilt. Since most swordsmen use their right hand to wield a sword, this dagger is meant for the left hand, wielded as a defensive weapon when a warrior is using the two-handed fighting technique.The main-gauche is also called a "left-hand dagger."

The heavy basket of the main-gauche is the equivalent of an iron gauntlet for the purposes of hand-to-hand combat.

Fighters proficient with main-gauche gain a +1 bonus to hit with Disarm and Parry maneuvers. More information on fighting styles and maneuvers can be found in The Complete Fighter's Handbook in the Combat chapter.

Weight	Speed	   Damage

Item	Cost	(lbs)	Size	Type	Factor	S-M	L

Main-Gauche	3 gp	2	S	P/S	2	1d4	1d3


Net

The net is a tool that has been used as a weapon since the days when emerging civilizations held gladiatorial arena combat. This version of the net is an eight- to twelve-foot diameter circular net with weights around the edges and a trailing rope used to guide the net and pull it away. It is usually folded in such a way that it twirls open when thrown. It is tossed with one hand, with the attacker holding onto the guide rope with the other hand.

A successful hit with this weapon means that the victim is netted and must try to break free by making a Strength check once per round until successful. The netted victim cannot make any sort of attack until the net has been shaken off.

On the round after the victim is netted, the attacker has several options for his next action, including using another weapon to strike the entangled victim. The victim loses his Dexterity and shield bonuses to armor class until he is freed.

The attacker may improve his grip on the victim by looping the trailing rope around the netted character. This requires a normal attack roll for success, and the victim loses 4 points of effective Strength (for determining success of freeing oneself from the net) per successful round of attack. If the victim's Strength is reduced to zero, he is hopelessly tangled and cannot escape unless helped by someone outside the net.

If a warrior throws a net and misses, it is open and unfolded. It may still be thrown, but it is no longer folded correctly and is consequently an unwieldy weapon. Attackers suffer a -3 penalty to hit when throwing an unfolded net.

A properly folded net allows the attacker to perform Disarm, Parry, and Pin maneuvers. Such attacks are at a -3 to hit if the net is unfolded.

Certain underwater races, such as nixies and sahuagin, use nets not only for fishing, but also as a combat weapon, usually when they wish to take a victim alive.

Weight	Speed	   Damage

Item	Cost	(lbs)	Size	Type	Factor	S-M	L

Net	5 gp	10	M	--	10	--	--


Sap

Alternatively called a blackjack, the sap is a small leather bag filled with sand, lead shot, coins, or other weighted materials. It is used to quietly knock out a victim by administering a blow to the head or back of the neck. Thus, the sap has no effect on helmeted targets. If the sap strikes any other part of the body, the damage is halved and there is no other effect.

Of the damage caused by the sap attack, 25% is actual physical damage, and the other 75% is temporary damage that wears off in 1d6 turns.

In order to effectively use the sap, the attacking character makes a Called Shot at -8 to hit. If a hit is scored, damage is determined normally. The attacker then has a 5% chance per hit point of damage to knock out the victim, up to a maximum of 40%. This maneuver works only against targets that are man-sized or smaller.

When a sapping maneuver is performed on a sleeping or magically held victim, the maneuver automatically hits, but the chance of knockout increases to 10% per hit point of damage, to a maximum of 80%.

Weight	Speed	   Damage

Item	Cost	(lbs)	Size	Type	Factor	S-M	L

Sap	1 gp	1/10	S	B	2	1d2	1d2


Long Spear

A long spear is like a normal spear, except that its shaft ranges 12 to 13 feet in length and cannot be thrown.

Orcs and ogres use spears often in battle. They are simple weapons for simple-minded creatures.

Weight	Speed	   Damage

Item	Cost	(lbs)	Size	Type	Factor	S-M	L

Spear, long	--	--	--	--	--	--	--

One-handed	5 gp	8	L	P	8	1d8	1d8+1

Two-handed #	5 gp	8	L	P	8	2d6	3d6


Stinkpot

An optional form of ammunition is the stinkpot, a clay vessel filled with burning sulfur or quicklime. This is considered a grenade-like weapon and is subject to the combat rules found in Chapter Nine of The Player's Handbook. For range, the stinkpot has a short range of 20 feet, medium range of 40 feet, and long range of 60 feet.

When the stinkpot breaks, everyone in a 20-foot diameter circle who does not leave the area within one round must save vs. poison or be unable to attack or move at greater than half their movement rate. Those who save successfully attack at a -2 penalty due to nausea and watering eyes. The effects last as long as the subject remains in the area and for 1d4 rounds thereafter.

The stink cloud lasts for 1d3+1 rounds, then dissipates. Optionally, stinkpots in underground settings may give off clouds that last 1d6+1 rounds due to lack of open air.

Weight	Speed	   Damage

Item	Cost	(lbs)	Size	Type	Factor	S-M	L

Stinkpot	1 sp	2	S	B	--	1d3	1d3


Stiletto

Also known as a stylet, the stiletto is a short dagger with a strong, triangular or square-sectioned blade that tapers to a sharp point at the tip. The stiletto is designed for thrusting, in particular to pierce armor such as leather or mail. Therefore, the stiletto gives the wielder a +2 bonus to attacks against plate mail, ring mail, chain mail, and all forms of leather armor. Most stilettos are made completely of steel.

Most cities, except those involved in a war, prohibit the carrying of a stiletto since it is an easily concealed weapon.

Stilettos are narrow enough to be concealed in sword canes or even in the handle of a large sword, such as the long, bastard, or two-handed swords.

Weight	Speed	   Damage

Item	Cost	(lbs)	Size	Type	Factor	S-M	L

Stiletto	5 sp	1/2	S	P	2	1d3	1d2


Claymore

The claymore is a large, cross-hilted sword consisting of a straight, broad, double-edged blade and long quillons angling toward the blade. The grip is leather-covered and topped with a wheel-shaped pommel. The sword is slightly shorter than the two-handed sword.

Claymores are treated as bastard swords in terms of damage, weight, and weapon speed.

Claymores are greatswords of Scottish origin, used by Highlanders and Scottish mercenaries in Ireland. The sword was popular from the end of the 15th century to the early 17th century. The term claymore is from the Gaelic claidheamohmor, meaning great sword.

Weight	Speed	   Damage

Item	Cost	(lbs)	Size	Type	Factor	S-M	L

Claymore	25 gp	10	M	S	8	2d4	2d8


Cutlass

The cutlass is a sword with a single-edged, curved, broad blade attached to a basket hilt. The blade is short and heavy. The sword is favored among pirate crews and is easily found in port communities, but is rare inland. Cutlass users enjoy the same advantages in Parrying as broad sword users.

Weight	Speed	   Damage

Item	Cost	(lbs)	Size	Type	Factor	S-M	L

Cutlass	12 gp	4	M	S	5	1d6	1d8


Drusus

A drusus is a gladius of exceptional quality, and consequently has a series of special things associated with its care in order to maintain a sharp edge. The restrictions are listed in The Complete Fighter's Handbook (Equipment Chapter).

Weight	Speed	   Damage

Item	Cost	(lbs)	Size	Type	Factor	S-M	L

Drusus	50 gp	3	M	S	3	1d6+1	1d8+1


Falchion

The falchion is a sword with a single-edged, heavy blade. The blade's back is usually straight, while the edge has a curve. The blade also broadens close to the tip, which gives the blade a cleaver-like appearance and increases the damage inflicted. The sword is heavy, which also contributes to a fearsome cutting blow.

Weight	Speed	   Damage

Item	Cost	(lbs)	Size	Type	Factor	S-M	L

Falchion	17 gp	8	M	S	5	1d6+1	2d4


Rapier

The rapier is a light weapon with a straight, double-edged, pointed blade. It is designed to be a light, thrusting sword. The term rapier is often used to describe a civilian weapon, as opposed to the heavier and deadlier swords of soldiers and mercenaries. Rapiers are fashionable among nobles and gentlemen.

As a new art of fighting evolved with emphasis on thrusting with the blade as opposed to slashing, a new weapon was required. This art is known as fencing, and it requires a rapier. As the sport grew in popularity, the rapier was required to be narrower and lighter. It became not a slashing weapon at all, but a weapon purely for thrusting.

The early rapier handles have straight quillons (cross guards), side guards, and knuckle bows. The later versions have shell guards, similar to the basket hilts of the broad sword and cutlass. As a result, the rapier wielder enjoys the same Parry and punching bonuses outlined earlier.

Weight	Speed	   Damage

Item	Cost	(lbs)	Size	Type	Factor	S-M	L

Rapier	15 gp	4	M	P	4	1d6+1	1d8+1


Sabre

Alternatively spelled saber, this sword is a long, curved, single-edged blade intended mostly for horsemen. It is a popular weapon for light cavalry. The sabre's hilt grants the user the Parry and punching bonuses of the rapier.

Weight	Speed	   Damage

Item	Cost	(lbs)	Size	Type	Factor	S-M	L

Sabre	17 gp	5	M	S	4	1d6+1	1d8+1


Knife

A knife consists of a single-edged, pointed blade a handle mounted asymmetrically.

This is both a slashing and a piercing weapon: +1 Vs brigandine, +1 Vs field plate, +3 Vs full plate, -2 Vs leather, padded, and hide armor, +1 Vs ring mail, and +1 Vs studded leather. There are no modifiers Vs other armor types. Note: these are THAC0 modifiers so plusses (‘+’) are bad (less likely to hit) and minuses (‘-’) are good (more likely to hit).

Weight	Speed	   Damage

Item	Cost	(lbs)	Size	Type	Factor	S-M	L

Knife	5 sp	1/2	S	P/S	2	1d3	1d2

Bone knife	3 cp	1/2	S	P/S	2	1d2	1d2

Stone knife	5 cp	1/2	S	P/S	2	1d2	1d2


Javelin

Javelins are classified as light spears, suitable for melees or missile combat, usable either on horseback or on foot. The javelin head is not very large, and is usually leaf-or lancet-shaped. Javelin heads may have barbs.

Javelins may be used either one- or two-handed, and like the harpoon, there is no difference in speed factor between the two styles. The javelin has a respectable throwing range, certainly better than that of a spear, with damage potential comparable to the spear. Like the harpoon, the javelin gives the adventurer the advantage of a weapon that may be used effectively either as a melee weapon or as a missile weapon.

This is a piercing weapon: +1 Vs brigandine, +1 Vs field plate, +3 Vs full plate, -2 Vs leather, padded, and hide armor, +1 Vs ring mail, +1 Vs scale mail, +1 Vs splint mail, and +1 Vs studded leather. There are no modifiers Vs other armor types. Note: these are THAC0 modifiers so plusses (‘+’) are bad (less likely to hit) and minuses (‘-’) are good (more likely to hit).

Weight	Speed	   Damage

Item	Cost	(lbs)	Size	Type	Factor	S-M	L

Javelin	--	--	--	--	--	--	--

One-handed	5 sp	2	L	P	4	1d4	1d4

Two-handed	5 sp	2	L	P	4	1d6	1d6

Javelin, Stone	--	--	--	--	--	--	--

One-handed	5 cp	2	M	P	4	1d4	1d4

Two-handed	5 cp	2	M	P	4	1d4+1	1d6


Spear

Wooden shafts five to eleven feet in length fitted with metal, pointed heads on one end. In melee, spears may be used either one or two handed, with more damage inflicted if used in the latter mode. Spears 10 feet or longer cannot be wielded with one hand. Spears may also be thrown.

This is a piercing weapon: +1 Vs brigandine, +1 Vs field plate, +3 Vs full plate, -2 Vs leather, padded, and hide armor, +1 Vs ring mail, +1 Vs scale mail, +1 Vs splint mail, and +1 Vs studded leather. There are no modifiers Vs other armor types. Note: these are THAC0 modifiers so plusses (‘+’) are bad (less likely to hit) and minuses (‘-’) are good (more likely to hit).

Weight	Speed	   Damage

Item	Cost	(lbs)	Size	Type	Factor	S-M	L

Spear	--	--	--	--	--	--	--

One-handed	8 sp	5	M	P	6	1d6	1d8

Two-handed	8 sp	5	M	P	6	1d8+1	2d6

Spear, long	--	--	--	--	--	--	--

One-handed	5 gp	8	L	P	8	1d8	1d8+1

Two-handed #	5 gp	8	L	P	8	2d6	3d6

Spear, stone	--	--	--	--	--	--	--

One-handed	8 cp	5	M	P	6	1d4	1d6

Two-handed	8 cp	5	M	P	6	1d6	2d4

# This weapon inflicts double damage when firmly set to receive a charge.


Chain

The chain is simply a weighted length of chain that is whirled rapidly. It is used to strike and tangle an opponent. If the chain is used for a pull/trip maneuver, the attacker gains a +4 bonus on his Strength check, This also applies to pull/trips against riders.

Weight	Speed	   Damage

Item	Cost	(lbs)	Size	Type	Factor	S-M	L

Chain	5 sp	3	L	B	5	1d4+1	1d4


Head Spike

This unusual weapon consists of an iron helmet with a large (1 to 2 foot) spike on the top, sometimes called a "belly skewer." A fighter employs this weapon when charging. Running, bent forward, he attempts to spear his opponent in the stomach. The attack roll is made at a -3 penalty, and he loses any armor class benefits high Dexterity may give him. If he impales his enemy, he scores double damage.

Cost	Weight	Speed	Damage

Item	(gp)	(lbs)	Size	Type	Factor	S-M	L

Head Spike	10	10	M	P	4	1d6	1d8


Knee And Elbow Spikes

These are spiked guards used in close combat to elbow and knee opponents. When not in use they appear to be decorative stubs at the center of the knee and elbow cups, but, activated by pressure, spiked blades jet out and lock in place. Since they are strapped to the character as part of his armor, it is virtually impossible to disarm him.

When a fighter is being grappled or wrestled he may elect to make an attack with his spikes, instead of boxing or wrestling. This attack is made with a -2 attack penalty.

Cost	Weight	Speed	Damage

Item	(gp)	(lbs)	Size	Type	Factor	S-M	L

Elbow spike	1	2	S	S	2	1d4	1d4

Knee spike	3	2	S	P	1	1d4	1d4


Glove Nail

This is a gauntlet constructed of iron or steel, with a large spike protruding from its face. Warriors usually wear glove nails on both hands. Used for slashing, generally at an enemy's face, these are sometimes called "face rippers."

Cost	Weight	Speed	Damage

Item	(gp)	(lbs)	Size	Type	Factor	S-M	L

Glove Nail	2	2	S	P	2	1d4+1	1d4


Chain Flail

The chain flail is a 6-foot length of weighted chain. In combat it is whirled around very fast and swung at the enemy's legs. A character who is proficient with a chain flail will use it to knock his opponent off balance. He must state that he is attacking the legs, and rolls at -4 attack. If he succeeds, he rolls for damage normally. In addition, his target must succeed in a Dexterity check or be knocked to the ground by the chain's impact.

Cost	Weight	Speed	Damage

Item	(gp)	(lbs)	Size	Type	Factor	S-M	L

Chain Flail	1	5	L	B	6	1d4+2	1d4+1


Adze

Resembling an axe with a sideways blade, the adze is a common tool. Some savage tribes use a short-handled war adze as a close-combat weapon. Common adzes can be found in most woodworkers’ shops.


Ankus

The ankus is an elephant goad. It is a three- to four-foot staff with a metal hook and point at one end. The ankus was intended to be both a tool and a weapon, and some were used as elaborate ceremonial pieces.


Stone Axe

This crude weapon consists of an edged piece of stone lashed to a wooden haft. Normally, it’s only found in the most primitive of settings.


Bagh Nakh

Also known as “tiger claws,” a bagh nakh is a set of metal blades worn on the palm. It is used with a cat-like clawing motion. Usually, the bagh nakh is used in pairs, one on each hand. It is available only in Indian or Oriental settings.


Bo Stick

This oriental staff is a tapering length of wood about four to six feet in length. The wielder of a bo stick suffers a –2 penalty to attacks against an opponent in plate armor of any kind.


Jambiya

The jambiya is a weapon found in eastern campaigns. The jambiya is the traditional Arab dagger, with a sharply curved blade. It is often ornately decorated.


Chakram

The chakram is a throwing quoit or disk with a sharpened outer edge, about a foot in diameter. It is thrown frisbee-style, with a rapid spin. The chakram is not as effective against armored opponents and suffers a –2 penalty to attacks against targets in any kind of mail, scale, or plate armor.


Chijikiri

This composite weapon consists of a spear with a length of chain attached to the butt. It can be wielded as an ordinary spear, or reversed and used to tangle or flail at an enemy. If the chain end is used, the chijikiri is a Type B weapon that inflicts damage as a chain. The chijikiri adds +4 to the attacker’s effective Strength for pull/trip maneuvers but cannot be used to pull/trip a rider.


War Club

The war club is considered a work of art in many cultures. It is carefully built from the best materials available and often lined with sharp stones or spikes to increase its damage potential. War clubs cannot be thrown.


Boomerang

Another ancient hunting weapon, the boomerang is a heavy, aerodynamic club. It does not normally return to its thrower; a proficient user has to make a called shot to set up a throw that will return in the event of a miss.


Brandistock

The brandistock is an iron-shod walking staff that conceals three blades. When deployed, the blades form a small trident. In situations where the enemy isn’t expecting a character to be so armed, the DM can assign a +1 surprise or initiative bonus.


Three-Piece Rod

It is said this weapon was invented by a master of the martial arts whose staff had been broken by his enemy. The three-piece rod consists of three short wooden staves, linked by rope or chain. It is exceptionally useful for performing traps, blocks, and defensive disarms; the three-piece rod confers a +4 bonus to any such attempts.


Gunsen

This deceptive weapon resembles an oriental fan. It is both a parrying device and an effective bludgeon. The paper fan contained in a gunsen is used to distract and confuse an opponent, and is often decorated with beautiful designs. A character proficient in the gunsen’s use gains a special +2 bonus to any block maneuvers she makes with the fan.


Sai

The sai is a parrying weapon with a large crossguard. It resembles a dagger, but the “blade” is round with no edges. It is normally used for bludgeoning attacks. The sai’s crossguard provides a +2 bonus to any block, trap, or disarm attempts.


Sang Kauw

This weapon resembles a short, double-ended spear with a buckler or bladed guard at the center. It requires both hands but provides a proficient user with an AC bonus of +1 due to the small shield. Like the lajatang, the sang kauw threatens both of the wielder’s flank squares as well as his front spaces.


Shuriken

Also known as shaken or throwing stars, shuriken come in a variety of shapes and sizes. The most common designs are large throwing needles and flat, star-shaped blades. Shuriken are the favored weapons of assassins in oriental campaigns.


