d20 Adamant Entertainment The Sharp End - Sword.pdf

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The Sharp End is a new series of PDF game
supplements brought to you by Adamant
Entertainment and Ian Sturrock. Each volume in the
series aims to provide you with detailed information
and new rules material concerning one particular type
of hand-to-hand weapon and its variants.
A note on the
weight of swords
Most d20 games vastly overestimate the weight
of swords. It’s a small and relatively unimportant
point, but we may as well fix it where we can.
Your typical real-world one-handed European
sword weighed around 2 pounds. Likewise, most
other medieval weapons weighed less than their
d20 game counterparts, which tend to be listed
with weights that would make them impossible
to wield effectively in combat (though they might
be about the right weight for knocking walls
down). Corrected weights have been given in this
supplement.
The Sharp End is intended for use in almost any game
setting, and any d20-based game system. Games
Masters may, of course, disallow some or all of it
depending on the setting – a titanium sword, for
example, is probably inappropriate for a medieval
game, though a medieval fantasy game might have
“elvium” or “sylvanium” or another invented magical
metal (something between mithral and steel), with
identical game statistics.
Introduction
The sword is the ultimate symbol of the warrior
across many different cultures, particularly the
noble, honorable warrior, whether European knight,
Viking thane, Japanese samurai, or Moro chief. It has
attracted more than enough mystique to go with that
status; every sword-using society has tales of magical
blades, swords that took years to forge and which
could slice through any opposition.
The sword is a natural evolution from the dagger or
knife. At first glance it may appear to simply be a very
large knife, but in use it is quite different. It is most
effective at arm’s length from a foe in open combat,
rather than being used to stab them in the back at close
range, hence its associations with nobility rather than
deceit. Still, it’s a weapon, and it is predominantly as
a weapon that this supplement examines the sword.
Does it deserve its reputation as the ultimate melee
combat weapon? Read on and find out!
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Light Martial
Weapons
Cost
Dmg
(S)
Dmg
(M)
Critical Range
Increment
Weight 1
Type 2
Hardness Hit
Points
Purchase
DC
Notes
African club-sword
3 gp
1d4
1d6
x2
1 lb.
Bludgeoning
5
3
7
Hanger
12 gp
1d3
1d4
18–20/
x2
2 lb.
Slashing
10
5
9
+1d6 damage against helpless
opponent
Sword, short
10 gp
1d4
1d6
19–20/
x2
1 1/2 lb. Piercing
10
4
9
One-handed Martial
Weapons
Longsword
15 gp
1d6
1d8
19–20/
x2
2 lb.
Slashing
10
6
10
Rapier
20 gp
1d4
1d6
18–20/
x2
3 lb.
Piercing
10
4
11
Saber
18 gp
1d6
1d8
19–20/
x2
2 lb.
Slashing
10
6
10
Scimitar
15 gp
1d4
1d6
18–20/
x2
2 lb.
Slashing
10
5
10
Smallsword
20 gp
1d3
1d4
18–20/
x2
1 lb.
Piercing
10
2
11
Sword, arming
12 gp
1d4
1d6
19–20/
x2
2 lb.
Piercing or
Slashing
10
5
9
Two-handed Martial
Weapons
Falchion
75 gp
1d6
2d4
18–20/
x2
5 lb.
Slashing
10
10
Greatsword
50 gp
1d10
2d6
19–20/
x2
5 lb.
Slashing
10
10
One-handed Exotic
Weapons
Aztec club-sword
90 gp
1d6
1d8
18–20/
x2
1 1/2 lb. Slashing and
bludgeoning
5
5
Any damage reduces Critical to
20/x2.
Messer, grosse
25 gp
1d6
1d8
18–20/
x2
4 lb.
Slashing
10
8
Rapier, dueling
50 gp
1d4
1d6
18–20/
x2
4 lb.
Piercing
10
5
+2 Circumstance Bonus to initiative
against most weapons.
Saber, cavalry
50 gp
1d6
1d8
18–20/
x2
3 lb.
Slashing
10
7
Sword, bastard
35 gp
1d8
1d10
19–20/
x2
3 lb.
Slashing
10
8
Sword, bastard,
waster
9 gp
1d8
1d10
x2
3 lb.
Bludgeoning
5
7
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Two-handed Exotic
Weapons
Cost
Dmg
(S)
Dmg
(M)
Critical Range
Increment
Weight 1
Type 2
Hardness Hit
Points
Purchase
DC
Notes
Executioner’s Sword
100 gp
1d8
1d10
18-20/
x2
8 lb.
Slashing
10
12
+4d6 damage against helpless foe;
counts as improvised weapon against
non-helpless foe.
Extras: Blade/Point
Shape*
Backsword
-3 gp
+ 1/2 lb
Slashing
+1
May not be used with Weapon
Finesse.
Rebated blade
x0.75
x2
+ 1/2 lb
Bludgeoning
+1
May not be used with Weapon
Finesse.
Tapered blade
+1 gp
Piercing (in
addition to any
other modes)
-1
+1 to attack rolls against Heavy
Armor when making a Piercing
attack; -1 to damage when making a
Slashing attack
Tapered blade, wide
+5 gp
+ 1/2 lb
Piercing (in
addition to any
other modes)
+1
May not be used with Weapon
Finesse; +1 to attack rolls against
Heavy Armor when making a
Piercing attack; -1 to damage when
making a Slashing attack
Wavy blade
+4 gp
Extras: Materials
Adamantine
x150
+3
+3
+22
+1 Masterwork bonus on attack rolls.
