Chapter 1: Weapons Remastered, Revised

Total Page:16

File Type:pdf, Size:1020Kb

Chapter 1: Weapons Remastered, Revised Chapter 1: Weapons Remastered, Revised he goal of this remaster is to increase the Secondly, I believe that, as a whole, non-magical weapons variety in weapons for the Fifth Edition of leave a lot to be desired in terms of power, and an overall Dungeons and Dragons. I feel that the current increase in versatility and damage is not unwarranted. I do, list of arms is lacking in the following ways: however, believe this applies mostly to the martial weapons, lack of variety in the feel of weapons when used which by all accounts do not represent nearly a large enough to attack, lack of utility options from different improvement over simple weapons. My go-to example is the Tweapon options, and the existence of so-called statistically identical spear and trident in the PHB, despite a “strictly better” armament that results in the near universal trident weighing more and being considerably more difficult picking of certain weapons. to wield in-game. As such, martial weapons will tend to be To counteract this, I will be presenting the following more effective, and I firmly believe that this is perfectly weapon list in two parts, much as it appears in the Player’s reasonable. Handbook (PHB). First is a list of all the possible traits a Addendum: this work has been modified from its original weapon can have. There are many more options here than are version. Properties have been altered and more weapons have included in the PHB, and not all of the traits from the base been added, some of which are highly anachronistic but then, weapon list remain unchanged. Second is the list of weapons D&D is already a combination of multiple time periods and themselves. locations from the real world and fiction. The commentaries Changes I have made include altered damage dice and are almost entirely the word of the first author, but some damage type options, as well as weight in some instances. mechanical descriptions have been edited or changed, and This section also includes a few new options of gear not pages explaining the reasoning behind some features have previously included in the PHB. Shields are also included been removed. The "Equivalent Alternatives" section was here, as I expand on the anemic single option offered in the added later as well, and all errors and opinions are my own PHB. fault. The unrevised Weapons Remastered can be found at It is important to bear in mind the design philosophy I am this address. approaching this task with. The first thing I will say is that I want to somewhat adhere to the principles of Fifth Edition. This is to say, I would like to keep weapon properties as relatively straightforward and intuitive as possible. For instance, if a weapon allows an additional action to occur on hit, it will be an action that is already in the system such as a shove or opportunity attack, or will provide a static bonus or key off of the player character’s (or monster’s) stat modifier or proficiency bonus. This keeps it intuitive to check a character sheet and see where the numbers for an ability or effect come from. Introduction 1 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. Heavy Weapon Properties The weapon is more weighty and large than a standard weapon, lending it unique advantages and challenges. Small Ammunition creatures makes attacks with heavy weapons at disadvantage, You can use a weapon that has the Ammunition property to and cannot be used to make more than one attack per make a ranged Attack only if you have Ammunition to fire turnunless the wielder has a Strength score of 13 or higher. A from the weapon. Each time you Attack with the weapon, you Heavy weapon takes a bonus action to draw or stow. expend one piece of Ammunition. Drawing the Ammunition from a Quiver, case, or other container is part of the Attack A heavy weapon allows the wielder to make an attack (you need a free hand to load a one-handed weapon). At the relying more on raw strength instead of accuracy. When an end of the battle, you can recover half your expended attack is made with a heavy weapon that the attacker is Ammunition by taking a minute to Search the battlefield. proficient in, the attacker can forego adding their proficiency bonus to the attack roll. If the attack hits, the attacker may add Ensnaring that proficiency bonus to the damage roll. They must decide to The weapon features chain, rope, or other parts that can aid do this before making their attack roll. Any attempts to disarm in the entanglement of combatants. When you hit with a the wielder of heavy weapons are made at disadvantage. You weapon attack, you may use your bonus action to attempt to must be proficient in heavy weapons to make use of this grapple the target, disarm them, or shove them prone, using feature. your weapon attack modifier in place of the Strength (Athletics.) Light A light weapon is small and easy to handle, making it ideal for Finesse use when fighting with two Weapons. When you take the The weapon lends itself to dexterous combat due to precise Attack action and attack with a light