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Posted on Sun, July 06, 2014 by LordCeb |
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Argon writes " Have you ever been involved in a combat encounter
that made you tired of rolling dice? Have you rolled a high attack roll or a
critical only to roll a low damage result? Have you hit a creature with your
long sword and dealt 1 point of damage while the lucky wizard threw his dagger
and delivered 4 points of damage to the same creature? If you have answered yes
to one or more of these questions? Then base damage may work in your game.
Variant
Rule: Base Damage
Have you ever been involved in a combat encounter
that made you tired of rolling dice? Have you rolled a high attack roll or a
critical only to roll a low damage result? Have you hit a creature with your
long sword and dealt 1 point of damage while the lucky wizard threw his dagger
and delivered 4 points of damage to the same creature? If you have answered yes
to one or more of these questions? Then base damage may work in your game.
What's base damage? Base damage replaces the
randomness of weapon damage, by providing a set amount of damage by weapon size
and type. The tables below show a
weapons base damage followed by its maximum damage range.
Table: Weapons
1.
Weight figures are for Medium weapons. A Small
weapon weighs half as much, and a Large weapon weighs twice as much.
2.
When two types are given, the weapon is both
types if the entry specifies "and," or either type (player’s choice
at time of attack) if the entry specifies "or."
3.
The weapon deals nonlethal damage rather than lethal damage.
4. Reach weapon.
5. Double weapon.
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Simple Weapons
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Cost
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Dmg (S)
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Dmg (M)
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Critical
|
Range Increment
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Weight1
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Type2
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Unarmed Attacks
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Gauntlet
|
2 gp
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1-(2)
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1-(3)
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×2
|
—
|
1 lb.
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Bludgeoning
|
Unarmed strike
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—
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1-(2)3
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1-(3)3
|
×2
|
—
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—
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Bludgeoning
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Light Melee Weapons
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Dagger
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2 gp
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1-(3)
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2-(4)
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19-20/×2
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10 ft.
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1 lb.
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Piercing or slashing
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Dagger, punching
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2 gp
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1-(3)
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2-(4)
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×3
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—
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1 lb.
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Piercing
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Gauntlet, spiked
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5 gp
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1-(3)
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2-(4)
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×2
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—
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1 lb.
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Piercing
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Mace,
light
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5 gp
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2-(4)
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3-(6)
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×2
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—
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4 lb.
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Bludgeoning
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Sickle
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6 gp
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2-(4)
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3-(6)
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×2
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—
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2 lb.
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Slashing
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One-Handed Melee Weapons
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Club
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—
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2-(4)
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3-(6)
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×2
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10 ft.
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3 lb.
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Bludgeoning
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Mace,
heavy
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12 gp
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3-(6)
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4-(8)
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×2
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—
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8 lb.
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Bludgeoning
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Morningstar
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8 gp
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3-(6)
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4-(8)
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×2
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—
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6 lb.
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Bludgeoning and piercing
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Shortspear
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1 gp
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2-(4)
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3-(6)
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×2
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20 ft.
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3 lb.
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Piercing
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Two-Handed Melee Weapons
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Longspear4
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5 gp
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3-(6)
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4-(8)
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×3
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—
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9 lb.
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Piercing
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Quarterstaff5
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—
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1d4/1d4
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3-(6)/ 3-(6)
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×2
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—
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4 lb.
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Bludgeoning
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Spear
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2 gp
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3-(6)
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4-(8)
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×3
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20 ft.
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6 lb.
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Piercing
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Ranged Weapons
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Crossbow, heavy
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50 gp
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4-(8)
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5-(10)
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19-20/×2
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120 ft.
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8 lb.
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Piercing
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Bolts, crossbow (10)
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1 gp
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—
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—
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—
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—
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1 lb.
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—
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Crossbow, light
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35 gp
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3-(6)
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4-(8)
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19-20/×2
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80 ft.
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4 lb.
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Piercing
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Bolts, crossbow (10)
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1 gp
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—
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—
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—
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—
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1 lb.
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—
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Dart
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5 sp
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1-(3)
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2-(4)
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×2
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20 ft.
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½ lb.
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Piercing
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Javelin
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1 gp
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2-(4)
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3-(6)
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×2
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30 ft.
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2 lb.
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Piercing
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Sling
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—
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1-(3)
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2-(4)
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×2
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50 ft.