Damascus steel
x10
+3
+2
+10
Fibreglass/
plastic composite
x0.25
x2
x0.25
-2
-2
Mithralite
x15
x0.5
+14
+2 bonus to Initiative when armed
with this.
Obsidian & Wood
x6
18–20/
x2
x0.75
Slashing and
bludgeoning
5
-1
+7
Only available as short sword,
arming sword, or longsword; weapon
becomes Exotic; damage reduces
Critical to 20/x2.
Pattern-welded steel
x5
+2
+2
+6
Recycled tool steel
x1.5
+1
+1
Stainless steel
x0.75
-2
Titanium alloy
x8
x0.5
-2
+8
Wood
x0.25
x2
x0.75 or
x1
Bludgeoning
5
-1
-2
Extras: Hilt & Guard*
Basket hilt
+4 gp
+ 1/4 lb. —
+2
+1
as knuckleduster
1d2
1d3
x2
Bludgeoning
as sword
As
As
sword
type
As
sword
type
As sword type
Bayonet attachment
+1 gp
Use
next
Use
next
Short swords or arming swords only.
Shell hilt
+3 gp
+1
+1
Extras: Sharpening
Sharpening kit
2 gp
2 lb
7
Whetstone
2 cp
1/2 lb
4
*You can only have one Extra from the Blade/Edge shape list. *You can only have one Extra from the Hilt & Guard list.
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Club-Sword, African: The African club-sword is
provided as a sample weapon made from wood . It’s
based on the statistics of the short sword, with the
wood materials modifications applied to them, but
other tribes may use club-swords that more closely
resemble longswords or other weapons.
Rapier: The rapier may superficially resemble a
longsword, but tends to be a little longer and heavier
(despite perceptions to the contrary). In fact its blade
is more tapering than that of a longsword, and has a
very different balance, making the rapier best suited
to stabbing and lunging rather than slashing. You can
use the Weapon Finesse feat to apply your Dexterity
modifier instead of your Strength modifier to attack
rolls with a rapier sized for you, even though it isn’t
a light weapon for you. You can’t wield a rapier in
two hands in order to apply 1-1/2 times your Strength
bonus to damage.
Club-Sword, Aztec: The Aztec club-sword is
provided as a sample weapon made from obsidian and
wood. It’s based on the statistics of the longsword,
with the obsidian and wood materials modifications
applied to them. Aztec club-swords are the preferred
weapon of the Aztec Knight prestige class.
Rapier, Dueling: This is a rapier a good six inches
longer than usual, taking it to up to well over 4’
long in total. No other weapon combines speed and
deadliness to such a degree. Against anyone armed
with an ordinary melee weapon (that is, anything but
a weapon with reach, or another dueling rapier), the
wielder of the dueling rapier gains a +2 Circumstance
Bonus to initiative. You can’t wield a dueling rapier in
two hands in order to apply 1-1/2 times your Strength
bonus to damage.
Grosse Messer: A grosse messer (literally “big
knife”) is a long, heavy, curved, single-edged sword
popular among infantry for its effectiveness and
cheapness. A grosse messer is too large to use in one
hand without special training; thus, it is an exotic
weapon. A character can use a grosse messer two-
handed as a martial weapon.
Hanger: This hunting sword was designed for giving
the coup de grace to a wounded quarry. It was later
adopted by archers, who found it equally useful for
finishing off enemy soldiers they had downed with
arrow shot. Its short, heavy slashing blade is perfect
for beheading a foe. The German weapon known as a
“Messer” is similar.
Saber: The saber is a curving sword, but better
balanced and longer than a scimitar. It’s often used by
light cavalry who may need to dismount and wield it
on foot, and is equally effective in either role. You can
use the Weapon Finesse feat to apply your Dexterity
modifier instead of your Strength modifier to attack
rolls with a saber sized for you, even though it isn’t
a light weapon for you. You can’t wield a saber in
two hands in order to apply 1-1/2 times your Strength
bonus to damage.
Longsword: The longsword is the classic knight’s
sword, perfect for use as a primary weapon for a
warrior who wields a shield with the off-hand. A
longsword will invariably be between 3’ and 3’9”
long in total. It tends to have a reasonably long hilt
and a big pommel, so that it can be used two-handed
if desired, even if the second hand is predominantly
gripping the pommel rather than the handle. A
longsword with a basket hilt is known as a broadsword
in modern parlance, but tended to be called an Irish
sword, Gaelic sword, Highland sword, or claymore
(not to be confused with the two-handed sword of
the same name) when used by Irish and Scots troops
between the 16th and early 20th centuries.
Saber, Cavalry: Heavier and longer than standard
saber or sword, the cavalry saber is intended to be
used from horseback, where its weight is an advantage
for slashing down at the heads of infantry. On foot,
it is a little too heavy to be used effectively without
long practice or training, but it is the choice of
some experienced fighting-men for the extremely
devastating wounds it can inflict. If used from
horseback as part of a Ride-By Attack, it may be
wielded as a martial weapon.
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