This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.

Other Equipment

Assume a character owns at least one outfit of normal clothes. Pick any one of the following clothing outfits: artisan’s outfit, entertainer’s outfit, explorer’s outfit, monk’s outfit, peasant’s outfit, scholar’s outfit, or traveler’s outfit.

Table of contents

Wealth and money
Goods and services
Weapons and Armor

WEALTH AND MONEY

COINS

The most common coin is the gold piece (gp). A gold piece is worth 10 silver pieces. Each silver piece is worth 10 copper pieces (cp). In addition to copper, silver, and gold coins, there are also platinum pieces (pp), which are each worth 10 gp.

The standard coin weighs about a third of an ounce (fifty to the pound).


Table: Coins





————— Exchange Value ————

CP

SP

GP

PP

Copper piece (cp) or a penny=

1

1/10

1/100

1/1,000

Silver piece (sp) or dime=

25 or quarter

10

1

1/5 or nickel

Gold piece (gp) or dollar =

100

10

1

1/10

Platinum piece (pp) =

1,000

100

10

1


WEALTH OTHER THAN COINS

Merchants commonly exchange trade goods without using currency. As a means of comparison, some trade goods are detailed below.

Table: Trade Goods

Cost

Item

crystals

1 sp

—Any crystal or crystals bag that is usable by feel or any you think then just ask unless unreasonable.

crystal bag

5 sp

—This is a gem bag that's useful for any occasion.. That is any crystal or crystals bag that is usable by feel or any you think then just ask unless unreasonable and gem is there.

crystal travel bag of holding

3 sp

—Any crystal in a crystals bag that is usable by feel causes the bage to hold more than what the bag looks like the bag can hold. So think it is a bag that holds things then this is cheaper. By feel you know what is in there so you realize what you get.

1 cp

One pound of wheat

2 cp

One pound of flour, or one chicken

1 sp

One pound of iron

5 sp

One pound of tobacco or copper

1 gp or dollar

One pound of cinnamon, or one goat

2 gp

One pound of ginger or pepper, or one sheep

3 gp

One pig

4 gp

One square yard of linen

5 gp

One pound of salt or silver

10 gp

One square yard of silk, or one cow

15 gp

One pound of saffron or cloves, or one ox

50 gp

One pound of gold

500 gp

One pound of platinum

SELLING LOOT

In general, a character can sell something for half its listed price.

Trade goods are the exception to the half-price rule. A trade good, in this sense, is a valuable good that can be easily exchanged almost as if it were cash itself.

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GOODS AND SERVICES

Table: Goods and Services



Adventuring Gear



Item

Cost

Weight

Backpack (empty)

2 gp

2 lb.1

Container (empty)

2 gp

1 lb.1

Liquid container (empty)

4 gp

2 lb.1

Belt

1 gp

1.5 lb.1

Belt pouches (empty)

2 gp

2 lb.1

Weapon sheath

2 gp

2 lb.1

Concealed weapon sheath

2 gp

2 lb.1

Barrel (empty)

2 gp

30 lb.

Basket (empty)

4 sp

1 lb.

Bedroll

1 sp

5 lb.1

Bell

1 gp

Blanket, winter

5 sp

3 lb.1

Block and tackle

5 gp

5 lb.

Bottle, wine, glass

2 gp

Bucket (empty)

5 sp

2 lb.

Caltrops

1 gp

2 lb.

Candle

1 cp

Canvas (sq. yd.)

1 sp

1 lb.

Case, map or scroll

1 gp

1/2 lb.

Chain (10 ft.)

30 gp

2 lb.

Chalk, 1 piece

1 cp

Chest (empty)

2 gp

25 lb.

Crowbar

2 gp

5 lb.

Firewood (per day)

1 cp

20 lb.

Fishhook

1 sp

Fishing net, 25 sq. ft.

4 gp

5 lb.

Flask (empty)

3 cp

1-1/2 lb.

Flint and steel

1 gp

Grappling hook

1 gp

4 lb.

Hammer

5 sp

2 lb.

Ink (1 oz. vial)

8 gp

Inkpen

1 sp

Jug, clay

3 cp

9 lb.

Ladder, 10-foot

5 cp

20 lb.

Lamp, common

1 sp

1 lb.

Lantern, bullseye

12 gp

3 lb.

Lantern, hooded

7 gp

2 lb.

Lock

1 lb.

Very simple

20 gp

1 lb.

Average

40 gp

1 lb.

Good

80 gp

1 lb.

Amazing

150 gp

1 lb.

Manacles

15 gp

2 lb.

Manacles, masterwork

50 gp

2 lb.

Mirror, small steel

10 gp

1/2 lb.

Mug/Tankard, clay

2 cp

1 lb.

Oil (1-pint flask)

1 sp

1 lb.

Paper (sheet)

4 sp

Parchment (sheet)

2 sp

Pick, miner’s

3 gp

10 lb.

Pitcher, clay

2 cp

5 lb.

Piton

1 sp

1/2 lb.

Pole, 10-foot

2 sp

8 lb.

Pot, iron

5 sp

10 lb.

