Equipment
Armor
Armor check penalties are applied to Acrobatics, Athletics, Endurance,
Initiative, Ride, and Stealth. They are doubled if the character is not proficient
in the armor worn.
Ref. Fort.
Max Dex. ACP Speed
GP
Leather Armor (L) +2 - +6 - - 10
Studded Leather (L) +3 - +5 -1 - 25
Chain Shirt (L) +4 - +4
-1 - 100
Hide Armor (M) +3 +1
+3 -2 -1 25
Breastplate (M) +4 +1 +3
-2 -1 200
Scale Mail (M) +5 +2
+3 -3 -1 400
Chain Mail (H) +6 +3 +2 -4 -2 800
Plate Mail (H) +8 +4
+1 -6 -2 1000
Special Materials and
Masterwork Weaponry
Special Materials
Special Materials
Adamantine:
Hardness 20, HP 40
Weapons made of adamantine bypass the first
20 hardness of any object. The Everbright and Finely Honed masterwork qualities
may be applied to Adamantine weapons without GP cost, but it still increases
the craft DC.
Armor made of adamantine
grants damage reduction 2 for light armors, 4 for medium armor and 6 for heavy
armor. Adamantine armor's ACP is reduced by one. The Everbright quality may be
applied to Adamantine armor without cost.
Craft DC +10, Market Value +5,000GP for
weapons and light armor, 10,000 for Medium Armor, 15,000 for Heavy Armor
Abyssal
Steel: Hardness 10, HP 30
Abyssal Steel weapons always bypass the Damage
Reduction or Shield Rating of any Fey or Celestial they hit.
Medium or Heavy armor made of Abyssal Steel
gives the wearer Electricity Resistance 5.
Craft
DC +5, Market Value +1,000 GP for weapons and +3500 GP for medium or heavy
armor.
Bone: Hardness 5, HP 10
Bone arms and armor are inferior to steel, but are the best available to some.
On a natural 1 to attack you miss as normal, but roll the damage and apply it to the weapon. On a critical hit the damage dealt is done to both the weapon and the target.
Only light armor can be made with bone, and gains no special benefit.
Craft DC -, Market Value 1/4 normal
Blue Ice: Hardness 10, HP 30
Blue Ice weapons deal +1 cold damage on a hit and +1d6 cold damage on a critical hit.
Armor made from Blue Ice grants Cold Resistance 5.
Craft DC +5, Market Value +500 GP for weapons, 3000GP for armor
Celestial
Silver: Hardness 10, HP 30
Celestial silver weapons always bypass the Damage
Reduction or Shield Rating of any Fiend or Undead they hit.
Medium or Heavy armor made of Celestial
Silver gives the wearer Acid Resistance 5.
Craft
DC +5, Market Value +1,000 GP for weapons and +3500 GP for medium or heavy
armor.
Crystal: Hardness 10, HP15
Crystal weapons grant the wielder a +2 equipment bonus on any Spellcasting or Devotion checks.
Armor and shields cannot be constructed from crystal.
Craft DC +5, Market Value +1000 GP
Darkwood: Hardness 10, HP 20
Darkwood weapons and shields weigh half as much as their steel counterparts. The Mighty Pull quality may be apply to darkwood bows without an additional GP cost, but the craft DC still increases.
Armor cannot be constructed from Darkwood.
Craft DC +5, Market Value +500 GP for weapons and shields.
Dragonbone Hardness 10, HP 30
Dragonbone weapons weigh 1/2 as much as normal, reducing their EP by one. The Lightened quality may not be applied to Dragonbone weapons.
You may apply the Brutal and Mighty pull qualities to weapons made of Dragonbone without paying an the GP cost, but the craft DC still increases.
Armor and shields cannot be constructed from dragonbone.
Craft DC +5, Market Value +1000
Dragonscale Hardness 10, HP 30
Dragonscale can be used to construct any shields and any scale or plate armor. The weight or the item is reduced by 1/4, reducing its EP by one, and any ACPs are reduced by 1. The Lightened quality may not be added to Dragonscale armor or shied
Craft DC +5, Market Value +4000
Heart Iron: Hardness 10, HP 30
Heart Iron weapons deal +1 fire damage on a hit and +1d6 fire damage on a critical hit.