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0 lb.
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Bludgeoning
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Bullets, sling (10)
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1 sp
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—
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—
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—
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—
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5 lb.
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—
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Martial Weapons
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Cost
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Dmg (S)
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Dmg (M)
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Critical
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Range Increment
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Weight1
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Type2
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Light Melee Weapons
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Axe, throwing
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8 gp
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2-(4)
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3-(6)
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×2
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10 ft.
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2 lb.
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Slashing
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Hammer, light
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1 gp
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1-(3)
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2-(4)
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×2
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20 ft.
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2 lb.
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Bludgeoning
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Handaxe
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6 gp
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2-(4)
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3-(6)
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×3
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—
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3 lb.
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Slashing
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Kukri
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8 gp
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1-(3)
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2-(4)
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18-20/×2
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—
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2 lb.
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Slashing
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Pick, light
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4 gp
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1-(3)
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2-(4)
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×4
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—
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3 lb.
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Piercing
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Sap
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1 gp
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2-(4)3
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3-(6)3
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×2
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—
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2 lb.
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Bludgeoning
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Shield, light
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special
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1-(2)
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1-(3)
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×2
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—
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special
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Bludgeoning
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Spiked armor
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special
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2-(4)
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3-(6)
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×2
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—
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special
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Piercing
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Spiked shield, light
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special
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1-(3)
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2-(4)
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×2
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—
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special
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Piercing
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Sword, short
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10 gp
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2-(4)
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3-(6)
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19-20/×2
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—
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2 lb.
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Piercing
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One-Handed Melee Weapons
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Battleaxe
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10 gp
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3-(6)
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4-(8)
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×3
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—
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6 lb.
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Slashing
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Flail
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8 gp
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3-(6)
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4-(8)
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×2
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—
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5 lb.
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Bludgeoning
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Longsword
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15 gp
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3-(6)
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4-(8)
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19-20/×2
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—
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4 lb.
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Slashing
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Pick,
heavy
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8 gp
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2-(4)
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3-(6)
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×4
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—
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6 lb.
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Piercing
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Rapier
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20 gp
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2-(4)
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3-(6)
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18-20/×2
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—
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2 lb.
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Piercing
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Scimitar
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15 gp
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2-(4)
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3-(6)
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18-20/×2
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—
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4 lb.
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Slashing
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Shield,
heavy
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special
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1-(3)
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2-(4)
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×2
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—
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special
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Bludgeoning
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Spiked shield, heavy
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special
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2-(4)
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3-(6)
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×2
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—
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special
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Piercing
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Trident
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15 gp
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3-(6)
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4-(8)
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×2
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10 ft.
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4 lb.
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Piercing
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Warhammer
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12 gp
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3-(6)
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4-(8)
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×3
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—
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5 lb.
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Bludgeoning
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Two-Handed Melee Weapons
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Falchion
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75 gp
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3-(6)
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4-(8)
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18-20/×2
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—
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8 lb.
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Slashing
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Glaive4
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8 gp
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4-(8)
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5-(10)
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×3
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—
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10 lb.
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Slashing
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Greataxe
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20 gp
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5-(10)
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6-(12)
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×3
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—
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12 lb.
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Slashing
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Greatclub
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5 gp
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4-(8)
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5-(10)
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×2
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—
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8 lb.
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Bludgeoning
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Flail, heavy
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15 gp
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4-(8)
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5-(10)
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19-20/×2
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—
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10 lb.
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Bludgeoning
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Greatsword
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50 gp
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5-(10)
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6-(12)
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19-20/×2
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—
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8 lb.
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Slashing
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Guisarme4
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9 gp
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3-(6)
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4-(8)
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×3
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—
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12 lb.
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Slashing
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Halberd
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10 gp
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4-(8)
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5-(10)
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×3
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—
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12 lb.
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Piercing or slashing
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Lance4
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10 gp
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3-(6)
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4-(8)
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×3
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—
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10 lb.
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Piercing
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Ranseur4
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10 gp
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3-(6)
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4-(8)
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×3
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—
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12 lb.
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Piercing
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Scythe
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18 gp
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3-(6)
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4-(8)
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×4
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—
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10 lb.
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Piercing or slashing
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Ranged Weapons
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Longbow
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75 gp
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3-(6)
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4-(8)
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×3
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100 ft.
