MonkeyGod Enterprises - From Stone To Steel
MonkeyGod Enterprises - From Stone To Steel
MonkeyGod Enterprises - From Stone To Steel
Credits
Written by: Aaron Stimson Editor: David K. Hurd & Kle Hall Cover Art: Allan Pollack Interior Art: Weapons & Armor Jim Branch, Vignettes Fred Rawles Graphic Design: Lawrence Whalen Jr. Production: David K. Hurd & Lawrence Whalen Jr.
Table of Contents
Introduction Sticks and Stones Chariots of Bronze Iron and Empire Rome The Far East A Dark Age, A Golden Age Pagentry, Platemail, and Pistols Myth and Magic Materials Appendix Master Tables Index
2003 MonkeyGod Enterprises LP. For information concerning what constitutes Product Identity and Open Gaming Content refer to the License page.
Introduction
elcome. You hold in your hands the product of hundreds of years of research, based on thousands of years of testing, application, refinement, and innovation. From the dawn of mankind to the modern age, human existence has been a testament to the struggle for survival and the will to overcome obstacles. Though this book is far too small to dedicate to the whole of the human experience, it will focus on one aspect of that experience. It will attempt to chronicle the development of arms and armor over the span of human existence, from the time of Prehistoric Man to the Renaissance Period. We will try to encompass the diversity of weapons and armor across the globe and through civilizations, and make their development, significance, and use clear and available. And we will attempt to allow you insight into the art of warfare, from its most primal to its most elegant.
point for Players and DMs alike, allowing them new inspirations and insights into the craft of war, and, in turn, the craft of peace.
This book should be considered a supplemental source book for any D20 product. It provides new material for use in any campaign world or setting that is written within the limits of the D20 product line, and is completely compatible with the Dungeons and Dragons Players Handbook. It should provide you with valuable source material, ideas, and applications, to make your game worlds more real, or merely to spice them with interesting cultural or historical accents. Moreover, this book should be a jumping
There is no such limitation on supplemental material. By its very nature, supplemental material can be as extensive as it chooses to be. DMs, in the end, can decide how much of the supplemental material they wish to use, and how much they wish
From Stone to Steel contains rules that can make weapons and armor more realistic. It also contains new rules additions to diversify combat, and introduces subtle new concepts to spice it up. You will find new skill concentrations for existing skills and new knowledge skills. And there will also be new feats to learn, and new prestige and NPC classes available. In the Fantasy Appendix, you will also find new guidelines for enchantment, construction materials, spells, and new artifacts and magical items. And then, of course, there are the weapons and armors themselves.
This does not mean, however, that you have to include everything that we give you in your game. Each concept, rule, skill, or class will be listed independently, so that you can include or exclude items as you see fit. If the durability system is difficult for you, you may still use the fantasy stats of your favorite weapons with our blessing. If the barbed weapon rules seem too powerful, you can bypass them and still use the rest of the book. This book should be a resource, not a hindrance, and it is written with that express intent in mind.
Prehistory Sticks and Stones Animal Resources Further Refinements Technological Advances Shields The Pack Mentality War, Infection, and the Dead First Aid & Healing Table 1-1: Amputation Natural Ingenuity Native American Developments Native American Weapons Native American Armor Meso American Developments The Aztecs Table 1-2: Eagle Knight Other Aztec Orders
6 7 7 8 9 11 11 12 13 13 14 14 14 17 19 19 21 23
Table 1-3: Jaguar Knight Meso American Weapons Meso American Armor Islander Developments Polynesian Weapons Polynesian Armor African Developments European Developments Other (Australia, Asia, etc.) Aborigines Asia Forces of Change Leather The Science of Warfare Table 1-4: Stone Age Weapons Table 1-5: Stone Age Armor
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below a rise. It followed, determined to gore a few, so the rest would be warned away. But over the rise it found a steep drop, and the ground it charged onto was loose. Its own weight began to push the earth from beneath; it lurched forward, off balance, and down a cliff-face into a ravine. It landed on its side, and felt bone splinter. The pain was incredible. It labored to breathe. The strange creatures gathered on the cliff above, and began to drop large rocks down. Some struck it, stunning it, breaking more bones. Ropes were lowered down, and a few of the creatures descended them. They climbed like baboons, but with less cleverness. When they reached the ground, they approached, their sticks raised like tusks, their pace careful. It watched them, and tried to move, only to find that movement made the pain and the breathing worse. The creatures began to make more sounds amongst each other. The rocks slowed, but the pain did not. More creatures were climbing down, now. Some did not carry the big sticks, but instead had strange, pointy rocks. It shuddered, and fought the darkness that threatened it. But as the first of the creatures approached it, it knew it could do no longer do anything against them. Wood bit through flesh...
Why were they here? Why did they watch it? It resumed its scratching, rubbing its hide against the tree bark, trying to reach the spot on its flank that itched. It paused to strip bark away from the tree with its tusks and trunk, then scratched again. There was a loud noise behind it. It turned around, to see more of the frail creatures, yelling and cavorting. Lower sounds drifted among them, and they began to approach a little, coming into view. Hairy faces and hairy bodies. Skins like antelope, wildebeest, even plains lion, hung loose about them. They had long sticks in their hands, and waved them. Almost-wolves ran around their feet. What did they think they were doing? They couldnt possibly think they could threaten it. Something bit it in the flank. It shivered on the impact. Then another, higher up, more to the right. Stings. Pain. It turned, growing angry. What bit it? Strange long thin sticks flew at it, some tickling as they skidded across its rough skin. One tore at the skin of its ear. Pain! It moved forward a little, listening to the sounds of the yelling creatures behind it, looking for why the sticks were flying, and where from. More of the strange creatures were the culprits, doing something that made the small sticks jump far distances at it. A number now bit in its shoulders, but the damage was superficial, mostly just a little pain. It would show these creatures why they should not attack it. It lowered its tusks, and began to walk more purposefully towards them. The creatures behind it suddenly began to move quickly towards its flank. Something was wrong. These creatures were hunting like jackals. And if small sticks were all they had, they could not hope to hurt it. The almost-wolves snapped at its hind legs. It was being hunted! It trumpeted in warning. The small sticks still flew, and then a few of the creatures stood and hurled larger sticks at it. These bounced off of its skin, but now it was quite angry and flustered, and it charged the creatures in front. The creatures began to run away, but one was not quite fast enough, and its tusks slid across its hide, knocking it to the side and away, but not piercing the stolen skin. Still there were more noises from the creatures, and now it knew they feared it. This was the way it expected things to go. Let the strange creatures know their place. The frail things disappeared
Prehistory
rehistoric Man had a number of substantial disadvantages. He was not the top of the food chain. Though a pack animal, he had no natural weapon to hunt with, such as claws or fangs, nor did he have any major physical defense, like a thick hide or protective coloration. Without some form of physical adaptation, man needed to focus on what few advantages he did have.
Man was a pack species. Gregarious and prone to group identity, mans primary strength as a species came from its numbers. By banding together, humans could accomplish more than individuals could, both in dealing with natural obstacles and with hunting. Like all pack animals, man developed communications, and this allowed him to coordinate movements over a distance, which made hunting more efficient, and allowed more elaborate planning possible. Man, as well, is an innovator. He is curious and imaginative, and through trial and error, persistence and drive, man is able to find newer and better solutions to problems. If a water source is controlled by superior predators, man is likely to find better ways to access that water source, whether its finding the source, or finding a way to distract the predators to allow access. Eventually mankind found ways to deal with those superior predators as well, and improve their place on the food chain, eventually separating itself entirely from the natural order.
7 4
Key: 1. Throwing Rock; 2. Long Stick (Quarterstaff); 3. Short Stick (Club); 4. Bone Club; 5.Spike Bone; 6. Long Tusk; 7. Short Tusk
Animal Resources
Mankind, ever the innovator, was not content to stay with whatever it found. People experimented. Since a portion of mans diet was meat, the portions of an animal that were inedible were experimented with. Bones of larger prey were particularly effective as blunt weapons, or for making impaling weapons from. Tusks and teeth could be used to create stabbing or edged weapons. And hides from animals were often tougher than human skin, and offered the chance to avoid an indirect blow. Furs and hides, thus, kept a person warm in the cold, and safe from danger.
Rock, Throwing
Throwing rocks are generally considered diminutive in size. If a given stone is larger, the weight is obviously more, and it will do more. A 30 lb. or better stone is suggested when dropping from 100 foot high cliffs.
Club, Bone
When wood is at a premium, bone may be a desirable substitute. Bone, although also brittle, is slightly more flexible than wood, thus bone may last a tad longer than wood.
Spike, Bone
Bone can be shaped to form a point. The thrusting damage may not cause as extensive wounding as a club might, but it has a much better chance of striking something vital thus the improved critical range.
Tusk
Sometimes tusks need not be carved to form a point. Tusks are a natural goring weapon, both for animals and for people. Shorter tusks may be carried like the bone spike, but do not require manufacturing. They may also be mounted on armor or shields, as per the rules on adding spikes to armor and shields in the Players Handbook. Damage by mounted tusks is 1d4.
Skin Armor
Skin armor is made from cured (but not tanned) animal skins, and usually only covers the torso and upper leg region of the body. Flimsy, prone to molding and getting stiff, it is still better than just plain skin.
Knife, Rock
This knife is really just a rock that has been chipped off a larger piece to produce a sharp cutting edge.
Further Refinements
Cave paintings and archaeological evidence from many areas show that prehistoric man developed a variety of weapons and tactics to improve hunting. Rocks began to be shaped for their use. Some were made sharp, so as to cut or stab. These became
11, 13 10
12, 14 Key: 8. Skin Armor; 9. Furs and Skins; 10. Rock Knife; 11. Wooden Javelin; 12. Wooden Spear; 13. Hardened Wood Javelin; 14. Hardened Wood Spear
16a
Technological Advances
Later, primitive man began to put different materials and concepts together. Archaeological evidence exists to suggest that certain prehistoric cultures wove nets. Made from plant fiber (grasses, primarily), and woven with patience, these nets were intended to entrap prey. Nets were usually thrown as a precursor to closing in on a beast with either spear or club ready to take advantage of the entrapped creature. Primitive man began to combine clubs with stone heads and tips to produce axes and maces. Although essentially just another club, the stone axe and mace have a harder head, and does not wear down as quickly as a club would. Spears got their improvement, also a stone head, which made them more penetrating and durable, although more difficult to construct. Indeed, the stone headed spear was a real improvement. But the most potent development of prehistoric man would have to be the bow: A supple stick, capable of bending, but strong enough to desire to return to a specific form with a string, the bow was either made from the tendons of a strong animal, or braided plant material (often strips of bark). The tension between string and stick could be used to fling arrows over long distances. 17 16b
18b 18a
Net, Grass
The grass net is made of woven grasses, usually with stones tied along the edges to weight it down and make it more likely to hold its victim. In order to throw it optimally, it must be gathered together carefully, and launched as a ranged touch attack against the target. The nets maximum range is 10 feet, and there is no penalty for trying to strike a target even up to the nets maximum range. If you hit, the target is entangled. And entangled creature is a -2 on attack rolls, and a -4 penalty on effective Dexterity. The entangled creature can only move at half speed and cannot charge or run. Unlike the fighting net listed in the players handbook,
Key: 15. Grass Net; 16a. Stone Axe (flaked stone); 16b. Stone Axe (ground stone); 17 Stone Adze; 18a. Stone mace (based on Iroquois war club); 18b Stone mace
Flights
The feathers on an arrow, referred to as the flights, give an arrow its stability. Some cultures skew these guides, so as to give the arrow a spin, which tends to keep the arrow on course. Other cultures did not, but instead practiced arching the shot, so as to gain range. Regardless of the cultural method, the results were the same, accurate shots came from arrows with carefully placed flights. Arrows that are made without flights lose 10 feet from their range increment, and are at an automatic -1 to hit.
Axe, Stone
The stone axe is a one handed weapon. At construction or purchase it must be decided as to whether the axe is a slashing weapon with a wide, vertical head, or a piercing weapon with a conical, round impaling point (like a pick). This is not an aerodynamic weapon, and is not made for throwing.
Adze, Stone
The adze was a variation on the axe, with the wedge blade horizontal, rather than vertical. It was useful for breaking earth, but was equally powerful at cutting flesh. Its use in later times, was more as a farming implement than as a weapon, but this was not necessarily its first purpose. Often those adapted to war had a knee bend a curve in the handle that allowed more impact in a strike. 20
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Mace, Stone
Another variation on the axe was the stone mace. Equipped with a stone head, and affixed to a stout length of wood, the stone mace was more damaging than the plain club. One of the advantages of the stone mace over a bladed weapon was its tendency to leave the hide intact. Intact hides required less mending, and were excellent for clothing or dwelling coverings.
21 22 23 24
Key: 19. Stone spear head (close-up); 20. Primitive bow; 21. Wooden arrowhead; 22. Stone arrowhead; 23. Bone arrowhead; 24. Blunt arrowhead
10
Shields
Some people, especially those lived close to more aggressive predators or to more warlike tribes of humanity, also learned to extend their defense through shield making. Primitive shields were usually made of bark or hide stretched taut over a wooden
25b
25a
11
125 Septicemia
Septicemia is the gradual rotting of flesh, due to infection by the bacteria that usually only set in after death. It requires a 1d3 day incubation period, after which it begins to progressively reduce the constitution score of the victim, one point a day. This damage is considered temporary, and lost constitution can be recovered if the victim is cured. Each week that slow rot is left to spread, 1 point of constitution loss becomes permanent. When the permanent constitution reaches zero, the character dies.
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76100 Tetanus
Tetanus occurs when a wound is infected with impurities, and the impurities hit the bloodstream. The incubation period for tetanus is 1d6 days, and its results are muscular rigidity, usually in the jaw first. The reason tetanus effects the jaw first is due to deposits of minerals in the muscles of the face. These react to the impurities of the tetanus infection, and cause the jaw muscles to contract uncontrollably, keeping the jaw locked shut. In some cases this can lead to starvation or suffocation, depending on the persons general health. Tetanus is progressive, and could not be cured until the modern period. Older remedies invariably involved the breaking of the jaw, in order to allow nourishment into the body. Living with tetanus is nearly unbearable, as eventually all muscles in the body will seize up, including the heart.
Location
Right Hand
Result
-5% hit points, possible weapon hand -5% hit points, possible weapon Left Hand hand -7% hit points, possible loss of Lower Right Arm weapon arm -7% hit points, possible loss of Lower Left Arm weapon arm -10% hit points, possible loss of Upper Right Arm weapon arm -10% hit points, possible loss of Upper Left Arm weapon arm -5% hit points, loss of 5 ft of base Right Foot speed and cannot run -5% hit points, loss of 5ft of base Left Foot speed and cannot run -8% hit points, cannot stand without special aid, let alone walk -8% hit points, cannot stand without special aid, let alone walk -15% hit points, cannot stand without special aid, let alone walk -15% hit points, cannot stand without special aid, let alone walk Cannot be amputated. Death is assured in a non-magic using world. Pray.
14. Vitals
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Natural Ingenuity
Different cultures adapted to their own environments, and developed different weapons, armors, and tactics based on their experiences. Some, due to an abundance or shortage of resources, never moved on to metal use or larger cultural organizations. While the weapons above can be found in virtually every culture, those that follow were unique to their peoples.
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27
14
28 29
30
32
31
Key: 28. Atatl; 29. Blowgun & Needle; 30. North American Indian Longbow; 31. Cordage Backed bow; 32. Ulu
Dart, Bone
Darts, made with bone or ivory heads, and intended for throwing. Bone darts are simple to make, and usually contain little precious wood.
The damage of the blowgun is negligible, but its use is almost silent, and needles are regularly coated with venom. Blowguns do not take damage from attacking, unlike other weapons. Instead, they only take damage from being attacked. Blowguns usually range from 24 feet in length.
Atlatl
Harpoons and Darts were often thrown with main force of arm strength, but many native tribes also used a device called the atlatl to extend their throwing range and force. The word atlatl is actually Meso-American in origin, and the item itself is a length of wood, usually braced in the hand or along the arm, about two feet in length, with a curve one end. When the thrower wished to cast the harpoon or dart, they would fit it into the curved end of the atlatl, and use it to throw the object. The extra two feet of the atlatls length added to the throwing distance and power of the throw, and could make the weapon soar up to three times its normal range, and have stunning striking power. It was as if the throwers arm was two feet longer! Atlatl are usually held on the arm, and a weapon (dart or spear) is braced on it, in a small groove in the wooden surface. This groove helps to anchor the weapon. Then, when the attacker throws, the atlatl acts as an extension of the arm, greatly increasing the distance of the throw, while also adding slightly to the damage.
Barbs on Weapons
Barbed weapons have a tendency to lodge. Whenever a barbed weapon strikes and greater than half its normal damage is done, the weapon should be considered lodged. Such a weapon cant be removed without a strength check (DC 15) and inflicting the weapons damage on the person again. Players using Heal (DC 15) can try to expose the barbed weapon head through the flesh, which could allow the barbed portion to be cut off, limiting the secondary damage of a barbed weapon to a single point of damage. If the Heal roll fails, it should be assumed that the head cannot be exposed, at which point the strength option remains.
Ulu
A curving half-moon blade, flaked from antler bone, the Ulu was an Eskimo woman's knife, used to cut skins and to prepare meat. With a handle horizontal to the blade, it had good strength, but little range, and it was a poor hand weapon. Eskimo women were more likely to use a dart or harpoon for protection, in a pinch, since the Ulu had too little range to be effective in combat. Attacks with an Ulu, like those of an unarmed combatant, automatically draw an attack of opportunity.
Blowgun
Blowguns, long tubes sometimes up to 6 feet in length, were common throughout the Americas. Using poisoned needles up to 6 inches in length, these were used to take down larger game, usually from a covered position. The poisons were usually specific to the region, and were rarely very strong, since the meat of the animal still needed to be eaten. During warfare, however, this wasnt always a concern, since not all tribes were cannibals.
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Bola
Northern Native Americans, like some Southern Native American peoples, used bolas to hunt. Bolas are rocks bound by a cord. In the North these were two rocks, while some South American Tribes would bind three or more rocks in a bola. In
38 35 33a 37
33b
34
36
39
33a. War club; 33b. War club; 34. Bola; 35. Tomahawk; 36. Rabbit Stick; 37. Club, Stone Throwing; 38. Sling & Bullet; 39. Lance, North American Stone
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Tomahawk
Many natives in this region used Tomahawks. Stone axes, usually made with a sharp, wedge-like head, and a longer bar than normal, Tomahawks could be used in close combat, but were intended for throwing. Their weight, length, and blade shape all contributed to its extended use, and it became popular even with European colonists and later settlers. Some Tomahawks had a hollow haft, and also doubled as smoking pipes, although these were rarely as durable as normal Tomahawks. As with many things made by Native Americans, these weapons were often highly decorated.
Rabbit Stick
As well, many native tribes used throwing sticks as hunting weapons. Usually thin, often with a single knobby end, these were used for taking down small game, or unarmored opponents. The Hopi tribe called these kinds of weapons Rabbit Sticks. The throwing stick, though, did not gain the popularity in the Americas that it did in Australia. Not a fearsome weapon, this slightly curved thrown stick still has good range and is very light. Since a number of rabbit sticks can be carried at one time, these make a good alternative to more damaging weapons that encumber quickly. It can be used in melee, but since it was not designed for such, all characters are treated as non-proficient, conveying a -4 to all melee rolls.
Sling
Slings, often made from elk or dear hide, rounded out the many common weapons of the Native North American. A strip of hide up to 2 feet in length, a rock (or bullet) was usually placed in the center, and then the hide was folded over it, to hold it. The sling could be swung around, over the head or to the side, and then one held edge would be released to allow the stone to fly. This caused the stone to do significantly more damage at greater range.
Bullets: The sling is a simple weapon used by almost every people at different periods of time. Unlike other weapons, the slings damage is based on its ammunition, the bullet. Throwing this ammunition without the sling inflicts no damage. The
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Slat Armor
Slat armor is very bulky, and not very maneuverable armor, made from rods and slats of wood, braided with sinew and covered by thick hide. Most useful against slashing and bludgeoning weapons, although piercing weapons can be completely blocked if they strike a slat directly.
Buckskin
Buckskin is a marvel of protective ingenuity. Light but surprisingly durable, it surpasses the simple leather armors of Europe. Buckskin is also easier to repair, repairing like cloth rather than
40a
40b
18
41 42
Key: 41. Slat Armor; 42. Bone Plate leather. Obviously, this kind of armor would be popular among fantasy world spell casters.
The Aztecs
The Aztecs, who dominated the region when the Europeans arrived, were a bloody culture, divided among rival faiths, and split by inter-tribal war. They succeeded numerous other empires, notably the Teotihuacan and Toltecs. As an inheritor Empire, its cuture was bolstered by a variety of religious, social, and military heritages. Though it started off as a relatively democratic affiliation of tribes, it became more and more feudal and totalitarian as its culture became more and more
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20
Class Skills
The Eagle Knights class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Heal (Wis), Intimidate (Cha), Jump (Str), Swim (Str)
Class Features
All of the following are class features of the Eagle Knight prestige class.
Weapon and Armor Proficiency: Eagle Knights are proficient with all simple weapons, martial weapons, and the Macahuitl, an exotic weapon. They are also proficient with light armors and shields. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Improved Critical (Macahuitl): Whether or not they meet the minimum requirements for this Feat, they gain this feat upon becoming a first level Eagle Knight. Armor Expertise: Starting at first level, and following at 4th, 7th, and 10th, the Eagle Knight is able to improve the way he wears and maneuvers in his armor, boosting his armor bonus on each level. The bonus conferred by Armor Expertise increases the armored AC of the Eagle Warrior, and represents his ability to make the most of his armor and/or shield. Bonus Feat: Eagle Knights get to choose a bonus feat every other level, starting at level 2, from the list in the Fighter Description of the Players Handbook.
Hit Die: d8
Requirements
To qualify to become an Jaguar Knight, a character fulfill all the following criteria.
Alignment: Any Basic Attack Bonus: +6 Feats: Combat Reflexes, Dodge, Expertise Skills: Hide +5 Special: Besides the requirement of capturing 4 worthy opponents alive, a potential Jaguar Warrior must capture two more enemies of their own level, or above.
Class Skills
The Jaguar Knights class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Spot (Wis), and Swim (Str)
Class Features
All of the following are class features of the Jaguar Knight prestige class.
Weapon and Armor Proficiency: Jaguar Knights are proficient with all simple weapons, martial weapons, and the Macahuitl, an exotic weapon. They are also proficient with light armors and shields. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble.
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Jaguar Visage: At 2nd and 7th level the Jaguar Knight gains the visible aspect of his Orders patron. At third level, Jaguar Knights tend to look more predatory in profile, and their eyes will glitter in light at night, like those of the Jaguar. The Jaguar Knight may fix a person with their stare and force a willpower roll. Upon failure, such a person is subjected to the effects of a Cause Fear spell, as if cast by a caster of the Jaguar Knights level. This effect may be used once a day per level of the Jaguar Knight prestige class. At 7th level the Jaguar Warrior can use his presence in battle to drive fear into the hearts of his foes. This functions like the spell Fear, as if cast by a caster of the Jaguar Knights level, and only effects his foes. This may be invoked once per day by a warrior, and requires the Jaguar Knight to utter a war cry (in order to draw attention). Winds Key: At 5th level the Jaguar Knight gains the spell-like ability to open locked doors. This functions as per the spell Knock, as if cast by a caster of the Jaguar Knights level. This ability may be used a number of times equal to the Jaguar Knights levels in their prestige class. Wall of Air: At 8th level the Jaguar Knight gains the spell-like ability to create passages through walls as per the Passwall spell. This functions as if cast by a caster of the Jaguar Knights level. This ability may be used a number of times equal to half the Jaguar Knights levels in their prestige class. Jaguars Touch: At 10th level the Jaguar Knights connection with the Jaguar, a most feared hunter, conveys to himself the limited ability to paralyze a victim with fear. A Jaguar Knight may invoke this ability once per day, and it lasts for 1d8x15 minutes. During that time, a Jaguar may touch someone, and force them to make a Willpower save vs. a DC equal to the Jaguar Knights total levels. Failure paralyses the victim for up to 1d6 hours. Often these victims find that when they can move again, they have been bound and are scheduled for sacrifice to the gods
Bonus Feat: Jaguar Knights get to choose a bonus feat every other level, starting at level 2, from the list in the Fighter Description of the Players Handbook. Invisibility: This is a spell-like ability granted at 3rd, 6th, and 9th level allows the Jaguar Knight to become invisible in certain circumstances. All versions of Invisibility can only be used as long as the Jaguar Knight is not moving. As soon as the Jaguar Knight moves, the effect is negated. A Jaguar Knight may use any version of Invisibility a number of times a night as they have levels in the Jaguar Knight prestige class. These Invisibility abilities are not possible during the daytime.
At 3rd level, the Jaguar Knight may become invisible in shadow sufficient to cover his entire body. At 6th level, the Jaguar Knight may become invisible when illuminated only by moonlight. At 9th level the Jaguar Knight may opt to become invisible when illuminated only by firelight. Sunlight will automatically dispel this spell-like ability, as will movement on the part of the Jaguar Knight.
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47
44a
44b
43
45
46
Key: 43. Macahuitl; 44a. Mayan Stone Club; 44b. Mayan Stone Mace; 45. South American Wooden Lance; 46. Forked South American Wooden Lance; 47. Tepoztopilli
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49
Key: 48. Aztec Cotton Armor; 49. Shield, Small Reed In the plains, east of the Andes and south of the Amazon, many tribes of natives lived like those of North America, using spear, knife, bola, bow, dart, and javelin to hunt. These South American natives also tamed and domesticated the llama, and used it as a herding, pack, and food animal, and would often use its wooly hide to make coats for the cold months. Through domestication of the llama, a creature that is adept to mountain travel, these natives were able to establish trade with tribes in far regions, and even with the dominant Incan Empire. but if the wooden portion of the Tepoztopilli is damaged, the whole weapon must be replaced.
Obsidian
Obsidian is a volcanic stone turned to glass by glacial action. Like all glass, Obsidian is fragile, but it forms dangerously sharp edges with a little coaxing. Blades made with obsidian do +2 damage above whatever normal damage they would do. Thus a dagger of obsidian would do 1d4+2, while an obsidian shortsword or sickle would be 1d6+2. This bonus is to damage only, and the durability of the weapon, no matter what it was, drops to 3S, and the Damage threshold is decreased by 2 as well. The Macahuitl, for example, is a rough equivalent of an obsidian falchion. Glass is lighter than metal, and weight in most items is reduced by .5 to 1lb. Note that the +2 to damage is applied before any damage multiplier, such as are given with charges, readied weapons for a charge, or sneak attacks. Obsidian is particularly vulnerable to hard armors (stone or metal) and its durability drops to 2S vs. stone or armor targets. Assassins, though, may find obsidian a particularly prized material for murder weapons, since armor is rarely a factor for them
Macahuitl
The Macahuitl is a fearsome and deadly war club that fights like a slashing sword. Its durability, however, is special. At the beginning the weapon degrades as per the rules for stone weapons. Assume that every time weapon experiences degradation, it destroys one of the 10 obsidian blades. After all 10 obsidian blades are destroyed, the Macahuitl functions as a wooden club, and then damage is applied against the wood durability and degradation. Obsidian blades can be replaced easily (thats the hallmark of the Macahuitl) but if the wooden portion of the Macahuitl is damaged, the whole weapon must be replaced.
Lance, South American Wooden (Standard and The Tepoztopilli was effectively a large, heavy spear, lined with Forked) Tepoztopilli
10 obsidian blades in the same manner as the Macahuitl. At the beginning the weapon degrades as per the rules for stone weapons. Assume that every time weapon takes 2 points of damage it destroys one of the 10 obsidian blades along the spear edge. After all 10 obsidian blades are destroyed, the Tepoztopilli is a top-heavy staff, and then damage is applied against the wood hardness of 3 and wood degradation applies. Obsidian blades can be replaced easily (that's the hallmark of Aztec weaponry)
Essentially a powerful, long spear, the South American Wooden Lances have the reach advantage. They can be used at double damage in a charge, as well. The Forked South American Wooden Lance gives a +2 bonus on your opposed attack rolls when attempting to disarm an opponent (including the roll to avoid being disarmed if you fail to disarm your opponent). Although Native Americans never used this weapon while mounted, the non-forked variant is particularly suited for this
25
Bamboo
Bamboo is a cylindrical stalked plant that grows best in warmer wet climates. Its wood is particularly lightweight and strong, and unlike most wood, holds and retains an edge. Bamboo can ignore the slashing weapon damage threshold limitation of wood.
Islander Developments
Many islands of the Pacific have people of various Polynesian decent. These people have had to make do on islands with limited resources, and so have developed unique, if limited, weapons strategies. Most pacific islanders use bone to varying effect. Bone from seal, walrus, or even whale are used to make weapons and knives with, and even teeth, especially sharks teeth, are used in weapon and armor construction. Certain islander tribes mounted shark teeth on clubs, sword-like sticks, or arrows, using the superior serrated edges of shark teeth as weapons in combat. Shirts of grasses and reeds, lined with shark teeth have also been used. Excellent proof against weapons, these hard to make but valuable shirts are also dangerous to come in contact with. While most wood cannot hold an edge for long, bamboo is an exception. In places were bamboo flourishes, spears and knives of bamboo could be made that were much more efficient than those of other natural materials. Swords, however, were
53 54a 50 52
51
54b
Key: 50. Shark Tooth Club; 51. Shark Tooth Sword; 52. Shark Tooth Arrow; 53. Maori Whip; 54a. Bamboo Knife; 54b. Bamboo Spear
26
55 56
55. Shark Tooth Mail Shirt; 56. Tortoise Breast Plate impractical, as the required a long edge, and were primarily for slashing, while bamboo made an excellent impaling material.
Knife, Bamboo
Otherwise similar to their stone and wooden cousins, the bamboo versions of these weapons are tougher and more long lasting.
Polynesian Weapons
Club, Shark Tooth
A standard club with shark teeth embedded for extra damage.
Spear, Bamboo
Otherwise similar to their stone and wooden cousins, the bamboo versions of these weapons are tougher and more long lasting.
Whip, Maori
This whip, made by the Maori tribe, deals subdual damage only, but also inflicts a great deal of pain. Basically a switch, this weapon was used in endurance rituals. In order to simulate these is to use the following mechanic: Each strike with a whip requires a Fortitude roll (starting at DC 10). Add one to the DC for every point of damage done so far. If this fails, the victim cannot help by cry out with pain. Similar mechanics may be used with any endurance combat. Made from saplings, these whips are merely long, supple sticks, usually with a braided handle.
Polynesian Armor
Mail Shirt, Shark Tooth
Exotic and disturbing in appearance, the Shark Tooth Mail Shirt is an excellent shirt of non-metal armor, light, relatively durable, and not too encumbering. Two things make this shirt notable. Grappling with someone in a Shark Tooth Mail Shirt will inflict an automatic 2d3 damage to an unarmored foe, and will also do automatic damage against soft armors (cord, cloth, leather). Any strength bonuses (from either combatant) increase the automatic
27
57
59
57. Stingray Spine Spear; 58a. Large Wooden Shield; 58b. Large Grass Shield; 59. Spear Thrower; 60. Tower Hide Shield; 61. Aboriginal Fire Shield damage accordingly. The other detail of note involves damage. If the Shark Tooth Mail Shirt is damaged beyond its structural rating, it rends, as per the rules under metal armor. In this case, shark teeth become lodged in the resulting wound, and must be removed to allow normal healing.
African Developments
Africa was the place where real tool use began, and it was the first to develop most of the general weapons. Some tribes also developed a spear thrower similar to the atlatl. Though not quite as effective in magnifying the distance of the thrower, it none-the-less proved more effective than a strong arm. As well, throwing sticks, identical to the rabbit stick, were also developed and used throughout the continent.
Spear Thrower
Spear Throwers are usually held on the arm, and a spear is braced on it, in a small groove in the wooden surface. This groove helps to anchor the spear. Then, when the attacker throws, the spear thrower acts as an extension of the arm, greatly increasing the distance of the throw, while also adding slightly to the damage.
Shield, Tower
Shields of hide and/or wood have always been a part of warfare in Africa, and some of them were quite large, even rivaling the length of tower shields. Sometimes these shields were decorated, but most of the time they were left unadorned. The use of the spear and shield would resonate throughout history.
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European Developments
In certain northern areas of Europe flint was in good supply. In areas where this flint was readily accessible, longer lengths were manufactured into full-fledged swords, stone bladed and wooden handled. These flint swords were fearsome for their potential damage, but like all stone implements, prone to severe breakage. When a flint sword broke, its wielder often found himself at the mercy of those who still possessed workable weapons, and battlefields were littered with the remains of such broken blades. Such blades were never longer than 16 inches in length, as the stone became too brittle beyond that measurement.
Shortsword, Flint
Reaching up to 16 inches in length, the flint shortsword was an extension on the idea of cutting weapons, lengthened for use in inter-tribal warfare.
62
63a
63b
66
64
65
62. Improved Stone Axe; 63a. Returning Boomerang; 63b. Kylie; 64. Horn Bow; 65. Composite Bow; 66. Toothed Stone Mace
29
Asia
Many archaeologists believed Asia to have been very backward during the stone age, but recent evidence suggests that artisans in Asia may have used advanced African techniques of
Resin/Wax/Glue
Resin, Wax, or Glue can be used as a binder to hold two separate materials together. The strength of the bond is easily equal to that conveyed by sinew or bindings, but the liquid adhesives cant be cut. The weaknesses of these materials are solvents or heat. If heat damage inflicts 2 or more points of damage to the weapon, it should be assumed that the resin, wax, or glue has failed, and the two separate materials fall apart. This may be quite critical in a battle. A long pole is not quite as useful as a spear. As well, when an item takes 2 or more points of damage from acid, assume the resin, wax, or glue has failed, and the separate elements have fallen apart. weapons making. Thus, Asian weapons were easily on par with most of north Africa. In Asia, the major development was the composite or horn bow. In Java the horn bow was common. Made from the antlers of deer, and then strung with sinew, it was surprisingly springy, although it required special treatments to maintain that springiness over a long period of time. Bone could be softened when soaked in water or, preferably, vinegar, and then straightened, but it had to dry for a while to become stiff again. If a horn bow cracked, though, it could not be salvaged. Much of the rest of Asia, though used either the traditional wooden hunting bow, or the composite bow, which had certain advantages, but was more difficult to construct. The composite bow was made primarily of horn and wood, with sinew forming both the draw string and backing. The wood was a compressible material, and allowed the string to give more easily, while the bone acted as a stiffener, and gave it strength. The sinew helped to reinforce the bow, although it was not used nearly as liberally as it was in the cordage backed bow. The composite bow lasted a surprisingly long time, historically, up until the 18th century, in certain parts of the world, and has seen relatively few modifications.
Boomerang, Fighting
Another offshoot was the fighting boomerang, which had a pick like hook on one end. The hook was intended to strike a shield or weapon held defensively, and allow the fighting boomerang to swing on the hook pivot, to strike the defender anyway. Although this was not always successful, when it was, it could be quite stunning. The fighting boomerang has a 25% chance to ignore any AC bonus of a shield or defensive weapon on any given throw. It does this due to a hook that creates a rotation point on a defensive item, allowing an attack to bypass it. Roll for this before you roll to hit, and if you are successful, ignore the armor bonus of the shield.
Bow, Horn
This kind of bow does not necessarily possess any advantage over the wooden bow, but was used more commonly in the Java region.
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Leather
Another innovation that prompted serious changes in warfare was the development of true leather. Since skins could often become coarse, odorous, and stiff with age, people experimented with various oily substances, rubbing them into the hides to soften them. Eventually it was discovered that certain kinds of tree bark contained tannin a substance we now know as tannic acid. This substance, when spread on hides, made the leather both pliable and durable. Leather was far more effective at preventing damage than plain hides and furs, and could be fashioned into more comfortable and effective garments. The process of manufacturing leather in this was called tanning. With the advent of leather armor, stone weapons like the stone mace were far less effective, and innovations were required to keep weapons at pace with armor. Egyptians developed a
68 67 69
70
67. Flint Shortsword; 68. Celt in Antler Sleeve; 69. Tanned Leather Armor; 70. Leather Shield
31
2.5 lbs B B 4 lbs B BW 6 lbs S/B SW 12 lbs B & P WS 3 lb B W 2 lbs 5 lbs 7 lbs 7 lbs 8 lbs 2.5 lbs P P P P P B B W W W WS W
x2 x2 x2 x2 x2
B P B P P
S B L W W
x3 x3 x3 1920/x2 x3 x3 x3 x3
5 lbs S SW 5 lbs S or P WS 3.5 lbs S SBW 3.5 lbs S S 7 lbs 5 lbs 10 lbs 10 lbs S S P P SW BW W WS
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4gp 4gp 85gp 20gp 30gp 45gp 75gp 5sp 100gp 5gp 90gp
1d6 1d6 1d6 1d6 1d6 1d6 1d6 1d4 1d8 1d6 1d8
x2 x2 x3 x3 x2 x2 x3 x2 x3 x3 x3
15ft 15ft 90ft 60ft 60ft 70ft 70ft 10ft 80ft 20ft 90ft
3 lbs 2.5 lbs 3 lbs 2 lbs 2 lbs 2 lbs 2 lbs 3 lbs 3.5 lbs 12 lbs 3 lbs
S S Per arrow Per arrow Per arrow Per arrow Per arrow B Per arrow P Per arrow
WS WS WB B W W WB WS WC WS W
3/9 2/8 3/9 3/6 3/6 3/6 3/8 3/9 3/11 3/22 3/9
5sp 1sp
1d4 1d3
x2 x2
20ft
B S
W W
3/4 2/2
1gp 8sp 1gp 2gp 2gp 2gp 8sp 8gp 1gp 15gp 1gp 6sp 2gp 6sp -6cp 1gp
x2 x2 1920/x2 x2 x2 x2 x3
2 lbs 2 lbs 3 lbs 3.5 lbs 2 lbs 3 lbs 1 lbs 8 lbs 2 lbs 4.5 lbs 3.5 lbs 2.5 lbs 3 lbs 3 lbs 2 lbs 2 lbs .5 lbs
P B B B B B
W CS CS W W W W FC W B WB/S WB WB WS W S W
4/4 3/6 3/9 3/11 2/6 3/9 2/2 2/16 2/4 2/9 1/4 1/3 1/3 1/3 1/2 2/2 1/1
10ft x2 x3 20ft
P B P P P P B P
-1 1d3
* See the description in the text for special rules. Double Weapon Reach Weapon a If you ready an action to set this weapon against a charge you deal double damage. # Shield bypass weapon Subdual damage 33
# See the text for special rules. * When running in heavy armor you move only triple your speed, not quadruple. ** The tower shields grants you cover. See the description. Hand not free to cast spells. Armor fitted for small characters weighs half as much.
34
Chariots of Bronze
Domestication The Riding Skill Table 2-1: Riding Modifiers Copper and Bronze Copper Skittishness CopperArsenic Alloy Bronze The Fertile Crescent: Sumeria Sumerian Tactics Shield Trapping Phalanx tactics Battle Wagons/Onager Babylon North Africa: Egypt Forced Innovation: The Hittites Chariots and Chariot Combat. Iron and the Late Bronze Age Hazards
36 38 38 38 38 38 38 39 39 40 42 43 44 44 44 45 47 47 48
Mishaps Table 2-2: Terrain Table 2-3 Terrain Changes Table 2-4: Driver Mishap Table 2-5: Breakage Charioteer Prestige Class Table 2-6: Charioteer New Feats The Far East China The Divine Mandate The Inca Europe & The Mediterranean The Celts The Minoans The Mycenaens The End of an Age Table 2-7: Bronze Age Weapons Table 2-8: Bronze Age Armor
48 48 48 48 49 49 50 51 52 53 54 54 56 56 56 57 58 59 60
35
his arm. The commander, noting the danger approaching, lifted up his shield to ward off a javelin strike, but as the soldier cast his last javelin, it did not fly towards the commander. The chariot driver hauled on the reigns, heaving the horses sharply to the left by their nose-rings. The chariot bumped and careened, going off one wheel briefly, threatening to spill them all out. The soldier turned against the corner, though, watching his javelin cast, hoping his aim was true. The javelin struck the right onager in the neck, causing it to stumble and collapse. The wagon, still traveling forward, suddenly had a burden at yoke, rather than a charging animal. It lurched, and rolled partially up onto the form of the onager, and then the guide-bar snapped. The wagon tipped vertically for a moment and then collapsed backwards, on top of its occupants. It was better than he could have hoped. He shouted in triumph, and the other soldiers cheered his good arm. Without their commander, the Elamites would be fighting a losing battle, dispirited and without new commands. Already figures were running towards the wrecked wagon, to see what had happened. The soldier drew his battleaxe, and looked about for his shield, but it was nowhere to be found. Likely it was back there, in the dirt, where they had made the great turn and fled their dangerous position. He shrugged. It was no matter. The others would cover him in the beginning, and hed claim a shield as soon as an enemy dropped one. This was just one battle in a month of battles, and blessings of Marduk aside, he would have many days of campaign to go.
A brief dip pulled at the pit of his stomach, and he fought the discomfort and the jarring thud of stones under the wheels, then the ride became smoother. The plain was an advantageous field for battle, and he could already see the wagons of the enemy pulling wide in reaction to the chariot rush. The enemys onagers couldnt achieve the speed that horses could, and their four wheeled wagons weighed them down, sacrificing mobility for stability. Hed fought these Elamites before, during a summer raid, and he knew how fortunate it was that this force had been drawn down out of the mountains and onto a fair footing. Soon those wagons would disgorge their own soldiers, and the battle would begin in earnest. Sweat ran along the leather lining of his armor. Already it was growing warm, and before the battle was over he would wish he wasnt wearing it. But its protection was necessary, the Elamite curved swords were deadly against unarmored foes, and their arrows could pierce mere leather. Riding another turn, he raised his javelin, and sighted the enemys wagon drivers. With a heave he cast the bronze capped javelin into the air, and the momentum of the chariot and his own throwing arm gave it a strange, arcing grace, sending it farther than a mortal arm could normally throw. But perhaps Marduk was watching over the Elamite driver, for a brief skid put him out of harms way, and the javelin struck soil behind him, embedding itself. Frustrated, the soldier pulled another javelin from the quiver, and then sighted a second wagon. This flight went true, and soon the second Elamite driver sprouted a javelin from his chest. The life quickly fled his form, and, unguided, the war wagon left its formation. As the soldier drew his third javelin, he noted the warriors in the pilot-less wagon rushing to master the onagers and regain control. Another javelin cast forced them to duck low, but shortly they were out of range. His fourth cast was sent wide by a sudden lurch, as a large rock shook the chariot. He cursed his luck but then spotted the Elamite commanders wagon. Alerting to the driver, he steadied himself, focusing on his target. They altered course. They were now venturing into the Elamites portion of the field. Archer formations, directed by officers, hastily put arrow to bow, and tested range on their chariot. A fellow warrior beside him put up his shield, holding it to guard the thrower from enemy fire. The soldier eyed the commander, and drew back
Domestication
s the Neolithic Stone Age came to a close, large communities sprang up in static locations, supported by advanced hunting practices, cultivation, and domestication. The first animals to be domesticated were dogs, followed afterwards by cattle, donkeys, and horses. These later domestications were brought about to improve the stable food supply, and to haul loads too heavy for men to carry. Early horses were not as large as todays horses, and they did not have the strength bred into later varieties. Thus, the riding of horses was extremely uncommon. Only in areas like Siberia, or the barbarian regions of China and Mongolia did people ride horses. There religions about the creatures and their place in society sprang up, and it was common for these people to ride horses as part of their nomadic migration. These peoples would someday become the horsebound cultures of the Scythians, Magyars, Huns, Hittites, Medes, and Mongols, and to some degree the practice of horse cavalry is owed to their cultural lineage. Camels, both Bactrian (two humps) and Dromedary (one hump), were not commonly bred in Mesopotamian culture until later, well into the Bronze Age period. An animal with a less pleasant temperament than the horse, the camel was best suited to desert conditions and privation, and as such was bet-
36
Chariots of Bronze
ter as a nomadic animal in the Middle East. No substantial cavalry was organized around the camel at this time. In India, the only other animal domesticated for work was the elephant, and only certain tribes held this practice. The elephant is an intelligent creature that does not take to captivity willingly. Those peoples who practiced domestication of Elephants developed specific social groups who lived with and cared for such domesticated Elephants, and they were primarily used to aid load hauling and construction. It would be quite some time before the first elephants would be used in war. Oxen, horses, and donkeys were trained to pull. This task allowed farmers to plan their crops, allowing greater yield than a field tilled by hand. With the development of the wheel, these dray animals could also be used to haul large loads. Oxen were strongest, and so used for heavy loads, but horses proved to be the fastest haulers, and so, with training, could be made to haul lighter loads faster and farther than any other dray animal. In time certain cultures would find use for the horses speed in warfare, pulling chariots, but that later development would also require extensive training and conditioning of horses for war. It would be the donkey, domesticated first in Egypt that would take the battlefield first, under the archaic name onager. 1
1. Whip than animals. The whip deals subdual damage, and deals no damage to any creature wearing armor of at least +1 armor bonus, and does no damage to a creature with a +3 natural armor bonus. Although kept in the hand, it is treated as a ranged weapon with a maximum range of 10 feet, and no range penalties. Because it can wrap around a leg or other limb, it may also be used to make trip attacks. If you are tripped during your own trip attempt, you can drop the whip in order to avoid being tripped. Those using a whip gain a +2 bonus on their opposed attack roll when attempting to disarm an opponent, including the roll to keep from being disarmed if they fail their disarm attempt. The whip is considered an exotic weapon. This weapon is a shield bypass weapon.
The Whip
Made from braided animal hair or woven grasses, the first whips were used as tools in training and controlling wild animals. Made to inflict pain more than actual damage, these first whips were eventually also turned on those treated little better
37
Some ingenious soul, when cleaning out one of these ovens, noted that lumps of metal were sometimes found among the ashes and stones. Experimentation revealed that metal could be found within specific stones, and that metal could be refashioned into a great variety of shapes and forms. Soon smelting sprang up throughout civilized regions, and even in the wilder environs where the benefit of metal tools was quickly realized. The first few metals discovered through smelting were gold, silver, and copper. Of the three, only copper was found in sufficient amounts to make good tools from, although it was barely more adequate than gold or silver for the task.
Copper
Copper is a soft metal, of rich brown-gold hue. For nearly 4000 years, copper was the only metal used for regular tools. Knives, cooking wear, and armor were all formed of copper, and there was rarely any artistry to its manufacture, since copper implements quickly dulled, dented, and bent. Copper, though, could be repaired, making it highly desirable in items like armor. Although a copper shield could be quickly holed or a copper sword quickly blunted, it could also be beaten out and reforged, so as to be useful again. Still, since copper is so easily warped, the spear, rather than the sword, was the mainstay of the field of war, having reach, strength, and versatility. The sword was purely a backup weapon, only used when army formations broke down and fighting was in close quarters. Combatants fully expected to blunt their swords into clubs by end of battle.
CopperArsenic Alloy
Armies in the field, even the smaller, less organized ones of the copper age, required a good deal of food and drink to keep it on its feet. Soldiers often had to boil their water and food to make it potable, during a long campaign. During the copper age it appears to have become a common practice for a soldier to use their helmets as a boiling or cooking pot. The practice became very dangerous when the first bronze alloy, copper arsenic, was adopted to make armor. Small particles of the bronze alloy would inevitably become suspended in the boiling water, and would be consumed. As a molecule, copper arsenic isnt as lethal as pure arsenic, so often the worst results of a single experience might be a belly ache. But arsenic, like lead, is only slowly processed out of the
Skittishness
Horses, by their nature, are skittish. Generally energetic and high-strung, horses do not trust animals they are unfamiliar with, including humans. When wild, horses had to watch for large cats or wolves. Though fast and powerful, horses have deceptively fragile legs. Once broken, they rarely mended right. Thus, horses are quite cautious and require a great deal of training and preparation for use other than dray work.
38
Chariots of Bronze
body, and it accumulates in the vaious organs. Thus soldiers on campaign would eventually develop debilitating symptoms or even die as the result of gradual poisoning. When the practice of boiling water in helmets was banned, this strange malady of the warfare vanished. The later alloy of copper and tin did not have these properties. There is no simple d20 system mechanic for this. Most characters would not be likely to boil water in their helmets, and gradual poisoning takes time. It may, however, make an interesting and unexpected plot element or method of assassination. Each city revered the gods, and the temples were the center of city life. The priesthood controlled and regulated city growth and resources. In return, the priesthood had the burden of interpreting the whims of the gods. All events were attributed to the actions of the gods, and the priesthood constantly had to reconcile those events with the common people. The religious leaders of a Sumerian city-state were called the Ensi, and they controlled the armed forces of the city-state. These forces were primarily a militia, an army made up of male civilians that had other occupations, but took up weapons in time of trouble. The militia was usually issued weapons and armor, and these were property of the state. Commonly this consisted of leather or wooden shields (although richer cities might afford copper or bronze equivalents), slings, light bows, spears (initially stone bladed), clubs, maces, javelins, and, after the advent of copper or bronze smelting, knives, battleaxes, a sort of pruning hook (bill) polearm, and eventually a curved sword. They would also be given a leather cloak, riveteted with circular patches of copper or bronze, as defensive wear, although eventually they developed the bronze plate shirt. These plates were generally rectangular, circling the shirt and overlapping, and were quite bulky. Armor was only worn in battle, since one became very hot in it quickly, especially during the summer months, when the military was the most active. Other than these, Sumerian militiamen of poor cities might also wield farming implements turned to weapons of war, like the sickle, thresher, scythe, or hayfork. These tools made weapons fared well enough in battle, although they would see rapid development much later in the medieval period. In time, the religious leaders of the Sumerian cities became too greedy and controlling, and the people of Sumeria allied themselves behind wealthy landowners, called lugals. These lugals slowly usurped power from the hands of the Ensi, and began the first rule of kings in Sumeria. For a time each city in Sumeria was ruled by its own king, who raised armies to raid each other and protect themselves from other Sumerian Kings. But armies of civilians were costly, and kept people from producing the necessities that drive civilization. A lot of lesser tribes migrated through the region, either nomadic in nature or displaced by environmental disaster or warfare. Often times men among these nomadic groups would hire themselves out as mercenary soldiers to the local city, offering their service as a full-time sword in exchange for food, shelter, and status. This allowed armies to become independent from the local community, and the practice of maintaining mercenary troops became common among the aggressive cities. This was the origin of the standing army. A young man named Sargon, born of a single mother who gave him into adoption to a fruit merchant, rose to prominence in the non-Sumerian city of Akkad. Playing to the interests and needs of the middle and lower classes, Sargon took control of the city of Akkad, and forged their military aged men into a formidable fighting force. Leading them against the Sumerian cities, he conquered each, one by one, and eventually united all of Sumeria under his own crown. Then he drove his armies westward, and
Bronze
Bronze was the first major alloy to be invented, and it revolutionized metalworking. What once was a lesser art among many useful crafts came to the forefront of technology. Bronze is made by alloying copper and various other compounds, most notably arsenic and tin. The resulting metal is stronger, more durable, and lighter in color, ranging from a rich gold to a silvery white. It is worth noting that although minor kingdoms were formed during the age of copper, the Bronze Age was the first time period to foster true Empires. Bronze, unlike copper, holds its form longer and more easily, and can be worked more decoratively. This lead to a change in way bronze implements, but most especially arms and armor, were made. Generally things made for the common soldier were simplistic, minimalistic, made quickly and without much attention to fine detail. Soldiers might invest in metal working tools to inscribe their own weapons or decorate them as they pleased, but generally only officers had custom made or decorated items. This generally made it easier to determine order of command, for good or for ill. Bronze work dominated metalworking for a great deal of time, until tin mines in Assyria and other areas began to give out. The local shortage of tin forced people to move away from the exclusive use of bronze or to seek other sources. As iron became more commonly used, bronze became more of an accent to arms and armor, a decoration or minor component.
39
7 8
2. Copper Shield; 3. Bronze Shield; 4. Light War Bow; 5. Copper Headed Arrow; 6a. Bronze Headed Arrow; 6b. Bronze Headed Arrow; 7. Copper Bladed Spear; 8. Bronze Tipped Javelin claimed all the land up to the Mediterranean Sea for the Sumerian Empire. Thus, Sargon became the first Emperor of Sumeria. Since the people of Sumeria looked to their leaders for spiritual guidance, Sargon was forced to become the spiritual leader of Sumeria as well. Thus the ruler of Sumeria claimed to rule by Divine mandate, starting a tradition that would return again and again throughout history. Though Akkad would not remain the Sumerian capital for long, and kingdoms would rise up in the non-Sumerian territories, Sargon and Akkad made a deep and permanent mark on the whole region.
Shields
Metal shields of this period were often round or rectangular in design, round for warriors expecting to fight singly, and rectangular for warriors fighting together or in formation. The rectangular shield was sometimes bowed, to curve slightly around the defender, and the round shield was often notched to allow room for a wide swing with a weapon, or to give better mobility for the feet. A few shields were made in a teardrop shape, which is best for diverting high body blows. Shields were often left blank, or decorated with the city emblem. Shields were rarely personalized, mainly because they were often the property of the king or army.
Sumerian Tactics
Sumeria should be noted as the first civilization to use the phalanx formation. Soldiers would often pack into tight formations, clustering their spears together to form lethal, nearly impenetrable walls. This formation was highly effective against the generally chaotic rushes of their less organized foes. The King and or General might also ride a Battle Wagon into combat. Drawn by 4 onagers (domesticated donkeys), these proto-chariots allowed Sumerian commanders to advance on the field quickly, in order to get a good perspective on the battle and issue new commands quickly. Often a warrior would accompany them on the wagon, carrying a brace of javelins to throw, using the momentum of the chariot to their advantage. Use of the Battle Wagon was very limited, however, due to poor turning radius and low numbers. True chariot warfare would not be born in Sumeria.
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Chariots of Bronze
similar to the shape of the spear-head. Although slightly more durable than stone age arrows, often the only thing retrieved for use after battle were the arrow heads. although some were studded with lumps of metal, meant to give the club more weight and impact. Mace heads of the time were generally round, although some variance was common. Only the Egyptians used toothed maces (as mentioned in the prior chapter), which were not made of metal.
Edged Weapons
The knives, Sumerian battleaxes, and sickle sword are all good examples of the philosophy of the time period. Copper and bronze do not hold points well, but they do hold edges decently. Capitalizing on this strength, single hand weapons of the time focused on chopping and hacking motions, rather than thrusts. The similarities between the sickle sword, the kopesh, and the Canaanite sword all show the strength of the design, which would later influence the many curved blades of the near east.
Pruning Hook
The pruning hook was primarily used in groves to trim hard to reach branches, but it saw extensive use in Sumeria on the battlefield. Resembling a spear with a barb on one side, the pruning hook is a reach weapon, used much like a spear. It can easily be used to attack foes 10 feet away, but is a liability against closer enemies. The protruding hook may be used to make trip attacks and the user, if tripped during the attempt,
10
11
13
12
14 15
16
9. Copper Studded Club; 10. Copper Headed Mace; 11. Bronze Headed Mace; 12. Copper Knife; 13. Bronze Dagger; 14. Sumerian Bronze Axe; 15. Bronze Sickle Sword; 16. Bronze Pruning Hook
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Shield Trapping
Some weapons possess a hook or feature that is especially useful in trapping a shield. Shield trapping is the process of grappling a shield and making it impossible for an opponent to gain any defensive benefit from it, usually by pinning it to the floor or pulling it out of its proper position. Since most of the weapons that may be used to perform a shield trap are two handed, someone else is usually left to take advantage of this opening. In order to trap a shield, the bearer of the weapon must make a melee touch attack. If the attack succeeds, make a Strength check opposed by the defender's Strength or Dexterity (whichever modifier is higher). If that succeeds, the opponent's shield has become trapped, and it cannot be used as long as it is trapped. All armor bonuses are lost, and the shield cannot be used for any special shield maneuvers or attacks while the shield is trapped. Worse, the victim of a trapped shield cannot move without disengaging or dropping the shield. Each turn the opponent can attempt to disengage his shield by making a Dexterity or Strength check (whichever is
Shield Spikes
Metal spikes may be added to any shield but the Buckler or Tower Shield. These spikes turn the shield into a martial weapon that deals 1d6 points of piercing damage (x2 crit) regardless of the size of the shield. Possessing multiple spikes on a shield does not confer an advantage in battle. Any person with shield proficiency who has a spiked shield may attempt a disarm maneuver with their shield, at a +2 to disarm (including the roll to resist being disarmed if you fail a disarm). This does not provoke an attack of opportunity, unlike a normal disarm. Remember than any off hand penalties apply, if you have attacked with your regular hand weapon during the same turn.
17
18
19
20
21
22
17. Bronze Armored Cloak; 18. Bronze Plated Shirt; 19. Sumerian Helmet; 20. Bone (mandible) Sickle; 21. Bronze Sickle; 22. Thresher
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Chariots of Bronze
23
24
an improvised thrown weapon if so employed. Obviously items like these are not optimal in a combat situation.
Phalanx tactics
Phalanx is a Greek word meaning battle line. It was Phillip II of Macedonia who first perfected the phalanx tactic, but the Romans mastered it. The Sumerians used a basic phalanx tactic of having soldiers stand in formation, shoulder to shoulder, so that the shield of the soldier on the left overlapped the shoulder of the soldier on the right. Each soldier held their spears low and forward, overlapping those held by the men behind them. This process created a nearly seamless shield wall, and a dangerous array of spearheads preceding it. The Sumerian tactic had a few flaws, however. The spears of the Sumerians were rarely longer than 78 feet in length, so the actual array of spear points was relatively shallow. Secondly, this tactic fares best against charging foes, especially cavalry, who might impale themselves against the spears. Since the cavalry of the time was Battle Wagons, there was rarely a time when this tactic was used, and the force of a pair of charging onagers and the Battle Wagon behind them became a liability in the few encounters when someone did charge the battle line with one. Third, the soldiers did not have the kind of training and discipline required to hold their position for long periods of time. Thus an enterprising commander could use the impatience of their enemy to break the phalanx maneuver and open the Sumerian army up to attack. Still, the use of the phalanx maneuver at this time shows how effective it was, even in a time period where it could not see its best application.
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Babylon
Babylon was one of the cities in the Sumerian region, and, for a time, its scientists, engineers, and lugals made great strides that gained them renown in the region. Already the stage was set for a great leader. And just as other major civilizations were waning (Egypt was in a period of Chaos, Sumeria was experiencing serious internecine warfare, Assyria was being conquered by the Kassites, and the Harappans were disappearing), a man named Hammurabi ascended the throne of Babylon. The presence of the man alone appears to have been immense, and his mind was obviously quite keen. Besides establishing a legal code that would be referenced and built upon for centuries, Hammurabi also distinguished himself on the battlefield, leading armies to victory defending weaker Sumerian cities from ambitious kings. In the end, Hammurabi took it upon himself to conquer the majority of Sumeria and to establish his own nation, with Babylon as its center. Babylon ruled just as much by cultural influence as it did by military force. Indeed, when the armies of the Hittites and the Kassites invaded Babylon and sacked the royal city, the civilians of the respective countries protested and staged costly rebellions against their own governments heavy handedness. One reason for this reaction was the presence of prominent temples in the City of Babylon that were sacked during the raids, another was the reputation of Babylon as a land where even slaves had rights. Babylon, as the inheritor of Sumerias domain, possessed the same technology, but refined it. Babylonian archers favored the medium composite bow, and Babylonian soldiers wore banded armor similar to that of the Egyptians. Combined with their phalanx tactics and chariots, the Babylonians fielded a formidable army.
Battle Wagons/Onager
As mentioned before, the onager is a donkey domesticated for use as a draft animal. These Battle Wagons were the precursor of the chariot, but they had a few notable differences: Battle Wagons are larger, with four wheels, substituting stability for mobility. Battle Wagons could never reach the speeds or perform the maneuvers chariots could. Battle Wagons often carried 610 soldiers on board, usually well trained and ready to jump off an into battle. This allowed the army to move people into strategic positions in the heat of battle. Battle Wagons used a strong guide-bar and yoke, rather than a guide-bar and lashings. This meant that when an onager died while drawing the wagon, there was no way to quickly release the animals body before it could cause trouble. Despite its limitations, the Battle Wagon was a substantial move towards mobility on the battlefield, and its use by the Sumerians helped them to dominate Mesopotamia over other, lesser tribes.
Egypts only close neighbors were the various tribes to who lived in the Sinai Peninsula or in the wild lands to the west, and the Nubian Kingdom of Kush, their major enemy to the south. Thus Egypt was surprisingly isolated from most other major cultural centers. As such, it did not require much of a standing army, and so its military was relatively weak during the Bronze Age. The Pharaoh himself did maintain a personal guard and policing force, lightly armed with copper (later bronze) spears, cudgels
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Chariots of Bronze
25
26a
26b
26c 27a
27b
25. Great Egyptian Shield; 26a. Egyptian Bronze Battleaxe; 26b. Bronze Battleaxe; 26c. Bronze Battleaxe; 27a. Bronze Kopesh Sword; 27b. Canannite Sickle Sword (clubs), maces, knives, hunting bows, and long wooden or bronze Sword, Kopesh Bronze shields, but they wore little armor, since the hot weather made The famous Egyptian Kopesh occupies a very small niche in doing so exhausting. It would not be until much later, after the the world of weapons, like the Kris blade of South East Asia, rise of many dynasties that Egyptians would come into contact the kopesh descends from a religious origin, rather than a comwith more aggressive forces, and would be forced to innovate. mon day origin. The kopesh sword was originally used in ferEarly Egyptian weapons included a kind of battleaxe (resembling tility rites, its symbolic form mimicking the common sickle. a slightly offset, large bladed spear), the military version of the The first kopesh swords were made of expensive metals, Kopesh (a sword based on the sickle, and wielded more like an mainly silver and gold, and it was not until many dynasties axe), light composite bows, and a kind of throwing club made of after the unification of Egypt that the kopesh was recast in wood or bone. Light leather garments became common among bronze and used on the field. It seems likely that the kopesh the enlisted, and soldiers and officers wore leather shirts banded was only given to choice elite units at first, due to its religious with bronze and bronze helmets into battle. But the greatest deter- significance, although later it saw more widespread use when rent that Egypt possessed was its large population. Left relatively the design became standardized and mass produced. The alone by other major powers, and existing in a very fertile valley, kopeshs heavy chopping blade (making it more akin to the axe Egypt had more inhabitants than most other major regions. than the sword) could inflict brutal wounds, especially in combat against lightly armored foes. The version listed in the weapons tables reflects the fine manufacture of these special Shields, Egyptian Egyptian shields were typically large and long, being oval or weapons. inverted teardrop shaped. Often painted blue and gold, they might also bear the device of the powerful king the soldier Forced Innovation: The Hittites served under. Personal ornamentation was rarely allowed, since While Sumeria and Egypt were by far the most advanced civilizathe stature and prominence of the commanding officer was tions in their region during the Bronze Age, they were not the more important than personal expression. Bronze shields were only ones. The Kingdom of Nubia, mentioned before, existed farexpensive and prized, and were almost never carried except ther up the Nile than Egypt, and developed a unique culture and during ceremonies or matters of state. architecture. In what would later become Lebanon, the Phoenicians began to ply the sea developing advanced boats and ships and eventually developing the concepts of commerce and curBattleaxe, Egyptian Bronze The Egyptian battleaxe is unusual for the period, resembling a rency. They would found colonies all along the Mediterranean, very heavily bladed spear set off center, with a dipping blade on seeding their culture and religion in various places, spawning one side. Used just as much for thrusting as for chopping, its later civilizations. A variety of Semitic peoples occupied the Holy weight made it unwieldy, but its damage made it fearsome. This Lands, forming small kingdoms, fighting wars, and sometimes battleaxe, despite its similarities to the spear, is not made for facing the might of either giant neighbor. throwing.
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32a
32b
28. Early Iron Sword; 29. Early Iron Battleaxe; 30. Early Iron Spear; 31. Early Iron Spear; 32a. Early Iron Arrowhead; 32b. Early Iron Arrowhead tary defeats. Egyptians developed a kind of armor formed of overlapping bands of bronze that circled the entire torso and was supported by a belted and plated skirt. Unlike the Banded Armor listed in the Players Handbook, this armor did not have chainmail as part of its foundation. This armor was usually backed by a simple leather shirt, and the heat alone could be stifling for a regular or long-term wearer. Restrictive and bulky, it nonetheless protected very effectively and was seen in use by elite troops in the region.
