Blunt Weapons
A stout and hard piece of wood is all that is required to fashion on effective club. Based on the club, the mace consists of a stone or iron head atop a wooden pole. The head my be flanged or have pyrimidal knobs. In contrast, the warhammer has a flat wedge, cylinder or block metal head at the end of wooden or metal shaft. Unlike the above, the quarterstaff, a wooden pole six to nine feet in length, must be wielded with two hands. All these weapons deal crushing damage and can be used by all classes with the exceptions of Druids, Mages and Theives not being proficient with maces or warhammers.
|
Item |
THAC0 |
Damage |
Speed |
Weight |
|
|
Club |
- |
1d6 |
4 |
3 |
|
Club +1, +3 vs. Unnatural Creatures |
+1/ +3 |
1d6+1/ 1d6+3 |
3 |
3 |
|
Mace |
- |
1d6+1 |
7 |
8 |
|
Mace +1 |
+1 |
1d6+2 |
6 |
8 |
|
Mace +2 |
+2 |
1d6+3 |
5 |
7 |
|
Quarterstaff |
- |
1d6 |
4 |
4 |
|
Quarterstaff +1 |
+1 |
1d6+1 |
3 |
4 |
|
Quarterstaff +3 |
+3 |
1d6+3 |
1 |
3 |
|
Staff Mace +2 |
+2 |
2d4+2 |
2 |
4 |
|
Staff Spear +2 |
+2 |
1d8+3 |
4 |
4 |
|
Staff of Striking
(Expends one charge per hit) |
+3 |
1d6+9 |
1 |
4 |
|
Warhammer |
- |
1d4+1 |
4 |
6 |
|
Warhammer +1 |
+1 |
1d4+2 |
3 |
6 |
|
Warhammer +1, +4 vs. Giant Humanoids |
+1/ +4 |
1d4+2/ 1d4+5 |
2 |
8 |
|
Warhammer +2
(+1 electrical damage) |
+2 |
1d4+3 |
2 |
5 |
|