Showing posts with label weapons. Show all posts
Showing posts with label weapons. Show all posts

Wednesday, June 1, 2022

Intelligent Magic Items

A post many years in the making!

After finishing that "Knights in Orcus' Service" post and knocking around ideas for the other Chaos patrons in my setting, I realized I needed my own rules for demon weapons. Creating these items for my home game, I've been forced to cobble things together haphazardly. It's been rather annoying and nothing has felt quite right, so this is my attempt to streamline the rules for my home games - in whatever version of D&D I happen to be playing.

After using these rules several times in my home game, I feel good enough about them to post up. If I change them in the future I may come back and edit this.





First, let's examine the books I already have:

Realm of Chaos: Slaves to Darkness - The rules for Demon Weapons are cool as fuck, and clearly inspired by Elric. "Slays any unit it hits" is a bit much though. The magic effects from the Chaos Weapons section are good and the artwork is of course fantastic.

Awesome, but it will need some massaging to work within D&D.
We will come back to it later.


The Metamorphica Revised - The 'Ficto-Technica' section has tables for magic items. The best table is the one on pg. 208, "Demon-Possessed Items":


This will come up later on. 
Just get it, it's $10 for the revised pdf or get the classic version FREE!


AD&D DMG - Pages 166-168.

The standard to which all others are compared! Tables for personality and special goals are fantastic, but the whole system is pretty complicated and you have to flip back & forth. As usual, it could do with a bit of organizing.

I will be using the DMG as the baseline. From there I have attempted to streamline the mathematics and make things a little simpler while calibrating for my home setting.


*****



CREATING INTELLIGENT MAGIC ITEMS


0: Start

Per the DMG - we begin with an existing magic item. It could be a standard book item or one of the DM's own devising. This system was originally for magic swords but could be applied to anything: other weapons, wands, rings, armour or whatever.

From there, a simple 6-step process:
1: Roll for item INT
2: Roll for Alignment
3: Roll for Special Abilities
4: Roll for Special Purpose
5: Roll # of Languages Spoken, if applicable
6: Calculate EGO & Personality Strength


1: Intelligence and Capabilities (%)

We begin with the base tables from the DMG to see if it has intelligence and a mode of communication, and determine starting EGO rating:

01-50: No intelligence. Stop here.
51-75: No intelligence, but a strong alignment. Roll on Step 2 and then stop.
76-83: INT 12, EGO 1, semi-empathy
84-89: INT 13, EGO 2, empathy
90-94: INT 14, EGO 3, speech
95-97: INT 15, EGO 4, speech
98-99: INT 16, EGO 5, speech, read nonmagical languages/maps
00: INT 17, EGO 11, speech/telepathy, read magical writings

Or, if you are going to make an intelligent item anyway, use this chart expanded to the full percentage range to avoid a lot of rerolling:

01-31: INT 12, EGO 1, semi-empathy
32-56: INT 13, EGO 2, empathy
57-76: INT 14, EGO 3, speech
77-88: INT 15, EGO 4, speech
89-96: INT 16, EGO 5, speech, read nonmagical languages/maps
97-00: INT 17, EGO 11, speech/telepathy, read magical writings


EXAMPLE - I begin with a magical +2 sword. I have no particular plan for this item, so let's see what the dice give me on the top chart. Rolling for intelligence I got a 91, lucky! This sword has INT 14, EGO 3 and the power of speech.


2: Alignment (d20)

If you use simple law/chaos alignment like I do, just ignore the good/evil component of the result.
Remember that all cursed weapons are Neutral.

1-5: Lawful Good
6: Lawful Neutral
7: Lawful Evil
8-11: Neutral Good
12-15: True Neutral
16: Neutral Evil
17: Chaotic Good
18-19: Chaotic Neutral
20: Chaotic Evil

Simple alignment: if Chaotic, 30% chance of a demon item
AD&D alignment: if any Evil, 40% chance of a demon (or daemon or devil) item

Unintelligent but Aligned Items
Simple: Can be wielded or held by anyone, but activated & special abilities only work if alignment matches exactly. Plain +x items are reduced by one 'plus' for every step of alignment difference.

AD&D: Can be wielded by anyone, but activated & special abilities only work if all non-neutral elements of the item's alignment match the wielder's (a Lawful Neutral item can be used by anyone Lawful). This doesn't work in reverse - a Lawful Good item can only be used by Lawful Good characters. Plain +x items are reduced by one 'plus' for every step of alignment difference on either axis.

Intelligent Items
Simple: Handling an item of opposite alignment deals damage equal to item EGO. Handling an item one 'step' away (item or wielder is Neutral) deals 1/2 damage.

AD&D: All non-neutral elements of the item's alignment must match (as above), or handling the item deals damage equal to item EGO.

Demon Items
Can be used by characters of any ethos, all the better to corrupt them to the forces of darkness.

EXAMPLE - I use Simple alignment in my game. I rolled a 5, indicating the sword is Lawful.


3: Special Abilities

Roll for abilities based on item's INT:

INT 12: 1 detection ability
INT 13-14: 2 detection abilities
INT 15-16: 3 detection abilities
INT 17: 3 detection abilities, 1 extraordinary power

Detection Ability (%)

01-08 - detect shifting rooms/walls/sloping passages 10'
09-16 - detect traps 10'
17-24 - detect undead 20'
25-30 - detect opposing alignments 10'
31-36 - detect similar alignments 10'
37-45 - detect precious metals, kind and amount 20'
46-54 - detect gems, kind and number 5'
55-66 - detect magic 10'
67-69 - detect illusions 10'
70-74 - detect secret doors 5'
75-80 - see invisible 10'
81-85 - locate object 120'
86-93 - roll twice, ignoring this result or higher (add 2 EGO)
94-00 - roll for extraordinary power (add 2 EGO)

Extraordinary Power (%)
01-06 - determine direction and depth, 1d2/day
07-14 - enlarge/reduce on wielder, 1d2/day
15-21 - spider climb for 1 turn, 1d3/day
22-28 - clairaudience for 1 round, 30' range 1d3/day
29-35 - clairvoyance for 1 round, 30' range 1d3/day
36-40 - ESP for 1 round, 30' range 1d3/day
41-46 - charm person on hit, 1d3/day
47-50 - knock, 1/day
51-56 - strength on wielder, 1/day
57-61 - invisibility to item's enemies for 1 turn, 1d2/day
62-66 - levitation for 1 turn, 1d3/day
67-70 - fly, 1 hour/day (add 1d3 EGO)
71-75 - illusion as the wand, 120' range 1d2/day (add 1d3 EGO)
76-80 - x-ray vision for 1 turn, 40' range 1d2/day (add 1d4 EGO)
81-86 - telekinesis for 1 round, 1d2/day (add 1d3 EGO)
87-90 - telepathy, 60' range 1d2/day (add 1d4 EGO)
91-94 - teleport, 1/day (add 1d4+1 EGO)
95-97 - heal, 1/day (add 1d4+1 EGO)
98-00 - Roll twice, ignore this result again (add 2 EGO)

EXAMPLE - INT 14 gives 2 rolls on the Detection Table.
I rolled 03 - "detect shifting walls/rooms/sloping passages," and 71 - "detect secret doors." Not bad!


