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So many monsters… only one engineer. Christopher Sinclair goes out for a walk and never comes back. A successful engineer transported to a world of swords and sorcery, he’s not interested in having adventures. He just wants to go home to his wife. But before he can find a way home, he has to survive in a world where the basis of power is the consumption of other people’s souls. Magic is real and wonderful—or terrifying, depending on who is using it and what they’re using it for. The feudal hierarchy is endowed with supernatural powers that defy belief. And it needs those powers. Because just over the border of civilized lands is the Wild, where unthinkable monsters lurk, ready to pounce on any sign of weakness. Not that there aren’t enough monsters inside the Kingdom of the Rock, where Good and Evil live side by side in the King’s Court, and thugs with the distinction of rank swagger and take what they want. Christopher finds himself dependent on the Church of the Bright Lady for shelter and protection from a dangerous world he does not understand. Until a sword shows up. An ordinary sword, of common metal, but it arrives as either an astounding coincidence or the will of the gods—no one is really quite sure—in the nick of time. Christopher is surprised to find himself a swordsman in the defense of pacifists, a warrior fighting for healers. He turns magic and skill to the task of making firearms, raises an army of teenage peasants, and sets off to change the world. But, of course, it’s never that simple… Read the novel that inspired the World of Prime! Sword of the Bright Lady by M. C. Planck www.worldofprime.com Sample file
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Page 1: So many monsters… only one engineer.So building a castle could have 25 work-gangs; if each gang was composed of a Master mason and 30 Journeymen workers, then it would take the 775

So many monsters…

only one engineer.

Christopher Sinclair goes out for a walk and never comes back. A successful engineer transported to a world of swords and sorcery, he’s not interested in having adventures. He just wants to go home to his wife. But before he can find a way home, he has to survive in a world where the basis of power is the consumption of other people’s souls.

Magic is real and wonderful—or terrifying, depending on who is using it and what they’re using it for. The feudal hierarchy is endowed with supernatural powers that defy belief. And it needs those powers. Because just over the border of civilized lands is the Wild, where unthinkable monsters lurk, ready to pounce on any sign of weakness.

Not that there aren’t enough monsters inside the Kingdom of the Rock, where Good and Evil live side by side in the King’s Court, and thugs with the distinction of rank swagger and take what they want. Christopher finds himself dependent on the Church of the Bright Lady for shelter and protection from a dangerous world he does not understand.

Until a sword shows up. An ordinary sword, of common metal, but it arrives as either an astounding coincidence or the will of the gods—no one is really quite sure—in the nick of time. Christopher is surprised to find himself a swordsman in the defense of pacifists, a warrior fighting for healers. He turns magic and skill to the task of making firearms, raises an army of teenage peasants, and sets off to change the world.

But, of course, it’s never that simple…

Read the novel that inspired the World of Prime!

Sword of the Bright Lady by M. C. Planck

www.worldofprime.com

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Contents

Introduction ........................................................... 1 Crafting Rules ..................................................... 2

Weapon-smithy ..................................................... 3 Primitive Weapons............................................. 5 Wild Weapons .................................................... 7 Civilized Weapons ............................................. 9

Armorer’s Shop.................................................... 10

Armorer’s Shop.................................................... 11 Armor ................................................................ 12 Shields................................................................ 12

Stables ................................................................... 15 Draft and Riding animals................................ 15 Horses ................................................................ 15 Exotic mounts ................................................... 16 Flying mounts................................................... 17 Tack and Services ............................................. 18

Mason’s Guild ..................................................... 19

Mason’s Guild ..................................................... 19 Buildings ........................................................... 19 Roads ................................................................. 22 Land ................................................................... 22

Siege Engines....................................................... 23

Cartwright’s Yard ................................................ 25

Shipyard................................................................ 26

General Store ....................................................... 29 Class Kits ........................................................... 29 Camping Gear................................................... 29 Luggage ............................................................. 30 Illuminatiorium ................................................ 31 Scriptorium ....................................................... 32 Locksmith.......................................................... 32 Hardware Store ................................................ 33 Furniture Mart .................................................. 34 Pottery Kiln ....................................................... 35 Music Shop........................................................ 36 Luxuries............................................................. 36

Tailor’s Shop ........................................................ 37 Common items ................................................. 37 Custom Items.................................................... 38 Materials............................................................ 38 Trimmings......................................................... 39 Sewing Shop ..................................................... 39

Inns and Dens...................................................... 40 Lodgings............................................................ 40 Meals.................................................................. 40 Drinks ................................................................ 40 Entertainment ................................................... 40

Temples................................................................. 41 Ceremonies ....................................................... 41 Spell-casting ...................................................... 41

Magic Shop........................................................... 44 Alchemy ............................................................ 44 Spells .................................................................. 44 Items................................................................... 46

Poisons .................................................................. 47

Lifestyles............................................................... 49

Wages .................................................................... 52 Soldiers .............................................................. 52 Craftsmen.......................................................... 54

Businesses............................................................. 55 Shops.................................................................. 55 Farms ................................................................. 55 Hotels................................................................. 56 Merchants.......................................................... 56 Mines.................................................................. 56

Bulk Goods........................................................... 58 Food ................................................................... 58 Livestock ........................................................... 58 Metals................................................................. 59 Stones ................................................................. 59 Precious materials ............................................ 59 Gems .................................................................. 59 Cloth................................................................... 59

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World of Prime ���� 1 ���� Ye Olde Shoppe © 2009 M C Planck www.worldofprime.com

Introduction A society is measured, in part, by its marketplaces. What you can and can’t buy says more than a dozen dusty tomes on culture, politics and sociology. When customizing these lists of goods for your adventures, feel free to declare any item unavailable at any price, for cultural or legal reasons. If you need something not on the list, just pick the closest item, change the name, and fudge the price a bit.