33
34
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Chariots of Bronze
Iron and the Late Bronze Age
Some iron implements began to be used in the late Bronze Age, but iron was harder to smelt, and was expensive as a result. It was also quite brittle, and this lead to more reluctance in the region for its use. Even well after the Iron Age started, bronze would see a resurgence in popularity as more ore repositories were found and processes to work bronze were refined. Ultimately, the shortage of tin, combined with the innate superiority of iron equipment, would spell the end of the age. Each horse can only travel as fast as the slowest horse. Multiply the speed of the slowest horse by the total number of horses. Then divide that figure by the number of axles on the vehicle + 1. For every two men on a chariot, subtract 5 from the divided movement rate. If the final number is greater than the speed of the slowest horse, then the chariot travels as fast as the slowest horse can move. Example 1: A Sumerian battle wagon, lead by two light warhorses who have a movement rate of 60 ft, is carrying a driver and 3 soldiers. The movement rate of the battle wagon is 30 ft (60 feet (slowest horse) x 2 horses = 120 feet, 120/3 (2 axles + 1) = 40 feet, 40 - 10 (-5 per 2 riders, with 4 riders) = 30 feet.) Example 2: A Babylonian chariot has 1 driver and 5 soldiers, with two light warhorses who have a movement rate of 60 ft. The movement rate of the chariot is 45 feet (60 X 2 = 120, 120/2 = 60, 60 - 15 = 45). If 4 riders jump off, the movement rate of the chariot will rise to 55 feet! Example 3: An Egyptian chariot with 3 riders (archer, warrior, and driver) is lead by a dray workhorse (50 movement) and three light warhorses (60 movement). The total speed of the chariot will be 50 feet (50 (for slowest horse) X 4 horses = 200, 200 / 2 = 100, 100 - 5 = 95, since 95 is faster than the slowest horse the chariot travels at 50.). Even if the archer and warrior leave the chariot, it will travel no faster. However, if they are able to replace the dray workhorse with another light warhorse (60 movement) the speed of the chariot will increase to 60, no matter what. After the first incursions of the Hittites, chariots began to be equipped with nail-studded wheels, which adds +1 to the die roll of a driver.
Chariots in the bronze age were lead by war-trained light horses. These horses may have a movement rate of 60 ft, but dragging a chariot or battle wagon significantly reduces their speed. The Sumerian battle wagon was usually lead by two horses, but it had two axles and was usually quite heavy. The Babylonian chariots, two wheeled, with two horses, traveled faster, since the weight was significantly less, although a handful of men did occupy the chariot. The Egyptian chariot usually had a team of 4 horses, and only 3 men in the chariot, an archer, a warrior, and a driver. There can be little surprise that the Egyptian chariot was swift and imposing, since the four horses could share the burden of the chariot quite effectively. In order to determine the exact speed of the chariot or battle wagon, use the following guidelines: 34a
34b
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Mishaps
With all of this rolling, a driver is bound to fail his Handle Animal skill check at some point. What does that failure indicate? Roll 1d6 and look at the chart below:
Terrain
Terrain has an impact on driving. Some terrain is easy to travel on, and causes no inherent difficulty. These are roads, grasslands, and plains, whose flat and featureless ground makes charioteering easy. Sand or rolling terrain (such as moorlands) cause minor difficulty, and a chariot driver should roll once to compensate during non-combat situations, or every other turn during combat situations. Rough ground like sparse forest, rocky wasteland, or beaches cause moderate trouble, which requires a skill check every turn. Some other specific features require a roll each time encountered: Simply changing terrain also prompts a skill check, as per table 23 below:
Accelerate/Decelerate: On a roll of 1 the animals ignore the prompting of the driver, and continue in the same direction for the rest of their current movement. Roll 1d6. On an odd number the animals decelerate the vehicle by 10 feet a turn, while on an even number they accelerate. If you are at the maximum speed and you roll an even, ignore the result and just move the full allotment. If you make a terrain change roll appropriately. If you move into an impassible terrain, the chariot crashes. Skid: On a roll of 2 the chariot skids. Treat a skid as an uncontrolled slip. Roll 1d4. On a 1 slip two columns to the left. On a 2 slip 1 column to the left. On a 3 slip one column to the right. On a 4 slip two columns to the right. This slip does not require a roll, and any movement left continues in the same direction. Jolt: On a roll of 3 the chariot experiences a jolt. All occupants of the chariot must make a Balance check, DC 20, to stay in the chariot. If they fail, they fall out, and may attempt to make a soft fall roll (as per Ride rules, except using Tumbling), or they will take 1d6 falling damage. Major Jolt: On a roll of 4 the chariot experiences a major jolt, possibly going up on one wheel. All occupants must make a Balance check, DC 25, to stay in the chariot. If they fail, they fall out, and may attempt to make a soft fall roll (as per Ride
Turning
Chariots have a rigid axle and little suspension at best, so it is no exaggeration that chariots have only one direction, forward. Turning at all is difficult, except for the widest and slowest of turns. Movinghalf of the movement forward and half of it at a diagonal (if using a square or hex grid), is a minor maneuver. A move where all of the movement is at a diagonal on a square or hex grid was a moderate maneuver. A Move (turn) where half of the movement is at a diagonal and half at a perpendicular is a severe maneuver.
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rules, except using Tumbling), or they will take 1d6 falling damage. Possible Break: On a roll of 5 the chariot is in precarious danger. The driver must make an unmodified dexterity check vs. DC 20, or the chariot experiences a major accident. If the driver succeeds, let them breath a sigh of relief. Otherwise, roll 1d6 and consult the chart below to see what kind:
A cracked guide-bar makes any maneuver one level harder, as does a fractured hub. A broken axle will force the chariot to grind to a halt (decelerating at 20 feet per turn), although riders need only make a jolt roll to remain in the vehicle. A Lost Wheel brings the chariot to a halt (decelerating at 30 feet per turn), and riders must survive a Major Jolt roll to stay on board. The broken guide-bar or death of a horse brings about a crash. Crash: On a roll of a 6 (a bad break), or if you are forced into impassable terrain, you crash. Each occupant must roll a Reflex save vs. DC 25 upon a crash. The ones who succeed will be thrown from the crash, and will only take 1d6 points of falling damage. The ones who fail are the truly unlucky ones. They take 1d6 points of damage for every 10 feet per turn the chariot was traveling when it crashed. Worse still, there is a 25% chance that they are trapped under either debris or a fallen horse, which may or may not continue to cause the person to take damage (DMs option) and either way must be removed to free the victim. Its difficult to survive a crash like this unmaimed.
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Requirements
To qualify to become a Charioteer, a character must fulfill the following requirements. Attributes: Dexterity of at least 12, Intelligence of at least 12 Skills: Handle Animal 5 ranks, Balance 6 ranks Feats: Iron Will, Exotic Weapon Proficiency (Whip)
Class Skills
The Charioteers class skills (and the key ability for each skill) are Animal Empathy (Cha), Balance (Dex), Handle Animal (Cha), Intimidate (Cha), Intuit Direction (Wis), Jump (Str), Ride (Dex), Search (Int), Spot (Wis), Tumble (Dex), Use Rope (Dex) Skill Points at Each Level: 4 + Int Modifier
Class Features
All of the following are class features of the Charioteer prestige class. Weapon and Armor Proficiency: Charioteers are proficient with all simple weapons and martial weapons. They are also
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Chariots of Bronze
vers during that turn are at -2. The driver must have a slashing weapon in hand, and must make a dexterity check vs. DC 25 + 1 for every 10 feet of current movement. Success indicates the wounded or dead animal has been cut free in the nick of time, and the chariot does not crash. However the chariot looses the speed of the horse (either or of the chariot speed, depending on model), and is hard to control. Thus all maneuvers should be considered one level higher in risk. This makes all simple maneuvers minor risks, all minor risks become moderate risks, etc. Defensive Driving: Requires Advanced Chariot Driving. The charioteer can opt to drive defensively. This reduces the maximum speed of the chariot by 10 while using this maneuver, but adds a +2 armor bonus to either the horses or the passengers, but not both. This is a full round action. Deflect Missiles: This is a new feat; see below. Extended Shot: Requires a charioteer first take Mounted Archery. A charioteer with this ability may throw or fire an arrow in the forward arc farther, by taking advantage of the momentum of the chariot. For each 40 ft. of movement add +10 to the range. Fire from Under Cover: This is a new feat; see below. Impaling Shot: Requires a charioteer have Streaking Shot. A charioteer with this ability throws or fires powerful missiles when using the streaking shot. The impaling throw or shot continues in the same direction, and may hit any other target in an adjacent square provided they are in a direct line from point of origin. A separate to hit roll must be made at -4 to hit. However, if that roll is successful, that person is hit by the throw or shot as well. The damage for this is rolled normally, the streaking shot damage applying to only the first person in line. This ability cannot be used with barbed weapons that lodge or through targets of Large size or greater. Mounted Archery: The Charioteer may take Mounted Archery with no regard to prerequisites. Moving Mount/Dismount: This is a new feat; see below. Offensive Whip Use: The chariot driver with this skill may use their whip to make an attack once a combat round, without sacrificing any driving rolls. Normally using the whip in this manner makes any maneuver a -2 for the combat round. Penetrating Shot: Requires a charioteer have both Extended Shot and Streaking Shot. A charioteer with this ability may add 1 point of bonus damage for every 10 feet of speed a chariot is traveling to all throws or shots in the forward arc (up to a maximum bonus equal to the charioteers class level). This cannot be combined with the streaking shot damage bonus, but can be used on an extended shot. (Example: If the chariot is traveling at 40 feet, the charioteer may add a +4 damage bonus to all shots in the forward arc.) Ride By Attack: The Ride By Attack feat may be taken by a charioteer with no regard to prerequisites. Rope Arrows: This is a new feat; see below. Shield Guard: This is a new feat; see below. Skill Focus (Handle Animal): The charioteer has a +2 bonus on all skill checks using the Handle Animal skill. Spirited Charge: The Spirited Charge may be taken by a charioteer if they have Ride By Attack. Streaking Shot: Requires a charioteer first take Mounted Archery. A charioteer with this ability may fire at a target within their throwing or bow range increment in the forward arc and strike with increased threat range, due to the momentum of the chariot. For every 40 ft. of movement, increase the threat range by one. For example, if moving at 80 ft. per round a weapon that normally has a threat on a roll of 1920 would now have a potential critical on a roll of 1720. This ability can only be used 1 time per day for every 4 levels of the charioteer. Crushing Impact: A charioteer with this ability, using a bludgeoning weapon and mounted on a moving chariot, may add +1 to damage rolls for every 10 ft. of movement (up to a maximum equal to the charioteers class level). Sway: Every passenger with Sway may add a +1 bonus to the Chariot drivers skill roll to perform a risky maneuver or keep the chariot under control. Alternately, the charioteer may add +1 to the difficulty of a driver skill roll. Likely this second would only be used when in an enemy chariot. Tight Turning: Requires Advanced Turn Control. A charioteer with this skill is able to halve all DC for turn rolls. This represents their superior turning skill, and their attunement with their animals.
New Feats
Deflect Missiles [General]
You have trained to deflect missiles with a large or great shield. Benefit: : If a person with this feat forgoes any attacks, they may concentrate on deflecting any incoming missiles they are aware of. This confers a deflection bonus, based on the type of shield wielded, in addition to normal armor bonuses. People with this feat gain a +1 deflection bonus for a buckler, +2 for a small shield, +3 for a large shield, and +4 for a great shield. A person using this feat can take no other action in a combat round.
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Not long after the rise of Sargon, however, the Harappans began to experience drought. The areas of the Indus Valley they inhabited were drying, and the increased aridity drove them from the cities. By the time of the rise of Babylon they had been driven North and, lacking strong cultural bonds, they eventually merged with the other tribal populations of the region, becoming part of both the mountain tribes of modern day Afghanistan and the plains people of Northern India. Behind them they left cities had at one time sheltered upwards of forty thousand people. The Aryans, an Indo-European civilization, began to enter the Indic region around the time of the decline of the Harappans. Although some suspect that they may have had a hand in the
Lost Civilizations
Throughout history, the victors are the ones who write the history books. This tends to make it hard to discover real information on cultures that did not fare so well. Some cultures become part of myths or legends, like Atlantis. It seems likely that some Mediterranean culture was the basis for this mythical land, but history gives us little to go on. The Harappans, like the Anasazi of the four corners region of the United States, left cultural records, rather than a great deal of historical records, for us to learn about them. We learn a little at a time about their culture by tokens, building methods, and common items we find in those sites. Lost civilizations give the DM an excellent opportunity to introduce uncommon or out of place items into a campaign. Historical lost civilizations can make interesting and unfamiliar settings for semi-historical campaigns. You can revisit the Harappans metropolis, or climb the ladders to the cliff dwellings of the lost Anasazi. Such cultures give you a good degree of flexibility in semi-historical campaigns, and can spice up an adventure. Perhaps characters may become attached to the unique culture they discover, and will seek out ways to prevent their eventual decline. Or perhaps, inadvertently, they will become the reason for the sinking of your own home-grown Atlantis. downfall of the Harappan people, there is no evidence to support that. It is know however, that Aryans did split during their migration, with a portion entering the Hindu Kush and settling there,
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35
36
37
35. Bronze-Bound Leather Lamellar; 36. Bronze Studded Leather Block Armor; 37. Bronze Ge while another portion entered India and conquered the native tribes. The Aryan culture would dominate for quite a while, and their influence would eventually shape the formation of religion, as well as subsequent cultures in the region. Shang Dynasty does not confirm the existence of the Hsia, but we are still discovering cultures thought mythical, like the following Shang Dynasty, or the City of Troy, so it seems possible that we may eventually find evidence of the Hsia. Tang, a man of reputed virtue, rose up against the decadent emperor Chieh, and ended his reign, establishing the Shang Empire. During this empire the concept of Divine Mandate became established in Chinese culture. It was the mandate of Shang Te, the supreme god, that the King ruled. As in Sumeria, this precedent, once in place, would become justification for a great deal of otherwise irrational behavior. Still, the Shang Empire flourished, and its armies benefited from new developments in bronze working. The soldiers in the Shang army were divided into three segments, the infantry, the archers, and the charioteers. Like the Sumerians, the Shang developed Battle Wagons. In Shang China these were lead by horses, and each wagon contained a driver, an archer, and a soldier armed with a battle-axe. Soldiers wore various kinds of armor, ranging from tanned leather to a kind of leather lamellar to a bronze studded leather patchwork suit. The station of the soldier dictated the amount of money spent on his equipment, and most soldiers were armed with perhaps a spear and a knife. Clubs rounded out the limited armory of a Shang era soldier.
China
North, across the Himalayas, small tribes lived in the wilds of China. Recent archaeological evidence suggests that these tribes had some bronze working ability, and may have had trade with the Harappans or Sumeria. These tribes, though, left very little record, other than bronze bladed knives and pottery, and it is likely that they were either remnants of the Yang-shao era stoneage tribes of ancient China, or perhaps even independent groups, possibly of Indo-European stock. In the end there eventually absorbed into the larger Chinese culture. In the north of China, the Hsia were said to have ruled since before the rise of Sargon. There are a great number of stories written about the Hsia, however, these stories are generally mythical in nature, involving characters like the Three Cultural Heroes (who taught the Chinese about writing, hunting, trapping, and fishing, agriculture and mercantilism, government and Taoist philosophy, respectively) and the Three Sage Kings who ruled with perfect wisdom, clarity, and virtue. These characters, much like the long list of begats found in the biblical book of Genesis, may not have actually corresponded with individuals as they might have to cultural segments, tribes, or philosophical movements. Archaeological evidence for any culture prior to the
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Ge, Bronze
Longer than its counterparts in Sumeria, Babylon, or Egypt, this weapon is an axe on a 4-foot pole, giving it longer reach, but with a simpler, lighter blade. This weapon may be wielded as if fighting with two weapons, a battleaxe and a light staff. If used in this manner, the user incurs all the normal penalties associated with fighting with two weapons, as if you were using a one handed weapon and a light weapon. A creature using a double weapon in one hand cannot use this weapon as a double weapon. Obviously, a soldier trained with the Two Weapon Fighting feat could be quite formidable with this weapon.
Fu, Bronze
A light axe, likely only held by the elite, the Fu was not a weapon of warfare, but one of status. During the Shang Dynasty, many Fu blades were embellished, and were likely held by prominent men and warriors of state. Their bronze blades were sometimes prematurely aged, the green verdegris giving the golden brown metal a kind of stately splendour.
The Inca
he Inca, like the Aztecs, were empire-builders. But the circumstances and methods were completely different. The Inca had a God-Emperor who was believed to be the avatar of Manco Capac, the first King of the Inca people and God of the Sun. Around the God-Emperor lived an intricate aristocracy of intermarried tribal leaders from the various tribes the Inca subdued. As part of the conquering process, the Inca took family members from the leading families of a people and forced them to marry into the aristocracy, creating blood ties between all members of the Empire, ostensibly to prevent betrayal. Ironically, this actually fostered a great deal of plotting and scheming among the aristocracy, to an almost Byzantine scale.
The Inca had regimented armies. Men marched in formation, and when an army was raised it could number from 200 to 300 thousand men. When on the march the men were severely policed, and not allowed to live off the land, a tactic that will be examined in the next chapter. The men were issued helmets of hard wood and jackets of thick cotton, simpler than Aztec Cotton Armor, and large, rectangular wooden shields. Slings and fire hardened spears were the most common weaponry, followed by copper war bolas, heavy copper maces (similar to the Sumerian
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mace), macanas (a long war club), copper axes, and a kind of copper halberd. Indeed, the only things they lacked were cavalry, and llamas were no good for that use. Besides regimental training, the Inca also used two tactics more common with later civilizations: calculated cruelty and espionage. The Inca frequently murdered important enemies in horrific ways, in order to impress upon witnesses the fierce nature of the Incan Empire. They would often take trophies from their enemies, such as skulls, heads, or skins, and use them to decorate, make drums, or fashion into cups. When targeting a tribe for inclusion in the empire, the Incan Emperor would send trusted close family members to that tribe, to get information on the terrain, number of soldiers, their receptivity and preparedness, and to give bribes to key players, in order to isolate potential victims. These tactics were highly effective, and made them supreme in their region until the coming of the Spanish. Why were the Incas conquered? The Inca were conquered for a variety of reasons. The Spanish had firearms and steel, both superior technologies. In addition, the Spanish had cavalry, where the Inca did not. But perhaps the most important weapons the Spanish had were their diseases. European diseases were unrelated to anything in the New World, and let loose in a land without immunity, those diseases ravaged the people of the Incan Empire more than anything else. It is impossible to raise an army for defense when all of your men are sick. In the end the Incas literally died out.
42 39
38 40 43
41
44
38. Incan Cotton Armor; 39. Copper War Bola; 40. Copper Incan Handaxe; 41. Copper Incan Halberd; 42. Bronze Fu; 43. Bronze Horse Head Sword; 44. Bronze Grain Sword
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45
48
Celtic Weapons
46 Like the Adze and Axe of the stone-age period, these weapons still competed for more common use in Europe at this time. Their bronze counterparts were common and readily available. The bronze version of the celt also saw extensive use, and its modular nature allowed it extensive life. The bronze sword of Europe was a straight bladed weapon, with a wide base and tapering point. It was used throughout the northern climes.
Lamellar, Bronze
The Europeans, perhaps due to their milder climate, seemed comfortable using large amounts of metal in their armors. Metal Lamellars started in Eastern Europe, with a bronze suite with rectangular plates.
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The Minoans
The Minoans were a polyglot civilization, on the island of Crete, made of many tribes from most civilized regions in the world. Thus their appearance was a general mixture of the regional standards, and they had good ties with most areas. As an island nation, naval technology was important, and the triremes of Minoa were the most powerful ships of their time. The Phoeni-
45. Bronze Adze; 46. Bronze Hand Axe; 47. Bronze Celt; 48. Bronze Sword
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cians may have traveled far and wide, and traded much, but their ships were not as swift or maneuverable. Like their ships, Minoan weaponry was described as elegant and prized for its workmanship as well as its use. If their architecture is any indication, Minoan weaponry was likely decorated with wavy images or fanciful images, likely of the snake or bull, both holy animals. We can guess from murals and pictures on amphorae (urns for holding oil, wine, or other liquids) that the Minoans developed a kind of bronze breastplate, complete with leather studded cap, kilt, and leg greaves. This armor would be repeated in the Mycenaen culture of the mainland Greeks, who were known to have highly admired Minoan civilization, and who took many aspects of it in their own architecture and art. They definitely developed spears, shields, slings, javelins, daggers, clubs, maces, short swords, and even a kind of bronze longsword that was somewhat impractical but unique for its time. time. Well made, these blades were often treasured by those who received them as gifts, and only saw battle when Minoan national interests were at stake.
The Mycenaens
The Mycenaens, unlike the Minoans, made war a way of life, and a right of kings. The Mycenaens could be unfavorably typified by their tendency to prey on their weaker neighbors, and make peace with their stronger neighbors. They were a very clan and tribe oriented people, and each clan and tribe was lead by those with the ambition to lead. All such kings were considered equal in Mycenaen society, although some equals were held in higher regard than others. Generally clans or tribes were left to their own governance, but kings might gather to make war on particularly wealthy states or to come to the common defense. In a way, the Mycenaen Greek State was similar to the Scottish Clan structure of the Middle Ages. Ironically, this culture tended to promote the interests of the individual, unlike many of the larger civilizations of the period. Since kingship often had more to do with actions than with bloodline (in a clan and tribal system bloodlines were often mixed), any person could hope to become prominent. Indeed, the heroic ideal comes from stories of this Mycenaen period, as recorded by the bard Homer. The Illiad and Oddessy, although laced with a great deal of myth, also contain a great deal of history and cultural information. The Iliad, which involves the greatest Greek military campaign of the period, is still easily available today, and is read widely. Many families
Longsword, Bronze
Able to craft long blades in fine bronze, the Minoans wielded weapons that were otherwise impossible for the material and 52
51 49
50
49. Bronze Lamellar; 50. Bronze Studded Leather; 51. Minoan Bronze Breastplate; 52. Bronze Longsword
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53
54
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Chariots of Bronze
fall of the first Minoan society, and attempted to re-establish Minoan society in the Mycenaen image. Eventually, though, the Mycenaens were attacked and conquered by the Dorians, another Greek people from the north, who plunged Greece into its first Dark Age. But that period, and its recovery, will be covered in the next chapter. As mentioned before, one main reason for the transition from the Bronze Age to the Iron Age was a relative material shortage, especially of tin. Mines in Anatolia began to give out first, followed by mines in Assyria. Without a dependable source of tin for forging bronze, metal-hungry and army-laden nations needed an alternative metal to maintain tools of the war trade. And iron, brittle, expensive, and hard to work, was the answer. This transition from Bronze to Iron was neither universal, nor smooth, as the next chapter explains.
20ft
8sp 7sp
1d6 1d6
x2 x2
30ft 30ft
4 lbs 3 lbs
P P
MW MW
4/12 4/9
4.2gp 4gp 3gp 8gp 7gp 7gp 6gp 8gp 4gp 12gp 7gp
1d6 1d6 1d6 1d8 1d8 1d8 1d8 1d8 1d6 1d8 1d6
x3 x3 x3 x3 x3 x3 x3 x3 x3 1920/x2 1920/x2
6 lbs 5.5 lbs 5.5 lbs 8 lbs 9.5 lbs 9 lbs 8 lbs 11 lbs 7 lbs 6 lbs 6 lbs
MBW MW MW MW MW MW MW M MW M M
4/18 4/17 3/17 4/16 4/19 4/18 3/16 4/22 4/14 5/12 4/12
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15ft 15ft
45gp
1d6
x3
60ft
2 lbs
Per arrow
WC
4/6
1920/x2 x2
3.5 lbs 1.5 lbs 3.5 lbs 3 lbs 3 lbs 3 lbs 5.5 lbs
B S P+Fire P P P B
CM C WM WM WM WM M
1d4
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Iron Rust Faeries Iron The Paradox of Steel Assyria The Assyrian War Machine Slashing Weapons Improvised Weapons Chariot Upgrades Psychological Warfare The Scythians Living off the land The Greeks Greek Fire Comparison: Sparta and Athens
63 63 63 63 63 63 64 64 64 64 65 67 67 68 69 70
Sparta Athens Persia The Greek-Persian Wars Marathon The Second Invasion Rise of Macedonia The March of Alexander Customizing your Fighter Morale Elephants; Sub-Saharan Africa Diffusion of Technology Table 3-1: Iron Age Weapons Table 3-2: Iron Age Armor
70 71 71 72 73 73 73 76 76 77 77 78 78 80 81
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The marauders had come, and stood abreast on the field, colorful robes and bright painted shields, their horses, hundreds upon hundreds, pawing the earth and snorting as if impatient. Before their force the army of Athens seemed so small, even supported by the allies from the neighboring cities, even with Spartan elites among their number. How could they hope to overcome so great a number of Persians? Within in his heart grew fear, and this time the anger over Naxos and Eretria would not clench its cold fingers. If they failed this day, nothing would stand in the way of the Persians marching on Athens. In his heart of fear he saw all of Greece fall, even the warlike Sparta, and the temples of the gods burning and blackening. The blood rushed through his ears, and he could feel every breath as if it were scouring his lungs with sand. There was burning in his muscles, but he pushed himself to keep running. The news had to be spread. They had stood and stared at each other from their ranks. The challenging clamor of spear on shield from the hoplite warriors was quickly answered by trumpets from the ranks of the Persian invaders, and the horses charged forward from the enemy lines, their riders raising longspears, as they thundered across the plain of Marathon towards the Greek alliances ranks. The entire Greek line broke into a trot, a measured pace meant to advance the line of skirmish without tiring the soldiers; they would be death-weary before the day was out. The horses careened towards the right flank, where a large contingent of Spartans, Thebans, and Corinthians prepared. Spears were raised and the line slowed. No one questioned the bravery of the Spartans, but whether it was the spirit of Ares among them or the bravery of the Spartans who fueled them, the Thebans and Corinthians did not break and run either. At the last moments, the soldiers of the right flank halted, bracing themselves behind their shields and readying spears against the charge. With a crack as loud as any bolt of Zeus, the charging Persian cavalry impacted against the implacable wall of Greek soldiers. Spears shattered. Horses and men cried out in pain, agony, run through, pierced from belly to spine, impaled upon iron blade and hardened wood. Then came the Persian arrows, and all able soldiers raised their shields and looked to their own defense. There was no time to dwell on the fate of those who faced the first charge. Blood. There had been much blood. Every mans spear saw use, and many swords as well. Shields and breastplates breached. Helmets cut from their wearers. Pheidippides himself had seen the light of a mans eyes dimmed by his own blade. The Persians seemed to come without end.
Androcles, his friend from youth and fellow phratry member, fell to an arrow from one of those horse archers the Persians prided in. Pheidippides cast his spear at him, but it was lost from his view, and he was forced to fight on, taking each moment as it came, unsure of when his own end would come. Every step now was pain. After a day of battle he had felt his limbs grow heavy from the exertion. But he had tasked himself with this mission, and he could not fail. Indeed, it was as if he could hear the thundering of the cavalry charge echoing in his ears again. He saw the city ahead, and the heads of the skeleton city guard standing on the walls. As he neared he heard shouts, and a trumpet sounded. Men raised spears, uncertain of what omen brought a blood-streaked soldier running from a battlefield more than a days march away. But it was everything for Pheidippedes to keep moving. His bandages were soaked red, and his eyelids felt leaden. He almost feared that he would fall asleep if he were to stop. There had been trumpets on the field. He had been too weary even to understand what they meant. They cried out again and again, and it was only after Pheidippedes could see no more Persians to face them that he understood what the noise was. It was a call to retreat. The Persians were calling for retreat. Somehow, on a field soaked in the blood of battle, strewn with more bodies that Pheidippedes could count, the Persians were fleeing. The gods had been with the Greeks on this day. And a ragged cheer rose up out of the remnants of the Greek army: A cry weary and proud. They had avenged Naxos and Eretria. There was hope. As Pheidippedes bound his wounds he realized how important this news would be to his family, to Athens. He had to go home. He had to tell them. Tell them everything. He was near, now, but his armor dragged at him with every step. He loosened the ties with fatigued fingers and let it slip from his body, running on nearly naked. Men on the walls must have recognized him. A door in the gate opened, and the captain of the wall stepped out, concern etched into every wrinkle of his face. He reached out a hand to Pheidippedes as the young soldier staggered the last few paces to the gate. Clasping the captains hand, Pheidippedes took a deep breath, and choked out Niki! Victory. He tried to draw another deep breath, so he could say more: More about the bravery of the Spartans, Thebans, Corinthians, more about the terrible charge, about the blood and the spears, about Androcles. But the breath never came. He struggled for breath against a weakness he had never known. His eyes fell closed. He wondered at how much less work it was to just not try. His knees buckled, and he tumbled to the ground. And released what breath he still had. Niki. Victory. And now they knew.
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but they held edges longer, and could make sharper blades. Steel mixes that favored greater amounts of carbon, in turn, were lighter, more flexible, but tended to deteriorate faster. Thus, the variance of the quality of steel throughout the ages and cultures was not so much based on one culture making better steel than another as much as having different processes and different preferences. Toledo steel, for example, was highly flexible and light, while Japanese blades were fearsomely durable and sharp. It would not be until the modern age that more advanced alloys would be able to take advantage of irons rigidity and carbons flexibility equally.
The first and most obvious advantage of iron was its rigidity. Iron held its shape much better than copper or bronze. Sword blades could be longer, and straight bladed swords became more practical, since points did not blunt as easily. Also, once shaped to the desired form, iron was less likely to bend and warp, which made repairing iron armor or implements easier. All of this came with a number of negatives. Iron did not have the flexibility of bronze, and was much more prone to breakage. Iron was brittle, and harder to decorate, due to its inflexibility. Moreover, iron was expensive, even with bronze on the decline, so those nations without iron resources, most notable of which was Egypt, never effectively made the transition. Lastly, bronze may have been prone to verdigris after years of exposure, but iron had a unique problem with rust.
Faeries
Fey creatures are particularly vulnerable to wounds from iron weapons. Called cold iron by such creatures, all wounds from iron weapons do double damage and ignore any natural damage resistance. Also, a wounded fey loses any magical abilities it may possess for 1 round per point of damage they sustain. Iron armor not only protects the wearer from the blades and arrows of the fey, but can also provide considerable defense against fey magic. As a rule of thumb, for every +1 the armor grants to the wearers armor class naturally (not including magical bonuses from enchantment) he receives 5 Spell Resistance to the spell-like abilities of the fey (so a suit of iron chainmail with a +4 natural bonus would grant a SR of 20 against faean spells and spell-like abilities). Steel, being adulterated, has no special effect against a fey opponent.
Rust
Iron may begin to rust if it is not appropriately dried after submersion or soaking. If an iron item is submersed, soaked, or otherwise immersed in water for at least 15 minutes, roll percentile. There is a 15% chance the iron will begin to rust. If rusting iron is not dried properly, it will take 1 point of structural damage the day after contracting rust, although this damage, unlike rotting, is not progressive. Rusting causes the item to permanently grow weaker. Note that the original structural rating is still referred to when calculating deterioration. Correctly coating an iron item with oil or wax will reduce this risk to 1%, and will require reapplication after submersion or 1 month, whichever comes first.
Assyria
ssyria was a relatively small kingdom that had already seen two peaks in power. Though it was centered around the northern cites of Nineveh, Assur, Nimrud, and Khorssbad, it had controlled Akkad when Sargon conquered and united Sumeria. Akkad then rose to the forefront, cutting off connections with Assyria. Again, when the Arameans began to populate Mesopotamia and the Mediterranian coast, Assyria rose to strike against the Arameans. It was Assyrias attacks, along with the Elamites and Babylonians, that prevented the domination of the region by the Arameans, although the Aramean language remained, becoming the common tongue of the whole region.
Assyria, though, saw its true rise to power in its last age, when bronze was on the decline. Assyria was one of the regions that mined tin, and they began to stockpile it as the mines began to fail. Thus, Assyria was able to continue to produce bronze items without feeling the pinch of the shortage that other countries felt. In addition, through judicious trade and contact with barbarian tribes more familiar with iron smelting, Assyria was able to shift over to iron weapons more quickly than other nations. Assyrias bronze weapons and armor werent expressly unique, but they were well made. The quality of their craftsmanship was most notable in their increased durability. Late bronze-age
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Chariot Upgrades
The Assyrians and Persians made developments that add new wrinkles to chariot warfare. The Assyrians added a leather running board, rather than the traditional wooden one. This gave their chariots (which were otherwise identical to Babylonian chariots) a smoother ride. All chariots equipped with this kind of leather running board add a +2 circumstance bonus to any balance rolls made while in the chariot. The Persians experimented with putting iron scythe blades on their chariots (which they took from the Assyrians). Any person within 5 feet of the hub side of a chariot wheel equipped with scythe blades is automatically attacked by these blades each round they remain within 5 feet. Roll against their armor with a straight d20. A driver with Advanced Chariot Driving may add his +2 special maneuver bonus to this roll, or he may subtract it (if he does not want the blades to hit the person in question). If the person is hit, resolve damage as if struck by an iron scythe.
Shield, Iron
Iron shields, regardless of size, were usually only for officers and elite soldiers. The common soldier had to make do with wood or leather equipment.
Slashing Weapons
Slashing weapons did not see quite the same explosion of development as piercing weapons did in the period, although the shem sharru was the descendant of the sickle sword and precussor for the kopis, the scimitar, the shamsir, and the saber. Instead straight edges (longsword, shortsword) were more common, since a point can focus a great deal of pressure in a single location, often piercing heavy armors.
Improvised Weapons
The scythe was developed first in Babylon, but the Assyrians spread its use, since it was far more efficient for reaping grain than the hand sickle. Still, both weapons were used when, in emergency, there was no other alternative.
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2 5 6
1. Chariot wheels with iron scythe blades; 2. Bronze Longspear; 3. Bronze Scale Mail; 4. Large Iron Shield; 5. Iron Short Spear; 6. Iron Dagger; 7. Iron Headed Arrow
Psychological Warfare
One of the greatest innovations the Assyrians employed wasnt a physical asset or new form of training. The Assyrian military used psychological warfare. In short, they used fear. The Assyrians had a sizeable army, and it took a great deal of food to keep that army fed. Even more than the food, though, was the pay and privileges that soldiers required. The kings of this third Assyrian Empire, instead of stripping food stores bare to maintain their army, began the practice of living off the land. Assyrian armies would march through fertile land and take what grain and meat animals were available to supplement their baggage trains. The soldiers were promised the right to keep anything they were willing to march with. Soldiers were encouraged to loot, rape, and plunder during the campaign, and there was general amnesty for soldiers. Officers, who could come from the regular volunteers or from noble families were held to higher standards. A certain portion of their loot was taxed by the King, but in return the officers had status and prestige in Assyrian society. Soldiers were regularly feared and avoided, but officers were revered for their restraint and prowess. The effect of this shift in military attitude was profound. This total war mentality created fearsome civilian casualties, and
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12 8 18 9 10
17 20 20 19
11 16 13 14
15
8. Iron Studded Club; 9. Light Iron Mace; 10. Heavy Iron Mace; 11. Iron Knife; 12. Iron Battleaxe; 13. Shem Sharru; 14. Iron Shortsword; 15. Iron Longsword; 16. Iron Sickle; 17. Iron Scythe; 18. Leather Whip; 19. Bone Scourge Whip; 20. Scythian Iron Lamellar
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Armbands
Armbands were culturally significant for the Scythians, and were often inscribed with holy symbols or personal images. In a fantasy world it is very likely that Scythian Priests would have blessed them, or Scythian mages would have enchanted them. Besides armor enchantments, they might have had enchantments to improve symbiosis between riders and horses (horses being an important part of Scythian religion), or fear, bravery, or strength effects.
The Scythians
During this period, a number of horse-riding cultures came to prominence both in Europe and the Middle East. The Scythians, a culture that lived along the Caucasus Mountain Range, were active in both regions, and were an excellent example of horse-riding tribes of the time. The Scythians used a great variety of materials and equipment, depending on what was available and advantageous in an area. The warriors tended to wear bone, bronze, or iron lamellar armor, although they also were known to use leather armor, bronze scale, iron scale, and a bronze ringmail developed by the Greeks. They used a double recurve bow, which would later be adopted by the Persians. They wore armbands of bronze, iron, or bone, used straight or curved knives, (the latter of a Chinese design), and used shields of leather, wood, or iron. Arrow heads could be of any material, although bone, bronze, and iron were most common. Before the Persians they preferred the spear or iron shortsword, but after the rise of the Persians they adopted the Persian kopis and the bowcase. The Scythians used a great deal of gold and animal motifs in their decoration.
Kopis
The kopis was a Persian blade, based on the Shem Sharru. Usually possessing we call a pistol grip, and wider in the front portion of the blade, the kopis was an excellent weapon for close in fighting and for use from horseback. Later in Persian history it would be replaced by the falcate. The Scythians, again, traded for these.
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25
26 24
22
23
21. Greek Bronze Ringmail; 22. Scythian Armband; 23. Double Recurve Bow; 24. Chinese Curved Knife; 25. Kopis; 26. Leather and Bronze Plate Barding due to fact that the horse was religiously important in Scythian society, it was a small cost to them for the benefit it provided. The making of barding is an individual affair. One could not make a standard size suit of barding and hope they would fit the horse. Horses would first be brought to have the leather backing of the barding draped over them. The leather would be marked or cut to the horses proportions and then the armorer would bind bronze plates to it. Although conceivably such armor could be bound together with chains, the leather provided a smooth backing to prevent chafing while on a hard ride. This armor, combined with the skill of a good rider, kept the horses that Scythians prized so much alive much longer in a battle. mobility, and bandits and outlaws became rampant in the wilder places, prompting many to move to the cities for protection. Elaborate walls were erected around many major cities, and some of these walls were quite complex, not only encompassing the city proper but extending into the immediate farming countryside, in order to allow farmers to escape in case of surprise attack. These extensions to the walls were often built into hill sides, and required extensive tunneling and bracing. The bracing itself was made so as to be easily destroyed. Thus, if invaders discovered these escape passages, segments could be collapsed to prevent the enemy from bypassing the city walls. Eventually the city-states of Greece threw off the Dorian occupation, and during the following period the power of the cities increased again. With walls comes crowding. And crowding leads to increased problems with crime and sanitation. These pressures, as well as a budding new exuberance about the Greek way of life prompted many cities to establish colonies. Colonists were sent to establish new colonies in Asia Minor, the many islands of the Mediterranian, the Italic peninsula, Iberia, and even portions of Northern Africa, although Carthage tended to dominate north Africa. These colonies increased the spread of Greek
The Greeks
With the invasion of the Dorians, Greece fell into a dark age. A dark age is any period in a region or culture where technology and learning regress substantially. Although the Dorians were smelters of iron, they were otherwise much less advanced than the Mycenaens were, and for a time the Greek peoples lived under their domination. During this time there was very little
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Greek Fire
Greek fire is a flammable composition believed to have consisted of sulfur, naphtha, and quicklime. Its origin is lost to historians, although most records state that the Greeks first developed it in the Classical Age. It was never employed on a large scale during this time period, perhaps mostly being saved for rare sieges or sea warfare, to burn boats or buildings. In a fantasy world, one might make more aggressive use of Greek fire, perhaps as fire bombs or siege defense (like boiling oil). Such firebombs would be used like Grenade-like weapons, similar to alchemist's fire but far more virulent, and would do 2d6 dice of fire damage a turn for 2 minutes (20 rounds), or until doused. It is entirely likely that, should the fire burn for the full duration, the character will keep burning, as per the set on fire rules.
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30
27
28
31
29
32
27. Iron Scaled Linen Cuirass; 28. Greek Iron Ringmail; 29. Leather Shield Skirt; 30. Inscribed Lead Sling Bullet; 31. Iron Headed Javelin; 32. Iron Fire Arrow
work, so women and free non-citizens did most of the other work. Messina, a neighboring region, was defeated and annexed by Sparta at the end of the Dark Age, and the citizens of Messina were made serfs. Called helots, these people spent their days farming and manufacturing for the Spartans. In times of war, the helots were called upon to supply a tithe of infantry for the Spartan ranks, and good service in battle could be grounds for being granted freedom (although not citizenship). Still, a free helots child would be absorbed into Spartan culture, and for some, this was a desirable goal. It is primarily the huge serf class of the helots that forced Sparta into its constant military role, and every year Sparta formally declared war on the helots, although this was rarely an active war. Sparta was ruled by two kings and 5 ephors, as well as a citizens council of elders. Ephors at one time were the servants of kings, but they eventually took on enough power to become civil servants. Ephors could be nominated by a king, but were elected by the citizens council. There was often friction between the two kings, but the system of government balanced
Sparta
Sparta was a warrior state: This cannot be stressed enough. But rigorous military training was not the norm until the Classical period of Greece. This doesnt mean that Spartan life was simple. At the age of seven freeborn boys were taken from their families and placed in a communal education system. The education they received was harsh, and they lived in these communities until the age of 20, when they were eligible to join a syssita. Syssitas were organizations, somewhat like a club or society that the men would belong to for the rest of their lives. Men, at this point, were allowed to live by themselves, but they ate in their Syssitas and spent much of their lives with their Syssita brethren. Men were forbidden from most forms of
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Persia
bout this time Assyria was going through its death throes. It had reached its final greatness, and now it was being wracked by civil insurrections and aggression from a strengthening Babylonian kingdom to its south and an alliance of the Medes (a horse tribe) and the Persians to its East. While Assyria was grappling with the Elamite threat and civil wars sponsored by Egypt, the Medes and Persians attacked the capital cities of Assyria, and conquered them. Suddenly without leadership, the Assyrian empire crumbled, and Babylon and the Medes divided up the territories they desired, leaving the rest of Mesopotamia to its own devices. But the Medes did not share their new power equally with the Persians, and the Persian king stewed.
Athens
Athens, on the other hand, was at first lead by a king, but later replaced by a polemarch. Elected from among the ranks of the council of archons (a group of nine respected men elected to the council by the citizens) by the archons, each polemarch served for a year in their office. Although Solon of Athens did propose the creation of a true democratic state, Athens never truly moved beyond a representative government, although the individual citizen had a much greater say on the laws and structure of Athenian life. Citizens of Athens belonged to a phratry, sort of like a clan or tribe. The phratry one was born into had a heavy influence on ones religion and social standing, but each citizen was eligible for any political position. A phratry usually consisted of one or more genes, a genos (the singular of genes) being a large, extended family group. Not that tribes were negated by the phratry system. Athens was populated by 4 Ionian tribes, although later these tribes were legally split into 10 new tribes. Each of these tribes had a certain stature, and among those tribes there was another layer of hierarchy, based on ones wealth, that helped to influence where in society one existed. Though it was theoretically possible for anyone to be on the council, in practice the richer, more prominent families held those positions, and thus, controlled the election of the polemarch. All men were nominally under duty to the military from the age of 20 to 37. These men had minimal, if any, training, and were usually only drafted in time of war. Still, Athens, during the Archaic period, was able to field an army of 20,000, so it
When a new Median king came to power that was not popular with the aristocracy, Cyrus the Second and the dissenting aristocracy revolted against Median rule. Their army did not have the strength of the Median army, but it was able to hold out long enough for Babylonian allies to make moves of aggression against the capitol of the Medes. Thus the Medes were forced to surrender to Cyrus, and Persia took control of the Median empire. Cyrus, though, was not done. Taking his full armies, he marched through surrounding territories, consolidating his rule in areas like Armenia, Cappodocia, and Cilicia, adding a few Babylonian holdings in the process. Wherever native kings already existed, Cyrus allowed them to remain in power as Satraps. Thus, Cyrus was able to move on quickly, knowing his newly conquered satrapies were well administered. This level of aggression worried western powers, and an alliance of Spartans, Lydians, Egyptians, and Babylonians came together to oppose Persian dominance. At that time, Cyruss general, Hypargus, made the excellent suggestion of putting together a mounted column of Arabian camel riders. These camel riders spooked the Lydian cavalry that lead the alliance armies, and the Persian army was able to take advantage of the cavalry rout to crush the Lydian empire to dust. Lydia, being a Greek kingdom in Asia, was near a number of other Greek city colonies, and so these cities were taken as well, which caused much alarm in Greece, but did not yet prompt war. Cyrus, always the opportunist, turned his eyes on Babylon. One of Babylons generals, Gobryas, was dissatisfied with the king, and offered a place of power if he helped Cyrus conquer Babylon, he agreed. Babylon soon buckled without its military
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Akinakes
The akinakes is Persian broadsword, replete with a blood groove and double edged blade. Used almost as much as the kopis, the akinakes was primarily a piercing weapon, and its heavy blade made it very damaging. Ornamentation was common, and the pommel was split, rather than rounded. This
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Cuirass, Iron
The Iron Cuirass was developed in Greece, and then imported to Persia. Simple versions were relatively featureless, while more expensive suits were shaped to look like a muscular human torso. When backed with leather, the Iron Cuirass was very effective against most attacks, at the sacrifice of some movement.
Longbow, Composite
The Composite Longbow was developed in Persia, based on the Light war bow of the Assyrians and certain developments by the Scythians. Though not as powerful as the Scythian bow could be, it had impressive range, and was used by military forces up into the 19th century.
Marathon
The Greek army was able to mobilize fast enough to control the access to the plain of Marathon. A tired Persian army arrived, low on supplies, to find their next target was not what they expected. Instead of finding yet another Greek city hiding behind its walls, the Persians came upon a fresh army, well trained and incensed at the treatment of Naxos and Eretria. There both sides fought a terrible battle, but the Persians, already depleted, could not hope to hold against the Greeks. Their army routed, and fled back to Persian controlled lands. It is said that a soldier named Pheidippides ran from the scene of the battle to Athens, a distance of about 24.8 miles, to deliver the news of victory. Legend says that he uttered the word Niki! which meant victory, and then dropped dead on the
Rise of Macedonia
Macedonia was a kingdom north of Greece. Considered only nominally Greek by the southern cities, it was a tyranny not
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38
37
36
33. Akinakes; 34. Iron Cuirass; 35. Persian Charioteer Armor; 36. Composite Longbow; 37. Iron Half Spear; 38. Persian Shield; 39. Sarissa centralized in a single city but over an area of land. When the Greeks forced Persia to return independence to all of European Greece, Macedonia was among those countries no longer beholden to the Persians. As the Delian league and the Spartans busied themselves with the Persians, the Macedonians concentrated on reforming their armies and improving their cavalry. By the time Phillip the Second came to power in Macedonia, Macedonian Cavalry, called the Companions, was the finest in Greece, and it rivaled that of the Persians in skill if not size. A king with a military bent, Phillip focused on reforming the infantry. Phillip still honored the place of the elite Hoplite, but he created a number of new elite soldiers. Phalangites were phalanx troops, well armored and bearing the sarissa, a longspear that was the predecessor of the pike. Hypaspists were lighter armored and armed than the Hoplites and Phalangites, and were primarily reserve troops, meant to shore up weakness in a battle line and support weary soldiers. Archers and Slingers were also used in larger numbers in the Macedonian armies, and the archers favored the double recurve bow of the Scythians. Standard armament for all soldiers were javelins, spears, and swords, either straight edged or the kopis. The armies of Macedonia favored the Greek round shield
Cestrosphendone (kestros)
The Cestrosphendone, or kestros for short, was a small arrow or bolt adapted to be fired from a specialized sling. Adapted long after the collapse of the Empire, it was used primarily in Macedonia, and did not see use in later cultures. It was an oddity, a testament to the Greek fascination with the sling.
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40. Gastrophetes
Falcata
The Falcata is a descendant of the kopis, with an even heavier blade. The Macedonians adopted its use for those soldiers who preferred chopping weapons, and the falcate spread from there all over thier conquered lands. The Yataghan, Kukri, Kora, Falchion, and Pata all descend from this weapon.
Gastrophetes
The gastrophetes was one of the few Greek bow inventions, and possibly the first crossbow invented in Europe. The gastrophetes literally translates to belly-bow, and it was a huge crossbow that had a wide, concave end. When the gastrophetes needed to be reloaded, one merely placed the concave segment against the belly, and grasped the bowstring with both hands, using the full strength of the upper body to pull the bow into place. The gastrophetes had surprising range and draw, and it used a composite longbow as its main bow, but it was an unwieldy weapon. The Romans would later adapt the gastrophetes to a pillar-like stand, and assign two men to load and fire it, making it a multi-man siege weapon, the predecessor to the ballista. The gastrophetes used standard arrows, rather than crossbow quarrels or bolts.
separately. If they strike armor, apply each stones damage separately, since the damage does not stack. If any damage multiplier is in order that multiplier only affects the first die roll. Every roll after that cannot benefit from a multiplier. If there are any targets in any 5 foot space adjacent to the primary target, and any stones have not struck a target, subtract one from the number of stones still unaccounted for (in order to account for the distance) and roll to hit again, with a -5. If there is a success, roll a d10 again to determine the number of bullets that hit that target. Remember the original number of bullets slung and how many have hit you cant hit with more bullets than youve slung. This process can be repeated for all valid targets in a 5 foot radius around the primary target, or until all stones have been accounted for. When slinging with tiny ammunition the same process as above is used, except roll with 1d3 to determine the number of stones that strike. Damage for a tiny stone is 1d4. Damage for a tiny lead bullet is 1d6+1. Damage for a small stone bullet is 1d6. Damage for a small lead bullet (the equivalent of a shot put) is 1d8+1. When used with a single bullet or stone, roll standard to hit, rather than to hit against a 5 foot area. Note that stone ammunition can be heated as per the materials rules, although the weapon will also sustain that heat damage as a consequence.
Pole-mounted sling
The Macedonian military devised a pole-mounted sling, which was used to launch larger stones. A slinger using the polemounted sling could launch up to 10 miniscule stones or bullets, up to 3 tiny stones, or 1 small sized stone of no more than 20 lbs weight. When slinging miniscule ammunition, the to hit roll is applied to a figure in a 5 foot area. If the roll is unsuccessful, roll as per missing with a grenade-like weapon. Otherwise roll 1d10. That many bullets have struck the target. Roll damage for each one
Sarissa
The Sarissa is an extremely longspear (16 feet) with a longer than average spear head. It is an extended reach weapon, and requires 15 feet on a map to be effective. It may be used to attack an opponent 15 feet away if set in the ground at one's feet. If held, the 5 foot square behind the wielder may not be occupied
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43
44
46
41
41. Falcata; 42. Cestrosphendone; 43. Double String Sling; 44. Pole-mounted Sling; 45. Paddle Club; 46. Great Wood Shield by an opposed combatant, otherwise the Sarissa is unwieldable. The Sarissa, when held in both hands, must be able to extend up to five feet behind the wielder, and then may only be used against a foe 10 feet away. Any foe within that range may not effectively be attacked by a Sarissa. The precursor of the pike, the Sarissa was used by forward ranks in an army to blunt or stop charges, primarily horse charges. When set against a charge, the Sarissa does triple damage, rather than double damage, against a charging creature or target. Being a large weapon, it must be wielded with two hands. As an alternative method of using the weapon, two soldiers may wield the Sarissa together, each using one hand, and therefore allowing each to wield a shield as well. This may be done only when setting the Sarissa against a charge or when soldiers march in rank. The distance from the rear soldier indicates the reach distance.
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Elephants;
Elephants were first domesticated in India. Large, intelligent, and prone to fearsome madness in battle, these unpredictable beasts were highly dangerous and destructive. In some armies a contingent of elephants, usually with gold or silver capped tusks, were kept on one flank, and goaded into a stampede by their handlers. Once loose, elephants were just as likely to hurt ally as they were to hurt foe, so armies using elephants stayed well away from the front they intended to attack with elephants on. Other armies, though, used elephants in a more thoughtful manner. Mounting platforms called howdahs on the backs of elephants, they would place half a dozen archers atop the elephant. The elephants tough skin could keep it from injury, while the archers on its back had an excellent vantage point to strike at unsuspecting targets. Alexander was so impressed with this use that he brought a contingent of elephant soldiers back with him, and elephants became an addition to a number of his armies. At first the Indian elephant was the most common found in post-Alexander armies, but the elephants of Africa were larger, and they were eventually adopted as more preferable mounts. Elephants that are trained to berserk in combat have the added combat ability of rage. Rage (EX): When an elephant that has been trained to berserk receives damage in combat, it flies into berserk fury in the following round, goring and trampling any creature it can see. An enraged elephant gains +4 Strength, +4 Constitution, and -2 AC. The creature cannot end its rage voluntarily. Alexander claimed the throne of Persia just six years after coming to power in Macedonia. He even adopted Persian dress, and viewed all later opposition as rebellion against his righteous rule of Persia. He continued to pursue the remnant forces of Persia throughout the north and east, even crossing the Hindu Kush into the Indus. Then, having disposed of the last resistance, he returned to Susa, which now was the capital of his domain. He spent the next three years putting down rebel-
Morale
Morale is a difficult factor to quantify. A highly successful and potent army, the Macedonian forces under Alexander were willing to march with him into the face of a much larger enemy. But eight years later, with a surfeit of victory, a longing for home, and facing a strange and unknown land, his same army almost mutinied. Darius the Third experienced an even worse side of failing morale, when after his third loss and on the run, his own people killed him in order to make peace with Alexander. Morale often has nothing to do with simple things like food or comfort, and everything to do with leadership. Since most d20 situations that involve armies usually involve the head of those armies, a good indication of morale comes from comparing the leadership skill of each leader. In times when the battle is at a critical juncture, it is the leader with the higher leadership score who tends to prevail. An easy way to simplify this is to make an opposed leadership roll between both characters, with the highest score winning the juncture. This still allows enough variance to let an underdog win from time to time, but follows with the heroic aspect of d20 role-playing. When Alexander returned to court he discovered things in disarray. Corruption and disloyalty was rampant in his empire, and he was forced to purge much of the aristocracy he had trusted while he was away. With war in Greece brewing, Alexander forced most of his officers to take Persian wives, in order to solidify their attachment to the conquered land and help him raise Persian soldiers. This caused a mutiny in his army, which he put down mercilessly, but the damage was done. The army looked on Alexander with fear, for they saw a man much changed by his campaigns. He was ruthless and powerful, controlling all the civilized lands he could, and he no longer seemed Greek to his primarily Greek army. Some records suggest that Alexander may have claimed personal divinity. This was an alien concept to Greece, but quite common in the lands Alexander had conquered. There is definite evidence to suggest he had adopted other eastern ruling
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Sub-Saharan Africa
In the lands south of the Sahara, metalworking probably started much earlier than in other regions, but iron smelting was only common in Ethiopia, Tanzania, and Nigeria. It would not be until after the first century A.D. that iron working would be common throughout Sub-Saharan Africa. The inhospitable climate of much of Africa prevented largescale urbanization. Certain cities, like Timbuktu, were established as centers of commerce and trade, but the majority of Sub-Saharan African culture was nomadic. This prevented extensive development of cultures and armies. Weapons and armor in Africa tended to focus on protection of the individual warrior. A few kingdoms of note did spring up before the colonization of Africa. Ethiopia would eventually become a powerful Christian kingdom, opposing Islam but not participating in the Crusades. The Bantu, who were probably once nomadic people from Northern Africa, established a number of kingdoms in the Congo and East African Highlands, and continued to travel south. Wherever they went they imposed their language, but in exchange they brought advanced agriculture and iron working, which improved life in much of Sub-Saharan Africa. Later ages would see the rise of the kingdom of Ghana as well, although Ghana would eventually crumble under the onslaught of Islam. The spear and club were the most common weapons of SubSaharan Africa. Often the clubs had flat, paddle-like striking surfaces, and sometimes a knee-bend in the haft. The knee bend gave strikes extra force. Such clubs were always made of hard wood, and were differently shaped and manufactured by each tribe. The sickle sword or sickle axe was also common in these regions. Often more curved than those of Egypt, these sickle weapons were used to cause grievous wounds to limbs, being ineffective against armor.
Diffusion of Technology
When lands are conquered, any technological advances are usually diffused between the regions. In the Bronze Age the conquests of the Hittites brought chariot technology to the major powers. In the Iron Age the curved swords of the kopis and falcata were shared between Europe, the Middle East, Northern Africa, and India because of the various wars of conquest that spread them around. As weapons like the falcate dispersed, different cultures adapted them to their own uses. In a fantasy world, regardless of what cultures might normally gravitate towards, this same process occurs. If you want to place an exotic culture near your base culture, its only natural that technology will be shared between the two groups, even if only because of warfare.
Club, Paddle
The Paddle club was a common weapon, south of the Sahara, usually used where metal was hard to come by. Something of a hybrid between axe and club, its a close in slashing weapon, often with a knee-bend in the haft.
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49b
47. African Sickle Sword; 48. Sickle Axe; 49a. African Throwing Knife (Zaire); 49b. African Throwing Knife (Central African Empire); 49c. African Throwing Knife (Sudan)
.African Armor
Warriors in Africa usually wore leather or hide armor, although certain kingdoms also used a light iron scale shirt with leather greaves. Shields were generally large or great, and made of stretched leather (hide) or wood. Metal shields were never used.
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20ft 20ft
x2 1920/x2 x2
As per ammo P P
C WB WM
13gp 12gp 13gp 9gp 12gp 9gp 13gp 4.5gp 10gp 16gp 3gp 4gp
2d3 1d6 1d6 1d6 1d8 1d8 1d8 1d10 1d10 2d4 1d8 1d8
10.5 lbs 7.5 lbs 5 lbs 3.5 lbs 6 lbs 8 lbs 5 lbs 11 lbs 13 lbs 13 lbs 9 lbs 10 lbs
S S S P P S P B P P&S P P
M M M M M M M MW WM MW WM WM
6/32 6/23 6/15 6/12 6/12 6/16 6/15 6/22 4/26 6/26 4/18 4/20
120gp 100gp
1d8 1d8
x3 x3
100ft 110ft
3 lbs 3 lbs
W W
4/9 4/9
8gp 2gp
1d8 1d4
x3 x3
10ft
7 lbs 3 lbs
S P
MW W
6/21 4/9
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* See the description in the text for special rules. Double Weapon Reach Weapon a If you ready an action to set this weapon against a charge you deal double damage. # Shield bypass weapon Subdual damage
4 +.5 5 4 4 4 4 6 5 5 3 2 1
-3
20%
30ft/20ft
3 3 2 3 3 1 1 1 3 2 1
-3 -4 -5 -4 -4 -9 -6 -6 -3 -2 -1
25% 25% 25% 25% 25% 40% 35% 35% 25% 15% 5%
20ft/15ft 20ft/15ft 20ft/15ft 20ft/15ft 20ft/15ft 15ft*/10ft* 20ft*/15ft* 20ft*/15ft* 30ft/20ft 30ft/20ft 20ft/15ft Spd 40'/50'/60'
160gp
-4
30'/35'/40'
64lbs
ML 5/128
# See the description in the text for special rules. * When running in heavy armor you move only triple your speed, not quadruple. ** The tower shields grants you cover. See the description. Hand not free to cast spells. Armor fitted for small characters weighs half as much.
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The Roman Monarchy Nascent Republic The Greek Response The First Punic War Trouble With the Gauls Hannibal Hannibals Downfall The Road to Empire. Roman Weapons & Armor Sparticus Julius Caesar Table 4-1: Legionairre Playing a Legionnaire The Germans German Combined Cavalryman (Prestige Class) Table 4-2:German Combined Cavalryman The Celts of Britain Consolidation Days of Glory Gladiators
84 85 86 87 87 88 89 89 90 91 92 94 95 96 96 97 98 99 101 101
Dog, War Auroch Bull Gazelle Giraffe Hippopotamus Ostrich Gladiator Armor Gladiatoral Weapons Ben Hur Table 4-3: Open Faced Helm Gladiator (Prestige Class) Table 4-4:Gladiator Army Ascendant Gladiators as PCs Days of Decline The Huns The Fall of Rome Table 4-5: Weapons Table 4-6: Armor
102 102 103 103 104 104 105 106 108 108 108 109 110 111 111 112 114 114 115 116
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acituss head spun with the blow and he fell to the ground, not quite sure of what just happened. Glancing up he saw the heavy jaw and gap-toothed grin of the trainer. The powerful Thracians head was shaved bald, his scalp marred by burn scars and his face cracked in glee. Turn around you imbecile, and take whats coming to you like a man! he shouted. His Latin was accented with backwoods Greek, its intonation strange and awkward. Tacitus staggered to his feet, his head still ringing from the backhand of the ugly man. Come on, the Thracian growled, raising the flagellum in his other hand. Youll be craving my fists if I give you a taste of this. Raise your sica and dont back away. As Tacitus turned towards his training partner he was cuffed again by the trainer, but this time he managed to keep his feet.
The trainer then turned around to eye the other slaves. Alright, thats it. Go to the posts and then youll have your dinner. More than one future gladiator seemed to let out a sigh of relief. But no one let the relief hit their face. There was no weakness allowed in Ligulas school. Ligula staked his reputation on his training regimen and his gladiators. Tacitus picked himself up off of the ground, and grabbed for his sica and shield. Hed need to rewrap his leather, which hed lost grip on when he fell. No. the trainer said darkly, as he prevented Tacitus from moving to the posts. The other trainees battered at the wooden posts, practicing the eight striking forms, each one in succession. The Egyptian moved with fluid grace, making the others look slow and lame. Youre coming with me, servant. Tacitus felt dread in the pit of his stomach. What did the trainer have in mind? Tacitus never wanted to be a gladiator: the stink, the sweat, the death. Tacitus was not cut out for this. He was a house slave, a changer of linens and floor cleaner. He didnt have the strength or the courage for it. He counted himself proud to even have gone two rounds with the Egyptian. But his master had not been pleased with him. Tacituss habit of taking sips from the masters wine store made him drunk one night, and hed been found sprawled in the garden, drunk. And Tacituss master had sent him into Ligulas school. He had little illusion about what was in store for him. In his dark moments he could only hope to have an experienced foe. Someone who would sever his neck and free him from this life with little pain. He did not relish a maiming. The trainer lead Tacitus into the compound, to a bare closet with a pile of wood in the corner. Get in there, worm, the trainer commanded, his contempt palpable. Select two pieces of wood. Tacitus eyed the wood and picked up the smallest pieces. This was not lost on the trainer. Put one in each hand. Now, hold them out at your sides, with your arms out, even with the floor. Tacitus did this, unsure of the reason. The trainer continued. We get house slaves here from time to time. Fooling around with the Masters mistress or selling his tableware for pocket change at the games. But you are the sorriest specimen Ive ever seen. And you fight like a woman. Tacitus burned, not with anger, but with shame. Worse. Ive seen plenty of women fight better than you, the trainer continued. Ligula will have me flogged if you arent ready for the arena in two weeks. A curious sensation entered Tacituss arms as the trainer continued to berated him: A burning in the shoulders. Somehow these flimsy pieces of wood seemed heavier than he expected. Something must have shown in Tacituss face, because the trainer went thoughtfully quiet. Im going to leave, to get the rest ready for their meal. If I come back, and youve let your arms drop at all The trainer fingered his flagellum thoughtfully. Dont disappoint me. Then the trainer gave him a cruel smile, and closed Tacitus in the closet. In the dark Tacitus felt the burning spreading through his arms and shoulders. His
The trainer could be heard to back away. Alright. Fight, you wretches! Show me why you deserve to be called Thracian warriors in the Arena two weeks from now! The flagellum cracked, but Tacitus only flinched a little at the sound. No one cried out, which was a good thing. If they had, it would be two hours more training, and that meant dinner would be late. Tacitus looked over at the swarthy skinned Egyptian that faced him. Like everyone in Ligulas school, he wore strips of leather wrapped around his arms and clenched at the fists to keep them tight. A heavy wooden shield, slightly larger than a plate, was bound to his left arm and grasped in its hand, while the right held a wooden practice stick, heavily weighted in front. He raised his shield, and eyed the Egyptian. The Egyptian had shown surprising speed and agility, and Tacitus already had a sizeable bruise on his ribs from the last strike. It didnt hurt to breathe, though, so it was possible the bone was still healthy. The Egyptian moved forward aggressively, his eyes slits, focused on Tacitus. His wooden sica swung wide and high, trying to catch Tacitus in the head, a dangerous move for practice, but effective. Tacitus barely ducked below the swing, and too late he realized that he could probably have taken advantage of the Egyptians miss to strike. Did that mean he was learning? Or did that mean that he was just too slow to survive as a gladiator? Still musing, Tacitus almost didnt see the shield moving towards him in time. As he threw his shield up for the block, the Egyptian grinned at Tacituss hasty defense. Why was he smiling? Then Tacitus felt pain blossom in his ribs again as the Egyptians sica took him square in the purpling skin. Red streaked his ribs as his body protested the abuse. The Egyptian, though didnt seem to feel the strike was enough. He battered at Tacituss shield with his own, knocking it aside, and then brought his sica up, aiming to take Tacitus in the jaw. The moment before his jaw was to be broken, Tacitus was flung to the ground by a powerful shove. You! the trainer said, pointing at the Egyptian. Youre good. Get some water and practice on the post. I want you with second weeks tomorrow. Youve had some kind of training.
