Potestas: a D&D3E supplement

Equipment

Weapons

Axes
Purchase DC
Category
Damage
Critical
Range Increment
Type
hand axe
7
light
4
x3
10 ft
Slashing
battle axe
8
one-handed
5
x3
none
Slashing
war axe [exotic]
9
two-handed
6
x3
none
Slashing
great axe
10
two-handed
7
x3
none
Slashing
Bows
Purchase DC
Category
Damage
Critical
Range Increment
Type
bow
12
two-handed
5
x3
100 ft
Piercing
composite bow
13
two-handed
5
x3
110 ft
Piercing
Crossbows
Purchase DC
Category
Damage
Critical
Range Increment
Type
light crossbow
14
light
5
19-20/x2
80 ft
Piercing
heavy crossbow
15
one-handed
6
19-20/x2
120 ft
Piercing
derringer [exotic]
14
light
4
x2
10 ft
Piercing
light pistol [exotic]
14
light
5
x3
30 ft
Piercing
heavy pistol [exotic]
15
one-handed
6
x3
60 ft
Piercing
rifle [exotic]
16
two-handed
7
x3
100 ft
Piercing
Cutting Blades
Purchase DC
Category
Damage
Critical
Range Increment
Type
long sword
11
one-handed
5
19-20/x2
none
Slashing
bastard sword [exotic]
12
two-handed
6
19-20/x2
none
Slashing
great sword
13
two-handed
7
19-20/x2
none
Slashing
curved dagger
8
light
3
18-20/x2
none
Slashing
scimitar
10
one-handed
4
18-20/x2
none
Slashing
falchion
12
two-handed
5
18-20/x2
none
Slashing
Maces & Flails
Purchase DC
Category
Damage
Critical
Range Increment
Type
light mace or flail (nunchaku)
6
light
4
x2
none
Bludgeoning
heavy mace or flail
8
one-handed
5
x2
none
Bludgeoning
great mace or flail
10
two-handed
7
x3
none
Bludgeoning
light hammer
5
light
4
x2
20 ft
Bludgeoning
heavy hammer
8
one-handed
5
x2
none
Bludgeoning
war hammer [exotic]
9
two-handed
6
x3
none
Bludgeoning
maul
10
two-handed
7
x3
none
Bludgeoning
great club
6
two-handed
7
x2
none
Bludgeoning
morningstar
7
one-handed
5
x2
none
Bludgeoning & Piercing
sap
4
light
4
x2
none
Bludgeoning
whip [reach, exotic]
4
light
4
x2
none
Slashing
Picks & Scythes
Purchase DC
Category
Damage
Critical
Range Increment
Type
light pick
6
light
4
x4
none
Piercing
heavy pick
8
one-handed
5
x4
none
Piercing
great pick
10
two-handed
6
x4
none
Piercing
war sickle (kama)
6
light
4
x2
none
Piercing or Slashing
war scythe
8
two-handed
5
x4
none
Piercing or Slashing
Piercing Blades
Purchase DC
Category
Damage
Critical
Range Increment
Type
punching dagger
5
light
3
x3
none
Piercing
spike (siangham)
6
light
4
x2
none
Piercing
short sword
9
light
4
19-20/x2
none
Piercing
rapier [exotic]
11
one-handed
4
18-20/x2
none
Piercing
Polearms
Purchase DC
Category
Damage
Critical
Range Increment
Type
glaive [reach]
8
two-handed
6
x3
none
Slashing
guisarme [reach]
8
two-handed
6
x3
none
Slashing
halberd
8
two-handed
6
x3
none
Piercing or Slashing
ranseur [reach]
8
two-handed
5
x3
none
Piercing
Slings & Thrown Weapons
Purchase DC
Category
Damage
Critical
Range Increment
Type
sling
1
light
4
x2
50 ft
Bludgeoning
dart
4
light
4
x2
20 ft
Piercing
javelin
5
one-handed
5
x2
30 ft
Piercing
net [exotic]
9
one-handed
none
none
10 ft
none
throwing axe
7
light
5
x2
10 ft
Slashing
throwing dagger
5
light
4
19-20/x2
10 ft
Piercing
throwing hammer
5
light
4
x2
20 ft
Bludgeoning
Spears & Lances
Purchase DC
Category
Damage
Critical
Range Increment
Type
shortspear
6
one-handed
4
x3
20 ft
Piercing
longspear [reach]
7
two-handed
5
x3
none
Piercing
trident
8
one-handed
5
x2
10 ft
Piercing
light lance [exotic]
6
one-handed
4
x3
none
Piercing
heavy lance [reach, exotic]
7
two-handed
5
x3
none
Piercing
Unarmed Strikes
Purchase DC
Category
Damage
Critical
Range Increment
Type
unarmed strike
none
light
2
x2 
 none
Bludgeoning
spiked gauntlet
7
light
2
x2 
 none
Bludgeoning & Piercing
Universal
Purchase DC
Category
Damage
Critical
Range Increment
Type
club
1
one-handed
4
x2
10 ft
Bludgeoning
quarterstaff
1
two-handed
4/4
x2
none
Bludgeoning
dagger
5
light
3
19-20/x2
10 ft
Piercing
light shield
see armour
light
3
x2
none
Bludgeoning
heavy shield
see armour
one-handed
4
x2
none
Bludgeoning
Reach: You can strike opponents 10 feet away, but can't use it against an adjacent foe.
Exotic: You must be proficient with exotic weapons to use this weapon without penalty.

