Combat Index To make use of this index, just click on the headings below & you’ll be brought to the selected section! Types Balancing Weapon Damage Called Shots Chase Scene Mechanics Combat Actions Combat Modifiers Combat Peculiarities Combat Sequence Critical Hits/Fumbles Fighting Styles & Schools Fighting Techniques High-Quality (Masterwork) Armour Initiative Intercepting an Attack Melee Combat Melee Weapon Manoeuvres Oriental Weapons in Faerun Rectifying Statistics for Related Weapons/Weapon Familiarity Strength-Modified Missile Weapons Subdual Attacks To Hit Tables Unarmed Combat Weapon & Armour Breakage Weapon Strength Maximums Weapons Weapons Available to Particular Classes Weapons Makers’ Marks Weapons other than Iron/Steel Wild Blows

N.B.: The use of the male pronoun in the text that follows is only used to minimise the amount of typing on my part. It was not my intent to offend or limit the reader in any way. I try my utmost to use the male and female pronoun throughout my text interchangeably. AD&D is a registered trademark of TSR Inc. AD&D 2nd Core Rules, Player’s Option Skills & Powers, Combat & Tactics and Spells & Magic and all game specific terms are copyright by TSR Inc. Any omission of copyright notice is not meant to infringe upon the author’s rights & should be mentioned to me for immediate correction.

Initiative For Initiative, everyone involved rolls 1d10 (low is good), with a negative modifier equal to their Initiative Adjustment for Dexterity. The DM then counts up from 0 & players call out when it’s their go. The casting time of a spell adds directly to the caster’s Initiative, so spellcasters should call out something like “starting to cast (whatever)…” on their rolled Initiative, and then “spell goes off” when the casting time has been completed. The good thing about this is that it’s finally possible to tell exactly when a blow can interrupt casting - any successful hit or jostle during those initiative counts will ruin the spell (if the character fails a Concentration NWP check). PCs with multiple attacks (e.g. specialised warriors, people firing bows, etc) will attack once on their rolled Initiative & again 5 counts later, with further multiple attacks coming at 5 counts later, & so on. Creatures with multiple attacks are assumed to resolve all attacks on their Initiative. A PC can always choose to hold their action until a later initiative count, perhaps waiting until an enemy wizard begins to cast before striking. It should already be obvious that PCs with high Dexterity may end up with an Initiative of less than 0 & that multiple attacks & spells often extend the initiative count beyond 10. Don’t worry about this - I generally start the count with “negative numbers… zeros, ones…” etc., and then go on to ask for actions after 10 at the end, lumping everything together into 1 round. Once they’ve all been resolved, it’s time to roll for Initiative again. This system does tend to assume that NPCs & monsters should each have individually rolled Initiatives too, and that it’s the burden of the DM to keep track of them. Furthermore, some mental note should be kept with regard to spell duration. Anything listed as lasting 1 or more rounds is fine, but spells with duration in old-style minutes may need adjusting. The decision here is as to whether a spell is combat or non-combat. Combat spells with duration in ‘minute rounds’ should be given the same duration, but in the new 10-second rounds. Non- combat spells can keep their current duration, in minutes or whatever. More info on this “new” round interpretation is available by viewing Rounds & Turns in the “Miscellaneous” section. The Combat Sequence a) Surprise. Before a battle begins, one or both sides may have to check for surprise (applicable, as determined by the DM). There are situations in which one side may have to make a surprise check but their opponents don’t - for example, an ambush or a night-time encounter with enemies carrying bright lights. Surprise conditions & modifiers are discussed extensively in the DMG & the PHB. The surprise check is a d10 roll, modified for the surrounding conditions & any special preparations one party or the other makes. Normally, a group is surprised on a roll of 1, 2, or 3. The group that is not surprised gets a free round of attacks, movement, or spells against the surprised members of the other group. b) Charging foes or called shots? These must be declared before initiative is rolled & their penalties enforced on the roll. Also if casting a spell, you must here declare, “I’m casting a spell.” You don’t have to say what or on whom, but anyone with the Spellcraft proficiency & a reasonably clear view may make a check. c) Roll initiative. Deduct Dexterity bonus (initiative adjustment), then add penalty for type of manoeuvre (weapon speed, magic item use, granted power use & spellcasting time). d) Total your initiative. Note that if you are attacking with 2 weapons, you have 2 initiative totals. e) We go around the room & people declare & act as they go. Orders/ideas can be yelled/spoken to those with lower initiative. Co-ordination can take place by 2 PCs (who must communicate in character in some way) holding action & making their co-ordinated strike during the “held action phase”. Combat Peculiarities A few things you may run into during combat situations 1. Retreating. There are 2 ways to retreat from melee combat: a) Withdrawing (see below) b) Flee. When fleeing, you get your full movement rate but your opponent gets a free shot at your back. And when I say a free shot, I mean their full compliment of attacks without cutting into their normal melee attacks. In other words, flee from a troll & it gets 3 attacks on you, then 3 attacks in melee as normal. 2. Multiple attacks. There are 2 types of multiple attacks - those from the same weapon & those from different weapons. Those from different weapons happen all on the first pass through combat. Those from the same weapon happen on successive passes. For example, & dagger happen at once (weapon speed permitting), but a second strike from the same sword waits until everyone has taken their first action & the PC’s second pass through the initiative order has come up. Combat Modifiers A number of factors can change the way a combat encounter gets resolved. Below are just a few that can change the outcome of an encounter for the better, or for the worse. Visibility Modifiers Combat Modifiers Initiative Modifiers Melee Missile Infravision Situation Modifier Situation Modifier Condition Modifier Modifier Bonus Attacker on higher ground +1 Haste effect -2 Clear sky 0 0 0 Defender invisible -4 Slow effect +2 Twilight -1 -2 +1 Defender off-balance +2 On higher ground -1 Night, full moon -2 -4 +2 Defender sleeping or Held Automatic Set to receive charge -2 Night, no moon -3 -6 +3 Defender stunned or prone +4 Wading/slippery footing +2 Total darkness -4 -6 +3 Defender surprised +1 Wading in deep water +4 Mist/light rain 0 -1 0 Missile fire, long range -5 Foreign environment +6 Fog, light, or snow -1 -2 0 Missile fire, medium range -2 Hindered (tangled, climbing) +3 Fog, moderate -2 -3 0 Rear attack +2 Waiting +1 Fog, dense, or blizzard -3 -4 0 Called shot -4 Making a called shot +1 Magical weapon -1/plus To Hit Tables Level GROUP1234 5 6 7 8 9 10111213141516171819202122232425 Inventor 20 19 18 18 17 17 16 16 15 15 14 14 13 13 12 12 11 11 10 10 99887 Priest 20 20 19 19 18 18 17 17 16 16 15 15 14 14 13 13 12 12 11 11 10 10 9 9 8 Rogue 202019181817161615141413121211101098876654 Warrior 20191817161514131211109876543210-1-2-3-4 Wizard 21 21 20 20 19 19 18 18 17 17 16 16 15 15 14 14 13 13 12 12 11 11 10 10 9 Monsters ½ 1-1 1+ 2+ 3+ 4+ 5+ 6+ 7+ 8+ 9+ 10+ 11+ 12+ 13+ 14+ 15+ 16+ 17+ 18+ 19+ 20+ 21+ 22+ 23+ (HD) 19 18 17 16 15 (+1) 14 13 (+2) 12 11 (+3) 10 10 (+4) 9 9 8 8 7 7 6 6 5 5 4 4 3 3 This table already takes the house rule - that Priests’ & Rogues’ THAC0s have been switched - into effect. Also, a HD bonus of +3 to +6 counts as 1 additional HD, +7 or more as 2 additional HD. I.e., a monster with 4+4HD counts as 5HD, while a monster with 4+7HD counts as 6HD. The number in brackets is the magical weapon equivalent for a creature of that Hit Die. Chase Scene Mechanics Chase scenes are determined in the following manner. Assuming that the PC fleeing is able to do so. 1. The fleeing PC(s) roll a d20 against their base movement rate, as if rolling an ability check. Rolling lower is better. - The PC who rolls a successful check by the most points wins for that roll - The PC(s) fleeing need a total of 2 cumulative victories more than the pursuer to attempt to hide. - The PC(s) fleeing need a total of 4 cumulative successes to just outdistance their pursuers. 2. Each round, the fleeing PC(s) & then their pursuers roll 1 or more Dexterity checks (with any modifiers from the DM) to avoid obstacles. Obstacles not avoided cost the equivalent of 1 success to navigate around to rejoin the chase. 3. Fleeing PCs must make a Wisdom check at -2 (+2 if relevant NWP available) to hide & are subject to being noticed by a successful Observation check or an Intelligence check at half value (or with modifiers deemed appropriate by the DM) from each pursuer who arrives in the area. PCs with a skill that specifically allows them to evade pursuers (i.e.. Spy craft) may make a roll at this time to escape entirely. 4. Fleeing PCs can opt to create hazards for pursuers by throwing caltrops, dumping over carts, etc. Resolution of these attempts will be handled on a case by case basis but will most often require a Dexterity check or a roll to hit AC4 depending. 5. Chasers who catch those fleeing may make an unarmed attack to tackle their quarry or an armed attack to just hack at them. 5A. Victims of armed attacks may continue fleeing (giving their back to the enemy) unless a critical hit is scored in which case the fleeing PC must make a Dexterity check or fall. 5B. If fleeing victim opts to turn & fight, they do so on the round after they were hit, if they were attacked while running. If the fleeing PC has a lead, he may turn & roll initiative as normal. 5C. Chasing PCs who miss an unarmed attack must make a Dexterity check or lose a success as if failing to navigate an obstacle 6. At the end of a chase scene, everyone involved must make a CON check at -2 (automatic success if they have endurance, running or similar NWPs). Anyone who fails is winded & must sit down for 1d6 rounds to recover or act as if heavily fatigued as per the AD&D rules. CON checks may also be imposed for each round of the chase, if the chase runs long. Combat Actions A PC has a number of actions in a round equal to the number of attacks he is allowed to take that round. If the PC is allowed 1 attack a round, that is how many actions he has. PCs with multiple attacks have multiple actions. For example, a specialised 7th level fighter attacks twice per round. Therefore, he has 2 actions per round. Attacks with off-hand weapons are bonus attacks & do not count as separate actions. A PC may wish to substitute an attack with an alternative action. Such actions include but are not limited to picking up a dropped weapon, using an applicable proficiency (allowed by the DM), or drinking a potion. Potions may be drunk, but any actively aimed affects of the potion (such as a potion of flame breath) are not usable. The following are combat actions that can be taken as an attack: Action Attack Mod Initiative Mod Description A called shot (announced before initiative) is used to hit a specific target, e.g. hitting a specific body part, smashing something being held, and special Called Shot -4, -8, -12 +1 results (carving initials into someone, stapling, hostage taking, etc.). The attack modifiers are for trying to hit a limb (or similar target), a head (or similar target), or an eye (or similar target), respectively. If the hit scores 25% of the HP total (in damage), that body part is disabled for 2d4 rounds. Charging provides the attacker with double movement ability (outdoors) or +1/3 movement (indoors), plus a +2 to hit with any melee attack. However, any multiple attacks are lost, and the attacker must have at least 30’ to charge. The attacker also receives a -1 AC penalty & loses any Dexterity bonuses Charging +2 +2 to AC. The attacker will also suffer increased damage from any weapons set versus a charge, and must also roll a check against Constitution each round after the first to keep Charging. When using this manoeuvre, the PC forfeits all attacks & movement during the round, concentrating on defence only. This gives him an AC bonus equal Defensive Parry - - to ½ his level, plus 1 if a fighter, against all frontal melee attacks directed at him during that round. A disarm (announced before initiative) allows one to disarm one’s target. On a successful hit (THAC0 - 10), the opponent must successfully make a Body save or the disarming is successful & the weapon goes 2d6 feet away, in a random direction. Missile weapons can Disarm (only vs. one-handed Disarm -4 +1 weapons or other missile weapons), but with the attack modifier taken into account. The weapon used to Disarm must be the same size or larger than the opponent’s weapon. Two-handed weapons require 2 disarm moves in 1 round to work. Shields can be knocked ‘out of balance’ (bonus lost for rest of the round), but not fully disarmed (buckler = S, small = M, large = L, body = H). An expert disarm allows the attacker to send the disarmed weapon to just about anywhere he wants it, within 12’. The opponent suffers a penalty on his Expert Disarm -8 +2 Body save equal to half his attacker’s level (rounded up). If successful vs. a lower-level foe, a morale check is required else the opponent will surrender or flee (50% chance of either). Only Warriors & Rogues may attempt this action. Fending is an action (announced before initiative) made by a character through the use of a polearm, lance, or spear. By using the weapon in this manner, the SF is halved & the weapon is considered set versus a charge. If the defender wins or ties initiative, they cannot approach the attacker in melee (unless he is also using a polearm). The pike is longer than all other weapons & can take 1 attack/round at -4 to hit and inflicting half damage. If the defender Fending - - ignores the Fending & charges through, the attacker gets a free attack at +2 (ignore any shield & Dexterity bonuses) and they can no longer Fend. However, the character using this action cannot move more than 10’/round & loses their multiple attacks (if any). If no creature comes within 10’ of the Fending character, they cannot attack or Fend during the round. By using a Feint, the character’s attack cannot be blocked or parried. The defender must make an Intelligence check (with bonus or penalty equal to the level difference between the attacker & the defender), or else lose their shield and Dexterity bonuses. If the attack has multiple attacks, they can forgo 1 Feint - +5 attack & use a Feint plus an attack at their normal initiative. This action is limited to weapons that have a SF less than or equal to ½ the attacker’s Strength. As well, the defender must have at least Low (5+) Intelligence; they cannot be more than 4 levels above the attacker’s level nor have an Intelligence score of more than 4 higher than the attacker. By declaring this action, a character can retreat from combat without suffering from any AC penalties. However, when doing so, they can move at only ½ Fighting Withdrawal - - normal speed. Using a grab enables an attacker to seize an object (weapon or item) from the defender. If successful on an attack vs. AC 5 (modified only by the defender’s Dexterity), both he & the defender must successfully roll vs. Strength, with the higher score getting to keep the object. A tie on the roll Grab -4 +1 requires a re-roll as the two continue to struggle. Each Grab counts as 1 attack. For grabbing the defender himself, use unarmed combat rules (wrestling specialisation adds an attack bonus to Grab attack rolls & Strength checks). To Grab, the attacker must have at least 1 free hand; if using only 1 hand, there’s an additional -3 to hit & the Strength score is reduced by 3 (for Strength check purposes). When using this action, the attacker automatically strikes first vs. any creature that comes within 10’ (unless the defender is using a polearm, lance, or Guard - - spear). However, when Guarding, the attacker cannot move more than 10’/round & loses any multiple attacks that they may have. If no creatures approach within 10’, the character cannot attack that round. The character can use this manoeuvre to hold his attack until later in the combat round, to use vs. any target of opportunity (e.g. spellcasters). However Hold Attack/Fire - - the character cannot move more than 10’/round. The second & any subsequent attacks occur at the very end of the round. The character rolls an attack versus AC 8 (modified only by any Dexterity bonuses). If hit, the defender must save vs. Body or be knocked prone. The defender’s save is modified by the following: subtract the attacker’s Strength Damage bonus, add the defender’s Dexterity Defence adjustment, -2 if Knockdown - - attacked from surprise, -2 if attacked from behind, -2 if the attacker is Charging, +2 if not moving, +2 if moving toward the attacker. The character must use a size M+ weapon (including shields) & this action cannot be attempted versus size H or G creatures; versus size L creatures, a polearm is required. A successful hit inflicts ½ normal damage May be used in lieu of any attack, and must be announced before the attack to be parried is launched. If a to-hit roll is good enough to hit AC 0 less the opponent’s to-hit bonus, the opponent’s attack is parried. The PC’s normal bonuses apply, and a shield gets an additional +2 plus its magical bonus. Hurled weapons can be parried, but not missile weapons (arrows, bolts, etc.). Polearm users are able to parry attacks made on someone else. If the to-hit Parry - - roll rolled by the defender is equal to the to-hit roll rolled by the attacker, a contested Strength roll is made. Whomever wins, has the possibility of damaging the opposing character’s weapon (refer to Crushing Blow in item save table). The character using this action cannot make any attacks that round & can only move ¼ normal speed. They must also have a weapon, shield or other solid object in hand each round. An attacker using this manoeuvre moves up close to his opponent & traps his weapon, usually against the defender’s own body. With a successful hit, neither character can use the weapon involved until the pin is broken. Initially the victim may struggle to break the pin, as per the grab manoeuvre, and if Pin -4 - successful, loses only 1 attack; thereafter he may struggle once per round, and if successful, loses no attacks. Any extra struggling attempts do count as attacks. It may be difficult or impossible to pin opponents with certain types of weapons. When attempting to knock an opponent down, the attacker makes a normal attack on the opponent. If the attack succeeds, the victim must save vs. Pull/Trip - - Dexterity to stay on his feet, with a +6 bonus if not moving and a -3 penalty if unaware of the attack. Polearm users can use this to dislodge mounted riders (that must make a Horsemanship check to remain on their horse). The character can retreat from combat at double the normal movement rate. When doing so, they lose any shield & Dexterity bonuses they may benefit Retreat - - from, plus attacks from behind are allowed at +2 to the attacker’s hit roll. To sap an opponent (S or M size only), the attacker must successfully hit with a melee weapon or bare hands. Ordinary damage (which is 75% Sap -8 +1 temporary) is rolled, with a 5% chance per point of damage up to a max of 60% of knocking the opponent out. Magical bonuses do not count. The chances are doubled (up to a max of 80%) when used on a sleeping opponent (who is automatically hit). When using the shield-punch, the attacker uses the shield just as in a normal attack, but has no to-hit bonus (not even Strength or magical), and does 1-3 Shield-Punch - - points of damage plus Strength bonuses. From when the attack is made until the character’s next attack, he gains no AC bonus from the shield. This is a good action to take when you’ve dropped your weapon, as it will do somewhat more damage than a barehanded attack. This manoeuvre requires the attacker to have a medium or large shield. He must have at least a 10’ run-up to the defender & roll a normal roll (no bonuses) to hit. He gains no AC benefit from the shield until his next attack. If he hits, the attacker must roll vs. Dexterity to remain standing. The Shield-Rush - - defender, however, takes 1-3 points of damage (plus Strength bonuses) & must roll vs. Dexterity to remain standing (+3 on save if not moving, +3 if moving toward attacker, -3 if unaware of the attack, -3 if moving away). If the attacker misses, he must roll vs. Dexterity at -6 to remain standing. Strike - - This is the standard attack, and is included here just for completeness. An attacker can decide to use a weapon in their off-hand. When doing so, they gain one extra attack per round (at the end). However, any multiple attacks (attributed to level or class) do not apply to off-hand weapons. Strength bonuses or penalties are divided between the weapons at the wielder’s whim (the user doesn’t get full Strength bonus with each weapon; if this was the case then why don’t wielders of 2 handed weapons get double the Strength bonus). Two-weapon Use - - When 2 weapons are used, the primary weapon suffers a -2 penalty to hit & the off-hand weapon suffers a -4 penalty to hit. A character’s Dexterity reduces these penalties by an amount equal to the Melee Attack Adjustment. The off-hand weapon also suffers a +5 penalty to SF & must be of size S. (This only applies to characters using this action without having the Two-weapon fighting style.) An attacker can decide to use a weapon in their off-hand. When doing so, they gain one extra attack per round (at the end). However, any multiple attacks (attributed to level or class) do not apply to off-hand weapons. Strength bonuses or penalties are divided between the weapons at the wielder’s whim (the user doesn’t get full Strength bonus with each weapon; if this was the case then why don’t wielders of 2 handed weapons get double the Strength bonus). Two-weapon Use --When 2 weapons are used, the primary weapon suffers a -2 penalty to hit & the off-hand weapon suffers a -2 penalty to hit. A character’s Dexterity with Ambidexterity reduces these penalties by an amount equal to the Melee Attack Adjustment. The off-hand weapon also suffers a +5 penalty to SF & must be of size S or size M with a base SF of 4 or less (a size M secondary weapon suffers a +10 SF penalty). (This only applies to characters using this action without having the Two-weapon fighting style.) Melee Combat Swarming may be used. Sweep Attacks against 1 size smaller targets may also be used, with the DM deciding how many may be swept in an attempt. I.e. an Elf may sweep several Kobolds, or a Troll could sweep several Elves. Up to 6 attackers can face a single target, one in each position if the same size. For larger attackers, one size larger than the defender fills 2 positions, 2 sizes larger fill 4 positions. For smaller attackers, 2 attackers of 1 size smaller could fill a position, 4 attackers if 2 of sizes smaller, etc.

Clear: PCs who are standing free of the melee & aren’t endangered by any adjacent monsters are considered clear. (The PC can still be attacked by missile fire, charged, or have a spell thrown at him, of course.) As long as a PC is not in the threatened spaces of any enemy figure, he is clear. The PC’s choice of combat action is unrestricted. PCs who are clear are allowed to turn to threaten a figure that moves up to them in the course of a combat round. The PC doesn’t have to do this; he can ignore the danger. The PC only gets this free facing change once per round, so he can elect to threaten the first figure that moves up to him or to wait upon the arrival of a more dangerous enemy. Threatened: Any square that a creature can reach, with its weapons or claws, also threatens those squares & therefore any PCs or creatures standing in one of the threatened squares. The PC’s own facing doesn’t matter – it’s possible to be threatened by someone standing behind you. The threatened area is typically 15’ across for medium-sized creatures. Threatened PCs can choose to ignore the creature threatening them & take any combat action they wish, but if they do, the threatening creature gains an immediate attack of opportunity. The following actions create an attack of opportunity for the threatening creature: • Attempting missile combat (other than at the threatening creature & only in the combat round when it first threatens the PC). • Moving away from the threatening creature. This includes move, charge, and run, but not withdraw. • Turning so that the threatening creature is now in a rear square. • Attempting an unarmed attack against any foe except an unarmed human-like creature. (An unarmed monk is considered armed. Some monsters are also considered armed.) • Casting a spell/prayer or using a chi power (with > 0 Focus Time) within the threatened area Monsters & PCs threaten all eligible squares throughout the entire round. If a PC tries to sprint through the threatened squares to get by the defender, the defender gets an attack of opportunity as the PC runs by. If the creature being attacked suffers from a successful knockdown roll or if a critical hit from the attack of opportunity is suffered, then it must stop moving. Otherwise, it may run by the creature threatening it. Grappled: Grappled characters are physically restrained by their foes. There are a number of ways to grapple with an opponent; wrestling, martial holds, pinning, and grabbing, are all possible. In addition, some monsters have special attacks that grapple their victims. For example, a giant scorpion can pin its prey in its claws, or an owlbear can hug a victim. Grappled creatures must get free before they can move. The only combat actions a grappled creature can take are: • Respond with unarmed combat. • Attack the grappling creature with a size S weapon. • Attempt to escape. Each grappling method defines a means of escape. Grappling creatures occupy the same square on the battle map, unless there is something unusual about the monster doing the grappling. For example, a roper can grapple characters up to 10 squares away with its special tentacle attack. Grappling figures never threaten other squares. Attacks of Opportunity: Attacks of opportunity occur when a threatened PC or creature ignores the enemy next to it or turns its back on a foe. The threatening enemy gets to make an immediate melee attack (or sequence of attacks for monsters with multiple attacks) against the threatened creature. Attacks of opportunity cannot be performed with missile weapons. This is a free attack that does not take the place of any actions the threatening creature had already planned. A creature can’t make more than 1 attack of opportunity against a single opponent in the course of a combat round, but if several enemies leave themselves open, the creature can make 1 free attack against each one. There is a limit to the number of attacks of opportunity a single creature may make in 1 round. Monsters can make 3 attacks of opportunity + 1 per 5 levels or Hit Dice. Characters can make 1 attack of opportunity + 1 per 5 levels. Thirty kobolds trying to swarm past a fighter in a narrow passage will take losses, but some will still get through. Surprised PCs & monsters cannot make attacks of opportunity during the round in which they are surprised.

Called Shot Rules A called shot is an attempt to hit a limited portion of a character or creature, such as an attack on the head or hand of the target. For called shots, there’ll be a penalty on the chance to hit based on an adjustment to the target armour class, rather than a penalty to the attacker’s hit roll. The armour class of the specific target is to be set by the DM according to specifics of the circumstances. The intent to call a shot must by stated before the initiative roll, for all PCs, NPCs, and monsters. Any character or monster calling a shot takes a -1 penalty on personal initiative. If a player or the DM decides to make a called shot after initiative is rolled, he may do so if 1) his side has not lost the initiative, and 2) he agrees to hit last. Except in unusual circumstances (attacking the unarmoured head of an armoured man), the AC of the “specific target” identified by the called shot will normally be better than that of the “general target”, the opponent. If the roll against the specific target is missed, the roll will be compared to the number needed to hit the general target. If the roll is adequate to hit the general target but not the specific target, damage is done to the opponent even though the specific target is missed. The DM may declare that due to the nature of the called shot the AC of the general target is also improved slightly. This would be the case if the call was to hit an extremity such as a hand which is sufficiently removed from the main body making it less likely to hit the main body on a miss on the hand. If an attacker misses the specific target but would hit the general target and does not wish to do so, he may “pull his punch” by rolling a successful hit vs. AC0. All hit modifiers may be applied to this roll. This applies to melee only, not to missile fire. If the attacker hits only the general target, all damage from rolls and damage bonuses is halved to account for the fact that the intended shot was missed. The rule that a natural 20 always hits applies to the general target, but not to the specific target. If an attacker cannot roll high enough (with bonuses) to hit the AC of a specific target, that shot is impossible for that character. A player does not need to define the called shot until his turn to attack. He needs only to announce intent to call further attacks except on the terms previously stated for calling shots after initiative is rolled. An attacker may ask the AC of a called shot prior to defining it, but if he defines a called shot he must attempt it. An attacker may withdraw his attempt to make a called shot at any time prior to defining it, but if he has announced his intent or requested an AC assessment he suffers the initiative penalty even if he does not attempt the called shot. (He was thinking about it, but changed his mind.) Wild Blows In desperate circumstances, a PC (of any character class) may give up on style & rain blows upon his opponents left, right, and centre. Any player wishing to use wild blows must declare this action with the called shots. The PC may not parry & doesn’t benefit from the AC bonus of any shield he may be using. Some magical effects of the shield may still work, if they are active as long as the shield is worn, but not if it has to be actively used. The PC may deliver up to 5 blows, regardless of his or her attack number. The 1st blow is delivered at a -1 to hit modifier, the 2nd at a -2, & so on until the 5th blow. No more than 5 attacks may be attempted in this way; this effectively stops high level characters from becoming living chainsaws. Melee Weapon Manoeuvres (by [email protected]) These manoeuvres are open to all warriors, and may be available to other classes as well, but the DM is free to require that other classes spend a proficiency slot to have access to these manoeuvres. Manoeuvre Openings To be able to make use of a manoeuvre the character must meet 2 requirements. First, he must roll a critical hit. Second, he must have the skill level with his weapon that the manoeuvre requires. All manoeuvres are for melee use only; missile attacks do not present the opportunity to use these moves. The Manoeuvres When a PC rolls a critical hit, he can choose to take the critical result, or forfeit that critical result, including the double/triple damage, and use a manoeuvre instead. The decision is made after the critical roll, but before the critical result is rolled. If the manoeuvre is chosen, the attack still does normal damage in addition to the manoeuvre effects (unless otherwise stated in the manoeuvre). The following are the most common manoeuvres that all warriors would learn, but a warrior can create others, so long as they match the existing ones in the degree of their effect. This creation will also require the warrior to spend a weapon proficiency slot. Then, only he could use the manoeuvre unless he taught it to others, who would also need to spend the weapon proficiency slot to learn it. Manoeuvres of Proficiency Unarmed Attack: the attacker can make a free single unarmed attack. He must have a free hand to punch; otherwise, he can kick if proficient in doing so. This can even be a wrestling attack. The free unarmed attack does not provoke an attack of opportunity from the defender, since the attacker has opened up his defences in such a way as to slip in this move. This unarmed attack must be made immediately, and can be any offensive unarmed move not just a punch/kick. So the warrior could make an unarmed disarm, grab attack, pull/trip, etc. Melee break: this allows the attacker to break from melee with the defender & take action as if the defender did not threaten him. If the attacker could normally have a chance to knock down his foe, then the attacker can force the defender to retreat 5’ in addition to the melee break bonus. Slash Attack: the attacker can cut/slash any single strap, rope, sack, pouch, candle, etc. in his melee reach without the defender having any chance to respond. Manoeuvres of Specialisation Pummel Attack: the specialist can get a free pummel attack, and is able to use his weapon hilt/guard or any object he can grab (if he has a free hand) to attack with. This is just an upgrade of the free unarmed attack manoeuvre that proficient weapon users can choose. It also does not provoke any attack of opportunity from the defender. Manoeuvres of Mastery Viper Strike: this manoeuvre allows a weapon master to cover his target. The normal rule that the manoeuvre is in addition to normal damage does not hold here. The master forfeits his full attack (the one that rolled the critical hit), and is able to put his weapon at his foe’s throat, covering him as per normal covering rules. This only works with bladed weapons. The master can then menace the defender, and can drive the attack into the defender in any phase he wants, just as per normal cover rules. If the master rolls a critical hit on the actual cover attack roll, he can choose the location the critical hit affects. You can see how deadly such an attack can be! Such a move forces a morale check on the defender to see if he will ignore the threat & attack rather than surrender. Manoeuvres of Grandmastery Tumble: this move allows a grandmaster with tumbling skill to tumble around the defender and threaten his back. If the defender fails his surprise check, the grandmaster gets a free attack of opportunity against his back! Double Move: this simply allows the grandmaster to perform any 2 lesser moves. They must be different moves, but any combination is possible. The unarmed attack & pummel attack are effectively the same move for this determination, since the pummel attack is just a better unarmed attack manoeuvre. Other Combat Manoeuvres These manoeuvres can be performed by anyone. They do not require the opening (a critical hit) that the above manoeuvres require. Give Ground: the defender can fall back away from the attacker & use the backward motion to defend himself. He must be able to safely move back to use this option. Defenders can gain up to a -2AC bonus with this option (up to a -4AC bonus if the defender has tumbling). For each -1AC bonus he gains, he also gets a -1 to hit penalty, as he is not focused fully on attacking. If the attacker is man-sized or less, each -1AC bonus gained requires the defender to retreat 5’. Every size above man-sized the attacker is requires an extra 5’ per -1AC bonus, so a huge giant requires a 15’ retreat per -1AC bonus gained. A defender cannot retreat more than half his movement rate in this fashion. Feint: this move is a combined called shot & strike. The attacker declares he is feinting, and declares the degree of this attempt, as a stated penalty to hit. His attack suffers this to hit penalty, but so does the parry/dodge attempt of the defender. An attacker can attempt a Perception check to read his foe & determine if he is attempting to parry/dodge his attack. This will then allow him to declare the feint after he attacks, but before his die roll so he can better his odds at actually getting through the defence. This tactic only helps against foes that do not have a good AC, and rely on parrying/dodging to defend. It allows the attacker to use some of his skill (THAC0) to reduce the ability of his foe to defend. Riposte: this move requires the defender to use an action to parry. His parry attempt is resolved at an -8 to hit, making this a difficult move for the unskilled. But, if he succeeds at his parry, not only does he the attack, but opens his foe up in such as way as to get an attack of opportunity! He turns his defensive move into an offensive opportunity. Whirlwind Attack: this manoeuvre allows a combatant to attack as many foes he threatens as he wishes with a single attack. The outcome of this attack depends on how skilled the attacker is with his weapon. Proficient (Basic & Skilled): every extra target of the attack imposes a cumulative -2 to hit. So attacking 3 targets causes each to be attacked at -4 to hit. The attacker’s critical number reduces by 1 per extra target he attacks. The attacker makes a to hit roll against each target, then, he rolls for damage only 1 time. He divides this damage by the number of targets he attacked, regardless if he hit them all or not. Drop all fractions. This is the total damage that each target that was hit takes. Specialised (Expert): the attacker follows the rules for a proficient user, except his critical number is not reduced, and he only suffers a cumulative -1 to hit per target beyond the first. Master: a master follows the rules for a specialist except he suffers no penalty to hit for attacking extra targets. Grandmaster: a grandmaster follows the rules for the master, but he can choose to attack anyone within melee reach, even those not immediately threatened by him (like those to his flank or rear). A true whirlwind attack! Critical Hits/Fumbles A fighter as low as 2nd level can be relatively assured of dispatching an Orc or Goblin without threat of major harm. At higher levels you start to see things like: warriors without armour charging a band of archers (because they know they can take 4 or 5 arrows without worrying.) Nobody fears the thief in the tavern with the throwing knife (you can take a direct hit & still strangle the ruffian.) Everyone chooses the same weapons because they know the amount of damage that they do (brute force is the answer to high Hit Points.) A skilled assassin should be able to kill with 1 arrow, or 1 throwing knife. Especially against unarmoured assailants. Yeomen were renown for dispatching mounted Knights with longbows. A crossbow bolt is something to be afraid of. When a natural, unmodified 1 or 20 is rolled in combat, it gives the DM a wonderful opportunity to add some excitement to the fight. This critical hit system makes every natural 20 rolled on the attack roll or any hit that succeeds by 6 or more count for double damage. Roll the appropriate damage dice twice for the attack (do not double the result of a single damage roll) & only count damage modifiers for Strength, magic, etc., once. As well, any roll that maximises the damage die (6 on a d6) gets rolled again for extra damage. This allows a single arrow, from a lucky or skilled archer, to take down even the most powerful creature. Example: Audry nocks her longbow. She is a 5th level Elven Warrior, specialised in bows, with a +1 Dexterity adjustment (THAC0 13). She takes aim at the arrogant old soldier who had assaulted her earlier as he stumbles out of the tavern after a long night of carousing (HP 30, AC 10 - No armour, drinking negating any Dexterity bonus). She rolls a 10, hitting the soldier by 7, enough for a critical. She rolls 2d8 for damage (sheaf arrows.) She gets lucky & rolls two 8s - 16 points of damage. She rolls them again since she maximised them. A 4, and another 8 - 28 points of damage. Then she rolls the 8 again, and scores another 8, and then a 3 - 39 points of damage, total. The soldier drops to the ground with an arrow buried deep in his chest. Of course it’s still unlikely that a single throwing knife will kill the great red wyrm (as it should be), but the chance is there. Warriors think twice about charging that small band of country yokels armed with hunting bows. Fumble procedure - levels that fumble: a. 1st through 6th level fumble on a natural 1 or 2 on a d20. b. 7th through 10th level fumble on a natural 1 on a d20. c. 11th through 23rd level fumble on a natural 1 on a d20 (only 5% of the time). For multi-class, add up the levels, then use the above. The monsters use the same chart. Sometimes the attacker’s to-hit number seems impossible to roll. An attack might be so difficult it requires a roll greater than 20 (on a 20-sided die), or so ridiculously easy it can be made on a roll less than 1. In both cases, an attack roll is still required. The reason is simple: with positive die roll modifiers (for magic, Strength, situation, or whatever), a number greater than 20 can be rolled. Likewise, die roll penalties can push the attack roll below 0. No matter what number a PC needs to hit, a roll of 20 is always considered a hit & a roll of 1 is always a miss - unless the DM rules otherwise. Under most circumstances, a natural 20 hits & a natural 1 misses, regardless of any modifiers applied to the die roll. Thus, even if a PC’s chance to hit a monster is 23 & the PC has a -3 penalty applied to the die roll, he might be able to score a hit - but only if the die roll is a 20 before any modifiers are applied. Likewise, a PC able to hit a monster on a 3 or better, waving a sword +4 could still miss if a 1 is rolled on the die. There are no sure things, good or bad, in the unpredictable chaos of combat situations. D12 Results of Critical Hit D12 Results of Critical Hit 1 double damage 7 body hit, double damage, no attack for 2 rounds & an additional 1d4 damage next round 2 double damage, opponent -2 initiative next round 8 puncture, double damage & d4 damage per round until healed 3 normal damage, opponent disarmed* 9 normal damage, 65% chance that opponents weapon breaks** 4 arm hit, double damage & no attack for next round 10 arm hit, double damage & opponent unable to attack until healed*** 5 leg hit, double damage & half movement rate 11 head hit, double damage & attack at -3 to hit until healed 6 arm hit, double damage & no attack for next 2 rounds 12 puncture, double damage & d6 damage per round until healed * Opponent disarmed = opponent drops weapon, if opponent is not weapon using opponent this becomes double damage only ** Opponent’s weapon breaks = opponents weapon gets a save if it is magical, and a creature attacking with something other than a weapon is a DM call per situation *** Until healed = until some magical healing takes place or the wound heals with time D12 Results of Critical Miss D12 Results of Critical Miss 1 sprained wrist , -2 next attack 7 dropped weapon, injured wrist, attack at -2 until healed 2 sprained wrist, -2 next 2 attacks 8 dropped weapon, injure foot, movement rate is halved until healed 3 dropped weapon, 1 rounds to retrieve 9 dropped weapon, opponent between you & weapon* 4 dropped weapon, injure self 1d4 damage 10 dropped weapon, interfere with nearest party members attack (-2 for him/her)** 5 dropped weapon, 2 rounds to retrieve 11 dropped weapon, injure nearest party member 1d4 damage 6 dropped weapon, injure self 1d6 damage 12 dropped weapon, 50% chance of breaking (+save for magical weapons) * Between you & weapon = do you have another weapon? ** Nearest party member = anyone within a 15’ radius, roll percentage if more than 1 party member is within radius. Intercepting an Attack If a PC wishes & they are close enough (less than ¼ of their movement rate away), instead of attacking that round they may choose to intercept an incoming blow meant for another PC. They must make this decision before the DM rolls that particular attack roll & before they roll their own attack roll for that round. If they choose to do this, then they will automatically be hit & take the incoming damage, but this will spare the intended victim for that round. If the attacker has multiple attacks, they can’t get to the protected PC that round, and though they may continue to attack the interposing PC, they’ll have to roll to hit as normal for all subsequent attacks. Unarmed Combat Characters are allowed 2 attacks per round. Each attack (by hand or foot) will deliver 1-2HPs of Subdual damage (+ STR bonus). To determine if a Knockout has occurred, roll a d4, then a d20. If the d20 is equal to, or lower than the d4, a KO has occurred. The creature will remain KO’d for d4 rounds. The d4 may be modified by proficiency. Subdual Attacks Almost any attack may be declared as Subdual - the attacker is assumed to be using the flat or pommel of a weapon, or simply pulling blows & aiming at non-vital areas. When damage is caused by a Subdual Attack, half is assumed to be ‘real’ damage, which heals at the normal rate & half is Subdual damage. For the purposes of causing unconsciousness, the full amount of damage dealt counts, however. When a Subdued victim does fall unconscious (at 0 HP), they will not bleed & lose further HP. However, an unconscious victim cannot then be struck for additional Subdual damage. All Subdual damage heals of its own accord in 30 minutes or so; unconscious people will wake up then.

