This rulebook is intended as a supplement the Craftsmen and Chimeras Rulebook. It was last updated during version 2.
Introduction[]
This setting rulebook will define the equipment used in campaigns that take place in a medieval setting. Details involving currency, non-equipment items, magic, or magical items and equipment belong in a more specific handbook. As such, it will be relatively short and is not meant to provide a full setting by itself.
Equipment[]
Armor[]
In this setting, "type A" armors are known as cloth armor, "type B" as leather armors, "type C" as chain armors, and "type D" as plate armors. Plate armors provide defenses as if they are 1 item level higher than they actually are (e.g. level 0 plate armor provides 5 evasion and 4 mitigation), but requires at least 5 Strength to equip.
The basic types of armor at item level 0 follows.
Cloth armor Level 0 armor |
A set of very light clothes that provides supreme maneuverability. |
Armor |
Leather armor Level 0 armor |
A set of well-made but basic leather armor. |
Armor |
Chain mail armor Level 0 armor |
A shirt of interlinked chain rings. It's sure to protect the wearer from harm. |
Armor |
Plate mail armor Level 0 armor |
A suit of heavy plate mail. Though it's heavy, it provides unmatched protection from attack. |
Armor |
This armor requires 5 Strength to wear. |
Shields[]
Shields are a type of armor that can be held in a character's off-hand (i.e., the non-dominant hand) for a slight defense bonus. Shields do not have item level. There exist two common varieties of shields: bucklers, which are smaller but easier to use, and shields, which are larger but harder to use.
Buckler Shield |
A small, reinforced wooden buckler. It's lightweight and should help you safely deflect attacks. |
Armor ✦ Off-hand |
Shield Shield |
A large, heavy shield. It should provide great defense against attacks. |
Armor ✦ Off-hand |
This shield requires 5 Strength to use. |
Weapons[]
Weapon type | Hit die | Acc. mod. | Range | Keywords |
---|---|---|---|---|
Club | 1d6 | +1 | 1 | Strong, One-handed |
Dagger | 1d4 | +1 | 1, 5 | Cunning, Thrown, One-handed |
Javelin | 1d6 | +1 | 10 | Strong, Thrown, Main-handed |
Mace | 1d8 | +0 | 1 | Mighty, Main-handed, Carbon |
Spear | 1d8 | +0 | 1 | Prowessed, Main-handed |
Greatclub | 2d4 | +0 | 1 | Strong, Two-handed |
Morning Star | 1d10 | -1 | 1 | Mighty, Two-handed |
Quarterstaff | 1d8 | +0 | 1 | Cunning, Two-handed |
Battleaxe | 1d10 | -1 | 1 | Strong, Main-handed |
Handaxe | 1d6 | +1 | 1, 5 | Strong, One-handed |
Longsword | 1d8 | +0 | 1 | Prowessed, Main-handed |
Scimitar | 1d8 | +0 | 1 | Dextrous, Main-handed |
Short sword | 1d6 | +1 | 1 | Prowessed, One-handed |
Throwing hammer | 1d6 | +1 | 1, 5 | Strong, Thrown, One-handed |
Warhammer | 1d10 | -1 | 1 | Mighty, Main-handed |
War pick | 1d8 | +0 | 1 | Prowessed, Main-handed |
Falchion | 2d4 | +0 | 1 | Prowessed, Main-handed |
Glaive | 2d4 | +0 | 2 | Prowessed, Two-handed |
Greataxe | 2d6 | -1 | 1 | Strong, Two-handed |
Greatsword | 1d12 | -1 | 1 | Mighty, Two-handed |
Halberd | 1d10 | -1 | 2 | Prowessed, Two-handed |
Longspear | 1d10 | -1 | 2 | Prowessed, Two-handed |
Maul | 2d6 | -1 | 1 | Strong, Two-handed, Lead |
Bastard sword | 1d10 | -1 | 1 | Prowessed, Main-handed |
Katar | 1d6 | +1 | 1 | Cunning, One-handed |
Rapier | 1d8 | +0 | 1 | Dextrous, Main-handed |
Hand crossbow | 1d6 | +1 | 10 | Dextrous, Main-handed |
Sling | 1d6 | +1 | 10 | Dextrous, Two-handed |
Crossbow | 1d8 | +0 | 15 | Dextrous, Main-handed |
Repeater | 1d6 | +1 | 15 | Dextrous, Main-handed |
Longbow | 1d10 | -1 | 20 | Prowessed, Two-handed |
Shortbow | 1d8 | +0 | 15 | Dextrous, Two-handed |
Shuriken | 1d4 | +2 | 6 | Thrown, Cunning, Main-handed |
[Unarmed] | 1d4 | +1 | 1 | Prowessed |
[Improvised weapon] | 1d4 | +0 | 1, 5 | * |
*Keywords of improvised weapons to be assigned at the DM's discretion