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Conan The RPG: Impressions + Ideas & GM Support

Iron_Chef

First Post
Conan does away with masterwork weapons, replacing them with Akbitanan steel. The following is an effort to return masterwork weapons to the game, while still keeping Akbitanan weapons clearly superior.

MASTERWORK WEAPONS
A masterwork weapon grants the wielder a +1 bonus to attack rolls and costs three times as much as a normal version of the weapon (minimum 30 sp).

MASTERWORK WEAPONS BY RACE:
Bossonian: Bossonian longbow
Darfari: All clubs
Ghanata: Ghanata knife
Gunderman: Pike
Hyborian: All Maces, Lances, Polearms, Swords, Warhammers
Hyrkanian: Hyrkanian bow
Kothian: Greatsword
Kush: All Spears
Nordheimir: All Axes and Swords (except scimitar and tulwar), War Maul
Picts: All Primitive weapons
Shemite: All swords, Shemite bow
Souther Islander or Souther Black Kingdoms: Spear
Stygian: Khopesh, Stygian bow, Short sword, Whip
Turanian: Hyrkanian bow, Scimitar, Tulwar, Whip
Vendhyan: Light lance, Tulwar
Yuetshi: Yuetshi knife
Zamorian: All Daggers, Knives, Stilettos
Zingaran: Arming Sword, Broadsword

In addition to being of the correct race, the creator must also have a minimum 8 ranks in Craft (Weaponsmith).

The Khopesh sword is not yet in the rules, but can be seen on the Road Of Kings cover; it is a hooked egyptian sword whose stats should be forthcoming. The war maul (Thorgrim's hammer from the movie Conan The Barbarian) is here:

War Maul (Large Exotic Melee): The war maul is a five foot warhammer that is too heavy to use for an untrained Medium creature, even with two hands. In fact, a creature must have a minimum Strength score of 17 to even wield one effectively at all. A Medium creature with the Exotic Weapon Proficiency and Strength 17+ can wield the war maul with two hands. A Large creature can use a war maul with two hands as a martial weapon, or with one hand as an exotic weapon. A Large creature without the Exotic Weapon Proficiency who uses the war maul in one hand suffers the standard -4 penalty to its attack rolls.

War Maul: 100 sp, 2d8/x3, AP 7, 30 lb., Hardness 8, Hit Points 10, Bludgeoning, Reach: 5 ft.
 

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Iron_Chef

First Post
Here are some feats from the excellent Hyborian Age d20 site http://hyboria.xoth.net/rules/new_feats.htm
I've updated them where necessary for conformity to Conan RPG rules. The rest of the feats from the site seem to be incorporated into the Conan rules already.

Expert Armor Use [Special]
You know how to wear your armor for maximum efficiency.
Prerequisite: Soldier 1+, any Armor Proficiency.
Benefit: When wearing medium or heavy armor, for purposes of movement you may treat the armor as if it were one category lighter (ie. banded armor is treated as Medium armor and a breastplate is treated as if it were Light armor). This only affects movement. Armor penalties, arcane spell failure and weight are all unaffected.

Expert Shield Use [Special]
You know how to use your shield for best effect.
Prerequisite: Soldier 1+, Shield Proficiency.
Benefit: When you use a shield to parry or dodge in combat, you gain a +1 competence bonus to your Parry and Dodge (ranged) Defence Value in combat. This feat can only be taken once and stacks with other feats, combat maneuevers or class features that grant a Dodge (ranged) or Parry bonus.

Favored Beast [General]
You can pick a certain class of animal, beast or magical beast that you have a special rapport with (apes, avians, horses, canines, fish, etc).
Benefit: You gain a +2 insight bonus when dealing with the selected class of animal or beast. You gain this bonus for all Animal Handling, Animal Empathy, Ride (if applicable) and other appropriate rolls, as determined by the GM. You may take this feat more than once and its effects stack if applied against a previous class of beast.

Favored Enemy [General]
Benefit:
You gain a +2 insight bonus against a class of enemy: either a specific race (including its subraces) or organization (worshippers of Set, The Black Circle, etc.). This bonus applies to attack, damage, Spot, Listen, Bluff, Sense Motive and Tracking and any other applicable rolls the GM may think valid. You may inflict the extra damage even against creatures that are normally immune to such things (such as undead or constructs). You may take this feat more than once, and its effects stack if applied against a previous class of enemy.
 