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3 lb.
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Piercing
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Arrows (20)
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1 gp
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—
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—
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—
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—
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3 lb.
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—
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Longbow, composite
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100 gp
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3-(6)
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4-(8)
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×3
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110 ft.
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3 lb.
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Piercing
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Arrows (20)
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1 gp
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—
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—
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—
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—
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3 lb.
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—
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Shortbow
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30 gp
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2-(4)
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3-(6)
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×3
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60 ft.
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2 lb.
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Piercing
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Arrows (20)
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1 gp
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—
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—
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—
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—
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3 lb.
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—
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Shortbow, composite
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75 gp
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2-(4)
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3-(6)
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×3
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70 ft.
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2 lb.
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Piercing
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Arrows (20)
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1 gp
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—
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—
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—
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—
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3 lb.
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—
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Exotic Weapons
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Cost
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Dmg (S)
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Dmg (M)
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Critical
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Range Increment
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Weight1
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Type2
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Light Melee Weapons
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Kama
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2 gp
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2-(4)
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3-(6)
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×2
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—
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2 lb.
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Slashing
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Nunchaku
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2 gp
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2-(4)
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3-(6)
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×2
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—
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2 lb.
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Bludgeoning
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Sai
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1 gp
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1-(3)
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2-(4)
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×2
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10 ft.
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1 lb.
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Bludgeoning
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Siangham
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3 gp
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2-(4)
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3-(6)
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×2
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—
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1 lb.
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Piercing
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One-Handed Melee Weapons
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Sword, bastard
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35 gp
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4-(8)
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5-(10)
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19-20/×2
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—
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6 lb.
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Slashing
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Waraxe, dwarven
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30 gp
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4-(8)
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5-(10)
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×3
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—
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8 lb.
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Slashing
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Whip4
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1 gp
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1-(2)3
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1-(3)3
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×2
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—
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2 lb.
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Slashing
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Two-Handed Melee Weapons
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Axe, orc double5
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60 gp
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3-(6)/3-(6)
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4-(8)/4-(8)
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×3
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—
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15 lb.
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Slashing
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Chain, spiked4
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25 gp
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3-(6)
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4-(8)
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×2
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—
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10 lb.
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Piercing
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Flail, dire5
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90 gp
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3-(6)/3-(6)
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4-(8)/4-(8)
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×2
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—
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10 lb.
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Bludgeoning
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Hammer, gnome hooked5
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20 gp
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3-(6)/2-(4)
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4-(8)/3-(6)
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×3/×4
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—
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6 lb.
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Bludgeoning/Piercing
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Sword, two-bladed5
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100 gp
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3-(6)/3-(6)
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4-(8)/4-(8)
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19-20/×2
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—
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10 lb.
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Slashing
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Urgrosh, dwarven5
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50 gp
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3-(6)/2-(4)
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4-(8)/3-(6)
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×3
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—
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12 lb.
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Slashing or piercing
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Ranged Weapons
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Bolas
|
5 gp
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1-(2)3
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2-(4)3
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×2
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10 ft.
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2 lb.
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Bludgeoning
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Crossbow, hand
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100 gp
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1-(3)
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2-(5)
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19-20/×2
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30 ft.
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2 lb.
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Piercing
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Bolts (10)
|
1 gp
|
—
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—
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—
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—
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1 lb.
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—
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Crossbow, repeating heavy
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400 gp
|
4-(8)
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5-(10)
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19-20/×2
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120 ft.
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12 lb.
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Piercing
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Bolts (5)
|
1 gp
|
—
|
—
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—
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—
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1 lb.
|
—
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Crossbow, repeating light
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250 gp
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3-(6)
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4-(8)
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19-20/×2
|
80 ft.
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6 lb.
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Piercing
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Bolts (5)
|
1 gp
|
—
|
—
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—
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—
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1 lb.
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—
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Net
|
20 gp
|
—
|
—
|
—
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10 ft.
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6 lb.
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—
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Shuriken (5)
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1 gp
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1
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1-(2)
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×2
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10 ft.
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½ lb.