Technology

For our purposes, technology basically means “metal-working.” Primitive societies have no metal production; at best they use bits scavenged from meteorites or lucky finds. Wild societies can produce iron and steel in limited quantities. Civilized societies produce so much metal that it is common and thus used for everything.

Technology Examples

Primitive Israelites, Iroquois, Aztecs, Mayans

Wild Vikings, Athenian Greece, Tutankhamun’s Egypt

Civilized Imperial Rome, China’s Warring States, Charlemagne’s France, Saladin’s Arabia

Medieval technology stops before the Renaissance, after clockwork but before gunpowder.

Most goods can be purchased regardless of technology. They may be different in construction, using wood or bone instead of metal, but they will serve the same purposes. Items that require a certain level of technology will be noted. This chiefly means weapons and armor, which are presented in separate sections for each technology. In general assume that a higher-level technology can and will produce any item from a lower level.

Size and Weight

Most objects are designed for Medium-sized creatures (except where noted). To move up or down the scale, double or half the weight and cost.

Size Weight Cost

Small x½ x½

Medium x1 x1

Large x2 x2

Huge x4 x4

Masterwork Quality

Superior quality (Masterwork) requires a Craft Grade of Master to produce. These items are made using the secret techniques (or magical abilities) of the craftsman, such as a smith making fine steel out of iron or a woodworker divining for knots or flaws in the wood. This is a labor intensive process, thus accounting for long production times and hence high costs of these items.

Armor +150 gp -1 to Armor check Penalty, +2 to Bluff/Diplomacy

Weapon +300 gp +1 to hit

Other +50 gp or x5, whichever is greater

+2 Circumstance bonus to appropriate skill use, or +4 to relevant DCs

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World of Prime ���� 2 ���� Ye Olde Shoppe © 2009 M C Planck www.worldofprime.com

Crafting Rules To estimate how long it will take to manufacture an item, use the formulas below. These numbers are designed to produce reasonable approximations of the wages for craftsmen. Thus, making a Masterwork longsword costs 315 gp because it costs a Master smith 105 gps in materials and just over a year of labor. This may seem like a long time, but once you watch pig iron being hammered into a steel katana by hand, you’ll realize it’s not unreasonable at all.

Raw Materials

Raw Materials = Price / 3

Assume 1/3 of the final price of the product is in raw materials. For precious metals or other unusual raw materials, you should modify this appropriately. In general try to imagine how much the item would cost if made of dross, and use that to calculate the time and effort.

This cost includes more than just the materials delivered to the customer: there are also additional materials used in the production process, such as fluxes, washes, acids, temporary supports or molds, and wear and tear on tools.

Labor

Labor = Price – Raw Materials

The other 2/3 of the price is for labor. Note that not all laborers can produce all products. Masterwork quality items require Master level craftsmen. Complex or unusual products such as Exotic weapons require Experts. Ordinary items such as Martial weapons can be made by Journeymen. Only the simplest items can be made by Apprentices.

Time

Days = Labor / Daily Wage

To find out how long it takes to make something, divide the labor cost of the item by the daily wage of the laborer. A longsword costs 15 gold; its labor component is 10 gold; a Master smith earns 5 silver a day. So it takes him 20 days to make the weapon. A masterwork longsword costs 315 gold, so it requires 410 days for a Master smith to create it. Masterwork items are as much art as they are science.

If multiple workers cooperate on a single object, add their labor together. The final produce will have the same quality as the overseer’s skill. Most craftsmen can oversee apprentices or associates equal to their rank (1 at Journeyman, 2 at Expert, and 3 at Master). Construction crafts (Masons and Architects) can oversee 10 times as many workers; Siege Engineers follow special rules (see Siege Weapons). Although the assistants cost less, they also produce less, so the final price won’t change but the item will get done quicker.

Large objects (like castles) can have multiple groups working on them. Assume a work-group is possible for every 10,000 gp value of the object. So building a castle could have 25 work-gangs; if each gang was composed of a Master mason and 30 Journeymen workers, then it would take the 775 man workforce over 1,000 days to build the castle.

Rome was not built in a day; nor were its legions armed in an afternoon. Time is a precious resource that even the rich cannot buy. At least, not until Wizards with Fabricate spells are available.