Siridar

First Post
Hey Iron_Chef,

Just wanted to take the time to say, holy crap crap you've done a lot.

Great work!

Thanks for the work I don't have to do. :D
 


Iron_Chef

First Post
NEW WEAPONS
I am compiling a list of new, converted and/or revised weapons for use in Conan. Please critique them and feel free to add your own. :cool:

For more discussion on new weapons for Conan The RPG, click here: http://www.mongoosepublishing.com/phpBB2/viewtopic.php?p=16179#16179
There will also be more weapons notes, revisions and additions at this link.


SIMPLE WEAPONS

LIGHT MELEE WEAPONS
Sap:
1 sp, Dmg 2d10 subdual, Crit 20/x3, AP 0, Rng 0, Hard 0, HP 1, Wt 2 lb., Type Bludgeoning
Special: A sap only deals subdual damage. It is only useful if the target's head can be struck with a sneak or surprise attack. A helm reduces the sap's damage by 50%.

1-H MELEE WEAPONS
Morningstar: 3 sp, Dmg 1d10, Crit 20/x2, AP 5, Rng 0, Hard 7, HP 5, Wt 5 6 lb., Type Bludgeoning and Piercing

Sickle: This is a farmer's weapon. Because of the weapon's shape, you can use it to make trip attacks. If you are tripped during your your own trip attempt, you can drop the sickle to avoid being tripped.
Cost 6 sp, Dmg 1d8, Crit 20/x2, AP 1, Rng 0, Hard 7, HP 3, Wt 2 lb., Type Slashing

2-H MELEE WEAPONS
Scythe: This is the standard farm implement that focuses tremendous force on the sharp point, allowing devastating slashes. Because of the weapon's shape, you can use it to make trip attacks. If you are tripped during your your own trip attempt, you can drop the scythe to avoid being tripped.
18 sp, Dmg 2d6, Crit 20/x4, AP 2, Rng 0, Hard 7, HP 10, Wt 10 lb., Type Slashing


MARTIAL WEAPONS

1-H MELEE WEAPONS

Knife, Ilbarsi: This long curved knife, common among the hillmen of the Ilbars Mountains, is similar to the Zhaibar knife.
25 sp, Dmg 1d10, Crit 19-20/x2, AP 1, Rng 0, Hard 8, HP 6, Wt 3 lb., Type Slashing.

ew123-1.jpg


Lance, Heavy: This weapon's AP score is doubled during any attack made during mounted charge. This weapon has a ten foot reach.

Lance, Light: This weapon's AP score is doubled during any attack made during mounted charge. This weapon has a ten foot reach.

Rapier: 100 sp, Dmg 1d8, Crit 18-20/x2, AP 2, Rng 0, Hard 10, HP 3, Wt 2 lb., Type Piercing
Special: The Rapier's protective hilt grants a +2 bonus to resist being Disarmed. You may make Finesse attacks with a Rapier.

2-H MELEE WEAPONS
Pike: This weapon's AP is permanently increased to 3. It deals double damage and has its AP doubled when set to receive a charge.


EXOTIC WEAPONS

EXOTIC 1-H MELEE
Cat-O-Nine Tails or Scourge:
A cat-o'-nine-tails (nine tailed light whip) or scourge (three tailed barbed light whip) can be used to torture captives; doing so adds a +2 bonus to all Profession (Torturer) checks. Neither of these lighter versions of the whip can damage anyone with DR 1 or better.
1 sp, Dmg 1 point lethal + 1d4 subdual on unarmoured opponents, Crit 20/x2, AP 0, Rng 0, Hard 2, HP 0, Wt 1 lb, Type Slashing


EXOTIC 2-H MELEE
Flail: 8 sp, Dmg 1d10, Crit 20/x2, AP 3, Rng 0, Hard 8, HP 5, Wt 5 lb., Type Bludgeoning
Special: With a flail, you get a +2 bonus on opposed attack rolls made to disarm an enemy (including the roll to avoid being disarmed if such an attempt fails). You can also use this weapon to make trip attacks. If you are tripped during your own trip attempt, you can drop the flail to avoid being tripped. The shield bonus to your opponent's Parry DV is reduced by 50% whenever you use any flail, as the ball and chain can get over and around the shield. Due to the constant motion this weapon requires to wield it effectively, users suffer a -2 penalty to Initiative. Users without the Exotic Weapon Proficiency suffer a -4 penalty to Initiative in addition to the -4 penalty attack rolls. The light flail can be used by a Medium creature while mounted.

