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Category: Nulfi Deepcarver
Male Dwarf Fighter 1 / Rogue 2
Social Standing: 39
Deity: Dugmarin Brightmantle
Languages: Dwarven, Aquilatin, Orc, Saxon, Flemish, Burgundian, Norse, Gaelic, Gnome
Strength 14 (+2)
Dexterity 16 (+3)
Constitution 12 (+1)
Intelligence 16 (+3)
Wisdom 8 (-1)
Charisma 14 (+2)
Height: 4' 3"
Weight: 180 lb
Eyes: Dark Brown
Total Hit Points: 24 (6 + 10 + 5)
Speed: 20 feet
Armor Class: 18 = 10 +5 [breastplate] +3 [dexterity]
Touch AC: 13
Initiative modifier: +3 = +3 [dexterity]
Fortitude save: +3 = 2 [base] +1 [constitution]
Reflex save: +6 = 3 [base] +3 [dexterity]
Will save: -1 = 0 [base] -1 [wisdom]
+2 vs all spells or spell-like abilities
+2 vsall poisons
Attack (handheld): +4 = 2 [base] +2 [strength]
Attack (unarmed): +4 = 2 [base] +2 [strength]
Attack (missile): +5 = 2 [base] +3 [dexterity]
Grapple check: +4 = 2 [base] +2 [strength]
Club [1d6, crit x2, range incr. 10 ft., 3 lb, one-handed, bludgeoning]
Heavy Crossbow [1d10, crit 19-20/x2, range inc 120 ft., 8 lb., piercing]
Light Pick [1d4, crit x4, 3 lb., light, piercing]
Sap [1d6 nonlethal, crit x2., 2 lb., light, bludgeoning]
Dwarven Waraxe [1d10, crit x3, 8 lb., one-handed, slashing]
Breastplate [medium; +5 AC; max dex +3; check penalty -4; 30 lb.]
Point Blank Shot (1st)
Precise Shot (Fighter 1st)
Rapid Reload (3rd)
Weapon Focus (Axe) (Racial)
Sneak Attack +1d6 (Rogue 1st)
Evasion (Rogue 2nd)
Appraise Int 3 = +3
Balance Dex* 3 = +3
Bluff Cha 2 = +2
Climb Str* 8 = +2 +6
Concentration Con 1 = +1
Craft (Carpentry) Int 9 = +3 +6
Craft (Alchemy) Int 9 = +3 +6
Craft (Weaponsmithing) Int 5 = +3 +2
Diplomacy Cha 2 = +2
Disable Device Int 9 = +3 +6
Disguise Cha 2 = +2
Escape Artist Dex* 3 = +3
Forgery Int 3 = +3
Gather Information Cha 2 = +2
Heal Wis -1 = -1
Hide Dex* 3 = +3
Intimidate Cha 2 = +2
Jump Str* -4 = +2 -6 [speed 20]
Knowledge (Architecture & Engineering) Int 9 = +3 +6
Knowledge (Warfare) Int 9 = +3 +6
Listen Wis -1 = -1
Move Silently Dex* 3 = +3
Open Lock Dex 9 = +3 +6
Ride Dex 3 = +3
Search Int 9 = +3 +6
Spot Wis 5 = -1 +6
Use Rope Dex 3 = +3
* = check penalty for wearing armor
This character also has 4 ranks in Speak Languages.
10/24/2007 12:47:00 AM
Basic background notes:
Nulfi is descended from a clann whose home was driven out by orcs some time ago, forcing them to either join other clanholds or make their way among humans. Nulfi actually likes humans - they make him laugh. He is one of those dwarves blessed (or cursed) by Dugmarin Brightmantle to have a bit of wanderlust and a keen curiosity about the outside world. Generally considered a bit mad by other dwarves, except for other expatriates like himself.
He is a well trained siege technician and skirmisher, and takes grave offense to any suggestion that his mechanical skills might be used for illegal purposes. He does dearly love to set deadfalls, mines and other nasty traps given time to prepare a battlefield.
What are the stats on an Arbalest?
Link to Dwarf info Dwarves
Here is some info on sieges, hold onto this we need to post it to your character
EMPLOY ARTILLERY [General]
You specialize in employing anti-infantry artillery successfully.
Prerequisites: Chr 13+, Leadership, leadership score of 9+
Benefits: After succeding at using anti-infantry artillery through a Knowledge: warfare check, you gain an additional +1 on your attack dice.
WAGE SIEGE [General]
You know how to effectively besiege an opponent.
Prerequisites: Chr 13+, Leadership, Leadership score of 12+
Benefit: While attacking a besieged opponent, you get +1 to your attack roll.
Siege engines are large weapons, temporary structures, or pieces of equipment traditionally used in besieging a castle or fortress.
Table: Siege Engines
Item......................Cost.....Damage.....Critical.....Range Increment.....Typical Crew
Catapult, heavy..........800 gp.....6d6.....—.....200 ft. (100 ft. minimum).....4
Catapult, light..........550 gp.....4d6.....—.....150 ft. (100 ft. minimum).....2
Ballista.................500 gp.....3d8.....19-20.....120 ft......1
Siege tower............2,000 gp—.....—.....—.....20
1. See description for special rules.
Catapult Attack Modifiers Condition Modifier
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)
A heavy catapult is a massive engine capable of throwing rocks or heavy objects with great force. Because the catapult throws its payload in a high arc, it can hit squares out of its line of sight. To fire a heavy catapult, the crew chief makes a special check against DC 15 using only his base attack bonus, Intelligence modifier, range increment penalty, and the appropriate modifiers from the lower section of Table 3-26. If the check succeeds, the catapult stone hits the square the catapult was aimed at, dealing the indicated damage to any object or character in the square. Characters who succeed on a DC 15 Reflex save take half damage. Once a catapult stone hits a square, subsequent shots hit the same square unless the catapult is reaimed or the wind changes direction or speed.
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 square. Then, count 3 squares away from the target square for every range increment of the attack.
Loading a catapult requires a series of full-round actions. It takes a DC 15 Strength check 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 four full-round actions to reaim a heavy catapult (multiple crew members can perform these full-round actions in the same round, so it would take a crew of four only 1 round to reaim the catapult).
A heavy catapult takes up a space 15 feet across.
This is a smaller, lighter version of the heavy catapult. It functions as the heavy catapult, except that it takes a DC 10 Strength check to winch the arm into place, and only two full-round actions are required to reaim the catapult.
A light catapult takes up a space 10 feet across.
A ballista is essentially a Huge heavy crossbow fixed in place. Its size makes it hard for most creatures to aim it. Thus, a Medium creature takes a -4 penalty on attack rolls when using a ballista, and a Small creature takes a -6 penalty. It takes a creature smaller than Large two full-round actions to reload the ballista after firing.
A ballista takes up a space 5 feet across.