Armor made from Heart Iron grants Fire Resistance 5.
Craft DC +5, Market Value +500 GP for weapons
Mithril: Hardness 15, HP 30
Items made of mithril weigh half as much as normal, reducing their EP by one, to a minimum of one.
The Everbright and Balanced properties may be added to Mithril Weapons without cost, but they still increase the craft DC. The Lightened property may not be applied to Mithril arms and armor.
The armor type of Mithril armor is reduced by one step (Heavy-->Medium-->Light), which also reduces its EP by one. In addition, its Max Dex bonus increases by +1 and it's Armor check penalty is reduced by 1. The Everbright quality may be applied to Mithril armor without cost.
Craft DC +5, Market Value +2,000GP for weapons and light armor, 4,000 for Medium Armor, 8,000 for Heavy Armor
Obsidian:
Hardness 2, HP 10
Obsidian weapons are naturally sharp, but brittle.
All Obsidian weapons gain the Finely honed
quality for free, with no increase to the cost or craft DC.
Armor cannot be constructed
from obsidian.
Craft
DC -, Market Value 1/2 normal
Spidersilk:
Hardness 10, HP20
Spidersilk may be used to construct any Leather,
Hide or Chain armor. It's
armor type is reduced by one step (Heavy-->Medium-->Light), reducing its EP by one. In addition, its Max Dex
is increased by one and its ACP is reduced by 1. The Lightened quality may not be added to Spidersilk armor.
Spidersilk may not be used to construct
shields or weapons.
Craft
DC +10, Market Value +4000
Wickerweave:
Hardness 5, HP15
Wickerweave may be used to construct any Scale,
Chain or Plate armor. It's
armor type is reduced by one step (Heavy-->Medium-->Light), reducing its EP by one. In addition, its ACP
does not apply to stealth checks made outdoors.
Wickerweave may not be used to construct
shields or weapons.
Craft
DC +10, Market Value +2000
Masterwork Qualities
Accurate
Accurate weapons grant a +1 equipment bonus on attacks made with them.
Craft DC +2, Market Value +200
Serrated
Balanced
Balanced my only be applied to melee weapons.
Balanced weapons may be thrown and count as thrown weapons when it is beneficial to the player.
Craft DC +4, Market Value +400
Brutal
Brutal may only be applied to two-handed melee weapons.
Brutal weapons reroll any ones on damage dice.
Craft DC +4, Market Value +800
Collapsible
Collapsible may only be applied to weapons made mostly of wood.
The weapon may be broken down into smaller pieces, or has telescoping elements. When collapsed the weapons grant a +5 on stealth checks used to conceal them.
Collapsible weapons hardness is reduced by 2 and their HP are reduced by 5.
Craft DC +2. Market Value +200
Everbright
Everbright may only be applied to metal weapons and armor.
Everbright weapons do not rust and have acid resistance 5.
Craft DC +4, Market Value +400
Finely Honed/Weighted
Finely Honed weapons get a +1 bonus to all damage dice.
Craft DC +4, Market Value +400
Hardened
Hardened weapons or armor gain 2 Hardness and 5 hit points.
Craft DC +2, Market Value +100
Lightened
Lightened arms and armor have their EP reduced by one, to a minimum of one.
Craft DC +4, Market Value +100
Maker's Mark
Marker's mark is elaborate ornamental work meant to show off the maker's skill. Any amount of gold may be used for a maker's mark, simply increasing the value of the weapon or armor.
Craft DC +2, Market Value: Varies
Mighty Pull
Mighty Pull may only be applied to bows.
You may add your Str modifier to damage when using a Mighty Pull bow.
Craft DC +4, Market Value +800
Parrying
Parrying weapons grant a +2 on all Initiative checks used for the Block talent.
Craft DC +2, Market Value +100
Personalized
Personalized weapons or armor are made for a specific wielder or wearer. Any other character that uses the item gets a -1 to attacks made with it or an additional -1 ACP, whichever is relevant.
Craft DC +2, Market Value +100
Serrated weapons always deal the average result of
their damage die, rounded down. d4=2, d6=3, d8=4, 2d6=7 etc.
