You are on page 1of 16

Weapons and Armors

A list of weapons and armors to use in your Krönera campaign.


   
Weapons A brief description of the weapon family  
Weapons are a good tool to survive the dangers of the Weapon Name
dungeons and roads. A brief description of the weapon and some minor
If using a weapon with more than one type of damage details about its mechanics.
the player must declare which damage he wants before
rolling the attack (some weapons do more than one type Ability. The ability score the weapon benefits.
of damage at same time). Grip. How the weapon is handled.
Properties. The special characteristics of the
weapon
Damage Type.
Melee Weapons
Weapon are separated in two main groups Melee and Slashing: –

Ranged, each of this groups have a Family of weapons


Piercing: –
for the character to choose. Weapons have properties, Bludgeoning: –
and that make then unique.
Melee weapons have the reach of 5 foot.
Properties
Knives and Daggers
The user can draw his weapons as a free
Agile. Knives and Daggers are the most common type of
action, since it’s on his belt. weapons, used as tools of crafting and assassination.
Thrown. The user can throw this weapon without To use it as an weapon in a combat the user must
the -4 penalty to hit. have a Dexterity of 10 at least.
Lethal. The user that attacks with this weapon deals
+2 points of damage against enemies with 1 or less Dagger, 05 silver pieces
points of Damage Reduction. A dagger have a lot of varieties most of then are
Piercer. Ignores 1 point of DR from the enemy and
the propertie Impenetrable (with piercing attacks). balanced to be thrown, some to open letters.
Crusher. Ignores 2 point of DR from the enemy and Ability. Dexterity
the propertie Absorber (with bludgeoning attacks). Grip. One Handed.
Parry. The user can make a Parry Maneuver against Properties. Thrown (20/60), Agile
his enemy. He can do this 2 times per short or long
rest, works only against another melee weapons Damage Type.
Brute. The user can make a Sweeping Attack
Maneuver against his enemy. He can do this 2 times Slashing: 1
per short or long rest. Piercing: 1d4
Curve. The user deals +2 damage while mounted Bludgeoning: 1
and ignores the damage reduction of enemies with Hunting Knife, 10 silver pieces
the propertie Light Armored.
Disarm. The user can make a Disarming Attack A hunting knife is more a tool than a weapon, but the
Maneuver against his enemy. He can do this 2 times sharpness needed to remove animal leather are very
per short or long rest, works only against another useful agains human flesh aswell.
melee weapons. Ability. Dexterity.
Powerful. The user grows one pace in the weapon
main damage if he reaches Strength 18. Grip. One Handed.
Heavy. The user needs at least Strength 15 to wield Properties. Lethal, Agile
this weapon, when reach Strength 18 the user Damage Type.
ignores the damage reduction of enemies when 1d4
using the weapons’s main damage. Slashing:
Long. The user gains more 5 ft of range. When at 5 ft Piercing: 1d4
of the enemy the user have a penalty of -4 to attack. Bludgeoning: 1
Raw. The user can use his Strength atribute instead  
of Dexterity
Finesse. The user can use his Dexterity atribute
instead of Strength.
Family
Mail-Breaker, 40 silver pieces Knight Sword, 150 silver pieces  
A dagger with a very resistent point that can pierce mail. The prefered side weapons of knights, used usually
Made as a side weapon for knights who loses theyr when dismounted or when dual wielding.
main weapons. Ability. Strength
Ability. Dexterity. Grip. Bastard.
Grip. One Handed. Properties. Lethal, Agile
Properties. Piercer, Agile
Damage Type.
Damage Type. Slashing: 1d4
Slashing: 1 Piercing: 1d6
Piercing: 1d4 Bludgeoning: 1
Bludgeoning: 1 Scimitar, 80 silver pieces
Parrying Dagger, 50 silver
The prefered weapon of the chivalry of eastern side of
pieces continent, his curved blade can slide against the enemy
A dagger with a very curved guard that can hook flesh and don’t get stuck. Perfect for mounted combat.
weapons and parry oponents. Very rare since its usually Ability. Dexterity
used by thiefs and assassins. Grip. One Handed.
Ability. Dexterity. Properties. Curve, Agile
Grip. One Handed. Damage Type.
Properties. Parry, Agile
Slashing: 1d8
Damage Type. Piercing: 1d4
Slashing: 1 Bludgeoning: 1
Piercing: 1d4 Sabre, 35 silver pieces
Bludgeoning: 1
Used by mariners and pirates, with a curved blade it can
slide through the enemy weapon and disarm him,
usually used at the sea cause of its low cost .
Light Swords Ability. Dexterity
Light Swords are cheaper than their heavier cousins, Grip. One Handed.
they also have more agility to draw and are perfect as Properties. Disarm, Agile
secondary weapons to use in combat. Damage Type.
To use it as a weapon in combat the user must have a 1d6
Strength and Dexterity of 10 at least. Slashing:

Short Sword, 40 silver pieces


Piercing: 1d6
Bludgeoning: 1
The most common type of Light Sword, this sword is Rapier, 250 silver pieces
used as side sword by most soldiers and as main sword
by most militias. A rare weapon, commonly used by a closed circle of
Ability. Strength
nobles, very fast and its flexible blade can helps parry
Grip. One Handed.
the enemy weapons.
Properties. Finnesse, Agile Ability. Dexterity
Grip. One Handed.
Damage Type. Properties. Parry, Agile
Slashing: 1d4 Damage Type.
Piercing: 1d6
Bludgeoning: 1 Slashing: 1
Piercing: 1d8
Bludgeoning: 1
 
Swords Estoc, 700 silver pieces  
Swords are the bread and butter of the warrior, with a A weapon made to pierce even heavy armored enemies.
balanced weight and size it is perfect for the warfare, Similar to the long sword but smaller and more fragile
usually used by nobles because of its high value and for but with an reinforced point. The Piercer propertie in
its complex forgery. this weapon is doubled.
To use it as a weapon in combat the user must have a
Strength of at least 12 and a Dexterity of at least 10. Ability. Dexterity
Grip. Bastard.
Broadsword, 250 silver pieces Properties. Piercer, Raw
The main weapon of most heavy infantry, cheaper in Damage Type.
comparison with its cousins they are a safe option and a 1d4
really good weapon. Slashing:
Piercing: 1d8
Ability. Strength Bludgeoning: 1
Grip. One Handed.
Properties. Brute, Lethal

Damage Type.
Slashing:1d8 Heavy Swords
Piercing:1d4 Heavy Swords are the most common weapons in elite
Bludgeoning: 1 infantry, its weight helps to cut through mail and its size
helps to defend the user. Imposes a penalty of -4 to
Longsword, 1500 silver pieces attack on horseback due to its size.
The elite of the western swords, balanced to works on To use it as a weapon in combat the user must have a
both stances, its weight and size make it perfect for Strength of at least 14 and a Dexterity of at least 10.
warfare. Its usually used by most noble or famous Flamberge, 700 silver pieces
knights, an character seen with an Longsword in his
belt have an natural bonus of +2 in charisma checks This weapon weavy blade helps it to parry enemy
against western folk. attacks and its weight and size adapt the sword for
users that are not so strong. The Strength needed to use
Ability. Strength a Flamberge is at least 12 and the Dexterity at least 12.
Grip. Bastard.
Properties. Parry, Powerful Ability. Strength
Grip. Two Handed.
Damage Type. Properties. Finnesse, Parry
Slashing:1d8 Damage Type.
Piercing:1d6 1d12
Bludgeoning: 1d4 Slashing:
Piercing: 1d6
Heavy Scimitar, 1200 silver Bludgeoning: 1d4
The elite of the eastern swords, perfectly to works on Claymore, 1200 silver pieces
both stances, its weight and size make it perfect for
mounted combat. Its usually used by most noble or A claymore is very common in Elite Heavy Infantry and
famous janissary, an character seen with an Heavy Specialized Militia. Easy to maneuver and with a
Scimitar in his belt have an natural bonus of +2 in powerful strike its a great weapon to duel or warfare.
charisma checks against eastern folk. Ability. Strength
Ability. Strength Grip. Two Handed.
Grip. Bastard. Properties. Parry, Brute
Properties. Curve, Powerful
Damage Type.
Damage Type. Slashing: 1d12
Slashing:1d8 Piercing: 1d6
Piercing:1d6 Bludgeoning: 1d4
Bludgeoning: 1  
Zweihander, 2000 silver pieces Light Mace, 40 silver pieces  
The most brutal sword in all continent. Huge and heavy A very useful weapon for city watchers and monastery
its hard to maneuver but with the right amount of guards, its fast to draw and can harm armored enemies
Strength it can even cut through armor. Unable to be easily.
used on horseback because of its size. Ability. Strength
Ability. Strength Grip. One Handed.
Grip. Two Handed. Properties. Crusher, Agile
Properties. Heavy, Brute
Damage Type.
Damage Type. Slashing: –
Slashing:1d12 Piercing: –
Piercing:1d4 Bludgeoning: 1d6
Bludgeoning: 1d8 Light Hammer, 10 silver pieces
A very useful weapon for city watchers and monastery
guards, its good to thrown, its head turns it slower to
Light Maces and draw but it can harm armored oponents at distance.
Ability. Strength
Hammers Grip. One Handed.
Ligh Maces and Hammers are blunt weapons used Properties. Crusher, Thrown (20/60)
normaly by guards to not kill criminals in more
merciless capitals. Some are balanced to thrown and Damage Type.
some are made to strike armored oponents.
To use it as a weapon in combat the user must have a Slashing: –