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World of Prime ���� 3 ���� Ye Olde Shoppe © 2009 M C Planck www.worldofprime.com

Weapon-smithy Every adventurer’s first stop is the weapon-smithy. Whether it’s a wise old shaman carefully selecting stones, a powerfully built smith hammering deadly form out of a lump iron, or a clever craftsman applying the secrets of metal-craft to make steel, the weapon-smith is always a prestigious figure. The best defense is a good offense, after all.

Melee weapons use STR as a modifier to hit and for bonus damage. Some melee weapons have a range increment, meaning they can be thrown. Thrown weapons use DEX as a modifier to hit and STR for bonus damage.

Ranged weapons use DEX as a modifier to hit and do not allow a STR bonus to damage. Composite bows can be built that require extra STR to use, thus allowing a STR Bonus to damage. However, they only receive x1 STR bonus, not x1.5, even though they require two hands to use.

Hands

½ A light weapon that can be used while grappling or as an offhand weapon. Gains no damage bonus from two-handed use.

1 Can be used normally in one hand. If used two-handed, apply x1.5 STR as bonus damage.

2 Requires two hands to use; grants x1.5 STR bonus to damage.

Damage

The base amount of damage the weapon does, for a Medium sized wielder. Weapons made for different size characters move up or down this scale, one step for each size change:

� Smaller Larger �

1d2 1d3 1d4 1d6 1d8 or 2d4 1d10 1d12 or 2d6 3d6 4d6 6d6 8d6

Type

The type of damage: Bludgeoning, Slashing, or Piercing. Slashing weapons can be used to cut ropes; Bludgeoning weapons can be used to smash stone walls; Piercing weapons mostly make small holes in things.

Stabilizing: The type of damage also affects a victim’s chance to stabilize. Slashing weapons provide the normal 10% per round chance to stabilize. Piercing weapons, which tend to cause deep internal injuries, only allow a 5% chance per round. Bludgeoning weapons are much less likely to cause bleeding, and allow a 25% chance to stabilize every round.

Poisoning: Piercing weapons are best for delivering poisons. Slashing weapons grant a +2 circumstance bonus to any save vs. poison, due to their shallower application. Bludgeoning weapons cannot be poisoned (except with Contact poisons).

Range

The range increment for a weapon, usually for a missile weapon, although some melee weapons are also designed to be thrown. Each range increment beyond the first imposes a -2 to hit.

Close (-): Most melee weapons are Close range (shown as a -). This means they can only attack adjacent targets (5 ft away for a medium-sized creature using a medium-sized weapon: much larger creatures may treat 10 or even 15 ft as Close range).

Reach (R): Reach weapons can attack a foe 10 ft away instead of merely adjacent (5 ft away). However, they suffer a -4 to attack foes that are close to them. These weapons are usually used in Phalanx

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World of Prime ���� 4 ���� Ye Olde Shoppe © 2009 M C Planck www.worldofprime.com

formations, where careful training allows the second row of warriors to attack over the shoulders of the first row. With the Phalanx feat, and in a Phalanx formation, the penalty for using a reach weapon at close range is only -2.

With the Reach feat, a character can learn to use a reach weapon at 5 ft or 10 ft with no penalty. The Exotic Weapon Proficiency that allows the Longspear to be used in one hand also includes the Reach feat for that weapon.

Double Reach (RR): Double reach weapons are the same as reach weapons, except their optimal attack range is 15 ft instead of 10 ft. At 10 ft or 5 ft they have a -4 to attack. These weapons are normally only used in Phalanx formation, where three rows of soldiers can attack.

Proficiency

The skill required to use the weapon. Virtually everyone is familiar with Simple weapons; only trained characters are familiar with Martial weapons. Exotic weapons require a specific feat to use.

Notes

@ See description for details.

E Exotic Proficiency allows this weapon to be used with one hand instead of two.

AC Against melee attacks, this weapon provides a +1 AC

T This weapon can be used to make trip attacks

D This weapon gains a +2 on disarm attacks and checks.

S This polearm can be Set with a ready action. Against charging foes it does double damage.

-4 Only intended to be thrown; applies a -4 to hit penalty when used in melee combat.

Special Qualities

Masterwork weapons are made by master smiths with secret techniques, superior materials, simple magic, and plenty of old-fashioned hard work. They grant a +1 to hit (that does not stack with magic enhancements) and cost an additional 300 gp. Owning one is often a sign of status as much as it is a combat strategy.

Special Materials

Adamantium weapons bypass up to 20 points of hardness (Damage Reduction) and are equivalent to Masterwork quality. They have hardness of 20 and 33% more hit points. The cost is 500 gp per lb. Any kind of weapon can be made from adamantium except flexible weapons (bows, slings, nets, lassos and whips).

Mithril weapons have hardness of 15 and 20% more hit points than regular weapons, and bypass any DR that is bypassed with silver. They weigh half as much as normal, cost 500 gp per lb, and have all the benefits of Masterwork quality.

Cold Iron weapons cost twice as much as ordinary metal weapons, but bypass the DR of some kinds of creatures (such as Demons and Fey).

Silvered weapons are coated with silver to bypass some forms of DR (like lycanthropes). Slashing and Piercing weapons suffer a -1 to damage rolls, but Bludgeoning weapons do not. The cost is 25 gp per pound.