Flail, Heavy:[/b] 15 sp, 2d8, Crit 19-20/x2, AP 5, Hard 8, HP 5, Wt 10 lb., Type Bludgeoning
Special: With a flail, you get a +2 bonus on opposed attack rolls made to disarm an enemy (including the roll to avoid being disarmed if such an attempt fails). You can also use this weapon to make trip attacks. If you are tripped during your own trip attempt, you can drop the flail to avoid being tripped. The shield bonus to your opponent's Parry DV is reduced by 50% whenever you use any flail, as the ball and chain can get over and around the shield. Due to the constant motion this weapon requires to wield it effectively, users suffer a -2 penalty to Initiative. Users without the Exotic Weapon Proficiency suffer a -4 penalty to Initiative in addition to the -4 penalty attack rolls. The heavy flail cannot be used by a Medium creature while mounted.

War Maul (Revised): The war maul is a five foot warhammer that is too heavy to use for an untrained Medium creature, even with two hands. In fact, a creature must have a minimum Strength score of 17 to even wield one effectively at all. A Medium creature with the Exotic Weapon Proficiency and Strength 17+ can wield the war maul with two hands at -2 penalty to attack rolls and initiative. A Medium creature using the war maul without the Exotic Weapon Proficiency feat not only suffers a -4 penalty to attack rolls, but also to initiative. A Large creature can use a war maul with two hands as a martial weapon without penalty, or with one hand as an exotic weapon with a -2 penalty to attack rolls and initiative. A Large creature without the Exotic Weapon Proficiency who uses the war maul in one hand suffers the standard -4 penalty to its attack rolls.
War Maul: 100 sp, 2d12/x2, AP 9, 30 lb., Hardness 8, Hit Points 10, Bludgeoning, Reach: 5 ft.


EXOTIC RANGED WEAPONS
Bamula Hunting Bow:
This heavy composite bow is used by warriors of the Bamula tribe to hunt dangerous game such as lions.
25 sp, Dmg 1d12, Crit 20/x3, AP 3*, Hard 5, HP 3, Rng 70 ft., Wt 4 lb., Type Piercing

Blowgun: This weapon requires two hands to use. Loading a blowgun is a move equivalent action that provokes attacks of opportunity. The blowgun has a maximum range of five range increments. Blowguns are common in Antillia but unknown elsewhere.
20 sp, Dmg 1d4, Crit 20/x2, AP 0*, Hard 5, HP 3, Rng 10, Wt 2 lb., Type Piercing.
Blowgun Darts (10): 1 sp, Wt .5 lb.

Bolas: A set of bolas consists of two or three heavy wooden spheres connected by lengths of cord. Bolas only deal subdual damage. Because the bolas can wrap around to grapple an enemy's leg, wrist, or neck, you can use this weapon to make a ranged trip attack against an opponent. You can't be tripped during your trip attempt when using a set of bolas.
5 sp, Dmg 1d6 subdual, Crit 20/x2, AP 0*, Hard 0, HP 1, Rng 10 ft., Wt 2 lb., Type Bludgeoning

Bolas, Barbed: The barbed bolas is similar to a normal bolas, except that its weighted balls are studded with hooked barbs. The barbed bolas function identically to the bolas except that its damage is not subdual damage. In addition, on any failed attempt to break or wriggle free, the grappled character takes an additional 1d4 points of damage.
10 sp, Dmg 1d6, Crit 20/x2, AP 0*, Hard 0, HP 1, Rng 10 ft., Wt 2 lb., Type Bludgeoning and Slashing
 
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Iron_Chef

First Post
NEW WEAPONS
I am compiling a list of new, converted and/or revised weapons for use in Conan. Please critique them and feel free to add your own; I will incorporate the best of them into this main post for ease of reference.


NEW WEAPONS (REVISED)
This incorporates "Speaker To Dreamworlds" invaluable input and adds the Net to Exotic Ranged Weapons. I made a couple small tweaks to his work, but the only ones I remember was lowering the cost of the light morning star and making the heavy morningstar two-handed.


