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Live Ars DnD 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.

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Equipment etc..
Modern equipment and etc
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). However, crystals hold a value as well, where there is credit or money held as a value on a crystal chip. The chip reader is a valuable tool and usually costs 10 gold. So where there is a chip you can read it and the banks can convert value or hold things of value. Think to use the bank to convert coins or items to credit. In modern mode, treat the gold piece like a gold dollar or a dollar and a platinum piece like it was 10 dollars. The copper piece like a cent. A silver piece as a dime. 5 copper pieces as a nickel. Also, 2 silver pieces and 5 copper as a quarter.


Table: Amount without change or Credit exchanges

————— Exchange Value ————

Dollars and cents

Credit value

Value

1 cent
5 cents
10 cents
25 cents
50 cents
75 cents
1.00
5.00
10.00
100.00
1000.00
10000.00
100000.00
1000000.00

1
5
10
25
50
75
100
500
1000
10000
100000
1000000
10000000
100000000

Table: Coins

————— Exchange Value ————

CP

SP

GP

PP

Modern value

Copper piece (cp)

1

1/10

1/100

1/1,000

1 for a penny, 5 for a nickel and 55 for a quarter

Silver piece (sp)

25

1

1/10

1/100

1 for 1 dime and 2 1/2 for a quarter

Gold piece (gp)

100

10

1

1/10

1 dollar and 1/2 for a half-dollar

Platinum piece (pp)

1,000

100

10

1

10 dollars


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

Item Description

crystals

1 sp or dimes

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

crystalline chip

20 sp or dimes

—Any crystal chip that is usable by feel or any you think you have then is able to hold data or credit values.

crystal bag

5 sp or dimes

—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 or dimes

—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.

crystal chip reader

10 gp, credit or dollars

—Any crystal or crystal chip is readable, and this is when it's usable and can store info by feel.

crystal manifestor

20 gp, credit or dollars

—Any crystal manifestor is made up of a power crystal and a quartz crystal. This device self-repairs. That you think of what you want and you make your thought appear. This is done while holding the manifestor thinking the idea will either be found or is there. That is possible to be used and you understand what the idea or item is by the consciousness of the crystal so you can create nearly anything, that's where the manifestor is usable for 5 times per day or when it's charged by energy directed at it for 1 attempt. You know it succeeds with a 1d100 rolled, and you get a 51 or above result.

Regenerator

30 gp, credit or dollars

—This crystal manifestor is made up of a power crystal and a raw amber crystal. This device self-repairs and repairs the body by creating regeneration all over the body except for restoring body weight. This is done while holding the regenerator thinking the idea is healing and this will be done that's noticed in effect. That is possible to be used and you understand what the idea or item is by the consciousness of the crystal, so you can create nearly any instant healing that's complete, see that's where the regenerator is usable for 5 times per day or when it's charged by energy directed at its power crystal. There is 1 attempt more as the aliens would use it, so can you, this is an effect worth the idea you do.

1 cp or pennies

One pound of wheat

2 cp or pennies

One pound of flour, or one chicken

1 sp or dimes

One pound of iron

5 sp or dimes

One pound of tobacco or copper

1 gp, credit or dollars

One pound of cinnamon, or one goat

2 gp, credit or dollars

One pound of ginger or pepper, or one sheep

3 gp, credit or dollars

One pig

4 gp, credit or dollars

One square yard of linen

5 gp, credit or dollars

One pound of salt or silver

10 gp, credit or dollars

One square yard of silk, or one cow

15 gp, credit or dollars

One pound of saffron or cloves, or one ox

50 gp, credit or dollars

One pound of gold

500 gp, credit or dollars

One pound of platinum

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Equipment etc..

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.

GOODS AND SERVICES

Table: Goods and Services

Adventuring Gear

Item

Cost

Weight

Backpack (empty)

2 gp, credit or dollars

2 lb.1

Container (empty)

2 gp, credit or dollars

1 lb.1

Liquid container (empty)

4 gp, credit or dollars

2 lb.1

Belt

1 gp, credit or dollars

1.5 lb.1

Belt pouches (empty)

2 gp, credit or dollars

2 lb.1

Barrel (empty)

2 gp, credit or dollars

30 lb.

Basket (empty)

4 sp or dimes

1 lb.

Bedroll

1 sp or dimes

5 lb.1

Bell

1 gp, credit or dollars

Blanket, winter

5 sp or dimes

3 lb.1

Block and tackle

5 gp, credit or dollars

5 lb.

Bottle, wine, glass

2 gp, credit or dollars

Bucket (empty)

5 sp or dimes

2 lb.

Caltrops

1 gp, credit or dollars

2 lb.

Candle

1 cp or pennies

Canvas (sq. yd.)

1 sp or dimes

1 lb.

Case, map or scroll

1 gp, credit or dollars

1/2 lb.

Chain (10 ft.)

30 gp, credit or dollars

2 lb.

