COMMON ARMORS


Armor Type AC Bonus Check Modf. Speed Price Weight
Cloth armor Light 0 — — 1 g.p. 4 lb.
Leather armor Light 2 — — 25 g.p. 15 lb.
Hide armor Heavy 3 -1 — 30 g.p. 25 lb.
Chainmail Heavy 6 -1 -1 40 g.p. 40 lb.
Scale armor Heavy 7 — -1 45 g.p. 45 lb.
Plate armor Heavy 8 -2 -1 50 g.p. 50 lb.
Light shield Shield 1 — — 5 g.p. 6 lb.
Heavy shield Shield 2 -2 — 10 g.p. 15 lb.

Check Modf. is the penalty applied to Acrobatics, Athletics, Endurance, Stealth and Thievery skill checks made while a character is wearing this armor.


COMMON WEAPONS


Weapon Prof. Modf. 1[W] Dmg Range (-2/Max) Properties
Bastard sword +3 1d10 - Versatile
Battleaxe +2 1d10 - Versatile
Broadsword +2 1d10 - Versatile
Club +2 1d6 - -
Craghammer +2 1d10 - Brutal 2, 2-hand, versatile
Crossbow +2 1d8 15/30 Load minor, two-handed
Dagger +3 1d4 5/10 Off-hand, light thrown
Dagger, parrying +2 1d4 - Defensive, off-hand
Double axe +2 1d10/1d10 - Defsv., double, off-hand
Double flail +2 1d10/1d10 - Defsv., double, off-hand
Double sword +3 1d8/1d8 - Defsv., double, off-hand
Execution axe +2 1d12 - Brutal 2, high crit
Falchion +3 2d4 - High crit, two-handed
Flail +2 1d10 - Versatile
Flail, heavy +2 2d6 - Two-handed
Flail, triple-head +3 1d10 - Versatile
Fullblade +3 1d12 - High crit, two-handed
Glaive +2 2d4 - Reach, two-handed
Greataxe +2 1d12 - High crit, two-handed
Greatclub +2 2d4 - Two-handed
Greatspear +3 1d10 - Reach, two-handed
Greatsword +3 1d10 - Two-handed
Halberd +2 1d10 - Reach, two-handed
Hand crossbow +2 1d6 10/20 Load free
Handaxe +2 1d6 5/10 Off-hand, heavy thrown
Javelin +2 1d6 10/20 Heavy thrown
Katar +3 1d6 - Off-hand, high crit
Khopesh +2 1d8 - Brutal 1, versatile
Kukri +2 1d6 - Brutal 1, off-hand
Longbow +2 1d10 20/40 Load free, two-handed
Longspear +2 1d10 - Reach, two-handed
Longsword +3 1d8 - Versatile
Mace +2 1d8 - Versatile
Maul +2 2d6 - Two-handed
Mordenkrad +2 2d6 - Brutal 1, two-handed
Morningstar +2 1d10 - Two-handed
Quarterstaff +2 1d8 - Two-handed
Rapier +3 1d8 - -
Scimitar +2 1d8 - High crit
Scourge +2 1d8 - Off-hand
Scythe +2 2d4 - Two-handed
Short sword +3 1d6 - Off-hand
Shortbow +2 1d8 15/30 Load free, small, two-handed
Shuriken +3 1d4 6/12 Thrown
Sickle +2 1d6 - Off-hand
Sling +2 1d6 10/20 Load free
Spear +2 1d8 - Versatile
Spiked chain +3 2d4 - Reach, two-handed
Spiked gauntlet +2 1d6 - Off-hand
Spiked shield +2 1d6 - Off-hand
Throwing hammer +2 1d6 5/10 Off-hand, heavy thrown
Tratnyr +2 1d8 10/20 Heavy thrown, versatile
Trident +2 1d8 - Heavy thrown, versatile
Urgrosh +2 1d20/1d8 - Defsv., double, off-hand
War pick, light +2 1d6 - High crit, off-hand
War pick +2 1d8 - High crit, versatile
War pick, heavy +2 1d12 - High crit
Waraxe +2 1d12 - Versatile
Warhammer +2 1d10 - Versatile

Improvised attacks...
Weapon Prof. Modf. 1[W] Dmg Range (-2/Max) Properties
Unarmed attack 0 1d4 - -
Improvised melee weapon (two-handed) 0 1d8 - Two-handed
Improvised melee weapon (one-handed) 0 1d4 - -
Improvised ranged weapon 0 1d4 5/10 -

 

WEAPON PROPERTIES


Brutal: A brutal weapon's minimum damage is higher than that of a normal weapon. When rolling the weapon's damage, reroll any die that displays a value equal to or lower than the brutal value given for the weapon. Reroll the die until the value shown exceeds the weapon's brutal value and use the new value.