Pouch, belt (empty)

1 gp

1/2 lb.1

Ram, portable

10 gp

20 lb.

Rations, trail (per day)

5 sp

1 lb.1

Rope, hempen (50 ft.)

1 gp

10 lb.

Rope, silk (50 ft.)

10 gp

5 lb.

Sack (empty)

1 sp

1/2 lb.1

Sealing wax

1 gp

1 lb.

Sewing needle

5 sp

Signal whistle

8 sp

Signet ring

5 gp

Sledge

1 gp

10 lb.

Soap (per lb.)

5 sp

1 lb.

Spade or shovel

2 gp

8 lb.

Spyglass

1,000 gp

1 lb.

Tent

10 gp

20 lb.1

Torch

1 cp

1 lb.

Vial, ink or potion

1 gp

1/10 lb.

Waterskin

1 gp

4 lb.1

Whetstone

2 cp

1 lb.

Special Substances and Items



Item

Cost

Weight

Ring of holding

100 gp

.5 lbs

Bag of holding

100 gp

1 lb.

Wand

2 gp

.5 lb

Acid (flask)

10 gp

1 lb.

Alchemist’s fire (flask)

20 gp

1 lb.

Antitoxin (vial)

50 gp

Everburning torch

110 gp

1 lb.

Holy water (flask)

25 gp

1 lb.

Smokestick

20 gp

1/2 lb.

Sunrod

2 gp

1 lb.

Tanglefoot bag

50 gp

4 lb.

Thunderstone

30 gp

1 lb.

Tindertwig

1 gp

Flying carpet

10 gp

2 lb.

Magic carpet

15 gp

2 lb.

Tools and Skill Kits



Item

Cost

Weight

Alchemist’s lab

500 gp

40 lb.

Artisan’s tools

5 gp

5 lb.

Artisan’s tools, masterwork

55 gp

5 lb.

Climber’s kit

80 gp

5 lb.1

Disguise kit

50 gp

8 lb.1

Healer’s kit

50 gp

1 lb.

Holly and mistletoe

Hourglass

25 gp

1 lb.

Magnifying glass

100 gp

Musical instrument, common

5 gp

3 lb.1

Musical instrument, masterwork

100 gp

3 lb.1

Scale, merchant’s

2 gp

1 lb.

Spell component pouch

5 gp

2 lb.

Thieves’ tools

30 gp

1 lb.

Thieves’ tools, masterwork

100 gp

2 lb.

Tool, masterwork

50 gp

1 lb.

Water clock

1,000 gp

200 lb.

Clothing



Item

Cost

Weight

Artisan’s outfit

1 gp

4 lb.1

Cleric’s vestments

5 gp

6 lb.1

Cold weather outfit

8 gp

7 lb.1

Courtier’s outfit

30 gp

6 lb.1

Entertainer’s outfit

3 gp

4 lb.1

Explorer’s outfit

10 gp

8 lb.1

Monk’s outfit

5 gp

2 lb.1

Noble’s outfit

75 gp

10 lb.1

Peasant’s outfit

1 sp

2 lb.1

Royal outfit

200 gp

15 lb.1

Scholar’s outfit

5 gp

6 lb.1

Traveler’s outfit

1 gp

5 lb.1

Food, Drink, and Lodging



Item

Cost

Weight

Ale



Gallon

2 sp

8 lb.

Mug

4 cp

1 lb.

Banquet (per person)

10 gp

Bread, per loaf

2 cp

1/2 lb.

Cheese, hunk of

1 sp

1/2 lb.

Inn stay (per day)



Good

2 gp

Common

5 sp

Poor

2 sp

Meals (per day)



Good

5 sp

Common

3 sp

Poor

1 sp

Meat, chunk of

3 sp

1/2 lb.

Wine



Common (pitcher)

2 sp

6 lb.

Fine (bottle)

10 gp

1-1/2 lb.

Mounts and Related Gear



Item

Cost

Weight

Barding



Medium creature

x2

x1

Large creature

x4

x2

Bit and bridle

2 gp

1 lb.

Dog, guard

25 gp

Dog, riding

150 gp

Donkey or mule

8 gp

Feed (per day)

5 cp

10 lb.

Horse



Horse, heavy

200 gp

Horse, light

75 gp

Pony

30 gp

Warhorse, heavy

400 gp

Warhorse, light

150 gp

Warpony

100 gp

Saddle



Military

20 gp

30 lb.

Pack

5 gp

15 lb.

Riding

10 gp

25 lb.

Saddle, Exotic



Military

60 gp

40 lb.

Pack

15 gp

20 lb.

Riding

30 gp

30 lb.

Saddlebags

4 gp

8 lb.

Stabling (per day)

5 sp

Transport



Item

Cost

Weight

Carriage

100 gp

600 lb.

Cart

15 gp

200 lb.

Galley

30,000 gp

Keelboat

3,000 gp

Longship

10,000 gp

Rowboat

50 gp

100 lb.

Oar

2 gp

10 lb.

Sailing ship

10,000 gp

Sled

20 gp

300 lb.

Wagon

35 gp

400 lb.