Chalk, 1 piece

1 cp or pennies

Chest (empty)

2 gp, credit or dollars

25 lb.

Crowbar

2 gp, credit or dollars

5 lb.

Firewood (per day)

1 cp or pennies

20 lb.

Fishhook

1 sp or dimes

Fishing net, 25 sq. ft.

4 gp, credit or dollars

5 lb.

Flask (empty)

3 cp or pennies

1-1/2 lb.

Flint and steel

1 gp, credit or dollars

Grappling hook

1 gp, credit or dollars

4 lb.

Hammer

5 sp or dimes

2 lb.

Holy symbol

2 sp or dimes

.5 lb

Ink (1 oz. vial)

8 gp, credit or dollars

Inkpen

1 sp or dimes

Jug, clay

3 cp or pennies

9 lb.

Ladder, 10-foot

5 cp or pennies

20 lb.

Lamp, common

1 sp or dimes

1 lb.

Lantern, bullseye

12 gp, credit or dollars

3 lb.

Lantern, hooded

7 gp, credit or dollars

2 lb.

Lock

Very simple

20 gp, credit or dollars

1 lb.

Average

40 gp, credit or dollars

1 lb.

Good

80 gp, credit or dollars

1 lb.

Amazing

150 gp, credit or dollars

1 lb.

Manacles

15 gp, credit or dollars

2 lb.

Manacles, masterwork

50 gp, credit or dollars

2 lb.

Mirror, small steel

10 gp, credit or dollars

1/2 lb.

Mug/Tankard, clay

2 cp or pennies

1 lb.

Oil (1-pint flask)

1 sp or dimes

1 lb.

Paper (sheet)

4 sp or dimes

Parchment (sheet)

2 sp or dimes

Pick, miner’s

3 gp, credit or dollars

10 lb.

Pitcher, clay

2 cp or pennies

5 lb.

Piton

1 sp or dimes

1/2 lb.

Pole, 10-foot

2 sp or dimes

8 lb.

Pot, iron

5 sp or dimes

10 lb.

Pouch, belt (empty)

1 gp, credit or dollars

1/2 lb.1

Ram, portable

10 gp, credit or dollars

20 lb.

Rations, trail (per day)

5 sp or dimes

1 lb.1

Rope, hempen (50 ft.)

1 gp, credit or dollars

10 lb.

Rope, silk (50 ft.)

10 gp, credit or dollars

5 lb.

Sack (empty)

1 sp or dimes

1/2 lb.1

Sealing wax

1 gp, credit or dollars

1 lb.

Sewing needle

5 sp or dimes

Signal whistle

8 sp or dimes

Signet ring

5 gp, credit or dollars

Sledge

1 gp, credit or dollars

10 lb.

Soap (per lb.)

5 sp or dimes

1 lb.

Spade or shovel

2 gp, credit or dollars

8 lb.

Spyglass

1,000 gp, credit or dollars

1 lb.

Tent

10 gp, credit or dollars

20 lb.1

Torch

1 cp or pennies

1 lb.

Vial, ink or potion

1 gp, credit or dollars

1/10 lb.

Waterskin

1 gp, credit or dollars

4 lb.1

Whetstone

2 cp or pennies

1 lb.

Special Substances and Items

Item

Cost

Weight

Ring of holding

100 gp, credit or dollars

.5 lbs

Bag of holding

100 gp, credit or dollars

1 lb.

Wand

2 gp, credit or dollars

.5 lb

Acid (flask)

10 gp, credit or dollars

1 lb.

Alchemist’s fire (flask)

20 gp, credit or dollars

1 lb.

Antitoxin (vial)

50 gp, credit or dollars

Everburning torch

110 gp, credit or dollars

1 lb.

Holy water (flask)

25 gp, credit or dollars

1 lb.

Smokestick or Incense

1 gp, credit or dollars

1/2 lb.

Sunrod

2 gp, credit or dollars

1 lb.

Tanglefoot bag

50 gp, credit or dollars

4 lb.

Thunderstone

30 gp, credit or dollars

1 lb.

Tindertwig

1 gp, credit or dollars

Flying carpet

10 gp, credit or dollars

2 lb.

Magic carpet

15 gp, credit or dollars

2 lb.

Tools and Skill Kits

Item

Cost

Weight

Alchemist’s lab

500 gp, credit or dollars

40 lb.

Artisan’s tools

5 gp, credit or dollars

5 lb.

Artisan’s tools, masterwork

55 gp, credit or dollars

5 lb.

Climber’s kit

80 gp, credit or dollars

5 lb.1

Disguise kit

50 gp, credit or dollars

8 lb.1

Healer’s kit

50 gp, credit or dollars

1 lb.

Holly and mistletoe

Hourglass

25 gp, credit or dollars

1 lb.

Magnifying glass

100 gp, credit or dollars

Musical instrument, common

5 gp, credit or dollars

3 lb.1

Musical instrument, masterwork

100 gp, credit or dollars

3 lb.1

Scale, merchant’s

2 gp, credit or dollars

1 lb.

