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.
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.