Warship

25,000 gp

ADVENTURING GEAR

few of the pieces of adventuring gear found on Table: Goods and Services are described below, along with any special benefits they confer on the user (“you”).

Container:

This is storage that can contain up to 5 medium sized items.

Liquid container:

This is a liquid container that stores 1 gallon of liquid.

Belt pouches:

5 pouches and bags, that fit on the belt and can store 4 small or 2 medium sized items each.

Weapon sheath:

This sheath allows you to carry any weapon you think to own.

Concealed weapon sheath:

This allows you to carry a weapon that is concealed from sight.

Caltrops:

A caltrop is a four-pronged iron spike crafted so that one prong faces up no matter how the caltrop comes to rest. You scatter caltrops on the ground in the hope that 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 (base attack bonus +0) against the creature. For this attack, the creature’s shield, armor, and deflection bonuses do not count. If the creature is wearing shoes or other footwear, it gets a +2 armor bonus to AC. If the caltrops succeed on the attack, the creature has stepped on one. The caltrop deals 1 point of damage, and the creature’s speed is reduced by one-half because its foot is wounded. This movement penalty lasts for 24 hours, or until the creature is successfully treated with a DC 15 Heal check, or until it receives at least 1 point of magical curing. 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.

Caltrops may not be effective against unusual opponents.

Candle:

A candle dimly illuminates a 5-foot radius and burns for 1 hour.

Chain:

Chain has hardness 10 and 5 hit points. It can be burst with a DC 26 Strength check.

Crowbar:

A crowbar it grants a +2 circumstance bonus on Strength checks made for such purposes. If used in combat, treat a crowbar as a one-handed improvised weapon that deals bludgeoning damage equal to that of a club of its size.

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 Use Rope check (DC 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 that of a spiked gauntlet of its size.

Ink:

This is black ink. You can buy ink in other colors, but it costs twice as much.

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 DC to open a lock with the Open Lock skill depends on the lock’s quality: simple (DC 20), average (DC 25), good (DC 30), or superior (DC 40).

Manacles and Manacles, Masterwork:

Manacles can bind a Medium creature. A manacled creature can use the Escape Artist skill to slip free (DC 30, or DC 35 for masterwork manacles). Breaking the manacles requires a Strength check (DC 26, or DC 28 for masterwork manacles). Manacles have hardness 10 and 10 hit points.

Most manacles have locks; add the cost of the lock you want to the cost of the manacles.

For the same cost, you can buy manacles for a Small creature.

For a Large creature, manacles cost ten times the indicated amount, and for a Huge creature, one hundred times this amount. Gargantuan, Colossal, Tiny, Diminutive, and Fine creatures can be held only by specially made manacles.

Oil:

A pint of oil burns for 6 hours in a lantern. You can use a flask of oil as a splash weapon. Use the rules for alchemist’s fire, except that it takes a full round action to prepare a flask with a fuse. Once it is thrown, there is a 50% chance of the flask igniting successfully.

You can pour a pint of oil on the ground to cover an area 5 feet square, provided that the surface is smooth. If lit, the oil burns for 2 rounds and deals 1d3 points of fire damage to each creature in the area.

Ram, Portable:

This iron-shod wooden beam gives you a +2 circumstance 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 2.

Rope, Hempen:

This rope has 2 hit points and can be burst with a DC 23 Strength check.

Rope, Silk:

This rope has 4 hit points and can be burst with a DC 24 Strength check. It is so supple that it provides a +2 circumstance bonus on Use Rope checks.

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 that of a gauntlet of its size, plus 1 point of 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.

SPECIAL SUBSTANCES AND ITEMS

Any of these substances except for the everburning torch and holy water can be made by a character with the Craft (alchemy) skill or any spell that suits the purpose.

Ring of holding

A ring of holding shifts things upon touch to a dimension of holding if you wear it. You could even shift yourself there and back again. Upon thinking about the item you recall it and if you need it its there. You only have 1/2 lbs in weight, and real items weight is not here. When you shift the items to or from your area it will work perfectly, no time passes in real time of the dimension of holding.

It comes in various sizes, so think to choose the size that fits your finger. This is useful as you can store or unstore things, that's up to an unlimited amount of things. If you get this, you will have an item that stores whatever you want. So think and you know what to do.

Bag of holding

This bag is magical and you can put an unlimited amount of things in it. This makes what you put as weightless in reality. The bag cannot be placed in another bag of holding. It could explode. The bag itself is 1 lb. That's all there is to it. Enjoy what you get.

Wand

Wand; This is a stick of wood that you can channel gated energy through that creates with its consciousness being directed by you. Its consciousness does what you intend it to do as you imagine or think of the need and the wand consciousness gathers energy to program it and create whatever result you need. Your will wins the wand. If won, you can create anything with it, and in order to win it you practice with it until you get an effect from it. Mainly focus your will and need an effect for a few minutes or an action. Then, it will work for you. Unless otherwise specified by ability. This can create 1d10+focus ranks per every 2 levels worth of damage/healing and unlimited until not focused results. That is 1d6 rounds in battle and otherwise its unlimited until not wanted outside of battle by your will.

