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Weapon Mastery
Weapon Mastery Initial Weapon Mastery
During character creation, the player of a human
character (fighter, cleric, thief, or magic-user) is given a set
number of Weapon Choices which are used to pick
weapons the character will begin mastering. The player
may only assign these Weapon Choices to weapons listed
for his class (example; a magic-user may assign his
Weapon Choices to club, dagger, and/or staff. Fighters
may assign their Weapon Choices to any weapons they
wish). Demihuman characters, due to their long life-span,
do not gain Weapon Choices at 1st level and are instead
considered to have Basic Mastery in all weapons
allowable to their class. However, demihumans, like
humans, may increase their Weapon Mastery through
training (see Training below).
Training Success %
Training
As opposed to Basic Mastery acquired at 1 st level, Trainer's Knowledge
subsequent Weapon Choices require not only the Student's
Knowledge B S E M GM
expenditure of a Weapon Choice, but also involves some
form of training. None 50% 80% 90% 95% 99%
To be trained in a weapon , the character must find a Basic 5% 50% 80% 90% 95%
trainer (be it another PC or a NPC) with a Weapon Skilled 5% 50% 80% 90%
Mastery in the weapon sought equal to or superior to the
character's. This is a great way for the LL to inject martial Expert 5% 50% 80%
oriented guilds, academies, or schools into the setting. Master 5% 50%
After finding an appropriate trainer, the character is
required to pay all the costs associated with the training Grand Master 5%
(see Time & Costs).
Half way through the training time, the character makes a Attack & Defense Benefits
percentage roll to determine if the training was successful Opponents facing characters with Weapon Mastery are
or not (see Training Success % table). If so, the character classified into two categories; H, which denotes
will achieve the next level of mastery in the trained opponents wielding hand held weapons, and M, for those
weapon at the end of the required time period. using missile weapons or monsters using their natural
attacks. A third category, A, rarely comes into play, and
denotes weapons equally good at facing both categories weapons which are not ranged weapon to be thrown.
of foes. Each of the weapons described in the Weapon
Mastery tables below will list which category of foes the Weapon Mastery may also confer additional protection in
weapons are most effective against. A weapon primarily the form of AC bonuses. The Weapon Mastery tables lists
meant to deal with melee weapon wielding foes will bear the amount by which the character's AC is increased, as
the P=H notation. Those more effective versus natural well as against what type of foes this bonus is applicable,
monster attacks or missile weapons will be listed as P=M. and for how many attacks per round. For example, a
Those that are equally effective against both types of foes
character with a Weapon Mastery level of Expert with the
will be listed as P=A. battle axe receives a -3 bonus to AC when fighting against
monsters with natural attacks or missile weapons. This
In addition to the damage increase, AC bonus, and bonus is effective only against the to first attacks of any
special effects afforded by the various levels of Weapon given round.
Mastery, increased mastery also provides a bonus to a
character's attack roll based on the level of mastery and
whether the target falls under the weapon's primary Monsters & Weapon Mastery
category or not.
Monsters which usually use weapons may also benefit
from Weapon Mastery. Monsters will have the same
Bonus to Hit
amount of starting Weapon Choices as the class they save
Lvl of Mastery Versus Primary Versus Other as (a bugbear, which saves as fighter, gets 5 Weapon
Choices at Basic). In addition, their HD determines any
Unskilled -2 -2 additional Weapon Choices using the Weapon Choices
Basic 0 0 by Level table, replacing the character's level by the
monster's HD, and using the column which corresponds
Skilled +2 +1 to the class the monster saves as. A doppelganger, which
Expert +4 +2 saves as a fighter and possesses 4 HD, would have Basic
mastery in 5 weapons (like the fighter), as well as an
Master +6 +4 additional Weapon Choice (as would a 4th level fighter)
Grand Master +8 +6 with which to increase an existing mastered weapon or to
add a new weapon at Basic.
Increased mastery in certain weapons may also increase
the normal range of weapons, or in some cases allow
B 1d8
S 1d8+2 M:-2AC/2 Delay
Cost: 6gp E -/5/10 1d8+4 M:-3AC/2 Delay
Weight: 6lb.
M -/5/10 P=1d8+8 M:-3AC/3 Delay+Stun
S=1d8+6
Axe, Hand
P=M Lvl Ranges Damage Defense Special Effects
B 10/20/30 1d6
S 15/25/35 1d6+2 M:-1AC/1
Cost: 1gp E 25/35/45 1d6+3 M:-2AC/2
Weight: 3lb.