Most of the following work is borrowed (in part or in full) from 2 documents published by Simon Gibbs on the web (Weapons of the Forgotten Realms, Armour of the Forgotten Realms). I have, of course, modified some of it to fit my own view of the Realms, but should further acknowledgement be needed, I will comply with the author’s wishes. It has been a great help in adding a whole new flavour to my own campaign & I can only hope that my players enjoy the work. Onwards then! Two-weapon combat Melee combat with a weapon in each hand is allowed, under the following rules. These rules are generally more limiting than those given in the rulebooks as in real life, two-weapon combat is rare compared with one-weapon or weapon & shield use (due to the difficulty to co-ordinate, and it’s unbalancing nature). There are few historical instances: notably Renaissance fencing using light weapons (especially the & dagger) & the associated Florentine style; Roman gladiators (trident & net, with net used more as a shield to snag opponents weapons) & ( & ). In all these cases the off-hand weapon was not used as an attacking weapon every round, but rather as a defensive (usually parrying) tool. Standard Penalties: -2 to hit primary weapon, -4 secondary weapon (off-hand). Specialising in two-weapon combat reduces these penalties by 2. These reductions in penalties will never result in bonuses to hit. High Dexterity will reduce penalties (as two-weapon combat would require both good hand/eye & balance). Dexterity Primary Mod. Off-hand Mod. Dexterity Primary Mod. Off-hand Mod. ≤14 -2 -4 17 0 -3 15 -2 -3 18 0 -2 16 -1 -3 ≥19 0-1 Other Adjustments: 1. Never get multiple attacks with off-hand. 2. Off-hand weapon can never be longer than primary weapon. 3. For other modifiers that may apply, see Combat Actions chart above. Weapons Useable: dwarves, gnomes & halflings). Note that drow NPCs can use this fighting style without penalties (and usually Case 1: Using 1 big, 1 small weapon wield 2 short ). In primary hand: Any S or M-sized weapon that is Average speed or Secondary Weapons quicker (Speed ≤7) & shorter than the wielder Case 1: Case 2: In off hand: Any weapon S≤2. Secondary weapon used with larger weapons Primary or secondary weapon used with other smaller weapons Case 2: Using 2 small weapons Cestus/bagh-nakh/wrist razors; ; gunsen; All from Case 1, plus angon, club/rod, epee, , short Can wield 2 small weapons if both are fast (Speed ≤4) & both are less than daggers (all); sap; kawanaga; sai/; knives sword, wakizashi, war hammer half the size of the wielder rounded up (≤M3 for humans & elves, S2 for (all); tools (adze, belaying pin, bottle, hammer, hatchet, ) Fighting Styles & Schools (Thanks to: Robert H. Nichols, Brian Gute & John Goshorn for parts of this section.) Weapon proficiencies are acquired as per the rules outlined in PHB & these documents, with the exception that these styles cannot be used in conjunction with proficiency in broad groups (this ability is too broad & powerful), though tight groups are fine. Fighting Style Specialisation Fighting styles represent broad categories of battle tactics that can be employed Single Weapon Style All* Missile Warriors, Rogues by characters to gain benefits in battle. The following is a list of the fighting Two-Handed Weapon Style Warrior* , Priest* , Rogue* Horse Archer Warriors, Rogues styles & which classes can use them (those followed by an asterisk can specialise Weapon and Shield Style Warrior* , Priest* Thrown Weapon/Sling All in that style; warriors can specialise more than once & in more than 1 style). Two-Weapon Style Warrior* , Rogue* There is a difference between knowing a style & specialising in that style. Every PC with a WP knows at least one fighting style - the style used with that weapon. There is no costs to acquire the fighting style; it comes with the proficiency. Indeed, if a weapon can be used with two or more different styles, the PC is assumed to know all of those styles. A long sword, for example, can be used with the one-handed weapon fighting style, the weapon & shield fighting style, or the two-handed weapon fighting style. Thus, a PC with proficiency in the long sword knows all three of these fighting styles. PC classes put some limitations on learning fighting styles. The table above shows the classes that can normally learn a specific style. While a rogue, for example, can use a long sword, he does not automatically learn the two-handed weapon style with this . A PC can spend a WP slot when he purchases a weapon proficiency to learn a style that is not normally provided to his character class. A PC can spend a WP slot to specialise in the use of one of these fighting styles, as long as he already knows that style. Warriors can specialise in as many styles as they wish to purchase. Priests & rogues can only specialise in one style. Wizards can specialise in a single fighting style. Single Weapon Style The PC can use his empty hand as a secondary weapon, using it to punch, grab or throw while he is wielding his one-handed weapon. Normal penalties for using 2 weapons apply. In the Realms, this style is popular anywhere elves have had an historical presence. This includes the Dalelands, the Sword Coast North, the western Heartlands, Evermeet, the Moonshaes, Tethyr & Turmish. In historical Europe, this style was popular in France & England. A PC who specialises in the one-handed weapon style of battle gains an AC bonus of +1 when he fights with a weapon in one hand, and no shield or weapon in his other hand. If the PC is also familiar with the two-handed weapon style, and is wielding a weapon that can be used either way, he can switch back & forth at the start of every round of combat. Two-Handed Weapon Style Two-hander style is popular on the borders of civilisation in the Realms: Damara, Vaasa & the Bloodstone Lands, Thar & the Moonsea city-states, Narfell, Icewind Dale, the Great Glacier, and throughout the Savage North. In historical Europe, this style was prevalent in Germanic areas. A PC who specialises in the two-handed weapon style improves (lowers) the speed factor of a weapon by 3, if that weapon is usually wielded with 2 hands. If the PC is using a one-handed weapon with 2 hands, the weapon gains a +1 bonus to all damage rolls. Weapon-and-Shield Style The Weapon-and-Shield style is popular throughout the Realms, particularly in military & mercenary circles; but seems to be most common in Cormyr, Sembia, the Eastern Heartlands, the lands of the Moonsea, the Old Empires region (Chessenta, Unther, and Mulhorand), Halruaa, the Shaar & the Vilhon Reach. A PC who specialises in this style can gain a +1 benefit to his AC (in addition to his regular shield effects) or a +1 on his attack roll during any melee round when he holds a shield & wields a weapon. Two-Weapon Style (Florentine) The style of fighting with two weapons is relatively new & is gaining popularity in Waterdeep, Calimshan, Dambrath, Luiren, Tantras, Ravens Bluff, the Dragon Coast & Thay. Elsewhere, it is little known as a specialisation. In historical Europe, this style was often called Florentine, and was popular in Italy. To specialise in this difficult style requires 2 additional proficiency slots when it is first acquired: except for rangers, who can buy it for the same cost as any other fighting style specialisation. A PC who specialises in the two-weapon style counters some of the penalties inherent in using 2 weapons. Normally, a PC suffers a -2 to attacks with the primary hand, & -4 to attacks with the secondary hand; this specialisation reduces the penalty to 0 for the primary hand, and -2 for the secondary hand. Note that the secondary weapon must be one size smaller than the primary weapon, unless the primary weapon is size S. Missile or Thrown Weapon A PC who specialises in the missile fighting style can move up to half his normal movement rate & still make all of his allowed missile attacks during a turn. Or he can move his full movement rate & make half as many attacks. Additionally, a PC who has specialised in this fighting style gains a +1 bonus to his AC when attacked by missile fire, but only if the specialist PC is also using a missile weapon & attacking that round. Halflings & elves are common practitioners of this specialisation. Horse Archery A PC who specialises in the horse archery fighting style can shoot with some accuracy even while mounted. The normal penalties for shooting from the saddle are reduced by 2. The horse- bound cultures of many ‘uncivilised’ areas are the most common practitioners of this specialisation: especially the Tuigan of the Hordelands, the Shadi’ar of the Land of the Lions (Lake of Steam) region, the Ishaari horsemen of the Shaar & the Barbarians of the Ride. New Realms-specific fighting styles Alemantos’ Style - WP Slots: 1, NWP Slots: 1, based on Dexterity. This style can be used with S or M-sized weapons, and the wielder must have their off-hand empty. A long dead Grand Master, Alemantos, created this style when he was a bandit lord (before his reconciliation with the rulers of Chondath), and it is most somewhat common among swordsman of the Vilhon. If a proficiency check is made, this skill grants the wielder of a sword a -2 bonus to their Armour Class & a +2 to Dexterity checks when they are fighting in rocky terrain, which are used as cover, and support for pivoting & high jumps to avoid attacks. Avalanche Style - WP Slots: 1 This weapon style is used with two-handed weapons to gain an additional, risky attack with the back of the pommel or handle of the weapon. A warrior using this style can make a single attack over & above his normal allotment at the end of the round. This extra attack will cause 1d3 points of damage, plus any Strength bonuses, but no magical bonuses or specialisation benefits. Using this option means the PC must approach closer to an enemy then his weapon comfortably allows, and he automatically loses initiative the next round as he manoeuvres to regain a favourable position. This weapon style applies only when a PC is using a weapon with 2 hands. Bridelan Style - WP Slots: 1 This allows a PC a free disarming manoeuvre with axes & hammers, without sacrificing attacks, every other round. Originally developed by the dwarf clans living in the Spine of the World, this style has crept into usance among the barbarians & peoples of the North. Chaserak Style - WP Slots: 2 An elven style developed by blademasters, this grants multi-class warrior/wizards & warrior/rogue/wizards the ability to incorporate their weapons into some somatic components, thus allowing them to make their melee weapon attacks while still casting spells as though they were 2 levels less than they are. Delzoun Style - WP Slots: 1, NWP Slots: 1, based on Strength. This fighting school originated among the lost Axemasters of the great Dwarven realm of Delzoun in the far North. Because of this (and because the style is optimised for the stocky physique of the Stout Folk) it can effectively be learned only by dwarves. When a proficiency check is made, the style grants a -2 AC & +2 to Dexterity checks when fighting underground or indoors (it uses walls, corners, overhangs & roofs to optimise attacks & defence). Enforcer’s Style - WP Slots: 1 Used by thugs & other underworld characters everywhere, this style simulates a range of brawling, roughhouse tactics. In game terms it equates to a free kick (if room available) or punch (if off-hand empty) in addition to the usual weapon attack. Jaligard’s Style - WP Slots: 2 This rare style can only be applied to M-sized slashing swords. The wielder must be a specialist to learn this style. Jaligard was a Sembian swordmaster who made a name for himself as the greatest duellist in the Inner Sea lands some 2 centuries ago. In his day, he was considered perhaps the finest swordsman in the Realms (though the Bladesinger guilds of Evermeet laugh this off as yet another ignorant boast). His attacks, balanced on the balls of the feet & sweeping low while striking, were said to have been lightning fast. Very few swordsman today know this style, which grants the wielder a +1 to hit with the sword & a -1 to their initiative roll. Pirate Style - WP Slots: 1 This skill is generally only taught with the , and emphasises a swaying, sweeping attack style in situations where the footing is swaying or rocking (such as on a ship). This style is prominent among the pirate of the Sea of Fallen Stars. It grants a +1 to damage with the cutlass if on board a ship or boat. Sepulkon Style - WP Slots: 1 An ancient style that emphasises calm & control, it allows a PC to reduce the speed of his melee attack by +2 – though it can never be reduced beyond 0. Tempus’ Blessing - WP Slots: 2 This style works with one chosen melee weapon only. This style is taught to warriors who serve the clergy of Tempus, and is not shared with others. This style teaches the wielding of large weapons in a high, overhead manner, interspersed with low backhand attacks, lowering the weapon’s speed by -3. It is cumulative with the benefits of the Two-handed Style, if appropriate. The Fencing Schools (These schools are based on the Fighting Schools taken from the supplement, A Mighty Fortress, and are included to encompass the most advanced fighting techniques available in an AD&D campaign, simulating the swashbuckling of the late Renaissance on Earth.) The fencing schools are the most advanced developments of the art of combat taught outside the havens of the elves. Each of the fencing schools necessitates the wearing of little or no armour ( weighing 25lbs or less, encumbrance category: none); as fencing relies on deft weapon & body movements, balance & poise. Elven or drow chain can be worn, but they are, of course, very rare. Only warriors & rogues may learn these fighting styles. To employ fencing manoeuvres requires a rapier-type sword (rapier, fleuret or epee only), as only these weapons have the flexibility, light weight & quickness of point to successfully carry out the difficult moves. The human rapier has developed from the older & in imitation of the fleuret (or elven rapier), and is made of good quality steels (usually of Moonsea or dwarven origin). of the Realms usually have a slim, sharp double edge, and are far more flexible than most other blades. Fighting schools are special approaches to melee combat that confer certain advantages & disadvantages upon their practitioners. Those trained in a fighting school can use the stances, manoeuvres, and attack/defence forms, to perform sometimes outstanding & unique feats of arms. The fighting schools cannot be combined with each other: they are each a ‘total package’, a specific approach & style of combat. Note that to learn a particular fighting school, the trainee must expend an available WP slot (or slots). A trainer or training school must be found & the appropriate tuition fees paid (these can vary from a few hundred to thousands of GPs). When training is finished, the trainee must finally make a Wisdom check to see if they have successfully learnt the style (being taught by a master may give bonuses). If they fail, they can attempt the course again (each extra week giving a +1 bonus to the check, and costing more, of course). Combining Styles with Schools In general a fighting school can only be combined with the weapon styles noted below; the fighting schools are, in a sense, a weapon style themselves: Inner Sea School/Blade School: two-weapon style, single-weapon style Waterdhavian School: single-weapon style A PC can learn a number of fighting and/or fencing styles (given enough WP slots, time & money). While they cannot use both at the same time (except as noted above), they can swap styles between rounds. The player must declare before rolling initiative which school he is using. If he forgets, he is using the same style as the previous round or old style if it is the first round. Old School The Old School is the method of fighting represented by the standard AD&D game combat rules. It confers no special bonuses; neither does it use up any proficiency slots. Inner Sea School - WP Slots: 2. This school is characterised by a wide stance. The sword arm can be extended straight or bent slightly at the elbow. The left arm is held up with the hand near the ear. Defence relies on mirroring the opponent’s stance & parrying with the left hand, either holding a dagger, wearing a , or wrapped in a cloak or hat. The Inner Sea School teaches the duellist to mirror his opponent’s posture & guard, making it impossible for the opponent to attack without first shifting posture or attacking the defender’s blade. Therefore, a swordsman of this school is extremely difficult to attack with a small- or medium-size melee weapon if he has the initiative. His opponent, regardless of school, must win initiative in order to attack without incurring the -4 penalty “to hit” this school imposes. Using Inner Sea style also gives the PC 1 free parry every round. In addition, he can use one or more of his normal attacks to parry. The first parry in a round is the free parry; any additional parries must be converted attacks. If the duellist intends to parry more than once, this must be declared before initiative is rolled. In order to parry, the PC must have a dagger or main-gauche in his off-hand, or have some other sort of protection for his hand. A cloak or floppy felt hat is the most common; a silk handkerchief is not sufficient. If an attack hits the PC, he gets to parry before damage is rolled. To do so, he rolls a normal attack against his opponent’s AC. If this roll succeeds then the attack is parried & it has no effect. If the roll fails, the attack is not parried & it causes damage normally. This school is available to warriors & rogues. It can be combined with either two-weapon or single-weapon style specialisation. Blade School - WP Slots: 1 Many swordsmen of the Moonsea region use a slightly more common variant of the Inner Sea School. This variant costs only 1 weapon proficiency & allows for a free parry every round so long as the swordsman has a dagger, main gauche, or some other form of protection for his off-hand (as per Inner Sea School). This style, known as Blade style (due to its development in Mulmaster) is prevalent throughout the Moonsea region & in the Vast. It can also be combined with two-weapon or single-weapon style specialisation. Waterdhavian School - WP Slots: 1 A recent development from the City of Splendours is the Waterdhavian fencing school. Unlike the Inner Sea School, the stance is narrow, and the sword arm extends straight out from the shoulder toward the opponent’s face. Most attacks are straight cuts aimed at the head, upper chest, and sword arm. The left arm is held down & out of the way. Defence relies on quick movement & blade control. The Waterdhavian School grants an AC benefit of +1 when engaged in melee combat wielding a rapier, or fleuret or epee. Each additional slot devoted to this proficiency increases the AC bonus by 1 (up to a maximum of +3 bonus). This AC bonus relies on movement & evasion so it has the same restrictions as AC bonuses from Dexterity. If the PC cannot move or does not see the attack coming, he does not get this benefit. This school is available to warriors & rogues and can only be combined with single-weapon style Specialisation. Fighting Techniques Fighting techniques are a great way for adding richness to any fighter. They allow fighters to hone their skills far beyond what is available in the PHB & excel beyond the abilities of their peers. Fighting techniques are composed of several basic elements. 1. Attack Bonus 3. Armour Class 5. Special Manoeuvres 2. Damage Bonus 4. Principal Attack 6. Allowed Weapons To use a fighting technique, a PC must be using a melee weapon. Fighting Techniques must be learned from a master of that particular technique. While not fiercely guarded like the martial arts, fighting techniques are not necessarily common & it may become a good quest for a PC to find a master. To learn a fighting technique, 6 months must be spent with a master. At the end of that time, 1WP must be spent. The fighter then gains any attack, damage & AC bonuses associated with the technique; he does not gain any special manoeuvres. Special Manoeuvres must also be learned from a master. Each special manoeuvre costs 1WP & must be purchased in sequence. For instance, a technique has block 1, 2, 3, 4 & move 1, 2, 4, 6. A fighter who wants to purchase block 3 must have first purchased block 1 & 2. He does not necessarily have to buy all level 1 manoeuvres first. Fighters may opt to gain abilities outside of their given technique but must pay 2WPs per manoeuvre learned in this manner & must also find an individual capable of teaching the manoeuvre. Any class may employ fighting techniques, however it takes double the time to learn & each class must pay according to the weapon proficiency rules. There are 3 basic types of fighting techniques: passive, aggressive & methodical. Passive fighting techniques are dedicated largely to defence, while aggressive fighting techniques rely heavily on attack & damage. Methodical techniques take a little from both areas of thought; combining a good defence with a deadly offence. Base bonuses for any technique are built on these 3 basics. Style AT Mod Dmg Mod AC Mod The principal attack method refers to the type of weapon that these basic techniques use. There is no limit to the number of special Passive - - -2 manoeuvres that can be in one technique but DMs should use discretion when letting players develop their own fighting techniques. No Aggressive +1 +1 - more than 2 special manoeuvres may be learned per experience level & no 2 from the same family. In other words, a fighter may learn a Methodical +1 - -1 block manoeuvre & a kick manoeuvre but may not learn 2 block manoeuvres. New Fighting Techniques Name +AT Dmg AC Mod Principle Attack Special Manoeuvres Weapons Allowed Block 3, 6 Weapon 1 Kick 3 Slash 3 Lock 1, 2 Headstrong - +2 - Aggressive Blunt 1, 2, 5 Any Large heavy weapon, i.e. axes, two-handed swords, and war hammers. Movement 3, 4 Pierce 5 Strike 2 Mental 4 Throw 3, 4, 5 Block 2, 5, 6 Throw 3 Kick 3 Weapon 2 Shield Bashing +1 +1 - Aggressive Lock 2 Blunt 1, 2, 4 Any Shield Movement 4 Pierce 1, 2 Movement2 6 Mental 5 Block 1, 2, 3, 5, 6, 7 Movement2 1, 4, 6 Kick 2 Blunt 1, 3, 4, 5 Deadly Defence - - -2 Passive Any weapon, although non-lethal weapons are favoured. Lock 2 Pierce 1 Movement 1 Mental 1, 3 Block 2, 5, 6 Throw 1, 3 Lock 2 Sword & Shield +1 - -1 Methodical Weapon 1 Any one-handed weapon and a shield. Movement 1, 4 Mental 4, 5 Movement2 6 Block 4 Throw 1, 2, 3, 5 Kick 1, 2 Slash 1, 2, 3 Reactionary +1 - +1 Aggressive Any. Movement 1, 2, 5 Pierce 2, 4 Movement2 1, 2, 3, 4 Mental 1, 2, 4, 5 Block 1, 4, 7 Strike 2 Kick 1, 2 Throw 1, 2 Warschak +1 +1 - Aggressive Any weapon group. Movement 1, 2, 5 Slash 1, 2, 4 Movement2 2 Mental 1, 3 Headstrong: As you might have guessed, this is reserved for the hard-headed & strong fighters. It is also well suited to Dwarves & Barbarians. Most of the manoeuvres rely on size & strength for maximum damage potential. A master of this technique tends to range far & wide. If you can manage to make friends with one of these brutes before they mash your skull in, they will gladly share their ‘secrets’ with you. This technique is rather brutish; to even call it a technique is a stretch of the imagination. PCs using this technique may subtract 3 from their weapon’s speed factor if using a two-handed weapon. Shield Bashing: Shield bashing is a technique employed by fighters who find the elegance of swordplay beyond their abilities. These individuals forged their technique in the heat of battle when they found their weapons gone or broken. Shield bashing is a highly aggressive fighting technique & is highly dangerous, as a shield does not have a long reach. Some fighters of this technique will employ the sword & shield style. Despite the presence of a sword however, their shield is still their primary weapon. They may never have more than 1 attack per round with the weapon. Their opponents receive -2 to their surprise when first engaging a fighter armed in this manner because the attack comes from the shield not the sword. Deadly Defence: It may sound like a contradiction of terms, however when you find yourself laying flat on the ground & your weapon is 10’ away, you may think differently. City guards largely use this fighting technique whose job it is to subdue their foes not kill them. This fighting technique lends itself well to a staff or spear. Swords are also a good choice for their diversity in combat. Sword & Shield: This is the classic method of fighting with a sword in one hand & a shield in the other. This technique allows the PC to benefit from the added AC of the shield. A person with this technique may use their shield to attack at a -2. However, in any round in which the shield is used as a weapon, the PC loses the AC bonus of both the shield & the style. Reactionary: Reactionary is a technique reserved for the extremely brave & foolhardy. It’s more of a way of life really; those who use the reactionary technique are certifiable. They take extreme chances with life. It is designed around the principle of movement & speed to hit the opponent fast & hard. A fighter who uses the reactionary technique is usually a walking arsenal of weapons & is skilled in the use of all varieties. They are great improvisers & can adjust their tactics at a moment’s notice. Planning, however, seems to be their weak point; they prefer to react to a situation once its in full swing. PCs with this fighting technique can grab any weapon & use it in the same round without the need to ready it. Warschak: The warschak is a deceptive fighting technique that utilises spins, jumps & feints to bewilder the opponent. The user must have a minimum Dexterity of 15, Constitution 14 & be proficient in Tumbling & Jumping. The warrior is also limited to his selection of armour; he cannot wear armour heavier than studded leather. The warschak technique was developed centuries ago & has been passed down through a select few. The style takes years of training to master & is quite beautiful (yet deadly) to behold. Practitioners favour large voluminous clothing that fans out while spinning, masking their manoeuvres from the opponent until it is too late. They have also been known to decorate their weapons with ribbons & scarves that serve the same effect. Practitioners of the warschak are masters at deception & receive a +2 on all feint manoeuvres. The technique is best used with light fast weapons but lightweight spears & staves are also common. Each weapon group has its own manoeuvres that are unique for the technique. For example, when switching between a staff & a sword, the user would have to relearn the technique. The art is such that when fighting, the weapon & the artist never stop moving. Special Weapon Manoeuvres Each fighting technique is comprised of a series of different manoeuvres. Each Manoeuvre is divided into 1 of 9 basic categories of: Block, Kick, Lock, Movement, Strike, Throw, Vital Area, Weapon, and Mental/Physical Training. Listed below are all of the commonly known manoeuvres. Each Manoeuvre includes a brief description of its effects in combat. As a general rule, unless the ability specifically says so, none of them provide extra attacks & therefore must be taken from the PC’s normal number of attacks. Blocks 1. Attack/Parry: Allows a fighter to attempt a parry for every attack they would normally receive without losing attacks. 2. Parry All: This is a more advanced form of the basic parry. It requires all of the PC’s attacks for the round. With this expenditure, the PC gets to roll a block against every melee attack (up to 6) aimed at her this round, so long as she is aware of the attacks. She makes a separate attack roll against each oncoming blow. When the Attack Roll Fails: The opponent’s blow hits. Weapons Allowed: Any. PCs using a sai or jitte receive +2 bonus to hit with Parry All manoeuvres. PCs also receive +2 to parry roll with shield. 3. Grappling Block: With this advanced manoeuvre, the PC parries an incoming weapon attack & is able to grab the weapon, making it harder for the attacker to use it against him. If the PC is unarmed, the grappling block requires both his hands; if he is armed, it requires his weapon hand. This move takes 1 of the PC’s attacks (at -2 to hit), just like the basic parry. If successful, the PC & the attacker both have a grip on the weapon. The grip is never a dangerous one for the PC. In order to strike the PC with his weapon then the attacker must free it first. To do this, the attacker must roll a Strength check. If the attacker succeeds in his Strength check, he recovers his weapon. If he loses his roll by 4 or more, he loses his weapon (it is now in the PC’s hand). Any other result leaves the two combatants still grappling for the weapon. The attacker may make as many Strength checks per round as he has attacks available, and can release the weapon voluntarily at any time. The PC can make further attacks on his opponent with a +2 to his chance to hit, if the grappling block manoeuvre has left his principal body part free to make the attack. Additionally, any other character making an attack against either of the two combatants grappling for the weapon gets +2 to hit. When the Attack Roll Fails: The PC has managed to foul his own weapon on that of his opponent. If his opponent can then make a normal attack roll against him - requiring no time & not costing him an attack - the opponent yanks his weapon free which leaves the PC disarmed. Weapons Allowed: Any. PCs using chain or rope weapons receive a +2 bonus to hit with the grappling block manoeuvre. 4. Cloak Parry: Must be wearing a cloak, save vs. Dexterity to get -2 to AC vs. missile weapons 5. Arrow Parry. The PC is able to parry (at -4) any thrown weapons & missile weapons. It also requires all attacks for the round & applies to all attacks that the PC is aware of. When the Attack Roll Fails: The weapon strikes the martial artist. Weapons Allowed: Any. PCs using shields receive a +2 bonus to hit with the arrow parry manoeuvre. 6. Parry Heavy: Costs 2 attacks; allows fighter to parry/dodge blows from giant weapons. 7. Defensive Spin: This is a specialised form of parrying in which the PC whirls his weapon to create a deadly shell about his body. A PC may not attack during any round in which he is performing a defensive spin. The PC’s AC is lowered by half the PC’s level (round fractions up) during this manoeuvre. In addition, any creature that makes a melee attack on the PC must roll a successful Dodge saving throw or suffer damage equal to half the PC’s level (round fractions up; the damage is limited to the weapon’s maximum damage, including any bonuses of the weapon). A defensive spin may be used only once per combat; it lasts for a maximum number of rounds equal to the PC’s Constitution. A successful hit upon the PC disrupts his concentration & ends the defensive spin. Kicks 1. Backward Kick: This seemingly innocuous kick is extremely difficult to master. The PC attempts a normal attack at any creature directly behind him, either kicking his foot forward & straight up, with his toe ending up behind his own head to connect with the enemy, or lashing out straight backward. He does not have to turn around & face his attacker. The kick does normal damage. When the Attack Roll Fails: The attacker suffers no ill effects. Weapons Allowed: None. 2. Leg Sweep: The PC has trained to bring his opponent off balance & get him off his feet by sweeping his legs out from under him. If the to-hit roll is successful, the opponent must save vs. Dexterity at -2 or be brought into a prone position; no damage is incurred. 3. Head Butt: Allows a fighter to gain a surprise attack with a head butt; opponent must be grappled or pinned; 1d4 damage Locks 1. Choke Hold: This teaches the correct way of applying pressure to render an opponent unconscious. To initiate a chokehold, the PC must make a successful attack roll. For it to work as intended, the PC must maintain the chokehold until the end of the next melee round. During that time he can take no other action & cannot attack again; he is entirely occupied in gripping & holding his opponent. The opponent can attempt to escape by making a successful attack roll with a -2 penalty. The escape attempt can be tried as many times as the opponent has attacks for the round. If the opponent fails to escape, he falls unconscious at the end of that round & remains unconscious for 1d3 rounds. During the time the chokehold is in effect, the opponent cannot cry out for help or cast spells requiring verbal components. When the Attack Roll Fails: The attacker suffers no ill effects. Weapons Allowed: Chain weapons, rope weapons, lash weapons, clubbing weapons, flails, , staves, axes/karate weapons/picks/bladed poles/spears (using shafts) tight groups. 2. Locking Block: This action can be attempted instead of a normal attack. It can be used against unarmed fighters or attackers using melee weapons. The PC makes a normal attack roll (at -4 to hit). If successful, the attacker has trapped her opponent’s weapon, arm, or leg in a scissors arm-lock. The trapped element cannot be used to make attacks. In addition, so long as the opponent is so trapped, the attacker can make other attacks (using the feet only) with a +4 to her chance to hit. The opponent can break the lock by expending an attack & making a normal attack roll for success. This attempt to break free does no damage. The locking block manoeuvre also causes no damage. When the Attack Roll Fails: When used against an unarmed opponent, an unsuccessful locking block causes no ill effects except for the loss of an attack. However, when used against a weapon, an unsuccessful locking block results in damage to the PC: in attempting to make the block, the character is hit by the weapon. She takes normal damage for the weapon, not modified by the Strength bonus of the weapon wielder. Weapons Allowed: medium blades, oriental blades, short blades, chain weapons, rope weapons, lash weapons, axes, clubbing weapons, flails, karate weapons, picks, sickles, staves, & spears tight groups. Characters using sai or jitte weapons receive a +2 bonus to hit with the locking block manoeuvre. Movement 1. Feint: The PC begins an attack in 1 direction & at the last moment changes it to another direction. Or he begins an attack but does not follow through, in order to draw his opponent off balance or make the opponent commit to a futile defence. The PC makes a regular attack but adds the feint, which costs an extra attack & gives him a +3 to hit. When the Attack Roll Fails: The PC’s attack does not hit, but he suffers no other ill effects. Weapons Allowed: Any. 2. Prone Fighting: Prepared for any circumstance, the PC who knows this manoeuvre is able to fight effectively even sitting, kneeling, prone, or supine. This special manoeuvre requires no time & is always in effect; it applies any time the PC is knocked from her feet or falls down. However, the PC can perform no other special manoeuvre (except instant stand) when on the ground. She can still use her weapons & suffers no AC penalty for being on the ground. A PC without this skill that fights from the ground is easier to hit than a PC that is standing. Attacks against a kneeling PC receive a +1 to hit; against a sitting PC, +2 to hit; against a PC, who is flat on the ground, +4 to hit. The PC who is down suffers equivalent penalties to hit when attacking someone whom is standing (-1 to hit if the attacker is kneeling, -2 if he is sitting, -4 if he is lying flat). The PC who knows prone fighting suffers none of these penalties. Weapons Allowed: Any. Fighters are even trained to use two-handed and long weapons effectively from positions on the ground. 3. Immovability: By carefully positioning his feet & learning to tense and relax various muscles, the PC can avoid being knocked down, lifted, or thrown off his feet. Any time an attack would result in one of these consequences, the PC is automatically allowed a Body saving throw. If successful, the PC remains standing. Weapons Allowed: Any. The PC does not attack with these weapons, but uses them to brace himself. They confer no bonus to his immovability. 