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Weapon Group Feats for Pathfinder: Class: Weapon Group Proficiencies
Weapon Group Feats for Pathfinder: Class: Weapon Group Proficiencies at 1st Level: Alchemist Basic weapons, Natural, Crossbows, any other 1 Barbarian Basic weapons, Natural, any other 4 Bard Basic weapons, Natural, any other 3 Cavalier Basic weapons, Natural, Spears, any other 3 Cleric Basic weapons, Natural, deity’s weapon group, any other 2(3 groups if not following a deity) Druid Basic weapons, Natural, druid weapons, any other 1 Fighter Basic weapons, Natural, any other 5 Gunslinger Basic weapons, Natural, firearms, any other 3 Monk Basic weapons, and all monk weapons Inquisitor Basic weapons, Natural, deity’s weapon group, Bows or Crossbows, any other 3 (4 groups if not following a deity) Magus Basic weapons, Natural, any other 4 Oracle Basic weapons, Natural, any other 1 (+3 if taking Skill at Arms) Paladin/AntiPaladin Basic weapons, Natural, any other 4 Ranger Basic weapons, Natural, any other 4 Rogue Basic weapons, Natural, any other 3 Sorcerer Basic weapons, Natural, spears, crossbows , any other 1 Summoner Basic weapons, Natural, spears, crossbows , any other 1 Witch Basic weapons, Natural, spears, crossbows , any other 1 Wizard Basic weapons, Natural, spears, crossbows This system doesn’t change Racial Weapon Familiarity. Weapon Group Name: Weapons In Group: Axes bardiche, battleaxe, dwarven waraxe, greataxe, handaxe, heavy pick, hooked axe, knuckle axe, light pick, mattock, orc double axe, pata, and throwing axe Basic club, dagger, quarterstaff, and sling Blades, Heavy bastard sword, chakram, double chicken saber, double -
Rules and Options
Rules and Options The author has attempted to draw as much as possible from the guidelines provided in the 5th edition Players Handbooks and Dungeon Master's Guide. Statistics for weapons listed in the Dungeon Master's Guide were used to develop the damage scales used in this book. Interestingly, these scales correspond fairly well with the values listed in the d20 Modern books. Game masters should feel free to modify any of the statistics or optional rules in this book as necessary. It is important to remember that Dungeons and Dragons abstracts combat to a degree, and does so more than many other game systems, in the name of playability. For this reason, the subtle differences that exist between many firearms will often drop below what might be called a "horizon of granularity." In D&D, for example, two pistols that real world shooters could spend hours discussing, debating how a few extra ounces of weight or different barrel lengths might affect accuracy, or how different kinds of ammunition (soft-nosed, armor-piercing, etc.) might affect damage, may be, in game terms, almost identical. This is neither good nor bad; it is just the way Dungeons and Dragons handles such things. Who can use firearms? Firearms are assumed to be martial ranged weapons. Characters from worlds where firearms are common and who can use martial ranged weapons will be proficient in them. Anyone else will have to train to gain proficiency— the specifics are left to individual game masters. Optionally, the game master may also allow characters with individual weapon proficiencies to trade one proficiency for an equivalent one at the time of character creation (e.g., monks can trade shortswords for one specific martial melee weapon like a war scythe, rogues can trade hand crossbows for one kind of firearm like a Glock 17 pistol, etc.). -
THE ARMOURER and HIS CRAFT from the Xith to the Xvith CENTURY by CHARLES FFOULKES, B.Litt.Oxon