Craft DC +2, Market Value +200
Trapped
When someone that is not aware of the trap
attempts to use trapped weapons or armor the equipment makes an immediate
attack at 1d20+owner's level. If this attack hits the target take 1d6 + 1/2 the
owner's character level in damage and is moved -1 CT.
Craft DC +4, Market Value +400
Magical
Qualities
Elemental Damage (Flaming/Icy/Acidic/Shocking/Holy/Unholy)
Choose one of the elemental descriptors when applying this enchantment to a melee or ranged weapon. The weapon deals one additional die of damage of the appropriate type.
+1 Magical enhancement, Weapons only
Elemental Effect
Each Elemental damage quality has a corresponding elemental effect. These enhancements may only be applied to weapons that already have the appropriate Elemental Damage Quality.
Ignition: On a critical hit the target catches fire, suffering 1d6 of fire damage every round until the flames are extinguished, which requires 2 swift actions.
+1 Magical Enhancement, Requires Flaming
Freezing: On a critical hit, the target suffers -1CT. Creatures that are resistant to Cold damage are immune to this effect.
+1 Magical Enhancement, Requires Icy
Corrosive: On a critical hit, any armor or equipment bonus to the target's Reflex or Fortitude defense is reduced by 2. This reduction lasts until the armor is repaired. This effect does not work on Everbright armor.
+1 Magical Enhancement, Requires Acidic
Stunning: On a critical hit, the target is immobilized until the beginning of your next turn. Creatures that are resistant to Electrical damage are immune to this effect.
+1 Magical Enhancement, Requires Shocking
Disrupting: On a critical hit, undead targets are instantly destroyed if the attack exceeds their Fortitude defense. Intelligent undead gain a +5 bonus to their Fort defense for determining the result of the attack.
+1 Magical Enhancement, Requires Holy
Vampiric: On a critical hit, half of the damage dealt to the target is absorbed by the attacks as Hit Points. These Hit Points may take the attacker above his starting maximum, but any excess HP left at the end of an encounter are lost.
+1 Magical Enhancement, Requires Unholy
(Elemental) Burst
Each elemental quality has a corresponding elemental burst. Elemental Burst requires the appropriate Elemental damage quality before it can be applied. Elemental Burst Weapons do an additional 2 dice of elemental damage on a critical hit.
+1 Enhancement, Requires appropriate elemental damage quality.
Choose one of the elemental descriptors when applying this enchantment to a melee or ranged weapon. The weapon deals one additional die of damage of the appropriate type.
+1 Magical enhancement, Weapons only
Elemental Effect
Each Elemental damage quality has a corresponding elemental effect. These enhancements may only be applied to weapons that already have the appropriate Elemental Damage Quality.
Ignition: On a critical hit the target catches fire, suffering 1d6 of fire damage every round until the flames are extinguished, which requires 2 swift actions.
+1 Magical Enhancement, Requires Flaming
Freezing: On a critical hit, the target suffers -1CT. Creatures that are resistant to Cold damage are immune to this effect.
+1 Magical Enhancement, Requires Icy
Corrosive: On a critical hit, any armor or equipment bonus to the target's Reflex or Fortitude defense is reduced by 2. This reduction lasts until the armor is repaired. This effect does not work on Everbright armor.
+1 Magical Enhancement, Requires Acidic
Stunning: On a critical hit, the target is immobilized until the beginning of your next turn. Creatures that are resistant to Electrical damage are immune to this effect.
+1 Magical Enhancement, Requires Shocking
Disrupting: On a critical hit, undead targets are instantly destroyed if the attack exceeds their Fortitude defense. Intelligent undead gain a +5 bonus to their Fort defense for determining the result of the attack.
+1 Magical Enhancement, Requires Holy
Vampiric: On a critical hit, half of the damage dealt to the target is absorbed by the attacks as Hit Points. These Hit Points may take the attacker above his starting maximum, but any excess HP left at the end of an encounter are lost.
+1 Magical Enhancement, Requires Unholy
(Elemental) Burst
Each elemental quality has a corresponding elemental burst. Elemental Burst requires the appropriate Elemental damage quality before it can be applied. Elemental Burst Weapons do an additional 2 dice of elemental damage on a critical hit.
+1 Enhancement, Requires appropriate elemental damage quality.
Defending: Each turn you may choose to apply a Defending weapon's Enhancement bonus to either your attack and damage or all of your Defenses.