Strength of at least 10. Piercing: –


Bludgeoning: 1d6
Club, 01 silver piece
Thise oldest weapon in the world, a less lethal weapon
wilded by more civilized guards.
Ability. Strength
Maces and Hammers
Grip. One Handed.
Maces and Hammers are blunt weapons used normaly
Properties. Agile
in warfare or religious orders of Priests. Good against
armored oponents but with few damage variations they
Damage Type. are good options when dealing with knights.
To use it as a weapon in combat the user must have a
Slashing: –
Piercing: –
Strength of at least 12.
Bludgeoning: 1d6 Staff, 01 silver piece
Spiked Club, 05 silver pieces This one is the oldest weapon in the world, as a tool
This one is the oldest weapon in the world, as a tool of used to carry things, to inspect suspicious stuff and to
survival by primitive man to a less lethal weapon wilded build tents and barracks. usually used by monks that
by more civilized guards. A spiked club causes the two can’t hurt other people due to its religion.
types of damage in the same attack. Grip. Bastard.
Properties. Agile, Finesse
Ability. Strength
Grip. One Handed. Damage Type.
Properties. Lethal, Agile Slashing: –
Damage Type. Piercing: –
Bludgeoning: 1d6
Slashing: –
Piercing:1  
Bludgeoning: 1d6
Mace, 50 silver pieces Heavy Maces and  
A weapon balanced to crush armor, good against heavy Hammers
and light armored oponents. Heavy Maces and Hammers are usualy used against
Ability. Strength heavy armored oponents since they can crush armor
Grip. One Handed. with little effort when the user have enought strength.
Properties. Crusher, Lethal To use it as a weapon in combat the user must have a
Strength of at least 14.
Damage Type.
Maul, 550 silver pieces
Slashing: –
Piercing:1 This weapon when wielded with raw strength can crush
Bludgeoning: 1d8 armor and bones easily. A weapon that is used by
captains of heavy intantry in majority of time to kill
Morning Star, 60 silver pieces armored knights.
A weapon balanced to pierce and crush the armor of the Ability. Strength
enemy, good against heavy armored oponents. Grip. Two Handed.
The Morning Star deals the two types of damage at Properties. Heavy, Lethal
same time.
Damage Type.
Ability. Strength
Grip. One Handed. Slashing: –
Properties. Crusher, Piercer Piercing: –
Bludgeoning: 1d12
Damage Type.
Slashing: –
Great Mace, 600 silver pieces
Piercing:1d4 This weapon are used by the most prestigious members
Bludgeoning: 1d4 of clerical orders, it have not only the raw power of the
steel but the simbolic power of prestige in the user’s
Battle Hammer, 350 silver pieces holy order.
A weapon balanced to pierce and crush the armor of the Ability. Strength
enemy, good against heavy armored oponents. Grip. Two Handed.
Properties. Crusher, Brute
Ability. Strength
Grip. Bastard. Damage Type.
Properties. Crusher, Piercer
Slashing: –
Damage Type. Piercing:1d6
Slashing: – Bludgeoning: 1d12
Piercing:1d8 Ten Foot Pole, 20 silver pieces
Bludgeoning: 1d8
This weapon are used mostly as a tool to poke objects,
Short Hammer, 400 silver pieces traps and to measure how deep is a hole, fissure or
A brutal thrown weapon, its hard to wield and need underground river. When used as weapon its weak but
extraordinary force to thrown properly, if the user is viable.
strong enough he can destroy heavy armored enemies. Ability. Strength
Grip. Two Handed.
Ability. Strength
Properties. Long, Finesse
Grip. One Handed.
Properties. Heavy, Thrown (20/60) Damage Type.
Damage Type. Slashing: –
Slashing: – Piercing: –
Piercing:1 Bludgeoning: 1d10
Bludgeoning: 1d10  
Light Axes The main weapon of most heavy infantry, cheaper in  
Light Axes are very common type of weapons, used as comparison with swords they are a safe option and a
tools of crafting and survival aswel. really good weapon agains enemies that are not so well
To use it as an weapon in a combat the user must armored.
have a Strength of 10 at least. Ability. Strength
Grip. Bastard.
Hand Axe, 10 silver pieces Properties. Lethal, Brute
A hand axe are perfectly balanced to be drawn fast and Damage Type.
thrown against the enemy.
Slashing: 1d10
Ability. Strength Piercing: –
Grip. One Handed. Bludgeoning: 1
Properties. Thrown (20/60), Agile
Stoneccuter’s Axe, 1500 silver
Damage Type.
1d6 This weapon with a strong wielder can easily crush
Slashing:
armor and destroy the enemy. Crafted by the most
Piercing: –
1d4 skilled smiths of the northern continent, very rare to
Bludgeoning: aquire since its a gift from some tribes rites of strength.
Woodcutter’s Axe, 15 silver Ability. Strength
An tool to cut small trees and gather wood easily, it can Grip. One Handed.
be used as a weapon aswel. Properties. Heavy, Powerful