Acid:

You can throw a flask of acid as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet. A direct hit deals 1d6 points of acid damage. Every creature within 5 feet of the point where the acid hits takes 1 point of acid damage from the splash.

Alchemist’s Fire:

You can throw a flask of alchemist’s fire as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet.

A direct hit deals 1d6 points of fire damage. Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of damage. If desired, the target can use a full-round action to attempt to extinguish the flames before taking this additional damage. Extinguishing the flames requires a DC 15 Reflex save. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a lake or magically extinguishing the flames automatically smothers the fire.

Antitoxin:

If you drink antitoxin, you get a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.

Everburning Torch:

This otherwise normal torch has a continual flame spell cast upon it. An everburning torch clearly illuminates a 20-foot radius and provides shadowy illumination out to a 40-foot radius.

Holy Water:

Holy water damages undead creatures and evil outsiders almost as if it were acid. A flask of holy water can be thrown as a splash weapon.

Treat this attack as a ranged touch attack with a range increment of 10 feet. A flask breaks if thrown against the body of a corporeal creature, but to use it against an incorporeal creature, you must open the flask and pour the holy water out onto the target. Thus, you can douse an incorporeal creature with holy water only if you are adjacent to it. Doing so is a ranged touch attack that does not provoke attacks of opportunity.

A direct hit by a flask of holy water deals 2d4 points of damage to an undead creature or an evil outsider. Each such creature within 5 feet of the point where the flask hits takes 1 point of damage from the splash.

Temples to good deities sell holy water at cost (making no profit).

Smokestick:

This alchemically treated wooden stick instantly creates thick, opaque smoke when ignited. The smoke fills a 10- foot cube (treat the effect as a fog cloud spell, except that a moderate or stronger wind dissipates the smoke in 1 round). The stick is consumed after 1 round, and the smoke dissipates naturally.

Sunrod:

This 1-foot-long, gold-tipped, iron rod glows brightly when struck. It clearly illuminates a 30-foot radius and provides shadowy illumination in a 60-foot radius. It glows for 6 hours, after which the gold tip is burned out and worthless.

Tanglefoot Bag:

When you throw a tanglefoot bag at a creature (as a ranged touch attack with a range increment of 10 feet), the bag comes apart and the goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. Huge or larger creatures are unaffected by a tanglefoot bag. A flying creature is not stuck to the floor, but it must make a DC 15 Reflex save or be unable to fly (assuming it uses its wings to fly) and fall to the ground. A tanglefoot bag does not function underwater.

A creature that is glued to the floor (or unable to fly) can break free by making a DC 17 Strength check or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. A character capable of spellcasting who is bound by the goo must make a DC 15 Concentration check to cast a spell. The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness. An application of universal solvent to a stuck creature dissolves the alchemical goo immediately.

Thunderstone:

You can throw this stone as a ranged attack with a range increment of 20 feet. When it strikes a hard surface (or is struck hard), it creates a deafening bang that is treated as a sonic attack. Each creature within a 10-foot-radius spread must make a DC 15 Fortitude save or be deafened for 1 hour. A deafened creature, in addition to the obvious effects, takes a –4 penalty on initiative and has a 20% chance to miscast and lose any spell with a verbal component that it tries to cast.

Since you don’t need to hit a specific target, you can simply aim at a particular 5-foot square. Treat the target square as AC 5.

Tindertwig:

The alchemical substance on the end of this small, wooden stick ignites when struck against a rough surface. Creating a flame with a tindertwig is much faster than creating a flame with flint and steel (or a magnifying glass) and tinder. Lighting a torch with a tindertwig is a standard action (rather than a full-round action), and lighting any other fire with one is at least a standard action.

Flying carpet:

Flying carpet: This is a carpet you sit or stand on and thinking of where you need to go. As you step on the carpet or sit upon it, say "cruise" or whatever you want and you are off to the area you wanted to be.

Magic carpet:

Magic carpet; This carpet has intricate designs on it, upon standing on it and willing yourself to be somewhere you imagine yourself to appear will shift you to someplace you want to be. Think of the carpet to reappear there as you imagine youself standing on it and feel yourself shift back.

TOOLS AND SKILL KITS

Alchemist’s Lab:

An alchemist’s lab always has the perfect tool for making alchemical items, so it provides a +2 circumstance bonus on Craft (alchemy) checks. It has no bearing on the costs related to the Craft (alchemy) skill. Without this lab, a character with the Craft (alchemy) skill is assumed to have enough tools to use the skill but not enough to get the +2 bonus that the lab provides.

Artisan’s Tools:

These special 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 (above), but masterwork artisan’s tools are the perfect tools for the job, so you get a +2 circumstance bonus on Craft checks made with them.

Climber’s Kit:

This is the perfect tool for climbing and gives you a +2 circumstance bonus on Climb checks.

Disguise Kit:

The kit is the perfect tool for disguise and provides a +2 circumstance bonus on Disguise checks. A disguise kit is exhausted after ten uses.

Healer’s Kit:

It is the perfect tool for healing and provides a +2 circumstance 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 circumstance bonus on Appraise checks involving any item that is small or highly detailed.

