All of the following text is Open Gaming Content.
This chapter describes the various weapons, armor, tools, and other equipment heroes use in their adventures and daily lives. It also looks at handling wealth and spending for heroes.
Assume a True SRD hero owns at least one outfit of normal clothes, if not several. Pick one of the following outfits: artisan's outfit, entertainer's outfit, explorer's outfit, peasant's outfit, scholar's outfit, or traveler's outfit (see Clothing later in this chapter). Other items and equipment are acquired using the character's Wealth score.
Heroes have a Wealth score, a trait reflecting their buying power, a composite of available cash, credit, and income. The Wealth score serves as the basis for Wealth checks, used to purchase goods and services.
A hero's starting Wealth score is +5 plus the hero's Charisma score. The Wealthy feat grants a +4 bonus. Over the course of play, the hero's Wealth score may decrease as the hero purchases expensive items and increase as the hero gains levels. A hero's Wealth score can never fall below +0, but there is no limit to how high the Wealth score can increase.
Since Wealth is an abstract concept, it's sometimes difficult to determine how financially well off a character is. To get a general sense of how wealthy a hero is, check the Wealth Score table.
|Wealth Score||Financial Condition|
|+0||Impoverished or in debt|
|+1 to +4||Struggling|
|+5 to +10||Middle class|
|+11 to +15||Affluent|
|+16 to +20||Wealthy|
|+21 to +30||Rich|
|+31 or higher||Very rich|
Wealth checks are used to determine what you can afford and what goods and services you reasonably have access to. Wealth score reflects a hero's buying power. Every item has a purchase Difficulty, also called its cost. To purchase an item, make a Wealth check against the item's cost.
A Wealth check is a d20 roll plus your current Wealth score. If your check result equals or exceeds the cost of an item, you successfully purchase it. If you fail, you can't afford it at this time.
If your current Wealth score is equal to or greater than an item's cost, you automatically succeed. The cost is negligible for someone of your wealth. If your Wealth score is +0, you don't have the buying power to purchase anything with a cost of 10 or higher, and you can't take 10 or take 20 on Wealth checks because your cash flow is too unreliable.
If you successfully purchase something with a cost greater than your current Wealth score, your Wealth score decreases (see Losing Wealth below for details).
Shopping and Time. Buying less common objects generally takes a number of hours equal to the cost, reflecting the time needed to locate the desired item and close the deal.
Taking 10 and Taking 20. You can usually take 10 or take 20 when making a Wealth check. Taking 20 requires 20 times as long as normal, meaning you're shopping around for the best deals.
Try Again? You can try again if you fail a Wealth check, but not until you have spent an additional number of hours shopping equal to the cost of the item.
Aid Another. One other character can make an aid another attempt to help someone else buy something. If the attempt is successful, you provide the other person with a +2 bonus on the Wealth check to buy that item. If the item's cost is above your current Wealthy, you also reduce your Wealth score by 1 to reflect the financial assistance you've given.
Any time you purchase something with a cost greater than your current Wealth score or something with a cost of 15 or higher, your Wealth score decreases. How much the Wealth score is reduced depends on how expensive the item is. Your Wealth score only goes down if you successfully buy something. If you attempt to buy something and fail, your Wealth score is unaffected.
|Item Cost||Wealth Decrease|
|15 or higher||1 point|
|1-10 points higher than current Wealth score||1 point|
|11-15 points higher than current Wealth score||2 points|
|16 or more points higher than current Wealth Bonus||3 points|
Your Wealth score is always reduced by 1 point when you purchase something with a cost of 15 or higher, regardless of your Wealth score. This decrease is cumulative with any decrease that comes from your Wealth score being lower than an item's cost. For example, if your hero has a Wealth score of +10 and successfully purchases a noble's outfit (cost 16), her Wealth score would be reduced by 1 point for the cost being 15 or higher and by an additional point for the cost being 1-10 points higher than her Wealth score.
A hero typically gains Wealth when advancing in level, using his professional skill, or as a reward for accomplishing some quest.
Characters use their skills to earn a living. A skill used to earn Wealth is called a professional skill. The particular skill depends on the character's trade or profession. For example, a diplomat or courtier uses Diplomacy as a professional skill, while a smith or carpenter uses Craft, a con artist uses Bluff, a minstrel uses Perform, and so forth. Discuss with the Narrator what skill would be appropriate for your hero's profession, which can change, at the Narrator's discretion, as your character moves from one profession to another.
Characters use professional skills to improve their Wealth. You make a professional skill check to improve your Wealth score every time you attain a new level. The Difficulty is your current Wealth score. If you succeed, your Wealth score increases by +1. For every 5 points the check result exceeds the Difficulty, your Wealth score increases by an additional +1. You can't take 10 or 20 when making a professional skill check to improve your Wealth score.
Your rank in your current professional skill also automatically adds to the Wealth score increase you receive upon gaining a new level. See the accompanying table for details. (This bonus is accounted for in a character's starting Wealth score of +5.)
|Ranks||Wealth Score Increase|
Example: Lady Aris is a negotiator (and 3rd-level expert) with Wealth +13 and Diplomacy +6 (her professional skill). When she reaches 4th level, her Diplomacy increases to +7, and she makes a Diplomacy check to see if her Wealth improves from all her careful negotiation. The Difficulty is 13, her current Wealth score. On a result of 13 or more, her Wealth increases to +16 (+1 for succeeding on the check, +2 for having 7 ranks in her professional skill). For every 5 points the check exceeds 13 (at 18, 23, and so forth), her Wealth increases an additional +1.