Ability. Strength Damage Type.


Grip. One Handed. Slashing: 1d10
Properties. Lethal Piercing: –
Damage Type. Bludgeoning: –

Slashing: 1d6
Piercing: –
Bludgeoning: 1
Heavy Axes
Heavy Axes are used as tools and weapons, they can be
used in warfare with astonishing power, aswel as a good
tool to proceed in journey.
Axes To use it as a weapon in combat the user must have a
Axes are great weapons in warfare, an improvement Strength of at least 14.
from tools to deadly weapons, they heavy cuts and Great Axe, 1200 silver pieces
cheaper cost than swords make the axe a good option.
To use it as a weapon in combat the user must have a A huge weapon that can strike multiple enemies at
Strength of at least 12. same time and with a strong wielder can crush armos,
Horseman’s Axe, 250 silver pieces used by most tribes of central and northern continent.
The prefered weapon of the chivalry of western side of Ability. Strength
continent, his curved blade can slide against the enemy Grip. Two Handed.
flesh and don’t get stuck. Perfect for mounted combat. Properties. Heavy, Brute

Ability. Strength Damage Type.


Grip. Bastard. Slashing: 1d12
Properties. Curve, Powerful Piercing: 1d4
Damage Type. Bludgeoning: 1d4
Slashing: 1d8  
Piercing: –
Bludgeoning: 1d4
War Axe, 250 silver pieces
Executioner’s Axe, 850 silver Fauchard, 01 silver piece  
This tool is made to execute prisioners without harming This weapon is used by heavy intantry against light
the main weapons of the user. With great strength it can infantry, breaking their poor defenses and slaughtering
crush armor. the enemies.
Ability. Strength Ability. Strength
Grip. Two Handed. Grip. Two Handed.
Properties. Heavy Properties. Lethal, Long

Damage Type. Damage Type.


Slashing:1d12 Slashing:1d12
Piercing:1d4 Piercing:1d6
Bludgeoning: – Bludgeoning: 1d4
Heavy Woodcutter’s Axe, 75 Halberd, 01 silver piece
An tool to cut big trees and gather wood and lumber This weapon is used by heavy intantry against light
easily, it can be used as a weapon aswel, as a weapon it infantry and medium armored knights, a balance
can serious wound an unarmored enemy. between its two cousins.
Ability. Strength Ability. Strength
Grip. Two Handed. Grip. Two Handed.
Properties. Lethal Properties. Powerful, Long

Damage Type. Damage Type.


Slashing: 1d10 Slashing:1d10
Piercing: – Piercing:1d6
Bludgeoning: 1 Bludgeoning: 1d10

Polearms Spears
A polearm or pole weapon is a close combat weapon in Spears exists since the begining of civilization. Now
which the main fighting part of the weapon is fitted to they are an excelent choite to brutalize heavy and light
the end of a long shaft, thereby extending the user’s chivalry. Spears can be used to hold the line agains
effective range and striking power. enemies charges. The spear wielder can
To use it as a weapon in combat the user must have a To use it as a weapon in combat the user must have a
Strength of at least 14 and a Dexterity of at least 10. Strength of at least 10 and a Dexterity of at least 12.
Lucerne, 01 silver piece Javelin, 01 silver piece
This weapon is used by heavy intantry against armored A weapon used mostly to hunt, but offer great danger to
knights, crushing their armors or horses from a safe enemies in warfare too.
distance. Thanks to its size can be used to hold the line against
mounted charges causing the double of damage if it
Ability. Strength hits.
Grip. Two Handed.
Properties. Crusher, Long Ability. Strength
Grip. Bastard.
Damage Type. Properties. Thrown (30/120), Long
Slashing:1d4 Damage Type.
Piercing:1d6
Bludgeoning: 1d12 Slashing: –
Piercing:1d6
Bludgeoning: 1
 
