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Weapons, Siege Engines<br />

To randomly determine a magical missile<br />

weapon, 2 rolls must be made. Magical siege engines<br />

do not have Extraordinary Properties like the<br />

other types of weapons. First, roll 1d100 to determine<br />

the specific type of weapon:<br />

Roll<br />

Siege Weapon<br />

01-20<br />

Ballista<br />

21-50<br />

Battering Ram<br />

51-80<br />

Catapult<br />

81-100<br />

Trebuchet<br />

Next, roll 1d100 to determine the bonus or<br />

penalty applied to the weapon:<br />

Roll<br />

01<br />

02<br />

03-04<br />

05-09<br />

10-20<br />

21-65<br />

66-85<br />

86-95<br />

96-99<br />

100<br />

Result<br />

The weapon has a penalty of 5d6 to attack<br />

and damage rolls.<br />

The weapon has a penalty of 4d6 to attack<br />

and damage rolls.<br />

The weapon has a penalty of 3d6 to attack<br />

and damage rolls.<br />

The weapon has a penalty of 2d6 to attack<br />

and damage rolls.<br />

The weapon has a penalty of 1d6 to attack<br />

and damage rolls.<br />

The weapon has a bonus of 1d6 to attack<br />

and damage rolls.<br />

The weapon has a bonus of 2d6 to attack<br />

and damage rolls.<br />

The weapon has a bonus of 3d6 to attack<br />

and damage rolls.<br />

The weapon has a bonus of 4d6 to attack<br />

and damage rolls.<br />

The weapon has a bonus of 5d6 to attack<br />

and damage rolls.<br />

Chapter 13: Magical Items<br />

779

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