[ Armor | Coinage | Metals | Weapons (Missile Weapon Ranges) ]

Coinage

    Coinage varies from kingdom to kingdom.
Exchange Rates
10gp
=
1pp
10sp
=
1gp
5sp
=
1ep
7bp
=
1sp
10cp
=
1sp
10tp
=
1cp
pp = platinum pieces, gp = gold pieces, ep = electrum pieces, sp = silver pieces, bp = bronze pieces, cp = copper pieces, tp = tin pieces

Weapon
Cost
Weight
Size
Type
Speed
Factor
Damage
Notes
S-M
L
Axe
   Battleaxe
5gp
7
M
S
7
1d8
1d8
   Hand/throwing axe
1gp
5
M
S
4
1d6
1d4
-
called shot with a throwing axe can force an enemy's shield to make a saving throw vs normal blow or be ruined
   Hatchet
2gp
3
S
S
3
1d4
1d4
   Hurlbat
2gp
6
M
P/S
8
1d8
1d6
   Two-handed axe
15gp
10
L
S
9
1d10
2d8
Bow
   Arrow, flight
3sp/12
1/10
S
P
-
1d6
1d6
   Arrow, pile
3sp/6
1/10
S
P
-
1d6
1d6
-
a pile arrow shot at short range gets a +2 to hit armored targets
   Arrow, sheaf
3sp/6
1/10
S
P
-
1d8
1d8
   Composite longbow
100gp
3
L
(P)
7
-
-
-
only available in certain places
   Composite shortbow
75gp
2
M
(P)
6
-
-
-
only available in certain places
   Longbow
75gp
3
L
(P)
7
-
-
   Shortbow
30gp
2
M
(P)
7
-
-
Caltrop
2gp/12
1/10
S
P
1
1d2
-
must have 10 caltrops per 5'x5' area, victim must save vs paralyzation or suffer damage & be reduced to ½ move until spending 1 rnd to remove it, must save a 2nd time or be reduced to 1/3 movement
Club
-
3
M
B
4
1d6
1d3
   Great club
2gp
15
L
B
9
2d4
1d6+1
   War club
2gp
6
M
B/S
7
1d6+1
1d4+1
Crossbow
   Heavy crossbow
50gp
14
M
-
10
-
-
-
At medium range, Light & Heavy Crossbows reduce the AC of armored opponents by 2 points.   At short range, Light & Heavy Crossbows reduce the AC of armored opponents by up to 5 points.   The Heavy Crossbow is only available in certain places
   Heavy quarrel
2sp
1/10
S
P
-
1d8+1
1d10+1
   Light crossbow
35gp
7
M
-
7
-
-
   Light quarrel
1sp
1/10
S
P
-
1d6+1
1d8+1
   Pellet bow
25gp
5
M
-
7
-
-
   Pellet
5cp
1/10
S
B
-
1d4
1d4
Dagger
2gp
1
S
P
2
1d4
1d3
   Stiletto
8sp
1/2
S
P
2
1d3
1d2
-
recieves +2 to hit vs armored opponents
Dart
5sp
1/2
S
P
2
1d3
1d2
Flail
   Footman's flail
15gp
15
L
B
7
1d6+1
2d4
- +1 to hit vs plate armor
   Grain flail
5sp
3
M
B
6
1d4
1d4
   Horseman's flail
8gp
5
M
B
6
1d4+1
1d4+1
- +1 to hit vs opponents w/ shields, +2 to trap or disarm opponents weapon
Gaff/hook
   Attached
2gp
2
S
P
2
1d4
1d3
   Held
5cp
2
S
P
2
1d4
1d3
Grapple
5gp
