STEELDRAGONS' ULTIMATE FANTASY GAME

OH! Under Combat...

--Surprise Round: If either side of an encounter is able to surprise the other, the surprising side gains a "free round" of actions before and separate from initiative. Those on the side being surprised are unable to take any actions during this round. Once the "surprisers" have completed their "surprise round," initiative is rolled and combat proceeds as normal.
 

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Quickie Weapons List

Simple Melee Weapons
Club/Cudgel: d4+1 bludgeoning
Dagger/Knife: d4 slashing or piercing, throwing
Hammer: d6 bludgeoning, throwing
Hand Axe/Hatchet: d6 slashing, throwing
Mace, simple/War club: d6+1 bludgeoning, versatile (2d6)
Scimitar/machete: d6 slashing, versatile (2d6)
Sickle: d4+1 slashing
Spear: d6 piercing or slashing, versatile (2d6)
Staff: d6 bludgeoning, versatile (2d6)

Simple Ranged Weapons
Sling/stone: 1/round, d4 bludgeoning
Short Bow/arrow: 2/round, d6 piercing, two handed
Hand Crossbow/dart: 2/round, d4 piercing, two-handed for reloading
Thrown Darts/Blades: 3/round, d2 each
Net, weighted: 1/round, no damage, sv. or entangled, reach +5'

Martial Melee Weapons
Blunt
Mace, flanged: d8 bludgeoning, versatile (2d6)
Mace, footman's: d10 bludgeoning, heavy, two-handed
Flail: d6+2 bludgeoning and slashing, reach +5'
Morningstar: d6+2 bludgeoning and piercing
War Hammer: d8 bludgeoning, versatile (2d6)

Bladed
Short Sword/Gladius: d6 slashing or piercing
Long/Bastard Sword: d8 slashing or piercing, versatile (2d6)
Battle Axe: d10 slashing, heavy, two-handed
Two-handed Sword/Claymore: d10, heavy, two-handed
Glaive: 2d8 slashing, two-handed, reach +5'
Halberd: 2d6 slashing or piercing, two-handed, reach +5'
Scythe: 2d8 slashing, heavy, two-handed, reach +5'

Martial Ranged Weapons
Longbow: 2/round, d6 piercing, two-handed
Light Crossbow: 1/round, d8 piercing, two-handed for reloading
Heavy Crossbow: 1/2 rounds, 2d10 piercing, two-handed
Javelin/Short Spear: 2/round, d6+1 piercing
Whip: 1/round, d3+1 slashing or sv. or grappled, reach +5'
 

AC & ARMOR

Your character's Armor Class (AC), is a compilation of the various factors that determine how difficult you are to hit.

The Base AC of all characters is 5 + Dexterity bonus (if any).

Following that, you have armor, shields, perhaps class or species traits, magic items, spells, etc...that all stack to come to a final AC score.

ARMOR

Light Armors
Layered Robes/Supple leathers +1
Thick Hides/Furs/Padded Armor +2
Leather (stiff) Armor +3
Studded Leather Armor +4

Medium Armors

Ring Mail/Chain Shirt +5
Scale Mail/Breast Plate +6
Chain Mail +7

Heavy Armors

Splint Armor/Partial Plate +8
Banded Armor +9
Plate Armor +10

Shields

Small metal(Buckler)/Medium wood +1
Medium metal/Large or reinforced wood +2
Large metal +3
 

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