Spell component pouch

5 gp, credit or dollars

2 lb.

Thieves’ tools

30 gp, credit or dollars

1 lb.

Thieves’ tools, masterwork

100 gp, credit or dollars

2 lb.

Tool, masterwork

50 gp, credit or dollars

1 lb.

Water clock

1,000 gp, credit or dollars

200 lb.

Clothing

Item

Cost

Weight

Artisan’s outfit

1 gp, credit or dollars

4 lb.1

Cleric’s vestments

5 gp, credit or dollars

6 lb.1

Cold weather outfit

8 gp, credit or dollars

7 lb.1

Courtier’s outfit

30 gp, credit or dollars

6 lb.1

Entertainer’s outfit

3 gp, credit or dollars

4 lb.1

Explorer’s outfit

10 gp, credit or dollars

8 lb.1

Monk’s outfit

5 gp, credit or dollars

2 lb.1

Noble’s outfit

75 gp, credit or dollars

10 lb.1

Peasant’s outfit

1 sp or dimes

2 lb.1

Royal outfit

200 gp, credit or dollars

15 lb.1

Scholar’s outfit

5 gp, credit or dollars

6 lb.1

Traveler’s outfit

1 gp, credit or dollars

5 lb.1

Food, Drink, and Lodging

Item

Cost

Weight

Ale

Gallon

2 sp or dimes

8 lb.

Mug

4 cp or pennies

1 lb.

Banquet (per person)

10 gp, credit or dollars

Bread, per loaf

2 cp or pennies

1/2 lb.

Cheese, hunk of

1 sp or dimes

1/2 lb.

Inn stay (per day)

Good

2 gp, credit or dollars

Common

5 sp or dimes

Poor

2 sp or dimes

Meals (per day)

Good

5 sp or dimes

Common

Poor

1 sp or dimes

Meat, chunk of

3 sp or dimes

1/2 lb.

Wine

Common (pitcher)

2 sp or dimes

6 lb.

Fine (bottle)

10 gp, credit or dollars

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, credit or dollars

1 lb.

Dog, guard

25 gp, credit or dollars

Dog, riding

150 gp, credit or dollars

Donkey or mule

8 gp, credit or dollars

Feed (per day)

5 cp or pennies

10 lb.

Horse

Horse, heavy

200 gp, credit or dollars

Horse, light

75 gp, credit or dollars

Pony

30 gp, credit or dollars

Warhorse, heavy

400 gp, credit or dollars

Warhorse, light

150 gp, credit or dollars

Warpony

100 gp, credit or dollars

Saddle

Military

20 gp, credit or dollars

30 lb.

Pack

5 gp, credit or dollars

15 lb.

Riding

10 gp, credit or dollars

25 lb.

Saddle, Exotic

Military

60 gp, credit or dollars

40 lb.

Pack

15 gp, credit or dollars

20 lb.

Riding

30 gp, credit or dollars

30 lb.

Saddlebags

4 gp, credit or dollars

8 lb.

Stabling (per day)

5 sp or dimes

Transport

Item

Cost

Weight

Carriage

100 gp, credit or dollars

600 lb.

Cart

15 gp, credit or dollars

200 lb.

Galley

30,000 gp, credit or dollars

Keelboat

3,000 gp, credit or dollars

Longship

10,000 gp, credit or dollars

Rowboat

50 gp, credit or dollars

100 lb.

Oar

2 gp, credit or dollars

10 lb.

Sailing ship

10,000 gp, credit or dollars

Sled

20 gp, credit or dollars

300 lb.

Wagon

35 gp, credit or dollars

400 lb.

Warship

25,000 gp, credit or dollars

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.

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.

Goto Menu

Modern Equipment and etc..

Modern equipment

In general, this section is for those who want to play LDnD in Modern mode. There are too many modern devices to list them all. So we will list some of the important ones. Here is a link to the modern equipment descriptions.

MODERN GOODS AND SERVICES

Table: Modern Goods and Services

Gear

Item

Cost

Weight

Bombs

Peat Bombs (5 pack)

100 gp, credit or dollars

5 lb

Pipe Bombs (5 pack)

120 gp, credit or dollars

10 lb

Psi-Bomb

10 gp, credit or dollars

1 lb

Smoke Bombs (8 pack)

80 gp, credit or dollars

2 lb

Subatomical nukes (4 pack)

