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Defender Weapons
For Use With Fantasy Flight Games' "Midnight" Campaign Setting

This list exists because I wanted to allow defender characters in my Midnight campaign a little more variety in their choice of melee weapons. It draws from several sources, as well as my own imagination, and expands on the list originally provided in the Midnight core book.

In the world of Midnight, the dark powers have declared all martial weapons to be illegal. Characters of the defender class, which are akin to Monks in other D&D settings, have turned to using their own bodies as deadly weapons. As detailed in Midnight, "…they train their bodies to be weapons and learn martial techniques with simple tools in order to hide their nature from the soldiers of the Night Kings."

Furthermore, the Midnight campaign setting goes on to say, "A defender is proficient with a variety of traditional weapons that would not be seen as a threat by the Shadow's minions. Many of these weapons have evolved from the simple tools of peasants and craftsmen." The list, however, includes only nine weapons (noted on the weapons table below with a ~), hardly what I would call a "variety." To that end, many of the weapons on this list are simple tools that would likely be common in many villages throughout Eredane.

A defender using any of the following weapons in melee may use his defender abilities with these weapons, as appropriate for individual abilities. In addition, I would also suggest that (as a house rule) defender-class characters are able to use any improvised weapon without suffering a –4 non-proficiency penalty.


Simple Weapons – Melee
Weapon Cost Damage Critical Range Weight Type
Tiny            
Awl 2sp 1d3 19-20/x2 1lb. Piercing
Dagger ~ 2gp 1d4 19-20/x2 10ft. 1lb. Piercing
Trowel 4gp 1d3 x2 1lb. Slashing
Small            
Farmer's Rope @ 1d2 x2 5lb. Bludgeoning
Sickle ~ 6gp 1d6 x2 3lb. Slashing
Tack Whip @ 12gp 1d4 19-20/x2 7lb. Slashing
Medium            
Club ~ 1d6 x2 10ft. 3lb. Bludgeoning
Crowbar 2gp 1d6 x2 5lb. Bludgeoning
Torch 1cp 1d3+1 fire x2 1lb. Bludegoning/Fire
Large            
Hoe 4gp 1d3 x2 5lb. Slashing
Quarterstaff ~ 1d6/1d6 x2 4lb. Bludgeoning
Shepherd's Crook 10gp 1d6 x2 10lb. Bludgeoning
Shovel 3gp 1d4+1 x2 6lb. Slashing

Simple Weapons – Ranged
Weapon Cost Damage Critical Range Weight Type
Small            
Sling ~ 1d4 x2 50ft. 0lb. Bludgeoning
Bullets, Sling (10) 1sp 5lb.
Large            
Sling, Great ~ 3gp 1d6 x2 60ft. 1lb. Bludgeoning
Bullets, Sling (10) 1sp 5lb.

Martial Weapons – Melee
Weapon Cost Damage Critical Range Weight Type
Small            
Axe, Throwing ~ 8gp 1d6 x2 10ft. 4lb. Slashing
Hammer, Light ~ 1gp 1d4 x2 20ft. 2lb. Bludgeoning
Handaxe 6gp 1d6 x3 5lb. Slashing
Pick, Light ~ 4gp 1d4 x4 4lb. Piercing
Large            
Pitchfork 2gp 1d4 x3 4lb. Piercing
Scythe 18gp 2d4 x4 10lb. Piercing/Slashing

Martial Weapons – Ranged
Weapon Cost Damage Critical Range Weight Type
Medium            
Inutek @ 2gp 1d4 x2 30ft. 6lb. Bludgeoning

Exotic Weapons – Melee
Weapon Cost Damage Critical Range Weight Type
Medium            
Reaver 5gp 1d6 19-20/x2 4lb. Slashing
Large            
Chain 5gp 1d6/1d6 x2 5lb. Bludgeoning

Exotic Weapons – Ranged
Weapon Cost Damage Critical Range Weight Type
Small            
Whip 1gp 1d2s x2 15ft. 2lb. Slashing
Medium            
Net 20gp –– –– 10ft. 10lb. ––

~: These weapons are on the original list of weapons that defender-class characters are automatically proficient with as described in the Midnight campaign setting, page 39.
@: These weapons were introduced in the Midnight supplement "Against the Shadow."

Descriptions
What follows are descriptions of the new defender weapons. In the case of a weapon that is not new, a book and page reference will be listed.

Awl: This is a small piercing tool used to make small holes in wood or leather.
Axe, Throwing: Detailed in the 3.5 PH, page 114.
Chain: Detailed in "Oriental Adventures," pages 70-71. Chains can be used as double weapons.
Club: Detailed in the 3.5 PH, page 115.
Crowbar: Detailed in the 3.5 PH, page 126. Note that when used in combat by a defender, a crowbar is not considered to be an improvised weapon.
Dagger: Detailed in the 3.5 PH, page 116.
Farmer's Rope: Detailed on pages 82 and 83 of "Against the Shadow." As they are a standard farming implement, it makes sense that defenders would be proficient in their use.
Hammer, Light: Detailed in the 3.5 PH, page 118. This entry also applies to hammers used by tradesmen such as carpenters, blacksmiths, and the like.
Handaxe: Detailed in the 3.5 PH, page 118.
Hoe: A hoe is a long-hafted farm implement with a flat blade at one end that is used to break up soil.
Inutek: Detailed on page 84 of "Against the Shadow." As per the entry, all defenders are considered proficient with the inutek.
Net: Detailed in the 3.5 PH, pages 119-120. This entry can apply to nets used for fishing, as well as those used to trap game.
Pick, Light: Detailed in the 3.5 PH, page 120. Aside from military models, this applies to picks that are specifically manufactured for use as tools, such as miners picks, and those used to break up hard soil.
Pitchfork: This is a large fork with a long handle that is used to lift and pitch hay, grain stalks, and the like. Commonly constructed of wood, they can also be found with forged metal forks.
Quarterstaff: Detailed in the 3.5 PH, page 120.
Reaver: The reaver is a tool used for harvesting grain. In appearance, it is much like a sickle with a second blade attached to it on a hinge. This implement originally appeared in the Forgotten Realms supplement "Aurora's Whole Realms Catalog" (page 53), but I liked it so much that I imported it into my Midnight campaign.
Scythe: Detailed in the 3.5 PH, page 120.
Shepherd's Crook: A staff or pole with one end bent into a hook. Traditionally used by shepherds to goad or protect their animals.
Shovel: A hafted implement used for digging.
Sickle: Detailed in the 3.5 PH, page 121.
Sling: Detailed in the 3.5 PH, page 121.
Sling, Great: Detailed on pages 71 and 72 of the Midnight campaign setting.
Tack Whip: Though not detailed in an entry of its own in "Against the Shadow," the picture of the tack whip on page 83 suggests that it is constructed from pieces of horse or wogren bridles and tack with blades and metal parts attached.
Torch: Detailed in the 3.5 PH, page 127. Note that when used in combat by a defender, a torch is not considered to be an improvised weapon.
Trowel: A trowel is a flat-bladed tool used by masons and other craftsmen to work mortar, plaster, and the like. This entry also applies to small hand shovels used in farming and gardening.
Whip: Detailed in the 3.5 PH, pages 121-122.

By Gary Astleford (gary@garyastleford.com)