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World of Prime ���� 5 ���� Ye Olde Shoppe © 2009 M C Planck www.worldofprime.com

Primitive Weapons Primitive weapons are generally not as good as more technologically advanced weapons. However, they are cheap, and all of them can be made without metal. Also, they are simple enough that almost anyone can employ them effectively.

Melee Cost Weight Hands Damage Critical Type Range Proficiency Note

Fist - - ½ 1d2 x2 Bludg. - Simple

Rock 0 1 lb ½ 1d2 x2 Bludg. 15 ft Simple

Boulder 0 10 lb 2 1d4 x2 Bludg. 10 ft Simple -4

Baton 0 1 lb ½ 1d3 x2 Bludg. - Simple

Knife 1 gp 1 lb ½ 1d3 x2 Slash - Simple

Tomahawk 2 gp 2 lb ½ 1d4 x2 Slash 20 ft Simple

Javelin 1 gp 2 lb ½ 1d4 x2 Pierce 30 ft Simple -4

Stone Mace 3 gp 6 lb 1 1d6 x2 Bludg. - Simple

Club 0 3 lb 1 1d4 x2 Bludg. - Simple

Spear 3 gp 3 lb 1 1d6 x2 Pierce 20 ft Simple S, @

Maul 3 gp 20 lb 2 1d8 x2 Bludg. - Simple

Macuahuitl 15 gp 15 lb 2 1d8 x2 Slash - Martial E

Grain Flail 1 gp 3 lb ½ 1d6 x2 Bludg. - Exotic D

Ranged Cost Weight Hands Damage Critical Type Range Proficiency Note

Dart 1 sp 1 lb ½ 1d2 x2 Pierce 20 ft Simple

Blowgun 5 gp 2 lb 1 1d2 x3 Pierce 30 ft Simple

Sling 1 gp 1 lb 1 1d4 x2 Bludg 30 ft Simple

Atlatl 2 gp 2 lb 1 +1 - - +10 ft Martial @

Bolas 1 gp 2 lb 1 1d2 - - 20 ft Exotic T

Net 10 gp 6 lb 2 - - - 10 ft Exotic T, @

Fist

A standard medium-sized person does this much damage when punching someone.

Rock, Boulder

These are normally thrown, although you could beat someone with a rock if you really felt like it. Clobbering with a boulder is much more difficult unless the victim is prone or otherwise defenseless (Boulders used in melee impose a -4 to hit). Note that the Boulder receives x1.5 STR bonus damage.

Baton, Club, Maul

The humble wooden stick, of varying sizes. Its only attraction is its low, low cost.

Knife

More of a tool than a fighting weapon. May be made of flint, obsidian, bronze, copper, iron, or steel.

Tomahawk

A small hatchet, made of iron, bronze, or stone. Suitable for throwing, chopping wood, or scalping fallen foes.

Javelin

May be tipped with lead, stone, or iron. Intended to be thrown as an opening shock just before melee combat, but also suitable for delivering poison. If you have to use one as a melee weapon, it imposes a -4 to hit due to its poor design for that purpose.

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Stone Mace

A rock on the end of a stick, bound with leather thongs. Crude but effective, this is the weapon favored by stylish cave-men.

Spear

The spear was the standard weapon of the soldier for thousands of years because of its incredible versatility. Used two-handed, it can strike at Reach (10 ft) or Close (5 ft) for no penalty. Used one-handed, it only has Close range but you can use a shield in the other hand. In a pinch, you can throw it.

This weapon could also represent a fire-hardened spear, although such a primitive weapon should do only 1d4 damage.

Macuahuitl

A broad wooden paddle studded with bits of obsidian as a cutting edge. Although it is fragile, expensive and difficult to maintain, it can inflict surprising amounts of damage in the right hands. With an Exotic Weapon Proficiency feat it can be used in one hand.

Grain Flail

Also called the nunchaka, this is two lengths of wood joined by a piece of rope. Simple to make, hard to learn, but provides a very powerful attack. Commonly used in each hand as a two-

weapon fighting style.

Dart

A bit of feathered wood tipped with stone or metal. Although it is thrown, it is so light it does not receive a STR bonus to damage. Is primary purpose is to kill small game or deliver poison.

Blowgun

A hollow tube that shoots darts, powered by the user’s breath. Thus, it can’t be used by Undead or constructs.

Sling

A simple leather cord that launches rocks or stones, the sling is not particularly easy to use. However, it is so cheap and ubiquitous that anyone who wants to use one can easily obtain and practice with it. Stones are free: lead bullets grant a +1 to damage, but cost 1 cp each.

Atlatl

Used to throw a spear, javelin, or dart. Adds +1 damage and +10 ft to the range increment.

Bolas

Three or four weights joined by cords. Although this weapon does little damage, it does allow ranged trip attacks.

Net

A net is used to entangle enemies. When you throw a net, make a ranged touch attack. Entangled creatures take a -2 penalty on attack rolls and a -4 penalty to Dexterity, can move at only half speed, and cannot charge or run. Spell-casting requires a DC 15 Concentration check. For a full round action, a DC 20 Escape Artist check can escape the net; a DC 25 Strength check can burst it. The net can also be destroyed with 10 points of slashing damage. After it is thrown, it takes two rounds to fold the net and make it ready to throw again.