melee weapon that you’re blades or heads, grips that offer enhanced handling or control, holding in one hand, you can use a bonus action to attack with or features that make aiming the weapon for precise strikes a different light melee weapon that you’re holding in the other far easier. When making an attack with a finesse weapon, you hand. You don’t add your ability modifier to the damage of the use your choice of your Strength or Dexterity modifier for the bonus attack, unless that modifier is negative. If either attack and damage rolls. You must use the same modifier for weapon has the thrown property, you can throw the weapon, both rolls. instead of making a melee attack with it. Finisher Loading The weapon is particularly adept at making the most of The weapon requires a more complicated process of readying advantageous situations or an enemy at your mercy. When the a piece of ammunition or otherwise preparing an attack with weapon is used to attack a prone creature, roll an additional it. Because of the time required to load this weapon, you can weapon damage die on a hit. fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Nonlethal The weapon is designed to incapacitate or is otherwise capable of delivering a hit that does not kill the target. Damage dealt with this weapon that reduces the target to zero hit points immediately puts them in the unconscious state instead of killing them if the wielder declares it to be a nonlethal attack. They are considered stable in this state. Improvised weapons have this property if they can deal bludgeoning damage. All weapons may still be used to deal nonlethal strikes, but must deal 1+STR bludgeoning damage instead of their typical value. Weapons with the nonlethal property still deal their full damage. Parry The weapon has some weapon catching or deflecting feature, allowing it to be used to parry incoming attacks. When the wielder is attacked by a melee weapon attack from a target they can see, they can use their reaction to attempt to parry the attack so long as they are wielding a parrying weapon. This parry adds +3 to the wielder’s AC for that single attack, and must be declared before the result of the attack is known. 2 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. Prone Fighting Sweeping The weapon is able to be used while the wielder is laying on The weapon makes attacks in broad, sweeping motions. When the ground just as effectively as if they were standing. When making an attack the wielder can declare it to be a sweeping prone, attacks with this weapon are not made at disadvantage. attack. When such an attack with this weapon reduces a creature to 0 hit points, you may deal the weapon’s die in Range damage to another creature adjacent to the slain creature. If The weapon can be used to make attacks at a range beyond there are two or more walls, friendly characters size medium melee. A weapon that can be used to make a ranged attack or larger, or other such obstructions adjacent to the first has a range in parentheses after the ammunition or thrown target, a sweeping attack is made at disadvantage. property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the Thrown weapon's long range. When attacking a target beyond normal If a weapon has the thrown property, you can throw the range, you have disadvantage on the attack roll. You can't weapon to make a ranged attack. If the weapon is a melee attack a target beyond the weapon's long range. weapon, you use the same ability modifier for that Attack roll and damage roll that you would use for a melee attack with Reach the weapon.
Recommended publications
  • Fall 03 SP Pgs 10-17
    THIS ARTICLE WAS ORIGINALLY PUBLISHED IN THE FALL OF 2003 IN THE COLD STEEL MAIL ORDER CATALOG, ”SPECIAL PROJECTS” COPYRIGHT © 2003 LYNN C. THOMPSON COPYRIGHT © 2003 COLD STEEL, INC. ALL RIGHTS RESERVED CAMPFIRE CUT This was another timed event intended to test a contestant’s knife and its ability to function effectively as a camp knife. For example, could the contestant use his knife to make kindling for a fire? The challenge here was to produce, in thirty seconds, RIPOSTE a large quantity of splinters from a six inch 2X4. HANGING PLASTIC BOTTLE This extremely difficult test involved severing an empty 16 ounce plastic water THE 2003 BLADE SHOW bottle. The bottle was suspended in mid air by a single upholstery thread. The tricky part was cutting the bottle without breaking the thread in the process! After a long absence and much urging from our loyal customers and fans, we decided to attend the Blade show in Atlanta one more time. Here are some of the ROPE CUT high points and low points from our perspective. The final event of the day required each contestant to predict the total number of free hanging manila ropes he could sever in a single stroke. The difficult part, of course, involved living up to one’s prediction. Failure to cut the predicted number HIGH POINTS... of ropes would result in a no score. Throughout the contest, spectators were entertained and educated by the folksy, down home banter of M.C. Jerry Fisk, who did a fantastic job keeping the event on CUSTOMERS AND FANS course.
