Немагические мастерские предметы и орудия войны

SIEGE WEAPONS

signed to attack buildings or entire formations of enemy troops, siege weapons do horrific damage if they hit a single person directly (represented r* the high critical hit multipliers most of these weapons have). Siege ipons inflict critical hits even on creature normally immune to critical ts. Any character hit by a siege weapon is also immediately knocked Mt nct dropping any held items.

Attacks from siege weapons that miss roll for deviation normally. Each weapon rates a standard crew size for the weapon and rounds required to reload.

For each person missing from that crew, the time to reload the weapon is doubled. Siege weapons may be fired, but not reloaded by a single person.

At the company scale, one heavy siege weapon or two light siege weapons form an artillery squad, Add enough additional crewmembers to bring the squad up to 10 members.

BALLISTA

Essentially a massive, team-served crossbow, ballista attacks take a -1 penalty to attack rolls, and affect the target and all characters in a 20-foot line beyond the target. A critical hit affects only the main target,

CATAPULT

A relatively simple device using the tension of rope wound around a pole to throw large stones. Catapults take a —5 penalty to attack rolls to hit a target the first rime fired at that target. If the target does nor move (such as a building), each successful attack against that target reduces this penalty by 1 (to a minimum of-1). A successful attack on a target affects not only die target, but a 10 foot by 10 foot square centered on a randomly selected corner of the target s square. A critical hit affects only die main target.

MANTLETS

Not a weapon so much as a rolling wall slanted to provide protection from ranged weapons. Each mantlet protects a 10-foot-by-10-foot area from ranged attack, providing cover. Each is equivalent to a I-foot thick wooden wall. Mantles have a speed of 5 feet when pushed and cannot run. Two mantlets can protect 1 squad.

RAM

This is a long heavy pole with a blunt metal head. Successful attacks deal damage to structures like doors and walls. An attack against a moving target takes a -6 circumstance penalty. Heavy rams are suspended inside a protective framework, providing cover against ranged attacks for the crew

SPRINGDAL

This weapon uses a compressed arm, not unlike that used by a catapult, to launch a huge array of arrows. With its short range and wide area of effect, springdals are more commonly found on ships than used on land. A successful attack on a target affects not only the target, but a 15 foot square centered on the target s square. A critical hit affects all targets in this area. Unlike other siege weapons, this weapon does not knock targeted characters down or cause them to drop held items. This is a light siege weapon for company and army scales.

TREBUCHET

Though similar in purpose to a catapult — it flings stones —the trebuchet relies on counterweights instead of tension to launch projectiles. These weapons can launch nearly anything that fits in the sling, from old chucks of rock, diseased flesh, or even shadow-filled glass jars that shatter on impact. When used in combat, a trebuchet takes a —4 penalty to hit a target the first time fired at that target If the target does not move (such is a building), each attack against that target (successful or not) reduces his penalty by 1 (to a minimum of O) A successful attack on a target affects not only the target, but also a 10 foot by 10 foot square centered on 1 randomly selected corner of the target’s square. A critical hit affects only the main target

ADDITIONAL EQUIPMENT FOR MASS COMBAT

FIREBOMB

A larger version of alchemists fire, the firebombs deal 2d6 damage on a uect hit, and ld4 to characters caught by the splash

FLAREBALL

A specialize round for catapults and trebuchet, attacks with this ammunition do no damage, but instead illuminate area at night. 1 he flarcball provides bright light in a 60-foot radius around the target, and shadowy light out to a 120-foot radius. The flareball burns itself out after 15 minutes.

MEDICAL SUPPLIES

Large stocks of medical supplies improve the ability of healers to deal with casualties from army scale combat (see page 143)* Each bundle provides the main healer with a +2 circumstance bonus to lus Heal check to reduce casualties. Up to 2 bundles may be used per company the healer attempts to treat.

MEDICAL TENT

Relatively clean, sheltered spaces with stretchers, worktables, and surgical tools, a medical tent allows healers to reduce the casualties suffered during army scale encounters (see page 143). The healer may roll ld6~l instead of ld4—1 when reducing the number of casualties taken. One tent is required for each company the healer is treating.

MASTERCRAFTED ITEMS

GRADES OF MASTERCRAFTING

FINE

A not uncommon example of extra care and effort being put into an item’s manufacture, Fine item s gain one benefit suitable to that type of item, and are often available for sale in most towns, and almost always found in most cities.

