Equipping your Character
D&D 3e (3.0/3.5) Rules
Following the Cataclysm, the steel coin became the standard monetary unit throughout Krynn. Steel is scarce due to the excesses of the previous Age of Might, and is dearly needed to create tools and weapons. Gold, because it had no practical value in the struggling post-Cataclysm civilisations, became nearly worthless except for ornamentation.
The following weapons should be added to those listed in the Player's Handbook for DRAGONLANCE Saga campaigns. They represent the unusual cultural weapons that may be available to characters from the disparate regions of Ansalon.
Note that some weapons are common among characters of a particular race, yet all but unknown elsewhere. For example, many kender are quite skilled with the hoopak or whippik, whilst minotaurs may be masters of the clabbard and mandoll. Naturally, such weapons are considered exotic. To represent the aptitude that certain races have with their signature weapons, characters of these races receive a free exotic weapon proficiency in one of them.
A pair of leathery gauntlets with iron spikes on the palm, humans in the Kharolis Mountains and Taman Busuk strap these weapons to their forearms. In addition to their normal slashing damage, bear claws can be used in a disarm attempt, and grant a +2 circumstance bonus to Climb checks.
A bolas is a set of three weighted balls connected by leather cords. To attack, you whirl the bolas in a circle over your head and fling them at a target. The bolas connect with the opponent with a successful ranged touch attack: Disregard any armour, shield, or natural armour bonus of the target.
A character struck by bolas must make a Reflex save (with a DC equal to the attack roll of the bolas' wielder). If the saving throw fails, the target takes subdual damage and is considered pinned (see "Grapple" in Chapter 8 of the Player's Handbook for more information). The bolas can pin only a Tiny, Small, or Medium-sized target.
To escape the bolas, the pinned character must either break out (Strength check, DC 20), wriggle free (Escape Artist check, DC 20), or cut (or be cut) loose (5 hp and only slashing weapons do damage).
Regardless of the method, escaping is a full-round action. A target can take 10 or take 20 to escape if the situation allows.
If the saving throw succeeds, the target suffers normal damage but is not pinned.
The barbed bolas is similar to a normal bolas, except that its weighted balls are studded with hooked barbs.
The barbed bolas functions identically to the bolas except that its damage is not subdual damage. In addition, on any failed attempt to break or wriggle free, the grappled character takes an additional 1d4 points of damage.
The bollik (bola belt) is a kender weapon. It is a webbed rope belt worn about the waist on a leather sash and buckle. The bollik hangs from a series of quick-release loops. The bollik can be tugged free with a simple snapping motion and can be re-laced in one minute.
On one end of the bollik, three weighted balls of leather hang on short strands of rope, forming a bola that can be thrown to entangle opponents (see above). When the bollik is used to flail at an opponent, these bola balls are kept safely tied to the large metal buckle.
Other uses for a bollik include threshing grain, climbing as a rope ladder, storing items in the pockets of the leather strap, and playing as a wind thrummer.
A small sling pouch woven into the centre of the bowstring allows this shortbow to fire sharpened stones of flint, with a range greater than that of a sling. The bow is slightly curved to allow the stones to shoot past. The barbarians of the Taman Busuk and Kharolis Mountains favour pellet bows, as they are unable to craft large numbers of straight arrows from the twisted timber of their mountain homes.
This three-foot-long weapon combines a short pick and a gaff hook. The caff has a half pick head on one end and a leather thong on the other. It dangles from the belt of spelunking dwarves as the perfect tool for climbing, prying, and probing (+2 circumstance bonus to Climb checks). In addition to hooking upon ledges, the caff can be hooked around a climbing rail, allowing the dwarf to slide down.
This broad, six-foot-long sword is sized for minotaur warriors. Its cutting edge is backed by a serrated saw edge. A blood channel runs the length of the blade, making it easier to withdraw from an impaled foe. The saw edge can cut through leather and hide armours with ease and, in the hands of a master, can catch and break a foe's weapon (+1 enhancement bonus to attack a weapon). It is too large to wield without special training, even with two hands; thus, it is an exotic weapon. A minotaur may use a clabbard two-handed as a martial weapon.
The curve of this traditional blade from the Taman Busuk makes it useful for chopping timber, digging, and fighting. The machete-like bend of the blade grants the blows leverage.
