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Ghost in the Shell

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D20 HOUSE RULES

PLAYER CONDUCT
* Descent

Descent
Into
Darkness

{Drow Campaign}

Zartenoth:
The Land
Between

{d20 High Fantasy}

Storm Riders
[SRoZ]

{Rhy'Din Guild Site}

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Site Title

Simple Weapons: Unarmed Attacks
Weapon
Gauntlet
Unarmed Strike, Medium
Unarmed Strike, Small
Cost
2 gp
--
--
Damage
*
1d3
1d2
Critical
*
x2
x2
Range
--
--
--

Simple Weapons: Light Melee
Weapon
Dagger
Dagger, punching
Gauntlet, spiked
Mace, light
Sickle
Muspelrule
Battle gauntlet
Cost
2 gp
2 gp
2 gp
5 gp
6 gp
2 gp
10 gp
Damage
1d4
1d4
1d4
1d6
1d6
1d4
*
Critical
19-20/x2
x3
x2
x2
x2
19-20/x2
*
Range
10
--
--
--
--
--
--

Simple Weapons: One-handed Melee
Weapon
Club
Mace, Heavy
Morningstar
Shortspear
Sickle, heavy
Aspergillum, hvy
Cost
--
12 gp
8 gp
1 gp
12 gp
100 gp
Damage
1d6
1d8
1d8
1d6
1d8
1d8
Critical
x2
x2
x2
x2
x2
x2
Range
10
--
--
20
--
--

Simple Weapons: Two-handed Melee
Weapon
Longspear
Quarterstaff
Spear
Cost
5 gp
--
2 gp
Damage
1d8
1d6/1d6
1d8
Critical
x3
x2
x3
Range
--
--
20

Simple Weapons: Ranged
Weapon
Crossbow, heavy
--Bolts (10)
Crossbow, light
--Bolts (10)
Dart
Javelin
Sling
--Bullets (10)
Dart, acid
Dart, gas
Dart, barbed
Cost
50 gp
1 gp
35 gp
1 gp
5 sp
1 gp
--
1 sp
20 gp
40 gp
1 gp
Damage
1d10
--
1d8
--
1d4
1d6
1d4
--
1d4+1d6 acid
1d4+gas
1d4
Critical
19-20/x2
--
19-20/x2
--
x2
x2
x2
--
x2
x2
18-20/x2
Range
120
--
80
--
20
30
50
--
20
20
20

Martial Weapons: Light Melee
Weapon
Axe, throwing
Hammer, light
Handaxe
Kukri
Pick, light
Sap
Shield, light
Spiked Armor
Spiked Shield, light
Sword, short
Lancet, Gehennan
Stabaxe
Straightblade
Razored Armor
Razored shield, light
Jambiya
Horned helmet
Ice axe
Spiked helmet
Cutlass
Buckler, bladed
Cost
8 gp
1 gp
6 gp
8 gp
4 gp
1 gp
special
special
special
10 gp
7 gp
5 gp
7 gp
special
special
4 gp
25 gp
25 gp
10 gp
15 gp
20 gp
Damage
1d6
1d4
1d6
1d4
1d4
1d6
1d3
1d6
1d4
1d6
1d4
1d6
1d4
1d6
1d4
1d3
1d4
1d4
1d3
1d6
1d6
Critical
x2
x2
x3
18-20/x2
x4
x2
x2
x2
x2
19-20/x2
18-20/x2
x3
19-20/x2
x2
x2
18-20/x2
x2
x4
x2
19-20/x2
x2
Range
10
20
--
--
--
--
--
--
--
--
--
--
--
--
--
--
--
--
--
--
--

Martial Weapons: One-handed Melee
Weapon
Battleaxe
Flail
Longsword
Pick, heavy
Rapier
Scimitar
Shield, heavy
Spiked Shield, hvy
Trident
Warhammer
Razored shield,hvy
Steelsword
Saber
Truncheon
Cost
10 gp
8 gp
15 gp
8 gp
20 gp
15 gp
special
special
15 gp
12 gp
special
315 gp
20 gp
2 gp
Damage
1d8
1d8
1d8
1d6
1d6
1d6
1d4
1d6
1d8
1d8
1d6
1d8
1d8
1d8
Critical
x3
x2
19-20/x2
x4
18-20/x2
18-20/x2
x2
x2
x2
x3
x2
19-20/x2
19-20/x2
x2
Range
--
--
--
--
--
--
--
--
10
--
--
--
--
--