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The Roman monarchy was absolute, the king having complete power. More than just life or death, the ultimate tool in the Roman kings arsenal was banishment, which meant that a person could no longer enter the lands they called home, nor make any kind of contact with any person in those lands. In a world where ones tribe was extremely important, this kind of exile, called excommunication by the Latins, was worse than death, as an excommunicated Roman would find no comfort in lands abroad, and might often suffer at the hands of those at odds with Rome. In the beginning Rome was small. When the king had need to call up an army, he could count on 3000 men, about 1000 from each founding tribe (the tribes of Ramnes, Tities, and Luceres), as well as 300 men who could fight as cavalry. Because of their proximity to the Greek colonies of Corinth and Thebes, the Romans did use chariots, although only as transportation, not in battle. These 3000 soldiers made up a legion, legio being a Latin word literally meaning the levy. The legion was then divided into units of 100 men. The fact that the Roman term for 100 is a century, eventually lead to the Roman soldiers being called centurions, one of one hundred. The cavalry soldiers were equites, horsemen, from which we get the modern word equestrian. The equites came from the wealthiest families of Rome, those that could afford to feed and maintain horses of war. When considering that Athens could call up an army of 20,000 at this same time, the small army of the Romans seems insignificant. The Romans were a truly minor force in their region at the start, isolated between the Greek colonies, the Samnites to the south, and the strong Etruscan tribes of the north.
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the Romans rose up against their Etruscan oppressors and overthrew them. Instead of reinstating the monarchy after the overthrow of Tarquin Superbus, the Roman Senate chose to retain the power of ruling Rome for itself. Without a king there could be no more such atrocities, and the interests of the people, already vested in the Patricians, could be pursued in the Senate. Thus Rome changed from a monarchy to a republic, and the great Republic of Rome was born. Not long after this an army from Gaul, some 30,000 strong, crossed the Appenines and laid siege to the remnant Etruscans. The Gauls were a Celtic tribe that dominated what is today France. Although not quite as aggressive as the Celtic tribes of Brittany and the British Isles, they were proud and dedicated warriors, who brought with them a fantastic innovation in armor: chainmail. Armed with bronze and iron axes, swords, spears, arrows, and daggers, large wooden and leather shields, and medium bows, and wearing the new chainmail, the Gauls were able to crush the Etruscans with ease. Then they marched on Rome. Roman Legions went to meet them at the Allia River. Romes force, strong as it was, could not face the vast numbers of the Gauls, and they were defeated. Rome itself was attacked, and though it held out for 7 long months, it, too, eventually fell to the Gauls. The Gauls were not interested in establishing an empire in foreign lands, and eventually their armies withdrew, but their lesson would not be lost on Rome. Rome had seen the error of depending on their limited levy, and their first duty, once free from the domination of the Gauls was to build a city wall. The Servian Wall would surround the seven hills of Rome: Capitoline, Palatine, Aventine, Caelian, Esquiline, Viminal, and Quirinal Hills. They tightened their hold on the Latin League, and together they forged a stronger nation than Rome had ever been. With the Legions expanded, and wealthy legionnaires armored in chainmail of bronze or iron, the Romans drove south, taking all of central Italy, and finally defeating and subjugating the Samnites. This extended their borders, and gave them control over a fifth of the Italic Peninsula, and it brought them into direct conflict with the Greek cities of southern Italy. These cities, long established and now well fortified, were anxious about the aggression of their northern neighbor, but their anxiety would not defend them. Roman armies marched on the Magna Graecia, and one by one the old cities fell.
Nascent Republic
n the following years the army of Rome was lead by elected magistrates, who would call up the Legion when there was need, and disband it when the purpose was finished. Eventually the practice was to raise the Legion in the winter, when the harvest was done. Since the membership of the Legion was by levy, different people could be elected from a given sub-section of a tribe, so as to make certain that no one person was unduly burdened by military service. The army was doubled to 6000 men, thanks to an increased population, and the equites grew in number to a respectable 1800 men, the horses of which were provided at public expense. The military began to be subsidized by the state, so that soldiers could still earn a living wage while on campaign, and not leave their families destitute. All of these changes lead to a strong military, and, with time and training, the Romans were able to subdue the stronger elements of the hostile Etruscans, and establish a firm border with the Samnites.
Much as some modern countries tend to rush to recognize emerging nations today, Carthage was one of the first to recognize the new Republic of Rome. Not a year after the Republic was founded, Carthage signed a treaty of friendship, supporting Romes independence from the northern Etruscans, and promoting trade between both nations. Carthage, from its Phoenician heritage, was a merchant state, influencing trade in all civilized regions, if not controlling it. This new trading relationship gave Rome access to foreign resources, and allowed Romans to become prosperous quickly, particularly the senators. Early Senate domination of Rome caused an uprising among the plebians, or common class, and established the office of the Tribune. The office of Tribune allowed common citizens a voice in the Senate, and theoretically allowed a plebian to be elected for offices should they be available, including the office of magistrate of the army. They established a mutual defense league with other Latin tribes in the region, which would eventually be integrated into Romes populace, ensuring a strong Latin cultural dominance. Lastly, Rome established and built up a navy, and with both navy and army was able to besiege and capture the Etruscan city of Veii. The city of Veii was destroyed not long after the capture, but the damage it did to the Etruscan tribes was evident.
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1b
Phyrric Victories
Phyrrus is one of those people whom history remembers not for their successes but for their failures. Phyrrus was a dedicated, loyal, and capable general in Macedonia, but when fighting the Romans he found himself in an unfamiliar land and against people who were used to fighting less conventional wars. Phyrruss victories in Roman territories were often empty. A city would be taken, but so much of the wall was destroyed and so little grain and supplies might be left that it cost him more to take the city than he would gain from sacking it. Or he might take on a defensive force of 5,000 men holding a city, and lose as many men in his own army taking the city. Such victories, where the success cost as much or more than the failure, have come to be known as Phyrric victories.
Rome grew in strength, on land and on sea. On land it had reformed its tactics, abandoning ancient phalanx tactics in favor of a new system, where by armies were composed of two kinds of infantry, one heavily armored, the other lightly armored but maneuverable. Conflict would be started by the lightly armed leves troops, who would cast their javelins, hoping to embed them in enemy shields. The intent was to remove the defense of the enemy, who would be forced to drop their shields or fight at a disadvantage, with a long and weighty spear lodged in their shield. If the leves were threatened they could drop behind the lines of the more heavily armored main troops, whos ranks would cast heavier javelins and then retire to allow the next rank to throw. Veterans were usually in the third rank, mainly because it was likely they would be the rank casting javelins last when the battle was engaged. Since every unit had a ranged weapon, archers and slingers were not used as extensively in Roman formations.
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the javelin may change their encumbrance, and leaves them open to having their shield trapped, many foes opted to drop the shield rather than hold onto it. trap. Disarming was also possible, trapping a blade or pole between two tines and drawing it away, although the weapon only confers +1 bonus to disarm.
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Hannibal
annibal was a general of great cunning and bravery. He lead his men well, and had a keen mind for tactics. He favored non-conventional forces, and could actively switch tactics in battle to maximize on opportunities. In short he was one of those rare and ingenious men who seemed born to war. His only flaw was in being born in Carthage, and opposing Rome.
Hannibal was born into a military family. His grandfather, uncles, father, and brothers were all officers in the Carthaginian military, and with Hannibal it was the same. Trained in all manner of warfare, from cavalry to elephants to infantry to negotiations, Hannibal was entrusted with leadership positions within the army in his early twenties. It was Hannibal who went to Antiochus, the Ptolemic King of Egypt, and drummed up support for a Carthaginian war against Iberia. Antiochus was a powerful king, and with his support Hannibal was able to secure many soldiers, armor, and support, which was most important because if Egypt did not support the war, they might well have found the lightly defended Carthage an appealing target. When he felt he had enough men, Hannibal took his army into Iberia, entering through the Carthaginian city of Nova Carthage, and bringing war to the tribes and peoples settled in this region. Hannibal was able to quickly dominate all of Iberia short of Segundo, then, in an attack that would send a serious message to Rome, he attacked and took Segundo, in direct violation of the Ebro River treaty. With his conquests complete, Hannibal rested and the next year raised three armies in the region. One he sent with his brother, to defend Carthage. The other he set to defend Carthages new holdings in Iberia. The third army Hannibal took; their crossing of the Southern Alps is remembered even to this day in jokes and sayings about Hannibal crossing the Alps with Elephants. This feat was no joking matter, however, to a Greek mercenary by name of Hercules who held the pass that Hannibal crossed. His army was completely decimated with inconsequential losses to Hannibals army. Hannibal was a man always considering the possible reactions of his foes. When passing through the newly held northern province of Rome, he faced army after hastily raised army, and routed them routinely. As he marched south, his reputation as being undefeatable grew, and he found what little resistance he ran into unchallenging. Indeed it took him little time to fight his way to the hills surrounding Rome, and all of Rome shuddered in fear of his name. One night Hannibal had little choice but to camp in a narrow defile, which allowed limited access in either direction, but which kept his entire army penned in. Quintus Fabius Maximus, the then leader of the Senate in Rome, took an army and invaded the hills around the defile, setting up an ambush that prevented Hannibals armies from being able to proceed or escape. Or so they thought, Hannibal was intelligent. He had scouts gather cattle from the nearby hills, as if in need of food.
Deception in Combat
Alls fair in love and war is a common saying today. Although later concepts of honor in combat would develop, first among the Goths and then throughout Europe, during this period there was little concern about the method of gaining victory. Hannibals deception with the torches on the steer is a fine example of anticipating your foes expectations and taking advantage of them. It is not often in an rpg that combat can be anticipated. Usually the combat is quickly upon the players, and its everything to just keep from being chopped, burned, or torn to pieces. But if there is an opportunity to study a situation and determine what an enemy group is composed of, proper planning and deception can mean the difference between life and death. For example: Animals set to guard something usually will fight only as long as they think they can win. If faced by something it fears, or if given the proper bait, animals can often be drawn away from whatever they are guarding. Soldiers, on the other hand, may only retreat if they feel outnumbered or outmatched. An Audible Glamour spell combined with a Dancing Lights spell could easily create the impression of many men, bearing torches, heading towards the soldiers. Despite the tendency to look at combat as another way to gain XP, it should be noted that good role-playing should reward those who find a way to avoid unnecessary pain and suffering.
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That night he had his men tie torches to the horns of the cattle, and set them alight. The cattle began to wander around, taking the hills, the plains behind, and seeming as though a vast army, many times the size of Hannibals. The Romans were so afraid of the invading force that they never saw Hannibal lead the retreat, escaping the ambush without losing a single life. armies, lead by relatives or foreign generals, to attack Rome. But no commander would ever be successful, and each attack would heap more and more suspicion and hatred upon Hannibal himself. He would end his life fleeing from country to country, seeking asylum and avoiding plots to capture him, steal his wealth, and give him over to Rome. When, at last, he felt he could no longer hide from his persecutors, Hannibal took poison, and killed himself, rather than be killed by any other hand.
Hannibals Downfall
Now mere miles from Rome, Hannibal received a missive from the leadership in Carthage: They wanted him home. His war had taken him much farther than Iberia, which had been the only region they had agreed to go to war in. Also, Antiochus, removed his support, feeling it was no longer needed. But even more pressing to Carthage was the army of Publius Scipio, a Roman general who had been empowered to take an army to Northern Africa. This army had faced the army of Hannibals brother and defeated it, and Carthage was in fear of being invaded, which would negate any gains made in Iberia or Italy. Despite defeating every general sent against him, Hannibal would never again have a chance to attack Rome. He bowed to the orders of his nation, and returned home. Somehow, the man who had bested every general of Rome in Italy was defeated on his home turf, in a battle at Zama. The army of Publius Scipio defeated the Carthaginians, and Hannibal was forced to retreat across harsh desert, nearly 300 miles in two nights and a day. A number of Numidian tribesmen who had been with his army in Zama attempted to capture him during the retreat, intending to hand him over to the Romans as a peace offering. Hannibal was not only able to evade their plot, but he had the plotters put to death, and then raised an army in Hadrumetum, so as to continue with his war. Nevertheless, Publius Scipio took advantage of his victory over Hannibal, and forced Carthage to sign a treaty, returning borders to where they had originally been before Hannibals Iberian Campaign, and giving Iberia to Rome. Hannibal was understandably unwilling to accept this, and he continued to campaign in Africa against the Romans, until Rome forced Carthage to recall him from military service in exchange for the return of prisoners of war. Carthage capitulated, demanding Hannibal come home, but as soon as the prisoners were returned, they elected Hannibal to kingship, as a reward for his service. Hannibal was efficient in his role as monarch, but paranoid of Rome. When Rome sent an envoy to Carthage after the war, Hannibal assumed it was to protest his being given the post of king. Worse, he expected Carthage to concede to supposed Roman demands, and hand him over. Hannibal took as much property and money as he could, and fled in secret to Syria, to live under the protection of the Ptolemies. In Carthage, his people were outraged at his abdication and theft of property, and they confiscated what property he had left behind, razed his house to the ground, and declared him an outlaw. Over the years, Hannibal would attempt again and again to attack Rome. He would secure the support of kings and send
Hellenization
After conquering Macedonia and Greece, Rome went through a period called the Hellenization. It was a time when a great number of Greek philosophers, Greek thought, and Greek culture were imported to Rome. Architecture changed, favoring more Greek columns and flares, and many Greek myths and gods were added to the Roman pantheon. The Hellenization lead to the toga being the common dress of Rome, and actually made it easier for the Romans to interact with and conquer many Greek regions of Asia Minor and the Middle East. Of course, Rome periodically exiled large numbers of Greek philosophers for encouraging thought and movements that did not support Romes policies, so perhaps all of the Hellenization was not to Romes benefit.
Regardless, the Romans were triumphant in their war with Macedonia. In a decade all of Macedonia, and, therefore, all of Greece was conquered. This conquest would be short lived, however, as Phillip the Fifth would campaign and gain support against the Romans with the Ptolemic Empire, eventually driving the Romans out. Antiochus, however, would not be an honorable ally, and shortly after driving the Romans out he invaded. This lead to a war of three nations, and eventually Rome would emerge the victor, taking all of Greece, and Asia Minor as well. Later conflicts by the son of Phillip the Fifth, Perseus, would lead to the Romans taking hostages. These hostages were held in Rome, and were used as pawns to threaten Greece, when Greece attempted to revolt again. Carthage would again attack Rome, but by now Romes reach was much greater, and this third and last Punic war ended with the destruction of Carthage, and the annexation of much of Northern Africa as a new province of Rome. By now Rome was the dominant force in the Mediterranian. Its culture, influ-
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grabbing the pilum can use it to shield trap the shield bearer, without needing to roll the melee touch roll, since the javelin is already embedded in the shield. Because of this many foes opted to drop the shield rather than hold onto it. Should a pilum take a point of damage or more when thrown, the wooden pin should be considered broken, and the pilum is an automatic -2 to hit with, due to the head being loose. Before, non-citizen groups were expected to provide a levy to the legion, but with that soldier base reduced by the grant of citizenship, the levy of armies grew dependant on roving recruiters, called conquistadores, who would travel through the empire drumming up interest in the military. These recruiters would gain significant political power as Rome grew, and would become players in the games of politics, often serving specific generals and consuls during times of civil war. Civil wars were becoming common. Dictators would claim Rome, and consuls would raise armies to drive them out. This process went back and forth in the last days of the republic, and would plague the Empire that would follow. As Rome was a militant society, the state of the military presaged the state of the nation. In the midst of wars of conquest and society wars (the common term for civil wars), there were periodic slave revolts. Slavery was common in Rome, and slaves were used everywhere, from private homes to entertainment in the gladiatorial rings. One such revolt was the revolt of a gladiator named Spartacus. Spartacus was a former soldier who had deserted and become a brigand. When he was captured, he was forced into slavery, and he opted to join a gladiatorial troupe, rather than be forced to hard labor. Conditions in the troupe were so brutal that the gladiators conspired to revolt and escape. When their plot was discovered, they carried it out faster than they could be stopped, and escaped from their slavery. While fleeing from their captivity, the former gladiators happened upon a caravan of carts carrying gladiatorial weapons. They fell on this convoy and armed themselves. They chose captains for themselves, and Spartacus was one of the three. Then they made their way to Mount Vesuvius, a volcano that was thought to be extinct, and made camp in the caldera. They were eventually attacked by a Roman general with 3,000 men, yet they were able to repulse him, having grown familiar with the terrain. Spartacuss success against Roman forces began to attract new followers, and soon his army numbered in the tens of thousands. With this army, Spartacus set about conquering the whole of northern Italy, and succeeded, despite being challenged by Roman forces. At this point Spartacus had the opportunity to escape to neighboring Thracia, and freedom. But he opted to stay, having grown overconfident from his victories. His army urged him to march south, and he did, defeating yet another general and giving his army such a sense of righteous cause that he could no longer stop the southern march if he wanted to. Though his forces would continue to be successful, attrition and overconfidence would eventually lead them into an indefensible position. He was forced to march around Rome, which was too heavily defended, and eventually ended up in southern Italy, near the coast not far from Sicily. He attempted to negotiate for transport to Sicily, hoping to make a new base there, but was cheated by the ship masters he negotiated with. Then, pinned down by an army supported by the Roman navy, he was forced to retreat. While he was able to fend off his pursuers, his army
Scutum
The Roman Scutum was a curved shield, which protected the left side of the centurions body during battle. Unlike a flat shield, the scutum cannot be used to protect both the wielder and others through the advanced guard feat.
Provinces
As Rome conquered and subdued a region, it would often establish a provincial governor to overlook the running of the Province, direct the armies, and collect the appropriate tribute. This Provincial system became the backbone of the Empire, making it possible for Rome to grow as large as it did. This province system did not go away after the fall of Rome, though. The concept of provinces as areas of power became embedded in the European mindset, and it was not until late in the 19th century and early 20th century that the provincial system was finally discarded. Even in the High Medieval period and the Renaissance, powers that had imperial tendencies would focus on conquering provinces, usually by subduing the ruling city of the province, and thereby claiming the region. Provinces could be traded back and forth between sovereign nations, either though armed conflict or peaceful negotiations. This lead to most common people thinking about their province loyalties first, and any national loyalties secondarily. The modern adjective provincial comes from this seemingly limited mindset, and today means short sighted or unsophisticated.
Spartacus
During this period a great many tribes that had once been considered lesser members of Rome were granted citizenship. This shift changed the nature of how soldiers were called to service.
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Julius Caesar
Julius Caesar, contrary to modern day myth, was not born of poor station, nor did he move his way up through the ranks of the Roman military to become Emperor. Through both birth and marriage, Gaius Julius Caesar was a man of high station, who distinguished himself during one of the Mithradatic wars in the province of Asia Minor. It was there he uttered the now legendary phrase veni, vidi, vici which translates to I came, I saw, I conquered. Having close ties to the Consul Pompey, Julius Caesar was able to get himself named Proconsul of Illyricum and Gaul. Illyricum, long conquered and now subservient to Rome, was a province of great income, while Gaul was largely self-ruling. After forming an unofficial alliance with Pompey and another prominent Senator, Crassus, they formed a triumvirate of power, aimed at dominating all of Rome, as was the more common tendency of rulers in the Late Republic. Through this alliance, Julius Caesar was able to become a full Consul, which gave him access to the legions of Rome, and full right to deal with Gaul as he wished. And Julius Caesar did. Julius Caesar was not the first Roman general to campaign in Gaul. In the past Roman Generals had fought in Gaul, somewhat in retribution for the many attacks against Rome that Gaul had initiated in ages past, somewhat in the interest of forming new alliances with certain tribes and driving off Germanic invasions that struck from time to time. Not that the Gaul could not defend themselves. The Gaul were one of many Celtic tribes common to Central and Western Europe, and they often found themselves at odds with the more barbaric Germans, even facing invasions by the Cimbri and Teuton peoples. But politics of the region made any alliance between Gaullic tribes rare, and it was this disunity that made it possible for Rome to conquer them. It started with the Helvetti, a people who lived in more rugged territory that would today be the western part of Switzerland. The Helvetti had a rather prominent leader, Orgetorix, who claimed that the Helvetti could conquer all of Gaul, given half a chance, and form a Helvetian Empire there. Orgetorix was one of those people who couldnt help but boast in front of prominent people, and his words began to catch notice in neighboring tribes. When they expressed interest in sharing with the Helvetti in the conquering of Gaul, he made deals with them to form a unified army, and sealed them with arranged marriages with his daughters. Orgetorix, unfortunately, died
Hostage Taking
The practice of taking hostages is age old, and honored. Tribes would often offer hostages to each other as a pledge of faith over an agreement, usually involving traveling through one tribes land or forming a temporary alliance to fight an enemy. The hostages were required to be family members of important people in a tribe, people you didnt want to see dead. As soon as an agreement was concluded the hostages would be released, and things would return to the status quo. However, should one break an agreement, that tribes hostages were likely to be killed, or tortured at the least, to show displeasure. Where such practices were common, Rome was more than happy to take hostages in exchange for agreements. If a tribe that had given Rome hostages broke an agreement, Rome would likely sell their loved ones into slavery. If a tribe became a friend of Rome, but not part of a province of Rome, their hostages were treated as guests of Rome, often staying in a Roman city and being given many of the rights of citizens. If these guests of Rome were ever returned, they were often excellent propaganda for Rome, talking about the wonders of Roman life and bringing Roman ways to their tribes. There are even accounts of hostages returning to live in Roman territories, out of preference. Over that winter the many tribes of Gaul gathered in secret and voted to inform Rome of a little embarrassing secret they had been keeping. They sent ambassadors in secret to Julius Caesar, and asked if he could help them to rid their lands of Germans. As it turned out, the Germans had invaded Gaul a number of
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years previously, after being invited in to help one tribe wage war on another. The Germans had been only too happy to agree, as Gaul had by far more fruitful croplands, and when the Germans crossed the Rhine river and entered Gaul they promptly took many hostages from the tribe who invited them in, attacked all the neighboring tribes and forced them to agree to steep tribute. The Gauls, seeing the prowess of the Romans, hoped the Romans could rid them of the German invaders. Again, Julius Caesar could not have hoped for a more advantageous opportunity. He split his forces to hold a highly defensible area, and then advanced on the Germans. Although there were brief negotiations, nothing came of these, and eventually the battle was joined near the Rhine river, where Julius Caesar had learned that the invading German tribe was inviting other tribes from Germany to cross, in order to strengthen their hold on Gaul. The battles were fierce, primarily because the German warriors were strong and brutal on the whole, while the Roman Legionares were a highly disciplined force, trained not only in combat with pilum, gladius, and scutum, but also advanced warfare tactics, like building trenches, fortifications, bridges, and traps. Their speed at such engineering feats was legendary. They were able, for example, to build a bridge across the Rhine in a single day. Whenever they encamped, they would build a wall 12 feet high, and surround it with a trench 18 feet deep. This was after marching many leagues each day. The Roman soldiers worked with precision, and they were masters at delegating tasks to cohorts and accomplishing them in record time.
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Class Skills
The Legionnaires class skills (and the key ability for each skill) are Climb (Str), Craft (Dex), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (Military Engineering) (Int), Profession (Dex), Spot (Wis), Swim (Str) Skill: Knowledge (Military Engineering) Military Engineering is a knowledge skill involving construction and manufacture of military defenses or offensive seige devices. This includes such things as trenches, palisades, towers, wooden stakes, battlefield traps, and false blinds (items to hide things from view). This encompasses the methods of construction of seige engines such as catapults, ballistae, and seige towers or ramps, to name a few. From time to time it is necessary to construct certain civil improvements, such as bridges or city walls. Although regular Engineering skill is best for long-term construction of these types of items, Military Engineering can be used to create short-term bridges or patch city walls that have been broken.
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Skill Points at Each Level: 4 + Int Modifier armor, and only loses 5 feet of movement if medium sized or 3 feet if small sized for medium armor. Heroic Demeanor: Truly dedicated veteran legionnaires are an inspiration to their compatriots. They may rally troops with a battle cry up to five times a day, giving a +2 vs. fear affects to all allies within 20 feet. Veteran legionnaires can continue to fight past all safe limits. If such a legionnaire is reduced to 0 hit points or lower, he may opt to fight on. He must then make a Fortitude Save vs. DC 15, or fall unconscious. Otherwise he may continue to fight until his hit points reach -10 or below. If they reach this limit he will drop dead.
Class Features
All of the following are class features of the Legionnaire prestige class. Weapon and Armor Proficiency: Legionnaires are proficient with all simple weapons and martial weapons. They are also proficient with light and medium armors and shields. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Formation Tactics: As per the Feat mentioned in the Chariots chapter. Improved Formation Tactics: As per the Feat mentioned in the Chariots chapter. Improved Penetration: The Legionnaire has learned how to make his attacks more devastating to armor. The Legionaire receives a +2 competance bonus to any attempt to break an opponents armor, weapon or shield. Also assume that the hardness rating of an item is reduced by 2 for any attempt to damage an item. If you are not using the option materials rules, replace this with Precise Shot. Second Wind: The Legionnaire can push through exhaustion and continue to fight effectively. A legionnaire may ignore the first 2 points of any fatigue modifier. Advanced Maneuvers: The Legionnaire has become more experienced at using his armor and maneuverability to his advantage. He gains a +1 armor bonus while wearing Roman
Playing a Legionnaire
The difficulty of playing a member of the military is that their life is not their own. Often its easier to play something peripheral, like an auxilliary, who might from time to time come into contact with the Legions, but normally spends their time apart. Still, the chance to play an elite member of the military may be a perk for some. Here are a few suggestions as to how to structure adventures or campaigns: Consider one-shot military adventures, where the players play scouts, auxilliaries, and soldiers advancing through an unknown region (like Germany or Britain) and coming into contact with new cultures. These can be intense, with sudden flurries of combat or pantomimed negotiations with people who speak only a smattering of Latin. Perhaps the characters are part of a cohort assigned to hunt down exotic animals for the Arena. Such characters would work as a more intimate group, interact with numerous exotic cultures, and, depending on the fantasy level of your
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9. Heavy Hides; 10a. Dart; 10b. Dart; 11a. Throwing Axe variation; 11b. Throwing Axe variation; 11c. Throwing Axe variation; 12. Dacian Falx
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The Germans
The Germans were fierce, strong, and mobile. They wore little metal armor, preferring soft or boiled leather, heavier hide armor, or hides and furs. German warriors generally carried long swords and axes (descended from celts), although they also carried clubs, maces, darts, throwing axes, and spears. A small number carried the dacian falx, a long, single edged curved sword. They generally used the phallanx formation, which was common training throughout most of Europe by now, but they were nowhere near as orderly as the Romans. Indeed, most German warriors would probably be generated as barbarians, using the Players Handbook. The one tactic that made the Germans most feared was their combined cavalry. German cavalry were not trained to fight on horseback well. They didnt carry many weapons that were useful on horseback, and they did not practice charge maneuvers. Rather, the German cavalry was swift, and they trained infantry to run alongside a man on horseback, to turn aside weapons readied against charges, and to make a fighting line wherever the cavalry stopped. Thus German cavalry would advance rapidly, avoid armed defenses, perhaps throw a spear, javelin, or fire arrows, and then the cavalry soldiers would drop to the ground and enemies would be facing a double strong line of infantry ready to fight. If the German cavalry was forced to flee, the man on foot could prevent swift pursuit, which meant that German cavalry attacks were hard to counter. Much later, Julius Caesar would hire German mercenaries to use this tactic against an Iberian attack on Gaul, and the Iberians, who favored regular cavalry charges were unable to adjust to a cavalry resistance that could equal that of an infantry line.
Falx, Dacian
The Dacian Falx was a long curved, one-edged blade with a long and guardless wooden handle. Two handed and wielded like the later zweihander, it was a fearsome blade, but poor for defense. Any defensive maneuver or stance taken with a Falx will add one less point of AC, since the Falx has no guard and leaves the swordsman very exposed.
Hides, Heavy
The heavy hides worn by many Germanic tribes are more sophisticated than the hides of the stone age. Prepared, treated, tanned, these hides could be up to three inches thick, and often were layered. Sometimes lined with fawn, calf, or kid skin inside for comfort, they were usually stiff and bulky, but were
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Attributes: Minimum Strength 13, Minimum Dexterity 13 Skills: Ride 6 ranks Feats: Endurance, Dodge, Run Special: Must be at least Medium Sized.
Class Skills
The Cavalrymans class skills (and the key ability for each skill) are Animal Empathy (Cha), Balance (Dex), Intimidate (Cha), Jump (Str), Ride (Dex), Tumble (Dex) Skill Points at Each Level: 4 + Int Modifier Class Features All of the following are class features of the Combined Cavalryman prestige class. Weapon and Armor Proficiency: Combined Cavalryman are proficient with all simple weapons and the following weapons: the Dacian Falx, the throwing axe, the longsword, and shortbow. They are also proficient with light armor and shields. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Faster Movement I: The German Combined Cavalryman has practiced charging and can move 10 feet faster than their normal movement rate for a number of rounds equal to their class level plus Cha bonus. Running Evasively: The German Combined Cavalryman is able to run and retain half of their Dexterity bonus to their AC, rounded up. This involves a practiced running maneuver that maintains their forward momentum while moving them from side to side to avoid running in a straight line. Faster Movement II: The German Combined Cavalryman has practiced charging and is now able to move at 20 feet faster than their normal movement rate for a number of rounds equal to their class level plus Cha bonus, or double that time at 10 feet faster.
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Wode
Wode was a chalk-like blue dye applied to the skin of a Celtic warrior before battle. Meant to create an intimidating appearance, it often startled the Roman soldiers who were unfamiliar with their Celtic opponents. Wode, in a fantasy setting, would be a great manner for Druids to convey enchantments of strength, protection, and fear auras on warriors. The British chariot was a light, low affair, pulled by two horses and holding two men, a warrior and a driver. The warrior would throw spears until he was out, and then drop off the chariot. The driver might also drop off his chariot to help in battle, but he kept near it, so that he could leap back in and charge away swiftly. Celtic chariots had a low railing, which allowed Brittish chariot drivers to perform daring and dangerous feats, climbing the guide pole to the horses, and controlling the horses directly. This tactic allowed a British chariot driver
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Bullet, Clay Sling
Crafted of mud and dried until hard, clay bullets might not seem like a good idea, but they had one advantage: they could be easily heated and made to keep that heat a long time. Frequent use of clay bullets lead to slings becoming brittle and breaking, but there ease of manufacture and ability to hold heat for a long time made them effective to use for a people who did not develop the fire arrow. The next year Caesar embarked to put an end to resistance in Gaul, and he hunted the leader of the previous years rebellion, a Gallic chief who was hiding in Germany. Again, Caesar erected a bridge across the Rhine, and crossed, laying waste to German troops and eventually capturing and killing the resistance leader. This, along with favorable tributes from the Germanic people, lead Caesar to retire early, and to assert once more his control over all of Gaul. In the next year Rome issued a new decree that all Italian youths were required to apply for military service. Seeing this as a method of securing his power over all of Gaul, Julius Caesar insisted that this also apply to Provence and the whole of Gaul. Although many tribes hastened to agree, one of their kings, Vercingetorix, opposed this, and refused to pay tribute to Rome. Instead, he raised his own army, and opted to focus on cavalry tactics, rather than infantry. He used his forces for lightning raids, and for breaking up Romes access to crucial food supplies. It was an effective tactic, and would have succeeded, had he been facing any other power but Rome. Caesar pursued the raiders and discovered the high-walled city they were using as their base. Caesar knew he couldnt face the cities defenses without great loss of life. So he camped in the open plain near the city, and built himself a fearsome fortification in a matter of days. First he started with a 20 foot deep trench. 400 feet from that he built two more trenches 14 feet deep, the second filled with water diverted from a local river. Behind that was built a 12 foot high wall, made from wood from local forests, replete with parapets and battlements. The walls he laid with jutting spikes to prevent scaling. He also dug a trench around the whole fortification, 5 feet deep, filled with wooden spikes. 3 foot deep pits were filled with a single spike and trampled clay, and on those spikes were placed hooks of iron. The pits were also filled with twigs, leaves, and grass, in order to camouflage them. In a limited time Caesar transformed an open, indefensible plain into a highly defensible battlefield, with every device ready to repel attackers.
Consolidation
Finally an auxiliary was able to sneak through Gaullic lines and get message to Caesar. Another legion was forced to march the 25 miles to the besieged position that night, and made it nearly the whole distance. This dislodged those besieging Ciceros forces, and a later skirmish with Caesar dispersed the rebelling forces. But the leader of the rebellion went into hiding, and the army, though dispersed, was not destroyed.
Auxiliaries
It became the practice for Roman conquistadores to drum up interest in the Roman military throughout the provinces. This practice also spilled over into regions where the Legions operated. When a Legion moved into an unconquered area, conquistadores would speak to friendly tribes and convince them to send war-worthy men to aid the Romans in their activities. This increased the number of men the Romans could field, and allowed them to recruit units unique to the region, like the combined cavarly of Germany, or units of archers, which were always in short supply in Roman ranks. These forces were called auxiliaries, and were trained along side the Roman forces, which, over time, tended to make them more disciplined and effective. As history progressed, Rome became more and more dependant on her Auxiliary forces to fight battles and protect frontiers.
Traps of War
Trenches, walls of stakes, spurs, pallisades If the Romans didnt have a favorable environment to fight from, they created it. Setting stakes made it possible to prevent charges, as horses were often unable to stop in time to avoid the danger. Spurs sat close to the ground, hard to see, their metal hooks ready to catch a passing hoof and break the leg it was attached to in a single, sickening snap. Trenches required filling and crossing, which prevented charges, while walls prevented foes from reaching you. And these werent the only traps used. Pit traps could be covered with leaves and branches and filled with stakes. Moats could be made by diverting water, and if the water was stagnant they could be covered over with dirt and debris to make them look like solid ground. In the Eastern Empire, Greek Fire would eventually be remembered, and could be used to make fire on water, or to create flaming trenches. It is not easy, in the heat of the moment, to realize that a shovel is as much a tool of
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as a hero, his writings about his campaigns being popular among the populace and his fame as a general held in higher regard than his obedience to the Senate. Caesar had himself elected as dictator of Rome, and he ruled Rome for 3 years, dictating policies to the Senate, and campaigning against Republican forces. He eventually defeated them in Iberia, but was later assassinated by the Senate. This treachery would lead to a 14 year war, between those who wanted to establish a dictatorship and those who wanted to preserve the republic. On one side was Mark Antony, Lepidus, and Octavian (the Second Triumvirate), on the other Brutus and Cassius, senators and republicans. The republicans would find themselves less and less potent against the Second Triumvirate, and the Triumvirate members would find themselves constantly trying to maintain popular control of their regions. Eventually Lepidus would be forced to leave the alliance, and tensions between Mark Antony and Octavian would lead to a split. The Senate, seeing dictatorship as inevitable, sided with Octavian, and Octavian was able to meet the forces of Mark Antony and his ally Cleopatra at Actium, and in a naval battle he defeated them. Octavian returned to Rome with accolades, and was crowned Emperor of Rome. Octavian took the title of Augustus, and the name of his great uncle Caesar, and announced that his victory would return Rome to the republic. This can only be seen as a compromise to ensure that the Senate would retain prominence. But the Senate, in turn, granted the Emperor the right to propose any law, which would immediately be ratified by the Senate. In effect, the Emperor would have complete power. allowing the cavalry units to kill unprotected defenders quickly and make holes in enemy lines.
Gladiators
ther armors and weapons were taken from surrendered enemies and sent to various gladiatorial schools, where prisoners would learn to fight with them in personal combat. The practice of gladiatorial combat was first introduced at the beginning of the First Punic War, as a way to commemorate the death of prominent citizens with blood sacrifices, and eventually developed into a pastime to occupy the masses.
Days of Glory
For a time it would seem the Empires reign was supreme. The Romans measured themselves against the people they had conquered and prided themselves at their victories. While the army busied itself with the pacification of Britain, Germany, and Parthia, the citizens of Rome began to lose sight of just how momentous and tenuous the Roman Empire was. The common Roman rarely left his home city, and expected that everything would be the same in all lands conquered by Rome. And the city of Rome had grown. During Flavians rule a new wall was built around the city, easily twice the diameter of the early Servian Wall. Perhaps as many as a million people lived in the city of Rome during this time, and many of them lived off of the Roman equivalent of welfare, which required that every citizen be given a minimum amount of resources to survive. This welfare subsidy helped to maintain a large city population, and the poorest citizen still ate better than many non-citizens in other parts of the world. Technology was adapted to Roman use as they discovered it. The cataphract, a heavily armored cavalry unit used by the Parthians, became the model for heavy Roman cavalry. Armored with iron lamellar armor or chain and scale armors, he rode a heavy warhorse, barded in scale, and bore a shield and lance. The lance added a new wrinkle to cavalry charges,
Gladiators were criminals, slaves, or, (rarely) citizens who volunteered to give up their rights, who joined a gladiatorial school and were brutally trained under the close attentions of a Lanista, to fight and die in the arenas. Originally held in an empty portion of the marketplace, Gladiatorial bouts were eventually held in nearly every province, often in a circus or amphitheater. The greatest of these galleries of blood and battle was the Flavian Amphitheater, which we today call the Coliseum. As they developed, any given day at the Games (Ludi) came to traditionally have the same schedule. In the morning there was the Venatones, combat with animals. Then came executions at lunchtime, as a sort of intermission. Then the afternoon would hold the Munera, the gladiatorial combat that would cap the day. Seats were cheap, and the regularly strict Roman schedule of events had no power over secular spectacles, so the games were popularly attended whenever they were held. Gladiators were trained, as mentioned before, in schools. Their training focused them on one of two styles: fighting animals or fighting people. Bestiarii gladiators trained with conquered tribesmen, learning their methods of hunting, stalking, and slaughtering of prey. A Bestiarii might train with a Moorish or Numidian hunter to learn how to kill elephants, training to thrust a spear into the hollow just below the eye. A Bestiarii might also learn from a Parthian how to fight the cunning tiger. Thracians, Germans, or Dacians might teach the gladiator how to fight the bear. Bestiarii generally carried mixed armaments, either a spear
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Auroch
Large Animal
Hit Dice: 6d8+18 (45 hp) Initiative: +0 Speed: 40 ft AC: 13 (-1 Size, +4 natural) Attacks: Gore +8 melee Damage: Gore 2d6+6 Face/Reach: 5 ft. by 10 ft./5 ft. Special Attacks: Stampede Special Qualities: Scent Saves: Fort +7, Ref +4, Will +1 Abilities: Str 18, Dex 10, Con 16, Int 2, Wis 11, Cha 4 Skills: Listen +8, Spot +5 Feat: Spirited Charge Climate/Terrain: Temperate Plains Organization: Solitary, Herd (630) Challenge Rating: 3 Treasure: None Alignment: Always Neutral Advancement: 67 HD (Large) Related to the bison and the modern cow, these impressive creatures were driven to edge of extinction due to their popularity in the Venatones. Large shaggy beasts with great horns
Dog, War
Medium Size Animal
Hit Dice: 2d8+6 (15 hp) Initiative: +1 (Dex) Speed: 40 ft AC: 15 (+1 Dex, +4 natural) Attacks: 1 bite +4 melee Damage: bite 1d6+4 Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Locking Jaw Special Qualities: Scent Saves: Fort +5, Ref +5, Will +0 Abilities: Str 17, Dex 13, Con 17, Int 2, Wis 11, Cha 10 Skills: Listen +5, Spot +5, Swim +5, Feats: Trip Climate/Terrain: Any land Organization: Solitary, War Pack (310 War dogs (1d8+2)) Challenge Rating: Treasure: None Alignment: Always Neutral Advancement: 34 HD (Medium) War Dogs were bred by the Romans to fight along-side them in battle. The modern mastiff descends from this breed of dog. The phrase Cry havoc, and let slip the dogs of war references these animals.
Combat
A war dog is a vicious, opportunistic killer, trained to fight aggressively against men. It prefers to charge into battle, but will back away from a foe that has demonstrated the ability to kill with ease.
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that could cause fearsome damage, these lords of the plains were finally hunted to extinction some time in the 17th century. Challenge Rating: 3 Treasure: None Alignment: Always Neutral Advancement: 67 HD (Large) The smaller cousins of the Auroch, these creatures were popular substitutes for the larger beast in the Venatones. Powerful and with strong significance in Greek myth, they were often used in mythical re-enactments as well. Unlike the more eventempered Aurochs, Bulls can fly into a rage when provoked.
Combat
An Auroch is a normally passive creature, although the bulls are very territorial and protective of their cows. In the arena Aurochs were often whipped, prodded, or burned in order to drive them into a state of anger. Aurochs prefer to gore enemies on their horns, and will often make charging runs towards any antagonist. Stampede (Ex): A frightened herd of Aurochs flees as a group in a random direction (but always away from the perceived source of danger). They literally run over anything of size Large or smaller that gets in their way, dealing 1d12 points of damage for each five aurochs in the herd. A successful Reflex save (DC 16) halves the damage.
Combat
Bulls are very territorial and protective of their cows. In the arena bulls were often whipped, prodded, or burned in order to drive them into a state of anger. Bulls prefer to gore enemies on their horns, and will often make charging runs towards any antagonist. Treat cows as listed above except cows do not have the Rage Attack. Rage (Ex): A bull that takes damage in combat flies into a berserk rage the following round, twisting and lunging madly in an attempt to gore its enemy until either it or its opponent is dead. It gains +4 Strength, +4 Constitution, and -2 AC. The creature cannot end its rage voluntarily. Stampede (Ex): A frightened herd will flee as a group in a random direction (but always away from the perceived source of danger). They literally run over anything of size Large or smaller that gets in their way, dealing 1d12 points of damage for each five bison in the herd. A successful Reflex save (DC 16) halves the damage.
Bull
Large Animal
Hit Dice: 4d8+12 (30 hp)
Gazelle
Small Animal
Hit Dice: 1d8 (5 hp) Initiative: +3 (Dex) Speed: 50 ft AC: 16 (+1 size, +3 Dex, +2 natural) Attacks: Gore -1 melee Damage: Gore 1d6-2 Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: None Special Qualities: Scent, Low-light vision Saves: Fort +0, Ref +5, Will +1 Abilities: Str 7, Dex 17, Con 10, Int 1, Wis 12, Cha 6 Skills: Listen +9, Spot +8 Feat: Run Climate/Terrain: Warm Plain Organization: Solitary, Mated Pair, Herd (10100) Challenge Rating: 1/4 Treasure: None Alignment: Always Neutral Advancement: 23 HD (Mediumsize), 45 HD (Large)
Initiative: +0 Speed: 40 ft AC: 13 (-1 Size, +4 natural) Attacks: Gore +6 melee Damage: Gore 1d8+6 Face/Reach: 5 ft. by 10 ft./5 ft. Special Attacks: Stampede, Rage Special Qualities: Scent Saves: Fort +7, Ref +4, Will +1 Abilities: Str 18, Dex 10, Con 16, Int 2, Wis 11, Cha 4 Skills: Listen +8, Spot +5 Feats: Spirited Charge Climate/Terrain: Temperate Plains Organization: Solitary, Herd (1 bull and 515 cows)
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Combat
Gazelles prefer to flee, rather than fight, and only kick with hind legs. Should the gazelle be surrounded, it will attempt to gore with its horns, but only if flight is not possible. Keen Hearing (EX): This racial ability grants gazelles a +4 to all listen checks.
Hippopotamus
Giraffe
Huge (Tall) Animal
Hit Dice: 4d8+16 (34 hp) Initiative: +2 Dex Speed: 40 ft AC: 13 (2 size, +2 Dex, +3 natural) Attacks: Kicks +7 melee (females) or Gore +7 melee (males) Damage: Kicks 1d6+4, gore 1d8+4 Face/Reach: 5 ft. by 10 ft./10 ft. Special Attacks: None Special Qualities: Low-light vision, Scent Saves: Fort +5, Ref +6, Will +3 Abilities: Str 22, Dex 14, Con 19, Int 1, Wis 14, Cha 8 Skills: Listen +8, Spot +5 Climate/Terrain: Warm Plains
Huge Animal
Hit Dice: 9d8+54 (95 hp) Initiative: +0 Dex Speed: 15 ft, Swim 20ft AC: 12 (-2 Size, +4 natural) Attacks: Bite +11/+6 melee Damage: Bite 1d10+10 Face/Reach: 10 ft. by 15 ft./10 ft. Special Attacks: None Special Qualities: Low-light vision, Scent Saves: Fort +12, Ref +2, Will +2 Abilities: Str 25, Dex 11, Con 22, Int 1, Wis 10, Cha 6 Skills: Hide -5, Listen +3, Spot +3, Swim +17 Climate/Terrain: Warm Plains Organization: Solitary, Herd (212) Challenge Rating: 5 Treasure: None Alignment: Always Neutral Advancement: 1012HD (Huge)
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Massive and lumbering, Hippos are both aggressive and territorial, but generally gives warning before an attack. At home on land and in water, Hippos prefer to work as little as possible. Large flightless birds, the ostrich can reach a height of 7 feet, and bears brown, black, and white plumage. The ostrich was an absurdity to Romans, but like so many other animals it often met its death in the Arena.
Ostrich
Large Animal
Hit Dice: 3d8+9 (23 hp) Initiative: +2 (Dex) Speed: 50 ft AC: 14 -1 size, +2 Dex, +3 natural) Attacks: Bite +5 melee, kick +0 melee Damage: Bite 1d8+4, kick 1d6+4 Face/Reach: 5 ft. by 5 ft./10 ft. Special Attacks: Trample. Special Qualities: Low-light vision Saves: Fort +4, Ref +5, Will +1 Abilities: Str 18, Dex 15, Con 16, Int 2, Wis 10, Cha 8 Skills: Listen +2, Hide +2, Spot +6 Feat: Run Climate/Terrain: Warm Plains Organization: Solitary, Flock (312) Challenge Rating: 2 Treasure: None Alignment: Always Neutral Advancement: None
Combat
If threatened, Ostriches can be quite aggressive, nipping (for negligible damage) and kicking (for very effective damage). Trample (Ex): A Ostrich can trample Medium-size or smaller creatures for 1d4+4 points of automatic slam damage. Opponents who do not make attacks of opportunity against the bird can attempt a Reflex save (DC 15) to halve the damage.
Bestiarii as Rangers
Although certainly not the standard image of the Ranger, the Bestiarii are best generated as having at least one level in the Ranger class, with a favored foe as one of the creatures most commonly faced in combat. This best simulates the specialized training bestiarii went through to become elite animal fighters. Optionally, a Game Master may consider allowing the favored foe to be a specific subgroup of animals, such as big cats, or even something as large as arena animals, which would include all normal animals faced in the arena
Man-eaters
Carnivorous animals trained for the arena were actively trained to be man-eaters. Most animals in nature prefer not to eat the flesh of man, as they have learned to fear man (although some overcome that fear). Animals that have learned to be maneaters are rarely driven off by loud noises or fire, and will often stop to devour a kill before attacking another human. The noontime executions were nowhere near as fair, and since most crimes in Rome were capitol crimes, the executions were tasked to go quickly. Most executions were either ad bestium (by animal) or ad flammas (by flames). On certain rare occasions they might have prisoners fight each other, or force them to free wild beasts that would subsequently tear them apart. But there was no freedom for someone slated to die. If, somehow, they survived their method of execution, something more painful and gruesome would be thought up for them. There was no such concept of no cruel or unusual punishment in Rome. Indeed, cruel and unusual was considered an exceptional deterrent. The afternoon Munera was the main event of the day for many, though. Trained Gladiators, tutored by their Lanista and his many trainers, armed in a variety of antiquated and ceremonial armors, would take to the Arena, to fight and possibly die for the entertainment of the masses. And the training they went through was difficult. Practicing with wooden items many times heavier than the weapons they would wield in the ring, Gladiators were trained to increase strength and endurance, and to learn all methods of fighting with the weapons they might use. Their lessons also involved liberal use of the leather whip,
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Gladiator Armor
Gladiators sometimes specialized in a specific kind of fighting, or learned a few different types. The most common types were Samnites or Hoplomachi, Secutores, Retiarii, Mymillones (or Galli), Thracians, and Dimachaeri. Other kinds of gladiators did exist, some using bow and arrow, some riding on chariot or horseback, some with helms with no eye holes, and some were true uniques, fighting with individual styles. Also, periodically, there would be freak matches, where dwarves or women might fight. The practice of women entering the gladiatorial arena actually grew over time, until a law was passed preventing this. Each type of fighting style had its own equipment. A Hoplomachi, for example, bore an oblong large shield, a gladius, a galea (an elaborate helmet), greaves, a wide leather belt, and a manica, a scaled leather arm covering for the sword arm. The Secutores carried a great shield, rather than a large one, but had no greaves. The Retiarii, on the other hand, wore no armor
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20
Branding Iron
The Branding Iron was a long metal rod or wand that was heated glowing red, and then applied, with fearsome results, to human skin. The damage listed is for a person swinging to injure with the branding iron, although it is not necessary to swing at most people to whom a branding iron is to be applied.
21
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28
23 24 25 22 27
29
30 26
22. Manica; 23. Galerus; 24. Galea; 25. Girdle; 26. Greave; 27. Leather Arm Wrappings; 28. Open Faced Helm; 29. Retiarii Net; 30. Sica other than a galerus (a kind of armored shoulder piece), and Partial Armor carried a net and trident, capitalizing on mobility and range. In order to determine the maximum dexterity bonus, total the The Myrmillones went the opposite extreme, complete with a number of items above worn and subtract it from 8. Thus a fish-shaped helm, carrying a curved blade (likely a falx, seeing Hoplomachi would have a maximum dexterity bonus of +4, as the Myrmillones were also refered to as Gaullic gladiators). after donning the Manica, Galea, Girdle, and Greave (8 - 4 The Thracian gladiators favored the sica (a scimitar, descended items of armor = 4). Armor check penalty and speed are deterfrom the sickle sword and kopis), a small shield (round or mined by weight, as per the chart below. square), and leather arm wrappings. The Dimachaeri opted for two swords, favoring manica on both arms, and a light helm, similar to that of the Roman soldier, and optionally a greave on either leg. Gladiators never wore breastplates, as this would unnecessarily prolong battles. A great variety of weapons might be used for unique one-off combats, although armor is usually made from the items mentioned below. Gladiator armor was not intended to protect them much. The point of gladiator armor was to give them a slight chance to avoid damage, so that they wouldnt outright flee each other in combat. Half armor bonuses are treated in the following manner: determine the AC without the fraction of the full point. Roll to hit. If the number rolled is the minimum required to successfully injure the foe, roll one die. On an even roll the damage is done to the foe, as normal. On an odd roll, the damage is done to the item of armor that conveys the half armor bonus, instead. If armor damage is not factored, consider the hit a miss. Note: The gladiator armor listed in this section should never be used in conjunction with regular sets of armor. Gladiator armor does not confer any extra armor bonus to a complete set of armor, and the values given above for partial pieces of armor
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Gladiatoral Weapons
Net, Retiarii
Made of leather, with lead weights bound in the weave, sometimes slightly barbed, this net was intended to be a means for the Retiarii to manipulate and control his foes. In order to throw it optimally, it must be gathered together carefully, and launched as a ranged touch attack against the target. The nets maximum range is 10 feet, and there is no penalty for trying to strike a target even up to the nets maximum range. If you hit, the target is entangled. An entangled creature is a -2 on attack rolls, and a -4 penalty on effective Dexterity. The entangled creature can only move at half speed and cannot charge or run. Identical to the net in the Players Handbook, it also has a guide rope, which, if an opposed Strength Check is succeeded, can be used to limit the movement of the entangled foe by the length of the rope (10 feet). If an entangled creature attempts to cast a spell, it must succeed at a Concentration check (DC 15) or be unable to cast the spell. The entangled creature can escape with an Escape Artist check (DC 20) that is a full-round action. This net has 12 hit points, and a hardness of 3. Once torn, it must be repaired to be used effectively. A grass net can be burst with a Strength check (DC 25, also a full-round action). A net is only useful against creatures between Tiny and Large size, inclusive. The first time a net is thrown in a fight, it must make a normal ranged touch attack. After it has been unfolded, any further attempts suffer a -4 penalty on attack roll. It takes 2 rounds for a proficient user to fold a net and twice that long for a non-proficient one to do so.
Manica
The Manica was a scaled leather sleeve only worn on the sword arm, made from boiled leather and intended to block strikes at the sword arm. It was relatively flexible, but tough enough to catch and block a few direct strikes.
Galerus
The Galerus was a metal shoulder pad, with a few plates intended to protect the upper arm. It could potentially be used to block a blow, but the Retiarii hoped to never have to counter a blow.
Galea
The Galea was a heavy helmet, closed faced, with a varying crest. They were heavy, and made it difficult for a gladiator to see, confering a -1 to any perception roll while it was on.
Girdle
The Girdle was a thick leather belt with metal plating, in a circular, coin-like pattern, sometimes referred to as bezainted. It was meant to catch and deflect blows away from the waistline.
Greave
Usually gladiators only wore a greave on the leg that was intended to be forward when entering combat. Thus it could deflect a low strike, but kept weight restrictions to a minimum.
Ben Hur
The popular movie Ben Hur had a segment with a chariot race in the circus, where one of the opponents had chariot wheels with spikes on the hubcaps. This development was Thracian in origin, although not likely to have been used in a Roman chariot race. For all intents and purposes these spiked hubcaps are treated the same as the Persian scythe blades mentioned in the previous chapter. DMs are encouraged to determine the effect, if any, these might have on chariot races.
Sica
The Sica was a weapon finding more and more use in the Easter Empire, a scimitar-like blade excellent for chopping and slashing.
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33
32
31
31. Cestus; 32. Spiked Cestus; 33. Iron Double-Headed Axe leather wrapping, and improved unarmed strikes by one damage level, thus making a medium sized creatures unarmed strike 1d4 subdual damage, and the small creatures unarmed strike 1d3 subdual damage. Some, though were not pleased to keep Cestus combat so non-lethal in the arena, and added spikes and nails to the glove, making it a weapon that inflicted 1d4 normal damage. Life as a Gladiator was harsh, and gladiators had to be, as well. They were taught to be fearless. They were practiced in all aspects of their specialty class. And they were trained to fight for their lives, and not fear death on each others weapons. Whether or not this training was completely successful, the whips and brands enforced some level of learning. And yet there are records of Senators wives who entered gladiator troops and learned to fight in the arena. Criminals, Slaves, and thrill seekers found their way into this class. Anyone could be trained, although the weak were expected to die in combat. Trained in one specific fighting style, the gladiators had to be able to perform for the crowd as well as themselves. In the end the crowd would see a long procession of Hoplomachi, Retiarii, Secutores, Myrmillones, Thracians, Dimachaerie, and unique fighters. If the gladiator wanted to earn at least a missus, they had better make their match exciting and memorable.
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Class Skills
The Gladiators class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Intimidate (Cha), Jump (Str), Perform (Cha), Tumble (Dex) Skill Points at Each Level: 2 + Int Modifier
Class Features
All of the following are class features of the Charioteer prestige class. Weapon and Armor Proficiency: Gladiators are proficient with all simple weapons and their specific class weapons only. They are also proficient with their gladiator specialty armor and shields. Note that armor check penalties for certain armor combinations apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. : Gladiators train extensively with their specialty weapon, and may be considered focused with that weapon. Retiarii focus on the trident, for example. If a unique gladiator carried two different weapons, he may choose one to be his primary weapon.
Table 4-4:Gladiator
Class Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th Base Attack Bonus +1 +2 +3 +4 +5 +6 +7 +8 +9 +10 Fort Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Ref Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 Will Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Special Weapon Focus (Primary Weapon) Combat Advantage Reputation Combat Advantage Preferred Opponent Combat Advantage Reputation Combat Advantage Preferred Opponent Combat Advantage
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Combat Advantage: Starting at second level, and following every two levels afterwards, the gladiator gains a +1 bonus to one of the following: AC, To hit, or Damage. This bonus is only conferred while the gladiator is wearing his specialty armor and carrying his specialty weapon. This bonus shows his intimate knowledge of his equipment and its use. He must choose which of the three the bonus applies to when he gains the level, and he may not alter his choice later. Thus, a myrmillone may opt to gain a +1 to hit for his second level Advantage. Later, at fourth level, he may opt to take a +1 to his AC, but he cannot alter his second level selection. Should a gladiator lose a portion of his armor during combat or a weapon, he loses any bonuses gained through this class ability. Reputation: The Gladiator has had enough success to gain a reputation. At third level this doubles the purse he gains from any wins. At seventh level he may add his specialty levels of gladiator to any intimidate roll he attempts. Preferred Opponent: At fifth and ninth level the gladiator must select a specific type of gladiatorial style. The gladiator has become skilled at fighting this kind of gladiator, and gains a +1 bonus to hit and damage rolls against this kind of gladiator.
Gladiators as PCs
It is very likely PCs may be interested in playing gladiators. Usually this is before they realize how limiting this can be. If PCs really want to play a gladiator character, construct them with the Prestige Class rules, and proceed. Usually games are only held every couple of months, so there may not seem like a lot of opportunity for gaining experience. Some Lanistae took their gladiators on tour through different provinces, so one method to give them more exposure would be to put them in a mobile gladiatorial troop. You may wish to increase XP gains for gladiatorial bouts, if you feel they are coming too slowly to have an impact on play. If a character rises to 10th level, it is likely theyve already won their freedom. If they desire to continue rising in ranks as a gladiator, they may either select a new style and advance from level 1, or continue to allow them to rise, as per the progression indicated by the tables, and give them another Combat Advantage every even level. In addition, new gains in reputation might give more money or preferential treatment, and perhaps the gladiator could gain yet another preferred opponent.
Army Ascendant
ith the Emperor holding ultimate power, the military saw greater and greater power during this period. New developments also made them the most efficient army in most
35 34
36
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Days of Decline
The army became a vehicle to power in the Empire. Although it still focused on putting down rebellion and expanding the power of the Empire, it also began to play the game of Imperial politics as well. Consuls and Proconsuls would engage in civil war to gain power, and more than one Emperor was deposed by a military leader. Indeed, in the second century AD, the Empire of Rome experienced 50 years of anarchy, where up to 30 generals were declared to be Emperors by individual army garrisons. Empire did not bring stability to Rome. It brought weakness, increased factionalism, and ultimately destruction. Rome had grown too much. Diocletian, an emperor of the late second century, realized that no one man could rule the Empire. Increased barbarian attacks made it clear that insurrections in the east could not wait to be discovered by the west before they could be dealt with. Thus Diocletian established the Tetrarchy. Four men were given the power that the Emperor previously wielded. Two co-Emperors ruled over portions of Rome, one in the East, another in the West. In addition, two Consuls were established to control the army, each one region, who could operate independent from the Emperor, and move to deal with insurrection or attacks as they arose. The army began to change roles, from a conquering force to a peacekeeping force. The army no longer journeyed beyond the borders of Rome, but repulsed invaders and fought against revolutionary forces. And the numbers were never enough. Invasions by various Gothic tribes, the Vandals, the Huns, as well as rebellions in Gaul, Parthia, and Thracia left the Roman forces weak. Thus another law was passed that made all free people of Rome, regardless of Province, citizens. This allowed Rome to recruit larger numbers of citizens into the legion, and they could also offer citizenship to neighboring tribes in exchange for recruiting them into the army. Many Germanic tribes readily accepted this offer, and since the Germans were generally larger, stronger, and more imposing than the Romans, they soon became the backbone of the Roman Army. Constantine, one Emperor of the East, made changes that would lead to a great alteration of Europe. Constantine embraced Christianity. Christians had be previously persecuted by Rome, blamed for many crimes (including the burning of Rome during Neros reign) and general weakness. Constantines mother, though, converted to Christianity, and it seems likely his notable tolerance was mainly due to her influence. After campaigning
37
38
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against Western Rome, which was floundering in miss management, Constantine put an end to certain elite units in Rome, and remodeled both armies to stress cavalry and recruit auxiliaries for infantry. Later Constantine would declare tolerance of Christianity, and then he would declare Christianity the religion of Rome. Although Constantine did not convert to Christianity himself until he was on his deathbed, the grant of freedom to worship legitimized Christianity, and they began to proselytize actively. Since most religions of the period were not so actively seeking members, Christianity appealed to many as a vibrant religion, and their membership increased rapidly. Christianitys focus on the importance of human life and peace caused a general decline in interest in the infantry, which made the Romans more and more dependant on the Germans. In order to encourage more German immigration, Rome offered Germany land in Gaul. The Germans, who had always had interest in the fertile lands of Gaul, accepted this offer eagerly. Thus Rome itself precipitated the collapse of mainland gaullic society, which fell under wave after wave of Germanic immigrants. Eventually the Franks would become the dominant tribe in Gaul, and it would be the Franks, rather than the Gallic people, who would determine the future of that region. Despite Constantines efforts to strengthen the West, Western Rome would not hold. The Ostrogoths, Visigoths, Franks, and Vandals generally favored iron plated leather armor, large shields, longswords, long lances, and throwing axes. Like Rome they favored cavalry, and fought relentlessly. At various times the Goths would fight Rome together or ally with Rome against the other. Periodically Rome would be forced to pay tribute to Gothic tribes after particularly bad losses, although the Goths were not so interested in taking land.
41 456
40 39
44
42
43
39. Early Steel Longsword; 40. Early Steel Throwing Axe; 41. Hunnic Horse Bow; 42. Sheaf Arrow; 43. Flight Arrow; 44. Hunnic Early Steel Saber; 45. Lariat
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Lariat
Effectively a rope used for combat purposes, the lariat was generally 20 feet, although it could be longer. Used to lasso riders and pull them from their mounts, the lariat is an exotic weapon, whose maximum range is its length. If you hit, the target is entangled. An entangled creature is a -2 on attack rolls, and a -4 penalty on effective Dexterity. The entangled creature can only move at half speed and cannot charge or run. If an opposed Strength Check is succeeded, can be used to limit the movement of the entangled foe by the length of the rope. If the opposed Strength Roll is succeeds by 3 or more, you can opt to pull the victim from his horse, inflicting falling damage. If an entangled creature attempts to cast a spell, it must succeed at a Concentration check (DC 15) or be unable to cast the spell. The strength of a mount can be added to any opposed strength roll if the rope is attached to the pommel. The entangled creature can escape with an Escape Artist check (DC 20) that is a full-round action. This rope has 3 hit points, and a hardness of 1. The ropes length is shortened by 1d6 feet every time this occurs, but it can be used effectively until it is only 6 feet long. A rope can be burst with a Strength check (DC 25, also a full-round action). A rope is only useful against creatures between Tiny and Large size, inclusive.
The Huns
The Huns were a tribe from the east, having crossed Siberia, the Urals, and Eastern Europe. They were likely related to the Mongols, and wore light leather and leather lamellar armor, and favored a variety of armaments. They carried a unique kind of horse bow, light lances, spears, lariats, curved sabers, stone axes, and leather whips. They also carried three kinds of arrows, based on range. Short Range Arrows were made with lozenge shaped armor piercing heads. Medium Range Arrows were the equivalent of normal arrows. Their long range arrows were thin and extremely long, meant to fly far and to prevent lighter forces from closing quickly. The Huns preferred to keep their enemies in bow range, and to flee to a safe distance if closed with. They also used light chariots, like the Celts. The Huns, like the Goths, extracted a heavy tribute from Rome, and almost sacked the city of Rome before accepting a tribute, supposedly, of a thousand pounds of gold. The leader of the Huns, Atilla, was both respected and feared by the Romans, and he would hold much of Rome hostage, entreating with Popes and Emperors, until assassinated by an ill-chosen wife.
Arrow, Sheaf
Sheaf arrows are heavier and have an iron head intended to pierce armor. This gives the sheaf arrow a +1 to hit bonus against anyone wearing any kind of armor (the armor is less effective at protecting the wearer). In addition, if the arrow does do damage to the armor, that damage is at a +1, due to its added effectiveness against armor.
Arrow, Flight
The Flight arrow is intended to fly farther, and is lighter and thinner than a standard arrow, but is more fragile and less damaging, doing 1 less point of damage, to a minimum of 1.
