Item List

Unarmed

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.

Sling

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.

Dart

HIT: 1d20 + AGI MOD.

DMG: 1d4p + AGI MOD.

BLEEDS on CRIT.

COMES IN BUNCHES OF 10.

CAN BE POISONED to apply a POISON PROC.

Blowgun

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.

Dagger

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.

Club

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.

Handaxe

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.

Javelin

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.

Light Hammer

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.

Sickle

Cool effect and abilities here.

Shortsword

Another set of powers in the middle.

Warpick

Special skills over here on the right.

Warhammer

Cool effect and abilities here.

Rapier

Another set of powers in the middle.

Shortbow

Special skills over here on the right.

Longbow

Cool effect and abilities here.

Flail

Another set of powers in the middle.

Whip

Special skills over here on the right.

Rapier

Cool effect and abilities here.

Whip

Another set of powers in the middle.

Spear

Special skills over here on the right.

Morningstar

Cool effect and abilities here.

Mace

Another set of powers in the middle.

Trident

Special skills over here on the right.

Battleaxe

Cool effect and abilities here.

Hand Crossbow

Another set of powers in the middle.

Net

Special skills over here on the right.

Quarterstaff

Cool effect and abilities here.

Glaive

Another set of powers in the middle.

Greatsword

Special skills over here on the right.

Halberd

Cool effect and abilities here.

Lance

Another set of powers in the middle.

Greataxe

Special skills over here on the right.

Greatclub

Cool effect and abilities here.

Maul

Another set of powers in the middle.

Pike

Special skills over here on the right.

Cool effect and abilities here.

Heavy Crossbow

Another set of powers in the middle.

Special skills over here on the right.