Martial Weapons: Two-handed Melee
Weapon
Falchion
Glaive
Greataxe
Greatclub
Flail, heavy
Greatsword
Guisarme
Halberd
Lance
Ranseur
Scythe
Ripper
Lance, flight
Lucerne hammer
Cost
75 gp
8 gp
20 gp
5 gp
15 gp
50 gp
9 gp
10 gp
10 gp
10 gp
18 gp
55 gp
6 gp
12 gp
Damage
2d4
1d10
1d12
1d10
1d10
2d6
2d4
1d10
1d8
2d4
2d4
2d6
1d8
2d4
Critical
18-20/x2
x3
x3
x2
19-20/x2
19-20/x2
x3
x3
x3
x3
x4
19-20/x2
x3
x4
Range
--
--
--
--
--
--
--
--
--
--
--
--
30
--

Martial Weapons: Ranged
Weapon
Longbow
--Arrows (20)
Longbow, Composite
--Arrows (20)
Shortbow
--Arrows (20)
Shortbow, Composite
--Arrows (20)
Dart thruster
--Darts (10)
Spike shooter
Longbow, aquatic
Cost
75 gp
1 gp
100 gp
1 gp
30 gp
1 gp
75 gp
1 gp
40 gp
5 gp
+25 gp
400 gp
Damage
1d8
--
1d8
--
1d6
--
1d6
--
1d4
--
1d4
1d6
Critical
x3
--
x3
--
x3
--
x3
--
19-20/x2
--
--
x3
Range
100
--
110
--
60
--
70
--
40
--
10
60

Exotic Weapons: Light Melee
Weapon
Kama
Nunchaku
Sai
Siangham
Dagger, barbed
Sword, short, broadblade
Buckler-axe, dwarven
Lightblade, elven
Tortoise blade, gnome
Quickrazor, gnome
Nekode
Steel fins
Blade boot
Claw bracer
Panther claw
Stump knife
Tiger claws
Triple Dagger
Ward Cestus
Gauntlet, bladed
War fan
Sapara
Tonfa
Sword, butterfly
Cost
2 gp
2 gp
1 gp
3 gp
35 gp
75 gp
20 gp
50 gp
10 gp
45 gp
5 gp
10 gp
15 gp
30 gp
75 gp
8 gp
5 gp
10 gp
10 gp
30 gp
30 gp
15 gp
2 sp
10 gp
Damage
1d6
1d6
1d4
1d6
1d4
1d6
1d6
1d6
1d6
1d4
1d4
1d4
1d4
1d4
1d4
1d4
1d4
1d4
special
1d6
1d6
1d6
1d6
1d6
Critical
x2
x2
x2
x2
19-20/x2
19-20/x2
x3
18-20/x2
19-20/x2
19-20/x2
x2
x2
19-20/x2
19-20/x2
x3
19-20/x2
x2
19-20/x2
special
19-20/x2
x3
19-20/x2
x2
19-20/x2
Range
--
--
--
--
10
--
--
--
--
--
--
--
--
--
--
--
--
--
--
--
--
--
--
--

Exotic Weapons: One-handed Melee
Weapon
Sword, bastard
Waraxe, dwarven
Whip
Rapier, quickblade
Maul
Pick, dire
Scourge
Thinblade, elven
Warmace
Swordcatcher, gnome
Tail scythe
Flutter blade
Khopesh
Chain-and-dagger
Longsword, mercurial
Pistol Butt
Cost
35 gp
30 gp
1 gp
75 gp
15 gp
30 gp
20 gp
100 gp
25 gp
35 gp
118 gp
15 gp
20 gp
4 gp
400 gp
--
Damage
1d10
1d10
1d3
1d6
1d10
1d8
1d8
1d8
1d12
1d6
2d4
1d4
1d8
1d4
1d8
1d4
Critical
19-20/x2
x3
x2
18-20/x2
x3
x4
x2
18-20/x2
x2
19-20/x2
x4
19-20/x3
19-20/x2
19-20/x2
x4
x2
Range
--
--
--
--
--
--
--
--
--
--
--
--
--
--
--
--