SIMPLE WEAPONS
Light Melee Weapons

Sap: 1 sp, Dmg 2d10 subdual, Crit 20/x3, AP 0, Rng 0, Hard 0, HP 1, Wt 2 lb., Type Bludgeoning
Special: A sap only deals subdual damage. It is only useful if the target's head can be struck with a sneak or surprise attack. A helm reduces the sap's damage to 1 point of subdual (+ Strength modifier). Any target whose unhelmeted head is struck must make a Fortitide save (DC 10 + damage dealt) or be rendered unconscious for 1d4 minutes.

One-Handed Melee Weapons
Morningstar, Light - 2 sp - 1d8 - x3 - AP0 - 0' - Hrd7 - HP3 - 2.5 lb – B/P

Sickle: This is a farmer's weapon. Because of the weapon's shape, you can use it to make trip attacks. If you are tripped during your your own trip attempt, you can drop the sickle to avoid being tripped.
Cost 6 sp, Dmg 1d6, Crit 20/x2, AP 1, Rng 0, Hard 7, HP 3, Wt 2 lb., Type Slashing

Two-Handed Melee Weapons
Morningstar, Heavy - 3 sp - 1d10 - x3 - AP2 - Hrd7 - HP5 - 4 lb – B/P

Scythe: This is the standard farm implement that focuses tremendous force on the sharp point, allowing devastating slashes. Because of the weapon's shape, you can use it to make trip attacks. If you are tripped during your your own trip attempt, you can drop the scythe to avoid being tripped.
18 sp, Dmg 2d4, Crit 20/x4, AP 2, Rng 0, Hard 7, HP 10, Wt 10 lb., Type Slashing


MARTIAL WEAPONS
Light Melee Weapons

Kama - 4 sp - 1d6 - x4 – AP 3 - 0' - Hrd7 - HP3 - 2 lb - P
This weapon may be used to make Trip attacks. The wielder may drop the weapon to avoid being tripped in return.

One-Handed Melee Weapons
Knife, Ilbarsi: This long curved knife, common among the hillmen of the Ilbars Mountains, is similar to the Zhaibar knife.
25 sp, Dmg 1d10, Crit 19-20/x2, AP 1, Rng 0, Hard 8, HP 5, Wt 2 lb., Type Slashing.

Rapier - 200 sp - 1d10 - 19-20(x2) – AP 4 - 0' - Hrd10 - HP5 - 3 lb - S or P - Finesseable

Two-Handed Melee Weapons
Bec-de-corbin - 10 sp - 1d8 - x3 – AP 11 - 0' - Hrd7 - HP8 - 6 lb. - B or P

Estoc (Two-Handed Rapier) - 200 sp - 2d8 - 18-20(x2) - AP6 - 0' - Hrd10 - HP8 - 4 lb - P - Finesseable

War Maul - 8sp - 2d6 - x3 – AP 6 - 0' - Hrd7 - HP10 - 8 lb - B
An eight pound hammerhead on a stick. Adapted for war from implements used to pound in stakes, split firewood and crush rocks.

War Maul, Heavy - 10sp - 2d8 - x3 – AP 9 - 0' - Hrd7 - HP8 - 10 lb - B
A ten pound hammerhead on a stick. Adapted for war from implements used to pound in stakes, split firewood and crush rocks.


EXOTIC WEAPONS
One-Handed Melee Weapons

Cat-O-Nine Tails or Scourge: A cat-o'-nine-tails (nine tailed light whip) or scourge (three tailed barbed light whip) can be used to torture captives; doing so adds a +2 bonus to all Profession (Torturer) checks. Neither of these lighter versions of the whip can damage anyone with DR 1 or better.
1 sp, Dmg 1 point lethal + 1d4 subdual on unarmoured opponents, Crit 20/x2, AP 0, Rng 0, Hard 2, HP 0, Wt 1 lb, Type Slashing

Flail, light - 1d8 - x3 – AP 3 - 0' - Hrd7 - HP4 - 2.5 lb - B – Special: Spinning Attack - 1d10 - x3 - AP4

Flail, Heavy - 1d10 - x3 – AP 5 - 0' - Hrd7 - HP5 - 4 lb - B – Special: Spinning Attack - 1d12 - x3 - AP6

Two-Handed Melee Weapons
Flail, Great - 2d10 - x3 – AP 6 - 0' - Hrd7 - HP10 - 7 lb - B – Special: Spinning Attack - 2d12 - x3 - AP7