4: Special Purpose of Intelligent Item (d%)

Every intelligent item should have a special purpose. 
All these goals are filtered by alignment. A lawful sword that must 'defeat or slay' will only select chaotic enemies of its chosen category, etc.

01-15: overthrow opposite alignment (or "maintain balance" if Neutral)
16-85: defeat or slay:
     16-22: divine magic users (incl. divine entities, etc)
     23-30: arcane magic users (incl. magic-using monsters)
     31-37: fighters
     38-44: thieves
     45-55: all non-human monsters
     56-63: particular creature type (humanoids, undead, demons, etc)
     64-71: particular race or kind of creature (elves, orcs, ghouls, etc)
     72-78: servants of a specific deity
     79-85: everyone!!
86-92: defend a particular race or kind of creature
93-00: defend interests of a specific deity

Intelligent items generally prefer to use their powers in pursuit of their special purpose, but will do so for general tasks as long as they are kept happy. Using the item in opposition to its special purpose (aiding those the item wishes to destroy, etc) provokes an immediate personality conflict.

EXAMPLE - Rolling for Special Purpose, I get a 75 - "defeat or slay servants of a specific deity." Since the sword is Lawful, I decide to randomly select from the Chaotic powers in my setting. I end up with INMA, EMPRESS OF THE WORLD, a petty god worshipped by degenerated elves.


5: Languages Spoken

It's assumed the item can understand its wielder in any case. This determines the number of languages the item can speak aloud, if it is able. Per the DMG:

# of languages (%)
01-40: One
41-70: Two
71-85: Three (+1 EGO)
86-95: Four (+1 EGO)
96-99: Five (+2 EGO)
00: Six (+2 EGO)

What Language? (%)
Here is a chart from my game as an example.
01-15 - Imperial (aka Common Viridian)
15-20 - Alryan
21-25 - Antillian
26-30 - Dunael
31-35 - Ghinoran
36-40 - Skandik
41-45 - Tharbrian
46-50 - Amazon
51-55 - Altanian
56-60 - Avalonian
61-65 - Orichalan
66-70 - Old High Viridian
71-72 - Wild Speech
73-74 - Skeletongue
75-76 - Duvan'Ku
77-87 - Grimscribe
88-91 - Demonic
92-93 - Wild Elf/Bog Elf
94-95 - Lizardfolk
96-99 - Chthonic Elf
00 - Something really old/rare (draconic or something else cool)

EXAMPLE - Here I rolled fairly low, a 15. The sword can speak one language. I rolled Wild Elvish and decided it was made by the elves to destroy the heretical cult of Inma!


6. EGO Modifiers & Personality Strength

1 - Begin with item's starting EGO score as per Step 1.

2 - Add 1 EGO for every magical 'plus' an item has. Double this bonus for weapons that came into the process with special abilities (a +1 sword adds +1 EGO, a +3 sword of sharpness adds +6 EGO, etc) 
If the item is some weird thing from an OSR blog with no pluses you must use your discretion. Eyeball a power level between 1 (+1 sword, simple misc. magic item) and 10 (+5 holy avenger, staff of the magi). If you're completely stuck roll 1d10, or 1d6+1d4, or whatever.

3 - Include bonuses from Step 3 and Step 5, if any.

4 - Add the item's INT + EGO together to find its Personality Strength (PS).

EXAMPLE - The sword started with EGO 4. Add 2 for the sword's +2 bonus.
Total EGO of 6.

"Xyrxidon" Sword +2, Lawful
INT 14, EGO 6, speaks wild elvish
Detect shifting rooms/walls/sloping passages in 10' , detect secret doors in 5'


Resolving Personality Conflicts

Personality conflicts arise when the intelligent item's desires are not being met by its wielder. These contests are resolved with Personality Strength scores. 

The wielder of an item has Personality Strength equal to their INT + CHA + level.  This diminishes as the character suffers damage. The experience level component of this formula is reduced in proportion to hit point damage suffered.
 
The DMG explains it quite Gygaxianly, it's actually less math than it seems. The DM needs to calculate this just once (and when the character gains a level). Find the character's hp breakpoint at which the item's PS is higher than his, and make a note of it. There is no need to keep track of floating modifiers, since they don't matter most of the time.

EXAMPLE - Tjarg the Fighter is 5th level with 9 INT, 9 CHA and 30 hp. He normally has a Personality Strength of 5+9+9 = 23. For every 1/5 of his total hp he loses (6 points in this case) he deducts 1 point from his PS - so at 24 hp his PS is reduced to 22, at 18 hp it is 21 and so on.

If Tjarg is using our +2 sword above with its INT 14 & EGO 6 (PS of 20), you can see clearly at 12 hp he is tied with the sword and once his hp reaches 6, the sword's personality is stronger than his! All Tjarg's DM needs to do is write down "Tjarg loses contest w/sword at 6 hp."

As long as the item has a lower Personality Strength than its wielder, it can make its desires known and refuse to use its abilities if frustrated, but has no power over the character.

When an intelligent item has a PS higher than its wielder it may dominate him at any time. It may force him to attack certain opponents or allies, refuse to strike foes, force him to surrender or to drop it, etc. The likelihood of this happening depends on the relationship between item and wielder. It may make other additional demands - encrustation with gems, a fancy scabbard or case to be stored in, other efforts toward favoured causes, things like that.


Optional Rule for Personality Conflicts:

One thing I don't like about the DMG rules: it is trivial to roll up an intelligent weapon that will never win a personality conflict! This doesn't seem that exciting to me. Maybe you want a bit more uncertainty in your game?

It requires a bit more note-taking. The DM must note the wielder's Personality Strength at multiple breakpoints. Perhaps full hp, slightly hurt, half hp and near death. Keep these notes nearby for reference. When a personality conflict arises, the DM rolls 1d8 for both the item and wielder, adding it to their PS scores before resolving the contest.

EXAMPLE - A magical boon has increased Tjarg's INT and CHA scores to 10. His Personality Score is now 25. His humble sword can only win a battle of wills when he has 0 hp left - not very useful! Instead, the DM notes his Personality Strength at 12 hit points (PS 22) and 6 (PS 21).

During a difficult fight Tjarg gets hurt badly, reducing his hp to 11 (therefore, PS to 22). His sword has new plans for him and attempts to take control. The DM rolls 1d8 for each of them. Tjarg gets a 3, totaling 25. The sword rolls an 8, totaling 28. Today isn't Tjarg's lucky day...