Exotic Weapons: Two-handed Melee
Weapon
Axe, orc double
Chain, spiked
Flail, dire
Hammer, gnome hooked
Sword, two-bladed
Urgrosh, dwarven
Longaxe
Longstaff
Greatspear
Hammer, double
Lajatang
Mancatcher
Poleaxe, heavy
Greathammer, goliath
Spear, dwarven double
Warpike, dwarven
Jovar
Ramhammer
Pincer staff
Scimitar, double
Sharrash
Tangat
Goblin stick
Duom
Greatsword, mercurial
Gyrspike
Mace, double
Manti
Three-section staff
Fullblade
Bladed flail
Broad-blade shortspear
Thunder Club
--Ammo (1)
Sword, double short
Whipblade
Entangling pole
Grasping pole
Rifle Butt
Cost
60 gp
25 gp
90 gp
20 gp
100 gp
50 gp
35 gp
15 gp
25 gp
70 gp
90 gp
20 gp
20 gp
30 gp
115 gp
45 gp
500 gp
100 gp
20 gp
125 gp
18 gp
40 gp
5 gp
20 gp
600 gp
90 gp
125 gp
15 gp
4 gp
100 gp
45 gp
25 gp
75 gp
105 gp
30 gp
35 gp
4 gp
8 gp
--
Damage
1d8/1d8
2d4
1d8/1d8
1d8/1d6
1d8/1d8
1d8/1d6
1d12
1d6/1d6
2d6
1d8/1d8
1d8/1d8
1d4
2d6
1d12
1d8/1d8
2d6
2d6
1d10
1d10
1d6/1d6
1d10
1d10
1d6/1d6
1d8
2d6
1d8/1d8
1d8/1d8
1d8
1d8
2d8
1d10
1d10
1d10
2d4
1d6/1d6
1d8
1d4
1d4
1d8
Critical
x3
x3
x2
x3/x4
19-20/x2
x3
x3
x2
x3
x3
x2
x2
x3
x4
x3
x3
18-20/x2
x2
x2
18-20/x2
19-20/x4
18-20/x2
19-20/x2
x3
x4
19-20/x2
x2
x3
x3
19-20/x2
x2
x3
x2
--
19-20/x2
18-20/x2
x2
x2
x2
Range
--
--
--
--
--
--
--
--
10
--
--
--
--
--
--
--
--
--
--
--
--
--
--
--
--
--
--
--
--
--
--
20
--
--
--
--
--
--
--

Exotic Weapons: Ranged
Weapon
Bolas
Crossbow, hand
--Bolts (10)
Crossbow, repeating heavy
--Bolts (5)
Crossbow, repeating light
--Bolts (5)
Net
Shuriken (5)
Blowgun, greater
--Darts (10)
Bolas, barbed
Boomerang
Greatbow
Greatbow, composite
Crossbow, great
Annulat
Skiprock
Bolas, 2-ball
Lasso
Warsling
Harpoon, arctic
Chakram
Fukimi-bari
Calculus
Throwing iron
Whip-dagger
Javelin, spinning
Double bow, elven
Harpoon
Shotput
Crossbow, repeating hand
--3 shot clip
--5 shot clip
--10 shot clip
Pistol
--Bullets (10)
Pistols, dueling (2)
--Bullets (10)
Pistol, grenade
--Bomb
--Bomb casing
--Canister
Pistol, hilt
--Bullets (10)
Pistol, holdout
--Bullets (10)
Pistol, shield
--Bullets (10)
Pistol, spear
--Bullets (10)
Blunderbuss
Carbine
--Bullets (10)
Hand Cannon
--Bullets (10)
Musket
--Bullets (10)
Rifle
--Bullets (10)
Rocket Launcher
--Explosive
--Incendiary
--Spear
Cost
5 gp
100 gp
1 gp
400 gp
1 gp
250 gp
1 gp
20 gp
1 gp
15 gp
1 gp
10 gp
10 gp
150 gp
200 gp
150 gp
30 gp
3 gp
5 gp
10 gp
25 gp
20 gp
15 gp
1 gp
50 gp
8 gp
25 gp
2 gp
1,000 gp
15 gp
10 gp
350 gp
5 sp
1 gp
2 gp
250 gp
3 gp
1100 gp
3 gp
300 gp
150 gp
30 gp
20 gp
+300 gp
3 gp
100 gp
3 gp
+300 gp
3 gp
+150 gp
3 gp
200 gp
300 gp
3 gp
50 gp
3 gp
500 gp
3 gp
600 gp
3 gp
300 gp
40 gp
30 gp
15 gp
Damage
1d4
1d4
--
1d10
--
1d8
--
--
1d2
1d3
--
1d4
1d4
1d10
1d10
2d8
1d6
1d3
1d4
--
1d6
1d8
1d4
1
--
1d6
1d6
1d8
1d8
1d10
2d6
1d4
--
--
--
2d8
--
2d8
--
--
3d6
special
--
2d8
--
2d6
--
2d6
--
+2d6
--
1d8
3d6
--
2d8
--
3d6
--
3d6
--
--
special
special
2d6
Critical
x2
19-20/x2
--
19-20/x2
--
19-20/x2
--
--
x2
x2
--
x2
x2
x3
x3
18-20/x2
19-20/x2
x2
x2
--
x4
x2
x3
x2
--
x3
19-20/x2
19-20/x2
x3
x2
19-20/x3
19-20/x2
--
--
--
x4
--
x4
--
--
--
--
--
x4
--
x3
--
x3
--
--
--
--
x4
--
x4
--
x4
--
x4
--
--
--
--
x4
Range
10
30
--
120
--
80
--
10
10
10
--
10
20
120
130
120
30
10
10
10
50
20
30
5
50
10
15*
50
90
30
10
30
--
--
--
50
--
50
--
40
10**
10**
10**
10
--
10
--
10
--
--
--
special
100
--
50
--
150
--
200
--
--
80
80
120