+1 Enhancement, Melee weapons only
+1 Enhancement, Melee weapons only
Returning: Returning weapons return to the thrower at the beginning of their next turn.
+1 Enhancement, Thrown Weapons Only
+1 Enhancement, Thrown Weapons Only
Nimble: Nimble armor's ACP is reduced by one and its Max Dex is increased by 1.
+1 Enhancement, Armor and Shields only
+1 Enhancement, Armor and Shields only
Spell-storing: At the start of each day, choose one spell you know. You may cast that spell one additional time that day. You may take this enhancement more than once.
+1 Enhancement
+1 Enhancement
Keen\Impacting\Piercing: Increase the weapon's critical range by one.
+1 Enhancement, Weapons only
+1 Enhancement, Weapons only
Fatiguing: Any time a successful attack from this weapon would move the target down the condition track the target suffers an additional -1 CT.
+2 Enhancement, Weapons only
+2 Enhancement, Weapons only
Energy
Resistance: For each +1 enhancement in this quality, the wearer gains SR 10 against the chosen damage type.
+1-+5 Enhancement, Armor and Shields only
+1-+5 Enhancement, Armor and Shields only
Dancing: Each round that a character attacks with a dancing weapon, it gains a dancing charge. The player may spend a dancing charge to cause the weapon to fly out of his hand an attack the players foes on its own until the beginning of the player's next turn. Spending an additional dancing charge as a swift action extends the effect for one round. The weapon goes on the initiative count immediately following the player's own turn.
Releasing the weapon requires a swift action, and the player may not attack with the weapon in the same round he releases it.
+3 Enhancement, Melee Weapons only
Releasing the weapon requires a swift action, and the player may not attack with the weapon in the same round he releases it.
+3 Enhancement, Melee Weapons only
Fortification: Fortification gives a bonus to the wearer's DT. Light Fortification adds +3, Medium adds +6 and Heavy adds +9. Heavy Fortification may only be placed on Heavy armor, and Medium Fortification requires Medium or Heavy Armor. Shields may only provide Light Fortification.
+1 (light), +2 (medium) or +3 (heavy) Enhancment, Armor and Shields only
Arrow Deflection: Arrow deflection allows the wielder to use the Block talent to deflect ranged attacks.
+1 Enhancment (shields) or +2 Enhancement (melee weapons), Melee Weapons or Shields only.
Specific Arms and Armor
Automatic Crossbow
This +2 Hand Crossbow possesses an automatic reloader and an seemingly endless number of bolts that appear out of thin air. For each attack the character makes with the automatic crossbow, they may choose to "Double Tap", taking a -2 to their attack and gaining an additional die of damage (2d4 total). The crossbow does not require an action to reload, and the wielder may make any number of attacks with the weapon in a single turn, assuming they have another feat or ability that grants them additional attacks.
Level 10
Bloodthirsty Axe
The Bloodthirsty Axe is a +3 Brutal Abyssal Steel Greataxe. Each time the wielder scores a critical hit with the Bloodthirsty Axe they gain half of the damage dealt as temporary HP and gain +1 CT. If the Bloodthristy Axe does not score a successful hit on a given day it imparts a persistent -1 CT until it draws blood from a foe.
Level 12
Corrosive Gloves
These +2 Acidic Corrosive Gloves ignore the first 5 points of hardness of inanimate objects. In addition, the wearer gains the benefits of the Sunder feat.
Level 8
Dragon's Bane
This +4 Dragonbone Mighty Pull Longbow deals an extra die of damage against all targets with the Dragon type. Critical hits with Dragon's Bane against Dragon type enemies deal an additional die of damage. The wielder gain a +4 Will defense against any Fear effect caused by a Dragon and the bow hums with excitement when a dragon is within 1 mile.
Level 12
Elven Chain Mail
This set of +3 Mithril Chain Mail does not provide an Armor Check Penalty to Spellcasting checks.
Level 10
Flametongue
This legendary +1 two-handed Flambard is the prototypical flaming sword. In addition to being a Heart Iron blade with the Flaming, Ignition and Flaming Burst magical qualities, when unsheathed Flametongue sheds light as a torch in a 30 ft. radius. When an attack with Flametongue exceeds the Damage Threshold of any Ice creature it inflicts an additional -1 CT.