I have not tested this idea very much. It would have to be calibrated. You could make it more or less random by changing the size of the die. If you used a d4 or d6, upset results would be rare. A d20 would make the whole thing way too random. d8 or d10 seems like a nice middle ground - the die roll will count for about 1/4 to 1/3 of success or failure, with the remainder upheld by statistics. Just enough that one can't be certain all the time!


Optional Rule for Different Versions of the Game:

The DMG rules are calibrated for players with certain statistics. Probably using 4d6 drop-the-lowest method, or perhaps something more generous than that. From the anecdotal evidence I've seen, successful AD&D PCs tend to have 1, 2 or even 3 exceptional statistics (15 or over), with the rest hovering around average. Consider this when calibrating the PS of your intelligent items.

If you play B/X and use 3d6 in order, for example, maybe you would reduce all item PS scores by 10-20% to balance out the lower stats.


[CHANGES]

This system will generate intelligent items that are slightly different from the DMG version in some ways:

Section 1 - Ignore "no intelligence, but strongly aligned" and this is exactly as per the DMG, I just condensed the math for you.

Aligned items being commonplace adds a sense that they were created for a real purpose. Picking up a wand of fireballs that only works for Chaotics, an Evil sword of sharpness, or a suit of armour made by a Lawful cleric helps to embed these items in the game world.

Section 2 - I rearranged the order of the alignments so that law, neutrality and chaos were grouped together, but the chances of rolling a given alignment are still the same. Effects of opposing alignments are standard for AD&D 2-axis system, and extrapolated from there for simple alignment. [EDIT - I had to fix this. Before damage was impossible if the wielder was Neutral, lame]

Effects of aligned, but unintelligent weapons are my own. 
Demon weapons will occur about 6% of the time, and be explained in a later post.

Section 3 - The first table is BTB.

Extraordinary Powers are more likely (7% instead of 2% BTB), but the really powerful ones will occur less often so this seems fair. Some of the better Extraordinary Powers now add extra EGO to the item. This is fair, since rolling up an item that lets you teleport or fly every day seems like a really big deal!

I reworked the abilities so they fit my game better and have more variety. Sloping passages and trick walls are rare in my dungeons (unlike in the old days) so I combined them into one result, then I added some other cool abilities, etc.

Section 4 - Basically the same but I added more purposes to the table to give it some variety.

I removed "special purpose powers," so you'll never get a disintegrate-on-hit sword, but those were only going to happen 0.02% of the time anyway, so who cares?

Section 5 - BTB, I just included the EGO modifiers to make your life easier.

Section 6 - BTB, I just helped with the math.



*****

This is already getting long, and even more tables are coming up so let's quit while we're ahead. Rules for Demon Weapons coming up in the next installment!



Sunday, April 26, 2020

[Guest Post] Late Medieval & Renaissance weapons & armour

[Phew, we made it! The longest and most complex equipment list of them all. I nearly went blind fiddling with the formatting for the tables in this one. I can't believe I forgot to add pictures to the last post in the series, so I'm going to make up for it with a ton of plate mail here. Having added pages of Steve's notes in the earlier entries, there isn't too much left to explain, I hope. Enjoy! - HDA]

Part 1 - Intro & Prehistory
Part 2 - Antiquity/Bronze Age
Part 3 - Dark Ages
Part 4 - High Medieval

*****

-RANGE: After reading the comments on the last post, I did a possible retuning of the archery ranges across the board. I went with flat 30/120 for one handed bows, 60/120 for two handed bows, as suggested. The “30” short range bracket can be simulated by the ideal ambush range, granting advantage only on surprise against targets within 30 feet. For any bow that gives us:
30 feet or less, advantage (if you have surprise)
60 feet or less, normal shot
120 feet or less, disadvantage
Obviously distance shooting would be way longer, especially for longbows. If you didn't read those links in the last post to Delta's archery breakdowns, do so now.

[This would - optionally - replace the range increments for ALL bow weapons. In the entries below, I have preserved the numbers as Steve originally sent them to me, for consistency with the previous weapon lists. -HDA]


-Repeating crossbows actually existed in ancient China. You can remove them to retain European flavour, or do what Warhammer did and make them the signature of dark elves, since hand crossbows only get you so far. If you want to make them simpler, just have them do a single attack for 2d4 or 2d6, each attack roll representing a short volley. Also, like the blowgun, repeaters were basically designed to employ poisoned bolts since they lacked some oomph, another reason the Drow flavour fits.


-The elephant in the room: while realistic, the reloading numbers on the crossbows make them basically unusable in actual play, or at least very inconvenient for dungeon crawling. A feat that lowers the number of turns to reload by 1 (to a minimum of 0) would be a welcome replacement for 5e's Crossbow Expert feat, which basically turns you into damn Legolas.


-I included brigandine as late-period scale mail. Same stats. It's basically just a breastplate that rattles, so it gives the stealth disadvantage. Instead of one full piece, it is made of segmented overlapping pieces riveted to the inside of a garment. If you hit a guy wearing it, it would feel like hitting solid steel but sound like you were breaking a glass at the same time.