This heavy pole is sometimes suspended from a movable scaffold that allows the crew to swing it back and forth against objects. As a full-round action, the character closest to the front of the ram makes an attack roll against the AC of the construction, applying the -4 penalty for lack of proficiency. (It’s not possible to be proficient with this device.) In addition to the damage given on Table: Siege Engines, up to nine other characters holding the ram can add their Strength modifier to the ram’s damage, if they devote an attack action to doing so. It takes at least one Huge or larger creature, two Large creatures, four Medium-size creatures, or eight Small creatures to swing a ram. (Tiny or smaller creatures can’t use a ram.)
A ram is typically 30 feet long. In a battle, the creatures wielding the ram stand in two adjacent columns of equal length, with the ram between them.
This device is a massive wooden tower on wheels or rollers that can be rolled up against a wall to allow attackers to scale the tower and thus to get to the top of the wall with cover. The wooden walls are usually 1 foot thick.
A typical siege tower takes up a space 15 feet across. The creatures inside push it at a speed of 10 feet (and a siege tower can’t run). The eight creatures pushing on the ground floor have total cover, and those on higher floors get improved cover and can fire through arrow slits.
Wall Type.............Thickness...Break DC...Hardness...HP1...Climb DC
Masonry...............1 ft......35.....8.....90 hp.....20
Superior masonry...............1 ft......35.....8.....90 hp.....25
Reinforced masonry............1 ft......45.....8.....180 hp....15
Hewn stone...............3 ft......50.....8.....540 hp.....25
Unworked stone...............5 ft......65.....8..... 900 hp.....15
Iron...............3 in......30.....10.....90 hp.....25.....
Paper Paper-thin...............1.....— ..... 1 hp.....30
Wood...............6 in......20.....5.....60 hp.....21
Magically treated2...............—.....+20.....×2.....×23 —
1. Per 10-foot-by-10-foot section.
2. These modifiers can be applied to any of the other wall types.
3. Or an additional 50 hit points, whichever is greater.
Possible base class
10/24/2007 1:49:32 AM
The History of Dwarves
Dwarves Created by Moradin
The bones of the Dwarves were forged out of Iron and Mithril, their hearts from the giant Ymir’s blood, their skin from a Troll and their beards from the roots of Yggdrasil the World Tree.
Motsognir was the first and mightiest and Durin the second. Motsognir was chosen to be their protector, and Durin to raise them. Motsognir and Durin have come to be known by others outside the Dwarven Realms as Clangeddin and Dumathoin, but true dwarves sourly acknowledge the name Dwarven names.
Durin was the first of the Seven Fathers of the Dwarves and the forger of many wonderful items, such as the sword Tyrfing). Durin organized them into clans.
1. Long Beards. Durin's Folk. Durin originally awoke at Gundabad and wandered alone, but eventually founded a colony at Khazad-dum. They are known as the Lombards by humans.
2. Broad Anvils. Originally from Nogrod. Paired with the Firebeards prior to the retreat from the north.
3. Firebeards. Originally from Belegost. This clan was the rearguard at Borgholm.
4. Ironfists. Originated somewhere far in the East. Located and paired with the Bluehearts.
5. Bluehearts. Originated somewhere near the Harz Mountains.
6. Cornerstones. Located paired with the Stone Shoulders after the return from the north. These two clans became known as Gundermen by humans.
7. Stone Shoulders. The youngest and smallest of the clans, they are also the most curious and some might even call them restless. This makes them near outcasts among dwarves.
The Ancient Dwarves
1st Clan, The Longbeards
Nithi, Northri and Suthri,
Austri and Vestri, Althjof, Dvalin,
Nar and Nain, Niping, Dain,
Bifur, Bofur, Bombur, Nori,
An and Onar, Ai, Mjothvitnir,
Nýi and Niði ("New and Nether") were the two dwarves who governed the waxing and waning lunar phase, respectively. (In modern Swedish, the words "Ny" and "Nedan" are still used to tell about waning and waxing moons.)
Norðri, Suðri, Austri and Vestri ("Northern, Southern, Eastern and Western") were four dwarves who each supported one of the four cardinal points. Together, they upheld the heavenly dome, created from the skull of the giant Ymir.
Dvalin was a ruler of the dwarves and one of the most powerful, known for having invented (or at least introduced) runes according to the Hávamál and for crafting some of the most famous artifacts in the Norse myths. He made Sif's golden wig; Gungnir (Odin's spear); Skidbladnir (a ship); Tyrfing, the magic sword. He also made (with Alfrik; Berling and Grer) Freya's incredible Brising necklace, Brísingamen (Freya paid the four craftsmen with four nights in her bed).
2nd Clan, the Broadanvils
Vigg and Gaindolf, Vindalf, Thrain,
Thekk and Thorin, Thror, Vit and Lit,
Nyr and Nyrath,
Regin and Rathvith — now have I told the list aright.
Thráin I, the Old
· Thráin II
Thorin is a name of a dwarf from Norse Mythology. (borrowed by J. R. R. Tolkien as a name for three kings of Dwarves)
Thorin II Oakenshield, -companion of Bilbo Baggins.
Thorin III Stonehelm
Regin was the (adopted) son of Hreidmar and foster father of Sigurd. Regin had all wisdom and deftness of hand. Regin built a house of glittering gold and flashing gems for his father. Regin and his brother, Fafnir, killed Hreidmar for the cursed gold he had received from the gods after they killed his other son, Otr. Fafnir, however, turned into a dragon because he wanted to keep all of the gold. Fafnir drove Regin away from the gold. Regin lived among men. He taught men how to sow, reap, work metals, sail seas, tame horses, yoke beasts of burden, build houses, spin, weave, & sew. Regin sent Sigurd to retrieve the gold.
Regin forged a marvelous sword for Sigurd, but it quickly broke. Sigurd found his father's (Sigmund) sword, Gram, and had it fixed and reforged by Mimir and used it to kill Fafnir. He gained wisdom from licking the dragon's blood. Sigurd, who had discovered that Regin was planning on killing him to get the gold, killed his stepfather and took the gold.
3rd Clan, the Firebeards
. Fili, Kili, Fundin, Nali,
Hept, Hannar, Sviur,
Frar, Hornbori, Fræg and Loni,
Aurvang, Jari, Eikinskjaldi.
Fili, a poet of the Dwarves.
Nali a Dwarven Bard.
4th Clan, the Ironfists
The race of the dwarfs in Dvalin's throng
Down to Lofar the list must I tell;
The rocks they left, and through the wet lands
They sought a home in the fields of sand.
5th Clan, the Blue Hearts
Brok and Sindri, forged Draupnir.
Hor, Haugspori, Hlevang, Gloin,
Dori, Ori, Duf, Andvari,
Skirfir, Virfir, Skafith, Ai.