A net made of better material (such as silk or metal-reinforced wire) requires Civilized technology. The DCs increase to Concentration 20, Escape Artist 25 and Strength 30, but the heavier, bulkier 10 lb net imposes a -2 to hit and costs 20 gp.

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World of Prime ���� 7 ���� Ye Olde Shoppe © 2009 M C Planck www.worldofprime.com

Wild Weapons These weapons require less metal and less metal-working skill to produce. However, they are not necessarily less effective. Plenty of societies with the technology to produce Civilized weapons will still employ these cheaper alternatives.

Melee Cost Weight Hands Damage Critical Type Range Proficiency Note

Dagger 2 gp 1 lb ½ 1d4 19-20/x2 Pierce 10 ft Simple

Shortsword 10 gp 3 lb ½ 1d6 19-20/x2 Slash - Simple

Light Mace 5 gp 6 lb ½ 1d6 x2 Bludg. - Simple

Quarterstaff 2 gp 4 lb 2 1d6 x2 Bludg. - Simple AC

Battleaxe 10 gp 6 lb 1 1d8 x3 Slash - Martial

Scimitar 15 gp 4 lb 1 1d6 18-20/x2 Slash - Martial

Greataxe 20 gp 15 lb 2 1d12 x3 Slash - Martial

Longspear 5 gp 9 lb 2 1d8 x3 Pierce R Martial S, E

Lance 10 gp 10 lb 2 1d8 x4 Pierce RR Martial @

Glaive 8 gp 10 lb 2 1d10 x3 Slash R Martial S

Pike 8 gp 15 lb 2 1d6 x2 Pierce RR Martial S

Whip 1 gp 1 lb 1 1d3 19-20/x2 Bludg. R/RR Exotic T, D, @

Ranged Cost Weight Hands Damage Critical Type Range Proficiency Note

Shortbow 10 gp 2 lb 2 1d6 x3 Pierce 60 ft Martial

Composite Shortbow 35 gp 3 lb 2 1d6 x3 Pierce 70 ft Exotic @

Longbow 15 gp 3 lb 2 1d6 x3 Pierce 100 ft Martial

Composite Longbow 50 gp 4 lb 2 1d8 x3 Pierce 110 ft Exotic @

Arrows (20) 1 gp 1 lb - - - - - -

Lasso 1 gp 6 lb 1 - - - 30 ft Exotic T, @

Dagger

A favorite of back-stabbers and poisoners, this long, thin bladed weapon receives a +2 Sleight of Hand check when trying to hide it.

Shortsword

This category covers everything from extremely large knives to the wakazashi and the famous gladius. Anyone that knows how to use a knife can use a shortsword.

Light Mace

A heavy weight on the end of a wooden handle. The most interesting aspect of the light mace is that it can be made out of almost any kind of material. Bronze, iron and steel are most common, but stone, silver, copper, mithril, cold iron, or adamantium are all equally suitable. Silver maces are particularly popular in areas infested with Undead or lycanthropes.

Battleaxe

A wider cutting edge with less mass and a haft designed for one handed-use make this weapon very different from its humble cousin the wood axe.

Scimitar

A wickedly curved sword, the scimitar is hard to use correctly, but can occasionally dish out tremendous damage.

Quarterstaff

A favorite weapon of priests, wizards and pacifists, the length and versatility of this weapon grants a +1 to AC when used in melee combat.

Greataxe

The massive double-bladed axe of legend. Anyone with a STR less than 12 should not even try to wield this weapon.

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Longspear

The weapon of the Greeks: the spear taken to its greatest perfection. With an Exotic Proficiency feat, this weapon can be used 1-handed and at 5 ft or 10 ft with no minus. Typically matched with a large shield and used in Phalanx formation. Like other polearms, it can be Set against a charge. However, it is not intended to be thrown (apply a -4 penalty, just like throwing any other unsuitable weapon).

Lance

Lances are only intended to be used from the back of a mount. Under any other condition they impose a -4 to hit. If the mount is charging, the lance inflicts double damage. Although the lance is listed as requiring two hands (and receives x1.5 STR bonus to damage), you can use a shield in the other hand with no penalty. The lance has double-reach, meaning it strikes 15 ft away. Unlike other reach weapons, it cannot be used against targets that are closer.

Glaive

A shortsword on the end of long stick. Often the blade is curved for better cutting power. The glaive is a Reach weapon, and can be Set against charging foes.

Pike

Both the Swiss and the Macedonians used this weapon to deadly effect, although the Macedonians called it a sarissa. Normally it is used in Phalanx format, allowing three ranks of men to attack at once. The weapon has double reach, meaning it strikes 15 ft away. At closer range it imposes a -4 to hit (the Reach feat can remove this). It can be Set against charging foes.

Whip

Whips are difficult to use, but allow both Trip and Disarm attacks at 5, 10, or 15 ft. They can be used at both ranges with no minus, but do not threaten those areas.

