HIT: 1d20 + AGI MOD.
DMG: 1b + STR MOD.
On CRITICAL HIT: Target must make a CON save.
• On SUCCESS: Stunned until end of their next turn.
• On FAILURE: Rendered unconscious.
You may choose to turn an unarmed attack into a GRAPPLE attempt instead of dealing damage.
If you hit a target with RIGID ARMOUR, deal the same damage to yourself.
HIT: 1d20 + AGI MOD.
DMG: 1d6b + AGI MOD.
On CRITICAL HIT: Enemy makes a CON SAVING THROW.
• On SUCCESS: STUNNED.
• On FAILURE: UNCONSCIOUS.
Ignores half of RIGID ARMOUR (round up).
FOREST OR PLAINS:
INFINITE AMMO. Irregular stones buzz in flight.
-2 TO HIT, +1 TO INTIMIDATION.
SHORES OR RIVERS:
INFINITE AMMO. Round stones fly accurately.
+2 TO HIT.
SANDY REGION:
AMMO limited to 10. Irregular sandstone breaks into dust and BLINDS target & nearby creatures on CRIT.
-2 TO HIT.
CAST LEAD BULLETS (10) increase DAMAGE to 1d6p + AGI MOD.
CARRY 10 AMMUNITION of different TYPES for unavailable REGIONS.
CANNOT BE USED IN CONFINED SPACES.
SLING CRACK upon release WILL GIVE AWAY YOUR POSITION.
HIT: 1d20 + AGI MOD.
DMG: 1d4p + AGI MOD.
BLEEDS on CRIT.
COMES IN BUNCHES OF 10.
CAN BE POISONED to apply a POISON PROC.
HIT: 1d20 + AGI MOD.
DMG: 1p + AGI MOD.
Causes SEVERE POISONING on CRIT if poisoned, otherwise causes BLEEDING.
You can add POISON to darts and deal a POISON proc.
Can also serve as an improvised SNORKEL.
HIT: 1d20 + AGI MOD.
DMG: 1d4p/s + AGI/STR MOD.
No penalty in GRAPPLE. Win consecutive GRAPPLES or roll high to land a KILLSHOT that ignores ARMOR and instantly kills (DM’s call).
Can be thrown (1d20 + AGI MOD) for
DMG 1d4p + AGI MOD.
HIT: 1d20 + AGI MOD.
DMG: 1d4 + STR MOD.
Ignores half of RIGID ARMOUR, rounding up.
On CRIT, renders target UNCONSCIOUS or STUNNED if armored.
Common improvised weapon.
HIT: 1d20 + AGI mod.
DMG: 1d6s + STR mod.
On CRIT: Dismembers and causes bleeding.
If target is armoured, it breaks bones instead.
Can be thrown (1d20 + AGI MOD) to deal 1d6s + STR MOD.
HIT: 1d20 + AGI MOD.
DMG: 1d6p + STR MOD.
Bleeds on CRIT.
If it kills the target, it pierces through and can hit whoever is behind the target.
Can be used as a melee weapon (1d20 + AGI MOD) to deal 1d6s + STR MOD.
Variation: The Pilum (Pilae) disables shields upon hit. One time use.
HIT: 1d20 + AGI MOD.
DMG: 1d4 + STR MOD.
Ignores half of RIGID ARMOUR, rounding up.
On CRIT, renders target UNCONSCIOUS or STUNNED if armored.
Can be thrown (1d20 + AGI MOD) to deal 1d4b + STR MOD.
Cool effect and abilities here.
Another set of powers in the middle.
Special skills over here on the right.
Cool effect and abilities here.
Another set of powers in the middle.
Special skills over here on the right.
Cool effect and abilities here.
Another set of powers in the middle.
Special skills over here on the right.
Cool effect and abilities here.
Another set of powers in the middle.
Special skills over here on the right.
Cool effect and abilities here.
Another set of powers in the middle.
Special skills over here on the right.
Cool effect and abilities here.
Another set of powers in the middle.
Special skills over here on the right.
Cool effect and abilities here.
Another set of powers in the middle.
Special skills over here on the right.
Cool effect and abilities here.
Another set of powers in the middle.
Special skills over here on the right.
Cool effect and abilities here.
Another set of powers in the middle.
Special skills over here on the right.
Cool effect and abilities here.
Another set of powers in the middle.
Special skills over here on the right.