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Table 4-5: Roman Weapons
Simple Weapons-Melee Weapons Tiny Cestus* Cestus, Spiked* Pugio* Small Branding Iron* Simple Weapons-Ranged Small Dart, Bronze Dart, Iron Medium-Size Javelin, Iron-tipped Heavy Pilum, Heavy* Pilum, Light* Martial Weapons-Melee Small Axe, Throwing Bronze Axe, Throwing Early Steel Axe, Throwing Iron Gladius Lance, Light Irona Medium-Size Longsword, Early Steel Saber, Hunnic Early Steel Sica Spatha Trident, Iron Headeda Large Axe, Iron Double Headed Battle Falx, Dacian* Martial Weapons-Ranged Medium-Size Bow, Hunnic Horse Exotic Weapons-Melee Small Flagellum* Scourge, Metal* Exotic Weapons-Ranged Medium-Size Lariat* Net, Retiarii* Weapons Ranged-Ammunition Arrow, Sheaf Arrow, Flight Bullet, Clay Sling Cost 6sp 1.2gp 1gp 6sp Damage Critical x2 x2 x2 x2 Range Wgt 2.5 lbs 3 lbs 3 lbs 1.5 lbs Type B P P B M L LM M M H/HP 3/8 4/9 6/9 3/5
x2 x2 x2 x3 x3
P P P P P
MW MW MW WM WM
6gp 7.5gp 7gp 9gp 5gp 14gp 12gp 13gp 12gp 13gp 16gp 25gp
1d6 1d6 1d6 1d6 1d6 1d8 1d6 1d6 1d8 1d8 1d10 1d12
4.5 lbs 4 lbs 4.5 lbs 4 lbs 5.5 lbs 4 lbs 3 lbs 5 lbs 5 lbs 6 lbs 15 lbs 9 lbs
S S S P P S S S S P S S
MW MW MW M M M M M M M M MW
5/14 7/12 6/14 6/10 6/12 7/8 7/6 6/10 6/10 6/12 6/30 6/18
10ft
85gp
1d6
x3
100ft
3 lbs
Per arrow
5/9
8gp 1gp
1d2 1d4
x2 x2
S S
C CM
3/5 3/6
C L WM WM S
-1 1d3
--
P P B
* See the description in the text for special rules. Double Weapon Reach Weapon a If you ready an action to set this weapon against a charge you deal double damage. # Shield bypass weapon Subdual damage
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# See the description in the text for special rules. * When running in heavy armor you move only triple your speed, not quadruple. ** The tower shields grants you cover. See the description. Hand not free to cast spells. Armor fitted for small characters weighs half as much.
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Ancient China Combat Maneuver: Sword Breaking The Warring States Period Qin Rule & the Steel Era India Alternate Hides The Spread of Buddhism The Han Dynasty Han Expansion Tibet The Red Eyebrows The Turks The Chin Dynasty The Gupta Empire The Fall of the Guptas A Brief Flourishing The Wudan Movement Improvised Weapon Training The Tang Period Conquest The Persians Not Weapons The End of an Era The Great Ride Guns and Reliability
119 121 122 124 126 126 127 128 130 130 131 132 132 132 133 133 135 143 144 145 148 148 148 149 151
Elite Mongol Horsemen (Prestige Class) The Successors The Ming Dynasty Guang Hu Adventurer (Prestige Class) Creating your Guang Hu School Developments in Armor & Weapons Indian Contributions The Moghuls European Colonialism Other Notables Nepal Okinawa Malaysia & Indonesia Weapons Used in Kuanto and Pentjak Tribal and Civil weapons Japan Outside Influences The Samurai System Ninja Ninja (Prestige Class) The Edo Shogunate New Perform Subskills: Samurai (Prestige Class) Table 5-5: Far East Weapons Table 5-6: Far East Armor
153 154 154 155 157 157 158 161 161 161 161 162 162 163 164 166 167 167 171 173 174 175 176 178 184
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Ancient China
hile Greece was still mired in its dark age, the Shang Dynasty came to a close, ushered out by the rise in power
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1a. Ge (closeup); 1b. Ge; 2a. Bronze Jian; 2b. Jian; 3. Chinese Knife; 4a. Bronze Qiang; 4b. Qiang variation; 4c. Qiang variation
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Jian
Straight swords in China were usually double edged, and were frequently decorated at the hilt. Oftentimes the hilts and pommels would be made of brass or plated with gold, especially if the wielder owned the sword and had money to spend on such appearances. Carried as often as the Dao, the Jian would see use throughout Chinese history, and most straight double-edged swords would follow this mold.
Chinese Knife
Chinese knives were generally curved, rather than straight, although straight examples can be found. Curved blades are generally easier to unsheathe quickly, since the action of drawing them also helps to ready them. The Chinese knife was an oftentraded item, and most neighboring peoples would possess them, an easy way for modern day archaeologists to track Chinese influence among other ancient peoples.
Ge
The Ge made the translation into iron during this period. A thin, dagger-like blade attached near the top of a stick 2 to 4 feet in length, the Ge is close to being a dagger-bladed axe or pick. The Ge was the primary weapon of the Chinese military, followed by
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5a. Fu variation; 5b. Fu variation; 5c. Fu; 6. Dao; 7. Iron Grain Sword; 8. Short Staff; 9. Mace Staff; 10. Double Mace
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Fu
The Fu was not a military weapon. Some Fu were about the length of a hatchet, while others were longer. The Fu was primarily a bodyguards weapon, and a personal guard usually bearing Fu would often accompany nobles and aristocrats. Often the workmanship of these Fu was incredible, with family symbols, elegant forms, and artwork covering the blades. Weapons were far more acceptable in polite society if their design was aesthetically pleasing.
Dao
The Dao, or curved saber, is a rather generic sword used in the Chinese military. Dao from this ancient period were generally the same thickness as the Jian, and were one-handed weapons only. Later developments of the Dao would look more like a scimitar or falchion, or would be two handed, but the early Dao was merely a curved version of the straight sword.
Grain Sword
An offshoot of the Dao, the Grain sword took a number of forms, usually with a heavier blade. Some versions had indentations on the unsharpened edge, slots with small bends in them, which were intended for sword breaking. Similar in form to certain threshers, it is this pattern that gives them their name. The stats for the Grain Sword given at the end of this chapter are for the Grain Sword with the sword-breaking indentations. Use of this weapon permits the sword-breaking maneuver.
Double Mace
A strange hybrid of the Mace Staff, this is a two to three foot staff with a mace head at one end, a bound handle in the center of the staff, and another mace head below the handle. The Double Mace was an exotic weapon, rarely used, but effective as both a mace and a brutal punching weapon. The second mace head, as a light weapon, can be used during a grapple or close combat.
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Kwandao, Iron
This double weapon bears a rounded chopping blade on one end of a pole, and a spearhead on the other. The Kwandaos blade has a small hooked protuberance on the back of the blade that is intended to facilitate disarms. This hook grants a +1 bonus on the users opposed attack roll when attempting to disarm an opponent, including the roll to keep from being disarmed if they fail their disarm attempt. If used as a double weapon, the wielder
This weapon, along with the Monks Cudgel, was developed for monastery defense. The monks spade is a shovel adapted to battle. The shovel blade is flat, rather than curved, and the edge is sharpened. At the other end of the staff is a curved crescent blade, whose midpoint meets the staff. This is a double weapon, and if used this way, the wielder incurs all penalties associated
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11. Light Crossbow; 12. Light Crossbow Quarrels; 13. Seven Star Sword; 14. Kwandao; 15. Pudao; 16. Monk's Cudgel; 17. Monk's Spade; 18. Tiger Fork
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Cudgel, Monks
This weapon is a mace head on the end of a long staff. Usually measuring 4 feet in length, the Monks cudgel is a two handed mace designed to help defend monasteries. Usually held over the head and swung in wide arcs, this weapon gave the aggressive defender a chance to mercilessly pound invaders from atop defensive walls. A version of the Monks Cudgel, called the Tetsubo, was later developed in Japan and was otherwise identical in statistics to the Monks Cudgel.
Steel Fang
Unlike many of the other common weapons of china, the Ge would not last into the steel era. The Fang took the place of the Ge during the Qin period, a superior design that was more effective as a weapon. The Fangs blade is L shaped, with one daggerlike blade pointing outwards from the haft and the other end thrusting up from the end of the haft. Thus the Fang could be like the Ge was, as a chopping piercing weapon, and also like a spear, as a thrusting weapon. The Fang would see regular use until the halberd replaced it.
Tamo, Iron
An excellent hidden weapon, the Tamo appears to be a wooden stick only slightly longer than a foot, capped with metal at both ends. When needed, however, the Tamo user can reveal that the stick is in fact two daggers sheathed together. This excellent dual weapon makes a nasty surprise for those who do not expect the deception, and might well be as useful for a wizard or sorcerer as for a fighter, since the Tamo might well pass for a wand after a brief inspection.
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Chu Ko Nu
The Chu Ko Nu was a fascinating development of crossbow technology unique to China. The Chu Ko Nu sported a wooden box over the loading mechanism of the crossbow, and an automatic loading mechanism controlled by a wooden handle at the base of the box. Quarrels were loaded into the Chu Ko Nu, and could be fired as swiftly as the weapons controller could lift and drop the handle. Though the range and accuracy of the Chu Ko Nu left something to be desired, it became the favored weapon for guards at city walls, the Great Wall, and fortifications, since it could be prepared and left ready for an attack, and, when braced, the to hit penalty was negated. Unless the Chu Ko Nu is braced on a rock, wall, or other stable surface, a -2 to hit modifier must be added for each shot. The Chu Ko Nu can fire 2 shots per turn. If a character may normally only make a single attack during a combat round, they can still take the second shot at their Ranged Combat Bonus -5. The Chu Ko Nus ammunition box can hold up to 6 quarrels at a time.
like the linen cuirass of the Greeks, which gained strength from laminating multiple layers together. Paper armor was extremely light and, better than no armor at all, could be very practical to replace after repeated use in combat. Eventually this kind of armor would be adapted by the Koreans and would become the template for Jigap.
Corded Armor
Corded armor is composed of corded rope fiber, wrapped in a laborious pattern into the form of a suit of armor. This process can take months to complete, and the cord must be wound and rewound to give the armor strength. Used primarily in Southern China, corded armor was never used by the military, and was more commonly seen on conscripts, monks, and mercenaries. Due to the expense that metal armor could be, corded armor was often the only alternative for those without wealth who desired more protection than leather would afford.
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Alternate Hides
Leather need not be from a cow. Often a culture would endorse one kind of animal for the majority of its hides, like Bison for the Native Americans, or Cattle for Europe. But leather in the Far East could often be taken from tigers, goats, deer, or horses, as well as cattle. In India, where Hindu society prohibited the killing of cows, leather had to come from another source, and besides the animals already mentioned, that leather sometimes came even from elephants. In a fantasy world, these alternate hides and leather armors might well be particularly prone to certain enchantments, such as deer armor with movement enchantments or tiger armor with offensive enchantments.
Bezainted Leather
Bezainted Leather armor is leather with ring-shaped studs. Since the stud is larger, bezainted leather is more effective than regular studded leather at turning blades. Since the stud is ring-shaped, it also has a better chance of halting thrusts and impaling weapons than the standard studded leather. A version of this armor was made for horses and elephants as barding.
India
fter the coming of Alexander a prominent king, Changdragupta Maurya, saw the potential for Empire in India. Before this time India was ruled by limited sovereign states, which often left cities to determine their own administration, not unlike the situation in Medieval Germany. Changdragupta made war against the strongest Kingdom (the Nandas) left in power after Alexanders invasion in hopes of toppling the Alexanderfriendly regime, and then he targeted Seleucus Nicator, the then viceroy of the Indic holdings of Alexanders Empire. Alexander, already flagging in health and trying to stabilize his unwieldy Empire, could lend Seleucus little aid, and Changdraguptas vision and leadership made him an implacable foe. Seleucus lost battle after battle against Changdraguptas forces, until he was forced to surrender all of the territory he had been given governance over, including much of modern day Afghanistan and Pakistan. This peace offering was sealed with the marriage of Seleucuss daughter to Changdragupta, and the Maurya Empire was born.
Katar
The Katar is a Hindu weapon based on an entirely different premise than most daggers. The handle of the Katar is composed of two bars with a horizontal pair of handles between them. This allows the user to grasp the handle in their fist, and thrust with the Katar blade as if punching. Generally the Katar was the length of a short sword, although smaller versions, called punching daggers, were known to exist.
Veecharoval
A curved slashing weapon, often referred to as a sickle axe, although it most resembles a curved sword set off from its wooden haft, the Veecharoval is an ancient Indian weapon only found among western tribes. The Veecharoval descends from the sickle, like so many other kinds of swords, but the sharpened edge is on the outside of the curve, rather than the inside. Made of Bronze or Iron, these would have a subtle influence on the two main sword developments of India.
Changdragupta united most of Northern India during his reign. His armies bore the benefits of their contact with Persia and Macedonia, using swords like the kopis and akinakes, battle axes, maces, a kind of sickle, daggers, long spears, tridents, throwing sticks, bows, javelins, leather armor, studded leather and bezainted leather, iron lamellar and small and large shields. Among those armaments would undoubtedly be the katar, a strictly Hindu weapon that is noted to be the oldest weapon in India. No examples of these weapons survive to the present, but
Hora
The Hora is a hand weapon used in much the same way as knuckledusters are today. Made from animal horn, the Hora is clutched in the hand, so that a jagged, sharp-edged portion proj-
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Elephant Barding
Elephant Barding was common in India, due to the large numbers of elephants used in most Indian militaries. Leather, Studded Leather, Bezainted Leather, and even Iron Lamellar armor were made to be draped over the back of an elephant, so as to cover the majority of the animal. The weight of even a leather suit of Elephant Barding was oppressive, and multiple men might be needed to prepare an elephant for metal armor. If an elephant had particularly rich armor and was killed in battle, scavengers were know to saw off portions of armor and melt them down for the gilt or iron in their weave.
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By the end of the Qin period, chariot warfare was all but abandoned. Still, the Han had to face raids and opposition from horse-bound tribes that lived in mountainous regions. The Uighor and certain Turks were a constant threat that gave the military incredible prominence in China. Slowly the Chinese military began to adopt cavalry, although it would take many centuries for cavalry troops to become a standard, often because of the lack of stirrups, bits, and pommels. In the meantime, China began to develop halberds to counter charges. The use of lances was also adopted from the raiding tribes, and the Chinese began to experiment with whips. A metal tipped whip proved most useful in warfare, but only when using it to trip other horses or pull riders from their mounts. The whip also entered the civil arena, and experimentation eventually lead to the multisegment chain, which would persist in various forms and lengths through Chinese history. The crossbow was also redesigned, using better machined parts, and both bolts and arrows for Chinese bowmen were commonly poisoned.
Halberd, Chinese
The Chinese Halberd is relatively easy to recognize, due to the nature of the blade. Usually the blade of a Chinese halberd is crescent shaped, with two metal extensions holding it to the pole. The pole itself often had a spearhead, so that the Chinese Halberd could be used for thrusting or chopping, and could be set against a charge. Often tassels would be attached to the halberd, to distract opponents. Like all halberds, the Chinese Halberd may be used to trap a shield and perform trip maneuvers. 30. various Elephant barding Kushians. Western India would take the greatest impact of these invasions, and the multicultural exposure of this region would lead to a great trade of ideas with those nations west of India. These various cultural groups would eventually introduce chainmail to India, but for now Hindu culture retreated to the Deccan region, and chaos seemed to reign in the North.
Lance, Chinese
The Chinese lance is a long, heavy spear, inherited from the Turkic tribes of Central Asia. Usually these lances were carried across the saddle, so as to use the horse to brace the charge. Still, without a guard or brace, the spear was not optimally set, unlike lances of the Late Medieval period. Chinese lances often sported tassels around the spearhead.
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31. Chinese Halberd; 32. Chinese Lance; 33. Steel Barbed Chinese Whip; 34. Segmented Chain; 35. Modern Chinese. Crossbow; 36. Whistling Arrow
ity modifier instead of the Strength modifier to attack rolls with a whip. This weapon is a shield bypass weapon.
Chain, Segmented
Generally these chains had a wooden handle, and then a variable number of segments, usually from 6 to 9, each segment consisting of a 3 to 4 inch steel bar linked on either end to a similar length of bar with chain loops. The last chain segment usually ended in a blunt flat tip, often sharpened. The segmented chain does normal damage, and does not have the armor penalties common to most whips. A segmented chain has reach. You can strike opponents 10 feet away with it but, unlike other reach weapons, you can also use it against an adjacent foe. Because it can wrap around a leg or other limb, it may also be used to make trip attacks. If you are tripped during your own trip attempt, you can drop the chain in order to avoid being tripped. Those using this weapon gain a +2 bonus on their opposed attack roll when
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Armor, Jigap
An improvement on the original paper armor, Korean Jigap is still used during this day and age. Made with thick paper and layered until it had the tensile strength of corrugated cardboard, Jigap armor also included a treatment process that made the paper more resistant to water damage. Effective and relatively easy to make, (as compared to, say, metal armors) Jigap was a reasonable alternative for non-military personnel, like pirates.
Tibet
Chinas enemies also made advances, and new enemies began to surface. The Tartars, Turks, and Xiongnu found that attacks on border settlements could be very profitable, and imperial Chinese often paid tribute rather than fight costly and pointless wars. Tibet, as well, finally came into contact with the southern portion of China, and Tibetan horsemen were the scourge of the southern mountains, wielding compound bows, curved sabers, Indian lamellars, and a variety of Persian and Indian weapons. The Tibetans also had an interesting variant of the bow, the pellet bow, which was likely used only for hunting. It is unclear exactly when this was developed, or whether this invention was originally a Tibetan one, but the Tibetans used it widely, and most of their neighbors tended to use the Tibetan form of this bow. China would later develop a sport crossbow along the same conceptual line. Another bow development that seems to have started or centered around Tibet was the hinged bow. Again, the time of development is indeterminate, and the use of such bows around Tibet is the only strong evidence that the Tibetans may have developed them. Other unique weapons of Tibet included a spiraled spear and an exorcists knife.
Arrow, Whistling
The Whistling Arrow may well be of Hunnic origin. An arrow, designed with a cavity that catches air while in flight and lets out a loud whistling sound, the Whistling Arrow was used for multiple purposes in the Chinese military. Officers who fired a whistling arrow during maneuvers or during battle expected to be obeyed by every man who could hear him. Sometimes preset signals for advance or retreat were linked to a whistling arrow with a specific tone. Whistling arrows were often used during recreational hunting, to give hunters an idea as to where a kill landed by the direction the sound came from. Although the Whistling Arrow may often be broken after firing, there is a 50% chance that the whistling arrowhead is still salvageable, so that a new head does not have to be crafted for a new whistling arrow.
Material: Lacquer
Lacquer is a way to coat and seal wood, so as to make it harder and more resistant to the elements. Any wooden object coated in Lacquer has its hardness increased by one, and is no longer subject to wood rot. Lacquered wood can hold an edge, and is better than normal wooden bladed weapons.
Han Expansion
Han emperors sought to extend the borders of China, as had the Qin before them, reasoning that by conquering more territory there would be less land for their enemies to attack from. Han holdings eventually extended into Korea and as far south as Vietnam, and the cultural influence of that Chinese rule would allow cultural exchange. Korean culture adopted the paper armor of China and developed a more resistant form, Jigap, which would
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Armguards, Tangut
The Tangut warriors often sported ornate armguards, leather armbands often plated with iron in intricate patterns. These armguards might make excellent vessels for enchantments improving aim, horsemanship, attacking skills, or weapon damage.
The Dung
A spear with an ornate spiraled handle and a long double-edged blade, the Dung is a strong, heavy thrusting spear. The spiral pattern made the weapon stronger, and the dung could also be used as a lance in a pinch.
Phurbu
The Phurbu is a unique dagger, intended for exorcisms. Usually used by Tangut shamans, this weapon was used to let blood from
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The Turks
The Xiongnu, a turko-mongolian people from whom it is suspected the Huns descended, gained power during the first Han Dynastic period, eventually subsuming the Rond and Di, and subjugating other Turkish tribes. Horsebound, nomadic, wearing leather, and armed with iron sabers, composite bows, and lariats, the Xiongnu were adept horsemen who evaded the slower Chinese armies and made it difficult for Chinese border colonies to prosper. As the second Han Dynasty began to flourish, the Xiongnu were in the midst of an internal split, which members of the tribes comprising the Xiongnu in a furor over succession. The Han, seeing an advantage, pledged financial support of the closer faction, and eventually a civil war erupted, which forced this southern faction to petition for settlement and entry into the Chinese Empire. The Chinese, happy to have border barbarians guard their weak territory, accepted. This agreement later would prove ill advised, as reconciliation eventually lead the Xiongnu in Chinese territory to invite in their former enemies, and China was forced to go to war with the whole of the Turkestan. This war was costly and brutal. The Xiongnu fought fiercely, and other foes of China, the Jurchen of Korea, the Tibetans, various Turkic tribes of Central Asia, and internal insurgency by a growing number of overtaxed peasants severely weakened the Han state. While the Han could and did defeat and drive out invaders from all quarters, it would eventually be most destabilized by another popular revolution, lead by a cabal of civil leaders called the Yellow Turbans. This revolution, combined with the untimely death of an Emperor who had yet to name a successor set the stage for a drama that would be commemorated in the historical fiction story The Romance of the Three Kingdoms.
But the Gupta dynasty came to power at an importune time. The Roman Empire was fading, and with it the trade along the Silk Road. In addition, turmoil in China cut down on trade, and the Guptas had to strengthen trade with their eastern neighbors. This trade increased the spread of Buddhism and Indian philosophy. This melding of Chinese and Indian influences would greatly shape the weapons development and philosophies of these regions, and would create a number of fascinating offshoots. The common weapons of the Gupta armies included influences from the invaders and barbarian tribes as well as traditional Indian weapons. The kopis was being adapted, and statuettes and drawings show two directions the curved Persian sword was developing. The first was a thicker bladed chopping sword, similar to the
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Ankus
The Ankus is a descendant of the elephant goad, a small, sharp stick used to control elephants. The Ankus was a later adaptation that developed an entirely new purpose. The Ankus is a short thrusting spear, less than two feet in length, with a sharp thrusting head at the point, and a hook curving out from the base of the spear head. This backwards curving hook was used primarily to shield trap, and since the Ankus was light, it allowed the shield trapper to make an attack with the opposite hand, if the Ankus wielder had a weapon in that hand. Using the Ankus to shield trap still provokes an attack of opportunity, and the lack of mobility that any shield trapping action requires still leaves the Ankus wielder open to danger.
Gadha
The Gadha is a great club with a rounded, almost spherical head, which is used in an uniquely Indian martial arts called Kalari Payatt. The gahda, at the base, is about three inches in diameter, but the club widens to nearly eight to twelve inches at the spherical head. It is said that the oldest versions of the Gadha were crafted of iron, although later versions were crafted of hardwood. With a length of 3 to 4 feet, the Gadha is a heavy but damaging weapon.
A Brief Flourishing
China had entered a period of disunity. In the north warlords fought amongst each other, attempting to reassert Empire, while in the south Kingdoms were established in wealthier regions, and these fought games of politics amongst each other while
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Shaolin
The story of the Shaolin is a story of cross-cultural influence. Bodhidharma, a Buddhist Priest from India, traveled to China to meet with the Emperor, to talk with him about the Emperors translation of Buddhist texts. On his return trip, Bodhidharma came across the Shaolin temple, and petitioned for entrance, but was denied access to the temple because the abbot distrusted Bodhidharmas intentions. Legend says that Bodhidharma undertook a trial, going to a nearby cave and meditating while staring at the cave wall. It is said that after 9 years Bodhidharmas gaze bored through the cave wall, and the monks of the temple came and asked him to enter, as his discipline and dedication was no longer questioned. When Bodhidharma was admitted it quickly became obvious that the monks of the Shaolin temple were in poor shape. The bulk of the Shaolin monks time was spent transcribing the holy texts, and their hunched figures and weak frames were deemed incapable of performing the traditional Buddhist meditations. Bodhidharma instituted exercise rituals, in order to strengthen the bodies of the monks, so that they might perform their duties more ably, and these exercises included early boxing forms. Eventually these exercises became true martial arts, ritualistic hand combat techniques that stressed body awareness and avoidance of conflict. This fighting style became known as Gongfu, and as the popularity of Shaolin practices increased, more temples would be established, and styles of Gongfu would develop in other regions of China. The Monk class of
Halberd, Double
Also sometimes referred to as the trident halberd, this is a halberd with the traditional Chinese halberd blade on both sides (not ends) of the pole. This allows the wielder some leeway in which direction to attack from, and makes the weapon more versatile, but this version was not quite as common on the battle-
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Canes
Three kinds of canes were popular in the Wudan period of the Wushu movement. The wooden cane, sometimes made of rattan, was the most common, as it could easily be passed as a normal cane, but was solid and useful as a club or a tripping weapon. The Steel cane, being made of steel, was considerably harder and more potent as a weapon. The third kind of cane was actually a sword cane, a sword sheathed in the canes wooden body, and using the canes crook as its handle. This kind of cane could be used as a bludgeoning weapon, or the sword could be drawn and used as a sword. The sword cane could not be used to effectively trip an opponent. You can use the Weapon Finesse feat to apply a characters Dexterity modifier instead of the Strength modifier on attack rolls with a Cane. A Japanese variant of this weapon, the Shinobi Zue, was used by Ninja, and is identical to the Sword Cane.
Flute
Usually crafted from Bamboo, the flute is an instrument first and a weapon second. The flute is an exotic weapon, and is used in a particular dance-like manner, at times looking like fencing; at others like staff work. The flute was never used in a military context, and its use in the Wudan movement is more as an art form than a weapon. Indeed, whenever the flute takes damage it loses its ability to play music normally, a significant indicator that the
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Spear, Snake
A spear with a wavy, curved head, the snake spear is essentially a more artistic appearing longspear. The curved blade grants little benefit, although the wounds caused by it tend to be wider than the actual blade width. This spear often sports a tassel behind the head, and generally never saw exposure during wars. A Malaysian variant of this weapon was the Hak, which never sported a tassel, but was otherwise identical, statistically.
Hammer, Chinese
Not a hammer in the European sense, the Chinese Hammer was a large solid round weight on the end of a short pole. Often plated in bronze, the Chinese Hammer was referred to as a Golden Mellon, due to its size and shape. Essentially a very heavy mace, the Chinese hammer was often used in pairs, and the impressive weight of the weapons requires higher than average strength to counteract the weight of the weapon.
Meteor Hammer
The only rope double weapon of the Wudan period, the Meteor Hammer is 14 feet of rope with a heavy steel weight on either end. The Meteor Hammer is an exotic weapon that requires training and dedication to use effectively. The Meteor hammer is a reach weapon, but it can also be used on foes within 10 feet. Because it can wrap around a leg or other limb, it may also be used to make trip attacks. If you are tripped during your own trip attempt, you can drop the weapon in order to avoid being tripped. Those using this weapon gain a +2 bonus on their opposed attack roll when attempting to disarm an opponent, including the roll to keep from being disarmed if they fail their disarm attempt. If used as a double weapon, you incur all penalties associated with fighting with two weapons as if you were using a one-handed weapon and a light weapon. You can use the Weapon Finesse feat to apply a characters Dexterity modifier instead of the Strength modifier on attack rolls with a Meteor Hammer. This weapon is a shield bypass weapon.
Shovel, Moonteeth
Yet another adapted shovel, the Moonteeth shovel is a double weapon with a wide, thick, crescent shaped head on one end of the haft, and a spearhead on the other. The wide blade allows the wielder to control an opponents maneuvering, to keep them constantly in the desirable range of the weapon. If used as a double weapon, you incur all penalties associated with fighting with two weapons as if you were using a one-handed weapon and a light weapon. A variant of this weapon, called the Long Full Moon Blade, does not have the spearhead, and is not considered a double weapon.
Javelin, Rope
Also sometimes referred to as the Flying Dart, the rope javelin is a short, heavy javelin head attached to more than 10 feet of rope.
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62. Tigerhead Hook Sword; 63. Wind and Fire Wheel; 64. Meteor Hammer; 65. Javelin Rope; 66. Flying Weight; 67. Emi Piercers; 68a. Iron Balls; 68b. Iron Rings; 69. Heaven and Earth Blade; 70. Iron Claw; 71. Wolf's Teeth Staff Usually the wielder swings the javelin head to build up momentum, and then throws it at its target while maintaining a hold on the rope. Although kept in the hand, it is treated as a ranged weapon with a maximum range of 10 feet, and no range penalties. Because it can wrap around a leg or other limb, it may also be used to make trip attacks. If you are tripped during your own trip attempt, you can drop the weapon in order to avoid being tripped. Those using this weapon gain a +2 bonus on their opposed attack roll when attempting to disarm an opponent, including the roll to keep from being disarmed if they fail their disarm attempt. trip attacks. If you are tripped during your own trip attempt, you can drop the weapon in order to avoid being tripped. Those using this weapon gain a +2 bonus on their opposed attack roll when attempting to disarm an opponent, including the roll to keep from being disarmed if they fail their disarm attempt. This weapon is a shield bypass weapon.
Emi Piercers
Emi Piercers are finger weapons, used to augment a hand attack. Basically a one foot steel pin attached to the finger by a ring, these are used to stab an opponent. This makes any unarmed attack a normal impaling attack. This weapon was originally invented for underwater combat, where larger weapons might be impractical. Attacking with Emi Piercers provokes an attack of opportunity, just like any other unarmed weapon. Should a person armed with Emi Piercers have the Advanced Unarmed Strike Feat, they can use the Emi Piercers without attracting an attack of opportunity. One Emi Piercer may be used per hand, since they must be grasped in the fist to be used appropriately.
Flying Weight
Similar to the Rope Javelin above, the Flying weight is a squat, conical weight attached to more than 10 feet of rope. Usually the wielder swings the weight to build up momentum, and then throws it at its target while maintaining a hold on the rope. Although kept in the hand, it is treated as a ranged weapon with a maximum range of 10 feet, and no range penalties. Because it can wrap around a leg or other limb, it may also be used to make
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Iron Claw
The Iron Claw is a mace-like weapon shaped in the form of a hand with sharp nails outstretched as if to scratch. The Iron Claw was used as a mace, and could inflict both bludgeoning and scratching strikes. Sometimes the nails of the Iron Claw would be poisoned, to aggravate their wounds.
Chain Sword
The Chain Sword is a pair of short, double-edged swords without quillions attached at the hilt by a length of chain. Used like the Nunchaku, the Chain Sword is an exotic weapon that requires training and great dexterity to use effectively. You may use the Weapon Finesse feat to apply a characters Dexterity modifier instead of the Strength modifier to attack rolls with a Chain Sword. This weapon is a shield bypass weapon.
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72. Chain Sword; 73. Mandarin Coin Blade; 74. Deer Antler Knife; 75. Nine Teeth Hook; 76. Sun and Moon Spear Blade; 77. Yuen Yang Razor; 78. Unicorn Horn Sword; 79. Hard Whip; 80. Horse Chopping Blade; 81. Ying Yang Dagger Sword an active slashing surface, and foes in front or back can be stabbed with spearheads. The main haft of the weapon is a blade that rides along the length of the arm, with a spearhead forward and a split spike called a chicken claw ending blade that tucks behind the elbow. The actual handle is attached along the side of the haft, and a larger chicken claw extension juts out to connect the handle to the blade. Generally used in pairs, these exotic weapons confer a +1 bonus to the armor class when used together by someone proficient in their use. balanced metal club, this weapon is often used to train a user for more difficult to control weapons. The Hard Whip can duplicate most sword and staff maneuvers, and is likely to be found in many training centers.
Whip, Hard
The hard whip is actually a mace, a hard handle with metal bands spaced periodically along the haft. Essentially a very well
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Flail, Great
The great flail was used by Shaolin monks, and consisted of a four foot long pole with another foot and a half of chain, and a heavy iron weight at the end. Used to unhorse cavalrymen, or trip opponents, this weapon was feared, but difficult to master. Because it can wrap around a leg or other limb, it may also be used to make trip attacks. If you are tripped during your own trip attempt, you can drop the chain in order to avoid being tripped. Those using this weapon gain a +2 bonus on their opposed attack roll when attempting to disarm an opponent, including the roll to keep from being disarmed if they fail their disarm attempt. This weapon is a shield bypass weapon.
Sabu
A polearm with a central tine and two side tines, one facing forward and the other facing backward, this weapon is a spiritual cousin of the Sai. Used for thrusting attacks, the side tines can be used to attempt shield trapping, and they grant a +2 bonus on the users opposed attack roll when attempting to disarm an opponent, including the roll to keep from being disarmed if they fail their disarm attempt. Adapted from a kind of fishing spear, this was a weapon that was traded with other nations like Korea and Okinawa.
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82. Sabu; 83. Tian-chi Fay Short; 84. Great Flail; 85. Golden Coin Long Knife; 86. Swallow Trident Long Knife; 87. Yeung Guen Long Knife; 88. Nine Teeth Rake; 89. Chinese Throwing Darts; 90. Executioner Sword
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91. Fong Ting Lance; 92. Two Teeth Fork; 93. Full Moon; 94. Horse Hair Tassel Whip; 95. Combat Shield blade. Similar to the Naginata, its use is primarily defensive, although, unlike many Wudan weapons it is a design more practical for the battlefield.
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Shield Combat
The shield was often used as a primary weapon during the Wudan period. Used to block and to attack, this style favors diversions, deflecting attacks, and striking with stunning blows. Imagine a dance where the shield shifts from arm to arm, blocking blows, pushing away an attacker, and then being used, one or two handed, to buffet an attacker into submission. Shield proficiency is required to perform effective Shield combat.
Tassels on Weapons
Many of the weapons listings so far have noted if a weapon can have tassels. Weapons with tassels or other distracting embellishments can be used by those with the right expertise, to distract a foe in combat. A person with the appropriate weapon proficiency and the feat Expertise can take a -1 to their to hit rolls, and confer the same penalty on one specific enemy through using the tassels in a distracting manner. If both foes use their tassels in this fashion on each other, these penalties overlap (thus both would have a cumulative -2 to their hit rolls). It should be noted that another important reason tassels were added to weapons was to soak up blood that might otherwise make the weapon slippery and dangerous to the wielder. Take this lesson very seriously, and always make sure your weapons are never left bloody, to avoid accidents
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Iron Sleeves
A defensive item, iron sleeves were often sewn into the lining of a martial outfit, to allow an unarmed man parry weapon strikes. When fighting defensively or using the Expertise skill with an unarmed weapon or attack, someone with Iron Sleeves may add an additional +1 armor bonus. This bonus does not stack with armors that already have sleeves.
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Chinese Enchantment
Much of Chinese folklore connects the written word with magic. Certain fictional wizards used written characters to cast spells. If running a Chinese-themed campaign, rather than magical glows, consider the possibility of enchanted objects being ornately inscribed with beautiful calligraphy. Perhaps the blade with Tigers Claw in fine calligraphy turns out to have a keen edge, or one with Roses Thorn is wounding. These thematic touches can really bring a campaign world alive.
Sword, Beheading
Developed during this period, but never used on the battlefield or the Martial community, the Beheading Sword was a true executioners blade, a heavy, two handed sword used to execute criminals. Executioners would often travel between municipalities and earn their pay by cutting off the heads of those sentenced by the local lord. Executions were actually saved until an executioner passed through the area, and then were held as public spectacles.
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99a. Chinese Mountain Pattern Scale Armorfull suit; 99b. Chinese Mountain Pattern Scale Armorcloseup; 100. Chinese Steel Scalemail summonses, and consolidated their power in border provinces. Eventually a General attempted to free the Palace from eunuch control. General Zhu Quanzong invaded the palace and killed all of the eunuchs, but in the process he also killed the Emperor. Although a popular rebellion attempted to take control of the government, General Zhu Quanzong claimed power and established a short lived Liang dynasty. perhaps your campaign centers on freeing the Empire from the control of the Eunuchs and restoring the glory of the Tang Empire before it is too tarnished to last.
Conquest
n the north five dynasties rose in fell in fifty years. In the south the various states became ten kingdoms. Barbarians took advantage to reclaim the Silk Road, which was again quite profitable with trade to Persia, Arabia, and certain European mercantile families. In other lands this would bring about an incredible holy war, but in the East this was just business. Eventually the Song Dynasty, a northern dynasty established in the ashes of another failed empire, would arise with aspirations to greater control. The Song built up an effective army and invaded the south of China. Allying with various states against their enemies, the Song conquered the southern Kingdoms, often taking advantage of Tibetan raids to arrive in a devastated region and consolidate power. It took decades for the Song to finally dominate the southern kingdoms, but gradually the Song dynasty conquered and ruled all of civilized China, but did so with a different focus.
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Brigandine, Chinese
One attempt to improve this while still retaining better protection was the use of brigandine. Brigandine consists of metal plates, or sometimes even scales, that are riveted to a layer of leather on either side. This creates a flexible body mesh that still affords significant defense. This kind of armor would be developed by many cultures. For those lords who could afford it, this would eventually replace Scalemail as standard troop armor. As the Song Dynasty began to establish itself, in India war was brewing. India remained a land of kingdoms, the north influenced by the Silk Road and the West, while the south was more and more dominated by The Chola Kingdom. Military developments of this period were few but unique. India developed studded cloth armor, light enough for summer heat but more durable than their heavy padded armor. In the South the Katar was experimented
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101a. Chinese Banded Armor; 101b. Mirror Plated Armor; 102. Chinese Brigandine
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103. Studded Cloth Armor; 104. Early Steel Ballam; 105. Early Steel Tschehouta; 106. Closed Hilted Early Steel Katar; 107. Three Bladed Early Steel Katar with, and new variants were created. The metal smiths of India were beginning to perfect woozt steel, the famed Damascus steel, which would see active use in the Crusades. Unfortunately these developments were not enough to combat the Persians. used in Malaysia, called the Tampuling, which is otherwise identical in stats.
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Not Weapons
Sufi Islam came to India during this invasion, and with it came Fakirs, mystics and wandering mendicants who shared and taught Islamic mysticism. Laws in India, established during the Gupta Empire, forbade holy men to carry weapons, and the Persians did not see fit to change local laws. The Fakirs found themselves under constant threat from bandits and robbers who saw holy men as easy targets, and sought a solution. Their best solution was the development of weapons that werent weapons, items that could be passed off as normal implements but could be used offensively. Two such were the Fakirs Cane and Fakirs Horns. During this time the Maru came into more common use.
The Persians
The Persians invaded not long after the end of the first millennium, and with them they brought Persian culture and Islam. The Persians dominated all of Northern India, and new peoples began to settle more widely in the north, notably the Sikhs and Punjabs. It was through this invasion that Islam would first reach southeastern Asia and China, and it would be through Persia that Damascus steel would become the favored steel of the Islamic nations.
Cane, Fakirs
This cane is, in most respects, used in the same manner as the wooden cane of the Wudan movement. However, the handle of the Fakirs cane sometimes came to a sharp point, so that it could be used like a pick weapon. Besides bludgeoning or stabbing, the Fakirs cane can also be used to trip opponents.
Fakirs Horns
This is a hand weapon, grasped and used to stab. The horns are sharp, and sometimes capped in iron, although usually this capping process attracts attention.
Maru
The Maru is a rare object, a shield with weapons attached. Protecting like a small shield, the Maru also mounts two steel tipped horns at either end. This allows the shield to be used as an offensive stabbing weapon, much like a spear would be used. When used as a weapon, the Maru does not confer any defensive bonuses. The Maru is a double weapon.
Mace, Damascened Ox
The Ox mace is a stylized mace, whose head is shaped like that of an ox. Often these maces had holes in the head to make it whistle when it was swung. This was used to make horses unsteady (-1 to all Ride checks) and to make demoralized troops even more anxious as the screaming maces struck at them. If a foe already has a negative morale modifier do to any effect, using an ox mace around them will only worsen that modifier (Will save DC 12 or add an extra -1). This effect lasts as long as that foe is within hearing distance of the ox mace.
Tabar
The Tabar is a large, heavy double axe, made entirely of steel. A formidable weapon, this is powerful axe is demanding, and requires great strength to use effectively.
Arrow, Axeblade
A wide bladed arrow, the axe blade delivers a potent slicing blow, rather than an impaling strike. This arrow was very useful for slicing through ropes, inflicting cuts in narrow spaces, and driving animals to fear and flight.
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108. Damascened Ox Mace; 109. Fakir's Cane; 110. Fakir's Horns; 111. Maru; 112. Tabar; 113. Axeblade Arrow
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114. Mongol Lacquered Leather; 115. Mongol Recurve Bow; 116. Chinese Rocket; 117. Spear Gun; 118. Primitive Chinese Gun might be feared, but a man cunning in weapon craft was respected. Some would say the tribes-people of Mongolia were inherently warlike and barbaric, but to them it was the only practical existence when life was hostile and death was near. Temujin rose to power through apprenticeship to Toghrul, a tribal leader given tribute by the Jin to protect their borders. Under Toghruls tutelage Temujin learned the art of negotiation, and the value of organization. Temujin put these lessons, and those of a life in conflict and hardship to good use, conquering neighboring tribes and bringing them under his control. Various Mongolian tribes became part of Temujins horde, and Turk stood beside Kereyit stood beside Merkit stood beside Naiman. Each new tribe gave up autonomy and joined forces with Temujin. We do not have diaries or records written by Temujin himself, but one can only suppose that besides strength what many saw in Temujin was destiny. Temujin sought Empire, but not empire like any other northern tribe sought. Temujin spent time studying warfare, even accepting exile to China after a failed battle, in order to learn the art of war. And then Temujin struck back at his enemies, and crushed and consolidated the Tartars, ancient enemies of both China and Eastern Europe. By this time Temujin and Toghrul had a parting of ways, and they eventually waged war against each other, with Temujin killing the opposing lord and taking power over all of Mongolia and portions of Central Asia for himself. Many warlords would end their conquest there. But Temujin continued. He took the title of Ghengis Khan at this time, choosing water to symbolize the ubiquity of his intended rule. And he set about to make it true. First he struck at the Jin, and crushed their hold on Northeast China and Korea. Then he turned his gaze to Khwarazm. Khwarazm was an empire situated in Afghanistan, Persia, and portions of Central Asia, including modern day Uzbekistan. Once dominated by the Sejulk Turks, Khwarazm had become independent and was a flourishing center for Islamic thought, agriculture, and trade. But news of an attack upon Mongolian merchants drew Temujin from the conquered land of the Jin, and down into the Middle East. Though the Shah of Khwarazm brought 400,000 men to face the Mongols, the Mongols attacked with 90,000 Mongolian Warriors, and defeated the numerically superior force, possibly killing as many as 180,000 men in the battle. The Shah fled the battle, and Temujin followed with 40,000 horsemen split in two groups. Each group traveled through different portions of Persia, and records say whole areas of Persia were depopulated by their passage. The demoralizing effect of the killing and bloodshed made what was left of Khwarazms army too weak to face the Mongol forces, and within a year Khwarazm fell to the Mongols. Temujins armies did not stop in Persia, however, but they skirted the Caspian Sea and raided deep into Russia, looting portions of southern Russia before turning back to return to Mongolia. On the way back, the Mongols conquered Georgia, and then
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Leather, Lacquered
A weather treated leather worn by the early Mongol forces, Lacquered Leather is only slightly more durable than regular leather, and was often a leather lamellar. Light enough to maneuver in, and easy to repair, this remained the common armor of most Mongol Hordesmen. A barding version of this armor was also common.
Rockets, Chinese
The Chinese had the technology of explosives from an early time, and manufactured fireworks for trade and celebration for ages. Eventually some ingenious soul noticed that when certain fireworks did not function as expected, the thrust of the fuel propelled the firework a fair distance before an explosion. This technology was eventually adapted into the Chinese Rocket. A one shot weapon, the Chinese rocket was a length of bamboo filled with a combustible mixture and an explosive head. Once lit, the wielder would attempt to aim it where they intended to strike, and would hold on until the fuel created enough force to propel the rocket forward and explode. Chinese rockets are destroyed during the explosion, and cannot be repaired.
Spear Gun
Effectively an urn packed with explosives and lined with spears, this was a dangerous weapon to everyone on the battlefield. Once lit, a fuse descends into the urn, which detonates the propellant. When the Spear gun fires, it propels a half dozen short spears the listed range. Roll to hit on the target aimed at. If the target is struck, and is in the first range increment, the target is actually struck by 1d3 spears (use the stats for the Steel Qiang), with the added damage bonus conferred by the Spear gun. If the target is in the second range increment, it is struck by 1d2 spears, with half
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Scaled Jack
A coat layered with hexagonal metal plates, the Scaled Jack is an armored jacket, developed after the Mongols moved south into Persia. This armor was surprisingly flexible and protective.
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Base Fort Ref Will Special Advanced Horsemanship Shoot on the Move Brutal Attack Battle Cry Streaking Shot Brutal Flurry Horse Brother Last Ditch Strike Second Wind Penetrating Shot
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The Successors
Eventually succession would be decided, and the Jin would be finally crushed. Then the Mongols would turn west again, and send 150,000 Mongol Horsemen into Russia and Eastern Europe. Russia and all the provinces of the region would fall to the Mongol forces and be incorporated into the Golden Horde. It would not be until the late medieval period that Russia would finally gain freedom from the Mongols again. In Europe Russia would invade Poland and Hungary, taking great portions of land and sacking cities. They would eventually march on Austria, but Temujins heir would die before the Mongols could move farther. The Mongols returned home to fight over the next successor. It is strongly suspected that the Mongols were intent on conquering the whole of Europe and, had it not been for Ogedei Khans death, they likely would have. The next few Khans would be unable to retain their holdings in Hungary and Poland, but would strengthen their grip on Russia and Persia. Eventually it would be Kublai Khan who would return to China and finally topple the Liao and Sung Dynasties after a failed attempt to conquer Japan. Having finally unified China, Kublai Khan would establish himself the first Emperor of the Yuan dynasty. But already the Mongol Empire was in decline. Kublai Khan would see mediocre results in the battlefield after his establishment of the Yuan Dynasty. Another attack on Japan would fail, foiled by the weather as well as Japanese warriors. He would also attack the Champa and Annam, regions of Vietnam, and find only marginal success. A later raid on Java would fail for lack of supplies. The Mongols, never seamen, had found their limit. Slowly the greater empire would crumble, as the Yuan Mongols concentrated on controlling China. They were largely unsuccessful, as they favored non-Han peoples, and promoted a great deal of non-traditional practices. In the other lands the Mongols conquered Turkic and Mongolian tribes would establish Khanates, various Islamic states to control what land they could. The prowess of the Mongolian Warriors would decline under Chinese domination, and in the end it would be the Mongolians who would drive themselves from China, unable to resolve disputes over succession. The remnants of the Yuan dynastic families would retreat to Lake Bajkal to resolve their dispute, but would never return to China. Over the span of a little more than a century and a half the only land that would still pay the Mongols tribute would be Russia. And the Mongol Empire would end up only a short distance from where it began, after briefly becoming the largest land empire in history.
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Class Features
All of the following are class features of the Guang Hu Adventurer prestige class. Weapon and Armor Proficiency: Guang Hu Adventurers start their first level with proficiency in all simple weapons, 4 martial weapons of their school, and 1 exotic weapon of their school. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Meditation: Guang Hu Adventurers are trained to Meditate. At 1st level a Guang Hu Adventurer may meditate to remove the effects of fatigue. At 4th level a Guang Hu Adventurer may Meditate for Clarity, which gives a +1 to strike for a number of hours equal to the Adventurers total levels divided by two. At 7th Level the Guang Hu Adventurer may Meditate to place their body in a state of suspended animation. This delays poison or prevents hit point loss due to bleeding for a number of hours equal to the Adventurers current levels. At 10th Level the Guang Hu Adventurer may Meditate to neutralize any spell or spells affecting them. This last form of meditation requires one hour to take effect. Two Weapon Fighting: This is the Feat, as listed in the Players Handbook Training: Guang Hu Adventurers may pick one of the following Proficiency with 4 More Martial Weapons of their school Proficiency with 1 More Exotic Weapon of their school Weapon Focus with one known Weapon Weapon Specialization with one known Weapon 1 Guang Hu Martial Technique
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Indian Contributions
In the south the Sultanate of Delhi was now a rich and vibrant culture, adapting Hindu, Sikh, Persian, Afghan, Buddhist, Islamic, and Tangut influences. Even when the Mongols sacked the bulk of Persia, the Sultanate of Delhi was a flourishing example of the kind of cultural fusion found in Eastern Islam. Weapons of the period were excellent and elegant in design. Made of both
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123. Multi-shot Zhuge Nu; 124a. Quoit Mace; 124b. Sickle Mace; 124c. Ghargaz Mace; 125a. Indian Bladed Pick; 125b. Indian Bladed Pick; 126. Steel Fish Spine Sword
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127a. Dual Bladed Katar; 127b. Tri-Bladed Katar; 128. Pata; 129. Steel Bow; 130. Buhj; about the same weapon); 131. Bagh Nakh; 132. Santie; 133. Great Longsword
Buhj
A very small knife, often hidden in a boot or belt, the buhj was a secret weapon, and is an Indian alternate version of the hidden knife.
Bagh Nakh
The Bagh Nakh is a strange hand weapon. Certain versions were merely a knife blade with a spiked hilt that had individual finger spaces. But variants of the Bagh Nakh sport multiple blades, up to three, and some also feature significant spikes on the grip. The extra blades, however, only make the weapon more complex. The Bagh Nakh listed here sports a single blade and a spiked grip.
Pata
The Pata is a Sikh weapon, a longsword with a locked gauntlet on the hilt. This weapon was expensive and usually custom made for the user, although the gauntlet usually fit most users. Any weapon with a locked gauntlet is much harder to disarm, as per the rules in the Players Handbook.
Santie
An all steel spear with a handgrip at the center, this halfspear was a thrusting only weapon, and was not thrown.
Bow, Steel
A strange experiment, the Steel Bow of India is the only entirely steel bow in existence. The steel bow is actually a short bow, and its draw is not particularly spectacular, but the material of the bow makes it hard to break. No damascened version of this weapon is known to exist.
Longsword, Great
Called the Mel Puhah Bemol, this incredibly long two handed sword sports a blade nearly 6 feet in length. Complete with a handhold on the blade and incredible balance for its size, it still requires great strength to wield well.
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134. Short Sword; 135a. Khanda; 135b. Patisa; 135c. Sosun Pattah; 136a. Bakhteretz Plated Mail; 136b. Sikkim Plated Mail armor bonus, and does no damage to a creature with a +4 natural Shortsword
Various short swords like the Zafar Takieh were smithed during this time period as well. Often these blades were single edged, and sported hand guards or elaborate decoration of the hilt. Some swords in the north of India were straighter, with flat points, resembling the machete.
Patisa, Sapola
Various medium length swords were constructed, most of them chopping blades. Some of them, like the Sapola, had split tips. The Nagan was an interesting variant with a wavy blade, which gave the weapon a sinister appearance and tended to cause wider wounds.
Urumi
Often refered to as the Whip Sword, the Urumi is an exotic weapon, developed during the medieval period to showcase the mobility focus of the Kalari Payatt school of Indian martial arts. The Urumi consists of a sword hilt attached to roughly 15 feet of paper thin steel, which is often worn as a belt when not in use. When the Urumi is uncoiled, its user must remain in near constant motion to keep the blade in the air. The thinness of the blade makes it very sharp, but since it must constantly stay in motion, the Urumi does not benefit from the strength bonus, as most melee weapons do. It is treated as a ranged weapon with a maximum range of 15 feet and no range penalties. The Urumi deals no damage to any creature wearing armor of at least +2
armor bonus. Because it can wrap around a leg or other limb, it may also be used to make trip attacks. Unlike most trip attacks, if this attack is successful, it also inflicts damage as normal. If you are tripped during your own trip attempt, you can drop the Urumi in order to avoid being tripped. The Urumi is exceptionally difficult to use without training, and it confers an extra -4 penalty to all attacks made with it by one without Exotic weapons proficiency for the Urumi. Due to the nature of the Urumi, it has an exceptional chance of backlash. Should the total attack roll for the user of an Urumi be 4 or less, a new attack roll must be made against the wielder, adding 10 to the wielder's Dexterity bonus as factored after armor penalties. Should this roll hit the wielder, they take damage as normal (unless their armor prevents this). The Urumi is a shield bypass weapon.
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Other Notables
Nepal
Nepal is a small nation north of India, which has often been subject to the fortunes and misfortunes of India. Many of Indias developments would influence Nepal, and steelcraft would come to Nepal during the late medieval period. Two weapons were central to Nepalese culture in the medieval period, notably the Kora and the Ram Dao. Later, after the colonial powers were taking control of India, the Ghurkas would claim control of Nepal and bring with them the kukri, a blade that would see extensive use in the Middle East in the 18th Century.
Chakram
Chakram were metal rings about 12 to 14 inches in diameter, which were often worn on the hat on the head of a Sikh, the people who invented this weapon. Chakram were generally spun up to speed somewhat like a frisbee on the finger of a wielder before being cast at ones opponent. The Chakrams flight was similar to that of the frisbee, and it had a tendency to embed itself like a barbed weapon.
Kora
The Kora is the national weapon of Nepal, a curved chopping sword without a thrusting point. Used to hack at legs, arms, or
European Colonialism
The Moghul Empire would retain control of most of India into the 18th century, until an attack from Persia would destroy Delhi and weaken the Empire, allowing kingdoms to split off again. This would leave India prey to growing European Colonialism, and the Moghuls would be the last major empire born on Indian soil. Indias history, for a time, would not be her own. Late in the 17th Century the Ming Dynasty would find its own fortunes failing. Increased pirate raids, a decadent and inattentive aristocracy, and an alliance of Jurchen and Northern non-Chinese forces would put the Empire in peril. Manchu forces massed on the Chinese border, and Chinese forces, having stagnated after a growing sentiment that China had already achieved its greatest glory and height of culture, could not hold them back. The Manchu attacked and sacked Beijing, and despite the Manchurians being non-Chinese, the peasants accepted them as having the Mandate of Heaven. The Manchurian Dynasty, called the Qing, would be the last Empire of China. The Qing would maintain the same structures that had become a facet of Chinas government: the examination system, the social and scholarly projects, and the maintenance of the Great Wall. But the Qing did not trust the Han Chinese, and would keep them from the highest offices. The Han would be prevented from joining the military, or from intermarriage with the Qing. Though most peasants saw no change in their treatment, the mid139
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136c. Sind Plated Mail; 137. Chakram; 138. Kora; 139 Urumi
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Ram Dao
The Ram Dao is a sacrificial axe, curved in a sort of sickle shape, with the blade on the outside of the weapon. Used primarily to slaughter animals, this weapon was not used in warfare, except by priests. 143 141
Kukri
The Ghurkas invented the Kukri, a bent, leaf-bladed one handed chopping sword. Its use became almost universal among native troops during the British Imperial period.
Okinawa
Many of the islands of the Pacific traded with China, so many of the weapons of these islands were similar to Chinese make. In the Philippines the natives used Chinese weapons almost exclusively, except for the Butterfly Knife, Head Axe, and Escrima. On Okinawa a fertile farming culture flourished, but attacks from pirates forced them to adapt certain martial practices of the Chinese mainland to defend themselves. Most notable of these were the Nunchuku, Eku, Sai, Kama, Ji-Kuwa, and Tonfa, as well as the Bo staff, a variant quarterstaff. These Okinawan weapons were later adopted by adopted by the Chinese and Japanese.
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Knife, Butterfly
Unlike the modern knife of the same name, the Butterfly Knife of china is a squat looking blade with a guard over one side of the hilt. These weapons are usually used paired, and they are generally used in brief flurries, attempting to slash the enemy a number of times before a solid killing thrust is made. A variant of this weapon is the Bulls Ear sword, which is often mistaken for the Butterfly Knife.
140. Ram Da'o; 141. Kukri; 142. Butterfly Knife; 143. Head Axe; 144. Escrima today. The Ji-Kuwa resembles a short tonfa, and was actually a common kind of hairpin for women. The Tonfa was a rice-beating club. And the Bo was a common staff. All of these items were used extensively in Okinawa and imported to Japan and China, where they entered society in different facets. As a note: the Sai grants a +2 bonus on the users opposed attack roll when attempting to disarm an opponent, including the roll to keep from being disarmed if they fail their disarm attempt. Sai, JiKuwa, and Tonfa are often used paired. A Malaysian variant of the Sai is the Tjabang, which is essentially used in the same manner. Use the Weapon Finesse feat to apply a characters Dexterity modifier instead of the Strength modifier to attack rolls with a Nunchuku. The Nunchuku is a shield bypass weapon.
Axe, Head
The head axe is a large axe with a broad head. Used for day-today cutting, the Head Axe is often planted in the ground when a knife blade is needed, and then the item needing to be cut is run over the exposed blade.
Escrima
Escrima are essentially lacquered sticks, used in a native martial art. Wielded in pairs, their general use is to bludgeon an opponent with quick and rhythmic strikes, until your enemy cannot defend themselves any more.
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Tombak, Kujungi
The knives of Malaysia are rarely as symmetrical as the Tombak. Most of them are like the Kujungi, asymmetrical, flanged, often with random metal hooks or points, and generally dangerous looking.
Laingtjat
The Laingtjat looks like two dear antler razors mounted on either end of a staff. This double weapon is a fearsome slashing tool, and it fully earns its fearsome reputation. This is a double weapon, and if used as a double weapon, you incur all penalties associated with fighting with two weapons as if you were using a one-handed weapon and a light weapon.
Paku
The Paku is a short spike or cylindrical knife, usually thrown at a foe as a surprise attack. The miniscule size of the Paku makes it very easy to conceal (+4 to any conceal attempts), and a Paku can be held in a hand along with a readied weapon. This allows the wielder to carry and throw a weapon while still being prepared for melee.
151
153
145. Nunchuku; 146. Eku; 147. Sai; 148. Kama; 149. Ji-Kuwa; 150. Tonfa; 151. Bo; 152. Arit Sickle; 153. Tjaluk Sickle; 154a. HwaKek; 154b. Sjang Sutai; 155a. Tombak; 155b. Kujungi variations; 156. Laingtjat; 157. Paku; 158. Pedang; 159. Pendjepit
163
Siangkam
The Siangkam is a one handed weapon that looks like a very short spear. Generally wielded in pairs, they are effective when used in quick thrusting maneuvers. These are identical to the Siangham weapon in the Players Handbook.
Pendjepit
The Pendjepit is a particularly exotic weapon, effectively a pair of combat tongs. These spiked grippers are intended to grab a hold of free flesh in order to pull, tear, and grind it. The weapon deals no damage to any creature wearing armor of at least +1 armor bonus, and does no damage to a creature with a +1 natural armor bonus. Attacking with the Pendjepit prompts an attack of opportunity, just like any other unarmed weapon. Should a person armed with the Pendjepit have the Advanced Unarmed Strike Feat, they can use them without attracting an attack of opportunity.
160
162
163 161
164a
164b
164c
169
165
168a
170
168b 167
166
160. Sa Tjat Koen; 161. Siangkam; 162. Kapak; 163. Karambit; 164a. Kingfisher Kris; 164b. Kris scabbard; 164c. Kris; 165. Lading; 166. Mancatcher; 167. Paralyser; 168a. Gina Parang; 168b. Latok Parang; 169. Piau; 170. Rante (star and spike)
164
Kris
The Kris blade is perhaps the best known weapon of Malaysia. An asymmetrical long knife with a wavy blade, the Kris is an old weapon, with great heritage in Malaysia. Every Kris blade is made commission, and is decorated specifically for the wielder by the smith. The shape of each Kris is unique, and the history of the Kris blade is often remembered by the owner. The people of the region often fear this blade, for the important spiritual connotations the weapon conjures.
Fated Items
When a Kris blade was first forged, it was believed that a spirit or magic was trapped inside the blade. The nature of that spirit or magic was unknowable, although using the blade would reveal what kind of magic the Kris possessed. Some Kris blades were highly effective at killing ones opponents, while others might be particularly powerful against animals. But some Kris blades were foul things, murderous weapons that killed relatives or innocents. One could never know what fate a Kris might bear until it was first used. Thus, it was preferred to receive a Kris as a gift from someone who knew how the blade was fated, so that you could avoid discovering your newly commissioned blade was fated to take only your relatives blood. Weapon histories began to be kept so as to keep track of the weapon fate. Fated Weapons make an interesting twist on magical weapons. Some Fates act as banes, making a blade more effective against a specific type of foe. But some may have more extensive enchantments or requirements, like those that require regular sacrifice or that doom you to kill your companions. In a world where metal weapons are rare or scarce, making all metal weapons fated weapons adds a definite amount of danger and prestige to carrying on of them.
Paralyser
The Paralyser is a gruesome weapon, a long, serrated, twoheaded spear. The second head is set slightly below the shaft, and about a foot away from the first spearhead. The concept was that the serrations made it difficult for a person impaled on the spear to back off of it, while the second spear head would prevent an impaled opponent from running up to the wielder to attack them. The Paralyser is a reach weapon, and cannot be used on opponents within 10 feet. Should a Paralyser wielder inflict critical damage, and the victim is still alive after the attack, the victim should be considered impaled on the weapon. Should they attempt to retreat off of the Paralyser, they will inflict the same damage to themselves again extricating themselves. Should they push forward to close on the wielder, they will inflict the same damage on themselves by impaling themselves again on the second spearhead. Most such victims will likely opt to attack the weapon, hoping to chop the Paralyser apart and give themselves an easier freedom. For each round that a victim is trapped on the Paralyser, the wielder can jostle the weapon in the wound, causing an automatic additional 1d6 of damage per round.
Lading
The lading is a double-edged knife with a fascinating origin: it was originally a spearhead. When spears became broken or useless, the heads were often removed and fashioned into lading, usually temporarily, although sometimes it was not practical to use the lading to create a new spear. Should a suitable shaft be
165
171
172
173
Piau
The Piau is a short throwing knife, shaped somewhat like an axe head. If a person is caught in melee, they can attack with the Piau, grasping it so that they inflict damage as a slashing attack. Attacking with the Piau as a hand weapon prompts an automatic attack of opportunity, just like any other unarmed weapon. Should a person armed with the Piau have the Advanced Unarmed Strike Feat, they can use them without provoking an attack of opportunity.
instead of the Strength modifier on attack rolls with a Rante. This weapon is a shield bypass weapon.
Japan
No examination of the Far East would be complete without a look at Japan. But Japan, an island nation, has far less interaction with other nations than land-bound nations like India and China. There is archaeological evidence that supports a Stone Age culture (The Jomon) in Japan before the Korean settlers (Yayoi) arrived, and their intermarriage bred the unique culture that is Japan. The Yayoi brought with them a fledgling religion that would become Shinto, and they also brought a clan-centric cultural system that would eventually develop into the prominent uji system. The first armors of Japan were lamellars and cuirasses, the Yoroi and Tanko. These saw use for two hundred years, as well as forms of leather and padded armor. It would not be until the development of the Keiko that Japanese armor would begin to resemble the familiar armor of Japan. Made up at least 7 different sizes of scale, the Keiko armors are essentially a very complex kind of scale work. All of these armors were made of iron.
Rante
The Rante is an exotic chain weapon that is commonly used in Malaysia as a weapon. Normally this weapon inflicts damage as a bludgeoning weapon, however there are two variants. One variant, the Star Rante, has a serrated star at one end of the chain, which makes the damage identical but slashing. Another, the Dart Rante, has a sharp spike on the other end, making the damage identical but impaling. Make sure to specify which variant you are purchasing so that your DM will know. Because it can wrap around a leg or other limb, it may also be used to make trip attacks. If you are tripped during your own trip attempt, you can drop the weapon in order to avoid being tripped. Those using this weapon gain a +2 bonus on their opposed attack roll when attempting to disarm an opponent, including the roll to keep from being disarmed if they fail their disarm attempt. You may use the Weapon Finess feat to apply a characters Dexterity modifier
166
Naginata
In the early period of Japans warfare development, the Naginata style polearm was as common as the Yari on the battlefield. But the Naginata was relatively light for a polearm, and was eventually relegated to women, who were traditionally left to guard the castle. The Naginata became known as a womens weapon, as was shameful to fight with for men, except in practice.