Artillery
Artillery
Bombard
Field Gun
Organ Gun
Cost
3500 gp
2500 gp
3000 gp
Damage
12d8
8d6
6d6
Range Inc
200 (100 min)
special
special
Crew
4
2
3

Siege Engines
Siege
Engine

Ballista, light
--Bolt
Ballista, heavy
--Bolt
Battering ram
Mangonel, heavy
--Shot
--Stone
Mangonel, light
--Shot
--Stone
Scorpion
--Shot
--Stone
Siege Tower
Trebuchet, heavy
--Shot
--Stone
Trebuchet, light
--Shot
--stone
Engine
Cost

500 gp
1 gp
1000 gp
1 gp
1000 gp
800 gp
5 sp
2 gp
550 gp
3 sp
1 gp
1250 gp
5 sp
2 gp
2000 gp
3000 gp
1 gp
4 gp
1500 gp
7 sp
3 gp
Wpn
Dmg

--
3d8
--
5d8
3d8
--
3d6
6d6
--
2d6
4d6
--
3d6
6d6
--
--
7d6
14d6
--
5d6
10d6
Wpn
Crit

--
19-20/x2
--
19-20/x2
x2
--
x2
x2
--
x2
x2
--
x2
x2
--
--
x2
x2
--
x2
x2
Range
Incr

100
--
120
--
--
200
--
--
150
--
--
200
--
--
--
300
--
--
250
--
--
Min
Rng

--
--
--
--
--
100
--
--
75
--
--
100
--
--
--
150
--
--
125
--
--
Max
Rng

1000
--
1200
--
--
1000
--
--
750
--
--
1000
--
--
--
1500
--
--
1250
--
--
Min
Crew

2
--
4
--
4-10
4
--
--
2
--
--
2
--
--
9
8
--
--
6
--
--

WEAPON MODIFICATIONS

Masterwork Weapon:
Cost: +300 gp
Bonus: +1 bonus to attack; does not stack with magical enhancements.

Alternate Materials

Abyssal Bloodiron
Cost: +10,000 gp
Bonus: Treat as Cold Iron, and grants a +4 bonus on the roll to confirm critical hits. Weighs the same as steel, has Hardness 10, and 30 hit points per inch of thickness.

Adamantine
Cost: Weapon damage up to 1d6 = +3000 gp; 1d8 or higher = +9000 gp
Bonus: Weighs the same as steel, has Hardness 20, and 40 hit points per inch of thickness.

Darksteel
Cost: +1500 gp
Bonus: Inflicts +1 point of Electricity damage with each hit. Weighs the same as steel, has Hardness 10, and 30 hit points per inch of thickness.

Dlarun
Cost: +1500 gp
Bonus: Inflicts +1 point of Frost damage with each hit. Weighs the same as steel, has Hardness 10, and 30 hit points per inch of thickness.