This eight-foot, two-handed trident has a rope attached to its base, trailing a 10-foot-wide, weighted throwing net. The forpann can be thrown as a spear, or used to entangle foes within one range increment. Minotaur gladiators use the net to tangle their foes' weapons or feet, or to pin them. A forpann is too unwieldy to use without special training, even with both hands; thus, it is an exotic weapon.
The hoopak (kender sling-staff) is a common kender tool. A hoopak is a double weapon; this five-foot, ironwood staff has a short iron spike attached to its tip, allowing it to be wielded as a bo stick and a short spear. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons: A one-handed weapon and a light weapon (See the "Attacking with Two Weapons" section in Chapter 8: Combat of the Player's Handbook). A creature using a double weapon in one hand, such as an ogre, can't use it as a double weapon.
The other end of the staff is forked and laced with gut. A stone may be flung by either planting the iron-shod end of the hoopak in the earth and bending the staff back to fling the stone, or whirling the hoopak overhead as a traditional sling-staff (treat the hoopak as a sling with a range increment of 80 feet). The hoopak acts like a bullroarer when whirled in the air, creating a low thrumming sound.
Hunting Stick, Plainsmen:
These bent, flat hunting sticks have a beveled inside edge and one long end. A proficient wielder holds the long end and flings the stick to clip an opponent in the head or leg and bring it down, dealing subdual damage. The hunting stick will return to its thrower on a miss. To catch a returning hunting stick, the character must make an attack roll (as though he were throwing the stick) and hit AC 10. Failure indicates that the hunting stick lands 10 feet away from the thrower in a random direction.
Kala, Death's Tooth:
This short-handled, straight-bladed sickle was originally a hoe and harvester. Khur nomads and assassins now use it as a weapon, as it can be easily hidden in a sash.
This minotaur weapon is a cross between a dagger and a sword. The blade is six inches long on an H-shaped hilt. The gladiator grasps the hilt at the crossbar, and two side-hilts guard the hand and wrist. The blade may be used to punch or slash a foe, or catch and turn a foe's weapon.
This six-foot-long minotaur "whipping rod" is a chain of six iron bars linked together and attached to a guarded handle. It functions like a flail but has reach. The kausin inflicts x2 damage to wooden and stone walls. The kausin is too heavy to use without special training, even with two hands; thus, it is an exotic weapon. Minotaurs can wield a kausin two-handed as a martial weapon.
This seven-foot-long polearm holds a recurved cresent blade at each end of its shaft. A lajang is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons: A one-handed weapon and a light weapon (See the "Attacking with Two Weapons" section in Chapter 8: Combat of the Player's Handbook). A lajang is too large to be used without special training, even with both hads; thus, it is an exotic weapon. However, a minotaur can use a lajang two-handed as a martial weapon. A creature using a double weapon in one hand, such as an ogre, can't use it as a double weapon.
The lajang's shaft is used to parry attacks or bludgeon foes, whilst the blades can slash on a forward or backward stroke, catch and turn weapons, pin or trip foes, and impale targets on double prongs. In the hands of a Large-sized character, a lajang can be hurled like a spear.
The mandoll is a minotaur cestus: An iron gauntlet with spikes on the knuckles and a dagger blade along the back of the thumb. This gladiator's weapon requires close fighting and can inflict bruising or draw blood at the wielder's discretion. It is traditionally used in conjunction with a katar.
This flat bar has bent beveled edges to wedge and pry things open. It is not intended to be a dwarf's primary weapon, but grants a +2 circumstance bonus to Strength checks to open doors and chests.
This seven-foot-long minotaur weapon has a serrated spearhead at both ends of a staff, and a small buckler with a razor-edged crescent at its middle. In the hands of a master the sanguine can be used one- or two-handed to parry attacks, trip, slash, bludgeon, or impale foes. It cannot be thrown. A sanguine is too large to use without special training, even with both hands; thus, it is an exotic weapon. A minotaur can use a sanguine two-handed as a martial weapon.
The sashik (kender sash-whip) is a beaded, weighted sash of laced rope. Worn across one shoulder, the sashik bears weighted pouches on one end. The mesh of the sashik is coarse and netlike, and can be surprisingly effective as a scourge. Two dozen large wooden beads that line one end of the sashik may be pulled loose and thrown. The sashik can also be used as a small fishing net or a musical instrument.