Musical Instrument, Common or Masterwork:

A masterwork instrument grants a +2 circumstance bonus on Perform checks involving its use.

Scale, Merchant’s:

A scale grants a +2 circumstance bonus on Appraise checks involving items that are valued by weight, including anything made of precious metals.

Thieves’ Tools:

This kit contains the tools you need to use the Disable Device and Open Lock skills. Without these tools, you must improvise tools, and you take a –2 circumstance penalty on Disable Device and Open Locks checks.

Thieves’ Tools, Masterwork:

This kit contains extra tools and tools of better make, which grant a +2 circumstance bonus on Disable Device and Open Lock checks.

Tool, Masterwork:

This well-made item is the perfect tool for the job. It grants a +2 circumstance bonus on a related skill check (if any). Bonuses provided by multiple masterwork items used toward the same skill check do not stack.

Water Clock:

This large, bulky contrivance gives the time accurate to within half an hour per day since it was last set. It requires a source of water, and it must be kept still because it marks time by the regulated flow of droplets of water.

CLOTHING

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.

Cleric’s Vestments:

These ecclesiastical clothes are for performing priestly functions, not for adventuring.

Cold Weather Outfit:

A cold weather outfit includes a wool coat, linen shirt, wool cap, heavy cloak, thick pants or skirt, and boots. This outfit grants a +5 circumstance 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 skill checks to influence such individuals). If you wear this outfit without jewelry (costing an additional 50 gp), 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 wide-brimmed hat.

Monk’s Outfit:

This simple outfit includes sandals, loose breeches, and a loose shirt, and is all bound together with sashes. The outfit is designed to give you maximum mobility, and it’s made of high-quality fabric. You can hide small weapons in pockets hidden in the folds, and the sashes are strong enough to serve as short ropes.

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. To fit into the noble crowd, every would-be noble also needs a signet ring (see Adventuring Gear, above) and jewelry (worth at least 100 gp).

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.

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.

FOOD, DRINK, AND LODGING

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, 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, beef, peas, and ale or wine.

MOUNTS AND RELATED GEAR

Barding, Medium Creature and Large Creature:

Barding is a type of armor that covers 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 Table: Armor and Shields.

Armor for a horse (a Large nonhumanoid creature) costs four times as much as armor for a human (a Medium humanoid creature) and also weighs twice as much as the armor found on Table: Armor and Shields (see Armor for Unusual Creatures). If the barding is for a pony or other Medium mount, the cost is only double, and the weight is the same as for Medium armor worn by a humanoid. Medium or heavy barding slows a mount that wears it, as shown on the table below.


———— Base Speed —––——

Barding

(40 ft.)

(50 ft.)

(60 ft.)

Medium

30 ft.

35 ft.

40 ft.

Heavy

30 ft.1

35 ft.1

40 ft.1

1 A mount wearing heavy armor moves at only triple its normal speed when running instead of quadruple.

Flying mounts can’t fly in medium or heavy barding.

Removing and fitting barding takes five times as long as the figures given on Table: Donning Armor. A barded animal cannot be used to carry any load other than the rider and normal saddlebags.

Dog, Riding:

This Medium dog is specially trained to carry a Small humanoid rider. It is brave in combat like a warhorse. You take no damage when you fall from a riding dog.

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. If you have a riding dog, you have to feed it at least some meat.

Horse:

A horse (other than a pony) is suitable as a mount for a human, dwarf, elf, half-elf, or half-orc. A pony is smaller than a horse and is a suitable mount for a gnome or halfling.

Warhorses and warponies can be ridden easily into combat. Light horses, ponies, and heavy horses are hard to control in combat.

Saddle, Exotic:

An exotic saddle is like a normal saddle of the same sort except that it is designed for an unusual mount. Exotic saddles come in military, pack, and riding styles.

Saddle, Military:

A military saddle braces the rider, providing a +2 circumstance bonus on Ride checks related to staying in the saddle. If you’re knocked unconscious while in a military saddle, you have a 75% chance to stay in the saddle (compared to 50% for a riding saddle).

Saddle, Pack:

A pack saddle holds gear and supplies, but not a rider. It holds as much gear as the mount can carry.

Saddle, Riding:

The standard riding saddle supports a rider.

TRANSPORT

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. For 8,000 gp more, it can be fitted with a ram and castles with firing platforms fore, aft, and amidships. 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.

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Weapons and Armor

   Weapons and armor is whatever you decide to have on the body. Or, to have in the backpack and carry-ons. Gotten from whatever game book that you want. Its possible the GM will specify what you can buy. Dip any weapon in poison for an extra 2d10 poison damage. Handle carefully. This lasts per round until antidote is applied.

   The effect of a weapon can be gated to the area of the targets. That is because the soul or spirit can cause the gateway for the effect, that the targets will be near for it to effect them. This negates distance and makes the effect near or on the targets. No matter where they are in life. There is a concept that makes it lifelike. So if you think to use this, then you must know where the targets are in the area they exist. This is known by psychic means, we are all psychic in one way or another. This is a known effect.

Look here for the armor tables. Here, below is some of the Weapon and armor tables, from . Added to it, is that of a magic armor.