GQ>0<J> 1911 CORNELL UNIVERSITY LIBRARY BOUGHT WITH THE INCOME OF THE SAGE ENDOWMENT FUND GIVEN IN 1891 BY HENRY WILLIAMS SAGE Cornell University Ubrary NK6606 .F43 1912 The armourer and his craft from the xith C Date iSIORAGE 3 1924 030 681 278 Overs olin a^(Mr;= :3fff=iqfPfr.g^h- r^ n .^ I aAri.^ ^ Cornell University Library XI The original of this book is in the Cornell University Library. There are no known copyright restrictions in the United States on the use of the text. http://www.archive.org/details/cu31924030681278 THE ARMOURER AND HIS CRAFT UNIFORM WITH THIS VOLUME PASTE By A. Beresford Ryley < 'A w <1-1 K 2; < > o 2 o 2; H ffi Q 2; < w K o w u > w o o w K H H P W THE ARMOURER AND HIS CRAFT FROM THE XIth TO THE XVIth CENTURY By CHARLES FFOULKES, B.Litt.Oxon. WITH SIXTY-NINE DIAGRAMS IN THE TEXT AND THIRTY-TWO PLATES METHUEN & CO. LTD. 36 ESSEX STREET W.G. LONDON Kc tf , First Published in igi2 TO THE RIGHT HONOURABLE THE VISCOUNT DILLON, Hon. M.A. Oxon. V.P.S.A., Etc. Etc. CURATOR OF THE TOWER ARMOURIES PREFACE DO not propose, in this work, to consider the history or develop- ment of defensive armour, for this has been more or less fully I discussed in v^orks which deal with the subject from the historical side of the question. I have rather endeavoured to compile a work which will, in some measure, fill up a gap in the subject, by collecting all the records and references, especially in English documents, which relate to the actual making of armour and the regulations which con- trolled the Armourer and his Craft. -
The Scottish Highland Regiments in the French and Indian
Eastern Illinois University The Keep Masters Theses Student Theses & Publications 1968 The cottS ish Highland Regiments in the French and Indian War Nelson Orion Westphal Eastern Illinois University This research is a product of the graduate program in History at Eastern Illinois University. Find out more about the program. Recommended Citation Westphal, Nelson Orion, "The cS ottish Highland Regiments in the French and Indian War" (1968). Masters Theses. 4157. https://thekeep.eiu.edu/theses/4157 This is brought to you for free and open access by the Student Theses & Publications at The Keep. It has been accepted for inclusion in Masters Theses by an authorized administrator of The Keep. For more information, please contact [email protected]. PAPER CERTIFICATE #3 To: Graduate Degree Candidates who have written formal theses. Subject: Permission to reproduce theses. The University Library is rece1v1ng a number of requests from other institutions asking permission to reproduce dissertations for inclusion in their library holdings. Although no copyright laws are involved, we feel that professional courtesy demands that permission be obtained from the author before we allow theses to be copied. Please sign one of the following statements. Booth Library of Eastern Illinois University has my permission to lend my thesis to a reputable college or university for the purpose of copying it for inclusion in that institution's library or research holdings. I respectfully request Booth Library of Eastern Illinois University not allow my thesis be reproduced -
AQ/Jaern Errata (Based on the 7/29/2006 Version of the AQ/Jaern Manual
AQ/Jaern Errata (based on the 7/29/2006 version of the AQ/Jaern manual. That is the version officially adopted by the Fantasy Club) Chapter 1 1.2 – Adventurer Statistics (Was 'Physical Statistics' but that term confuses some issues) 1.12 – Patron Gods 10 – Rudri – Dweller of the Dark – M/F 11 – Scrogg – Master of Fornication – M 12 – Zepheryn 13 – Vormaxia 14 – Almar 1.14 – Languages INT based restrictions on the number of languages an adventurer can have are removed. An adventurer can know as many languages as they are willing to spend experience points on. Initial starting numbers remain unchanged; however adventurers are not required to have either Paroli or a race language as their 1st language. They should choose whatever language(s) are appropriate to their background story. 1.15.1 – Effective Rating Often times the amount of experience you receive in an adventure is significantly above or below average. It is often useful to calculate all of your experience points gained so far (as well as any free skills or abilities bestowed upon your adventurer) and divide that amount by the average adventure experience (recommended is around 2500) to determine your Effective Rating. 1.23.1 – Exceptional and Inferior Stats By and large exceptional and inferior stats for adventurers are treated the same as the 'Exceptional STAT' and 'Inferior STAT' creature skills. 1.26.2 – Stat Limitation A spell caster cannot overload or finesse a spell to use more units than their PWR stat. This means that the post spell units that can be used on a spell is limited by PWR. -