Adventuring may result in characters finding valuable items or receiving financial rewards. In such cases, the benefit translates into a Wealth award determined by the Narrator. Generally, Wealth awards are limited to no more than a +4 increase to Wealth, and are usually less, around +1 or +2.
To sell something, determine its sale value. Assuming the item is undamaged and in working order, the sale value is equal to the item's purchase cost (as if bought new) minus 3.
Selling something can provide an increase to your Wealth score. The increase is the same amount as the Wealth score loss you would experience if you purchased an object with a cost equal to the sale value.
Regardless of your current Wealth score, your Wealth increases by 1 whenever you sell an object with a sale value of 15 or higher. If you sell something with a sale value less than or equal to your current Wealth score, and the sale value is 14 or lower, you gain nothing (the income from the sale is negligible).
Selling objects illegally usually requires contacts in the black market and reduces the sale value by an additional 3. This takes a number of hours equal to the normal cost of the item.
Weapons give heroes an edge in combat, and many heroes wield distinctive weapons. This section describes common weapons available to True SRD characters.
Weapons are grouped into several categories. These pertain to what training is needed to use the weapon, the weapon's usefulness either in close combat (melee) or at a distance (ranged, which includes both thrown and projectile weapons), and its relative encumbrance (light, one-handed, or two-handed).
Simple, Martial, and Exotic Weapons: Heroes of all roles are considered trained with simple weapons. Warriors (and others with the Weapon Training feat) are trained with martial weapons as well. The Exotic Weapon Training feat is required for training in an exotic weapon. Anyone using a weapon untrained takes a -4 penalty on attack rolls.
Melee and Ranged Weapons: Melee weapons are used for making melee attacks, though some of them can be thrown as well. Ranged weapons are thrown weapons or projectile weapons that are not effective in melee.
Reach Weapons: Lances, longspears, and whips are reach weapons. A reach weapon is a melee weapon that allows its wielder to strike targets further away. Most double the wielder's natural reach, meaning a typical mediumsized wielder can attack an opponent 10 feet away, but not an adjacent opponent 5 or fewer feet away, inside the weapon's reach. A typical large character wielding a reach weapon of the appropriate size can attack an opponent 15 or 20 feet away, but not adjacent creatures or creatures up to 10 feet away.
Thrown Weapons: Daggers, clubs, shortspears, spears, darts, javelins, throwing axes, light hammers, tridents, and nets are thrown weapons. The wielder's Strength score applies to damage dealt by thrown weapons. Throwing a light or one-handed weapon is a standard action, while throwing a two-handed weapon is a full-round action.
Projectile Weapons: Light crossbows, slings, heavy crossbows, shortbows, composite shortbows, longbows, and composite longbows are projectile weapons. Most projectile weapons require two hands to use. A character gets no Strength bonus on damage with a projectile weapon, unless it's a specially built composite bow or a sling. If the character has a negative Strength score, apply it to damage when using a bow or a sling but not a crossbow.
Ammunition: Projectile weapons use ammunition: arrows for bows, bolts for crossbows, and sling bullets for slings. When using a bow, a character can draw ammunition as a free action; crossbows and slings require an action for reloading. Generally speaking, ammunition that hits its target is destroyed or rendered useless, while normal ammunition that misses has a 50 percent chance of being destroyed or lost.
Light, One-Handed, and Two-Handed Melee Weapons: This designation is a measure of how much effort it takes to wield a weapon in combat.
Light: A light weapon is easier to use in one's off hand than a one-handed weapon is, and it can be used while grappling. A light weapon is used in one hand. Add the wielder's Strength score to damage for melee attacks with a light weapon if it's used in the primary hand, or half the wielder's Strength score (if positive) if it's used in the off hand. An unarmed strike is considered a light weapon.
One-Handed: A one-handed weapon can be used in either the primary hand or the off hand.
Two-Handed: Two hands are required to use a two-handed melee weapon effectively.
Improvised Weapons: Sometimes objects not intended as weapons see use in combat. Because such objects are not designed for this use, any creature that uses one in combat is considered untrained and takes a -4 penalty on attack rolls made with that object. To determine the size category and appropriate damage for an improvised weapon, compare its relative size and damage potential to the weapon list to find a reasonable match. An improvised weapon scores a threat on a natural roll of 20 and deals +3 damage on a critical hit. An improvised thrown weapon has a range increment of 10 feet. Characters can take the Exotic Weapon Proficiency feat in Improvised Weapons, removing the -4 attack roll penalty with them.
Here are the weapon qualities specified in the Weapons table.
Cost: This is the purchase Difficulty of the weapon. The cost includes miscellaneous gear that goes with the weapon, such as sheaths or scabbards.
Damage: This is the damage dealt by the weapon on a successful hit. Melee and thrown weapons add the wielder's Strength to this damage.
Critical: The entry in this column notes how the weapon is used with the rules for critical hits. When your character scores a critical hit, increase the damage as indicated.
+3: The weapon deals +3 damage on a critical hit.
+4: The weapon deals +4 damage on a critical hit.
+5: The weapon deals +5 damage on a critical hit.
19-20/+3: The weapon scores a threat on a natural roll of 19 or 20 (instead of just 20) and deals +3 damage on a critical hit.
18-20/+3: The weapon scores a threat on a natural roll of 18, 19, or 20 (instead of just 20) and deals +3 damage on a critical hit.
