Gear

ARMOR

armor AC Check penalty Max Dex. Speed Weight Spell failure Type
Cloth 1 0 - - 5 0 Cloth
Minimal 2 0 - - 15 10 Light
Basic 3 1 4 - 20 15 Light
Standard 4 3 3 - 25 20 Light
Heavy 5 4 2 -1 40 40 Heavy
Full 6 7 1 -2 45 50 Heavy
Tower 8 9 0 -2 50 75 Heavy
Shield AC/Ref Check penalty Weight Spell failure
Light 1 1 5 5
Heavy 2 2 10 10

Special notes

Light shields: Light shields are strapped to the arm leaving the off-hand free. If you attack with a two handed weapon you take a -1 penalty to attacks and lose the AC/reflex bonus. If you attack with a ranged weapon you lose the AC/reflex bonus. If you attack with a weapon in your off hand you take a -1 to the attack and lose the AC/reflex bonus.

Heavy Shield: Heavy shields totally occupy one hand. If you have a heavy shield in one hand and a weapon in the other then you must drop one of them before you can cast a spell with somatic components.

WEAPONS

Ranged Weapons
Using a ranged weapon provokes an opportunity attack. You may attack out to double your range increment, but if you attack an enemy further away than 1 range increment you take a -2 on the attack roll.

Ranged weapons use ammunition a character can draw ammunition as a free action as part of firing his weapon.

One-Handed
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.

Two-Handed
Two hands are required to use a two-handed melee weapon effectively.

Weapon Qualities

Critical
You score a critical hit if you roll a natural 20 (when the die shows 20 before you add any modifiers) on your attack roll. When you roll damage for a critical hit you roll your weapon damage twice and use that as your rolled damage. You do not multiply any numbers added, nor do you roll extra dice beyond the weapon damage die (such as sneak attack, or flaming).

These rules change depending on qualities possessed by the weapon you are employing.

19-20: You score a critical hit on a 19 or 20 rather than just 20.
18-20: You score a critical hit on an 18, 19 or 20 rather than just 20.
x3: You roll three times for damage on a critical hit instead of twice.
x5: You roll five times for damage on a critical hit instead of twice.

Type
Weapons 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. A weapon cannot be all three types.

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, if a creature has immunity to only one type, but not the other it still takes no damage. It will also take extra damage if it is vulnerable to either type.

Special qualities

Concealable
You get a +2 bonus on subterfuge checks made to conceal a weapon. Other bonuses may apply according to weapon talents

Small
If a small character attempts to use a medium sized weapon they take a -2 attack and damage with that weapon. If a medium sized character attempts to use a small weapon they take a -2 to attacks and damage with that weapon. All weapons without this property default to being medium sized. Damage values are given for small weapons.

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 (or even triple) the wielder’s natural reach, meaning that a typical Small or Medium wielder of such a weapon can attack a creature 10 (or 15) feet away. Characters with reach weapons are still only able to make opportunity attacks against adjacent characters.

Thrown
The wielder applies 1/2 his or her Strength modifier to damage dealt by thrown weapons. When making a ranged attack with a thrown weapon you provoke opportunity attacks. You may attack out to double your range increment, but if you attack an enemy further away than 1 range increment you take a -2 on the attack roll.

Slow load
It takes a move action to reload your ranged weapon.

Hand and a half
You may use a hand and a half weapon one handed if you have 5 or more strength, otherwise you require 2 hands to use one.

Weight
Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much.

Light
Light weapons may be used in the off hand without a penalty to attacks.

I cannot be assed to do the weapon chart in html, because fuck that. Reference the normal weapons for 3.5 and I will approve or upgrade all your choices. Treat a rifle as a heavy crossbow and a pistol as a light crossbow.

Gear

The Sundering Eightbitmage342