    [Show full text]
  • Organizace a Vybavení Vojska V 15. Století: Paralelní Vývoj Ve Francii, Burgundsku a St Řední Evrop Ě
    UNIVERZITA KARLOVA V PRAZE FILOZOFICKÁ FAKULTA ÚSTAV ČESKÝCH D ĚJIN HISTORICKÉ V ĚDY Jan Biederman Organizace a vybavení vojska v 15. století: paralelní vývoj ve Francii, Burgundsku a st řední Evrop ě Organization and equipment of the army in 15 th century: parallel development in France, Burgundy and in the Central Europe DISERTA ČNÍ PRÁCE VEDOUCÍ DISERTA ČNÍ PRÁCE: doc. PhDr. Martin Nejedlý, Dr. PRAHA 2015 Prohlašuji, že jsem diserta ční práci napsal samostatn ě s využitím uvedených a řádn ě citovaných pramen ů a literatury a že práce nebyla využita v rámci jiného vysokoškolského studia či k získání jiného nebo stejného titulu. V Praze, dne 28. července 2015 ................................................. Klí čová slova ( česky) organizace vojska – zásobování – zbrojní výroba a výzbroj – palné zbran ě – transport Klí čová slova (anglicky) military organization – food supply – weapons production and armament – firearms – transport Abstrakt Organizace a vybavení vojska v 15. století: paralelní vývoj ve Francii, Burgundsku a st řední Evrop ě Tak jako v jiných epochách, i v pozdním st ředov ěku m ěla na kvalitách vojska klí čový podíl forma vojenské organizace, zajišt ění zásobování, technické možnosti a podmínky transportu a samoz řejm ě i povaha výzbroje. V této souvislosti byly d ůležité také dobové technické možnosti zbrojní výroby, obchodu se zbran ěmi a v neposlední řad ě též p řístup k progresivn ě se rozvíjející složce výzbroje, jíž p ředstavovaly palné zbran ě. Zám ěrem této práce je vzhledem ke zmín ěným tematickým okruh ům komparace oblasti st řední Evropy s důrazem na české zem ě a frankofonního západu Evropy, zastoupeného francouzským královstvím spolu s burgundským vévodstvím.
