Nuts and Bolts
(Sorry not all the tables translate- its late, ill try and fix this later)
The ability scores
A characters physical power, their ability to lift heavy objects, to strike harder in battle.
You apply your strength modifier to:
No bonus for crossbows, and off-hand weapons without the two weapon fighting feat
x.5 for light melee weapons, and off-hand weapons with the two weapon fighting feat
x1 for all bows, single handed melee weapons and light two handed weapons and off-hand weapons with the ambidextrous feat
x1.5 for all two-handed weapons, and medium melee weapons with the Crushing blow feat, and bows with the Bear Strength feat
x2 for two handed weapons with the Crushing blow feat
A characters staying power, their ability to run long distances, wear heavy armor.
You apply your endurance modifier to:
Your Fortitude saving throw when appropriate
Your overall HP minus any penalty for wearing heavy armor
A characters general health, the ability to withstand disease and sickness, to heal quickly.
You apply your Constitution modifier to
Your fortitude saving throw when appropriate.
Your overall HP.
A characters hand-to-eye coordination, reflexes and limberness.
You apply your Dexterity modifier to:
Your overall AC, minus any penalty for wearing heavy armor
Your reflex saving throw
Your to-hit Roll
No bonus for off-handed weapons without two weapon fighting feat/ambidexterity
x.5 for two-handed weapons, with off hand weapon with either ambidexterity/two weapon fighting
x1 for normal melee weapons, off hand weapon with both ambidexterity and two weapon fighting, primary weapon with either two weapon fighting or ambidexterity, all Bows and Crossbows
x1.5 for all light melee weapons with no offhand weapon, light thrown weapons (balanced only)
A characters deductive, reasoning, learning and analytical abilities.
You apply your Intelligence modifier to
Your Will save when appropriate
X2 For your bonus number of skill points when you go up a level, or on your characters birthday
Number of spell points gained each level
Your arcane spell skill ranks
A characters intuitive understanding of the world.
You apply your wisdom modifier to:
Your Will save when appropriate
Number of spell points gained each level
Your Divine spell skill ranks
Your characters cult of personality. A person with high charisma is more popular with other beings of its race. Charisma has no effect on other races. Giants and humans are considered to be similar races. Charisma is not the measure of physical attractiveness.
You apply your charisma to:
Various role-playing skills
Your characters overall attractiveness to others of the same or similar races. Comeliness has a variety of different effects on how others perceive the character but can be negated.
Ability Adjustments by Race
Race STR END CON DEX INT WIS CHR COM Human 0 0 0 0 0 0 0 0 Changeling 0 0 0 0 0 0 0
2 Half-Pint +2 0 0 0 -2 -2 +4 +2 Pint +4 +2 +4 0 -4 -2 -4 -8 Sidhe -2 -2 0 +2 +2 0 0 0 Tinker -2 0 0 0 0 +2 0 0 Beastkin Large Cat +2 0 0 +2 -4 0 -2 0 Large Herbivore/ 1lb B Unarmed Strike 1d2 1d3 1d4
Reptile +4 +2 0 -4 -4 0 -2 0 Wolf +2 +2 0 0 -4 0 -2 Medium Cat -2 -2 0 +4 -2 0 -2 0 Medium
Reptile +2 0 0 0 -2 0 -2 0 Small Cat -4 -2 0 +6 0 0 -2 0 Small other -2 0 0 +2 0 0 -2 0
Bonuses apply to initial rolls as well as racial maximums; a character cannot exceed his racial maximum without magical means, but may train a stat up a maximum of +4
Pint: Base land rate of 60, Large creatures, ½ skill points per level, next higher HD, x2 HD at 1st level, 75% of XP
Sidhe: Can be small or medium, base land rate of 30,Low light vision, ½ food need,
Tinker: Medium, Base land rate of 30, low light vision
Beastkin: Use sensory bonuses according to base creature, may have low-light vision, heightened smell, better chance to spot moving objects, heightened hearing, long distant vision, natural weapons