Draupnir is a golden arm ring possessed by Odin. The ring was a source of endless wealth, since each ninth morning it had spawned eight more gold rings just like itself. Draupnir was forged by the dwarven brothers Brokk and Sindri. Its name means The Dropper. Brokk and Eiti made this ring as one of a set of three gifts which included Mjollnir, and Gullinbursti. They made these gifts in accordance with a wager Loki made saying that Brokk and Eiti could not make better gifts than the three made by the Sons of Ivaldi. In the end Mjollnir, Thor's hammer, won the contest for Brokk and Eiti.
Glóin, the son of Thorin I, and succeeded his father as the king of Durin's folk. He expanded the mines of the Ered Mithrin. A much later Glóin was the father of Gimli and was one of Thorin Oakenshield's companions in The Hobbit. He was the son of Gróin, the grandson of Borin, the younger son of King Náin II, and so could claim direct descent from Durin the Deathless himself. Óin, another of Thorin's companions, was his brother.
Ori, a Dwarf of the House of Durin, and brother to Nori and Dori. Ori (and his brothers) accompanied their lord Thorin Oakenshield on the Quest of Erebor. Years later, Ori travelled south with Balin and a force of Dwarves, on a fatal attempted journey to reclaim their ancient mines of Khazad-dûm, which were presently occupied by the Goblins. Ori and the remaining Dwarves perished during a final stand inside the Chamber of Mazarbul. Gimli later discovered the book that contained the records of the expedition written by Ori.
Andvari, lived underneath a waterfall and had the power to change himself into a salmon at will. Andvari’s magical ring named Andvarinaut, helped him become wealthy. Loki caught him (with a net provided by Ran) and forced him to give up his gold and Andvarinaut. Andvari cursed Andvarinaut with the threat that it would destroy whoever owned it, leading (inevitably) to much misfortune. After the deaths of Brynhild and Sigurd, Gunnar leaves Andvari's gold in a cave. Years later Andvari discovers the cave and his lost gold. However, his ring is lost forever. Also known as Alberich.
6th Clan, The Cornerstones
Alf and Yngvi, Eikinskjaldi;
Fjalar and Frosti, Fith and Ginnar;
Yngvi, a great miner and builder among the Dwarves
Fjalar and his brother, Galar, killed Kvasir and turned his blood into the mead of poetry, which inspired poets.
Fjalar and Galar then killed a giant named Gilling, along with his wife. Their son, Suttung, searched for his parents and threatened the dwarven brothers, who offered him the magical mead. Suttung took it and hid it in the center of a mountain, with his daughter, Gunnlod, standing guard.
Odin eventually decided to obtain the mead. He worked for Baugi, Suttung's brother, a farmer, for an entire summer, then asked for a small sip of the mead. Baugi drilled into the mountain but Odin changed into a snake and slithered inside. Inside, Gunnlod was guarding but he persuaded her to give him three sips; Odin proceeded to drink all the mead, change into an eagle and escape.
7th Clan, the Stoneshoulders
Sindri is the name of both a dwarf and a hall that will serve as a dwelling place for the souls of the virtuous during Ragnarök.
Ótr the son of the king Hreidmar and the brother of Regin. He could change into an any form, and used to spend his days in the shape of an otter, greedily eating fish. Otr was slain accidentally by Loki. Hreidmar demanded a large weregild for Otr's death, namely to fill Otr's skin with yellow gold, and to then cover it entirely with red gold. When the skin was covered, one whisker was still protruding, forcing Loki to give up the ring Andvarinaut to hide it.
Brokk is a dwarf from Norse mythology, brother of Eitri (or Sindri).
According to Skáldskaparmál, when Loki had Sif's hair, Freyr's ship Skidbladnir and Odin's spear Gungni fashioned by the Sons of Ivaldi, he bet his own head with Brokk that his brother Eitri wouldn't have been able to make items that matched the craftsmanship of those mentioned above.
Eitri succeeded in making the golden ring Draupnir, the golden-bristled boar Gullinbursti and the hammer Mjollnir. These objects were judged by the gods to be superior and Brokk won the bet. However, Loki didn't allow him to take his head because he would have damaged his neck, not included in the bet, so his lips were sewn shut instead.
Fafnir or Favnir was a son of the Dwarf King Hreidmar and brother of Regin and Otr. Fafnir was a dwarf gifted with a powerful arm and fearless soul. He wore the Aegis helmet and guarded his father's house of glittering gold and flashing gems. He was the strongest and most aggressive of the three brothers.
Hreidmar was the avaricious king of the dwarf folk, who captured three gods with his unbreakable chains. He was father of Fafnir, Otr and Regin. He owned a house of glittering gold and flashing gems built by Regin and guarded by Fafnir. After Otr was accidentally killed by Loki, the Æsir repayed Hreidmar with Andvari's gold and the cursed ring Andvarinaut. Fafnir and Regin killed Hreidmar for the ring. Fafnir decided he wanted Andvarinaut for himself, so he turned into a dragon and drove Regin away.
Lofar, carried on the Clan of Stoneshoulders.
Messengers of the Gundermen
10/24/2007 1:51:52 AM
ALL ABOUT CROSSBOWS & THE ARBALEST PRC
OK, take a look at this, quohog heres your chance for that ballistae you were talking about.
This is posted to level the field of play for the crossbow specifically. Let me know what you think, too much not enough?
The Complete Crossbow
A crossbow is a short, powerful bow mounted horizontally (transversely) on a wooden or metal rifle-like stock (called a tiller), with a groove to guide the missile and a trigger to release it. It resembles a small ballista, and is aimed and fired like a rifle. A conical or pyramid-headed bolt was the standard ammunition, and was shorter and heavier than an
equivalent arrow. (Note that historically a quarrel was a square-headed bolt, but as AD&D use both terms interchangeably, so will I). About ten inches long, its maximum range was over 300 yards when fired from the powerful crosbows made possible by mechanical improvements in the Renaissance. It could be fired with considerable accuracy and was capable of piercing all but the stoutest body armour.
Historically, crossbows were much more powerful than conventional bows and had better hitting power at a greater range, but they were also far slower to reload. The English longbow (in the hands of an expert) was never decisively bested by the crossbow simply because a highly trained archer could fire four or more arrows to the heavy crossbowman's single bolt. Still, the crossbow was the leading hand missile weapon of the Middle Ages until the introduction of firearms.