Level 12
Icicle
This +1 Icy Freezing Blue Ice Dagger leaves pieces of itself in its victims, damaging them over time. On a critical hit the tip of the dagger breaks off inside of its victim and continues tunneling into their body. The victim takes 2d4 cold damage at the beginning of each of their turns for the remainder of the encounter or until they spend three swift actions digging the point out, which itself deals 2d4 damage.
Level 12
Ironbody Full Plate
This set of +2 Adamantine Full Plate allows the wearer to transform into an adamantine statue of themselves for a brief period of time. Once per encounter the wearer may transform, and the transformation lats until the beginning of their next turn. During the transformation the character may not act, but also cannot be injure by any attack of effect that would not damage an adamatine statue.
Level 10
Lightning Spear
This +1 Accurate Celestial Silver Returning Shocking Spear transforms into a lightning bolt when thrown. It has a uses the Short range table and strikes each target along a straight path. The effect ends and the spear returns to its owner when it hits blocking terrain or misses an attack against a target.
Level 10
Orcbane Short Sword
This +2 Mithril Short Sword deals an extra die of damage against all Orcs, Half-Orcs and Goblins. Critical hits with Dragon's Bane against Dragon type enemies deal an additional die of damage. Whenever an Orc or Goblin is within 100 ft. of the wielder, the sword glows blue.
Level 8
Seeking Bow
This +3 Accurate Mighty Pull Longbow ignores one square of blocking terrain or low terrain when determining line of sight to its target, including any cover bonuses that terrain might cause.
Level 10
Thunder Hammer
This +2 Balanced Returning Greathammer deafens it's target (as the Blindness/Deafness spell) on a critical hit. In addition, the wielder may make an attack against each creature within 2 squares of the target using their normal attack bonus with the thunder hammer. If these attacks hit, each of the targets is also deafened. The deafening effect lasts until the beginning of the character's next turn.
Level 8
+1 (light), +2 (medium) or +3 (heavy) Enhancment, Armor and Shields only
Arrow Deflection: Arrow deflection allows the wielder to use the Block talent to deflect ranged attacks.
+1 Enhancment (shields) or +2 Enhancement (melee weapons), Melee Weapons or Shields only.
Specific Arms and Armor
Automatic Crossbow
This +2 Hand Crossbow possesses an automatic reloader and an seemingly endless number of bolts that appear out of thin air. For each attack the character makes with the automatic crossbow, they may choose to "Double Tap", taking a -2 to their attack and gaining an additional die of damage (2d4 total). The crossbow does not require an action to reload, and the wielder may make any number of attacks with the weapon in a single turn, assuming they have another feat or ability that grants them additional attacks.
Level 10
Bloodthirsty Axe
The Bloodthirsty Axe is a +3 Brutal Abyssal Steel Greataxe. Each time the wielder scores a critical hit with the Bloodthirsty Axe they gain half of the damage dealt as temporary HP and gain +1 CT. If the Bloodthristy Axe does not score a successful hit on a given day it imparts a persistent -1 CT until it draws blood from a foe.
Level 12
Corrosive Gloves
These +2 Acidic Corrosive Gloves ignore the first 5 points of hardness of inanimate objects. In addition, the wearer gains the benefits of the Sunder feat.
Level 8
Dragon's Bane
This +4 Dragonbone Mighty Pull Longbow deals an extra die of damage against all targets with the Dragon type. Critical hits with Dragon's Bane against Dragon type enemies deal an additional die of damage. The wielder gain a +4 Will defense against any Fear effect caused by a Dragon and the bow hums with excitement when a dragon is within 1 mile.
Level 12
Elven Chain Mail
This set of +3 Mithril Chain Mail does not provide an Armor Check Penalty to Spellcasting checks.
Level 10
Flametongue
This legendary +1 two-handed Flambard is the prototypical flaming sword. In addition to being a Heart Iron blade with the Flaming, Ignition and Flaming Burst magical qualities, when unsheathed Flametongue sheds light as a torch in a 30 ft. radius. When an attack with Flametongue exceeds the Damage Threshold of any Ice creature it inflicts an additional -1 CT.