Trident, 01 silver piece Pike, 01 silver piece  
A weapon based on pitchforks the militia men build it to A very long weapon that can be used in some military
disarm enemy weapons and are balanced to be thrown. formations, very good agains chivalry and to keep
Ability. Strength
enemies at distance.
Grip. One Handed.
Thanks to its size can be used to hold the line against
Properties. DIsarm, Thrown (20/60)
mounted charges causing the double of damage if hit.
Ability. Strength
Damage Type. Grip. Two Handed.
Slashing: – Properties. Long, Long
Piercing:1d10 Damage Type.
Bludgeoning:1 Slashing: –
War Trident, 01 silver piece Piercing:1d10
A weapon with reinforced points it can pierce armor Bludgeoning:1d4
and the head of the weapon can be used to disarm. Joust Lance, 01 silver piece
Ability. Strength A weapon mostly used in Knights Jousts to
Grip. Bastard. entertaiment.
Properties. Long, Piercer When used while dismounted the user reduces the
Damage Type. damage in one pace and imposes a penalty of -8 to hit.
Slashing: – Ability. Strength
Piercing:1d10 Grip. One Handed.
Bludgeoning:1 Properties. Long, Long

Short Spear, 01 silver piece Damage Type.


A weapon that can be used to keep enemies at distance, Slashing: –
piercing then to death. Piercing: –
Thanks to its size can be used to hold the line against Bludgeoning: 1d8
mounted charges causing the double of damage if hit. Chivalry Lance, 01 silver piece
Ability. Strength A weapon made to be used in horseback, with a strong
Grip. Bastard. enough user it can piercing plates with ease.
Properties. Lethal, Long When used while dismounted the user reduces the
Damage Type. damage in one pace and imposes a penalty of -8 to hit.
Slashing: – Ability. Strength
Piercing:1d6 Grip. One Handed.
Bludgeoning: 1d4 Properties. Heavy, Long

Partazana, 01 silver piece Damage Type.


A weapon that can be used to keep enemies at distance, Slashing: –
1d12
piercing then to death, its reinforced point can pierce Piercing:
armor. Bludgeoning: –
Thanks to its size can be used to hold the line against  
mounted charges causing the double of damage if hit.
Ability. Strength
Grip. Bastard.
Properties. Piercer, Long

Damage Type.
Slashing: –
Piercing:1d8
Bludgeoning: 1d4
Ranged Weapons Bows  
Weapon are separated in two main groups Melee and Bows are the most common type of ranged weapon, it is
Ranged, each of this groups have a Family of weapons used to hunt, to promoted championships, to burn
for the character to choose. Weapons have properties, structures and to kill enemies.
and that make then unique. Bastard Grip means the To use it as a weapon in combat the user must have a
user have a bonus of +2 to hit with two hands. Strength of at least 10 and a Dexterity of at least 12.
Properties Short Bow, 50 silver pieces,
Double Shot. The user can draw two arrows at same Weapons mostly used to hunt, but are very suitable for
time and shoot then, the user makes one attack roll small rooms and for infiltration since its a small and
with a penalty of -4 and doubles de damage dice. very common tool. (80/320)
Potent. The weapon damage go up one pace, but the
user receives a penalty of -4. Ability. Dexterity (to hit), Strength (damage)
Piercer. The user ignores 1 point of damage Grip. Two Handed.
reduction from the enemy. (with piercing attacks). Properties. Double Shot, Unstable
Silvered. Ignores the resistance of some
Damage Type.
supernatural creatures.
Incendiary. The ammunition cause maximum Piercing: 1d6
damage against any flammable object, and minimum Long Bow, 50 silver pieces,
damage against creatures.
Cruel. The ammunition’s head is made to break The pinacle of war, this weapon when used with a good
inside the target’s flesh causing 2 points of necrotic captain can slaughter entire armies, a good formation
damage. can make an arrow barrage cover the sun. (150/600)
Longshot. The user ignores the distance penalty of
the weapon. Ability. Dexterity (to hit), Strength (damage)
Kick. The user rolls the damage dice two times and Grip. Two Handed.
keep the best result when attacking a target that is Properties. Longshot, Unstable
above the medium distance. Damage Type.
Dull. The ammunition diminishes the damage dice in
one pace and change the damage to bludgeoning. Piercing: 1d10
Unstable. If the user use his movement action on the
turn he have a penalty of -4 to hit. Composite Bow, 50 silver pieces,
Fragile. The ammunition aways break after use. A bow made with more than one material laminated
Reload. The user can shoot only one time. Reload together making it more potent. Used in competitions
takes one action, if you use a reloader it takes a and in formations to kill knights from distance.
bonus action. (100/500)
Ability. Dexterity (to hit), Strength (damage)
Grip. Two Handed.
Properties. Kick, Unstable
Family Damage Type.
A brief description of the weapon family Piercing: 1d8
Weapon Name
A brief description of the weapon and some minor
details about its mechanics.
Arrows
Ability. The ability score the weapon benefits. Arrows are ammunition for bows, some arrows have
Grip. How the weapon is handled. diferent properties and can suit dieferents situations. If
Properties. The special characteristics of the an arrow is used to make a melee attack, consider it to
weapon have 1 piercing damage.
Damage Type.  
Piercing: –
Common Arrow, 50 silver pieces, Powerful Arrow, 50 silver  
An arrow made of wood and with a short fletcher. An arrow perfectly balanced to gain speed faster than
Nothing speial about it. normal, with its filaments of steel it can be devastating.
Properties. – Properties. Potent

