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Mystaran Equipment

T

his section contains detailed information regarding new weapons, armor and other equipment particular to the Mystara campaign settings.  It includes lists of equipment equivalents for when existing 3E equipment serves as an adequate approximation to the equipment in the source material and new equipment statistics and descriptions otherwise.
 

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Weapon Equivalents

E

xcept as noted below, most weapons found in Mystaran source material converts directly from the Rules Cyclopedia [RC] or other 0E D&D source to an obvious d20 equivalent.  For most weapons that are found in 0E D&D and Mystaran source material without an obvious equivalent, refer to the following table of weapon equivalents.  Any weapon of this type which is not listed in the table will be covered in the following section on New Weapons.

Note that there are many trivial name changes that are easily identified, such as minor changes in spelling, combining two word names into single word names or vice versa (example:  "Axe, Battle" vs. "Battleaxe").  We have omitted all such trivial name changes from this table except in the few cases when a particular weapon requires mention for other reasons.

Mystara/0E D&D Source d20 Equivalent
Axe, Battle Greataxe
Axe, Hand Axe, Throwing
(unless specifically noted as not being weighted for throwing, in which case it converts to Handaxe)
Bardiche Halberd
Bill Guisarme
Blackjack Sap
Blowgun, Long
Blowgun, Short
Blowgun
(see the Asian Weapons tables in the Dungeon Masters Guide [DMG])
Cestus Ward Cestus
Stats for the Ward Cestus are available in Sword and Fist [S&F] and Arms and Equipment Guide [A&EG]
Hammer, Throwing Hammer, Light
Harpoon Stats for the Harpoon are available in Sword and Fist [S&F] and Arms and Equipment Guide [A&EG]
Lochaber Axe Halberd
Partizan Ranseur
Pike Longspear
Polearm Select a specific polearm from the following list, and convert accordingly:
Poleaxe Glaive
Spear Shortspear
(in 3e0, use the Halfspear)
Spetum Ranseur
Spontoon Longspear
Staff Quarterstaff
Sword, Normal Longsword
Voulge Glaive

 

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New Weapons

Weapon Tables

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dd the new Mystaran weapons listed in the following table to the standard list of weapons for 3E:
 

Table: Mystaran Weapons

SIMPLE WEAPONS        Cost  Dmg(S) Dmg(M) Critical Range Weight  Type         
----------------------------------------------------------------------------
Light Melee Weapons      
Dagger, Main gauche    3gp   1d3    1d4   19-20/x2   -    2 lb.  Piercing or
                                                                 Slashing
----------------------------------------------------------------------------

MARTIAL WEAPONS       Cost  Dmg(S) Dmg(M) Critical Range Weight  Type         
----------------------------------------------------------------------------
One-Handed Melee Weapons      
Cutlass               15gp   1d4    1d6   18-20/x2   -    4 lb.  Slashing
Sabre                 20gp   1d4    1d6   19-20/x2   -    3 lb.  Slashing
Shield, horned        25gp   1d2    1d3      x2      -    8 lb.  Piercing      
----------------------------------------------------------------------------

EXOTIC WEAPONS        Cost  Dmg(S) Dmg(M) Critical Range Weight  Type         
----------------------------------------------------------------------------
Light Melee Weapons      
Basket hilt           +1gp   1d2    1d3      x2      -   +1 lb.  Bludgeoning

Two-Handed Melee Weapons
Karaash sword         60gp   1d10   2d6   19-20/x3   -    8 lb.  Slashing
  (aka: Greatsword, Serrated)
Shield, tusked        40gp   1d4    1d6      x2      -   50 lb.  Piercing

Ranged Weapons
Lasso                  1gp    -      -       -     20 ft. 8 lb.  -
Sling-skipper, Hin     *      *      *       *       *     *     *
  (aka: Skiprock, Halfling)
Slingshot, Hin        75gp   1d3    1d4      x3    30 ft  1 lb.  Bludgeoning
  Bullets, sling (10)  1sp    -      -       -       -    5 lb.  -
Staff-sling            1gp   1d4    1d6      x2    30 ft  4 lb.  Bludgeoning
  Stones, sling (10)   -      -      -       -       -   10 lb.  -
----------------------------------------------------------------------------

* See the description of this weapon for special notes.

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Weapon Descriptions

The weapons listed in Table: Mystaran Weapons are described below.

Basket hilt: The basket hilt is a heavy piece of curved metal that forms a protective cup over the hand and may be attached to certain light and one-handed bladed weapons. The longsword, rapier and short sword may be fitted with a basket-hilt. The cutlass, sabre and main-gauche dagger always have a basket-hilt.

