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The Purifiers

September 05, 2015

demoIn 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

demoSome 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

demoWhether 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.

Custom Arrows; Pointing the Way

Standard arrows are made of light weight wood, such as cedar, with an iron arrow head. Their light weight is great for distance while still providing decent damage. They're easy to make in large quantities allowing them to remain cheap and cost efficient. However, there are a number of other options when selecting arrows. These alternate options tend to cost more, making it difficult to buy in large quantities. Most skilled archers tend to customize their arsenal, often having a steady quantity of standard arrows along with a few customized for special situations. This allows the archer to be cost efficient while still ready for anything.

Note: Modern compound bows are not native to the Palladium World. They must be brought from another dimension and require specialized arrows. When using a Modern Compound Bow and firing ordinary wooden arrows, the increased pressure can cause the wood to shatter. Whenever this is attempted roll percentile dice. A roll of 01-25% means the arrow shatters and sends splinters of wood flying. The archer suffers half the arrow's normal damage to his hand and arm due to proximity.


Getting the Shaft

Heavier arrows, using woods such as hickory for the shaft, provide excellent penetration and stopping power at the cost of range. This is excellent for adding extra impact to the target, but must be used at close range.



Range (short bow)

Range (long bow)

500 grains




600 grains

+1 damage

-60 feet

-120 feet

700 grains

+2 damage

-120 feet

-240 feet

800 grains

+3 damage

-180 feet

-360 feet

900 grains

+4 damage

-240 feet

-480 feet

1000 grains

+5 damage

-300 feet

-600 feet


Special Arrowheads

Steel: Lighter weight than the typical iron arrowheads, these special tips can grant an arrow a touch of added distance. High quality steel to be used in such an arrow can be expensive, doubling the cost of the arrow. A skilled metalworker can refine the arrow tip to an even sharper point and razor sharp edge for increased damage, but the higher quality the work the higher the cost.

Standard Steel: Reduces the weight of the arrow allowing it to fly farther. Add 20 feet to the effective range, plus 2 feet per level of experience. Short bow cost: 20 gp per dozen. Long bow cost: 40 gp per dozen.

Kobold Quality: +1 to damage; adds 150% to cost.

Dwarven Quality: +1 to damage; adds 200% to cost. +2 to damage; adds 300% to cost.

Serrated: With a serrated edge the arrow makes a more jagged entry, ripping flesh and meat on entry and exit. Add +2 to damage. Cost: Adds 200%.

Barbed: The ends of the arrowhead are curved so that after it penetrates a victim's body it hooks into flesh and cannot be easily removed. The arrow must be pushed all the way through the body and out the other side, causing even more damage and trauma to the body. This arrowhead inflicts normal damage upon impact, but the real effect of a barbed head comes when removing the arrow from the victim. Not only is this painful, but it also inflicts full damage to the victim for a second time! Cost: Adds 200%.

Infection: Like any injury, there is always the risk of infection. Barbed arrowheads increase this risk in part because it keeps the wound open, but also because the arrow must be handled as it's pushed through the wound.

Medical Treatment: If a trained Surgeon/Medical Doctor removes the arrow, it is possible to remove the arrow with minimal damage. Using proper tools to create a larger opening and separate the flesh, the arrow can be extracted without pushing it all the way through. This is also useful when the arrow is against a bone and cannot be pushed through. The patient suffers only 1 point of damage for a short bow arrow, and 2 points of damage for a long bow arrow. Medical doctors also know enough to sterilize tools with boiling water and/or use items such as honey for its antiseptic properties to help reduce infection before removing the arrow.

Note: Due to the brutal nature of these arrows and the damage they can do to animals and victims, the Wolfen Empire has outlawed the use of barbed arrows within their borders.

Bodkin: These arrows are most commonly used with a heavy shaft for added penetration. Many also know them as war arrows or armor piercing arrows. These arrow heads are designed to penetrate through thick hides of animals and through armor of opponents, but due so at the expense of damage. Damage: 1D4 for short bows, and 2D4 for long bows. Cost: Adds 150%.

Bonus: Reduce the target's Armor Rating (A.R.) by 1 point for a standard weight arrow (500 grains). Every additional 100 gains, the armor penetration increases by 1. This means a 600 grain bodkin reduces a target's A.R. by 2, and a 1000 grain bodkin reduces the target's A.R. by 6.


Skilled Fletchers

Fletchers make arrows and are common enough on the Palladium World. Truly skilled fletchers are rare though. Even in a large kingdom such as Timiro, there is only one fletcher of such talent and he can be found in Rankin. Talented fletchers are capable of making arrows with a superior balance and accuracy, granting a +1 to strike. Short bow cost: 25 gp per arrow. Longbow cost: 50 gp per arrow.