4. Charge: 1d4 + Strength points of damage; opponent saves vs. Dexterity to avoid; +2 to hit & damage with shield 5. Leap: The PC is able to perform extraordinary feats of springing & leaping. From a standing start, the PC can leap 4’ into the air & 3’ forward, plus 1’ up & forward for each experience level the PC possesses. (Thus a 10th level PC with this manoeuvre could leap 14’ into the air & 13’ forward.) He can also flip in mid-air to automatically change his facing. Standing-start leaps don’t take an entire melee round, costing instead only 1 attack allowed during the round. Thus a PC could flip over an opponent, land behind him, & execute an attack from the rear with his next melee attack. From a running start, the PC can leap 8’ upward & 10’ forward plus 1’ up & forward for each experience level the PC possesses. The PC must have room to run at least 10’ before making such a leap. With either a standing start or running start leap, the PC must make a normal attack roll vs. AC 10 to land safely. If successful, the leap is successful. When the Attack Roll Fails: The PC leaps the full distance but falls to the ground on landing. See prone fighting (described earlier) for penalties to fighting from the ground. Weapons Allowed: The PC can carry any weapon when using the leap manoeuvre. Movement 2 1. Quick Strike: Adds a +1 bonus to the attacker’s initiative 2. Speed: The PC has developed lightning-fast reflexes & powerful muscles. Once per day, the PC can make a Dexterity check. For every 4 points by which she makes the roll (round fractions to the nearest whole number), she receives 1 extra attack, which may be used with weapons or unarmed attacks. Such extra attacks last only 1 round. This special manoeuvre is difficult & tiring. Once the battle is done, the PC must rest 1 turn per extra attack she has made, or be reduced to half her normal movement until she is able to rest. Weapons Allowed: Any. 3. Slow Resistance: Having developed his body & disciplined his mind, the PC is automatically immune to slow effects. This condition is in effect all the time; it does not have to be activated like a combat manoeuvre. Weapons Allowed: Not applicable. 4. Flowing Water: By training in speed, agility, & advanced evasive tactics, the PC improves his AC by 2, providing no armour worn. (Can’t be combined with Ironskin WP). 5. Feather Walk: While moving at half their movement rate, a PC can move in complete silence. Anyone Tracking the PC will have a -25% penalty in his or her attempt. 6. Great Shield: The PC can block up to 3 attacks plus 1 per level of experience. This ability lasts 1 round per 3 experience levels. Strike 1. Lethal Strike: Opponent’s HD must be less than attacker’s by 5; successful hit made by 5 or more scores double damage 2. Ballistic Spin: PC receives 1 attack/weapon on all opponents within range; -2 to AC during spin; may spin for CON # of rounds. The PC receives -2 to hit & AC for 1d4 rounds after. Throw 1. Fall: The PC learns to fall & roll correctly, taking the impact of the fall on the safest areas of the body. Once learned, this manoeuvre is constantly in effect. Thereafter, the PC suffers only half-normal damage from any fall (if she is conscious & able to move). (May not be used with Falling NWP). Weapons Allowed: The character can carry any weapon when performing this manoeuvre. 2. Instant Stand: After learning to fall, the PC learns how to gain her feet quickly, either by rolling up to a standing position or using an acrobatic jump. The PC can ignore the effects of knockdowns or failed spring attempts. Normally, 1 round is required for a PC to gain her feet, but a PC knowing this manoeuvre can regain her feet automatically instead of making an attack. She may then perform other actions in the round if she has attacks available. PCs cannot use this skill while pinned, locked, held, or grappled. Weapons Allowed: The character can carry any weapon when performing this manoeuvre. 3. Hurl: This type of throw relies less on leverage & a great deal on strength. The PC can attempt to pick up an inanimate object & throw it to the ground 1d6+Strength feet away. This manoeuvre causes damage equal to: object used + any Strength bonus. The attacker must make a successful attack roll for the hurl manoeuvre to work. When the Attack Roll Fails: The attacker loses all remaining attacks for the round and automatically loses initiative for the next round. Weapons Allowed: None. 4. Great Throw: Using leverage & his opponent’s momentum, the PC is able to throw his enemy a great distance. The PC must make a normal attack roll (losing all other attacks that round). If the opponent is stationary, the PC can throw him 1’ per experience level of the PC. If the opponent is charging, the distance thrown is 6’ plus 1’ per level of the PC. The opponent suffers 1d2 points of damage for every 2’ thrown. When the Attack Roll Fails: The opponent counters the move & knocks the PC off his feet; the PC automatically loses initiative the next round. Weapons Allowed: chain weapons, rope weapons, lash weapons, staves, bladed poles/pole spears/spears (using shaft) tight groups. 5. Hurl Melee Weapon: The PC can hurl a weapon normally used only in melee combat. Gives a to-hit penalty of -2; damage is ½ normal. Weapon must be relatively suitable. Weapon 1. Weapon Breaker: Just as certain weapons are designed to catch & deflect the weapons of others, some are also capable of breaking them. The breaking action is a swift blow or twist with the weapon. The PC must be wielding a weapon & can use this manoeuvre only against melee weapons, not against unarmed fighters. The PC must make a normal attack roll. If the roll is successful, the opponent’s weapon is broken (magical weapons are unharmed). This manoeuvre does no damage to living creatures or monsters. When the Attack Roll Fails: The weapon is unharmed. Weapons Allowed: Any melee weapon. 2. Similar Weapon: Use non-proficient weapons in broad groups as if proficient Slash 1. Blind: Attacker has a -4 to hit; 25% chance to blind 1 eye; opponent suffers -2 to hit & AC per eye; 2% chance of permanent blindness resulting Weapons Allowed: Slashing weapons only. 2. Vein: Attacker has a -4 to hit; Inflicts 1HP damage, opponent takes an additional 1 HP of damage per round until treated Weapons Allowed: Slashing weapons only. 3. Dismember: Attacker has a -4 to hit; opponent saves vs. death; attacker loses all other attacks Weapons Allowed: Slashing weapons only. 4. Artery: Attacker has a -4 to hit; Inflicts 1HP damage, opponent takes an additional 3 HP of damage per round until treated; attacker loses next attack on a miss Weapons Allowed: Slashing weapons only. Blunt 1. Heavy Blow: Double damage; attacker loses next attack on a miss Weapons Allowed: Blunt weapons. 2. Crushing Blow: The PC is able to shatter or break hard objects - wood, ceramics, masonry, but not metal - with a blow of his weapon (if they fail a save vs. crushing at -2). He can break a half-inch of wood or a quarter-inch of brittle stone per experience level. The DM can modify this based on the shape, hardness, and age of the object. The crushing blow requires great concentration & is the only action the PC can take in a round regardless of the number of attacks normally allowed. In all cases a normal attack roll is made. The DM determines the number needed to hit a stationary object (assigning AC based on hardness). When the Attack Roll Fails: If the PC attempts to strike a hard object (such as stone) & the attack roll fails, he seriously injures his hand(s), suffering damage equal to what he would do on a normal attack. The hand(s) is unusable for 24 hours, even if healed before that time has elapsed. Weapons Allowed: Blunt weapons. 3. Limb Paralysis: By placing pressure on specific nerve junctions, the PC can paralyse her opponent’s limbs, leaving unusable for 24 hours. The PC must make a normal attack roll & the opponent suffers double subdual damage (instead of normal). The opponent is allowed a Body saving throw with a -2 penalty. When the Attack Roll Fails: If the attack fails or the opponent makes a successful saving throw, no damage is done. Weapons Allowed: Clubbing weapons tight group. 4. Stunning Blow: With a hit of his weapon in the correct place, the PC can stun & daze his opponent. This can be done in place of a normal attack & causes no damage. The attacker must make a normal attack roll. If the attack is successful, the opponent is allowed a Body save. The opponent who fails to save is stunned for 1d4 rounds, unable to take any action. When the Attack Roll Fails: If the attack roll fails or the opponent makes the saving throw, the attack has no effect. The PC loses his next attack. Weapons Allowed: Clubbing weapons tight group. 5. Great Blow: Through focusing & marshalling of a PC’s Strength & combat ability, 1 attack per round will deal 3x normal weapon damage. The attacker must make a normal attack roll. If successful, the opponent is allowed to roll a Body save. The opponent who fails to save falls unconscious for 1d4+2 rounds. When the Attack Roll Fails: If the attack roll fails or the opponent makes the saving throw, the attack has no effect. The PC loses his next attack. Weapons Allowed: Clubbing weapons tight group. Pierce 1. Prod: Force opponent back; adds +2 to opponent’s next initiative Weapons Allowed: Piercing weapons only. 2. Ram: Charge opponent; opponent must save vs. paralyzation to avoid charge; inflict double damage; attacker gains +4 to next initiative on a miss Weapons Allowed: Piercing weapons only. 3. Pierce Vitals: Attacker has a -4 to hit; Inflicts 1HP damage, opponent takes an additional 1HP in damage per round until treated Weapons Allowed: Piercing weapons only. 4. Impale: Attacker has a -4 to hit; Inflicts 2x damage, attacker loses next attack on a miss Weapons Allowed: Piercing weapons only. 5. Skewer: Attacker has a -6 to hit; Inflicts 3x damage, opponent takes an additional 1HP in damage per round until treated; attacker loses next attack on a miss Weapons Allowed: Piercing weapons only. Mental & Physical Training 1. All-Around Sight: Training makes the PC more attuned to his immediate surroundings. He’s able to detect opponents on all sides, provided they aren’t invisible. The PC can never be struck from behind or suffer a penalty from a back attack. This manoeuvre is constantly in effect. 2. Mental Resistance: The mental exercises & ordeals of the PC’s training have toughened & strengthened her will. She receives a +2 on all saving throws against mental attacks, including charm, illusion, and hold spells. This ability is constantly in effect. 3. Blind Fighting: Under his master’s guidance, the PC has trained for long periods while wearing a blindfold or in darkened rooms, gaining the ability to detect foes with senses other than sight. The PC suffers only a -1 penalty when fighting in darkness, when blinded, or when faced by invisible opponents. However, any of these in combination with a silence spell renders the PC effectively blind. This ability is constantly in effect. 4. Endure Pain: The PC will continue fighting regardless of serious injuries (until -1HP is reached), after which the PC will fall into unconsciousness immediately. 5. Spell Block: Fighters with this ability will take no damage from a spell when a successful save vs. magic is made. 6. Pause & Silence: Costs all attacks in the combat round; a successful attack grants a +1 to hit for the remainder of the combat encounter Missile Weapon Style This style is available to all Warriors & Rogues. It’s also available to priests of gods who allow missile Manoeuvre Effects weapons. To gain this style, a PC must spend 1 WP slot. Proficiency in the style grants the PC a -1 AC Trick Shot +1/4 levels to hit on called shot bonus when firing a missile weapon & avoiding missile weapon attacks. This bonus doesn’t apply if the Bow Parry Can parry melee attacks -2 to hit; 25% chance to break PC is being fired at while in melee combat. With proficiency, a PC may gain special manoeuvres similar Foot Shot Fire bow with foot; -4 to hit to the melee fighting styles. Learning a new manoeuvre costs 1 WP slot. Only one Manoeuvre may be Stapling Shot Pin an opponent’s clothes; must be against a wall, etc. learned per level, however, the manoeuvres may be learned in any order desired. Multiple Arrow Shot -2 to hit per extra arrow; max of 4 arrows

Grenade-Like Missiles Unlike standard missiles, which target a specific creature, a grenade-like missile is aimed at a point, whether this point is a creature or a spot on the ground. When the attack is announced, the player indicates where he wants the missile to land. This then becomes the target point & is used to determine the direction & distance of any scatter. Most grenade-like missiles are items of opportunity or necessity - flasks of oil, rocks, vials of holy water, or beakers of acid. As such, these items are not listed on the equipment tables for range, ROF, and damage. The range each can be thrown varies with the Strength of the PC & the weight of the object. A missile of 5lbs or less can be thrown about 30’. Short range is 10’, medium range is 20’, and everything beyond is maximum range. Heavier items have reduced ranges. The DM decides just how far an object can be thrown. Exceptionally heavy items can be thrown only if the PC rolls a successful bend bars/lift gate check. In no case can a PC throw an item heavier than his Strength would allow him to lift. Thus, the DM can rule that a PC would have little trouble chucking a half-empty backpack across a 10’ chasm, but the PC would need to make a check in order to heave an orc 10’ through the air into the faces of his orcish friends. Once a container hits, it normally breaks immediately. However, this is not always true. Some missiles, like soft leather flasks or hard pottery, are particularly resistant. If there’s some doubt about whether or not a thrown object will break, the DM can require an item saving throw to see if it shatters or rips, spewing its contents everywhere. If a missile is off-target, it is important to know where it landed - an errant grenade-like missile could present a hazard to other PCs or eat a hole in the floor. The process of finding where it lands is known as “scatter” (see diagram below). Scatter Diagram Grenade-like Missile Effects Type of Missile Area of Effect Damage From Direct Hit Splash Damage Acid 1’ diameter 2d4 1HP Holy Water 1’ diameter 1d6 +1 2HPs Oil (lit) 3’ diameter 2d6 1st round / 1d6 2nd round 1-3HPs Poison (contact) 1’ diameter See type See type Types of Grenade-Like Missiles Acid damage is particularly grim. Aside from the possibility of scarring (which is left to the DM), acid damage cannot be healed by regeneration. It must be healed normally. Thus, it is very useful against regenerating creatures such as trolls. Acid is very rare. Holy Water affects most forms of undead & creatures from the Lower Planes. It has no effect against a creature in gaseous form or undead without material form. Unholy water (essentially holy water used by evil priests) affects paladins, creatures whose purpose is to defend good (lammasu, shedu, etc.), and creatures & beings from the Upper Planes. Holy (or unholy) water affects creatures as acid, causing damage that cannot be regenerated but must be healed normally. Oil causes damage only when it is lit. This normally requires a two-step process - first soaking the target in flammable oil & then setting it Roll 1d10 to determine direction of miss. Then afire. Thus, using flaming oil often requires 2 successful attacks. A direct hit from flaming oil burns for 2 rounds, causing 2d6 points of roll to determine distance from intended target in damage in the first round & 1d6 points in the second round. feet. Roll 1d6 if thrown at short range, 1d10 if Poison is generally not very effective as a missile weapon. Most poisons take effect only if the missile scores a direct hit and even then only if thrown at medium range, and 2d10 if thrown it drops into the gaping maw of some huge creature. Contact poisons have normal poison effects on a direct hit. The DM has information about from long range. specific poison effects. Weapons Damage Range Name Cost (GP) ROF Weight Size Type Speed S-M L (S/M/L) Common In Atlatl1 1 1/1 1lb S P 5 1d6 1d6 3/6/9 - Atlatl Dart1 0.01 1/1 * S P - 1d3 1d2 1/2/3 - Artengak1 2 - 4lbs L P 5 1d6 1d8 - - Axe, Brol1 10 - 10lbs L S 9 1d10 2d8 - - Axe, Forearm1 1 - 4lbs S S/P 3 1d6 1d6 - - Bagh nakh (tiger’s claws) 0.5 - 2lbs S S 1 1d3 1d3 - ME, OR Battle Staff 5 - 7lbs L B 5 1d8 1d6+1 - - Blade Staff 25 - 8lbs L S 6 1d10 1d12 - - Bo 0.1 - 4lbs L B 4 1d6 1d6 - OR Bolas 0.05 1/1 2lbs M B 8 1d3 1d2 5/10/15 SA, SV Bok (javelin)1 0.5 - 2lbs S P 132 1d6 1d6 - - Cayma Crossbow2 35 1/1 7lbs M P 72 1d4 1d4 6/12/18 - Celt1 0.2 - 3lbs S B/P 4 1d4 1d3 - - Cestus 1 - 2lbs S B 2 1d3 1d3 - BR, RM, FR Chakram 0.8 2/1 1lb S S 4 1d4 1d3 4/8/12 ME, OR Club, Spiked1 0.5 - 4lbs M P 4 1d6+1 1d4+1 - - Club, Throwing1 0.1 1/1 2lbs S B 4 1d4 1d2 1/2/3 - Dart, Hessta1 1.5 1/1 5lbs S P 3 1d4 1d4 1/2/4 - Dire Flail 90 - 20lbs L B 10 1d8 2d6 - - Disc Crossbow 175 2/3 10lbs M - 3 - - - Realms Disc 0.5 - 1lb S S - 1d8+1 1d8+1 12/24/36 - Dwarven Urgosh 100 - 15lbs L S/P 10 1d8 or 1d6 1d12 or 1d8 - - Dwarven Waraxe 30 - 15lbs M S 9 1d10 3d6 - - 17 - 8lbs M S 5 1d6+1 2d4 - HY, RE Fang (goad) 5 - 3lbs M P/B 6 1d6 1d4 - FR, ME, OR Fukimi-bari (mouth darts) 0.1 1/1 0.1lbs S P 1 1d2 1d2 3/-/- OR Gnome Hooked Hammer 20 1/1 6lbs M B/P 6 1d6/1d6 1d4/1d6 - - Great Axe 20 1/1 20lbs L S 11 1d10 1d12 - DA Great Mace 20 - 12lbs L B 9 1d8+1 1d8 - - Grenade 10 1/1 0.5lbs T -2 512 12 1/2/3 - Gunsen (war fan) 5 - 1lb S B/P 5 1d3 1d2 - OR Hanbo (half staff) 0.05 - 1lb S B 2 1d4 1d2 - OR Hand Crossbow 150 1/1 3lbs S - 5 - - 4/8/12 ME, FR Hand Quarrel 1 - 0.1lbs S P - 1d3 1d2 - ME, FR Iuak (snow blade) 1 10 - 3lbs M S 4 1d4 1d6 - - Jitte 2 - 1lb S B 2 1d4 1d2 - OR Jo Stick 0.1 - 1lb M B 4 1d6 1d3 - OR Kau-sin-ke (whipping chain) 5 - 4lbs L B 7 1d8 1d6 - OR Kawanaga (grapnel) 1 1/1 1lb L B/P 6 1d3 1d2 1/2/3 OR (iron pipe) 1 - 1lb S B 3 1d4 1d2 - OR Lajatang 7 - 6lbs L S 6 1d10 1d10 - OR Lasso 0.5 1/2 3lbs L - 10 - - 2/4/6 All Machete 8 - 6lbs M S 6 1d6 1d8 - SV+ Maga1 25 - 6lbs M S 5 1d8 1d6 - Manriki-gusari (chain) 0.5 1/1 3lbs L B 5 1d4+1 1d4 1/2/3 OR Net 5 1/2 10lbs M - 10 - - 2/3/4 RM Nunchaku (threshing flail) 1 - 3lbs M B 3 1d6 1d6 - OR Orc Double Axe 60 1/1 25lbs L S 12 1d8+2 3d4 - - Pellet Bow (stonebow) 20 1/1 2lbs M - 7 - - 6/12/18 DA+, ME, OR Rabbit stick1 0.1 - * S P 5 1d3 1d2 - - Repeating Crossbow 250 - 16lbs M - 7 - - - - Sai (short trident) 0.5 - 2lbs S P/B 3 1d4 1d2 - OR Sang Kauw (two-headed spear) 2 - 10lbs L P 7 1d8 1d6 - OR Scourge 1 - 2lbs S - 5 1d4 1d2 - RM+ Scythe 3 - 10lbs L P/S 8 1d6+1 1d8 - DA+ Siangkam (metal arrow) 1 - 1lb S P 2 1d4+1 1d4 - OR Sickle 0.6 - 3lbs S S 4 1d4+1 1d4 - RM+ Sling, Stick1 0.1 2/1 1 S B 11 - - - - Sling, String1 0.1 2/1 1 S B 11 - - - - Flint Disk1 0.02 - * S B - 1d4+1 1d6+1 3/6/9 - Grooved Stone1 0.01 - * S B - 1d4 1d4 3/6/9 - Sode-garami (sleeve entangler) 5 - 5lbs L B 7 1d4 1d3 - OR Stiletto 2 2/1 0.5lbs S P 2 1d3 1d2 2/4/6 HY, RE Sword, Grooka1 2 - 2lbs T P/S 3 1d42 1d32 - Sword, Rapier2 15 - 4lbs M P 4 1d6+1 1d8+1 - Sword, Sabre2 17 - 5lbs M S 4 1d6+1 1d8+1 - Tetsubo (iron staff) 2 - 7lbs L B 7 1d8 1d8 - OR Three-section Staff 10 - 5lbs L B 6 1d6 1d4 - OR Throwing Mace 3 2/1 4lbs M B 5 1d6 1d3 1/3/6 - Tonfa (handle) 0.05 - 1lb S B 3 1d6 1d4 - OR Twin Swords 100 1 8lbs M S 3 1d6+1 1d8 - - Two-Bladed Sword 100 - 30lbs L S 11 1d8 1d10 - - Two-Handed Footman’s Mace 15 - 10lbs L B 9 1d8 1d8 - - Two-Handed War Blade 55 - 16lbs L S/P 9 2d6 2d8+1 - - War Claws2 3 - 0.5lbs S S 22 1d4 1d3 - War Mallet 5 - 8lbs M B 6 1d6 1d4+1 - - War Mattock 45 - 12lbs L B 8 1d10+1 2d6 - - War Maul 8 - 15lbs M B 8 1d8 1d8+1 - - Weighted Sash 10 - 5lbs M S 6 1d6+2 1d4+2 - - Whip 0.1 - 2lbs M - 8 1d2 1 - BR+ Zweihander 85 - 20lbs L S 12 2d6 3d8 - - 1: These weapons are typically made of primitive materials & suffer a penalty to attack and damage rolls as listed in below. See the individual weapon descriptions to determine which materials (stone, bone, or wood) are used & which penalties apply. 2: See the weapon description for special details. Atlatl: The atlatl is a curved piece of wood with a handgrip that is used to propel javelins greater distances. A javelin is placed along a ridge in the atlatl, and then the wielder throws the javelin while holding on to the atlatl. The atlatl itself is not a weapon & causes no damage. Some barbarian cultures use darts instead of javelins when using the atlatl. Artengak: Mainly used by arctic barbarians to hunt seal, the artengak consists of a wooden shaft, 4’-5’ long, with a needlelike bone point. A long leather cord attaches to the blunt end of the shaft. The user loops the cord around his wrist; the cord helps prevent an impaled animal from escaping with the weapon. Axe, brol: A huge battle-axe with a great oval head, the brol is a common weapon among gurrash. The standard brol is made of stone, usually flint chipped to achieve the desired shape. However, a weaponsmith can craft a brol from obsidian for 3 times the listed cost. (Obsidian is rare in the swamps of the gurrash.) Some brols are made using the stone shape spell. A brol made with magically shaped stone costs as much as 5 times the standard price. Brols can also be made of metal, increasing the weight & cost of the weapon as explained later. Brols made in either of these manners need not check for breakage, and they hit more easily (ignore the penalty) & do more damage (1d10 against S or M creatures, 2d8 against L creatures). Axe, Forearm: The forearm axe resembles a stone axe head with one or more spiky projections. Instead of lashing the head to a handle, the user lashes it to his forearm, enabling him to grip the head with the projections pointing outward. Bagh nakh: This weapon consists of 5 metal claws fitted to a metal bar with a ring at each end. The 1st & 4th fingers slide through the rings & the middle 2 fingers between the claws. An upward slash is the typical employment of the weapon. Bagh nakh are not generally a weapon for war, but rather for assassination or murder. The wounds they inflict are often meant to simulate those caused by an animal. Bagh nakh do not assist in climbing. Battle Staff: This is a wooden staff that has studded strips of metal wrapped around the last 18” of each end of the staff. The added weight allows them to be swung with ferocious speed & gives significant damage to foes. Blade Staff: This weapon is about the length of a quarterstaff. The middle 2’ of the staff is rounded & sized for gripping. Each end is formed into a sword-like point similar to 2 attached end-to-end. This weapon is extremely fast for its size. This weapon was specifically designed for fighting multiple foes and is extremely difficult to learn. It takes 2 WP slots to become proficient. The blade staff also grants the wielder an extra attack each round as if using 2 weapons. The wielder may only obtain this extra attack if he is fighting multiple opponents. Bo: This is a wooden staff of hard wood, normally 6’-7’ in length. Its hard wood makes it difficult to cut or break. The wielder has -2 vs. . Bolas: The bola consists of a single leather thong with a leather-covered stone at each end. Often a 2nd cord is fastened in the centre of the 1st cord, with a small weight attached at the end. The thrower holds this weight. This version of the bola can bring down a man-sized target. When a bola hits, the victim is held fast & must take a round to make a Strength check in order to get free. Failure means the bola is still holding fast. If an attacker makes a Called Shot to the target’s legs & succeeds, the bolas wrap themselves tightly around the victim's legs & 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 (unless the PC is wearing a or closed-face helm). The bolas cause normal damage on the round in which they hit then an additional 1d3 HPs of strangulation damage every round the bolas are still in place. Bok: These slender javelins are wielded two-handed by caymas as pikes; however, caymas cannot throw them. Most boks are made with stone- or bone- heads, suffering penalties as detailed below. A bok can also be wielded by a larger character as a standard javelin, with the speed factor of 4. Cayma Crossbow: The cayma crossbow is exactly like a standard light crossbow, except that caymas build their crossbows with wheels & a special winding mechanism. In addition, the crossbow is balanced on its axle, so it can be tilted to aim at different heights. A larger individual acquainted with a standard crossbow can pick up a cayma crossbow & use it normally, but caymas typically cannot use a normal crossbow unless 3 or more serve as a crew for it. If the character has a full round to prepare the crossbow (so it is loaded & in firing position at the beginning of the round), the weapon’s speed factor is considered to be 1. If the cayma has to single-handedly shift the crossbow to aim because a target has moved too much or to change targets, the weapon can be fired only once every 2 rounds. A cayma crossbow bolt is similar to that fired by a light crossbow. Celt: A prototype of the battle axe, a Celt resembles an axe head, roughly oval in shape, less than a foot long & a few inches wide. Celts are made of flint, quartz, granite, or obsidian. If a suitably sized stone or mineral fits comfortably in the hand, no modifications are necessary. Otherwise, the edges are chipped to make it easier to hold. Holes may be bored into flat Celts; the user inserts his thumb & fingers into the holes, then grips the Celt in his fist. Grinding the surfaces in water & sand may polish a Celt. When not wielded as a bludgeoning weapon, a Celt serves as a chisel or wood- splitter. Cestus: This is a glove (made of leather) that has spikes & razor edges on the back & across the knuckles. Other variants are loaded with lead or other heavy filler in order to give a punch more force. The damage caused by the cestus replaces the damage caused by a punch. Although this may seem to be a disadvantage, remember that punching damage is temporary while damage from a cestus is permanent until healed. The cestus suffers a -2 to hit anyone in any kind of plate armour. The character need not be proficient to use a cestus. Chakram: This is a flat, steel ring, with a razor-sharp rim (used in the north-west of by Sikhs). Each one was spun around the index finger, then released. Warriors typically carried a half- dozen of these weapons, either around their arms or around a conical turban. The chakram is not as effective against armoured opponents and suffers a -2 penalty to attacks against targets in any kind of mail, scale, or plate armour. Club, Spiked: An ordinary club may be improved by imbedding it with sharp objects, essentially transforming it from a bludgeoning to a piercing weapon. Typical additions include shark’s teeth, obsidian insets, and porcupine quills. The spikes tend to fall out, however, requiring the user to replace them at regular intervals. Whenever the user rolls a natural 20 on an attack roll, the weapon loses some or all of its spikes; it then functions as a normal club. It takes 1-2 days to find & attach replacement spikes. Club, Throwing: This is a blunt, slender club light enough to hurl but heavy enough to bludgeon. It may be made of wood, stone, or bone, and is 1'-2' long. If used in melee combat, a throwing club inflicts only half the listed damage (1d2 instead of 1d4). Dart, hessta: This barbed dart is used primarily by caymas, who hurl it or thrust it like a spear. It is usually about 2’ long. A larger being can throw 1 hessta dart per round with the same speed factor. Most hesstas are made with bone heads, suffering the appropriate penalties, but they can be made with metal heads instead. Dire Flail: Another in the series of big weapons, one needs a strength of at least 16 to wield this weapon. The dire flail is a double weapon, having a 4’ iron pole & two 4” spiked balls attached to the haft by short lengths of heavy chain. It is a two-handed weapon & can be used to attack with either head in combat, or can be used to attack with both. However, if used for 2 attacks per round the penalty for attacking with 2 weapons applies, unless the wielder is specialised in the two-weapon fighting style. The dire flail can also be used disarm opponents, gaining +2 to any such attempts. The force of impact is enormous & foes of the wielder should beware. Disc Crossbow: Unlike other crossbows, this weapon does not fire a quarrel, but instead a flat sharpened metal disc similar (though weighted differently) to a chakram. It is highly effective against unarmoured opponents (+2 vs. no armour, -2 vs. plate). The disk-firing crossbow resembles a heavy crossbow, but has a wood block with a slit parallel to the handle instead of a bolt shaft. Dwarven Urgosh: The dwarven urgosh is a double weapon, having a war-axe head on one end & a spearhead on the other. It is a two-handed weapon & can be used to attack with either head in combat, or can be used to attack with both. However, if used for 2 attacks per round the penalty for attacking with 2 weapons applies, unless the wielder is specialised in the two-weapon style. Dwarven Waraxe: The dwarven waraxe is a large two-handed battle-axe. Large creatures, such as ogres or giants, can use the weapon as a one-handed weapon. Falchion: This 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 & increases the damage inflicted. The sword is heavy, which also contributes to a fearsome cutting blow. Fang: This heavy iron weapon is similar to a large-animal goad. It is about the length of a short sword. One end is sharp, with a heavy hooked point below it. Fukimi-bari: These small darts are held in the mouth & blown into the face of an opponent as a surprise attack. Up to 10 of them can be carried in the mouth. They can be fired singly or all at once. When fired singly, a normal attack roll is made for each dart; a successful hit does 1d2 hp damage. When fired in bursts, the die used is equal to twice the number fired. Thus if 4 darts are fired at once, then 1d8 is rolled for damage. Obliviously since the darts are carried in the mouth, they cannot be poisoned (unless the user is willing to suffer the effects of the poison as well). Furthermore, the darts have a very poor range & are almost never effective against any type of armour; wielders of this weapon suffer a -6 penalty to the attack roll when firing at an armoured target. However these darts do have the advantage of surprise & distraction because they are hidden weapons. Gnome Hooked Hammer: The gnome hooked hammer is a double weapon, having an iron or steel hammer head on one end of a 1½ foot long handle & an iron or steel pick on the other. It can be wielded one-handed as a pick or hammer, or it can be wielded two-handed as both. However, wielding it as both, and thus attacking as if wielding 2 weapons, results in a penalty to hit, unless the wielder is specialised in the two-weapon fighting style. Great Axe: The great axe is a two-handed, double-headed battle-axe. The blades are back to back & can be used interchangeably. This type of weapon is very common among barbarians. Only persons with a size & bulk at least equal to a human or half-orc can wield it, and even these have difficulty in controlling it after the first strike, due to its momentum (it weighs about 20lbs & requires at least 15 Strength to use effectively). A penalty of -2 to hit applies to all strikes after the first, unless time is taken to recover the weapon. This penalty does not apply to persons with Strength of 18 or more & a height of over 8’. Great Mace: The weapon is 4’ long, but the head of this mace is big & heavy. The 2-handed weapon is an effective armour destroyer & is considered +1 to hit vs. AC 5 to AC 3 & +2 vs. AC 2 & lower. This is slow, but effective. Grenade: Caymas craft grenades of pottery. Finished grenades measure about 2” in diameter. They contain powdered herbs that explode in a cloud when the ball is cracked. When the grenade is thrown & hits a hard surface, roll 1d20. If the roll is less than 18, the ball breaks & the preparation is released. Though the grenade causes little damage, the herbs have special effects. A Cayma Wokani can make 3 types of grenades: sleep, choke, and fog. A sleep grenade explodes in a radius of 1’, and anyone whose head (or other breathing apparatus) is within that radius must make a successful Body saving throw or fall asleep for 1d4 turns. A choke grenade is filled with pepper & other irritating materials. It explodes in a radius of 1’, and anyone whose head (or other breathing apparatus) is within that radius must make a Body saving throw or be incapacitated (unable to attack or defend) for 1d6 rounds, due to choking, sneezing, & coughing. A fog grenade explodes in a 5’ radius & obscures vision (normal & infravision) in that area for 1d6 rounds (half that in a strong wind). Only cayma Wokani can create grenades, which are typically available only in the cayma homeland. Gunsen: This deceptive weapon resembles an oriental fan. It is both a parrying device & an effective bludgeon; it’s normally considered a weapon of emergency. The paper fan contained in a gunsen is used to distract & confuse an opponent, and is often decorated with beautiful designs. A PC proficient in the gunsen gains a special +2 bonus to any block manoeuvres she makes with the fan. Hanbo: This 2’-3’ stick is used as a weapon; practitioners often carry one in each hand. The statistics for the hanbo are also used when a sword sheath is used as a weapon. Hand Crossbow: This deadly little bow is a pistol-sized weapon made with a steel tiller. It is more easily concealed than the light crossbow and its use is considered unethical in civilised society. Hand crossbows have a reloading mechanism built into the tiller. Iuak: This is a bone blade resembling a machete, about 6" wide & 2' long. The end is flat rather than pointed. Arctic barbarians use the iuak to cut blocks of ice to make houses, but it can also be wielded as a weapon. Jitte: This tapered iron bar has a short hook projecting near the handle. It isn’t sharp, but can be used to block attacks, catch weapons & strike bludgeoning blows. It provides a special +2 bonus to blocks or defensive disarming manoeuvres. Jo stick: This stick weapon is about 4’ in length, between the hanbo & staff in size, and is made of the same wood. It can be used with one hand and is often used in pairs. Kau-sin-ke: This weapon is an oriental version of the flail. It consists of a length of 4-6 short iron bars connected by several links of chain. Used properly (either thrown or in hand-to-hand combat), it can be a deadly weapon; the iron bars can wrap around shields (+1 attack bonus) to land crushing blows. However, because it is not as flexible as a normal chain or rope weapon, it can’t be used to make entangling attacks. Kawanaga: This is a length of rope, with a grappling hook at one end & a weight at the other; it is both a tool & a weapon. It can be used as a weapon by swinging the hook or the weight at an opponent. The grappling hook can also be used for climbing, and the rope can be used to entangle the opponent. Kiseru: This is a tobacco pipe made of metal. Its innocent appearance conceals its use as a clubbing weapon. It is popular with peasants and monks because it is cheap and easy to make and does not appear to be dangerous. It can also be used for smoking. Lajatang: This rare weapon is most often found in the hands of a martial artist skilled in its use. It consists of a 3’-5’ shaft with a crescent blade fitted at each end. Some individual weapons have smaller barbs projecting downward from the outer edges of the crescent. The weapon is held in 2 hands much like a bo staff. 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 that can be performed with a lasso are outlined in the Equipment Chapter of the Fighter’s Handbook. Two hit points of cutting damage may sever a lasso. 