An alternate form of the basket hilt, commonly called the wire crafted basket hilt, is constructed from carefully crafted curved metal rods and gives the weapon's hilt the highly deceptive appearance of delicate jewelry. This appearance is often enhanced through the use of precious metals or the inclusion of precious gems which, of course, also increases the cost of the weapon. This particular form of basket hilt is encountered almost exclusively in Darokin, where the rapier with wire crafted basket hilt is the signature weapon of their armed forces and diplomatic corps.

A basket-hilted weapon always grants its wielder a +1 circumstance bonus to resist disarm attempts made against that weapon. This bonus does not apply if the weapon is used two-handed (but the standard two-handed bonus does).

Additional benefits are also available to those who are proficient with the basket hilt:

When a basket-hilted weapon is used in one hand in conjunction with any defensive action such as Combat Expertise, Improved Combat Expertise, Fighting Defensively or Total Defense, a proficient wielder gains a +1 shield bonus to AC. A character wielding two or more basket-hilted weapons in this manner gains a +2 shield bonus to AC. A basket hilt also increases the shield bonus provided by the Two Weapon Defense feats by +1 when one basket-hilted weapon is used or +2 when more than one is used.

The basket-hilt may also be fitted with disarming extensions designed to trap an opponent's weapon when attempting to disarm them. These extensions add another 1 gp to the cost and 1/2 lb to the weight the basket-hilt adds to the weapon. For a proficient character, a basket hilt fitted with disarming extensions provides a +2 circumstance bonus to your opposed attack rolls when attempting to disarm an opponent.

A proficient wielder may also use the hilt of a basket-hilted weapon as a bludgeoning attack in place of a normal attack. This attack has the damage and critical threat of a gauntlet but is considered to be an armed attack. Your weapon is considered to be a light melee weapon when used for a "gauntlet punch" attack, regardless of the actual size of the weapon.

Bullets, sling: Bullets are lead spheres, much heavier than stones of the same size. They come in a leather pouch that holds 10 bullets. A bullet that hits its target is destroyed; one that misses has a 50% chance to be destroyed or lost.

Cutlass: The cutlass is the common name for a weapon that is essentially a basket-hilted scimitar, although it usually has a shorter and wider blade. For purposes of weapon proficiency and similar feats, a cutlass is treated as if it were a scimitar. Thus if you have Weapon Focus (scimitar), that feat applies both to scimitars and cutlasses. The cutlass is common and readily available in most ocean port communities; they are much less common inland and, consequently, may cost noticably more to purchase and be somewhat more difficult to sell in such regions.

The basket-hilt on the cutlass grants all users a +1 bonus to resist disarm attempts made against the weapon. If you are proficient with the basket-hilt, you also gain a shield bonus to AC with any defensive action and may use the basket hilt as a gauntlet punch (see the description of the basket hilt for full details).

The basket-hilt on the cutlass may also be fitted with disarming extensions designed to trap an opponents weapon when attempting to disarm them. These extensions add another 1 gp to the cost and 1/2 lb to the weight of the weapon. You must be proficient with the basket-hilt to take advantage of these extensions (see the description of the basket hilt for full details).

Dagger, Main gauche: The main gauche dagger is primarily a defensive weapon, frequently used to parry and block an opponent's weapon rather than to attack. Because of this defensive use, it is most often a left handed dagger, designed to be used in the offhand of most characters. It is a double edged blade with a sturdy crossbar and a knuckle guard to protect the hand. The knuckle guard is triangular in shape and often lavishly engraved.

For purposes of weapon proficiency and similar feats, a Main Gauche Dagger is treated as if it were a Dagger. Thus if you have Weapon Focus (Main Gauche Dagger), that feat applies both to Main Gauche Daggers and to Daggers.

The knuckle guard on the main-gauche dagger is essentially a basket-hilt and grants all users a +1 bonus to resist disarm attempts made against the weapon. If you are proficient with the basket-hilt, you also gain a shield bonus to AC with any defensive action and may use the knuckle guard as a gauntlet punch (see the description of the basket hilt for full details).

The knuckle-guard on the main-gauche dagger may also be fitted with disarming extensions that are designed to trap an opponents weapon when attempting to disarm them. These extensions add another 1 gp to the cost and 1/2 lb to the weight of the weapon. You must be proficient with the basket-hilt to take advantage of these extensions (see the description of the basket hilt for full details).

Due to the extra weight of crossbar and knuckle guard, the Main Gauche Dagger is not balanced for throwing. When used as a ranged weapon it is treated as a light improvised weapon (-4 penalty on attack rolls).

Greatsword, Serrated: See the Karaash Sword.

PRODUCT IDENTITY NOTICE

The name of the Karaash Sword is Product Identity belonging to Wizards of the Coast. For open game purposes, this weapon should be identified as Greatsword, Serrated.