Heavy Arrow, 50 silver pieces,


An arrow made with a heavy head that gains speed over
distance.
Crossbows
Properties. Kick Crossbows are weapons that use a mechanical device to
Cruel Arrow, 50 silver pieces, shot bolts against enemies. It have less range than bows
but the bolt is shoot at incredible speed at shorter
An arrow with a fragile head that breaks inside the ranges. Crossbows don’t use ability scores to increase
enemy flesh making the enemy bleed. damage.
To use it as a weapon in combat the user must have a
Properties. Fragile, Cruel Strength of at least 8 and a Dexterity of at least 10.
Small Game Arrow, 50 silver Light Crossbow, 50 silver pieces,
Small arrow with a rounded and dull head, very small A light weapon, easy to handle and very small, used
and is used to hunt small creatures without harming its sometimes to hunt but mostly by militia to protected
body, preserving the leather and the meat. This arrow villages. (80/320)
can only be used with a short bow. Ability. Dexterity (to hit)
Properties. Dull Grip. One Handed.
Properties. Reload, Agile
Feather Arrow, 50 silver pieces, Damage Type.
An arrow made of wood and with a long fletcher made Piercing: 2d4+1
with rare feathers. This feathers give more stability to
the shot. Hand Crossbow, 50 silver pieces,
Properties. Removes [Unstable] A weapon used mostly by knights as secondary weapon,
with one hand when equiped with shields or with two
Incendiary Arrow, 50 silver hands to get a better aim. (30/120)
An arrow with flammable rags around its head and wet Ability. Dexterity (to hit)
with lantern oil to burn easily. The rags and oil reduces Grip. Bastard.
its speed and piercing capacity but burn any flammable Properties. Reload, Agile
object easily. Damage Type.
Properties. Incendiary, Fragile Piercing: 2d6+2
Silver Arrow, 50 silver pieces, Arbalest, 50 silver
An arrow with a head covered in silver. Used agains A huge weapon with great impact power, its projectiles
supernatural creatures that are vulnerable against travel at great speed to pierce enemy armor. (100/400)
silver. Silvered arrowheads are very fragile.
Ability. Dexterity (to hit)
Properties. Fragile, Silvered Grip. Two Handed.
Properties. Reload, Piercer
Bone Arrow, 50 silver pieces,
Damage Type.
An arrow made with bone, very cheap but very fragile. Piercing: 2d8+3
Properties. Fragile  
Bolts Armors and Shields  
Bolts are ammunition for crossbows, some bolts have Armors and Shields are the bread and butter of the
diferent properties and can suit dieferents situations. If adventurer when it comes to resist enemy attacks,
a bolt is used to make a melee attack, consider it to have together with shields it can be diference between
1 piercing damage. surviving an encounter or be killed like a rat.
Common Bolt, 50 silver pieces,
When using an armor, the Damage Reduction is
deduced from the damage before all other instancies
Weight (like resistances), and can block magic weapons
A bolt made of wood and metal. Nothing special about damage aswell.
it.
Properties. –