Duskwood
Cost: +1500 gp
Bonus: Weapon is automatically considered a Masterwork weapon. Weighs half as much as steel, has Hardness 10, and 30 hit points per inch of thickness.

Fever Iron
Cost: +1500 gp
Bonus: Inflicts +1 point of Fire damage with each hit. Weighs the same as steel, has Hardness 12, and 30 hit points per inch of thickness.

Gold
Cost: Weapon damage upto 1d3 = +1500 gp; 1d4 or 1d6 = +2500 gp; 1d8 or higher = +7000 gp
Bonus: Considered a Heavy Weapon (see table below). Weighs twice as much as steel, has Hardness 10, and 30 hit points per inch of thickness.

Hizagkuur
Cost: +1500 gp
Bonus: Inflicts +1 point of Fire and +1 point of Electricity damage with each hit. Weighs the same as steel, has Hardness 10, and 30 hit points per inch of thickness.

Living Metal
Cost: +100 gp/pound
Bonus: Repairs itself at a rate of 1 hit point per minute. Weighs the same as steel, has Hardness 12, and 30 hit points per inch of thickness.

Mithral
Cost: +500 gp/pound
Bonus: Weighs half as much as steel, has Hardness 15, and 30 hit points per inch of thickness.

Platinum
Cost: Weapon damage up to 1d3 = +1500 gp; 1d4 to 1d6 = +2500 gp; 1d8 or higher = +7000 gp
Bonus: Considered a Heavy Weapon (see chart below). Weighs twice as much as steel, has Hardness 10, and 30 hit points per inch of thickness.

Silver
Cost: +1000 gp
Bonus: Inflicts +1 point of extra damage to creatures hit only by silver weapons, and breaks through such creatures damage reduction. Weighs the same as steel, has Hardness 10, and 30 hit points per inch of thickness.

Zalantar (Darkwood)
Cost: +10 gp/pound
Bonus: Considered Masterwork item. Has Hardness 5, and 10 hit points per inch of thickness.

Lenaer Wood:
Cost: +10 gp per pound of item's normal weight.
Bonuses: -25% weight; +10 ft to range increment for ranged weapons.

Vakar:
Cost: +8000 gp.
Bonuses: +2d6 damage to elves.

Copper-adamantite alloy:
Cost: +4500 gp.
Bonuses: +1 damage.

Slug Crystal:
Cost: +500 gp.
Bonuses: -25% weight.
Note: Ranged weapons crafted of this material are ruined after one use. Melee weapons are a bit more durable, but each use leaves a notch, dent, or similar imperfection upon the weapon, reducing it's damage modifier by one factor (i.e. +1, 0, -1). Any hit that inflicts no damage as a result of these modifiers means that the weapon is broken and useless beyond repair.

Quicksilver/Iron-filled:
Cost: +5000 gp.
Bonuses: +2 damage.
Note: Maces, morningstars, hammers, and other items with larger striking areas remain the easiest to construct, and receive the full +2 damage bonus. Items such as swords or battleaxes require much greater skill, imposing a -10 penalty to a weaponsmith's rolls to create such an item. Furthermore, the limited volume of material that can be used to fill such a weapon limits the damage bonus to +1. Small items like daggers and arrowheads cannot be created using this process.

Page Last Updated January 1st, 2006

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The domain name http://www.roleplaynexus.com and all its subdirectories [Descent Into Darkness - Drow Campaign of the Forgotten Realms, Zartenoth - Land of the Coming Storm, Storm Riders of Zartenoth] belong to Lisa Lassiter and all are protected by federal laws. Any duplication in part or in full, without written consent is a violation of these laws. The visuals, such as graphics, backgrounds and music have their own Copyrights and were free to use with permission.
The majority of the d20 material gathered and contained within are property and copyrighted to various roleplay companies such as Wizards of the Coast, which is a Hasbro® owned company with its own Terms & Conditions to follow (see the Open Gaming License). Any pictures not specifically stating otherwise are property of Lisa Lassiter, having been commissioned by various artists. The artists hold the respective copyrights in most cases, and you need both the express written permission of ourselves and the artist in question to use such graphics. If you wish to use any information on this site (that we have deemed of our own creation as opposed to Open Gaming Material and material otherwise copyrighted to someone else) please contact the webmasters and all respective creditors mentioned in this statement. Thank you.
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