Level 12
Icicle
This +1 Icy Freezing Blue Ice Dagger leaves pieces of itself in its victims, damaging them over time. On a critical hit the tip of the dagger breaks off inside of its victim and continues tunneling into their body. The victim takes 2d4 cold damage at the beginning of each of their turns for the remainder of the encounter or until they spend three swift actions digging the point out, which itself deals 2d4 damage.
Level 12
Ironbody Full Plate
This set of +2 Adamantine Full Plate allows the wearer to transform into an adamantine statue of themselves for a brief period of time. Once per encounter the wearer may transform, and the transformation lats until the beginning of their next turn. During the transformation the character may not act, but also cannot be injure by any attack of effect that would not damage an adamatine statue.
Level 10
Lightning Spear
This +1 Accurate Celestial Silver Returning Shocking Spear transforms into a lightning bolt when thrown. It has a uses the Short range table and strikes each target along a straight path. The effect ends and the spear returns to its owner when it hits blocking terrain or misses an attack against a target.
Level 10
Orcbane Short Sword
This +2 Mithril Short Sword deals an extra die of damage against all Orcs, Half-Orcs and Goblins. Critical hits with Dragon's Bane against Dragon type enemies deal an additional die of damage. Whenever an Orc or Goblin is within 100 ft. of the wielder, the sword glows blue.
Level 8
Seeking Bow
This +3 Accurate Mighty Pull Longbow ignores one square of blocking terrain or low terrain when determining line of sight to its target, including any cover bonuses that terrain might cause.
Level 10
Thunder Hammer
This +2 Balanced Returning Greathammer deafens it's target (as the Blindness/Deafness spell) on a critical hit. In addition, the wielder may make an attack against each creature within 2 squares of the target using their normal attack bonus with the thunder hammer. If these attacks hit, each of the targets is also deafened. The deafening effect lasts until the beginning of the character's next turn.
Level 8
Rituals (Under Construction)
Alarm
Alter Self
Binding
Consecrate/Desecrate
Control
Weather
Create
Food and Water
Create
Undead
Create
Wondrous Item
Enchant
Arms and Armor
Familiar
Pocket
Floating
Disk
Gaseous
Form
Gate
Heroes' Feast
Locate
Creature
Locate
Object
Magic
Circle
Magnificent
Mansion
Overland
Flight
Plane
Shift
Pyrotechnics
Raise Dead
Regeneration
Reincarnation
Resurrection
Rope Trick
Scrying
Secret
Chest
Secret Hut
Symbol
Telepathic
Link
Teleportation
Circle
Tongues
True
Seeing
Veil
Non-detection
Water
Breathing
Wondrous Items
Head/Neck/Face
Circlet of Telepathy
Goggles of Seeing
Lens of Seeking
Mask of Disguise
Mind Shielding Helmet
Body/Torso/Armor
Cape/Cloak
Cloak of Blending
Cloak of Elemental Resistance
Cloak of Gliding
Duelist's Cape
Scintillating Cape
Survivor's Cloak
Hands/Rings
Glove of Daggers
Glove of Storing
Ki Straps
Pacifying Gauntlet
Ring of Binding
Ring of Invisibility
Ring of Regeneration
Shield Ring
Legs/Waist/Feet
Boots of Running and Jumping
Belt of Lifting and Throwing
Seductive Dress\Pants
Unstoppable Sandals
Non-slotted Items
Bag of Holding
Crystal Ball
Flying Carpet
Magic Tent
Portable Hole
Wands
Staves
Wondrous Items
Head/Neck/Face
Circlet of Telepathy
Goggles of Seeing
Lens of Seeking
Mask of Disguise
Mind Shielding Helmet
Body/Torso/Armor
Cape/Cloak
Cloak of Blending
Cloak of Elemental Resistance
Cloak of Gliding
Duelist's Cape
Scintillating Cape
Survivor's Cloak
Hands/Rings
Glove of Daggers
Glove of Storing
Ki Straps
Pacifying Gauntlet
Ring of Binding
Ring of Invisibility
Ring of Regeneration
Shield Ring
Legs/Waist/Feet
Boots of Running and Jumping
Belt of Lifting and Throwing
Seductive Dress\Pants
Unstoppable Sandals
Non-slotted Items
Bag of Holding
Crystal Ball
Flying Carpet
Magic Tent
Portable Hole
Wands
Staves
Encumbrance Points (replaces
equipment weight)
Characters have a number of EP equal to ½ their Str
score.