History of crossbows
The crossbow was originally developed in China, culminating in a sturdy, reliable model during the Han Dynasty (around 200BC). Little is known of the origins of the crossbow in the west. Some scholars believe Roman soldiers taken prisoner in Central Asia about 36BC saw oriental crossbows and brought the concept to Europe (although larger crossbow-like siege weapons such as the ballista and scorpion had been used in the west for centuries). Others suggest that the crossbow was transported to Europe along the east-west trade routes that existed in classical times, where they were first used primarily for hunting Europe in the 4th century AD. By 1000 AD, crossbows had been adopted for warfare, initially by the Italian city states. By the time of the Crusades (late 1000s to the end of the thirteenth century) crossbows saw widespread use in armies across Europe, particularly in the south: the Italians being the most talented makers and
practitioners of the crossbow (perhaps due to cultural exposure to the Saracens, from whom they adopted the composite method of bow construction). Genoese crossbowmen were considered the best in the world, and hired themselves out as mercenaries to armies all across Europe. Crossbows proved especially effective at keeping horse archers away from infantry formations, since they far outranged the cavalry's lighter bows. Crossbows also had excellent penetration power, punching through armour that could stop most bow shots. Such was its lethal effectiveness, as compared to conventional bows of the age, that several popes banned the use of crossbows (except against the infidel) on the grounds that its use constituted an atrocity (banned initially by Pope Innocent II in 1139 AD). It proved to be the most effective hand missile weapon of the Crusades era. Richard the Lion-Heart won the battle of Arsuf (1191) during the Third Crusade largely because of the havoc wrought among Saladins forces by Christian crossbows, and was himself later killed at the siege of Chaluz in 1199 by a crosbow bolt in the neck. King John included many crosbowmen in his castle garrisons, and one of the clauses of the Magna Carta bound him to banish from the kingdom all foreign crossbowmen. By the late 13th century the Master of the Crossbowmen was a great dignitary in France and Spain, and crossbowmen were considered an elite corps. In western Europe, the crossbow was slowly displaced by the longbow from the late 13th century onwards, mainly
because of the latters greatly increased rate of fire. The crossbow did not disappear completely: Henry V even had 38 crosbowmen at Agincourt. Companies of crossbowmen were forrmed for the protection of towns, some of which persist to the present day. European mercenary companies of crossbowmen were hired by both sides in the Wars of the Roses. In Europe, the crossbow persisted as the favoured missile weapon until the end of the 15 th century, with the introduction of the arquebus. Throughout the Middle ages the crossbow was also used for hunting, and with the decline of its use on the battlefield, it became increasingly popular for hunting and sport. Both Elizabeth I and James I were expert crossbow hunters. Crossbows still remain somewhat popular today for target and occasional game shooting (the American Bow Hunters Association is currently trying to limit the areas that crossbowmen can hunt in).
Crossbows versus the longbow
Under the AD&D rules, crossbows compare unfavourably with conventional bows.
On Earth, the crossbow was the leading hand missile weapon of armies in the middle ages prior to the introduction of firearms. The relative merits of crossbow and English longbow were first tested on the field of Crecy (1346) when the longbow
had the advantage; but the poor showing of the Genoese crossbowmen may be attributable chiefly to the inept tactics of their employers, the French knights. Also it must be remembered that the training and marksmanship of the English archers was without equal in Europe.
Advantages of a crossbow
Advantages of an English longbow
greater armour penetration and hitting power due to
heavier draw (mechanically assisted);
much faster rate of fire (this is a great
psychological and tactical advantage): Up to 12-15
- heavier crossbows had longer range;
- less training and strength required to use effectively;
- can be carried loaded and ready to fire;
- easier to use at close quarters;
- ammunition was cheaper and less bulky;
- could be fired from a kneeling, sitting or laying position;
- its compactness made it better suited to firing from behind a wall or parapet.
-arrows/minute compared to 2-4 bolts/min for a crossbow;
-more accurate if bowmen well-trained and physically very fit and strong.
Basic Crossbow Data
In the Speed Factor (SF) column, the first number is the speed factor if the wielder must load, point and shoot. The number after the slash is the speed factor when the weapon is already loaded, and the wielder must point and shoot. An optional (see First Round Firing) suggests that if the weapon is loaded, the target is sighted in and the wielder
needs to merely shoot, then they may load up again that round. Cost for a score (20) of quarrels is the same as buying 12 individual items, so it is cheaper to buy
in bulk. Special purpose ammunitions (fire, silver, barbed, grappling etc.) must be purchased separately, usually at a cost of 25sp each. In the table () denotes original value that I have changed to promote consistency.
Damage: Damage is divided into two categories: versus Small Medium creatures, and versus Large or larger creatures.
The target size dictates which rating to use.
KD: Knockdown roll.
Weight: This is a measure of the encumbrance of the weapon: basically the weapon's weight in pounds and some consideration of the ease of carrying of the weapon (e.g. a long bow is more awkward to carry around than an equivalently weighted rock or backpack).
Size: gives an indication of length, bulkiness, fighting style and handlability of the weapon.
SF (Speed Factor): Weapons are rated as fast (SF: 14 ), average (SF: 57), or slow (SF: 8+ ).
The number after the slash indicates speed to point-and-shoot if weapon is already cocked and loaded.
Missile ROF: This is the number of times per combat round that a missile weapon may be used to attack.
Missile Range: Range is expressed as three numbers. The first number is the outermost limit of short range, the second
is the outermost limit of medium range, and the third is the outermost limit of long range. Missile ranges are given in
combat system squares. In normal melee scale, a square equals 5 feet. In missile scale a square equals 5 yards (only
used for outdoors or open battlefields).
Rules concerning crossbows
Crossbows require two hands to wield regardless of the wielders size (hand and light crossbows can be fired with one hand, but it takes two to cock and reload them).
The construction, penetrative ability and sheer power of quarrels fired from crossbows helps them pierce heavy armour better than other weapons. At medium range, bolts fired from light and heavy crossbows and the arbalest reduce the AC of an armoured opponent by 2 points. At short range, the AC of an armoured opponent is reduced by 5 points. Other crossbows do not have this special ability.
Note that this armour class reduction only applies to that portion of a target's armour class that is derived from physical armour: dexterity, cover or magical bonuses are not affected. For example, an archer fires a heavy quarrel at a warrior wearing chainmail +2 and a shield with a Dexterity of 16. The chainmail is considered to be 2 points worse, so it has a base AC of 5, not 7. Overall, the warrior's AC drops from 10 to 8. If the warrior wore nothing but bracers of defence (AC 4), his AC would not be affected. (From Players Option: Combat & Tactics.)
Using crossbows underwater
Although bows cannot be used underwater, the crossbow can, since the tension produced by the weapon overcomes the water resistance. Underwater races such as the locathah, mermen, and tritons use both heavy and light crossbows. Range
is 1/4 normal. Note that iron and steel crossbow parts will rust quickly if not oiled/dried or subjected to some special corrosion-curbing treatment.
Optional: first round firing
If the crossbow is ready to fire before combat is initiated (bolt loaded, target sighted and crossbow aimed up) then the wielder gets an extra shot at the end of the first round of combat (or a full round of reloading, if the crossbow normally takes longer than a round to reload). This rule is especially applicable to ambush situations, and accounts for the fact that a loaded and aimed crossbow takes almost no time to shoot before reloading can commence. Unlike a specialist, they do not automatically win initiative, however.