3
S
P/B
7
1d4
1d4
Hammer
5sp
3
S
B
4
1d4
1d3
   Maul
4gp
10
L
B
8
2d4
1d10+1
- +1 to hit vs plate or mail armor
   Sledge hammer
2gp
10
M
B
8
1d6+1
1d4+1
   Warhammer
2gp
6
M
B
4
1d4+1
1d4
- +1 to hit vs plate armors
Harpoon
20gp
6
L
P
7
2d4
2d6
- 50% chance the head is stuck in the victim & will cause an additional 1d6 dmg if yanked or cut out of the wound
Javelin
5sp
2
M
P
4
1d6
1d6
- typically only available in Oradi & Tauran cultures
   Pilum
1gp
3
M
P
5
1d6
1d6
- When the to hit roll misses by 1-2 it sticks in opponents shield causing it to be useless til removed (1d6 rnds). Magic shields have 20% chance to ignore. Typically only available in Tauran cultures
Knife
5sp
1/2
S
S/P
2
1d3
1d2
Lance, light
6gp
5
L
P
6
1d6
1d8
Lance, medium
10gp
10
L
P
7
d16+1
2d6
Lance, heavy
15gp
15
L
P
10
1d8+1
3d6
Mace
   Footman's mace
8gp
10
M
B
7
1d6+1
1d6
- +2 to hit vs any mail armor
   Horseman's mace
5gp
6
M
B
6
1d6
1d4
- +1 to hit vs any mail armor
   Throwing mace
3gp
5
S
B
6
1d6
1d4+1
- +1 to hit vs any mail armor
Morningstar
10gp
12
M
B/P
7
2d4
1d6+1
- +1 to hit vs plate armor
Net
5gp
10
M
-
10
-
-
Pick
4gp
8
L
P
8
1d6
1d6+1
   Footman's pick
8gp
6
M
P
7
1d6+1
2d4
- +2 to hit vs plate armor
   Horseman's pick
7gp
4
M
P
5
1d4+1
1d4
- +1 to hit vs plate armor
Pitchfork
8sp
6
L
P
7
1d6
1d6+1
Polearm
   Awl Pike
5gp
12
L
P
13
1d6
1d12
   Bardiche
7gp
12
L
S
9
2d4
2d6
- +2 to hit vs plate or mail armors
   Bec de Corbin
8gp
10
L
P/B
9
1d8
1d6
- +3 to hit vs plate armor
   Bill
7gp
15
L
P/S
10
2d4
1d10
- +2 bonus to pull/trip attempts vs riders
   Bill-Guisarme
7gp
15
L
P/S
10
2d4
1d10
- +2 bonus to pull/trip attempts vs riders
   Fauchard
5gp
7
L
S
8
1d6
1d8
   Glaive
6gp
8
L
S
8
1d6
1d10
   Glaive-Guisarme
10gp
10
L
P/S
9
2d4
2d6
- +2 bonus to pull/trip attempts vs riders
   Guisarme
5gp
8
L
S
8
2d4
1d8
- +2 bonus to pull/trip attempts vs riders
   Halberd
10gp
15
L
P/S
9
1d10
2d6
- +2 to hit vs plate or mail armors
   Lucern Hammer
7gp
15
L
P/B
9
2d4
1d6
- +2 to hit vs plate armor
   Military Fork
5gp
7
L
P
7
1d8
2d4
   Pike
5gp
12
L
P
13
1d6
1d12
Quarterstaff
-
4
L
B
4
1d6
1d6
Sap
5sp
1/2
S
B
2
1d2
1d2
-
5% chance per point of dmg for 3d10 rnd knock out
Scourge
2gp
2
S
-
5
1d4
1d2
-
+1 bonus to disarm attempts
Scythe
3gp
8
L
P/S
8
1d6+1
1d8
Sickle
6sp
3
S
S
4
1d4+1
1d4
Sling
5cp
1
S
-
6
-
-
   Bullet
5cp
1/10
S
B