Containers take up EP, but allow the bearer to carry a number of small
items without them taking up EP.
Small items (those marked with a *) do not take EP if they are in an
appropriate container. When they are not stowed they take up 1 EP.
Negligible items (those marked with a -) mass is insignificant
individually. 5 Negligible items count as a single small item.
50 GP is equal to one small item.
Light Load = ½ Str score, Medium Load = ¾ Str. Score, Heavy Load = Str. Score
Characters bearing a medium load are moved -1 CT and have their speed
reduced by 1, characters bearing a heavy load are moved -3 CT, have their speed
reduced to ½ and may not run or charge.
Containers
Container|Cost|EP
Backpack |2 gp| 2 (20)
Backpacks may contain up to 20 small items. They may also carry one 1 EP item without additional cost.
Barrel |2 gp| 4 (100)
Barrels may contain 100 small items.
Case, map or scroll |1 gp| 1 (50)
Map or Scroll cases may contain 50 sheets of paper, maps or scrolls.
Chest (empty) |2 gp| 4 (50)
Chest may contain 50 small items.
Pouch, belt (empty) |1 gp| 1 (5)
Belt pouches may contain 5 small items.
Quiver |1 gp| 1 (30)
Quivers may contain 30 arrows or bolts.
Sack (empty) |1 sp|2 (50)
Sacks may contain 50 small items. Folded sacks are *
Item | Cost | EP
Basket (empty) | 4 sp | 1
Bedroll | 1 sp | 1
Bell | 1 gp | *
Blanket, winter | 5 sp | 1
Block and tackle | 5 gp | 1
Bottle, wine, glass | 2 gp | 1
Bucket (empty) | 5 sp | 1
Caltrops | 1 gp | *
Candle | 1 cp | -
Canvas (5 sq. yds.) | 1 sp | 1
Chain (10 ft.) | 30 gp | 1
Chalk, 1 piece | 1 cp | -
Crowbar | 2 gp | 1
Firewood (per day) | 1 cp | 4
Fishhook | 1 sp | -
Fish net 25 sq.ft. | 4 gp | 1
Flask (empty) | 3 cp | *
Flint and steel | 1 gp | -
Grappling hook | 1 gp | 1
Hammer | 5 sp | 1
Ink (1 oz. vial) | 8 gp | *
Inkpen | 1 sp | -
Jug, clay | 3 cp | 1
Ladder, 10-foot | 5 cp | 4
Lamp, common | 1 sp | 1
Lantern, bullseye | 12 gp | 1
Lantern, hooded | 7 gp | 1
Lock (very simple) | 20 gp | *
Lock (average) | 40 gp | *
Lock (good) | 80 gp | *
Lock (amazing) | 150 gp | *
Manacles | 15 gp | 1
Manacles,masterwork | 50 gp | 1
Mirror, small steel | 10 gp | *
Mug/Tankard, clay | 2 cp | *
Oil (1-pint flask) | 1 sp | *
Paper ( 10 sheets) | 1 gp | —
Pick, miner’s | 3 gp | 2
Pitcher, clay | 2 cp | 1
Piton | 1 sp | *
Pole, 10-foot | 2 sp | 3
Pot, iron | 5 sp | 2
Ram, portable | 10 gp | 4
Rations, trail (day)| 5 sp | *
Rope, hempen 50 ft | 1 gp | 2
Rope, silk (50 ft.) | 10 gp | 1
Sealing wax | 1 gp | *
Sewing needle | 5 sp | —
Signal whistle | 8 sp | —
Signet ring | 5 gp | —
Sledge | 1 gp | 2
Soap (per lb.) | 5 sp | *
Spade or shovel | 2 gp | 2
Spyglass | 100 gp | 1
Tent | 10 gp | 4
Torch | 1 cp | 1
Vial, ink or potion | 1 gp | -
Waterskin | 1 gp | 1
Whetstone | 2 cp | *
Light Weapons | X | *
One-handed Weapons | X | 1
Two-handed Weapons | X | 2
Polearms | X | 3
Light Armor | X | 1
Medium Armor | X | 2
Heavy armor | X | 3
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