Outside Influences
Japanese culture began to absorb a great deal of Chinese culture, adopting similar views on aesthetics and good governance, adopting a more Chinese Imperial culture, and similar art. The Japanese practiced spirit worship as well as ancestor reverence at this time, and Shinto was still in its fledgling stages. During the Nara period two key changes would occur. Firstly, Buddhism would merge with Shinto thought, and temples would be established, where monks practiced meditation and a unique form of martial arts. Secondly, Steel would be developed in Japan, and with it new techniques of forging. Early Japanese swords were straight edged, like the Dao. They also had a native staff, shorter than the quarterstaff, called the Jo. Spears, (Yari) were simple, although tassels were added later on for distraction and decorative purposes. Nageyari were the throwing equivalent, and Uichi-ne were darts that looked like short spears and could be used as a stabbing weapon. Where Japan really began to vary with mainland nations was in their early polearms. The Naginata was first developed in the 700s and was used by Bushi (soldiers) and monks alike. Later polearms would include the Bisento, Feruzue, Kama-Yari, Kongo-Zue, Tetsubo, Jumonki-Yari.
Feruzue
A staff weapon resembling the Wolf Tooth Staff, the Feruzue has a nasty surprise. The haft is hollow and contains a striking head attached to a chain within. While the Flail head is locked at the end of the staff, the staff is a normal polearm. But when the flail head is released, it becomes a dangerous reach flail weapon. Because it can wrap around a leg or other limb in this state, it may also be used to make trip attacks. If you are tripped during your own trip attempt, you can drop the weapon in order to avoid being tripped. Those using this weapon gain a +2 bonus on their opposed attack roll when attempting to disarm an opponent, including the roll to keep from being disarmed if they fail their disarm attempt. Extreme strength is needed to wield the Feruzue effectively as a flail weapon. When the Feruzue head is released, the Feruzue is a shield bypass weapon.
Kongo-Zue
The Kongo-Zue is a weapon favored by the warrior monks of Japan. A staff with iron rings at either end; this is an exotic double weapon. The rings allow the user to perform swordbreaking maneuvers. This is a double weapon, and if used as a double weapon, you incur all penalties associated with fighting with two weapons as if you were using a one-handed weapon and a light weapon.
Jo
The Jo stick was Japans native staff weapon. A little less than three feet in length, this weapon was used like a club.
167
O-yoroi
A more ornamental armor than the Keiko, the O-yoroi looks more like traditional Samurai armor. Large plates, bound in cord and leather, and layered heavily over the body created fine pro-
174
179
180
181 182
183
174. Ken; 175. Jo; 176. Yari; 177. Nageyari; 178. Uichi-ne; 179. Kama-Yari; 180. Jumonki-Yari; 181. Naginata; 182. Feruzue; 183. Kongo-Zue
168
185
189b
189c
188 184. Tachi; 185. O-yoroi armor; 186. Bokken; 187. Chijirki; 188. Dai-Kyu; 189a. Ornamental Arrowhead; 189b. Piercing Arrowhead; 189c. Forked Arrowhead; 190. Jitte tection at the cost of mobility. Samurai trained to act and react effectively in their heavy armor, but this kind of armor never caught on in the mainland. weapon to be fired from horseback. The Dai-Kyu is powerful, and is often a specialty weapon for certain Samurai.
Bokken
A wooden practice sword, the Bokken was used to train students in sword technique. Solid enough to cause bruises and break bones, the Bokken could duplicate any maneuver a Tachi could.
Chijiriki
A yari with a chain mounted to the opposite end of the staff, this double weapon performed a variety of tasks. Besides the standard thrusting, the Chijiriki could wrap around a leg or other limb to make trip attacks. If you are tripped during your own trip attempt, you can drop the weapon in order to avoid being tripped. Those using this weapon gain a +2 bonus on their opposed attack roll when attempting to disarm an opponent, including the roll to keep from being disarmed if they fail their disarm attempt.
Jitte
The Jitte is a parrying weapon designed to capture and disarm swords. The Jitte looks a lot like a Sai with a single tine, usually at a straight angle, rather than a curved one. Those using this weapon gain a +2 bonus on their opposed attack roll when attempting to disarm an opponents sword, including the roll to keep from being disarmed if they fail their disarm attempt. The Jitte was often used as an off-hand weapon.
Kumade
A polearm with a three pronged grappling head, this weapon was designed, much like the first tridents, for use during sea combat. A solid weapon used to grab objects or people and pull them to where you need them, it does minimal damage. A successful hit allows a grapple check. If successful, the person wielding the
Dai-Kyu
A large, asymmetrical bow used by the Samurai, this weapon is nearly six feet long. The grip of this bow is low, allowing this
169
Masakari
With a regular axe blade on one side and a tapered spike on the other, the Masakari is a weapon made to be used against armored and unarmored foes alike. The Masakari can be used like an axe to do slashing damage, or it can be used like a pick to do impaling damage. This is one of the few axes used in Japan.
197
198
Nagegama
The Nagegama is a Kama-like sickle on the end of a Manrikitype chain. Swung in the hand as a Kama, it can also be thrown, like a Rante, to injure an opponent at range. When throwing the Kama portion and retaining the chain, it has reach. You can strike opponents 10 feet away with it but, unlike other reach weapons, you can also use it against an adjacent foe. . Because it can wrap around a leg or other limb, it may also be used to make trip attacks. If you are tripped during your own trip attempt, you can drop the weapon in order to avoid being tripped. Those using this weapon gain a +2 bonus on their opposed attack roll when attempting to disarm an opponent, including the roll to keep from being disarmed if they fail their disarm attempt.
193 199
195
Nagimaki
191. Kumade; 192. Manriki-gusari; 193. Masakari; 194. Nagegama; 195. Nagimaki; 196. No-Dachi; 197. O-No; 198. Kumade can limit the movement of the entangled foe by the length of the pole (5 feet). A longer, heavier cousin of the naginata, this blade does not have the social stigma of its forebear. Indeed, it was designed to allow men to use the popular womens weapon without ridicule.
No-Dachi
A katana-like weapon with a blade six feet long, the No-Dachi is the quintessential two-handed Japanese longsword. Usually worn on the back and drawn over the shoulder, the No-Dachi was a very difficult weapon to manipulate effectively, but was fearsome in the hands of a master.
Manriki-gusari
The Manriki-gusari started out as a simple chain, and eventually two blunt weights were added to give it better throwing range. Designed by a samurai to allow him to disable a foe without killing him, the Manriki-gusari can be used as whip-like weapon. When using it as a melee weapon, the manriki-gusari has reach. You can strike opponents 10 feet away with it but, unlike other reach weapons, you can also use it against an adjacent foe. Because it can wrap around a leg or other limb, it may also be used to make trip attacks. If you are tripped during your own trip attempt, you can drop the weapon in order to avoid being tripped. Those using a whip gain a +2 bonus on their opposed attack roll when attempting to disarm an opponent, including the roll to keep from being disarmed if they fail their disarm attempt. When thrown, if it hits the target (even on the armor), there is a 25% chance the target is entangled. A -2 penalty can be taken to the attack roll to increase the entangle chance to 50%. An entangled creature is a -2 on attack rolls, and a -4 penalty on effective Dexterity. The entangled creature can only move at half speed and cannot charge or run. If an entangled creature attempts to cast a spell, it must succeed at a Concentration check (DC 15) or be unable to cast the spell. You can use the Weapon Finesse feat to apply a characters Dexterity modifier instead of the Strength
O-No
A six foot staff topped with an axe blade, the O-no was a longrange chopping weapon. Used to attack foes from a wall or to strike at enemies from afar, the O-no was not very popular, due to its unwieldy nature.
Sode Garami
Also known as the sleeve tangler, the Sode Garami is a long pole with many jagged barbs. Used to apprehend thieves or fleeing criminals, a successful hit allows you to make an immediate grapple check. If successful, the person wielding the Sode Garami can limit the movement of the entangled foe by the length of the pole (5 feet).
Tonto
A short knife, made with folded steel, it was often a side weapon to the Tachi, before the invention of the Wakazashi.
170
Haramaki Do
200 Some experimentation was made on the Do-Maru. Haramaki Do was a variant identical except for lacing strategy. The Tsuzumi Do was a heavier suit, with thicker plates and a leather covering, making it more protective, but not as flexible. The Tatami Do had a cloth backing for the plates, which made it inherently less durable, although slightly more protective than the Do-Maru in the short run.
Ninja
During this time the Ninja became a private force for espionage and assassination. Various histories propose that the ninja were in Japan from the earliest times, from the 600s to the 1200s,
Masamunes revolution
Masamune was a legendary smith, the man who took the practice of folding steel and made it an art. Most smiths would fold steel perhaps 35 times before being satisfied with the temper. Masamune would fold no blade less than 10 times, and many blades were folded more, a rare few up to 20 times. This folded steel was highly superior, and weapons made with steel folded this often were far superior to just about anything they would ever come in contact with. Masamune is also credited with crafting the first No-Dachi. Any weapon made in this advanced folding manner is automatically a masterwork weapon, has a hardness of 11,and receives the traditional +1 combat bonus.] and claim that they were everything from people with the right skills to isolated death cultists. Due to the popularization of Ninjas in modern culture and the great wealth of literature by socalled Ninja experts, there is little modern historical information that can clear up the exact origin of the Ninja. Suffice it to say the Ninja became a way for aristocratic families to gain information on their enemies and assassinate them. Ninja trained in hand-to-hand martial arts, and had a wide variety of weapons they could access, depending on their training. The Ninja were generally stigmatized in society, so disguising body wear was adopted to hide their identities, and nothing heavier than padded armor was ever used, since it interfered with stealth.
Do-Maru
A lighter armor than the O-yoroi, the Do-Maru provides slightly less protection but has more flexible plating. The Do-Maru became the standard armor worn by most Samurai, although some chose heavier armors, for their protection.
Katana
The signature weapon of the Samurai, the Katana is the Japanese equivalent of the bastard sword. Although too large to be used in one hand without special training, all Samurai are trained to use the Katana in one hand. The katana was always custom made, and each Katana was made with the advanced folding techniques of Masamune.
Ninja-to
A short, straight, single edged blade used by the Ninja, the Ninja-to is an efficient assassination device. A smith belonging to the Ninja Dojo would be the one to craft the Ninja-to, since no regular smith would knowingly make a ninja weapon, for fear of repercussions.
Wakazashi
The companion blade to the Katana, this weapon is shorter than the Katana or Tachi, and was intended for indoor use, where the Katana might be too unwieldy. The Wakazashi is worn slightly below the katana, and is a required weapon for the Samurai. The
Shuriken
The traditional throwing star, the Shuriken is too light to allow the addition of the strength modifier to its damage. Grasped between fingers, up to three Shuriken may be thrown at once,
171
202
207
208 213
204 209
206
214
201. Ninja-to; 202. Shuriken; 203. Han-Kyu; 204. Garrote; 205. Fukidake; 206. Kyoketsu-Shogi; 207. Nekode; 208. Kawanaga; 209. Katana; 210. Wakazashi; 211. Teppo; 212. Nageteppo; 213. Nunti-Sai; 214. Kusari-gama although at a -1 to hit penalty for each dart being thrown. If using in conjunction with a sneak attack, only the first Shuriken should be considered a sneak attack. any actions as if grappled and fatigued. Every subsequent attack by the Garrote dealer automatically hits, although a die roll is still necessary to determine if critical damage should be applied.
Han-Kyu,
A short bow, the Han-Kyu was used by the Ninja when a target could not be approached easily. Ninja had access to all manner of arrows (any previously mentioned), and often poisoned an arrow, in order to make certain a target was eliminated.
Fukidake
A small blowgun, usually split into 1 foot portions, and made to be reconnected, the Fukidake is used to fire small needles, usually poison tipped. Fukidake do not take damage from attacking, unlike other weapons. Instead, they only take damage from being attacked. The Fukidake is nearly silent, and can be used while hiding and not reveal its source.
Garrote
A long wire or cord used for strangling. Wrapped about the hands or wrists, and carried in a reverse loop, the Garrote required that the wielder get up behind an opponent and slip the loop over their head swiftly. Then the reversed loop would be tightened, to strangle the victim. Wire versions also cut into the flesh, causing terrible damage to the throat. Some variants of the Garrote had wooden handles, to prevent damage to the hands. A Garrote is only useful as a flanking attack, and is best used when a foe is surprised. The to-hit roll is given a -4 modifier for hit location, and a foe wearing any kind of armor other than soft or none is immune to this attack. Besides the rolled damage, any victim of this attack also suffers from suffocation, and performs
Kyoketsu-Shogi
A weapon with a rope attached to the haft and an iron or wooden ring on the other end of the rope, this exotic double weapon has a surprising number of uses. The ring can be thrown for bludgeoning damage, or the like-like weapon can be thrown for slashing damage. The rope itself can be used to attempt disarms or trips. And the ring can be used as a defensive object, conferring a +1 armor bonus in the round it is used in this manner. When throwing either end, it is treated as a ranged weapon with a maximum range of 10 feet, and no range penalties. Because it can wrap around a leg or other limb, it may also be used to make trip
172
Nekode
A grappling hook on a rope, this weapon was used much like the Rante as a bludgeoning weapon by the Ninja. Because it can wrap around a leg or other limb, it may also be used to make trip attacks. If you are tripped during your own trip attempt, you can drop the weapon in order to avoid being tripped. Those using this weapon gain a +2 bonus on their opposed attack roll when attempting to disarm an opponent, including the roll to keep from being disarmed if they fail their disarm attempt. You can use the Weapon Finesse feat to apply a characters Dexterity modifier instead of the Strength modifier on attack rolls with a Nekode. This weapon is a shield bypass weapon.
Kawanaga
Climbing hooks, which grant a +2 bonus to climbing while worn, these weapons make unarmed strikes normal piercing attacks. The Kawanaga does not change the normal hand attack damage. Attacking with the Kawanaga prompts an automatic attack of opportunity, just like any other unarmed attack. Should a person armed with the Kawanaga have the Advanced Unarmed Strike Feat, they can use them without provoking an attack of opportunity.
Table 5-3:Ninja
Class Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th Base Attack Bonus +0 +1 +2 +3 +3 +4 +5 +6 +6 +7 Fort Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Ref Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 Will Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Special Training Sneak Attack +1d6 Training Sneak Attack +2d6 Training Sneak Attack +3d6 Training Sneak Attack +4d6 Training Sneak Attack +5d6
173
Class Skills
The Ninja class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Perform (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Swim (Str), Tumble (Dex) Skill Points at Each Level: 4 + Int Modifier
Class Features
All of the following are class features of the Ninja prestige class. Weapon and Armor Proficiency: Ninja start their first level with proficiency in all simple weapons and martial ninja weapons. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. First Level Selection: At first level the new Ninja must select one of the three options given. Sneak Attack: This is the Feat, as listed in the Players Handbook Training: A Ninja may take one option from the following list: Improved Unarmed Strike (If not already possessed) Weapon Focus (Martial Ninja Weapon) Exotic Weapon Proficiency (Exotic Ninja Weapon) 1 Ninja Ability
174
Nunti-Sai
As the Okinawan weapons were imported to Japan, and as contact with the mainland continued, the Nunti-Sai was invented by combining the Sabus tines with the Sai weapon concept. The result, the Nunti-Sai, is a Sai with no handle, a single tine blade with an s-shaped tine blade intersecting it. Used in pairs, this weapon can be used forward or reversed, and as an effective disarming weapon. The Nunti-Sai grants a +2 bonus on the users opposed attack roll when attempting to disarm an opponent, including the roll to keep from being disarmed if they fail their disarm attempt.
215a
215c
Kusari-gama
The Kusari-gama is a Kama blade with a Manriki-gusari chain attached to the head. The blade may be used as a Kama, or the chain may be used to strike like a Rante. When using the chain as a melee weapon, it has reach. You can strike opponents 10 feet away with it but, unlike other reach weapons, you can also use it against an adjacent foe. Because it can wrap around a leg or other limb, it may also be used to make trip attacks. If you are tripped during your own trip attempt, you can drop the weapon in order to avoid being tripped. Those using a kusari-gama gain a +2 bonus on their opposed attack roll when attempting to disarm an opponent, including the roll to keep from being disarmed if they fail their disarm attempt.
215d
215a. Hotoke Do; 215b. Mogame Do; 215c. Tatami Do; 215d. Yokinoshita Do The Edo Shogunate would be an end to wars. During this time Tokugawa would establish trade with their island nations and the mainland, but would limit mainlanders and Europeans to trading with Japan only at Nagasaki. This would introduce a number of new weapons into the Japanese arsenal. He would establish the code of Bushido, or the Way of the Warrior, a collection of established practices, beliefs, and rituals that Samurai had come to embody. Between this code and the body of laws Tokugawa would create a lasting peace that would endure into the 19th Century. During this time the Samurai would only ever face forces attacking them from the outside, and with armoring being so much less important with the introduction of the firearm, the incredible armors of Japan would progress no farther.
Teppo
The Teppo is a converted Portuguese Common Arbequis. A single shot weapon firing iron shot, the Teppo was mass-produced from a few original weapons, and is slightly less reliable than the original version, having a reliability rating of 3. Information on reloading times and powder usage can be found in the chapter Pageantry, Platemail, and Pistols.
Nageteppo
A grenade-like weapon filled with gunpowder, the Nageteppo was used as a last ditch weapon by the Ninja. The Nageteppo must be lit before being thrown, as a standard round action. The explosion causes 2d6 fire damage in the square that it lands in,
175
Table 5-4:Samurai
Class Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th Base Attack Bonus +1 +2 +3 +4 +5 +6 +7 +8 +9 +10 Fort Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 Ref Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Will Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 Special Training Honor Training Leadership, Honor Training Honor Training Honor Training Honor
176
Zen Awareness:
Body Awareness: The Samurai who learns this awareness is able to maneuver more effectively, regardless of his encumbrance. The Samurai moves as if encumbered by a load one level lighter than their actual load. This does not allow the Samurai to carry more, but merely allows them to move more effectively under their current load. If a Samurai is unencumbered (a light load), they may move at 10 feet faster than their normal movement speed. Blind Fight: The Samurai gains the Feat of this same name. Blind Shot: The Samurai may fire at any opponent they cannot see, as long as they have detected that opponent with another sense. The penalty to do so is half the normal penalty. This can be used to fire through thin materials like paper walls, if an enemy is known to be inside. Advanced Alertness: The Samurai has improved their senses to a nearly supernatural level, and gains a +4 to all spot and listen checks. This bonus supercedes the bonus granted by Alertness. Combat Calm: The Samurai cannot be affected by any spell or ability that imposes a negative morale penalty while in combat. The meditation and centering techniques of the Samurai make him immune while in battle. Envisioned Shot: The Samurai can take a full round to fire a single shot, and add +4 to their to-hit roll. Eagles Vision: The Samurai may double their normal vision range while outside, under normal sunlight. Tracking: The Samurai gains the feat of this same name.
Class Skills
The Samurai class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Intimidate (Cha), Perform (Cha), Jump (Str), Listen (Wis), Spot (Wis), Swim (Str) Skill Points at Each Level: 2 + Int Modifier
Class Features
All of the following are class features of the Samurai prestige class. Weapon and Armor Proficiency: Samurai start their first level with proficiency in all simple weapons and martial Samurai weapons. They are also proficient with Light, Medium, and Heavy Armor. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. First Level Selection: At first level the new Samurai must select one of the three options given. Low Justice: The Samurai, as part of their oath, gains the power of life and death over all peasants in the region they are assigned to. They are required to adjudicate disputes and meet out appropriate justice. Should a lord disagree with the decision, this may be grounds for becoming Ronin. Honor: A Samurai accrues honor for loyal service. Each level of Honor allows a Samurai to negate one point of fatigue, non-magical morale penalty, ability damage through non-magical poison, or ability damage through non-magical disease. This ability may be used once per day, and the Honor pool is restored to full points each day. Leadership: This is as per the feat of the same name. Training: A Samurai may take one option from the following list: Improved Unarmed Strike (If not already possessed) Weapon Focus (Martial Samurai Weapon) Exotic Weapon Proficiency (Exotic Samurai Weapon) 1 Zen Awareness
177
M 10/6 M 9/3 MW 5/8 M 10/9 MW 6/8 M 9/6 B 3/5 B 3/2 M 6/2 M 5/3 M 6/5 M 9/3 M 9/2 M 6/5 M 6/5 M 6/5 M 6/2 M 6/5 M 9/2 M 6/15 M 9/3 M M M W M W M M M M 6/11 9/15 9/21 5/6 9/15 5/8 7/7 9/5 6/11 9/12
G N/S
G N/S G G
10ft
12gp 1d10 x3 6gp 1d6 or 1d4 x2 or x3 8gp 1d6 x2 2gp 1d4 x2 412gp 1d8+1 x2 12gp 1d8 x2 408gp 1d8+1 x2 8gp 1d8 x2 408gp 1d8+1 x2 8gp 1d8 x2 412gp 1d6+1 x2 12gp 1d6 x2 15gp 1d8 x2
S MW 6/28 B or P W 6/8 B M 9/8 B W 5/6 B M 10/27 B M 9/24 B M 10/19 B M 10/16 B M 10/19 B M 10/16 S M 10/21 S M 10/18 S M 9/28
G G
178
G/N/S G S
B B As per Quarrel As per Quarrel As per Quarrel As per Quarrel As per Quarrel
10M 10M MW MW MW MW MW
G G
1920/x2 120ft
4gp 3gp 4gp 6gp 5gp 6gp 410gp 10gp 300gp 8gp 8gp 8gp 407gp 7gp 3gp 75gp
1d4 1d6 1d6 1d6 1d6 1d6 1d6+1 1d6 1d6 1d8 1d8 1d8 1d6+1 1d6 1d4 1d8
10ft
3lbs 5.5lbs 5.5lbs 5lbs 7lbs 4lbs 3lbs 3lbs 3lbs 11lbs 10.5lbs 10lbs 10lbs 10lbs 6lbs 6lbs
S S S S S S S S S S S S P&S P&S B S
M MW MW MW MW M M M M MW MW MW M M W M
6/9 4/17 6/17 9/15 6/21 6/12 10/9 9/9 11/11 6/22 6/21 6/20 10/33 9/30 5/10 9/32
S G
179
G S G
20gp 1d10 8gp 2d4 55gp 2d6 4gp 1d8 6gp 1d8 15gp 1d10 415gp 2d4+1 15gp 2d4 15gp 1d10 20gp 1d8 or 1d10 450gp 2d6+1
G G
180
10ft
S S
G G G G G S
60gp 150gp
1d6 1d8
x3 x3
55ft 90ft
2lbs 3lbs
4/6 4/9
x2 x2 x3 x4 x3 1820/x2 x2
5ft 5ft
1lbs .5lbs 1lb .5lbs .5lbs 1lb 1lbs 1lb 7lbs 3lbs 3.5lbs 3lbs .5lb 2.5lbs 1.5lbs 2lbs 7lbs 5lbs 5lbs 6lbs 9lbs 6lbs 5lbs 2lbs 1lbs 3lbs
S S S* S* P S B P B S S B or P B S P B P P P P P P P S P S/B
M W C M M M F
G/S/N G/S/N N N
1gp 6gp 1d6 x2 10ft 3gp 1d6 x2 4gp 1d6 x3 10gp 1d4 or 1d6 x2 Or 1920/x2 1gp 1d3 x2 6gp 1d6 1920/x2 5 sp 1d4 x3 2gp 1d6 x2 23gp 1d6 x3 412gp 2d3+1 x3 12gp 2d3 x3 417gp 1d6+1 x3 17gp 1d6 x3 18gp 1d6 x3 20gp 1d6 or 3d3 x3 6gp 1d6 1920/x2 3gp 1d6 x2 10gp 1d6/1d6 x2/x2
M 9/3 M 9/19 M 9/9 M 9/11 M 9/9 W 3/2 M 9/8 M 9/5 WM 5/6 MW 8/21 M 10/15 M 9/15 M 10/18 MW 8/25 M 9/18 M 9/15 M 9/6 M 9/3 M 9/9
G G N/S
181
10ft
G G/N G G G G G
80gp 2d4 20gp 1d6 20gp 1d4/1d4 425gp 2d4+1 25gp 2d4 2gp 1d8 16gp 1d8 20gp 1d8 35gp 2d4 12gp 1d8 400 gp 1d10 12gp 1d6/1d4 7gp 1d6 16gp 1d8 or 1d4 14gp 1d6/1d6 465gp 1d8+1 65gp 1d8 11gp 1d8 12gp 1d8 12gp 1d8 13gp 1d8 30gp 1d6
10ft
G G G S N
N/S
G/N/S G G
15ft
60gp 1d8/1d8 x2 75gp 1d6/1d10 x2 40gp 1d8/1d6 x3/x2 20gp 1d8 or 1d10 x2 or 1920/x2 25gp 1d12 x2 18gp 1d10 x2 16gp 1d10 x2 60gp 1d10 x3 20gp 2d4 x2 10gp 1d8 x3
G G S G
182
G S G G
G G
G G G
G G G
6sp 3gp 2gp 6gp 410gp 10gp 1gp 50gp 3gp 6gp
x3 x3 x2 x2 x3 x3 x2 x2 x2 x2
10ft 10ft 10ft 20ft 30ft 30ft 10ft 10ft 10ft 10ft
.5lbs 1lbs .1lbs .5lbs 2lbs 2lbs 2lbs 1lb 3lbs 3lbs
P S P P
10M M M MW
9/2 6/3 9/1 6/2 10/9 9/6 3/6 9/3 2/9 4/9
G N S
N N G
183
90gp 1d6 x3 110ft 75gp 1d6 x3 60ft 60gp 1d6 1920/x2 60ft 75gp 1d6 1920/x2 70ft 12gp 1d6 x2 10ft 35gp 1d6 x3 60ft 12gp 1d6 x2 10ft 100gp +5* As Steel Qiang 120ft 300gp 1d12 x3 150ft 150gp 1d6/1d6 1920/x2 80ft 175gp 1d8 1920/x2 80ft 80gp 200gp 200gp 2gp 2gp 3gp 2gp 20gp 25sp 3gp 7sp 8sp 1gp 3gp 2gp 1d8 1d10 2d6 x3 x3 x2 90ft 70ft 150ft
G N G
1d4 1d4
x2 1920/x2
40ft 60ft
G Indicates a weapon is part of the Guang Hu subset N Indicates a weapon is part of the Ninja subset S Indicates a weapon is part of the Samurai subset * See the description in the text for special rules. Double Weapon Reach Weapon a If you ready an action to set this weapon against a charge you deal double damage. # Shield Bypass Weapon Subdual damage
M 9/60 ML 9/82 L 5/54 M 6/66 M 9/68 M 9/80 M 10/63 M 9/60 M 6/62 MF 9/70 M 6/56 M M M M M M M M M M M M M M M M M 9/70 10/73 9/90 9/104 9/102 9/88 9/94 9/84 9/106 9/100 10/107 9/98 9/94 9/102 9/90 9/92 9/98
+3 +3 +3 +2 +3 +4 +6 +6
+5 +5 +5 +6 +5 +3 +0 +0
-3 -3 -1 0 -1 -5 -7 -7
# See the text for special rules. * When running in heavy armor you move only triple your speed, not quadruple. ** The tower shields grants you cover. See the description. Hand not free to cast spells. Armor fitted for small characters weighs half as much.
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1. Scramsax; 2a. Broadsword; 2b. Tapered Broadsword; 3a. Battleaxe; 3b. Battleaxe variation; 3c. Battleaxe variation; 4. Francisca; 5a. Wooden Club; 5b. Steel Throwing Club; 6. Byzantine Breastplate and Mail; 7. Byzantine Chainshirt; 8. Byzantine Padded Armor short and metal. These precursors to maces were thrown with the intention of being recovered. Being a ranged bludgeoning weapon, the throwing club was very effective at knocking out enemies unexpectedly, and someone throwing a throwing club may opt to make the damage subdual rather than normal at only a 2 to attack penalty. The sneak attack bonus of rogues can be added to this attack as well. ciful fiction intended to make the Goths seem fearsome and barbaric. One fascinating (and factual) tactic the Goths employed, though, was the wagon ring. After their defeat by Roman forces, the Huns retreated to Eastern Europe. With the questionable wedding night death of Attila and the new strength of the Visigoths, the Huns became marginalized, fighting skirmishes for tribute with both halves of the Empire, but losing as often as they won. Eventually they would disappear, blending into local eastern populations, and most of the Slavic peoples of Eastern Europe would inherit their heritage. Magyar legends attest to the relationship between the Slavs and the Huns, and Slavic culture would see re-infusions from later warlike eastern cultures like the Turks and Mongols in later periods. Goth Wagons Goth wagons were large, leather-sided affairs, canopied and drawn in trains. When Goths were traveling or embarking on a raid, they would draw the wagons into as perfect a circle as they could. Then they would move on their target, usually a caravan or encampment, and attack from cover. At the first sign of a
Goths
Although the barbarians were often grouped together by more civilized nations, there were differences. Generally the Gothic tribes were considered honorable by those more civilized. They rarely broke treaties and insisted that those they made treaties with held to their word. When they married, they married for life, and remarriage was forbidden. In fact, those who were known to be unchaste were excluded from being able to marry. Since status came from family, this was a particularly cruel punishment. Both Goth men and women fought in battle, and some historians claim that the women often fought bare-chested to distract their opponents. These same historians also claimed that the Goth men fought armored with only a cloak, although archaelogical evidence and other historic accounts suggest this to be a fan-
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Vandals
The Vandals, on the other hand, were considered impassive and devout. Where the Goths resisted Christianity, the Vandals embraced it. However, the Vandals did not embrace Roman Catholicism, but rather Arian Christianity, a sect that preached the non-divinity of Jesus. As the Vandals conquered lands they imposed their religion on the populace, and treated Roman Catholics harshly. They also rejected the celebrations common to other barbarian peoples, like the Goths. Stern, serious conquerors, they established not only a land empire that spread through most of Northern Africa, but a powerful navy that ranged throughout the Mediterranean. Carthage, Sicily, and most of the western Mediterranean islands were eventually conquered by the Vandals, and this aggression would eventually lead the forces of Byzantium against them.
Franks
The Franks, whose land often faced the threat of outside invaders, fought off waves of barbarian tribes, who generally made the crossing over the Danube and into Central and Southern France. The Frankish King allied himself with a number of friendly tribes and brought war to the invaders, driving the Visigoths out of Central and Southern Gaul, and establishing the Frankish state. The king of the Franks, in order to defray the cost of having to defend the whole of Gaul, divided his nation into fiefs, and offered major tribes and families jurisdiction over certain portions of land in exchange for their fealty to himself. This system decentralized power and military control, but made it possible for a number of allied lords to control larger portions of land. This was the beginning of the Feudal system that would dominate Europe during the Medieval period.
Byzantium
Byzantium had been fighting Persia for hundreds of years before Western Rome fell. The Fall of Western Rome left Byzantium without much defense from barbarian tribes, and the Dalmatian Roman forces were entreated to accept Byzantine hegemony, in order to bolster Byzantine defenses. As it was, armies had to be transferred from the Persian front and relegated to Syria, Lebanon, Palestine, and Asia Minor. But the Persians, under the rule of the Sassanids, were implacable. Relying heavily on their Cataphracts and Archers, the Persians were nearly impossible for the archery light Byzantine armies to defeat, but their siege craft was not perfect. Byzantium established forts and fortified cities, and preferred to fight their wars from behind high walls, sallying forth with their horsemen during lulls in combat. The Byzantine army was made up of heavy cavalry similar to the Cataphracts of Persia, which wore breastplate armor and bore lance and sword (Spathion), Lighter Horse archers garbed in chain shirts and carrying composite bows, soldiers in scale armor and bearing spears, maces, swords (Xiphos or Spathions) and shields, and light troops in either padded or leather armor with spears, slings, bows, and shortswords (Xiphos).
Christianity
Christianity, despite being the religion of Rome at the end of the Empire, was very weak at the beginning of the Dark Ages. Without the Roman infrastructure the Church became very vulnerable
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Lances on Foot
Most lances (except tournament lances) were intended for use both on foot and on horseback. The lance is used much like a longspear when wielded on foot, and can be set against a charge when used in this manner. Most lances are reach weapons, and the penalties for reach weapons should be kept in mind when they are wielded in this manner. The main benefit of using a lance from horseback is the charge multiplier, which can be devastating.
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10a
11
15
17
18b
18c
14a
14b
12 10b 16 13 18a 19
9. Byzantine Lance; 10a. Xiphos shortsword; 10b. Xiphos curved; 11. Spathion; 12. Solenarion; 13. Byzantine and Arab Bow Darts; 14a. Early Longspear Head; 14b. Early Longspear Head; 15. Saxon Shortsword; 16. Sparte; 17. Double Winged Battleaxe; 18a. Heavy war mace; 18b. Heavy war mace; 18c. Ceremonial mace; 19. Morning Star mace wrote to the Emperor of Byzantium, the King of Persia, the Governor of Egypt, and the Negus of Abyssinia, inviting them to submit to Islam. Within a year, Muhammad was able to negotiate his return to Mecca, to that he and his followers could worship at the Kabah. A year after that Muhammad peacefully occupied Mecca, destroyed all the idols in the Kabah, and forbade any polytheistic practice. He also won over two of his greatest enemies, Amr ibn al-As and Khalid ibn al-Walid. The latter of these men would one day hold the title of Sword of God, while the former was the future conqueror of Egypt. This was the climax of Muhammads career. In a few years Muhammad took ill, and died. Abu Bakr inherited the leadership of Islam in a briefly contested succession. Taking the title of Khalifah, or Caliph, as the anglicized version is spelled, Abu Bakr held together the alliance of tribes, and funneled their aggression against the larger powers. Byzantium and Persia saw an increase in skirmishes with more organized Arab forces along their borders, but since they were more concerned with each other, no concerted effort was made to stop the raids. Succeeding Caliphs had greater and greater successes against the greater powers. The Arabs, now awakened and united, began to carve out an empire throughout northern Egypt, Palestine, and Syria. Major cities often held out against Islamic forces, but the lands and people in between were often Arab held and controlled, and Byzantine and Persian forces found it impossible to maintain effective fronts to stop this encroachment. During this time it is likely the Majra was designed by Arab forces, which would eventually lead to the Byzantine Solenarion. Majra/Solenarion The solenarion and the Majra were likely developed in response to each other. The majra was likely developed first, with the solenarion being developed in reaction to this new tactic by Arab and Islamic forces. The majra (or solenarion) is not a weapon in itself, but rather a bow accessory. The majra was a reed or bone
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Conflict
Denied of supplies, and unable to reinforce or replace their soldiers, cities like Damascus and Jerusalem eventually fell to Muslim forces. Other cities, where religious differences between Christian sects already had them in turmoil, minority sects would often ally themselves with the Muslims, whose brand of religious tolerance would allow them to finally practice their beliefs openly. Like the tide before a storm, the forces of Islam continued to grow more and more bold and effective. When Byzantine forces stymied them in the North, they moved against the Sassanids, using fast moving light cavalry and unorthodox tactics to subdue and crush the ailing empire, despite the Persian cataphracts and elephant units. With the fall of the Sassanids, Persia lay wide open to Islamic forces. Later conquests over the following decades would consolidate Islams power in Eastern Persia. Under the Caliphate of Uthman, conflict grew up within the burgeoning Islamic world. Uthman consolidated power under his family, in the hope of establishing a dynastic chain. He moved the capitol of Islam to Damascus, where his family held the majority of power. While Libya and Armenia were brought under Islamic rule and a true navy was beginning to develop to counter the Byzantines, Uthman attempted to cement the Umayyadd dynasty, but protests and grievances lodged by other leaders lead to a power struggle within Islam, and the killing of Uthman. The succession from that point was contested. Ali, Muhammads cousin who had stayed in his place to draw the attentions of the assassins, was nominated to succeed Uthman, primarily, it is said, by those who were responsible for Uthmans death. The Umayyadd family, on the other hand, promoted Muawiyah ibn Abi Sufyan, the leader of the new navy, governor of Syria, and the cousin of Uthman. This contested Caliphate spawned two factions within Islam, the Sunnis and the Shiis. Sunnite and Shiite divisions were primarily political, rather than religious in nature, and would eventually lead to inter-islamic conflict. Before the Islamic state was fifty years old, an Islamic army laid siege to Constantinople. By this time it controlled all of the land Byzantium had won back from the Vandals, and all of Syria, Palestine, and Asia Minor (Anatolia or modern day Turkey). The first siege failed, as the Byzantines were able to maintain good supply and cause more casualties than the Muslim siege forces could sustain. Byzantine siege tactics were well refined, and included large siege weapons, use of Greek Fire, and Cavalry sorties.
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Primer on Sieges
It is not in the scope of this work to detail the use of Siege Engines or Large-Scale Battle tactics. Still, the development of weapons, armor, and tactics were certainly shaped by the nature of the siege, which was one of the most common battlefield activities besides the skirmish or full scale battle. A sieges goal is to occupy a fortified location, be it a tower, keep, city, or castle. Often these targets were built on difficult terrain, which made one or more sides of the target location impossible to attack. Those laying siege had a few options when it came to how to take the objective. On a siege where the attackers had no means of breaching the defenses of the location, a blockade was the most common tactic. Blockades involved cutting off any access to the city,
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Feudal Europe
Across the Channel the Franks joined together with the Burgundians, the Brettons, the Auvergnes, and the Orleans to unite and drive away foreign powers, and take back all of France for themselves. The Feudal System spread gradually through Europe, and lords took up the protection of their limited fief, extracting taxes and goods from the peasants to feed and clothe the soldiers, and the hierarchy of the feudal system gave nobles and peasants a recourse for judgement of conflicts. The nobles often intermarried to strengthen their ties to each other, so as to promote peace between fiefdoms and to promote their joint well-being. A concern for the purity of bloodlines would only begin to set in when war broke out between feudal states. Conflict between feudal states was a new kind of war, not so much for conquest and subjugation, but more for honor and prestige. Soldiers fought each other more often for the honor of their lord than for the change of a dynasty. Not to say that a noble with aspirations for the crown couldnt fight their way to it, but as European civilization stratified from the feudal system, it became more difficult to win power from strength of arms. Often other nobles were much more likely to oppose a particularly aggressive lord out of the belief that the feudal system was there to protect states from the ambitions of the few. All of this helped to strengthen the power of the higher lords, and conveyed a new kind of security to Europe. While not as enlightened or civil as the Pax Romana, the Feudal systems security came from its obsessive order. Mace, Early Steel Light and Heavy There were a great variety of maces developed during the Dark Ages. The mace became such a prominent symbol of war and military authority that kings began to fashion fancy maces for themselves as a sign of their dominion. These scepters were generally gilt light maces, and were rarely if ever used in combat. Maces came in a variety of styles, from those with a plain ball head to those with triangular jutting blades to those with spikes. This last, called the morning star, has it own unique statistics. Hatchet, Early Steel The hachet, or hand axe, was a common workers tool. Used to break up fallen wood, cut down bushes, or split and hammer board, the hatchet was one item likely to be found in most peas-
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20 26
21
23 27b
24 30 22 25 31
32
20. Hatchet; 21. Woodcutter's Axe; 22. Sickle; 23. Scythe; 24. Bull Whip; 25. Knife; 26. Grain Flail; 27a. Hayfork; 27b. Pitchfork; 28a. Shepard's Crook; 28b. Crozier; 29. Quarterstaff; 30. Hammer; 31. Maul; 32. Pick Axe; 33. Miner's Axe; 34. European Padded Cloth Armor completely uncommon. The double-edged version is identical in The main difference between a hayfork and a pitchfork is the statistics to the single edged version, although its damage is con- number of tines on each fork: the hayfork has two tines while the sidered piercing. Some knives had a curved hook at the tip of the pitchfork has three. Steel versions of the hay or pitch forks were blade, in order to aid in cutting sinews and separating bones. rare for many of the same reasons that steel sickles or scythes This has no benefit in combat, however. were rare. Still, the forks would inspire the development of certain polearms. Flail, Grain (Plain and Studded) The grain flail consisted of a long pole, a short thong of leather or length of chain, and then a shorter pole. This was used to beat grain off of the stalk, after the grain had been cut in the field. The usefulness of the flail as a war weapon gradually became obvious when conscripts used the weapon for battering opponents at a distance, and for entangling the legs of horses. The grain flail can be used to wrap around a leg or other limb, it may also be used to make trip attacks. If you are tripped during your own trip attempt, you can drop the grain flail in order to avoid being tripped. A studded version was developed to inflict more damage upon impact. This weapon is a shield bypass weapon. Hayforks and Pitchforks These were common use weapons kept around the farm for stacking hay, moving compost, or any of a variety of other jobs. Croziers The shepherds crook, or crozier, is an ancient staff, likely as old as sheep herding. The term crook refers to the often bent or curled head at the top of the staff. The shepherds crook was used to defend against wild animal attack, and to guide sheep when the shepherd was moving them. During the Dark Ages the shepherds crook became a symbol of the guiding role of the Christian Church in Europes development, and many higher officials in the church took to carrying a metal, stylized shepherds crook, often with an ornate head, as a sign of their office. Some less scrupulous individuals hid a blade at the end of the weapon, in case of the need for a weapon of last resort. Although in the Dark Ages and Medieval period there was some leeway for clergy of the Christian church to defend themselves with weapons, a concealed weapon in a symbol of their office was considered deceitful. You can fight with the spear-bearing
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Charlemagne
When Charlemagne came to rule France, his people were greatly divided, and the static nature of the Feudal system was taking its toll. Lords fought amongst each other for choice land, and the king was often ignored when his commands were unpopular. The military arts were more and more neglected, as the nobles took much of the responsibility of being the elite forces on themselves, leaving their soldiery mostly defensive. Peasants had minimal education, little religion, and very little contact with those outside their local community. Charlemagne sought to change this. Internal dissention in Europe and yet more sectarian conflicts in the Christian church left Rome in peril. The Lombards, yet another Germanic tribe, found the Gothic Kingdom of Italy in shambles, and they quickly conquered the region and began to dispute with the Pope for both temporal and spiritual control of the region. The Frankish powers, who had closely allied themselves to the Pope under the rule of Clovis, were invited by the Pope to come to his aid, and Charlemagne did, destroying the Lombards and establishing much of Italy as a feudal state under the control of the Pope. Called the Papal States, this became the first example of the Roman Catholic church directly administering lands in Europe, although the process, once begun, spread
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Whats in a name?
Many peoples were often named by others who did not know their lands well. When Charles Martel fought the forces of Islam at Tours, it was recorded that he fought an army of Moors and Saracens, with certain Vandals in their number. The Moors were swarthy, sometimes black skinned African Muslims from the lands of Mauritania, for which they were named (Mauritania shortened to Maur or Moor). The Saracens were considered any of a great number of people who dwelt in the lands of Syria and south of there, of which the Arabs were just one of many (Syria became Saria, or Saracens). Eventually Saracen came to describe any Muslim who was not so dark skinned as a Moor. The Vandals mentioned in their number were likely any number of conquered Germans who had dwelt in Spain before the invasion, who were now conscripted into fighting with the Islamic forces. They were likely to be from one of any number of different Germanic tribes, but Vandals being the most common and most hated, historically, that was the label used. For their part, the Islamic invaders returned to their conquered lands after the battles of Tours with tales of the fearsome and deadly Franji (similar in sound to French or Frank), who had stopped the conquest of all the known world. When the Crusades would begin, generations later, any European on Crusade was often referred to as a Franji. Charlemagne allied himself to the Pope and the Roman Church during his reign, enforcing catechism among his people, and requiring captured lands and peoples to become Christians. He united France under the crown again by declaring war on the barbarous north, on Germany. Charlemagne forged new tactics with his feudal armies, organizing them in heavy cavalry, light scouts, heavy infantry, and conscripts, and he employed both fortifications and siege warfare to great effect. The barbarians had no chance. Charlemagne rolled across Europe, conquering tribes and states, converting them from their pagan or sectarian beliefs, and forcing them to bow to his rule. Even so, this war lasted a punishing 32 years. Germany was not Charlemagnes only field of conflict. Charlemagne attempted to retake parts of Spain from the Moors, but failed miserably, as recounted in the Song of Roland. Charlemagne brought forces against the Slavs, the Magyars, and the Avars (descendants of the Huns) in Eastern Europe, and he made much progress against them, destroying what nascent states had been there, to establish more Feudal structures. By the year 800 A.D. Rome repaid Charlemagne by conferring on him the title of Holy Roman Emperor. The establishment of the Holy Roman Empire cemented the power of the Roman Catholic church over
The Vikings.
The Vikings came from the far northern lands of Europe, from high in the fjords, where villages were set in fertile outcrops and ship travel was more efficient than foot travel for trading between villages. Fjord culture developed gradually, with those villages highest up the fjord trading with the lower villages for food and supplies that they could not manufacture or grow on their own. In some fjords this relationship of trade became antagonistic, when the highest villages had nothing to offer the lower villages by means of trade. Then the higher villagers would take up arms and sail down the fjords, raiding the lower villages for what they needed, then rowing back up swiftly enough to evade capture. The higher villages built up wooden forts to oppose attack, and, enriched by this raiding practice, they grew powerful. This practice was called viking in the Nordic lands, and those who practiced it took the name for themselves. Viking culture and religion celebrated the life of the warrior. It was their belief that they practiced in life the ways of the warrior so that, when the end of the world came, they would be able to stand with the Gods in the final battles. Those judged unworthy and unfit were cast out, sometimes literally, and were believed to go to Hel, the land named for the Tricksters fell daughter, a realm of
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35 40 41
38
39
37 36
35. Viking Shield; 36. Krokaspjot Spear; 37. Refthi; 38. Bearded Axe; 39. Pattern Welded Viking Sword; 40. Chainmail Byrnie; 41. Splint Mail
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43b
45a
45b
42a
42b
42c
42d
43a
42a42d. Halberd variations; 43a43d. Bill variations; 44. Light Crossbow; 45a. Footman's Mace; 45b. Horseman's Mace; 46a. Footman's Pick; 46b. Horseman's Pick of steel. Its entirely possible to use a horsemans pick off of a horse, and there is no penalty for doing so. Warhammer, Footmans and Horsemans The warhammer adapted the German hammer to military use. The two versions follow the established pattern between footmans weapons and horsemans weapons, and both weapons feature a spike at the rear of the hammer head, to use as a secondary attack. The spike was designed to puncture armor. Its entirely possible to use a horsemans warhammer off of a horse, and there is no penalty for doing so. Axe, Footmans and Horsemans The axe had long been a part of military warfare. The footmans axe was a battleaxe, usually with a spike or pick on the rear of the blade. The spike was designed to puncture armor. The horsemans axe also sported a short spike, and was made entirely of steel. Its entirely possible to use a horsemans axe off of a horse, and there is no penalty for doing so. The Byzantines used a variant of the footmans axe that also had a thrusting spike at the end of the haft. Martel de Fer, Middle Steel In the tradition of weapons that did double duty, the martel de fer was a warhammer with spike facing rearward. The heavy head of the martel de fer was mallet like, and quite capable of pulverizing bones through light armor. If you are using the optional armor damage rules, when inflicting damage with a martel de fer against light armor, half of any damage that the armor takes from a strike effects the foe as well. The martel de fer does not have a horsemans variant. Flail, Military The military flail was a heavy, two handed flail with three chains connected to round, steel flail heads. The power, and inherent danger, of a military flail is the three striking heads that it puts into play at one time. This weapon is extremely dangerous to use for the untrained, and those without Martial Weapons Proficiency are at a -8 to strike with this weapon. Even should a military flail wielder be trained generally in Martial Weapons, there is a great benefit to focus or specialize in the military flail, as it increases full strikes. Flails grant a +2 bonus to disarm attempts and may be used to make trip attacks. This weapon is a shield bypass weapon.
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The Crusades
In the history of Islam the Crusades were really nothing more than yet another barbarian uprising against their rightful rule. Since only the first Crusade was anywhere near organized and effective, Islamic histories only really concern themselves with the first Crusade. In Europe, however, the success and failure of the Crusades as military campaigns would lead to a number of incredible developments, and would catapult Europe towards her own eventual rise.
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Chivalry
No philosophical movement had a greater impact on the development of Europe and the ending of the Dark Ages than Chivalry. The Gothic sense of honor would definitely be considered the original wellspring of the Chivalric movement, but a heavy dose of Christianitys best aspects, combined with the growth of the bardic tradition lead to a the social movement of Chivalry. Chivalry is about the behavior and character of knights, and, indirectly, of good Lords. Besides the virtues held dear by Christianity, such as faith, honesty, generosity, purity, and loyalty, Chivalry dictated the virtues of martial prowess, courage, hospitality, and nobility. Knights were expected to act with courtesy, to honor their words, to obey the commands of their liege lord, and to stand firm in the face of certain doom. The knighthood spoken of in the documents on chivalry published during the Medieval period was an idyllic knighthood, a standard that many would consider unreachable. The closer a knight might reach to the ideal, the more honor he was likely to garner for himself. And since most knights were generally only slightly better off than freemen, honor was often a more important currency than coinage, as a knight with honor was more likely to be treated with respect by his liege, and his honor could become the basis for financial credit from his peers. This did not prevent knights or barons from using their power and soldiers to terrorize the peasantry and rob merchants and travelers. Indeed, these raubritter (meaning robber barons in German) were often an excellent way for more honorable knights to test their mettle and courage against their contemporaries. The concept of courtly love, which does not fall into the scope of this work, was also propagated with the Chivalric movement, and the romance of this bardic tradition is often what leads people in the modern day to lament the supposed death of Chivalry.
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Flaming Clothing
The Arabs used a very unorthodox tactic when attacking encampments or undefended villages in Christian control with the express intention of disruption. By treating a cloth garment, and then covering it with naphtha, the clothing could be ignited and yet allow the wearer a limited immunity to the flames engulfing them. Once set ablaze, the wearer would run into the camp or village and either strike at flammable supplies or merely grab anyone and everyone they could, in order to set other people ablaze, in an effort to cause wholesale chaos and terror. Usually this attack would last only a few minutes, and then the blazing man would flee back to a designated location where his clothing would be extinguished he could be treated for any burns or injuries. Sometimes the blazing mans fireproofing would not prove adequate, and his clothing would either begin to burn in earnest or he would succumb to heat and exhaustion, collapsing. These unfortunate few would either die of being baked to death, or would be killed by his victims, once their senses were about them. Flaming clothing provides no defensive bonus, other than a limited fire resistance. It does not mitigate heat damage, and the wearer of such clothing, when it is flaming, takes damage as if engulfed in abysmal heat. Worse, the fire proofing may not be fool proof. Roll a d20. Should the result of the roll be a 1, the fire proofing is incomplete, and the wearer will begin to take 1d3 fire damage each combat round after the third combat round. Should the wearer of flaming clothing douse or beat out the flame before the third combat round, this damage does not occur. Still, the person wearing this form of flaming clothing must merely come into contact with a flammable object to set it on fire. Even nonflammable items will burn for 1d3 turns, due to the nature of naphtha, although damage to the object itself will be halved. Usually the naphtha will consume its fuel entirely in 15 minutes, if allowed to burn that long.
Early Tournaments
Martial combat as sport in Europe is nothing new. Trial by combat, feuding, and dueling all come from Germanic traditions, and then there is the example of the Romans to give weight to a European fascination with death and bloodshed. Even after the end of gladiatorial combat, dog and cock fighting was still a rural sport, and bear baiting was popular in much of Northern and Western Europe. But the practice of tournaments began as an extension of the training regimens to train soldiers and knights. Neighboring Lords would bring their fighting men together to have mock battles, often with real weapons, simply for the testing of their training regimens and their tactics. Most such battles shed no blood, but the damage to equipment could be expensive, and some did lead to bloodshed and death. In an effort to control the circumstances in these gatherings, the tournament format was proposed. Lords would agree to the schedule of events, from melees to skills testing (like lance work or feats of arms) to single man combat to duels of honor. Though jousting might be on the agenda for a tournament, it was by no means as popular as it would be in later tournaments, mainly because the lances used were not blunted in any fashion, and death was not infrequent. There were no lists in the early tournaments, and horsemen who fell in combat often took the battle to the ground, drawing melee weapons and attacking their mounted foe. Early tournaments might even be used between two potential foes to test each others forces, and even to settle minor squabbles. Still, the tournament process at the end of the 13th century would set the stage for the rise of the tournament as a sporting event rather than practice for war.
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47a. Horseman's Warhammer; 47b. Footman's Warhammer; 48a. Horseman's Axe; 48b. Footman's Axe; 49. Martel de Fer; 50. Military Flail; 51. Shamshir; 52a. Heavy Crossbow; 52b. Crossbow Boot Stirrup; 52c. Crossbow Belt Hook; 53. Welsh Longbow; 54. Falchion trying to cross into Syria Fredrick drowned while fording the time, especially when the city was under the most dire pressure. Cilician River. Without their Emperor to guide them, the German Since it was dangerous to commit all forces to a siege while forces disbanded, and many returned home, while others made there was an active army in the area, the siege of Acre lasted for Antioch. The Kings of England and France took a sea route, longer than expected, but the result was still a loss of the city. sailing from Sicily to Cyprus, a small island that had, until The peace negotiated when the city was surrendered, however, recently, been allied with the Byzantines off the coast of Turkey. was the most devastating portion of the siege. The city agreed to When Richard and Phillip arrived (actually shipwrecked was surrender, give over 2000 prisoners, pay a large ransom, and turn closer to accurate) off of the coast, the current ruler took mem- over the True Cross. bers of one ship prisoner in hopes that this would ensure peace Saladin, the Sultan, was honor bound to fulfill the surrender while Richard and Phillip were in Cyprus. But Richard opted to agreement. The Crusaders encamped in Acre, and during their go to war against the insurgent government, and when the ruler encampment, King Phillip decided to return home. Richard, lost the first few battles against Richards Crusaders the people intent to stay and continue the Crusade, took a large number of of Cyprus overthrew him, and accepted Richard as their King. Muslim civilians hostage. This was intended to ensure payment Richard, rather than taking control of the island for England, of the required settlement. But when Saladin could not turn over would eventually sell it to the Knights Templar. the full amount pledged by the city, nor produce the True Cross, When Richard joined Phillip in the holy land, they immediately Richard slaughtered his prisoners: over 2500 men, women, and moved on Acre. Due to the decline of the Fatamid state and the children. The butchery took all day, and Saladin attempted to rise of independent emirates in the area, Saladin had been forced rescue the prisoners, but could not penetrate the Crusaders to recruit his armies from many Emirs, and to make concessions defenses. Historians condemn Richard for the slaughter, but it to each in the process. Saladin could not afford to focus on one should be noted that Richard did not have the supplies necessary area too long, as the Emirs would take his attention as to feed, clothe, and maintain that many prisoners, and the Musfavoritism, and he could only operate during one season of the lims generally regarded the slaughtered as having died a holy year. Still, he harried the forces in siege of Acre from time to martyrdom. And it was shortly after this affair was completed
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Shield Blades
Like spikes, sword-like blades may be added to any shield but the buckler or tower shield. These blades turn the shield into a martial weapon that deals 1d4 points of slashing damage (x2 crit) regardless of the size of the shield. Possessing multiple blades on a small shield does not confer an advantage in battle, however having two blades opposite each other on an oblong or rectangular Large or Great shield will make it a double weapon, as per the Sword Shield. Chainmail, Riveted or Reinforced Chainmail was made in a variety of ways, but riveted and reinforced chainmail were significant enough variants to make note of. Riveted chainmail was made by closing a chain link with an iron rivet, making the armor considerably more dense, but less flexible. The rivet gave the chainmail a stippled appearance, almost like minute studding. Still, riveted chainmail was unpopular due to the lack of flexibility at the joints. This did not pre55. Steel Plated Chainmail vent it from seeing significant use as barding. Reinforced chainmail also sought to make chainmail harder to penetrate, and it used thin leather strips in its attempt. The leather stripes were woven between the chain links, filling the space between them and attempting to make it harder for piercing weapons to break through the armor. Leather was used, rather than steel wire, for example, because leather was assumed to be flexible enough to
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56. Sword Shield; 57. Studded Cuirbouille Leather; 58. Coat of Plates
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59a. Rivetted Chainmail; 59b. Reinforced Chainmail; 60a-60d. Pike examples; 61a-61d. Partisan examples; 62. Mace and Chain; 63. Horseman's Flail Mace And Chain The mace and chain was a simplification of the military flail, sacrificing the multiple heads for a single flail head that was not quite as dangerous to use. The strike head of the mace and chain could either be a smooth round steel ball or it could be spiked, like a morningstar. The spiked version of the mace and chain was sometimes referred to as the day-star or the good day, in an attempt to make a joke of how unpleasant a day someone struck by the weapon could experience. Either version gives a +2 bonus on their opposed attack roll when attempting to disarm an opponent, including the roll to keep from being disarmed if they fail their disarm attempt. This weapon is a shield bypass weapon and can be used to trip an opponent. Flail, Horsemans (Goupillon) The goupillon was a much shortened, one-handed version of the military flail, intended for use on horseback. The chains were greatly foreshortened, lessening the damage but eliminating the chance of backlash. The goupillon was never as popular as the daystar for horsemen, mainly because of its less than advantageous damage and lessened disarm bonus (+1). The flail heads of the goupillon were generally spiked like that of a morningstar.
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Manople
The Manople is a gauntletted longsword, with two lesser, curving blades extending parallel on either side of the main one. Besides being exceptionally difficult to disarm (+10 versus an opponent's disarm), the Manople's shorter blades made give it an additional +2 on their opposed attack roll when attempting to disarm an opponent. This includes the roll to keep from being disarmed if they fail their disarm attempt. The Manople is considered an exotic weapon.
Adarga
Another exotic weapon, the Adarga was a strange shield-weapon combination. A short pole with a spear at either end was mated with a diamond or rectangular small shield, which was set at the midpoint of the pole. As if it was not already an awkward weapon, the Adarga also had a sword blade that thrust from the center of the shield, giving the attacker a thrusting weapon as well. The Adarga was generally used like a shortsword, except when the wielder needed to make a quick stab with either spear blade. The shield bonus of the small shield cannot be used while attacking. In the interim, Jerusalem fell once more to the Muslim armies. As had been suspected, the walls proved inadequate to defend as long as Egypt could attack. Though the armies of Palestine did their best to hold against the Arab forces, but they did not have the numbers that the Muslim armies did. At this time the Egyptians began to employ the Mamelukes, slaves of non-Arabian descent who were not muslim, and could be used to fight both Christian and Muslim forces. The Mamelukes became the prominent military force of Egypt after the Kurds proved untrustworthy.
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63. Manople; 64 Adarga hard on horseback. They came upon the Mameluke encampment while they were going through their morning activities, and utterly crushed the Egyptian army. Surprised, and unprepared to defend against an attack on their own side of the river, the army collapsed and fled to the city of Mansourah. The Crusaders foolishly opted to pursue. The captain of the Mamelukes ordered that the gates of the city be left open, and that the Crusaders be allowed to enter the city. Only when the attackers were deep in the city did his spring his counter-attack. The crusading knights were potent warriors and excellent horsemen, but the alleys and streets of Mansourah were frequently narrow, sometimes so much so that a horse could not even turn around. The people of Mansourah joined the Mamelukes in the attack, throwing rocks from rooftops, or leaping down to unhorse knights. Once on foot, the knights were surrounded and overwhelmed. Of nearly three hundred Templar knights to enter the city, only five escaped. Most of the English forces that had come with the largely French army perished in Mansourah. Many nobles lost their lives in the attack. And all of this occurred while King Louis and the rest of the army, mostly infantry and archers, were still crossing the ford. Without their knights, the Christian forces knew they were at a severe disadvantage. Worse, the Sultan of Damascus arrived with reinforcements for Egypt, cutting off supply ships and creating a famine in the Christian camp. The Christians were forced to fall back, but typhus and dysentery were rampant, and the Mamelukes, now having time to recover from the attack on their army, were able to harass the Crusaders, although never actually being able to effectively defeat them. In the end, the Crusaders were cornered, with most of their leaders sick, and when the Mamelukes made a lightning strike, the Crusaders surrendered. Nearly the entire army was captured. The Mamelukes could not feed or care for such a great number of prisoners. They were forced to take three hundred of the sickest Crusaders and behead them, in order to lessen the burden. King Louis, who was very sick, was taken to Mansourah and cared for in a private home, placed in chains but nursed back to health. The Egyptians needed him healthy if they intended to ransom him. And ransom him they did. Eventually they sold him back to the forces of Damietta in exchange for the city and half a million pounds of gold coinage. Louis had to sell a great deal of land and take out loans with the Templars to pay half of the ransom, and then he and the rest of the Christians in Damietta retreated by ship to Acre. Those soldiers too ill to leave were left behind, and slaughtered by the Mamelukes when they occupied Damietta. The Mamelukes, meanwhile, took advantage of the chaos and the presence of the Sultan of Damascus to stage a coup. Their leader attempted to assassinate the Sultan, but he fled. His horse was killed from under him, and he waded deep into the Nile to escape pursuers, but was riddled with arrows while fleeing. Eventually the leader of the coup had to wade out into the water to hack the Sultan apart. With the Sultan of Damascus dead and Egypt firmly in their hands, the Mamelukes took over rulership of Egypt, although through puppet Sultans to begin with, so as to avoid causing too great a backlash among their neighbors.
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10 ft 10 ft
35gp 50gp
1d8 1d10
1920/x2 1920/x2
80ft 120ft
6lbs 9lbs
MW MW
8/18 8/27
7.5gp 7gp 6gp 7gp 8gp 9gp 409gp 8gp 9gp 8.5gp
1d6 1d6 1d6 1d6 1d8 1d6 1d6+1 1d8 1d8 1d6
x2 x3 x3 x2 x2 1920/x2 1920/x2 x3 x3 x3
10ft
4lbs 8lbs 8lbs 4lbs 5lbs 4lbs 4lbs 6lbs 6lbs 4lbs
B S S B B and P P P S S S
8/12 7/24 7/24 8/12 8/15 7/12 9/12 7/12 8/12 8/10
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2d4 x3 1d10 x3 1d8 or 1d3/1d4 x3/x2 1d8 or 1d3/1d4 x3/x2 2d4 1820/x2 2d4+1 1820/x2 1d10 x3 1d10 or 1d4/1d6 x3/x2 1d10 or 1d4/1d6 x3/x2 1d10 or 1d4/1d4 x3/x2 1d10 or 1d4/1d4 x3/x2 1d10 or 1d4/1d6 x3 1d10 or 1d4/1d6 x3 2d3 x2 1d8 x2 1d8 x2 1d8 or 1d6/1d4 x3/x2
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8gp 1d10 x3 8gp 1d6 or 1d8 x2 or x3 16gp 2d4 x4 8gp 1d8 x3 4.5gp 1d8 x3 5gp 1d8 x3 420gp 1d12+1 1920/x2
150gp
1d10
x3
120ft
6/13
16lbs 9lbs
B B or P
MW MW
8/32 8/20
1d2
x2
15ft -10 ft
2lbs .5lbs
L W
4/6 1/2
Critical x3/x2
3lbs .2lbs .2lbs .2lbs .2lbs .2lbs Range Weight 13lbs Armor Check -1
Armor Bonus 1
* See the description in the text for special rules. Double Weapon Reach Weapon a If you ready an action to set this weapon against a charge you deal double damage. # Shield bypass weapon Subdual damage
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+7 +6 +5 +6 +5 +3 +3 +2 +2 +2 +1 +1 +1 * *
+0 +1 +0 +0 +0
-8 -6 -7 -7 -7 -3 -3 -2 -2 -2 -1 -1 -1 -10 -10
40% 30% 40% 40% 40% 25% 25% 15% 15% 15% 5% 5% 5% 50% 50%
48lbs 45lbs 34lbs 45lbs 35lbs 25lbs 25lbs 15lbs 15lbs 10lbs 6lbs 6lbs 5lbs 60lbs 60lbs
M M BL ML WL M M M M W M M W M M
8/96 8/92 6/66 8/90 4/68 7/50 8/50 7/30 8/60 3/20 7/12 8/12 3/10 7/120 8/120
Mount's Gear Medium Barding, Early Steel Chainmail Horse 580gp +5 Barding, Rivetted Chainmail Horse 960gp +6 Special Item Damage Sword Shield 35gp 1d6/1d6 Armor Bonus +2
+2 +1 Critical X2
M M M
# See the text for special rules. * When running in heavy armor you move only triple your speed, not quadruple. ** The tower shields grants you cover. See the description. Hand not free to cast spells. Armor fitted for small characters weighs half as much.