-
1d4+1
1d6+1
   Stone
-
1/10
S
B
-
1d4
1d4
Spear
8sp
5
M
P
6
1d6
1d8
-
5'-8' in length
   Two-handed
1d6+1
2d6
Spear, long
5gp
8
M
P
8
2d6
3d6
-
10'-12' in length
Staff sling
2sp
2
M
-
11
-
-
   Stinkpot
1sp
2
S
B
-
1d3
1d3
-
saving throw vs death is required or suffer -2 penalty to all attacks for 1d6 rnds
   Stone
-
2
S
B
-
1d4+1
1d6+1
Sword
   Bastardsword
25gp
10
M
S
6
1d8
1d12
-
+1 to hit vs mail or plate armors
      Two-handed
2d4
2d8
   Broadsword
10gp
4
M
S
5
2d4
1d6+1
-
a basket hilt provides a +1 to block
   Claymore
25gp
8
M
S
7
2d4
2d8
-
+1 to hit vs leather, mail, or plate armor
   Estoc
14gp
5
M
P
5
1d6
1d8
-
+2 to hit vs mail armor, +1 to hit vs plate armor
   Falcion
17gp
8
M
S
5
1d6+1
2d4
   Longsword
15gp
4
M
S
5
1d8
1d12
      Spatha
25gp
4
M
S
5
1d8
1d12
-
typically only available in Tauran cultures
   Sabre
17gp
5
M
S
5
1d+1
1d8+1
   Scimitar
15gp
4
M
S
5
1d8
1d8
-
typically only available in Oradi cultures
      Great Scimitar
60gp
16
L
S
9
2d6
4d4
-
typically only available in Oradi cultures
   Shortsword
10gp
3
S
P
3
1d6
1d8
      Drusus
50gp
3
M
S
3
1d6+1
1d8+1
-
+1 to hit, but acts as a gladius until re-honed at a forge after combat. Typically only available in Tauran cultures
      Gladius
10gp
3
S
P
3
1d6
1d8
-
typically only available in Tauran cultures
   Tulwar
17gp
8
M
S
5
1d6+1
2d4
-
typically only available in Oradi cultures
   Two-handed sword
50gp
15
L
S
10
1d10
3d6
-
+2 to hit vs mail or plate armor
Trident
15gp
S
L
P
7
1d6+1
2d4
   Two-handed
1d8+1
3d4
Whip
1sp
2
M
-
8
1d2
1
-
no dmg to plate, mail, or leather armor, but +2 to pull/trip & disarm
Missile Weapon Ranges
Weapon
Missile
ROF
Range (in yards)
S
M
L
Axe
   Hand/throwing axe
1/rnd
10
20
30
   Hatchet
1/rnd
10
20
30
   Hurlbat
1/rnd
10
20
30
Bow
   Composite longbow
      with Flight arrow
2/rnd
60
120
210
      with Sheaf arrow
2/rnd
40
80
170
   Composite shortbow
2/rnd
50
100
180
   Longbow
      with Flight arrow
2/rnd
70
140
210
      with Sheaf arrow
2/rnd
50
100
170
   Shortbow
2/rnd
50
100
150
Club
1/rnd
10
20
30
   War club
1/rnd
10
20
30
Crossbow
   Heavy crossbow
1/2 rnds
80
160
240
   Light crossbow
1/rnd
60
120
180
   Pellet bow
1/rnd
40
80
120
Dagger
2/rnd
10
20
30
   Stiletto
2/rnd
10
20
30
Dart
3/rnd
10
20
40
Grapple
1/2 rnds
10
20
30
Hammer
1/rnd
10
20
30
   Warhammer
1/rnd
10
20
30
Harpoon