Unloaded in hand..None
Loaded in hand..+2
Loaded and aimed.Free attack of Opprotunity
Standard Crossbow Styles
Hand Crossbow (aka. drow crossbow, handbow)
The smallest of the crossbow family, the fast and accurate hand crossbow features a thin steel bow and trigger assembly mounted on a metal pistol-like stock. It may be easily concealed beneath flowing garments such as cloaks or robes. It is easily aimed and fired in one hand; and can be held in one hand while being cocked with the other (or with a simple built-in cocking claw). The hand crossbow is occasionally fitted with leather straps or a grip for the forearm, but these have minimal effect on
accuracy for a proficient marksmen.
The hand crossbow is thought to have been first developed by the drow as a weapon for personal defence and assassination, and it is certainly more common in their societies than any other. It is less common throughout the realms (or any Renaissance-like setting), due both to its dark reputation as an assassins weapon (it may be outlawed in some lands), and because of the high technical proficiency required to produce the weapon (hence the cost). The city watch of Palmyra are known to wield these weapons whilst on patrol through the winding streets of the Caravan City.
Light Crossbow (aka. latch)
The rugged light crossbow, or latch, is the standard crossbow. The bow of a latch is usually made of wooden composite (usually horn and sinew bonded to ash or yew) to cut down on weight, and so the weapon can be drawn by hand. The tiller, or stock, is made of thick wood or metal (to provide strength and rigidity). It is cocked (spanned) with both hands (and either foot in a stirrup at the front end and the string pulled up, or with the butt supported on the knee and the string pulled down). The string is either pulled back with a (gloved) hand or with a short hook gripped in both hands (the handle of this hook can be built into the stock). Alternatively the weapon can be cocked using belt and claw or cord and pulley mechanisms (see glossary) where devices are attached to the string and the act of standing up spans the crossbow. Like the smaller hand crossbow the latch can be partially concealed beneath voluminous cloaks.
Light crossbowmen are favoured by many military commanders, replacing regular archers in some armies and especially in militia levies. The crossbow requires less training than larger bows, and is easier to handle, making these soldiers cheaper in the long run to maintain. Each man normally has a light crossbow, a sidearm, and only light armour (as these crossbowmen fight hand-to-hand only to save themselves and will fall back if attacked). They expect pay of around 2gp per month, similar to a heavy footman, or about half that of a trained archer. On earth, Italian crossbowmen commonly wore leather armour and carried a long sword, buckler, and light crossbow. Burgundians wore a light coat of chain and carried no weapons other than their crossbows. Greek crossbowmen carried a variety of weapons including crossbow, sword, and spear or javelin. Crossbowmen can be mounted, usually on light unbarded horses (note that heavier crossbows cannot be cocked on horseback), and are paid about the same as a horse archer or light cavalryman, typically 4gp per month.
When using a Light Crossbow which you are not proficient, you take a 2 penalty on attack rolls, rather than the normal 4 penalty.
Typical Crossbow Mercenaries
Dwarven..Arbalestbreast platetower w/bearerhand axe x28gp
The heavy crossbow is a fearsome weapon, capable of dealing out great damage at very long ranges. The spring steel
bow is too stiff to be drawn by hand, so requires mechanical assistance to cock it. The weapon has a small cranequin (a
simple winch operated by a geared lever or crank) that is built into the butt of the weapon to draw back the bowstring. A stirrup is often fitted at the front end of the crossbow for balance while the cranequin is worked.
On Earth, Genoese mercenaries sometimes wielded heavy crossbows, as did Venetian soldiers serving on galleys.
Dwarven mercenaries are often equipped as heavy crossbowmen, and their disciplined ranks can inflict massive damage of advancing troops and cavalry. Heavy crossbowmen are normally assigned to garrison and siege duties. Each normally has a heavy crossbow, short sword and dagger, and wears chain mail or similar medium armours. The services of a shield bearer is often supplied to each man. Monthly wages are about 3 gp, slightly less than a trained archer. They can serve as effective infantry when pressed.
On the battlefield, these crossbowmen often protected themselves with a tall door shield called a pavise, carried slung on their backs (or borne by a shield bearer) and propped up in front of them before combat to provide effective cover from missiles. The crossbowman would duck behind the pavise to re-load during a battle.
Arbalest (aka. siege crossbow, hand ballista)
The arbalest, also called the siege crossbow or hand ballista, is the largest and heaviest crossbow that is man-portable. It forms an intermediary between traditional crossbows, and ballista-like siege weapons. Heavy and slow, it is generally
fired using a stand or other support, or with the wielder lying down, or kneeling on one knee and supporting his forward-thrust arm. The thick metal quarrel causes heavy damage to all targets. It is cocked with a windlass (two pedal-like arms attached to a cylinder around which the cable is wound. The winding arms are geared, or the cable run through a series of pulleys, to ease the force required to draw back the bowstring). The stock terminates in a stirrup that enables the soldier to hold the weapon in position with his foot while winding the cocking winch with both hands (this windlass is usually built into the butt of the weapon).
The arbalest as described here is a fantasy weapon, probably being first developed by dwarves, and used particularly by mercenaries of the larger humanoid races; particularly hobgoblins and half-ogres. (On Earth, crossbows were replaced by firearms instead of being developed in larger forms like this although the smallest of ballistas, as used by some early cultures, notably the Syracusans, could possibly be categorised as arbalests).
The double crossbow is essentially two light crossbows (with their own bolt shafts and strings) mounted above and below the same stock. The design halves the crossbow's range in comparison to that of the standard light crossbow, although it fires the same type of bolt and causes the same damage. Both strings can be cranked back with a single hook,
making this a rapid-firing weapon that can fire two bolts per melee round in the hands of someone who has proficiency with this weapon (this is a separate proficiency, so someone with standard light or heavy crossbow proficiency is not considered to have proficiency with a double crossbow). A warrior employing the double crossbow without having a proficiency with it can fire only one bolt per round until he has a chance to stop firing for one round to reload both boltshafts. Weapon speed is 1 slower. If only one bow is loaded and/or fired, speed is the same as a normal light crossbow. These crossbows are almost exclusively employed by expert human and dwarven missile troops because so few crossbow makers have the skill or knowledge to craft these devices. (See New Weapons For Old in Dragon 169, and the film LadyHawke). Their bulkiness and design means they cannot effectively take modifications (see the next section).
Gnomish Repeating Crossbow
Seen only in oriental settings such as Kara-Tur, the cho-ku-no is similar to a light crossbow, but holds up to 10 bolts in a magazine (a thin box) that rests on top of the weapon. The repeating action of the weapon is made possible by a pivoting lever arm that is pushed forward to draw back the bowstring and so cock the weapon. Range and armour penetration are less than a standard light crossbow, due to lower bowstring pressure (easing reloading) and smaller bowarms (to cut down on weight). This weapon uses normal light crossbow quarrels. Note that Paterson states that the Chinese only
developed a self-loading, repeating crossbow in the 18th century.
