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Table of Contents
Armor 2
Table: Armor 2
Light Armor 2
Medium Armor 2
Heavy Armor 3
Armor Accessories 3
Barding & Barding Accessories 3
Helmets 4
Table: Helmets 4
Shields 5
Table: Shields 5
Light Shields 5
Medium Shields 6
Heavy Shields 6
Tracking Shield AC vs. Foes 6
Weapons 7
Weapon Traits 7
Mighty Deeds of Arms Notations 7
Table: Club-style Weapons 8
Table: Flail-style Weapons 9
Table: Knives 10
Table: Daggers 11
Knife & Dagger Variants 11
Table: Double-edged Swords 12
Table: Single-edged Swords 13
Table: Sword Variants 14
Table: Axes & Hammers 15
Table: Spears 16
Table: Polearms 17
Table: Miscellaneous Weapons 18
Table: Missile & Thrown Weapons 19
Table: Bows 20
Table: Crossbows 21
Table: Special Arrows & Bolts 21
Cost: Note that the cost of armor does not include a helmet in any case.
AC Modifier: The AC modifier from armor is applied against all attacks except those that occur from high ground, mounted
combatants, and flying creatures (assuming you are not flying). For those situations, your AC is 10 + Agility modifier + the
AC modifier provided by a helm (if any). See Helmets, below.
Check Penalty: The check penalty applies to checks to climb, jump, balance, swim, move silently, and other such physical
activities. The check penalty also applies to wizard and elf spell checks made while using this kind of armor. Cleric spell
checks are not affected by armor check penalties in this manner. Note that armor manufactured from mithril, adamantine, or
other materials not containing iron may reduce the spell check penalty.
Speed Modiifer: Apply this modifier to your base speed, based on your race. Humans and elves have a base speed of 30
feet while dwarves and halflings have a base speed of 20 feet.
Fumble Die: When a fumble occurs, characters wearing heavy armor tend to be affected more significantly because its
weight and construction encumbers them. Armor determines the die used for fumbles, as noted on the table below (refer to
the Combat chapter for more information on fumbles).
Table: Armor
Light Armor
Light Armor Cost AC Modifier Check Penalty Speed Modifier Fumble Die
Padded 10 gp 1 - - d8
Leather 20 gp 2 -1 - d8
Cuir Bouille 30 gp 2 - - d8
Lamellar, wood or bone 40 gp 2 -1 - d6
Studded leather 45 gp 3 -2 - d8
Medium Armor
AC Check Speed
Medium Armor Cost Modifier Penalty Modifier Fumble Die
Hide, leather laminar, non-metal scale, chain shirt 30 gp 3 -3 - d12
Scale, ring or splint mail 80 gp 4 -4 -5 ft d12
Breastplate, brigandine 95 gp 4 -3 -5 ft d12
Chain mail hauberk or breastplate, jazerant, metal
laminar 150 gp 5 -5 -5 ft d12
Armor Accessories
Armor Accessories Cost AC Modifier Check Penalty Speed Modifier Fumble Die
AC +1 bonus applies if worn under Per primary
Aketon 15 gp armor -1 - armor
Per primary
Gambeson 13 gp AC +1 if worn over armor - -5 ft armor
Per primary
Gambeson 50 gp AC +1 if worn over armor - -5 ft barding
Check Penalty: The check penalty noted for helms only applies to perception-based checks, such as spotting an ambush,
searching for traps, or listening for noises beyond a door.
Table: Helmets
Light Helmets Cost AC Modifier Check Penalty Notes
Arming Cap 4 gp 1 0
Kettle hat 7 gp 2 0
Pot-helm 5 gp 2 0
War hat 7 gp 2 0
Medium Helmets Cost AC Modifier Check Penalty Notes
Conical helm 7 gp 3 0
Kabuto 25 gp 3 0 AC +5 with mask
Kulah khud 10 gp 3 0
Morion helm 15 gp 3 0
Attic helm 10 gp 4 0
Burgonet 10 gp 4 0
Coif, mail 15 gp 4 0
Galea (Gallic helm) 10 gp 4 0
Spangenhelm 10 gp 4 0
Valsgarde helm 9 gp 4 -1
Misiurka 12 gp 5 0
Polish hussar 20 gp 5 0
Zischagge 20 gp 5 0
Heavy Helmets Cost AC Modifier Check Penalty Notes
Barbutte 7 gp 5 -2
Sassanian 15 gp 5 -2
Armet 10 gp 6 -2
Corinthian helm 5 gp 6 -2
Bassinet 15 gp 6 -3
Close helm 15 gp 6 -3
Dog-faced bassinet 15 gp 6 -3
Sallet 15 gp 6 -3
Great helm 20 gp 7 -4
Check Penalty: The check penalty applies to checks to climb, jump, balance, swim, move silently, and other such physical
activities. The check penalty also applies to wizard and elf spell checks made while using this kind of armor. Cleric spell
checks are not affected by armor check penalties in this manner. Note that armor manufactured from mithril, adamantine, or
other materials not containing iron may reduce the spell check penalty.