Transitional armour

Late Middle Ages (14th-15th century) & Early Renaissance* (16th century)
Simple Melee dmg notes
Club D4 B light or versatile
Dagger: bollock, rondel, stiletto D4 P finesse, light
Handaxe D6 S light
Javelin, war dart D6 P thrown (30/120)
Mace D6 B -
Mace, footman’s D6 B versatile
Military flail D6 B -
Morningstar D6 B -
Peasant flail D8 B two-handed
Quarterstaff D6 B two-handed
Sap D4 B finesse, light, knockout
Sickle D4 S light
Spear D6 P thrown (20/60), versatile
Simple Ranged
Crossbow, assassin* D4 P ammunition (20/80), loading (4), light
Crossbow, hand* D6 P ammunition (30/120), loading (1)
Crossbow, hand-spanned D6 P ammunition (60/120), loading (1), two-handed
Crossbow, belt or lever-spannedD8 Pammunition (80/160), loading (1), two-handed
Crossbow, windlass D10 P ammunition (100/200), loading (6), two-handed
Crossbow, cranequin* D10 P ammunition (100/200), loading (4), two-handed
Hand cannon / culverin D8 P ammunition (10/40), misfire, loading (4), two-handed
Matchlock, pistol* D8 P ammo (20/60), light, misfire, loading (5)
Matchlock, arquebus / carbine*D10 Pammo (30/90), loading (5), misfire, two-handed
Matchlock, arquebus / musket* D12 P ammo (40/120), heavy, loading (5), misfire, two-handed
Shortbow D6 P ammo (80/160), str 11, two-handed
Sling (stone) D4 B loading (0), ammunition (30/90)
Sling (bullet) D6 B loading (0), ammunition (30/120)
Martial Melee
Battleaxe, horseman’s D8 S/P -
Greataxe, bardiche D12 S heavy, two-handed
Greatsword, claymore / zweihander* D12 S/P heavy, two-handed
Lance, heavy D8 P heavy, reach, two-handed on foot, versatile (D10)
-couched charge 2D8 P heavy, reach, two-handed on foot, versatile (2D10)
Maul D12 B heavy, two-handed
Pick, horseman’s D8 P/B -
Pike D8 P heavy, reach (15 ft, cannot attack 5 ft), two-handed
Polearm, bec de corbin D10 B/P heavy, reach, two-handed
Polearm: halberd, poleaxe, bill, glaive, voulgeD10 S/Pheavy, reach, two-handed
Polearm, partisan / ranseur D10 P heavy, reach, two-handed
Shortsword, baselard D6 P finesse, light
Shortsword, cinquedea D6 S finesse, light
Sword, arming / side* D8 S/P -
Sword, long / bastard* D8 S/P versatile
Sword, estoc / tuck D8 P versatile
Sword, messer D8 S -
Sword, rapier* / koncerz* D8 P finesse
Sword, sabre/scimitar D8 S finesse
Warhammer D8 B/P versatile
Martial Ranged
Crossbow, light repeatingD4 Pammunition (20/80), bonus attack, two-handed
Crossbow, heavy repeatingD6 Pammunition (60/120), bonus attack, two-handed
Longbow D8 P ammunition (150/300), heavy, str 13, two-handed
Longbow, heavy / recurvedD10 Pammunition (150/300), heavy, str 15, two-handed
Net - special, thrown (5/15)
Shortbow, recurved D8 P ammo (100/200), str 13, two-handed

Special weapon rules
Light: Ideal for off-hand use when dual wielding.
Versatile: May be used in one or two hands. Roll the next higher die for two-handed damage.
Finesse: May use DEX modifier in place of STR for attack/damage rolls.
Heavy: Small creatures have disadvantage on attack rolls.
Reach: Adds 5 feet to striking distance, unless more is indicated.
Ammunition/Thrown: A ranged weapon. The first number is short range (attacks incur no penalty), the second is maximum range, in feet.
Loading (x): Require the user to spend an indicated number of actions reloading the weapon. If the number indicated is 0 it can be fired once per round, but no more.
Misfire: These weapons fail spectacularly on a to-hit roll of 1 and cannot be used until fixed.
Bonus Attack: These weapons can make an additional attack as a bonus action, similar to the rules for two-weapon fighting.
*Early Renaissance: Add or subtract these weapons to taste, depending on the culture & technology level of your setting. Including them instantly gives you that WFRP feel.


Light Armour AC notes
Arming doublet 11+dex -
Buff coat 11+dex -
Padded jack 12+dex -
Medium Armour
Mail shirt, bishop’s mantle 12+dex (max 2) stealth disadvantage
Mail shirt 13+dex (max 2) stealth disadvantage
Jack-of-plates 13+dex (max 2) -
Brigandine 14+dex (max 2) stealth disadvantage
Breastplate 14+dex (max 2) -
Breastplate, mirror 14+dex (max 2) stealth disadvantage
Coat of plated mail 15+dex (max 2) stealth disadvantage, str 13
Half-plate 15+dex (max 2) stealth disadvantage
Heavy Armour
Suit of plated mail 17 stealth disadvantage, str 15
Half-plate and mail 17 stealth disadvantage, str 13
Three-quarter plate 17 stealth disadvantage, str 13
Transitional plate 18 stealth disadvantage, str 17
Full plate 18 stealth disadvantage, str 15
Shields
Buckler** +2 no AC bonus vs. ranged
Shield +2 -
Pavis - 3/4 cover when positioned

**Bucklers: considered proficient if proficient with shields, or with light armour and any type of sword



*****

Want to dig deeper? Here are a few informational links that ought to have you kids writing up your own weapon lists in no time:

Armour & Weapons by Charles Foulkes (pdf). I found this on the OSR links to wisdom wiki.
A Glossary of the Construction, Decoration and Use of Arms & Armour by George Cameron Stone. I have linked this before, but surely this is the most appropriate place to remind you all. Loads of pictures are included. If this doesn't get you excited to game, get your circulation checked.

As before, images are from Osprey Publishing. Go check 'em out.
Here is a nice piece on costs of medieval items. Weapons & armour are limited, but it's quite interesting and this article is as good a place as any to link it.
A huge article on early firearms. What is a matchlock, really? Find out here. Packed with references, links and pictures.

Matchlocks vs. armour:



Wednesday, March 25, 2020

[Guest Post] High Medieval weapons & armour

[The fourth in our ongoing series. This one is probably closest to your basic D&D equipment list. Most of this should be familiar to folks, except that plate mail hasn't fully developed yet. Let's check it out, with a couple of explanatory notes and links that reveal Steve's obsession with bows and crossbows... -HDA]

Previous posts in the series:
Primitive
Antiquity
Dark Ages

[EDIT: I guess we made it to the big time! Finally on the board at the OSR links to wisdom wiki. Chin-chin! - HDA]

[EDIT AGAIN: I can't believe I forgot to include pictures in this post. Here are a few illustrating the armours of the day. - HDA]


*****

-I spoke with a medieval anthropologist who shoots both crossbows and longbows and he shared an interesting theory with me. He's willing to swear by an academic work (the name escapes me) that the find of the Mary Rose has been misinterpreted to indicate that English archers used monstrously high draw weights like 185 or 200 lbs, because the bows are so stiff and the skeletons found had disfigured spines. The article's opinion was that remains of sailors were mislabelled as the skeletons of archers (supposedly there were only a few archers on board and a much larger crew) and that the back problems came from the crew's manual labour on the ship.

The bow staves being carried were actually half-finished munitions bows in transportation. The idea is they get shaved down by a bowyer to suit the individual man who would draw them, therefore reducing draw weight. Maybe they think so because the natural texture of the wood was left on the back of the bows. Anyway, if you believe that as this guy I talked to did, he was sceptical that any war bows were heavier than 110 pounds, arguing that a 190 pound bow is impossible for even a very strong man to draw. He thinks that the emphasis on the superhuman strength of English archers is a kind of historical myth perpetuated by England because it reinforces national pride and glorifies their ancestors. However, there are archers today who can draw and shoot the Mary Rose bows and they haven't trained from the age of 8. [Of course today we have access to a high-calorie, high-protein diet and fitness gyms. English peasants didn't. I saw a video of a dude squatting 1,001 lbs for 3 reps the other day. You be the judge. -HDA]


-Similar to the ancient Sica, the Baselard of the late Medieval had the connotation of a scoundrel's weapon, used by criminals, murderers, etc, and banned in certain places and towns. The high medieval/crusade era was trickier, but I did find a reference to an 11th/12th century short sword called a servile. It was assumed to be a boy's sword, or blade for a servant. They could have it wrong, it could have been a perfectly good weapon for war. Either way, in a fantasy context, a boy's sword is perfect for the Frodos and Bilbos and it might be an unassuming weapon for a rogue.