There are also several modifications that can be made to standard weapons. All modifiers are cumulative (particularly cost):
Standard Closer weapon (see Closer kit below). Gains +1 on saving throws and allows Closer to use their special abilities. Can be wielded in melee like a club (but there is a 50% chance to put out sights per successful hit, and crossbow is 1 to hit until resighted). Base cost is doubled.
Crossbow with reinforced stock and twin heavy dirk-sized blades at the front. Can be wielded in melee (2 attacks for 2 5/25) if necessary. Base cost if 1.5x and weight is increased by 4lbs.
A range of modifications to increase rate of fire: greater crank strength with return springs, rubber panel on headboard and extra mechanical pulley-and-crank mechanism. Confers faster reloading time (+1/2 rate, though the weapon speed factor within the round is slowed by 1) but increases weight (+2lbs for light, +3lbs for heavy) and doubles the base cost.
Quality-built crossbow with advanced sights and a specially enclosed and slotted bolt groove on the tiller (that extends further forward on a longer tiller). Confers greater accuracy at range (2 less penalties at medium and long ranges). Fires only standard quarrels (exact tolerances of the bolt groove negate other bolts being used). Weight is increased by +2lbs and base cost is doubled. Not compatible with other modifications, except Closer option.
This modification allows the crossbow to be broken down into pieces for easier concealment. The stock (tiller) is made of tubular metal pieces (butt, trigger assembly and headboard). There are special hinges and latches that allow the stock to be broken down and the limbs to be folded into the body (after the reinforcing of the stiff but narrow bow has been removed). Alternatively, the bow can be removed and folded in two and slid inside the tubular pieces, so that the weapon resembles a piece of machinery (perhaps from a wagons running gear). The cost of this modification is 2.5x base cost (if the weapon is legal, more if not). Overall weight is reduced by 1lb for lighter crossbows, and 2lbs for heavy crossbows (there is little point breaking down an arbalest, as it is still obviously a large weapon). Once assembled, other characteristics remain the same, except that every time it is fired roll 1d10: on a 10 a hinge will break or bow limb will snap, and the crossbow will be inoperable until repaired (repair costs equal normal base cost). This unusual weapon was reputedly developed by the Ventian Rogues Guild a century or more ago, then under the malevolent guidance of the notorious half-elven killer, Caan Caius. It is said that he had some personal vendetta against the nearby city-state of Genoa and arranged for the assassination of great numbers of that unfortunate cities influential citizens. So famous are his exploits that about the Middle Sea that this weapon is dubbed Caans Revenge, and is used specifically for acts of vengeful assassination. They are illegal in most goodly realms due to their fell reputation and
association with assassination (people found in possession of such a weapon in a well-policed realm will have it confiscated, and will certainly be either jailed, banished or watched closely).
Strength Modified (Biter):
Confers a stronger pull (string tension) on the bow and therefore increases hitting power, through greater crank gearing, stiffer bow, and a heavier (reinforced) frame. Weighs 2lbs extra and allows STR bonus up to 18 STR. Cannot be cranked if wielders STR<14. Base cost is increased 2.5x normal and weapon speed is slowed by 1 (does not affect the point-
Fitted with a hand crossbow rail beneath main stock and fired with a second trigger (similar to a double crossbow). Weapons are 2 lbs heavier, and base cost is doubled. The hand crossbow provides additional hitting power in emergencies or in an ambush situation.
Similar to, but more extensive than, an optima modification, the ultima is the rarest and most difficult craftwork commonly performed on a crossbow. Only a light crossbows can be effectively modified this way: hand crossbows are too small to incorporate the parts; heavy and arbalest styles cannot be further strengthened. Excellent craftsmanship, a wide stiff bow and a spyglass attached to the side of the crossbow allow a greater effective range than a standard light crossbow (effective range is doubled, the extra range being considered long). The cost for the crossbow is around 750gp. To achieve the extra range (and because of the exact tolerances of the bolt rail), only specially made bolts called quadrello can be fired. These distinctive kill-quarrels cost 1gp each, have a pyramidal tip with a square base, and leather fins wound around the specially slotted shaft to make the bolt rotate in flight. The modifications to this weapon result in a 3lb weight increase, and no other modifications are compatible, except Closer option.
(Note that historically a quarrel was a square-headed bolt, but AD&D use both terms interchangeably.) Standard ammunition for crossbows is a conical or pyramid-headed bolt, which is shorter and heavier than an equivalent arrow. Lengths and weights of bolts vary, depending on the size of machine they are made to fit. Crossbows can fire smaller bolts, but they only gain the range and damage characteristics as if fired from the weapon it was designed for. The smallest bolts (for a hand crossbow) are about 7 long and weight as little as 0.1 lb. Bolts sizes increase up to the arbalest, whose bolts are well over a foot long and can weigh more than a pound. A wide variety of special purpose ammunitions are available, as befits the technical nature of crossbow manufacture and use. They must be purchased individually, for at least twice the cost of the equivalent standard bolt (glitter and stun bolts are very rare outside dwarfholds, and would cost 50100gp or more).
Barbed bolt (ripper):
With a wickedly barbed, tined or hooked head, these bolts cause +d2 damage, range. The wound inflicted is more bloody, and the bolt is difficult to remove. Good aligned folk wont use barbed bolts (not even for shooting fish).
Blunt bolt (pulzone in Italian):
These bolts are built with large blunt heads and are designed to stun the target, rather than kill. They have normal range, and do 1d2 less damage. Damage caused is subdual-type (target is knocked out if reduced to zero hit points by one of these bolts. 25% of all damage caused by these bolts is permanent). Additionally, there is a 2% chance per point
of attack over required THAC0 of instantly knocking out S-sized targets for 1d4 rounds.
Broadhead (war bolt):
With a heavier, harder and wider head, these bolts cause +1hp damage, and have normal range.
Game bolt (Dardo in Italian):
A narrow-headed bolt with 23 steel points, used for hunting smaller game. Inflicts +1hp to S or M-sized targets and 1hp vs. L-sized. This bolt does not benefit from the armour penetration abilities of larger crossbows.
Standard quarrel fitted with a wide head shaped like a concave arc sharpened on the inner edge, for cutting ropes and banners. Looks like:
Glass head bolt (bulb):
On this bolt the standard metal head is replaced with a small glass bottle for carrying liquids or powders. Due to the shape and size of the head, these bolts are 2 to hit and range is half normal. The bolts themselves cause half damage to the target and release the contents on impact when the bottle shatters.
