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The Purifiers
September 05, 2015
In the Millennium of Purification, a group of Elves and Dwarves join forces to purge the world of the dark magicks they themselves once helped unleash. Is there a chance to make up for their sins of the past and restore order to the world? Find out in the serial fan fic: The Purifiers.
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Reference Scrolls
May 05, 2015
Some of the most viewed pages on this site are the O.C.C. List, Race List, and Skills List, all for Palladium Fantasy. This includes material from the various books, along with which book they're located in. This is an invaluable resource for new and experienced gamers alike.
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September 05, 2015
Whether you're new to the site or a long time fan but can't find an old favorite, feel free to check out the Sitemap. This is a list of all the pages on this site to help navigate you through your trip into the fantasy.
Oversized Weapons
When in game, either through design or through necessity, characters will often try to use a weapon that is not meant for their race. This means that a human character may try to use a Wolfen weapon and that a Gnome may try to use a human sized weapon. Sometimes this is a result of the character wanting to inflict that extra die of damage and other times there is simply no other weapon available so they take what they can. The following are expanded rules to help in such situations. While there may be some exceptions these should help as a quick and general guideline.
One-Handed Weapons
A character using an oversized one-handed weapon is fairly easy to deal with. For a weapon that is one size larger than the character (a Gnome using a human sized weapon or a human using a giant sized weapon) the one-handed weapon requires two hands to effectively wield. There are no other penalties other than this fact. Granted, there are exceptions to the rule. For example, a dagger is more likely the equivalent of a short sword or long sword, both of which are one-handed weapons as well. However, instead of listing each weapon individual, a general rule is set up for simplicity.
If the character is attempting to use a one-handed weapon that is two sizes larger (a Gnome using a giant sized weapon, or the equivalent for another race) then it is considered the same as using a two-handed weapon that is one size larger (see below for details). Anything larger should be avoided for the sake of sanity within the game. However, if the GM desires, a specially designed weapon can be created for the character. In this situation, use the second rule for the two-handed weapons (for a weapon two sizes larger). Usually this option is fairly meaningless as it is far easier and cheaper to find a large two-handed weapon and using it with the same, if not more, efficiency.
Two-Handed Weapons
When using a two-handed weapon that is one size larger than the character (a Gnome using a human sized weapon or a human using a giant sized weapon) they must have a minimum P.S. of 16. This is part due to the added weight, but more importantly to the way that the extra weight is distributed. The larger sized weapon results in all weapon proficiency bonuses being reduced by half (rounded down). While still technically the same weapon, the larger size causes it to have a very different feel and very different training. It is possible to obtain such training with considerable time and effort (see Hand to Hand: Elongated Blade for details).
Example: A level 4 human is attempting to wield a Wolfen sized sword and the proper weapon proficiency. With a proper sized sword the human would usually be +2 to strike and parry from the weapon proficiency and a +1 to strike when thrown. Using the Wolfen sized sword the human is only +1 to strike and parry from the weapon with no bonus when thrown. Though still a sword the larger size is not how the human trained and almost classifies it as a different type of weapon entirely.
Even with a P.S. of 16 the character will still suffer a -4 penalty to strike and parry. A P.S. of 20 will cut those penalties in half while a P.S. of 24 or higher will completely negate the penalties. Keep in mind these weapons are two-handed for their race for a good reason. The added P.S. is needed to handle the weapon with any type of efficiency. If the GM wants to allow it a character with a lower P.S. can attempt to use such a weapon, but for every two points of P.S. below 16 the penalty is doubled again (e.g. P.S. 14 and 15 is a -8 to strike and parry, a P.S. of 12 and 13 is a -16 to strike and parry, and so on). Note: Personally I suggest leaving the minimum P.S. of 16 to make this feat more extraordinary and amazing when it is performed.
For characters capable of wielding a weapon that is one size larger it may be possible to wield a weapon two sizes larger (a Gnome using a giant sized weapon, or the equivalent for another race). This is a rare ability indeed. In all of noted history, only a handful of fighters have ever attempted such a daunting task and even fewer who have actually succeeded. This is naturally more difficult than simply wielding a weapon one size larger and has much higher requirements. These even larger weapons are just too foreign from their original counterparts and completely negate any weapon proficiency bonuses.
First, the character must possess a P.S. of no less than 30. A character with a lower P.S. will have trouble simply lifting the weapon. Combat damage bonus is reduced by 5 points due to the character's strength being used to move the massive weapon instead of putting it into the force of the attack. Only characters with a P.S. of 36 or higher can offset this combat damage penalty. This level of strength is usually only possible with naturally strong races or as a result of magical amplification.
In addition, a P.P. of 18 or higher is required in order to deal with the added size and awkwardness. This causes a -8 penalty to strike and parry. If the character has a P.P. of 24 of higher the penalty to strike is reduced by half (-4 to strike and parry). No matter how much higher the P.P. may go the penalty cannot be reduced by more. The size of the weapon is simply too unwieldy and will get in the way, limiting what can be done in combat.
Giant Sized Weapons for Giants
As a basic rule, giant sized monsters will not use a weapon that is larger than intended. It is simply felt too unnecessary considering their already natural power and the trouble of making such a weapon tends to be more trouble than it is truly worth. Throughout history, there has been only one exception to this rule. It was an Earth Giant (Jotan) that led a group of bandits throughout the Palladium World. He was known as Helk, the Bandit. More commonly he was referred to as Helk, the Invincible due to the fact that it is believed he was never once beaten in battle.
Not only was his strength and skill in combat legendary, so was his cunning and ruthlessness. Under his leadership his group of bandits went on successfully for well over 15 years. They became known as the Golden Raider Clan. After a time Helk began to think about retiring. It was during this time that he was almost killed. A carefully set trap had caught him off guard and almost his entire force was destroyed. Only his own guile allowed him to escape with his life.
During his escape he lost his left eye. With his injury, and anger in himself for having been caught off guard, he never again started the Golden Raider Clan. Despite ending his days as a bandit he was still in his fair share of battles. There were those who wished to bring him to justice, others who wanted revenge and didn't want him ending his days in peace, and others just for the fame. None succeeded. Even with the loss of his left eye he was still a force to be feared. His body is said to be buried somewhere in the Baalgor Wastelands. There is said to be an elaborate grave near where he was born. However, since little is known of his past, this location remains a mystery.
His weapon of choice was a beheading sword which he called Jamntz. It inflicted 5D6 (3D6 standard, +1D6 for a giant sized weapon and +1D6 for one size larger). It is said that he himself crafted the blade (considered Jotan/Kobold quality, +1 to strike and parry). In addition he found an alchemist, believed to have joined his gang of bandits, which gave it the magical properties of Continual Glow: Amber, Indestructible, and Eternally Sharp Blade (for a damage total of 5D6+3). The blade was never seen again after Helk died. Its location still remains a mystery. Most believe that it is buried with him.
