Equipment
Mar 29, 2014 23:54:56 GMT
Post by Dol-Terias on Mar 29, 2014 23:54:56 GMT
Equipment and Special Materials
This document describes the rules and details surrounding equipment and special materials used in Dol-Terias.
Dol-Terias uses the Players Handbook as the lead authority for weapons, armour and equipment. Equipment from other sources cannot be purchased or used, with the exception of custom equipment listed in this document.
House rules regarding equipment
Visible Equipment: Pcs must show on their visible equipment all the items they carry that cannot be easily hidden (i.e. a greatsword or an armor cannot be in inviso equipment).
Tower Shields: Tower shields when used for Full Cover can only protect from one direction at a time. Taking Cover may not be used while mounted.
Crafting Equipment: The craft skill can no longer be used to create equipment. Instead, a discount is given on equipment you make yourself over the PHB price. For details, see the jobs and lifestyles document.
Purchasing Magic Items: Due to the low magic of the campaign, NPC's do not – under normal circumstances – sell any type of magic items, including scrolls, spells to be scribed in spellbooks, potions, weapons, etc. However, players may offer these services and the occasional NPC may have something available in rare circumstances.
Special Materials and Options
The following special materials and construction methods exist in Dol-Terias, with their source.
• Adamantine (Dungeon Master Guide)
• Alchemically Silvered (Dungeon Master Guide)
• Barbed (Custom, see below)
• Bone (Custom, see below)
• Cold Iron (Dungeon Master Guide)
• Darkwood (Dungeon Master Guide)
• Deep Crystal (Psionics Handbook)
• Mithral (Dungeon Master Guide)
• Mundane Crystal (Psionics Handbook)
• Tourney Weapons (Custom, see below)
No items made of special materials are for sale – they can only be acquired in character through storylines or special DM events, though you can purchase them from other players or sell them to NPC's according to the regular rules.
Bone weapons
Used by the Wotan, these weapons are not quite as accurate as steel ones, but are favored by those of the Steppes. Bone Weapons for starting Wotan cost the same as normal weapons. Bone Weapons may not be purchased in Doltabran or Terias and may only be gotten IC, through crafters, NPC or PC.
Barbed Weapons
Associated with the Wotan, the creators of the style, most barbed weapons are made of bone. The number of weapons of steel are slowly growing as several Wotan crafters have developed the methodology of the secret art. Barbed weapons cannot be purchased de facto, only iC from PC or NPC Wotan crafters. Crafting in steel requires 6 ranks in Weaponsmithing for a Wotan crafter, and other materials may require even more ranks.
Barbs are a weapon modification and may be added to any piercing weapon, at creation or later.
Light and projectile Barbed weapons deal +1 damage, which multiplies on crits.
1H Barbed weapons deal +1d3 damage which does not multiply on crits.
2H Barbed weapons deal +1d4 damage which does not multiply on crits.
This damage is only dealt when removed from an opponent, this can be done as part of the attack action with a melee weapon. Barbed Projectiles often remain imbedded in the target through a battle.
You can remove a barbed weapon without further damage by making a DC 15 Heal check as a standard action that provokes AOO's.
Bone Barbed weapons cost +50 gp to modify, craft DC 15
Steel Barbed weapons cost +100 gp to modify craft DC 20
Custom Equipment and Weapons
Chakram
Cost: 15gp
Exotic Light Melee Weapon
Medium Damage: 1d4 Small Damage: 1d3
Critical Range: 18-20 / x2
Type: Slashing
Range: 30ft
Weight: 2 lbs
Special: The Chakram can be thrown or used in melee without penalty
Dwarven Stone Maul
Cost: 45gp
Martial Two-Handed Melee Weapon
Medium Damage: 2d6 Small Damage: 1d10
Critical Range: 20 / x3
Type: Bludgeoning
Range: -
Weight: 15 lbs
Special: -
Garotte
Cost: 8gp
Exotic Light Melee Weapon
Medium Damage: 1d6 Small Damage: 1d4
Critical Range: 20 / x2
Type: Slashing
Range: -
Weight: 1 lb
Special: May only be used against flat-footed or flanked targets, and is used in a grapple check, dealing damage instead of an unarmed strike. It allows the grappler to use his dexterity modifier instead of strength for grappling, and grants a +2 circumstance bonus to grapple checks. This bonus is negated if the target is wearing medium or heavy armor. At the grapplers choice, the target may be stopped from speaking. Rogues and Assassins are automatically proficient with Garottes.
Moore Gauntlet
Cost: 320gp
Exotic Light Melee Weapon
Medium Damage: 1d6 Small Damage: 1d4
Critical Range: 20 / x2
Type: Bludgeoning
Range: -
Weight: 2lbs
Special: Counts as a MW weapon. A character may wield a weapon in the same hand as the gauntlet, however, he may not use the gauntlet in any in the same turn, and he also suffers a -2 encumberance penalty to weapon attack made with a gauntleted hand. In any turn that a character armed with a Moore House Gauntlet decides not to attack with it, he may instead use it to add a +1 shield bonus to his armor class. A Moore House Gauntlet counts as both a Shield, and a Weapon for Purposes of enchantment, and both aspects must be enchanted seperately. ((for example, making it a +1 weapon would cost 2000gp, and not increase the shield bonus)) Unlike most Light Weapons, you may use Power Attack with a Moore House Gauntlet.