Similar to a stun bolt, this is a special ammunition used by dwarves, especially the gold dwarves of the South. This short- shafted bolt has a head like a flat many-pronged star shape. Regardless of the size of the crossbow it is fired from, it has the flight characteristics of a hand crossbow quarrel (for ROF, range etc). On impact (use grenade-like missile table on a miss) the head shatters into a 5 radius cloud of glittering golden particles. Those in the area must roll a successful saving throw vs. spell or be blinded (-4 penalties to attack rolls, saving throws, and Armour Class) for 1d4+1 rounds. In addition, all within the area are covered by the dust, which cannot be removed and continues to sparkle until it fades (in 5 rounds). Note that this reveals invisible creatures. These quasi-magical items are believed to be made by skilled dwarven artisans using rare earths of the Underdark (a special type of mica) which shatter into incandescent
splinters when subjected to impact shock.
Standard bolt fitted with light grapnel (fixed or, on more advanced examples, snap-out) and rope loop. Not designed to grip, but to snag on obstacles when reeled in. Due to its design a grapnel bolt can only be fired at short range (unless fitted with snap-out head then out to medium range) though when a rope is fitted this range drops by a further half. Does half normal damage if hitting a victim.
Commonly used by guards in larger dwarven holds, this special quarrel looks like a stone doorknob on a short, thin shaft. Regardless of the size of the crossbow it is fired from, it has the flight characteristics of a hand crossbow quarrel (for ROF, range etc). On impact it shatters into bright dust-motes, releasing a stunning magical shock of force that does
2d4hp damage to any being struck. Victims are stunned (unable to think or act) for the following round (no save). Only living creatures are affected. These quasi-magical items are believed to be made by skilled dwarven artisans using rare earths of the Underdark that are able to store potential energy until released explosively. (from FR11 Dwarves Deep)
Target bolt (Verretto in Italian):
Light, cheap bolt used for target competitions, with a light conical point and long shaft made of wood, steel, or cow horn (+25% range, damage, price).
Has a hollow head that whistles loudly when fired. The hollow head can be stuffed with combustibles and set afire (and wont whistle in this case) for use as an incendiary round.
Wood biter/stone biter:
Expensive hardened heads designed to grip into wood or stone (different designs). Some elaborate dwarven and gnomish creations have small snap-out prongs on head. Half normal range (1/10 range with rope attached through the rope loop). Variable % chance not to grip/hold (chance to successfully attach to the target surface as per Complete Thief's Handbook). Does normal damage if hitting a victim.
Bolts of special materials:
Bolts can be made of special materials, such as superior steel, silver alloy or arandur, and even incredibly rare (and expensive) metals like mithril or adamantine, that increase both cost and damage caused.
(Modified from Dungeon Masters Guide, Alternate Weapons Rules and RPG Bible of Weapons) Most magic crossbows are light crossbows. About 10% of these weapons will be heavy crossbows, and 5% another type of crossbow.
Magical bolts +1, +2 or +3: provide bonuses to hit and damage. When a magical bolt misses its target, there is a 50% chance it will break or otherwise be rendered useless. A magical bolt that hits is destroyed.
Bolt of Slaying +3 (avenger bolts)
This is a bolt +3 with unusual physical characteristics: a shaft of some special material, feathers of some rare creature, a head of some strange design, a rune carved on the nock, etc. These characteristics indicate the bolt is especially effective against a specific target. If the bolt successfully hits the kind of creature it has been enchanted to slay, the missile will kill it instantly if it hits the target creature.
Glyphed bolt (priest shot):
These are normal crossbow bolts upon which a priest has placed a glyph of warding (as Pr3 spell), which detonates the round after the target is hit, unless they utter a short prayer (or make the appropriate sign of that faith) to the priest's deity. The cost and effect of the bolt depends on the glyph used and may include: cold, electricity, fire, light, darkness,
faerie fire, silence.
Storm wood bolt:
Storm wood is the common name for timber harvested from trees growing on the wind- and stormswept mountain peaks of some of the outer planes (notably Ysgard, Arborea, Arcadia). If a bolt is made from this wood, it can be fired from 50% further (all range categories are increased).
Crossbow of Accuracy +3
This gives a +3 bonus to attack rolls with its missiles but not to damage. Has normal range, but has no penalties (all ranges are considered short).
Crossbow of Distance +1
This has double range in all categories. This weapon is otherwise +1 bonus to attack and damage rolls.
Crossbow of Speed +1
This item allows its possessor to double the rate of fire normal for the weapon. If it is grasped, the crossbow of speed will automatically cock itself. In surprise situations it is of no help. Otherwise, it allows first fire in any melee round, and end-of-round fire also, if applicable. The weapon has a +1 bonus to attack and damage rolls.
Crossbow of Enchantment
This weapon enchants any nonmagical bolt placed in it, enabling it to strike any creature that can only be hit by a magical weapon (though it confers no bonuses to hit or to damage).
This crossbow, which has a to hit bonus of +2, may be fired normally underwater at the same ranges as a normal crossbow has on land. In the air the bolts shot by this crossbow will travel slowly and for little distance just as if it had
been a bolt shot under water by a normal crossbow (1/4 normal). In addition it will not rust or otherwise degrade
This crossbow confers a small enchantment on any bolt fired from it, so that they ignite with a small purple flame upon leaving the weapon (equivalent to a flame arrow spell: the bolts inflict normal damage to any target struck, plus 1 point of fire damage. They act as an incendiary, setting fire to combustibles.)
FoeBane, Dwarven crossbow +2
This bow appears to be a standard crossbow +1, but when wielded by a dwarf, its special enchantments become apparent: the crossbow confers a +2 bonus to hit and damage, and strikes for double base damage against any giant-class humanoid (any goblinoid or creature that dwarves have combat bonuses against).
Belt and claw: a early (c.1180AD) device used to span a light crossbow. It consists of a belt with a rope attached to it at the front of the body, with a claw or hook attached to the end of the rope. The crossbowman spans the crossbow by bending down, attaching the hook to the string. The act of standing up spans the crossbow. Similar to the cord and
pulley mechanism for spanning a crossbow.
Bolt shaft (bolt groove): groove or slot along the top of the tiller, to hold the bolt.
Braced bow: a bow that is strung and ready for shooting
Catch (nut): a catch/trigger mechanism with one or more notches that holds the string back when the crossbow is spanned.
Claw: 1. a hook attached to a string and a belt that latches on to the string and allows the crossbowman to span the crossbow by standing up. 2. a catch mechanism similar to the tumbler mechanism utilizing a transverse notch. Unlike the tumbler mechanism, the claw mechanism does not have a lower jaw, and uses a more curved upper jaw to hold the
Composite bow: a bow made from more than one type of material. Composite bows are often stronger and more resilient than plain wooden bows, and are more resilient and less likely to break than metal bows.
Cord and pulley: a mechanism for spanning a light or heavy crossbow (may also be applicable for disc and double crossbows). It consists of a belt with a rope attached to it at the front of the body, with a claw or hook attached to a
pulley on the rope. The crossbowman spans the crossbow by bending down, attaching the hook to the string and the free end of the rope to the belt. The act of standing up spans the crossbow. Similar to the belt and claw mechanism for spanning a crossbow.