Range Increment: Any ranged attack at less than this distance is not penalized for range. However, each full range increment imposes a cumulative -2 penalty on the attack roll. A thrown weapon has a maximum range of five range increments. A projectile weapon can shoot out to ten range increments.
Weight: This column gives the weight of a version of the weapon for a medium-sized wielder. Halve this number for small weapons and double it for large weapons.
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.
Some weapons deal damage of multiple types. If a weapon is of two types, the damage it deals is all of both types. Therefore, a creature would have to be immune to both types of damage to ignore any of the damage from such a weapon.
In other cases, a weapon can deal either of two types of damage. In a situation when the damage type is significant, the wielder can choose which type of damage to deal with such a weapon.
|Light Melee Weapons|
|Dagger||4||+1||19-20/+3||10 ft.||1 lb.||Piercing or slashing|
|Gauntlet, spiked||7||+1||+3||--||1 lb.||Piercing|
|Mace, light||7||+2||+3||--||4 lb.||Bludgeoning|
|One-Handed Melee Weapons|
|Club||--||+2||+3||10 ft.||3 lb.||Bludgeoning|
|Mace, heavy||8||+3||+3||--||8 lb.||Bludgeoning|
|Morningstar||10||+3||+3||--||6 lb.||Bludgeoning and piercing|
|Shortspear||3||+2||+3||20 ft.||3 lb.||Piercing|
|Two-Handed Melee Weapons|
|Spear||4||+3||+4||20 ft.||6 lb.||Piercing|
|Bolts, crossbow (10)||3||--||--||--||1 lb.||--|
|Crossbow, heavy||7||+4||19-20/+3||120 ft.||8 lb.||Piercing|
|Crossbow, light||5||+3||19-20/+3||80 ft.||4 lb.||Piercing|
|Dart||1||+1||+3||20 ft.||1/2 lb.||Piercing|
|Javelin||3||+2||+3||30 ft.||2 lb.||Piercing|
|Sling||--||+1||+3||50 ft.||0 lb.||Bludgeoning|
|Sling bullets (10)||1||--||--||--||5 lb.||--|
|Light Melee Weapons|
|Axe, throwing||8||+2||+3||10 ft.||2 lb.||Slashing|
|Hammer, light||3||+1||+3||20 ft.||2 lb.||Bludgeoning|
|Pick, light||6||+1||+5||--||3 lb.||Piercing|
|Sword, short||9||+2||19-20/+3||--||2 lb.||Piercing|
|One-Handed Melee Weapons|
|Pick, heavy||8||+2||+5||--||6 lb.||Piercing|
|Trident||11||+3||+3||10 ft.||4 lb.||Piercing|
|Two-Handed Melee Weapons|
|Flail, heavy||11||+4||19-20/+3||--||10 lb.||Bludgeoning|
|Arrows (20)||3||--||--||--||3 lb.||--|
|Longbow||16||+3||+4||100 ft.||3 lb.||Piercing|
|Longbow, composite||17||+3||+4||110 ft.||3 lb.||Piercing|
|Shortbow||13||+2||+4||60 ft.||2 lb.||Piercing|
|Shortbow, composite||16||+2||+4||70 ft.||2 lb.||Piercing|
|One-Handed Melee Weapons|
|Sword, bastard||14||+4||19-20/+3||--||6 lb.||Slashing|
|Bolas||6||+1||+3||10 ft.||2 lb.||Bludgeoning|
|Net||12||--||--||10 ft.||6 lb.||--|
Arrows: An arrow used as a melee weapon is a light improvised weapon (-4 penalty on attack rolls) that deals damage as a dagger of its size (critical +3). Arrows come in a quiver holding 20 arrows.
Bolas: You can use this weapon to make a ranged trip attack against an opponent. You can't be tripped during your own trip attempt when using a set of bolas.
Bolts: A crossbow bolt used as a melee weapon is treated as a light improvised weapon (-4 penalty on attack rolls) and deals damage as a dagger of its size (critical +3). Bolts come in a wooden case that holds 10 bolts.
Bullets, Sling: Bullets come in a leather pouch that holds 10 bullets.
Crossbow, Heavy: You draw a heavy crossbow back by turning a small winch. Loading a heavy crossbow is a full-round action. Normally, operating a heavy crossbow requires two hands. However, you can shoot, but not load, a heavy crossbow with one hand at a -4 penalty on attack rolls.
Crossbow, Light: You draw a light crossbow back by pulling a lever. Loading a light crossbow is a move action. Normally, operating a light crossbow requires two hands. However, you can shoot, but not load, a light crossbow with one hand at a -2 penalty on attack rolls.
Dagger: You get a +2 bonus on Sleight of Hand checks made to conceal a dagger on your body.
Flail or Heavy Flail: With a flail, you get a +2 bonus on opposed attack rolls made to disarm an enemy (including the roll to avoid being disarmed if such an attempt fails). You can also use this weapon to make trip attacks. If you are tripped during your own trip attempt, you can drop the flail to avoid being tripped.
Gauntlet: This metal glove lets you deal lethal damage rather than nonlethal damage with unarmed strikes. A strike with a gauntlet is otherwise considered an unarmed attack. The cost and weight given are for a single gauntlet. Medium and heavy suits of armor (except breastplates) come with gauntlets.
Gauntlet, Spiked: Your opponent cannot use a disarm action to disarm you of spiked gauntlets. The cost and weight given are for a single gauntlet.
Javelin: Since it is not designed for melee, you are treated as untrained with it and take a -4 penalty on attack rolls if you use a javelin as a melee weapon.