Katana (Two-Handed)

The samurai’s katana may be the single finest sword ever made. It is a slashing weapon with a sharp, chisel-shaped point. The steel was often of exceptional quality, built up with a laborious process of folding and re-folding; some blades had hundreds of folds. This created a sword of tremendous resilience and strength. The hilt accomodates one or two hands equally well.


Kusari-Gama

The kusari-gama consists of a kama, or sickle, with an attached length of chain. It is extremely versatile and can be employed in a number of ways. Like several other chain weapons, it adds a +4 bonus to the attacker’s Strength checks when used to perform the pull/trip attack option.


Jitte

The jitte is an iron parrying bar with a short hook at one end. It isn’t sharp, but can be used to strike bludgeoning blows. The jitte provides a special +2 bonus to block or defensive disarm maneuvers.


Kama

This weapon is a straight-bladed sickle derived from the common peasant’s tool. Since it is regarded as a tool, it can be carried by a character who wishes to conceal the fact that he is armed.


Kau Sin Ke

The kau sin ke, or whipping chain, is an oriental version of the flail. It consists of four to six iron bars linked end-to-end by short lengths of chain. The kau sin ke gains a special +1 bonus to attack rolls against opponents using shields, since it can strike around the shield.


Kawanaga

This weapon consists of a grapple with a weighted rope attached. The hook or weight can be used to strike at opponents, and the grapple is handy for climbing as well. The kawanaga adds +4 to the attacker’s effective Strength when used to perform the pull/trip maneuver.


Machete

The machete is regarded as a tool by some cultures, and as a weapon of war by others. It consists of a short, heavy, slightly curved blade designed for slashing. Many varieties of tribal swords or fighting knives fall into the category of machetes, and may be elaborately decorated blades of superior construction and balance. In eastern lands, these blades are known as parangs.


Maul

The maul is a military sledgehammer designed for two-handed use. It is about three to four feet in length with a heavy square head. It receives a +1 bonus to attacks against opponents in plate or mail armors. Traditionally, the maul was carried by lightly armored troops such as archers for use against dismounted knights.


Nunchaku

The nunchuks consist of two wooden or iron bars linked by a small length of chain. Like the western flail, they are descendants of the common grain flail. A proficient user may wield nunchaku in each hand, despite the fact that they are identical in size—but the attack penalties for attacking with two weapons still apply.


Pilum

The famous javelin of the Roman legionaries, the pilum is forged with a long, soft iron head. When a thrown pilum hits a shielded opponent or misses by only one or two points, it sticks in the shield. The weapon’s weight bends the soft iron head and makes the shield unusable until the pilum is removed—a process that requires 1d6 combat rounds. Magical shields have a 20% chance per plus of ignoring the pilum’s effects.


Great Club

The great club is simply a two-handed version of the regular club. It is often equipped with nails, spikes, or bands of iron. Its greater size and mass gives it a better damage potential than its smaller forebear.


Hatchet

Many smaller hand axes actually fall into this category. The hatchet’s small size permits it to be used as an off-hand weapon. Hatchets are also handy tools for wilderness travelers or people who work with wood.


Mace-Axe

This Bronze Age weapon features a mace-like head with a single curving axe blade projecting from it. It is heavy and awkward, but delivers a formidable blow.


Parang

The machete is regarded as a tool by some cultures, and as a weapon of war by others. It consists of a short, heavy, slightly curved blade designed for slashing. Many varieties of tribal swords or fighting knives fall into the category of machetes, and may be elaborately decorated blades of superior construction and balance. In eastern lands, these blades are known as parangs.


Pry Bar

Generally, a pry bar is a weapon of convenience, not choice. It can be used as an effective bludgeon.


Estoc

The estoc is the grandfather of the rapier. It is an edgeless thrusting sword designed for piercing armor. It gains a +2 bonus to attacks against opponents in any kind of mail, and a +1 bonus to attacks against opponents in any kind of plate armor. Estocs were often made with perfectly triangular or square blades.


Spade

Shovels or spades can be used as a weapon of last resort if there is nothing more warlike at hand. Folding military spades with sharpened blades were used in hand to hand fighting in both World Wars.


Vial

Vials aren’t particularly damaging by themselves, but when filled with acid or holy water they’re somewhat more dangerous. When a vial is thrown at an opponent, the attacker may ignore armor—only Dexterity and magical adjustments to AC count for the defender. If the vial hits, the victim suffers the full damage of whatever substance is inside. If it misses, it may still inflict damage with a splash hit depending on where it lands (see Grenade-like Missiles in the DMG)


Scythe

Another tool converted into a weapon, the scythe mounts a curving blade perpendicular to a long wooden haft. It was originally intended to be used for harvesting grain, and is slow and awkward as a weapon.


Sledge Hammer

Sledges are used in construction and masonry work of all kinds. It is generally too heavy and slow to be used as a weapon except in an emergency.


Grapple

Grapples are often used at sea and in sieges. Usually, they are made from three or four iron hooks welded together and a sturdy length of rope. Grapples can be thrown 5 feet horizontally or 3 feet vertically per point of Strength. Although grapples aren’t intended for personal combat, a creative character can improvise a number of pull/trip maneuvers with a grapple and length of rope.


Hammer

Used in almost any craftsman’s trade, hammers can be found in shops and worksheds everywhere. Most working hammers are much smaller and lighter than any military versions.


Fork

The common pitchfork has been adopted as a ready means of defense by farmers throughout the ages. Almost any farm or town has a plentiful supply of forks.


Elbow Spike

These are spiked guards used in close combat to elbow and knee opponents. When not in use they appear to be decorative stubs at the center of the knee and elbow cups, but, activated by pressure, spiked blades jet out and lock in place. Since they are strapped to the character as part of his armor, it is virtually impossible to disarm him.

When a fighter is being grappled or wrestled he may elect to make an attack with his spikes, instead of boxing or wrestling. This attack is made with a -2 attack penalty.


Knee Spike

These are spiked guards used in close combat to elbow and knee opponents. When not in use they appear to be decorative stubs at the center of the knee and elbow cups, but, activated by pressure, spiked blades jet out and lock in place. Since they are strapped to the character as part of his armor, it is virtually impossible to disarm him.

When a fighter is being grappled or wrestled he may elect to make an attack with his spikes, instead of boxing or wrestling. This attack is made with a -2 attack penalty.


Glove Nail

This is a gauntlet constructed of iron or steel, with a large spike protruding from its face. Warriors usually wear glove nails on both hands. Used for slashing, generally at an enemy's face, these are sometimes called "face rippers."

Weapon List

Cost	Weight	Speed	Damage

Item	(gp)	(lbs)	Size	Type	Factor	S-M	L

Glove Nail	2	2	S	P	2	1d4+1	1d4


Head Spike

This unusual weapon consists of an iron helmet with a large (1 to 2 foot) spike on the top, sometimes called a "belly skewer." A fighter employs this weapon when charging. Running, bent forward, he attempts to spear his opponent in the stomach. The attack roll is made at a -3 penalty, and he loses any armor class benefits high Dexterity may give him. If he impales his enemy, he scores double damage.

Cost	Weight	Speed	Damage

Item	(gp)	(lbs)	Size	Type	Factor	S-M	L

Head Spike	10	10	M	P	4	1d6	1d8


Hammer +3, Dwarven Thrower

This appears to be a standard hammer +2. In the hands of a dwarven fighter who knows the appropriate command word, its full potential is realized. In addition to the +3 bonus, the hammer has the following characteristics:

The hammer has a 180-foot range and will return to its wielder's hand like a boomerang. It has a +3 bonus to attack and damage rolls. When hurled, the hammer inflicts double damage against all opponents except giants (including ogres, ogre magi, trolls, and ettins).  Against giants it causes triple damage (plus the bonus of +3).


Hammer of Thunderbolts

This appears to be a large, extra-heavy hammer. A character less than 6 feet tall and with Strength less than 18/01 will find it too unbalanced to wield properly in combat. However, a character of sufficient Strength and size will find that the hammer functions with a +3 bonus and gains double damage dice on any hit.

If the wielder wears a girdle of giant strength and gauntlets of ogre power and he knows the hammer's true name, the weapon can be used to full effect: When swung or hurled it gains a +5 bonus, double damage dice, all girdle and gauntlet bonuses, and it strikes dead any giant upon which it scores a hit.

(Depending on the campaign, the DM might wish to limit the effect to exclude storm giants and include ogres, ogre magi, trolls, ettins, and clay, flesh, and stone golems.)

When hurled and successfully hitting, a great noise, like a clap of thunder, stuns all creatures within 90 feet for one round. Throwing range is 180 feet. (Thor would throw the hammer about double the above range.) The hammer of thunderbolts is difficult to hurl, so only one throw every other round can be made. After five throws within the space of any two-turn period, the wielder must rest for one turn.

Hammers can be hurled as hand axes.


Hornblade +1

This is a magical weapon with a sickle-like blade resembling some sort of animal horn. Hornblades range in size from that of a knife to somewhat less than the length of a short sword. Even a close inspection is 90% unlikely to reveal it as anything other than a piece of horn of a ½-foot to 1¼-foot in length, set in some sort of handle or grip. If magic is detected for, a hornblade will radiate faintly of enchantment magic. However, if the proper pressure is applied in the correct place, a curved blade of great strength and sharpness will spring out.

The small versions (knife-sized and dagger-sized) are usually enchanted to +1 or +2, and the largest version (scimitar-sized) commonly has a bonus of +2 or +3. Smaller hornblades can be thrown, and the bonus applies to both the attack number and damage determination.

Any character class permitted to use sickle-like weapons can use a hornblade. The possessor can use it with proficiency, providing he has proficiency with the appropriately sized weapon (knife, dagger, or scimitar).

The experience-point value of a hornblade depends upon its size and the amount of its magical bonus:

Size	XP Value

Knife-sized	   500 per "plus"

Dagger-sized	   750 per "plus"

Scimitar-sized	1,000 per "plus"


Hornblade +2

This is a magical weapon with a sickle-like blade resembling some sort of animal horn. Hornblades range in size from that of a knife to somewhat less than the length of a short sword. Even a close inspection is 90% unlikely to reveal it as anything other than a piece of horn of a ½-foot to 1¼-foot in length, set in some sort of handle or grip. If magic is detected for, a hornblade will radiate faintly of enchantment magic. However, if the proper pressure is applied in the correct place, a curved blade of great strength and sharpness will spring out.

The small versions (knife-sized and dagger-sized) are usually enchanted to +1 or +2, and the largest version (scimitar-sized) commonly has a bonus of +2 or +3. Smaller hornblades can be thrown, and the bonus applies to both the attack number and damage determination.

Any character class permitted to use sickle-like weapons can use a hornblade. The possessor can use it with proficiency, providing he has proficiency with the appropriately sized weapon (knife, dagger, or scimitar).

The experience-point value of a hornblade depends upon its size and the amount of its magical bonus:

Size	XP Value

Knife-sized	   500 per "plus"

Dagger-sized	   750 per "plus"

Scimitar-sized	1,000 per "plus"


Hornblade +1

This is a magical weapon with a sickle-like blade resembling some sort of animal horn. Hornblades range in size from that of a knife to somewhat less than the length of a short sword. Even a close inspection is 90% unlikely to reveal it as anything other than a piece of horn of a ½-foot to 1¼-foot in length, set in some sort of handle or grip. If magic is detected for, a hornblade will radiate faintly of enchantment magic. However, if the proper pressure is applied in the correct place, a curved blade of great strength and sharpness will spring out.

The small versions (knife-sized and dagger-sized) are usually enchanted to +1 or +2, and the largest version (scimitar-sized) commonly has a bonus of +2 or +3. Smaller hornblades can be thrown, and the bonus applies to both the attack number and damage determination.

Any character class permitted to use sickle-like weapons can use a hornblade. The possessor can use it with proficiency, providing he has proficiency with the appropriately sized weapon (knife, dagger, or scimitar).

The experience-point value of a hornblade depends upon its size and the amount of its magical bonus:

Size	XP Value

Knife-sized	   500 per "plus"

Dagger-sized	   750 per "plus"

Scimitar-sized	1,000 per "plus"


Hornblade +2

This is a magical weapon with a sickle-like blade resembling some sort of animal horn. Hornblades range in size from that of a knife to somewhat less than the length of a short sword. Even a close inspection is 90% unlikely to reveal it as anything other than a piece of horn of a ½-foot to 1¼-foot in length, set in some sort of handle or grip. If magic is detected for, a hornblade will radiate faintly of enchantment magic. However, if the proper pressure is applied in the correct place, a curved blade of great strength and sharpness will spring out.

The small versions (knife-sized and dagger-sized) are usually enchanted to +1 or +2, and the largest version (scimitar-sized) commonly has a bonus of +2 or +3. Smaller hornblades can be thrown, and the bonus applies to both the attack number and damage determination.

Any character class permitted to use sickle-like weapons can use a hornblade. The possessor can use it with proficiency, providing he has proficiency with the appropriately sized weapon (knife, dagger, or scimitar).

The experience-point value of a hornblade depends upon its size and the amount of its magical bonus:

Size	XP Value

Knife-sized	   500 per "plus"

Dagger-sized	   750 per "plus"

Scimitar-sized	1,000 per "plus"


Hornblade +2

This is a magical weapon with a sickle-like blade resembling some sort of animal horn. Hornblades range in size from that of a knife to somewhat less than the length of a short sword. Even a close inspection is 90% unlikely to reveal it as anything other than a piece of horn of a ½-foot to 1¼-foot in length, set in some sort of handle or grip. If magic is detected for, a hornblade will radiate faintly of enchantment magic. However, if the proper pressure is applied in the correct place, a curved blade of great strength and sharpness will spring out.

The small versions (knife-sized and dagger-sized) are usually enchanted to +1 or +2, and the largest version (scimitar-sized) commonly has a bonus of +2 or +3. Smaller hornblades can be thrown, and the bonus applies to both the attack number and damage determination.

Any character class permitted to use sickle-like weapons can use a hornblade. The possessor can use it with proficiency, providing he has proficiency with the appropriately sized weapon (knife, dagger, or scimitar).

The experience-point value of a hornblade depends upon its size and the amount of its magical bonus:

Size	XP Value

Knife-sized	   500 per "plus"

Dagger-sized	   750 per "plus"

Scimitar-sized	1,000 per "plus"


Hornblade +3

This is a magical weapon with a sickle-like blade resembling some sort of animal horn. Hornblades range in size from that of a knife to somewhat less than the length of a short sword. Even a close inspection is 90% unlikely to reveal it as anything other than a piece of horn of a ½-foot to 1¼-foot in length, set in some sort of handle or grip. If magic is detected for, a hornblade will radiate faintly of enchantment magic. However, if the proper pressure is applied in the correct place, a curved blade of great strength and sharpness will spring out.

The small versions (knife-sized and dagger-sized) are usually enchanted to +1 or +2, and the largest version (scimitar-sized) commonly has a bonus of +2 or +3. Smaller hornblades can be thrown, and the bonus applies to both the attack number and damage determination.

Any character class permitted to use sickle-like weapons can use a hornblade. The possessor can use it with proficiency, providing he has proficiency with the appropriately sized weapon (knife, dagger, or scimitar).

The experience-point value of a hornblade depends upon its size and the amount of its magical bonus:

Size	XP Value

Knife-sized	   500 per "plus"

Dagger-sized	   750 per "plus"

Scimitar-sized	1,000 per "plus"


Javelin of Lightning

A javelin of lightning is considered equal to a +2 magical weapon, although it has neither attack nor damage bonuses. It has a range of 90 yards and whenever it strikes, the javelin becomes the head of a 5-foot wide, 30-foot long stroke of lightning. Any creature hit by the javelin suffers 1d6 points of damage, plus 20 points of electrical damage. Any other creatures in the path of the stroke take either 10 or 20 points of damage, based on whether their saving throws are successful or not.

From 2-5 javelins will be found. The javelin is consumed in the lightning discharge.


Knife Buckle +1

This magical blade has a hilt that looks just like a large belt-buckle ornament or a complete small buckle. The hilt can be grasped easily and the weapon drawn from its belt-sheath. The knife blade is short but has a very sharp point—it inflicts damage as a knife.

D10 Roll	Type	XP Value

1-4	+1	100

5-7	+2	200

8-9	+3	300

10	+4	400


Knife Buckle +2

This magical blade has a hilt that looks just like a large belt-buckle ornament or a complete small buckle. The hilt can be grasped easily and the weapon drawn from its belt-sheath. The knife blade is short but has a very sharp point—it inflicts damage as a knife.

D10 Roll	Type	XP Value

1-4	+1	100

5-7	+2	200

8-9	+3	300

10	+4	400


Knife Buckle +3

This magical blade has a hilt that looks just like a large belt-buckle ornament or a complete small buckle. The hilt can be grasped easily and the weapon drawn from its belt-sheath. The knife blade is short but has a very sharp point—it inflicts damage as a knife.

D10 Roll	Type	XP Value

1-4	+1	100

5-7	+2	200

8-9	+3	300

10	+4	400


Knife Buckle +4

This magical blade has a hilt that looks just like a large belt-buckle ornament or a complete small buckle. The hilt can be grasped easily and the weapon drawn from its belt-sheath. The knife blade is short but has a very sharp point—it inflicts damage as a knife.

D10 Roll	Type	XP Value

1-4	+1	100

5-7	+2	200

8-9	+3	300

10	+4	400


Mace of Disruption

This appears to be a mace +1, but it has a neutral good alignment, and any evil character touching it will receive 5d4 points of damage due to the powerful enchantments laid upon the weapon. If a mace of disruption strikes any undead creature or evil creature from one of the lower planes, may utterly destroy the creature.

Skeletons, zombies, ghouls, shadows, wights, and ghasts, if hit, are instantly blasted out of existence. Other creatures roll saving throws as follows:

Creature	Save

Wraiths	 	 5%

Mummies	20%

Spectres	35%

Vampires	50%

Ghosts	65%

Liches	80%

Other affected evil creatures	95%

Even if these saving throws are effective, the mace of disruption scores double damage upon opponents of this sort, and twice the damage bonus.


Net of Entrapment

This magical rope net is strong enough to defy Strength under 20 and is equal to AC -10 with respect to blows aimed at cutting it. (Normal sawing attempts to cut it with dagger or sword will not succeed; to sever a strand of the mesh, a character must hack at it until he does 5 points of damage on a strand.)

Each net is 10 feet square and has a 3-inch-square mesh. It can be thrown 20 feet so as to cover and close upon opponents; each creature in range must roll a successful saving throw vs. dragon breath to avoid being entrapped. It can be suspended from a ceiling (or generally overhead) and drop upon a command word. It can be laid upon the floor and close upward upon command. The net stretches so as to close over an area up to five cubic feet. It can be loosened by its possessor on command.