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A Time of Strife Bows vs. CrossbowsThe Great Debate War and Consolidation Developments in Armor and Weapons Compound Bows and Crossbows The Progress of War NPC Class: Yeoman Firearms Table 7-1: The Yeoman Reloading guns Prestige Class: Janissaries
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Table 7-2: Janissary The Beginning of the Renaissance The Rise of Personal Weaponry Prestige Class: Duelist Table 7-3: Duelist Fencing) Table 7-5: Pagentry Weapons Table 7-6: Material Updates Weapons Guns and Reliability Table 7-7: Pagentry Armor
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A Time of Strife
By the end of the 14th Century, England was at a turning point. After the fall of the Romans, the invasions of the Angles and Saxons, and the later Normans, the English found themselves in a curious position. In the North the Scots had been subdued after a number of wars, and it had become royal policy to offer the border clans special privileges and rights. This served to create dissention among the southern and northern clans, and kept the Scots from uniting. The Welsh were, at times, allies, and when they were not, the English were able to keep them to their borders. Through these skirmishes, the English acquired the longbow, and were slowly making it their own. Across the sea to the west was Ireland, and English invasions, backed by Scottish mercenaries and colonial settlement, had given England a sizeable population pool to draw conscripts from. In France, England was allied with Brittany, and had holdings in a great number of southern and western French counties. With the bloodlines as close as they were between England and France, heritage and rights were often in question, and more and more the English and French were at odds in how to divide French land. Longbow, English The English Longbow descended from the Welsh Longbow, and was gradually adopted as the national weapon of choice for England. The English Longbow was about five to six feet in length, and could be accurate to incredible distances. Even after the advent of guns, the longbow was still more accurate at greater range, making it the perfect sniping weapon. Arrows for the English Longbow were longer than most traditional arrows were, measuring over two and a half feet in length and bearing 45 inch arrow heads. An unorthodox style of firing was experimented with during the Hundred Years war, and in battles afterward would be used when being able to fire a long distance was more important than being able to fire accurately: reclined firing. An English Longbow is huge, and its size meant that it could be fired by an archer bracing his knees (or, if he was particularly short, his feet) on the bow, and drawing the string back with both hands. Reclined firing was very dangerous: the archer had a very high likelyhood of damaging the bow. However the range achieved by this extensive over-drawing of the bow gave it the ability to either fire ballista arrows at a limited range (60 ft range increment, -3 to hit) or fire standard longbow arrows at an even greater range (150 ft. range increment), albiet without much accuracy (-6 to hit). Accuracy rarely mattered when firing at an army, fortunately, and the fear that striking at this kind of dis-
The Robin Hood of Nottingham fame is, unfortunately, a fanciful fabrication, a work to romanticize the period of John the Usurpers rule. The real Robin Hood was a highwayman in England at the end of the 13th century, well after the return of Richard the Lionhearted. Traveling the roads in search of a fat purse, Robin Hood was renowned for his disguises and escapes. There exist no descriptions of Robin Hood, mainly because he was noted as appearing different in most encounters. He was also very experienced at fleeing from capture, using forests, fens, and moors to their best advantage. Eventually Robin Hood was captured by soldiers and killed on the road, ending his crime spree. The proceeds of his thefts, however, were never officially recovered, leading to the popular but highly unlikely theory that Robin Hood had donated his ill-gotten gains to a church or to the poor. More than likely he buried or spent his proceeds.
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1. English Longbow; 2. Sulitsa; 3. Chekan; 4. Oslopi; 5. Sovna; 6. Sekir; 7. Dirk; 8. Sgain Dubh; 9. Kidney Dagger; 10. Claymore French King collected in taxes. Strapped by funding a number of Crusades, and facing rebellions among his people, the King of France was looking for a way to recoup money that he saw the church taking from him. Meanwhile, the German territories were in turmoil. Over the decades the Hapsburgs of Austria became more and more dominant in German society, and the other German nations began to react against their hegemony. Eventually the Hapsburgs would attempt to get the Papacy involved in the legitimization of their control of the Holy Roman Empire, but this would only lead to assassination and intrigue. The Papacy had its own problems with Frances bid to control the local clergy and their own troubles with Venice, which was a constant threat. would be a Hardness 8. Toledo Steel items are considered masterwork, due to the time and workmanship of their construction, and are priced accordingly. Even Byzantium faced trouble. Though the Empire had returned to Greek Orthodox hands, they were forced to rely more and more upon mercenaries to protect themselves. A Turkish warrior by the name of Osman began to worry Byzantiums borders, wreaking havoc and even defeating the full army of Byzantium at Nicomedia. Besides a stronger, heavier cavalry based on Mongolian tactics, Osmans Turks (who would later be known as the Ottomans) brought with them two major developments: Rockets and rudimentary handguns (both identical to the Chinese Rockets and Primitive Chinese Handgun of the Far East Chapter). The Byzantines resorted to hiring Catalonian (Spanish) mercenaries, but this proved unpopular among the populace, and revolts broke out as the commoners perceived they were once again under enforced ruled by latins. In the lands of Rus, the principalities of Novgorod, Moscovy, and Kiev were picking up the pieces after the Mongol Invasion. Having faced the destruction caused by the Mongols cavalry, Russian forces were developing tactics to fight cavalry heavy forces, which would serve them in good stead against later threats from Turkic and Mongolian hordes. Armored in scale, chainmail, and leather, they favored bows (both normal and composite short bows), the axe, longspear, a short spear called
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11. Scottish Targe Targe, Scottish The Targe is a Scottish shield that eventually became semi-common in France and parts of Spain and Germany. The Targe is a small wooden shield, faced with leather that is rivetted to the wood, with a pair of leather handles on the back. The Targe sports a spike in the boss of the shield, which is useful, of course, for shield bashing, but also for disarms. The Targes spike was intended to catch onto chains, flourishes, or edges of weapons, in order to pull them out of a foes hand. The Targe gives a +2 bonus on the wielders opposed attack roll when attempting to disarm an opponent, including the roll to keep from being disarmed if they fail their disarm attempt.
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Vassalage
War in Europe was an event that required much consideration. Going to war with your neighbor required a declaration of war to be issued. Hopefully a nation had a Causus Belli (Case for War) to cite, because without one the social outcry, both within and without the attacking nation would be great. A nation at war would have to consider its other border nations readiness to join an alliance or attack. Many a nation would attack a foe, only to discover that a neighbor declared war on them once the attackers armies were committed elsewhere. Lastly, one had to consider what ones goals were for the attack. Did the nation attack to prevent another nation from going to war?; To take land?; To extract a heavy tribute in war indemnities? Annexation was frowned upon by most of Europe, because it tended to weaken the assumed natural balance established by Feudalism. Often it was expedient to vassalize a conquered nation. In the Feudal system a vassal is a subordinate lord, who must pay a certain portion of their income and provide armies to support their lieges wars. Vassalage allowed a country to maintain something of an independent national identity while still keeping them under your control. Vassalization served to placate states that might be nervous about expansionism while still increasing a nations power and influence. In history, most large nations had a few vassal states, usually in the Holy Roman Empire.
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The Plague
The Bubonic Plague was caused by poor sanitation, poor hygiene, and vermin infestation in the larger cities of Europe, and spread like wild fire, decimating European population centers. Stories like the Pied Piper of Hamlin, or childrens songs like Ring-Around-the-Rosey are direct historical references to the Plague, which lead to such rapid and universal death that bodies had to be collected daily and carted outside of cities to be burned, to prevent the spread of other deathborne diseases. Ashes, Ashes We all fall down! Although the rats were commonly blamed for the spread of the Bubonic Plague, it was actually the fleas that carried the infection. Fleas carrying tainted blood would bite a person, giving them the disease. Rats were usually just unfortunate carriers. The infection usually revealed itself 1-7 days after the bite, and its most obvious signs were oozing, pussy sores over the lymph nodes, called buboes. Spots would also develop, first red, then black. The disease was terminal about 50% of the time, and, although herbal remedies were claimed to work by certain Medieval herbalists, there was really no known cure. One third of Europes population died during the first bout of Plague, over a 5 year period from 1347 to 1352. Medieval Europe would never again see the prosperity it once had, and from treasuries to collection boxes, the loss of that much of the workforce was felt keenly. Unfortunately, the Plague was not a truly impartial killer. Those with more exposure to the flea plague carriers were more likely to get the disease. This included a great number of priests, nuns, Franciscan friars, physicians, and other selfless souls who sought to alleviate the suffering of the plague victims. Some of the moral decline of Europe and the Renaissance period has been speculated to stem from the loss of a great number of humanitarians to the Plague. Although the Plague struck Europe in 1347, it did not end quickly, and it would return again and again until it would finally disappear in the 17th century. Lance, Couched The Couched Lance is the Heavy Lance, as listed in the Players Handbook. A reach weapon, wielded primarily from a mounted position, the couched lance is the ultimate charging weapon. At the base of the lance, where the hand grasps it, the couched lance has an extended flare, somewhat like a shield, which provides added protection (+1 vs disarm attaempts) in a charge. The lance, in a charge, does x2 damage (x3 with the Spirited Charge Feat). Couched lances would see even greater usage when the lance rest was invented.
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15a. Couched Lance, French 16th century; 15b. Couched Lance, German 16th century; 16a. Steel Crossbow; 16b. Cranequin; 16c. Windlass; 16d. Goat's Foot Lever The compound bow, however, diverts some of the energy of the draw. Thus, there is a let off as the bow draws closest to maximum. During this period, the let off was something like 35-40% of the full draw weight. Thus, if the bow drew to 70 pounds, it would only feel as if one were drawing back about 42 pounds, which was a welcome relief. This does not mean that you do not, at some point, draw back the full 70 pounds. Usually you will reach this draw weight about two thirds of the way to full extension. The compound bow, thus allows a person to do more damage than their Strength score would normally allow: +1 with a standard bow, +2 with a mighty +1 composite bow, +3 with a mighty +2 composite bow, etc. There are fewer variables to consider with the compound crossbow. Making a crossbow a composite crossbow makes reloading it considerably easier. Compound Crossbows are reloaded as a standard action and do not provoke attacks of opportunity. Compound bows may only be made from composite bows or steel bows. Thus, the only varieties of compound bow are composite short, composite long, and all crossbows. Compound bows cost 50% more than standard bows. Thus, a compound composite longbow would cost 150 gp, 50% more than the 100 gp a normal composite longbow costs. Sword, Bastard The Bastard Sword is also known as the Hand-and-a-Half sword, and its unique construction makes it useable as either a one or two-handed weapon. Bastard swords were longer than longswords, and those without special training (Exotic Proficiency) with it found it necessary to use it two handed. Whether wielded two-handed or one, the damage was the same, and the Bastard Sword had its own following among the Germans. Ahlespeiss and Awl Pike Both of these weapons descended from the same origins. The Ahlespeiss is a roughly four-foot thrusting weapon, much like a short spear with a sword handle, common in Bohemian Infantry. The blade itself was usually conical and thin, and it was wielded much as a kind of thick, heavy sword. The Awl Pike was a much longer affair, a reach weapon with a similar thrusting blade, meant to spear charging cavalry or infantry. Neither weapon was widespread, the thrusting blade proving too fragile to make it a universal favorite. Falcastra The Falcastra was an attempt to make the scythe a more military weapon. A reach polearm with a triangular blade at the end, the Falcastra was a better weapon for defending city or castle walls
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17. Bastard Sword; 18. Ahlepeiss; 19. Awl Pike; 20. Falcastra; 21. Falx; 22. European Half Moon; 23. Scaling Fork; 24. Spetum
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Class Features The following is a class feature of the Yeoman NPC class. Weapon and Armor Proficiency: The Yeoman is proficient in the use of all simple weapons, the short bow, short composite bow, longbow, long composite bow, and the Welsh and English Longbows. The Yeoman is proficient with light armors and the buckler shield. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Starting Gear: 2d4 x 10 gp worth of equipment, plus an English Longbow. The French, on the other hand, had a larger heavy cavalry force, their pool of nobles being larger, and they practiced older methods of combat that made the cavalry charge the main focus of battle. Heavily armored knights in chainmail and platemail (when they could afford it) would charge into battle, and then lighter infantry and crossbowmen would pick away at the stragglers. This tactic relied on the shock value of the first charge to propel the army, and this was why England succeeded, at first. Englands infantry became adept at forming pike walls to receive charges, while their longbowmen, behind tower shields, rained death down on their enemy much farther than the crossbow could return it. Again and again, French Knights would chase
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Base Attack Bonus +1 +2 +3 +4 +5 +6/+1 +7/+2 +8/+3 +9/+4 +10/+5 +11/+6/+1 +12/+7/+2 +13/+8/+3 +14/+9/+4 +15/+10/+5 +16/+11/+6/+1 +17/+12/+7/+2 +18/+13/+8/+3 +19/+14/+9/+4 +20/+15/+10/+5
Fort Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6
Will Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6
Field Plate Field Plate is the equivalent of the Full Plate listed in the Players Handbook. Heavy, elaborate, with a leather backing, rather than chainmail, and plating covering most of the body, Field Plate was the kind of armor worn by knights and kings. Field Plate was far too expensive for most soldiers, and often its use alone implied station. Crests and patterns on the armor might be added to parade armor to identify the person within, but battlefield plate armor was most often plain, to avoid something that might catch an opponents weapon. With the rarest of exceptions, Field Plate includes a Closed-Face Helm, should optional rules about helms be in use. Barding of Plate is also available.
touch hole igniting the powder in the barrel. In a D&D setting, there are better alternatives for ignition - tindertwigs, the 'firefinger' function of Prestidigitation, etc. No matter the ignition source, gunpowder weapons worked poorly in wet weather. The DM may wish to require a skill check (Firearms, Int, useable untrained) to successfully fire a gun under these conditions. DC 15 for fog, 20 for drizzle, 25 for rain, etc. None of these primitive
Firearms
The difference between most guns listed in this chapter involves not the damage or the appearance, but the firing mechanism. Once the primitive firearms, crafted of bronze or iron, were surpassed, and the principles of explosive discharge were understood better, new guns were designed, with wooden stocks supporting long steel barrels. Handgonne, Early Matchlock The first individual gunpowder weapons were simply tiny versions of field guns. Some were fired held in the crook of an arm, and some had a simple stock (really just a straight handle) attached to the barrel. The latter were generally fired braced on a shooting stick, and were more accurate than the former. Both types were fired in the same way: the gunner carried a burning 'match', actually a slow burning wick, which was held to the gun's
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25a. Voulge; 25b. Voulge; 26. Field Plate; 27. Early Matchlock Handgonne; 28. Common Serpentine Lock Arbequis; 29. Tournament Plate Armor; 30. Coronel Lance Head guns were ever adopted as standard armament for military units, and their appearence ! on the battlefield was unusual and sporadic. Reloading a handgonne is a laborious process. First the touch hole has to be reamed out with a metal spike or wire, and the barrel must be swabbed to quench any hot embers from the last shot (gunners generally kept small pieces of cloth called 'patches' in their cheek for this purpose). Next the charge of gunpowder has to be measured into the barrel, then the bullet (wrapped in a dry patch) placed in the barrel and rammed home. Finally, a small amount of powder must be poured into the touch hole. Now the weapon is ready to be mounted, aimed, and fired. Prerequisites: Exotic Weapons Proficiency (Firearms) Benefit: It takes one less full round action for you to load a gun. If the gun only requires one full round action to load, then this feat reduces it to a standard action. Thus, if the character would normally reload a gun in 5 rounds, the Swift Reload feat would allow him to reload the gun in only 4 rounds. New Feat: Superior Gunnery: [General] Prerequisites: Exotic Weapons Proficiency (Firearms) You have learned to compensate for the innate inaccuracies of the gunpowder firearm. Benefit: All guns listed in this book may be fired up to ranges 10x the listed value. A person with the superior gunnery feat can fire at targets up to 15 range increments distant, although still at a -2 penal;ty per range increment beyond the first.. New Feat: Impaling Shot: [General] You have learned to take advantage of line of sight to strike two targets in line. Prerequisites: Point Blank Shot, Dex 15+ Benefit: This feat is, in effect, a version of Cleave for ranged weapons. If you a deal a creature enough damage to make it drop with a ranged weapon (typically by dripping it to below 0 hit points, killing it, etc.) you gain an immediate, extra ranged strike
Reloading guns
The weapon tables at the end of this chapter and the appendix list rates of fire (ROF) for each firearm. This number represents the number of full round actions required to load the particular weapon. Because of the delay in reloading a weapon, gun use was not common in the middle of melee. Gunners either dropped their weapons quickly to prepare for a charge, or they fired from a hard to reach location. Pistols, invented later, take less time to reload, and use half the powder of a comparable carbine. New Feat: Swift Reload: [General] You are trained to reload a gun more quickly.
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Fort Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7
Ref Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3
Will Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3
Special Weapons Training Adaptive Tactics Second Wind Adaptive Tactics Prestige Adaptive Tactics Prestige
Prestige: Despite being slaves, the Janissaries gained prestige, and could gain certain privileges with it. At 6th Level a Janissary may wed (multiple times, if his income permits), have his own dwelling, carry a mid-level rank when dealing with regular soldiers, and move freely within any city at which he is billeted. At 10th Level, a Janissary is given a royal pension, giving him a regular income beyond his soldiers pay, for life, of 10x his soldier pay (or 1d6 X 1000 gp, if no pay is given). At 10th level he also gains General-level rank when dealing with regular soldiers, and freedom to travel anywhere within the Empire when not on campaign. In history, Janissaries eventually gained enough power and prestige to control the Sultanate for a while, until they were brutally suppressed and disbanded. Kinzhal A small, curved knife carried by the Turks, the Kinzhal was considered as much a badge of citizenship as it was a weapon. Most Turks did not even consider it a weapon when they were required to disarm, such as before entering a palace or temple. In a Turkish city this was not a problem, and only the most paranoid of rulers would prevent a citizen from carrying a Kinzhal. However, in the land of a foreign power, this practice sometimes lead to international incidents. In Prussia and Pommerania, the rule of the Teutonic Knights was wearing thin. As the Hansa Cities prospered and German culture promoted a sense of independence in these areas, a coalition of anti-Teutons developed to protest the rule of the Teutonic Knights. They were accused of being backwards, antiquated, and too restrictive of hereditary freedoms, all claims that were often leveled at unpopular rulers. Indeed, when the coalition presented their grievances to the Holy Roman Emperor, he demanded that the coalition disband and submit to the Teuton authorities. The alliance then turned their pleas to the Polish king. Poland, at this time, was not the dominating powerhouse it would become. Since Poland and Lithuania shared a common royal family, Poland could normally draw on the support of the larger and more robust Lithuanian nation, but at this time both countries were at odds, so Lithuania refused to even entertain Polands entry into the conflict. But with most of the world
either looking to Constantinoples fall or the rebuilding after the Hundred Years War, the Polish did not have to worry about retribution from a conflict with the Teutonic Knights. When the war was finally declared, the Teutons had already managed to drum up support in a number of German Duchies, most notably Saxony and Brandenburg. Although the Polish and Prussian forces possessed better artillery and included some of the unreliable but new matchlock pistols to great effect, the Teutons were able to use the new support to great effect, holding the Polish forces back and retaking portions of Eastern Prussia. The Polish sued for peace, asking that Brandenburgian mediators be used to negotiate the settlement. But the Teutonic Grand Master refused. Seeing an advantage, the Teutons pressed forward. Pistol, Matchlock and Serpentine Lock The pistol was a definite advance, a shorter gun that could still inflict sizeable damage. Matchlock pistols were often braced on the arm, and lit from a match held in the mouth. Serpentine Lock pistols did not enjoy the foot of their longer cousins but the powder required to fire a pistol was just half that of the longer guns, which saved on supplies while still allowing a man to carry a potent weapon on his person. Serpentine lock pistols were fairly common also, especially among the cavalry. They were less powerful and accurate that a long gun, and nearly as cumbersome to reload, but they only required one hand to fire. Poland used the time bought in seeking negotiations to call up armies even into Russian territory, recruiting Slavic and Tartar forces and mercenaries from all over. When war restarted, the Polish army was larger than before, while the Teutons had no new armies. The tide slowly turned against the Teutons. Mercenaries turned against the Knights and sold three castles to the Poles. For a brief time the Poles occupied the Teutonic capitol, but it was not to be. The Grand Master retook his capitol, and the tide turned once more. Back and forth it seesawed, until the king turned command of the army over to an able bodied general not of noble birth. Piotr Dunin lead more effective offensives, and slowly Poland made
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Landsknecht Fashion
The Landsknecht, given the right to wear whatever they chose, tended to wear extremely motley garb. Battle often caused clothing to rip and tear, and for the Landsknecht, each battle became a chance to restore their clothing by salvaging clothing after the battle. If a shirt was torn, perhaps only the sleeves were salvageable, and so those were taken and tied or sewn onto another shirt. Perhaps a pair of pantaloons were holed. These pantaloons were likely patched with any material found nearby, making the average Landsknecht appear almost clown-like, often with clothes of varying value, hue, and style. Cheerful and comedic as such clothing might seem to children, the attire of a Landsknecht did far more to explain what occupation they had than any title or scar ever would. Backsword A sort of cross between a scimitar and a broadsword, the backsword was a much more solid weapon, but without the grace of its lighter relative. The backsword was so named because it was usually carried on a sheath over the back, and was popular both on ships, as an alternate to the cutlass, and among mercenaries. The backsword, as a single edged, short, slightly curved weapon, was common in much of Europe. Bec-de-Corbin The bec-de-corbin (Ravens Beak) is a French polearm, effectively a reach warhammer. The weapon head had a four-pronged hammer, and a pick on the opposite head, with a short thrusting spike on the top. The butt of the bec-de-corbin was often spiked as well. The bec-de-corbin can be used as a double weapon, using the head as the primary weapon and the butt end of the weapon as a light staff weapon. When using the bec-de-corbin as a double weapon, it does not count as a reach weapon, but if you 34 35 36
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37. Early Rapier; 38. Backsword; 39. Bed-de-Corbin; 40. Berdiche; 41a. Fist Mace; 41b. Dagger Mace; 42. Lochaber Axe; 43. Jeddart Axe; 44. Lucerne Hammer; 45. Main Gauche; 46. Saber Halberd; 47. Thrusting Axe; 48. Misericorde a fist, and, other than its elegant design, it was nothing more than that. The dagger mace looked like a fist carrying a dagger, and the dagger portion could be used much like a pick, although without the same effect, since the dagger was a blade, rather than a spike. Both maces were more common in Venice and Italy. quite as effective for thrusting. Either weapon was most feared for its simple hook, however, which was very effective for pulling riders off of horses. Neither weapon was a reach weapon. Hammer, Lucerne The Lucerne hammer was similar to the bec-de-corbin, a reach polearm with a warhammer head. However, the rear spike was slightly curved, the better to unseat a rider, and the thrusting spike was replaced with a double edged sword-like blade that stretched about 810 inches above. Some versions had a spike at the base of the weapon, however those that didnt were best used to set against a charge. Either spiked or unspiked version could be used a double weapon. When using the lucerne hammer as a double weapon, it does not count as a reach weapon, but if you do you incur all the normal attack penalties associated with fighting with two weapons as if you are using a one-handed weapon and a light weapon. A creature using a double weapon in one hand, such as a Large creature using a lucerne hammer, cannot use it as a double weapon.
Hurlbat
The Hurlbat is the spiritual descendant of the francisca. A light throwing axe, the hurlbat is made entirely of steel, and the haft is a flat rectangular piece of steel with two sharpened points at either end. The Hurlbat was used by horsemen, and thrown before battle. The sharpened points meant that most contact points were likely to damage an opponent, rather than just the axe blade. The Hurlbat was a Germanic weapon. Lochaber and Jeddart Axes Both axes from Scotland, these pole weapons were axes of a similar theme, with a heavy chopping blade on one side and a hook on the other. The jeddart axe had the top edge of the axe swept up into a thrusting point, while the lochaber axe was not
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Early in the 16th century guns also had a number of revolutionary breakthroughs. The wheellock would be invented, which made the use of guns more reliable. In addition, better metals lead to more durable barrels, which could take being packed with more powder. Damascened guns, which were manufactured exclusively in Spain, were much more durable, and were able to be packed with more gunpowder, allowing a more forceful blast and greater range. The gun was still highly innaccurate, but in large numbers, when used against a massed line, their effects were deadly. The statistics for the damascened versions indicate a barrel fully packed, although it can be fired with a lesser charge, like the regular wheellock, and use the regular wheellocks damage and range stats. Rifled barrels started becoming available about this time. In general, a rifle is double the cost of a smoothbore, has a 50% greater range increment, and requires one more full action to reload.
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49. Maximillian Plate Armor; 50a. Wheel Lock Musket; 50b. Wheel Lock Pistol; 51a. Executioner's Sword; 51b. Executioner's Axe; 51c Hurlbat; 52. Russian Double Chainmail; 53. Late Steel Scimitar
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54. Late Steel Lamellar; 55. Segmented Breastplate with Hussar Wings; 56. Czekan; 57. Nadziak; 58. Oubuch Breastplate, Segmented Made of riveted sections and often attached at the back of the open-faced helmet, the segmented breastplate of the Hussars was a gorgeous armor, stately and every bit the appearance of martial strength. Backed with chain over the arms and waist, the segmented breastplate left exceptional mobility to the Hussar, and was just as useful on foot as in the saddle. Often, a wooden frame was attached with screws before a battle, to bear the Hussars wings. Later in the century the Poles would begin experimenting with a slightly heavier cavalry. They would employ Russian double chainmail, and would wield short lances, sabres, pistols, carbines, bows, as well as one of the three popular Polish warhammers, the oubuch, nadziak and czekan. For those who could afford it, some would make the stock of their warhammers into carbines, to augment their already formidable armament. The Hussars would remain a lighter force, but they would add the Hussar sabre, a longer sword intended only for charges.
Hussar Wings
Attached to the back of their Hussar armor, the wings were made of two curving wooden frames that were lined with eagle feathers. Graceful, yet simple, there was no combat value to the Hussar wings. Most likely, like the bone hair pipe breastplate of the Native Americans, the Hussar Wings were added for psychological shock, to undermine the determination of enemy foes. The appearance of a Hussar in shining armor, with wings and animal skin, racing towards a standing line would very well have been imposing. In a fantasy world, wings of this kind might well be enchanted with shining auras to intimidate or flight ability to allow a flying Hussar to engage a foe without need for a steed. Czekan, Nadziak, and Oubuch The Poles were proud of their warhammers, and carried them everywhere, much to the chagrin of non-Polish hosts. Each hammer had its own unique features. The Czekan was simple, a hammer with an axe head on the opposite side. The Nadziak had a fancy, hexagonal hammer head, and a drooping pick on the opposite side, excellent for shield trapping. The oubuch had a simpler hammer head, and a curved hook, made to pull riders
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59a. Snaphaunce detail; 59b. Snaphaunce pistol; 60. Cutlass; 61. Long Rapier; 62a. Schiavona; 62b. Schiavona hilt detail; 63. Schnepfer; 64. Tuck; 65. Target; 66. Lantern Shield
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67. Morris Pike; 68. French Sword Cane; 69. Leaded Cane; 70. Fokosok; 71. Dusack; 72. Feather Staff; 73. Sap; 74. Short Saber; 75. Bilbo; 76. Bodkin; 77. Stiletto; 78. Snicker-snee; 79. Sword-breaker; 80. Triple Knife; 81. Colichemarde; 82. Short Rapier; 83. Epee Fokosok Another cane weapon, the fokosok was an Eastern European cane, with an axe head in the handle. The fokosok was not well made for tripping, but was solid enough to use as a bludgeon in a pinch. The head of the fokosok was often embellished in order to stress its utility as cane. Dusack The dusack is a practice blade, a single-edged thick chopping blade with a hole at the base to admit a hand. The dusack was intended to be used only in practice, and was rarely given an edge. Indeed, sharpening the blade of a dusack could be evidence enough of a desire to end a sparring partners life. The dusack originated in Germany. Feather Staff The feather staff appears, at first, to be a wooden pole with a leather cap at one end, a kind of over-done walking staff. Indeed, it can be used as a delicate quarterstaff. But, once the cap is removed and the feather staffs three blades are extended, it became a tri-pronged polearm. Unfortunately, the spring mechanism of the feather staff was usually weak. Any time the feather staff takes 3 or more points of damage, there is a 25% chance the blades retract, and cannot be extended until the mechanism is fixed. Beyond that, the feather staff is a weapon that could well have been one of the most elegant polearms in Europe. Sap A leather sack filled with powdered lead, the sap is subdual weapon. Best used at the base of the neck, the cap of the skull, or at the temple, the sap was marginally better than using ones own fist to attack an unsuspecting foe. Saber, Short The short saber eventually became the national weapon of Hungary. No more than two feet in length, with a blade that widens
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Balestra
A balestra is a leaping attack. Should a fencer wish to perform a balestra, they must elect to jump forward before their attack and make a Fencing check at DC 20. If the fencer succeeds, he may make a normal attack with a +2 circumstance bonus to damage for every 5 ft jumped. Otherwise they provoke an attack of opportunity and gain no benefits (although the fencer may still attack). Fencers able to jump forward a good distance due to magical aide may find the balestra to be a devastating attack. If the balestra attack misses, the damage bonus is still applied, should the attack strike a weapon, shield, or armor.
Beat
A beat is a sharp slap at an opponent's weapon, to jar the opponent and create an opening to attack. A fencer may elect to make a beat attempt as a full-round action. The fencer must make an opposed skill roll, using their Fencing skill versus the opponents Fencing skill (or their standard attack roll if better). A successful beat attack knocks the opponents weapon aside, giving the fencer an immediate attack of opportunity with an circumstance bonus of +4 to hit. If the beat attempt fails, and the opponent is able, he may make a riposte attempt.
Bind
A bind is an attack that carrys your opponents weapon with it, leaving them open to attack and out of readiness. A fencer may elect to make a bind attempt as a full-round action. The fencer must make an opposed skill roll, using their Fencing skill versus the opponents Fencing skill (or their standard attack roll if better). Success allows the attacker to make an opposed Dexterity check to bind the weapon. A successful bind allows the fencer an immediate attack of opportunity and leaves the defender effectively Dazed for the next round (unable to attack, defends normally). If the Dexterity check fails, the defender may make a riposte attack (if able) and disengage.
Ceding Parry
A ceding parry is a maneuver where the fencer moves their blade out of a corps-a-corps (below) by following his opponents blade into a disengaged position. A fencer caught in a corps-a-corps may immediately attempt to make a ceding parry. The fencer should attempt an opposed Fencing roll (or Strength check if better) against their opponents Fencing skill, giving himself a +2 for their ceding parry maneuver. If the roll succeeds, the fencer making a Ceding Parry may step back into an empty square and
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Corps-a-Corps
The corps-a-corps is a defending reaction to a beat, bind, or press, by drawing one's opponent into a close position, usually with both blades trapped against each other and both combatants fighting to gain an advantage. A fencer, faced by a beat, bind, or press, may desire to draw his opponent into a clinch. An opposed Fencing maneuver must be made, and if the fencer attempting to create a corps-a-corps situation wins, both fencers enter the same square, find their blades locked, and regular fencing becomes impossible. Both fencers may then resort to fighting with offhand weapons, attempt to over-power each other, or attempt to disengage. Attacking an opponent in a corps-a-corps with an offhand weapon invokes no penalty, as there is little room to maneuver, either to dodge or miss. If one or both fencers are using a dueling weapon in their off-hand, they will find this weapon ineffective, due to its length, however, parrying knives are perfect for this kind of in-close fighting. Attempting to overpower your opponent involves making a straight, opposed strength test. The winner may opt to disengage safely, or force their opponent into a disadvantageous position. This may either be forcing an opponent into a kneeling position, or, if they are already kneeling, forcing them into a fall. Forcing an opponent into a kneeling position makes it impossible for them to use their Dexterity bonus to their armor class. Forcing an opponent to fall automatically disengages and leaves the opponent prone. If one or both opponents in a corps-a-corps attempts to disengage while the other is still standing or kneeling, they must make an opposed fencing check, with the fencer attempting a disengage at a -3 if kneeling. If the disengage succeeds, the disengaging fencer steps back into an empty square at their flank. If it fails, the disengaging fencer steps back into an empty square at their flank, but draws an attack of opportunity. Both fencers may verbally agree to disengage, and, as long as both fencers do not try anything, they may both step back and out of a corps-a-corps.
Fleche
A fleche is a charging thrust, where the momentum of the fencer adds to the damage of the attack. A fencer who elects to make a fleche must make a Fencing check at DC 15 while charging his foe. If successful he may attack normally (as per the Charge rules) and receives a +1 circumstance bonus to damage for every 10 feet he charged (to a maximum of +3). Should the fencer be attacked before delivering a fleche (such as by drawing an attack of opportunity during movement), the fleche damage bonus from movement is negated, regardless of the success of the attack, as it distracts the fencer. If the fleche attack after the movement misses, the damage bonus is still applied, should the attack strike a weapon, shield, or armor.
Lunge
A lunge is a quick, forward strike, where the entire body extends to strike an opponent out of normal arm-reach. A fencer may attempt to strike an opponent at 10 feet by making a lunge attack as though he were using a reach weapon. The space directly between the fencer and his target must be empty, and the fencer must make a successful Fencing check (DC 15) to return to his original position. If successful, he does not provoke an attack of opportunity, otherwise the fencer winds up in that intervening space and does provoke an attack of opportunity. An opponent may attempt a riposte or crois against a lunge, even if they do not have a reach weapon. Lunging is a full-round action. Note: Tiny creatures can only lunge 5 feet whereas Large creatures may lunge a distance of 10 feet.
Pattinando
A pattinando is an advance combined with a lunge. If a fencer has already moved and wishes to attack an opponent 15 feet away, he may attempt a pattinando, by taking an additional 5 foot step and a lunge. The lunge works exactly as the lunge maneuver described above, however the fencer incurs a -2 circumstance penalty to his AC for this over-extending attack. This is a standard action.
Crois
A crois is like a beat or bind, except it is executed as part of a parry. If an opponent misses an attack, the fencer may attempt a crois. The fencer attempting a crois must make a Fencing skill check vs. a DC equal to 10 plus opponents Strength bonus+ opponents rank in Fencing (or base attack bonus, whichever is greater). If that skill roll succeeds, the fencer sweeps his opponent's blade aside, creating the opening for an attack of opportunity. This is a free action that can be attempted once per round.
Press
A press is much like a bind, however the fencer does not disengage blades to strike-he simply catches the opponent's blade and holds it with his own. In order to attempt a press, the fencer must make a standard strike a weapon attack (without provoking an attack of opportunity). If the attack is successful, resolve the weapon damage as normal, and then make an opposed Fencing skill check (using the opponent's Fencing skill or their base attack bonus, if they have no Fencing skill). A successful opposed Fencing skill check allows the fencer to hold the opponent's blade out of combat, so long as the fencer does not use the pressing weapon. Each turn another opposed Fencing check
Feint
A dangerous maneuver, where the fencer attempts to mislead his opponent with a false attack or false opening. Feinting in combat is a miscellaneous standard action that does not instantly draw an attack of opportunity. Make an opposed Fencing roll vs. your opponent's Sense Motive or Fencing skill, whichever is higher. If the check is successful, your target may not use his Dexterity
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Remise
A remise is an attempt to correct a failed attack. If a fencer fails an attack and is not counter-attacked in any fashion, they may attempt a Remise. The fencer must make an opposed Fencing roll versus his opponent's Fencing skill (or base attack bonus). If the fencer succeeds, he may roll a new attack, with a -5 circumstance penalty to his attack roll. A Remise consumes one attack of opportunity so can be attempted only once per round unless the fencer has combat reflexes. This is a free action.
Riposte
A reversal, or counter attack, the riposte takes advantage of openings left when an opponent attacks. If an opponent misses, the fencer may opt to make a Fencing skill roll vs. a DC of 10 + the opponents Fencing skill rank (or base attack bonus, whichever is higher). If that skill roll succeeds, the fencer may use the failed attack as an opening for an attack of opportunity. If the riposte fails, the opponent may make an attack of opportunity, if he is able. The coup is a form of riposte.
Swashbuckling
The term swashbuckler has an ironic origin, coming from the habit of certain lower talent bravos to slap their weapons against their bucklers to intimidate their opponents. Despite this low origin, swashbuckling has come to mean a fast paced, raucous and witty, sword-spangled adventure in a time of rapiers, pirates, and musketeers. Those who wish to play D&D with a swashbuckling style may want to consider adding a few levels of the Duelist class, or allow players to purchase the Fencing skill as an out-of-class skill. Doing this allows them to gain the use of the fancifully adapted fencing maneuvers mentioned in its skill description, but hardcore duelists will still advance more quickly. Consider the Improvised Weapon Training feat from the Far East chapter, to increase the utility of setting props. Suddenly candelabras, goblets, and ham bones all have much more use in a game. Above all, action in a swashbuckling game should favor the flashiest, boldest, and most outrageous maneuvers, in order to get into the spirit of events.
Thrust
A thrust is a quick, lunging strike, attempting to move past one's opponent's guard before they can react. If the thrust fails, it leaves the attacker very open to a counter attack. A fencer may elect to make a thrust as a full-round combat action. The thrust gains a bonus to strike of the fencer's Fencing rank, minus any Fencing ranks of the opponent (or base attack bonus if he does
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84b 84c 84a. Flintlock Musket; 84b. Flintlock Pistol; 84c Apostle; 85. Half Plate Armor; 86. Pappenheimer style hilt; 87. Catchpole; 88. Three Quarter Plate Mail for Austria and Spain to strike against Protestant nations in Catchpole Northern Germany. At first they would be highly successful, a The idea imported from the East Indies by the English, the catchprospect that made France and much of the Protestant world pole is a reach polearm without a weapon head. Instead, the nervous, since it threatened the fall of Protestantism and would catchpole has a spring-loaded mechanism involving two semihave conceivably left France surrounded by Spanish holdings. circular forks that, once released, form a tight ring. This weapon This left France opposing the Holy Roman Empires elected was carried by town watchmen, and was used in apprehending Emperor, and France allied itself with Sweden and the Nether- villains, by trapping their necks in the ring. The catchpole hits lands in an effort to prevent a complete victory by Spanish and with a melee (reach) touch attack, rather than a normal melee Austrian forces. roll. A successful hit means that the person is now caught within the ring of the catchpole. If an opposed Strength Check is succeeded, the person wielding the catchpole can limit the movePappenheimer A rapier-like blade found in Northern Europe, the pappenheimer ment of the entangled foe by the length of the pole (10 feet). featured an elaborate swept hilt and a slightly longer blade than the short rapier. The pappenheimer was a dueling sword, and the more elaborate the hilt, the more it was supposed to signify the wielders wealth and influence. The pappenheimer hilt is still quite popular today, although the blade style itself has faded with the rise of the fencing movement, which favored the rapier. You may use the Weapon Finesse Feat to apply your Dexterity bonus to attack rolls rather than you Strength bonus. Plate Mail, Three Quarter Three quarter plate mail was yet another step away from plate mail, with the top half of the body being armored as plate mail, while chainmail pants were worn, with plate knee cops. Three quarter plate retained the high protective value of plate armor, but did not go as bare as half plate armor. Three quarter plate armor was still quite expensive, and was used more for footmen than for riders.
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90a
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90b
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89. Hand Mortar; 90a. Plug Bayonet; 90b. Fixed Bayonet; 91. Tarch; 92. Karacena Armor; 93. Karabela; 94. Plate Reinforced Leather Armor
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10ft
MW MW MW MW
P P P B P S or P S or P S
M M M LM M MW MW M
10ft
265
15ft
266
175gp
1d10
x3
120ft
4 lbs
As per Arrow
8/12
S S S S/B S/ B B or S
MW M M MW MW WM
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As per shot MW As per Shot MW As per shot As per shot As per shot As per shot MW MW MW MW
3gp 6gp
3lbs 3lbs
P P
WM WM
5/3 5/9
Exotic Weapons (Firearms) Ranged Ammunition Gun Cost Shot, Lead 3gp Special Items Shield, Lantern
ROF
Damage
Critical
Type P
M M
Tarche
Cost Damage Critical Range Weight Type 40gp 1d6 x3 8lbs S or P Armor Armor Check Spell Bonus Penalty Failure +1 -1 25% 40gp 1d6 x2 10lbs S Armor Armor Check Spell Bonus Penalty Failure +2 -2 30%
9/16
9/20
RoF
M M M
* See the description in the text for special rules. Double Weapon Reach Weapon a If you ready an action to set this weapon against a charge you deal double damage. # Shield bypass weapon Subdual damage
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Rate of Fire
The weapon tables here and in the appendix list rates of fire (ROF) for each firearm. This number represents the number of full round actions required to load the particular weapon.
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9gp 10gp 9gp 8gp 12gp 11gp 10gp 14gp 12gp 28gp 10gp 18gp 9gp 9gp 18gp 14gp 13gp 13gp 22gp 22gp 83gp 10gp 18gp 24gp 12gp 12gp 15gp 10gp 20gp 7gp
1d6 1d8 1d6 1d6 1d6 1d8 1d6 1d8 or 1d4 1d8 2d4 1d6 1d8 1d6 1d4 1d6 1d8 or 1d4 1d6 or 1d3
4lbs 5lbs 4lbs 8lbs 4lbs 6lbs 4lbs 8lbs 8lbs 8lbs 6lbs 6lbs 4lbs 4lbs 4lbs 8lbs 5.5lbs 9lbs 15lbs 14lbs 16lbs 15lbs 15lbs 15lbs 15lbs 10lbs 15lbs 14lbs 12lbs 10lbs
B B and P B S P S S S or P S S B S P P S B or P B or P S S S or P / B S S S or P / B S or P / P S or P / B B S or P / B P P and S P
MW MW MW MW M MW MW MW MW M MW M MW MW MW MW MW MW MW MW M MW MW MW MW MW MW MW MW MW
9/10 9/12 9/12 9/16 9/8 9/12 9/12 9/16 9/16 9/16 9/12 9/12 9/8 9/12 9/8 9/16 9/17 9/18 9/30 9/28 9/32 9/30 9/30 9/30 9/30 9/20 9/30 9/28 9/24 9/20
2d4 x3 1d10 x3 1d8 or 1d3/1d4 x3/x2 2d4 1820/x2 1d10 x3 1d10 or 1d4/1d6 x3/x2 1d10 or 1d4/1d6 x3 1d10 or 1d4/1d4 x3/x2 1d8 x2 1d8 or 1d6/1d4 x3/x2 1d10 x3 2d4 x4 1d8 x3
135gp 35gp
1920/x2 x3
16lbs 9lbs
B B or P
MW MW
9/32 9/18
These are material updates of items from previous chapters that were still in use during this period
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M M M M M
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Divine Items
Divine Items are items directly imbued with the power of a god or gods. All Divine Items have certain shared properties, but many also have additional divine abilities. The shared properties of Divine Items are: Divine Items cannot be damaged except by direct divine attack or other Divine Items. Divine weapons are supernaturally potent against non-divine items. Divine weapons ignore the hardness of any non-divine item when inflicting damage. Magical Items have a limited amount of defense vs. Divine weapons, based on their total enhancement bonus. A +1 short sword would have 1 hardness when resisting damage from a Divine weapon, regardless of its material and normal hardness. A +3 Holy Defender Longsword has 6 hardness vs. Divine Weapons: 3 + 2 (for the Holy Ability) + 1 (for the Defender ability) = 6. Divine weapons facing other divine weapons or armor damage each other as normal. Divine Items are automatically masterwork. Divine Weapons do damage as if they are one size larger than their actual size (You may wish to refer to the Size Chart on page ???). Divine armor gains an additional +1 to its conferred armor bonus. Certain Divine Items have additional properties.
while Divine Plague melee weapons can be either the Contact or Contagion type. Divine Plague Armor is almost exclusively Contagion only, although there is no reason why armor could not be a Contact carrier as well. Again, more powerful gods may have even higher save DCs or greater ranges of dispersal, if the DM so desires. If the DM so chooses, the plague effect may also effect mounts, livestock, or wildlife.
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Banishing
Banishing weapons are often carried by witch hunters or those who intend to fight conjurers. Banishing weapons have a chance of banishing an Outsider every time they strike that creature. Any Outsider struck by a banishing weapon must make a willpower save (DC 22), or be banished back to their home plane. If that Outsider has Spell Resistance, the character must make a caster level check (1d20 + caster level of the item) at least equal to the creatures spell resistance rating for the banishment to affect that creature. Missile weapons with this enchantement confer this ability to their ammunition. Caster Level: 15th; Prerequisites: Craft Magic Arms and Armor, Banishment; Market Price: +4 Bonus
Aura
All weapons except for ammunition, all armors, and all shields may be enchanted with an Aura. Each Aura has a different ability. To randomly determine the type of aura enchantment an item has, roll on the following table: Caster Level: 12th for Command, Peace, 10th for Nobility, Bravery, and Chaos; Prerequisites: Craft Magic Arms and Armor, Mass Suggestion (For Command) or Sanctuary(For Peace) or Emotion (For Nobility) or Remove Fear(For Bravery) or Confusion (For Chaos); Market Price: +3 Bonus for Nobility and Bravery, +4 Bonus for Command, Peace, and Chaos
Blurred
0120: CommandAn aura of command may be activated once per day. When activated by command word the closest 12 creatures within 220 feet become open to suggestion, as per the spell Suggestion. The duration of this effect is 12 hours, or until the suggested task imposed on a creature is completed. Spell resistance can protect a creature from this enchantment. 2140: PeaceAn aura of peace and calm may be activated once per day. When activated by command word, any being that attacks the aura of peace bearing individual must first make a successful willpower save (vs the caster level of the object). If they fail, they cannot follow through with the attack, that portion of their combat round is lost, and they cannot attack the individual until this effect wears off. This effect lasts for 12 rounds, or until the bearer makes an attack of their own. Area affect attacks do not invoke the willpower save. Weapons with the blurred enchantment are harder to see clearly, and, therefore, harder to dodge. An opponent can only apply half of their positive Dexterity bonus (rounding down) to their armor class against this weapon. If an opponent has a negative Dexterity bonus, their negative Dexterity bonus is doubled, as the already maladroit foe finds it yet harder to try and get out of the way of the attack. Missile weapons with this ability confer this ability to their ammunition. Caster Level: 10th; Prerequisites: Craft Magic Arms and Armor, Blur; Market Price: +2 Bonus
Corrosion
Weapons with corrosion inflict verdigris or rust on copper, bronze, iron, or steel. Corrosion weapons do not harm the armor on the hands of the wielder. When a weapon with corrosion comes into contact with a normal copper, bronze, iron, or steel
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Darkness-Bearing
Darkness-bearing items carry with them a magical darkness that can obscure sight at the item bearers command. Through speaking the command word, the darkness-bearing item will exude an almost palpable darkness to a radius of 20 feet. Within that space, only creatures that can normally see in darkness (such as those with darkness vision) can see, and only light spells of 3rd level or greater can cancel out this magical darkness. This ability is activated by command word, lasts for one hour, and may be used three times per day. Darkness-bearing objects may be any kind of armor, shield, or weapon, and missile weapons with this ability confer this ability to their ammunition. Caster Level: 6th; Prerequisites: Craft Magic Arms and Armor, Darkness; Market Price: +2 Bonus
Finding
The finding enchantment is cast on ammunition, rather than weapons. A finding item is used to direct searchers towards something. Each type of finding item leads towards a different kind of thing. To randomly determine the type of finding enchantment an item has, roll % on the following table: Caster Level: 10th for all but Specific Creature Finding which is 12th; Prerequisites: Craft Magic Arms and Armor, Detect Chaos/Evil/Good/Law/Magic/Poison/Secret Doors/Snares and Pits/Undead (for Finding items of the same aspects) or Detect Animal or Plant (For Specific Type of Animal or Plant) or Locate Object (For Specific Type of Object) or Locate Creature (for Specific Creature Finding), Feather Fall; Market Price: +1 Bonus for Chaos/Evil/Good/Law/Magic/Poison/Secret Doors/Snares and Pits/Undead, +2 Bonus for Specific Type of Animal, Plant, or Object, +3 for Specific Creature Finding. 0108: ChaosAn item of Chaos Finding, once fired, will turn towards the nearest, most powerful chaotic object or creature within 800 feet. If the object or creature is within that items normal range, it will land safely in front of that object or creature. Otherwise it will fall gently to the ground, pointing in the direction of the object or creature. 0917: EvilAn item of Evil Finding, once fired, will turn towards the nearest, most powerful evil object or creature within 800 feet. If the object or creature is within that items normal range, it will land safely in front of that object or creature. Otherwise it will fall gently to the ground, pointing in the direction of the object or creature. 1826: GoodAn item of Good Finding, once fired, will turn towards the nearest, most powerful good object or creature
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Light-Bearing
Light-bearing items do more than just emit a magical glow, as a good number of magical items do. Light-bearing items bear celestial light, either true sunlight, moonlight, or starlight. Each type of light-bearing item has unique features. To randomly determine the type of light-bearing item a shield, armor, or weapon is, roll 1d6 on the following table: Light Bearing objects may be any kind of armor, shield, or weapon, and missile weapons with this ability confer this ability to their ammunition.
12: SunlightSunlight-bearing items radiate natural sunlight to a radius of 60 feet. All creatures that suffer penalties in natural sunlight suffer them while within the radius of this items light. This ability may be invoked by command word up to three times a day, and will last for one hour. 34: MoonlightMoonlight-bearing items shed the cool, pale light of the moon to a radius of 30 feet. Within that light, however, darkness (normal or magical) cannot affect the wielder, locations, objects, or creatures that are invisible will be revealed, illusions can be seen through, and the true form of an altered, polymorphed, or shape-shifted creature is revealed. This ability may be invoked three times per day, and lasts up to 15 minutes. 56: StarlightStarlight-bearing items project the faint, mesmerizing light of the stars. Although it only projects light in a 15 foot radius, starlight-bearing items tend to enthrall viewers, effecting 12d4+6 HD of creatures who can see the wearer. Creatures must make a will save (DC 15), with the lowest number of HD are affected first, and of creatures that are of equal HD, the ones closest to the item bearer are affected first. All creatures who fail are affected by the enchantment, and act as though they are affected by the spell hypnotism, although they are not open to suggestions. Creatures that cannot see are not affected by the enchantment.
Heart Seeking
The heart seeking enchantment is only placed on individual ammunition or throwing items. Quite rare and valuable, heart seeking items confer a +20 insight benefit to the attack roll when firing or throwing that item. Fortunately (or unfortunately) this enchantment may only be used once per day, and requires a standard action to activate. Otherwise the item is treated as no different than any other. Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor, True Strike; Market Price: +3 Bonus
Impervious
Impervious magical items are immune to damage from a specific damage group. This ability does not confer any immunity to the bearer, but merely indicates an immunity in the item. Unlike most enchantments missile weapons with this ability do not con-
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Material Cutting
The material cutting enchantment is only cast on slashing weapons, and usually only very old ones, as it is an enchantment with ancient heritage. Material Cutting weapons are either made to cleave wood or stone (50% Wood, 50% Stone). Material cutting weapons cut through the material in question as it were butter, ignoring the hardness of any item made of that material. Material Cutting weapons. Folklore has it that such items were used to create wilderness fastnesses for druids, or to shape the standing stones of Ireland and England, including the famous Stonehenge. Caster Level: 12 for Wood Cutting, 16 for Stone Cutting; Prerequisites: Craft Magic Arms and Armor, Repel Wood (For Wood Cutting) or Repell Stone (For Stone Cutting); Market Price: +2 Bonus for Wood, +3 Bonus for Stone
th th
Renewing
Renewing items gradually repair themselves. If a renewing item is damaged for any reason, it will regain 1 Hit Point per round until it has returned to full Hit Points. Renewing Items do not confer any healing capacity to the bearer, but merely indicates a property of the item. Unlike most enchantments missile weapons with this ability do not confer this ability to their ammunition. Caster Level: 10th; Prerequisites: Craft Magic Arms and Armor, Renew; Market Price: +1 Bonus
Sundering
A weapon with sundering deals extra damage to weapons, armor, or shields they strike. When a sundering weapon strikes a weapon, armor, or shield, it deals an extra +1d6 shattering damage to the item it strikes. Missile weapons so enchanted confer the shattering energy upon their ammunition. Caster Level: 10th; Prerequisites: Craft Magic Arms and Armor, Shatter; Market Price: +1 Bonus
Potent
Potent weapons deal more damage. The enchantment on a potent weapon makes it naturally more damaging, rather than adding additional damage dice to a weapon. A potent weapon does damage as a weapon one size greater per rank (see appendix II). Thus a rank IV potent weapon would do damage as a weapon 4 sizes greater. The Potent enchantment does not increase the actual size of the weapon. Caster Level: 15th; Prerequisites: Craft Magic Arms and Armor, Bulls Strength, Magic Weapon; Market Price: +2 Bonus for Rank I, +3 Bonus for Rank II, +4 Bonus for Rank III, +5 Bonus for Rank IV
Warding
A warding weapon protects its wielder from a particular type of threat (determined below), absorbing the first 5 points of damage from that threat. Additionally, a warding weapon confers an additional +2 enhancement bonus against the source of the threat. To randomly determine the threat type a weapon is warding against, roll on the following table: 0110: LightningItems with Lightning Warding absorb the first 5 points of electrical damage per round, and confer a +2 bonus versus creatures with electrical attacks. These weapons tend to have a bluish tinge, and may sport a cloud or lightning motif. 1120: FireItems with Fire Warding absorb the first 5 points of electrical damage per round, and confer a +2 bonus versus creatures with fire-based attacks (including fire elementals). These weapons tend to have a slightly reddish tinge (not to be confused with rust), and may sport a flame or draconic motif. 2130: ColdItems with Cold Warding absorb the first 5 points of cold damage per round, and confer a +2 bonus versus creatures with cold-based attacks (including ice elementals). These weapons tend to have a bluish tinge, and may sport a snowflake or mountaintop motif. 3140: AcidItems with Acid Warding absorb the first 5 points of acid damage per round, and confer a +2 bonus versus creatures with acid-based attacks. This weapons tend to have a
Quaking
The first quaking weapon was an accident, the result of trying to bind two opposing high level enchantments into the same weapon. The result was a weapon that seemed to tremble with energy, almost as if the embedded enchantments were about to burst out in a magical explosion. Fortunately, there was no explosion, and as the maker experimented with the first quaking weapon, he realized that there were certain advantages to the enchantment. Quaking items constantly quiver with energy, and when they strike they cause an extra +2d6 points of kinetic damage. Quaking items are very potent against glass, bone, or stone due to the constant vibration of the weapon, and strikes against these materials do an extra +4d6 points of kinetic damage. Unfortunately, wielding a quaking weapon puts a tremendous strain on the arm muscles, as the jarring force of the quaking weapon also puts the body through its paces. If a battle goes more than 3 minutes (30 rounds), the quaking weapon wielder takes 1 point of temporary Strength damage, which will return
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Items by Region
Each of the items in this section come from myth or folklore in this region, and represent appropriate powerful cultural items. These items, with very little work, may be adapted to your own campaign world easily, and may allow you to add depth and flavor to a region or culture group. If the item does not imply a specific material, consider the weapon true steel (Hardness 10)
America
In Meso America, a common weapon of the gods was the blowgun, which was used to cast spells at a distance, and to hunt both animals and other gods. There are a number of more interesting Meso-American items, though. Atlauas Atlatl Atlaua is the Meso-American god of fishermen, and the inventor of the atlatl. His first atlatl, which he still possesses, appears rough-hewn, with none of the artistry that later atlatls tend to be crafted with. This Divine atlatl is Without Limit, and Atlaua can cast a dart into the heavens or spear fish at the depths of the ocean with it. From time to time, Atlaua will appear in disguise to a fisherman, and lend him his atlatl to fish with for the day. The fisherman who willingly shares his catch and makes appropriate sacrifices to Atlaua may be richly rewarded.
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Australia
Australias Aboriginal people have a rich and fantastic mythology, centered around an ancient type of existance called Dreamtime. Most beings in Dreamtime make use of the most rudimentary and natural objects, but there are a few notable exceptions. Bobbi-bobbis Rib Bobbi-bobbi was a snake who lived under the Earth. When man was starving, Bobbi-bobbi sent him flying foxes (bats) to eat. But the flying foxes escaped the men, and Bobbi-bobbi gave the men one of his ribs to use as a Divine Returning Boomerang, so that they could hunt down the food animals. Bobbi-bobbis rib kept man well fed, but the men fell to idle foolishness, and one man took the rib and struck a hole in the sky with it (Since the rib was Without Limit). Bobbi-bobbi, in his anger, sent out his tongue, and grabbed both his rib and the two men who tried to keep ahold of it. All three have never been seen again, but perhaps Bobbi-bobbi may again decide to grant his rib to a worthy man in need Wati-kutjaras Boomerang When the Man in the Moon (Kidili) attempted to rape the first woman, it was Wati-kutjara, the Iguana Man, that came to her rescue. Wati-kutjara took his Divine Returning Boomerang, the most cunningly sharp ever designed, and threw it at Kidili. The boomerang was Unerring, and its Vorpal edge struck Kidili. Kidili was emasculated, and he fled to a nearby Water Hole, where he eventually died. Wati-kutjaras legacy has passed to the tribes of central-western Australia, and it may be his boomerang is also in their possession.
Sub-Sahara Africa
Africa has a variety of beliefs about weapons, including a fear of the black magic of smithing, not unsimilar to that of certain groups in Malaysia. In lands were iron weapons were rare, the ability to craft the very bones of the Earth seemed somehow wrong or dangerous. Not that Earths bones alone were necessary to Khonvoums Bow Khonvoum is a hunting god, and the creator god of the Pygmy people. Khonvoum hunts creatures across the very heavens, and his Divine Bow is quite Potent (Class III). Weightless, Khonvoums bow was constructed from two great snakes, whose glossy scales appear as the rainbow by those who see his bow on Earth. Fortu-
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Horuss Divine Sword is the definition of Vorpal. When he is in his full capacities, Horus might stride through a battlefield, striking the heads from his foes left and right. But, on the night of the new moon, Horus is blind, and in battle he has been known to strike the heads from allies as well as enemies. Those who wish to make battle as an ally with Horus are best advised to choose their time of war carefully. Neiths Arrows Neith is a minor hunting goddess, who Divine Heart Seeking arrows take down the greatest of prey. Her priesthood blesses the bows and arrows of hunters, and her protections also extend to the remains of the dead, which were nominally under her care. Neiths priesthood may grant her blessing on a hunters weapon for a reasonable fee. Neiths Blessing Transmutation Level: Clr 2 Components: V,S,DF Casting Time: 1 action Range: Touch Target: Weapon Touched Duration: 1 minute/level after activation Saving Throw: Will negates (harmless, object) Spell Resistance: Yes (Harmless, Object) Neiths Blessing, once activated, gives a weapon a +1 enhancement bonus to attack and damage rolls. If youre a good cleric, the cleric of a good deity, or a paladin, the weapon is considered blessed, which means it has special effects on certain creatures. Neiths Blessing remains dormant on the weapon until it is activated, and no bonus is given until the full action activation occurs. Sakhmets Arrows Sakhmet is a dark goddess in Egyptian mythology, a woman of vengence and war. When Re sent her to stop mortals who were plotting against him, she became so enraptured by the slaughter that proceeded, that she nearly slew all of humanity. Sakhmets Arrows may be normal Divine Arrows, but she also carried the title Lady of Pestilence, and she bears Divine Plague and Pestilence Arrows as well. If one could survive her onslaught, it might be possible one of her divine arrows may survive, and such weapons could bring great power. Sets Spear
Egypt
Egypt has some of the most popular and recognizable mythic traits of any culture. The Egyptian fascination with death makes Divine Death items somewhat more common than most other cultures, but there are definitely a great variety of Divine items in Egyptian culture. The most common weapon of the gods is the Divine Spear, which nearly every Egyptian god seems to carry in various images. Bess Weapons Bes is often depicted as a crude, ugly dwarf, sometimes with leonine or feline facial features. A god of human pleasures, song, dance, and celebration, Bes is also the patron of children and women in labor. Bes has a veritable armory of knives and sword (both straight and kopesh), and he uses hid Holy Divine weapons to protect children and women from evil spirits. Bes may well be willing to equip those who join him in his protective duties. Atums Sunbeams Atum is one of the oldest gods of Egyptian myth, and he is credited as being a progenitor of the line of the Pharoahs. His many aspects and roles in Egyptian culture indicate how old his cult is, and it is little surprise that one of his depictions is that of an old man with the sunset behind his back. Atum has represented the suns light from time to time, and he is sometimes depicted as firing sunbeams at the four corners of the world when a Pharoah ascends. His Divine, Holy Arrows illuminated the whole heavens, being Without Limit. Should a Dynasty face premature demise from unholy forces, Atum may yet come to their aid, or lend his sunbeams to a rightful heir.
Set is a god of chaos, hostility, and evil. Black at heart, Set favors an ebon spear, which he has, from time to time, appeared
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Asia
Between China, India, South East Asia, Persia, Siberia, and Mesopotamia, Asia has an incredible diversity of mythology and divine items. Here is just a small smattering. China has a very regulated afterlife and pantheon. With a Heavenly Bureaucracy, mostly good aligned dragons, and a strong national tendency to avoid religion, one might imagine the possibilities here to be quite limited. One would be wrong. Cai-shens Cap and Mace In Chinese tradition, great figures in history can be deified for their life actions. Cai-shen was one of these. In life he was Zhao Xuan-tan, a General of the Qin dynasty. After death, Cai-shen became a god of prosperity, and he gained powers to protect from thunder and lightning. Cai-shens Divine Iron Cap grants Lightning and Sonic resistance, and his Divine Mace is a mace of Light- n i n g Warding. It is said a prayer to Cai-shen before a business transaction often brings fortune. Men-shen Arrows, Sabers, Spears The Men-shen are guardian gods, who are often depicted in sculpture before doorways. Origigenerals, Qin Shu-bao and nally two 6th century Hu Jing-de, the Menshen now guard homes and public buildings, and are said to chase evil spirits away. Their Divine Arrows, Sabers, and Spears should all be considered Evil Warding. Obviously, if there is a great supernatural catastrophe in a city, the Men-shen might well be found fighting along side the army and civilians. Monkey Kings Compliant Staff, Golden Armor, Cloud Riding Shoes, Iron Crown The Monkey King is a fantastical being, born from rock, who travels in search of wisdom and mischief. Early in his legend he goes to the Palace of the Dragon Kings, in the East Ocean, and bargains with them for a magical weapon. When no weapon in the kingdom seems to be right for him, they lead him to the staff that Da Yu purportedly used to tame the great deluge from antiquity. When Monkey King claimed the Divine Staff he found himself able to control its size (which, in turn, controls the damage it inflicts, as per the size chart), so that with a thought he could shrink it to the size of a pin or extend it to hundreds of
Called the Celestial Kings, the Tian-wang are quasi-demonic creatures who guard the four corners of the earth and protect goodness everywhere. Each Tian-wang has their own powers and aspects, and the Southern Tian-wang is dedicated to fighting against darkness and ignorance. His Divine Sword is Light Bearing, carrying the illuminating Light of the Sun, and it radiates an aura of Nobility. Shen Yis Bow When the earth was young, its surface was scorched by the light of 10 suns. No plants could flourish under this combined enslaught, and Shen Yi took up his bow and shot 9 of the 10 suns from the sky. The light and heat much lessened, Shen Yis bow was stayed by the other gods, and the world cooled, becoming abundant with life. Shen Yi was declared the Celestial Archer, and his Divine Bow Without Limit was taken, with him, into the heavens. Shen Yi is depicted with the sun in his hand, but the whereabouts of his bow is unknown. Zhong-kuis Sword
Zhong-kui is a demon, a man who committed suicide because he failed to reach first place in the examinations. In his afterlife he is the patron of literature and examinations, and he protects against evil spirits and demons that might seek to encourage others to his fate. He must constantly pit himself against their poisoned words, which threaten to turn the heart, and his Divine Sword possesses the enchantment of Poison Warding. Zhong-kui is often invoked by nervous scholars before tests.
India
Indias Hindu religion has hundreds, if not thousands, of gods, and equally as many strange, wonderful, and terrible mythical creatures. From time to time people are born who seem to exceed the common existence of human experience, and these people are often considered avatars of the gods. Add to this mix
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In Hindu myth there are to be 10 incarnations of Vishnu. Vishu descends to earth from time to time when the balance of existence is upset, and it is believed that he will descend again in the Kalki Avatara when the earth needs to be set in appropriate balance again. The Kalki Avatara will come riding a white horse, and bearing a Divine Scimitar, by which he will subdue nations, destroy the wicked, and restore the righteous. It seems likely that his Scimitar will bear an Aura of Command, to help rally the faithful. Devis Sword
Japan
Japans heroes were often the most exciting portion of Japanese myth and folklore. Many of them were awarded named swords for their tasks, but few of those weapons were overtly magical. Susanowos Grass Cutting Sword
Many gods and goddesses in Hindu belief have multiple incarnations. Devi the Divine Mother incarnation of the goddess who is also Durgha, Kali, and Parvati. Devi is the consort of Shiva, and as the mother of all things, she holds the power of life and death. Devi bears a Divine Broadsword (in both her own incarnation and that of Kali), and it represents Death. Still, Devi is very careful about dealing death, and she does not wage war indiscriminately. Vajra, Indras Bolt
Susanowo is a Shinto god of the winds, storms, and ocean. He is a courageous but evil god, who plagues both his loved ones and the earthly mortals, until he is banished. In his exile he wanders from place to place, adventuring. One such adventure involved defeating Koshi, an eight-headed serpent. From Koshis corpse Susanowo drew the Grass Cutting Sword, a +3 Vorpal Katana. Eventually Okuni-Nushi, Susanowos son, and the god of magic and medicine, tricked Susanowo out of his sword. Susanowo is said to be seeking his lost sword.