-Basically, everything we know about splint mail, banded mail, whatever, throw it all out. There is mail, and there is plate. One grew into the other over time. At the beginning it was "plated mail" or "mail & plate", which was just plates covering important parts. Europeans started putting plate over their mail, until it was all plate with just mail in the gaps (called transitional armour). Then they got so good that they didn't need the mail and just had a shirt with mail armpits that they put on beforehand.


-Lamellar is better scale armour using bronze wire to lace the scales to each other instead of to a backing. It was popular with the Byzantines and spread to the Byzantine-influenced areas of Poland, Lithuania, Russia, Turkey, Persia and into Asia from there. The cataphracts would upgrade their mail with a shirt of lamellar on top which then turned into mail-and-plate armour (or plated mail), and then the mail limb armour went back to higher grade lamellar (the same style as Roman lorica segmentata), so the highest levels of armour in the era were a composite of chest plates and segmented limb armour.



High Middle Ages (11th-13th century)
Simple Melee dmg notes
Club D4 B light or versatile
Dagger, knightly D4 P finesse, light, thrown (10/30)
Handaxe D6 S light
Javelin D6 P thrown (30/90)
Mace D6 B -
Mace, footman’s D6 B versatile
Military flail D6 B -
Morningstar D6 B -
Peasant flail D8 B two-handed
Quarterstaff D6 B two-handed
Sap D4 B finesse, light, knockout
Sickle D4 S light
Spear D6 P thrown (20/60), versatile
Simple Ranged
Crossbow, hand-spanned D6 P ammunition (60/120), loading (1), two-handed
Crossbow, belt-spanned D8 P ammunition (80/160), loading (1), two-handed
Dart D4 P finesse, thrown (20/60)
Shortbow D6 P ammunition (80/160), str 11, two-handed
Sling (stone) D4 B loading (0), ammunition (30/90)
Sling (bullet) D6 B loading (0), ammunition (30/120)
Martial Melee
Battleaxe D8 S versatile
Greataxe, dane axe/sparth D12 S heavy, two-handed
Lance, light D6 P reach, thrown (20/60), versatile
Lance, heavy D8 P heavy, reach, two-handed on foot, versatile
(couched charge) 2D8 P heavy, reach, two-handed on foot, versatile (2D10)
Pike D8 P heavy, reach (15 ft, cannot attack 5 ft), two-handed
Polearm, fauchard/guisarme D10 S heavy, reach, two-handed
Polearm, spetum D10 P heavy, reach, two-handed
Shortsword, servile D6 P finesse, light
Sword, arming D8 S/P -
Sword, falchion D8 S -
Sword, long D8 S/P versatile
Sword, scimitar/sabre D8 S finesse
Whip D4 S finesse, reach, knockout, no opportunity attacks
Martial Ranged
Longbow D8 P ammunition (150/300), heavy, str 13, two-handed
Longbow, heavy/recurvedD10 Pammunition (150/300), heavy, str 15, two-handed
Net - special, thrown (5/15)
Shortbow, recurved D8 P ammunition (100/200), str 13, two-handed
Special weapon rules:
Light: Ideal for off-hand use when dual wielding.
Versatile: May be used in one or two hands. Roll the next higher die for two-handed damage.
Finesse: May use DEX modifier in place of STR for attack/damage rolls.
Heavy: Small creatures have disadvantage on attack rolls.
Reach: Adds 5 feet to striking distance, unless more is indicated.
Ammunition/Thrown: A ranged weapon. The first number is short range (attacks incur no penalty), the second is maximum range, in feet.
Loading (x): Require the user to spend an indicated number of actions reloading the weapon. If the number indicated is 0 it can be fired once per round, but no more.



Light Armour AC notes
Padded aketon 11+dex -
Padded gambeson 12+dex -
Medium Armour
Mail shirt 13+dex (max 2) stealth disadvantage
Mail coat 14+dex (max 2) stealth disadvantage
Scale shirt, lamellar 13+dex (max 2) stealth disadvantage
Scale armor, lamellar 14+dex (max 2) stealth disadvantage
Plated mail shirt 14+dex (max 2) stealth disadvantage
Coat of plated mail 15+dex (max 2) stealth disadvantage, str 13
Heavy Armour
Suit of mail 16 stealth disadvantage, str 13
Suit of plated mail 17 stealth disadvantage, str 15
Shield +2 -


*****

[Here are some great links for more info:

The mighty Delta explains archery, range & accuracy in D&D Plenty of further reading. Archery is much more complex an issue than I thought!
Military kits of British soldiers, 1066-today with lots of pictures
How did swords work against armour anyway?

Firing speed of bows & crossbows:

Saturday, March 7, 2020

[Guest Post] Dark Ages weapons & armour

[We're back with more of the period-piece weapons you crave! This is the beginning of familiar territory for most D&D settings. This is a nice easy weapon list before we get to the huge and complex arms proliferation of the high middle ages and beyond. Don't get cocky though, there are some key differences between the Dark Ages and latter times. -HDA]

Part One - Prehistory
Part Two - Antiquity

*****

Francisca - The classic one-handed axe, a few fellows hold them in the picture just above.

Shepherd's Axe - Similar, with a bigger head and longer handle.

Dane Axe - Long-handled axe with a differently-shaped head. [See link below]

Angon - Very similar to the pilum and maybe derived from it, used by the Anglo-Saxons.

Peasant Flail - Originally used for threshing, the two-handed versions had cylindrical heads unlike many one-handed flails.