Net of Snaring

This net looks just like a net of entrapment, but it functions only underwater. There, it can be commanded to shoot forth up to 30 feet to trap a creature. It is otherwise the same as the net of entrapment.


Quarterstaff, Magical

This appears to be a normal bronzewood staff banded with iron. The shaft is actually as strong as steel, and has two magical qualities. Upon command, the staff will alter its length from as short as 6 feet to as long as 12 feet (or any length in between). It inflicts damage as a quarterstaff (base amount, 1d6 points), with additions to attack and damage rolls based upon its magical bonus.

D20 Roll	Type	XP Value

 1-5	+1	250

 6-9	+2	500

10-13	+3	750

14-17	+4	1,000

18-20 	+5	1,250


Sling of Seeking +2

This gives its user a +2 bonus for both attack and damage rolls, but missiles from such a weapon are regarded as +1 with respect to whether or not certain creatures are affected by the weapon (i.e., a special defense of "+1 or better weapon to hit" means the creature is vulnerable to normal missiles from this sling).


Spear, Cursed Backbiter

This is to all tests a magical spear with a +1 bonus (or at the DM's option +2 or +3). It may even function normally in combat against a deadly enemy, but each time it is used in melee against a foe, there is a one in 20 cumulative chance that it will function against its wielder. Once it begins functioning in this way, you can't get rid of it without a remove curse spell. The character always seems to find the spear in his hand despite his best efforts or intentions.

When the curse takes effect, the spear curls around to strike its wielder in the back, negating any shield and Dexterity bonuses to Armor Class, and inflicting normal damage. The curse even functions when the spear is hurled, but if the wielder has hurled the spear, the damage done to the hurler will be double. Once the spear has returned to him, the character will again find himself compelled to use the spear.


Sun Blade

This sword is the size of a bastard sword. However, its enchantment enables the sun blade to be wielded as if it were a short sword with respect to encumbrance, weight, speed factor, and ease of use (i.e., the weapon appears to all viewers to be a bastard sword, and inflicts bastard sword damage, but the wielder feels and reacts as if the weapon were a short sword). Any individual able to use either a bastard sword or a short sword with proficiency is proficient in the use of a sun blade.

In normal combat, the glowing golden blade of the weapon is equal to a +2 sword. Against evil creatures, its bonus is +4. Against Negative Energy Plane creatures or those drawing power from that plane (such as certain undead), the sword inflicts double damage.

Furthermore, the blade has a special sunray power. Once a day, upon command, the blade can be swung vigorously above the head, and it will shed a bright yellow radiance that is like full daylight. The radiance begins shining in a 10-foot radius around the sword-wielder, spreading outward at 5 feet per round for 10 rounds thereafter, creating a globe of light with a 60-foot radius. When the swinging stops, the radiance fades to a dim glow that persists for another turn before disappearing entirely. All sun blades are of good alignment.


Sword +1, Luck Blade

This gives its possessor a +1 bonus to all saving throws and will have 1d4+1 wishes. The DM should keep the number of wishes secret.


Sword +2, Dragon Slayer

This has a +4 bonus against any sort of true dragon. It inflicts triple damage against one sort of dragon (i.e., 3d12+4). Note that an unusual sword with intelligence and alignment will not be made to slay dragons of the same alignment. Determine dragon type (excluding unique ones like Bahamut and Tiamat) by rolling 1d10:

1 black (CE)	6 gold (LG)

2 blue (LE)	7 green (LE)

3 brass (CG)	8 red (CE)

4 bronze (LG)	9 silver (LG)

5 copper (CG)	10 white (CE)


Sword +2, Giant Slayer

This provides a +3 bonus versus any giant, giant-kin, ettin, ogre mage, or titan. Against any of the true giants (hill, stone, frost, fire, cloud, storm) the sword causes double damage (i.e., 2d12+3).


Sword +2, Nine Lives Stealer

This will always perform as a +2 weapon, but it also has the power to draw the life force from an opponent. It can do this nine times before the ability is lost. A natural 20 must be scored on the wielder's attack roll for the sword to function. The victim is entitled to a saving throw vs. spell. If this succeeds, the sword does not function, no charge is used, and normal damage is determined.


Sword +4, Defender

This gives its wielder the option of using all, some, or none of the +4 bonus in defense (improving his Armor Class) against any opponent using a hand-held weapon, such as a dagger, mace, spear (not hurled), sword, etc. For example, the wielder can, on the first round of battle, opt to use the sword as +2 and save the other two bonus factors to be added to his Armor Class. This can be done each round.

Note that there is also a sword, +5 defender. This is identical to the +4 sword with one extra bonus point.


Sword +5, Defender

This is identical to the +4 sword with one extra bonus point.


Sword +5, Holy Avenger

In the hands of any character other than a paladin, this holy sword will perform only as a sword +2. In the hands of a paladin, however, it creates a magic resistance of 50% in a 5-foot radius, dispels magic in a 5-foot radius at the level of the paladin, and inflicts +10 points of bonus damage upon chaotic evil opponents.


Sword -2, Cursed

This is a sword that gives off a magical aura and performs well against targets in practice, but when it is used against an opponent in combat it lowers its user's attack rolls by -2. Only by careful observation can this lowering be detected.

All damage scored is reduced by 2 hit points, but never below a 1 in any event. The sword will always force the character to employ it against enemies, appearing in the character's hand. It can be gotten rid of only by means of limited wish or wish.


Sword of Dancing

On the first round of melee this weapon is +1, on the second +2, on the third +3, and on the fourth it is +4. On the fifth round, it drops back to +1 and the cycle begins again. In addition, after four rounds of melee its wielder can opt to allow it to "dance."

Dancing consists of loosing the sword on any round (after the first) when its bonus is +1. The sword then fights on its own at the same level of experience as its wielder. After four rounds of dancing, the sword returns to its wielder, who must hold it (and use it) for four rounds before it can dance again. In other words, it is loosed to dance for four more rounds, going from +1 to +4, and must then be held by its wielder at a +1 state and physically used for four successive rounds of melee combat.

When dancing, the sword will leave its owner's hand and may go up to 30 feet distant. At the end of its fourth round of solo combat, it will move to its possessor's hand automatically. Note that when dancing the sword cannot be physically hit, although certain magical attacks such as a fireball, lightning bolt, or transmute metal to wood spell could affect it.

Finally, remember that the dancing sword fights alone exactly the same; if a 7th-level thief is the wielder, the sword will so fight when dancing. Relieved of his weapon for four melee rounds, the possessor may act in virtually any manner desired--resting, discharging missiles, drawing another weapon and engaging in hand-to-hand combat, etc.--as long as he remains within 30 feet of the sword. If he moves more than 30 feet from the weapon, it falls lifeless to the ground and is a +1 weapon when again grasped.


Sword of Wounding

This is a sword of only +1 bonus, but any hit made with it cannot be healed by regeneration. In subsequent rounds, the opponent so wounded loses one additional hit point for each wound inflicted by the sword.

Thus, an opponent hit for four points of damage on the first melee round will automatically lose one additional hit point on the second and each successive round of combat. Loss of the extra point stops only when the creature so wounded bandages its wound or after 10 melee rounds (one turn).

Damage from a sword of wounding can be healed only by normal means (rest and time), never by potion, spell, or other magical means short of a wish. Note that successive wounds will damage in the same manner as the first.


Sword of Life Stealing

This +2 weapon will eliminate one level of experience (or Hit Die) and accompanying hit points and abilities when it strikes any opponent on a natural roll of 20. This function is the same as the level-draining ability of certain undead creatures.

The sword wielder can gain as many hit points as an opponent loses to this function of the weapon, up to the maximum number of hit points the character is allowed (i.e., only a character who has suffered loss of hit points can benefit from the function).


Sword of Sharpness

This weapon is treated as +3 or better for purposes of who or what can be hit by it, even though it gets only a +1 bonus to attack and damage rolls. Its power is great, however, for on a very high attack roll, it will sever an extremity—arm, leg, neck, tail, tentacle, whatever (but not head) determined by random dice roll:

                      Modified score

Opponent is	to sever*

normal/armored	19-21

larger than man-sized	20-21

 	Solid metal or stone	21

* Considering only the sword's bonus of +1.

A sword of sharpness will respond to its wielder's desire with respect to the light it sheds—none, a 5-foot circle of dim illumination, a 15-foot light, or a 30-foot radius glow equal to a light spell.


Vorpal Sword

Similar but superior to a sword of sharpness, a vorpal weapon has a +3 bonus to attack and damage rolls. Check the table below to determine whether an attack roll is good enough to sever the neck/head of the opponent:

Modified score

  	Opponent is	to sever*

normal/armored	20-23

larger than man-sized	21-23

solid metal or stone	22-23

 * Considering only the sword's bonus of +3.

Note that many creatures have no heads or can change their form and, therefore, cannot suffer decapitation. There are also creatures that have heads but will not necessarily be killed by decapitation (among these are dopplegangers, elementals, and golems).


Sword of the Planes

This magical weapon has a base bonus of +1 on the Prime Material Plane, but on any Inner Plane its bonus increases to +2. (The +2 bonus also applies on the Prime Material Plane when the weapon is used against opponents from the Inner Planes.) Similarly, when used on an Outer Plane or against creatures from the Outer Planes, the sword becomes a +3 weapon. Finally, it operates as a +4 weapon on the Astral or Ethereal Plane or when used against opponents from either of those planes.


Cursed Berserking Sword

This performs by every test, save that of the heat of battle, as a +2 magical sword of some sort. However, in actual battle its wielder will go berserk, attacking the nearest creature and continuing to fight until dead or until no living thing remains within 60 feet. The sword has a +2 bonus and otherwise acts as a cursed sword +1. The possessor of a cursed berserking sword can be rid of it only if it is exorcised via a remove curse spell or wish.


Trident of Submission

A weapon of this nature appears unremarkable, exactly as any normal trident. The wielder of a trident of submission causes any opponent struck to save vs. spell. If the opponent fails to save, it must check morale the next round instead of attacking; if morale is good, the opponent may act normally next round, but if it is poor, the opponent will cease fighting and surrender, overcome with a feeling of hopelessness. The duration of this hopelessness is 2-8 rounds. Thereafter the creature is normal once again. The trident has 17-20 charges. A trident of this type is a +1 magical weapon.


Trident of Fish Command

This three-tined fork atop a stout 6-foot long rod appears to be a barbed military fork of some sort. However, its magical properties enable its wielder to cause all fish within a 60-foot radius to roll saving throws vs. spell. This uses one charge of the trident. Fish failing this throw are completely under empathic command and will not attack the possessor of the trident nor any creature within 10 feet of him. The wielder of the device can cause fish to move in whatever direction is desired and can convey messages of emotion (i.e., fear, hunger, anger, indifference, repletion, etc.). Fish making their saving throw are free of empathic control, but they will not approach within 10 feet of the trident.

In addition to ordinary fish, the trident affects sharks and eels. It doesn't affect mollusks, crustaceans, amphibians, reptiles, mammals, and similar sorts of nonpiscine marine creatures. A school of fish should be checked as a single entity.

A trident of this type contains 1d4+16 charges. It is otherwise a +1 magical weapon.


Sword +1, +2 vs. Magic-Using and Enchanted Creatures

This sword always provides a +1 bonus. The +2 bonus takes effect when the sword is employed against wizards, monsters that can cast spells, and conjured, created, gated, or summoned creatures. Note that the +2 bonus would not operate against a creature magically empowered by an item (such as a ring of spell storing) to cast spells.


Sword +1, +3 vs. Lycanthropes and Shape Changers

This gives its +3 against werecreatures--those able to assume the form of another creature (such as a vampire or a druid), or any creature under the influence of a polymorph or shape change spell.


Sword +1, +3 vs. Regenerating Creatures

This will give the +3 bonus to its wielder even when the regenerating creature does so because of a magical device--such as a ring of regeneration.


Sword +1, +4 vs. Reptiles

This gives the +4 against such creatures as dinosaurs, dragons, hydras, lizards, snakes, wyverns, etc.


Sword +1, Cursed

This performs in all respects as a +1 weapon, but when its wielder is faced by an enemy, the sword will weld itself to the character's hand and force him to fight until the enemy or the wielder is slain. Thereafter, the possessor can loose, but never rid himself of, the cursed sword. No matter what is done, it will appear in his hand whenever an opponent is faced. The character can be freed of the weapon only by a remove curse spell.


Sword +1, Flame Tongue, +2 vs. Regenerating Creatures, +3 vs. Cold-Using, Inflammable, or Avian Creatures, +4 vs. Undead

This sheds light when its possessor speaks a command word or phrase. When activated, the flame tongue sword's fire illuminates the area as brightly as a torch. The flame from this sword easily ignites oil, burns webs, or sets fire to paper, parchment, dry wood, etc. Cold-using creatures are those whose attack mode involves cold (ice toads, white dragons, winter wolves, yeti, etc.).


Sword +3, Frost Brand, +6 vs. Fire-Using/Dwelling Creatures

This sword always provides a +3 bonus. The +6 bonus takes effect against creatures that use fire or live in fiery environments. The weapon does not shed any light, except when the air temperature is below 0 degrees F. It does give special benefits against fire, for its wielder is protected as if he were wearing a ring of fire resistance.

The frost brand sword also has a 50% chance of extinguishing any fire into which its blade is thrust. This power extends to a 10-foot radius—including a wall of fire but excluding a fireball, meteor swarm, or flame strike.


Trident of Warning

A weapon of this type enables its wielder to determine the location, depth, species, and number of hostile or hungry marine predators within 240 feet. A trident of warning must be grasped and pointed in order for the person using it to gain such information, and it requires one round to scan a hemisphere with a radius of 240 feet. There are 19-24 charges in a trident of this type, each charge sufficient to last for two rounds of scanning. The weapon is otherwise a +2 magical weapon.


Trident of Yearning

A trident of yearning looks exactly like any normal trident, and its aura is indistinguishable from that of other enchanted weapons of this sort. Any character grasping this type of trident immediately feels an overwhelming desire to immerse himself in as great a depth of water as possible. This unquenchable longing causes the affected character to proceed immediately toward the largest/deepest body of water—in any event, one that is sufficient to completely cover his or her person. Once there, he will immerse himself permanently.

The character cannot loose his grip on the trident, and only a water breathing spell (after submersion) or a wish will enable the character to do so. The trident is otherwise a -2 cursed magical weapon. Note that this item does not confer the ability to breathe underwater.


Javelin of Piercing

This weapon is not actually hurled—when a command word is spoken, the javelin of piercing launches itself. Range is 180 feet, all distances considered as short range. The javelin has a +6 bonus to attack rolls and inflicts 1d6+6 points of damage. (Note this missile will fly horizontally, vertically, or any combination thereof to the full extent of its range.) From 2-8 (2d4) will be found at one time. The magic of the javelin of piercing is good for only one throw after which it becomes a normal javelin.


Sword of Quickness

This is a special +2 blade that enables the wielder to strike first in every combat round. If the wielder encounters someone with a similar weapon (e.g., a scimitar of speed), both strike simultaneously.


Scimitar of Speed

This is a magical weapon, usually of +2 bonus, that automatically grants its wielder the first attack in a melee round, even though some magical effect might have otherwise slowed his speed and reaction time. It also allows more than one strike in some rounds, increasing the wielder's figure for attacks per melee round by one place, so that if one attack is normal, then the improvement is to two attacks per round. This increase in attacks is cumulative with any other bonus attacks (such as those provided by a haste spell).

The order of attacks in the round is determined normally after the wielder of the scimitar of speed has made his first attack to begin activity in the round. It is possible, for instance, that a wielder entitled to three attacks in the round will attack once before any other action takes place, and then (because of poor initiative rolls or other factors) take his remaining two attacks at the very end of the round.

There is a chance (25%) that the weapon will have a bonus of something other than +2; if this occurs, roll percentile dice and refer to the following table to determine the appropriate bonus:

D100 Roll	Type	XP Value

01-50	+1	2,500

(normal form)	+2	3,000

51-75	+3	3,500

76-90	+4	4,000

91-00	+5	4,500


Scimitar of Speed

This is a magical weapon, usually of +2 bonus, that automatically grants its wielder the first attack in a melee round, even though some magical effect might have otherwise slowed his speed and reaction time. It also allows more than one strike in some rounds, increasing the wielder's figure for attacks per melee round by one place, so that if one attack is normal, then the improvement is to two attacks per round. This increase in attacks is cumulative with any other bonus attacks (such as those provided by a haste spell).

The order of attacks in the round is determined normally after the wielder of the scimitar of speed has made his first attack to begin activity in the round. It is possible, for instance, that a wielder entitled to three attacks in the round will attack once before any other action takes place, and then (because of poor initiative rolls or other factors) take his remaining two attacks at the very end of the round.

There is a chance (25%) that the weapon will have a bonus of something other than +2; if this occurs, roll percentile dice and refer to the following table to determine the appropriate bonus:

D100 Roll	Type	XP Value

01-50	+1	2,500

(normal form)	+2	3,000

51-75	+3	3,500

76-90	+4	4,000

91-00	+5	4,500


Scimitar of Speed

This is a magical weapon, usually of +2 bonus, that automatically grants its wielder the first attack in a melee round, even though some magical effect might have otherwise slowed his speed and reaction time. It also allows more than one strike in some rounds, increasing the wielder's figure for attacks per melee round by one place, so that if one attack is normal, then the improvement is to two attacks per round. This increase in attacks is cumulative with any other bonus attacks (such as those provided by a haste spell).

The order of attacks in the round is determined normally after the wielder of the scimitar of speed has made his first attack to begin activity in the round. It is possible, for instance, that a wielder entitled to three attacks in the round will attack once before any other action takes place, and then (because of poor initiative rolls or other factors) take his remaining two attacks at the very end of the round.

There is a chance (25%) that the weapon will have a bonus of something other than +2; if this occurs, roll percentile dice and refer to the following table to determine the appropriate bonus:

D100 Roll	Type	XP Value

01-50	+1	2,500

(normal form)	+2	3,000

51-75	+3	3,500

76-90	+4	4,000

91-00	+5	4,500


Scimitar of Speed

This is a magical weapon, usually of +2 bonus, that automatically grants its wielder the first attack in a melee round, even though some magical effect might have otherwise slowed his speed and reaction time. It also allows more than one strike in some rounds, increasing the wielder's figure for attacks per melee round by one place, so that if one attack is normal, then the improvement is to two attacks per round. This increase in attacks is cumulative with any other bonus attacks (such as those provided by a haste spell).