Lance: A lance deals +3 additional damage when used from the back of a charging mount. It has reach, so you can strike opponents 10 feet away with it, but you can't use it against an adjacent foe. While mounted, you can wield a lance with one hand.
Longbow: You need at least two hands to use a bow. A longbow is too unwieldy to use while you are mounted. If you have a negative Strength score, apply it to damage when you use a longbow. If you have a positive Strength score, you can apply it to damage when you use a composite longbow but not a regular longbow.
Longbow, Composite: You need at least two hands to use a bow. You can use a composite longbow while mounted. All composite bows are made with a particular strength rating (that is, each requires a minimum Strength score to use). If your Strength score is less than the strength rating of the bow, you can't effectively use it, so you take a -2 penalty on attacks with it. The default composite longbow requires a Strength of 0 or higher. A composite longbow can be made with a high Strength rating to take advantage of an above-average Strength score; this feature allows you to add your Strength bonus to damage, up to the maximum bonus indicated for the bow. Each point of Strength bonus granted by the bow adds +1 to its cost. For purposes of Weapon Focus and similar feats, a composite longbow is treated as if it were a longbow.
Longspear: You can strike opponents 10 feet away with a longspear, but you can't use it against an adjacent foe. If you use a ready action to set a longspear against a charge, you deal +3 additional damage on a successful hit against a charging character.
Net: A net is used to entangle enemies. When you throw a net, you make an attack against your target. A net's maximum range is 10 feet. If you hit, the target is entangled. An entangled creature takes a -2 penalty on attack rolls and a -2 penalty on Dexterity, can move at only half speed, and cannot charge or run. If you control the trailing rope by succeeding on an opposed Strength check while holding it, the entangled creature can move only within the limits the rope allows. If the entangled creature attempts to use powers, it must make a Difficulty 15 Concentration check to succeed. An entangled creature can escape with a Difficulty 20 Escape Artist check (a full-round action). The net is Toughness 5 and can be burst with a Difficulty 25 Strength check (also a full-round action). A net is useful only against creatures within one size category of your own size.
You must fold a net to throw it effectively. The first time you throw your net in a fight, make a normal attack roll. After the net is unfolded, you take a -4 penalty on attack rolls with it. It takes 2 rounds for a trained user to fold a net and twice that long for an untrained one to do so.
Quarterstaff: A quarterstaff is a hardwood shaft, typically between 5 and 6 feet long. You can wield it one- or two-handed.
Sap: A sap is a bludgeoning weapon that inflicts non-lethal damage.
Scythe: A scythe can be used to make trip attacks. If you are tripped during your own trip attempt, you can drop the scythe to avoid being tripped.
Shield, Heavy or Light: You can bash an opponent with a shield, using it as an off-hand weapon. See the Weapons table for the damage dealt by a shield bash. For the purpose of penalties on attack rolls, treat a shield as a one-handed weapon. If you use your shield as a weapon, you lose its Defense bonus until your next action (usually until the next round).
Shortbow: You need at least two hands to use a bow. You can use a shortbow while mounted. If you have a negative Strength score, apply it to damage when you use a shortbow. If you have a positive Strength score, you can apply it to damage when you use a composite shortbow but not a regular shortbow.
Shortbow, Composite: You need at least two hands to use a bow. You can use a composite shortbow while mounted. All composite bows are made with a particular Strength rating (that is, each requires a minimum Strength score to use). If your Strength score is less than the Strength rating of the bow, you can't effectively use it, so you take a -2 penalty on attacks with it. The default composite shortbow requires a Strength of 0 or higher. A composite shortbow can be made with a high Strength rating to take advantage of an above-average Strength score; this feature allows you to add your Strength bonus to damage, up to the maximum bonus indicated for the bow. Each point of Strength bonus granted by the bow adds +1 to its cost. For purposes of Weapon Focus and similar feats, a composite shortbow is treated as if it were a shortbow.
Shortspear: A shortspear is small enough to wield one-handed. It can also be thrown.
Sickle: A sickle can be used to make trip attacks. If you are tripped during your own trip attempt, you can drop the sickle to avoid being tripped.
Sling: Your Strength score applies to damage when you use a sling, just as it does for thrown weapons. You can fire, but not load, a sling with one hand. Loading a sling is a move action requiring two hands. You can hurl ordinary stones with a sling, but stones are not as dense or round as bullets. Thus, such an attack deals -1 damage, and you take a -1 penalty on attack rolls.
Spear: A spear can be thrown. If you use a ready action to set a spear against a charge, you deal +3 additional damage on a successful hit against a charging character.
Strike, Unarmed: A medium-sized character deals +0 non-lethal damage with an unarmed strike, plus the character's Strength score. Anyone with the Improved Strike feat can deal lethal or non-lethal damage with unarmed strikes.
Sword, Bastard: A bastard sword is too large to use in one hand without special training; thus, it is an exotic weapon. You can use a bastard sword two-handed as a martial weapon.
Trident: This weapon can be thrown. If you use a ready action to set a trident against a charge, you deal +3 additional damage on a successful hit against a charging character.
Whip: A whip deals non-lethal damage. It deals no damage to any creature with an armor bonus of +1 or higher or a natural armor bonus of +3 or higher. The whip is treated as a melee weapon with 15-foot reach. In addition, unlike most other weapons with reach, you can use it against foes anywhere within your reach (including adjacent foes).
You can make trip attacks with a whip. If you are tripped during your own trip attempt, you can drop the whip to avoid being tripped.
