Old World» Equipment

Contents

Weapons

Melee weapons

Great maul: This is, essentially, a two-handed warhammer (1d12/20/×3; bludgeoning; 8 lbs.; martial; 35 gp).

Ammunition

The following special arrows can be crafted.

Craft DC: The DC to craft the arrow by means of the Alchemy skill.

Cost: The market price premium over corresponding alchemical item (which is required as a component to craft the arrow, and must be crafted or acquired separately).

Hit penalty: The modifier to attack rolls when using the arrow.

Effect: The effect of each arrow is that of the corresponding alchemical item, modified as indicated.

Special arrows
Arrow typeCraft DCCostHit penaltyAlchemical itemEffect
Alchemical fire arrow2010 gp−1alchemist’s fire1d4 initial, 1d4 next round, no splash
Acid arrow2010 gp−1acid1d4 initial, no splash
Flash arrow205 gp−1flash powderDC 12 Fort (target only)
Thunder arrow205 gp−1thunderstoneDC 12 Fort
Tanglefoot arrow2520 gp−2tanglefoot bagDC 12 Reflex, DC 13 to break, 5 hp

Siege weapons

Siege weapons may be direct-fire or indirect-fire weapons. Making attacks with direct-fire siege weapons works just like making attacks with personal weapons. Indirect-fire siege weapons, on the other hand, make attacks against a target space rather than a creature or object, and do not require having line of sight to the target (although firing blindly imposes a penalty on the attack check).

Knockdown: All siege weapons have a knockdown effect when a creature is struck by the weapon’s attack. Add the weapon’s knockdown modifier (given in each weapon’s description) to the attack roll, and compare the result to the struck target’s CMD; if the CMD does not exceed the result, the target is knocked down (as if tripped).

Crews: Some siege weapons are intended to be operated by more than one person at a time. The maximum number of people who can participate in making the requisite skill or ability checks necessary to operate a given type of siege weapon is listed in the weapon’s description. (It’s possible to operate a siege weapon with a smaller crew; this typically causes it to take longer to reload and/or re-aim the weapon.)

Ballista

Damage 3d8 (P); critical 19–20/×2; range increment 120 ft.; knockdown +4; weight 400 lbs.; crew 1.

A ballista is essentially a Huge heavy crossbow fixed in place. It is a direct-fire weapon. A ballista takes up a space 5 feet across.

A ballista’s size makes it hard for humanoid creatures to aim it; a Medium creature takes a −4 penalty on attack rolls when using a ballista. This penalty may be negated by taking a full-round action to fire the weapon. The penalty also does not apply if the ballista if the ballista is fixed on a swivel mount (see below), and does not need to be re-aimed between shots.

It takes a Medium creature two full-round actions to reload the ballista after firing.

Ballista bolts weigh 10 lbs. apiece. They do one-half damage to stone or iron structures, and full damage to wooden structures (instead of one-quarter damage, as normal arrows do).

Swivel mount

Weight 150 lbs.

This is a wooden frame that allows the ballista to be rotated 360° horizontally and +30°/−5° vertically. A swivel mount must be fixed to the ground or floor (with spikes, pegs, etc.). The swivel mount can be locked in place, fixing the ballista’s aim. This allows a Medium-sized operator to fire the weapon as a standard action without taking the usual −4 penalty on attack rolls.

Aim-high swivel mount

Weight 300 lbs.

An improved version of the standard ballista swivel mount, this device allows the weapon to be rotated vertically up to +85°/−30°. (Such mounts are usually used when a ballista must be able to fire at airborne targets.)

Repeating ballista

Weight 600 lbs.

This advanced version of the ballista comes with a magazine, installed on top of the weapon, that holds 10 bolts. After a bolt is fired, the same mechanism that re-winds the torsion skeins and pulls back the string also loads the next bolt from the magazine into the firing position. So long as bolts remain in the magazine, reloading the weapon is a move action. Loading a new magazine (which is already filled with bolts) takes two full-round actions.