The order of attacks in the round is determined normally after the wielder of the scimitar of speed has made his first attack to begin activity in the round. It is possible, for instance, that a wielder entitled to three attacks in the round will attack once before any other action takes place, and then (because of poor initiative rolls or other factors) take his remaining two attacks at the very end of the round.

There is a chance (25%) that the weapon will have a bonus of something other than +2; if this occurs, roll percentile dice and refer to the following table to determine the appropriate bonus:

D100 Roll	Type	XP Value

01-50	+1	2,500

(normal form)	+2	3,000

51-75	+3	3,500

76-90	+4	4,000

91-00	+5	4,500


Sword, Scimitar of Speed

This is a magical weapon, usually of +2 bonus, that automatically grants its wielder the first attack in a melee round, even though some magical effect might have otherwise slowed his speed and reaction time. It also allows more than one strike in some rounds, increasing the wielder's figure for attacks per melee round by one place, so that if one attack is normal, then the improvement is to two attacks per round. This increase in attacks is cumulative with any other bonus attacks (such as those provided by a haste spell).

The order of attacks in the round is determined normally after the wielder of the scimitar of speed has made his first attack to begin activity in the round. It is possible, for instance, that a wielder entitled to three attacks in the round will attack once before any other action takes place, and then (because of poor initiative rolls or other factors) take his remaining two attacks at the very end of the round.

There is a chance (25%) that the weapon will have a bonus of something other than +2; if this occurs, roll percentile dice and refer to the following table to determine the appropriate bonus:

D100 Roll	Type	XP Value

01-50	+1	2,500

(normal form)	+2	3,000

51-75	+3	3,500

76-90	+4	4,000

91-00	+5	4,500


ARROWS

FLIGHT ARROWS

The flight arrow is built for distance. These are lightweight arrows often used for hunting.

This is a piercing missile: +1 vs brigandine, +1 vs field plate, +3 vs full plate, -2 vs leather, padded, and hide armor, +1 vs ring mail, +1 vs scale mail, +1 vs splint mail, and +1 vs studded leather. There are no modifiers vs other armor types. Note: these are THAC0 modifiers so plusses (“+”) are bad (less likely to hit) and minuses (“-”) are good (more likely to hit).

A normal flight arrow does 1d6 damage to small, medium, and larger-than-man-sized targets.

SHEAF ARROWS

Sheaf arrows, also known as war arrows, are heavier arrows with less range than flight arrows, but cause more damage, The arrowheads are steel and quite sharp. Sheaf arrows are used in warfare and can only be fired by longs bows.

A normal sheaf arrow does 1d8 damage to small, medium, and larger-than-man-sized targets.

This is a piercing missile: +1 vs brigandine, +1 vs field plate, +3 vs full plate, -2 vs leather, padded, and hide armor, +1 vs ring mail, +1 vs scale mail, +1 vs splint mail, and +1 vs studded leather. There are no modifiers vs other armor types. Note: these are THAC0 modifiers so plusses (“+”) are bad (less likely to hit) and minuses (“-”) are good (more likely to hit).

Magical weapons normally apply their bonuses (+1, +2, +3, or +4) to both attack and damage rolls.

When a magical arrow misses its target, there is a 50% chance it will break or otherwise be rendered useless. A magical arrow that hits is destroyed.


Hand or Throwing Axe

The hand axe or throwing axe is also known as a hatchet. The axe blade has a sharp steel tip, counterbalanced by a pointed fluke. The short handle has a point on the bottom and the head may have a spike on top.

The maximum length of the hand axe's handle is about 18 inches, not very great, though better than a dagger's reach in hand-to-hand combat. The throwing axe's last advantage, its ability to be hurled, was eclipsed with the advent of better bows such as the long bow.

Short races such as gnomes make good use of hand axes. The gnomes' traditional enemies, the kobolds, also use hand axes. The weapon's size is small enough to be wielded properly, and it can be hurled as a last resort. Dwarves, of course, are far more interested in the heavier battleaxe.

Hand Axes (not battle-axes) can be thrown up to 30 yards and still gain any magical attack roll bonus, but no damage bonus.

A normal hand axe does 1d6 damage to small and medium-sized targets and 1d4 damge to larger-than-man-sized targets.

Magical weapons normally apply their bonuses (+1, +2, +3, or +4) to both attack and damage rolls.


Battle Axe

The most common version of the battle axe is a stout pole about four feet in length with a single-edged, trumpet-shaped blade mounted on one end. Battle axes are also called broad axes.

The battle axe is a footman's weapon, giving these soldiers a longer reach and a fighting chance against mounted opponents. Its long handle allows the wielder to put considerable force into his swing. Despite the shaft length, a battle axe is a one-handed weapon.

The typical dwarven battle axe is a double bladed weapon, usually with a spiked top. Dwarves favor these weapons since the long handles compensate somewhat for the shorter dwarven stature, especially against large humanoid opponents. They are often wielded with two hands. In many dwarven cultures, the battle axe is a symbol of dwarven might.

A thrust with the spiked head of a battle axe inflicts 1d3 hit points of damage.

Dwarves are not the only race that favors the battle axe. Gnolls often are encountered with battle axes. Troglodytes use a stone version of the battle axe, with all of the disadvantages of stone weapons (i.e., prone to chipping and shattering).

Two-handed battle axes have the same statistics as the bardiche. They are called ``great axes.''

A normal battle axe does 1d8 damage against small, medium, and larger-than-man-sized targets.

Magical weapons normally apply their bonuses (+1, +2, +3, or +4) to both attack and damage rolls.


Bolts

Quarrels or bolts are the ammunition fired by crossbows. Crossbows are rated as hand, light, or heavy.  Quarrels are shaped like arrows, but the shafts are shorter and thicker. The quarrel heads used for warfare are conical or pyramid-shaped iron heads.

Normal hand quarrels do 1d3 damage against small and medium-sized targets and 1d2 damage to larger-than-man-sized targets.

Normal light quarrels do 1d4 damage to small, medium, and larger-than-man-sized targets.

Normal heavy quarrels do 1d4+1 damage to small and medium-sized targets and 1d6+1 to larger-than-man-sized targets.

Magical weapons normally apply their bonuses (+1, +2, +3, or +4) to both attack and damage rolls.


Sling Bullet

A lead bullet that causes more damage and flies farther than a sling stone.

A sling's projectile is capable of producing severe bruising or even broken bones against a man or his mount. Against armor, however, the sling loses most of its effectiveness.

A normal sling bullet does 1d4+1 damage against small and medium-sized targets and 1d6+1 damage against larger-than-man-sized targets.

Magical weapons normally apply their bonuses (+1, +2, +3, or +4) to both attack and damage rolls.


Dagger

The typical dagger has a pointed, usually double-edged blade, as opposed to a knife, which has a single edge and is a bit shorter than the dagger.

A dirk has qualities of both the dagger and the knife. While useful as a weapon, it was designed for a variety of uses. It is a version of the ballock knife (or ``kidney dagger''). The dirk has two round, symmetrical globes at the base of the handle, where the handle meets the blade. The grip itself emerges from between the globes and is flared at the top. The blade is often made from a large shard of a sword blade. The dirk is a single-edged, grooved weapon with a back edge near the point. It usually features a decorative notch at the base.

Most dirks have a special scabbard that has two small pockets in the front, one for a knife and one for a fork, used by warriors in the field as an early mess kit.

A normal dagger does 1d4 damage against small and medium-sized targets and 1d6 damage against larger-than-man-sized targets.

Magical weapons normally apply their bonuses (+1, +2, +3, or +4) to both attack and damage rolls.


Dart

The dart is a small, easily concealable missile weapon that is thrown rather than fired from a bow or other launcher.

Darts have leaf or arrow-shaped heads and stabilizers on the shaft's butt end, much like miniature arrows.

Normal darts do 1d3 damage against small and medium-sized targets and 1d2 damage against larger-than-man-sized targets.

Magical weapons normally apply their bonuses (+1, +2, +3, or +4) to both attack and damage rolls.


Flail

The flail is a sturdy wooden handle attached to an iron rod, a wooden rod with spikes, or a spiked iron ball. Between the handle and its implement is either a hinge or chain link. The weapon was originally used as a tool for threshing grain. Whether a flail is used by a foot soldier or a horseman, the principle is the same.

Footman's Flail

The footman's flail has a handle approximately four feet in length. It otherwise conforms to the above description.

Horseman's Flail

The horseman's version of the flail has a two-foot-long handle. The horseman already has a good positional advantage, sitting atop a horse, and consequently does not need the greater reach afforded by the long handle of the footman's flail. This is a one-handed weapon.

The normal footman’s flail does 1d6+1 damage against small and medium-sized targets and 2d4 damage against larger-than-man-sized targets

The normal horseman’s flail does 1d4+1 damage against small, medium, and larger-than-man-sized targets.

Magical weapons normally apply their bonuses (+1, +2, +3, or +4) to both attack and damage rolls.


Javelin

Javelins are classified as light spears, suitable for melee or missile combat, usable either on horseback or on foot.

Javelins may be used either one- or two-handed, and like the harpoon, there is no difference in speed factor between the two styles. The javelin has a respectable throwing range, certainly better than that of a spear, with damage potential comparable to the spear. Like the harpoon, the javelin gives the adventurer the advantage of a weapon that may be used effectively either as a melee weapon or as a missile weapon.

A normal javelin does 1d6 damage to small, medium, and larger-than-man-sized targets.

Magical weapons normally apply their bonuses (+1, +2, +3, or +4) to both attack and damage rolls.


Knife

A knife consists of a single-edged, pointed blade with a handle mounted asymmetrically.

Non-domestic knives, or outdoor knives, have stronger blades and sharper points. They are carried in their own sheaths, or in the scabbard of a larger weapon, such as a sword, creating a specialized set.

A normal knife does 1d3 damge to small and medium-sized targets and 1d2 damage to larger-than-man-sized targets.

Magical weapons normally apply their bonuses (+1, +2, +3, or +4) to both attack and damage rolls.


Lance

Generally, the lance is a long shaft of tough wood, usually ash, with an iron head in the shape of a laurel or willow leaf, with cutting edges and a sharp point meant to penetrate armor.

Lances are meant to be gripped close to the bottom, putting a great distance between the wielder and his target. As a rule, the lance is aimed diagonally above the horse's neck. The opponents face each other with their left sides oncoming.

Along with almost any variety of sword, the lance is considered the best offensive weapon for mounted soldiers.

The difference between the light, medium, and heavy, lances stems from the length (10' for a light, 12' for a medium, and 14' for a heavy), and weight (five pounds, ten pounds, and fifteen pounds for light, medium, and heavy respectively).

Each lance type can be used only if the rider is on a horse of corresponding type or greater. Thus, a knight on a heavy warhorse can use any lance, while the scout on a light warhorse is limited to the light lance.

Magical lances are always heavy lances.

A normal heavy lance does 1d8+1 damage against small and medium-sized targets and 3d6 damage against larger-than-man-sized targets. This weapon does double damage when used from the back of a charging mount.

Magical weapons normally apply their bonuses (+1, +2, +3, or +4) to both attack and damage rolls.


Mace

The mace is a direct descendant of the basic club, being nothing more than a wooden club with a stone or iron head mounted on one end. The head design varies, with some being spiked, others flanged, and still others with pyramidical knobs.

Footman's Mace

Footman's maces originated as heavy wooden truncheons, about two and a half feet in length and covered with iron studs. As time went by, flanged heads similar to the horsemen's mace were used instead. This mace is a two-handed weapon.

Horseman's Mace

The first horseman's maces were a wooden handle, about 18 inches long, with a leather wrist strap at the bottom of the handle so the weapon would not be dropped, and a metal head. As time progressed, knights preferred to have maces made entirely of metal.

The horseman's mace became an important weapon to the knight. Knights usually keep a mace slung over a hook on the saddlebow. Not surprisingly, an alternate name for the horseman's mace is the knight's mace. This type of mace is a one-handed weapon.

The normal footman’s mace does 1d6+1 damage to small and medium-sized targets and 1d6 damage to larger-than-man-sized targets.

The normal horseman’s mace does 1d6 damage to small and medium-sized targets and 1d4 damage to larger-than-man-sized targets.

Magical weapons normally apply their bonuses (+1, +2, +3, or +4) to both attack and damage rolls.


Military Pick

The military pick generally consists of a heavy piercing fluke mounted on a haft. The weapon might have either one or two flukes, and the haft might be spiked.

Footman's Pick

The footman's version of this weapon has a longer haft (up to 5'), enabling it to be wielded with two hands. The weapon weighs about six pounds and can be swung with great penetrating force.

Horseman's Pick

The horseman's pick is lighter (about 4 pounds) and has a shortened haft (about two feet), making it easier to wield from horseback.

The normal footman’s pick does 1d6+1  damage against small and medium-sized targets and 2d4 damage against larger-than-man-sized targets.

The normal horseman’s pick does 1d4+1 damage against small and medium-sized targets and 1d4 damage against larger-than-man-sized targets.

Magical weapons normally apply their bonuses (+1, +2, +3, or +4) to both attack and damage rolls.


Morning Star

The morning star is a wooden shaft topped with a metal head made up of a spiked iron sheath. Morning stars have an overall length of about four feet. Some such weapons have a round, oval, or cylindrical shaped head studded with spikes. Extending from most morning star heads, regardless of design, is a long point for thrusting.

The weapon is designed to allow the wielder to inflict greater damage with his swing. The weighted, spiked head adds to this ability significantly.

Long-handled morning stars are used by foot soldiers, while the short-handled versions are used by horsemen. It is a very popular weapon due to its effectiveness and its simplicity of production.

A normal morning star does 2d4 damage against small and medium-sized targets and 1d6+1 damage against larger-than-man-sized targets.

Magical weapons normally apply their bonuses (+1, +2, +3, or +4) to both attack and damage rolls.


Polearms

Also called staff weapons, polearms are defined as hafted weapons--edged weapons mounted on a short handle or on a longer shaft wielded with two hands. The shafts are usually made of wood, though metal shafts sometimes exist.

An alternate term for polearm is pollaxe, which is used to describe any weapon which has a metal head in a combination of axe, beak, or hammer, mounted on a pole ranging four to six feet in length. Poll is the contemporary word for a steel head mounted on a staff, and the term should not be confused with ``poleaxe.''

There are certain characteristics common with all pole weapons, as outlined here.

Polearms are easy to make and are used often by peasants and common foot soldiers. The polearm is a great equalizer for these troops, who often must fight armored men on horseback. A polearm gives the wielder a long reach without exposing himself to the swing of a sword. Setting polearms to receive a charge grants the wielders an initiative bonus.

A primary use of the polearm is to allow warriors in the second rank to attack over the shoulders of the front rank. Often times, a fighter with a hand weapon and shield will team up with one using a pole arm, and they will fight as a coordinated unit.

Polearms that have special attachments to topple mounted targets have a base 20% chance of success.

For the damage done by normal pole arms, consult either Chapter 6 in the Player’s Handbook or Table 6 in the Arms and Equipment Guide.

Magical weapons normally apply their bonuses (+1, +2, +3, or +4) to both attack and damage rolls. Magical polearms can be of any type desired.


Scimitar /Sabre

Alternatively spelled saber, this sword is a long, curved, single-edged blade intended mostly for horsemen. It is a popular weapon for light cavalry. The sabre's hilt grants the user the Parry and punching bonuses of the rapier.

The Persian style of the sabre was discovered by Napoleon's troops. This version was known as the shamshir, which is commonly called the scimitar. This blade has a greater curve to it and is tapered to an elongated, sharp point.

A normal scimitar does 1d8 damage to small, medium, and larger-than-man-sized targets.

Magical weapons normally apply their bonuses (+1, +2, +3, or +4) to both attack and damage rolls.


Spear

One of man's earliest weapons, dating back to the most primitive of times, the first spears were simply wooden poles or sticks sharpened at one end. When man mastered metals, spear heads were made from iron and steel.

Spear shafts are usually made from yew or ash, since these woods are both flexible and strong. The shafts range five to eleven feet in length. In melee, spears may be used either one or two handed, with more damage inflicted if used in the latter mode. Spears 10 feet or longer cannot be wielded with one hand.

Though spears are normally used for thrusting, they can also be thrown.

A character wielding a spear gains an attack bonus for high Dexterity and a damage bonus for high Strength.

Spears can be used as hand or missile weapons. As missile weapons, they can be broken by any creature with 18/00 or greater Strength or by one that is massive (cave bear, hippo, or rhino, for example). Intelligent creatures will be 70% likely to use the hurled spear against the hurler if struck by the weapon, 25% likely to break it (the spear must save versus crushing blow). Unintelligent creatures will be 25% likely to break it (save as above).

A normal spear does 1d6 against small and medium-sized targets and 1d8 against larger_than_man-sized targets is used one-handed or hurled.

A normal spear does 2d6 damage against small and medium-sized targets and 3d6 against larger than man-sized targets if used two-handed.

Magical weapons normally apply their bonuses (+1, +2, +3, or +4) to both attack and damage rolls.


Sword

The most common definition of a sword is an edged weapon with a long blade made for cutting blows, thrusts, or both.

There are a number of different types of swords. Players should consult either Chapter 6 in the Player’s Handbook or the Arms and Equipment Guide for more information.

Regarding magical swords, however, 70% of swords are long swords, 20% are scimitars or broad swords, 5% are short (small) swords, 4% are bastard swords, and 1% are two-handed swords, unless the description of a specific item indicates otherwise.

Magical weapons normally apply their bonuses (+1, +2, +3, or +4) to both attack and damage rolls.


Trident

A trident is a long pole measuring four to eight feet with a metal, triple-bladed fork on one end. It is not used as a weapon by professional armies, but has seen some limited use from peasant guerrillas. The trident is normally a tool used for fishing, with some limited uses as an agricultural or hunting tool. It is a two-handed weapon.

The normal trident does 1d6+1 damage against small and medium-sized targets and 3d4 damage against larger-than-man-sized targets.

Magical weapons normally apply their bonuses (+1, +2, +3, or +4) to both attack and damage rolls.


War Hammer

Mounted knights cannot effectively use long pole weapons while on horseback, and as a result, many weapons have been fitted with shorter shafts so they may be wielded with just one hand. Maces and flails are two previous examples of this--the war hammer is another.

The horseman's war hammer is the descendent of the Lucerne hammer. It is made entirely of steel, with rondels protecting and strengthening the grip. Rondels are small disks of metal, often shaped into decorative designs. The shaft is about 18 inches long.

Dwarves favor war hammers as a primary weapon. It is guessed that, given the dwarves' skill in using the hammer for non-combative purposes, they naturally developed the skill for using it as a weapon of war. The war hammer personifies the dwarven race: short, tough, and blunt.