When using a whip, you get a +2 bonus on opposed attack rolls made to disarm an opponent (including the roll to keep from being disarmed if the attack fails).
A masterwork weapon is a finely crafted version of a normal weapon. Wielding it provides a +1 bonus on attack rolls.
You can't add the masterwork quality to a weapon after it is created; it must be crafted as a masterwork weapon. The masterwork quality increases the cost of a normal weapon by +5.
Masterwork ammunition is damaged (effectively destroyed) when used. The masterwork bonus of masterwork ammunition does not stack with any bonus of the weapon firing it.
Even though some types of armor and shields can be used as weapons, you can't create a masterwork version of such an item conferring a bonus on attack rolls. Instead, masterwork armor and shields have lessened armor check penalties (see below).
Many adventurers disdain excessive armor; they prefer mobility and speed to the bulk of armor. However, warriors in particular still wear armor, and its common on battlefields. Heroes expecting heavy combat may choose to wear armor for the additional protection it offers.
To wear armor effectively, a character needs the Armor Training feat (see Armor Training in Chapter 3). Experts are automatically trained in light armor, while warriors are trained in all types of armor. Adepts aren't trained in wearing armor, but can acquire Armor Training.
Here are the armor qualities specified in the Armor and Shields table.
Cost: This is the armor's purchase Difficulty.
Bonus: Each armor or shield grants a bonus. Armor grants a bonus to Toughness saving throws. Shields grant a bonus to Defense by deflecting attacks. The bonus from a suit of armor doesn't stack with other armor. Similarly, the bonus from a shield doesn't stack with other shields.
Dodge: This is the maximum dodge bonus to Defense this type of armor allows. Heavier armors limit mobility, reducing the wearer's ability to dodge. This restriction doesn't affect other Dexterity-related abilities.
Even if your dodge bonus drops to 0 because of armor, this situation does not count as losing your dodge bonus to Defense; you still have it, it's just +0.
Except for tower shields, shields do not affect a character's maximum dodge bonus.
Penalty: Any armor heavier than leather limits your ability to use some physical skills. The armor check penalty applies to Acrobatics, Climb, Escape Artist, Jump, Sleight of Hand, Stealth, and Swim checks. Double the normal armor check penalty is applied to Swim checks. If you are wearing armor and using a shield, both armor check penalties apply.
Untrained Penalty: A hero untrained in wearing armor or using a shield applies the armor check penalty to attack rolls and all Strength- and Dexterity-based checks. The armor check penalty for armor stacks with the penalty for shields.
Sleeping in Armor: A character sleeping in medium or heavy armor is fatigued the next day (see Fatigue in Chapter 6). Sleeping in light armor does not cause fatigue.
Speed: Medium or heavy armor slows the wearer down. The number on the Armor and Shields table is the character's speed while wearing the armor. Shields do not affect a character's speed.
Weight: This column gives the weight of the armor sized for a Medium wearer. Armor fitted for Small characters weighs half as much, and armor for large characters weighs twice as much.
|Padded||6||+1||+8||0||30 ft.||10 lb.|
|Leather||9||+2||+6||0||30 ft.||15 lb.|
|Studded leather||12||+3||+5||-1||30 ft.||20 lb.|
|Chain shirt||17||+4||+4||-2||30 ft.||25 lb.|
|Hide||11||+3||+4||-3||20 ft.||25 lb.|
|Scale mail||15||+4||+3||-4||20 ft.||30 lb.|
|Chain mail||19||+5||+2||-5||20 ft.||40 lb.|
|Breastplate||20||+5||+3||-4||20 ft.||30 lb.|
|Splint mail||20||+6||+0||-7||20 ft.||45 lb.|
|Banded mail||21||+6||+1||-6||20 ft.||35 lb.|
|Half-plate||24||+7||+0||-7||20 ft.||50 lb.|
|Full plate||27||+8||+1||-6||20 ft.||50 lb.|
|Shield, light wooden||5||+1||--||-1||--||5 lb.|
|Shield, light steel||9||+1||--||-1||--||6 lb.|
|Shield, heavy wooden||8||+2||--||-2||--||10 lb.|
|Shield, heavy steel||12||+2||--||-2||--||15 lb.|
Any special benefits or accessories to the armor found on the Armor and Shields table are described here.
Banded Mail: The suit includes gauntlets.
Breastplate: It comes with a helmet and greaves.
Buckler: This small metal shield is worn strapped to your forearm. You can use a bow or crossbow without penalty while carrying it. You can also use your shield arm to wield a weapon (whether you are using an off-hand weapon or using your off hand to help wield a two-handed weapon), but you take a -1 penalty on attack rolls while doing so. This penalty stacks with those that may apply for fighting with your off hand and for fighting with two weapons. In any case, if you use a weapon in your off hand, you don't get the buckler's Defense bonus for the rest of the round. You can't bash someone with a buckler.
Chain Shirt: A chain shirt comes with a steel cap.
Chain Mail: The suit includes gauntlets.
Full Plate: The suit includes gauntlets, heavy leather boots, a visored helmet, and a thick layer of padding that is worn underneath the armor. Each suit of full plate must be individually fitted to its owner by a smith. A captured suit can be resized to fit a new owner with a purchase Difficulty of 12.
Half-Plate: The suit includes gauntlets.
Hide: This suit includes gauntlets.
Scale Mail: The suit includes gauntlets.
Shield, Tower: This massive wooden shield is nearly as tall as you are. In most situations, it provides the indicated shield bonus to Defense; however, you can instead use it as total cover, though you must give up your attacks to do so. You cannot bash with a tower shield, nor can you use your shield hand for anything else.