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Piercing
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As
the table above shows every weapon has a base damage rating and the number in
parenthesis is the maximum damage the weapon can deliver, before any other
bonuses that would normally increase the damage a weapon can deal per
successful attack roll. How does one
deliver maximum damage when using base
damage? Instead of rolling damage dice for each successful attack roll, the rate
at which the attack roll succeeds determines how much damage the weapon deals
per successful attack roll. When the
character rolls a successful attack roll he increases the amount of damage the
weapon delivers by one point for each point the attack roll succeeds by up to
its maximum damage rating. See the example below.
Bren the ranger is attacked by an lone orc
scout. The orc scout is wielding a hand axe and gets a +2 bonus to his attack
roll. The orc scout rolls a successful attack roll of 13 +2 =15 which is enough
to hit Bren the ranger who is wearing Studded leather armor and has a dexterity
bonus of +2 to his armor class rating. The hand-axe delivers its base damage
rating of 3 points of damage, +2 points of damage from the orc scouts strength
bonus to damage. Therefore Bren suffers 5 points of damage from the orc scout’s
hand-axe attack. Bren feeling the sting
of the orc scouts axe, retaliates and attacks the orc scout with his
long-sword. Bren rolls a successful attack roll of 18+2 from Brens attack bonus
due to level, which is enough to hit the orc scouts armor class of 14. Bren
delivers 8 points of damage from his long-sword attack to the orc scout. Bren
cannot deliver 10 points of damage because the weapons maximum damage rating is
8. However, if Bren has a strength bonus or a damage bonus due to
specialization he would add it to the total damage dealt by his successful
attack roll.
As the table
above shows every weapon has a critical threat range. Those without a number
can only deliver a critical strike on a natural roll of 20. When using base
damage the critical threat range does not change. However, the way in which we
handle critical strikes does. Weapons with a critical strike range of 18-20
naturally have a greater chance of delivering critical damage. With the base
damage rule critical threats and critical hits are determined differently. A
character needs to roll high enough on his attack roll to deliver the maximum
damage rating of his weapon, before a critical strike can be delivered. See the example below.
Rufus Harrowhill the halfling rouge, sneaks
his way into a bandit camp. While pillaging through one of the bandits tents he
realizes that he is not alone. The bandit leader has returned and Rufus is in
his tent. The bandit leader draws two daggers, he's wearing a breast plate and
seems quite nimble for a big fellow. Rufus draws his rapier and prepares to
defend himself. The bandit leader makes his move and swings his blades at
Rufus. Rufus narrowly escapes the whirling blades. Fearing for his life Rufus
thrusts with his rapier and rolls a natural 18 on his attack roll which is
within the critical threat range of his rapier. However, The bandit leaders
armor class is 18 and since Rufus success rate will deliver 2 points of base damage from his rapier. Rufus does not
score a critical hit because he attack roll will not deliver the weapons
maximum damage.
However, if Rufus had rolled a natural 20 on
his attack roll he automatically scores a critical hit because the weapon would
deliver its maximum damage. However if the bandit leaders armor class was 19
Rufus would not score a critical hit because his weapon would not deliver its
maximum damage rating. However, if Rufus receives a bonus to his attack roll of
+2 his weapon will deliver its maximum damage versus an armor class of 18, and
since the natural attack roll was an 18, Rufus will score a critical hit on the
bandit leader and deliver 8 points of damage.
If
you'd like to keep some randomness to how base damage works in your campaign
I've included an optional rule here as well. Remove the restriction on critical
hits only applying if a characters attack roll succeeds in applying a weapons
maximum damage range. Instead if a character rolls what is required for the
weapons critical threat range, apply it as a critical hit using the base damage
rate delivered by the success of the attack. Using the same example above we will display
how this works in game terms.
Rufus Harrowhill the halfling rouge, sneaks
his way into a bandit camp. While pillaging through one of the bandits tents he
realizes that he is not alone. The bandit leader has returned and Rufus is in
his tent. The bandit leader draws two daggers, he's wearing a breast plate and
seems quite nimble for a big fellow. Rufus draws his rapier and prepares to
defend himself. The bandit leader makes his move and swings his blades at
Rufus. Rufus narrowly escapes the whirling blades. Fearing for his life Rufus
thrusts with his rapier and rolls a natural 18 on his attack roll which is
within the critical threat range of his rapier. However, The bandit leaders
armor class is 18 and since Rufus success rate will deliver 2 points of base damage from his rapier, he will only
deliver 4 points of damage on this critical hit.