Some war hammers are fitted with a spike at the top. This can be used as a thrusting weapon and causes 1d3 points of damage.

A normal war hammer does 1d4+1 damage against small and medium-sized targets and 1d4 damage against larger-than-man-sized targets.

Magical weapons normally apply their bonuses (+1, +2, +3, or +4) to both attack and damage rolls.


Arrow of Direction

This typically appears to be a normal arrow. However, its magical properties make it function like a locate object spell, empowering the arrow to show the direction to the nearest stairway, passage, cave, etc.

Once per day the device can be tossed into the air; it will fall and point in the requested direction. This process can be repeated seven times during the next seven turns. The request must be for one of the following:

  • Stairway (up or down)

  • Sloping passage (up or down)

  • Dungeon exit or entrance

  • Cave or cavern

Requests must be phrased by distance (nearest, farthest, highest, lowest) or by direction (north, south, east, west, etc.).


Arrow of Slaying

This is an arrow +3 with unusual physical characteristics—a shaft of some special material, feathers of some rare creature, a head of some strange design, a rune carved on the nock, etc. These characteristics indicate the arrow is effective against some creature type. If the arrow is employed against the kind of creature it has been enchanted to slay, the missile will kill it instantly if it hits the target creature. The following list comprises only a portion of the possible kinds of these arrows:

 1.  Arachnids	11. Illusionists

 2.  Avians	12. Mages

 3.  Bards	13. Mammals

 4.  Clerics	14. Paladins

 5.  Dragons	15. Rangers

 6.  Druids	16. Reptile

 7.  Elementals	17. Sea monsters

 8.  Fighters	18. Thieves

 9.  Giants	19. Titans

10. Golems	20. Undead

Develop your own types and modify or limit the foregoing as fits your campaign.


Throwing Axe +2

This hand axe can be thrown up to 180 feet with the same attack roll and damage bonuses (+2) as if it were swung by the character.


Axe of Hurling

This appears to be a normal hand axe. With familiarity and practice, however, the possessor will eventually discover that the axe can be hurled up to 180 feet, and it will return to the thrower in the same round whether or not it scores a hit. Damage inflicted by the magical throwing attack is twice normal (2d6 vs. S or M, 2d4 vs. L), with the weapon's magical bonus added thereafter. (For example, an axe of hurling +3 will inflict 2d6+3 points of damage vs. S- or M-sized creatures and 2d4+3 points of damage vs. creatures of size L if it hits the target after being thrown.) The axe will cause only normal damage (plus its magical bonus) when used as a hand-held weapon.

After each week of using the weapon, the possessor has a one-in-eight chance of discovering the full properties of the weapon. In any event, the magical properties of the weapon will be fully known to the possessor after eight full weeks of such familiarization.

The magical bonus of an axe of hurling is determined by referring to the table below:

Magical

D20 Roll	Bonus	XP Value

 1-5	+1	1,500

 6-10	+2	3,000

11-15	+3	4,500

16-19	+4	6,000

20	+5	7,500


Bow +1

This gives a +1 bonus to attack and damage rolls to arrows fired from it. If magical arrows are used, total the bonuses of both the bow and the arrows used. The type of bow found (composite, short, long, etc.) should be based on the circumstances of your campaign and the nature of the area. A nonmagical arrow fired from a magical bow is a nonmagical missile.


Crossbow of Accuracy, +3

This gives a +3 bonus to attack rolls with its missiles but not to damage. All ranges are considered short. About 10% of these weapons will be heavy crossbows.


Crossbow of Distance

This has double range in all categories. About 10% of these weapons will be heavy crossbows. This weapon is otherwise +1 bonus to attack and damage rolls.


Crossbow of Speed

This item allows its possessor to double the rate of fire normal for the weapon. If it is grasped, the crossbow of speed will automatically cock itself. In surprise situations it is of no help. Otherwise, it allows first fire in any melee round, and end-of-round fire also, when applicable. About 10% of these weapons are heavy crossbows. The weapon has a +1 bonus to attack and damage rolls.


Dagger +2, Longtooth

This appears to be a normal weapon, or perhaps a nonspecial magical weapon. However, when this broad-bladed weapon is wielded by a small demihuman (like a gnome or halfling), it will actually lengthen and function as a short sword (retaining its +2 bonus in this form). Even when functioning in this way it remains as light and handy to use as a dagger would be in the hands of the same character. The weapon will actually penetrate wood or stone as easily as it will softer material, inflicting maximum damage against either substance.


Dagger +1, +2 vs. Tiny or Small creatures

This dagger does 1d4+2 damage against small targets, 1d4+1 damage against medium-sized targets and 1d6+1 damage against larger-than-man-sized targets.

It is +2 to hit small targets and +1 to hit medium and larger-than-man-sized targets.


Dagger +2, +3 vs. larger than man-sized creatures

This dagger does 1d4+2 damage against small and medium-sized targets and 1d6+3 damage against larger-than-man-sized targets.

It is +2 to hit small and medium-sized targets and +3 to hit larger-than-man-sized targets.


Dagger of Throwing

This appears to be a normal weapon but will radiate strongly of magic when this is checked for. The balance of this sturdy blade is perfect, such that when it is thrown by anyone, the dagger will demonstrate superb characteristics as a ranged weapon. The magic of the dagger enables it to be hurled up to 180 feet. A successful hit when it is thrown will inflict twice normal dagger damage, plus the bonus provided by the blade, which will range from +1 to +4. To determine the bonus for a specific dagger, roll percentile dice and consult the following table:

Magical

D100 Roll	Bonus	XP Value

01-35	+1	250

36-65	+2	350

66-90	+3	450

91-00	+4	550


Dagger of Venom

This appears to be a standard dagger +1, but its hilt holds a hidden store of poison. Any hit on a roll of 20 injects fatal poison into the opponent unless a saving throw vs. poison is successful. The dagger of venom holds up to six doses of poison. If the hilt contains fewer than six doses, the owner can pour more in up to the maximum. (Use of this weapon by good—particularly lawful good—characters must be carefully monitored for effects on alignment.)


Dart of Homing

These appear to be normal projectiles, but are actually +3 magical weapons. If a dart hits the intended target, it will magically return to the thrower in the same round and can be re-used. A dart inflicts a base 1d6 points of damage plus its magical bonus on a successful hit against any size creature (4-9 points total). A dart that misses its target loses its magical power. These weapons have twice the range of ordinary darts—20 yards short, 40 yards medium, 80 yards long.


Hammer +3, Dwarven Thrower

This appears to be a standard hammer +2. In the hands of a dwarven fighter who knows the appropriate command word, its full potential is realized. In addition to the +3 bonus, the hammer has the following characteristics:

The hammer has a 180-foot range and will return to its wielder's hand like a boomerang. It has a +3 bonus to attack and damage rolls. When hurled, the hammer inflicts double damage against all opponents except giants (including ogres, ogre magi, trolls, and ettins).  Against giants it causes triple damage (plus the bonus of +3).


Hammer of Thunderbolts

This appears to be a large, extra-heavy hammer. A character less than 6 feet tall and with Strength less than 18/01 will find it too unbalanced to wield properly in combat. However, a character of sufficient Strength and size will find that the hammer functions with a +3 bonus and gains double damage dice on any hit.

If the wielder wears a girdle of giant strength and gauntlets of ogre power and he knows the hammer's true name, the weapon can be used to full effect: When swung or hurled it gains a +5 bonus, double damage dice, all girdle and gauntlet bonuses, and it strikes dead any giant upon which it scores a hit.

(Depending on the campaign, the DM might wish to limit the effect to exclude storm giants and include ogres, ogre magi, trolls, ettins, and clay, flesh, and stone golems.)

When hurled and successfully hitting, a great noise, like a clap of thunder, stuns all creatures within 90 feet for one round. Throwing range is 180 feet. (Thor would throw the hammer about double the above range.) The hammer of thunderbolts is difficult to hurl, so only one throw every other round can be made. After five throws within the space of any two-turn period, the wielder must rest for one turn.

Hammers can be hurled as hand axes.


Hornblade

This is a magical weapon with a sickle-like blade resembling some sort of animal horn. Hornblades range in size from that of a knife to somewhat less than the length of a short sword. Even a close inspection is 90% unlikely to reveal it as anything other than a piece of horn of a ½-foot to 1¼-foot in length, set in some sort of handle or grip. If magic is detected for, a hornblade will radiate faintly of enchantment magic. However, if the proper pressure is applied in the correct place, a curved blade of great strength and sharpness will spring out.

The small versions (knife-sized and dagger-sized) are usually enchanted to +1 or +2, and the largest version (scimitar-sized) commonly has a bonus of +2 or +3. Smaller hornblades can be thrown, and the bonus applies to both the attack number and damage determination.

Any character class permitted to use sickle-like weapons can use a hornblade. The possessor can use it with proficiency, providing he has proficiency with the appropriately sized weapon (knife, dagger, or scimitar).

The experience-point value of a hornblade depends upon its size and the amount of its magical bonus:

Size	XP Value

Knife-sized	   500 per "plus"

Dagger-sized	   750 per "plus"

Scimitar-sized	1,000 per "plus"


Javelin of Lightning

A javelin of lightning is considered equal to a +2 magical weapon, although it has neither attack nor damage bonuses. It has a range of 90 yards and whenever it strikes, the javelin becomes the head of a 5-foot wide, 30-foot long stroke of lightning. Any creature hit by the javelin suffers 1d6 points of damage, plus 20 points of electrical damage. Any other creatures in the path of the stroke take either 10 or 20 points of damage, based on whether their saving throws are successful or not.

From 2-5 javelins will be found. The javelin is consumed in the lightning discharge.


Javelin of Piercing

This weapon is not actually hurled—when a command word is spoken, the javelin of piercing launches itself. Range is 180 feet, all distances considered as short range. The javelin has a +6 bonus to attack rolls and inflicts 1d6+6 points of damage. (Note this missile will fly horizontally, vertically, or any combination thereof to the full extent of its range.) From 2-8 (2d4) will be found at one time. The magic of the javelin of piercing is good for only one throw after which it becomes a normal javelin.


Knife, Buckle

This magical blade has a hilt that looks just like a large belt-buckle ornament or a complete small buckle. The hilt can be grasped easily and the weapon drawn from its belt-sheath. The knife blade is short but has a very sharp point—it inflicts damage as a knife.

D10 Roll	Type	XP Value

1-4	+1	100

5-7	+2	200

8-9	+3	300

10	+4	400


Mace of Disruption

This appears to be a mace +1, but it has a neutral good alignment, and any evil character touching it will receive 5d4 points of damage due to the powerful enchantments laid upon the weapon. If a mace of disruption strikes any undead creature or evil creature from one of the lower planes, may utterly destroy the creature.

Skeletons, zombies, ghouls, shadows, wights, and ghasts, if hit, are instantly blasted out of existence. Other creatures roll saving throws as follows:

Creature	Save

Wraiths	  5%

Mummies	20%

Spectres	35%

Vampires	50%

Ghosts	65%

Liches	80%

Other affected evil creatures	95%

Even if these saving throws are effective, the mace of disruption scores double damage upon opponents of this sort, and twice the damage bonus.


Net of Entrapment

This magical rope net is strong enough to defy Strength under 20 and is equal to AC -10 with respect to blows aimed at cutting it. (Normal sawing attempts to cut it with dagger or sword will not succeed; to sever a strand of the mesh, a character must hack at it until he does 5 points of damage on a strand.)

Each net is 10 feet square and has a 3-inch-square mesh. It can be thrown 20 feet so as to cover and close upon opponents; each creature in range must roll a successful saving throw vs. dragon breath to avoid being entrapped. It can be suspended from a ceiling (or generally overhead) and drop upon a command word. It can be laid upon the floor and close upward upon command. The net stretches so as to close over an area up to five cubic feet. It can be loosened by its possessor on command.


Net of Snaring

This net looks just like a net of entrapment, but it functions only underwater. There, it can be commanded to shoot forth up to 30 feet to trap a creature. It is otherwise the same as the net of entrapment.


Quarterstaff, Magical

This appears to be a normal bronzewood staff banded with iron. The shaft is actually as strong as steel, and has two magical qualities. Upon command, the staff will alter its length from as short as 6 feet to as long as 12 feet (or any length in between). It inflicts damage as a quarterstaff (base amount, 1d6 points), with additions to attack and damage rolls based upon its magical bonus.

D20 Roll	Type	XP Value

 1-5	+1	   250

 6-9	+2	   500

10-13	+3	   750

14-17	+4	1,000

18-20	+5	1,250


Scimitar of Speed

This is a magical weapon, usually of +2 bonus, that automatically grants its wielder the first attack in a melee round, even though some magical effect might have otherwise slowed his speed and reaction time. It also allows more than one strike in some rounds, increasing the wielder's figure for attacks per melee round by one place, so that if one attack is normal, then the improvement is to two attacks per round. This increase in attacks is cumulative with any other bonus attacks (such as those provided by a haste spell).

The order of attacks in the round is determined normally after the wielder of the scimitar of speed has made his first attack to begin activity in the round. It is possible, for instance, that a wielder entitled to three attacks in the round will attack once before any other action takes place, and then (because of poor initiative rolls or other factors) take his remaining two attacks at the very end of the round.

There is a chance (25%) that the weapon will have a bonus of something other than +2; if this occurs, roll percentile dice and refer to the following table to determine the appropriate bonus:

D100 Roll	Type	XP Value

01-50	+1	2,500

(normal form)	+2	3,000

51-75	+3	3,500

76-90	+4	4,000

91-00	+5	4,500


Sling of Seeking +2

This gives its user a +2 bonus for both attack and damage rolls, but missiles from such a weapon are regarded as +1 with respect to whether or not certain creatures are affected by the weapon (i.e., a special defense of "+1 or better weapon to hit" means the creature is vulnerable to normal missiles from this sling).


Spear, Cursed Backbiter

This is to all tests a magical spear with a +1 bonus (or at the DM's option +2 or +3). It may even function normally in combat against a deadly enemy, but each time it is used in melee against a foe, there is a one in 20 cumulative chance that it will function against its wielder. Once it begins functioning in this way, you can't get rid of it without a remove curse spell. The character always seems to find the spear in his hand despite his best efforts or intentions.

When the curse takes effect, the spear curls around to strike its wielder in the back, negating any shield and Dexterity bonuses to Armor Class, and inflicting normal damage. The curse even functions when the spear is hurled, but if the wielder has hurled the spear, the damage done to the hurler will be double. Once the spear has returned to him, the character will again find himself compelled to use the spear.


Sun Blade

This sword is the size of a bastard sword. However, its enchantment enables the sun blade to be wielded as if it were a short sword with respect to encumbrance, weight, speed factor, and ease of use (i.e., the weapon appears to all viewers to be a bastard sword, and inflicts bastard sword damage, but the wielder feels and reacts as if the weapon were a short sword). Any individual able to use either a bastard sword or a short sword with proficiency is proficient in the use of a sun blade.

In normal combat, the glowing golden blade of the weapon is equal to a +2 sword. Against evil creatures, its bonus is +4. Against Negative Energy Plane creatures or those drawing power from that plane (such as certain undead), the sword inflicts double damage.

Furthermore, the blade has a special sunray power. Once a day, upon command, the blade can be swung vigorously above the head, and it will shed a bright yellow radiance that is like full daylight. The radiance begins shining in a 10-foot radius around the sword-wielder, spreading outward at 5 feet per round for 10 rounds thereafter, creating a globe of light with a 60-foot radius. When the swinging stops, the radiance fades to a dim glow that persists for another turn before disappearing entirely. All sun blades are of good alignment.


Sword +1, +2 vs. magic-using and enchanted creatures

This sword always provides a +1 bonus. The +2 bonus takes effect when the sword is employed against wizards, monsters that can cast spells, and conjured, created, gated, or summoned creatures. Note that the +2 bonus would not operate against a creature magically empowered by an item (such as a ring of spell storing) to cast spells.


Sword +1, +3 vs. lycanthropes and shape changers

This gives its +3 against werecreatures—those able to assume the form of another creature (such as a vampire or a druid), or any creature under the influence of a polymorph or shape change spell.


Sword +1, +3 vs. regenerating creatures

This will give the +3 bonus to its wielder even when the regenerating creature does so because of a magical device—such as a ring of regeneration.


Sword +1, +4 vs. reptiles

This gives the +4 against such creatures as dinosaurs, dragons, hydras, lizards, snakes, wyverns, etc.


Sword +1, cursed

This performs in all respects as a +1 weapon, but when its wielder is faced by an enemy, the sword will weld itself to the character's hand and force him to fight until the enemy or the wielder is slain. Thereafter, the possessor can loose, but never rid himself of, the cursed sword. No matter what is done, it will appear in his hand whenever an opponent is faced. The character can be freed of the weapon only by a remove curse spell.


Sword +1, flame tongue, +2 vs. regenerating creatures, +3 vs. cold-using, inflammable, or avian creatures, +4 vs. undead

This sheds light when its possessor speaks a command word or phrase. When activated, the flame tongue sword's fire illuminates the area as brightly as a torch. The flame from this sword easily ignites oil, burns webs, or sets fire to paper, parchment, dry wood, etc. Cold-using creatures are those whose attack mode involves cold (ice toads, white dragons, winter wolves, yeti, etc.).


Sword +1, Luck Blade

This gives its possessor a +1 bonus to all saving throws and will have 1d4+1 wishes. The DM should keep the number of wishes secret.


Sword +2, Dragon Slayer

This has a +4 bonus against any sort of true dragon. It inflicts triple damage against one sort of dragon (i.e., 3d12+4). Note that an unusual sword with intelligence and alignment will not be made to slay dragons of the same alignment. Determine dragon type (excluding unique ones like Bahamut and Tiamat) by rolling 1d10:

1 black (CE)	  6 gold (LG)

2 blue (LE)	  7 green (LE)

3 brass (CG)	  8 red (CE)

4 bronze (LG)	  9 silver (LG)

5 copper (CG)	10 white (CE)


Sword +2, Giant Slayer

This provides a +3 bonus versus any giant, giant-kin, ettin, ogre mage, or titan. Against any of the true giants (hill, stone, frost, fire, cloud, storm) the sword causes double damage (i.e., 2d12+3).


Sword of Quickness

This is a special +2 blade that enables the wielder to strike first in every combat round. If the wielder encounters someone with a similar weapon (e.g., a scimitar of speed), both strike simultaneously.


Sword+2, Nine Lives Stealer

This will always perform as a +2 weapon, but it also has the power to draw the life force from an opponent. It can do this nine times before the ability is lost. A natural 20 must be scored on the wielder's attack roll for the sword to function. The victim is entitled to a saving throw vs. spell. If this succeeds, the sword does not function, no charge is used, and normal damage is determined.