Gunpowder Weapons
Gunpowder is a relatively new invention in Dol-Terias, and has only recently been introduced. As such, the weapons are far from perfect, and their price is very high, but their power is already quite impressive.
Using a Pistol or Musket effectively requires the Exotic Weapon Proficiency: Firearms feat, which gives proficiency with both. Without this feat, you suffer a -4 penalty to hit for non-proficiency.
Keeping a loaded pistol in your belt poses a high risk of it going off by accident and blowing off your leg so smart people do not do this. Because of the danger of gunpowder, by default these weapons are not loaded – you need to load them when you go adventuring. If you did not state you loaded them (or have it noted on your sheet that you're foolish and carry them loaded) the DM may consider them to be unloaded.
Loading or re-loading a pistol requires a move action that provokes an attack of opportunity.
Loading or re-loading a musket is a full-round action that provokes an attack of opportunity.
Firing a pistol normally requires two hands. However, you can shoot, but not load, a pistol with one hand at a -2 penalty on attack rolls. You can shoot a pistol with each hand, but you take penalties on attack rolls as if attacking with two light weapons. This penalty is cumulative with the penalty for one-handed firing. A musket always requires two hands.
Because of the way they operate, pistols and muskets do not use the strength modifier of the user when dealing damage. Moreover, the damage they deal does not depend on the size of the wielder within the normal confines – because of the intricacy of the mechanism, gunpowder weapons for small characters are identical to those for medium characters.
Gunpowder weapons require both a single dose of powder and a single firearms bullet for each shot. Be sure to keep track of these as they can become expensive!
Pistol
Cost: 375gp
Exotic Ranged Weapon
Medium & Small Damage: 1d10
Critical Range: x3
Type: Piercing
Range: 50ft
Weight: 3 lbs
Musket
Cost: 750gp
Exotic Ranged Weapon
Medium & Small Damage: 1d12
Critical Range: x3
Type: Piercing
Range: 150ft
Weight: 10 lbs
Ammunition
Gun Powder Pouch - 10 Crowns - Can refill a Pistol 10 Times or a Musket 5 Times - Weighs 2 lbs
Firearm Bullets-(10) - 3 Crowns - Can be used for either Pistols or Muskets - Weighs 2 lbs
This document describes the rules and details surrounding equipment and special materials used in Dol-Terias.
Dol-Terias uses the Players Handbook as the lead authority for weapons, armour and equipment. Equipment from other sources cannot be purchased or used, with the exception of custom equipment listed in this document.
House rules regarding equipment
Visible Equipment: Pcs must show on their visible equipment all the items they carry that cannot be easily hidden (i.e. a greatsword or an armor cannot be in inviso equipment).
Tower Shields: Tower shields when used for Full Cover can only protect from one direction at a time. Taking Cover may not be used while mounted.
Crafting Equipment: The craft skill can no longer be used to create equipment. Instead, a discount is given on equipment you make yourself over the PHB price. For details, see the jobs and lifestyles document.
Purchasing Magic Items: Due to the low magic of the campaign, NPC's do not – under normal circumstances – sell any type of magic items, including scrolls, spells to be scribed in spellbooks, potions, weapons, etc. However, players may offer these services and the occasional NPC may have something available in rare circumstances.
Special Materials and Options
The following special materials and construction methods exist in Dol-Terias, with their source.
• Adamantine (Dungeon Master Guide)
• Alchemically Silvered (Dungeon Master Guide)
• Barbed (Custom, see below)
• Bone (Custom, see below)
• Cold Iron (Dungeon Master Guide)
• Darkwood (Dungeon Master Guide)
• Deep Crystal (Psionics Handbook)
• Mithral (Dungeon Master Guide)
• Mundane Crystal (Psionics Handbook)
• Tourney Weapons (Custom, see below)
No items made of special materials are for sale – they can only be acquired in character through storylines or special DM events, though you can purchase them from other players or sell them to NPC's according to the regular rules.
Bone weapons
Used by the Wotan, these weapons are not quite as accurate as steel ones, but are favored by those of the Steppes. Bone Weapons for starting Wotan cost the same as normal weapons. Bone Weapons may not be purchased in Doltabran or Terias and may only be gotten IC, through crafters, NPC or PC.
Barbed Weapons
Associated with the Wotan, the creators of the style, most barbed weapons are made of bone. The number of weapons of steel are slowly growing as several Wotan crafters have developed the methodology of the secret art. Barbed weapons cannot be purchased de facto, only iC from PC or NPC Wotan crafters. Crafting in steel requires 6 ranks in Weaponsmithing for a Wotan crafter, and other materials may require even more ranks.