They cannot damage any target with +2 AC or better armor (although they can still Trip or Disarm).

Shortbow, Longbow

The ancient recurve bow and the more modern longbow. These weapons are cheap enough to equip whole armies with.

Composite Shortbow, Composite Longbow

Made of bone and sinew to improve its strength. Heavier versions can be made that require more STR and do more damage (but the to-hit bonus still comes from DEX).

Improved Composite Shortbow

Damage Cost Weight Min STR

1d6+1 75 gp 4 lb 12

1d6+2 150 gp 5 lb 14

1d6+3 225 gp 6 lb 16

1d6+4 300 gp 7 lb 18

Improved Composite Longbow

Damage Cost Weight Min STR

1d8+1 100 gp 5 lb 12

1d8+2 200 gp 6 lb 14

1d8+3 300 gp 7 lb 16

1d8+4 400 gp 8 lb 18

Lasso

Make a ranged touch attack to lasso a target. With an opposed Strength check you can block the target’s movement away from you. If you fail the check, you can either pay out more rope (up to the maximum of 30 ft), let go of the rope, or follow them. The rope can be escaped the same way a net can.

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Civilized Weapons Like much else of the civilized world, these weapons can be expensive, overly complex and difficult to use. Properly employed, they can also be extremely effective.

Melee Cost Weight Hands Damage Critical Type Range Proficiency Note

Flanged Mace 12 gp 8 lb 1 1d8 x2 Bludg. - Simple

Warhammer 12 gp 8 lb 1 1d8 x2 Bludg. - Martial @

Morningstar 8 gp 6 lb 1 1d8 x2 Bludg. - Martial @

Longsword 15 gp 4 lb 1 1d8 19-20/x2 Slash - Martial

Rapier 20 gp 2 lb 1 1d6 18-20/x3 Pierce - Martial AC

Bastard sword 35 gp 10 lb 2 1d10 19-20/x2 Slash - Martial E

Dire Flail 15 gp 15 lb 2 1d10 x2 Bludg. - Martial T, D

Greatsword 50 gp 15 lb 2 2d6 19-20/x2 Slash - Martial

Halberd 10 gp 15 lb 2 1d10 x3 Any - Martial S, T

Sai (Fork) 5 gp 1 lb ½ 1d4 19-20/x2 Bludg. - Exotic D, AC

Ranged Cost Weight Hands Damage Critical Type Range Proficiency Note

Crossbow 35 gp 6 lb 2 1d8 19-20/x2 Pierce 80 ft Simple @

Arbalest 50 gp 9 lb 2 1d10 19-20/x2 Pierce 130 ft Martial @

Quarrels (10) 1 gp 1 lb - - - - - -

Flanged Mace

An improvement over the Stone mace, this weapon has several heavy flanges of iron or steel at the end of a short metal handle. It packs the greatest wallop of any Simple weapon.

The Shrewsbury Mace is a +1 Ghost Touch weapon with four flanges, designed to pass all possible forms of Damage Reduction: one of steel, one of Cold Iron, one of Alchemical Silver and one of Adamantium. It costs 10,000 gp, but knowing you can hurt anything is sometimes worth the price.

Warhammer

A heavy hammer with a spike on the back. This weapon is specially designed to defeat heavily armored foes, and gains a +1 to hit whenever it is used against a target wearing metal armor.

Morningstar

A spiked, steel ball on an iron chain. This weapon gains a +1 to hit whenever it is used against a shield-bearing foe.

Longsword

The staple of heroic weaponry, the longsword is both effective and stylish. Most versions are pointed and can be used to cause 1d6 piercing damage instead of slashing if desired.

Rapier

A very thin blade primarily used for stabbing. Making this weapon requires even more technical skill than making longswords.

Bastard sword

An extra-large longsword. With heroic training (and an Exotic Weapon Proficiency feat) this weapon can be used one-handed.

Dire Flail

One to three spiked balls attached by chains to a metal haft. The Dire Flail gains a +2 bonus to Disarm checks and can be used to make Trip attacks.

Greatsword

A massive sword used in both hands, intended to kill horses or break open shield walls.

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Halberd

A hammer, blade, spike and hook all on the end of a pole. The halberd is particularly effective against cavalry, as it can be used to Set against a charge and then used to pull the rider from his horse (a Trip attack). The halberd has a multi-faceted head and can do any kind of damage: Bludgeoning, Slashing, or Piercing.

Sai

This over-sized fork is designed to disarm and defend. It provides a +1 AC when used in melee combat. Using two Sai will grant a +2 to AC (but still only a +2 to Disarm checks).

Crossbow

A wooden crossbow that can be reloaded by hand in ½ a round (a Move action). Heaver versions can be reloaded with a winch. The simple point-and-click interface makes it suitable for anyone to use. You can load any crossbow with prodds (metal balls) to do 1d4 Bludgeoning damage instead of 1d8 Piercing.