Sword+3, Frost Brand, +6 vs. fire-using/dwelling creatures

This sword always provides a +3 bonus. The +6 bonus takes effect against creatures that use fire or live in fiery environments. The weapon does not shed any light, except when the air temperature is below 0 degrees F. It does give special benefits against fire, for its wielder is protected as if he were wearing a ring of fire resistance.

The frost brand sword also has a 50% chance of extinguishing any fire into which its blade is thrust. This power extends to a 10-foot radius—including a wall of fire but excluding a fireball, meteor swarm, or flame strike.


Sword,+4 Defender

This gives its wielder the option of using all, some, or none of the +4 bonus in defense (improving his Armor Class) against any opponent using a hand-held weapon, such as a dagger, mace, spear (not hurled), sword, etc. For example, the wielder can, on the first round of battle, opt to use the sword as +2 and save the other two bonus factors to be added to his Armor Class. This can be done each round.

Note that there is also a sword, +5 defender. This is identical to the +4 sword with one extra bonus point.


Sword, +5 Holy Avenger

In the hands of any character other than a paladin, this holy sword will perform only as a sword +2. In the hands of a paladin, however, it creates a magic resistance of 50% in a 5-foot radius, dispels magic in a 5-foot radius at the level of the paladin, and inflicts +10 points of bonus damage upon chaotic evil opponents.


Sword -2, cursed

This is a sword that gives off a magical aura and performs well against targets in practice, but when it is used against an opponent in combat it lowers its user's attack rolls by -2. Only by careful observation can this lowering be detected.

All damage scored is reduced by 2 hit points, but never below a 1 in any event. The sword will always force the character to employ it against enemies, appearing in the character's hand. It can be gotten rid of only by means of limited wish or wish.


Sword of Dancing

On the first round of melee this weapon is +1, on the second +2, on the third +3, and on the fourth it is +4. On the fifth round, it drops back to +1 and the cycle begins again. In addition, after four rounds of melee its wielder can opt to allow it to "dance."

Dancing consists of loosing the sword on any round (after the first) when its bonus is +1. The sword then fights on its own at the same level of experience as its wielder. After four rounds of dancing, the sword returns to its wielder, who must hold it (and use it) for four rounds before it can dance again. In other words, it is loosed to dance for four more rounds, going from +1 to +4, and must then be held by its wielder at a +1 state and physically used for four successive rounds of melee combat.

When dancing, the sword will leave its owner's hand and may go up to 30 feet distant. At the end of its fourth round of solo combat, it will move to its possessor's hand automatically. Note that when dancing the sword cannot be physically hit, although certain magical attacks such as a fireball, lightning bolt, or transmute metal to wood spell could affect it.

Finally, remember that the dancing sword fights alone exactly the same; if a 7th-level thief is the wielder, the sword will so fight when dancing. Relieved of his weapon for four melee rounds, the possessor may act in virtually any manner desired—resting, discharging missiles, drawing another weapon and engaging in hand-to-hand combat, etc.—as long as he remains within 30 feet of the sword. If he moves more than 30 feet from the weapon, it falls lifeless to the ground and is a +1 weapon when again grasped.


Sword of Wounding

This is a sword of only +1 bonus, but any hit made with it cannot be healed by regeneration. In subsequent rounds, the opponent so wounded loses one additional hit point for each wound inflicted by the sword.

Thus, an opponent hit for four points of damage on the first melee round will automatically lose one additional hit point on the second and each successive round of combat. Loss of the extra point stops only when the creature so wounded bandages its wound or after 10 melee rounds (one turn).

Damage from a sword of wounding can be healed only by normal means (rest and time), never by potion, spell, or other magical means short of a wish. Note that successive wounds will damage in the same manner as the first.


Sword of Life Stealing

This +2 weapon will eliminate one level of experience (or Hit Die) and accompanying hit points and abilities when it strikes any opponent on a natural roll of 20. This function is the same as the level-draining ability of certain undead creatures.

The sword wielder can gain as many hit points as an opponent loses to this function of the weapon, up to the maximum number of hit points the character is allowed (i.e., only a character who has suffered loss of hit points can benefit from the function).


Sword of Sharpness

This weapon is treated as +3 or better for purposes of who or what can be hit by it, even though it gets only a +1 bonus to attack and damage rolls. Its power is great, however, for on a very high attack roll, it will sever an extremity—arm, leg, neck, tail, tentacle, whatever (but not head) determined by random dice roll:

Modified score

Opponent is	to sever*

normal/armored	19-21

larger than man-sized	20-21

Solid metal or stone	21

* Considering only the sword's bonus of +1.

A sword of sharpness will respond to its wielder's desire with respect to the light it sheds—none, a 5-foot circle of dim illumination, a 15-foot light, or a 30-foot radius glow equal to a light spell.


Vorpal Sword

Similar but superior to a sword of sharpness, a vorpal weapon has a +3 bonus to attack and damage rolls. Check the table below to determine whether an attack roll is good enough to sever the neck/head of the opponent:

Modified score

Opponent is            	to sever*

normal/armored        	20-23

larger than man-sized	21-23

solid metal or stone 	22-23

 * Considering only the sword's bonus of +3.

Note that many creatures have no heads or can change their form and, therefore, cannot suffer decapitation. There are also creatures that have heads but will not necessarily be killed by decapitation (among these are dopplegangers, elementals, and golems).


Sword of the Planes

This magical weapon has a base bonus of +1 on the Prime Material Plane, but on any Inner Plane its bonus increases to +2. (The +2 bonus also applies on the Prime Material Plane when the weapon is used against opponents from the Inner Planes.) Similarly, when used on an Outer Plane or against creatures from the Outer Planes, the sword becomes a +3 weapon. Finally, it operates as a +4 weapon on the Astral or Ethereal Plane or when used against opponents from either of those planes.


Cursed Berserking Sword

This performs by every test, save that of the heat of battle, as a +2 magical sword of some sort. However, in actual battle its wielder will go berserk, attacking the nearest creature and continuing to fight until dead or until no living thing remains within 60 feet. The sword has a +2 bonus and otherwise acts as a cursed sword +1. The possessor of a cursed berserking sword can be rid of it only if it is exorcised via a remove curse spell or wish.


Trident of Submission

A weapon of this nature appears unremarkable, exactly as any normal trident. The wielder of a trident of submission causes any opponent struck to save vs. spell. If the opponent fails to save, it must check morale the next round instead of attacking; if morale is good, the opponent may act normally next round, but if it is poor, the opponent will cease fighting and surrender, overcome with a feeling of hopelessness. The duration of this hopelessness is 2-8 rounds. Thereafter the creature is normal once again. The trident has 17-20 charges. A trident of this type is a +1 magical weapon.


Trident of Fish Command

This three-tined fork atop a stout 6-foot long rod appears to be a barbed military fork of some sort. However, its magical properties enable its wielder to cause all fish within a 60-foot radius to roll saving throws vs. spell. This uses one charge of the trident. Fish failing this throw are completely under empathic command and will not attack the possessor of the trident nor any creature within 10 feet of him. The wielder of the device can cause fish to move in whatever direction is desired and can convey messages of emotion (i.e., fear, hunger, anger, indifference, repletion, etc.). Fish making their saving throw are free of empathic control, but they will not approach within 10 feet of the trident.

In addition to ordinary fish, the trident affects sharks and eels. It doesn't affect mollusks, crustaceans, amphibians, reptiles, mammals, and similar sorts of nonpiscine marine creatures. A school of fish should be checked as a single entity.

A trident of this type contains 1d4+16 charges. It is otherwise a +1 magical weapon.


Trident of Warning

A weapon of this type enables its wielder to determine the location, depth, species, and number of hostile or hungry marine predators within 240 feet. A trident of warning must be grasped and pointed in order for the person using it to gain such information, and it requires one round to scan a hemisphere with a radius of 240 feet. There are 19-24 charges in a trident of this type, each charge sufficient to last for two rounds of scanning. The weapon is otherwise a +2 magical weapon.


Trident of Yearning

A trident of yearning looks exactly like any normal trident, and its aura is indistinguishable from that of other enchanted weapons of this sort. Any character grasping this type of trident immediately feels an overwhelming desire to immerse himself in as great a depth of water as possible. This unquenchable longing causes the affected character to proceed immediately toward the largest/deepest body of water—in any event, one that is sufficient to completely cover his or her person. Once there, he will immerse himself permanently.

The character cannot loose his grip on the trident, and only a water breathing spell (after submersion) or a wish will enable the character to do so. The trident is otherwise a -2 cursed magical weapon. Note that this item does not confer the ability to breathe underwater.


Sword,+5 Defender

This gives its wielder the option of using all, some, or none of the +5 bonus in defense

(improving his Armor Class) against any opponent using a hand-held weapon, such as

a dagger, mace, spear (not hurled), sword, etc. For example, the wielder can, on the

first round of battle, opt to use the sword as +2 and save the other three bonus factors

to be added to his Armor Class. This can be done each round.

Note that there is also a sword, +4 defender. This is identical to the +5 sword with

one less bonus point.


Stiletto

Also known as a stylet, the stiletto is a short dagger with a strong, triangular or

square-sectioned blade that tapers to a sharp point at the tip. The stiletto is designed

for thrusting, in particular to pierce armor such as leather or mail. Therefore, the

stiletto gives the wielder a +2 bonus to attacks against plate mail, ring mail, chain mail,

and all forms of leather armor. Most stilettos are made completely of steel.

Most cities, except those involved in a war, prohibit the carrying of a stiletto since it is

an easily concealed weapon.

Stilettos are narrow enough to be concealed in sword canes or even in the handle of a

large sword, such as the long, bastard, or two-handed swords.

Magical weapons normally apply their bonuses (+1, +2, +3, or +4) to both attack and

damage rolls.


Gladius

The gladius is the first refined version of the short sword. It has a double-edged blade and a strengthened tip. The grip is made of wood, bone, or ivory and is topped with a round pommel. The sword is carried on a warrior's right side, slung from a baldric passing over the left shoulder. In terms of damage and length, the gladius or drusus resembles the short sword.

A drusus is a gladius of exceptional quality, and consequently has a series of special things associated with its care in order to maintain a sharp edge. The restrictions are listed in The Complete Fighter's Handbook (Equipment Chapter).


Great Scimitar

The great scimitar is a two-handed version of the scimitar used by huge warriors and court executioners of eastern cultures.


Katana

The katana, the traditional Japanese warrior’s sword, is a slightly curved and single-edged long sword of superior workmanship. In Japanese culture, only samurai may carry both the katana and wakizashi (short sword).


Ninjato

The ninjato is a common Japanese blade: shorter, straighter, and less well made than the katana.


Nodachi

The nodachi is a two-handed Japanese sword, and is much more rare than the katana.


Sapara

The sapara is a bronze short sword of ancient Assyria, with a curved blade and no guard.


Spatha

The spatha is a Roman cavalry long sword.


Sword-axe

The ancient sword-axe is not a true sword, but features a long haft for a hilt, a sword-like blade, and ends with an axe-like head. In combat, the weapon would be wielded much like an axe. The sword-axe was quickly replaced by more efficient blades.


Tulwar

A tulwar is a curved cavalry sword, longer than the scimitar. It comes from eastern cultures, primarily the Middle East, the Central Asian Steppes, and India.


Wakizashi

The wakizashi is a Japanese single-edged short sword. Only samurai carry both the katana and wakizashi.


Lajatang

The lajatang is an oriental martial arts fighting staff, about 3 to 5 feet long, with a crescent-shaped blade, points outward, at each end.


Nagimaki

The nagimaki is a naginata (a Japanese pole arm) with the shaft shortened by about half for ease of use from horseback.


Naginata

The naginata is a common Japanese pole arm, essentially a sword blade on a long shaft. A western equivalent could be the glaive or halberd.


Tetsubo

The tetsubo is a long, iron-shod wooden rod. Popular with travelers, it doubles as a walking stick.


Rock

A rock is any piece of stone small enough to be held in the hand and used as an improvised weapon.


Pike

The pike has a 16-foot length and piercing head. Groups of pikes can keep cavalry and flyers at bay, but the weapon is useless for close fighting and too long for underground settings.


Axe-Pistol

The axe-pistol is an axe with a wheellock or snaplock pistol built into it.


Dagger-Pistol

This dagger-pistol is a dagger with a wheellock or snaplock pistol built into it.


Hammer-Pistol

The hammer-pistol is a war hammer with a wheellock or snaplock pistol built into it.


Sword-Pistol

The sword-pistol is a long sword with a wheellock or snaplock pistol built into it.


Matchlock Arquebus

The matchlock arquebus is a heavy smoothbore weapon of the Renaissance, the first common to the infantry. A matchlock requires a length of “slow match,” which is used to fire the powder charge.


Matchlock Caliver

The matchlock caliver is a short musket (forerunner of the carbine) used by cavalry and by civilian hunters. A matchlock requires a length of “slow match,” which is used to fire the powder charge.


Matchlock Musket

The matchlock musket is a smoothbore firearm, lighter than the arquebus. By the end of the Renaissance, it was the standard infantry firearm. A matchlock requires a length of “slow match,” which is used to fire the powder charge.


Wheel-lock Arquebus

The wheel-lock arquebus has a more advanced firing mechanism than the matchlock. A wheel-lock is a spring-driven wheel that creates a shower of sparks to fire the powder charge. It is mechanically tricky and very expensive.


Wheel-lock Belt Pistol

The wheel-lock belt pistol is an early personal firearm, smaller than the military “horse pistol.” A wheel-lock is a spring-driven wheel that creates a shower of sparks to fire the powder charge. It is mechanically tricky and very expensive.


Wheel-lock Horse Pistol

The wheel-lock horse pistol is a large military pistol, sometimes called a “dragoon pistol.” The wheellock is a spring-driven wheel that creates a shower of sparks to fire the powder charge. It is mechanically tricky and very expensive.


Slow Match

A Slow Match is a cord specially treated to burn slowly. Its function is provide sufficient fire to ignite the powder used in early firearms.


Smoke Powder

Smoke powder is a magical powder that functions as gunpowder in a fantasy setting. It is very rare and is extremely difficult to produce.


Snaplock Belt Pistol

The snaplock belt pistol is a personal firearm, smaller than the military “horse pistol.” The snaplock is an improved firing mechanism—cheaper and more reliable than a wheel-lock.


Snaplock Horse Pistol

The snaplock horse pistol is alarge military pistol, also called a “dragoon pistol.” The snaplock is an improved firing mechanism—cheaper and more reliable than a wheel-lock.


Snaplock Musket

The snaplock musket became the standard military musket in the 17th Century. The snaplock is an improved firing mechanism—cheaper and more reliable than a wheel-lock.


Flintlock Belt Pistol

The flintlock belt pistol is a personal firearm, smaller than the military “horse pistol.” The flintlock was an improved firing mechanism over the earlier snaplock, and remained in use through the mid-19th Century.


Flintlock Blunderbuss Pistol

The flintlock blunderbuss pistol is a smaller version of the blunderbuss. The blunderbuss fires a blast of small pellets, and is the forerunner of the modern shotgun. The flintlock was an improved firing mechanism over the earlier snaplock, and remained in use through the mid-19th Century.


Flintlock Blunderbuss

The flintlock blunderbuss is a carbine-length weapon that fires a blast of small pellets, and is the forerunner of the modern shotgun. The flintlock was an improved firing mechanism over the earlier snaplock, and remained in use through the mid-19th Century.


Flintlock Carbine

The flintlock carbine is a shorter, lighter version of the flintlock musket, used by cavalry and by civilian hunters. The flintlock was an improved firing mechanism over the earlier snaplock, and remained in use through the mid-19th Century.


Flintlock Horse Pistol

The flintlock horse pistol is a large military pistol, sometimes called a “dragoon pistol.” The flintlock was an improved firing mechanism over the earlier snaplock, and remained in use through the mid-19th Century.


Flintlock Musket

The flintlock musket became the standard military infantry firearm in the 18th Century. The flintlock was an improved firing mechanism over the earlier snaplock, and remained in use through the mid-19th Century.


Hand Match Arquebus

The arquebus is a heavy smoothbore weapon, the first common infantry firearm, becoming widespread in the Renaissance. Before the matchlock firing mechanism was developed, the arquebus was fired by touching a burning piece of “slow match” to powder in the priming pan, which in turn fired the charge.


Hand Match Handgunne

The handgunne is the earliest firearm, dating from the mid-14th Century. Little more than a tube with a muzzle and a touchhole, the handgunne was usually braced against something solid (like a breastplate or a stone wall). A hand-held match or red-hot wire applied directly to the touchhole fired the charge.


Gunpowder

Gunpowder is a granular powder used as a propellant in firearm weapons in the Renaissance. The fantasy equivalent is smokepowder.


Bullet

A bullet is one round of ammunition for a firearm. (Sling missiles specially produced to a standardized form are also called “bullets.”)


Chain Flail

A chain flail is a dwarven weapon, consisting of a 6-foot length of chain with a weight at the end. Humans call this weapon a chain.


Heavy Ballista

A heavy ballista is a large, direct-fire siege engine. It has the frame and chassis of a catapult, but otherwise resembles a giant crossbow. It can hurl a stone or fire a larger bolt than a small ballista.


Heavy Catapult

A heavy catapult is an indirect-fire siege engine. It throws a heavier rock farther than a light catapult. A catapult works on torsion principles, with power provided by the release of twisted ropes.


Elven Flare Arrow

An elven flare arrow is a specialized arrow used for signaling. The head is covered with a quick-burning substance designed to burn brightly and go out before the arrow reaches the ground.


Elven Message Arrow

An elven message arrow is a light arrow specially designed for distance flight. It carries a message of rolled hide or parchment, tied to the shaft with leather thongs.


Elven Bow

The typical elven bow is a long bow (but some tribal groups might use the short bow instead).


Pile Arrow

The pile arrow was a short arrow with an armor-piercing point used in the Renaissance.


Pellet Bow

The pellet bow is a modification of the light crossbow that shoots a sling bullet instead of a quarrel.


Trebuchet

The trebuchet is the largest missile-firing siege engine. A large box of stones or metal weights on the short end of the trebuchet arm drops, whipping the long part of the arm forward like a giant sling.


Bombard

The bombard is the earliest form of artillery using gunpowder. This siege weapon fires boulders or iron balls directly against target fortifications, but is too heavy and immobile to use as a field weapon.


Bombard, Great

The great bombard is a bombard of exceptional size. This siege weapon fires boulders or iron balls directly against target fortifications, but is too heavy and immobile to use as a field weapon.