Indra is another major god in Hindu belief, but while he was once the supreme god, later religious movements have reduced his role in Hindu society. One of his lesser aspects is as the Lord of Weather, and he bears the Divine Spear Vajra. Vajra is a Divine shortspear of Shocking, and he uses it in battle to drive back his foes. At various times he has also used a bow, net, and hook as weapons, although there is no indication that these were divine weapons. Shivas Flaming Discus Jalamdhara was born of the union between Shivas Uncontrolled Anger (who had taken on independent existance) and the goddess of the Ganges river. Jalamdhara was an asura, a powerful spirit-being opposed to the
Mesopotamia
Nergals Club and Sickle Many of the D&D gods are based on mythical gods from various cultures, and Nergal is one of the most directly adapted. Descending from Sumero-Babylonian myth, Nergal is an evil god of the netherworld, who brings war, pestilence, fever, and devastation. In his depictions he carries a club and sickle. His club is a Divine Club of Wounding, a cruel weapon to inflict pain and suffering. But his Sickle is
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Europe
Europe has a number of unique myth centers. Teutonic or Nordic myth is one source for much of our fantasy beliefs about elves and dwarves, while Celtic myth is rich in heroic action and drama. Romes myths were an amalgam of every land they conquered, and they bespoke the complexity of the common citizens life at the crossroads of one of the worlds greatest empires. Greeces pantheon and heroes are among the most common stories in western culture, but more recent legends, like those of Roland and Arthur, are also sources for modern wonder. After Freyr lost his sword hand, a new sword was crafted for him. Freyr need merely draw it, and it would fight for him, dancing about the field. Later Skirnir, Freyrs servant, would threaten to cover the earth in ice in order to force the Giantess Gerd to marry Freyr. Eventually, the Fire Giant Surtur would acquire Freyrs sword, and while he wielded it, it would burn with a fire greater than the sun, melting the ice. Thus, it seems most likely that Freyrs Divine Viking Longsword is a sword of Inner Reflection, and since it is uncertain when or how Surtur got the sword from Skirnir, perhaps there are others who will bear it before Ragnarok. Thors Hammer Mjolnir and Glove The dwarves were petitioned to craft a weapon for Thor, Odins son and the God of Thunder. Mjolnir was crafted as a great hammer, a shortened Stone Maul which Shocked and Thundered. They also crafted an iron glove to protect Thor. When Thor invested his divine power in Mjolnir it became Divine, and he could hurl it Without Limit. The power invested in the glove allowed him to call Mjolnir back after it was cast, giving it the power to Return (Making it Returning if you wear the Glove) to the glove wearer. On rare occasions others have taken or used the hammer, but never with the skill and power of Thor. Odins Gungnir
Teutonic/Nordic Myth
Most Norse mythical items were crafted by the swartalfs, or dark elves, which was an alternate name for dwarves. The nordic dwarves were incredible smiths and craftsmen, and could empower their items with incredible abilities, partly because they were also superb magic wielders. That the dwarves often resented the gods only made things more interesting. Balmung
One of the few great weapons not created by the dwarves, Balmung was created by Wayland, an elven smith. Odin placed Balmung in a tree and stated that the man who could pull it from the tree would be destined to win in battle. Only Sigmund, of the Volsung princes, could draw it forth. Eventually Balmung would be destroyed by Odin but Sigurd, Sigmunds son, would later reforge the weapon, and use it to kill the dragon Fafnir. Balmung is a +3 Class III Potent Viking Longsword with an Aura of Bravery. Fenrirs Muzzle
Odin bears a short spear, Gungnir. This Divine short spear is Unerring, and he may cast it in battle or fight with it in hand. Though he has survived many battles with it, Odin is not only a war and death god, but also a god of wisdom and poetry. In Ragnarok, Odin will face Fenrir, and they will kill each other in battle. Valkyries Spears and Armor The Valkyrie or Choosers of the Slain appear as beautiful women, mounted on winged horses. They carry Spears Barbed with Flames (+3 Flaming Barbed Longspears), in order to protect their chosen warriors. As well, they wear Starlight-Bearing Chainmail Hauberks, which the Norse attributed to being the source of the Aurora Borealis.
Fenrir, the Great Wolf, was a wild creature, fearsome and deadly, but worse, unpredictable. Eventually the gods decided Fenrir needed to be apprehended, and they conspired to capture and restrain him. The first time they attempted this, the stout rope they used would not hold him, and many were wounded. They petitioned the dwarves for something to restrain him, and when the dwarves produced the subtle golden ribbon that would hold him, they again approached Fenrir. Freyr restrained Fenrir long enough to put the ribbon around Fenrirs neck, but he lost his right hand to the Wolf. Then, to keep Fenrir from biting anyone else, they placed a sword in his mouth. The sword would have had to be Divine, and Impervious to Piercing in order to survive Fenrirs ferocity.
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Cuchulainn was a hero of Irish myth, who placed a geas upon himself after accidentally killing the watchdog of the smith Culann. For a time he was known as the Hound of Culann, and he guarded the pass into Ulster for a while. Later he went to train with the warrior goddess Scathach, on the Isle of Shadow. When he returned he bore a Divine spear described as being notched in every fashion so as to cause as much pain and difficulty as possible when it was removed from a wound. His Divine Bronze Barbed Spear was also Unerring, never missing the target it was thrown or thrust at. Cuchulainn eventually headed the Red Branch, and fought in many wars, but died in a war against Queen Maeve of Connacht. Manannan mac Lirs Sword
Rome
Saturns Sickle Many of Romes gods and myths come from other cultures, but some are uniquely their own. Saturn is loosely related to the Greek Titan Cronus, but this relation is one of convenience, since Saturn has a number of very different aspects, and the relation to Cronus comes from Saturns role as father of Jupiter. Saturn had many aspects, being a harvest and wine god. But he was also ancient, and his senility (or madness) was a noted aspect of his celebration. Every December 17th, the Romans would hold a Saturnalia, a festival of Saturn where the roles of slave and master were reversed, morals were loosened, work was put off, and gifts were given. Saturn bears a Divine sickle in his depictions, and it bears an aura of Chaos, as it drives men to distraction. Veioviss Arrows Descended from an Etruscan god, Veiovis is one of the first gods of Rome. A god of healing, Veiovis was later identified with Aesclepius. Veiovis is portrayed with a bunch of Divine arrows in the form of lightning bolts (Shocking) in his hand. Veiovis, fortunately, did not use these often.
Manannan mac Lir is the Irish god of the sea and fertility. He forecasts the weather and rides the sea in chariot. It is said that he existed before the Tuatha De Dannan, but he is also considered one of them, an inconsistency often found in many-layered myth. Among the many magical objects he bears are a self-guiding ship without sails, a cloak of invisibility, a helmet of flames, and a Divine Unerring Sword. Manawydan ap Llyr is said to be his Welsh equivalent. Lughs Rainbow Sling Balor is the god of Death, and the leader of the Fomorians. Balor had one eye, which he kept closed at all times, because anything he gazed at would die. Fated to be killed by his own grandson, he imprisoned his daughter, but a member of the Tuatha De Dannan was able to come to her anyway, and they sired a child, Lugh. Lugh grew up among the Tuatha De Dannan, and when Balor came to war with them, Lugh was able to defeat him by striking out Balors eye with his Divine Sling, which spun with such Haste that it appeared like a rainbow when used.
Greece
Arrow of Abaris Abaris was a priest of Apollo in Scythia, when plague broke out. Through the help of his god he fled the plague, and Apollo gifted him a single golden arrow that bore a number of powers. The Arrow of Abaris could Remove Diseases as per the spell, any number of times a day. It also gave Oracles, foretelling the future in a cryptic manner, but never on command, or in ways that were obvious before the event foretold occurred. Abariss Arrow also granted the wielder flying on command, and could turn him invisible for 5 minutes at a time, once per day. In time Abaris
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Ares the bold lives for war. He takes joy in combat, and it is said that in every war one can find Ares knee-deep in blood. He does not care which side he fights on, or the merit of his cause, but he fights because he can, often in the company of Fear, Terror, Plague, and Famine. Ares carried a Divine Sword of Wounding, that also bears an Aura of Confusion, in order to promote more indiscriminate bloodshed. Ironically, Ares is one of the few gods who is often wounded by men, and when he is wounded he often flees battle, rather than continue fighting. Artemiss Bow Artemis, as mentioned above, competes with her brother in archery, usually to her own advantage. Artemis is a virgin goddess, a moon goddess, and patron of hunters. Although she uses many bows, her personal Divine Bow is Without Limit. Fortunately, the Greek Gods prided themselves of personal accomplishment, so her bow is not Unerring. Oddly, when she seeks revenge, it is not by the bow.
Zeus had a number of trysts that populated the world with Demigods and caused conflict with his Wife-Sister Hera. Europa was one of these, whom Zeus appeared to as a bull, but one so gentle of nature that she got on his back, and he took her to the Isle of Crete. On Crete they bore three children, and Zeus gave her three gifts for her protection. One of those gifts was a Divine Unerring Javelin, which she made her legacy to her children, and which supposedly descended through the lineage of King Minos of Crete. Melpomene Knife Melpomene is the Muse of Tragedies. Of the two masks often associated with theater, the smiling mask symbolizes comedy, and is the province of the Muse Thalia, while the frowning mask is Melpomenes tragic mask. Besides the masks Melpomene
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Medieval
Durandal
Poseidon is one of the most powerful gods in Greek myth, and one of the most feared. Poseidon rules the oceans, and everything in them, and many hero stories center around heroes who have foolishly angered Poseidon. His Divine Trident is a Quaking weapon, which can summon forth the white horses of the sea, conjure earthquakes as per the spell, and control the weather. With it Poseidon can conjure storms to sink ships, or becalm the seas, so as to take the wind from a ships sails. Zeuss Lightning Bolts Forged by Haephestus, with the help of the Cyclopes, the lightning bolts of Zeus were his weapons of vengeance and warning. Zeus was often depicted reclining in a dark cloud, watching the ground with lightning bolt in hand. When he spotted someone or something that aroused his anger, he would cast his bolt down upon the earth, although not with great accuracy. Zeuss Lightning bolts act as Divine Shocking Javelins Without Limit, but he regularly only has a few of these on hand. Nemean Lion Skin Heracles, the Demi-god son of Zeus, was put in service of his cousin for a time, to atone for his sins. One of the tasks he was set to resolve was the problem of the Nemean lion. This fearsome creature was terrorizing the land, and so far no one had found a way to subdue it. When Hercules attacked it with sword, javelin, and spear, he found that nothing could pierce its hide. Eventually he had to wrestle with the beast and kill it with his bare hands. He took its skin as armor, and it should be treated as +4 Skin Armor Impervious to Slashing and Piercing. Odysseuss Armor and Bow Odysseus was a Grecian king who went with Agamemnon to fight Troy. After Achilles died, his Divine Armor (Golden Breastplate Armor) was given to Odysseus after a contest of wits. Odysseus lost that armor at sea on his return voyage, which is chronicled in the Odyssey. When he arrived at home he found
In true history, Roland commanded a rear-guard action against mutinying Basques, and was killed in the battle. Later his story was revisited in the Chanson de Roland, where Roland was pictured as a great Christian warrior who struggled to defend against the Moors who were coming to invade France from Spain. Roland, in the story, carried a blade called Durandal, which, when he realized he was about to die, he tried to break, so that it would not fall into the enemys hands. But no matter what force he brought against it, it would not break. Durandal is a +1 Early Steel Longsword Impervious to Slashing, Piercing, and Bludgeoning. The Dolorous Stroke
The story of the Fisher King is older than Christianity in the West, and is a morality tale about a king who would not take his responsibilities seriously. In the end he was injured by a spear called The Dolorous Stroke. This wound would not heal, and he found the only way to withstand the pain was to spend his days fishing. In the Christianization of this story, Dolorous Stroke was equated with the Spear of Longinous, a spear which reputedly pierced the side of Jesus on the cross. It is a Divine Spear of Wounding, although it may also possess the power of Inner Reflection, as the tales of its other abilities (usually when referring to it as the Spear of Destiny) suggest it may have deeper mysteries.
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Mythic Dwarves
The Nordic dwarves were reluctant allies of the gods, and from time to time they rebelled or created cursed items. One such item was Tyrfingr, a cursed Viking longsword that, once drawn, could not be sheathed until someone was killed by it. Usually it selected the closest person, like a nearby family member or friend. Dwarves made marvelous caps for themselves, such as the Red Cap, which made a dwarf invisible, or the Helm of Awe, which could allow a dwarf to change shape to whatever he desired. They wrought Iron when Bronze was the common material, and Steel in the age of Iron. Once, a dwarven master smith created a Hauberk of Chainmail, described as a dark-grey rippling coat of rings. This Chainmail Hauberk was likely masterwork, and quite possibly magical, although it was destroyed by jealous men who wanted to own it.
New Spells
The following are new arcane spells to enhance a fantasy setting. Take care when introducing any new spells to your campaign world, as they may change the balance of your setting. Spell Bind is particularly prone to abuse, and the DM should be aware of the spells capabilities and limitations before allowing PCs to use this spell.
Durance
Transmutation Level: Brd 1, Clr 1, Pal 1, Sor/Wiz 1 Components: V, S, M/DF Casting Time: 1 action Range: Touch Target: Weapon, armor, or shield touched Duration: 1 minute/level Saving Throw: Will negates (harmless, object) Spell Resistance: Yes (harmless, object)
Mythic Elves
In most Irish myth, the elves bore Lightning (Shocking) Arrows, which they either fired directly at a victim, or fired at the ground. Those fired at the ground would throw up wedges of turf, called elf-bolts, which would invariably hit the intended target. Elf-
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Renew
Transmutation Level: Sor/Wis 2 Components: V,S,M Casting Time: 1 action Range: Close (25ft + 5 ft/2 levels) Target: One object of up to 10 cu.ft/level Duration: 1 minute/level or until discharged Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) Take note of the objects hit points when Renew is cast. Once an object has Renew cast upon it, it will heal damage done to it, up to a maximum of the objects hit points at the time when Renew was cast, at a rate of 1 hit point per round. This spell does not restore any magical abilities to an object that lost them before the spell was cast, and it does not repair an already broken object. If the object is in multiple pieces before Renew is cast, only one piece is the target of Renew, and it will only heal damage to return it to its state at the beginning of the casting of Renew. This spell is primarily useful in protecting an object that is about to be used in a brutal environment. Ropes to be used over fire, stilts to be used to cross acid pools, or swords to be wielded in a war might all be good targets of Renew. The arcane material focus for this spell is a scrap of troll hide.
Resonate
Evocation [Sonic] Level: Brd 3, Clr 4, Sor/Wiz 4 Components: V, S, M or DF Casting Time: 1 action
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Spell Bind
Universal Level: Sor/Wiz 5 Components: V, S, M Casting Time: 10 rounds Range: Touch Target: One solid touched object Duration: 1 year and 1 day Saving Throw: Will negates (harmless, object) Spell Resistance: Yes (harmless, object)
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Materials
What happens when you miss? Creating a Strike Table: Item Damage Deterioration Durability, Strike a Weapon, and the Break DC How to calculate the Break DC Material Properties Bone and Teeth Cord Dragon Hide, Scale, and Tooth Fabric Gemstone Glass Ice
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Leather Metal (Adamantine) Metal (Copper, Bronze, Iron) Metal (Gold or Silver) Metal (Mithril) Stone Wood Maintenance and Repair How to Generate Stats for Items: Weapon Statistics Armor Statistics Table 9-1: Weight Table 9-2: Hit Points Table 9-3: Hardness
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hroughout From Stone to Steel each weapon has been given statistics describing its durability and material composition. As well, you have read about ways to damage items, and items that have particular vulnerabilities. As with every new rule set in this work, the Durability system is an optional rule set, but one which guided much of the philosophy of this work. All items degrade. Armor will rust, molder, or warp. Weapons will notch, bend, and skew. Bows will crack, and their strings will fray. Arrows and daggers snap. Shields will rot or split. Often these things happen by virtue of the materials they are constructed from. In the Materials segment you will find a number of real and fantasy materials, and their properties. Those properties can allow you to more realistically track item hit point loss for such things as rust, rot, heat damage, and so on. A bronze sword does not do less damage than a steel sword simply because its material is more pliable. It does not hit less often, either. A bronze sword, instead, is more likely to blunt through regular use, and eventually it will loose its effectiveness as a cutting implement. This is because the hardness of a bronze item is lower than that of a steel item. In the current d20 system Hardness only usually comes up when someone is attempting to break down a door, or snap a sword. But in real combat, weapons, armor, and shields are put under constant stress. They degrade. They fall apart merely from use. The Durability system is a way to track that gradual decay, and to add some realism to your fantasy game. If you do opt to use the durability system, it is suggested that a second d20 is rolled with every strike roll. This d20 is called the effect die, and is used to determine what a strike really does when it misses. If a strike hits and is in the critical range, the effect die can double as the critical check die.
Missing happens quite rarely in real melee combat. Usually melee combatants strike something when they attack each other. Often the first thing they strike is the shield or weapon of an opponent. These are the first things in the way of an attack, and the trained combatant knows how to use weapon and shield to defend themselves. If the defenses of weapon and shield are bypassed, the next most likely thing one strikes is the armor. Armor is designed to diffuse the force of a blow, and impede it so as to protect the wearer. In order to determine what a melee attack really hits when a character misses, a strike table needs to be established. The strike table uses the effect die to determine where an attack strikes.
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Materials
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 True Miss True Miss Miss Miss Scale mail Scale mail Scale mail Scale mail Dagger Small Shield Dagger Small Shield Dagger Small Shield Dagger Small Shield Dagger Small Shield Dagger Small Shield 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 True Miss True Miss True Miss True Miss True Miss True Miss True Miss True Miss True True Scale mail Small Shield Scale mail Small Shield Scale mail Small Shield Scale mail Small Shield Scale mail Small Shield
As you can see, the odds favor the dagger or shield being struck most often, and there is an equal chance of a strike hitting the armor or missing. A physical chart like the one above isn't necessary to figuring out what is struck. Simply use the following guidelines to keep quick track of the strike chart: 1 and 2 are always misses Next add the modified dexterity bonus Next add the armor bonus All the rest strike shield (or secondary weapon) on even, weapon on odd, or single item if only one item is carried.
Item Damage
To determine if an item is damaged, simply roll the weapon damage, and then apply that damage to the hardness of the item it struck. If there is any damage left over, that damage is applied to the item's hit points. For most steel items, damage is likely to be minimal, but for older or more fragile materials, damage may not be infrequent. But damage also occurs to weapons that strike as well. The same rolled damage should be applied to the striking weapon's hardness, and excess points should be subtracted from the weapon's hit points. A man with a bronze sword striking at a man in steel platemail will notice his sword blunting quickly, while the platemail will likely still look very solid.
Ranged combat has a slightly simpler strike chart. Thrown or shot missiles are more likely to completely miss. As well, it is extremely difficult to deflect a shot with a weapon in hand. To generate a strike chart for ranged combat, use the following guidelines: 1-10 are always misses All the rest strike either shield on even or armor on odd. If there is no shield, then all the rest strike armor. The ranged strike chart for the scale mail wearer above would look like this:
Deterioration
Every time an item takes 25% of its hit points in damage, it deteriorates. In the materials section (below), roll on the appropriate deterioration chart (there are 2-3 for every material) to determine how the weapon has degraded. Items that have deteriorated loose their effectiveness, until they are repaired. This process will occur again at 50% of hit points and 75% of hit points. When all hit points are lost, an item is considered broken. Refer to the breakage description to see if anything special occurs. Items that are broken can usually be repaired (see the materials description to see if repairing or replacing is suggested). If someone wishes to use a broken melee or thrown item, its damage is halved before applying the 3 deterioration penalties it has accrued. Damage cannot be reduced below 1, and range increments cannot be negative. Missile weapons like bows or ammunition cannot be used if broken. If an item has less than 4 total hit points, every point of damage requires a deterioration roll. As well, if an item receives enough
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Material Properties
Each material listed below has unique properties that extend to any item made of that material. Whether a bone comes from a leopard or a mammoth, it shares certain properties when used in armor or weapons. Stone, from flint to granite, can have similar properties as well. The entries below indicate general properties that each material group shares and the various effects of damage on them as they degrade or deteriorate (see appendix). Note that some items or special materials have additional properties, which were noted in their chapter entries. In a Fantasy Setting, one isnt restricted to historical materials. Items of gold, silver, mithril, or adamantine are all possible, and have thus been included.
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Materials
Repair Damaged wholly bone weapons cannot be repaired and must be replaced. If a weapon contains bone, among other materials, the bone portions must be completely replaced as part of the repair process. Wholly bone armor does not require complete replacement, but instead requires replacement of only damaged portions.
Cord
Weaknesses Cord is flammable, and should be considered to have half its hardness versus fire attacks. If it is damaged by a fire, (by exceeding the hardness of the item) it will catch on fire. Such an item will take another 1d6 damage (ignoring the hardness) each turn until the character can put the fire out. The character may also catch on fire, as per the rules in the DMG. Spells, or specific treatments mentioned in the text may increase the cord items resistance to catching on fire. Cord may begin to rot if it is not appropriately dried after submersion or soaking. If an item is submersed, soaked, or otherwise immersed in water for at least 15 minutes, there is a 15% chance the cord will begin to rot. If rotting cord is not dried correctly, it will take 1 point of damage a week, from both the current and maximum hit points. Rotting causes the item to permanently grow weaker. Correctly coating a cord item with oil or wax will reduce this risk to 1%, and will require reapplication after submersion or 1 month, whichever comes first. Effects of damage Cord frays when damaged. When a corded missile deteriorates, roll 1d6 and consult the following chart: 12 -1 to hit 34 -1 damage 56 -5ft range increment When corded armor deteriorates, roll 1d6 and consult the following chart: 14 -1 Armor Bonus 5 -1 Maximum Dexterity Bonus 6 +1 Armor Check Penalty Breakage Cord splits when broken. There is no adverse effect of cord breakage. Repair Damaged cord items are best replaced, rather than repaired. Good maintenance can restore 12 hit points of damage for a corded item, but no more. If a weapon contains cord, among other materials, the cord portions must be completely replaced as part of the repair process. Armor made from cord does not require complete replacement, but instead requires replacement on only damaged portions.
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Gemstone
Besides use as a display of wealth, gemstone items may be desirable as a cultural status symbol or, in the case of diamond, for specific material density. Historically, gemstone items were rarely made, but in a fantasy world its possible one might find gemstones of sufficient size to craft large items. Perhaps in a fantasy world a specific type of gemstone may be related to a specific kind of enchantment, which might necessitate its use in a weapon or suit of armor. Properties Gemstones retain heat. A gemstone item heated in flames will inflict an extra +1 of heat damage. This effect lasts 1 round for every 3 minutes of exposure in flame. After a gemstone has been exposed to flames for 1 hour, it has reached its greatest retention of damage, so the maximum time a gemstone item can retain this kind of heat for is 20 rounds, or 2 minutes. A gemstone object that is struck by intense heat from an attack will similarly do 1d6 damage to whatever touches it in the round it is struck, and in the next round. Effects of damage Gemstones flake or crack when damaged. When a gemstone melee weapon deteriorates, roll 1d6 and consult the following chart: 15 -1 damage 6 -1 to hit When a gemstone missile deteriorates, roll 1d6 and consult the following chart: 12 34 56 -1 to hit -1 damage -5ft range increment
Breakage
Hide tends to tear when it breaks. Scale and Teeth tend to snap or shatter. Extreme blows may cause Dragon Tooth items to splinter. If a Dragon Tooth item takes 5 more points of damage than needed to reduce its hit points to zero, it shatters into splinters. Repair Damaged Hide items are best repaired, but scale and tooth items need to be replaced when broken. Good maintenance can restore 13 hit points of damage for a hide item, but no more. If a weapon contains scale or tooth, among other materials, the scale or tooth portions must be completely replaced as part of the repair process. Armor made from multiple scales does not require complete replacement, but instead requires replacement on only damaged portions.
Fabric
Weaknesses Fabric is highly flammable, and should be considered to have half hardness versus fire or heat attacks. If it is damaged by a fire or heat, (by exceeding the hardness of the item) it will catch on fire. Such an item will take another 1d6 hit points (ignoring the hardness) each turn until the character can put the fire out. The character may also catch on fire, as per the DMG. Spells, or specific treatments mentioned in the text may increase the fabric items resistance to catching on fire. Fabric may begin to rot if it is not appropriately dried after submersion or soaking. If an item is submersed, soaked, or otherwise immersed in water for at least 15 minutes, there is a 15% chance the fabric will begin to rot. If rotting fabric is not dried and treated properly, it will take 1 point of hit points a week, starting the first weak after contracting rot. Rotting causes the item to permanently grow weaker. Correctly coating a fabric item with oil will reduce this risk to 1%, and will require reapplication after submersion or 1 month, whichever comes first. Effects of damage Fabric tears when damaged. When fabric armor deteriorates, reduce the Armor Bonus by 1 Breakage Fabric tears completely when broken. There is no adverse effect of fabric breakage. Repair Damaged fabric items are usually best repaired, rather than replaced. Armor made from a fabric can be sewn or patched.
When gemstone armor deteriorates, roll 1d6 and consult the following chart: 13 -1 Armor Bonus 45 -1 Maximum Dexterity Bonus 6 +1 Armor Check Penalty Breakage Gemstone tends to snap or shatter when broken. If a gemstone item takes 5 more points of damage than needed to reduce its hit points to zero, it shatters into shards. Repair Damaged wholly gemstone weapons cannot be repaired and must be replaced. If a weapon contains gemstones as a major material portion, among other materials, the gemstone portions must be completely replaced as part of the repair process.
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Materials
Wholly gemstone armor does not require complete replacement, but instead requires replacement on only damaged portions.
Ice
Items crafted of ice are fragile and heat sensitive, but may allow resource poor ice-bound tribes to produce slashing and piercing weapons. Properties In temperatures above freezing, ice will melt, taking one point of damage per round until the temperature drops to below freezing. Ice in contact with skin will melt as above, due to body heat. Ice is particularly susceptible to extreme heat, and take 2 times the damage from heat-based attacks. Ice takes no damage from coldbased attacks. Effects of damage Ice cracks when damaged. When an ice melee weapon deteriorates, roll 1d6 and consult the following chart: 14 -1 damage 56 -1 to hit When an ice missile deteriorates, roll 1d6 and consult the following chart: 1 24 56 -1 to hit -1 damage -5ft range increment
Glass
Items crafted of glass are fragile, but may be preferable for certain special uses. Glass items are perfect for carrying poison or acid, as they are not susceptible to this damage. Glass daggers, glass darts, and glass arrowheads might well be desirable in advanced and complex societies Properties Glass is particularly susceptible to extreme temperatures, and take 2 times the damage from heat-based and cold-based attacks. In addition, if a glass item takes damage from heat, its hardness is halved for 1 minute per point of heat damage it takes. Glass takes no damage from poison or acid attacks. Effects of damage Glass cracks or splinters when damaged. When a glass melee weapon deteriorates, roll 1d6 and consult the following chart: 15 -1 damage 6 -1 to hit When a glass missile deteriorates, roll 1d6 and consult the following chart: 1 -1 Armor Bonus 25 -1 Maximum Dexterity Bonus 6 +1 Armor Check Penalty Should you wish to employ glass armor, it deteriorates, roll 1d6 and consult the following chart: 13 -1 Armor Bonus 45 -1 Maximum Dexterity Bonus 6 +1 Armor Check Penalty Breakage Glass tends to snap or, in extreme cases, shatter. If an glass item takes 5 more points of damage than needed to reduce its hit points to zero, it shatters into shards. Repair Damaged glass weapons are best replaced, rather than repaired. If a weapon contains glass, among other materials, the glass portions must be completely replaced as part of the repair process. Armor made from a single piece of glass, such as a helmet, will require full replacement to completely repair, but items made from multiple pieces of glass only require damaged portions to be replaced.
When ice armor deteriorates, reduce the Armor Bonus by 1 Breakage Ice tends to snap when it breaks, although extreme blows may cause splintering. If an ice item takes 5 more points of damage than needed to reduce its hit points to zero, it shatters into splinters. Repair Damaged wholly ice weapons cannot be repaired and must be replaced. If a weapon contains ice, among other materials, the ice portions must be completely replaced as part of the repair process. Armor made from a single piece of ice, such as a helmet or breastplate, will require full replacement to completely repair, but items made from multiple pieces of ice only require damaged portions to be replaced.
Leather
Weaknesses Leather is highly flammable, and should be considered to have half hardness versus fire attacks. If it is damaged by a fire, (by exceeding the hardness of the item) it will catch on fire. Such an item will take another 1d6 hit points (ignoring the hardness) each turn until the character can put the fire out. The character may also catch on fire, as per the DMG. Spells, or specific treatments mentioned in the text may increase the leather items resistance to catching on fire.
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Breakage Leather splits when broken. Usually portions of the armor fall to the ground. Repair Damaged leather items are best replaced, rather than repaired. Good maintenance can restore 13 hit points of damage for a leather item, but no more. If a weapon contains leather, among other materials, the leather portions must be completely replaced as part of the repair process. Armor made from a leather can be sewn or patched.
When adamantine armor deteriorates, roll 1d6 and consult the following chart: 12 34 56 -1 to hit -1 damage -5ft range increment
Metal (Adamantine)
Appearing as steel (although sometimes with a white or green luster), adamantine is an extremely rare, hard metal found in certain fantasy worlds. Items made of adamantine are considered masterwork but gain a +2 enhancement bonus for attack rolls, rather than the usual +1 for masterwork items (this bonus does not stack with enchantments). Properties Adamantine retains heat. An adamantine item heated in a normal fire will inflict an extra +1 of heat damage. This effect lasts 1 round for every 20 rounds of exposure in flame. After an adamantine item has been exposed to flames for 1 hour, it has reached its greatest retention of damage, so the maximum time a adamantine item can retain this kind of heat for is 120 rounds, or 10 minutes. An adamantine object that is struck by intense heat from an attack will similarly do +1 damage to whatever touches it in the round it is struck, and in the next two rounds. Note that
Breakage Adamantine snaps, rends, or staves when broken. If adamantine armor takes more than three points of damage than what is needed to reduce its hit points to zero, it staves or rends. This can be quite dangerous. The excess damage is applied to the victim that turn, and every turn afterwards the character receives one less point of damage, until the armor is removed or the damage falls to zero. Clerical spells or other healing will only heal damage done, but after the healing spell is cast, the wound will reopen, due to the adamantine still in their flesh, and this damage progression will begin again. It is suggested that a character remove staved or rended armor immediately, preferably with the help of others, as per the section of the Players Handbook, Getting Into and Out of Armor, and Table 7-6. Any plated armor also has leather buckles that can be cut to reduce removal time by half, but destroy the usability of the armor. Repair Damaged adamantine items are usually best repaired, rather than replaced. Good maintenance can restore 1-6 hit points of damage
298
Materials
for an adamantine item, but no more. If a weapon contains adamantine, among other materials, the other portions must be completely replaced as part of the repair process. Broken adamantine items can be repaired, sometimes to full ability. Adamantine armor whose leather straps have been cut will require the straps to be replaced. is removed or the damage falls to zero. Clerical spells or other healing will only heal damage done, but after the healing spell is cast, the wound will reopen, due to the metal still in their flesh, and this damage progression will begin again. It is suggested that a character remove staved or rended armor immediately, preferably with the help of others, as per the section of the Players Handbook, Getting Into and Out of Armor, and Table 7-6. Any plated armor also has leather buckles, which can be cut to reduce removal time by half, but destroy the usability of the armor. Repair Damaged metal items are usually best repaired, rather than replaced. Good maintenance can restore 1-6 hit points of damage for a metal item, but no more. If a weapon contains metal, among other materials, the other portions must be completely replaced as part of the repair process. Broken Metal Items can be repaired, sometimes to full ability. Metal Armor whose leather straps have been cut will require the straps to be replaced.
When metal armor deteriorates, roll 1d6 and consult the following cha rt: 12 34 56 -1 to hit -1 damage -5ft range increment
Breakage Metal snaps, rends, or staves when broken. If metal armor takes more damage than needed to reduce its hit points to zero, it staves or rends. This can be quite dangerous. The excess damage is applied to the victim that turn, and every turn afterwards the character receives the same damage less one, until the armor
Effects of damage Gold or silver dents, cracks, warps, or splits when damaged. When a gold or silver melee weapon deteriorates, roll 1d6 and consult the following chart: 13 -1 damage 46 -1 to hit When a gold or silver missile deteriorates, roll 1d6 and consult the following chart:
299
When gold or silver armor deteriorates, roll 1d6 and consult the following chart: 1 23 46 -1 to hit -1 damage -5ft range increment
Breakage Gold or silver snaps, rends, or staves when broken. If gold or silver armor takes more damage than needed to reduce its hit points to zero, it staves or rends. This can be quite dangerous. The excess damage is applied to the victim that turn, and every turn afterwards the character receives one less point of damage, until the armor is removed or the damage falls to zero. Clerical spells or other healing will only heal damage done, but after the healing spell is cast, the wound will reopen, due to the gold or silver still in their flesh, and this damage progression will begin again. It is suggested that a character remove staved or rended armor immediately, preferably with the help of others, as per the section of the Players Handbook, Getting Into and Out of Armor, and Table 7-6. Any plated armor also has leather buckles which can be cut to reduce removal time by half, but destroy the usability of the armor. Repair Damaged gold and silver items are usually best repaired, rather than replaced. Good maintenance can restore 1-6 hit points of damage for a gold and silver item, but no more. If a weapon contains gold and silver, among other materials, the other portions must be completely replaced as part of the repair process. Broken gold or silver items can be repaired, sometimes to full ability. Gold or silver armor whose leather straps have been cut will require the straps to be replaced.
When mithril armor deteriorates, roll 1d6 and consult the following chart: 12 34 56 -1 to hit -1 damage -5ft range increment
Metal (Mithril)
Mithril is a silver-blue iron-like material found in certain fantasy settings. Light, durable, and easier to maneuver in, Mithril items are rare and treasured. Creation and repair time for mithril items is treated as if the item were masterwork, but the masterwork enhancement bonus or armor check penalty bonus is not applied to mithril items. Properties Mithril retains heat. A Mithril item heated in a normal fire will inflict an extra +1 of heat damage. This effect lasts 1 round for every 20 rounds of exposure in flame. After a mithril item has
Breakage Mithril snaps, rends, or staves when broken. If mithril armor more that three points of damage than needed to reduce its hit points to zero, it staves or rends. This can be quite dangerous. The excess damage is applied to the victim that turn, and every turn afterwards the character receives one less point of damage, until the armor is removed or the damage falls to zero. Clerical spells or other healing will only heal damage done, but after the healing spell is cast, the wound will reopen, due to the mithril still in their flesh, and this damage progression will begin again. It is suggested that a character remove staved or rended armor immediately, preferably with the help of others, as per the section of the Players Handbook, Getting Into and Out of Armor, and Table 7-6. Any plated armor also has leather buckles that can be cut to reduce removal time by half, but destroy the usability of the armor. Repair Damaged mithril items are usually best repaired, rather than replaced. Good maintenance can restore 1-6 hit points of damage
300
Materials
for a mithril item, but no more. If a weapon contains mithril, among other materials, the other portions must be completely replaced as part of the repair process. Broken mithril items can be repaired, sometimes to full ability. Mithril armor whose leather straps have been cut will require the straps to be replaced.
Wood
Weaknesses Wood is flammable, and if it is damaged by a fire or heat attack, (by exceeding the hardness of the item) it will catch on fire. Such an item will take another 1d6 hit points (ignoring the hardness) each turn until the character can put the fire out. The character may also catch on fire, as per the DMG. Spells, or specific treatments mentioned in the text may increase the wooden items resistance to catching on fire. Wood may begin to rot if it is not appropriately dried after submersion or soaking. If an item is submersed, soaked, or otherwise immersed in water for at least 15 minutes, there is a 15% chance the wood will begin to rot. If rotting wood is not dried correctly, it will take 1 point of hit points a week, from both the current and maximum structural rating. Rotting causes the item to permanently grow weaker. Correctly coating a wooden item with oil or wax will reduce this risk to 1%, and will require reapplication after submersion or 1 month, whichever comes first. Wood is fibrous, and does not take an edge well. Slashing weapons made of wood have half the listed hardness. Effects of damage Wood cracks, splinters, or warps when damaged. When a wooden melee weapon deteriorates, roll 1d6 and consult the following chart: 13 -1 damage 46 -1 to hit When a wooden missile deteriorates, roll 1d6 and consult the following chart: 12 34 56 -1 to hit -1 damage -5ft range increment
Stone
Weaknesses Stone retains heat. A stone item heated in flames will inflict an extra +1 of heat damage. This effect lasts 1 round for every 3 minutes of exposure in flame. After a stone has been exposed to flames for 1 hour, it has reached its greatest retention of damage, so the maximum time a stone item can retain this kind of heat for is 20 rounds, or 2 minutes. A stone object that is struck by intense heat from an attack will similarly do one point of heat damage to whatever touches it in the round it is struck, and in the next round. Effects of damage Stone flakes or cracks when damaged. When a stone melee weapon deteriorates, roll 1d6 and consult the following chart: 15 -1 damage 6 -1 to hit When a stone missile deteriorates, roll 1d6 and consult the following chart: 12 34 56 -1 to hit -1 damage -5ft range increment
When stone armor deteriorates, roll 1d6 and consult the following chart: 13 45 6 -1 to hit -1 damage -5ft range increment
When Wooden armor deteriorates, roll 1d6 and consult the following chart: 13 45 6 -1 to hit -1 damage -5ft range increment
Breakage Stone tends to snap or shatter when broken. If a stone item takes 5 more points of damage than needed to reduce its hit points to zero, it shatters into splinters. Repair Damaged wholly stone weapons cannot be repaired and must be replaced. If a weapon contains stone, among other materials, the stone portions must be completely replaced as part of the repair process. Wholly stone armor does not require complete replacement, but instead requires replacement on only damaged portions.
Breakage Wood tends to snap or, in very extreme cases, splinter. If a wooden item takes 8 more points of damage than needed to reduce its hit points to zero, it shatters into splinters. Repair Damaged wooden weapons are best replaced, rather than repaired. Good maintenance can restore 13 hit points of damage for a wooden item, but no more. If a weapon contains wood, among other materials, the wood portions must be completely replaced as part of the repair process. Armor made from a single
301
Material
Dried Clay Stone Obsidian Wood, Soft Wood, Normal Wood, Hard Wood, Iron Leather Boiled Leather Hide Fabric Copper Bronze
Weight Modifier
-.5 to -2 lbs (small or tiny items are .5, all others are -2) No modifier -.5 to -1 lbs (small or tiny items are .5, all others are -1) -.5 to -1 lbs (small or tiny items are .5, all others are -1) No modifier No modifier +.5 to +1 lbs (small or tiny items are +.5, all others are +1) No modifier +.5 to +1 lbs (small or tiny items are +.5, all others are +1) No modifier No modifier +.5 to +1 lbs (small or tiny items are +.5, all others are +1) +.5 to +2 lbs (small or tiny items are +.5, all others are +2) +.5 to +1 lbs (small or tiny items are +.5, all others are +1) +.5 to +1 lbs (small or tiny items are +.5, all others are +1) No modifier No modifier No modifier No modifier No modifier No modifier +.5 to +1 lbs (small or tiny items are +.5, all others are +1) -.5 to -1 lbs (small or tiny items are .5, all others are -1) -.5 to -2 lbs (small or tiny items are .5, all others are -2) +.5 to +2 lbs (small or tiny items are +.5, all others are +2) No modifier No modifier for armor, weapons are half normal weight +.5 to +1 lbs (small or tiny items are +.5, all others are +1)
Iron Lead Early Steel Middle Steel Late Steel True Steel Pattern-Welded Steel Damascus Steel Folded Steel Ice Glass Gold Silver Mithril Adamantine
Armor Statistics
The Armor Bonus, Maximum Dexterity Bonus, Armor Check Penalty, Arcane Spell Failure, and Speed will not change for any material, except for Mithril. Mithral confers the following changes: Mithril armors are one category lighter for purposes of movement (Heavy moves as Medium, Medium moves as Light. Light has no modification.)
302
Materials
Table 9-1: Weight
Material
Dragon Hide Dragon Scale
Weight Modifier
No modifier No modifier -.5 to -1 lbs (small or tiny items Dragon Tooth are -.5, all others are -1) These items are +.5 lbs for small or tiny, +2 lbs for all Diamond other weapons, and +4 for armor Pearl, Shell, Amber These items are half weight Other Gemstones No modifier Weight for barding is determined by multiplying the weight by 2 for horse barding or by 3 for elephant barding.
Material
Hardness
Hit Points
To determine the hit points of an item, multiply the item weight by the following:
The following modifiers may be applied to hardness: Items that are structurally weak or top-heavy have their hit points modified by -2 Items that are particularly solid and sturdy have their hit points modified by +2 Damascus Steel items gain +3 hit points for their superior manufacture Boiled Leather items are more brittle than normal, and their hit points are modified by -2. Half hit points are rounded up
Clay 12 Stone 34 Obsidian 2 Wood, Soft 12 Wood, Normal 34 Wood, Hard 56 Wood, Iron 7 Leather 34 Boiled Leather 45 Hide 5 Fabric (Exception: Jigap [2]) 1 Copper 2 Bronze 35 Iron 56 Early Steel 7 Middle Steel, Lead 8 Late Steel 9 True Steel 10 Pattern-Welded Steel 9 Damascus Steel 10 Folded Steel 11 Ice 2 Glass 23 Gold 5 Silver 8 Mithril 15 Adamantine 20 Dragon Hide 6 Dragon Scale 10 Dragon Tooth 10 Diamond 16 Ruby, Sapphire, Chrysoberyl 8 Aquamarine, Emerald, Topaz, Garnet, Tourmaline 7 Agate, Amethyst, Bloodstone, Chalcedony, Cit6 rine, Jasper, Onyx, Peridot, Tiger's Eye, Quartz Jade, Lapis-Lazuli, Moonstone, Turquoise 5 Coral, Fluorite, Malachite, Pearl, Shell 4 Amber 2 The following modifiers may be applied to hardness: Fire hardening increases the hardness of wood by 1 Lacquering increases the hardness of leather by 1 Viking-made Pattern Welded Steel hardness is increased by 1 Primitive stone arrowheads have a hardness of 1 Masterwork items have their hardness increased by 1
303
Appendix
Table 10-1: Weapon Size and Damage Table 10-2: Blunt Force Trauma Weapon Size and Damage Optional Mechanics Alternate Armor System: Armor as Damage Resistance Alt Armor/Damage System: Blunt Force Trauma Converting Range Increments Minimum Strength Alternate Fatigue System Table 10-3: Fatigue Item Crafting and Quality Glossary of Terms Table 10-4: Item Crafting and Quality Bibliography Works Cited Table 10-5: Traditional d20 Weapons. Extended Damage/Size Chart Table 10-5: Traditional d20 Weapons. Extended Damage/Size Chart Table 10-5: Traditional d20 Armor. Extended Damage/Size Chart Table 10-5: Traditional d20 Weapons. Extended Damage/Size Chart
305 305 305 305 305 305 305 306 306 306 307 307 307 308 308 310 311 312 312
304
Appendix
Weapon Size and Damage Table 10-1: Weapon Size and Damage
As a weapon gets larger or smaller, the damage it deals changes according to the following progression: One Size Smaller 1 1d2 1d3 1d4 1d6 1d6 1d8 Original Damage 1d2 1d3 1d4 1d6 1d8 1d10 1d12 One Size Larger 1d3 1d4 1d6 1d8 2d6 2d6 2d8 on the highest base attack bonus of the character. If a character has a base attack bonus of +11/+6/+1, then they would receive a +11 Defense bonus. Note that this option strongly favors fighter classes.
For an even larger version of a weapon that does 2 or more dice of damage, convert each die to the next larger category. For instance, a Large version of a longsword does 2d6 points of damage (up from 1d8), and a Huge version of a longsword does 2d8 points of damage (increasing each d6 to a d8). A weapon reduced in size so that it does less than 1 point of damage is useless.
Optional Mechanics
The following systems attempt to give more the player and DM more realism. These systems are completely optional, and some may not work well with each other.
305
Minimum Strength
Some weapons are heavy. Items like the Golden Melons can be intimidating for a weaker character to carry. Should a DM feel it necessary to prevent weak characters from using heavy weapons one handed without a penalty, the optional Minimum Strength mechanics may be used. To determine the minimum strength needed for a medium sized creature to wield a medium-size or smaller weapon one handed without penalty, refer to the Carrying Capacity table in the Players Handbook. Look at the Light Load level for the creature in question. A creature may use any weapon that is of their Light Load carrying weight (rounding down) without penalty. For every pound over that of their Light Load carrying weight a wielded weapon is, a 1 to hit should be applied. For example, a creature with 10 strength, has a limit of 8 pounds (light load = 33 lbs. 33/4 = 8.25, rounded to 8). Thus, a strength 10 creature can wield most traditional d20 medium-size weapons, but the heavy mace, heavy lance, bastard sword, or dwarven waraxe might cause trouble. A medium-sized creature may wield a medium-size or smaller weapon two handed without penalty, gaining the strength bonus benefit for wielding a one-handed weapon two-handed. Small size creatures may wield a small or tiny size weapon one handed without penalty if is it of their Light Load carrying weight (rounding down). Note that the heaviest small weapon in the traditional d20 list is the light mace, at 6 pounds, so small creatures with a strength of at least 8 neednt worry about this much. Again a small size creature may wield a small or tiny size weapon two handed without penalty, gaining the strength bonus benefit for wielding a one-handed weapon two-handed. Greater sized creatures may use this same method to determine which weapons they can and cannot use one-handed without penalty, but such creatures are rarely lacking in strength.
Heavy Exertion (IE: rock or rope climbing, sprinting up stairs, fording a swift river, lifting and holding maximum lift weight, rapid mining 20 minutes or smithing, fighting to hold a crushing wall trap in place, dragging a struggling prisoner by a rope, etc.) Medium Exertion (IE: scaling a ladder quickly, fording a regular river, mining or smithing at a normal pace, frequent 30 minutes jumping and ducking (for complex traps), dragging a heavy object by a rope, etc.) Light Exertion (IE: scaling a tall ladder at a normal rate, regular monks exercises, pulling a laden cart at a 1 hour normal pace, fighting a stubborn mount, plowing, regular heavy lifting (longshoreman work), etc.)
5 minutes
2 minutes
10 minutes 5 minutes
30 minutes 15 minutes
Fatigue points gained are incremental, and each point is a 1 penalty to all skill checks and attack rolls. When a person is tired, they are bound to make poor decisions, and are slower to react to opportunities. Rest may remove fatigue points. For every hour a character rests (sits, reads, sings quietly, practices a tune on an instrument, performs basic maintenance on a weapon, cooks a simple meal, eats, meditates, performs a tea ceremony, etc.) the character loses a point of fatigue. This rate may be doubled for every hour spent in total rest (sleep, or, for elves, deep meditation). The DM may, at any time, deem that a stressful activity has given a player a point of fatigue. Torture or psychological trauma is likely to convey fatigue, as is poisoning. Also, healing elixers, bathing in a warm/hot bath, massage, or other activities may
306
Appendix
allow a character to loose fatigue more quickly than normal. Assume a good nights sleep cures all ills. A hard days adventuring may well make night in a tavern bed seem very welcoming.
Glossary of Terms
Throughout From Stone to Steel, there may be terms that you are unfamiliar with. Hopefully youll find your answer here. AilettesAilettes are small square or rectangular plates attached to the pauldrons, which display the coat of armes in battle. These were used to identify a lord of note, to prevent confusion on the battlefield. BardingArmor for animals. Barding is usually used on horses, but other kinds of war animals bore barding, such as elephants. Horse barding usually consists of a chamfron, crinet, and coat. BossWhen shields are constructed, it is common to leave a hollow at the center to make a hand hold. The hollow is covered with a metal covering, called the boss. Shield bosses became common after the practice of having a hand-hold in the center of the shield was abandoned, because bosses could mount spikes quite easily, and were better at deflecting arrows. BreastplateThe breastplate as that portion of armor which covers the torso, regardless of material. See also Cuirass ChamfronThe head covering of horse barding, the chamfron is often decorated by wealthy lords. CoifThe portion of chainmail that covers the head. CoronalA three-pointed cap for a lance, to prevent casualties on the tournament grounds. CourboilleCourboille is boiled leather. Boiled and then allowed to dry, courboille is harder than normal leather, but can be more brittle. CrinetThe neck covering of horse barding, the Crinet may sometimes sport a false mane, and is often decorated. CuirassAn older form of chest armor, often sculpted to appear like the human form, the cuirass is similar to a breastplate. The Cuirass can be hinged or may be laced and buckled on. FlightsThe feathers on an arrow, that keep it on target and accurate. Without flights, arrows dont travel as far, and tend to spin more.
307
Bibliography
Below is a list of major references Ive used in this work. This list is by no means complete, but represents the major sources for much of this work.
Works Cited
Adkins, Lesley, and Roy Adkins. Handbook to Life in Ancient Greece. New York: Facts on File, 1997. Adkins, Lesley, and Roy Adkins. Handbook to Life in Ancient Rome. New York: Facts on File, 1998. A Glossary of Fencing Terms. The Northampton Fencing Center. <http://www.nohofencing.com/fencing_glossary.html#Attack>. Ancient Near Eastern Warfare Gallery. Comp. Aaron Bartells. <http://www.usc.edu/dept/LAS/religion/arcproj/war/Gallery.htm l>. Arms, armour: weapons and accoutrement of warriors in Bharat through the ages. <http://www.hindunet.org/saraswati/indianarms.htm>. Baker, Alan. The gladiator: the secret history of Romes warrior slaves. New York: St. Martins P, 2000. Beth Suryoyo Assyrian Photo Gallery. Beth Suryoyo Assyrian. <http://www.bethsuryoyo.com/photogallery.html>. Blair, Claude, and Leonid Tarrasuk. The complete encyclopedia of arms and weapons. New York: Simon and Schuster, 1982. Bryant, Anthony J. Katchu Seisakuben: An Online Japanese Armour Manual. <http://www.sengokudaimyo.com/katchu/0.Home.html>. Bull, Stephen. A historical guide to arms and armor. Ed. Tony North. New York: Facts on File, 1991. Caesar, Caius J. Caesars Commentaries. Trans. W S. Bohn, and W A. McDevitte. New York: Harper & Brothers, 1869. Carpenter, Ryhs. Everyday Life in Ancient Times. Washington: National Geographic Society, 1964. DCruz, Edward. India: the quest for nationhood. Bombay: Lilvani P, 1967. Drury, Mark. Achaemenid Persia: A History Resource. <http://members.ozemail.com.au/~ancientpersia/>. Edge, David, and John M. Paddock. Arms and Armor of the Medieval Knight. New York: Crescent Books, 1988. Encyclopedia Mythica. Comp. M F. Lindemans. <http://www.pantheon.org/mythica.html>. Finkelshteyn, Norman J. Armour and Warriors of the Silk Road. <http://www.geocities.com/normlaw>. Hardy, Robert. Longbow; a social and military history. New York: Bois dArc P, 1992.
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Appendix
Hessler, Peter. Rising to Life: Treasures of Ancient China . National Geographic Oct. 2001: 48-67. Islam: Empire of Faith. Public Broadcasting Service. <http://www.pbs.org/empires/islam/>. Jasinski, S A. Polish Renaissance Warfare. <http://www.jasinski.co.uk/wojna/index.htm>. Jelisavcic, Micha , and John Sloan. Russian Military History. <http://www.xenophongi.org/rushistory/main.htm>. Kaiser, Robert E. The Medieval English Longbow. <http://http://www.student.utwente.nl/~sagi/artikel/longbow/lon gbow.html>. Keeley, Lawrence H. War before civilization. New York: Oxford UP, 1996. Kernunnos . <http://www.kernunnos.com/Home.shtml>. Knighthood, Chivalry, and Tournaments Resource Library. <http://www.chronique.com/>. Knox, E. L.Skip. The Crusades. Boise State University. <http://crusades.boisestate.edu/>. Kottenkamp, Franz. The history of chivalry and armor. Trans. A Lowry. New York: Portland House, 1988. Liang, Jennifer. Warriors of the dark ages. Stroud: Sutton, 2000. Longman, C J. The Badminton Library: Archery. Badminton Library Association for Archery. <http://www.xs4all.nl/~marcelo/archery/library/books/badminton/index.html>. Macksey, Kenneth. The Penguine Encyclopedia of Weapons and Military Technology: from prehistory to the present day. New York: Viking, 1993. Museums, Monuments, and Archaeolgical Sites of Hellas. Hellenic Ministry of Culture. <http://www.culture.gr/2/21/toc/index.html>. Newman, Paul B. Daily life in the Middle Ages. Jefferson, NC: McFarland & Co., 2001. Orli, Rick. Giacomo Di Grasse; His True Art of Defense. <http://www.kismeta.com/diGrasse/>. Paulkin, Marvin H.Heraldry and Armor in the Middle Ages. South Brunswick: A.S. Barnes, 1972. Reid, William. The lore of arms. New York: Facts on File, 1976. Roberts, J A G. A Concise History of China. Cambridge, Mass: Havard UP, 1999. Sawyer, Mei-chun, and Ralph Sawyer. The seven military classics of ancient China. Boulder, CO: Westview P, 1993. Stern, Phillip. Prehistoric Europe: From stone age man to the early Greeks. New York: Norton, 1969. Stone, George C. A glossary of the construction, decoration, and use of arms and armor in all countries and in all times: together with some closely related subjects. Mineola, New York: Dover Publications, 1999. The Ermine Street Guard. The Ermine Street Guard. <http://www.esg.ndirect.co.uk/>. The Exhibition of the Ancient Chinese Weapons. Yin Cheng Gong Fa Association . <http://www.geocities.com/ycgf/museum.htm>. the Inca: An Empire And Its Ancestors. National Geographic May 2002 The Primitive Rule of the Templars. Trans. Judith Upton-Ward. ORB Online Encyclopedia . <http://orb.rhodes.edu/encyclop/religion/monastic/T_Rule.html> Wiley, Stephen F. The Solenarion. <http://www.geocities.com/svenskildbiter/Archery/solenarion.ht ml#top>. Yang, Jwing-Ming. Ancient Chinese Weapons: A Martial Artists Guide. Boston: YMAA Publication Center, 1999.
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2gp 2gp 2gp 5gp 5gp 6gp 1gp 12gp 8gp 2gp
* 1d4 1d4 1d4 1d6 1d6 1d6 1d6 1d8 1d8 1d6/1d6 1d8
2lbs 1lbs 2lbs 2lbs 6lbs 3lbs 3lbs 3lbs 12lbs 8lbs 4lbs 5lbs
B P P P B S B P B BP B P
M M M M M MW WM M M MW W WM
10/4 10/3 10/6 10/6 10/18 10/9 4/8 10/12 10/26 10/16 5/8 5/13
20ft
1920/x2 x2 x2
80 ft 20ft 50ft
P P B
WM M WM L M WM M WM
1d10 1d6
1920/x2 x2
120ft 30ft
P P
8gp 1gp 6gp 6gp 4gp 1gp 10gp 10gp 8gp 10gp 15gp 8gp 20gp 15gp 15gp 12gp
1d6 1d4 1d6 1d6 1d4 1d6 1d6 1d8 1d8 1d8 1d8 1d6 1d6 1d6 1d8 1d8
10ft 20ft
4lbs 2lbs 5lbs 5lbs 4lbs 3lbs 3lbs 7lbs 5lbs 10lbs 4lbs 6lbs 3lbs 4lbs 5lbs 8lbs
S B S P P B P S B P S P P S P B
MW M MW WM M LM M MW MW WM M M M M WM MW
10/12 10/6 10/15 4/15 10/10 3/9 10/11 10/14 10/10 5/20 10/10 10/12 10/6 10/10 5/10 10/16
10ft
310
Appendix
Table 10-5: Traditional d20 Weapons
Weapon Martial Weapons-Melee Large Falchion Flail, heavy* Glaive* Greataxe Greatclub Greatsword Guisarme* Halberd*a Longspear* Ranseur*a Scythe Martial Weapons-Ranged Medium-size Shortbow* Arrows (20)* Shortbow, composite* Arrows (20)* Large Longbow* Arrows (20)* Longbow, composite* Arrows (20)* Exotic Weapons-Melee Tiny Kama, halfling* Kukri Nunchaku, halfling* Siangham, halfling* Small Kama* Nunchaku* Siangham* Medium-size Sword, bastard* Waraxe, dwarven* Hammer, gnome hooked* Large Axe, orc double* Chain, spiked* Flail, dire* Sword, two-bladed* Urgrosh, dwarvena Exotic Weapons-Ranged Tiny Crossbow, hand* Bolts (10)* Shuriken* Cost Damage Critical Range Weight Type M H/HP
75gp 15gp 8gp 20gp 5gp 50gp 9gp 10gp 5gp 10gp 18gp
2d4 1d10 1d10 1d12 1d10 2d6 2d4 1d10 1d8 2d4 2d4
16lbs 20lbs 15lbs 20lbs 10lbs 15lbs 15lbs 15lbs 9lbs 15lbs 12lbs
S B S S B S S PS P P PS
M M WM MW WM M WM MW MW MW WM
10/32 10/38 5/30 10/40 6/22 10/30 5/30 10/30 10/18 10/30 5/24
1d6 1d6
x3 x3
60ft 70ft
P P
W WM WB WM W WM WB WM
1d8 1d8
x3 x2
100ft 110ft
P P
2gp 8gp 2gp 2gp 2gp 2gp 3gp 35gp 30gp 20gp 60gp 25gp 90gp 100gp 50gp
1d4 1d4 1d4 1d4 1d6 1d6 1d6 1d10 1d10 1d6/1d4 1d8/1d8 2d4 1d8/1d8 1d8/1d8 1d8/1d6
1lbs 3lbs 1lbs 1lbs 2lbs 2lbs 1lbs 10lb 15lb 6lbs 25lbs 15lbs 20lbs 30lbs 15lbs
S S B P S B P S S BP S S B S SP
MW M W M MW W M M M M MW M MW M M
10/3 10/9 5/3 10/3 10/6 5/6 10/3 10/20 10/32 10/12 10/50 10/30 10/40 10/60 10/32
1d4 1
1920/x2 x2
30ft 10ft
Piercing P
WM M M
311
1d2 1d8 *
x2 1920/x2 *
S P *
L WM M CM
Special
* When running in heavy armor you move only triple your speed, not quadruple. ** The tower shields grants you cover. See the description. Hand not free to cast spells. Armor fitted for small characters weighs half as much.
312
Master Tables
Table 11-1: Simple Melee Weapons Table 11-2: Simple Ranged Weapons Table 11-3: Martial Weapons-Melee Table 11-4: Martial Weapons-Ranged Table 11-5: Exotic Weapons-Melee Table 11-6: Exotic Weapons-Ranged Table 11-8: Special Items Table 11-7: Weapons Ranged-Ammunition Table 11-9: Firearms-Ranged Table 11-10: Light Armor Table 11-11: Medium Armor Table 11-12: Heavy Armor Table 11-13: Shields & Accessories 314 318 319 326 327 330 331 331 332 333 334 335 336
313
10ft
15ft
10ft.