Large predator, herbivore, reptile, Large Creature, Base land rate of 50, next higher HD, 75% of XP
Medium predator, herbivore, reptile, Medium creature, Base Land rate of 40, 90% of XP
Small any: Small creature, base land rate 20-30, 90% of xp
Simple Weapons Dmg(S) Dmg(M) Dmg(L) Armor
Red.(H) Critical Range Weight Type Unarmed Attacks Gauntlet 1d2 1d3 1d4 -2 -4 X2
4 -6 X2 1lb B Light Melee Dagger 1d3 1d4 1d6 1lb P,S Dagger, 1lb P Light Mace 1d4 1d6 1d8
Punching 1d3 1d4 1d6 +2 +2 X3
-2 X2 4lb B Sickle 1d3 1d4 1d6 2 -4 X2 2lb S One-Handed Melee Club 1d4 1d6 1d8 2 X2 3lb B Heavy Mace 1d6 1d8 2d6 8lb B Solar Mace 1d6 1d8 2d6 +2 X2 6lb B,P Short Spear 1d4 1d6 1d8 X2 10 3lb P Two-Handed Melee Quarterstaff 1d4 1d6 1d8 -3 -6 X2 4lb B Spear 1d6 1d8 2d6 X2 5/R 6lb P Ranged Hand Crossbow 1d3 1d4 2 -6 19/x2 30 2lb P Light Crossbow 1d6 2 19/x2 50 4lb P Heavy Crossbow 1d8 2d6 +2 +2 X3 40 16lb P Widow Maker 5 -10 X2 5 1oz P Javelin 1d4 1d6 1d8 2 X2 30 1lb P Sling 1d3 1d4 1d6 -5 -10 X2 30 1oz B Martial Weapons Light Melee Weapons Throwing Axe 1d3 1d4 1d6 -2 -2 X2 10 1lb S Light Hammer 1d3 1d4 1d6 2 X2 5 1lb B Hand axe 1d4 1d6 1d8 X2 5 1lb S Light Pick 1d3 1d4 1d6 +2 +4 X4 3lb P Sap 1d2 1d3 1d4 I I Sp ½ lb B Short Sword 1d4 1d6 1d8 19/x2 2lb S,P One Handed Melee Battleaxe 1d6 1d8 2d6 6lb S Flail 1d6 1d8 2d6 Sp Sp X2 5lb B Long Sword 1d6 1d8 2d6 4lb S,P Heavy Pick 1d4 1d6 1d8 +2 +4 X4 6lb P Rapier 1d3 1d4 1d6 4 -8 18/x2 1lb P,S Scimitar 1d6 1d8 2d6 4lb S Trident 1d6 1d8 2d6 X2 5 4lb P War hammer 1d6 1d8 2d6 X3 5 5lb B Two-Handed Melee Falchion 1d8 1d10 2d8 X3 8lb S Glaive 1d8 1d10 2d8 12lb S Great Club 1d8 1d10 2d6 19/X2 10lb B Heavy Flail 1d8 1d10 2d6 Sp Sp 19/x2 10lb B Heavy Solar Mace 1d8 1d10 2d6 +2 19/x2 10lb B,P Great Sword 1d8 1d12 3d6 19/x2 8lb S Guisarme 1d8 1d10 2d8 10lb S Ranged Longbow 1d6 1d8 2d6 2 X3 100 3lb P Composite Longbow 1d6 1d8 2d6 2 X3 120 3lb P Short bow 1d4 1d6 1d8 2 X3 60 3lb P Composite Short bow 1d4 1d6 1d8 -2 X3 80 3lb P
Notes on Weapons:
Armor Reduction: Both Medium and Heavy armor gains an additional bonus or penalty versus certain weapons. Weapons with the ‘I’ notation are cannot harm someone in the appropriate armor. Weapons with the ‘Sp’ designation ignore shield bonus.
Range: The designation ‘R’ indicates a Reach weapon. Most Reach medium weapons have a reach of 10’, a pike has a reach of 15’. A small ranged weapon other than a crossbow has a range of ½, a large of x2. A strong character can add one range increment for every point of modifier but gains no extra bonus to hit.
Bows: Any type of bow can be made to give a character a strength bonus with it. A character with a lesser strength takes a -2 penalty for every point below the strength it is made for up to -10. A higher and the character cannot fire the bow. A medium creature cannot use a bow made for a large creature, but a large creature can use a medium bow.
Short Spear: A Short spear is no longer than 5’, usually 4’ long. It can used in one hand or on horseback. It can be thrown short distances.
Spear: The standard spear of Managuenne is between 6 and 8 feet long depending on the user. It has a broad blade, and a crossbar to prevent an enemy from becoming deeply impaled on it. It is most commonly used with a shield. It may be thrown but not far or well.
Solar Mace: A Morningstar. Favored sidearm of many knights for its resemblance to the suns rays.
Pint Hunter: A huge crossbow designed to lob heavy bolts to take down pints. It fires a solid iron or steel bolt. A successful hit can knock a medium creature back at a DC 10 Fortitude or Reflex Save. Bounty hunters favor a bolt with hooked blades that imbed into flesh, this has no effect on smaller creatures but causes another d4 of damage on removal, from large creatures. unless the creature makes a DC 12 Fortitude save on being struck. DC 24 on crit. Can be reloaded in one round by a large creature, or in two by a medium.