However, if Rufus had rolled a natural 20 on
his attack roll he would deliver 8 points of damage on his critical hit. Now if
the bandit leaders armor class was 19 Rufus would miss or fail to strike his
opponent with his attack. Unless Rufus receives a bonus on his attack roll. Lets
say Rufus rolls a natural 18 and receives a +2 to his attack roll, granting him
a modified attack roll of 20. The bandit
leaders armor class in this scenario will be 19 +5 from armor, +3 from dexterity, and +1 from a ring of protection.
Rufus scores a critical hit with his natural roll of 18, the modified result is
a 20 meaning the attack roll is successful. The rapier will deliver 3 points of
damage due to the success rate of the halflings' attack roll. Since the natural
roll of 18 is within the critical threat range of weapon Rufus will deliver 6
points of damage to the bandit leader.
Now
as you can see this version of the base damage rule would apply a critical hit
even if the character natural roll would miss as long as his modified roll
hits. However, I have a third way this can be resolved. Which keeps some of the
randomness associated with the second rule, but abides by the first rules
maximum damage guidelines for determining a critical hit. We will use a new
example below to demonstrate how the third optional rule applies.
Keld the barbarian encounters a dreaded
troll on the borders of the Fruztii lands on the Thillonrian Peninsula. Keld
readies his battleaxe to meet the beast head on. The troll swings at Keld and
misses with his first claw attack a natural roll of 4 +9 which results in a
modified attack roll of 13, the trolls second claw attack hits with a natural roll of 20 +9 which
results in a modified attack roll of 29. The trolls base damage for its claw
attack would be 3 half of the 1d6 listed in the monster manual entry. Keld's
armor class is a 19, since the trolls attack hits and is a natural roll of 20
it has meet the critical threat range of its claw attack. The critical amount
is x2 for the trolls claw attack. Since the trolls modified attack gives him a
great deal of success on his attack roll his claw attack will meet its maximum
damage rating of 6 meaning the troll has scored a critical hit. The troll has
succeeded on his attack roll by 10 points after meeting the success rate for
his claw attack 7 points remain. Instead of just doubling the claw attack add
the remaining points from the attacks success rate to the damage dealt by the
trolls attack. Since 7 points remain and the weapons maximum damage rating is
6, the troll will deliver 12 points of claw damage +6 from its strength bonus,
which results in the troll delivering 18 points of damage on its critical hit.
Keld fights back the sting of the
trolls attack and swings his battle axe and hits with a natural roll of 20 + 10
which results in a modified attack roll of 30. A battleaxes base damage rating
would be 4 Keld succeeds on his modified attack roll by 14 points and has
rolled the critical threat range of his weapon. A battle axe critical amount is
x3. Keld's rate of success means the
battle axe will deliver its maximum damage rating of 8 points of damage,
meaning Keld has scored a critical hit on the troll. Instead of tripling the
damage dealt by the battleaxe, add the remaining points from the attacks
success rate to the damage dealt by Keld's attack. Keld's battleaxe will
deliver 18 points of damage to the troll because the battleaxe triples it
damage rating when it scores a critical hit. The maximum damage a battle axe
can deliver before applying any other damage modifiers is 24. Keld will dliver
24 points of damage to the troll because his strength modifier is +4 to damage
an additional +2 to damage from his battleaxe weapon specialization. If Keld's
modified attack roll was 20 +6 he would succeed on his attack roll by 10
points. He would still deliver a critical hit because the rate of success would
meet the weapons maximum damage rating. However, the damage delivered by the
battleaxe's critical hit would be 12 points of damage. Remember a critical hit
is scored when a weapons critical threat range is rolled on a natural attack
roll and the rate of success allows the weapon to deliver its maximum damage
rating.
Regardless
of which rule you use in your campaign base damage reduces the amount of dice
rolling in your game. This helps resolve combat quicker and makes critical hits
more deadly than a regular hit in which the character has rolled high damage
dice. Base damage takes into affect the
experience and skill of the character rather than just random damage rolls that
ignore how successful the attack roll is. Critical hits are resolved quicker
and only require one die roll as opposed to two. Then additional die rolls to
determine damage.
Base damage is determined by using a
weapons maximum damage rating and dividing it in half rounded down. We can
apply base damage to spells as well. However, that will be for another time. As
for now attempt base damage in your game and see how quickly combat encounters
resolve.
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Average Score: 4.75 Votes: 4

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