300 gp, credit or dollars

10 lb

Laser pointers

Red Laser pointer

2 gp, credit or dollars

.5 lb

Violet Laser pointer

3 gp, credit or dollars

.5 lb

Extraneous High tech Items

Gripper boots

5 gp, credit or dollars

.5 lb

Gripper gloves

5 gp, credit or dollars

.5 lb

Gemstone bag

5 gp, credit or dollars

.5 lb

Cards

5 gp, credit or dollars

.5 lb

Card shuffler

5 gp, credit or dollars

.5 lb

Power crystals

5 gp, credit or dollars

.5 lb

Battery cells

5 gp, credit or dollars

.5 lb

Mind control device

75 gp, credit or dollars

3 lb

Guesstimate device

10 gp, credit or dollars

2 lb

Can Opener

50 gp, credit or dollars

3 lb

Cell Phone

400 gp, credit or dollars

3 lb

Philosopher's Phone

600 gp, credit or dollars

3 lb

Clock

30 gp, credit or dollars

1 lb

Crystal Computer

10 pp

5 lb

Cuffs

100 gp, credit or dollars

1/2 lb

Flash light

1 gp, credit or dollars

1 lb

Media player

100 gp, credit or dollars

2 lb

Nanotech polydevice

10 pp

1/2 lb

Nanotech programming device

10 gp, credit or dollars

1 lb

Nanobots

100 gp, credit or dollars

-

Phone

10 gp, credit or dollars

2

Porta-pocket

10 gp, credit or dollars

-

Watch

20 gp, credit or dollars

1/2

Blinker

6 gp, credit or dollars

.5 lbs.

Communicator device

6 gp, credit or dollars

.5 lbs.

Kiosk

600 gp, credit or dollars

10 lbs.

Atomic particle energy generator

200 gp, credit or dollars

10 lbs.

Subatomic restorer

300 gp, credit or dollars

10 lbs.

Subatomic energy generator

1000 gp, credit or dollars

10 lbs.

Chaos power generator

2000 gp, credit or dollars

5 lbs.

Drugs, Drinks, Alcohol and Herbal stuff

Item

Cost

Weight

Herbs

10 gp, credit or dollars

1 lb

Tincture

10 gp, credit or dollars

1 lb

Synthetic alcohol

10 gp, credit or dollars

1 lb

Synthetic drugs

10 gp, credit or dollars

1 lb

Chemistry set

10 gp, credit or dollars

10 lbs

Alcohol

20 gp, credit or dollars

1-12 lbs

Drinks

10 gp, credit or dollars

1-12 lbs

Reduction drug

10 gp, credit or dollars

1 lb

Exp tea

10 gp, credit or dollars

1 lb

Magical darksight herb

100 gp, credit or dollars

1 lb

Magical smokey cloud herb

200 gp, credit or dollars

1 lb

Magical eyedrop

100 gp, credit or dollars

1 lb

Hallucinagenic drug

10 gp, credit or dollars

1 lb

Magic mug

50 gp, credit or dollars

1 lb

Smoking pipe

10 gp, credit or dollars

1 lb

Smoking pipe +1

40 gp, credit or dollars

1 lb

Smoking pipe +2

70 gp, credit or dollars

1 lb

Smoking pipe +3

100 gp, credit or dollars

1 lb

Cursed pipe

10 gp, credit or dollars

1 lb

Energy drugs

200 gp, credit or dollars

-

Orange spice

10 gp, credit or dollars

1 lb

Druggie drinks

10 gp, credit or dollars

1 lb of 6 bottles

Modern misc stuff

Item

Cost

Weight

Vine seeds

10 gp, credit or dollars

Nothing

Tear gas

30 gp, credit or dollars

1/2 lbs.

Living item

10 gp, credit or dollars

1/2 lbs.

Ghostbusting gear

100 gp, credit or dollars

5 - 20 lbs.

Ghost containment unit

200 gp, credit or dollars

100 lbs.

Ghost and being repeller

10 gp, credit or dollars

1/2 lbs.

Prism

5 gp, credit or dollars

1/2 lbs.

The sun disc

5 gp, credit or dollars

1/2 lbs.

Block out device

5 gp, credit or dollars

1 lb

Seeds

1 gp, credit or dollars

1 lb bag

Bug Spray

10 gp, credit or dollars

1 lb

Candy

10 gp, credit or dollars

1 lb

Radon trace stone

50 gp, credit or dollars

1 lb

Work tools

30 gp, credit or dollars

5 lbs-50 lbs

Parts and Etc..

