Upgrade your sim racing equipment and improve your performance: faster laptime, better driving style, strong and consistent pace. With our SRD-M3 software you can easily manage and configure your dashboard, choosing between more than 50 games and simulators compatible including Assetto Corsa, Assetto Corsa Competizione, DiRT Rally 2.0, F1 2018. This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a. THE BASICS Dice Notation These rules use the following die notations: d4 = four sided die d6 = six sided die d8 = eight sided die d10 = ten sided die d12 = twelve sided die d20 = twenty sided die d% = percentile dice.
OPEN GAME LICENSE Version 1.0aThe following text is the property of Wizards of the Coast, Inc. And is Copyright 2000 Wizards of the Coast, Inc ('Wizards').
Weapons Weapon CategoriesWeapons are grouped into several interlocking sets of categories.These categories pertain to what training is needed to become in a weapon’s use (simple, martial, or exotic), the weapon’s usefulness either in close combat (melee) or at a distance (ranged, which includes both thrown and projectile weapons), its relative encumbrance (light, one-handed, or two-handed), and its size (Small, Medium, or Large).Simple, Martial, and Exotic WeaponsAnybody but a, or is with all., and are proficient with all simple and all. Characters of other classes are proficient with an assortment of mainly simple weapons and possibly also some martial or even. A character who uses a weapon with which he or she is not proficient takes a -4 penalty on.Melee and Ranged WeaponsMelee weapons are used for making melee attacks, though some of them can be thrown as well. Ranged weapons are thrown weapons or projectile weapons that are not effective in melee.Reach Weapons, and are reach weapons. A reach weapon is a melee weapon that allows its wielder to strike at targets that aren’t adjacent to him or her. Most reach weapons double the wielder’s natural reach, meaning that a typical Small or Medium wielder of such a weapon can attack a creature 10 feet away, but not a creature in an adjacent square. A typical Large character wielding a reach weapon of the appropriate size can attack a creature 15 or 20 feet away, but not adjacent creatures or creatures up to 10 feet away.Note: Small and Medium creatures wielding reach weapons threaten all squares 10 feet (2 squares) away, even diagonally.
(This is an exception to the rule that 2 squares of distance is measured as 15 feet.)Double Weapons, and are double weapons. A character can fight with both ends of a double weapon as if fighting with two weapons, but he or she incurs all the normal attack penalties associated with, just as though the character were wielding a one-handed weapon and a light weapon.The character can also choose to use a double weapon two handed, attacking with only one end of it. A creature wielding a double weapon in one hand can’t use it as a double weapon—only one end of the weapon can be used in any given round.Thrown WeaponsDaggers, clubs, spears, darts, throwing axes, light hammers, and nets are thrown weapons. The wielder applies his or her Strength modifier to damage dealt by thrown weapons (except for ). It is possible to throw a weapon that isn’t designed to be thrown (that is, a melee weapon that doesn’t have a numeric entry in the Range Increment column on ), but a character who does so takes a -4 penalty on the. Throwing a light or one-handed weapon is a, while throwing a two-handed weapon is a. Regardless of the type of weapon, such an attack scores a threat only on a natural roll of 20 and deals double damage on a.
Such a weapon has a range increment of 10 feet.Projectile Weapons, composite shortbows, composite longbows, and are projectile weapons. Most projectile weapons require two hands to use (see specific weapon descriptions). A character gets no Strength bonus on damage rolls with a projectile weapon unless it’s a specially built composite shortbow, specially built composite longbow, or sling. If the character has a penalty for low Strength, apply it to damage rolls when he or she uses a bow or a sling.AmmunitionProjectile weapons use ammunition: (for bows), (for crossbows), or (for slings). When using a bow, a character can draw ammunition as a; crossbows and slings require an action for reloading. Generally speaking, ammunition that hits its target is destroyed or rendered useless, while normal ammunition that misses has a 50% chance of being destroyed or lost.Although they are, are treated as ammunition for the purposes of drawing them, crafting masterwork or otherwise special versions of them (see ), and what happens to them after they are thrown.Light, One-Handed, and Two-Handed Melee WeaponsThis designation is a measure of how much effort it takes to wield a weapon in combat. It indicates whether a melee weapon, when wielded by a character of the weapon’s size category, is considered a light weapon, a one-handed weapon, or a two-handed weapon.LightA light weapon is easier to use in one’s off hand than a one-handed weapon is, and it can be used while.
A light weapon is used in one hand. Add the wielder’s Strength bonus (if any) to damage rolls for melee attacks with a light weapon if it’s used in the primary hand, or one-half the wielder’s Strength bonus if it’s used in the off hand.