    [Show full text]
  • The European Bronze Age Sword……………………………………………….21
    48-JLS-0069 The Virtual Armory Interactive Qualifying Project Proposal Submitted to the Faculty of the WORCESTER POLYTECHNIC INSTITUTE in partial fulfillment of the requirements for graduation by _____________________________ ____________________________ Patrick Feeney Jennifer Baulier _____________________________ Ian Fite February 18th 2013 Professor Jeffrey L. Forgeng. Major Advisor Keywords: Higgins Armory, Arms and Armor, QR Code 1 Abstract This project explored the potential of QR technology to provide interactive experiences at museums. The team developed content for selected objects at the Higgins Armory Museum. QR codes installed next to these artifacts allow visitors to access a variety of minigames and fact pages using their mobile devices. Facts for the object are selected randomly from a pool, making the experience different each time the code is scanned, and the pool adapts based on artifacts visited, personalizing the experience. 2 Contents Contents........................................................................................................................... 3 Figures..............................................................................................................................6 Introduction ……………………………………………......................................................... 9 Double Edged Swords In Europe………………………………………………………...21 The European Bronze Age Sword……………………………………………….21 Ancient edged weapons prior to the Bronze Age………………………..21 Uses of European Bronze Age swords, general trends, and common innovations
    [Show full text]
  • 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
    [Show full text]
  • Weaponry & Armor
    Weaponry & Armor “Imagine walking five hundred miles over the course of two weeks, carrying an arquebus, a bardiche, a stone of grain, another stone of water, ten pounds of shot, your own armor, your tent, whatever amenities you want for yourself, and your lord’s favorite dog. In the rain. In winter. With dysentery. Alright, are you imagining that? Now imagine that as soon as you’re done with that, you need to actually fight the enemy. You have a horse, but a Senator’s nephew is riding it. You’re knee-deep in mud, and you’ve just been assigned a rookie to train. He speaks four languages, none of which are yours, and has something to prove. Now he’s drunk and arguing with your superiors, you haven’t slept in thirty hours, you’ve just discovered that the fop has broken your horse’s leg in a gopher hole, and your gun’s wheellock is broken, when just then out of the dark comes the beating of war-drums. Someone screams, and a cannonball lands in your cooking fire, where you were drying your boots. “Welcome to war. Enjoy your stay.” -Mago Straddock Dacian Volkodav You’re probably going to see a lot of combat in Song of Swords, and you’re going to want to be ready for it. This section includes everything you need to know about weapons, armor, and the cost of carrying them to battle. That includes fatigue and encumbrance. When you kit up, remember that you don’t have to wear all of your armor all of the time, nor do you need to carry everything physically on your person.
    [Show full text]
  • 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.).
    [Show full text]
  • By Peter Dell ' O Rto and S Ean Punch
    BY P ETER D ELL’ORTO AND S EAN P UNCH Written by PETER DELL’ORTO and SEAN PUNCH Additional Material by VOLKER BACH and C.J. CARELLA Edited by SEAN PUNCH Cover Art by BOB STEVLIC Illustrated by ABRAR AJMAL and BOB STEVLIC ISBN 978-1-55634-762-7 1 2 3 4 5 6 7 8 9 10 STEVE JACKSON GAMES Committed Attack . 99 Defensive Attack. 100 Evaluate . 100 Feint . 100 ONTENTS Ready . 101 C Who Draws First?. 103 Move . 105 Realism Level . 29 INTRODUCTION . 4 Move and Attack . 107 Beginning Students as PCs. 30 Publication History . 4 Wait . 108 About the Authors . 4 CHARACTER TEMPLATES . 31 ADDITIONAL COMBAT OPTIONS . 109 Del Duque (350 points) . 33 Melee Attack Options . 109 1. HISTORY . 5 Frauds . 35 A Matter of Inches . 110 Adrian Froste (200 points) . 37 TIMELINE . 6 Untrained Fighters . 113 Kai Lian (250 points) . 39 ASIA . 8 Close-Combat Options. 114 China . 8 ADVANTAGES, DISADVANTAGES, Teeth. 115 Xia . 8 AND SKILLS . 42 Grab and Smash! . 118 Monks and Martial Arts . 9 Advantages . 42 Ranged Attack Options . 119 India . 10 Desirable Advantages . 43 Rapid Fire with Thrown Weapons. 120 Northern vs. Southern Kung Fu . 10 Chi Powers for Martial Artists . 46 Active Defense Options . 121 Religion, Philosophy, and Fists . 11 Perks . 49 Harsh Realism for Indonesian Archipelago. 12 Disadvantages. 53 Unarmed Fighters . 124 Japan . 12 Common Disadvantages. 53 CINEMATIC COMBAT . 125 Ryu . 12 Skills . 54 Multiple Attacks . 126 Ninja: Legend vs. History . 13 Combat Skills . 55 Chambara Fighting . 128 Korea. 14 Wildcard Skills for Styles . 60 Mind Games . 130 Other Nations.