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 WP, but they should remember that the Rope Use NWP gives a +2 bonus to hit with a lasso. Machete: The machete is regarded as a tool by many cultures while others consider it as a weapon of war. 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. Maga: This is a club 3’ long, 4” wide, and 1” thick. Sharp shards of stone are embedded along its edges. Gurrash usually make the shards of flint; obsidian shards are a sign of status, which triple the cost of the maga. The maga suffers the standard penalties for stone weapons. The stone shards can be replaced with metal blades for extra cost & a slight increase in the club’s weight. Manriki-gusari: This simple length of chain with weights at each end can be whirled quickly, striking with hard blows from the weights. One end can be swung out to entangle an opponent, or the entire weapon can be thrown, entangling & causing damage at the same time. The manriki-gusari is popular in areas where the lord has forbidden the use or wearing of other weapons, or when secrecy is required. It can be worn as a belt or hidden under a sash. Net: The net is a tool that has been used as a weapon since the days when emerging civilisations held gladiatorial arena combat. This version of the net is an 8-12 foot diameter circular net with weights around the edges & 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 means that the victim is netted & 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 & shield bonuses to armour 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 0, he is hopelessly tangled & cannot escape unless helped by someone outside the net. If a warrior throws a net and misses, it is open & unfolded. It may still be thrown, but it’s no longer folded correctly & is consequently an unwieldy weapon. Attackers suffer -3 penalty to hit when throwing an unfolded net. A properly folded net allows the attacker to perform Disarm, Parry, and Pin manoeuvres. Such attacks are at -3 to hit if the net is unfolded. Nunchaku: This martial arts weapon is derived from the common agricultural flail. It consists of 2 lengths of hard wood or iron connected by a short chain or cord. The nunchaku can be used to parry attacks, club an opponent, or catch weapons & it is easily concealed. Nunchaku requires its own proficiency, which is not related to any other weapons proficiency (including flails). Weapon specialisation confers the usual benefits. Masters of the weapon, often have weapon specialisation in nunchaku & Style Specialisation in Two-Weapon Style, giving them the ability to fight effectively with nunchaku in either hand. Martial art training is required to use this weapon effectively. The only way to acquire this proficiency is to study with someone who already has the proficiency, and to have a proficiency slot available to spend on nunchaku. Orc Double-Axe: The orc double-axe has a long haft, 3’-4’ long, with a massive war axe blade on either end. It is a two-handed weapon & can be used to make 1 or 2 attacks per round. However, if used for two attacks per round, the penalty for attacking with 2 weapons applies, unless the wielder is specialised in the two-weapon fighting style. Pellet Bow: Although almost identical in construction & use to a normal bow, the pellet bow has a small pocket in the bowstring for holding a stone or pellet of lead or clay. The pellet can be fired with more force than from a sling (giving the weapon extra range though not extra damage). Pellet bows use sling ammunition: sling stones & sling bullets. Rabbit Stick: A favourite weapon of horse riders, the rabbit stick can be used to dispatch small game & injure unmounted enemies. To make a rabbit stick, 2 flat strips of wood about 3’ long & 3” wide are tied together at one end. Long notches are cut into the untied ends, then sharpened to fine points. Several holes are pierced in the centre of the strips to reduce wind resistance. The user holds the rabbit stick by the tied ends, then smacks or slashes the notched ends at the target. Repeating Crossbow: The repeating crossbow is a light crossbow capable of holding a 5-bolt clip. This allows the wielder to make their normal number of attacks per round plus one while the weapon is loaded. After the clip is empty the wielder must spend 1 full round inserting a new clip or 2 full rounds reloading the old clip. Sai: The sai is a martial arts weapon almost identical to the jitte. It is used in the same manner as the jitte. The only difference in the two is that the sai has 2 projecting tines instead of 1. Sang-kauw: This weapon comes in 2 forms. The basic form is a double-headed spear with a loop handle in the centre, from which projects a dagger or crescent. The weapon is used with one hand to parry & attack. Its other form is almost identical; a small buckler is fitted in the centre with a small dagger projecting from it. When the second form is used, the character is considered to be using a small shield (for calculating AC). In either form, the sang-kauw requires great training to use effectively. Scourge: The scourge is a short whip with several leather tails or thongs. Each thong has metal barbs, broken glass, or any other sharp fragments attached along its length. The scourge is not so much a weapon as it is a means of inflicting great pain. Still, it causes damage & can be used as a weapon. Scythe: This consists of a long wooden handle topped with a curved blade, which is often used to cut hay. The blade can be locked into 2 positions: 1) perpendicular to the handle (as is common), and 2) extending straight out from the end, parallel to the handle. Changing the blade’s position requires a full round. In position one, the scythe can be swung effectively by a PC on horseback, provided the rider can guide the mount without reins. The scythe is a two-handed weapon. In position two, the blade can be set to receive a charge. Siangkam: This weapon hardly looks useful at all and can only be used effectively by a character trained in the proper martial arts style. The siangkam looks like a metal-shafted arrow with a small wooden handle replacing the feathers. It is normally used in pairs, one for each hand. The siangkam can be used to jab, thrust, slash, and parry. It cannot be thrown effectively, even though it has the appearance of an arrow. Sickle: The sickle is a farming implement consisting of a crescent-shaped blade mounted on a short handle. It’s used in combat primarily by peasants or adventurers who have no weapon & are forced to make do with whatever they can find. Most farms have sickles, which are used for cutting weeds, grass, & grains. Druids favour the sickle due to its strong association with agriculture. Golden sickles are used to harvest mistletoe as components for druid spells. As a weapon, the sickle is as effective as a dagger, but is slower overall. Sling, Stick: This weapon is made from a flexible tree , about 2' long & no more than an inch in diameter. A notch is cut a few inches from the far end of the stick. The user places a disk- shaped piece of flint, 2"-3" in diameter, in the notch. Whipping the stick flings the disk at a remarkable speed. Sling, String: The end of a vine or thin strip of leather, about 2'-3' long, is pressed into a grooved stone sphere. The user gently rotates the vine or strip over his head, than snaps it with a flick of the wrist, firing the sphere at the intended target. Sode-garami: This highly specialised weapon is used to catch & entangle an opponent without causing great harm. It is normally made as a pole & crossbar set with a large number of spikes & hooks. On a successful hit, it hooks & catches the clothing of the opponent, who is allowed a Body saving throw to escape. If the saving throw is unsuccessful, the character is entangled. When used to specifically catch an opponent, the sode-garami does no damage. However, forceful blows can also be struck with the weapon, resulting in the same damage and effect listed above. Palace guards or city constables often carry this weapon. 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 armour such as leather or mail. Therefore, the stiletto gives the wielder +2 bonus to attacks against ring mail, , plate mail, and all forms of leather armour. 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. Sword, grooka: This is a , about dagger-sized, used by caymas. If a cayma wields a grooka two-handed, it causes damage as a short sword (1d6 points against small or medium creatures, 1d8 against larger creatures). Most grookas are made of stone & suffer appropriate penalties. The statistics in the chart are for the metal version. A grooka can be wielded as a dagger by beings larger than caymas. Sword, rapier: The rapier is a long-bladed sword, normally sharp only at the end. It is a thrusting weapon wielded for lightning-fast strikes & lunges. Most Swashbucklers choose to wield a rapier. Swashbucklers often use two-weapon style to wield a rapier & a second, shorter blade (though a two-weapon specialist may fight with 2 rapiers). A rapier can be made with a basket hilt, costing an additional 2gp & adding 1lb to the weapon’s weight. This allows it to be used as a metal gauntlet in a punching attack. If parrying is allowed, a rapier’s basket hilt provides the same parrying bonus as the main-gauche. Sword, : The sabre is a light slashing sword, another favourite of Swashbucklers. It is fitted with a basket hilt that can be used as a metal gauntlet in punching. If parrying is allowed, the basket hilt provides the same parrying bonus as the main-gauche. Tetsubo: The tetsubo, or iron-shod rod, is the polearm version of the mace. It is a long wooden rod, wielded with two hands, the upper half of which is covered with studded iron strips. Travellers often use it, since it can also serve as a walking stick. Three-section Staff: This weapon is another derivative of the agricultural flail. It is made of three 2-3 foot sections of hard wood connected by short stretches of chain. It can be used to strike an opponent, block an attack, or catch & break a weapon. In untrained hands it is virtually useless. Throwing Mace: More of a barbarian’s weapon. Its use was widespread because of the simplicity of manufacturing and use. The 2’ shaft is topped by a heavy ball or other shape and is relatively light. Several can be carried and they are easily home-made. Tonfa: This is a hardwood rod with a small handle sticking out off-centre from the side. The entire length is about 2-3 feet. It was originally the handle of a millstone. With this weapon, a trained fighter can block, catch weapons, break weapons, and attack effectively. The tonfa is often used in areas where normal weapons are outlawed. Twin Swords: These are 2 perfectly balanced, identical swords. They can be used to make 2 attacks per round, one from each, with no penalty, provided the PC using them has Dexterity of 16 or above. Those with lesser dexterity cannot wield them. As the procedure for making these is long & complex, they are horrendously expensive. Two-bladed Sword: A two-bladed sword is a double weapon. A 1½-foot long, leather-wrapped hilt is between two 2½-foot long sword blades. It is a two-handed weapon & can be used to make 1 or 2 attacks per round. However, if used for 2 attacks per round the penalty for attacking with 2 weapons applies, unless the wielder is specialised in the two-weapon fighting style. Two-handed Footman’s Mace: There’s little to say about the two-handed version of the footman's mace. They’re quite simply larger versions of a standard mace with a two-handed grip. The few of these that are made, however, are often designed to enhance the already intimidating appearance of these large weapons. Wicked barbs and hooks often adorn the head of each weapon. War claws: Worn mostly by rakastas, these sharp claws attach tightly to the hands & fingers with gauntlets & leather straps. These are always worn one per hand. Caymas & other tiny PCs cannot use war claws, and no one without the war claws proficiency can make effective use of the weapons. War claws are considered metal gauntlets in punching attacks. A PC wearing a pair of war claws can make 1 extra attack each round. If the PC has a natural claw attack, neither attack is made with penalties; otherwise normal penalties for fighting with 2 weapons apply. Similarly, the speed factor listed is for PCs who do not have natural claw attacks; PCs with natural claw attacks have a speed factor of 1 with war claws. War claw damage supersedes natural claw damage, rather than adding to it. Proficiency with claws as a natural weapon also gives the PC proficiency in war claws. War Mallet: This mallet is similar to a war maul except that it has a slightly smaller head & is yielded in one hand. This weapon most closely reflects a smithy’s hammer & is therefore a favourite of dwarves & weaponsmiths. War Mattock: A 5’ long mattock with an unusually large head. Heavy but fast, this is the true barbarian’s weapon. It is a 2-handed weapon & effective against heavy armour; it yields a +1 to hit vs. AC 5 & lower. War Maul: Generally a two-handed weapon, only PCs with 18 or greater strength may wield these weapons one handed. A war maul has a large head made of wood or steel with a thick handle long enough to be yielded in 2 hands. These weapons are extremely top heavy but can crush a man in a single blow. Weighted Sash: This easily concealed silk sash contains metal weights in both ends. It can be used to flail at opponents and gains a +2 to pull/trip and offensive disarm attempts. Whip: The whip or bullwhip is a long, heavy, plaited lash usually made of leather or rawhide. The braided leather is thicker toward the handle, narrowing to a slender cord at the end. Some handles are wooden rods attached to the lash, while others are part of the same piece of rawhide. The whip’s length varies from 15-25 feet. A whip is carried coiled & attached to the user’s belt. If a PC wishes to knock a weapon out of an opponent's hand, this may be attempted with a whip using a Called Shot with intent to disarm. The attacker gets a -4 penalty on his attack roll. Further details are found in the Fighter’s Handbook in the Combat chapter. A PC proficient with the whip can entangle an opponent's limbs or weapon. Before rolling the attack die, the user declares whether or not he intends to entangle. If a hit is scored, some sort of entanglement occurs. If wielded by a non-proficient user, the chance to entangle is only 5%. If wielded by someone proficient, there is a 5% chance per level that entanglement occurs (to a maximum of 95%). Percentile dice are rolled to determine the exact effect. The entanglement chances are 50% (01-50 on 1d100) for one limb, 10% (51-60) for two limbs, 20% (61-80) for the weapon arm and the weapon, and 20% (81-00) for the head. Zweihander: A brutish two-handed sword of great weight, its mass helps contribute to its large damage potential but tends to make it one of the slowest weapons available. Only the exceptionally strong (STR 15 or greater) can yield the zweihander. It can easily break the legs of a charging horse or split open plate mail. A zweihander is about 6’ in length overall. The handle is about a foot & a half in length and usually has a large counterweight to help balance the weapon. The blade of this weapon is unforgettable. It is about 6” in width for its entire length; it flares slightly towards the end & has a blunt tip. It cannot be used as a thrusting weapon. Note on Racial Weapons: Members of each race are considered to be specialised with the use of a particular weapon simply by spending 1 proficiency slot to become proficient with the weapon. Members of other races must still spend 2 slots to become specialised with a racial weapon. Entangling Attacks When attacking with a weapon that makes an entangling attack, the attacker must specify that he’s aiming for the opponent’s upper or lower body. If the attack roll succeeds, one end of the weapon wraps around that part of the victim’s body & pins it, at least for the moment. If the upper body is entangled, the opponents cannot make attacks that require the use of arms. If the lower part of the body is entangled, the opponent cannot make use of attacks that require the legs, nor can he move from that spot. To break free of an entangling weapon, the opponent must make a successful Body saving throw in place of his next attack in combat. The weapon takes no damage. If he is unsuccessful he remains entangled but can try to break free again on his next available attack. Once an attacker has made an entangling attack, he can make other attacks on the same victim. If the attack was made against the opponent’s lower body, the PC can use his next attack to yank the opponent’s feet out from under him, throwing him to the ground. Also, if the attacker’s weapon has an attacking part at both ends, as do many of the weapons that entangle, he can make subsequent attacks against the target with the other end of the weapon. A character that is entangled is easier to hit; all attacks against him are at +2 bonus to the attack roll. When a character is on the ground he is also easier to hit - all attacks are at +2 to the attack roll. The poor PC that is entangled & on the ground will suffer doubly; the bonuses are cumulative, and his attacker would get +4 to the attack roll. Period Notes and corresponding regions of FR Period Notes and corresponding regions of FR Early, non-metal-using cultures (use wood, bone & stone weapons). In the CR Time of the Crusades. Age of Mail. In the Realms: backward areas of the SA Realms this may apply to primitive and/or isolated non-human cultures. E.g. Early medieval ‘civilised’ Realms (esp. poorer or rural areas) e.g. Moonshaes, Vaasa. Stone Age Grippli, Ophidians, Batiri goblins of Chult. (12th-13th cent.) Standard tech level of Middle Earth & much of Greyhawk. SV Primitive cultures in isolated areas (jungle tribes, cannibals, and some HY Time of the Hundred Years War on Earth. In the Realms: standard Savage nomads). Have metalworking technology. In the Realms: the most isolated of Late Medieval technology period for standard cultures of central, western, northern & Settings Barbarian cultures & backward humanoids; e.g. Chultan tribes. (14th cent.) southern Faerun. The near future of ‘civilised’ Faerun. The technology of the Renaissance BR Early advanced cultures with bronze being the main war metal. In the Realms: RE Period is beginning to appear in the more (conventionally) advanced Bronze Age, many Arcane Age cultures, esp. those of Old Empire & Shining Sea regions, Renaissance cultures of the Realms, e.g. Amn, Cormyr, Lantan, Sembia, Waterdeep & Ancient and Imarskari & earlier Netherese epochs. (15th-16th c.) larger dwarfholds and elven realms. Early advanced iron-using cultures. In the Realms: early cultures of central Generic Arabian, Moorish, Tartar or Mongol settings. No particular RM ME Faerun, particularly the Jhaamdath Empire of the early Vilhon & some timeframe. In the Realms: cultures throughout eastern & southern Roman Age Middle Eastern southern dwarven and elven societies. Late Romanesque societies survive in Faerûn, especially the Old Empires region & western Hordelands, the Cultures Cultures the Vilhon, Tashalar and about the Shaar. Shining South, Calimshan, Zakhara, Bedine of Anauroch. DA Barbarian or backwater areas. Viking cultures (e.g. Northmen), advanced OR Generic Asian cultures, especially , & . In the Realms: Dark Ages Barbarians (e.g. Uthgardt, Tuigan, The Ride) & civilised humanoid cultures. Oriental Cultures eastern Hordelands and Kara-Tur. (5th-11th cent.) Note on the availability of Oriental weapons in Faerun As Kara-Tur is separated from Faerun both culturally & by the vastness of the Hordelands (especially with the Tuigan invasions over the last 20 years), there's little cultural contact between the continents. Thus, specifically oriental weaponry such as the katana & many martial arts weapons, aren’t normally known of or available in Faerun due to their extreme rarity (they are rare even in Kara-Tur, after all). Western martial arts experts will generally not have access to specialised eastern martial arts equipment, except under special circumstances: e.g. a monastery with distinct links to Kara-Tur, or a similar weapon is produced by western martial arts experts. This includes proponents of Pancratium (athletic contest in ancient Greece involving boxing & wrestling; practiced in Chessenta) or Savate (form of boxing where kicking & punching is permitted; practiced in Sembia, Amn, the Vast). Note on weapons made of materials other than Iron/Steel If a weapon made of hard metal (iron, steel or special metals like mithril) is used against armours made of bronze, horn, wood, or any weaker material, the attacker gains a +1 bonus to hit. Similarly, if a weapon made of weak materials is used against hard metal armour, the attacker suffers a -1 penalty to hit. Weapons made of weaker materials attack armour made of weaker materials with no special bonuses or penalties. In primitive cultures (or when no better materials are available) stone & bone versions of some weapons are produced (mostly knives, spears, axes & arrows). Weapons of natural materials are usually crafted using primitive tools. A tribe’s weapon-maker might have a stone tool that is used to scrape wood into shape or chip flint. Points of wooden weapons are typically hardened in a fire. Stone weapons are typically made using flint, though some use obsidian instead. In general, weapons of stone, bone, and wood are not as sturdy as their steel counterparts. Stone & bone weapons are brittle & do not hold an edge well. Wood is typically more supple, so it breaks less often. However, wood does not hold an edge or point well, and it can be bent relatively easily. Whenever a bone, stone, or wooden weapon hits its target, roll 1d20. If the roll is a 1, the weapon breaks or is so badly damaged that it can no longer be used effectively. This roll should not be made for blunt wooden weapons, such as the club or quarterstaff, which do not break easily. Stone, bone, and wooden weapons are less effective than their metal counterparts. If a weapon (or weapon-head in the case of spears, arrows, and so forth) normally constructed with steel is instead made from stone, bone, or wood, it has a worse chance to hit than normal, and causes less damage. Rather than list stone, bone & wood versions of particular weapons, use the following rulings. Bone weapons cost 30% of the regular price, weigh 50% of the normal weight, do -d1HP of damage (minimum of 1 point of damage per hit) & attacks are made at -1 with weapons of this type (not including missile weapons). Stone weapons cost 50% of the regular price, weigh 75% of the normal weight, do -d1HP of damage (minimum of 1 point of damage per hit) & attacks are made at -2 with weapons of this type (not including missile weapons). Wood weapons cost 10% of the regular price, weigh 50% of the normal weight, do -d2HP of damage (minimum of 1 point of damage per hit) & attacks are made at -3 with weapons of this type (not including missile weapons). Related Weapons / Weapon Familiarity Broad Groups Tight Groups (sub groups of broad group) Broad Groups Tight Groups (sub groups of broad group) Smaller axes: hatchet, hand/throwing axe, broad axe, battle axe Spears: spear, long spear, pike Axes Spears & Javelins Larger axes: battle axe, 2-handed axe, poleaxe Javelins: angon, dart, javelin, harpoon, pilum Bows All Shorter Slashing: shashka, , broad sword, cutlass Clubs: ankus, club, rod, great club, war club Medium Slashing: sabre, , long sword, falchion, tulwar Clubs, Maces & Hammers Maces: foot mace, horse mace, morning star, mace-axe Longer Slashing: bastard, great scimitar, 2-handed sword, Hammers: hammer, war hammer, maul, sledge hammer Crossbows All Short Thrusting: short sword, epee, daggers Flails foot flail, horse flail, spiked flail, double flail Long Thrusting: rapier/fleuret, estoc, seax/tuck Daggers all but main-gauche, parrying dagger and tentacus Oriental: cutlass, katana, -to, no-dachi (2 handed sword), Picks Footman’s pick, horseman’s pick, pick (tool) Swords Wakizashi Knives all but talon knife and throwing blade Eastern Slashing: cutlass, great scimitar, scimitar, shashka, yataghan/tulwar Lances All Eastern Piercing: short sword, tuck Spear-type, two handed spears Ancient: broadsword, sapara, khopesh, short sword Axe/pole cleaver family, 2-handed axe Polearms Roman: broadsword, drusus/, spatha Fork family, brandistock Elven: longknife, short sword, spatha, fleuret Bill family, glaive Fencing: epee, main gauche, parrying dagger, rapier/fleuret Staves quarterstaff, bo stick Martial Arts Weapons sai/jitte, nunchaku, sang kauw, three-piece rod, bo stick Chain & Rope Weapons chain, kau-sin-ke, kusari-gama, kawanaga, chijikiri

Miscellaneous: Melee & Missile are too diverse to be related weapons, except: Fighting gloves: cestus, bagh nakh/tiger claws, wrist razors Throwing discs: chakram, Slings: sling, staff sling Weapons Available to Particular Classes Weapons useable by Clerics Solely B type weapons: club/rod; footman’s mace; horseman’s mace; all hammers; great club; pellet crossbow; horseman’s flail; footman’s flail (non-spiked); cestus; chain; sap; bolas; boomerang; rock; sling; staff-sling; quarterstaff Weapons useable by Thieves Short & composite short bow; hand & light crossbow; club/rod; all daggers; all knives; smaller miscellaneous weapons (e.g. bagh-nakh, blade boots, cestus, caltrop, chain, sap, whip, blowgun, bolas, boomerang, chakram, dart, lasso, net, rock, sling); staves; Swords up to M3.5 in size (note: need a P-type weapon to perform backstabs) Weapons available to Wizards Daggers (not main-gauche or parrying dagger), knives (not throwing blade), quarterstaff, dart, rocks, chakram, sling, gunsen, shuriken Strength-Modified Missile Weapons Bows & crossbows can be modified to increase the power of the missiles fired from the weapon. These modifications increase the weight & cost of the weapon, but allows strength bonuses of the wielder, up to 18 (+2/+2), to be factored in. Bows: heavier frames that are repeatedly cured to allow it to handle the extra stresses and thicker strings are employed. Weigh 1lb extra & cost 5x normal (and take 5x as long to make due to the extended curing process). Crossbows: Confers a stronger pull (string tension) on the bow and therefore increases hitting power, through greater crank gearing, stiffer bow, and a heavier (reinforced) frame. Weighs 2lbs extra & allows STR bonus up to 18 STR. Cannot be hand-cocked if wielder’s STR<14. Base cost is increased 2.5x normal & weapon speed slowed by 1 (does not affect point-and-shoot speed). Balancing Weapon Damage To reign in the seemingly disproportionate damage caused by Long Sword, Spatha d8/d10 Heavy Lance d8+1/2d8 swords, and to make other weapons more attractive (as many Bastard Sword Maul 2d4/2d4 should be), the following damage amounts are being used. The 1-handed d8/d10 Trident (2 handed) 1d8+1/1d10+1 high top end of the damage potential is reduced while the 2-handed 1d8+1/2d6+1 Spear (2 handed) 1d6+1/1d10 average is kept about the same (removing d12s entirely, the Broad Sword d8/d8+1 Long Spear (2 handed) 2d4+1/1d10+1 extreme variation is not logical). Two-handed Sword d10/2d8 Note on Strength & Dexterity modifiers to weapon attacks Weapon Type To Hit modifier Damage modifier Melee STR or DEX STR (not used if Dexterity Fighting Style is being used) Missile, thrown DEX STR Missile, propelled DEX None (can use STR bonus up to 18 (+2/+2) if using strength modified bow) Weapon Strength Maximums Damage bonuses for high Strength apply to each hit with a weapon, but each weapon type has a maximum Strength bonus that can be applied to it. Thus, the thin flexible blade of a rapier cannot deliver any Strength bonus, whereas the mighty two-handed hammer is effective with strength scores up to 25 (Titan strength). These maximum bonuses are shown on the following table: Max. Bonus Weapons Max. Bonus Weapons 0 Blowpipe, Dagger, Dart, Rapier, Shuriken 6 Battleaxe, Flail, Sling 1 Hand Crossbow, Heavy Dart, Shortsword 7 Bastard Sword (two-handed) 2 Hand Axe, Quarterstaff, Scimitar 8 Mace 3 Falchion, Javelin, Katana (one-handed), Short bow 9 Two-Handed Sword 4 Light Crossbow, Longbow, , Spear 10 Halberd etc Bastard Sword (one-handed), Broadsword, Club, 12 Great Axe 5 Hammer, Heavy Crossbow, Katana (two-handed) 14 Hurled Boulder, Two-Handed Hammer Some of these weapons do not appear in the PHB, and are described below: The Rapier inflicts 1d6HPs of damage against opponents of all sizes, and has a speed factor of 2. The Shuriken, or throwing star, is equivalent to a dart in all respects except range, which is halved (except for Extreme range). Being flat, it has the advantage of being easily concealed in clothing. The Heavy Dart is a larger version of the standard dart, equal to a thrown dagger in terms of damage & rate of fire, but with the range of a dart & the ability to deliver 1HP of strength bonus damage. The Katana, or Japanese samurai sword, inflicts 1d8HPs of damage when used one-handed, with a speed factor of 7. When used with 2 hands, it inflicts 1d10HPs of damage (speed factor of 5). Hurled Boulders inflict a base damage of 1d8 vs. Small or Medium targets, or 1d6 vs. Large targets. The amount of Strength bonus that can be applied depends on the size & weight of the boulder: A boulder sized to suit a particular Strength rating can deliver bonus damage up to that rating. A stronger person does not cause more damage, and a weaker person may be unable to throw it properly (the base range is equivalent to that of a hurled hammer). Assume that a person with Strength 1 point too low will be able to throw it to two-thirds of the normal range, Strength 2 points too low will halve the range, and persons of lesser Strength cannot throw it effectively at all. Similar restrictions apply to persons attempting to use bows designed for stronger persons (except crossbows, which cannot be cocked at all by those who are not strong enough). The Two-Handed Hammer inflicts 2d4 damage against Small or Medium sized opponents, and 1d6+1HPs vs. Large opponents, with a speed factor of 14. This 40lb sledgehammer is as difficult to control as the Great Axe. Weapons Makers’ Marks Many weapons available in the Realms have been made by master weaponsmiths. What better way to identify if that sword you just bought will withstand the blows you hope to heap on all those orcs than by seeing if it has the weapon maker’s mark on it. Below, you will find a few of those found in & around the Realms. Forger Mark Airaman Impressed into the metal are the images of a panther paw crossed by two katars. Encircling the design are the words, “Son of Damaris”. Barimor Impressed into the metal is the image of two sinuous vipers entwined about a massive greatsword. Blazzon Impressed into the metal is the image of a dragon perched on a mountain, breathing fire in the shape of the initials “B.Q.” Camiella Impressed into the metal is the image of a setting sun glinting over the ocean, with the words, “Grace And Beauty” encircling the design. Chrystian Impressed into the metal is the image of a sinuous serpent with glinting eyes, encircled by the name Chrystian Bondurant. Dimitrus Impressed into the metal is the image of a feral wolf stalking confidently, superimposed over a pair of crossed swords. Stamped in a circle around the design is the name, Dimitrus Northwynd. Domineer Impressed into the metal is the image of a claymore crossed with a mace grasped in large hands. Encircling the design in tiny imprinted letters is the name, Domineer. Drevid Impressed into the metal is the image of a rampant bear over the name “Drevid” in bold lettering. Edgee Impressed into the metal is the image of a panther paw pierced with an arrow. Encircling the design are the words, “Son of Damaris”. Grezzler Impressed into the metal is the image of an axe crossed with a hammer before the silhouette of a raven, which clasps the initials “G.F.” in its talons. Grungy Impressed into the metal is the image of a Dwarven figure cleaving the toe from a giant foot. Encircling the design, diminutive lettering reads, “Death from below!” Gurt Impressed into the metal is the image of a cracked skull with a blade protruding from the eye socket. Ironjonn Impressed into the metal is the image of a hand grasping a half-empty ale glass. Surrounding the design is tiny lettering spelling out the name, Barbarian Ironjonn. Khafka Impressed into the metal is the image of a double-bladed axe with the initials “K.F.” centred on each blade & bold letters reading “Tooth of Trothfang” encircle the design. Killien Impressed into the metal is the image of a three-masted schooner with a hammer and anvil depicted on the main sail. Lafitus Impressed into the metal is the image of a plump, hammer-wielding drake breathing flame that envelop his anvil and unfinished blade. Lundgaard Impressed into the metal is the image of a celpeze (lizard variant) eye impaled on a serrated hook, ringed by the name Lundgaard Waering. Magdar Impressed into the metal is the image of a raven hovering over an anvil and holding a hammer and tongs in its claws. Mendasity Impressed into the metal is the image of a hammer and anvil surrounded by bold letters spelling out the name, Mendasity. Parran Impressed into the metal is the image of a grinning frog perched on the flat side of a blade, over the initials "P.A." Pendus Impressed into the metal is the image of a looming dragon, its talons grasping a broadsword and a mattock. Poshly Impressed into the metal is the image of a dragon coiled around an anvil within a ring of tiny lettering reading, Thaiger Diluger Poshly. Railz Impressed into the metal is the image of two crossed entangled with a short bow, over the word "Stumpy" in bold letters. Rikulf Impressed into the metal are the initials "R.K." encircled by a band of diminutive lettering, which reads, “No quarter asked – none given”. Rufhelous Impressed into the metal is the image of an enormous half-ogre pounding a blade, encircled by the words Rufhelous Tusksmasher. Ruhrik Impressed into the metal is the image of a raven with outspread wings above a craggy mountain bearing the initials "R.B." Sleigher Impressed into the metal is the image of a sleigh with razor-edged running blades. Ternith Impressed into the metal is a hulking mountain surrounded with the words Ironfang Weapon Works. Tzaar Impressed into the metal is some boldly simple lettering that reads, “Fine Implements of Destruction, by Tzaar”. Valumn Impressed into the metal is the image of a clawed hand clutching a sword under the severed head of a sea serpent. Veldehar Impressed into the metal is the image of a snarling snow leopard that appears to be stalking its own tail around the stylised initials, “V.E.” Vibrato Impressed into the metal is the image of a rampaging peccary before an erupting volcano. Surrounding the design in diminutive lettering are the words, Elothean Pigsmasher. Xiaa Impressed into the metal is the image of a slumbering dragon encircling tiny letters spelling out the nickname, “Warrior Princess”. Xixist Impressed into the metal is the image of a slender, sleepy-eyed salamander writhing about the inscription, “X marks the spot”. Unknown Impressed into the metal is the image of a cracked skull inside a coiled dragon with the initials “U M-D” stamped between its broken teeth. Rectifying Statistics for Blades (Daggers & Swords) Sub-group Type Overall Length* Size Current Weights New Weight Speed Factor Knives P/S Under 1’ S1 0.5 0.5 2 Daggers P <1–1.5’ S1.5 0.5-1 1 most 2 heavy daggers (dirk, longknife, main-gauche) P 1.5’ S1.5 2 2 2 – 3 short, slim-bladed, piercing swords (epee) P 2–3’ S2.5 3 2 (3) 3 short, wide-bladed, piercing (short sword) P 1.5–2.5’ S2.5 3 3 3 short, slashing (shashka) S 2–2.5’ S2.5 4 3 4 Shorter medium, slim-bladed, piercing (rapier) P 3–3.5’ M3 4 4 4 Shorter medium, slashing (broad, cutlass) S 2.5–3.5’ M3 4, 4 4 5 Shorter medium, heavy slashing (machete) S 2.5–3’ M3 5 5 5 longer medium, slim-bladed piercing (estoc) P 3.5–4’ M3.5 5 5 5 longer medium, slim-bladed slashing (sabre, scimitar, spatha) S 3–4’ M3.5 5, 4, 4 4 5 longer medium, slashing (long sword) S 3.5–4’ M4 4 5 5 longer medium, heavy slashing (falchion, tulwar) S 3–4’ M4 8, 8 8 5 medium -large, piercing (seax, tuck) P 4–5’ M4.5 7 7 6 medium -large, slashing (bastard) S 4–5’ M/L5 10 10 6 medium -large, heavy slashing (claymore) S 4–5’ L5 8 10 7 large, slashing (two-handed sword, great scimitar) S 5+’ L6 15, 16 15 10 Notes: 1. Overall length of the weapon = blade plus hilt (hilt & pommel generally takes up 4-6” for 1 handed weapon, 6-9” for 1H/2H and 9”+ for 2h weapons). A small factor is added to both size & weight to account for the ability of the weapon to be wielded. 