When employing a tower shield in combat, you take a -2 penalty on attack rolls because of the shield's encumbrance.
Splint Mail: The suit includes gauntlets.
Just as with weapons, you can purchase or craft masterwork armor and shields. Such a well-made item functions like the normal version, except that its armor check penalty is 1 less than normal.
A masterwork suit of armor or shield increases the item's cost by +3.
The masterwork quality of a suit of armor or shield does not provide a bonus on attack or damage, even if the armor or shield is used as a weapon.
You can't add the masterwork quality to armor or a shield after it is created; it must be made as a masterwork item.
This section provides an overview of the different sorts of things characters might purchase.
Some of the adventuring gear found on the Goods and Services table are described below, along with any special benefits they confer on the user.
Caltrops: A caltrop is a four-pronged iron spike crafted so one prong faces up no matter how the caltrop comes to rest. You scatter caltrops on the ground so your enemies step on them or are at least forced to slow down to avoid them. One 2-pound bag of caltrops covers an area 5 feet square.
Each time a creature moves into an area covered by caltrops (or spends a round fighting while standing in such an area), it might step on one. The caltrops make an attack roll (attack bonus +0) against the creature. For this attack, the creature's shield and deflection bonuses do not count. If the target is wearing shoes or other footwear, it gets a +2 bonus to Defense. If the caltrops succeed on the attack, the creature has stepped on one. The caltrop deals -1 damage, but a hurt creature's speed is reduced by one-half. This movement penalty lasts for 24 hours, until the injury is successfully treated with a Difficulty 15 Heal check, or until the injury received from the caltrop is healed. A charging or running creature must immediately stop if it steps on a caltrop. Any creature moving at half speed or slower can pick its way through a bed of caltrops with no trouble.
Candle: A candle dimly illuminates a 5-foot radius and burns for 1 hour.
Chain: Chain has Toughness 10. It can be burst with a Difficulty 26 Strength check.
Crowbar: A crowbar grants a +2 bonus on Strength checks for tasks using it. If used in combat, treat a crowbar as a one-handed improvised weapon that deals bludgeoning damage like a club.
Flint and Steel: Lighting a torch with flint and steel is a full-round action, and lighting any other fire with them takes at least that long.
Grappling Hook: Throwing a grappling hook successfully requires a Climb check or ranged attack roll (Difficulty 10, +2 per 10 feet of distance thrown).
Hammer: If a hammer is used in combat, treat it as a one-handed improvised weapon that deals bludgeoning damage equal to a spiked gauntlet.
Ink: This is black ink. You can buy ink in other colors, but increase cost to 10.
Jug, Clay: This basic ceramic jug is fitted with a stopper and holds 1 gallon of liquid.
Lamp, Common: A lamp clearly illuminates a 15-foot radius, provides shadowy illumination out to a 30-foot radius, and burns for 6 hours on a pint of oil. You can carry a lamp in one hand.
Lantern, Bullseye: A bullseye lantern provides clear illumination in a 60-foot cone and shadowy illumination in a 120-foot cone. It burns for 6 hours on a pint of oil. You can carry a bullseye lantern in one hand.
Lantern, Hooded: A hooded lantern clearly illuminates a 30-foot radius and provides shadowy illumination in a 60-foot radius. It burns for 6 hours on a pint of oil. You can carry a hooded lantern in one hand.
Lock: The Difficulty to open a lock with the Open Lock skill depends on the lock's quality: simple (Difficulty 20), average (Difficulty 25), good (Difficulty 30), or amazing (Difficulty 40).
Manacles: Manacles can bind a Medium creature. A manacled creature can use the Escape Artist skill to slip free (Difficulty 30, or Difficulty 35 for masterwork manacles). Breaking the manacles requires a Strength check (Difficulty 26, or Difficulty 28 for masterwork manacles). Manacles have Toughness 10. Most manacles have locks; add the cost of the lock you want to the cost of the manacles.
Oil: A pint of oil burns for 6 hours in a lantern. You can use a flask of oil as a splash weapon. Once it is thrown, there is a 50 percent chance of the flask igniting successfully and setting the target on fire.
You can pour a pint of oil on the ground to cover an area 5 feet square, provided the surface is smooth. If lit, the oil burns for 2 rounds and deals fire damage to each creature in the area (see Catching on Fire in Chapter 6).
Ram, Portable: This iron-shod wooden beam gives you a +2 bonus on Strength checks made to break open a door and it allows a second person to help you without having to roll, increasing your bonus by an additional +2.
Rope, Hempen: This rope has Toughness 3 and can be burst with a Difficulty 23 Strength check.
Rope, Silk: This rope has Toughness 4 and can be burst with a Difficulty 24 Strength check. It is so supple it provides a +2 bonus on checks to use it.
Spyglass: Objects viewed through a spyglass are magnified to twice their size.
Torch: A torch burns for 1 hour, clearly illuminating a 20-foot radius and providing shadowy illumination out to a 40- foot radius. If a torch is used in combat, treat it as a one-handed improvised weapon that deals bludgeoning damage equal to a gauntlet, plus -1 fire damage.
Vial: A vial holds 1 ounce of liquid. The stoppered container usually is no more than 1 inch wide and 3 inches high.
Artisan's Tools: These tools include the items needed to pursue any craft. Without them, you have to use improvised tools (-2 penalty on Craft checks), if you can do the job at all.