Defensive: A defensive weapon grants you a +1 bonus to AC while you wield the defensive weapon in one hand and wield another melee weapon in your other hand. Wielding more than one defensive weapon does not increase this bonus. To gain this benefit, you need not attack with the defensive weapon, but you must be proficient with it.

Double: Wielding a double weapon is like wielding a weapon in each hand. The first die given in the damage column of the table for a double weapon is for the primary (or main) end of the weapon; the second damage die is for the secondary (or off-hand) end. You can use either end of a double weapon to deliver an attack unless a power specifies a main or off-hand weapon attack. An enchanted double weapon receives an enhancement bonus on both ends, but weapon properties or powers conferred by the enchantment affect only the primary end of the weapon. Like two-handed weapons, double weapons cannot normally be wielded by Small creatures unless the weapon has the small property.

Heavy Thrown: You hurl a thrown weapon from your hand, rather than using it to loose a projectile. A ranged basic attack with a heavy thrown weapon uses your Strength instead of your Dexterity for the attack and damage rolls.

High Crit: A high crit weapon deals more damage when you score a critical hit with it. A critical hit deals maximum weapon damage and an extra 1[W] at 1st–10th levels, an extra 2[W] at 11th–20th levels, and an extra 3[W] at 21st–30th levels. This extra damage is in addition to any critical damage the weapon supplies if it is a magic weapon.

Light Thrown: A ranged basic attack with a light thrown weapon uses your Dexterity. Some powers let you hurl several of them at once or in rapid succession.

Load: Ranged weapons that loose projectiles, including bows, crossbows, and slings, take some time to load. When a weapon shows "load free," you draw and load ammunition as a free action, effectively part of the action used to attack with the weapon. Any weapon that has the load property requires two hands to load, even if you can use only one hand to attack with it. (The sling, for example, is a one-handed weapon, but you need a free hand to load it.) The crossbow is "load minor," which means it requires a minor action to load a bolt into the weapon. If a power allows you to hit multiple targets, the additional load time is accounted for in the power.

Off-Hand: An off-hand weapon is light enough that you can hold it and attack effectively with it while holding a weapon in your main hand. You can't attack with both weapons in the same turn, unless you have a power that lets you do so, but you can attack with either weapon.

Reach: With a reach weapon, you can attack enemies that are 2 squares away from you as well as adjacent enemies, with no attack penalty. You can still make opportunity attacks only against adjacent enemies. Likewise, you can flank only an adjacent enemy.

Small: This property describes a two-handed or a versatile weapon that a Small character can use in the same way a Medium character can. A halfling can use a shortbow, for example, even though halflings can't normally use two-handed weapons.

Versatile: Versatile weapons are one-handed, but you can use them two-handed. If you do, you deal an extra 1 point of damage when you roll damage for the weapon. A Small character such as a halfling must use a versatile weapon two-handed and doesn't deal extra damage.

WEAPON SIZES


Small characters use the same weapons that Medium creatures do. However, a Small character (such as a halfling) can't use a two-handed weapon. When a Small character uses a versatile weapon, he or she must wield it two-handed and doesn't deal any extra damage for doing so.

For Large, Huge, and Gargantuan creatures , each size category larger than Medium increases the weapon's damage die by one size. For example, a longsword sized for a Large fire giant deals 1d10 weapon damage instead of 1d8, and a Large quarterstaff deals 2d4 weapon damage.

One-Handed
1d4 » 1d6 » 1d8 » 1d10 » 1d12 » 2d6 » 2d8 » 2d10

Two-Handed
1d8 » 2d4 » 1d10 » 1d12 » 2d6 » 2d8 » 2d10

Large creatures also can use two-handed weapons intended for creatures one size category smaller than themselves and treat them as one-handed weapons. A fire giant (Large) can use a human's greatsword with one hand, and a fire titan (Huge) can use a fire giant's greatsword with one hand. A creature can't use an undersized one-handed weapon at all; its hand is too large to effectively hold the weapon's small grip. Creatures can't use weapons designed for creatures larger than themselves. A human can't fit his or her hands properly around the hilt of a fire giant's dagger, let alone use it as an effective weapon. When a creature that has a natural reach uses a reach weapon, the weapon increases the creature's natural reach by 1 square.