Ammunition
Purchase DC
Weapon
20 arrows
6
Bow, Composite Bow
20 bolts
7
Light Crossbow, Heavy Crossbow
10 stones
1
Sling
10 bullets
6
Sling 
10 shot and powder
7
Derringer, Light Pistol
10 shot and powder
8
Heavy Pistol
10 shot and powder
9
Rifle

Weapon Descriptions

Arrows and Bolts: Arrows and bolts can be used as improvised melee weapons (-4 penalty on attack rolls) that deal 3 points of damage (critical x2).

Axe, Light: A light axe can be used as an improvised ranged weapon (-4 penalty on attack rolls plus -4 non-proficiency penalty if you are not proficient with thrown weapons).

Axe, Throwing: A throwing axe is a light axe that is balanced for throwing. It can be used as an improvised melee weapon (-4 penalty on attack rolls).

Axe, War: If you are proficient with exotic weapons, you can use the war axe as if it was a one-handed weapon.

Bow: Bows are too unwieldly to be used while you are mounted. They are kept unstringed except when in use. Stringing a bow is a move action that provokes an attack of opportunity. If you have a penalty for low Strength, apply it to damage rolls when using a bow. For the purpose of feats, a bow is treated the same as a composite bow. For example, Weapon Focus (Bow) applies to bows and composite bows.

Bow, Composite: Composite bows can be used while you are mounted. They are kept unstringed except when in use. Stringing a bow is a move action that provokes an attack of opportunity. A composite bow requires a Strength bonus of +0 (that is, a Strength score of 10) to use without penalty: if your Strength bonus is less than that required by the composite bow, you can't effectively use it (-2 penalty on attack rolls for each point of difference between your Strength bonus and the composite bow's requirement). A composite bow can be made with a higher Strength requirement (representing a heavier pull). For each additional point of Strength bonus required, the Purchase DC of the composite bow increases by +1, and the user can add their Strength bonus to damage, up to the maximum Strength bonus indicated for the composite bow. For the purpose of feats, a composite bow is treated the same as a bow. For example, Weapon Focus (Bow) applies to composite bows and bows.

Bullets: Bullets are lead spheres designed to be thrown using a sling. They cannot be used in a firearm.

Crossbow, Heavy: A heavy crossbow has a small winch that you turn to draw the string. Loading a heavy crossbow takes two hands and is a full-round action that provokes an attack of opportunity. You can shoot (but not load) a heavy crossbow with one hand (-4 penalty on attack rolls). You can use more than one heavy crossbow at once, one in each hand, as if multi-weapon fighting using one-handed weapons (-6 penalty on attack rolls, -4 penalty if you have the Multi-Weapon Fighting feat).

Crossbow, Light: A heavy crossbow has a level that you pull back to draw the string. Loading a light crossbow takes two hands and is a move action that provokes an attack of opportunity. You can shoot (but not load) a light crossbow with one hand (-2 penalty on attack rolls). You can use more than one light crossbow at once, one in each hand, as if multi-weapon fighting using light weapons (-4 penalty on attack rolls, -2 penalty if you have the Multi-Weapon Fighting feat).

Dagger: A dagger is easy to hide. You get a +2 bonus on Sleight of Hand checks to conceal a dagger on your body. A dagger can be used as an improvised ranged weapon (-4 penalty on attack rolls plus -4 non-proficiency penalty if you are not proficient with thrown weapons).

Dagger, Throwing: A throwing dagger is a light dagger that is balanced for throwing. It can be used as an improvised melee weapon (-4 penalty on attack rolls)

Dart: A dart is a small javelin. Darts can be used as improvised melee weapons (-4 penalty on attack rolls).

Derringer: A derringer is easy to hide. You get a +2 bonus on Sleight of Hand checks to conceal a derringer on your body. You must be proficient with exotic weapons to load a derringer. Loading a derringer takes two hands and is a full-round action that provokes an attack of opportunity.

Flails: Flails give you a +2 bonus on opposed attack rolls made to disarm an opponent (including the roll to avoid being disarmed if such an attempt fails). A heavy flail or great flail can be used to make trip attacks. If you are tripped during your own trip attempt, you can drop the flail to avoid being tripped.

Gauntlet, Spiked: Spiked gaunlets cannot be removed with a disarm action. You are considered armed when using spiked gauntlets.

Guisarme: A guisarme can be used to make trip attacks. If you are tripped during your own trip attempt, you can drop the guisarme to avoid being tripped.