This three-tailed barbed whip allows the wielder to make three simultaneous attack rolls (at the same modifier) with each attack. Each attack roll is resolved separately.
The scourge is often dipped in an insinuative poison to take advantage of its multiple attacks.
Shatang are five-foot-long barbed throwing spears. A minotaur fights with one in each hand; gladiators often wear a rack of four shatangs strapped to their backs.
A two-part jointed staff used by kiraths, elven scouts in the forests of Silvanesti. The soris' lower portion is five feet long and outfitted with a leather thong and a spiked metal tip. The upper portion is 1-Â½ feet long and is equipped with a strong rope loop and four collapsible metal hoops. This section is hinged with a lock-joint that can fix the upper rod at any angle.
The soris can probe, aid in climbing (+2 circumstance bonus to Climb skill checks) and snag branches, rocks, or animals with its hooks or loop. Folded in half, the soris serves as a club or spike dagger. With the upper section swinging loose it doubles as a flail. Fully extended it can be used like a small staff. Its loop and hooks may be utilised to disarm, trip, or unhorse an opponent.
Favoured by the Plainsmen, a handle is attached to one end of this heavy chain. Each link in the chain has a small barb that catches and rends flesh. Victims must make a Fortitude saving throw (DC equal to 5 + damage inflicted) or be reduced to a partial action in the next round due to the gouging pain.
The tessto is a six-foot-long studded club with a loop of rope at its hilt. Using this weapon requires great strength; in the hands of a character with Strength score of at least 15, the tessto has reach. A cunning warrior can use the tessto defensively by spinning it around like a baton, and using its loop to snag feet, hands, or heads. A tessto is too large to wield without special training, even with two hands; thus, it is an exotic weapon. A minotaur can use a tessto two-handed as a martial weapon.
This three-bladed weapon folds down to the size of an axe blade. Used by the nomads of Khur, the blade's sleek shape allows it to be used like a throwing axe.
The Ice Folk pack snow and ice around a core of stone and shape an icy handle to create a club of ice that can be hurled up to 150 feet. A character with the Precise Shot feat can hurl an Ice Folk throwing stone so as to strike the unprotected head of an opponent. When an opponent takes a blow to an unprotected head, he suffers subdual damage equal to the normal damage rolled.
A dwarven warhammer is too large to use in one hand without special training; thus, it is an exotic weapon. A Medium-size character can use a dwarven warhammer two-handed as a martial weapon, or a Large creature can use it one-handed in the same way.
This weapon doubles as a smoking pipe. Tribesmen in the Taman Busuk smoke black root, a mild intoxicant, during peacetime and swing this pipe like a club in war. It also functions as a blowgun (see above), firing a small dart that inflicts 1 point of damage and is usually coated in poison.
The traditional sash of the Khur nomads can be crafted to contain metal weights in either end, allowing it to be used as a subdual or entangling weapon. Because a weighted sash can wrap around an enemy's leg or other limb, you can make trip attacks with it. If you are tripped during your own trip attempt, you can drop the whip to avoid being tripped.
When using a weighted sash, you get a +1 bonus on your opposed attack roll when attempting to disarm an opponent (including the roll to keep from being disarmed if you fail to disarm your opponent).
Weighted Sword, Dwarven:
The blade of this dwarven sword is heavily weighted towards the end. This prevents effective use of the weapon by those who do not have special training; thus, it is an exotic weapon. The sword grants a +1 bonus to your opposed attack roll when striking an object or an opponent's weapon.
If an attack with a weighted sword misses, the character must make a Strength check (DC 10) to control his momentum. If he fails, either the sword flies from his hand and lands five feet from the character, or the character is reduced to a partial action on his next turn.
A Large character can use a dwarven weighted sword as a martial weapon.
The whippik (kender whip-bow) is a thin wand of ironwood that holds a short length of looped catgut on its end. It looks much like a riding crop. The whippik is a popular tool among female kender, who use it to whip enemies, snare game and fish, or launch darts (range increment 30 feet).