Cho-ku-no

The cho-ku-no is similar to a light crossbow, but holds up to 10 bolts in a magazine that rests on top of the weapon. Normally, it is only available in oriental settings.


Two-handed axe

This mighty weapon consists of a four- to five-foot haft with a very heavy blade. The axe may be double-bitted, with blades on both sides of the haft, or it may only have a single blade. It is an unwieldy weapon, but a skilled warrior can strike blows of tremendous strength with it.


Chatkcha

A crystalline throwing wedge commonly used by the mantis warriors. Consider these weapons to be equal to a javelin and a bill-guisarme respectively for damage, range modifiers, etc.—but note that the chatkcha returns to its thrower if it misses its target.


Pellet

A ball of lead of a size and shape suitable for use in a sling or pellet bow. It flies further and does more damage than a sling stone.


Katar

The katar is a weapon found in eastern campaigns. The katar is a dagger with an ‘H’ handle, designed to be held in a closed fist with the blade projecting out over the knuckles. It is used with a punching motion.


Gythka

The gythka, a pole arm with a blade at each end, can slash for 1d6 hp damage against man-sized or smaller targets, or 1d10 hp damage against a larger target. The gythka can be thrown as a spear to inflict 1d6+2 hp damage.


Bill

Bills are multi-function polearms that include a cutting surface, a spearlike spike, and hooks or curved blades on the back for dismounting riders. Bills, bill-guisarmes, glaive-guisarmes, and guisarmes all fall into this category. All of these weapons provide a +2 bonus to pull/trip attempts against riders.

Pick


Pick, farming tool

This common tool can be used as a weapon but is very heavy and unwieldy.

Weight	Speed	   Damage

Item	Cost	(lbs)	Size	Type	Factor	S-M	L

Pick	4 gp	6	L	P	8	1d6	1d6+1


Bottle

Bottles are found in taverns and ale houses all over the world. Each time a bottle hits, it must roll a successful saving throw vs. normal blow or break. A broken bottle can be wielded as if it were a knife.


Dirk

A dirk has qualities of both the dagger and the knife. The dirk has two round, symmetrical globes at the base of the handle, where the handle meets the blade. The grip itself emerges from between the globes and is flared on top. The dirk is a single-edged grooved weapon with a back edge near the point.

This is a piercing weapon: +1 Vs brigandine, +1 Vs field plate, +3 Vs full plate, -2 Vs leather, padded, and hide armor, +1 Vs ring mail, +1 Vs scale mail, +1 Vs splint mail, and +1 Vs studded leather. There are no modifiers Vs other armor types. Note: these are THAC0 modifiers so plusses (‘+’) are bad (less likely to hit) and minuses (‘-’) are good (more likely to hit).

Weight	Speed	   Damage

Item	Cost	(lbs)	Size	Type	Factor	S-M	L

Dagger or dirk	2 gp	1	S	P	2	1d4	1d3

Bone dagger	1 sp	1	S	P	2	1d2	1d2

Parrying dagger	5 gp	1	S	P	2	1d3	1d3

Stone dagger	2 sp	1	S	P	2	1d3	1d2

Stiletto	5 sp	1/2	S	P	2	1d3	1d2


Throwing Knife

This terrifying weapon resembles a sword with three or four points. The handle and lower part of the blade appear normal, but the blade forks several times into a number of dagger-like points. It’s thrown horizontally, so that it spins parallel to the ground. The throwing knife is usually considered a weapon of savage cultures.


Tight Group

All weapons in a tight group are considered to be related to one another; a character proficient in one automatically has familiarity with the rest. Note that a weapon proficiency includes stone or bone versions of the same weapon.


Broad Group

By spending 3 slots (6 character points), a warrior can learn a broad group weapon proficiency. He is assumed to be fully proficient in every weapon in that broad group.

This group proficiency option is only available to warriors. All other characters must spend a single proficiency slot to become proficient with a specific type of weapon.


Staff-Mace

This clerical weapon appears to be a normal wooden staff of the type used when trekking in the wilderness. This item is typically made of bronzewood, reinforced by heavy bands and tips of iron. It gives off a very faint aura of alteration magic. Upon command, the staff-mace takes on one of three forms, as desired by the possessor.

Quarterstaff: quarterstaff +3, iron-shod

Great Mace: footman's mace +1, iron

Mace: horseman's mace +2, iron


Staff of Command

This device has three functions, only two of which will be effective if the wielder is a wizard; all three work when the staff is in a priest's hands. The three functions are:

Human influence: This power duplicates that of the ring of the same name. Each suggestion or charge draws one charge from the staff.

Mammal control/animal control:This power functions only as  mammal control  (as the ring of that name) when the staff is used by a wizard. In the hands of a priest it is a staff of  animal control  (as the potion of that name, all types of animals listed). Either use drains one charge per turn or fraction thereof.

Plant control: This function duplicates that of the potion of the same name, but for each 10-square-foot ares of plants controlled for one turn or lass, one charge is used. A wizard cannot control plants at all.

The staff can be recharged.


Staff of Curing

This device can cure disease, cure blindness, cure wounds  (3d6+3 hit points), or cure insanity.  Each function drains one charge. The device can be used once per day on any person (dwarf, elf, gnome, half-elf, halfling included), and no function may be employed more than twice per day (i.e., the staff can function only eight times during a 24-hour period). It can be recharged.


Staff of the Magi

This potent staff contains many spell powers and other functions. Some of its powers drain charges; others don't. The following powers do not drain charges:

  • detect magic

  • enlarge

  • hold portal

  • light

  • protection form evil/good

The following powers drain one charge per usage:

  • invisibility

  • fireball

  • knock

  • lightning bolt

  • pyrotechnics

  • ice storm

  • web

  • wall of fire

  • dispel magic

  • passwall

These powers drain two charges per usage:

  • whirlwind*

  • conjure elemental**

  • plane travel

  • telekinesis***

    * The whirlwind is identical to that caused by a dijinni.

  ** The staff can be used to conjure one elemental of each type per day, each having 8 Hit Dice.

***Telekinesis is at 8th level also (i.e., 200 pounds maximum weight).

The staff of the magi adds a +2 bonus to all saving throw rolls vs. spell. It can be used to absorb wizard spell energy directed at its wielder, but if the staff absorbs energy beyond its charge limit, it will explode as if a "retributive strike" (see below) had been made. The spell levels of energy absorbed count only as recharging the staff, but they cannot be redirected immediately, so if absorption is desired, that is the only action possible by the staff wielder that round. Note also that the wielder has no idea how many spell levels are cast at him, for the staff does not communicate this knowledge as a rod of absorption does. Absorbing spells is risky, but absorption is the only way this staff can be recharged.

Retributive strike is a breaking of the staff. It must be purposeful and declared by the wizard wielding it. When this is done all levels of spell energy in the staff are released in a globe of 30-foot radius. All creatures within 10 feet of the broken staff suffer hit points of damage equal to eight times the number of spell levels of energy in the rod (1 to 25), those between 10 feet to 20 feet take 6 x levels, and those 20 feet to 30 feet distant take 4 x levels. Successful saving throws versus magic indicate only one-half damage is sustained.

The wizard breaking the staff has a 50% chance of traveling to another plane of existence, but if he does not, the explosive release of spell energy totally destroys him. This staff and the staff of power are the only magical items capable of a retributive strike.


Staff of Power

The staff of power is a very potent magical item, with offensive and defensive abilities. The powers below cost one charge each:

  • continual light

  • magic missile or lightning bolt

  • ray of enfeeblement

  • levitation

  • cone of cold or fireball

The following powers drain two charges each:

  • shield, 5-foot radius

  • globe of invulnerability

  • paralyzation*

* Paralyzation is a ray from the end of the staff extending in a cone 40 feet long and 20 feet wide at the far end.

The DM may assign alternate powers by random die roll.

The wielder of a staff of power gains a +2 bonus to Armor Class and saving throws. He may use the staff to smite opponents. It strikes as a +2 magical weapon and inflicts 1d6+2 points of damage; if one charge is expended, the staff causes double damage, but two charges do not cause triple damage.

A staff of power can be broken for a retributive strike (see staff of the magi). The staff can be recharged.


Staff of the Serpent

There are two varieties of this staff—the "python'' and the "adder."

The python strikes as a +2 magical weapon and inflicts 1d6+2 points of damage when it hits. If the priest throws the staff to the ground, it grows from its 6-foot length, becoming a constrictor snake, 25 feet long (AC 3, 49 hit points, movement rate of 9). This happens in one round. The snake will entwine if it scores a hit, the opponent being constricted for 2d4+2 points of damage per round. The victim will remain trapped by the python until he dies or the creature is destroyed. Note that the python will return to its owner upon command. If it is destroyed while in snake form, the staff is destroyed.

The adder strikes as a +1 magical weapon and does 2d2 points of damage when it hits. Upon command the head of the staff becomes that of an actual serpent (AC 5, 20 hit points). This head remains for one full turn. When a hit is scored, damage is not increased, but the victim must roll a successful saving throw vs. poison (strength E) or be slain. Only evil priests will employ an adder staff. If the snake head is killed, the staff is destroyed.

Neither staff has nor requires charges. Most of these staves—60%—are pythons.


Staff of Slinging

This magical quarterstaff appears to be a +1 weapon unless it is grasped by a druid, whereupon its power of slinging becomes evident. This power, which can be employed only by a druid, is activated when one end of the staff is touched to a heavy object of roughly spherical shape (a stone, metal ball, pottery crock, etc.) of up to nine inches in diameter and five pounds in weight. The object adheres to the end of the staff, and the wielder need then only swing the staff in an overhand arc to release the missile toward a desired target.

The missile leaves the staff on the downstroke of the overhand swing and travels in a low, rising trajectory, with the missile going one foot upward for every 10 feet traveled. Of course, the arc may be higher, or the missile aimed so as to travel nearly vertically. (In the latter case, reverse the arcing ratio so that one foot of distance laterally is covered for every 10 feet of vertical rise.) The maximum range of such a missile is 180 feet, with limits of 60 feet and 120 feet on short and medium range, respectively.

This staff also carries charges, and a druid wielding the item can expend one charge and thereby use the staff to hurl a missile of large size, as if the wielder were a stone giant (range out to 300 feet, 3d10 points of damage per hit). Whether used as a magical quarterstaff or by employing one of its slinging powers, the staff bestows +1 to the wielder's attack roll and +1 per die to damage dealt out. The weapon may be recharged by a druid of 12th or higher level.


Staff-Spear

When this seemingly ordinary quarterstaff is examined magically, it will have an aura of alteration. Upon proper command, a long and sharp spear blade will shoot forth from its upper end. This makes the weapon into a spear rather than a staff. Upon a second command, the length of the weapon will elongate to a full 12 feet, and the third command will recall it to its original form. The powers and value of each staff-spear are determined randomly when the item is first employed:

   To Hit	  XP

D20 Roll	& Damage	Value

1-6	 +1	1,000

7-10	 +2	1,500

11-13	 +3	2,000

14-16	 +4	2,500

17-19	 +5	3,000

20	 +3*	3,500

* Does damage as ranseur (2d4), but still acts as a spear if used to thrust or when set to receive a charge.


Staff of Striking

This oaken staff is the equivalent of a +3 magical weapon. (If the weapon vs. armor type adjustment is used, the staff of striking is treated as the most favorable weapon type vs. any armor.) It causes 1d6+3 points of damage when a hit is scored. This expends a charge. If two charges are expended, bonus damage is doubled (1d6+6); if three charges are expended, bonus damage is tripled (1d6+9). No more than three charges can be expended per strike. The staff can be recharged.


Staff of Swarming Insects

A staff of this sort is typically short and thick. When initially obtained or encountered, much of its length is covered with finely done carvings depicting winged biting and stinging insects (bees, deerflies, horseflies, wasps, and the like). Any priest character (cleric, druid, shaman, witch doctor, etc.) holding it can command the staff to create a swarm of such insects, at the same time expending one of the staff's charges.

Range is 60 yards+10 yards per level of the user. The number of insects produced is 60 plus 10 per level. Every 10 insects will inflict 1 point of damage upon the target victim, regardless of Armor Class, unless the victim is protected by a force field, engulfed in flames, etc. Note, however, that the insects will not affect creatures larger than man-sized with a natural Armor Class of 5 or better.

When a vulnerable target is attacked by the swarm of flying insects, the target will be unable to do anything other than attempt to dislodge and kill the things. The insect attack lasts for one round. Each time the staff is employed, one of the insect-shapes carved into its wooden surface will disappear, so it is easy to determine how many charges are left in the staff. Unlike others of its ilk, a staff of this sort can have as many as 50 initial charges. However, it cannot be recharged.


Staff of Thunder & Lightning

Casual examination of this stout quarterstaff will show it to be exceptional, and if it is magically examined, it will radiate an aura of alteration magic. Constructed of wood (ash, oak, bronzewood, or the like) and bound with iron set with silver rivets, it has the properties of a +2 magical weapon without any expenditure of its magical charges. Its other magical properties are as follows:

Thunder: The staff strikes as a +3 weapon, and unless the opponent struck saves successfully vs. rods, staves, and wands, he will be stunned from the noise of the staff's impact—unable to take any further action in the round struck, and automatically having last initiative in the following round. This power requires the expenditure of one charge.

Lightning: A short spark of electricity leaps forth when the opponent is struck, causing normal staff damage, plus 2d6 additional points of damage from shock. Note that the staff might not score a hit, but the electrical discharge discounts any form of metal armor (making the target effectively AC 10 for this purpose), so only such damage might apply. This power requires the expenditure of one charge.

Thunderclap: The staff sends forth a cone of deafening noise, 5 feet wide at the apex, 40 feet long, and 20 feet wide at a point farthest from the source. All creatures within this cone, wholly or partially, must roll a successful saving throw vs. rods, staves, and wands or be stunned for 1d2 rounds (unable to attack during this time) and unable to hear for 1d2 additional rounds. Those who save are unable to hear for 1d4 rounds, but suffer no loss of attacks. This function requires the expenditure of two charges.

Lightning Stroke: A bolt similar to that from a wand of lightning is generated, but it is of 8d6 strength, causing 16-48 points of damage (rolls of 1 are counted as 2) to those who fail a saving throw. The stroke can be single or forked. This function of the rod uses two charges.

Thunder & Lightning: This power combines the thunderclap, described above, with a forked lightning bolt as in the lightning stroke. Damage from the lightning is a total of 8d6 with rolls of 1 or 2 counted as rolls of 3, for a range of 24-48 points. A saving throw applies, with deafness and half damage suffered by those who are successful. This power requires the expenditure of four charges.

The casting time required for any function is equal to the number of charges expended; thus, the thunder & lightning function costs four charges and has an initiative modifier of +4.


Staff of Withering

The staff of withering is a +1 magical weapon. A hit from it causes 1d4+1 points of damage. If two charges are expended when a hit is scored, the creature struck also ages 10 years, its abilities and lifespan adjusted for the resulting age increase. If three charges are expended when a hit is made, one of the opponent creature's limbs can be made to shrivel and become useless unless it successfully saves vs. spell (check by random number generation for which limb is struck).

Ageless creatures (undead, demons, devils, etc) cannot be aged or withered. Each effect of the staff is cumulative, so that three charges will score damage, age, and wither. Aging a dwarf is of little effect, while aging a dragon could actually aid the creature.


Staff of the Woodlands

This sort of staff is always made from oak, ash, or yew, finely grained, beautifully carved, and bound with bronze. It is effective only in the hands of a druid. Each such staff has the following powers, with each expending one charge per use:

  • Wall of thorns

  • Animal friendship plus speak with animals

  • Animate tree*

* This function duplicates the ability of a treant to cause a large tree to move at a movement rate of 3 and attack as if it were a largest-sized treant, and in all other respects becoming a virtual treant for eight rounds per charge expended. Note that one round is required for the tree to animate, and it will return to rooting on the eighth, so only six of the initial eight rounds are effectively available for the attack function.

In addition to these powers, each staff of the woodlands has a magical weapon value. Those with a lesser value have extra magical powers that do not require charges and can be employed once per day: The +4 staff has no additional powers; the +3 staff also confers the power of pass without trace; the +2 staff confers the powers of pass without trace and barkskin; the +1 staff confers the powers of the +2 staff plus the power of the tree spell. To determine which sort of staff has been discovered, assign even chances for each of the four types.


Staff of the Elements

This powerful item appears to be a staff +2. If it is grasped by an elementalist, however, its true powers become evident.

A staff of the elements is charged by the life force of an elemental trapped within it. The staff has charges equal to the number of Hit Dice of the elemental multiplied by 2. Thus, a staff holding a 12 HD elemental has 24 charges. Every time two charges are expended, the elemental loses one Hit Die. When all charges are used, the elemental dies and the staff becomes dormant.

If a dormant staff is used to successfully strike an elemental, the creature must immediately attempt a saving throw vs. rods, staves, and wands. If the save is failed, the elemental is absorbed into the staff, thereby recharging the device. If the roll is successful, the creature avoids the effect, but suffers normal damage from the strike of the magical staff (1d6+2).

It is possible to absorb an elemental only if the staff is dormant. Only one elemental may be held in the staff at one time.

The staff holds the following powers that do not drain charges; each may be used once per day even if the staff does not hold an elemental:

• affect normal fires

• detect elementals within a 100' radius

• fool's gold

• metamorphose liquids*

• wall of fog

An occupied staff has the following powers depending upon the type of elemental trapped within. For example, if a fire elemental is held in the staff, only those powers related to fire are available. Each requires the expenditure of one charge per use:

Air:

• stinking cloud

• wind wall

Earth:

• dig

• Maximilian's stony grasp*

Fire:

• fireball

• pyrotechnics

Water:

• water breathing

• watery double*

The following powers drain two charges per use:

Air:

• cloudkill

• solid fog

Earth:

• passwall

• transmute rock to mud

Fire:

• fire shield

• wall of fire

Water:

• airy water

• wall of ice

The most powerful abilities of the staff drain four charges per use:

Air:

• airboat*

• suffocate*

Earth:

• crystalbrittle

• stone to flesh (reversible)

Fire:

• Forest's fiery constrictor*

• Malec-Keth's flame fist*

Water:

• Abi-Dalzim's horrid wilting*

• transmute water to dust

The powers of a staff of the elements may be used only by an elementalist. Note that elementalists are restricted against the use of spells and magical items of the element that directly opposes their element of specialty. Thus, an elementalist specializing in water cannot use the staff's powers if it contains a fire elemental.