M 30/40/50 P=2d4+4 M:-3AC/3
S=1d6+4
Club
P=M Lvl Ranges Damage Defense Special Effects
B 1d4
S 1d6+1 A:-1AC/2 Deflect (1)
Cost: 3gp E -/15/25 1d6+3 A:-2AC/2 Deflect (1)
Weight: 3lb.
M -/15/25 P=1d6+5 A:-3AC/3 Deflect (2)
S=1d4+5
GM 10/25/40 P=1d6+6 A:-4AC/4 Deflect (2)
S=1d4+6
Crossbow, Heavy
P=H Lvl Ranges Damage Defense Special Effects
B 80/160/240 1d8
S 90/160/240 1d12 M:-1AC/1 Stun (s/m)
Cost: 25gp E 100/170/240 2d6+2 M:-2AC/2 Stun (s/m)
Weight: 8lb.
M 110/170/240 P=3d6+2 M:-3AC/2 Stun (s/m)
S=1d12+4
GM 120/180/240 P=4d4+4 M:-3AC/3 Stun (s/m)
S=1d10+6
Crossbow, Light
P=H Lvl Ranges Damage Defense Special Effects
B 60/120/180 1d6
S 60/120/180 1d6+2 M:-1AC/1 Stun (s)
Cost: 16gp E 75/130/180 1d6+4 M:-2AC/2 Stun (s)
Weight: 4lb.
M 75/130/180 P=1d8+6 M:-2AC/3 Stun (s)
S=1d4+6
GM 90/140/180 P=1d6+7 M:-3AC/3 Stun (s)
S=2d4+5
Dagger
P=H Lvl Ranges Damage Defense Special Effects
B 10/20/30 1d4
S 15/25/35 1d6 H:-1AC/1 X 2 damage (20)
Cost: 3gp E 20/30/45 2d4 H:-2AC/2 X 2 damage (19-20)
Weight: 1lb.
M 25/35/50 P=3d4 H:-2AC/2 X 2 damage (18-20)
S=2d4+2
Dart
P=H Lvl Ranges Damage Defense Special Effects
B 15/30/45 1d4 May be poisoned
S 20/35/50 1d6 May be poisoned
Cost: 5sp E 25/40/55 2d4 May be poisoned
Weight: lb.
M 30/45/60 P=3d4 May be poisoned
S=2d4+2
GM 35/55/65 P=4d4 May be poisoned
S=3d4+1
Flail
P=A Lvl Ranges Damage Defense Special Effects
B 1d6
S 2d4 H:-1AC/1
Cost: 3gp E -/5/10 2d4+2 H:-2AC/2
Weight: 5lb.
M -/5/10 2d4+4 H:-3AC/3
B 1d8
S 1d8+2 H:-1AC/1
Cost: 8gp E -/5/10 1d8+4 H:-2AC/2
Weight: 10lb.
M -/5/10 P=1d8+8 H:-2AC/2
S=1d8+6
Hammer, Light
P=M Lvl Ranges Damage Defense Special Effects
B 10/20/30 1d4
S 10/20/30 1d6 M:-1AC/1
Cost: 1gp E 20/30/45 2d4 M:-2AC/2
Weight: 2lb.
M 20/30/45 P=3d4 M:-3AC/3
S=2d4+2
Hammer, War
P=H Lvl Ranges Damage Defense Special Effects
B 1d6
S 1d6+2 M:-2AC/2
Cost: 7gp E -/10/20 1d8+2 M:-3AC/3
Weight: 5lb.
M -/10/20 P=1d8+5 M:-4AC/3
S=1d6+4
GM 10/20/30 P=1d8+7 M:-5AC/4
S=1d6+7
Javelin
P=H Lvl Ranges Damage Defense Special Effects
B 20/40/60 1d6
S 20/40/60 1d6+2
Cost: 1gp E 30/60/90 1d6+4
Weight: 2lb.
M 30/60/90 P=1d6+6
S=1d4+6
GM 40/80/115 P=1d6+9
S=1d4+8
Lance
P=M Lvl Ranges Damage Defense Special Effects
B 1d6 Charge
S 1d6+2 M:-2AC/1 Charge
Cost: 7gp E 2d4+2 M:-3AC/1 Charge
Weight: 10lb.