    [Show full text]
  • Influence Holdings Land Holdings
    CHAPTER 6: HOUSE & LANDS EXAMPLE Chris, who’s playing a male character, invests 20 of the house’s Influ- With a Defense of 30, the group has enough resources to invest in a ence to become the first born. Nicole, who’s playing a female character, small castle. Chris points out that they have a lot of land, and invest- invests 10 points to become the first-born daughter. The group has 5 ing all of their defenses into one small castle means they will likely point left unallocated, which they intend to use during the campaign have a hard time defending their territory if it comes under attack. So as they engage in intrigues. instead of a small castle, the group selects a hall and a tower, position- ing each in different domains. Land Holdings Influence Holdings Lands describe the terrain and extent of your actual holdings. Lands may be forests, lakes, hills, mountains, coastlines, and more, all based Influence represents your social power, your presence in your region on where your house is situated and the terrain of your realm. Each and throughout all of Westeros. The primary investment for Influence Land investment is called a domain. Each domain is roughly a league (3 is in heirs, the children of the house’s head. Heirs are valuable in that miles). Your domains reflect only those lands that are under your direct they extend the will and presence of the patriarch, but they also provide control and not under the control of your banners, sworn knights, and means to improving the house’s standing through deeds and marriage.
    [Show full text]
  • Dragon Magazine #127
    CONTENTS Magazine Issue #127 Vol. XII, No. 6 SPECIAL ATTRACTIONS November 1987 15 Cal1 to Arms: The fighters world, from berserkers to battlefields. 16 Lords & Legends Kyle Gray Four famous warriors from European myth and legend. 22 No Quarter! Arn Ashleigh Parker Publisher Mike Cook Creative combat for fighters with style. 26 Bazaar of the Bizarre The readers Editor A magical treasury of bows and bolts for arcane archers. Roger E. Moore 32 Two Hands Are Better Than One Donald D. Miller Assistant editor Fiction editor When a two-handed sword becomes a three-handed sword, and other handy facts. Robin Jenkins Patrick L. Price 36 In Defense of the Shield Tim Merrett Editorial assistants A good shield might be the best friend youll ever have. Eileen Lucas Barbara G. Young 38 Fighting for Keeps Roy G. Schelper Debbie Poutsch Georgia Moore Your new castle is full of orcs? Its BATTLESYSTEM supplement time! Art director 46 In the Heat of the Fight Sean Holland Roger Raupp Berserkers, ambushes, fanatics, tribal champions all in a days work. Production Staff 48 A Menagerie of Martial Arts Len Carpenter Marilyn Favaro Gloria Habriga Twenty all-new martial-arts styles for Oriental Adventures. Colleen OMalley OTHER FEATURES Subscriptions Advertising 8 Role-playing Reviews Ken Rolston Pat Schulz Mary Parkinson Game designers rush in where deities fear to tread. Creative editors 56 The Ecology of the Yeti Thomas Kiefer Ed Greenwood Jeff Grubb A particularly chilling encounter on the high glaciers. 62 Arcane Lore Arthur Collins Selections from a lost tome on lifes little illusions.