Using a staff of the elements can be dangerous. Each time a power is used that requires the expenditure of one or more charges, there is a 5% chance that the trapped elemental bursts forth, destroying the staff in the process. A successful dispel magic spell cast on the staff automatically releases the creature. An escaped elemental will certainly seek revenge against its tormenter.

Powers marked with an asterisk (*) are new spells found in this book.


Rod of Absorption

This rod acts as a magnet, drawing magic spells of any nature (priest or wizard) into itself. It then nullifies their effects and stores their potential until the wielder releases this energy in the form of spells of his own casting. The magic absorbed must have been directed at the character possessing the rod. The wielder can instantly detect a spell's level as the rod absorbs the spell's energy.

A running total of absorbed (and used) spell levels should be kept. For example, a rod that absorbs a 6th-level spell and a 3rd-level spell has a total of nine absorbed levels. The wielder of the rod can use captured spell energy to cast any spell he has memorized, at a casting time of 1, without loss of spell memory. The only restriction is that the levels of spell energy stored in the rod must be equal to or greater than the level of the spell the wielder wants to cast. Continuing the example above, the rod-wielder could cast a maximum of one 9th-level spell, one 6th-level and one 3rd-level, and so on.

The rod of absorption can never be recharged. It absorbs 50 spell levels and can thereafter only discharge any remaining potential it might have. The wielder will know that the rod's limit has been reached upon grasping the item. Used charges indicate that it has already absorbed some of its maximum of 50 spell levels and that some of those have been used.

Here is a more specific example: A priest uses a rod of absorption to nullify the effect of a hold person spell cast at him by a mage. The rod has now absorbed three spell levels and can absorb 47 more. The cleric can cast any 1st-, 2nd-, or 3rd-level spell he has memorized, without memory loss of that spell, by using the stored potential of the rod. Assume the cleric casts a hold person back. This spell is only 2nd-level to him, so the rod still holds one spell level of potential, can absorb 47 more, and has disposed of two charges permanently.


Rod of Alertness

This magical rod is indistinguishable from a footman's mace +1. It has eight flanges on its macelike head. The rod bestows +1 to the possessor's die roll for being surprised, and in combat the possessor gains -1 on initiative die rolls. If it is grasped firmly, the rod enables the character to detect alignment, evil, good, illusions, invisibility, lie, or magic. The use of these detect powers does not expend any of the charges in the rod.

If the rod of alertness is planted in the ground, and the possessor wills it to alertness, the rod will "sense'' any creature intends to harm the possessor. Each of the flanges on the rod's head then cast a light spell along one of the main directions (N, NE, E, etc.) out to a 60-foot range. At the same time, the rod creates the effect of a prayer spell upon all creatures friendly to the possessor in a 20-foot radius. Immediately thereafter, the rod sends forth a mental alert to these friendly creature, warning them of possible danger from the unfriendly creature(s) within the 120-foot radius.

Lastly, the rod can be used to simulate the casting of an animate object spell, utilizing any 16 (or fewer) objects specially designated by the possessor and placed roughly around the perimeter of a 6-foot-radius circle centered on the rod. The selected objects can be 16 shrubs, 16 specially shaped branches, or whatever.

All of the rod's protective functions require one charge. The animate object power require one additional charge, so, if all of the rod's protective devices are utilized at once, two charges are expended.

The rod can be recharged by a priest of 16th level or higher, as long as at least one charge remains in the rod when the recharging is attempted.


Rod of Beguiling

This rod enables its possessor to radiate an emotional and mental wave of fellow feeling to all creatures with any Intelligence whatsoever (1 or higher Intelligence). The rod causes all such creatures within a 20-foot radius of the device to regard the wielder as their comrade, friend, or mentor (no saving throw).

The beguiled creatures will love and respect the rod wielder. They will listen, trust, and obey him, insofar as communication is possible and instructions given don't consign the beguilded to needless injury or destruction or go against their nature or alignment. Each charge of the rod beguiles for one turn. It can be recharged.


Rod of Cancellation

This dreaded rod is a bane to all classes, for its touch drains items of all magical properties unless a saving throw versus the cancellation is made. Contact is made by making a normal attack roll in melee combat.

Saving

Throw	Item

20	Potion

19	Scroll

17	Ring

14	Rod

13	Staff

15	Wand

12	Miscellaneous magical item

  3	Artifact or relic

11 (8)	Armor or shield (if +5)

  9 (7)	Sword (holy sword)

10	Miscellaneous weapon*

* Several small items, such as magical arrows or bolts together in one container, will be drained simultaneously.

To find out if the draining can be prevented, a d20 roll must be made for the target item. If the die roll result in a number equal to or higher than the number listed on the table above, the target is unaffected. If the roll is lower, the item is drained. Upon draining an item, the rod itself becomes brittle and cannot be used again. Drained items are not restorable, even by wish.


Rod of Flailing

This magical weapon radiates faintly of alteration magic when subjected to a detect magic spell. Upon the command of its possessor, the weapon activates, changing from a normal-seeming rod to a double-headed flail. In close quarters, or if the wielder is mounted, it is the small, horseman's weapon (base damage 1d4+1, S-M/L); otherwise, it is a footman's weapon (base damage 1d6+1/2d4, S-M/L).

In either form, the weapon has a +3 bonus to attack and damage rolls. Each of the weapon's two heads can be used to attack, so double hits can be scored, either on a single opponent or on two opponents who are man-sized or smaller and standing side by side.

If the holder of the rod expends one charge, he gains +4 bonuses on Armor Class and saving throws for one turn. The rod need not be in weapon-form for this protection benefit to be employed. Transforming it into a weapon (or back into a rod) does not expend any charges.


Rod of Lordly Might

This rod has functions that are spell-like, but it can also be used as magic weapons of various sorts. It also has several more mundane uses. The rod of lordly might is metal, thicker than other rods, with a flanged ball at one end and various studs along its length. It weighs 10 pounds, thus requiring 16 or greater Strength to wield properly (-1 penalty to attack rolls for each point of Strength below 16).

The spell-like functions of the rod are:

• Paralyzation upon touch, if the wielder so commands

• Fear upon all enemies viewing it, if the wielder so desires (6-foot maximum range)

• Drain 2d4 hit points from a touched opponent and bestow them upon the rod wielder, up to the rod 	wielder's normal maximum.

Each function draws off one charge from the rod. The functions entitle victims to saving throws vs. spell, with the exception of the draining function above—this requires a successful hit during melee combat.

The weapon uses of the rod do not use charges. These are:

• mace +2

• sword of flame +1 when button #1 is pushed. A blade springs from the ball; the ball becomes the sword's hilt. The weapon shortens to an overall length to three feet.

• battle axe +4 when button #2 is pushed. The sword blade springs forth, and the handle can be lengthened up to 12 feet, for an overall length of from 6 feet to 15 feet. In 15-foot length, the rod is suitable for use as a lance.

The mundane uses of the rod do not use charges. These are:

• Climbing pole. When button #4 is pushed, a spike that can anchor in granite is extruded from the ball, while the other end sprouts three sharp hooks. The rod lengthens 5 to 50 feet in a single round, stopping when button #4 is pushed. Horizontal bars three inches long fold out from the sides, one foot apart, in staggered progression. The rod is firmly held by spike and hooks and will bear up to 4,000 pounds weight. It retracts by pushing button #5.

• The ladder function can also be used to force open doors. The rod's base is planted 30 feet or less from the portal to be forced and is in line with it. The force exerted is equal to storm giant Strength.

• When button #6 is pushed, the rod will indicate magnetic north and give the possessor a knowledge of his approximate depth beneath the surface (or height above it).

The rod of lordly might cannot be recharged. When its charges are exhausted, spell-like functions cease, as do all weapon functions except the mace +2. The rod continues to work in all other ways.


Rod of Passage

This potent item allows its wielder to perform any of the following, one at a time, one per round: astral travel, dimension door, passwall, phase door, and teleport without error. It is necessary to expend one charge to activate the rod, but once it is activated the possessor can perform each of the listed functions one time. The rod remains charged for one day, or until each of the five functions is used. None of the functions can be used a second time unless another charge is expended, whereupon all five of the functions again become available.

With respect to astral travel, the wielder can elect to use the rod on as many as five creatures (one of which must be the wielder himself). Each creature then takes on astral form and can travel in that form. Any remaining functions of the rod are cancelled by this action. The rod travels into the Astral plane along with the wielder and the other affected creatures, and cannot be used or reactivated until it is returned from the Astral plane.

This five-in-one effect doesn't work with respect to the rod's other powers; only astral travel can be used more than once per activation, and only in the manner described above.

The rod exudes a magical aura of the alteration and evocation sort. Because the physical bodies of the travelers, and their possessions, are actually empowered to become astral, the recharging of the rod requires a wizard of 20th level or higher.


Rod of Resurrection

This rod enables a cleric to resurrect the dead—even elven, dwarven, gnome, or halfling—as if he were of high enough level to cast the resurrection spell. No rest is required, as the rod bestows the life giving effects.

The rod can be used once per day. The number of charges used to resurrect a character depends on class and race. Total the number of charges indicated for the character's class and race:

Class	     Charges	Race	     Charges

Cleric	1	Dwarf	3

Druid	2	Elf	4

Fighter	2	Gnome	3

Paladin	1	Half-elf	2

Ranger	2	Halfling	2

Mage	3	Human	1

Illusionist	3

Thief	3

Bard	2

Multi-classed characters use the least favorable category. The rod cannot be recharged.


Rod of Rulership

The individual who possesses this magic rod is able to command the obedience and fealty of creatures within 120 feet when he or she activates the device. From 200 to 500 Hit Dice (or levels of experience) can be ruled, but creatures with 15 or greater Intelligence and 12 or more Hit Dice/levels are entitled to a saving throw vs. spell. Ruled creatures will obey the wielder of the rod of rulership as if he or she were their absolute sovereign. Still if the wielder gives a command that is absolutely contrary to the nature of the creatures commanded, the magic will be broken. The rod has a casting time of 5. Each charge lasts for one turn. The rod cannot be recharged.


Rod of Security

Each time a charge is expended, this item creates a non-dimensional space, a "pocket paradise." There the rod's possessor and as many as 199 other creatures can stay in complete safety for a period of time, the maximum being 200 days divided by the number of creatures affected. Thus, one creature (the rod's possessor) can stay for 200 days; four creatures can stay for 50 days; a group of 60 creatures can stay for three days. All fractions are rounded down, so that a group numbering between 101 and 200 inclusive can stay for one day only.

In this "paradise,'' creatures don't age (except from magical causes such as the casting of a wish spell), and natural healing and curing take place at twice the normal rate. Fresh water and food (fruits and vegetables only) are in abundance. The climate is comfortable for all creatures involved, so that protection from the elements is not necessary.

Activation of the rod causes the wielder and as many creatures as were touched with the item at the time of use to be transported instantaneously to the paradise. (Members of large groups can hold hands or otherwise touch each other, allowing all to be "touched'' by the rod at once.)

When the rod's effect is cancelled or expires, all of the affected creatures instantly reappear in the location they occupied when the rod was activated. If something else occupies the space that a traveler would be returning to, then his body is displaced a sufficient distance to provide the space required for "re-entry."

The rod can be recharged by the joint efforts of a priest of 16th or higher level and a wizard of 18th or higher level.


Rod of Smiting

This rod is a +3 magical weapon that inflicts 1d8+3 points of damage. Against golems, the rod causes 2d8+6 points of damage, and any score of 20 or better completely destroys the golem. Any hit upon a golem drains one charge.

The rod causes normal damage (1d8+3) versus creatures of the Outer Planes. Any score of 20 or better draws off one charge and causes triple damage: (1d8+3) x3. The rod cannot be recharged.


Rod of Splendor

The possessor of this rod is automatically and continually bestowed with a Charisma of 18 for as long as the item is held or carried. Whatever garments the possessor wears (including armor) appear to be of the finest quality and condition, although no special magical benefit (such as a change in Armor Class) is enjoyed.

If the possessor already has a Charisma score of 18 or greater, the rod does not further enhance this attribute. When the possessor expends one charge, the rod actually creates and garbs him in clothing of the finest fabrics, plus adornments of furs and jewels.

Apparel created by the magic of the rod remains in existence unless the possessor attempts to sell any part of it, or if any of the garb is forcibly taken from. In either of these cases, all of the apparel immediately disappears. The garments may be freely given to other characters or creatures, however, and will remain whole and sound afterward. Characters bedecked in a magically created outfit can't replace or add garments by expending another charge—if the possessor tries this, the charge is simply wasted.

The value of any noble garb created by the wand will be from 7,000 to 10,000 gp (1d4+6). The fabric will be worth 1,000 gp, furs 5,000 gp, and jewel trim from 1,000 to 4,000 gp (i.e., 10 gems of 100 gp value each, 10 gems of 200 gp value each or 20 gems of 100 gp value, and so forth).

The second special power of the rod, also requiring one charge to bring about, is the creation of a palatial tent—a huge pavilion of silk encompassing between 1,500 and 3,000 square feet. Inside the tent are temporary furnishings and food suitable to the splendor of the pavilion and in sufficient supply to entertain as many as 100 persons.

The tent and its trappings will last for one day. At the end of that time, the pavilion may be maintained by expending another charge. If the extra charge isn't spent, the tent and all objects associated with it (including any items that were taken out of the tent) disappear.

This rod cannot be recharged.


Rod of Terror

This rod is a +2 magical weapon capable of inflicting 1d6 +3 points of damage per hit. Furthermore, the wielder can expend a charge to envelop himself in a terrifying aura. His clothes and appearance are transformed into an illusion of darkest horror, such that all within 30 feet who view him must roll successful saving throws vs. rods or be struck motionless with terror. Those who succeed on their save suffer a -1 penalty to their morales and must make immediate morale checks. However, each time the rod is used, there is a 20% chance the wielder will permanently lose 1 point from his Charisma score.


Mattock of the Titans

This huge digging tool is 10 feet long and weighs over 100 pounds. Any giant-sized creature with a Strength of 20 or more can use it to loosen (or tumble) earth or earthen ramparts in a 100-cubic-foot area in one turn. It will smash rock in a 20-cubic-foot area in the same amount of time. If used as a weapon, it has a +3 bonus to attack rolls and inflicts 5d6 points of damage, exclusive of Strength bonuses (see girdle of giant strength).


Maul of the Titans

This huge mallet is 8 feet long and weighs over 150 pounds. Any giant-sized creature with Strength of 21 or grater can employ it to drive piles of up to 2 feet in diameter into normal earth at 4 feet per blow—two blows per round. The maul will smash to flinders an oaken door of up to 10-foot height by 4-foot width by 2-inch thickness in one blow—two if the door is heavily bound with iron. If used as a weapon, it has a +2 bonus to attack rolls and inflicts 4d10 hit points of damage, exclusive of Strength bonuses.


 Azurite

 This is an ornamental stone. It is opaque, mottled deep blue.


 Banded Agate

 This is an ornamental stone. It is brown, blue, red, with white stripes.


 Blue Quartz

 This is an ornamental stone. It is transparent pale blue.


 Eye Agate

 This is an ornamental stone. It is gray, white, brown, blue, with green circles.


 Hematite

 This is an ornamental stone. It is gray-black.


 Lapis lazuli

 This is an ornamental stone. It is light or dark blue with yellow flecks.


 Malachite

 This is an ornamental stone. It is striated light and dark green.


 Moss Agate

 This is an ornamental stone. It is pink, yellow-white with gray-green moss-like markings.


 Obsidian

 This is an ornamental stone. It is jet black.


 Rhodochrosite

 This is an ornamental stone. It is light pink.


 Tiger Eye Agate

 This is an ornamental stone. It is rich golden brown with dark striping


 Turquoise

 This is an ornamental stone. It is aqua with darker mottling


 Bloodstone

 This is a semi-precious stone. It is dark gray with red flecks


 Carnelian

 This is a semi-precious stone. It is orange to red-brown.


 Chalcedony

 This is a semi-precious stone. It is white.


 Chrysoprase

 This is a semi-precious stone. It is translucent apple to emerald green.


 Citrine

 This is an semi-precious stone. It is pale yellow brown.


 Jasper

 This is a semi-precious stone. It is blue, black to brown.


 Moonstone

 This is a semi-precious stone. It is white with pale blue hue.


 Onyx

 This is a semi-precious stone. It is black, white, or bands of both.


 Rock Crystal

 This is a semi-precious stone. It is clear, transparent.


 Sardonyx

 This is a semi-precious stone. It is bands of red and white.


 Smoky Quartz

 This is a semi-precious stone. It is light gray, yellow, brown or blue.


 Star Rose Quartz

 This is a semi-precious stone. It is smoky rose with white star center.


 Zircon

 This is a semi-precious stone. It is clear pale aqua.


 Amber

 This is a fancy to precious stone. It is transparent and golden.


 Alexandrite

 This is a fancy to precious stone. It is dark green.


Amethyst

This is a fancy to precious stone. It is purple crystal.


Aquamarine

This is a fancy to precious stone. It is pale blue green.


Chrysoberyl

This is a fancy to precious stone. It is green or yellow green.


Coral

This is a fancy to precious stone. It is pink to crimson.


Garnet

This is a fancy to precious stone. It is deep red to violet crystal.


Jade

This is a fancy to precious stone. It is light to dark green or white.


Jet

This is a fancy to precious stone. It is deep black.


Pearl

This is a fancy to precious stone. It is pure white, rose, to black.


Peridot

This is a fancy to precious stone. It is olive green.


Spinel

This is a fancy to precious stone. It is red, red-brown, green, or deep blue.


Topaz

This is a fancy to precious stone. It is golden yellow.


Tourmaline

This is a fancy to precious stone. It is pale green, blue, brown, or red.


Black Opal

This is a gem. It is dark green with black mottling with golden flecks.


Black Sapphire

This is a gem. It is rich black with highlights.


Diamond

This is a gem. It is clear blue-white, rich blue, yellow, or pink.


Emerald

This is a gem. It is brilliant green.


Fire Opal

This is a gem. It is fiery red.


Jacinth

This is a gem. It is fiery orange.


Opal

This is a gem. It is pale blue with green with gold mottling.


Oriental Amethyst

This is a gem. It is deep purple.


Oriental Emerald

This is a gem. It is bright green.


Oriental Topaz

This is a gem. It is fiery yellow.


Ruby

This is a gem. It is clear to deep crimson red.


Sapphire

This is a gem. It is clear to medium blue.


Star Ruby

This is a gem. It is translucent ruby with white star highlights.


Star Sapphire

This is a gem. It is translucent blue with white star highlights.


Art Object

This category includes jewelry, ornamental drinking vessels, elaborate snuff boxes, fine crystal and glass, statuary, carvings, and all the other small embellishments that make life more pleasant and easy to bear.