Military Technology in the 12Th Century
Zurich Model United Nations MILITARY TECHNOLOGY IN THE 12TH CENTURY The following list is a compilation of various sources and is meant as a refer- ence guide. It does not need to be read entirely before the conference. The breakdown of centralized states after the fall of the Roman empire led a number of groups in Europe turning to large-scale pillaging as their primary source of income. Most notably the Vikings and Mongols. As these groups were usually small and needed to move fast, building fortifications was the most efficient way to provide refuge and protection. Leading to virtually all large cities having city walls. The fortifications evolved over the course of the middle ages and with it, the battle techniques and technology used to defend or siege heavy forts and castles. Designers of castles focused a lot on defending entrances and protecting gates with drawbridges, portcullises and barbicans as these were the usual week spots. A detailed ref- erence guide of various technologies and strategies is compiled on the following pages. Dur- ing the third crusade and before the invention of gunpowder the advantages and the balance of power and logistics usually favoured the defender. Another major advancement and change since the Roman empire was the invention of the stirrup around 600 A.D. (although wide use is only mentioned around 900 A.D.). The stirrup enabled armoured knights to ride war horses, creating a nearly unstoppable heavy cavalry for peasant draftees and lightly armoured foot soldiers. With the increased usage of heavy cav- alry, pike infantry became essential to the medieval army. -
Dungeons & Dragons 3.5 Edition Index
Dungeons & Dragons 3.5 Edition Index – Equipment http://www.crystalkeep.com/d20 Collected by Chet Erez ([email protected]) Report Suggestions or Errors at http://www.crystalkeep.com/forum/index.php April 14, 2006 Table of Contents Armors & Shields.....................................................................2 Weapons Errata......................................................................20 Light Armor ........................................................................2 Weapon Features...............................................................20 Medium Armor....................................................................3 Resizing Weapons.............................................................21 Heavy Armor.......................................................................4 Weapon Equivalencies......................................................21 Shields.................................................................................5 Superior Equipment ...............................................................22 Options................................................................................6 Alchemy Items ..................................................................22 Melee Weapons........................................................................7 Superior Materials.............................................................26 Unarmed Melee Weapons ...................................................7 Other Items........................................................................26 -
THE ARMOURER and HIS CRAFT from the Xith to the Xvith CENTURY by CHARLES 'FFOULKES; B.Litt.Oxon