Requiring much more time and care than an average item, most excellent items are made by craftsmen wishing to create a showpiece to demonstrate their skills, or as the result of a commission. Excellent items gain two benefits.

EXCEPTIONAL

Always a major undertaking, exceptional item require the labor of an above average craftsman and often a bit of luck. Only the most successful (and wealthy) craftsmen have the time to lavish on such work for their own amusement — most exceptional items are the result of important commissions, and as a result the item often has some small place in stories from that time. Unless newly made, this item can be identified with a DC 30 History check.

SUPERIOR

Only possible for craftsmen who’s skill far exceeds those of common artists, superior items reflect a broad knowledge of how the item is to look and be used, combining many small improvements over typical examples. Unless newly made, this item can be identified with a DC 27 History check.

MASTERWORK

Some of the finest work a person can ever hope to see, true masterworks are often the culmination of a lifetime of practice and learning. Unless newly made, this item can be identified with a DC 24 History check.

MASTERPIECE

Only craftsmen of legendary skill — and often supported by magic or the work of years — are able to produce such items. The pinnacle of their type, these items are usually remembered in song and story, even if their original owner is forgotten! Unless newly made, this item can be identified with a DC 21 History check.

MASTERCRAFT BONUSES

Accurate (weapons)

Accurate: bonus +1 to hit. Double: bonus +2 to hit. Triple: bonus +3 to hit.

Balanced (weapons and shield)

A weapon or shield with above average balance makes it easier to move in combat.
Benefit: While this item is in hand and readied, the wielder gains a +1 quality bonus to his initiative total.
Double: Tie quality bonus increases to +2.
Triple : The quality bonus increases to +3.

CONCEALABLE (ANY ITEM)

These items are particularly easy to secret on ones person.
Benefit: The bearer gains a bonus +2 to Dexterity(Sleight of Hand) checks to hide this item on his person.
Double: The bearer gains a bonus +4 to Dexterity(Sleight of Hand) checks to hide this item on his person.
Triple: The bearer gains a bonus +6 to Dexterity(Sleight of Hand) checks to hide this item on his person.

CRUSHING (any bludgeoning weapon)

Benefit: This weapon deals 2 bonus damage with every successful attack.
Double:The additional damage inflicted increases to +4.
Triple :Thc additional damage inflicted increases to +6

GUARD (ANY WEAPON OR SHIELD)


weapon or shield is easy to use defensively.

Benefit: The wieldcr may reduce his attack rolls by 1 for the entire round to gain an equal bonus to Armor Class for that round. If this item is shield you gain additional bonus +1 to AC (for total +2)
Double: The wielder may reduce his attack rolls by up to 2 to gain an equal deflection bonus to Armor Class. If this item is shield you gain additional bonus +1 to AC (for total +3)
Triple: The wieldcr may reduce his attack roils by up to 3 to gain an equal deflection bonus to Armor Class. If this item is shield you gain additional bonus +1 to AC (for total +4)

ORNATE (ANY ITEM)

This item is heavily decorated, possibly with precious metals and/or jewels* and is far more valuable and impressive than other items of its sort even those of similar quality.

Benefit: The cost multiplier for this item is increased by 5. It also adds a bonus +2 to Charisma (Persuassion) checks when given as a gift.

Double: Tie cost multiplier for this item is increased by 10. It also adds a bonus +3 to Charisma (Persuassion) checks when given as a gift.
Tripl e: The cost multiplier for this item is increased by 15. It also adds a bonus +4 to Charisma (Persuassion) checks when given as a gift.

LETHAL (ANY WEAPON)

Benefit: You deal extra weapon damage on critical hit (1d6 for shortsword, 2d6 for greatsword).
Double: You deal two extra weapon damage on critical hit (2d6 for shortsword, 4d6 for greatsword)
Triple: You deal three extra weapon damage on critical hit (3d6 for shortsword, 6d6 for greatsword)

SHARP (SLASHING OR PIERCING WEAPON)

This weapon has a fine edge on it*
Benefit: Add a bonus +1 to all damage rolls with this weapon.
Double: The quality bonus increases to +2.
Triple: Tie quality bonus increases to +3.