Improved Crossbow

Damage Cost Weight Reload Time

1d8+1 70 gp 7 lb 1 round

1d8+2 105 gp 8 lb 2 rounds

1d8+3 140 gp 9 lb 3 rounds

1d8+4 175 gp 10 lb 4 rounds

Arbalest

A steel crossbow that requires a winch (and an entire round) to reload. It is so heavy and dangerous to use that it requires military training. Improved versions can be made that cause additional damage (effectively the same as a STR bonus). It can also use prodds as ammunition, doing 1d6 Bludgeoning damage.

Improved Arbalest

Damage Cost Weight Reload Time

1d10+1 100 gp 10 lb 2 rounds

1d10+2 150 gp 11 lb 3 rounds

1d10+3 200 gp 12 lb 4 rounds

1d10+4 250 gp 13 lb 5 rounds

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Armorer’s Shop The next visit is always to the armorer’s shop. This may be a blacksmith, a leatherworker, or both, but the proprietor will have only slightly less prestige than the weaponsmith.

Move Penalty

Heavy or medium armor (and/or a Tower shield) imposes a movement penalty of -20 ft for creatures that move more than 40 ft per round, -10 ft for creatures that move normally move 30-40 ft per round, and -5 ft for creatures that normally move 20 ft per round. Also, when you run you only triple your normal speed instead of quadrupling it.

Max DEX Bonus

This is the maximum DEX bonus to AC that the wearer can take advantage of. The Tower shield imposes a limit of +2; use the worst modifier for shield or armor.

Skill Penalty

This penalty is applied to certain skills checks: Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand and Tumble. The skill penalty for shields and armor stacks together.

Tech

The technology level needed to make this kind of armor. Higher technology societies will still use the lower level armors, because they are cheaper.

Proficiency

The ability needed to be able to effectively wear the armor. A character who wears armor and/or uses a shield with which he or she is not proficient takes the armor’s (and/or shield’s) armor check penalty on attack rolls and on all Strength-based and Dexterity-based ability and skill checks.

Arcane Spell Failure

Casting arcane spells with somatic components in armor is likely to fail. There is a base 5% chance, plus 5% per point of Skill Penalty, that the spell will fail and be wasted. CHA-based casters (Bards and Sorcerers) can ignore this for armors they have the Proficiency feat for. Shields inflict a failure chance of 5% times the AC bonus, and stacks with the failure chance of the armor you are wearing. CHA-based casters cannot avoid the shield penalty (hiding behind a shield is not very charismatic).

DR, HPs (Shields)

Damage Reduction and Hit Points. Sundering the enemy’s shield is a valid tactic, especially against highly armored targets.

Bash (Shields)

You can bash your foes with some shields. Make a touch attack and deal 1d3 Bludgeoning damage. If you hit, make an opposed STR check to knock your foe back 5 ft. However, you lose the shield’s benefit to AC for the round you attacked with it.

Special Qualities

Masterwork armor costs an extra 150 gp, but increases the Max DEX Bonus by 1, reduces the Skill Penalty by 1 and the Arcane Spell failure by 5%, and adds a +2 Circumstance bonus to skill checks where looking rich and important would matter (usually Bluff and Diplomacy). Masterwork shields cost an additional 50 gp, but their only benefit is to reduce the Skill Penalty by 1.

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Special Materials

Silk is half the weight of normal cloth, leather, hide, or studded armor. It is always Masterwork quality, and Max DEX Bonus is increased by 2 and the Skill Penalty is lessened by up to 3. It has hardness 4 and 20% more hit points than ordinary. Silk armor costs 150 gp plus 25 gp per point of AC protection.

Adamantium armor grants DR 1/2/3 for Light/Medium/Heavy armors, has DR 20 and 33% more hit points against sundering attacks, and is always Masterwork quality (with all associated benefits). The cost is 2,000 gp per point of AC protection (or 1,000 gp per AC for a shield). Only metal armor and shields can be made from adamantium.

Mithril armor is half the weight of normal metal armor. It is always Masterwork quality, and the Max DEX Bonus is increased by 2 and the Skill Penalty is lessened by up to 3. It has hardness 15 and 20% more hit points than normal armor. The cost is 1,000 gp per point of AC protection (or 500 gp per AC for a shield). Only metal armor and shields can be made from mithril.

Dragon hide: if you were crazy enough to wear it, you could make any kind of armor out of dragon hide. The cost is twice as much as a Masterwork suit of ordinary material, but that’s just for the labor – you have to supply the dragon hide yourself (such a rare commodity can’t be bought). Dragon hide armor is always Masterwork quality, and subtracts 1 from each die of damage done by the appropriate kind of attack (acid, fire, electricity, or cold).