Digitized by the Internet Archive in 2015 https://archive.org/details/armourerhiscraftOOffouuoft THE ARMOURER AND HIS CRAFT UNIFORM WITH THIS VOLUME PASTE By A. Beresford Ryley 2; > u 5 Q Z H K z C ^ < . U a X 3 O E P u a Q Z 5 THE ARMOURER AND HIS CRAFT FROM THE XIth TO THE XVIth CENTURY By CHARLES 'FFOULKES; B.Litt.Oxon. WITH SIXTY-NINE DIAGRAMS IN THE TEXT AND THIRTY-TWO PLATES METHUEN & GO. LTD. 36 ESSEX STREET W.G. LONDON First Published in igi2 ^nt^ov. PrwtUd in OrccU TO THE RIGHT HONOURABLE THE VISCOUNT DILLON, Hon. M.A. Oxon. V.P.S.A., Etc. Etc. CURATOR OF THE TOWER ARMOURIES PREFACE DO not propose, in this work, to consider the history or develop- I ment of defensive armour, for this has been more or less fully discussed in works which deal with the subject from the historical side of the question. I have rather endeavoured to compile a work which will, in some measure, fill up a gap in the subject, by collecting all the records and references, especially in English documents, which relate to the actual making of armour and the regulations which con- trolled the Armourer and his Craft. At the same time it is impossible to discuss this branch of the subject without overlapping in some details the existing works on Arms and Armour, but such repetition has only been included because it bears directly on the making, selling, or wearing of armour. I have intentionally omitted all reference to the sword and other weapons of offence, for this would have unduly increased the size of the present work, and the subject is of such importance that it deserves a full consideration in a separate volume. -
5E Weapons Revised
20/04/2019 The Homebrewery - NaturalCrit 5e Weapons Revised ver 1.1 More options for martials By anon https://homebrewery.naturalcrit.com/print/SyHS5-yd9E?dialog=true 1/12 20/04/2019 The Homebrewery - NaturalCrit Why make this? I had nothing better to do and I actually have fun making this Common Criticism kind of stuff. Physical damage type means nothing I know that type of physical damage means jackshit in 5e and What's the point? from a certain point most monsters have the standart resistant To have a full complete weapon list that not only has almost to everything but magic. Sadly, that's a problem in the system every single weapon possible, but is made in a way so every separated to the Weapon Table. I can only do so much. single one is unique enough so you can justify using it. While some are still better than others, I tried my best and I'm always open to (explained) suggestions. Money is Worthless I also know value of things, outside of starting treasure, is This is too much/too slow. The meaningless. But just as damage types meaning nothing, this points of 5e is simplicity is a problem separated from the Weapon Table. Click Here Contents Complete Weapons Table This is the long and most complete table with all the simple and martial weapons. Almost every weapon that isn't crazy can be found here. → Tables • Simple Weapons (Page 3) • Martial Weapons (Page 4) • Ammunitions (Page 5) → New Weapon Properties (Page 5) → Weapon Descriptions (Page 6-7) Exotic Weapons Table The second table, which has stupid weapons with retarded rolls for fun. -
Weapon Damage Range Type Weapon Group Hands Qualities Size Weight Price Adze 1D6 --- Piercing, Slashing Axes 1 One-Hand Small 4 Lbs
Weapon Damage Range Type Weapon Group Hands Qualities Size Weight Price Adze 1d6 --- Piercing, Slashing Axes 1 One-hand Small 4 lbs. 3 gp Awl Pike 1d8 --- Piercing Polearms, Spears 2 Brutal, Reach, Two-hand Medium 12 lbs. 10 gp Axe, battleaxe 1d8 --- Slashing Axes 1 Brutal, One-hand Small 6 lbs. 10 gp Axe, double orc axe 1d8/1d8 --- Slashing Axes 2 Brutal, Double Medium 15 lbs. 60 gp Axe, dwarven waraxe 1d10 --- Slashing Axes 2 Brutal,One-hand Small 8 lbs. 30 gp Axe, greataxe 1d12 --- Slashing Axes 2 Brutal, Two-hand Medium 12 lbs. 20 gp Axe, hand axe 1d6 --- Slashing Axes 1 Brutal, Off-hand Small 3 lbs. 6 gp Axes, Light Blades, Light Axe, throwing 