Artisan's Tools, Masterwork: These tools serve the same purpose as artisan's tools, but masterwork artisan's tools are the perfect tools for the job, so you get a +2 bonus on Craft checks made with them.
Climber's Kit: This kit gives you a +2 bonus on Climb checks.
Disguise Kit: This kit provides a +2 bonus on Disguise checks. A disguise kit is exhausted after ten uses.
Healer's Kit: This kit provides a +2 bonus on Heal checks. A healer's kit is exhausted after ten uses.
Magnifying Glass: This simple lens allows a closer look at small objects. It is also useful as a substitute for flint and steel when starting fires. Lighting a fire with a magnifying glass requires light as bright as sunlight to focus, tinder to ignite, and at least a full-round action. A magnifying glass grants a +2 bonus on checks involving appraising or studying any small or highly detailed item.
Musical Instrument, Masterwork: A masterwork instrument grants a +2 bonus on Perform checks involving its use.
Scale, Merchant's: A scale grants a +2 bonus on checks to appraise items valued by weight, including anything made of precious metals.
Tool, Masterwork: This well-made item is the perfect tool for the job. It grants a +2 bonus on a related skill check (if any). Bonuses provided by multiple masterwork items used toward the same skill check do not stack.
Thieves' Tools: This kit contains the tools you need to use the Disable Device skill. Without these tools, you must improvise tools, and you take a -2 penalty on Disable Device checks.
Thieves' Tools, Masterwork: This kit contains extra tools and tools of better make, which grant a +2 bonus on Disable Device checks.
Artisan's Outfit: This outfit includes a shirt with buttons, a skirt or pants with a drawstring, shoes, and perhaps a cap or hat. It may also include a belt or a leather or cloth apron for carrying tools.
Cold Weather Outfit: A cold weather outfit includes a wool coat, linen shirt, wool cap, heavy cloak, thick pants or skirt, and boots. It grants a +5 bonus on Fortitude saving throws against exposure to cold weather.
Courtier's Outfit: This outfit includes fancy tailored clothes in whatever fashion happens to be the current style in the courts of the nobles. Anyone trying to influence nobles or courtiers while wearing street dress will have a hard time of it (-2 penalty on Charisma-based checks to influence such individuals). If you wear this outfit without jewelry (an additional cost of at least 5), you look like an out-of-place commoner.
Entertainer's Outfit: This set of flashy, perhaps even gaudy, clothes is for entertaining. While the outfit looks whimsical, its practical design lets you tumble, dance, walk a tightrope, or just run (if the audience turns ugly).
Explorer's Outfit: This is a full set of clothes for someone who never knows what to expect. It includes sturdy boots, leather breeches or a skirt, a belt, a shirt (perhaps with a vest or jacket), gloves, and a cloak. Rather than a leather skirt, a leather overtunic may be worn over a cloth skirt. The clothes have plenty of pockets (especially the cloak). The outfit also includes any extra items you might need, such as a scarf or a widebrimmed hat.
Noble's Outfit: This set of clothes is designed specifically to be expensive and to show it. Precious metals and gems are worked into the clothing.
Peasant's Outfit: This set of clothes consists of a loose shirt and baggy breeches, or a loose shirt and skirt or overdress. Cloth wrappings are used for shoes.
Priest's Vestments: These garments are for performing priestly functions, not for adventuring.
Royal Outfit: This is just the clothing, not the royal scepter, crown, ring, and other accoutrements. Royal clothes are ostentatious, with gems, gold, silk, and fur in abundance.
Scholar's Outfit: Perfect for a scholar, this outfit includes a robe, a belt, a cap, soft shoes, and possibly a cloak.
Traveler's Outfit: This set of clothes consists of boots, a wool skirt or breeches, a sturdy belt, a shirt (perhaps with a vest or jacket), and an ample cloak with a hood.
Inn: Poor accommodations at an inn amount to a place on the floor near the hearth. Common accommodations consist of a place on a raised, heated floor and the use of a blanket and a pillow. Good accommodations consist of a small, private room with one bed, some amenities, and a covered chamber pot in the corner.
Meals: Poor meals might be composed of bread, baked turnips, onions, and water. Common meals might consist of bread, chicken stew, carrots, and watered-down ale or wine. Good meals might be composed of bread and pastries, roasted meats, vegetables, and ale or wine. Banquets are multi-course meals, including appetizers and deserts.
Barding, Medium Creature and Large Creature: Barding is a type of armor covering the head, neck, chest, body, and possibly legs of a horse or other mount. Barding made of medium or heavy armor provides better protection than light barding, but at the expense of speed. Barding can be made of any of the armor types found on the Armor and Shields table.
Armor for a horse has a cost equal to regular armor +10 and weighs twice as much. Medium or heavy barding slows a mount wearing it, as shown on the table below.
|Barding||(40 ft.)||(50 ft.)||(60 ft.)|
|Medium||30 ft.||35 ft.||40 ft.|
|Heavy||30 ft.||35 ft.||40 ft.|
A mount wearing heavy armor moves at triple its normal speed when running, instead of quadruple. A barded animal cannot carry any load other than a rider and normal saddlebags.
Donkey or Mule: Donkeys and mules are stolid in the face of danger, hardy, surefooted, and capable of carrying heavy loads over vast distances. Unlike a horse, a donkey or a mule is willing (though not eager) to enter dungeons and other strange or threatening places.
Feed: Horses, donkeys, mules, and ponies can graze to sustain themselves, but providing feed for them is much better.
