Ranged/Missile
Weapons Table
Bows and crossbows do damage based solely on the base damage rating of their arrows and quarrels. Thrown weapons do damage equal to their base damage plus the strength modifier of the character throwing the weapon. Magic bows provide bonuses to hit the target, but do not add to the damage amount. Magic arrows and quarrels provide bonuses to the damage done by the missile, but do not add any bonuses to the attack roll. If recovered magic arrows and quarrels can be used over again until they are lost, broken, or the magic is dispelled. Magical thrown weapons may apply their magic bonuses to both the attack rolls and the damage rolls, unless specified differently in the weapon description. Listed below are typical thrown and missile weapons. Other weapons may be thrown at a target modifier determined by the gamemaster. Weapon Range Increment (feet) Damage Axes,
Hammers, Picks Axe, Hand 30 1d6 Hammer, Throwing 30 1d4+1 Bows
and Crossbows Long Bow 150 1d8 Recurve Bow 120 1d6 Short Bow 90 1d6 Crossbow, Hand 60 1d3 Crossbow, Light 90 1d4 Crossbow, Heavy 120 1d6 Blow Gun 30 1d2 poison Clubs,
Maces, Flails, and Staffs Aklys 45 1d4 Boomerang 60 1d4 Club 30 1d6 Weapon Range Increment (feet) Damage Dart, War 30 1d3 Discus 30 1d4 Mace, Footman’s 30 1d4 Rock 30 1d4-1 Daggers,
Knives, Short Swords Dagger 45 1d4 Knife 30 1d3 Lances,
Spears, Javelins Atlatl- used to increase range of spears, etc Harpoon 30 2d4 Javelin 45 1d6 Spear, Throwing 30 1d6 Trident 30 1d8 Martial
Arts, Miscellaneous Shurkin 45 1d4 Bola 90 1d3 Casting Pole 30* 1d4 Lasso 30 0* Net, Throwing 30 0* Sling 120 1d4 Staff Sling 150 1d4 Siege
Weapons Ballista Catapult Trebuchet Swords None specified © Copyright 2006 -2008 by Edward Forrest Frank |