Weapons Prof
Damage
Range
Cost
Weight
Category
Critical Properties
Gauntlet
1d4
2 GP 1 lb Bludgeoning x2
Unarmed Strike/Fist
1d4


Bludgeoning x2
Simple Melee
Dagger
3
1d4
5/10
2 GP
1 lb
Piercing or Slashing 19-20/ x2
Mace
2
1d8
-
5 GP
4 lb
Bludgeoning
x2 Versatile
Quarterstaff

1d8

-
4 lb
Bludgeoning
x2 two-handed
Spear
2
1d8
10/20
2 GP
6 lb
Piercing
x3
Versatile
Military Weapons
Axe, Great

1d12

20 GP
12 lb
Slashing
x3
Two-handed, High Crit
Club, Great

2d4

8 GP
8 lb
Bludgeoning
x2
Two-handed
Flail

1d10

15 GP
10 lb
Bludgeoning
19-20/ x2

Greatsword

2d6

50 GP
8 lb
Slashing
19-20/x2
Two-handed
Halbred

1d10
Reach 2
10 GP
12 lb
Piercing or Slashing
x3
Two-handed
Handaxe
1
1d6
5/10
6 GP
3 lb
Slashing
x3

Longsword
2
1d8
-
15 GP
4 lb
Slashing
19-20/x2
Versatile
Rapier

1d8

20 GP
2 lb
Piercing
18-20/x2

Scimitar

1d8

15 GP
4 lb
Slashing

High crit
Short sword
3
1d6
-
10 GP
2 lb
Piercing
19-20/x2

Arming sword
2
1d8
-
20 GP
3 lb
Piercing
17-20/x3
Finesse, Versatile (1d8)
Warhammer
1
1d10

12 GP
5 lb
Bludgeoning
x3
Versatile
War pick
2
1d8
-
15 gp
6 lbs
Pick

High Crit, Versatile
Superior Melee
Chain, Spiked

2d4
Reach 2
25 GP
10 lb
Piercing
x2


Ranged
Simple Ranged
Crossbow

1d6
15/30
35 GP
4 lb
Piercing
19-20/x2

Crossbow, Hand

1d6
10/20
100 GP
2 lb
Piercing
19-20/x2

Sling

1d6
10/20
-
0 lb
Bludgening
x2

Blowpipe

1d8 per blow dart
10/30
5 GP
1 lb
-
x2

Military Ranged
Bow, Long
2
1d8
20/40
75 GP
3 lb
Piercing
x3
Load Free Action
Bow, Short
2
1d6
20/30
30 GP
2 lb
Piercing
x3
Load Free Action
Throwing hammer
2
1d6
5/10
1 GP
2 lb
Bludgeoning
x2

25 darts in belt 1 1d10 5/20' 15 gp 1 lbs. piercing - This can be described as any normal type of dart, that's thrown on use. Any poison coating by dipping it is an extra 2d10 per round, until an antidote is used.
25 poison darts in special belt 1 3d10 per round poison damage 5/20' 15 gp 1 lbs. piercing - This can be described as a type of dart, that's poisoned with drow poison and thrown to strike the target. Any poison coating by dipping it is an extra 2d10 per round, until an antidote is used. Handle these darts with care.
Ammo
Arrows for bow in quiver 1
-

10 GP
1 lb
Piercing
x4
Can shoot 3 arrows at will for 3d6+1 dmg each.
Bolts for crossbow 1
-

10 GP
1 lb
Piercing
x4
Can shoot 2 bolts at will for 3d8+1 dmg each.
Blow darts - - - 10 gp 1 lb. piercing x2
Magic Weapons
Force Scimitar 1
1d8+6

200 GP
5 lb
Slashing
x4
Can shoot 2 force bolts at will for 3d6+1 dmg each 3 times per day.
Light sabre 1
4d10+6

500 GP
1 lb
Searing
x4
Extendable, Laser that can cut through anything
PPC Gun 2 2d8+6 30' 200 gp 10 Searing x3 Small, Does not need ammo
PPC Turbine 3 3d8+10 40' 500 gp 20 Searing x3 Medium, Repeater, Does not need ammo
Deva mace 1 4d8+strength modifier with 5d8 radiant 5' 50 gp 4 lbs. Blunt and Radiant x3 Medium
Energy shot warbow 2 3d8+focus ranks 50' 400 gp 4 lbs. Radiant x3 Large, 2-handed, Does not need ammo
Magic Darts 1 4d10+4d10 elemental damage 5/20' 300 gp 3 lb. radiant and elemental x4 small, 1-handed, You can toss the energy darts and it reforms as you need it in hand. It can be any element that's tossed for extra damage.
Magic blow pipe 1 4d10+Focus ranks Unlimited range 200 gp 3 lb. radiant x3 small, 1-handed, Upon upon breathing through it is to cause an energy projectile to shoot forth
Barbed whip 1 3d10 energy and 2d10 infliction per whip end 5/20' 400 gp 3 lb. energy and infliction x4 medium, 1-handed, this weapon has three ends and creates the effect of 3 energy strikes, that's with barbed damage done upon hit.
Firesword 1 25% more fire and 1d10 infliction 5/10' 200 gp 3 lb. fire and infliction x4 medium, 1-handed, this weapon creates with the fire effect by adding 25% more damage and also has normal slashing damages.
Icesword 1 10% more cold and 1d10 infliction 5/10' 100 gp 3 lb. ice and infliction x3 medium, 1-handed, a sword that emanates coldness as the ice sword it does 10% more damage and slows down targets. so they have one fewer action and also has normal slashing damages.
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Magic Weapon Descriptions