50 gp, credit or dollars

5 lbs-50 lbs

Vehicle parts

200 gp, credit or dollars

5 lbs-50 lbs

Surgical tools

200 gp, credit or dollars

5 lb

Stage gear

100 gp, credit or dollars

100 lb

Weapon sheath

2 gp, credit or dollars

2 lb

Concealed weapon sheath

2 gp, credit or dollars

1 lb

Wind glider

30 gp, credit or dollars

1 lb

Switch

2 gp, credit or dollars

1 lb

Telescope

2 gp, credit or dollars

1 lb

Gps device

4 gp, credit or dollars

.5 lb

Camera

30 gp, credit or dollars

1 lb

Sticker

1 gp, credit or dollars

.5 lb

Pens

1 gp, credit or dollars

.5 lb

Marker

1 gp, credit or dollars

.5 lb

Microwave

50 gp, credit or dollars

4.5 lb

Stove and Oven range

60 gp, credit or dollars

20 lb

Desk

30 gp, credit or dollars

4 lb

Table

20 gp, credit or dollars

10 lb

Paper

10 gp, credit or dollars

2 lb

Rubber stamp

1 gp, credit or dollars

.5 lb

Ink

1 gp, credit or dollars

.5 lb

Stamp

5 gp, credit or dollars

.5 lb

Envelopes

1 gp, credit or dollars

2 lb

Notepad

1 gp, credit or dollars

1 lb

Bed

50 gp, credit or dollars

5 lb

Radio

6 gp, credit or dollars

1 lb

Power generator

100 gp, credit or dollars

10 lb

Remote

1 gp, credit or dollars

1 lb

Tape

3 gp, credit or dollars

1 lb

Fan

20 gp, credit or dollars

4 lb

Shelf

30 gp, credit or dollars

3 lb

Apartment

100 gp, credit or dollars

100 lb

House

500 gp, credit or dollars

400 lb

Dimensional living space

100 gp, credit or dollars

-

Computer desk

20 gp, credit or dollars

12 lb

Nightstand

5 gp, credit or dollars

20 lb

Plumbing

10 gp, credit or dollars

10 lb

Bath

50 gp, credit or dollars

30 lb

Sink

60 gp, credit or dollars

20 lb

Window

80 gp, credit or dollars

10 lb

Glass

10 gp, credit or dollars

5 lb

Magnets

10 gp, credit or dollars

1 lb

Sports gear

10 gp, credit or dollars

20 lbs.

Games

20 gp, credit or dollars

10 lbs.

Reenergizer

40 gp, credit or dollars

5 lbs.

Restorer

40 gp, credit or dollars

5 lbs.

Dimensional jail

1 pp

weightless

Dimensional jail

1 pp

weightless

Dimensional bathroom

1 pp

weightless

Dimensional kitchen

1 pp

weightless

Dimensional bedroom

1 pp

weightless

Dimensional clothes hamper

1 pp

weightless

Dimensional storage

2 pp

weightless

Dimensional computer room

2 pp

weightless

Tardus

3 pp

weightless

Space house

4 pp

weightless

Freeze gun

5 gp, credit or dollars

5 lbs.

Lightning gun

50 gp, credit or dollars

10 lbs.

Lighting

10 gp, credit or dollars

10 lbs.

Universal cure

5 gp, credit or dollars

5 lbs.

Modern Kits

Item

Cost

Weight

Detonation kit

2 gp, credit or dollars

1 lb

Remote control kit

2 gp, credit or dollars

1 lb

Remote Detonator Kit

10 gp, credit or dollars

2 lb.

Disease test kit

2 gp, credit or dollars

1 lb

Drug test kit

10 gp, credit or dollars

1 lb

Modern Transport

Item

Cost

Weight

Flying Vehicles

Airship

10000 gp, credit or dollars

1 Ton

Plane (Any type)

400 gp, credit or dollars

600 lb

Airplane

500 gp, credit or dollars

300 lb

Jet

200 gp, credit or dollars

100 lb

Blimp

2 pp

450 lb

Helicopter

1000 gp, credit or dollars

250 lb

Balloon

500 gp, credit or dollars

50 lb

Floating platform

600 gp, credit or dollars

10 lb

Vehicles

Vehicle (Any mentionable)

5000 gp, credit or dollars

3 metric tons

Off-road vehicle

600 gp, credit or dollars

400 lb

Submarine

2000 gp, credit or dollars

1000 lb

Motorboat

100 gp, credit or dollars

300 lb

Hovercraft

200 gp, credit or dollars

60 lb

Licenses

Item

Cost

Weight

Drivers license

10 gp, credit or dollars

-

Pilot license

200 gp, credit or dollars

-

Weapons license

1000 gp, credit or dollars

-

Other license

50 gp, credit or dollars

.5 lb

Insurance

Item

Cost

Weight

Vehicle insurance

10 gp


Life insurance

20 gp


Other insurance

10 gp, credit or dollars

Modern Services

Item

Cost

Weight

Repair shop services

10 gold per item, varies otherwise

-

Weapons and Arms Agency

10-40 gp, credit or dollars

-

Vehicle servicing and repair

100-2000 gp, credit or dollars


Flight School

400 gp


Driving school

50 gp, credit or dollars


Air conditioning

10 gp, credit or dollars


Funeral services

3000 gp, credit or dollars


AA (Alcoholics anonymous) group

10 gp, credit or dollars


AAA (vehicle) services

50 gp, credit or dollars


Counceling services (psychologist, advising and etc..)

100 gp, credit or dollars


GEAR

Bombs

Peat Bombs (5 pack)

The Peat bomb is a explosion to observe at a distance. Its effect radius is 40' in diameter and its damage is 3d12 fire damage. This can be used to destroy a car or building.

Pipe Bombs (5 pack)

These things pack a punch and are big on the explosion and only need the lit fuse to work. The area that they effect are 60' in diameter. The damage is 5d12 fire damage. This could be used to destroy a large building or vehicle.