Armor Armor Cost Weight AC Move

Penalty Max DEX Bonus

Skill Penalty

Proficiency Tech

Cloth 5 gp 10 lb +1 - 8 0 Light Primitive

Leather 10 gp 15 lb +2 - 6 0 Light Primitive

Hide 15 gp 30 lb +3 Y 4 -3 Medium Primitive

Studded Leather 25 gp 20 lb +3 - 5 -1 Light Wild

Scale mail 50 gp 30 lb +4 Y 3 -4 Medium Wild

Banded mail 250 gp 35 lb +6 Y 1 -6 Heavy Wild

Chainmail 100 gp 25 lb +4 - 4 -2 Light Civilized

Breastplate 200 gp 30 lb +5 Y 3 -4 Medium Civilized

Half-plate 600 gp 50 lb +7 Y 0 -7 Heavy Civilized

Full plate 1,500 gp 50 lb +8 Y 1 -6 Heavy Civilized

Shields Shields Cost Weight AC DR HPs Skill Penalty Tech Note

Rattan 1 gp 3 lb +1 3 2 -1 Primitive

Round 3 gp 5 lb +2 5 3 -1 Primitive

Target 7 gp 10 lb +3 5 5 -2 Wild Bash

Tower 30 gp 30 lb +4 5 10 -10 Wild @

Buckler 7 gp 5 lb +1 10 0 0 Civilized @

Heater 9 gp 8 lb +2 10 2 -1 Civilized Bash

Kite 20 gp 15 lb +3 10 5 -2 Civilized Bash

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Cloth

Cloth folded, sewn and stitched into armor, like Scottish kilts or the Greek linothorax. Not very good armor, but better than nothing. This also represents soft leather armor like jackets or coats. The head is protected by a good hat, the more flamboyant the better. Heavy shoes and light leather (or silk) gloves complete the outfit. This kind of armor is often Masterwork simply for the style factor.

Leather

Armor made from cured leather, often by boiling it in wax to make it hard. Comes with a stylish leather hood, suitable for executioners or fancy-dress parties. Includes thick boots and heavy leather gloves (as does all armor until Half-Plate and Plate).

Hide

Armor made from cured animal hides. Bulky, clumsy and hot, it is the best armor primitive societies can make, and the best non-metal armor available. The helmet is often a skinned and cured animal head, complete with fangs and glass eyes. Not normally found in non-primitive societies.

Studded Leather

Disks or studs of metal sewn to a leather backing. A Norman metal cap with a short nose-bar comes with it. The leather gloves might have studs sewn into the back of the hand for decoration.

Scale mail

Overlapping scales of metal mounted on a leather backing. This armor is extremely heavy but can be manufactured by low skilled workers. The Bucket helmet is a Norman cap with cheek plates for more protection.

Banded mail

The premiere armor for this level of technology, this armor consists of strips and plates of metal. It corresponds to the Roman lorica segmentata. It includes a Bucket helmet, like scale mail. Small vambraces and greaves help protect the arms and legs.

Chainmail

Small loops of metal wire intermeshed together. This armor is weighty but extremely flexible. A

tunic covers the arms to the wrists and the legs down to the knees. A separate coif covers the head and neck. (Note: in some realms this armor is referred to as a “Chain Shirt.”)

Breastplate

A cuirass or chest-plate made from a single piece of metal, with greaves and vambraces for the legs and arms. Heavy, but excellent protection. Includes a Barbute helmet, like a Bucket helmet but extending further down the back of the neck and with a longer nosebar.

Half-plate

Plate armor, with the joints and gaps covered by chainmail, metal-plated

leather boots, a plated mitten gauntlet and a heavy Sallet helmet with full face protection. This armor does not allow a DEX bonus, which makes it inferior to many other forms of armor. However, Masterwork Half-plate only costs 750 gp, and still allows a +1 DEX bonus, which is good enough for most warriors.

Full plate

Armor plate so finely made it doesn’t require chainmail to seal the gaps. Includes a full Bascinet helmet, individual articulated fingered gauntlets and sabatons (metal boots). The extra 150 gp for Masterwork grade armor is applied

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after the armor is created, by resizing the armor to custom-fit the wearer.

Rattan shield

Made of wicker-weave. Strong and light, it doesn’t hold up to abuse very long. A warrior will need a new one for every battle.

Round shield

Made of split-planks (wood that has been split off the beam instead of sawn). Advanced versions will have a metal boss and rim to make them last longer. Even so, Vikings were allowed up to three shields in a duel, because they came apart so quickly under the weight of battleaxe blows.

Target shield

A larger, sturdier wooden shield, often diamond shaped. This wood has been hand-sawn and carefully warped to maximize strength and durability.

Tower shield

A moveable wooden wall, the tower shield imposes a -2 to all attacks, imposes a move penalty if you don’t already have one (just like Heavy armor), cannot be used from a mount, and does not allow more than a +2 DEX bonus to AC. The shield can be used as Cover, but only if you give up your attacks and cower behind it. At that point striking the shield is as easy as hitting a wall (AC 10, +4 for no DEX bonus). Still, it may be worth something to force your foes to demolish your shield before they demolish you.

Buckler shield

A small metal plate originally worn as an elaborate belt-buckle. The advantage to the

buckler is that you can gain its protection and still use a two-handed weapon, although your attacks will be at a -1 if you do so.

Heater shield

A normal sized shield made of metal. Comes in many shapes, such as square, round, rectangular, oblong, or diamond. Sturdy and strong, this is a warrior’s best friend.

Kite shield

A larger, heavier kite-shaped version of the Heater, originally designed for horsemen. The shield is sometimes asymmetrical, extending down the left side to cover the leg (since the other leg is protected by the horse).

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