Karaash Sword: The Karaash sword is a large exotic weapon in which one half of the blade is serrated with a number of toothed edges. Those with Martial Weapon Proficiency (Greatsword) may wield this weapon as a normal greatsword. Those with Exotic Weapon Proficiency (Karaash sword) may use the serrated edge to deal extra damage on a critical (x3 instead of x2). Note that Weapon Focus and other weapon-specific feats taken for the Karaash do not apply when wielding a normal greatsword nor do the feats taken for the greatsword apply to the Karaash (unless the wielder foregoes the extra critical damage by wielding the weapon as a normal greatsword).

Lasso: Commonly used to capture enemies in the Ethengar Khanates, the lasso is a 40 foot long coil of rope with a noose at one end. The noose is whirled around the head and cast at the enemy. When you throw a lasso you make a ranged touch attack against your target. A lasso's maximum range is 20 feet. If you hit, the target must make a reflex save against a DC equal to the original attack roll or become 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 Concentration check or be unable to cast the spell.

An entangled creature can escape with a DC 20 Escape Artist check (a full-round action). The net has 5 hit points and can be burst with a DC 23 Strength check (also a full-round action).

A lasso is useful only against creatures within one size category of you. For instance, a Small character wielding a lasso can only use a lasso to entangle Tiny, Small or Medium creatures. You may lasso individual limbs of larger targets, however this does not count as entanglement although such a target still needs the usual escape or opposed strength checks to prevent his movement being restricted beyond the limits that the rope allows.

You can make ranged trip attacks with a lasso, this does not entangle the opponent. If you have successfully entangled an opponent you can make a trip attack without the normal ranged touch attack beforehand and the opponent remains entangled even when prone. If you have the Improved Trip feat you may perform the trip attempt at the same time as you entangle the opponent without sacrificing another attack. If you are tripped during your own trip attempt you can drop the lasso to avoid being tripped.

A lasso must be coiled to be used effectively. The first time you use your lasso in a fight, you make a normal ranged touch attack roll. After the lasso is uncoiled, you must re-coil it before you may attack with it again. It takes 2 rounds for a proficient user to re-coil a lasso and twice that long for a non-proficient one to do so. A character with 5 or more ranks in Use Rope is also considered proficient for this purpose.

The statistics given are for a lasso made of hemp rope. A lasso made from a silk rope is cost 10 times as much and is half the weight. A silk lasso has 4 hit points and a break DC of 24. All masterwork lassos are made of silk rope.

Sabre: A slim sword that is single edged, slightly curved, and sharpened on the convex edge, it always has a solid basket hilt. Similar to the cutlass, it is far more slender and light than even the standard scimitar.

You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a sabre sized for you, even though it isn’t a light weapon for you.

The basket-hilt on the sabre grants all users a +1 bonus to resist disarm attempts made against the weapon. If you are proficient with the basket-hilt, you also gain a shield bonus to AC with any defensive action and may use the basket hilt as a gauntlet punch (see the description of the basket hilt for full details).

The basket-hilt on the sabre may also be fitted with disarming extensions designed to trap an opponents weapon when attempting to disarm them. These extensions add another 1 gp to the cost and 1/2 lb to the weight of the weapon. You must be proficient with the basket-hilt to take advantage of these extensions (see the description of the basket hilt for full details).

Shield, Horned or Tusked: These are a form of spiked shield. See the Armor and Shields section below for full details.

PRODUCT IDENTITY NOTICEE

The Hin sling-skipper is a variation on the Halfling Skiprock, which is a weapon that has not yet been released as Open Game Material and is thus Product Identity belonging to Wizards of the Coast.

The Hin Sling-skipper is mechanically identical to the original weapon, therefore all we present here is a modified weapon description that emphasizes its use as a sling bullet rather than as a thrown weapon, as this better reflects the racial preferences of the Mystaran Hin race over those of the standard 3E halfling race. Complete mechanics for the Halfling Skiprock are available in Sword and Fist [S&F] and Arms and Equipment Guide [A&EG]

Sling-skipper, Hin: These polished and carefully weighted stones are prized by the Hin as ammunition for the sling weapons they favor. When slung just so by a proficient user, these stones will ricochet off one target to strike a second target (of the shooter's choice) adjacent to the original target (within 5 feet). The shooter immediately makes a second attack roll for the sling-skipper against the new target, using a modified attack roll. The damage, critical threat value and range increment depends entirely on the type of sling weapon being used and is identical to the stats for using regular stones.

Sling Skippers may be used as a thrown weapon, but using the sling-skipper's ricochet ability when throwing it requires taking the Exotic Weapon Proficiency specifically for that purpose.

In the hands of someone without the Exotic Weapon Proficiency, a sling-skipper is no different than a regular stone.

Hin halflings treat Hin sling-skippers as martial weapons.