Psi-Bomb

This bomb delivers a frequency that lasts for several minutes and can knock out creatures as it cuts off the magic/psi ability. This creates lack of concentration and extreme headaches. Activate te Psi-bomb and throw in the general direction of the enemy. The area of effect is 30' in diameter.

Smoke Bombs (8 pack)

Creates a large smokey area. The area is 10' in diameter. Just light the fuse and throw. Also called riot gas.

Subatomical nukes (4 pack)

This is a bomb that causes radiation spread by a point you think about in activating this bomb by timer or remote control, where the atomics turn into subatomical and radiation occurs by feel where you think to throw this bomb. This is leading to irradiation, where things work themselves out in the end as people that are in radiation become distracted from attack. This creates mutations and other things like body sickness and radiation sickness. Think about it before use. This is like a particle accelerator that upon the right particle atom smashed to create the idea that makes the planet destroyed or not effected by feel. The damage it deals is 3d12 % per minute that lasts 1d6 hours. It effects 2 miles radius.

Goto modern equipment list top..

Laser pointers

Laser pointer

Laser pointers use an energy crystal to power it and all you need to do is press a button. This projects a laser beam at the targeted area. Which can be the eyes of the target to blind them. There are two variety, Red laser and Violet laser. With the Viloet laser pointer you can burn holes and cut things.

Goto modern equipment list top..

Extraneous high tech items

Gripper boots

These boots are tough and rubbery that are water proofed, think and they can even grip ice or snow as they have spikes on the bottom.

Gripper gloves

These gloves fit whomever the wearer is, and its a smooth warm leathery feel with rubber gripper pads. Whatever you grip you hold.

Gemstone bag

Assorted gemstone bag; This is what you can use as assorted gemstones. They are collected and placed in a bag for you. This is a black diamond, a diamond, a citrine, an emerald, a ruby, an amethyst, a blue moonstone, a green adventurine, a pyroxene stone, a tigers eye, a black obsidian and various others that you can mention as being a part of the bag.

Its possible for idea to intensify the damages with a gemstone and thought energy. The right gemstone causes double the elemental damage. That is half level + d(6 for levels 1-9, 8 for levels 10-19, 10 for levels 20-29 and 12 for levels 30 and up.) + focus ranks. That means a level 10 stone user with 18 focus ranks, they will get 5d8+18 damage or healing. That's least in amount of 31 HP and maximum of 58 HP. This is what causes the right effect, if you think energy goes through it to get to the target. Any stone can heal if you pass energy through it thinking healing at the targets. Otherwise, this is where you can use a ruby to create a fire beam. Diamond for ice beams that freeze the targets for 2d8 rounds in battle, or until thought released outside of battle. Then there's black obsidian for earth beam.

The earth beam draws together and blocks the targets from you and has an earthy smell in effect, that's with earth energy making a wall effect that separate with energy you and them. The blue moonstone creates a water beam. The amethyst is useful for air strikes as you hold it and imitate striking out, you hit with an air effect as though an extension of yourself. This is like closing your fist to choke the targets to death, that's with a concentration roll and it takes 2 actions to do them in. Last is pyroxene for lava beams that melt the targets gear or items.

Cards

This is a deck of playing cards, game cards or a tarot deck. That is 1/2 lbs.

Card shuffler

This is a shuffler for deck of playing cards, game cards or a tarot deck. That is 1/2 lbs.

Power crystals

These crystals are radiative and must be handled with care, yet they can power any device requiring a power crystal. They don't run out of charge and can take the place of a battery cell. They are only 5 gp and they weigh .5 lbs.

Battery cells

Battery cells, they can power any device. This comes with a free battery charger! The battery charger is self-powered by your energy as you hold it and focus energy to the hand. They fit any device as well..they last anywhere up to 5 days constant use and take 1 minute to charge up. They are only 5 gp and they weigh .5 lbs.

Mind control device

These devices use a button switch, a power crystal and amplified frequency crystal. All you need to do is point and turn on to control. They can make you suggestable if your the target and otherwise the target you want is suggestable. Under it's effects, the target always remains calm. It never attacks unless that's suggested. So rest assured, you are safe as you use this device.

Guesstimate device

The guesstimate device is a mystery device that can be used by feel. It does what the dm/gm says.

Can Opener

This device can make can opening easy. Its self-powered and can make a sealed can come off. This device weighs 3 pounds.

Cell Phone

This unique device is for those adventurers who need a phone that can travel with you. It comes with a service agreement and warranty. Its waterproof and can work in rugged conditions. Its powered by a energy crystal that takes magic from the air and puts it to its battery to convert it to phone energy.