DARK AGES (6th-10th century)
Simple Melee dmg notes
Club D4 B light or versatile
Dagger D4 P finesse, light
Handaxe, francisca D6 S light, thrown (20/60)
Handaxe, shepherd’s D6 S versatile
Javelin D6 P thrown (30/90)
Javelin, angon D6 P thrown (20/60), near miss disables wooden shield
Mace D6 B -
Mace, footman’s D6 B versatile
Military flail D6 B -
Morningstar D6 B -
Peasant flail D8 B two-handed
Quarterstaff D6 B two-handed
Sap D4 B finesse, light, knockout
Sickle D4 S light
Spear D6 P thrown (20/60), versatile
Simple Ranged
Crossbow, hand-spanned D6 P ammunition (60/120), loading (1), two-handed
Dart D4 P finesse, thrown (20/60)
Shortbow D6 P ammunition (80/160), str 11, two-handed
Sling (stone) D4 B loading (0), ammunition (30/90)
Sling (bullet) D6 B loading (0), ammunition (30/120)
Martial Melee
Battleaxe, bearded D8 S versatile
Greataxe, dane axe D12 S heavy, two-handed
Lance, light D6 P reach, thrown (10/30), versatile
Lance, heavy D8 P reach, heavy, two-handed on foot, versatile
(couched charge) 2D8 P reach, heavy, two-handed on foot, versatile (2D10)
Shortsword, seax D6 P finesse, light
Sword, Carolingian/Viking D8 S -
Sword, sabre/scimitar D8 S finesse
Whip D4 S finesse, reach, knockout, no opportunity attacks
Martial Ranged
Longbow D8 P ammunition (150/300), heavy, str 13, two-handed
Net - special, thrown (5/15)
Shortbow, recurved D8 P ammunition (100/200), str 13, two-handed

Special weapon rules:
Light: Ideal for off-hand use when dual wielding.
Versatile: May be used in one or two hands. Roll the next higher die for two-handed damage.
Finesse: May use DEX modifier in place of STR for attack/damage rolls.
Heavy: Small creatures have disadvantage on attack rolls.
Reach: Adds 5 feet to striking distance, unless more is indicated.
Ammunition/Thrown: A ranged weapon. The first number is short range (attacks incur no penalty), the second is maximum range, in feet.
Loading (x): Require the user to spend an indicated number of actions reloading the weapon. If the number indicated is 0 it can be fired once per round, but no more.



Light Armor AC notes
Padded aketon/vápntreyja 11+dex -
Padded gambeson 12+dex -
Medium Armor
Hide armor, elk/reindeer 12+dex (max 2) -
Mail shirt 13+dex (max 2) stealth disadvantage
Mail coat 14+dex (max 2) stealth disadvantage
Scale shirt, iron 13+dex (max 2) stealth disadvantage
Scale coat, iron 14+dex (max 2) stealth disadvantage
Shield, wooden +2 -
Byzantine Cataphract Barding
Light Barding AC notes
Padded barding 11+dex -
Leather scale barding 11+dex -
Medium Barding
Hide barding 12+dex (max 2) -
Scale barding, forequarters 13+dex (max 2) stealth disadvantage
Scale barding, body 14+dex (max 2) stealth disadvantage




*****

Here's a nice link that relates back to the previous post. A beautiful Roman-made dagger.

Types & shapes of Norwegian Viking-age swords, up to the 10th c.
Various shapes & sizes of axe heads, including the Dane Axe and others.

If anyone else has links to historical footnotes or resources, have at it in the comments!
Now that we're in the Viking Age, some appropriate music:


Friday, February 28, 2020

[Guest Post] Bronze Age weapons & armour

[Steve is back with weapons from the ancient world. I have included some of his explanatory notes to me, some may find them useful to add a bit of detail. I wish I could just transcribe our conversations, but I'm not spending my time doing that! -HDA]

Part One - Prehistory

*****



Javelin, Amentum - Greeks used a twisted leather thong attached to a javelin to extend the throw similar to an atlatl, but without the finickiness of loading it onto the branch, as the thong was just affixed to the javelin.  As it untwisted, it also imparted spin.

Javelin, Pilum - You'd best know what this one is.  Heavy, hypodermic looking javelin that the legion is famed for.  Fucked with shields and over-penetrated to strike men who used them on account of their design.

Dolabra - The real weapon that built the empire, the legion's entrenching tool. Mattock/pickaxe.

Xyston - A normal Macedonian spear.

Gastraphetes - Greek crossbow that would have allowed them to span a draw weight greater than they could have by hand, by pushing down on a mechanism that then pushed back up against the string, bracing it against their belly ("belly bow").

Epsilon axe
Epsilon axe - Shaped like the Greek character epsilon.


Labrys axe - Presumably ceremonial, associated with Minoan religion, therefore all minotaurs carry greataxes in D&D.

Kontos - The first light lances.

Sarissa - Alexander's Macedonian pike.

Falx - Dacian terror weapon, the first two-handed weapon Romans encountered. They temporarily up-armoured the dacian legions to counter it with banded iron armguards (manica), greaves, and reinforced helmets. Thus we have Roman segmented iron half-plate, if only for a short window.

Rhompheia - Basically the same thing.

Sica - Thracian shortsword, associated with assassins. This is the root of the word "Sicario."

Dory - The hoplite spear. 300 Spartans, phalanx warfare, etc.

Khopesh - Weird Egyptian bronze sword that developed out of axes, like a cut out epsilon axe

Spatha - Roman cavalry sword, longer than a Gladius, ended up becoming the main armament of the late empire, influenced the development of the migration period sword/Viking sword/Carolingian sword, would eventually stiffen and taper and develop into the arming sword.

Falcata/Kopis - Leonidas' sword, different name depending on whether you're Spanish or Greek.  Like a big Kukri knife.

In case it's not obvious for the armours I tried to use plain English to describe them. Breastplate instead of Cuirass, etc. So a segmented iron breastplate here is a "Lorica Segmentata" should you want to get that in-depth.




ANTIQUITY
Simple Melee dmg notes
Club D4 B light or versatile
Dagger, bronze/pugio D4 P finesse, light
Handaxe, bronze D6 S -
Greatclub D8 B two-handed
Javelin D6 P thrown (30/90)
Javelin, amentum D6 P thrown (30/120)
Javelin, pilum D6 P thrown (20/60), near miss disables wooden shield
Mace, bronze D6 B -
Pick, dolabra D6 S/P versatile
Quarterstaff D6 B two-handed
Sap D4 B finesse, light, knockout
Sickle D4 S light
Spear, bronze/xyston D6 P thrown (20/60), versatile
Simple Ranged
Crossbow, hand-spanned D6 P ammunition (60/120), loading (1), two-handed
Crossbow, gastraphetes D8 P ammunition (80/160), loading (1), two-handed
Dart D4 P finesse, thrown (20/60)
Shortbow D6 P ammunition (80/160), str 11, two-handed
Sling (stone) D4 B loading (0), ammunition (30/90)
Sling (dart) D6 P loading (0), ammunition (30/90)
Sling (bullet) D6 B loading (0), ammunition (30/120)
Martial Melee
Battleaxe, epsilon/labrys D8 S versatile
Lance, kontos D6 P reach, thrown (10/30), versatile
Pike, sarissa D8 P heavy, reach (15 ft, cannot attack 5 ft), two-handed
Polearm, falx/rhomphaia D12 S heavy, two-handed
Shortsword, gladius/xiphos D6 P light
Shortsword, machaira/sica D6 S finesse, light
Spear, dory/trident D6 P reach, thrown (10/30), versatile
Sword, khopesh/spatha D8 S -
Sword, falcata/kopis D8 S/P -
Whip D4 S finesse, reach, knockout, no opportunity attacks
Martial Ranged
Net - special, thrown (5/15)
Shortbow, recurved D8 P ammunition (100/200), str 13, two-handed

Light: Ideal for off-hand use when dual wielding.
Versatile: May be used in one or two hands. Roll the next higher die for two-handed damage.
Finesse: May use DEX modifier in place of STR for attack/damage rolls.
Heavy: Small creatures have disadvantage on attack rolls.
Reach: Adds 5 feet to striking distance, unless more is indicated.
Ammunition/Thrown: A ranged weapon. The first number is short range (attacks incur no penalty), the second is maximum range, in feet.
Loading (x): Require the user to spend an indicated number of actions reloading the weapon. If the number indicated is 0 it can be fired once per round, but no more.