M 2d4+4 M:-3AC/2 Charge
GM 2d4+6 M:-4AC/2 Charge
Longbow
P=M Lvl Ranges Damage Defense Special Effects
B 70/140/210 1d8
S 90/150/220 1d12 H:-1AC/1 Delay (s/m)
Cost: 40gp E 110/170/230 2d8 H:-2AC/1 Delay (s/m)
Weight: 3lb.
M 130/180/240 P=2d8+4 H:-2AC/2 Delay (s/m)
S=2d6+4
GM 150/200/250 P=2d6+8 H:-2AC/2 Delay (s/m)
S=2d4+8
Mace
P=A Lvl Ranges Damage Defense Special Effects
B 1d6
S 2d4 H:-1AC/1
Cost: 5gp E -/10/20 2d4+2 H:-2AC/2
Weight: 3lb.
M -/10/20 2d4+4 M:-3AC/3
GM 10/20/30 2d4+6 M:-4AC/3
Morningstar
P=H Lvl Ranges Damage Defense Special Effects
B 1d6
S 1d6+2 H:-1AC/1
Cost: 5gp E -/10/20 1d8+2 H:-2AC/2
Weight: 6lb.
M -/10/20 P=1d8+5 H:-3AC/3 Stun
S=1d6+4
B 1d8
S 1d12 H:-2AC/1 Delay
Cost: 8gp E -/10/20 2d8 H:-2AC/2 Delay
Weight: 6lb.
M -/10/20 P=2d8+4 H:-3AC/2 Delay + Stun
S=2d6+4
Pick, Light
P=H Lvl Ranges Damage Defense Special Effects
B 1d6
S 2d4 H:-1AC/1
Cost: 5gp E -/5/10 2d4+2 H:-2AC/2
Weight: 3lb.
M -/5/10 2d4+4 H:-3AC/3 Delay
Polearm
P=H Lvl Ranges Damage Defense Special Effects
B 1d10
S 1d10+2 H:-1AC/1 Deflect (1)
Cost: 7gp E 1d10+5 H:-2AC/1 Deflect (1)
Weight: 15lb.
M P=1d8+10 H:-2AC/2 Deflect (2)
S=1d8+8
GM P=1d6+15 H:-3AC/2 Deflect (2)
S=1d6+12
Quarterstaff
P=A Lvl Ranges Damage Defense Special Effects
B 1d6
S 1d6+2 A:-1AC/2 Deflect (1)
Cost: 2gp E 1d8+2 A:-2AC/2 Deflect (2)
Weight: 4lb.
M P=1d8+5 A:-3AC/3 Deflect (3)
S=1d6+4
GM P=1d8+7 A:-4AC/4 Deflect (4)
S=1d6+7
Scimitar
P=H Lvl Ranges Damage Defense Special Effects
B 1d8
S 1d12 H:-2AC/1 Deflect (1) + Disarm
Cost: 15gp E -/10/20 2d8 H:-2AC/2 Deflect (2) + Disarm (save+1)
Weight: 4lb.
M -/10/20 P=2d8+4 H:-3AC/2 Deflect (2) + Disarm (save+2)
S=2d6+4
Short Bow
P=M Lvl Ranges Damage Defense Special Effects
B 50/100/150 1d6
S 60/110/160 1d6+2 H:-1AC/1 Delay (s)
Cost: 25gp E 80/130/170 1d6+4 H:-1AC/2 Delay (s)
Weight: 2lb.
M 90/130/180 P=1d8+6 H:-2AC/2 Delay (s)
S=1d4+6
GM 110/140/190 P=1d10+8 H:-2AC/2 Delay (s)
S=1d6+7
Sling
P=H Lvl Ranges Damage Defense Special Effects
B 40/80/160 1d4
S 40/80/160 1d6 H:-1AC/2 Stun (s/m)
Cost: 2gp E 60/110/170 2d4 H:-2AC/3 Stun (s/m)
Weight: 0lb.
M 60/110/170 P=3d4 H:-3AC/3 Stun (s/m)
S=1d8+2
GM 80/130/180 P=4d4 H:-4AC/4 Stun (s/m)
S=1d10+2
Spear
P=A Lvl Ranges Damage Defense Special Effects
B 2d4
S 2d6 H:-2AC/1 Deflect (1)
Cost: 20gp E -/-/5 2d6+2 H:-2AC/2 Deflect (1)
Weight: 6lb.