Philosopher's Phone

This cell phone uses a philosopher's stone as a battery, that can be made to do anything. If you need it, the phone senses your need and forms your desire. It has a shower app that floats above you and pours warm water on you. There's a Lifa app that shifts you anywhere. It can cook you any food. You just open a picture of it and need it. Also, it can make you appear younger or older by opening an age app, that ages or de-ages your picture and as it does your either older or younger. The timeline editing app, that allows you to edit the timeline like you would edit a video. The suggestion app. That causes whatever you put as a suggestion and needed to occur, it would cause your subconsciousness to be suggested to as much as necessary. You feel or create the results easily.

A fitness app that gives you the strength of a gorilla, colossus or hill giant. So you can bend tires with your hands and punch through walls. A spell reflect app. That can reflect any spell that you notice. The spell reflect app bounces enemy spells back at the caster. A notepad app that allows you to describe what you wanted and it forms it as you need it. The cloaking app and the see invisible app. The cloaking app bends light around an object and cell phone holder as it makes the object and yourself invisible. The see invisible app detects the bent light. There's an app to cover more distance in less time. Called the time distance app. Instead of a weather app it has a weather control app. That allows you to make the weather become what you want, this is done as you need it to be. The sound recreation app. This app creates into life what you make the sounds of by feel. It ceases to exist as you don't need it.

Time manipulation app. This app causes you to be able to stop time, slow time or speed up time. It would cause time to go faster by making events happen quicker. This means you and your allies would get an additional 1d6 actions per round. It would cause time to go slower by making events last longer. The effect on your targets are making them do 1 action every 1d6 rounds in battle. It would stop time by making events not seem to happen. This means any battle would peter out or not occur. The time manipulation would be noticeable. Some people can notice it and others don't. Those with a perception check and they pass it..they would notice it. It could be hard to tell if reality is speeding up or they are slowing down. Except for when they think of how fast the day went by, or somesuch events seem to be happening quicker. There is the Shopping Delivery app. This is an app that lets you buy things and keeps track of your inventory. It can be delivered through the phone materializing it near you. There's a lot to the philospher's phone that you can create. Think and you know what to use.

Here are a few philosopher's phone usage cases for clearing a dungeon in a DnD campaign:

  Using a map and compass app to navigate through the dungeon with precision and accuracy.
  Using a flashlight app to illuminate dark and gloomy areas.
  Using a health app to monitor and manage your health status while adventuring.
  Using an item management app to help keep track of your inventory.
  Using an app to communicate with allies and teammates, including a group chat feature.
  Using a teleportation app to move quickly from one room to another.

Clock

This device is for the home and can tell time perfectly. Its powered by a energy crystal. Its digital and analog time keeping is neat to observe. This clock resets itself to the Atomic Clock time.

Crystal Computer

Crystal computers are what you would call compact machines that compute numbers to generate effects. This one is made from a Pre-programmed Black diamond that creates on touch and will, to see a computer. They create an interface and keyboard that appears in the mind. You imagine the typing and watch what happens on the interface screen. You think to the crystal what you want the cursor on the screen to do. Whala! Its that simple. Think the software you want is installed on the crystal and it suddenly is there, from a server computer. Otherwise, think what you need the crystalline computer to do and it will. It can generate graphics and physical effects, too.

Cuffs

These are what the law enforcers use to trap the hands together, but you can buy them as well. Its legal! They come in many variety, including thumb-cuffs and handcuffs. Also included is the key!

Flash light

These are Water-proofed crystal light devices. They can beam light almost anywhere. They don't need batteries as there's a energy crystal power source. That takes magic from the air and converts it to energy.

Media player

This waterproofed crystal device is powered by energy crystals and makes listening to music easy. Its versatile in use and on as if it were by will and plays as though by desire. It automagically 'downloads' the music or video with unlimited storage. This devive weighs 2 lbs and works at a touch of a button. It can replay any number of media files.

Nanotech polydevice

This device appears like a black spiderwebbed arm bracer. But, at will, can form into any device you might need or imagine wanting. This includes a computer interface, watch or mobile phone. This nanotech polydevice is taking instructions from your living energy to form the device. This energy is directed by your will. When it is recalibrating itself to your energy, it may appear broken. But it will work after it successfully recallibrates (5 seconds).

Nanotech programming device

Nanotech programming device is a device that enables programming of Nanobots. You can be any shape you want with it, as all you have to do is program the Nanobots to accomplish the task.

Nanobots

These are micro-sized silver particles or enchanted aururum silver micro-bits that cause effects as they are in the body to act like reprogrammable bots. They can be made to do any task, including repair the body or cause regeneration.

Phone

This device is for the home. It can dial, recieve calls. Has call waiting and displays the number of the caller. Its all you really need for home phonecalls with different colors!

Porta-pocket

A porta-pocket is an small blackish hole that holds an unlimited spacial plane of existance that materializes and dematerializes objects and other things into it. Just touch the hole and think of what you want in or out of it and will it to materialize or dematerialize the object.

Watch

This cool device can tell the time, in rugged conditions. This is waterproof too! It comes in two models, an analog model with clock hands or a digital display model.