Light Armour AC notes
Quilted linen 11+dex -
Breastplate, leather 11+dex -
Breastplate, linen 12+dex -
Heart protector, bronze 12+dex -
Medium Armour
Hide armour, crocodile 12+dex (max 2) -
Mail shirt 13+dex (max 2) stealth disadvantage
Scale shirt, bronze/iron 13+dex (max 2) stealth disadvantage
Breastplate, segmented iron 14+dex (max 2) stealth disadvantage
Breastplate, bronze 14+dex (max 2) -
Half-plate, bronze 15+dex (max 2) stealth disadvantage, str 13
Half-plate, segmented iron 15+dex (max 2) stealth disadvantage, str 13
Heavy Armour
Suit of bronze plate 17 stealth disadvantage, str 15
Shield, bronze +2 -
Shield, wooden +2 -

*****
Pictures are from books by Osprey Publishing. Check them out, really great stuff!
Here is a video that bears on the previous entry in this series (Prehistoric weapons). Making an atlatl spear-thrower:

Tuesday, February 25, 2020

[Guest Post] Revising the Weapon/Armour lists - Introduction & Prehistory

[My good pal, former protege and gaming Oprah, Steve has been haranguing me for a long time about realism & historical accuracy in the D&D equipment list. Finally I asked him to put up or shut up: give me something I can use at my table or blog about! Monday morning, the following came across my desk. Actually much, much more than the following... but we'll start with this and see how far we get. -HDA]


*****

Switching from Pathfinder 1st edition to 5th edition D&D has been a breath of fresh air. While I adore Golarion despite its faults and appreciate the attempted breadth of simulationism with the rules, the situational bonuses and penalties clutter play at all but the lowest levels. I admire the OSR community a lot, and enjoy mining it for ideas, but the days of AC lookup charts, THAC0 and other trappings of the retro editions are behind me. More accurately, 1st edition is an exercise in futility in terms of getting anyone who would sit around my table to actually relearn those old ways, even as my players drown in the modern comforts of d20.

5th edition has struck a great balance with me between playable simplicity and tactical RPG gaminess, and I’ve been able to woo my players over to it despite what was initially perceived as fewer character options and a less granular, lower fidelity system of modifiers. The fact that the math doesn’t break down into absurdity after half a dozen levels is a pretty cool feature, go bounded accuracy! A lot has been written about this in other places and I’m not here to plug editions, but essentially for my group, adopting 5e has helped us (well, some of us) move away from the optimization death spiral, re-focus on play of the game, and value character creation choices that are meaningful instead of hunts to stack bonuses.


One thing that disappointed me about 5e was the weapon and armour lists. I understand their utility, but coming from Pathfinder, which has a robust gear list (even if many of those arms and armours are not only ahistorical but suffer from power creep as well), I felt like the options were not only bare-bones but pointed once again to a very few optimal loadouts. Essentially, I understand that the weapon and armour lists seem to serve as placeholders somewhat, with broad categories that might represent any number of different weapons in fantasy or history, or different time periods, somewhat jumbled together as is normal for the fantasy milieu. Ascribing gold piece values towards these items also seemed strange. I’d rather have the GM eyeball that according to the region, using the PHB as a guide. [1]

A project to create a complete equipment list that covered all these possibilities quickly grew to become too unwieldy, and I determined that what I was actually trying to do was interpret the broad categories of arms and armour into specific historical contexts. To that end, I’ve created several re-imaginings of the equipment list below. These could represent different periods of history or different cultures, as they did on Earth. They could represent different worlds with differing technological bases entirely. They might interact in interesting ways as well, when explorers from a far-off, technologically superior empire encounter more primitive humanoids living in a remote region whose equipment is simpler but more readily adapted to their environment.

The lists may also be juxtaposed, as they were in history for example when the Romans still employed bronze in some contexts or when stone age and bronze age weapons co-existed. Some of these changes re-balance the gear list a bit, and this is done according to my preferences for retaining combat utility while favouring realism. It results in weird situations like a stone axe being as effective on paper as a horseman’s axe. My suggestion would be to apply disadvantage against a weapon user attempting to attack someone armoured from a later period, or one-handed slashing weapons against heavy armour. Some late period weapons may ignore early period armour entirely (eg, firearms).



PREHISTORY
Simple Melee damage notes
Club D4 B light or versatile
Club, mere D4 B finesse, fragile, light
Club, sharktooth D6 B/S fragile
Club, stone D6 B fragile
Dagger, stone D4 P finesse, fragile, light
Greatclub D8 B two-handed
Handaxe, stone D6 S fragile
Javelin, stone D6 P fragile, thrown (30/90)
Spear, stone D6 P fragile, thrown (20/60), versatile
Yklwa, stone D6 P fragile, light, thrown (10/30) [2]
Simple Ranged
Blowgun 1 P ammunition (25/50), loading (0)
Shortbow D6 P ammunition (80/160), str 11, two-handed
Sling (stone) D4 B ammunition (30/90), loading (0)
Spear-thrower, atlatl D6 P ammunition (30/120), loading (0)
Martial Melee
Early sword, bronze/copper D6 S versatile
Macuahuitl D8 S fragile
Macuahuitl, great D8 S fragile, versatile
Tepoztopilli D10 S/P fragile, heavy, reach, two-handed
Martial Ranged
Net - special, thrown (5/15)

For those of you without a copy of 5th edition, a brief explanation of the weapon properties should you care to use them.
Fragile: Weapons crafted from flint, stone, bone, horn, antler, shark-teeth and obsidian. On a to-hit roll of 1 the weapon chips or breaks, treated as an improvised weapon thereafter.
Light: Ideal for off-hand use when dual wielding.
Versatile: May be used in one or two hands. Roll the next higher die for two-handed damage.
Finesse: May use DEX modifier in place of STR for attack/damage rolls.
Loading (x): Require the user to spend an indicated number of actions reloading the weapon. If the number indicated is 0 it can be fired once per round, but no more.
Reach: Adds 5 feet to striking distance.
Ammunition/Thrown: A ranged weapon. The first number is short range (attacks incur no penalty), the second is maximum range, in feet.
Heavy: Small creatures have disadvantage on attack rolls.
Light Armour AC notes
Breastplate, wicker 11+dex stealth disadvantage
Scale shirt, hide 11+dex -
Scale shirt, horn 12+dex stealth disadvantage
Medium Armour
Breastplate, rattan 12+dex (max 2) stealth disadvantage
Hide armour 12+dex (max 2) -
Heavy Armour
Suit of splinted woven fibre 14 stealth disadvantage
Shield, hide/wooden/wicker +2 -


*****

[1] - I have done this too, my old primitive equipment list (now rendered somewhat outdated by this article) had custom prices for everything. However, I do think Steve not including prices with these lists was a bit of an oversight. We may revisit this topic later in the series.