Barbs are a weapon modification and may be added to any piercing weapon, at creation or later.
Light and projectile Barbed weapons deal +1 damage, which multiplies on crits.
1H Barbed weapons deal +1d3 damage which does not multiply on crits.
2H Barbed weapons deal +1d4 damage which does not multiply on crits.
This damage is only dealt when removed from an opponent, this can be done as part of the attack action with a melee weapon. Barbed Projectiles often remain imbedded in the target through a battle.
You can remove a barbed weapon without further damage by making a DC 15 Heal check as a standard action that provokes AOO's.
Bone Barbed weapons cost +50 gp to modify, craft DC 15
Steel Barbed weapons cost +100 gp to modify craft DC 20
Custom Equipment and Weapons
Chakram
Cost: 15gp
Exotic Light Melee Weapon
Medium Damage: 1d4 Small Damage: 1d3
Critical Range: 18-20 / x2
Type: Slashing
Range: 30ft
Weight: 2 lbs
Special: The Chakram can be thrown or used in melee without penalty
Dwarven Stone Maul
Cost: 45gp
Martial Two-Handed Melee Weapon
Medium Damage: 2d6 Small Damage: 1d10
Critical Range: 20 / x3
Type: Bludgeoning
Range: -
Weight: 15 lbs
Special: -
Garotte
Cost: 8gp
Exotic Light Melee Weapon
Medium Damage: 1d6 Small Damage: 1d4
Critical Range: 20 / x2
Type: Slashing
Range: -
Weight: 1 lb
Special: May only be used against flat-footed or flanked targets, and is used in a grapple check, dealing damage instead of an unarmed strike. It allows the grappler to use his dexterity modifier instead of strength for grappling, and grants a +2 circumstance bonus to grapple checks. This bonus is negated if the target is wearing medium or heavy armor. At the grapplers choice, the target may be stopped from speaking. Rogues and Assassins are automatically proficient with Garottes.
Moore Gauntlet
Cost: 320gp
Exotic Light Melee Weapon
Medium Damage: 1d6 Small Damage: 1d4
Critical Range: 20 / x2
Type: Bludgeoning
Range: -
Weight: 2lbs
Special: Counts as a MW weapon. A character may wield a weapon in the same hand as the gauntlet, however, he may not use the gauntlet in any in the same turn, and he also suffers a -2 encumberance penalty to weapon attack made with a gauntleted hand. In any turn that a character armed with a Moore House Gauntlet decides not to attack with it, he may instead use it to add a +1 shield bonus to his armor class. A Moore House Gauntlet counts as both a Shield, and a Weapon for Purposes of enchantment, and both aspects must be enchanted seperately. ((for example, making it a +1 weapon would cost 2000gp, and not increase the shield bonus)) Unlike most Light Weapons, you may use Power Attack with a Moore House Gauntlet.
Gunpowder Weapons
Gunpowder is a relatively new invention in Dol-Terias, and has only recently been introduced. As such, the weapons are far from perfect, and their price is very high, but their power is already quite impressive.
Using a Pistol or Musket effectively requires the Exotic Weapon Proficiency: Firearms feat, which gives proficiency with both. Without this feat, you suffer a -4 penalty to hit for non-proficiency.
Keeping a loaded pistol in your belt poses a high risk of it going off by accident and blowing off your leg so smart people do not do this. Because of the danger of gunpowder, by default these weapons are not loaded – you need to load them when you go adventuring. If you did not state you loaded them (or have it noted on your sheet that you're foolish and carry them loaded) the DM may consider them to be unloaded.
Loading or re-loading a pistol requires a move action that provokes an attack of opportunity.
Loading or re-loading a musket is a full-round action that provokes an attack of opportunity.
Firing a pistol normally requires two hands. However, you can shoot, but not load, a pistol with one hand at a -2 penalty on attack rolls. You can shoot a pistol with each hand, but you take penalties on attack rolls as if attacking with two light weapons. This penalty is cumulative with the penalty for one-handed firing. A musket always requires two hands.
Because of the way they operate, pistols and muskets do not use the strength modifier of the user when dealing damage. Moreover, the damage they deal does not depend on the size of the wielder within the normal confines – because of the intricacy of the mechanism, gunpowder weapons for small characters are identical to those for medium characters.
Gunpowder weapons require both a single dose of powder and a single firearms bullet for each shot. Be sure to keep track of these as they can become expensive!
Pistol
Cost: 375gp
Exotic Ranged Weapon
Medium & Small Damage: 1d10
Critical Range: x3
Type: Piercing
Range: 50ft
Weight: 3 lbs
Musket
Cost: 750gp
Exotic Ranged Weapon
Medium & Small Damage: 1d12
Critical Range: x3
Type: Piercing
Range: 150ft
Weight: 10 lbs
Ammunition
Gun Powder Pouch - 10 Crowns - Can refill a Pistol 10 Times or a Musket 5 Times - Weighs 2 lbs
Firearm Bullets-(10) - 3 Crowns - Can be used for either Pistols or Muskets - Weighs 2 lbs