    [Show full text]
  • World Builder Part 1
    Table of Contents Book One: Stock-in-Trade 5 1:7 Cloth Patterns 45 Armor 8 1:8 Furs 48 Weapons 18 1:9 d20 Lodging & Board 55 Measurements 40 1:11 Ship’s Cargo 62 The Bazaar 43 2:1a Type of Rain & Visibility 64 The Tavern 56 2:1b Rainfall by Hour and Day 65 Transport 60 2:2 Ice Strength 66 2:3 Type of Snow & Visibility 66 Book Two: Geographics 63 2:4 Wind: Beaufort Wind Scale 66 Geography 64 2:5a Wind Pressure 67 Flora 82 2:5b: Wind Pressure on Sea 67 Fauna 100 2:6 Land Productivity 71 2:7 Water Spring Production 73 Book Three: Dwellings 103 2:8 MOH’s Hardness Scale 75 Materials & Construction 104 2:9 d20 Birth Stones Planet, Luck 76 Buildings 117 2:10 d20 Birth Stones 77 Rooms & Furnishings 127 2:11 d20 Metal/Stones/Gems 78-79 Populace 139 2:12 LA Metal/Stone/Gems 80-81 2:13 d20 Magical Affects of Herbs 97 Appendix A Random Generator 147 2:14 d20 The Horse 102 Appendix B Human Generator 155 2:15 d20 Other Common Animals 102 Appendix C Structures Generator 163 3:1 Tensile Strength Metals 105 Appendix D Colors 163 3:2 Melting Points Metals 105 Appendix E Light from a Flame 165 3:3 d20 Magical Metals 106 Appendix F Unusual Names 166 3:4a d20 Metals Value 107 Appendix G Gems 167 3:4b LA Metals Value 107 Appendix H Crimes Defined 174 3:5 Workmanship Value Addition 107 3:6 Hardness Scale (Extended) 108 Index 177 3:7 Common Uses for Wood 109 OGL 180 3:8 Materials Resistance to Crush 109 3:9 d20 Door Composition 110 Tables 3:10 d20 Weight of Things 112 1:1 d20 Armor 16 3:11 d20 Randomiz Concealment 114 1:2 d20 Head Covering & Helmets 17 3:12 Rope Strengths 114 1:3 d20 Shields 17 3:13 Construction Costs 115 1:4 d20 New Weapons 34-37 3:14 Computations 116 1:5 LA New Weapons 38 3:15 Person Based Measurements 120 1:6 LA Identifying Weapons 39 3:16 Cistern Capacity 124 3:17 Noble Coronets 140 Gary Gygax’s World Builder ARMOR PIECES AND GARMENTS Chausses: The close-fitting leg pieces of a suit of plate mail.
    [Show full text]
  • Gary Gygax's World Builder
    FOR a “GYGAXIAN” FANTASY WORLD THE ESSENTIAL TOOL fOR FANTASY WORLD CREATION! by Gary Gygax & Dan Cross GYGAXIAN FANTASY WORLDS , Vol. II Acknowledgements Authors: Gary Gygax & Dan Cross Cover Artist: Matt Milberger Contributing Authors: Carrie Cross, Michael Leeke, Title Logo: Matt Milberger Jamis Buck, Tommy Rutledge, Josh Hubbell, Stephen Vogel, Luke Johnson & Malcolm Bowers Production: Todd Gray, Stephen Chenault Artists: Dave Zenz, Andy Hopp, & & Davis Chenault Mark Allen Dan Cross: Special thanks to my lovely wife Carrie Cross for the Complete Herbalist lists, John Troy for his valuable suggestions and additions to the D20 material, and to Randall & Debbie Petras for their contributions to the “human descriptors” lists. And a very special thanks to Richard Cross for teaching his son how to write. Troll Lord Games, L.L.C. Or on the Web at PO Box 251171 http://www.trolllord.com Little Rock, AR 72225 [email protected] This book is published and distributed by Troll Lord Games, L.LC. All text in this book, other than this title page and page 180 concerning the Open Game License, is Copyright © 2004 Trigee Enterprises Company. All other artwork, illustration, maps, and trade dress is Copyright © 2004 Troll Lord Games, L.L.C. All Rights Reserved. Lejendary Adventure, the Lejendary Adventure logo, and Gary Gygax’s World Builder are Trademarks of Trigee Enterprises Company. All Rights Reserved. Troll Lord Games and the Troll Lord Games logo are Trademarks of Troll Lord Games, L.L.C. All Rights Reserved. ‘D20 System’ and the ‘D20 System’ logo are Trademarks owned by Wizards of the Coast and are used according to the terms of the D20 System License version 3.0.
    [Show full text]
  • 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.
    [Show full text]