2. Sapara & khopesh are not listed (their heavy, awkward, sickle-shaped blades place them outside the standard system). 3. Remember caged hilt adds 1lb weight to all weapons if fitted. Epee always has a caged hilt, so +1lb is factored in. 4. Slim-bladed means a narrower cross-section, less reinforcing, and often only a single-edge. Heavy-bladed means exaggeratedly large blade size or thicker cross-section, to add impact energy to blow (S-type: machete => falchion => claymore). The logic behind the weight column is that a slim-bladed weapon is 1lb lighter than the equivalent length normal-bladed weapon, which is in turn 1lb lighter than the equivalent length heavy/wide-bladed weapon. Also note that weight statistics have an encumbrance (bulkiness) component; and size statistics have some handling (ease-of-use) component. I have tried to rectify the characteristics of all bladed weapons to ensure a progressive increase in size, weight, speed & damage potential (see main table for damages that have been altered to fit this progression). This should overcome the present system that is illogical & does not show a gradual increase in damage with size & weight increases (and associated decrease in speed). The reason for the present system is that weapon statistics were written in dribs & drabs over the course of the 2 decades of the game’s development, and once written up in one text have not been changed, even when they should to increase the obviously inadequate damage of crossbow bolts). The broad sword is another example: it has been around since the very start of 1st edition as having a damage of 2-8/2-7. This seems illogical because it has the same size statistics as a long sword (assuming equivalent technologies), and every other M or L sized slashing weapon in the game has a greater damage vs. L-creatures than vs. S/M creatures. Rather than change this obvious idiosyncrasy, its just been left to rot as the poor brother of the sword family, instead of being the standard medium sidearm, which history texts say it is. Armour Types Notes on Armour Tables: Some values have been changed (as indicated by *). This is to produce a more uniform progression of statistics, using justifications as noted after the Armour Tables. Armours marked with a # in the weight column are made with inferior materials. If the cost is followed by a @ then this indicates the base costs without decorative finishing, engraving, embossing, gilding, plating etc. Technological periods will show when armour types are available. There are 2 prices listed for each piece of equipment: a common price & a rare price. Generally, armour is rare when some other type of armour is more prevalent. For example, plate mail is rare in a Crusades-era campaign, and therefore more expensive than in a Hundred Years’ War-era setting, where it is the standard heavy armour. Tech eras are detailed in the next section. Weight Periods where Cost if Periods where Cost if Type Base AC Encumbrance Armour Type (lbs.) Common Common Rare Rare* General/Common Armours Light, medium & heavy furs 9/8/7 10/25/40 SA, SV, BR Varies all others varies Light-Moderate Leather Cloth (quilted armour, aketon) 9 7 RE, ME, OR 5gp* HY 10gp* None Leather Leather jerkin 9 8 BR onwards 4gp – – None Leather Padded 8 14* All 4gp – – None Leather Cord (rope, light ) 8 15 SA, SV 10gp ME, OR, BR 15gp None Leather Leather 8 15 All 10gp* – – None Leather Hunting leathers 8 15 All 10gp* – – None Leather Improved leather (mesh, scale) 7 25 BR, RM, DA, OR 60gp* CR, HY, ME 80gp* None Leather Studded leather 7 25 all but SA 30gp* – – None Leather Ring mail 7 30 DA, CR, HY 40gp RE, ME, OR 70gp* None Leather Hide 7* 30 SA, SV 35gp BR, OR 50gp Light Leather Back-and-breast 6 30* RE 80gp HY 120gp None Plate Layered leather (leather lamellar) 6 30 RE 80gp HY, OR 120gp Light Leather Brigandine 6 35 HY, RE, OR 120gp ME, CR 150gp None Leather Chain 6 35 DA 100gp* CR 150gp Light Mail 6 40 BR, RM 80gp* DA, CR 120gp* Light Mail Metal lamellar 5 35 DA, ME 250gp BR, RM, OR, CR 330gp Light Mail Chain mail 5 40 CR, HY 150gp* DA, RM, RE, OR 225gp Light Mail Half-plate 4 40 RE 300gp HY 600gp Light Plate Improved mail 4 45 ME, CR 200gp* HY 300gp Light Mail Mail and plate (light plate mail) 4 45 CR 250gp* HY 400gp Light Plate Three-quarter plate 3 45 RE 800gp HY 1200gp Light Plate Plate mail 3 50 HY 600gp CR, RE 900gp Moderate Plate Field plate 2 60 RE 2000gp HY 3000gp Moderate Plate Unusual/Special Armours garde, kote, manica 9 8 OR 4gp Vilhon, Shaar, Arnaden 6gp None Mail (armoured sleeves) Quality leather 8 15 – – HY, ME, OR 250gp None Leather Lamellar shirt 7 20 BR 100gp – – None Mail Web armour 7 20 Drow 200gp South, Semphar 250gp None Leather Mulhorandi armour 7 23 Old Empires 140gp – – None Plate Gnomish workman’s leather 7 25 Gnomes >60gp – – None Leather Bone/chitin/horn/wood armour 7 25#* – – SA, SV, Athas 50gp None Leather Lorica hamata 6 32* RM, Vilhon 120gp Arnaden, Tashalar 150gp Light Mail Elven chain 5 20* – – Elves 1000gp+? None Mail Dragonscale 5 25 – – Realms ? None Leather Anhurite armour 5 35 – – Old Empires 500gp Light Plate Lorica segmenta 5 35* RM, Vilhon 175gp Arnaden, Tashalar 200gp Light* Mail Hoplite armour (steel) 5 35 – – Old Empires 225gp Light Plate Chain-lamellar 5* 37* ME 200gp* CR, DA 300gp* Light Mail Dwarven chain 5 40 Dwarves 300gp – – Light Mail Hoplite armour (bronze) 5 40# BR, Unther 160gp RM 225gp* Light Plate 4 40* – 200gp RM, ME* 275gp Light Mail Bronze plate 4 45# – 400gp BR, RM 750gp Light Plate Drow chain 4+ 20 Drow ? – – None Mail Elven plate 2 30 – – Elves 3000gp+@ Light Plate Dwarven plate mail 2 50 Dwarves 750gp – – Moderate Plate Full Plate 1 70 – – RE 4000gp@ Moderate Plate Jousting Plate 1/0 front 80 – – RE 6000gp@ Moderate Plate Undersea Armours Shell mail +1 10 – – Aquatic 20gp None Mail Silverweave Armour +2/+4* 15/30 Aquatic 50gp ea. - - None-light Mail Full shell armour +3 25 Aquatic 100gp Aquatic – None Plate Sea elf scale +4 (AC6) 35 – – Sea elves 600gp None Mail Pearl Armour +4/+6* 30/60 Shalarin, triton 300gp ea. Aquatic 450gp Light-Moderate Plate Gladiatorial Armours Thracian 9 8 – RM 10gp None Leather Gallic 7* 20* – RM 30gp* None Leather Samnite 5 35 – RM 80gp Light Plate Note: add cost of gladiator helm

Changes to canon Armour statistics: Some values are changed (indicated by *), to produce a more uniform progression of statistics, using justifications as noted in the next section. (Numbered notes in tables avoided to lessen clutter): 1. Rare prices for all composite armours are 1.5x common price and era availabilities for a few armours were changed. 2. Cloth (or quilted) armour is made of quality materials. The usual backing is silk or satin, so it is more expensive than normal padded armour. 3. The weight of padded armour has been increased to produce a more steady progression of weights. 4. Leather armour requires specialised materials (especially the oils, which were expensive in medieval times) & to fit the system should be more expensive (increased cost from 5gp). Price of hunting leathers should be about the same as leather. 5. Prices of light scale & scale are swapped (light scale, though easier to make & protecting less, is 50% more expensive than scale armour in Players Option: Combat & Tactics). 6. Scale mail is an erroneous term & has been modified, as neither scale nor light scale is based on a suit of mail (flexible mesh of interlocking metal rings). Likewise with bronze plate armour. 7. Hide is a crude, primitive, single-layered armour. To bring it in line with other armours, AC is changed from 6. This is because it was simply too good an armour at AC6 (cheaper & lighter than every other equivalent (AC7/6) armour, including much more advanced & costly types, and penalises thieving only as much as studded leather or padded armours). Note: Hide armour, when professionally designed, cured & worked by a ‘civilised’ armorer (from a technologically advanced culture (Tech levels: HY, RE, OR and more advanced ME)) is AC6 & corresponds to layered leather. In this case, the armour consists of thick hide over a backing coat of softer leather, that acts as padding & provides flexible protection for the joints. 8. Back and breast consists of the torso of field plate armour (that is padded plates only, not reinforced by mail). This is AC6 and 30lb. 9. The low common cost of chain mail (75gp) throws out the whole pricing system. Changed the common cost to 2/3 of the rare cost (as many other armours are). So chain mail now costs150gp. Then all chain-based armours are changed to reflect this. Chain hauberk priced at 2/3 of chain (was 75gp common). Chain-lamellar is halfway between lamellar & chain (as it is just a blend of these 2 armours). Improved mail is changed to 2/3 of its rare cost (was 180gp). Mail-and-plate changed to keep it a little higher than improved mail (was 150gp, but should be more expensive than improved mail reflecting its rare cost). 10. The price of Gnomish Workman’s leather is twice that of studded leather or more. 11. Bone/chitin/horn/wood armour: its far lighter than others armours that are AC7, even though other armours are far more technologically advanced & bone, chitin, horn & wood are all very much inferior to steel or hardened leather. It has the bulkiness of Scale, Chain or Banded, so the armour weight has been increased to 25lbs. 12. Bronze Hoplite armour is reduced somewhat in price, due to the availability of bronze in times of widespread trade and to bring it into line with its (fantasy) steel cousin. 13. Banded mail did not exist as full suits in European settings, so should never be common. It was used as armour pieces in Roman times in the form of lorica segmenta. It would be appropriate for the quasi Middle-Eastern cultures of the Old Empires, southern Faerun & western Hordelands; and is popular amongst hobgoblins. Also, banded mail is listed as weighing 35lbs for a full suit: far superior to other armours of much later periods, & throwing out the statistics for composite armours. Weight therefore has been increased by 5lbs. 14. Elven chain is described as being half the weight of normal chain mail. Other Equipment Shields AC Bonus Weight (lbs.) Cost # Foes Buckler (Target) +1 3 1gp 1 Small +1 5 3gp 1gp if wood 2 Medium +1 7 7gp 3 +1 vs. melee Large (Body) 12 10gp 4 +2 vs. missiles Helms AC Weight (lbs.) Cost Hearing Penalty Vision Penalty Skullcap (Leather Helmet) 8 2 1gp –1 0 Light Helm (Cap) 6 4* (3) 5gp* (4gp) –1 0 Metal 5 5 10gp –1 0 Open-faced Helm 4 7 12gp –1 –2 Closed-faced Helm 3 10 20gp –2 –3 Great helm 1 15 (20) 80gp –3 –4 Gauntlets Weight Cost Leather 2 2gp Chain 2.5 5gp Plated Mail 3.5 15gp Plate 2.5 15gp

Armour Families Their base materials & construction relate families of armour. A family consists of a base armour, which is then made more effective by adding extra layers of the base, or by reinforcing with other materials. Note: bezainted armour is a traditional term for armour of leather reinforced with metal plates, studs and/or rings; and was sometimes used to describe armours like studded leather & ring mail). Family Examples (and gradation of armours of same concept) Family Examples (and gradation of armours of same concept) chain hauberk, chain mail, double mail, augmented mail, bar mail normal clothing, quilted, aketon, padded Cloth Armour Metal Mail lorica hamata cord, brigandine chain lamellar light furs, medium furs, heavy furs Soft Leather leather jerkin, hunting leathers, studded leather, ring mail, brigandine, splint Plated Mail mail & plate, plate mail hide Hard (Rigid) Leather leather (cuir-bouilli), leather mesh, layered leather Banded Mails lorica segmenta, banded mail back-and-breast, half plate, three-quarter plate, field plate, full plate Scale Armours light (leather) scale, lamellar shirt, scale, metal lamellar Plate Armours bronze hoplite armour, bronze plate Technology levels of Armour Period Notes and corresponding regions of FR Period Notes and corresponding regions of FR Early, non-metal-using cultures. In the Realms this may apply to primitive CR Time of the Crusades. Age of Mail. In the Realms: backward areas of the SA and/or isolated non-human cultures. E.g. Grippli, Ophidians, Batiri goblins of Early medieval ‘civilised’ Realms (esp. poorer or rural areas) e.g. Moonshaes, Vaasa. Stone Age Chult. (12th-13th cent.) Standard tech level of Middle Earth & much of Greyhawk. SV Primitive cultures in isolated areas (jungle tribes, cannibals, and some HY Time of the Hundred Years War on Earth. In the Realms: standard Savage nomads). Have metalworking technology. In the Realms: the most isolated of Late Medieval technology period for standard cultures of central, western, northern & Settings barbarian cultures & backward humanoids; e.g. many Chultan tribes. (14th cent.) southern Faerûn. The near future of ‘civilised’ Faerûn. The technology of the Renaissance BR Early advanced cultures with bronze being the main war metal. In the Realms: RE Period is beginning to appear in the more (conventionally) advanced Bronze Age, many Arcane Age cultures, esp. those of Old Empire & Shining Sea regions, Renaissance cultures of the Realms, e.g. Amn, Cormyr, Lantan, Sembia, Waterdeep & Ancient and Imarskari & earlier Netherese epochs. (15th-16th c.) larger dwarfholds and elven realms. Early advanced iron-using cultures. In the Realms: early cultures of central Generic Arabian, Moorish, Tartar or Mongol settings. No particular RM ME Faerûn, particularly the Jhaamdath Empire of the early Vilhon & some timeframe. In the Realms: cultures throughout eastern & southern Roman Age Middle Eastern southern dwarven and elven societies. Late Romanesque societies survive in Faerûn, especially the Old Empires region & western Hordelands, the Cultures Cultures the Vilhon, Tashalar & about the Shaar. Shining South, Calimshan, Zakhara, Bedine of Anauroch. DA Barbarian or backwater areas. Viking cultures (e.g. Northmen), advanced OR Generic Asian cultures, especially China, Japan & Korea. In the Realms: Dark Ages Barbarians (e.g. Uthgardt, Tuigan, The Ride) & civilised humanoid cultures. Oriental Cultures eastern Hordelands and Kara-Tur. (5th-11th cent.) Regional Armour Developments in the Forgotten Realms The northern & western regions of the Realms followed the western European traditions of armour development (the human cultures generally having learnt the technology from the pre-existing dwarven & elven cultures). Mails form the basis of later armour development, based on the chain mail developed long ago, probably by dwarves & elves independently. Humans then followed the dwarven line of adding metal plating to the mail to produce plate mail & later plate armours. Some human cultures, notably those of the eastern & southern Realms (culturally more like the Byzantine & near eastern cultures of Earth), did not pursue the evolution of armour made of large plates, but rather chose to make use of small plates, so scale, lamellar & brigandine predominate. This is not a matter of primitive versus civilised, but rather 2 separate approaches to the same problem. Where western cultures stress protection, eastern cultures seek to maximise flexibility (and ventilation in the hotter climates). Armours made of Different Materials If a weapon made of hard metal (iron, steel or special metals like mithril) is used against armours made of bronze, horn, wood, or any weaker material, the attacker gains a +1 bonus to hit. Similarly, if a weapon made of weak materials is used against hard metal armour, the attacker suffers a -1 penalty to hit. Weapons made of weaker materials attack armour made of weaker materials with no special bonuses or penalties. Armour penetration by crossbow bolts The construction, penetrative abilities & sheer power of quarrels fired from these types of crossbows helps them to pierce heavy armour better than other weapons. At medium range, light/heavy crossbows & the arbalest reduce the AC of an armoured opponent by 2 points. At short range, light/heavy crossbows & the arbalest reduce the AC of an armoured opponent by 5 points. Pellet bows, hand crossbows, & cho-ku-no do not have this special ability. Note that this armour class reduction only applies to that portion of a target’s armour class that is derived from physical armour. Dexterity, cover or magical bonuses are not affected. For example, an archer fires a heavy quarrel at a warrior wearing chain mail +2 & a shield with a Dexterity of 16. The chain mail is considered to be 2 points worse, so it has a base AC of 7, not 5. Overall, the warrior’s AC drops from 0 to 2. If the warrior wore nothing but AC 4 bracers of defence instead, his AC would not be affected. Armour types available to various classes Many classes have restrictions as to what armour allows them to operate effectively, or what armour types they may be expected to have been trained in wearing (and maintaining): • Fighters, paladins & clerics have access to any type of armour listed. • Rangers can wear any type of armour, but most wear studded leather armour or lighter armours to use their special abilities. That is, those weighing 25lbs or less. Applicable armours are: light or medium furs, quilted, leather jerkin, padded, cord, leather, hunting leathers, quality leather, lamellar shirt, improved leather, studded leather, garde, shell mail, full shell armour, web armour, Mulhorandi armour, dragonscale, elven chain, drow chain. Spellcasting is possible in any armour as rangers cast priestly spells. • Wearing armour (see Spellcasting in Armour) hinders casting of wizard spells. Priests, however, can cast spells in any armour allowed to them by their church. Wizardly spellcasting is possible in quilted armour, although not while worn under robes (note that any bulky clothing, consisting of several layers of heavy cloth, can be considered to be as bulky as quilted armour). Note that standard rules allow wizardly spellcasting in magical elven chain mail by multi-classed elven wizards. • Druids are allowed to use only “natural” armours: all furs, leather jerkin, quilted, padded, cord, leather, hunting leathers, improved leather, quality leather, hide, shell mail, full shell armour, web armour, bone/chitin/horn/wood armour or layered leather armour. They may only bear wooden shields (which are almost always small shields). • Rogues can wear any armour of 25lbs or less (see Ranger above for armour listing). Some armour types affect their thieving abilities (see Thieving Skill Armour Adjustments table). Remember the armour restrictions for bards when casting wizard spells. Armour Effects on Dexterity Checks Wearing armour, or carrying a bulky shield, interferes with a PC’s balance, poise & gracefulness to the extent that Dexterity check penalties are imposed in certain situations. If a Dexterity check is called for, whether in a situation requiring balance or quickness, or when using NWPs, apply the following penalties: Armour Modifier Leather Jerkin, Kote/Garde, Cloth/Quilted, Cord, Leather, Quality Leather, Hunting Leathers, Padded, Gnomish Workman’s Leather, Web Armour, Buckler 0 Furs, Bone/chitin/horn/wood Armours, Improved Leather, Lamellar Shirt, Ring Mail, Studded Leather, Back-and-Breast, Mulhorandi Light Armour, –1 Dragonscale, Elven Chain, Drow Chain, Small Shield Hide, Brigandine, Chain Hauberk, Layered Leather, Scale, Lorica Hamata, Anhurite Armour, Dwarven Chain, Chain-lamellar, Chain Mail, Hoplite Armour, –2 Metal Lamellar, Banded Mail, Half-Plate, Improved Mail, Mail and Plate, Elven Plate, Medium Shield. Bulky clothing. Bronze Plate, Three-quarter Plate, Dwarven Plate Mail, Plate Mail, Field Plate, Large Shield –3 Full Plate, Jousting Plate –4 General Armour Types The following section lists the general armour archetypes or composites that are produced by the industrious armorers of the Realms (now, or earlier in history). Note that the statistics are for an average example of the armour type. Armour made with special materials (such as superior quality steels or mithril) have modified statistics as detailed in the Miscellaneous section under metals. Quality leather is detailed in the special armour section, because it is made using both superior materials & construction techniques for a specific purpose (that being to hinder thieving activities less). Armour styles of AC7 or better generally assumes an appropriate companion helmet is worn. Normal pieces of clothing are commonly worn under (chemises, drawers, doublets, tunics, shirts, stockings) or over (baladrana, cassocks, cloaks, mantles, surcoats, tabards) all types of armour. Quick Descriptions for Common and some Unusual Armours AC Armour Description AC Armour Description Light, Medium, 9/8/7 multiple layers of furs/pelts 6 Brigandine plates of metal reinforcing between 2 leather or cloth layers Heavy Furs 9 Cloth/Quilted quilt of linen or wool over silk or satin 6 Scale Armour small non-overlapping metal plates riveted to leather backing 9 Leather Jerkin* thick, unhardened leather tunic, coat or apron 5 Chain Mail mail of interlocking metal rings Rope armour: layer of knotted woven rope 8Cord 5 Chain Lamellar* metal lamellar , mail backing and limbs Light Brig: cloth layers reinforced with wound or meshed cord 8 Padded padding sandwiched between layers of linen, canvas or wool 5 Hoplite Armour* bronze plate breastplate & , leather skirt Leather 8 rigid, hardened leather plates (breast, back, shoulder, thighs) 5 Lorica Segmenta* banded mail shirt, studded leather skirt (cuir-bouilli) 8 Hunting Leathers layered or thick soft leather tunic & leggings 5 Metal Lamellar overlapping layers of small laminated metal plates over leather 7 Hide thick stiff uncured leather tunic & leggings 4 Banded Mail horizontal bands of metal reinforcing over leather, mail at joints Leather Mesh: hardened leather mesh coat, leather arms & leggings 7 Improved Leather 4 Half-Plate* breastplate, backplate, partial leg & arm plate Leather (light) Scale: sewn leather scales, leather arms & leggings Double Mail/Heavy Chain: multiple layers of chain mail 7 Lamellar Shirt* metal lamellar jerkin, cloth skirt 4 Improved Mail* Augmented: chain mail over reinforced leather backing Bar Mail: mail reinforced with metal bars or strips through links Mail & Plate 7 Ring Mail overlapping metal rings sewn to leather or cloth backing 4 steel breastplate (and back or shoulders) over chain mail (light plate mail)* 7 Studded Leather unhardened leather coat & leggings, reinforced with metal studs 3 Plate Mail large metal plates over chain 6 Back-and-Breast* steel breastplate & backplate only 3 Three-quarter Plate* field plate torso and arms, partial leg armour 6 Chain Hauberk* knee-length, short-sleeved coat of mail 2 Field Plate interlocking metal plates over padding, chain at joints only 6 Layered Leather* hardened leather plates over soft leather suit 1 Full Plate interlocking metal plates over layers of padding & chain 6 Lorica Hamata* chain shirt, studded leather arms & skirt * = composite or partial armour Light, Medium & Heavy Furs (AC9/8/7, enc.: light/light/moderate, 10/25/40lbs) includes poshteen, parka (Iulutiun/Ice Hunter) Layers of thick furs & dressed pelts are the most primitive protection available. Furs have the added benefit of providing warmth in colder climes. The wearing of thick furs for their protective value is most popular in the most backward of cultures (such as primitive humanoid barbarians), although any peoples dwelling in cold climates may go about thus protected. For humans the practical limit for wearing furs is about 40lbs bulk, which yields a base 7 AC & a moderate encumbrance rating. Furs are bulky enough to hinder spellcasting by wizards. So wizards dwelling in the coldest of climes will either have magic means of keeping warm, cast spells only in warm places indoors, or wear a thick furred cloak or mantle, that they can throw back of their shoulders when casting spells (the furs provide no protection at this time). Thick coats of sheepskin correspond to furs. The furred parkas of the Iulutiuns & their kin of the Great Glacier, and that of the Ice Hunters of the North (and worn with soft hide pants & thick mittens), correspond to light furs (general wear) or medium furs (hunters). Heavy furs are considered too bulky for comfortable everyday wear in these harsh environments. Leather Jerkin (AC9, enc.: none, 8lbs) a.k.a. leather hauberk, riding leathers includes hara-ate-gawa (Kara-Tur) & del (Hordelands) A leather jerkin is a thick yet supple leather garment protecting the body. This is not usually a form of combat armour, but rather describes the thick, protective jerkins, aprons & coats worn by many tradesmen & outdoor workers (e.g. blacksmith’s aprons or the long, thick suede or buckskin coats of horse riders). Leather jerkins offer some protection for the torso from the rigors of work life. It also equates to the leather coat worn under armour such as layered leather and the backing of armours such as scale & studded leather. Hunting leathers (see below) consists of a leather jerkin or shirt with full arms & matching trousers of the same thick yet supple leather clothing. In Kara-Tur, this armour corresponds to hara-ate-gawa, a leather corslet protecting stomach, chest & back, and often worn by peasant foot soldiers. In the Hordelands, this armour corresponds to the del, an overtunic of leather covered by cloth & worn over a cotton or light wool coat (a light kalat, though not the padded leather kalat detailed under Hunting Leathers). Various armours correspond to this type, such as the leather sadiqi (hauberk) of the Kuong culture of Kara-Tur, and parts of Samarach & Thindol in the South. A leather jerkin is thick enough to hinder spellcasting by wizards, & affects thief abilities as leather armour (that is, no penalties). Cloth Armour (AC9, enc.: none, 7lbs) a.k.a. quilted armour, half-padded includes linen sadiqi (Malatra), peltcote (North), fullcloth (The Cold Lands) Cloth (or quilted) armour is the lightest & flimsiest form of purpose-built protection that could be called armour. It gives a similar protection to heavy, bulky clothing or a layer of light furs. In civilised areas of the Realms it is somewhat popular, as it is reasonably comfortable (when well made) though a little hot, and gives provides some protection against injury. Additionally it can be worn by mages (though not usually under robes) without undue hindrance to their spellcasting abilities. Cloth armour will affect thieving abilities as leather armour (that is, no penalties) does. Good quality cloth armour is a tunic/hauberk of silk (or satin if not available) quilted onto a thick cloth facing of linen or wool. The thick cloth provides a minor protection from slashing and bludgeoning weapons while the silk (satin) backing improves comfort & protects against piercing weapons like arrows. The cloth facing is usually dyed, embroidered, brocaded or otherwise decorated to improve its appearance. The most expensive quilted armour has a silk facing stitched over the cloth layer to further improve the appearance (though it does not significantly improve the protective qualities). A form of cloth armour, is the quilted linen sadiqi of Kuong in southern Kara-Tur, Samarach, and Thindol on the Chultan peninsula. The peltcote is a surcoat of quilted wool that is fur-lined, hooded & reaches to below the knees. It is often worn belted & has lined pockets. The peltcote is comfortable yet expensive (around 20gp) & is as warm as light furs. The fullcloth can broadly be classed as quilted armour (although it’s more properly a padded armour, as it consists of cloth layers with wool batting). Fullcloths are close fitting bodysuits consisting of two layers of thick-woven linen sandwiching a layer of sheep wool. Designed for cold protection (as warm as light furs), they nonetheless protect as quilted armour; and are popular in Vaasa & Damara, where they are worn under a layer of furs (which are cumulative in weight, protection & warmth) or heavy weathercloaks, costing around 8gp. For game purposes, any bulky clothing (consisting of several layers of heavy cloth) can be considered cloth armour for the purposes of determining a PC’s base armour class, though as they are not specifically designed, they weigh considerably more (up to twice the weight (around 10-14lbs), encumbrance: light). Armour Padding (or aketon) Aketon can be considered to protect like cloth armour. This is the padding worn under heavier suits of armour (notably chain mail & all plate armours). It confers no AC bonus when worn with these armours, as it is assumed that the AC of the armour suit includes this padding as well. The statistics given are for when the padding is worn by itself. It consists of a quilted cote or suit to prevent chafing & to help absorb the impact of blows. It is listed here because adventurers & soldiers who normally wear heavy armour will often sleep with their armour padding on, and may be involved in combat wearing this if off-duty or caught unprepared. Cord Armours (AC8, enc.: none, 15lbs) includes rope armour and light brigandine Cord armour is used to describe 2 armour styles that rely on thick cord or rope to provide light & flexible protection. Rope armour is sometimes found in savage or exotic settings, and consists of long, thick fibres woven & knotted into a thick, tough coat. It may be found in primitive areas or places where leather is scarce, the fibres usually being plant-based (often hemp) but sometimes made of the hair or fleece of exotic (usually huge) animals. Cord armour also includes of wound, woven or meshed cord or rope sandwiched between layers of stiff linen or canvas; that are quite popular amongst modern pirates & other mariners of the southern and eastern Realms as a light form of brigandine-style armour. In water it only restricts a swimmer as leather armour because, although a little bulkier, it provides some buoyancy. Hunting Leathers (AC8, enc.: none, 15lbs) a.k.a. buckskin, forester’s leather, includes kalat (Hordelands) Not considered combat armour, but protective equipment worn everyday like cloth armour. Hunting leathers are thick yet relatively supple leather clothing (e.g. layers of thick suede or buckskin) worn by many hunters, loggers, foresters & elves. It is more flexible than normal hardened leather armour (cuir-bouilli), and covers more of the body than either leather or studded leather armour. The thick leather is reinforced (with extra layers, cross-stitching or tasselling) at knees, elbows and across the chest. This armour is designed to resist bruises, cuts & scratches suffered both in combat & during the daily rigors of outdoor life. Hunting leathers have the same statistics as normal leather armour because, while the leather is softer, the suit is more complete, providing some protection to body, arms, legs & joints. It offers the same sort of protection a pair of sturdy leather boots gives to the feet. Like leather armour, it is thick enough to hinder spellcasting by wizards, & affects thieving as leather armour (that is, no penalties). This armour provides logically needed protection in wilderness as dangerous as that of the Realms, but without the military overtones of combat armour. A thicker, reinforced version of Amerindian suede outfits (those worn by the Daniel Boon type frontiersmen) is an appropriate analogy. Hunting leathers are particularly popular throughout the Dalelands & in the rural areas of Chondath. The long, often fur-trimmed, leather kalat of the Tuigan tribes of the Hordelands is another form of hunting leathers & consists of a heavily padded tunic of soft leather (often made of horse hide) that extends below the knees. Hunting leathers are not often worn in warmer climes, as they can be stifling in the heat. Leather Armour (AC8, enc.: none, 15lbs) a.k.a. cuir-bouilli, hardened leather Leather armour (cuir-bouilli) is made of strong & stiff leather plates that have been hardened in boiling oil & then stretched over a wooden mannequin. The resulting breastplate, backplate, shoulder guards, thigh pieces (alternatively a leather skirt) have straps & buckles sewn on for fitting to the wearer. Leather armour is worn over normal clothes, often a softer leather tunic & leggings of soft leather or, in colder climes, wool. There's no protection for the joints, limiting its protective qualities, but keeping restriction of movement to a minimum. This armour’s both inexpensive & durable. This is the most common form of combat armour throughout the Realms. Leatherworkers of most civilisations know the techniques & equipment for boiling and shaping the leather. Raw leather is made from the skins of common animals (usually from cattle, but also from horses & camels). The relative comfort & freedom of movement, adequate protection, quietness, availability and low price make this the armour of choice for the general human population. In sustained combat situations, leather armour may need to be replaced weekly. However, the armour is easily cleaned, reasonably unaffected by weather, and resists all but the severest of abrasions. This means a good well-maintained set of leather can be worn daily for many months without need for replacement. Many retired warriors & middle-class militia have a set of leather armour stored away that they take out and polish at least annually. Militias & levies, freemen, barbarians, light infantry, and marines are the primary users of leather armour as: • it is drastically cheaper and more readily available than metal armour; • the armour can be worn for long periods of time without leading to increased fatigue or disease; • it is still possible to swim, or at least stay afloat in leather armour (anyone in metal armours generally sinks immediately); and • it can be stockpiled for years without the excessive maintenance required by metal armours that are prone to rust Another benefit of leather armour, of special benefit to rogues & rangers, is the ease which it can be silenced. While leather armour is not typically noisy, its buckles & fasteners tend to rattle and clink. Unlike metal armour, leather armour is easily muffled by clothing & as such makes little sound during normal movement. Additional layers of clothing further dampen sounds made by the wearer while hiding. Padded Armour (AC8, enc.: none, 14lbs) a.k.a. waitao (Kara-Tur), cotton armour (Maztica) includes laminated cloth armour (Kara-Tur, Zakhara) Padded armour is one of the simplest, oldest & most universal forms of personal defence. It consists of 2 or more layers of thick cloth stuffed with thick batting & quilted together (so is, in effect, quilted armour reinforced with a thick cushioned padding of wool or cloth). Padded armour is often worn as day-to-day wear in colder climes, mostly by commonfolk & those working in dangerous areas. It is also found among village militias, poorer bandits, urban street gangs, and less militant barbarian cultures. Any reasonably skilled tailor or seamstress, in any culture, can make padded armour. Thus, it is common protection for the poorer classes. The armour is more bulky & restrictive than leather armour, but it is cheap, easily cleaned (simply wash & dry) and protects from the cold like a stout overcoat. The armour is often painted, dyed, or quilted in checkerboard fashion, to improve appearance, especially if it is worn every day. Throughout the northern realms of Kara-Tur (particularly inland Shou-Lung) padded armour (called waitao in the east) is very popular as the armour of militiamen and peasant levies. Waitao features a great, heavy coat with enormous sleeves (which are excellent for carrying hidden weapons). The cotton armour worn by soldiers of Maztica corresponds to padded. Padded armour also includes ridged, laminated cloth armour. The heavy linen coat is stiffened with laminations of glazes to improve both appearance & protection. Worn in some areas of Kara- Tur & Zakhara, it is not quite as stifling as standard padded, so is somewhat more suitable for warmer climes. Being little more than multiple layers of clothing, padded armour tends to soil & wear out easily. Although newly fashioned sets sell cheaply, padded armour must be replaced at least monthly in warmer climates if not washed every few days, even if it is well cared for. Lice, dirt, sweat, fleas & insects all take their toll. When travelling through heavily infested swamps or humid forests, padded armour may require replacement as often as every few days. On any long journey, spare suits of padded armour should be taken along as if they were spare sets of clothing, to avoid unnecessary discomfort later. If the DM judges that a set of padded armour have seen its last days, the armour class of the armour drops one place (AC 9). The armour, now rotted & torn, is little more than bulky clothing. Also, heavily soiled armour reduces the wearer’s saving throws against disease & disease-causing spells by -2. Hide Armour (AC7, enc.: light, 30lbs) includes chia (Kara-Tur) Hide armour is made from the thick hide of a very large animal (an elephant, for example) or of some monsters. Hide generally consists of a long hauberk (or shorter coat and skirt), with shoulder pieces and leggings (usually of hide or furs). Note: Hide armour, when professionally designed, cured & worked by a ‘civilised’ armorer (from a technologically advanced culture (Tech levels: HY, RE, OR and more advanced ME)) is AC6 & corresponds to layered leather. In this case, the armour consists of thick hide over a backing coat of softer leather, that acts as padding & provides more flexible protection for the joints. Hide armour is too thick, heavy, and inflexible to be used much in the advanced societies. However, among barbaric human & humanoid cultures, hide armour is common. Because of its simple construction, any race with leather-working technology can produce serviceable hide armour. The leather can be tanned to improve the armour’s durability & smell, but this is not necessary. Hide armour is sometimes made from the skins of monsters. It is rarer because of the danger involved in killing the monster, and the difficulty of finding a leather-worker skilled in treating & working with such unusual hides, but the resultant armour is usually of better quality, yielding either a weight saving or a better protection. For example, Chimera Hide armour yields a tough, slightly furred hide armour of AC6; whilst Manticore hide armour yields a dark, supple armour that is AC7 but weighs 10lbs less, and impairs rogue abilities as leather armour. Among the tribesmen of Chult, chieftains & priests of Ubtao wear hide armour (and helms) of colourful dinosaur hide. In Kara-Tur, well-built armour made of rhino hide (called chia) is somewhat popular even in civilised areas (and so corresponds to layered leather if made by civilised armorers). The Pazruki tribe of the Ama River basin in the north of Kara-Tur use cured giant elk hides to make their thick, inflexible armour. Like padded armour, hide armour is often decorated to show group allegiances. Often the type of creature whose hide constitutes the armour denotes clan allegiance, as with the Hydra clan fire giants or the Black Bear ogres. Humanoid races often affix some part of a notable kill to their hide armour. Although they don’t affect the armour class rating of this armour in any substantial way, these trophies (which often include skulls, scalps, teeth & claws) are considered a sign of ferocity & battle-prowess and are therefore seen most commonly among battle leaders, huntsmen & shamans. Some backward human cultures (notably many barbarian tribes) commonly wear thick hide armour. Some tribes’ superstitions state that the hide armour gives them animal-like strength & powers, and that human armours like chain & plate mail dull their innate combat instincts. There are shamans of the North who tell great tales of famous suits of hide armour, blessed with the spirits of the animals from which they are made. Uthgardt legend speaks of Flnar’s Sableskin, a Crag Cat hide enchanted by Black Lion shamans, that allows the wearer to shapechange into a Crag Cat, and confers on the wearer the same non-detection & spell-turning abilities of the ‘Hunter-of-Men’, as the fabled beast is known to these barbarians. Improved Leather Armours (AC7, enc.: none, 25lbs) including: Leather Mesh, Leather Scale (Light Scale) Throughout history, leather armours have been improved & reinforced to increase their protective qualities. The most common types of improved leather are leather mesh & leather scale. They each consist of a hauberk of leather pieces, usually worn over a backing of linen, furs or stout clothing for greater protection (layers of silk or close-woven satin could be worn in warmer areas for their colour, ventilation & protection against piercing attacks). Improved leather armours are popular as light armour in eastern & southern Faerun (giving good protection while remaining quite cool & easy to repair) and in areas where metals or metalworking technology are poor. They inhibit thieves & otherwise function as Studded Leather (being slightly less effective versus slashing & piercing attacks, but more durable due to their flexible, interwoven designs). Leather mesh: consists of stout leather or hide, hardened by boiling, which is cut into strips & interwoven to make a distinctive mesh coat. This is the armour worn by any number of horse-based tribal cultures (such as the barbarians of the Ride & the Tortured Lands, and the tribesmen of Narfell). Note that the Tuigan horsemen of the Hordelands generally prefer the inferior, but warmer and more comfortable, fur-trimmed leather kalat (see Hunting Leathers). Leather scale (or light scale): is a lighter form of scale armour, with a hauberk of hardened (boiled or lacquered) leather scales sewn together (in Kara-Tur they are often tied together with colourful leather lacings) & worn over a linen or layered silk backing. Note that it is also possible, though rare, to make light scale armour with scales of bone or horn (the armour then corresponds to bone/chitin/horn/wood armour (see below)). Light scale is popular amongst some cultures of the South & East (particularly the Shaar, the Shining South & Kara-Tur); and is also favoured by nomadic peoples who have difficulty finding metal to work with. Ring Mail Armour (AC7, enc.: none, 30lbs) This is a form of leather-based armour with metal rings sewn onto the backing layer of flexible leather as a hard facing to deflect blows (although not very effective against piercing or bludgeoning attacks). It looks somewhat similar to chain mail, but is made by sewing overlapping metal rings directly to a leather or cloth backing rather than interlacing them. It suffers all the maintenance problems of padded & studded leather armour, and the clinking of the rings makes the armour too noisy for rogues. Ring mail has the same role in early-period campaigns that chain mail has in later ones. In the Dark Ages, ring mail was a cheap substitute for true mail, which was too expensive for many warriors. Few human groups, other than town militias & bandit gangs, use ring mail to any significant degree in areas of standard Realms-level technology, but it was popular in times past when metal-working technologies were not as advanced (so many older treasures may contain suits of ring mail, possibly even enchanted). The weight of ring mail is better distributed than chain mail, so it can be comfortably worn for longer periods. In the Realms, ring mail is the basic armour worn by Semphari troops & militias, and by the cavalrymen of Shou Lung. Studded Leather Armour (AC7, enc.: none, 25lbs) Studded leather is perhaps the most popular form of ‘improved’ leather-based armour in the Realms. While leather armour (cuir-bouilli) is a shell of hardened leather plates, studded leather armour consists of a long coat of softer & more flexible leather (a tanned or cured leather hauberk or a with sleeves & a skirt or leggings) with metal studs or rivets affixed across much of the surface. The leather hauberk is often covered with thin bands of leather at right angles forming a checkerboard pattern, with the studs affixed along these bands (to improve durability). The rivets are close enough together that they effectively form a flexible coating of hard metal that turns aside slashing & cutting attacks. In warmer climates, or amongst mariners, a canvas hauberk is sometimes used instead of a leather hauberk. Studded leather is a common armour of the Realms. It is relatively cheap & easy to produce and provides adequate protection. Studded leather is commonly worn by pirates & other seafarers as it is still possible to swim, or at least stay afloat in studded leather armour (anyone in metal armour generally sinks immediately), due to the light weight & flexibility of the leather backing. Therefore, many sea-going mercenaries & pirates prefer to wear studded leather as their all-purpose armour. Studded leather is also the armour of choice for many rangers, as it is the heaviest armour available that is still flexible enough for them to utilise their special abilities. Studded leather tends to wear out rather quickly. Not only does the soft backing wear out as quickly as thick clothing, but the metal studs can be affixed only by driving them through the leather, considerably weakening the overall strength of the backing. Eventually, the holes open up and the rivets drop out. Studded leather is also prone to the same problems of sweat, grime, and insects as padded armour. Spiked Leather (AC7, enc.: none, 25lbs): A variation of studded leather that is sometimes seen among humanoid barbarians of the northern climes (and among some hill giant clans) is spiked leather. Spiked armour is also worn on occasion by gladiators & pit fighters for its menacing appearance. Spiked leather armour is studded leather armour in which the rivets have been augmented by sharp spikes. (Most intelligent beings would be worried about mounting spikes into their armour, just in case they should trip & fall, not to mention the problems packing or storing the armour). Overbearing & grappling while wearing such armour 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. Spiked armour is usually made specifically for the wearer & costs about 150% of the price of a normal set of studded leather. Aglarondan Studded Leather (AC6, enc.: none, 25lbs): This armour is a little better than the studded leather armour found in most societies. The studs are larger & flatter, and are made of a quality steel alloy developed by the lost Kazmerne dwarven clan that once inhabited the Yuir mountains before their destruction at the hands of the Drow. The leather is cured & re-cured many times with a blend of boiled tree saps taken from the deep & mystical Yuirwood. The result is a strong light armour, perfect for rangers & woodsmen, that protects better than normal studded leather armour. Average cost is around 250gp in Aglarond. Outside that realm it is very rare & so more expensive, though a number of expatriate smiths of that country have taken the secrets of its construction with them (still, they must obtain the necessary saps & metalliferous sands from the Yuirwood). (Refer to the Spellbound boxed set) Back-and-breast (AC 6, enc.: none, 30lbs) This armour is simply a long padded steel breastplate & backplate, worn like a shirt. It protects the wearer’s vital organs (the torso, shoulders & groin) but leaves the limbs uncovered. Normal clothes, often very colourful uniforms, are worn underneath. It was the armour prevalent among the Amnite conquerors of Maztica (and thus amongst mercenaries & militias of the Merchant Kingdom). Brigandine Armour (AC6, enc.: none, 35lbs) a.k.a. brig A development of both scale armour & studded leather, brigandine armour consists of a coat of metal plates or strips. These plates are sewn or riveted to an undercoat of soft leather, thick cloth, or coarse canvas. A further overcoat of cloth or leather is affixed to the exterior of the suit, both to strengthen the entire framework as well as to make the armour less conspicuous from a distance. This making for a layered protection that is as effective but lighter than scale armour. Only the flexible leather backing protects the joints & limbs. Brigandine armour is quieter than chain or banded mail, but less quiet than studded leather or leather armour. It is generally more flexible than hide, but its three layers make it somewhat stiffer than scale armour. Splinted armour, described below, is nothing more than a heavier version of brigandine. Brigandine is a light armour of composite construction, often worn by brigands & marines, as effective against missiles as heavier chain mail. This is a common armour in the Realms & Kara-Tur. It is about the best armour a run-of-the-mill village armorer can efficiently produce. For armours offering greater protection, a master armorer is required. Brigandine armour can be useful for smugglers, allowing items to be concealed within its multiple layers. Not only coins & precious metals might be concealed, but treasure maps, personal defence traps, and concealed weapons are all possibilities for the clever character. It is possible to conceal such items either within the padding or by interleaving them with the metal plates. The DM or player should not overlook this potential use of brigandine armour in the campaign. Secret pockets for use by thieves or prestidigitators might be revealed in the heat of combat, or local authorities may miss a valuable clue the PCs are lucky enough to discover on their own. Much like gnomish workman’s leather, an adventurer’s set of brigandine may hold many welcome or unwelcome surprises. Splint Armour (AC5, enc.: light, 40lbs): Treat it as a heavier form of brigandine, where larger strips of metal are used. The strips are riveted together in an overlapping pattern (usually vertically) & then sandwiched between 2 layers of rigid (hardened) leather & worn over soft leather or cloth padding. Layered Leather (AC6, enc.: light, 30lbs) a.k.a. buff coat, nordic hide The equivalent of hide armour among civilised societies is layered leather armour, where multiple layers of hard & soft leather armour are worn together to form a heavier & more effective protection. Usually consists of plates of hardened leather (boiled or lacquered) to give a hard outer shell, with a soft inner layer as backing (so it is effectively a suit of leather armour worn over a set of hunting leathers). Occasionally thick quilted or padded coats are worn underneath the hard leather-facing layer instead of a soft leather suit. This armour is superior to hide armour (covering more of the body & being somewhat more flexible) and does not suffer the problems of odour & disease seen in hide & padded armours. It is generally considered too inflexible to be commonly used by rogues (penalties as Studded Leather), and is bulky enough to make swimming difficult (as chain mail). It is popular amongst druids (as the only metal in its construction is used to make the buckles & pins); in areas where metal is scarce; or where technologies other than metalworking are pre-dominant (such as to the east of Faerun). Scale Armour (AC6, enc.: light, 40lbs) a.k.a. ki’a (Kara-Tur), includes ceramic scale, coin scale Scale armour consists of a thigh-length sleeved coat of soft leather, layered silk or heavy cloth to which is riveted or sewn one or more layers of small pieces of metal (scales, which are usually diamond-shaped in Faerun & oblong-shaped in Kara-Tur). This suit is worn with accompanying leggings, or occasionally a studded leather skirt. Scale armour is similar to metal lamellar except that the scales are not overlapping, nor tied to each other, which limits their effectiveness. It is similar to brigandine & splinted mail, but the plates are not sandwiched between leather layers like those armours. The scales in scale armour are smaller than the plates of brigandine, making the suit more flexible & comfortable when worn. Indeed, in this respect, scale armour far exceeds heavier armours. However, all those scales require more maintenance, as the scales tend to become detached from the armour’s backing with wear. Scale armour suffers the same problems of lice, grime, dirt, & odours that studded leather and padded armour suffer. In Kara-Tur, scale is called ki’a, and is often made of metal plates sewn onto layers of heavy silk (or soft leather in western (upland) Kara-Tur). Often richly ornamented, it is a common armour among the officers of Shou Lung & T’u Lung. Wealthy warriors amongst the Tuigan of the Hordelands commonly wear scale armour, usually bought or pillaged from Kara-Turan traders. The Oigur tribe of the steppes manufactures a crude form of loose-fitting scale by stitching bronze plates outside their traditional kalats. On rare occasions suits of scale armour are constructed using coins (up to a 1000) as scales. These coin scale armours are generally limited to formal use by ostentatious merchants & dignitaries. In areas with little metal or poor metalworking technology, the armour can also be made from small lacquered ceramic scale-like plates (this practice is somewhat common in southern Kara-Tur & the Shining South). These forms of scale can appear elaborate & colourful, and are more expensive due to the time spent embellishing the armour. Colourful silk or leather string laces are often used to tie the scale to the soft leather or heavy cloth backing. Scale armour is an ancient style that has been used throughout eastern & southern lands for millennia. It never became popular in northern Faerunian cultures for very long (with the unusual exception of the famous yellow- and green-stained scale armour of Waterdeep’s Guard & Watch): being too time-consuming & inefficient to make in comparison to other armour types. Chain hauberk (AC6, enc.: light, 35lbs) A chain hauberk consists of a short-sleeved coat of mail that hangs to the wearer’s knees. It is popular in periods when the cost of a complete suit of chain mail is prohibitively expensive. Because the lower arms & legs are vulnerable, the hauberk doesn't offer the same protection as a full suit of chain mail. A heavy woollen tunic usually backed it. Chain Mail (AC5, enc.: light, 40lbs) Chain mail is a flexible mesh of interlocking metal rings (the rings being made from metal wire wound around a rod, then cut. After linking together, the rings are closed with a punching tool). It is always worn over a tunic of padded fabric (in later periods called an aketon), soft leather or even thick velvet, to prevent chafing & lessen the impact of bludgeoning attacks. The links yield easily to blows, but absorb some of the shock. Proper chain mail suits feature a long coat, chain sleeves that extended to the wrist, chain gloves or mittens, mail hose or greaves & a chain coif. Chain mail is the standard medium armour in most campaigns, being the armour of choice of many mercenaries, town guards, army patrols, and those travelling dangerous trade roads. It also forms the basis of most heavy plated armours. In many places, it is so common that the price of a good suit of chain mail may actually be cheaper than less sophisticated armours like scale armour & brigandine. Chain mail is only slightly heavier than hide or brigandine armour & lighter than any of the plate armours are. Unfortunately, the weight of a suit of chain mail does not rest evenly on the body. Rather, most of the burden of a chain suit rests upon the shoulders, making chain armour feel heavier than it really is. In game terms, this means chain mail can only be worn for a few hours before the shoulders of even the strongest warriors begin to fatigue. Experienced warriors usually carry a second set of lighter armour (often leather or studded leather) for use when travelling or when not on watch. The metal mail must also be oiled & scrubbed with a wire brush weekly to avoid rusting. Like all metal-based armours, chain mail makes swimming nigh on impossible. The clergy of the sailor’s god Valkur the Mighty sell (at triple normal cost) personally crafted suits of chain mail that can be released by special catches in 1 round, allowing the armour to be shed quickly in water. Thought to have been developed independently by both dwarven & elven craftsmen many millennia ago; chain mail is popular throughout Faerun, and predominates in the northern, western & central regions. In the south & east, it’s equivalent (metal lamellar) is more popular, as it is throughout the Hordelands & much of Kara-Tur (though officers in the Semphari army wear brilliantly polished suits of chain mail). In the often stifling Shining Sea region, chain mail is often enchanted with minor magics to keep the wearer’s body temperature normal, allowing the armour to be worn for longer without fatigue (this style is popularly called Calishite mail). In Kara-Tur, chain mail links are often woven or pinned together, and the mail is generally used in armour piece form (to make kote, headgear, and vests that can be concealed under loose clothing). Metal Lamellar (AC5, enc.: light, 35lbs) includes laced armours (Kara-Tur) Metal lamellar consists of multiple layers of overlapping metal plates (lamellas) which are sewn or tied together with wire & riveted to a backing jerkin of heavy leather. The lamellas are them- selves, thin pieces of metal laminated together. It provides more effective protection than scale armour because the metal pieces are generally: • laminates (thin sheets of metal hammered, glued, screwed or welded together) • overlapping as so deflect blows better (presenting layers of laminated plates to resist damage), and • tied to each other, making it more difficult for weapons to fit between the metal pieces This is some of the heaviest armour worn in Zakhara, & is the only common heavy armour style throughout much of Kara-Tur (where laced lamellar armours are worn as both full suits & armour pieces). It can be found throughout southern & eastern Faerun (fulfilling the same role that chain mail does in northern, western & central Faerun). O-yoroi (AC3, enc.: light, 40lbs): The richly decorated & laced armour worn by the nobles & samurai of Kara-Tur, the o-yoroi, (or ‘great armour’) corresponds to a quality form of Metal Lamellar. The o-yoroi is made up of several armour pieces. Kote (armoured sleeves), do-maru (corslet), sode (shoulder piece), haidate (apron), sune-ate (shin-guards) & accompanied by the (an open faced helm) & a number of smaller pieces: mempo (facemask), nodawa (neck guard), wakibiki (armpit guards) & sendan-no-ita and hato-wo-no-ita (guards for the front of the armpits). The armour pieces are themselves constructed of small metal plates tied together by colourful leather lacings, then lacquered (for appearance & to keep moisture out), then the separate armour pieces are tied together to form the suit. O-yoroi armour is expensive & exquisitely made, costing five times normal prices but affording AC3 protection for only a small weight penalty (though is slow & difficult to don without assistance). Half-plate (AC4, enc.: light, 40lbs) a.k.a. pikeman’s plate As its name suggests, steel half-plate is essentially a cut-down version of full plate armour. Half-plate consists of a collar/shoulder plate, breast and back plates, and two (upper leg and hip guards), leaving the lower legs and insides of the arms unarmoured. The collar hinged open & was worn beneath the cuirass or breastplate. The backplate dips between the shoulder blades and has a belt riveted on; this is fastened around the breastplate and, together with metal-plated shoulder straps, holds the whole together. A pair of long tassets (thigh guards) are strapped, hinged or riveted to the flange at the front of the breastplate’s base. Straps, where used, are plated with metal. A lighter, open-faced helm (like the distinctive pikeman’s pot or ) is usually worn. As firearms became more prevalent, the usefulness of heavy plate armour rapidly declined. The trend towards more complete coverage reversed, and soldiers & knights began to discard all but the most critical pieces of armour. This type of armour would only just be starting to appear in the Realms, if at all (the product of forward-thinking master craftsmen). Improved Mail Armours (AC4, enc.: light, 45lbs) including: double (heavy) mail, augmented mail, bar mail Several varieties of improved chain mail appeared during the Crusades. All types of improved mail offer better protection than normal chain mail, but at the price of increased weight. Double mail (Heavy Chain): This is the most common form of improved mail. It’s simply a stouter version of normal chain mail. This armour style can feature a number of improvements (the forms are functionally identical): • Using heavier gauge steel to form the rings. • Using smaller rings to give a denser weave, which is less susceptible to being pried apart by a thrust blade. • Interlinking the rings using a tighter & stronger weave pattern. In standard chain mail, each ring is linked to the 4 surrounding rings. In some double mail a 6-on-1 pattern is used. A later development as a result of stronger longbows & crossbows, this weave pattern is less susceptible to penetration by arrows or bolts. • Occasionally an extra layer of standard chain mail is worn to provide extra protection for the more vulnerable chest & stomach areas (usually in the form of an extra cuirass of chain worn like a surcoat over the top of the main mail hauberk) with standard chain mail elsewhere. Augmented Mail: consists of a suit of chain mail reinforced by a backing of stout leather that is more effective at warding blows (not to mention more expensive & less flexible) than the standard cloth padding (aketon). Bar mail: consists of chain mail reinforced with flexible metal strips or thin bars threaded through the links, improving protection, especially against piercing weapons. Mail and plate (AC4, enc.: light, 45lbs) a.k.a. light plate mail, moghul chain mail Mail and plate armour (also called light plate mail) describes an early form of plate mail in which a full breastplate (and often a shoulder or back plate) is worn strapped over a suit of standard gauge chain mail. Plate Mail (AC3, enc.: moderate, 50lbs) Plate mail is a combination of heavy steel plates covering the exposed areas: cuirass (breastplate), epaulettes (shoulder plates), (arm guards), elbow guards, gauntlets, tassets (thigh guards), and greaves (shin guards). These plates are strapped or riveted to a sturdy backing of chain mail (rigid leather or brigandine is generally too stiff). This is the most common form of heavy armour. Any heavier helm is worn with the armour, usually an open or close helm. The steel plates are of superior construction to those found in bronze plate & banded mails, relying on superior metallurgy & advanced lamination techniques to produce lightweight steel with excellent combat characteristics. Plate mail is the most common form of heavy armour. It provides the maximum protection of any armour sold off-the-rack (plate armour must be custom-made for the individual), and can take month after month of gruelling combat punishment. It is only moderately heavier than banded or chain mail, but because of its adjustable & sturdy straps, wears easier than either. Instead of attempting to articulate the joints & provide complete plate protection, portions of this armour are simply protected with chain mail. This form of armour is simply an expanded suit of mail and plate, and the forerunner of true plate armour. Even in the age of full plate armour, simple plate mail was still common among professional mercenaries & lesser knights. Because the plates are carefully fitted to combine with the chain suit beneath, the layer of leather or cloth padding beneath the chain is thinner & more flexible than that found in banded or brigandine armour (equating to aketon padding). In the Realms, adventurers, royal guards, and mercenary captains often wear plate mail. As a prize of battle, plate mail is infinitely easier to fit to a new owner than either field or full plate armour. Plate mail is the preferred protection of most of the northern, western & central Faerûn’s more experienced warriors. It is also the heaviest armour available to most priests. Three-quarter plate (AC3, enc.: light, 45lbs) a.k.a. cavalry (cuirassier) plate This armour is a three-quarter-length plate suit, protecting torso, arms, and thighs. It comprises breast & back plates with (throat guard) & arm plates. The hands are protected with articulated plate gauntlets. The knee-length leg armour is made of overlapping, articulated, curved plates to give freedom of movement. They protect the flanks and the inner legs are unarmoured, as they’d normally be protected by the knight’s mount. They end in a knee guard. Heavy boots protect the feet & shins. A close-helmet or similar would usually be worn in a Realms-like milieu. Like half-plate, this type of armour would only just be starting to appear in the Realms, if at all. Field Plate Armour (AC2, enc.: moderate, 60lbs) a.k.a. ki’a (Shou Lung) Plate armour is probably the best armour a warrior can buy, both in appearance & protection. Field plate consists of shaped & fitted metal plates riveted & interlocked to cover the entire body. Like plate mail, a set of plate usually includes gauntlets, boots, and a visored helmet (a close or great helm). To save weight, field plate armour dispenses with the chain mail backing of plate mail or full plate armour (except at the joints). Instead, a light suit of cloth padding, or aketon, is worn beneath field plate. The considerable weight of this armour is well distributed over the wearer’s body, and though mobility is reduced & fatigue increased, a trained knight can lie down, stand up, or vault into the saddle while wearing field plate. The interlocking plates are specially angled to deflect arrows & blows, and the entire suit is often carefully adorned with rich engraving & embossed detail. Plate armour is built to withstand the rigors of long-term use & combat. The entire body is encased in metal plates, and even the joints are protected with metal caps & sturdy chain mail pieces. In Faerun, the technology & expertise to produce effective suits of plate armour at a reasonable cost is only now becoming available, probably due to the industriousness of dwarven smiths. In Kara-Tur, high ranking & wealthy noble officers of Shou armies wear ki’a - plate armour adorned with symbols & relief detailing the history and past glory of the wearer’s family. This expensive armour is handed down from generation to generation - losing the family ki’a will bring great dishonour on the name (expeditions are often mounted to retrieve lost ki’a). Each suit of this expensive armour must be custom-made & fitted for its prospective wearer. Only a master armorer can create plate armour, and only a master armorer can resize captured pieces of a suit for a new owner. The new owner must be of a similar size & build as the previous owner (20% chance for a discovered suit), or the effort required to modify the piece in question exceeds the expense and effort necessary to forge an entirely new suit. Dwarven Plate Armour (AC1, enc.: moderate, 60lbs): The dwarves of Earthfast are known to produce high quality plate armour for their own use (mostly by pikemen, such as those who joined the Crusade against the Tuigan horde). Like Dwarven Plate Mail (see below) it is designed to suit the squat, relatively inflexible dwarven physique, and cannot be modified for other races. Heavier than equivalent armour, a suit of dwarven-sized plate armour weighs approximately the same as a set of human-sized plate. Unlike Dwarven Plate Mail it has no other advantages over similar human armour besides its armour class bonus. (Dwarven Plate is not given its own entry, as it is much more rarely seen than traditional Dwarven Plate Mail). Unusual and Special Armours In addition to the general armour types listed above, special armours are made only in certain areas of the Realms, often by masters artisans working with rare & superior materials, and using antiquated or secret construction methods. Garde, Kote, Manica (AC9, enc.: none, 8lbs) This form of armour consists of a pair of armoured sleeves, extending from the shoulders to the back of the hands & tied together to keep them from falling off. If necessary, it can be partly concealed beneath bulky clothing. In Kara-Tur kote are normally made of light chain mail, or metal plates sewn between layers of silk (like brigandine or lamellar). In Faerun their use is generally limited to the Vilhon Reach, Arnaden & human lands about the periphery of the Shaar. In these areas they are called manica (if similar to the Roman model) or garde (if more like kote). Quality Leather (AC8, enc.: none, 15lbs) Quality leather armour is made from the most expensive & supple leather (often taken from exotic animals), and carefully worked into armour pieces by a master craftsman. The pieces are often constructed in a laminate design: with a soft leather facing layer bonded to the boiled or lacquered leather plates to help muffle sound. These plates are worn over a soft leather tunic & leggings like normal leather armour. The armour is cut away under the arms & no thigh guards are worn, making stealthily movement easier (and which balances out the additional protection for the torso and shoulders provided by the laminated plates). The buckles & fasteners, which tend to rattle and clink, are muffled with leather & cloth strips that are glued to the metal. The armour is usually dyed a dull colour (often neutral grey or black), and polished with a non-reflective, matte nugget or wax. Quality leather armour acts in all respects like leather armour, but is at least as durable & offers particular advantages for rogues. Due to the quality & attention to detail, quality armour infringes less on thieving activities (allowing the bonuses usually reserved for wearing no armour). In addition, it can be worn under bulky clothing without being obvious. The quality of the materials, and attention to detail used in construction, means that quality leather is far more expensive then normal leather armour: costing around 250gp for a suit. Gnomish & elven artisans are known to produce particularly fine suits of quality leather. Gnomish Workman’s Leather (AC7, enc.: none, 25lbs) Gnomish workman’s leather armour is a variation of high-quality gnomish leather armour (as described in Complete Fighter’s Handbook). Gnomish workman’s leather is adorned with dozens of tiny tool holders & pouches, typically filled with a bizarre collection of coins, nails, tools, utensils, weapons & small machinery components. For this reason, a suit of gnomish workman’s leather provides protection equal to studded leather armour. Without modifications & additions, gnomish workman's leather acts as normal leather armour. However, this is before a gnomish workman has personalised it to ‘increase its functionality’. Strange inventions, secret compartments, locked & trapped pockets, and a dizzying array of tool holders & layered item racks are added, modified, moved & camouflaged almost daily. From week to week, a gnomish workman’s armour suit may change drastically in appearance & function. The armour has a stowage capacity of 10lbs, with up to half that can be considered hidden. Enough gadgets are usually added to alter the armour class to 7, but make the armour noisier: clinking & banging into each other, spilling out when the owner bends over, or accidentally dropping off or exploding in the heat of battle. This type of armour is rarely seen by non-gnomes (except perhaps in Lantan). Dwarves, who might squeeze into a suit if offered, find the concept distasteful & the appearance much too garish for their otherwise stoic tastes. Halflings have displayed a weakness for the many secret compartments found in gnomish workman’s leather and halfling thieves in particular might treasure a suit of this armour above all else. In human settlements & cities, gnomes will only don workman’s armour when working