Precision Bolt, 50 silver pieces, Shields


Weight
Shields are separated in three main groups Small
Shields, Medium Shields and Great Shields, each of
A bolt made to travel great distance faster than normal. this groups is a Family. Shields have properties, and
that make then unique.
Properties. Longshot
Properties
Heavy Bolt, 50 silver pieces, Light. The user can keep his shield AC in small
Weight caverns.
Small. The user can dual wield, fire a bow/crossbow
A bolt made with steel that can pierce armor better than and bastard stace with the shield equiped.
normal bolts. Offensive. The user can attack with this shield, he
Properties. Piercer
attacks with a penalty of -4.
Defensive. The user can use its reaction against an
Silver Bolt, 50 silver pieces, attack, adding up to his proficience bonus to his AC.
Cover. The user can use his action to cover himself
Weight with the shield, gaining a bonus to AC equals his
A bolt with a head covered in silver. Used against proficience bonus until the start of his next turn.
supernatural creatures that are vulnerable against Wall. The user can use his action to place his shield
silver. Silvered boltheads are very fragile. on the ground forming a wall that he can take cover
from attacks. He can use half of his speed to take
Properties. Fragile, Silvered total cover behind the shield. (works only against
ranged attacks made from the shield oposite
Incendiary Bolt, 50 silver direction.)
pieces, Weight
A bolt with flammable rags around its head and wet
with lantern oil to burn easily. The rags and oil reduces
its speed and piercing capacity but burn any flammable Family
object easily. A brief description of the shield family
Properties. Incendiary
Shield Name
Cruel Bolt, 50 silver pieces, A brief description of the shield and some minor details
Weight about its mechanics.
A bolt with a fragile head that breaks inside the enemy Don/Doff. The time needed to equip/unequip the
flesh making the enemy bleed. shield.
Arm. How the shield is equiped, if straped at arm or
Properties. Fragile, Cruel griped.
Properties. The special characteristics of the shield.

Armor Class Bonus + –


Small Shields Great Shields  
Small Shields are often used or straped on the arm or Great Shields are exotic shields used by specialized
griped from inside for a more offensive use. troops, heavy and hard to use they are not very
To wear it as a shield in combat the user must have a commom.
Strength of at least 8 and Dexterity of at least 10. When wearing a great shield the user’s speed is
Strap Buckler
diminished in 5 ft.
To wear it as a shield in combat the user must have a
This shield is straped to the forearm and grants Strength of at least 8 and Dexterity of at least 12.
protection even with the two hands busy Pavise Shield
Don/Doff. One Minute These were very useful for archers, as it would come
Arm. Strap with a Pavise-bearer, whose job was to hold the shield
Properties. Light, Small for the archers.
Armor Class Bonus + 1 Don/Doff. One Action
Grip Buckler Arm. Grip
Properties. Wall, Cover
The shield have a grip that allow it to maneuver against
the enemy. Armor Class Bonus + 2

Don/Doff. One Action Great Shield


Arm. Grip A great round shield that can be used to bash enemies
Properties. Light, Offensive (1d4) hard, very useful with spears when in close range.
Armor Class Bonus + 1 Don/Doff. One Action
Arm. Grip
Properties. Defensive, Ofensive (1d8)

Armor Class Bonus + 3


Medium Shields
Medium Shields are the most common shield used by Tower Shield
soldiers and knights, grant good protection and some A large ractangular shield very useful to take cover from
can be used as an offensive option to attack the enemy. arrows or to organize a shield wall.
To wear it as a shield in combat the user must have a
Strength of at least 10 and Dexterity of at least 10. Don/Doff. One Action
Arm. Grip
Targe Shield Properties. Defensive, Cover
A large and round shield with steel at center that is used
to cause damage to oponent. Armor Class Bonus + 3

Don/Doff. One Action


Arm. Grip
Properties. Defensive, Offensive (1d6)  
Armor Class Bonus + 2
Kite Shield
A large almond-shaped shield rounded at the top and
curving down to a point and is big enough to cover a
soldier from neck to ankle.
Don/Doff. One Minute
Arm. Strap
Properties. Defensive, Cover

Armor Class Bonus + 2


Armors Light Armor  
Armors are separated in three main groups Light Light Armors are usually made of tanned leather with
Armor, Medium Armor and Heavy Armor, each of this addition of fur or metal stripes to protect the user. The
groups is a Family. Armors have properties, and that most common type of armor.
make then unique. Light Armors can catch fire, when hit by a incendiary
All armor gives a apenalty of -4 in stealth checks ammunition or when suffers more than 10 points of fire
unless it have the Silent propertie. damage in one single attack.
The armor then needs to make a save against the DC
Properties 12
(the armor roll with a bonus equals his DR).
Absorber. The user can add his proficience bonus to In a failed save the armor is on fire and burn the user
the DR against bludgeoning damage. causing 1d6 points of damage at the beginning of his
Deflector. The user can add his proficience bonus to turn.
the DR against slashing damage. To wear it as a armor in combat the user must have a
Impenetrable. The user can add his proficience Strength of at least 8.
bonus to the DR against piercing damage. Hide Armor
Fit. All attackers that are trying to grab the user have
a penalty of -4. If the weapon was not made to the This armor is made of leather and pelts and can provide
user he can’t benefit from Damage Reduction or some protection. Very well fitted it can be used to move
Properties and his AC is diminished in 1. silently.
Versatility. You can add Fur or Leather to yout
weapon granting it the Silent or the Warm property, Don/Doff.
to add the fur or leather doubles the Don/Doff time. DR. (1)
Silent. When trying to stealth or move silently the Properties. Silent, Fit
user don’t apply the penalty anymore. Armor Class 11 + Dex
Warm. The user can use his damage reduction
against cold damage and have a bonus of +4 to resist Fur Armor
enviroment cold. This armor is made of leather and pelts with adition of
fur to keep the heat and can provide some protection.
The fur also helps to keep the user movement silent
while trying to surprise his enemies.
Family Don/Doff.
A brief description of the armor family DR. (1)
Armor Name
Properties. Warm, Silent
Armor Class 11 + Dex
A brief description of the armor and some minor details
about its mechanics. Studded Armor
Don/Doff. The time needed to equip/unequip the This armor is made of leather stripes and metal and can
armor. provide protection. Its not warm or silent but provides
DR. The value of Damage Reduction of the armor. better protection then any other light armor.
Properties. The special characteristics of the armor.
Don/Doff.
Armor Class – DR. (1)
Properties. Fit, Absorber
Armor Class 12 + Dex