WidowMaker: A pint weapon can kill a human in a single blow and severely wound a pint. A large creature can reload this in one round, a medium creature in three.
Double-Ended weapons are lame: Note all double-ended weapons have been removed. If they were effective weapons then they would exist in real life; they don’t. Get a clue!
Weapons have a weapon quality of poor, common, quality, masterwork, dwarven, and master dwarven. These have the following effects:
Poor: Critical miss on 1-5 typically breaking the weapon, ½ range for ranged weapons,
Common: Critical miss on 1-3 typically breaking the weapon, ¾ range for ranged weapons
Quality: Critical miss on 1, normal range
Masterwork: Critical miss on 1, +2 ST, +1 to hit, +2 range,
Dwarven: Critical miss on 1, +4 ST, +1/+1 , +3 range
Master Dwarven: Critical miss on 1, unbreakable by a non-magical weapon, +2/+1, x1.5 range
Armor Cost Bonus Max Dex/End Armor Check Penalty Weight V. Light Armor Padded 5gp +1 +10 0 10lb Leather 5gp +1 +10 0 12lb Light Armor Cured Leather 10gp +2 +6 -1 15lb Chain Shirt 150gp +4 +4 -2 25lb Breastplate 50gp +4 +5 -1 20lb Medium Armor Wool 5gp +2/S,P +4 +2 -4 15lb War Leather 25gp +3 +3 -2 20lb Heavy Hide 5gp +4 +3 -3 15lb Scale Mail 35gp +4 +4 -4 30lb ChainMail 300gp +5 +2 -5 40lb Light Plate 200gp +5 +3 -4 30lb Heavy War Chain 500gp +6 0 -8 60lb Splint Mail
Banded 250gp +6 0 -6 45lb Partial Plate 700gp +7 0 -7 50lb Fitted Plate 1500gp +8 +1 -6 50lb War Plate 2000gp +9 0 -8 75lb Exotic Fitted Leather 150gp +1/+3 +10 0 10lb Combat Armor 1000gp +3/+5 +8 0 18lb Battle Armor 1200gp +5/+7 +2 -2 30lb
Leather: Uncured leather double layered in the torso but otherwise uncured and very flexible. Consists of pants, shirt, and a cap or hood.
Cured Leather: A crafted suit of leather that has been boiled in oil to make it more durable. Consists of a heavy cuirass, light leather pants with heavier boiled layers over the thighs and calves. Comes with a leather helm, reinforced with brass, iron or steel.
Breastplate: A bronze or steel breastplate, skirt, helm and greaves. The arms, and most of the legs are bare. The armor of a Greek hoplite.
Wool: Layers of felted wool. Very cumbersome and heavy but resistant to piercing and slashing (+2 effective AC), also virtually invulnerable to the bite of ordinary beasts. Used by wolf hunters in the winter.
War Leather: Cured leather that has been reinforced with studs and or strips of metal. Plates cover the shoulders, upper arms, thighs and calves. Comes with a heavy bronze or steel helm.
Heavy Hide: Uncured leather of beasts. Layered where it counts.
Light Plate: Fitted plates of metal backed up with leather and chain
War Chain: A full suit of chain armor reinforced with double layers of chain at vulnerable spots. Heavy.
Partial Plate: Heavy fitted plates of steel backed up by chain.
Fitted Plate: A full suit of fitted steel or bronze plates.
War Plate: As with fitted plate but the metal used it thicker, and heavier. Cumbersome, usually used on horseback.
Exotic: All exotic armor requires special feats to use.
Fitted Leather: A suit of mixed light and heavy leather reinforced with metal. Custom made a character trained in its use knows how to catch blows on the hardened sections. A character with medium armor proficiency gains a +1 to AC, a character with the fitted leather feat gains +3. Must be custom made.
Combat Armor: As with fitted leather with heavier metal sections.
Battle Armor: As with fitted leather, with less leather, more metal sections, armor of this type often has built in weapons.
Large: Large armor is thicker, gaining a +2 to overall AC
Poor: Looses -1AC every time it is hit by a critical hit
Common: Looses 1-AC every time it fails a ST at -2 when hit on a critical
Quality: Loosed -1AC on a ST when hit on a critical, absorbs -1/-2/-3 HP of damage on Light, Medium, Heavy armor
Masterwork: -1Dex/End/Armor Check, Looses -1AC ST +2 when hit on a critical by a masterwork or greater weapon only, -1/-2/-3 damage reduction
Dwarven: +1AC.-1Dex/End/Armor check, ST +4, -1AC on hit with dwarven or magical weapon, -1/-2/-4 damage reduction
Master Dwarven: +1AC, -2Dex/End/Armor check, ST +6, immune to damage from non-magic weapons, -2/-3/-4 damage reduction