privately, deep in their workshops, being tempting targets for pickpockets out on the streets. In their communities, however, it is commonly worn everyday. Gnomish rogues may don a set of workmen’s leather when adventuring. Lamellar shirt/coat (AC7, enc.: none, 20lbs) Lamellar armour consists of small, overlapping plates (scales) of metal sewn together or stitched to a backing of leather or cloth. Full suits of lamellar armour were very rare in the Bronze Age, but lamellar coats with cloth skirts (made of stiff canvas) were somewhat more common. This composite armour represents the best protection available to the common soldier in many ancient settings, such as the Old Empires region & about the Shaar earlier in history. Mulhorandi armour (AC7, enc.: none, 23lbs) a.k.a. kalasiris This is the famous & traditional armour worn by priests and warriors for everyday & ceremonial use in Mulhorand & Unther. It consists of a kalasiris (knee-length, tight-fitting layered linen skirt), a pectoral collar (a padded plate protecting the chest, shoulder blades and throat), and armlets & bracers that together protect as a vambrace. This armour is light, cool & relatively comfortable: well suited to the often-stifling climate of the Old Empires region. When expecting battle, soldiers & priests usually don heavier armour (usually metal lamellar or Anhurite armour). Web Armour (AC7, enc.: none, 20lbs) a.k.a. spidersilk armour Spider webs are, pound for pound, stronger than the best tempered steel. Web armour is made of spidersilk, thickly woven & treated to create a light, supple armour capable of turning the strongest blade, yet comfortable enough to be worn every day. Thousands of thick strands from rare varieties of wild or domesticated large spiders are woven to form a suit of armour that extends from the shoulders to mid-thigh. The completed armour is then treated with an alchemical mixture to preserve the cohesion & durability of the strands, while removing much of their stickiness. The suit is usually worn over loose pants or a spidersilk bodysuit, and a helm is seldom worn except in battle. Web armour tends to have a light silvery sheen (unless dyed to a less conspicuous colour) & is often mistaken for woven metal armour. The light & flexible nature of the suit means it affects thieving as normal leather armour (no penalties). In some isolated elven enclaves of southern Faerun, spidersilk is gathered from large jungle spiders & used to produce web armour, which is worn by tribal warriors or traded to the southern city- states (especially those of the Tashalar) where it is very popular amongst rogues. In drow enclaves of the Underdark (and occasionally among other Underdark peoples such as jermlaine & derro) spiders are widely domesticated. Spidersilk is used for many purposes, including cloth & rope manufacture, and is woven in complex designs into spidersilk bodysuits & web armour, which is used extensively by drow thieves & assassins. Spidersilk is also harvested among the Khopet-Dag (Spiderhaunt Peaks) north of Semphar by the human yaqubi clans. Web armour made from this spidersilk is finer & quieter than normal (+10% to Move Silently rolls, as quiet as wearing no armour) but is more costly (twice the usual price). Some legends say that superior web armours (with ACs of perhaps 5 or better) can be created from the silk of some breeds of phase spiders (and so is understandably very rare) & which may have other properties besides. Bone, Chitin, Horn & Wood Armours (AC7, enc.: light, 30lbs) includes tree bark armour, turtle shell armour In remote or primitive societies, peoples with little access to metals or poor leather-working skills may use armours made of wood, horn, chitin, bone or other ‘natural’ materials. Reinforced plates or lamellas of polished wood, horn/bone are worn over cloth, cord or soft hide backing. The material is often treated with fats/oils, saps/resins or other substances to prolong their useful life. Chitin armour is made from the carapaces of giant insects, usually beetles. This armour is crafted by a number of primitive cultures of the Underdark, by the laertis of Anauroch, by bullywugs of the South & by lizardmen throughout Toril. Turtle shell armour is functionally the same, and is worn by some less civilised aquatic & semiaquatic races, such as the koalinth of Seros and lizardmen everywhere. It is made from the hard shells of large Alambern green & Twilight turtles, and worn in whole form (as back & ) or sawn up into smaller pieces & sewn onto soft backing. Iulutiuns of the Great Glacier occasionally produce chitin armour made from tirikich carapace. Ceremonial armour of bone is sometimes worn by clergy of deities associated with death & the undead, such as the infamous armour formed of blackened & polished human bone worn by undead & warriors in the services of the Thraksar (ancient Myrkulite crusading orders of the South). The priesthood of the elven deity Rillifane Rallathil wear a ceremonial armour made from specially hardened (lacquered) tree bark (refer to Demihuman Deities under Rillifane’s priesthood). Although softer than thick wood, it is more flexible & covers more of the body (a complete suit). This armour protects as normal wood armour, but the wearer suffers a -1 penalty for all saving throws against fire. If a weapon made of hard metal (iron, steel or special metals like mithril) is used against armours made of wood, horn, bone or chitin, the attacker gains a +1 bonus to hit. No penalties result if the weapon is made of a softer metal (like bronze) or other weaker material (like wood) or if the weapon is natural (like the claw or fang of a beast). Armour of this type generally concentrates on protecting the torso (with back, breast & shoulder plates, and skirting) while leaving the arms & legs free for mobility. Lorica Hamata (AC6, enc.: light, 32lbs) This composite armour consists of a chain mail shirt & a skirt of leather reinforced with bronze or iron strips. In the Realms it was developed many centuries ago & used in the Vilhon, Tashalar and about the Lake of Steam & Land of the Lions. It has since been generally replaced by lorica segmenta or more modern mail & plate armours in military circles; but is still worn in some warmer regions today by town militia, bandits & local guardsmen or conscripts. Lorica hamata is similar to the chain hauberk (above); the difference being that the hauberk has a thigh-length chain mail coat and short sleeves; while hamata has a shorter mail coat with studded leather arms & skirt. Anhurite armour (AC5, enc.: light, 35lbs) a.k.a. Mulhorandi heavy armour Heavy armours in the dwarven or western Faerunian mode are not usually worn in the Old Empires region, due to the often-stifling heat, and because of different cultural traditions. The heaviest battle armour commonly seen is metaled lamellar. An outgrowth of the common Mulhorandi armour has recently been developed by the militant church of the war god Anhur, and is gaining popularity amongst that church’s faithful. It consists of a short steel-plate cuirass (protecting the chest, shoulders & most of the back), a traditional kalasiris (knee-length, tight-fitting layered linen skirt) for comfort, steel greaves worn over boots (themselves unusual in Mulhorand), and armlets & bracers that together protect as a vambrace. This armour is not as comfortable as lighter armours but is cooler than most heavy battle armours. Due to its general rarity, and skill required to produce, moulded armour plates (and the cost of steel in the Old Empires region) a full suit of Anhurite armour costs around 500gp. Chain-lamellar (AC5, enc.: light, 37lbs) This composite armour consists of a metal lamellar cuirass, greaves, & shoulder guards worn over more flexible light chain backing (leggings & sleeves). In the Realms it would be found at times throughout the cooler areas of southern & eastern Faerun. Like standard chain mail, it is worn over a layer of padded fabric or soft leather to prevent chafing. Dragonscale armour (AC5, enc.: none, 25lbs) a.k.a. dragon armour, dragonhide Note: this version of Dragonscale armour is different than that detailed in the Monstrous Manual, and generally follows the article on dragon armour from Best of Dragon 3. This system is easier to manage than that given in the Monstrous Manual, and yields more distinctive armours. Also there is more to armour class than purely the skin. In a dragon’s case their armour class, in addition to thickness of the hide, is due to their cunning, skill in combat, catlike grace, highly magical nature, and of course their enormous size (so most attacks do insignificant damage, even if they hit). This rare but legendary form of armour is made from the specially treated scaled hide of a dragon of at least young adult size (younger skins deteriorate quickly). Only the softest belly hide is flexible enough (and the scales small enough) to be used for suits of dragonscale, unless magically enchanted, and yet it is as hard as quality steel. The armour looks like a fine suit of normal scale that gleams with the colour of the dragon the hide comes from. The curing process involves treating the hide with a number of unusual components that vary with the dragon type (only the most learned armorers or alchemists know the correct treatments). Dragon hide armour has a number of distinctive qualities. The armour has the encumbrance of improved leather, and affects thieving in a similar way. In addition the armour is especially resistant to some attack forms, depending on the dragon it comes from. Wearing the armour confers +1 on saves, and -1hp/HD of damage, versus the attack form of the main breath weapon of the dragon it comes from. Further, if the damage is reduced to 6HP or less total for the attack, then no damage is suffered. Dragonscale is often enchanted by mages to further increase its powers (can hold an enchantment of up to +5). The main drawback of dragonscale (besides its rarity, expense & the skills required to work it into armour) is that any dragon will recognise that the armour is made of the hide of a dragon, and will not be at all impressed. If the hide comes from a dragon of the same, or an allied, species then the observing dragon will do all it can to slay the murderous upstart. The scales of gem dragons take on properties of actual gems: they are faceted & reflect light, yielding a beautiful, radiant armour. Armour made from gem dragon hide is slightly more brittle than those of other dragons, so is a base AC6 & may require repair more often. Dragon armour can also be used to construct sturdy shields, made of stretched hide over a wooden or metal frame. Such shields weigh the same as normal shields, and confer no special AC bonus. If the shield is of medium or large size they can shield against a dragon breath attack, as dragonscale armour would (obviously this does not apply to gaseous attacks). Tales told in armorer circles speak of armours made using large, shaped dragon scales instead of normal steel plates. Shaping the large scales sufficiently to create such an armour (and possibly welding several scales together) would be an exceptionally laborious task that may only be possible through magic. If this armour exists, it would be stronger & much more valuable than its more mundane counterparts. Treat as the equivalent armour (usually plate mail, but 10lbs lighter, +1AC & with normal dragonscale armour bonuses vs. attack form of the species the scales come from). Preparing a dragonskin for use as armour: Obtaining a piece of dragonhide suitable for crafting into a suit of dragon armour is no simple matter. The dragon cannot be slain with magical attacks that cause damage (or spells like death spell that destroy the life force of the dragon), as this degrades the skin. Disintegrate is also inappropriate, for obvious reasons. The preferred means of slaying the dragon is by repeated attacks with blunt weapons. Edged weapons have a 5% chance per attack to mark the hide to the extent is will be unusable. After the dragon is slain, the skin must be removed with a very sharp, precision edged weapon: a dagger or short sword works best. There is a 30% chance that, despite their best efforts of the character, the hide will not separate cleanly from the carcass (less 10% for each ‘+’ of the instrument). Then the services of master armorers & leather-workers must be employed to craft the armour (at triple normal rate, to account for the rarity of expertise in working with the exotic skin). Only one set of armour may be fashioned from the hide of a single dragon, as the craftsmen can use only certain scraps: very soft pieces with appropriate scale alignments. To ensure the long life of this special hide & maintain its special abilities against certain attack forms, protective magics are often applied (like enchant an item or permanency). Dwarven Chain (AC5, enc.: light, 40lbs) Dwarven chain is constructed in a similar fashion to normal chain mail, but with 2 coats of heavy mail worn on the body: one as a jerkin (vest) & one over the shoulders & protecting the upper arms. Accompanying this another piece of mail worn as a long skirt or stout leggings. Long gloves of light mail (with individual finger pockets, rather than mittens, and leather straps to hold the gloves in place on the arms) complete the set. The result is a set of mail that protects the same as chain mail, but with 2 advantages: • The multiple piece construction means that the weight is more evenly distributed about the body (and can better protect the squat & portly dwarven physique). So that dwarven chain is more comfortable & can be worn for longer than normal chain mail (also making it slower but easier to put on & remove unaccompanied). An internal leather harness is often incorporated to help distribute the weight and reduce fatigue from extended wear. • When the gloves are removed the arms are effectively unencumbered by armour, so it does not infringe on activities requiring manual dexterity. For this reason many dwarven fighter/thieves wear the armour, as (after removing their chain gloves) the armour only inhibits Open Locks and Find/Remove Traps as leather armour (no penalties). The drawbacks are that Dwarven Chain takes longer to don (as a composite armour), costs twice the standard for normal chain mail and, like dwarven plate mail, it can only be constructed to match the dwarven build. Elven Chain Mail (AC5, enc.: none, 20lbs) Elven chain mail is the legendary armour of the great elven artisans, a woven mesh of superb quality. It is created from an alloy of fine steel & mithril, whose blending is a closely guarded secret. Even without enchantment, elven chain mail is typically half the weight of its human-forged counterpart. The elves guard the secret of making elven chain mail with the same ferocity as protecting their own children. Human & dwarven armorers have been able to divine the secrets of the elven armorers (such as that mithril is alloyed with quality steel, and that the links are joined using a weaving technology) but can seldom reproduce the results. Silenced Elven Chain Mail Silenced elven chain mail has each link wrapped in thin leather or light cloth bunting. This to some extent silences the armour, at the cost of increasing its encumbrance by one-third & increasing its price significantly as well. Of course, it is even rarer than ordinary elven chain. Silenced elven chain mail modifies thief skills as per the thieving skill adjustment table. Magical Elven Chain Mail Ordinary elven chain mail is quite rare, but magical elven chain is even more so, and few suits exist that are not in the hands of the elves. In addition to the normal weight & flexibility advantages of elven chain, magical elven chain mail is so comfortable & unrestrictive that it can be worn under normal clothes for long periods with discomfort. Magical elven chain is so soft to the touch that it can be worn without any padding beneath it. This makes magical elven chain the ideal armour for travellers & adventurers. Hoplite armour (AC 5, enc.: light, 40lbs [35lbs if steel]) Traditionally, hoplite armour is a composite of bronze breast, back & shoulder plates (protecting torso & shoulders) and bronze plate greaves (covering the lower legs), worn with a studded leather or thick linen skirt (protecting the groin & thighs). It offers a good compromise of protection for vital areas without being overly bulky or hot. In the Realms this has been the typical military armour style of Chessenta & Tethrannar for millennia, though was originally thought to have developed in the Vilhon or Tashalar, where it is less common but still occasionally seen. Modern hoplite armour plates are usually made from light steel instead of bronze (offering the same protection with a five-pound weight reduction). Steel hoplite replaces the bronze plate with unpadded steel plate worn over normal clothes, usually a linen tunic. This is less stifling and so more suited to the warmer climes of the Old Empires. Note: bronze is an inherently softer metal than iron. If an iron weapon is used against armour made of bronze, the attacker gains a +1 bonus to hit. Bronze weapon attacks against bronze armour provide no special bonuses or penalties. Lorica Segmenta (AC5, enc.: light, 35lbs) a.k.a. legionary armour This distinctive banded armour worn by legionaries, and replacing lorica hamata, in the Realms is most commonly seen in the lands culturally influenced by the ancient empire of Jhaamdath: the Vilhon Reach & along the northern shore of the Lake of Steam (Arnaden). Lorica segmenta consists of a short-sleeved coat of banded mail strips & a reinforced skirt of studded leather. It was most often made of steel, but bronze outfits were not unknown in areas where iron was scarce. The armour is worn over a padded tunic to prevent chafing. The plates are riveted together in such a way as to allow limited movement, & held together with straps at the shoulders where greater freedom of movement is needed. It is harder to move freely in than chain mail; but its weight is distributed more evenly, allowing it to be worn for longer periods. Traditionally, lorica segmenta was of superb design & craftsmanship, and afforded protection to the shoulders, upper arms & the torso down to the waist (legionaries would wear a skirt of vertically-hanging studded leather strips as well). Banded Mail (AC4, enc.: light, 40lbs) Banded mail armour is made of overlapping horizontal strips of laminated metal sewn or tied together over a soft leather & chain mail backing; covering the torso, shoulders, arms, and legs. The metal strips cover only the more vulnerable areas, while the chain & leather protect the joints to ensure freedom of movement. The laminated strips are made of many thin sheets of metal hammered or riveted together. Through straps & buckles the weight of banded mail is more or less evenly distributed, making it easier to wear for longer periods of time than chain mail. While banded mail provides better protection than normal chain mail, the durability of banded mail, especially at the joints, is about half that of chain. While a fine set of chain armour might last 6 months or more before extensive repairs must be made, a set of banded mail rarely lasts 3 months, even with constant upkeep. Legionaries wore banded breastplates as part of lorica segmenta (see above), and this practice is common throughout the lands of ancient Jhaamdath (the Vilhon Reach). Banded mail is occasionally worn by warriors of eastern Faerun (notably Thay & Murghom) and in some cooler areas of Kara-Tur. Some khans (leading clan nobles) of the Hordelands wear banded mail of metal plates tightly overlapping & riveted to a leather undercoat. Civilised hobgoblin tribes are the most common producers of this armour type; so much so that in eastern Faerun it is often called goblin mail (and its reputation throughout Faerun suffers because of this). The hobgoblin realms of the Earthfasts & the Giantspires (the Acragash Khanate) are known to produce (and trade to unscrupulous merchants) quite good quality banded mail. Banded mail would generally not appear in most of western & northern Faerun. Bronze Plate (AC4, enc.: light, 45lbs) This armour never existed as a full suit historically. However, bronze breastplates, greaves, and arm guards were quite common, especially in Greek & early Roman settings, serving as the basis for some hoplite-style armours (see above). If found as a complete suit, bronze plate would be made up of heavy bronze plates attached to a layer of brigandine or metal scales, or composite layers of leather or padded armour (instead of the padding & chain mail backing of steel plate armour). To reduce the overall weight, there are no bronze plates attached to the moveable joints of this armour. Since bronze plate is usually backed with stiff layered armour rather than loose chain mail, bronze plate isn't as flexible as banded or plate mail. Bronze plate armour pieces are used by cultures that do not use steel on a day-to-day military basis (such as Unther & Mulhorand). These cultures may have developed the skill of forging bronze into a high art, making armour that looks like gold but wears like steel. The relatively soft metal is often worked into elaborate decorative designs. Easy to emboss with crests or insignia, well- worked bronze can be polished to the sheen of a golden mirror. Note: bronze is an inherently softer metal than iron. If an iron weapon is used against armour made of bronze, the attacker gains a +1 bonus to hit. Bronze weapon attacks against bronze armour provide no special bonuses or penalties. Drow Chain Mail (AC4, enc.: none, 20lbs) Drow chain mail is a finely crafted, satiny black metal mesh that does not encumber its wearer. It is somewhat similar to magical elven chain mail. It is typically fashioned only into tunics, as drow elves share their surface cousin’s preference for armour that adequately protects without being excessively heavy or restrictive. Drow chain mail uses adamantine, the strongest metal known, as the principal component of their mystical alloy. It is mined in small & rare deposits from deep within old lava flows, and baked in the cold, hard radiations found in cysts scattered throughout the Underdark. The drow war machine is wholly dependent on adamantine-based technologies, so they control & jealously guard most of these rare & hidden grottoes. This alloy gains special properties after being exposed to the radiation sources, giving even the basest form of the alloy a +1 magic equivalence. Drow weapons, shields & armour all begin with a +1 bonus; and based on the alloy purity, amount of time spent in the forge, enchantment rituals, and other secret processes used, it can increase to as much as +5. The alloy does not radiate magic in the traditional way (detect magic reveals no trace of magical properties). Adamantine is unstable & will break down in direct sunlight. When exposed to the sun for more than 2 rounds at a time (and any exposure totalling 5 rounds in a 5 day period) irreversible decay begins. Within 2d6 days, the items lose their properties, and crumble to a worthless powder (that may have alchemical uses). Drow items away from the Underdark radiations and that are carefully protected from the sunlight lose their properties after 1d20+30 days, thereafter performing as normal steel items (though still 25% lighter, of course, due to their adamantine construction). They retain their shape & usefulness as normal items indefinitely as long as they are not exposed to sunlight. To retain their full properties, a drow item must be exposed to a radiation source in the Underdark for 1 week in every 4. Most such areas are jealously guarded by the drow, who build their settlements close by. These radiation sources only appear on the prime and, oddly enough, adamantine immediately begins to decay (as if affected by sunlight) when taken to another plane (with the exception of the home planes of the drow pantheon). Dwarven Plate Mail (AC2, enc.: moderate, 50lbs) The forged black-iron plate mail made by the dwarves exclusively for their own warriors is both cumbersome & inflexible by human and elven standards: being built to suit the squat, relatively inflexible dwarven physique (which makes armouring them easier). Dwarven plate mail is not suited to the physiques of other races, and so cannot be made for them. High-quality dwarven plate mail is the ‘boilerplate’ version of human plate mail armour, though it lasts longer than its human counterpart. It is heavier than equivalent mails, making a single suit of dwarven-sized plate mail armour weigh approximately the same as a set of human-sized plate mail. The durable, heavy construction of dwarven plate mail yields a +6 bonus on item saving throws, in addition to any bonuses permitted if the armour suit in question is also magically enchanted. Legends abound about dwarven armour withstanding the smelting fires of a red dragon’s breath, and it is true that dwarven plate mail often survives an attack when its wearer does not. Elven Plate (AC2, enc.: light, 30lbs) Elven plate armour is an expensive & decorative armour made by master elven artisans. This armour conforms to field plate, but incurs only half the encumbrance: being made of a lightweight, laminated steel plate (perhaps alloyed with small amounts of other rare metals) worn over quilted silk aketon (armour padding). Suits of elven plate are intricately decorated by enamelling, engraving and gilding or plating with other metals; and are usually worn only for ceremonial occasions. Full Plate Armour (AC1, enc.: moderate, 70lbs) incl. Maximillian plate This was the final development of increasingly heavy combat armours - full plate armour; created by adding a layer of light chain backing to a suit of field plate armour. This yielded a massive armour offering protection for all parts of the body, and was worn by nobility (the only folk who could afford it) on foot or horseback. Armour of this type could even withstand long-range gunfire, as long as the bullet didn’t strike the sloping plates square on. The wearer was protected with padding, chain, and a masterfully crafted suit of interlocking metal plates carefully angled to deflect blows. The great basinet was the most popular choice for companion helmet; although closed face helmets were also worn. A well-made suit of full plate armour was the sign of high nobility; many lesser knights had to make do with far less impressive suits due to the great expense of this marvellous armour. Each suit of full plate armour must be custom-made for the owner, and requires numerous fittings. There is little chance of refitting to a new owner (even if approximately the same size there is only a 20% chance that a captured suit can be refitted). Though the weight of the armour is well distributed, it is hot, slow to don, and extremely expensive. Due to these factors, it tends to be used more for parades and for specialised competitions than actual combat. Note that full plate armours are from advanced cultures of an era that the Realms are just now entering. As such these armours may not have been developed anywhere in Faerun as yet. Parade Plate Armour (AC4, enc.: moderate, 60-85lbs) This is impressive, high Gothic style armour; combat armours were plain & unadorned, and jousting armour (see below) had undergone its own developments. Parade (or pageant) armour advertised the bearer’s wealth, so the more ornate & richly decorated (to the point of grotesqueness), the better. Entire suits of armour would be lavishly embossed with figurines, designs & symbols. Renaissance artists & armorers collaborated to produce truly outlandish baroque designs, richly decorated with inlays, rubbings, gilding, precious metals, enamels & even gemstones. This armour was less effective than purpose-designed battlefield suits as they were generally clumsier & the decorations were unable to retain their finery under the impact of many blows. This armour is more likely (than any other) to be made out of unusual metals. Jousting Plate Armour (AC1/0 frontal, enc.: moderate, 80lbs) This armour evolved from standard full plate armour and through time, it’s developed into a highly sophisticated form designed specifically for the joust. It is almost totally unsuitable for battlefield combat, being built rigid enough to withstand the impact of lance blows, but making free movement so difficult as to negate any Dexterity bonus to AC while wearing it. In addition to the breastplate an extra metal plate, the grandguard, extended across the chest (and even the lower part of the helmet) from the upper left arm. The left arm was locked into position, & on to the left forearm was bolted a shield mount or the shield itself. The right gauntlet featured a locking catch so the knight could not release his lance without help. The thighs were protected with an additional skirt & tassets (thigh guards). A great helm was worn, usually with its bolted to the breastplate (this prevented the wearer’s head from being thrown about). This extra protection gives jousting plate a frontal AC of 0 (it remains AC1 for other attacks). Undersea Armours Armour is not as common below the waves as above it, due to the paramount importance of mobility, speed, and manoeuvrability for swimming & combat, all of which are hampered by armour. Little armour is worn in Seros (as the aquatic races call the Sea of Fallen Stars), but it is somewhat more common among the Trackless & Shining Sea races. Note that some less civilised races, such as the koalinth of Seros, wear turtle shell armour, which corresponds to chitin armour (see above). Shields are seldom used (because of their water resistance) except by cultures that raid above the surface (such as koalinth, who wield shields of turtle shell or spider (giant horseshoe) crab carapace). Some tritons are known to carry shields of finely sculpted twilight turtle shell. Note: Interestingly, Sea of Fallen Stars seems to contradict itself by stating no armoured characters can swim & then describing a variety of undersea armours. I shall say that undersea races can use light, leather-based ‘above water’ armours (except layered leather), but they automatically give the wearer a light encumbrance rating. If the PC is also otherwise encumbered (Sea of Fallen Stars states 20lbs equipment is considered encumbered), this rating increases accordingly. Also note that terrestrial armours will corrode or otherwise degrade quickly in salt-water environments. Undersea armours confer various encumbrance ratings as noted in their descriptions. Armour class rating for undersea armours is calculated differently than their terrestrial counterparts. They have no base AC of their own: they simply add +1 to +6 AC bonus (depending on armour type) to the wearer’s normal (unarmoured) AC. For example, for a human (whose base AC is 10) wearing shell mail, their effective AC becomes 9. Likewise, for a merman, who has a base AC of 7, their effective AC becomes 6. Encumbrance category of light generally slows swimming speed by –2” and lowers manoeuvrability by one class, while moderate encumbrance category slows swimming speed by –4” and lowers manoeuvrability by two classes. Remember that, in water, weight is not as important as bulkiness & the restrictive nature of armour on mobility. Shell Mail (AC 9 [bonus +1], enc.: none, 10lbs) a.k.a. Light Shell Armour The type of armour is a jerkin or tabard (torso protection) made of shells tied together with waxed gut string. Shell mail, as it is known, is usually worn for decorative or ceremonial purposes rather than for combat, and provides an AC bonus of +1. Shell armour is only suitable for use underwater, as the shells dry out & become brittle when taken out of water for more than a few hours. Shell mail makes up part of the ceremonial vestments of some undersea clergies such as the church of the sea elven deity, Deep Sashelas (see Demihuman Deities). Silverweave Armour (AC 8 [bonus +2], enc.: none, 15lbs) If wearing extra pieces: (AC 6 [bonus +4], enc.: light, 30lbs) Silverweave is a mesh of silver coral fronds, specially woven & treated to become as durable as mail but as light & flexible as thick cloth. Silverweave armour is carefully crafted by skilled shalarin & triton artisans to provide the most common armour used by Serosian warriors of many races. While silver coral is still alive, fronds are partially woven so that as they grow they both intertwine like a net & grow into neighbouring fronds. Patches of silver coral are cultivated in areas of little or no current (usually undersea grottoes), so the fronds stay in place. Once a patch is of sufficient size, it is cut loose from its reef & the armorer swiftly laces other silver coral fronds among the gaps in the weave. If done swiftly & cleanly enough, the cut silver coral fronds & weave will fuse together before all life leaves the coral. The silverweave mesh is then either custom cut to fit one person or generically crafted into armour pieces. Once cut & shaped as needed, the material is treated with alchemical compounds & is then heated & cooled repeatedly until it becomes as tough as light mail. It retains much of its flexibility when toughened, so it fits snugly like skin-tight metal. Silverweave armour barely slows down its wearer underwater, as its snug fit & slippery surface cuts down on water resistance. The most common armour pieces are: • Leggings or tailsleeves that protect the lower body. This is the most common form of protection. • A heartsleeve that protects the chest & non-weapon arm (usually the left). Silverweave armour adds +2 to the wearer’s normal AC. Wearing additional pieces of silverweave armour adds a +4 AC rating overall, though raises encumbrance to light. Unfortunately, silverweave dries out quickly & becomes very brittle in air within an hour, so is unsuitable for use above water. Full Shell Armour (AC7 [bonus +3], enc.: none, 25lbs) a.k.a. Asheiran Armour Full shell armour is a very different armour to shell mail. Thick, durable & sleek eel skin is used as a backing for the armour plates & as a flexible undercoat. Small shelled crustaceans are attracted & bonded onto the armour plates by electrolysis (running a small current, produced magically or by harnessed electric eels, through the eel skin), yielding a hard, shell-like armour facing. These armour plates (generally breast, back & shoulder plates) are worn over a jerkin of flexible eel skin. Legs & lower arms are left unarmoured, to ensure ease of movement. Asheiran armour, being a shell armour, is only suitable for use underwater, as the shells dry out & fall off when taken out of water for more than a day or so. Sea-elves & merfolk of the Trackless Sea commonly wear full shell armour. The Asheira are a long-vanished clan of aquatic elves or merfolk (the legends differ) who pioneered the process of forming the shell plates through electrolysis. Sea Elf Scale Armour (AC6 [bonus +4], enc.: none, 30lbs) a.k.a. elven scale The most intricately constructed demihuman scale armour is found in the undersea kingdoms of the Alu’Tel’Quessir, the aquatic elves. For appearance & ceremony as well as additional protection, the sea elves adapted the idea of scale armour to their own peculiar designs. This armour is worn underwater, as it is made of non-rusting alloys that have been heavily laminated & often chemically treated. The smooth, slick scales are affixed to a backing of eel skin, which does not degrade as terrestrial leather does in salt water. Unlike other undersea armours, sea elf scale is not adversely affected by out-of-water use, and confers a flat AC6 (it covers the torso, upper arms & legs). Sea elf scale armour is renowned for its beautiful silver coating, and armorers speculate whether this coating is silver, platinum, or even mithril (or, most probably, a nacre-like substance similar to pearl armour). Brought forth only in times of war or great ceremony, this armour is usually worn by elven nobility & their entourages, for it is considered as valuable as elven chain mail. (Refer to Demihuman Deities under the priesthood of Deep Sashelas). Pearl Armour (AC 6 [bonus +4], enc.: light, 30lbs) If wearing extra pieces: (AC 4 [bonus +6], enc.: moderate, 60lbs) The most