10ft 10ft
314
Master Tables
Table 11-1: Simple Melee Weapons
Weapon Tiny Spike, Bone Stiletto Tombak Tonto Ulu Small Adze, Bronze Adze, Improved Stone Adze, Stone Arit Sickle Axe, Woodcutter's Early Steel Axe, Woodcutter's Iron Axe, Woodcutter's Late Steel Bagh Nakh, Steel Bagh Nakh, Steel Greater Branding Iron* Escrima Iron Claw Jo Mace, Horseman's Late Steel Mace, Horseman's Middle Steel Mace, Light Early Steel Mace, Light Iron Mace, Light Late Steel Mace, Stone Scramsax, Early Steel Sickle Sword, Bronze Sickle, Bone Sickle, Bronze Sickle, Copper Sickle, Early Steel Sickle, Iron Sickle, Late Steel Sickle, Stone Snicker-Snee Tamo, Iron (Note that cost is for two Tamo knives)* Tamo, Steel (Note that cost is for two Tamo Knives)* Thresher (Proto-Flail) Tjaluk* Whip, Hard Medium-Size Ahlespeiss, Late Steela Ahlespeiss, Middle Steela Axe, Head Axe, Miner's Early Steel Axe, Miner's Late Steel Cost Damage Critical Range Weight Type -11gp 2gp 1.8gp 5sp 4gp 2gp 1gp 5gp 7.5gp 7gp 10gp 8gp 10gp 6sp 2gp 7gp 2gp 6gp 5gp 4.5gp 9gp 8gp 2gp 6gp 6gp 1gp 3gp 2gp 5gp 4gp 8gp 1gp 6gp 4gp 6gp 3gp 5gp 5gp 11gp 10gp 12gp 8gp 11gp 1d3 1d4 1d4 1d4 1d3 1920/x2 x3 15ft 1920/x2 1920/x2 x2 1.5 lbs .5lbs 5lbs 1 lb. 1 lbs P P P P S M B M M M B MW WS WS M MW MW MW M M M W M W MW MW M MW MW WS MW M B M M M M M S M M M W M M M M MW MW MW H/HP Subset 3/5 9/3 6/15 9/3 3/3 4/17 4/17 3/15 6/11 7/20 6/21 9/13 9/15 9/21 3/5 5/6 9/15 5/8 9/16 8/19 7/8 6/18 9/12 3/18 7/18 5/9 2/6 4/11 3/11 7/9 6/12 9/6 2/8 9/7 7/7 9/5 3/9 6/11 9/12 9/14 8/14 6/28 7/16 9/16
N/S
1d6 x3 1d6 x3 1d6 x3 1d6 x2 1d6 x3 1d6 x3 1d6 x3 1d6 x3 2d3 x3 1d3+1 x2 1d4 x2 1d6 x2 1d6 x2 1d6 x2 1d6 x2 1d6 x2 1d6 x2 1d6 x2 1d6 x2 1d6 x2 1d6 x2 1d4 x2 1d6 x2 1d6 x2 1d6 x2 1d6 x2 1d6 x2 1d4 x2 1d6 x2 1d4 1920/x2 1d4 1920/x2 1d6 x2 1d6 x2 10ft 1d6 x2 1d8 1d8 1d10 1d6 1d6 x3 x3 x3 x3 x3
5.5 lbs S 5 lbs P 5 lbs P 3.5lbs S 6.5lbs S 7lbs S 6.5lbs S 5lbs S 7lbs S 1.5 lbs B 2lbs B 5.5lbs B & S 2lbs B 5.5lbs B 5.5lbs B 2.5lbs S 6.5 lbs B 6lbs B 6 lbs B 6lbs B 3 lbs S 2 lbs S 3.5 lbs S 3.5 lbs S 3lbs S 3.5 lbs S 3lbs S 2.5 lbs S 2.5lbs S 1.5lbs P 1lbs P 3 lbs B 3.5lbs P 4lbs B 7lbs 7lbs 14lbs 8lbs 8lbs P P S S S
G N/S
315
G G
10ft 10ft
316
Master Tables
Table 11-1: Simple Melee Weapons
Weapon Medium-Size Pitchfork, Irona Pitchfork, Late Steela Rake, Nine Teeth* Santie, Damasceneda Santie, Steela Spear, Iron Halfa Staff, Mace Bronze Staff, Mace Iron Staff, Mace Steel Staff, Short Bronze Staff, Short Iron Staff, Short Steel Stick, Short (Club) Sulitsa, Early Steela Sulitsa, Late Steela Sulitsa, Middle Steela Throwing Spear, Early Iron Veecharoval, Bronze Veecharoval, Iron Large Bo* Crozier Crozier Crozier w/ Hidden Spearhead Crozier w/ Hidden Spearhead Cudgel, Monk's Iron Cudgel, Monk's Steel Fork, Two Teetha Long Tusk Naginata Oslopi* Pruning Hook, Bronze*a Pruning Hook, Copper*a Quarterstaff Scythe, Bronze Scythe, Copper Spear, Bambooa Spear, Short Irona Spear, Primitive Wooden Hardeneda Spear, Primitive Woodena Spear, Stone Heada Stick, Long (Quarterstaff) Cost 8gp 13gp 15gp 406gp 6gp 9sp 9gp 10gp 12gp 5gp 6gp 8gp -1gp 3gp 2gp 8sp 7gp 8gp 2gp 5gp 7gp 10gp 12gp 10gp 12gp 10gp -10 gp 10gp 3gp 2gp 2gp 13gp 10gp 2gp 1.6gp --1gp -Damage 1d8 1d8 1d8 1d6+1 1d6 1d6 1d8 1d8 1d8 1d6 1d6 1d6 1d6 1d6 1d6 1d6 1d6 1d8 1d8 1d6/1d6 1d6 1d6 1d6/1d8 1d6/1d8 1d10 1d10 1d8 1d6 1d10 1d6/1d6 1d8 1d8 1d6/1d6 2d4 2d4 1d6 1d8 1d6 1d6 1d8 1d6/1d6 Critical x3 x3 x2 x3 x3 x3 x2 x2 x2 x2 x2 x2 x2 x3 x3 x3 x3 x3 x3 x2 x2 x2 x2 x2 x2 x2 x2 x2 x3 x2/x2 x3 x3 x2 x4 x4 x3 x3 x3 x3 x3 x2 Range Weight 8.5lbs 7.5lbs 14lbs 7lbs 7lbs 4 lbs 12lbs 13lbs 12lbs 4lbs 5lbs 4lbs 3 lb 3lbs 3lbs 3lbs 4 lbs 9lbs 8lbs 4lbs 6lbs 6lbs 8lbs 8lbs 14lbs 13lbs 10lbs 2 lbs 14lbs 14lbs 15 lbs 14 lbs 4lbs 13 lbs 12 lbs 5 lbs 5 lbs 7 lbs 7 lbs 8 lbs 2.5 lbs Type P P S P P P B B B B B B B P P P P S S B B B B B B B S P S B P P B S S P P P P P B M MW MW M M M WM M M M M M M W M M M WM MW MW W 6M M 7M M MW M M B WM WM MW MW 4W MW MW W WM W W WS W H/HP Subset 6/17 9/15 9/28 10/17 9/14 4/8 4/24 6/26 9/24 4/8 6/10 9/8 3/8 7/9 9/9 8/9 4/12 5/18 6/16 6/8 6/12 9/10 7/16 9/14 7/28 9/26 9/18 3/4 5/28 5/26 4/30 3/28 4/10 4/26 3/24 4/12 4/10 4/14 3/14 3/16 2/7
20ft
G/N/S
317
29gp 1d8 32gp 1d8 55gp 1d8 35gp 1d8 40gp 1d8 35gp 1d8 45gp 1d8 40gp 1d8 2sp 1d3 3sp 1d4 4sp 1d4 -- Per Ammunition 2gp As per ammo 40gp 50gp 50gp 90gp 80gp 45gp 8sp 7sp 9sp 1gp 6sp 1gp 7gp 5gp 1d8 1d10 1d10 1d10 1d10 1d10 1d6 1d6 1d6 2d3 1d4 1d4 1d8 1d6
G Indicates a weapon is part of the Guang Hu subset N Indicates a weapon is part of the Ninja subset S Indicates a weapon is part of the Samurai subset * See the description in the text for special rules. Double Weapon Reach Weapon a If you ready an action to set this weapon against a charge you deal double damage. # Shield bypass weapon Subdual damage
318
Master Tables
Table 11-3: Martial Weapons-Melee
Weapons Tiny Knife, Triple* Main Gauche, Middle Steel* Main Gauche, Late Steel* Sap Sword Breaker* Small Ama Goi Ken Axe, Hand Bronze Axe, Improved Stone Axe, Stone Axe, Throwing Bronze Axe, Throwing Early Steel Axe, Throwing Iron Axe, Thrusting Late Steel Axe, Thrusting Middle Steel Celt Celt, Bronze Falcata Flail, Horseman's*# Flail, Horseman's*# Francisca, Early Steel Fu, Bronze Fu, Iron Fu, Steel Gladius Handaxe, Copper Incan Hatchet Hatchet, Early Steel Hatchet, Late Steel Hurlbat Kapak Kopis Lance, Light Irona Mace & Chain, Late Steel (Spiked)*# Mace & Chain, Late Steel*# Mace & Chain, Middle Steel (Spiked)*# Mace & Chain, Middle Steel*# Sekir, Early Steel* Sekir, Late Steel* Sekir, Middle Steel* Shem Sharru Shortsword, Damascened Shortsword, Early Steel Shortsword, Flint Shortsword, Iron Shortsword, Late Steel Shortsword, Steel Cost Damage Critical 8gp 6gp 7gp 1gp 8gp 4gp 4gp 3gp 2gp 6gp 7.5gp 7gp 10gp 9gp 2gp 4.2gp 13gp 9gp 7.5gp 7gp 3gp 4gp 6gp 9gp 3gp 5gp 6gp 8gp 12gp 6gp 12gp 5gp 10gp 9gp 8gp 7gp 6gp 8gp 7gp 13gp 410gp 9gp 5gp 9gp 12gp 10gp 1d4 1d4 1d4 1d6 1d4 1d4 1d6 1d6 1d6 1d6 1d6 1d6 1d6 1d6 1d6 1d6 2d3 1d6 1d6 1d6 1d6 1d6 1d6 1d6 1d6 1d6 1d6 1d6 1d6 1d6 1d6 1d6 1d8 1d6 1d8 1d6 1d6 1d6 1d6 1d6 1d6+1 1d6 1d6 1d6 1d6 1d6 1920/x2 1920/x2 1920/x2 x2 1920/x2 1920/x2 x3 x3 x3 x2 x2 x2 x3 x3 x3 x3 1820/x2 x2 x2 x3 x3 x3 x3 1920/x2 x3 x3 x3 x3 x3 x2 1820/x2 x3 x2 x2 x2 x2 x3 x3 x3 1820/x2 1920/x2 1920/x2 1920/x2 x3 1920/x2 1920/x2 Range Wgt 1lbs 1lbs 1lbs 3lbs 1lbs 3lbs 5.5 lbs 5 lbs 5 lbs 4.5 lbs 4 lbs 4.5 lbs 5lbs 5lbs 3.5 lbs 6 lbs 10.5 lbs 4lbs 4lbs 8lbs 5.5lbs 5.5lbs 5lbs 4 lbs 5.5 lbs 7lbs 8lbs 8lbs 2lbs 4lbs 7.5 lbs 5.5 lbs 5lbs 4lbs 5lbs 4lbs 8lbs 8lbs 8lbs 5 lbs 3lbs 4lbs 3.5 lbs 3.5 lbs 4lbs 3lbs Type P P P B P M M M M LM M H/HP 9/3 8/5 9/5 4/4 9/4 6/9 4/17 4/12 3/10 5/14 7/12 6/14 9/10 8/10 3/7 4/18 6/32 9/12 8/12 7/24 4/17 6/17 9/15 6/10 3/17 6/21 7/24 9/16 9/6 6/12 6/23 6/12 9/12 9/10 8/15 8/12 7/16 9/16 8/16 6/15 10/9 7/12 3/7 6/12 9/8 9/9 Subset
10ft
10ft 10ft
319
15ft
S G
320
Master Tables
Table 11-3: Martial Weapons-Melee
Weapons Cost Damage Medium-Size Doloire, Middle Steel 6gp 1d6 Dusack 4gp 1d4 Epee* 15gp 1d4 Flail, Grain Early Steel Studded*# 7.5gp 1d8 Flail, Grain Iron Studded*# 7gp 1d8 Flail, Grain*# 5gp 1d6 Fu, Bronze 4gp 1d6 Ge, Bronze 8gp 1d8 Ge, Iron 5gp 1d8 Hammer, Early Steel 7gp 1d6 Hammer, Iron 6gp 1d6 Hammer, Late Steel 10gp 1d6 Jian, Bronze 12gp 1d8 Jian, Iron 13gp 1d8 Jian, Steel 15gp 1d8 Karabela 20gp 1d6 Katar, Bronze 5gp 1d6 Katar, Damascened 408gp 1d6+1 Katar, Iron 6gp 1d6 Katar, Steel 8gp 1d6 Ken 8gp 1d6 Ken, Japanese Early Folded 10gp 1d6 Knife, Butterfly 25gp 1d6 Kora 8gp 1d6 a Lance w/ Coronel* 7gp 1d6 Lance, Byzantine Early Steel*a 7gp 1d8 Lance, Chinesea 12gp 1d8 Lance, Couched*a 10gp 1d8 a Lance, European Early Steel* 7gp 1d6 Lance, Forked South American Woodena 4gp 1d6 Lance, Knight's Middle Steel*a 10gp 1d8 Lance, North American Stonea 3gp 1d8 Lance, South American Woodena 3gp 1d6 a Lance, North American Steel* 9gp 1d8 Longsword, Bronze 12gp 1d8 Longsword, Early Steel 14gp 1d8 Longsword, Iron 13gp 1d8 Longsword, Late Steel 18gp 1d8 Longsword, Middle Steel 15gp 1d8 Longsword, Pattern Welded Viking 415gp 1d8+1 Manople* 30gp 1d8 Nadziak* 12gp 1d8 Nagan 20gp 1d8 Oubuch* 12gp 1d8 Pappenheimer* 25gp 1d6 Parang 14gp 2d3 Patisa 15gp 1d8 Pedang 7gp 1d6 Pick, Footman's Early Steel 7gp 1d6 Pick, Footman's Late Steel 9gp 1d6 Pick, Footman's Middle Steel 8gp 1d6 Critical x3 x2 1820/x2 x2 x2 x2 X3 x3 x3 x2 x2 x2 1920/x2 1920/x2 1920/x2 1820/x2 x3 x3 x3 x3 1920/x2 1920/x2 x3 x2 x2 x3 x3 x3 x3 x3 x3 x3 x3 x3 1920/x2 1920/x2 1920/x2 1920/x2 1920/x2 1920/x2 1920/x2 x3 1820/x2 x3 1820/x2 1920/x2 1920/x2 x2 x4 x4 x4 Range Wgt 6lbs 3lbs 2lbs 4.5lbs 5lbs 3lbs 7 lbs 11 lbs 10lbs 6lbs 7lbs 6lbs 6lbs 5lbs 4lbs 4lbs 4.5lbs 4lbs 4.5lbs 4lbs 5lbs 4lbs 4lbs 4lbs 11lbs 7lbs 9lbs 10lbs 7lbs 10 lbs 9lbs 10 lbs 9 lbs 10lbs 6 lbs 4 lbs 5 lbs 6lbs 6lbs 6lbs 6lbs 10lbs 5lbs 10lbs 3lbs 5lbs 4lbs 4lbs 4lbs 4lbs 4lbs Type S S P B B B S S/B S B B B S S S S or P P P P P S S S S B P P S P P P P P P S S P S S S S B S B S or P P S S P P P M MW M M MW WM W MW M MW MW MW MW M M M M MW M MW M M M MW M WM WM WM WM WM W MW WS W WM M M M M M M M M M M M M M M MW MW MW H/HP 8/12 9/9 9/4 7/9 6/10 4/6 4/14 4/22 6/20 7/12 6/14 9/12 4/12 6/10 9/8 9/12 5/14 10/15 6/14 9/12 6/10 9/12 6/28 9/18 4/11 5/14 5/18 6/10 5/14 3/18 8/18 4/20 3/18 5/10 5/12 7/8 6/15 9/12 8/12 9/12 8/14 9/18 9/10 9/18 9/9 6/10 9/8 6/8 7/8 9/8 8/8 Subset
321
d d d
G S G d
10ft
322
Master Tables
Table 11-3: Martial Weapons-Melee
Weapons Medium-Size Xiphos, Double-Edged Early Steel Xiphos, One Edged Early Steel Large Axe, Bearded Axe, Bearded Axe, Great Late Steel* Axe, Great Middle Steel* Axe, Jeddart Late Steel*a Axe, Jeddart Middle Steel*a Axe, Lochaber Late Steel*a Axe, Lochaber Middle Steel*a Axe, Naga War Ballam, Early Steela Battleaxe, Double Headed Iron Battleaxe, Early Steel Double Winged Battleaxe, Late Steel Double Winged Bec-de-Corbin, Late Steel* Bec-de-Corbin, Middle Steel* Berdiche, Late Steel Berdiche, Middle Steel Bill, Early Steel*a Bill, Late Steel*a Bill, Middle Steel*a Broadsword, Two Handed Chinese Chauves-Souris, Late Steel*a Chauves-Souris, Middle Steel*a Claymore, Late Steel Claymore, Middle Steel Club, Great Iron Studded Dung, Irona Dung, Steela Falcastra* Falchion, Damascened Falchion, Late Steel Falchion, Middle Steel Falx, Dacian* Falx, Late Steel* Falx, Middle Steel* Flail, Long bar* Flamberge, Late Steel Flamberge, Middle Steel Fork, Scaling Late Steel*a Fork, Scaling Middle Steel*a Glaive, Late Steela Glaive, Middle Steela Halberd, Capped Early Steel*a Halberd, Capped Late Steel*a Cost 14gp 14gp 13gp 9gp 22gp 20gp 12gp 11gp 11gp 10gp 20gp 8gp 16gp 18gp 22gp 10gp 8gp 11gp 10gp 18gp 22gp 20gp 55gp 11gp 10gp 60gp 50gp 4.5gp 4gp 6gp 9gp 475gp 83gp 75gp 25gp 15gp 13gp 15gp 60gp 50gp 11gp 10gp 10gp 8gp 13.5gp 18gp Damage 1d6 1d6 2d4 2d4 1d12 1d12 1d10 or 1d4 1d10 or 1d4 1d10 or 1d3 1d10 or 1d3 1d10 2d4 1d10 1d10 1d10 1d8 or 1d4/1d6 1d8 or 1d4/1d6 1d10 1d10 1d8 or 1d3/1d4 1d8 or 1d3/1d4 1d8 or 1d3/1d4 2d6 2d4 2d4 2d6 2d6 1d10 1d8 1d8 1d8 2d4+1 2d4 2d4 1d12 1d8/1d4 1d8/1d4 1d10 2d6 2d6 1d8 1d8 1d10 1d10 1d10 or 1d4/1d6 1d10 or 1d4/1d6 Critical 1920/x2 1820/x2 x3 x3 x3 x3 x3 x3 x3 x3 x3 x3 x3 x3 x3 x3 or x2/x2 x3 or x2/x2 x3 x3 x3/x2 x3/x2 x3/x2 1920/x2 x3 x3 1920/x2 1920/x2 x3 x3 x3 x3 1820/x2 1820/x2 1820/x2 1920/x2 x3/x2 x3/x2 1920/x2 1920/x2 1920/x2 x3 x3 x3 x3 x3/x2 x3/x2 Range Wgt 4lbs 6lbs 9lbs 9lbs 20lbs 20lbs 14lbs 14lbs 14lbs 14lbs 15lbs 9lbs 15 lbs 15lbs 15lbs 16lbs 16lbs 14lbs 14lbs 14lbs 14lbs 14lbs 16lbs 9.5lbs 9.5lbs 15lbs 15lbs 11 lbs 11lbs 10lbs 9lbs 16lbs 16lbs 16lbs 9 lbs 14lbs 14lbs 20lbs 15lbs 15lbs 8lbs 8lbs 15lbs 15lbs 15lbs 15lbs Type P S S S S S S or P S or P S or P S or P S P S S S S or P / P S or P / P S S S or P / B S or P / B S or P / B S S S S S B P P P or S S S S S S/B S/B B S S P P S S S or P / B S or P / B M M M MW MW MW MW MW MW MW MW WM WM M MW MW MW MW M M MW MW MW M MW MW M M MW MW MW WM M M M MW MW MW WM M M MW MW MW MW MW MW H/HP Subset 7/8 7/12 9/18 7/18 9/38 8/38 9/26 8/26 9/26 8/26 5/30 5/18 6/30 7/30 9/30 9/30 8/30 9/28 8/28 7/28 9/28 8/28 9/32 9/17 8/17 9/30 8/30 6/22 6/22 9/20 6/16 10/35 9/32 8/32 6/18 9/28 8/28 5/38 9/30 8/30 9/16 8/16 9/30 8/30 8/30 9/30
323
G G
10ft
S S
G G
324
Master Tables
Table 11-3: Martial Weapons-Melee
Weapons Large Sovna, Early Steel Sovna, Middle Steel Spear, Bladed Bronzea Spear, Bladed Coppera Spear, Early Irona Spear, Krokaspjt (Hooked Spear)*a Spear, Long Bronzea Spear, Long Early Steela Spear, Long Irona Spear, Long Late Steela Spear, Long Middle Steel*a Spear, Snakea Spetum, Late Steel*a Spetum, Middle Steel*a Steel Fanga Tepoztopilli* Voulge, Late Steel*a Voulge, Middle Steel*a Yaria Zwiehander, Late Steel Zwiehander, Middle Steel Cost Damage Critical Range Wgt x3 x3 x3 x3 x3 x3 x3 x3 x3 x3 x3 x3 x3 x3 1920/x2 1920/X2 1920/x2 x3 x3 x3 1920/x2 1920/x2 Type M M M WM WM WM MW WM MW WM MW MW MW MW MW MW W M MW MW WM M M H/HP Subset 7/24 8/24 4/22 4/20 4/20 7/18 4/18 7/20 4/20 9/20 8/20 5/22 9/17 8/17 9/20 2/26 9/22 9/38 8/38 5/20 9/36 8/36 9gp 1d10 10gp 1d10 2gp 1d8 1.5gp 1d8 3.5gp 1d8 8gp 1d8 3gp 1d8 4.5gp 1d8 4gp 1d8 7gp 1d8 5gp 1d8 5gp 1d8 12gp 2d4 10gp 2d4 7gp 1d8 50gp 1d8 60gp 1d12+1 28gp 1d12 or 1d4/1d4 25gp 1d12 or 1d4/1d4 6gp 1d8 66gp 2d6 60gp 2d6 12lbs S 12lbs S 11 lbs P 10 lbs P 10 lbs P 9lbs S 9 lbs P 10lbs P 10 lbs P 10lbs P 10lbs P 11lbs P 9.5lbs P 9.5lbs P 10lbs P & S 13lbs S 11lbs S 18lbs S or P / P 18lbs S or P / P 11lbs P 18lbs S 18lbs S
15ft 15ft
325
Per arrow WB Per arrow WB Per arrow B Per arrow W Per arrow W Per arrow W As per Arrow WM Per arrow WC B WS Per arrow WC Per arrow W As per Arrow WM P WS As per arrow W As per Arrow W Per arrow W As per Arrow W
G Indicates a weapon is part of the Guang Hu subset N Indicates a weapon is part of the Ninja subset S Indicates a weapon is part of the Samurai subset * See the description in the text for special rules. Double Weapon Reach Weapon a If you ready an action to set this weapon against a charge you deal double damage. # Shield bypass weapon Subdual damage
326
Master Tables
Table 11-5: Exotic Weapons-Melee
Weapons Cost Damage Tiny Fan, Iron* 2gp 1d4 Fan, Lacquered* 1.5gp 1d3 Garrote, Cord* -1d3* Garrote, Wire* -1d4* Ji-Kuwa* 1gp 1d2 Kukri 8gp 1d4 Strangler's Belt -1d2 Small Axe, Sickle 8gp 1d8 Blade, Mandarin Coin* 3gp 1d6 Blade, Sun and Moon Spear* 4gp 1d6 Cane, Hidden Sword (damage as cane or sword)* 10gp 1d4 or 1d6 Flute* 1gp 1d3 Full Moon* 6gp 1d6 Jitte* 5 sp 1d4 Kama 2gp 1d6 Katar, Closed Hilted Early Steel* 23gp 1d6 Katar, Dual Bladed Damascened* 412gp 2d3+1 Katar, Dual Bladed Steel* 12gp 2d3 Katar, Three Bladed Damascened* 417gp 1d6+1 Katar, Three Bladed Early Steel* 17gp 1d6 Katar, Three Bladed Steel* 18gp 1d6 Katar, Tri-Bladed Steel* 20gp 1d6 or 3d3 Kawanaga (cost per hand)* 1gp Knife, Deer Antler* 6gp 1d6 Knife, Swallow Trident Long* 3gp 1d6 Kusari-gama*# 10gp 1d6/1d6 Manriki-gusari*# 8gp 1d6 Nekode* 6gp 1d6 Ninja-to 10gp 1d6 Nunchuku#* 2gp 1d6 Nunti-Sai* 5gp 1d4 Pendjepit* 4gp 1d4 Rabbit Stick 5sp 1d4 Rante#* 8gp 1d6 Razor, Yuen Yang* 15gp 1d6 Sai* 3 gp 1d4 Siangkam* 3gp 1d6 Sword, African Sickle 5gp 1d6 Tian-chi Fay Shorta 15gp 1d6 Tonfa 1gp 1d6 Wheel, Wind and Fire* 4gp 1d6 Medium-Size Broadsword, Nine Ring* 80gp 2d4 Chain Sword* 20gp 1d4/1d4 Chain, Segmented* 20gp 1d6 Cumber-Jung, Damascened 425gp 2d4+1 Critical x2 x2 x3 x4 x3 1820/x2 x2 x3 x2 x3 x2 Or 1920/x2 x2 1920/x2 x3 x2 x3 x3 x3 x3 x3 x3 x3 1920/x2 x2 x2/x2 x2 x2 1820/x2 x2 x3 x3 x2 x2 x3 x3 x2 x2 x3 x2 x3 1820/x2 1920/x2 x2 X2 Range 5ft 5ft Wgt 1lbs .5lbs 1lb .5lbs .5lbs 1lb 1lbs Type S S S* S* P S B M M W C M M M F H/HP Subset 6/3 6/2 3/3 9/2 9/2 9/5 2/3 G/S/N G/S/N N N
10ft
20ft 10ft
7 lbs S 3lbs S 3.5lbs S 3lbs B or P .5lb B 2.5lbs S 1.5lbs P 2lbs B 7lbs P 5lbs P 5lbs P 6lbs P 9lbs P 6lbs P 5lbs P 1lb P 2lbs S 1lbs P 3lbs S/B 5lbs B 7lbs B 4lbs S 2lbs B 2lbs P 1lb P 0.5 lbs B 6.5lbs S 4lbs P or S 2lbs P 3.5lbs P 4 lbs S 4lbs P or S 1.5lbs B 3.5lbs S 16lbs 5lbs 4.5lbs 15lbs S S S B
MW 6/21 M 9/9 M 9/11 M 9/9 W 3/2 M 9/8 M 9/5 WM 5/6 MW 8/21 M 10/15 M 9/15 M 10/18 MW 8/25 M 9/18 M 9/15 M 9/3 M 9/6 M 9/3 M 9/9 M 9/15 M 9/19 M 9/12 WC 5/6 M 9/6 M 6/3 W 3/4 M 6/20 M 9/12 M 9/4 M 6/11 MW 6/12 M 4/12 W 5/5 M 9/11 M 9/32 M 9/15 M 9/10 10M 15/22
G G/N
G G G G G
327
10ft
G G G S N
N/S
G/N/S G G
15ft
60gp 1d8/1d8 x2 75gp 1d6/1d10 x2 40gp 1d8/1d6 x3/x2 20gp 1d8 or 1d10 x2 or 1920/x2 25gp 1d12 x2 120gp 1d8 1920/x2 18gp 1d10 x2 16gp 1d10 x2 60gp 1d10 x3 20gp 2d4 x2 10gp 1d8 x3 10gp 1d8 x3 55gp 1d8/1d6 x3 15gp 1d6/1d6 x2 14gp 1d4 x2 44gp 1d8/1d6 x3 50gp 1d8/1d6 x3 25gp 1d6/1d6 x3 50gp 1d8/1d6 x3 49gp 1d8/1d8 x2/x2 51gp 1d8/1d8 x2/x2 55gp 1d8/1d8 x2/x2 11gp 1d4 x2 6gp 30gp 1d8 or 1d3 x3
G G S G
G S G G
328
Master Tables
Table 11-5: Exotic Weapons-Melee
Weapons Large Meteor Hammer*# Monk's Spade, Iron Monk's Spade, Steel O-No Paralyser*a Pudao, Iron* Pudao, Steel* Ram Da'o Shovel, Golden Coin Shovel, Moonteetha Sjang Sutaia Sode Garami*a Spear, Double Headeda Staff, Wolf's Teeth* Sword, Beheading Sword, Long-Handle Nine Ring Tabar, Damascened Tabar, Steel Tschehouta, Early Steel*a Cost 65gp 13gp 15gp 20gp 15gp 65gp 70gp 13gp 20gp 30gp 25gp 14gp 12gp 16gp 40gp 75gp 425gp 25gp 12gp Damage 1d8/1d8 1d8/1d8 1d8/1d8 2d4 2d4 2d6 2d6 1d8 1d8 1d8/1d6 2d4 1d4 1d8/1d8 1d8 2d4 3d3 1d12+1 1d12 1d8/1d8 Critical x2 x2/x2 x2/x2 x3 x3 x3 x3 x2 x3 x3 1920/x2 x2 x3/x3 x2 1820/x2 1920/x2 x3 x3 x3/x3 Range Wgt 14lbs 22lbs 20lbs 14lbs 11lbs 16lbs 15lbs 6lbs 10lbs 16lbs 11lbs 13lbs 10lbs 12lbs 18lbs 20lbs 22lbs 22lbs 10lbs Type B S S/S B P S S S S P&S S P P/P B&P S S S S P/P M MC MW MW M W MW MW M M MW MW M MW M M M M M MW H/HP 9/28 7/44 9/40 9/28 5/22 7/32 9/30 9/12 9/20 9/32 6/22 9/26 9/20 9/24 9/34 9/40 10/47 9/44 8/20 Subset G G
G G G
G G G
G Indicates a weapon is part of the Guang Hu subset N Indicates a weapon is part of the Ninja subset S Indicates a weapon is part of the Samurai subset * See the description in the text for special rules. Double Weapon Reach Weapon a If you ready an action to set this weapon against a charge you deal double damage. # Shield bypass weapon Subdual damage
329
G N S
2 lbs B 3 lbs B 3.5 lbs B 2 lbs B 3 lbs P 2lbs S 2lbs S 2lbs As per Needle 3 lbs P 3 lbs B 1lb N/A 1.5 lbs S 1.5 lbs S 2lbs S 3lbs S 2 lbs S 3lbs S 1 lbs 4lbs 5lbs 7lbs 7lbs 3lbs 2lbs 2.5lbs
110ft 60ft 60ft 70ft 10ft 60ft 10ft 20ft 10ft 10ft
W Per Arrow W As Per Arrow M As per Quarrel WM As per Quarrel WM B MC As per arrow W P MC
G N G
x2 x3 x3 1920/x2 1920/x2 x3 x2
4 lbs S C 8 lbs FC 10 lbs L 2 lbs W 4.5 lbs P B 10lbs As per Shot MW 7lbs As per Quarrel WM 7lbs As per Quarrel WM 3lbs 4 lbs Per Arrow B WC WL
330
Master Tables
Table 11-7: Weapons Ranged-Ammunition & Special Items
Weapons Ranged-Ammunition Weapons Arrow, Axeblade Arrow, Ballista (wt. Per arrow)* Arrow, Blunt (20) Arrow, Bone Head (20) Arrow, Bronze Fire* (20) Arrow, Bronze Headed (20) Arrow, Copper Headed (20) Arrow, Early Iron Headed (20) Arrow, English Longbow (wt. per 20) Arrow, Flight Arrow, Forked Arrow, Iron Fire* (20) Arrow, Iron Headed (20) Arrow, Shark Tooth (20) Arrow, Sheaf* Arrow, Steel Armor Piercing* Arrow, Stone Head (20) Arrow, Welsh Longbow (wt. per 20) Arrow, Whistling* Arrow, Wooden (20) Bullet, Bronze Sling (10) Bullet, Clay Sling Bullet, Lead Sling Bullet, Stone (10) Darts, Arab Arrow Headed Bow* Darts, Arab Barbed Bow* Darts, Arab Bullet Headed Bow* Darts, Arab Spiked Bow* Darts, Byzantine Bow (Mice)* Needles (20) Pellet, Bow Pellet, Clay (weight per 30) Pellet, Crossbow Quarrel, Bronze (weight per 10) Quarrel, Iron (weight per 10) Quarrel, Steel (weight per 10) Shot, Iron Shot, Stone (weight per 10) Cost 2gp 6gp 1gp 6sp 20gp 9sp 8sp 1gp 3gp 2gp 2gp 22gp 1gp 2gp 2gp 3gp 6sp 3gp 2gp -1sp 3cp 1sp 6cp 1gp 1gp 1gp 2gp 1gp 1gp 20gp 3gp 25sp 7sp 8sp 1gp 3gp 2gp Damage Critical Range Wgt 3lbs 3lbs 3.5 lbs 2.5 lbs 3.5 lbs 3 lbs 3 lbs 3 lbs 3lbs 2.5 lbs 4lbs 3.5 lbs 4 lbs 3 lbs 3.5 lbs 3lbs 3 lbs 3lbs 3lbs 2 lbs 5.5 lbs 3.5 lbs 6 lbs 2 lbs .2lbs .2lbs .2lbs .2lbs .2lbs .5 lbs 2lbs 2lbs 7lbs 1.5lb 1.5lbs 1lbs 2.5lbs 2lbs Type M S WM P WM B WB/S P WB P+Fire WM P WM P WM P WM P WM P WM S WM P & Fire WM P WM P WB P WM P WM P WS P MW P WM P W B M B S B M B S S M P M P M P M P M P W As per Pellet W B S As per Pellet WM P MW P MW P MW P M P S Material M H/HP 5/3 5/9 1/4 1/3 1/4 1/3 1/3 1/3 5/3 2/3 5/4 1/4 1/4 1/3 2/4 5/3 1/3 8/3 5/3 1/2 4/6 2/4 8/6 2/2 6/1 6/1 6/1 6/1 6/1 1/1 4/2 1/2 5/21 4/2 6/2 9/1 6/3 4/2 H/HP 8/26
+1/rnd
-10ft
-1 +1/rnd
+10ft -10ft
-10ft
-1 1d4 1d3 1d4 1d3 1d3 1d3 1d3 1d3 1d3 1d4 1d4
--
--
x2 1920/x2
40ft 60ft
Shield, Lantern
40gp
9/16
Tarche
40gp
9/20
331
Handcannon, Primitive* 100gp Hand Gonne, Matchlock Early* 300gp Hand Gonne, Matchlock Early Landsknecht* 350gp Hand Mortar* Pistol, Flintlock* Pistol, Matchlock* Pistol, Snaphaunce* Pistol, Wheel Lock Damascened* Pistol, Wheel Lock Late Steel* Longarms Arbequis, Common* Arbequis, Landsknecht* Musket, Flintlock* Musket, Snaphaunce* Musket, Wheel Lock Damascened* Musket, Wheel Lock Late Steel* Teppo Other Spear Gun* 500gp 425gp 150gp 350gp 650gp 250gp 150gp 200gp 850gp 700gp 900gp 500gp 150gp 100gp
As per shot MW As per Shot As per shot As per shot As per shot As per shot As per shot P
Exotic Weapons (Firearms) Ranged Ammunition Gun Cost ROF Damage Shot, Lead 3gp Explosives Weapon Grenade, Gunpowder (Lit Fuse)* Grenade, Gunpowder(Incendiary Fuse)* Nageteppo* Rockets, Chinese*
Type P
M M
Cost ROF Damage 50gp 2d6 75gp 2d6 50gp 2d6 200gp 2d6 Armor Bonus 1
Critical Range Weight N/A 5ft 1lb N/A 5ft 1lb x2 10ft 1lb x2 150ft Armor Check Penalty -1 8lbs
M Subset M M M N W
* See the description in the text for special rules. Subdual damage
Rate of Fire
The weapon tables here and in the appendix list rates of fire (ROF) for each firearm. This number represents the number of full round actions required to load the particular weapon.
332
Master Tables
Table 11-10: Light Armor
Armor Max Dex Armor Check Spell Spd Armor Cost Bonus Bonus Penalty Failure 30'/20' Weight Armbands 2gp 1lbs Armor, Bezainted Leather 75gp +3 +5 -3 20% 30ft/20ft 23lbs Armor, Bronze Studded Leather Block 22gp +3 +5 -1 15% 30ft/20ft 18lbs Armor, Incan Cotton 9gp +2 +5 -1 5% 30ft/20ft 20lbs Aztec Cotton Armor 115gp +2 +5 -2 15% 30ft/20ft 20lbs Breast Plate, Tortoise 30gp +3 +5 -2 20% 30ft/20ft 20lbs Breast Plate, Bone Hair Pipe 2gp +0 N/A 0 0% 30ft/20ft .5lbs Buckskin 13gp +2 +6 0 5% 30ft/20ft 8lbs Chainmail Shirt, Bronze 80gp +4 +4 -2 20% 30ft/20ft 27lbs Chainmail Shirt, Iron 90gp +4 +4 -2 20% 30ft/20ft 26lbs Chainshirt, Byzantine Early Steel 90gp +4 +4 -2 25% 30ft/20ft 25lbs Cloth Armor, Heavy (Padded) 5gp +1 +8 0 5% 30ft/20ft 10lbs Cloth Armor, Studded 13gp +2 +5 0 15% 30ft/20ft 15lbs Cloth, European Padded 8gp +1 +8 0 5% 30ft/20ft 10lbs Corded Armor 25gp +2 +6 -1 15% 30ft/20ft 14lbs Cuirass, Bronze Plated Linen 20gp +3 +5 -2 15% 30ft/20ft 25lbs Cuirass, Iron Scaled Linen 50gp 4 4 -3 20% 30ft/20ft 24lbs Cuirass, Linen 14gp +2 +5 0 10% 30ft/20ft 12lbs Furs and Hides 8gp +2 +5 -1 15% 30ft/20ft 12lbs Jigap 15gp +2 +7 0 10% 30ft/20ft 12lbs Lamellar, Bronze-Bound Leather 60gp +3 +4 -2 25% 30ft/20ft 23lbs Leather Armor, Tanned 10gp +2 +6 0 10% 30ft/20ft 15lbs Leather, Bronze Studded 23gp +3 +5 -1 15% 30ft/20ft 15lbs Leather, Cuir-bouille 15gp +2 +6 0 10% 30ft/20ft 15lbs Leather, Cuir-bouille Studded 30gp +3 +5 -1 15% 30ft/20ft 20lbs Leather, Lacquered 45gp +3 +5 -1 10% 30ft/20ft 16lbs Mail Shirt, Shark Tooth# 25gp +3 +4 -1 25% 30ft/20ft 18lbs Padded Armor, Byzantine 8gp +1 +9 0 5% 30ft/20ft 10lbs Padded Armor, Silk 12gp +1 +9 0 5% 30ft/20ft 8lbs Paper Armor, Chinese Pirate 8gp +1 +7 0 5% 30ft/20ft 7lbs Scaled Jack 85gp +4 +4 -3 20% 30ft/20ft 22lbs Skin Armor -+1 +6 -1 10% 30ft/20ft 8lbs Wood and Hide Armor 10gp +2 +4 -2 20% 30ft/20ft 18lbs # See the description in the text for special rules. Armor fitted for small characters weighs half as much. M H/HP M 6/2 LM 5/46 LM 3/36 F 4/38 F 4/42 B 4/40 BC 1/1 L 3/10 M 5/54 M 6/52 M 7/50 F 2/20 FM 2/30 F 3/20 C 3/28 MF 4/50 MF 6/48 F 3/24 L 2/24 F 3/24 LM 4/46 L 3/32 LM 4/30 L 4/30 LM 6/40 L 5/32 B 3/34 F 2/20 F 3/18 F 2/12 MF 9/44 L 1/14 WL 3/36
333
# See the description in the text for special rules. Armor fitted for small characters weighs half as much.
334
Master Tables
Table 11-12: Heavy Armor
Armor Banded Armor, Bronze Banded Armor, Chinese Banded Armor, Damascened Breastplate and Mail, Byzantine Early Steel Chainmail, Rivetted Chainmail, Russian Double Do-Maru Field Plate, Late Steel Field Plate, Middle Steel Half Plate and Leather Armor Hatomune Do Hotoke Do Late Brigandine Steel Lorica Hamata Lorica Segmentata Lorica Squamata Mail, Iron Scale and Chain Mail, Scale and Plate Maru Do Middle Brigandine Steel Mogame Do Nuinobe Do Okegawa Do O-yoroi Persian Charioteer Armor# Plate Armor, Damascened and Scale Plate Armor, Half Plate Armor, Maximillian Late Steel Plate Armor, Maximillian Middle Steel Plate Armor, Tournament# Plate Mail, Three Quarter Plated Mail, Bakhteretz Plated Mail, Kolontar Plated Mail, Sind Platemail, Half Middle Steel Platemail, Light Middle Steel Ringmail, Greek Bronze Ringmail, Greek Iron Scale Armor, Chinese Mountain Pattern Splint Mail, Bone Splint Mail, Early Steel Splint Mail, Wood Tsuzumi Do Yokinoshita Do Cost 165gp 265gp 750gp 480gp 240gp 375gp 255gp 1050gp 1000gp 390gp 850gp 506gp 330 gp 170gp 185gp 180gp 190gp 465gp 260gp 320 gp 640gp 335gp 510gp 505gp 235gp 480gp 250gp 2100gp 2000gp 1000gp 750gp 205gp 225gp 510gp 500gp 300gp 185gp 190gp 225gp 180gp 190gp 180gp 250gp 650gp Armor Max Dex Armor Check Bonus Bonus Penalty +5 +1 -5 +6 +1 -6 +6 +1 -6 +7 +0 -8 +6 +1 -6 +6 +2 -6 +6 +1 -6 +8 +1 -6 +8 +1 -6 +6 +2 -5 +8 +0 -7 +7 +0 -7 +6 +2 -5 +5 +2 -5 +5 +3 -4 +5 +3 -5 +6 +0 -7 +7 +0 -8 +6 +1 -6 +6 +2 -5 +7 +1 -7 +6 +2 -5 +7 +0 -7 +7 +0 -7 +6 +1 -9 +7 +0 -8 +6 +1 -6 +9 +0 -7 +9 +0 -7 +9* -1* -8 +7 +1 -6 +6 +0 -7 +6 +1 -7 +7 +0 -7 +7 +0 -7 +6 +1 -5 +5 +1 -6 +5 +1 -6 +6 +0 -6 +5 +0 -7 +6 +0 -7 +5 +0 -7 +6 +1 -7 +7 +1 -6 Spell Failure 25% 35% 35% 40% 30% 35% 35% 35% 35% 35% 40% 40% 35% 30% 30% 30% 35% 40% 35% 35% 35% 30% 40% 40% 40% 40% 40% 40% 40% 50% 35% 40% 35% 40% 40% 35% 35% 35% 40% 40% 40% 40% 35% 35% Spd 30'/20' Weight 20ft*/15ft* 36lbs 20ft*/15ft* 35lbs 20ft*/15ft* 35lbs 20ft*/15ft* 48lbs 20ft*/15ft* 45lbs 20ft*/15ft* 35lbs 20ft*/15ft* 45lbs 20ft*/15ft* 50lbs 20ft*/15ft* 50lbs 20ft*/15ft* 35lbs 20ft*/15ft* 52lbs 20ft*/15ft* 51lbs 20ft*/15ft* 41lbs 20ft*/15ft* 41lbs 20ft*/15ft* 39lbs 20ft*/15ft* 41lbs 20ft*/15ft* 39lbs 20ft*/15ft* 51lbs 20ft*/15ft* 44lbs 20ft*/15ft* 41lbs 20ft*/15ft* 47lbs 20ft*/15ft* 42lbs 20ft*/15ft* 53lbs 20ft*/15ft* 50lbs 15ft*/10ft* 42lbs 20ft*/15ft* 52lbs 20ft*/15ft* 45lbs 20ft*/15ft* 48lbs 20ft*/15ft* 48lbs 20ft*/15ft* 45lbs 20ft*/15ft* 45lbs 20ft*/15ft* 49lbs 20ft*/15ft* 47lbs 20ft*/15ft* 50lbs 20ft*/15ft* 50lbs 20ft*/15ft* 40lbs 20ft*/15ft* 37lbs 20ft*/15ft* 36lbs 20ft*/15ft* 45lbs 20ft*/15ft* 34lbs 20ft*/15ft* 45lbs 20ft*/15ft* 35lbs 20ft*/15ft* 46lbs 20ft*/15ft* 49lbs M M M M M M M M M M ML M M ML M M M M M M ML M M M M M M M M M M M M M M M M M M M BL ML WL M M H/HP 5/70 9/70 10/73 8/96 8/92 9/70 9/90 9/100 8/100 9/70 9/104 9/102 9/82 6/82 6/78 6/82 6/78 6/102 9/88 8/82 9/94 9/84 9/106 9/100 6/86 10/107 9/90 9/96 8/96 9/90 9/90 9/98 9/94 9/102 8/100 8/80 5/52 6/50 9/90 6/66 8/90 4/68 9/92 9/98
# See the description in the text for special rules. Armor fitted for small characters weighs half as much. * When running in heavy armor you move only triple your speed, not quadruple.
335
8/32
336
Master Tables
Table 11-13: Shields & Accessories
Gladiator Armor Manica# Galerus# Galea# Girdle# Greave# Leather Arm Wrappings# Open Faced Helm# Cost 25gp 45gp 60gp 30gp 20gp 10gp 35gp Armor Max Dex Armor Check Bonus Bonus Penalty +1 +1 +1 +1 +0.5 +0.5 +1 Spell Failure 20% 15% 0% 0% 0% 15% 0% Spd 30'/20' Weight M 6lbs L 7lbs M 10lbs M 9lbs LM 3lbs M 3lbs L 6lbs M H/HP 5/18 6/14 6/20 5/18 6/6 4/6 6/12
Mount's Gear Light Barding, Bezainted Leather Elephant 600gp Barding, Bezainted Leather Horse 300gp Barding, Lacquered Leather Horse 180gp Barding, Leather Elephant 80gp Barding, Studded Leather Elephant 200gp Medium Barding, Chainmail Early Steel Horse 580gp Barding, Chainmail Late Steel Horse 700gp Barding, Lamellar Iron Elephant 362gp Barding, Leather and Bronze Plate 160gp Barding, Rivetted Chainmail Horse 960gp Heavy Barding, Plate Late Steel 4200gp Barding, Plate Middle Steel 4000gp Barding, Plated Mail Elephant 1600gp Barding, Plated Mail Horse 800gp Extras Cloak, Bronze Armored
Spd 40'/50'/60' +3 +3 +3 +2 +3 +5 +5 +4 +4 +6 +8 +8 +6 +6 +5 +5 +5 +6 +5 +2 +2 +3 3 +1 +1 +1 +0 +0 -3 -3 -1 0 -1 -5 -5 -5 -4 -6 -6 -6 -7 -7 N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A 40'/50'/60' 40'/50'/60' 40'/50'/60' 40'/50'/60' 40'/50'/60' 30'/35'/40' 30'/35'/40' 30'/35'/40' 30'/35'/40' 30'/35'/40' 30'*/35'*/40'* 30'*/35'*/40'* 30'*/35'*/40'* 30'*/35'*/40'* 69lbs 46lbs 32lbs 45lbs 60lbs 60lbs 60lbs 93lbs 64lbs 68lbs 100lbs 100lbs 135lbs 90lbs LM LM L L LM M M M ML M M M M M 5/138 5/92 5/64 3/90 4/120 7/120 9/120 6/186 5/128 8/166 9/200 8/200 9/270 9/180
5gp
+1
+6
-1
5%
5lbs
LM
3/10
# See text for special rules Armor fitted for small characters weighs half as much. * A mount running in heavy armor moves only triple its speed, not quadruple.
337
338
Index
Devis Sword 283 Kalki Avataras Scimitar 283 Shivas Flaming Discus 283 Vajra, Indras Bolt 283 Japan Susanowos Grass Cutting Sword 283 Medieval Dolorous Stroke 287 Durandal 287 Excalibur and Scabbard 288 Mesopotamia Nergals Club and Sickle 283 Quiver of Recall 279 Rome Saturns Sickle 285 Veioviss Arrows 285 Sub-Sahara Africa Khonvoums Bow 280 Shangos Double Headed Axe 281 Teutonic/Nordic Myth Balmung 284 Fenrirs Muzzle 284 Freyrs Sword 284 Odins Gungnir 284 Thors Hammer Mjolnir and Glove 284 Valkyries Spears and Armor 284 Assizes of Jerusalem 214 Assyria 63 Assyrian War Machine 64 Chariot Upgrades 64 Athens 71 Atlatl 15 Auroch 102 Awl Pike 235 Axe African Sickle Style 78 Bearded 202 Bullova 133 Executioners 250 Footmans 206 Head 162 Horsemans 206 Improved Stone 29 Jeddart 247 Khond 133 Kritant 133 Lochaber 247 Miners 200 Naga War 133 Pick 200 Stone 10 Thrusting 248 Woodcutters 198 Aztec 19 Aztec Cotton Armor 26
B
Babylon 44 Backsword 246 Bagh Nakh 159 Ballam, Early Steel 147 Bamboo 26 Banded Armor 146 Bronze 46 Damascened 148 Barbarians and the Remnants of Rome 188 Barbs on Weapons 15 Barding 307 Bronze Plate 67 Chainmail Barding 191 Elephant 127 Leather 67 Plate Barding 239 Riveted Chainmail 214 Bastard Sword 235 Battle Cry (Elite Mongol Horsemen) 154 Battle Wagons/Onager 44 Battleaxe Early Steel 188 Early Steel Double Winged 197 Egyptian Bronze 45 Iron Double Headed 109 Stone 29 Bayonet 264 Bec-de-Corbin 246 Ben Hur 108 Berdiche 246 Bestiarii as Rangers 105 Bibliography 308 Bilbo 256 Bill 205 Binnol 158 Blowgun 15 Bodkin 256 Bokken 169 Bola 16 Copper War 55 Bone Plate 18 Boomerang Fighting 30 Returning 30 Boss 307 Bow Arab 194 Composite Medium 30 Short 30 Cordage Backed 16 Double Recurve 67
339
C
Canaanite sword 41 Canes 136 Fakir 148 Catchpole 262 Celt (Stone Axe) 29 Celtic Weapons 56 Celts 56
340
Index
Club 7, 41, 64 Bone 7 Early Steel Throwing 188 Paddle 78 Shark Tooth 27 Stone Throwing 17 Wooden 188 Coat of Plates 214 Coif 307 Colichemarde 256 Comitatus 191 Compound Bows and Crossbows 234 Conflict 194 Converting Range Increments 305 Copper 38 CopperArsenic Alloy 38 Corded Armor 125 Coronal 307 Courboille 307 Crinet 307 Crossbow Heavy (Early Arbalest) 209 Light 122 Light (Middle Steel) 205 Modern Chinese Heavy 130 Light 130 Reload Mechanisms 234 Croziers 199 Cruel Wounding 259 Crusades 204 First Crusade 207 Second Crusade 208 Third Crusade 210 Fourth Crusade 212 Fifth Crusade 216 Sixth Crusade 217 Eagles Nest 218 Seventh Crusade 218 Crushing Impact (Charioteer) 51 Cudgel, Monks 124 Cuirass 307 Linen 58 Plated Linen 58 Cuirbouille Leather 213 Cult of Kali 134 Cut Lashings (Charioteer) 50 Cutlass 253 Czekan 251 Dai-Kyu 169 Damascus Steel 148 Dao 121 Dart Bone 15 Bronze 96 Byzantine 194 Chinese Throwing Iron 96 Days of Decline 112 Days of Glory 101 Deception in Combat 88 Defensive Driving (Charioteer) 51 Deflect Missiles (Charioteer) 51 Dirk 230 Divine Items 273 Divine Mandate 54 Divine Property Death 273 Famine 273 Inner Reflection 273 Armor 274 Weapons 274 Missiles Without Limit 274 Pestilence 273 Plague 273 Unerring 274 Weightless 275 Dog, War 102 Doloire. See Axe, Thrusting Do-Maru 171 Domestication 36 Double Mace 121 Duelist 256 Dung 131 Durability and Material Misses and what happens 292 Break DC and Weapons 294 Break DC, calculating for weapon or shield 294 Creating a Strike Table 292 Deterioration 293 Item Damage 293 Dusack 255
E
Eagle Knights 20 Eagle Shield (Eagle Knight) 21 Eagle Visage (Eagle Knight) 21 Early Iron Weapons Axe 46 Spear 46 Sword 46 Edged Weapons 41 Egypt 44 Eku 162
D
Dagger 246 Iron 64 Kidney 230 Punching 126
341
F
Fakirs Horns 148 Fakirs 148 Falcastra 235 Falcata 75 Falchion 213 Fall of Rome 114 Falx 236 Falx, Dacian 96 Fang, Steel 124 Fans 137 Far East 52 China 53 Farm Implements Grain Flail Hayfork 43, 199 Pitchfork 199 Pruning Hook 41 Scythe 43 Sickle 43 Thresher 43 Faster Movement I (German Combined Cavalryman) 97 Faster Movement II (German Combined Cavalryman) 97 Fated Items 165 Feather Staff 255 Feats Advanced Dodge 258 Advanced Maneuvers 95 Cloak Fighting 258 Combat Advantage 111 Cruel Wounding 259 Deflect Missiles 51 Exotic Weapon Proficiency (Firearms) 152 Faster Movement I 97 Faster Movement II 97 Fire from Under Cover 51 Fleet Footed 98 Formation Tactics 43 Greater Impaling Shot 241 Heroic Demeanor 95 Impaling Shot 240 Improved Formation Tactics 44 Improved Penetration 95 Improved Shield Guard 51 Improvised Weapon Training 144 Lantern Fighting 258
342
Index
G
Gadha 133 Galea 108 Galerus 108 Garrote 172 Gastrophetes 75 Gauls, Trouble with the 87 Gauntlet 308 Gazelle 103 Ge 120 Bronze 54 Generate Stats for Items 302 Armor Statistics 302 Hit Points 303 Weapon Statistics 302 German Combined Cavalryman 96 Germans 96 Ghargaz 158 Giraffe 104 Girdle 108 Gladiator 109 Gladiator Armor 106 Partial Armor 107 Gladiatoral Weapons 108 Gladiators 101 Gladius 91 glaive 215, 229 Glossary of Terms 307 Glue 30 Golden Fleece, Order of 239 Gorget 308 Goths 189 Goth Wagons 189 Grain Sword 121 Grain Sword, Bronze 54 Great Axe 245 Great Leap (Ninja) 174 Greater Impaling Shot 241 Greave 108 Greaves 308 Greek Fire 69, 194 Greek Response 86 Greek-Persian Wars 72 Greeks 68 Grip 308 Ground Glass (Ninja) 174 Guang Hu Martial Techniques 156 Body at Peace 157 Body Like Fire 157 Body Like Water 156 Body Like Wind 156 Combat Calm 157 Refined Defense 157 Guang Hu Setting 155 Guard 308 Gun Damage and Armor 151 Gun, Primitive Chinese 151 Guns and Reliability 151, 269 Gupta Empire 132, 148 Gupta, Fall of the 133
H
Haft 308 Halab. See Tulwar, Early Iron Halberd 205 Chinese 128 Double 135 Incan Copper 56 Half Moon, European 236 Hammer 200 Hammer, Chinese 137 Han Dynasty 128 Red Eyebrows, The 131 Han Expansion 130 Hand Mortar 263 Handaxe, Incan Copper 56 Han-Kyu 172 Hannibal 88 Hannibals Downfall 89 Haramaki Do 171 Harpoon, Stone 14 Hatchet, Early Steel 197 Hauberks 233 Hayforks 199 Heaven and Earth Blade 139 Heavy Hides 96 Hellenization 89 Helmets and Helms 233 Heroic Demeanor 95 Heroic Resolve (Eagle Knight) 21 Hidden Knife 143 Hide Armor, Rhino 125 Hides, Alternate 126 Hilts Basket 253 Swept 253 Hippopotamus 104 Historical Racial Items 288 Mythic Dwarves 288 Mythic Elves 288 Other Racial Items 288 Hittites 45 Honor (Samurai) 177 Hook, Nine Teeth 139 Hoolurge 158 Hora 126 Horse Brother (Elite Mongol Horsemen) 154 Horse Chopping Blade 140 Horse Head Sword, Bronze 54
343
K
Kama 162 Kama-Yari 167 Kapak 164 Karabela 264 Karacena 264 Karambit 164 Katana 171 Katar 126 Closed Hilted Early Steel 147 Dual Bladed 159 Three Bladed Early Steel 147 Tri-Bladed 159 Kawanaga 173 Keiko, Iron 166 Ken 167 Ken, Japanese Early Folded 168 Kestros 74 Kinzhal 244 Knife African Throwing 79 Bamboo 27 Butterfly 162 Chinese 120 Chinese Curved 67 Deer Antler 139 Early Steel 198 Golden Coin Long 141 Iron 64 Rock 8 Swallow Trident Long 142 Triple 256 Yeung Guen Long 142 Kongo-Zue 167 Kopesh 41 Kopis 67 Kora 161 Kris 165 Kris Blades 165 Kuanto 163 Kujungi 163 Kukri 162 Kumade 169 Kusari-gama 175 Kwandao, Iron 123 Kylie 30 Kyoketsu-Shogi 172
I
Impaling Shot 240 Impaling Shot (Charioteer) 51 Improved Critical (Macahuitl) (Eagle Knight) 21 Improved Formation Tactics 44 Improved Penetration (Legionairre) 95 Improved Shield Guard 51 Improvised Weapons 64 Inca 54 Incan Cotton Armor 55 India 126 Spread of Buddhism 127 Indian Contributions 158 Indonesia 162 Invisibility (Jaguar Knight) 23 Iron 63 Faeries 63 Rust 63 Steel 63 Iron and the Late Bronze Age Iron Claw 139 Iron Cuirass 73 Iron Scaled Linen Cuirass 69 Iron Sleeve Proficiency (Ninja) 174 Iron Sleeves 143 Islam, Fragmentation of 204 Item Crafting and Quality 307
J
Jaguar Knights 22 Jaguars Touch (Jaguar Knight) 23 Janissaries 242 Japan 166 Edo Shogunate 174 Ninja 171 Outside Influences 167 Samurai System, The 167 Javelin 41 Heavy Iron-tipped 86 Iron Headed 69 Primitive Wooden 8 Primitive Wooden Hardened 9 Rope 137 Jazerainted scale for infantry. See Karacena Jian 120 Jigap Armor 130 Ji-Kuwa 162 Jitte 169
L
Lading 165 Laingtjat 163
344
Index
Lamellar Armor Bone 67 Bronze 56 Bronze-Bound Leather 54 Iron 67 Late Steel 250 Lames 308 Laminate 308 Lance Byzantine Early Steel 191 Chinese 128 Couched 234 Fong Ting 142 Lances on Foot 192 Light Iron 101 North American Stone 17 Rest 241 South American Wooden Forked 25 Standard 25 w/ Coronel 242 Landsknecht Fashion 246 Landsknecht Matchlock 245 Lantern Fighting 258 Lariat 114 Last Ditch Strike (Elite Mongol Horsemen) 154 Leaded Cane 254 Leather 31 Arm Wrappings 108 Armor, Tanned 31 Bezainted 126 Lacquered 151 Shield Skirt 69 Steel Plated 113 Leather Armor, Plate Reinforced 264 Li Kwei- Double Axes 124 Living off the land 67 Longbow Composite 73 English 227 North American Indian 15 Welsh 210 Longsword Bronze 57 Chay Yang 137 Early Steel 113 Great 159 Lorica Hamata 112 Lorica Segmentata 112 Lorica Squamata 112 Lost Civilizations 52 Low Justice (Samurai) 177 Lucerne Hammer 247 Luris. See Pedang
M
Macahuitl 25 Mace 41, 158 Damascened Ox 148 Early Steel Heavy 197 Early Steel Light 197 Fist 246 Footmans 205 Horsemans 205 Stone 10 Toothed Stone 31 Mace And Chain 216 Mace Staff 121 Macedonia, Rise of 73 Maces 64 Magical Item Abilities Aura 275 Banishing 275 Blurred 275 Corrosion 275 Darkness-Bearing 276 Finding 276 Heart Seeking 277 Impervious 277 Light-Bearing 277 Material Cutting 278 Potent 278 Quaking 278 Renewing 278 Sundering 278 Warding 278 Mail Byzantine Early Steel 191 Main Gauche 248 Maintenance and Repair 302 Majra 193 Malaysia 162 Mancatcher 165 Spiked 165 Mandarin Coin Blade 139 Man-eaters 105 Manica 108 Manople 218 Manriki-gusari 170 Marathon 73 Second Invasion 73 Martel de Fer, Middle Steel 206 Maru 148 Masakari 170 Masamunes revolution 171 Matchlock Handgun, Early 239 Material: Lacquer 130
345
N
Nadziak 251 Nagegama 170 Nageteppo 175 Nageyari 167 Nagimaki 170 Naginata 167 Naming of Swords and Axes 203 Native American Developments 14 Native American Armor 17 Nekode 173 Nepal 161 Net Grass 9 Retiarii 108 New Spells Durance 288 Protection from Bludgeoning 289 Protection from Piercing 289 Protection from Slashing 289 Renew 289 Resonate 289 Spell Bind 290 Ninja-to 171 Nock 308 No-Dachi 170 Nomadic Plains Indians 17 Nunchuku 162 Nunti-Sai 175
O
Obsidian 25 Odysseuss Armor and Bow 287 Offensive Whip Use (Charioteer) 51 Off-Hand Parry 259 Okinawa 162 O-No 170 Open Faced Helm 108 Optimati 191 Oslopi 229 Ostrich 105 Other Aztec Orders 23 Oubuch 251 O-yoroi 168
P
Pack Mentality 11 Padded Armor Byzantine 191 Silk 132 Paku 163 Paladins 208 Paper Armor, Chinese Pirate 125 Pappenheimer 262
346
Index
Paralyser 165 Parang 165 Gina 165 Latok 165 Partisan, Middle Steel 215 Pass In the Shadows (Ninja) 174 Pata 159 Patisa, Sapola 160 Pattern Welded Steel 201 Pattern Welded Viking Swords 202 Pauldron 308 Pedang 164 Pellet Bow 130 Crossbow 130 Pendjepit 164 Pentjak 163 Pepper (Ninja) 174 Perform Subskills Calligraphy 175 Flower Arraigning 175 Gardening 175 Tea Ceremony 175 Persia 71 Persians 148 End of an Era 148 Personal Weaponry 253 Phalanx tactics 43 Phurbu 131 Phyrric Victories 86 Piau 166 Pick Footmans 205 Horsemans 205 Picts 196 Pike Middle Steel 215 Morris 254 Pilum, Light & Heavy 90 Pistol Matchlock 244 Serpentine Lock 244 Pitchforks 199 Plague 234 Plate Armor Half 261 Maximillian 248 Tournament 241 Plate Mail 112 Three Quarter 262 Plated Mail Bakhteretz 160 Kolontar 152 Sikkim 160 Sind 160 Platemail Half 232 Light 232 Play Dead (Ninja) 174 Poison (Ninja) 174 Poisoning (Ninja) 174 Polearm 308 Pole-mounted sling 75 Pommel 308 Preferred Opponent (Gladiator) 111 Prehistory 6 Prestige Classes Charioteer 49 Duelist 256 Eagle Knights 20 Elite Mongol Horsemen 153 German Combined Cavalryman 96 Gladiator 109 Gladiators as PCs 111 Guang Hu Adventurer 155 Jaguar Knights 22 Janissaries 242 Ninja 173 Roman Legionnaire 93 Playing a Legionnaire 95 Samurai 176 Privateers 253 Progress of War 237 Pruning Hook 41 Psychological Warfare 65 Pugio 91 Punch Using Hilt 258 Punic War, The First 87
Q
Qiang 121 Qin Rule & the Steel Era 124 Quarterstaff 7, 200 Quillion 308 Quoit 158
R
Rabbit Stick 17 Rake, Nine Teeth 142 Ram Dao 162 Ranseur 237 Rante 166 Rapier Early 246 Long 253 Short 256 Rate of Fire 269, 332 Razor, Yuen Yang 139 Refthi 202
347
S
Sa Tjat Koen 164 Sabar 158 Sabaton 308 Saber Chinese Long 157 Hunnic Early Steel 114 Short 255 Saber Halberd 248 Sabit. See Karambit Sabu 141 Sai 162 Santie 159 Sap 255 Sarissa 75 Scale and Chain Mail, Iron 101 Scale Armor Chinese Mountain Pattern 144 Damascened 148 Scale and Plate Armor Damascened 148 Scale Mail 112 Bronze 64 Iron 64 Scaled Jack 152 Scalemail, Chinese Steel 146 Scaling Fork 236
348
Index
Shuriken 171 Siangkam 164 Sica 108 Sickle 158, 163 Sickle Sword 41 Sickle, Early Steel 198 Sieges 195 Sinew 308 Sjang Sutai 163 Skills Fencing 259 Balestra 259 Beat 259 Bind 259 Ceding Parry 259 Corps-a-Corps 260 Crois 260 Feint 260 Fleche 260 Lunge 260 Pattinando 260 Press 260 Remise 261 Riposte 261 Thrust 261 Knowledge (Military Engineering) 94 Riding 38 Skin Armor 8 Slashing Weapons 64 Slat Armor 18 Sling 17 Bullets 17 Double string 74 Snicker-Snee 256 Sode Garami 170 Solenarion 193 Sovna 229 Sparta 70 Spartacus 91 Sparte, Early Steel 197 Spatha 91 Spathion, Early Steel 191 Spear 41 Bamboo 27 Double Headed 136 Early Steel Long 197 Iron 64 Long 64 Short 64 Iron Half 73 Krokaspjt 202 Primitive Wooden 9 Primitive Wooden Hardened 9 Snake 137 Stingray Spine 27 Stone Head 10 Spear Gun 151 Spear Thrower 28 Spetum 237 Spike, Bone 7 Spiked Cestus 108 Splint Mail 204 Staff, Wolfs Teeth 139 Steel Crossbows 234 Stick Long 7 Short 7 Sticks and Stones 7 Stiletto 256 Streaking Shot (Charioteer) 51 Studded Cuir-bouille Leather 213 Studded Leather Block Armor, Bronze 54 Studded Leather, Bronze 56 Sub-Saharan Africa 78 Sufi Islam 148 Sulitsa 229 Sumeria 39 Sumerian Tactics 40 Sumerian battleaxes 41 Sun and Moon Spear Blade 139 Suns Aura (Eagle Knight) 21 Suns Flame (Eagle Knight) 21 Superior Gunnery 240 Swashbuckling 261 Sway (Charioteer) 51 Swift Reload 240 Sword African Sickle Style 78 Beheading 144 Executioner 142 Iron Pudao 123 Kopesh 45 Long-Handle Nine Ring 135 Seven Star 122 Steel Fish Spine 158 Tigerhead Hook 137 Unicorn Horn 140 Ying Yang Dagger 140 Sword Breaker 256 Sword Breaking 121 Sword Canes 254 Sword Shield 213
T
Tabar 148 Tables Table 1-1: Amputation 13 Table 1-2: Eagle Knight 21 Table 1-3: Jaguar Knight 23
349
U
Uichi-ne 167 Ulu 15 Unseating a Rider 237 Urumi 160
V
Vambrace 308 Vandals 190 Veecharoval 126
350
Index
Verdun 254 Vikings 201 Voulge 237 Wicks and Powder 241 Apostles 241 Winds Key (Jaguar Knight) 23 Womans Place in War 209 Wood and Hide Armor 19 Works Cited 308 Wudan Movement 135
W
Wakazashi 171 Wall of Air (Jaguar Knight) 23 War and Consolidation 230 Serfdom vs. Peasantry 231 Vassalage 231 War, Infection, and the Dead 12 Gangrene 13 Neural Necrosis 13 Septicemia 12 Tetanus 13 Warhammer Footmans 206 Horsemans 206 Wax 30 Weapons Training (Janissaries) 243 Whats in a name 201 Wheel, Wind and Fire 137 Whip 37 Bone Scourge 65 Bull 198 Hard 140 Horse Hair Tassel 143 Leather 65 Maori 27 Steel Barbed Chinese 129
X
Xiphos Double Edged Early Steel 191 Single Edged Early Steel 191
Y
Yari 167 Yeoman 237 Yoroi, Iron 166
Z
Zen Awareness (Samurai) Advanced Alertness 177 Blind Fight 177 Body Awareness 177 Combat Calm 177 Eagles Vision 177 Envisioned Shot 177 Tracking 177 Zhou as Campaign Setting 122 Zhuge Nu 158 Zwiehander 245
351