Slingshot, Hin: The Hin slingshot is a device made from sturdy forked branch (usually of ash, elm, maple, oak, walnut or yew), two straps of a special material and a small pocket of leather. The two straps are each attached at one end to a branch of the fork and at the other end to the leather pocket. The process of creating the material used as the straps of the halfling slingshot is a closely guarded secret among Hin weaponsmiths as its high elasticity is the key to the manufacture of this weapon.

A Hin slingshot requires two hands to use, regardless of the user's size. A bullet is slung by holding the stem of the "Y" with one hand, grasping the pocket with the other hand to draw the weapon back, and then releasing the tension to propel the bullet, through the fork of the "Y", at the selected target. Loading a slingshot is a Move action that requires two hands and provokes attacks of opportunity.

You can hurl ordinary stones with a Hin slingshot, but stones are not as dense or as round as bullets. Thus, such an attack deals damage as if the weapon were designed for a creature one size category smaller than you and you take a -1 penalty on attack rolls.

You get a +2 bonus on Sleight of Hand checks made to conceal a Hin Slingshot on your body.

Hin halflings treat Hin slingshots as martial weapons.

Staff-sling: The staff-sling is essentially a tall wooden walking stick with one end that is forked and laced with gut.

You need two hands to use a staff-sling and you apply 1-1/2 times your strength modifier to damage (except when firing splash weapons). If you have a penalty for low strength this should be applied to non-splash weapon damage rolls. Large sling stones are flung from the forked end by whirling the staff-sling overhead and then flinging it forward so that the stone is released towards the intended target. The stones used in a staff sling are much heavier than the bullets and stones used in standard slings. You can also use the staff-sling to throw projectiles such as Thunderstones or flasks of acid, alchemist's fire and holy water. Loading a staff-sling is a move action that requires two hands and provokes an attack of opportunity.

Because of the non-aerodynamic nature of this weapon's ammunition, all attacks are made with a -1 penalty on attack rolls.

A proficient wielder may also whirl an unloaded staff-sling in the air overhead and use it as a long-distance communications device. When whirled in the air in this way the staff-sling acts like a bullroarer, creating a low thrumming sound that can be heard over great distances.

Hin halflings treat staff-slings as martial weapons.

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Armor and Shield Equivalents

E

xcept as noted, armor and shields convert directly from the Rules Cyclopedia [RC] or other 0E D&D source to an obvious d20 equivalent.  For any armor or shield found in 0E D&D or Mystaran source material, refer first to the following table of armor equivalents.  Any armor or shield which is not listed in the table and which does not have an obvious d20 equivalent is covered in the following section on New Armor and Shields.
 

Mystara/0E D&D Source d20 Equivalent
Banded Mail Banded Mail, Splint Mail or Breastplate
(Usually converts to standard Banded Mail, but may be converted to Breastplate or Splint Mail as desired.)
Chain Mail Chainmail or Chain Shirt
(Usually converts to standard Chainmail, but may be converted to Chain Shirt as desired.)
Leather Leather, Padded or Studded Leather
(Usually converts to standard Leather, but may be converted to padded armor or studded leather as desired.)
Plate Mail Half-Plate
Scale Mail Scale Mail or Hide
(Usually converts to standard Scale Mail, but may be converted to Hide instead if desired, especially for primitive combatants.)
Shield, Knife Shield, Small, Steel with Shield Spikes
Shield, Sword Shield, Large, Steel with Shield Spikes
Suit Armor Full Plate

 

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New Armor and Shields

Armor and Shield Table

A

dd the new Mystaran armor and shields listed in the following table to the standard list of armor and shields:
 

Table: Mystaran Armor and Shields

                             Armor/
Armor or                     Shield   Max    Check     Spell
Shield                Cost   Bonus    Dex   Penalty   Failure   Weight
----------------------------------------------------------------------------
Shield, horned        25gp     +1      -      -1         5%       8 lb.
Shield, tusked        40gp     +4     +2     -10        50%      50 lb.
----------------------------------------------------------------------------

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Armor and Shield Descriptions

The armor and shields listed in the above Table: Mystaran Armor and Shields are described below.

Shield, horned: This is a one foot circular buckler with a single spike protruding from the center. Unlike the standard buckler this shield can be used to shield bash instead of being used for defense. A shield bash is possible even if another weapon or object is being held one-handed in the same hand, but not when a weapon or object is being held two-handed.

Shield, tusked: This is effectively a tower shield with from one to four short blades protruding from the sides. It may also have a central spike. If held in one hand it functions exactly like a tower shield and requires the tower shield proficiency to use effectively. If held in two hands, characters who are proficient with the tusked shield can use it to shield bash.

A tusked shield is so large that it still contributes a +2 shield bonus even when it is being used offensively.

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