[2] - Yklwa: From the Tomb of Annihilation adventure, it's a very short-hafted spear.

[More great reading on armour, both primitive and otherwise HERE and HERE.
Sorry about the formatting. I have never used HTML before, so the tables were hard to figure out. Use these weapon/armour lists for a wild frontier game, maybe some neanderthals, lizardmen, ogres or something.

EDIT: Added in a few extra changes Steve sent me. Next up: the bronze age!! - HDA]



Sunday, June 24, 2018

Weapon Lists II - Primitive

So I was brainstorming some other expanded equipment lists that might be around in Land's End. I am gonna use the classic Middenmurk peasant gear for starting humans and civilized folk, but some of the characters are from primitive tribes and they need some crap gear to start with. I have tried to hack down the pathfinder gear into a manageable form, while preserving a sense of mechanical variety between weapons.





So in Land's End, elves and half-elves are second-class citizens in the empire, and basically live in the crappy parts of the world in states of near barbarism. My brother's oracle character is from one such tribe, so he'll pick from the feral elf list. The lizardman comes from the swamps beyond Land's End, so it'll take a bit of fiddling to get him into the group, but his stone-age weapon list is very similar, except I doubt they have much flint or stone to dig up in the swamps. Instead they trade for obsidian with the tribes to the east, who live at the foot of a mountain range. Obviously the lizardfolk weapons are inspired by Mesoamerican designs, and as my research on that topic progresses their arsenal will grow.

*****

Note on weapon costs: I'm using silver pieces instead of gold or copper because it's a bit of a richer setting than Middenmurk, but gold is still an exciting find! Also, I'm not changing the starting equipment costs in the PFCRB, so the PCs will start out broke as HELL. And when the player is 'paying silver' for a stone axe, we can view this as an abstracted sense of their starting wealth and resources when they leave the house, not that they actually gave somebody a big sack of money for a crappy stone-age weapon... although, yknow, selling beads to the natives is a thing sometimes.

*****

FERAL ELF WEAPONS/ARMOUR

Simple Weapons
Hunting Spear - throwable 25ft, shoddy - 1d6, 10 sp
Sling - 50ft - 1d3, free
Branch Club - hefty - 1d4, free
Flint Knife - chips, light, short, crit 19-20 - 1d4, 15 sp
Bone Knife - shoddy, light, short, crit 19-20 - 1d4, 10 sp

Martial Weapons
Flint Axe - martial, chips, critx3 - 1d6, 40 sp
Stone Club - martial, unwieldy, shoddy, 2 handed - 1d8, 30 sp

Light Armour
Hide Shield - fragile - +1 AC, -1 check penalty, - 20 sp
Wool Armour - fragile - +1 AC, +8 max DEX bonus - 50 sp

Medium Armour
Wooden Shield - medium, clunky, fragile - +2 AC, -2 check penalty - 50 sp
Aurochs Hide Armour - medium, furry - +3 AC, +4 max DEX bonus, -3 check penalty - 110 sp 


LIZARDFOLK WEAPONS/ARMOUR

Simple Weapons
Bone Knife - shoddy, light, short, crit 19-20 - 1d4, 10 sp
Branch Club - hefty - 1d4, free
Hunting Javelin - throwable 25ft, shoddy - 1d6, 8 sp
Atl-Atl - launch javelins 45ft - 15 sp
Blowgun - 1d2, 10 sp
   -darts are 10/5 sp

Martial Weapons
War Club - 2 handed, unwieldy - 1d10, 15 sp
War Spear - 2 handed, long, heavy, chips - 1d8, 30 sp
Obsidian-bladed "Sword" - chips, crit 19-20 - 1d8, 90 sp
Snaketooth Saw - chips, crit 18-20, armour-piercing - 1d8, ***

Light Armour
Palm-leaf Fiber Cuirass - fragile - +1 AC, +6 max DEX bonus - 40 sp

Medium Armour
Toad-skin Suit - slippery, FROGGY - +3 AC, +3 max DEX bonus, -3 check penalty - 110 sp

Heavy Armour
Crabshell Plate - slippery, awkward, fragile - +5 AC, +0 max DEX bonus, -6 check penalty - 1500 sp
Tortoiseshell Shield - clunky - +1 AC, -2 check penalty - 55 sp

*** - snaketooth saws are badges of merit, not for sale to foreigners or 1st level lizardfolk PCs. Maybe through story events a PC could be awarded one.


WHAT THE TRAITS MEAN

Here are the relevant original traits for Middenmurk peasant weapons, which I'll adapt for Pathfinder like so:

shoddy: breaks on a roll of 1
hefty: -4 to initiative unless wielder has a STR of 13 or more
unwieldy: -4 to initiative always
short: -4 to initiative unless the combatants are grappling in which case +4
long: +4 to initiative unless the combatants are grappling in which case cannot strike
armour-piercing: +1 to hit against medium and heavy armour

To this I have added:


chips: on a roll of 1 OR maximum damage, weapon loses a bit of its edge and has -1 to damage. This can add up until the weapon can do no damage, then it breaks.

Armour Traits:

fragile: any time the enemy hits you with a 20, the armour gets -1 to AC. If this would lead to no bonus, the armour is wrecked.
clunky: this shield is hard to move around quickly - only blocks attacks from 1 enemy per round
slippery: you and your enemies both get -4 to grapple while you have this on
awkward: this stuff is hard to put on & take off without help - 2x speed of plate mail
furry: gets hot as hell in this armour, if in a warm climate you become exhausted 2x faster
FROGGY: bullywugs, toadmen and others hate you on sight for wearing this. You smell bad, making it easy to track you by scent.

*****

ALSO: I discovered www.paperspencils.com and love how this guy tries to beat the hell out of Pathfinder. He did the work so I don't have to!!! Along with -C's classic skill analysis, I am flogging the shit out of the skills and feats lists to simplify my damned life. I'll make it to a 'lo-annoyance PF' system soon enough!!!

*****

Now it's time to SUFFER!!!!!