THICK (ANy ARMOR)

This armor is able to absorb some punishment so the wearer doesn’t have to
Benefit: A suit of medium or heavy armor provides Damage Threshold l/- against melee and ranged weapons.
Double: A suit of light armor provides Damage Reduction 1/- against melee and ranged weapons.
Triple: Any suit armor provides Damage Reduction 2/- against melee and ranged weapons.

WELL-CRAFTED (ANY SEAR)

This trait can apply to nearly any tool or device that is employed when using a skill. For example, a well-cratted dark cloak could provide an equipment bonus to Stealth checks, for instance.
Benefit: This item provides a bonus +1 to one skill when used for its intended purpose.
Double: The quality bonus increases to +2.
Triple: The quality bonus increases to +3.

BLACK COMPANY BANNER

Well-Crafted Banner
A black cloth banner features a stylized skull breathing flames. Attached to the Company’s standard, it served as a rallying point for the mercenaries.

Black Company Banner is a well-crafted (x2) banner that confers a +2 bonus to Command checks made within 30 feet of the banner.

CROAKER’S BOW

Masterpiece Longbow
Created by the Lady for the purpose of slaying the rebellious Taken at battle of Charm, this weapon proved both reliable and elegant. It is a longbow with the accurate (x3), balanced (x2), and ornate benefits.

+3 to hit, +2 to initiative,

PATIENCE’S ENGINE

Exceptional Springdal
Built by Patience, a Roi nomad turned caravan guard turned soldier in the Black Company. It has the lethal (x2) and poisoned benefits. Patience further enhanced its performance by coating the projectiles with a very powerful paralytic poison.

Other, non typical mastercrafted items

MASTERCRAFT LONG BOW – DEADLY

You gain a +1 bonus to attack and damage rolls made with this weapon. On a critical hit, your weapon attack deals an additional 1d8 damage.

MASTERCRAFT AXE OF ARMOR SHREDDING

You gain a +1 bonus to attack and damage rolls made with this weapon. When you roll a 20 on your attack roll with this weapon, if your opponent is wearing non-magical heavy armour or has a Natural Armour Class of 16 or better, they take an additional 2d6 damage.

MASTERCRAFT ARMOR OF COMMANDER

Wearing this armour gives you advantage on Charisma (Persuasion) ability checks.

Additionally, when wearing this armour, you gain a +1 bonus to AC in addition to the normal AC bonus for wearing this armor.

MASTERCRAFT ANCIENT DWARVEN ARMOR

When wearing a MASTERCRAFT ANCIENT DWARVEN ARMOR, you gain a + 1 bonus to AC in addition to the normal AC bonus for wearing armor.

You are also immune to the bonus damage of critical hits and do not suffer disadvantage on stealth rolls.

MASTERCRAFT DEADLY SPEAR

You gain a + 1 bonus to attack and damage rolls made with this weapon. When you roll a 20 on your attack roll with this spear, your critical hit deals an extra 2d6 damage.

MASTERCRAFT SСOUT BOW OF EVERESKA

They prefer shorter and lighter bows that can be bent as quickly as possible, as in a forest the enemy can be anywhere.

You gain a +1 bonus to attack and damage rolls made with this weapon. And if you are not surprised on the beginning of combat and you were holding this bow  you can make a single ranged attack at the beginning of combat before anyone’s initiative.

MASTERCRAFT XIN SHORT BOWS

When making a ranged attack using a mastercraft xin shortbow, add a bonus to your attack roll of half your proficiency bonus (rounded up).

MASTERCRAFT XIN SHORT SWORDS

On a successful attack with one of these swords, you automatically maximize this weapon’s damage dice against the target.

MASTERCRAFT FENCING ELVISH SCIMITARS

These scimitars give a +1 bonus to attack and damage rolls, and attacks made with these scimitars ignore Armour Class modifiers derived from shields.

BANNER OF ….

Once per battle, you may unfurl this banner as a bonus action. All nearby allies may spend up to three Hit Dice to recover Hit Points

MASTERCRAFT SHIELD BREAKER GREAT AXE

You gain a +1 bonus to attack and damage rolls made with this weapon. When you attack with this great axe and roll a 20 on the attack roll, instead of inflicting damage, you may choose to destroy your opponent’s shield instead.

MASTERCRAFT PRECISE BOWS

You gain a +1 bonus to attack and damage rolls made with this weapon. When you roll a 20 on the attack roll with this weapon, in addition to the standard extra damage caused by a critical hit, your arrow does extra additional damage equal to your Wisdom modifier.

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