1d6 10 ft. Slashing Thrown 1 Off-hand Tiny 2 lbs. 8 gp Bardiche 1d10 --- Slashing Axes, Polearms 2 Brutal, Reach, Two-hand Medium 12 lbs. 7 gp Bludgeoning, Hammers, Picks, Bec de Corbin 1d8 --- Piercing, Slashing Polearms 2 Reach, Two-hand Medium 10 lbs. 8 gp Belaying Pin 1d4 --- Bludgeoning Maces & Clubs 1 Off-hand Tiny 2 lbs. 2 cp Bill 2d4 --- Piercing, Slashing Axes, Polearms 2 Reach, Two-hand Medium 15 lbs. 7 gp Heavy Blades, Bill-guisarme 1d10 --- Piercing, Slashing Polearms, Spears 2 Reach, Two-hand Medium 15 lbs. 7 gp Blowgun 1d3 10 ft. Piercing breath 2 Small 2 lbs. 5 gp Bo Stick 1d6 --- Bludgeoning Staffs 1 One-hand Small 4 lbs. 5 cp Bolas 1d4 10 ft. Bludgeoning Whips, Ropes & Chains 1 Tiny 2 lbs. 5 gp Bolas, two-ball 1d4 10 ft. Bludgeoning Whips, Ropes & Chains 1 Tiny 2 lbs. -
THE MYSTARAN ARMOURY V
THE MYSTARAN ARMOURY v. 1.6 A GUIDE TO ARMOUR, SHIELDS, WEAPONS, FIREARMS, & SIEGE ENGINES by MARCO DALMONTE SUMMARY INTRODUCTION 1 Studding for Shields 25 Sizes and Dimensions 1 Shield weapons 25 Encumbrance 2 COMPLETE BARDING 25 Effective Speed 2 Padded Barding 26 Technological Level 2 Leather Barding 26 CHAPTER 1: ARMOUR, SHIELDS, AND BARDING 4 Scale Barding 26 Usable Armour (Optional) 4 Mail Barding 26 Legend 4 Banded Barding 26 Note on the Armour of Subaquatic Races 5 Plate Barding 26 SUITS OF ARMOUR 6 Field Barding 27 Protective Skins 6 Joust Barding 27 Fur Armour 6 Table of Complete Barding 27 Paper Armour 6 PARTIAL BARDING 27 Padded Armour 7 Chamfron 28 Slat Armour 7 Crinet 28 Leather Armour 7 Cuello 28 Plated Armour 7 Flanchard 28 Studded Leather 8 Peytral 28 Hide Armour 8 Crupper 28 Breastplate 8 Table of Partial Barding 28 Scale Armour 9 TACK FOR MOUNTS 28 Brigantine Armour 9 Bridle 29 Banded Leather 9 Shoes 29 Lamellar Armour 10 Saddlebags 29 Chainmail 10 Saddle 29 Splint Armour 10 Spurs 29 Banded Mail 11 Stirrups 30 Plate-mail 11 Table of Tack 30 Full Plate 11 APPENDIX A: ANIMALS & MOUNTS 30 Helmets 12 Table 1.15 – Normal Horses 32 Studding for Suits of Armour 13 Table 1.16 – Mammals 32 Donning and Removing Armour 13 Table 1.17 – Great Cats 33 Table of Suits of Armour 13 Table 1.18 – Birds 33 Wearing different pieces of armour 13 Table 1.19 – Dinosaurs 34 PARTIAL ARMOUR 14 Table 1.20 – Reptiles, Amphibians, & Fish 34 Bracers 15 Table 1.21 – Bugs, Crustaceans, & Insects 35 Girdle 15 Table 1.22 – Magical Creatures 35 Metal -
1455189355674.Pdf
THE STORYTeller’S THESAURUS FANTASY, HISTORY, AND HORROR JAMES M. WARD AND ANNE K. BROWN Cover by: Peter Bradley LEGAL PAGE: Every effort has been made not to make use of proprietary or copyrighted materi- al. Any mention of actual commercial products in this book does not constitute an endorsement. www.trolllord.com www.chenaultandgraypublishing.com Email:[email protected] Printed in U.S.A © 2013 Chenault & Gray Publishing, LLC. All Rights Reserved. Storyteller’s Thesaurus Trademark of Cheanult & Gray Publishing. All Rights Reserved. Chenault & Gray Publishing, Troll Lord Games logos are Trademark of Chenault & Gray Publishing. All Rights Reserved. TABLE OF CONTENTS THE STORYTeller’S THESAURUS 1 FANTASY, HISTORY, AND HORROR 1 JAMES M. WARD AND ANNE K. BROWN 1 INTRODUCTION 8 WHAT MAKES THIS BOOK DIFFERENT 8 THE STORYTeller’s RESPONSIBILITY: RESEARCH 9 WHAT THIS BOOK DOES NOT CONTAIN 9 A WHISPER OF ENCOURAGEMENT 10 CHAPTER 1: CHARACTER BUILDING 11 GENDER 11 AGE 11 PHYSICAL AttRIBUTES 11 SIZE AND BODY TYPE 11 FACIAL FEATURES 12 HAIR 13 SPECIES 13 PERSONALITY 14 PHOBIAS 15 OCCUPATIONS 17 ADVENTURERS 17 CIVILIANS 18 ORGANIZATIONS 21 CHAPTER 2: CLOTHING 22 STYLES OF DRESS 22 CLOTHING PIECES 22 CLOTHING CONSTRUCTION 24 CHAPTER 3: ARCHITECTURE AND PROPERTY 25 ARCHITECTURAL STYLES AND ELEMENTS 25 BUILDING MATERIALS 26 PROPERTY TYPES 26 SPECIALTY ANATOMY 29 CHAPTER 4: FURNISHINGS 30 CHAPTER 5: EQUIPMENT AND TOOLS 31 ADVENTurer’S GEAR 31 GENERAL EQUIPMENT AND TOOLS 31 2 THE STORYTeller’s Thesaurus KITCHEN EQUIPMENT 35 LINENS 36 MUSICAL INSTRUMENTS