M -/-/5 P=3d6+2 H:-3AC/3 Deflect (2)
S=1d12+4
Sword, Long
P=H Lvl Ranges Damage Defense Special Effects
B 1d8
S 1d12 H:-2AC/1 Deflect (1) + Disarm
Cost: 10gp E -/5/10 2d8 H:-2AC/2 Deflect (2) + Disarm (save+1)
Weight: 4lb.
M -/5/10 P=2d8+4 H:-3AC/3 Deflect (2) + Disarm (save+2)
S=2d6+4
Sword, Short
P=H Lvl Ranges Damage Defense Special Effects
B 1d6
S 1d6+2 H:-1AC/1 Deflect (1) + Disarm (save+1)
Cost: 7gp E -/10/20 1d6+4 H:-2AC/2 Deflect (2) + Disarm (save+2)
Weight: 2lb.
M -/10/20 P=1d6+7 H:-2AC/3 Deflect (3) + Disarm (save+4)
S=1d4+7
Sword, Two-Handed
P=H Lvl Ranges Damage Defense Special Effects
B 1d10
S 2d6+1 Deflect (1)
Cost: 15gp E 2d8+2 Deflect (1)
Weight: 15lb.
M P=3d6+3 Deflect (2)
S=2d8+3
GM P=3d6+6 Deflect (3)
S=3d6+2
Trident
P=M Lvl Ranges Damage Defense Special Effects
B 10/20/30 1d6
S 10/20/30 1d8+1 Skewer (up to 4HD)
Cost: 4gp E 20/30/45 1d8+4 Skewer (up to 7HD)
Weight: 4lb.
M 20/30/45 P=1d8+6 Skewer (up to 10HD)
S=1d6+6
Melee weapon, may be thrown May be Poisoned: Darts may be poisoned for greater
effect. In addition to the damage inflicted by the dart itself,
Weapon may be set versus charge a victim of a dart attack must Save vs. Poison or suffer the
effects of the poison, as listed below. The poison is rather
Melee weapon, rarely or never thrown
lethal and LLs should price the poison accordingly. Also,
Used during a charge the use of poison is contrary to the beliefs of lawful folk,
and deemed illegal in most societies.
Small weapon
Poisoned Dart Effect
Medium weapon
Victim's level Bonus to
Large weapon or HD Save Failed Save Result
Up to 1 None Death
Weapon Mastery Benefits & 1+1 to 3 1 -75% hp + paralysis
Special Effects 3+1 to 6 2 -50% hp + paralysis
6+1 to 9 3 -50% hp
x2 Damage: A natural roll of the number indicated
doubles the damage. 9+1 to 12 4 -25% hp
12+1 5 -25% hp
Charge: A charge of 20 yards or more ending in a
successful strike deals double the amount of damage.
Set: This weapon may be set against a charging foe. The
Deflect: In addition to attacking, the wielder of this charge must be of 20 yards or more. A successful hit with
weapon may deflect a number of melee and/or thrown a set weapon inflicts double the damage.
attacks as indicated in the weapon's Special Effect
column. In order to successfully deflect an attack, the Skewer: Instead of a normal attack, the wielder of a
character must succeed in a Save vs. Death. trident may opt to skewer his foe, and this, only if the
target has no more than the listed HD. A skewer consists
Delay: Victims hit by this weapon must Save vs. Paralyze of a normal attack (a successful to hit required), which is
or lose initiative on the next round. Missile weapons immediately followed by the attacker twisting the weapon
which cause delay only do so at specific ranges. in his foe so that it will be difficult to extract. The
skewering weapon remains stuck within the victim for 2d4
rounds, causing an automatic 1d6 points of damage per
round. weapons display the icon after the damage listing in the
damage column. Attacks made in this manner are
Stun: On a failed Save vs. Death, the victim of this attack modified by STR and may surprise the target.
becomes stunned. A stunned foe moves at 1/3 speed and At Weapon Mastery levels where the damage column
is unable to attack or cast spells. In addition, AC and displays the icon, the attacker may attempt the usual
Saving Throws receive a penalty of 2 while stunned. Each maneuver of throwing the weapon, hopefully surprising
round the victim may attempt a Save vs. Death to recover his foe (1-2 on 1d6). If the foes is not surprised, he may a
from the stun. For missile weapons, this effect occurs at Saving Throw vs. Death to reduce the damage by half. If
the specified ranges. the foe is surprised, or if he fails his save, he must take the
full damage from the attack.
Throw: Some weapons, while normally melee weapons,
may be thrown at high levels of Weapon Mastery. These