Halberd: A halberd can be used against charging opponents. If you use a ready action to set a halberd against a charge, you deal double damage on a successful hit against a charging character. A halberd can be used to make trip attacks. If you are tripped during your own trip attempt, you can drop the halberd to avoid being tripped.

Hammer, Light: A light hammer can be used as an improvised ranged weapon (-4 penalty on attack rolls plus -4 non-proficiency penalty if you are not proficient with thrown weapons).

Hammer, Throwing: A throwing hammer is a light hammer that is balanced for throwing. It can be used as an improvised melee weapon (-4 penalty on attack rolls).

Hammer, War: If you are proficient with exotic weapons, you can use the war hammer as if it was a one-handed weapon.

Javelin: A javelin is a flexible spear designed for throwing. Javelins can be used as improvised melee weapons (-4 penalty on attack rolls).

Lances: A lance is designed for use on horseback. It can be used by someone on foot as an improvised melee weapon (-4 penalty on attack rolls). If you are proficient with exotic weapons, you can use the light lance as if it was a light weaon and the heavy lance as if it was a one-handed weapon.

Net: A net is used to entangle enemies. You must be proficient with exotic weapons to use a net. When you throw a net, you make a ranged touch attack against your target. A net's maximum range is 10 feet. If you hit, the target is entangled. An entangled creature takes a -2 penalty on attack rolls and a -4 penalty on Dexterity, can move at only half speed, and cannot charge or run. If you control the trailing rope by succeeding on an opposed Strength check while holding it, the entangled creature can move only within the limits that the rope allows. If the entangled creature attempts to cast a spell, it must make a DC 15 Concentrate check or be unable to cast the spell. An entangled creature can escape with a DC 20 Escape Artist check as a full-round action. The net can be burst with a DC 25 Strength check as a full-round action. A net is useful only against creatures within one size category of you.

Pistols: You must be proficient with exotic weapons to load a pistol. Loading a pistol takes two hands and is a full-round action that provokes an attack of opportunity.

Ranseur: Ranseurs give you a +2 bonus on opposed attack rolls made to disarm an opponent (including the roll to avoid being disarmed if such an attempt fails).

Rapier: If you are proficient with exotic weapons, you can use the rapier as if it was a light weapon.

Rifle: You must be proficient with exotic weapons to load a rifle. Loading a rifle takes two hands and is a full-round action that provokes an attack of opportunity.

Sap: A sap deals nonlethal damage: it knock opponents out instead of killing them.

Scythe, War: A war scythe can be used to make trip attacks. If you are tripped during your own trip attempt, you can drop the war scythe to avoid being tripped.

Shields: You can bash with a shield as an off-hand weapon instead of using it to defend yourself. You lose the shield's defence bonus until your next action.

Sickle, War: A war sickle can be used to make trip attacks. If you are tripped during your own trip attempt, you can drop the war sickle to avoid being tripped.

Sling: A sling hurls lead bullets or stones. Your Strength modifier applies to damage rolls with a sling, just as it does for thrown weapons. You can fire a sling with one hand, but need two hands to load a sling. Loading a sling is a move action that provokes attacks of opportunity.

Spears: A spear can be used against charging opponents. If you use a ready action to set a spear against a charge, you deal double damage on a successful hit against a charging character. A shortspear can be used as an improvised ranged weapon (-4 penalty on attack rolls plus -4 non-proficiency penalty if you are not proficient with thrown weapons) that deals 3 points of damage (critical x2).

Stones: Stones can be hurled with a sling, but are lighter and less balanced than lead bullets. You take a -1 penalty on attack rolls and reduce the damage caused by 1 point.

Strike, Unarmed: An unarmed strike deals nonlethal damage. Making an unarmed strike provokes an attack of opportunity. If you are proficient with unarmed strikes, you can deal lethal damage or nonlethal damage as you choose, and do not provoke an attack of opportunity when making an unarmed strike.

Sword, Bastard: If you are proficient with exotic weapons, you can use the bastard sword as if it was a one-handed weapon.

Trident: A trident can be used against charging opponents. If you use a ready action to set a trident against a charge, you deal double damage on a successful hit against a charging character. A trident can be used as an improvised ranged weapon (-4 penalty on attack rolls plus -4 non-proficiency penalty if you are not proficient with thrown weapons).

Whip: A whip deals nonlethal damage. It is treated as a melee weapon with 15-foot reach, though you don't threaten the area into which you can make an attack. In addition, unlike most other weapons with reach, you can use it against foes anywhere within your reach (including adjacent foes). Using a whip provokes an attack of opportunity, just as if you had used a ranged weapon. Whips give you a +2 bonus on opposed attack rolls made to disarm an opponent (including the roll to avoid being disarmed if such an attempt fails). A whip can be used to make trip attacks. If you are tripped during your own trip attempt, you can drop the whip to avoid being tripped. If you are proficient with exotic weapons, you can deal lethal damage or nonlethal damage with a whip as you choose, and do not provoke an attack of opportunity when using one in melee combat.


maintained by Gary Johnson (gwzjohnson at optusnet.com.au)
last updated 5 October 2005