Ranged Weapons
Bamula Hunting Bow: This heavy composite bow is used by warriors of the Bamula tribe to hunt dangerous game such as lions.
20 sp, Dmg 1d10, Crit 19-20/x2, AP 2*, Hard 5, HP 3, Rng 70 ft., Wt 3 lb., Type Piercing

Blowgun: This weapon requires two hands to use. Loading a blowgun is a move equivalent action that provokes attacks of opportunity. The blowgun has a maximum range of five range increments. Blowguns are common in Antillia but unknown elsewhere.
20 sp, Dmg 1, Crit 20/x2, AP 0*, Hard 5, HP 3, Rng 10, Wt 2 lb., Type Piercing. Blowgun Darts (10): 1 sp, Wt .5 lb.

Bolas: A set of bolas consists of two or three heavy wooden spheres connected by lengths of cord. Bolas only deal subdual damage. Because the bolas can wrap around to grapple an enemy's leg, wrist, or neck, you can use this weapon to make a ranged trip attack against an opponent. You can't be tripped during your trip attempt when using a set of bolas.
5 sp, Dmg 1d6 subdual, Crit 20/x2, AP 0*, Hard 0, HP 1, Rng 10 ft., Wt 2 lb., Type Bludgeoning

Bolas, Barbed: The barbed bolas is similar to a normal bolas, except that its weighted balls are studded with hooked barbs. The barbed bolas function identically to the bolas except that its damage is not subdual damage. In addition, on any failed attempt to break or wriggle free, the grappled character takes an additional 1d4 points of damage.
10 sp, Dmg 1d6, Crit 20/x2, AP 0*, Hard 0, HP 1, Rng 10 ft., Wt 2 lb., Type Bludgeoning and Slashing

Net – 20 sp – n/a – n/a – n/a – 10 ft. – Hard 2 – HP 5 – 6 lb., Type: n/a. See 3.5 PHB for special rules.


FLAIL RULES:
1 – Flails suffer a -2 penalty to initiative.
2 - Characters with only a Flail who attempt to Parry, and characters who try to Parry an attack by a Flail, suffer a -4 penalty to their Parry DV.
3 - Despite other rules allowing all weapons to use a Finesse Attack, a Flail may never do so.
4 - In the case where the wielder of a flail suffers a Critical Failure, (should such rules be in use) the result is always that the Flail wielder hits himself with his own weapon.
5 - As a Standard Action, a character may use a Flail to make a special Spinning Attack.


NOTES:
Bec-de-corbins may be set to receive a charge.
Lances double their AP value when used in a mounted charge or when set to receive a charge.
Pikes double their AP value when set to receive a charge.
Spears double their AP when used in a charge on foot or when set to receive a charge.
Swords all grant their wielder a +1 bonus to Parry.
Swords may be created with basket hilts that prevent them from being disarmed for an extra 25 sp to cost.


NEW FEATS
MASTER OF FLAILS (General, Soldier)
Prerequisite: Proficiency with any Flail-type weapon. Weapon Focus with any Flail-type weapon. BAB+6
Benefit: The Character may make a Spinning Attack with any Flail for which he has Weapon Focus as an Attack Action.
Normal: Making a Spinning Attack with a Flail-type weapon is a Standard Action.

[EDIT] Added Barbed Bolas, Blowgun, Cat-O-Nine-Tails/Scourge. Revised War Maul damage and AP. Incorporated other poster's weapons: Bamula Hunting Bow, Rapier. Revised Flail and Heavy Flail hardness & hit points, added shield DV reduction, Initiative penalty, and made them Exotic.

[EDIT] Added revised versions of lances and pike (from other thread).

[EDIT] Added Ilbarsi Knife (similar to the Zhaibar Knife).

[EDIT] Upped critical multiplier on the morningstar per suggestion. Revised how the sap works (added Fort save). Altered weight of war maul from 30 lb. to 9 lb. per suggestion.

[EDIT] Incorporated input from Mongoose forum poster "Speaker To Dreamworlds", including many revisions or total rewrites of blowgun, flail, morningstar, sickle, scythe, war maul. Added Bec-de-Corbin, Estoc, Net. Removed Thorgrim's Hammer as being too unworkable and unrealistic (replaced with heavy war maul).

[EDIT] Fixed the stats for both of the war mauls.

Follow the progress of the new weapons discussion here for the latest info:
http://www.mongoosepublishing.com/phpBB2/viewtopic.php?t=1660
 
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