Using two hands to wield a light weapon gives no advantage on damage; the Strength bonus applies as though the weapon were held in the wielder’s primary hand only.An is always considered a light weapon.One-HandedA one-handed weapon can be used in either the primary hand or the off hand. Add the wielder’s Strength bonus to damage rolls for melee attacks with a one-handed weapon if it’s used in the primary hand, or ½ his or her Strength bonus if it’s used in the off hand. If a one-handed weapon is wielded with two hands during melee combat, add 1½ times the character’s Strength bonus to damage rolls.Two-HandedTwo hands are required to use a two-handed melee weapon effectively. Apply 1½ times the character’s Strength bonus to damage rolls for melee attacks with such a weapon.Weapon SizeEvery weapon has a size category. This designation indicates the for which the weapon was designed.Table: Larger and Smaller Weapon Damage Example WeaponFineDiminutiveTinySmallMediumLargeHugeGargantuanColossalShuriken———11d21d31d41d61d8Gauntlet——11d21d31d41d61d82d6Dagger—11d21d31d41d61d82d63d6Shortspear11d21d31d41d61d82d63d64d6Falchion1d21d31d41d62d42d63d64d66d6Longsword1d21d31d41d61d82d63d64d66d6Bastard Sword1d31d41d61d81d102d83d84d86d8Greataxe1d41d61d81d101d123d64d66d68d6Greatsword1d41d61d81d102d63d64d66d68d6A weapon’s size category isn’t the same as its size as an object. Instead, a weapon’s size category is keyed to the size of the intended wielder.
In general, a light weapon is an object two size categories smaller than the wielder, a one-handed weapon is an object one size category smaller than the wielder, and a two-handed weapon is an object of the same size category as the wielder.Inappropriately Sized WeaponsA creature can’t make optimum use of a weapon that isn’t properly sized for it. A cumulative -2 penalty applies on for each size category of difference between the size of its intended wielder and the size of its actual wielder. If the creature isn’t with the weapon a -4 nonproficiency penalty also applies.The measure of how much effort it takes to use a weapon (whether the weapon is designated as a light, one-handed, or two-handed weapon for a particular wielder) is altered by one step for each size category of difference between the wielder’s size and the size of the creature for which the weapon was designed. If a weapon’s designation would be changed to something other than light, one-handed, or two-handed by this alteration, the creature can’t wield the weapon at all.Improvised WeaponsSometimes objects not crafted to be weapons nonetheless see use in combat. Because such objects are not designed for this use, any creature that uses one in combat is considered to be with it and takes a -4 penalty on made with that object. To determine the size category and appropriate damage for an improvised weapon, compare its relative size and damage potential to the weapon list to find a reasonable match.
An improvised weapon scores a threat on a natural roll of 20 and deals double damage on a. An improvised has a range increment of 10 feet.Weapon QualitiesHere is the format for weapon entries (given as column headings on ).CostThis value is the weapon’s cost in gold pieces (gp) or silver pieces (sp). The cost includes miscellaneous gear that goes with the weapon.This cost is the same for a Small or Medium version of the weapon. A Large version costs twice the listed price.DamageThe Damage columns give the damage dealt by the weapon on a successful hit. The column labeled 'Dmg (S)' is for Small weapons.
The column labeled 'Dmg (M)' is for Medium weapons. If two damage ranges are given then the weapon is a. Use the second damage figure given for the double weapon’s extra attack. Gives weapon damage values for weapons of various sizes.CriticalThe entry in this column notes how the weapon is used with the rules for.
When your character scores a critical hit, roll the damage two, three, or four times, as indicated by its critical multiplier (using all applicable modifiers on each roll), and add all the results together.Exception: Extra damage over and above a weapon’s normal damage is not multiplied when you score a critical hit.×2The weapon deals double damage on a critical hit.×3The weapon deals triple damage on a critical hit.×3/×4One head of this deals triple damage on a critical hit. The other head deals quadruple damage on a critical hit.×4The weapon deals quadruple damage on a critical hit.19-20/×2The weapon scores a threat on a natural roll of 19 or 20 (instead of just 20) and deals double damage on a critical hit. (The weapon has a threat range of 19-20.)18-20/×2The weapon scores a threat on a natural roll of 18, 19, or 20 (instead of just 20) and deals double damage on a critical hit.
(The weapon has a threat range of 18-20.)Range IncrementAny attack at less than this distance is not penalized for range. However, each full range increment imposes a cumulative -2 penalty on the. A has a maximum range of five range increments. A can shoot out to ten range increments.WeightThis column gives the weight of a Medium version of the weapon. Halve this number for Small weapons and double it for Large weapons.TypeWeapons are classified according to the type of damage they deal: bludgeoning, piercing, or slashing.
Some monsters may be resistant or immune to attacks from certain types of weapons.Some weapons deal damage of multiple types. If a weapon is of two types, the damage it deals is not half one type and half another; all of it is both types. Therefore, a creature would have to be immune to both types of damage to ignore any of the damage from such a weapon.In other cases, a weapon can deal either of two types of damage. In a situation when the damage type is significant, the wielder can choose which type of damage to deal with such a weapon.SpecialSome weapons have special features. See the weapon descriptions for details.Weapon DescriptionsWeapons found on that have special options for the wielder ('you') are described below. Are described under.Table: Weapons.
Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much. When two types are given, the weapon is both types if the entry specifies 'and,' or either type (player’s choice at time of attack) if the entry specifies 'or.'