 
Medium Armor Heavy Armor  
Medium Armors are made mostly of metal or reinforced Heavy Armors are made of metal, used by knights and
with metal, used mostly by infantry and nobles that are wealth nobles. The pinnacle of defense when it comes
not so wealth. to armors.
Medium Armors are made mostly of metal so it make Heavy Armors are made mostly of metal so it make
then eletrocute the user, when the user suffers more then eletrocute the user, when the user suffers more
than 10 points of lightning damage in one single attack. than 10 points of lightning damage in one single attack.
The armor then needs to make a save against the DC The armor needs to make a save against the DC 12
12
(the armor roll with a bonus equals his DR). (the armor roll with a bonus equals his DR).
In a failed save if the target moves 5 feet or more, the In a failed save if the target moves 5 feet or more after
target takes 1d8 lightning damage, the effect ends at the failing the save, the target takes 2d6 lightning damage,
end of the user turn. the effect ends at the end of the user turn.
To wear it as a armor in combat the user must have a To wear it as a armor in combat the user must have a
Strength of at least 11. Strength of at least 13.
Ring Mail Breastplate Armor
The armor is made of a leather or textile item of A brief description of the shield and some minor details
clothing with a large number of metal rings sewn or tied about its mechanics.
directly into the foundation garment providing good
protection. Don/Doff.
DR. (3)
Don/Doff. Properties. Versatility, Deflector
DR. (2)
Properties. Fit, Impenetrable Armor Class 15

Armor Class 13 + Dex (max 2) Plate Mail


Scale Armor A brief description of the shield and some minor details
about its mechanics.
The armor is made of scales that are sewn or laced to a
backing by one or more edges and arranged in Don/Doff.
overlapping rows resembling the scales of a fish/reptile DR.* (3)
or roofing tiles. Properties. Deflector, Impenetrable
Don/Doff. Armor Class 16
DR. (2) Full-Plate Armor
Properties. Fit, Deflector
A brief description of the shield and some minor details
Armor Class 14 + Dex (max 2) about its mechanics.
Chain Mail Don/Doff.
This type of armour consisting of small metal rings DR. (3)
linked together in a pattern to form a mesh. Mail Properties. Fit, Deflector, Impenetrable
armour provided an effective defense against slashing Armor Class 17
blows by edged weapons and some forms of penetration
by many thrusting and piercing weapons.  
Don/Doff.
DR. (2)
Properties. Versatility, Deflector
Armor Class 14 + Dex (max 2)
Weapons
Name Cost Properties Weight
Knives and Daggers
  Dagger 05 sp Thrown (20/60), Agile 2 lb.
  Hunting Knife 10 sp Lethal, Agile 1 lb.
  Mail-Breaker 40 sp Piercer, Agile 3 lb.
  Parrying Dagger 50 sp Parry, Agile 3 lb.
Light Swords
  Short Sword 40 sp Finnesse, Agile 2 lb.
  Knight Sword 150 sp Lethal, Agile 1 lb.
  Scimitar 80 sp Curve, Agile 3 lb.
  Sabre 35 sp Disarm, Agile 3 lb.
  Rapier 250 sp Parry, Disarm 3 lb.
Swords
  Broadsword 250 sp Brute, Lethal 2 lb.
  Longsword 1500 sp Parry, Powerful 1 lb.
  Heavy Scimitar 80 sp Curve, Powerful 3 lb.
  Estoc 35 sp Piercer, Raw 3 lb.

   

You might also like