Sunday, March 31, 2019

Blades! Serrations! Spikes! Oil!


COMBAT AND INVENTORIES
When combat is initiated, each character rolls and adds their wisdom modifier. Characters act in descending order.
All characters are considered proficient enough with a weapon to wield it without penalty. The attack bonuses of martial classes represent their superior training and puissance.
    Nonlethal damage can be inflicted by unarmed strikes and some weapons. Nonlethal damage never kills the target, and if they are reduced to 0 hp, they are simply knocked unconscious. A character who doesn’t attack or cast a spell in a round may convert 1d4 nonlethal damage into fatigue.
    When dealing damage, add your strength modifier to the listed weapon damage when using a melee weapon and add your dexterity modifier to the listed weapon damage when using a ranged weapon. Unarmed attacks only do strength modifier damage.
    A big part of armed combat should be characters attempting to get a one-up on enemies, and so circumstantial bonuses to hit should be common.
    As you recall, when you attack, you subtract your opponent’s AC. Whenever you want to grapple, trip, push, or sunder, instead subtract your opponent’s attack score.
    Some parts of a combat zone might be considered difficult terrain, such as a marsh or gravelly footing. Movement through such places is at half speed, and if you move more than five feet adjacent enemies may make a free attack against you.

Weapon Type
Inventory Slots
Damage
Notes
Cost (gp)
Light
1
1d6/-
Throw
4
Medium
1
1d6/1d8

6
Heavy
2
-/1d10
Must have space
10
Polearm
3
-/1d10
Attacks foes 10 ft. away, not adjacent.
8

Weapon Type
Slots
Damage
-1 to hit every...
Cost (gp)
Sling
1
1d6
20 ft.
2
Bow
1
1d6
30 ft.
12
Crossbow
1
1d10
40 ft. Takes 1 round to load.
72

Armor Type
Inventory Slots
AC Bonus
Dex skill penalty
Cost (gp)
Light
0
+2
0
5
Medium
1
+4
-2
20
Heavy
3
+6
-4
100
Shield*
1
+1
0
6
*Shields are held in one hand, cumulative with other armor, and add 2 to parry and bodyguard rolls.

Armor Modification
Effect
Cost (gp)
Ceramic
Takes up one less inventory slot, damaged more by sunder maneuvers
-/5/20/2
Spikes/serrations/blades
May deal 1d6 in grapples, easily caught.
-/8/30/4
Thief’s Oil
Illegal. Negates dex skill penalty. Must be reapplied every week of use.
-/4/12/-
Gaudy
-
20/80/400/24
Lead
Takes up one more inventory slot, advantage against radiation
20/20/40/10
Pneumatic
Additional -4 dex skill penalty, +1 AC, carry two extra inventory slots
300/400/500/-
Asbestos
Take -1 fire damage
20/20/35/20

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