Horse: A horse is suitable as a mount for a Medium rider. Warhorses can be ridden easily into combat. Other horses are hard to control in combat.
Pony: A pony is suitable as a mount for a Small rider (generally only a child). They're more commonly used as beasts of burden in mountainous regions.
Saddle, Military: A military saddle braces the rider, providing a +2 bonus on Ride checks related to staying in the saddle. If you're knocked unconscious while in a military saddle, you have a 75 percent chance to stay in the saddle (compared to 50 percent for a riding saddle).
Saddle, Pack: A pack saddle holds gear and supplies, not a rider. It holds as much gear as the mount can carry.
Saddle, Riding: The standard riding saddle supports a rider.
Carriage: This four-wheeled vehicle can transport as many as four people within an enclosed cab, plus two drivers. In general, two horses (or other beasts of burden) draw it. A carriage comes with the harness needed to pull it.
Cart: This two-wheeled vehicle can be drawn by a single horse (or other beast of burden). It comes with a harness.
Galley: This three-masted ship has seventy oars on either side and requires a total crew of 200. A galley is 130 feet long and 20 feet wide, and it can carry 150 tons of cargo or 250 soldiers. This ship cannot make sea voyages and sticks to the coast. It moves about 4 miles per hour when being rowed or under sail.
Keelboat: This 50- to 75-foot-long ship is 15 to 20 feet wide and has a few oars to supplement its single mast with a square sail. It has a crew of eight to fifteen and can carry 40 to 50 tons of cargo or 100 soldiers. It can make sea voyages, as well as sail down rivers (thanks to its flat bottom). It moves about 1 mile per hour.
Longship: This 75-foot-long ship with forty oars requires a total crew of 50. It has a single mast and a square sail, and it can carry 50 tons of cargo or 120 soldiers. A longship can make sea voyages. It moves about 3 miles per hour when being rowed or under sail.
Rowboat: This 8- to 12-foot-long boat holds two or three Medium passengers. It moves about 1-1/2 miles per hour.
Sailing Ship: This larger, seaworthy ship is 75 to 90 feet long and 20 feet wide and has a crew of 20. It can carry 150 tons of cargo. It has square sails on its two masts and can make sea voyages. It moves about 2 miles per hour.
Sled: This is a wagon on runners for moving through snow and over ice. In general, two horses (or other beasts of burden) draw it. A sled comes with the harness needed to pull it.
Wagon: This is a four-wheeled, open vehicle for transporting heavy loads. In general, two horses (or other beasts of burden) draw it. A wagon comes with the harness needed to pull it.
Warship: This 100-foot-long ship has a single mast; although, oars can also propel it. It has a crew of 60 to 80 rowers. This ship can carry 160 soldiers, but not for long distances, since there isn't room for supplies to support that many people. The warship cannot make sea voyages and sticks to the coast. It is not used for cargo. It moves about 2-1/2 miles per hour when being rowed or under sail.
Sometimes the best solution for a problem is to hire someone else to take care of it.
Coach Cab: The price given is for a ride in a coach that transports people (and light cargo) between towns. For a ride in a cab that transports passengers within a city, a trip has a negligible cost (purchase Difficulty 0).
Hireling, Trained: The amount given is the typical daily wage for mercenary warriors, masons, craftsmen, scribes, teamsters, and other trained hirelings. This value represents a minimum wage; many such hirelings require significantly higher pay.
Hireling, Untrained: The amount shown is the typical daily wage for laborers, porters, cooks, maids, and other menial workers.
Messenger: This entry includes horse-riding messengers and runners. Those willing to carry a message to a place they were going anyway may ask for less.
Road or Gate Toll: A toll is sometimes charged to cross a well-trodden, well-kept, and well-guarded road to pay for patrols on it and for its upkeep. Occasionally, a large walled city charges a toll to enter or exit (or sometimes just to enter).
Ship's Passage: Most ships do not specialize in passengers, but many have the capability to take a few along when transporting cargo.
In addition to the various mundane equipment characters can acquire there are various items endowed with supernatural properties. Such equipment is rare and usually expensive, but sometimes found in the hand of heroes and villains. Creating supernatural items requires the Imbue Item feat (see Imbue Item in Chapter 3).
A masterwork weapon can be imbued with supernatural power, making it a supernatural weapon. Supernatural weapons have the usual properties of masterwork weapons, plus they can overcome the damage reduction of certain creatures. Since supernatural trumps all other means of overcoming damage reduction, if a creature's damage reduction can be overcome at all, a supernatural weapon will do so.
The supernatural property increases a weapon's cost by +10. This includes the masterwork quality of the weapon.
Creating a supernatural weapon requires the Imbue Item feat.
Masterwork armor can be imbued with supernatural power, making it extraordinarily light and comfortable. Supernatural armor has its armor check penalty reduced by 2 (including the benefits of being masterwork).
The supernatural property increases the armor's cost by +6, which includes the masterwork quality.
Creating supernatural armor requires the Imbue Item feat.
A charm is a small item containing a single use of a supernatural power. Common charms include potions, candles, small pouches of herbs, crystals, and similar items. When a charm is activated (a standard action), it discharges the power it contains and then is rendered useless.
Creating a charm requires the Imbue Item feat as well as the power the charm will contain. It has a cost of 10 + the charm's bonus with the power, which cannot exceed its maker's bonus.
The Narrator should feel free to introduce other supernatural or unusual items in the game as desired. It is left up to the Narrator to decide what any such items can do, using the supernatural powers in Chapter 4 as guidelines.