durable, hardest & bulkiest undersea armour worn is pearl armour, which roughly equates to surface plate armour (though it is lighter than the latter). Plates of this armour are a distinctive pale bluish grey, shot through with a rainbow-like lustre. The shalarin & tritons of Seros weave sheeps coral into loose armour pieces & carefully insert them into the maws of cultivated giant clams. After 2 months within the maw of a giant clam, the cloth is coated with a thick lustrous mucous called nacre or mother-of-pearl. This is then hardened & tempered with special spells to create the distinctive iridescent pearl armour. Like silverweave armour, pearl armour is made in certain pieces: • tabards that protect the full torso; • shirts (or heartsleeves) that protect one arm & the upper torso, worn together with kilts that protect the loins & upper legs; this is the most common form; • leggings or wrap (tailsleeves) that protect the full legs or tail A pearl armour piece (or two smaller pieces, in the case of heartsleeve & kilt) provides a +4 AC bonus, though confers light encumbrance category. Wearing two armour pieces gives a +6 AC bonus, but is moderate encumbrance. Roman Gladiator Armours In the Realms they would be worn for arena combat in Hillsfar, the Vilhon Reach, Chessenta & about the Shining Sea lands (especially Calimshan & the Arnaden). Gladiator armour is very seldom worn outside the arena, as they identify the wearer as a pit fighter (and so very probably as an escaped slave) and because they are built specifically for short combats (and so are not generally suitable for wearing over long periods of time). Their odd names suggest they were first introduced to the Realms from another sphere. Gladiatorial, Gallic (AC7, enc.: none, 20lbs) Named after the Roman province of Gaul, the Gallic gladiator wears a wide protective metal belt, a manica (reinforced leather sleeve) on his weapon arm & fasciae (reinforced leather bands on the legs). This was the ‘middleweight’ armour of the Roman gladiators. Traditionally, such a gladiator would also carry a scutum (medium) shield & a galea (great helm) or myrmillo (open-faced helm). Gladiatorial, Samnite (AC5, enc.: light, 35lbs) Named for the Roman province of Samnium, the Samnite was the best armoured of the Roman gladiators, wearing a cuirass (metal breastplate), fasciae (reinforced leather leg armour), a manica on the weapon arm & a galea. A scutum (medium) shield would also be carried. Gladiatorial, Thracian (AC9, enc.: none, 8lbs) Named for the Roman province of Thrace, the Thracian was the lightest-armoured of the Roman gladiators, wearing only fasciae (reinforced leather leg armour), and usually carrying a parma (small) shield. Shields and other Equipment Shields Shields ordinarily improve a character’s armour class by 1 (more if magical). Shields cannot be used to block attacks from the rear or rear flanks. The effectiveness 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 halfling (Size S creature). Likewise a large shield would act like a medium shield for an ogre (Size L). Note that I have not included the pavise, or door shield, as it was not normally wielded in combat, but by a shield-bearer to protect an accompanying archer from missile fire, and so acted as a type of cover rather than a shield. It was sometimes placed on a stand, like a modern archery target. It was made of very thick wood with metal strips for reinforcement. Buckler or Target Shield A buckler, also known as a target shield, targ (Scottish) or daraq (Arabian, Al-Qadim), is a small round shield of wood, usually covered with a leather facing and/or a central metal boss, that fastens to the forearm (or held in one hand when nothing else is carried). Crossbowmen & archers can wear it with little hindrance to their missile firing. The daraq is primarily used by horsemen in Zakhara, and is made of metal, laminated hide or tortoise shell over a wooden frame. Because of its small size (12” to 15” in diameter), a buckler protects against 1 weapon per melee round (though they can defend against all the attacks of that 1 weapon, even if the wielder is a high level fighter & can attack with that weapon more than once per round). The user can choose which attack he wishes to use his buckler against, but he must declare this before the attack roll has been made, and it must be a frontal attack. This increases the defender’s armour class by 1 (more if magical) against that single attack. Bucklers can have spikes or blades protruding from the front, and can be used as offensive weapons. Small Shield A small shield is usually round & carried on the forearm, gripped with the shield hand. Its size permits the user to carry other items in that hand, although he cannot effectively wield another weapon. A normal small shield is made of metal plating over a framework of wood or wooden boards with a reinforced rim and/or central boss of metal. Padding is often added to the rear of the shield, to cushion the effect of blows on the shield arm. The roman parma shield is a type of small shield, as is the heater, or knight’s shield, which is usually shaped like a flat-topped triangle, and often decorated with heraldry. A ‘wooden’ small shield is usually made of cured leather over wooden boards, & is often padded. In Kara-Tur, and amongst many primitive cultures, these shields are often made of woven bamboo or wicker (like the round shields of the tabaxi of Chult) stretched & hardened hides, or thick layers of coconut fibre, palm fronds or hemp. The typical shield of the Tuigan horsemen of the Hordelands is light, round & made of wicker over a wooden frame. Wooden small shields are not as durable as those of metal are. A small shield (approximately 1 ½ to 2 feet in diameter) can be used to protect against frontal attacks from 2 weapons of the user’s choice. Like the buckler above, the user can choose which attacks to use his shield against, but must decide before the attacks are rolled. Medium or War Shield A medium shield is carried on the forearm like a small shield. Unlike the small shield, however, its weight prevents the user from using his shield hand for anything other than carrying the medium shield. Medium shields are usually made of metal facing over a wooden framework, and padded to absorb the shock of blows. They are strapped to the shield-arm to better wield it. They can be of any shape: usually circular (about 2 ½ to 3 feet in diameter, sometimes larger), but often kite-, lozenge- or diamond-shaped. With a medium shield, a user can defend against any number of frontal or flanking attacks in a given round. The round bronze-plated hoplon carried by the hoplites of the Greek city-states is a classic medium shield. The roman scutum shield is a type of medium shield used by Gallic & Samnite gladiators in the Roman arena. The Indian & Persian dahl & lacquered maratha shields were also medium shields. The famous Norman shield was kite-shaped (but could also be diamond-shaped or hexagonal), and usually stood about 3’ tall & 2’ wide. In Africa there were a number of distinctive shields that are considered medium shields (though large in size, they are constructed of wood & hide, and so only protect as medium shields). The Zulus stretched thick cowhide shield over a wooden frame to produce the long, oval-shaped isiHlangu shields. Large round shields of hippopotamus hide distinguished the Sudanese, often embellished with worked strips of brass or silver, and some decorated theirs with skins of lions they had slain. The fierce Ashanti of West African used rectangular shields consisting of a wicker framework over which hide was stretched. Among the tabaxi tribesmen of Chult, the hlang is a common oval-shaped shield 2’ wide & 4-6 feet high (most correspond to medium shields, but the largest can be considered body shields). The hlang is made of dinosaur hide stretched over a framework of sticks. The hide can be detached & rolled up for use as a chair in camp, and the frame folded for easy storage. Large or Body Shield The body or large shield is a massive metal or wooden shield reaching nearly from the chin to the toe of the user. The tower shield of the Roman legionaries is a famous example. It must be firmly fastened to the forearm & the shield hand must firmly grip it at all times. Some have a shoulder strap for additional support. Naturally, this precludes using the shield hand for anything but holding the body shield in place. Standing at least 4 feet tall & 2 feet wide, and often curved to further protect the body, this shield provides a great deal of protection to the user, improving the overall armour class of the character by 1 against melee attacks & by 2 against missile attacks. It can protect the wielder against any attack from his front or flanks. Remember the encumbrance effects of carrying this weighty shield. Large shields can not be effectively wielded from horseback. Helms Helms are part of a warrior’s basic protection. Failure to use proper headgear leaves a PC open to any called shots by opponents or to other disadvantages at the DM’s option. Helmets add nothing to armour class as it is assumed that they would be worn with the appropriate armour (unless defending against a called shot attack). Note that helm & helmet are used interchangeably. Helmet effects on Hearing and Vision All helms restrict Hearing & Vision checks to some degree. (A Vision or Hearing check is a 1d20 roll against a PC’s Perception score. These checks can be used when a PC has a chance to hear or see something of importance. This check is not used when PCs listen at doors; that has its own check.) All headgear except that which does not cover the ears (leather helm or cap) must be removed when making rolls for listening. Thieves must remove their helms to be able to use their detect noise ability. Optionally, great helms & closed-face helmets, when worn with plate armour, gain bonuses against dragon’s breath & spells that affect the eyes (see Equipment in Complete Fighter's Handbook). Leather Helmet or skullcap (incl. turbans, furs, and bones) The lightest helm available is a skullcap made from hardened leather (or soft leather reinforced by iron or bronze bands), and is usually worn with padded armour, leather, studded leather, hide, or other lighter armours (AC7 or less). Protective headwear made of thick cloth (such as turbans) & furs or carved animal skulls (that barbarians or humanoids may wear) protect the head as a skullcap. Includes the hardened leather hanburi helmet of Kara-Tur (if the hanburi is metal then it corresponds to a light helm instead), and the kolpak (a tall pointed cap of thick fur-lined leather, with flaps for the ears & neck) of the Tuigan horsemen of the Hordelands. Light Helm (cap or half-helm) Light helms cover a broad category of light open helmets. Sometimes called a half-helm, they offer protection only down to the ears (that is, they protect the skull, but offer little protection for the face or neck). They differ from open-faced helms in that they’re lighter, tend not to cover the neck/cheeks, are generally brimmed (in later examples) or have only a nose guard (earlier examples). The most common helmets in the early middle ages (Crusades tech era) were steel, bronze, or iron reinforced caps, usually lined & padded with furs (cold climates) or cloth (warm climates). These caps often included nasals (projecting bars that cover the nose). Later light helms were open helmets of more elaborate construction. They can have a low comb (crest or ridge) running usually from front to rear, and can have a broad brim or be brimless. Some varieties have an elongated dome with a curved brim & central comb, which can be used to mount feathers or other insignia. The popularity of the light helm is once again increasing in the Realms, with the trend away from heavier armours. In the southern Sword Coast lands it is the usual headwear for a foot soldier (and is famous as the helmet of the Amnian conquistadors of Maztica). It is worn mainly with partial armours (back & breast, chain hauberks etc.) & with other light medium armours (especially scale, brigandine, layered leather & other armours of ACs 7 to 5). In Kara-Tur, the Jingasa (‘war hat’) is a common light helm. A cast iron version of a peasant’s straw hat, it is also used as a cooking pot. In the Hordelands, the traditional kolpak cap was worn over a conical bronze skullcap (and occasionally a trailed chain mail tassel to protect the neck) to give protection equivalent to a half-helm. Coif A coif is a padded chain mail hood that fits like an open balaclava. It fits snugly around the neck & over the head, except the face, and drapes over the neck & shoulders. It usually accompanies or is built into a suit of chain mail or other mail-based armour. It is generally 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 is AC4; if worn under another helmet, it provides no additional protection but at least allows the user to remove his restrictive helmet & get a look around without baring his head completely. Usually, a heavily armoured knight will wear a chain mail coif under a close helm. Open-Face Helmet (three-quarter helm) This class of helmet is generally cast from metal (but occasionally made of metal reinforced leather). It covers most of the head, save for some of the face & lower neck. The open-faced helm provides good protection and only moderately compromises vision & hearing. Open-face helmets, also called three-quarter helms, are appropriately worn with medium armours like chain mail & lamellar armours (AC 6 to 3), but can be seen accompanying heavier armours on experienced adventurers & military officers (who consider the lesser protection an acceptable trade-off for better visibility & comfort). Closed-Face Helmet (close helm, visored helm) Closed-face helmets (also called close helms) are constructed like open-face helmets, but protection is increased by expanding the helmet to cover the lower part of the face & usually adding a visored faceplate (hinged at the top or the sides in later styles, to make talking & drinking etc. easier). This helm often has a comb on top for displaying plumage. For additional protection, a bevor or gorget-plate is sometimes attached to the chin overlapping on to the gorget of the breastplate, giving excellent neck protection. Close helms are most commonly worn with heavy armours (AC3 or better), especially plate armours. The helmet offers excellent protection, but is heavy & can limit vision and hearing. When the is up, vision & hearing check penalties are the same as for open-face helmets. In Kara-Tur, the kabuto helm worn with the elaborate o-yoroi armour is considered a closed-face helmet. The full kabuto is a samurai helmet with a mempo (facemask) & flowing neck-guards. Great Helm A rarely worn great helm is any cumbersome & heavy metallic helm that covers the entire head, including the neck and often the upper shoulders. The protection offered by the great helm is unmatched, but the wearer’s visibility & hearing are seriously impaired. The helmet sits on a metal gorget, or throat-guard, instead of resting its weight on the wearer’s head (this is the main difference between it & a closed-face helm). It usually takes the form of a heavy metal cylinder, closed at the top, with eye-slits. Later models have ventilation holes, reinforcing bars to protect nose & eyes, and tapered the top somewhat. The only gaps in the protection are found in the narrow slits that allow limited vision, and some small holes to permit breathing. The visor is not normally removable. Great helms are rarely seen, usually worn only for tournament combat, or at elaborate religious or civil ceremonies, and most often found in combination with heavy plate armours. Gauntlets Gauntlets are thick, heavy gloves (usually, but not necessarily, metal) providing armoured protection for the hand, over the wrist and up to the lower part of the forearm. Most protection is for the back of the hand & fingers, allowing the hand to still grip weapons (though manual dexterity is much reduced). Leather gauntlets are similar to those worn by falconers, being made of thick leather (but not hardened as with the armour, as this would hamper dexterity) & extending up the forearm. They often have buckled straps to ensure they do not slip off. Chain mail gauntlets usually extend only to the wrist & take the form of mittens (being made of a large bag for the fingers & a smaller one for the thumb). A leather thong commonly attaches them to a mail shirt, so the wearer can remove them to use his hands without losing them. Plate mail gauntlets cover the back of the hand & tops of the fingers with plates, leaving the undersides to conventional leather or chain mail. Full plate gauntlets use articulated plating over the fingers, give better protection to the joints, & chain or leather on the underside of the glove. Both types of plate gauntlet have a conical piece of metal to protect the wrist & lower forearm. Glossary of Armour Terms : shoulder guard. Jerkin/Vest: covers the shoulders, chest and abdomen. Most jerkins either lace up the front or Besagew: circular plate protecting the lance-side shoulder. slip over the head. They do not require assistance in donning. Bevor: a plate for face and neck protection on a helmet. Kneecop: knee guard, also known as a . Bezainted: archaic term for armours made of leather reinforced by metal plates, studs and/or Lames: laminated plates designed to protect as well as plate, while still conferring good rings, including ring mail and studded leather. mobility. Breastplate: protective plate for the front of chest and abdomen. Leggings: cover the groin, hips, thighs, knees, calves and some protection for the feet. Often Brim: a flange around the edge of the skull-piece of a helmet. consist of two separate pieces, one for each leg. Trousers (hakama in Kara-Tur) are similar, Byrnie: a short-sleeved shirt, similar to a hauberk but not covering the thighs like the latter. but only made of lighter materials (padded, furs or flexible leather) and give some protection. : mail stockings covering hips, thighs, knees, calves and feet. : shoulder-plate, also known as a spaulder. Cheek-guards: metal plating or mail designed to protect the cheeks. Sometimes removable or Rerebraces: upper arm guard. hinged. : a circular plate of metal designed to protect the straps on a wrapper. : a triangular-shaped piece of material worn over the groin. A fauld is a codpiece Peak: an attachment to a helmet, taking the form of a plate over the eyes like the peak of a made of plate or mail. baseball cap. Coif: a headpiece made like a faceless balaclava, usually made of mail. : metal-armoured footwear. Comb: a decorative crest or ridge of varying height mounted on a helmet, running from front Shirt: an armour shirt covers the whole of the arms, the shoulders, chest and abdomen of the to back or from side to side. wearer. It is normally laced up the back–requiring a second persons help. Coude: elbow guard. Skirt: covers the lower abdomen, hips and thighs of the wearer and is often attached round the : bent plate protecting the inside of the elbow. waist by means of belt buckles. Cowl: similar to a coif, but extended so it covers the shoulders as well. Skull-Piece: the rounded top of a helmet, designed to protect the upper half of the skull. Cuisse: thigh-plate. Surcoat: a loose-fitting garment worn over a cote or tunic. There are many styles of surcotes, Cuirass: garment protecting front and rear of the chest (thorax) and abdomen (unlike a some with sleeves, hoods, capes, or any combination thereof. The surcoat is used primarily as breastplate, which protects only the front). another layer for warmth & is worn by the middle class. It was sleeveless & hung down to the : functionally similar to a tunic, but longer and so covering the thighs. knees, and usually carried the wearer’s coat-of-arms, or the design of his order (Knights Gorget: a curved plate or plates of metal encircling and protecting the throat. Hospitalers or Templars, for example). They cover the chest, abdomen, and thighs of wearer. Grandguard: a metal plate resembling a shield built into the arm of a suit of armour and Surcoats tie at the sides & can be easily fastened by the wearer. extending across the chest and shoulder. Tabard: a loose-fitting, rectangular piece of cloth that hangs back and front over the tunic. It : shin guard. was originally used to cover armour from the sun's rays, keeping the wearer cooler, but Habergeon: a short sleeve shirt, covering the upper arms, shoulders, chest and abdomen. developed into a general article of clothing. A person's symbol, colours, coat of arms, or other Most habergeons can be slipped on over the head, requiring no extra assistance. identifying marks are commonly placed on this garment. Hauberk: covers shoulders, upper arms, chest, abdomen, groin, hips, & thighs. Some hauberks Tassets: leg-protection consisting of lames or plate worn over the thighs, and usually only are long-sleeved, covering elbows & forearms. Longer hauberks also covered the knees. protected the front. Helm: a helmet, particularly a large, grandiose or heavy one (great helm or close-helmet, for Tonlet: a flared, laminated plate skirt for extra leg protection. example). Lighter helms (kettle hats and morions) were known as helmets. Tunic: similar to habergeons, but longer: covering forearms, elbows, upper arms, shoulders, Jack: general term for a single-piece armour coat that may correspond to a byrnie, cuirass or chest, abdomen, groin and hips. Longer tunics are called gambeson. hauberk. Vambrace: forearm guard. Wrapper: a metal plate designed to protect a buckle or join, especially on the helmet. Armour Fitting Armour made for one race rarely fits another; it may be too big, too small, or proportioned too strangely. Below is a chart. The column to the left shows the type of demihuman trying to wear the armour. The rows along the top show what species the armour was made for. The percentage chances shown are the chances that the person can wear the armour, and the “+” & “–“ symbols show whether the armour is more likely to be too big or too small for the wearer. (If there is no such symbol, it means that odds are even, 50% that it will be too big, and 50% that it will be too small.) “Too large” could mean that it is so baggy or empty that it hinders the wearer & does not protect him well enough or that it is so long on him that it interferes with his walking. “Too small” could mean that it is not broad enough to accommodate the wearer’s chest, or that it is so short that it looks ridiculous & does not sufficiently protect the wearer. Now, at the DM’s discretion, many things can affect these percentage chances. If a character of one sex is trying to put on armour built for another sex, chances go down that it will fit. The chance is reduced 10% (but never goes below 5%). If a fit fails because of that modifier, it’s because the woman found the man’s armour too big, or the man found the woman’s too small. Race Trying To Race For Which Armour Was Built Wear Armour Dwarf Elf Gnome Half-Elf Halfling Human Dwarf 80% 0% - 10% - 10% - 35% - 40% + Elf 10% + 90% 50% - 70% + 35% + 50% + Gnome 40% + 40% + 75% 25% + 60% + 20% + Half-Elf 20% + 45% 10% + 70% 35% + 50% Halfling 75% + 30% - 35% - 35% + 70% 20% + Human 50% - 20% - 5% - 30% - 10% - 65% -10% if sex of wearer is opposite that for which armour was designed (same race), +10% if female of race is attempting to wear male armour of a smaller race. However, the DM may allow the difference in sex to help sometimes - in cases where the armour is not likely to fit a male human because it is too small in the shoulders & chest. A human woman trying to put on a male half-elf’s armour might be at no modifier, and find herself at a +10% modifier to wear a male elf’s armour. Remember that full plate has its own modifiers for chances to fit; it has only a 20% chance to fit another member of the same race (10% if the new wearer is of the other sex). A PC cannot wear full plate made for a PC of another race. The DM can allow previously role-played determinations of a PC’s height & build to affect the chances from the chart below. For instance, if one player has always said that his human PC was short & stocky, say 5’4” & powerfully built, so that many people joked about him having a dwarvish ancestor, the DM can give him a +15% chance to wear dwarvish armour. This raises his chance from 50% to 65%, as if he were a human trying to wear armour of his own kind. The DM should, however, subtract that same modifier from the PC’s chance to wear armour built for humans - that chance would go down from 65% to 50%. Example: An adventuring party kills a beholder in its lair & finds the armour worn by previous victims. The adventurers include a huge human male barbarian, a slender human female warrior, a dwarf axeman, and a female gnome. The dead victims include an elf male in enchanted chain mail & a halfling male in enchanted leather. The heroes see who can wear the captured armour. The DM decides arbitrarily that the human barbarian cannot even roll. He’s always described himself as being massive, with enormous rippling muscles & a bodybuilder’s physique. In this campaign, that often helps him with the ladies, but this time it disqualifies him from wearing any of the treasure. The slender human warrioress tries the elf’s chain mail. A human trying on elf armour, on the chart above, has a 20% to wear it successfully. The DM raises her chance 10% because she is a female human trying to fit into male elf armour; her build is at an advantage here. He raises it 10% further because in the campaign she has always described herself as of delicate build, very slender. This raises her chance to 40%. She rolls 38 on percentile dice; she can wear the chain. She also tries the enchanted leather. A human woman trying to wear male halfling armour is at 10%, and the DM again assigns her the +20% from the two modifiers mentioned. She has a 30% chance, but rolls a 79; she cannot wear it. The dwarf axeman tries the elvish chain. A dwarf trying to wear elf armour has a 0% chance to wear it. He can’t. He has a 35% chance to wear the halfling’s armour; the DM lowers that to 25% because this PC has always described himself as especially burly for a dwarf. But he rolls 03 on percentile dice; he can wear the enchanted leather. The female gnome tries the elvish chain. She has a base 40% chance to wear it. The DM does not modify it for her sex. She rolls a 51 & fails. She tries the leather; she has a base 60% chance with it, -10% for different gender equals 50%. She rolls a 33 & can wear it. So the human warrioress gets the chain mail and the dwarf & gnome must choose or gamble to decide who gets the leathers. High-Quality (Masterwork) Armour Armour found as treasure has a chance to be high-quality (masterwork) armour. Ordinary armour has a 10% chance on percentile dice; magical armour has a 25% chance. Each race adds something different to its armour if it is high quality. Dwarves: High-Quality dwarvish armour is very, very resistant to damage. Whenever Masterwork dwarvish armour must make a saving throw, it gets a +6 to save in addition to any bonuses it receives if it is magical. Elves: High-Quality elvish armour is one-half the weight of ordinary armour; it constitutes “elven steel”. Gnomes: Gnomes make very quiet studded & padded leather armours; these are the only High-Quality armours they make. Masterwork gnome armour (when worn by a gnome thief or dual-class thief) does not take any penalties on the “Thieving Skill Armour Adjustment” table. Half-Elves: Half-Elf armorers do not make any High-Quality leather armour, padded armour, studded leather, hide armour, or bronze plate mail. All their other armours can be made as Masterwork armour. High-Quality half-elf armour is made from fine steel; it is -10% the weight of ordinary armour of the same kind, fine steel, for normal thickness, -10% weight, and gets a +2 to saving throws. Halflings: Halflings only make leather armour as High-Quality armour. Their Masterwork leather armour counts as “No Armour” on the Thieving Skill Armour Adjustment table. Humans: Humans make all types of armour as High-Quality armour. This is especially tough armour; whatever it is made of, it is +2 to saving throws on the appropriate line of the “Item Saving Throws” chart. Also, plate mail (not including bronze plate), field plate, and full plate made to Masterwork specifications is made of fine steel, but instead of being lighter than usual, it is built thicker in order to make it more resistant to damage. It is +4 to saving throws on that “Item Saving Throws” chart, and is normal weight. Also, it gives the wearer a +2 to saving throws vs. Rod, Staff, or Wand & Breath Weapon attacks. Other Notes on Masterwork Armour How much does it cost to buy a set of High-Quality armour? First, the DM has to decide whether there is any available to sell. Usually, the answer will be no; there is only a 1% chance that a normal village armourer’s will have made any piece of masterwork armour to sell, and that will be racial armour of the armourer’s race. The chance goes up to 5% in a big city, or 25% if you’re looking for racial armour of the race that is the most common in the city. Thus, to find high-quality dwarvish armour, you must go to a big dwarf community… and there your chances are still low. But if you find what you’re looking for, or are able to hire an armorer to build you a set, it costs 10 times the normal cost of the armour. High-quality dwarf plate mail, then, would cost 6000gp. Often, it’s not worth the price to the adventurer. In no case will an elvish craftsman custom-make a set of High-Quality elvish armour for someone. Such armour is only made for the elvish royalty, and their kings sometimes bestow a piece on a non-elf hero… but only for deeds of exceptional valour that has helped the elves. Another question adventurers are sure to ask - can an armorer of one race build his race’s type of High-Quality armour for another race? For example, can a master gnome armorer build Masterwork gnome armour for a human? The answer is yes. Instead of costing 10 times the normal cost of the armour, the price is 15 times the normal cost. But it can be done. Again, though, an elf armorer will never make Masterwork armorer for anyone but his rulers. Custom-built High-Quality armour takes 4 times as long to make as normal, average armour. Weapon and Armour Breakage I am now using weapon & armour breakage rules. This is for several reasons. First, it is more realistic. Second, it will encourage the party to interact more with NPCs in order to fix broken armour and weapons. Third, it will reward those who choose to learn proficiencies in a variety of weapons instead of uber-specialising in a single weapon or two. Weapon Breakage Any time an attacker rolls a natural 1 on his to-hit roll or rolls a natural 20 & does maximum damage, weapon breakage may occur. The attacker then makes a save versus crushing blow (modified by magical pluses) to see if the weapon is damaged. Consult the DM when wondering whether to use the metal row or the wooden row for your weapon. A damaged weapon is not useless. Instead, each time a weapon is damaged, it gets -1 to its saving throws and -1 to its to-hit & damage rolls. When a weapon takes as much damage as half its maximum base damage vs. man sized creatures (round fractions down), it is fully damaged. Any further damage completely breaks the weapon. For example, a longsword does d8 vs. man sized opponents, so it can take 4 points of damage (8 divided by 2). On the 5th point, the sword snaps in pieces. Magical weapons may add their pluses into the above calculation before halving. So, a longsword +3 can take 5 points of damage & breaks on the sixth (8+3 = 11 divided by 2 = 5.5 rounded down = 5). Magical weapons that break are not destroyed & may be repaired by a blacksmith. Magical weapons with other special powers may use them if all of the pieces are touching each other. Sentient weapons retain their sentience. Shield Breakage When an attacker rolls a natural 20 on a to-hit roll, the opponent, if he has a shield, must check for shield breakage. The shield must save vs. crushing blow (either as metal or wood or leather depending on its composition) with bonuses for magical pluses. In addition, the attack must come from the front or shield flank of the defender (if the shield is slung on the back, however, then a rear attack can break it). Finally, the attack must have come from a heavy bludgeoning or slashing weapon or attack (i.e. a house cat cannot sunder a shield, but a dragon’s swipe can). A single failed save sunders the shield, making it useless until repaired. However, magical shields may be hit a number of times equal to their pluses before sundering thereafter. Armour Breakage Armour has the potential to be damaged whenever an opponent rolls a natural 20. The armour must save vs. crushing blow, with a modifier based on any magical pluses of the armour. An attack must be of sufficient calibre to damage the armour. Lesser attacks only fractionally damage the armour. In general, a small headed weapon like a dagger or pike will do ¼ of the points of damage at a time, while an arrow or bolt would only do 1/8 of the damage. Each time armour is damaged it suffers a 1 AC penalty & a -1 to saving throws (for the armour, not the person wearing the armour). Non-magical armour can sustain its AC in damaging hits. At that point, on the next natural 19 or 20 it becomes completely mangled and useless, providing no protection and giving a -4 to the attack rolls of the wearer due to its severely hampering his movement & agility (penalties to other skills might also be assessed). Movement in such armour is halved. Magical armour may sustain an additional point of damage per plus before becoming completely useless. Maintenance of Armour All armour types must be maintained to ensure they operate to their best potential. Anyone allowed by class to wear an armour type, or use a shield type, is considered to have trained in maintaining their equipment. Maintenance varies & is noted in many armour descriptions. All armour that is not properly maintained is considered -1AC penalty (all armour found in dungeons & on undead can be considered poorly maintained). This penalty may increase over time at the DM’s discretion as the armour succumbs to rust, wear & combat damage. To repair the armour to proper working quality requires at least a day’s work by someone with the armorer proficiency working in a fully equipped workshop (smithy, armoury, leather workers shop, etc. depending on what is being repaired). Field repairs (by someone with the armorer proficiency) will not cancel the -1AC penalty, but may stop the armour from deteriorating further. Costs of Upkeep Armour is designed to block & absorb the impact of solid blows, becoming damaged in the process. The damage caused by everyday wear & tear, and corrosion and degradation of the materials is an additional factor. Armour requires constant maintenance even if a skilled armorer is available. It would be reasonable to rule that the cost of maintaining armour is 5% of its original cost per month. This amount would be higher in wet conditions & even more in damp, salty conditions (by the sea). Armour needs to be cleaned, oiled & polished (if appropriate) to maintain good working condition. Armour & Hygiene All armour with soft leather or cloth layers (including those with soft leather or cloth padding as backing) are prone to become soiled & smelly. Lice, dirt, fleas, sweat & insects all take their toll. The leather & cloth should be cleaned & dried, or replaced, at least monthly. When travelling through swamps or damp forests, the soft layers of the armours will have to be replaced at least weekly. Heavily soiled armour increases the risk of the wearer becoming diseased or contracting parasites (-2 on all saving throws against disease & disease-causing spells). The standard practice is to either bring spare coats of armour padding; spare suits of lighter armours such as padding & studded leather; or regular washing & drying (of armour & wearer) along the trail. (See the description of padded armour for more details).