1/rnd
10
20
30
Javelin
1/rnd
20
40
60
Knife
2/rnd
10
20
30
Mace, horseman's
1/rnd
1
3
4
Mace, throwing
1/rnd
2
4
6
Net
1/2 rnds
10
15
20
Sling
1/rnd
   Bullet
-
50
100
200
   Stone
-
40
80
120
Spear
1/rnd
10
20
30
Staff sling
1/rnd
   Bullet
-
30
60
90
   Stinkpot
-
30
60
90
   Stone
-
30
60
90
Trident
1/rnd
10
15
20

Armor Type
Cost
Torso
AC
Torso
Weight
Arm
AC
Arm
Weight
Leg
AC
Leg
Weight
Full
AC
Full
Weight
Banded mail
200gp
3.0
17 lbs
0.6
4 lbs
0.9
5lbs
6
35 lbs
Brigandine
120gp
2.0
15 lbs
0.4
3 lbs
0.6
4 lbs
4
30 lbs
Bronze plate
400gp
3.0
23 lbs
0.6
4 lbs
0.9
7 lbs
6
45 lbs
Chain mail
75gp
2.5
20 lbs
0.5
4 lbs
0.8
6 lbs
5
40 lbs
Cord armor
10gp
1.0
8 lbs
0.2
1 lb
0.3
2 lbs
2
15 lbs
Field plate
3000gp
4.0
30 lbs
0.8
6 lbs
1.2
9 lbs
8
60 lbs
Full plate
8000gp
4.5
35 lbs
0.9
7 lbs
1.4
10 lbs
9
70 lbs
Hide armor
35gp
2.0
15 lbs
0.4
3 lbs
0.6
4 lbs
4
30 lbs
Improved mail
180gp
3.0
25 lbs
0.6
5 lbs
0.9
8 lbs
6
50 lbs
Lamellar
250gp
2.5
17 lbs
0.5
4 lbs
0.8
5 lbs
5
35 lbs
Leather armor
5gp
1.0
8 lbs
0.2
1 lb
0.3
2 lbs
2
15 lbs
Padded armor
4gp
1.0
5 lbs
0.2
1 lb
0.3
1 lb
2
10 lbs
Plate mail
900gp
3.5
25 lbs
0.7
5 lbs
1.0
8 lbs
7
50 lbs
Ring mail
40gp
1.5
15 lbs
0.3
3 lbs
0.5
4 lbs
3
30 lbs
Scale mail
60gp
2.0
20 lbs
0.4
4 lbs
0.6
6 lbs
4
40 lbs
Splint mail
80gp
3.0
20 lbs
0.6
4 lbs
0.9
6 lbs
6
40 lbs
Studded leather
20gp
1.5
13 lbs
0.3
2 lbs
0.5
4 lbs
3
25 lbs
 
Armor Type
Cost
Components
AC bonus
Weight
Back-and-breast
80gp
Plate mail breastplate
4
25 lbs
Chain hauberk
75gp
Thigh-length coat of mail
4
35 lbs
Chain-lamellar
125gp
Lamellar breastplate, mail for limbs
6
35 lbs
Hoplite armor
160gp
Bronze breastplate, greaves, leather skirt
5
40 lbs
Lamellar shirt
100gp
Lamellar coat, cloth skirt
3
20 lbs
Lorica hamata
120gp
Chain shirt, studded leather skirt
4
25 lbs
Lorica segmenta
175gp
Banded mail shirt, studded leather skirt
5
20 lbs
Mail and plate
150gp
Breastplate over chainmail
6
45 lbs
 
Helms
Type
AC
Cost
Weight
Surprise
Cap
6
4gp
3 lbs
normal
Close-faced
3
20gp
10 lbs
-1 penalty
Mail coif
5
10gp
5 lbs
normal
Great helm
1
80gp
20 lbs
-2 penalty
Leather helm
8
1gp
2 lbs
normal
Open-faced
4
12gp
7 lbs
-1 penalty
Shields
Type
AC Mod
# Foes
Cost
Weight
Buckler
+1
1
1gp
3 lbs
Small
+1
2
3gp
5 lbs
Medium
+1
3
7gp
7 lbs
Large
+1/+2*
4
10gp
10 lbs
Body
+2
4
15gp
15 lbs
* +1 vs melee attacks, +2 vs missile attacks