Cranequin (cric, rack): a mechanism for spanning a crossbow utilizing a winding device that moves along a ratchet bar via the use of toothed wheels. Standard spanning mechanism for heavy (and sometimes disc) crossbows. Used on earth from the mid to late 14th century.
Discharge (loose, release, shoot): releasing a bolt from a crossbow. (Note fire should not be used as the word fire refers to gunpowder weapons. Firing a bolt should only be used when describing a flaming bolt.)
Fletching: the feathers or vanes on an arrow or bolt.
Gaffle (goat's foot): a mechanism for spanning a crossbow (not sure of its design). The goat's foot is an old name for a gaffle mechanism, the former used on Earth from the mid 14th century, and the latter the most common method during the 16th century.
Hinged arm lever: a mechanism for spanning a crossbow utilizing a lever with a hinged arm attached to it that pushes the string back to the catch. Used on repeating crossbows and later stonebows.
Nock: 1. a groove on the back of a bolt or arrow into which the bow string is placed, 2. one or more grooves on either end of a bow which hold the bowstring in place.
Peg-and-hole: a simple catch/trigger mechanism using a lever attached to the bottom of the tiller that pushes a peg up, forcing the string out of a transverse notch.
Prod (lath, lathe): The modern term for the bow portion of a crossbow. The portion of the crossbow that is flexed back and that gives the bolt its force and motion. Lath and lathe are older terms.
Screw and handle: a spanning mechanism roughly similar to a cranequin. The screw and handle are built onto thecrossbow, and the screw portion is mounted lengthwise inside the tiller. The handle pulls the threaded screw backwards,
and a hook on the end of the threaded screw pulls the string back to the catch. Standard spanning mechanism for disc
(and sometimes heavy) crossbows.
Serving: material, usually thread, wrapped around the bowstring to prevent the arrow or the releasing device (be it hand
for bows, or a nut for crossbows) from fraying the string.
Shaft: the main part of a bolt or arrow, that part lying between the point and the nock.
Sichern (safety straps): a rawhide or similar band which runs along the back of the prod and is tied to each end at the nocks. This is intended to reduce the chance of the shooter or a bystander being injured by a broken limb.
Span (bend, cock): the act of drawing the string back to the nut or catch of a crossbow.
Stirrup: a sturdy metal or rope loop on the tip of the lath to put one's foot through to aid in hand spanning a crossbow. Introduced on Earth in the early 13th century.
Stock (tiller): Main body of the crossbow that supports the bow. The tiller is positioned at right angles to the bow. The main body of a crossbow. (Tiller is the older term, derived from the old English word for beam.)
Trigger: any mechanism or device used to release the string from the catch
Transverse notch: a groove cut into the top of the tiller perpendicular to the length of the tiller that acts as a catch for the string when it is drawn back.
Tumbler: a catch/trigger mechanism utilizing a transverse notch. When the string is drawn back to the catch, it is placed between the forward facing upper and lower jaw which then rotate forward and trap the string against a transverse notch.
Windlass: a mechanism used to span an arbalest (siege crossbow) utilizing a hook and a hand crank attached to a pulley system (to increase the mechanical efficiency of the crank). Introduced on Earth in the late 13th century.
The Arbalest is an expert crossbowmen, a superbly proficient marksmen like the more familiar Archer. Professional and dedicated, they can perform amazing feats with their specially designed and meticulously maintained weapons.
Crossbows as the missiles weapons-of-choice for a wide range of races, including humans, dwarves, gnomes, drow, derro and duergar; and so a body of expert marksmen could be engendered. Also because of the millennia of crossbow development by these technically proficient races (especially dwarves) extremely advanced designs are possible.
Hit Die: d8
To qualify to become an Arbalest, a character must fulfill all the following criteria.
Base Attack Bonus: +5.
Feats: Point Blank Shot, Precise Shot, Weapon Focus (crossbow, any type).
The arbalests class skills (and the key ability for each skill) are Craft (Int), Concentration Hide (Dex). Listen (Wis), Move Silently (Dex), Spot (Wis), Survival (Wis), and Use Rope (Dex).
Skill Points at Each Level: 4 + Int modifier.
Table: The Arbalest
4th.....+4...+4......+4...+1....Craft Magic Bolts, Universal Crossbow Specialization
6th.....+6...+5......+5...+2....Craft Magic Crossbows, Sneak Attack 1d6
8th.....+8...+6......+6...+2....Sneak Attack 2d6
10th...+10...+7......+7...+3....Bolt of Death
All of the following are Class Features of the Arbalest prestige class.
Weapon and Armor Proficiency: An Arbalest is proficient with all simple and martial weapons, light armor, medium armor, and shields.
Disruptive Shot (Ex) - Mages might fear the expert archer, but even more disconcerting is the expert crossbowman. Whenever striking a target that is in the process of maintaining concentration (e.g., to cast or maintain a spell), the Arbalest adds his base attack bonus to the Concentration check DC (in addition to any other modifiers). For example, if a third-level Arbalest readies an action to attack a wizard when she starts casting a spell, the wizard must make a Concentration check with a DC equal to 10 + the spell's level + the Base Attack Bonus +8.
Concentrated Shot (Su) - Once per day per level, the quarreler can take a full-round action to line up his weapon with a foe and fire. The attack roll is made at a +2 bonus. Some Arbalests of renown use this ability to shoot a foe in the hand or some other specified location.
If a Concentration Check is made
DC 15.+4 bonus
DC 20.+6 bonus
DC 25.+8 bonus
DC 30+10 bonus
Universal Crossbow Specialization: An Arbalest with weapon specialization with any crossbow, now gains specialization with all crossbows.
Sneak Attack: If a Arbalest can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The Arbalests attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the Arbalest flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two Arbalest levels thereafter. Should the Arbalest score a critical hit with a sneak attack, this extra damage is not multiplied.
Ranged attacks can count as sneak attacks only if the target is within medium range.
With a Blunt Bolt, a Arbalest can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual 4 penalty.
An Arbalest can sneak attack only living creatures with discernible anatomiesundead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The Arbalest must be able to see the target well enough to pick out a vital spot and must be able to hit such a spot.
Bolt of Death (Sp): At 10th level, an Arbalest can create a bolt of death that forces the target, if damaged by the arrows attack, to make a DC 20 Fortitude save or be slain immediately. It takes one day to make an bolt of death. As an Arrow of Slaying.
This has been a compilation of
Simon Gibbs great work called the Complete Crossbow for 2E Rules, a Prestige Class called the Quarreler by an unknown author, The Arcane Archer and my own work.
12/31/2007 6:11:41 PM
Age 59, Born March 25th, 1225 (I think)
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