 Light Sabre: This is a hilt that has an inset crystal in it. This crystal extends at will to become an extendable cutting laser beam. This laser beam is controllable by will, as to the length. This lightsabre can cut through anything. Its powered on by a switch and uses Energy crystals. The energy crystals take magic from the air to create electricity and energize the light sabre. Damage: 4d10+6

 Deva mace; This mace looks ordinary, yet feels different as it creates radiant damage. It weighs 4 lbs. and it does 4d8 (8~32) + Strength modifier damage and extra damage is 5d8 (8~40) radiant damage., it deals bludgeoning damage and is 1-handed.

 Energy shot warbow; This bow is where you shoot forth energy into the target or targets, then that's from the focused bioenergy and the bow energy itself. You can cause radiant damage. This device weighs 4 lbs. and can shoot up to 50 feet. You can shoot up to 3 arrows of energy at once. The damages are 3d8+focus ranks in damage.

 Magic dart gun; This device is small and 1-handed, that's made of unbreakable stuff. It can shoot energy darts that does what you think with radiant damage. So it will do what you think to it to do and needs no ammo. The magic is where its range is 5/50'. It weighs 3 lbs. Its damage is 4d10+4d10 elemental damage, that you focus into the dart of any gated in element from the elemental plane of energy. This you think to shoot forth.

 Magic blow pipe; The reinforced pipe is capable upon breathing through it to cause an energy projectile, that is energy combined with the heat of your breath sent to hit the target with radiant damage. The damages are 4d10+focus ranks per missile that's gated by the soul to the target.

 Barbed whip; This is a weapon that has three ends and creates the effect of 3 energy strikes, that's with barbed damage done upon hit. Its range is up to 20'. This is using an idea to effect the target hit, this is with 3d10 energy damages and 2d10 infliction damages per each whip end.

Weapon Properties

  Weapon properties define additional characteristics shared by weapons that might be in different groups.

 Heavy Thrown: You hurl a thrown weapon from your hand, rather than using it to loose a projectile. A ranged basic attack with a heavy thrown weapon uses your Strength instead of your Dexterity for the attack and damage rolls.

 High Crit: A high crit weapon deals more damage when you score a critical hit with it. A critical hit deals maximum weapon damage and an extra 1[W] at 1st–10th levels, an extra 2[W] at 11th–20th levels, and an extra 3[W] at 21st–30th levels. This extra damage is in addition to any critical damage the weapon supplies if it is a magic weapon.

 Light Thrown: A ranged basic attack with a light thrown weapon uses your Dexterity. Light thrown weapons don't deal as much damage as heavy thrown weapons, but some powers let you hurl several of them at once or in rapid succession.

 Load: Ranged weapons that loose projectiles, including bows, crossbows, and slings, take some time to load. When a weapon shows “load free” on the Ranged Weapons table, that means you draw and load ammunition as a free action, effectively part of the action used to attack with the weapon. Any weapon that has the load property requires two hands to load, even if you can use only one hand to attack with it. (The sling, for example, is a one-handed weapon, but you need a free hand to load it.) The crossbow is “load minor,” which means it requires a minor action to load a bolt into the weapon. If a power allows you to hit multiple targets, the additional load time is accounted for in the power.

 Off-Hand: An off-hand weapon is light enough that you can hold it and attack effectively with it while holding a weapon in your main hand. You can't attack with both weapons in the same turn, unless you have a power that lets you do so, but you can attack with either weapon.

 Reach: With a reach weapon, you can attack enemies that are 2 squares away from you as well as adjacent enemies, with no attack penalty. You can still make opportunity attacks only against adjacent enemies. Likewise, you can flank only an adjacent enemy.

 Small: This property describes a two-handed or a versatile weapon that a Small character can use in the same way a Medium character can. A halfling can use a shortbow, for example, even though halflings can't normally use two-handed weapons.

 Versatile: Versatile weapons are one-handed, but you can use them two-handed. If you do, you deal an extra 1 point of damage when you roll damage for the weapon. A Small character such as a halfling must use a versatile weapon two-handed and doesn't deal extra damage.

 Spread: The effect is spread out and can hit many targets.

 Spread Radius: The effect is in a circular radius that hits many targets nearly at once.

 Scattershot: The bullet is broken apart on shooting, they can hit some targets.

 Ranged effect: The range on the weapon allows it to shoot at farther distances without penalty. Although, the shot takes longer.

 Repeater: The shooting of a single bullet can repeat many times. This is in a action or round by firing just once. It can hit multiple targets a once. An example is the Machine gun. It can shoot many targets by swinging the weapon in an arc. Simply by holding down the trigger.