A repeating ballista is not compatible with an aim-high swivel mount.

Catapult

A catapult is a massive engine capable of throwing rocks or heavy objects with great force. It is an indirect-fire weapon.

Because the catapult throws its payload in a high arc, it can hit squares out of its line of sight. To fire a catapult, the crew chief makes a special check against DC 15 using only his base attack bonus, Intelligence modifier (or Profession (siege engineer) modifier, if higher), range increment penalty, and the appropriate modifiers from Table: Catapult Attack Modifiers. If the check succeeds, the catapult stone hits the 5-foot space the catapult was aimed at, dealing the indicated damage to any object or character in the space. Characters who succeed on a DC 15 Reflex save take half damage.

Catapult Attack Modifiers
ConditionModifier
No line of sight to target square−6
Successive shots
(crew can see where most recent misses landed)
Cumulative +2 per previous miss
(maximum +10)
Successive shots
(crew can’t see where most recent misses landed, but observer is providing feedback)
Cumulative +1 per previous miss
(maximum +5)
Successive shots after a hit+10

If a catapult stone misses, roll 1d8 to determine where it lands. This determines the misdirection of the throw, with 1 being back toward the catapult and 2 through 8 counting clockwise around the target space. The miss distance is 1d4 × 5 feet away from the target space for every range increment of the attack.

Loading a catapult requires a series of full-round actions. It takes a Strength check (DC varies based on catapult size) to winch the throwing arm down; most catapults have wheels to allow up to two crew members to use the aid another action, assisting the main winch operator. A DC 15 Profession (siege engineer) check latches the arm into place, and then another DC 15 Profession (siege engineer) check loads the catapult ammunition. It takes multiple full-round actions to re-aim a light catapult (multiple crew members can perform these full-round actions in the same round, so it takes a full catapult crew only 1 round to re-aim the catapult).

Catapult stones do full damage to all structures.

Light catapult

Damage 4d6 (B); save Reflex DC 15 half; range increment 150 ft. (minimum 100 ft.); knockdown +8; weight 1,000 lbs.; crew 2.

A light catapult takes up a space 10 feet across. A DC 10 Strength check is needed to winch the throwing arm down, and two full-round actions are required to re-aim the catapult.

Heavy catapult

Damage 6d6 (B); save Reflex DC 15 half; range increment 200 ft. (minimum 100 ft.); knockdown +12; weight 3,000 lbs.; crew 4.

A heavy catapult takes up a space 15 feet across. A DC 15 Strength check is needed to winch the arm into place, and four full-round actions are required to re-aim the catapult.

Special catapult ammunition

The following alternative forms of ammunition may be used with either a light or heavy catapult.

Alchemical Fire Shot: When this small barrel of alchemist’s fire hits its target square, it deals 4d6 points of fire damage to each creature and wooden structure within 5 feet of the target space, and each creature must make a DC 20 Reflex saving throw or catch on fire (wooden objects automatically catch on fire). Every creature and wooden object within the area between 5 and 30 feet of the target space must make a DC 20 Reflex saving throw or take half the fire damage, but they do not catch on fire.

Cost 200 gp; weight 10 lbs.

Other Alchemical Shot: Liquid ice, acid, smoke pellets, and other alchemical grenade-like weapons can likewise be made into catapult ammunition in the same way as the alchemical fire shot described above. In each case, multiply the cost and weight of the alchemical item by 10 to get the corresponding values for the alchemical catapult shot, quadruple the damage done (if any), and extrapolate any changes in area or other aspects of the item’s effect in a similar way.

Plague Bundle: This hard, ceramic canister is filled with a noxious mass of diseased carrion and offal. It deals only half damage, but every creature hit by it is exposed to filth fever. (A GM might allow a plague bundle to inflict other diseases.)

Cost 80 gp; weight 20 lbs.