Speed Modiifer: Apply this modifier to your base speed, based on your race. Humans and elves have a base speed of 30
feet while dwarves and halflings have a base speed of 20 feet.
Fumble Die: When a fumble occurs, characters bearing larger shields are negatively affected. Apply the Fumble Die
modifier to the die used when rolling on Table 4-2: Fumbles (DCC 80). Where it notes “Total+X,” add X to the fumble dice roll
to get the new total. If there is a “Increase +Xd” notation such as “Increase +1d,” reference the dice chain and use the new
die type (DCC 17).
Table: Shields
Light Shields
Light Shields Cost Size AC Modifier Check Penalty Speed Modifier Fumble Die
Adarga 7 gp 30 inches 1 vs. 3 foes 0 - Total +2
Buckler 2 gp 10 inches 1 vs. 1 foe 0 - -
Heater, wood 5 gp 24 inches 1 vs. 3 foes -1 - Total +2
Kalasag 5 sp 10 inches 1 vs. 1 foe 0 - Total +1
Large, hide 5 gp 24 inches 1 vs. 3 foes -1 - Total +2
Large, metal 20 gp 24 inches 1 -1 - Total +1
Large, wood 7 gp 24 inches 1 vs. 3 foes -1 - Total +2
Medium, hide 3 gp 16 inches 1 vs. 2 foes -1 - Total +1
Medium, wood 5 gp 16 inches 1 vs. 2 foes -1 - Total +1
Pelta 20 gp 24 inches 1 vs. 3 foes 0 - Total +1
Rectangular 10 gp 24 inches 1 vs. 3 foes -1 - Total +1
Round 5 gp 18 inches 1 vs. 3 foes -1 - -
Small, hide 1 gp 12 inches 1 vs. 2 foes -1 - Total +1
Small, metal 9 gp 12 inches 1 vs. 2 foes -1 - -
Small, wood 3 gp 12 inches 1 vs. 2 foes -1 - Total +1
Targe 5 gp 16 inches 1 vs. 2 foes 0 - Total +1
Target 20 gp 24 inches 1 vs. 3 foes -1 - Total +1
Heavy Shields
Heavy Shields Cost Size AC Modifier Check Penalty Speed Modifier Fumble Die
Kite shield 20 gp 48 inches 3 -3 -5 Increase +1d
Tear drop 20 gp 48 inches 3 -3 -5 Increase +1d
Tower 30 gp 48 inches 4 -4 -10 Increase +1d
Pavis 55 gp 64 inches 6 -4 -10 Increase +2d
First of all, the modifier can be tracked independently from a character’s “base” armored AC: denote your shield bonus in a
separate area or box on the character sheet, and apply it only as necessary. Second, you can track the number of times
you’ve used the shield with tick marks on your character sheet or using some kind of token such as a glass bead or by using
a d2 or d4 as a counter. Finally, it is up to the Judge when your “uses” of a shield refresh -- either at the beginning of each
new combat round or during your turn in the combat order -- but the default is that your “uses” of a shield refresh on your turn
in the combat round. Therefore, at the start of an encounter, you can’t use your shield bonus until your turn in the initiative
order, which makes enemies getting the drop on you a little more dangerous.
Weapon Traits
Weapon Trait Effect
2H Two-handed weapon: use a d16 for Initiative.
When a thief uses the backstab ability, use the listed damage instead of the weapon's normal
Backstab damage.
This weapon provides the listed bonus on the deed die when performing the specified Mighty
MD [bonus] Deeds of Arms maneuver; see below for Mighty Deeds of Arms Notations.
Mounted Charge When using this weapon during a mounted charge maneuver, double the damage.
Power Throw At close range, your STR modifier applies to damage.
There are three range bands: Short (AKA Close), Medium, and Long. Medium range attacks
Range suffer a -2 modifier to the attack roll, and Long range attacks suffer a -1d penalty on the attack roll.
This weapon can be set to receive a charge attack as your action, and deals double damage on a
Receive Charge successful hit when doing so.
Rate of Fire: you can make this many attacks in this number of rounds; "2" would be two attacks
ROF in one round, 1/2 would be one attack every other round.
Subdual A subdual weapon only deals subdual damage.
When wielding this weapon two-handed, you suffer the 2H initiative penalty (d16 instead of d20)
Versatile and use the listed damage instead of the weapon's normal damage.