 Cutting: This is a blade that cuts through to inflict damage. It can be a vibrational blade, a cutting chain or a saw blade. These blades can cut through things as well.

 Extendable: The Weapon can extend its blade or beam any distance, at will. This is to strike at the target with a swing. Mostly, light sabres use the extendable property.

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Armor Type AC Bonus Value AC Check Weight Special Properties
Armor
Type
AC Bonus Value
AC Check Penalty
Weight in lbs
Special Properties
Light(1)
Cloth
0
0
2


Brigadine
8
0
10
This is armor with steel plates and they are bound in cloth.

Leather
2
0
15


Hide
3
0
25

Heavy(2)
Chain
6
-1
40


Scale
7
-2
30


Plate
8
-4
50

Shields
Light
1
0
6


Heavy
2
0
10

Magic (Light)
Aururum Armor of Flight 13 -1 15 Repairs itself, and casts Flight or Hover at will. Allow 10 minutes to allow it to recover and be able to cast again.
Aururum Bioarmor of Regeneration 30 -1 10 Regenerates itself, at a rate of 40% per second and makes itself disappear on your need. Causes the feat Greater Energy body on the wearer. Can form a natural shield that is part of the bioarmor.

Polymorphic Bioarmor
20
-2
10
Regenerates at a rate of 20% damage per second and gives the ability of Regeneration to its wearer. Does not count as armor but as a shield.
Large Shield Aururum Shield of Power 10 - 5 Repairs itself, and creates an instant power-up at will, 3 times a day. All your Energy percentage is restored to 100%.
Small Shield Bioshield
13
-
4
Regenerates itself at a pace of 20% damage per second and looks like a living bracer that forms at Will into a living regenerative shield. This can merge with your armor and unmerge, at will.

  *Armor check penalty applies to Athletics, Acrobatics, and Stealth
  (1) Add either your Dexterity or Intelligence (use the highest) ability modifier to your AC
  (2) Do not add Dexterity or Intelligence modifiers to AC while wearing Heavy Armor

  Certain kinds of armor are made according to arcane and esoteric methods that involve weaving magic into the substance of the armor. These Masterwork Armors never appear except as magic armor and even then only at the highest levels (16th and above). The various kinds of masterwork armor fall into the same categories as mundane armor and have similar statistics, but they have a higher armor bonus than their mundane counterparts. The cost of masterwork armor is included in the cost of the magic armor.

  For a description of the armor look beside the Armor Table, here. The magic armor listed as Polymorphic Bioarmor is alive, it regenerates. It basically restores itself. It also causes you, that wears it, to regenerate, as well. Consider those who wear it, to gain the fast regeneration special ability, with the regen rate of healing 2d10 extra HP, per round, or per each minute outside of combat. Also, it strengthens the body, with a +2 to the strength stat.

  The Aururum Bioarmor is alive and repairs itself. It also causes a 2d20 HP regen rate. This armor increases your strength by +3 and gives you a greater energy body. This makes it so you don't have to eat or drink and you soak in energy.

  Below level 11, you can't use Bioarmor, for it usurps control of the body. After level 10, and on level 11, your resistance to its magic is enough, to retain control from its magical influence. Albeit its an alive, light armor, thats magical, its extremely useful.

ARMOR FOR UNUSUAL CREATURES

Armor and shields for unusually big creatures, unusually little creatures, and nonhumanoid creatures have different costs and weights from those given on Table: Armor and Shields. Refer to the appropriate line on the table below and apply the multipliers to cost and weight for the armor type in question.

Humanoid
Nonhumanoid
Size
Cost
Weight
Cost
Weight
Tiny or smaller1
x1/2
x1/10
x1
x1/10
Small
x1
x1/2
x2
x1/2
Medium
x1
x1
x2
x1
Large
x2
x2
x4
x2
Huge
x4
x5
x8
x5
Gargantuan
x8
x8
x16
x8
Colossal
x16
x12
x32
x12
1 Divide armor bonus by 2.
GETTING INTO AND OUT OF ARMOR

The time required to don armor depends on its type; see Table: Donning Armor.

Don:

This column tells how long it takes a character to put the armor on. (One minute is 6 rounds.) Readying (strapping on) a shield is only a move action.

Don Hastily:

This column tells how long it takes to put the armor on in a hurry. The armor check penalty and armor bonus for hastily donned armor are each 1 point worse than normal.

Remove:

This column tells how long it takes to get the armor off. Loosing a shield (removing it from the arm and dropping it) is only a move action.

Table: Donning Armor
Armor Type Don Don Hastily Remove
Shield (any) 1 move action n/a 1 move action
Padded, leather, hide, studded leather, chain shirt or kevlar 1 minute 5 rounds 1 minute1
Breastplate, scale mail, chainmail, banded mail, splint mail or aururum 4 minutes1 1 minute 1 minute1
Half-plate or full plate 4 minutes2 4 minutes1 1d4+1 minutes1
1 If the character has some help, cut this time in half. A single character doing nothing else can help one or two adjacent characters. Two characters can’t help each other don armor at the same time.
2 The wearer must have help to don this armor. Without help, it can be donned only hastily.
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