Generally, devices created as weapons by the tinker gnomes are one-of-a-kind contraptions, just as likely to harm their owner as anything else. Such devices are simply not for sale on the open market - not only do their inventors refuse to part with them, no merchant of sound mind would ever allow one near his valuable wares.
However, from time to time it may become necessary to equip a gnome character with some ill-advised piece of advanced weaponry. The DM has two options in this situation: either create a couple of basic weapons using the device creation rules (all netflingers work in basically the same way), or use the firearms and bombs presented in the Dungeon Master's Guide.
If the DM goes with the first choice, he should take care to add some little quirk to each device that appears in the game, lest the players become complacent with gnome inventions and forget their unpredictable nature. This might be some unusual "special effect" (perhaps one netflinger makes a horrible shrieking sound as it is used), enhancement bonuses (or penalties), or the requirement that the user make a Reflex saving throw whenever the device is used (or suffer some uncomfortable mishap).
If the second option is chosen, the DM might allow gnome player characters and NPCs to acquire an exotic weapon proficiency in one of the Renaissance-style weapons on page 162 of the Dungeon Master's Guide. Even if the optional Critical Fumble rules are not being used, the DM is advised to create some for the purpose of firing these unstable devices.
Note that non-gnomish characters will have a hard time getting their hands on such weapons, and will never be able to find adequate training to become proficient in them. Many gnomes have a Philosophy of Responsible Tinkering that they take quite seriously, and will not place their life's work into the hands of brigands or warlords.
Although bakali are Medium-size creatures, their non-human physiology makes it difficult to find armour that will fit them. Normal light armours fit poorly, and do not provide adequate protection; their AC bonus is reduced by 1 (to a minimum of +1) and the Armour Check Penalty increases by 1. Furthermore, bakali wear normal light armour as though non-proficient, suffering this penalty on attack rolls and all skill rolls that involve moving, including Ride and Swim.
Bakali cannot wear armour heavier than light unless it has been made especially for them. Such armour costs twice as much as usual, and has an Armour Check Penalty one greater than normal armour of the same type. Few bakali will wear heavy armour, as they are amphibious by nature and dislike carrying so much weight.
A character requires 5 or more ranks in Craft (armoursmith) to create armour that can fit a bakali.
Although centaurs are Large creatures, their humanoid torsos allow them to wear a chain shirt or breastplate without penalty. Full-body armour types require special barding to be made in addition to the normal protection of a humanoid creature. Such armour costs double the standard amount and weighs twice as much as normal armour. Medium and heavy armour also slows a centaur to a speed of 30 feet per round.
Centaur armour must be specially made for each individual, as it is rare for centaurs to wear armour of any type.
This armour has been used by the forces of the Dark Queen through the ages of Krynn, and consists of a padded tunic and leggings with breastplate and shoulder plates. Additional plates for the thighs and shins are attached separately. The helm is a two-piece affair that protects the back of the neck and face. The design allows freedom of movement, protection in combat, and warmth while riding dragons at high altitudes.
Dragonarmour provides a +6 AC, with a maximum Dex bonus of +4 and an Armour Check Penalty of -3. The wearer gains Cold Resistance 5 and suffers a 25% arcane spell failure chance while wearing the dragonarmour.
Dragonarmour is custom-fitted and unless re-sized or worn by the person for whom it was intended, the wearer suffers a -3 armour check penalty on attack rolls and on all skill checks that involve moving, including ride (as though he were wearing armour that he is not proficient in; see page 80 of the Player's Handbook). Otherwise, it counts as medium armour.
Armour designed for minotaurs costs twice as much as normal armour. The exception is armour crafted in the minotaur kingdoms of Mithas and Kothas, which is available at the standard cost listed in the Player's Handbook. However, the smiths of these kingdoms only craft light armour types; a character requires 5 or more ranks in Craft (armoursmith) to create medium or heavy armour that will fit a minotaur.
This traditional armour is granted to those Solamnic knights who have demonstrated the finest qualities of their Order. It consists of breastplate, shoulder plates, helmet, and spurs. Each is engraved with the symbols of the Knight's Order and, in the case of the Sword and Rose Knights, those Orders that the knight previously belonged to.
Solamnic plate is considered nonmagical +1 full plate. It is often crafted with a matching +1 large steel shield.
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