Blinker

This is a power crystal that lasts 12 hours and recharges itself upon your focus and touch. This power crystal empowers a ruby that emits a beam of light that blinks on and off with the touch of a switch.

Communicator device

This is a waterproof crystal device that can upon use by touch and need read by the crystal consciousness, create communications and you can chat with whomever you think of to chat with that has one of these devices as though mind-to-mind. This device can transfer your thoughts to the person by the crystal transferrence and its as though your thoughts are known that you want known.

Kiosk

This machine is with the point of a transaction or input in a standalone computer unit.

Atomic particle energy generator

This is where you create with energy generation what you think is the right amount of energy. Thinking to empower whatever device you want to make work, you can use this device that creates power from particles energy.

Subatomic restorer

This device restores lost body energy and heals the body 2d10 % per minute outside of battle or round in battle. The healing occurs as a group of those you want healed or with an individual such as yourself.

Subatomic energy generator

This is where you create with the subparticles and make energy flashes that create an energy in the area to power devices..

Chaos power generator

Think of chaos in use and how much energy it can generate. This device can create enough energy to power any device.

Goto modern equipment list top..

DRUGS, DRINKS, ALCOHOL and HERBAL STUFF

Herbs

These come in packets and are any herbs you may need for your effect you want to create by them. If healing by them, then its 20% per use with water of health restored and curing of any disease.

Tincture

This is an alcoholic herbal concoction, that heals better than what normal herbs would do. This comes in a 1 lb. bottle. Upon use, restore 40% health.

Synthetic alcohol

This is alcohol that is synthesized from chemistry and water, that works like alcohol and can be safer to use as it can't get you drunk. If you drink it, you speed up 20' without slowed perception reflexes of a -5 reflex penalty and there is 1/4 the damage as pain tolerance. This you can take for 1d6 hours outside of battle and 1d6 rounds in battle.. This comes in a 1 lb. bottle.

Synthetic drugs

This is a drug without addiction or high, that you can take with water and get better with a cure all of illness. Like hemp, invega, hemp oil or highless weed. It comes in 1 lb. packets, that measure out to 20 servings.

Chemistry set

This is whatever drug and chemical stuff that is needed to create a useful drug or chemical. This set weighs 10 lbs.

Alcohol

his is created by fermenting fruit and the liquid being gathered. Its a sacred drink amongst alcoholics. This can be used for rubbing alcohol or drinking as its 90 proof alcohol. If you drink it, you speed up 20' with slowed perception reflexes of a -5 reflex penalty and 1/4 the damage you can take for 1d6 hours outside of battle and 1d6 rounds in battle.. You get a dozen liquor bottles that weigh 1 lb. each bottle..

Drinks

These could be any drink or sodapop, that includes alcoholic drinks. This is up to 1 dozen of the drinks. That's weighing 1 lb. each bottle.

Reduction drug

Reduction drug; This is a military drug that reduces the damage you take by 1/4 the damage amount. The effect lasts per drink, 1d6 rounds in battle or 1 hour outside of battle.

Exp tea

A tea that doubles your xp for each encounter until its influence wears off. Drink 1 gallon and you fight your doppleganger in the dream realm. This is some kind of tea that enhances xp rates because of the euphoria it gives. The effect lasts per drink, 1d6 rounds in battle or 1 hour outside of battle.

Magical darksight herb

This is a herb that if your character smokes it lets them see in the dark. That lasts 1d6 rounds in battle and until 1d6 hours passes them by outside of battle. Then it fades away.

Magical smokey cloud herb

This is a herb that your character can smoke that produces clouds people can stand on that lasts until they dismiss it or don't need it.

Magical eyedrop

This is using an eyedrop that lets you see if people are lying and see invisible things. This lasts 1d6 rounds in battle or 1d10 hours outside of battle.

Hallucinagenic drug

This is doing a drug that creates friendly hallucinations that other people can see that triggers them to come to the aid of the person who used it. This lasts 1d6 rounds in battle and 1 hour outside of battle.

Magic mug

Unless you pour it out, you never run out of the thing you pour into it. This is an unbreakable mug.

Smoking pipe

This is a normal pipe you can smoke your drugs with by feel.

Smoking pipe +1

Magical pipe that enhances the flavor of the drug and doubles your xp as your under the drugs influence. This is an unbreakable pipe.

Smoking pipe +2

You triple your xp you get as your under the drugs influence and the time your under its influence is tripled. That means the time your under its influence is 1d6x3 rounds in battle, and 1d6x3 hours outside of battle. This is an unbreakable pipe.

Smoking pipe +3

You quadruple your xp you get per encounter, as your under the drugs influence. The time your under its influence is 1d6x4 rounds in battle, and 1d6x4 hours outside of battle. This is an unbreakable pipe.

Cursed pipe

This gives the opposite effects of the drugs and the pipe is unbreakable. If stolen it returns to its new owner. However, it doesn't leave the owner otherwise.

Energy drugs

This is energy caused by particles from a device that emulate substances that cause effects to the body as they are in the body to act like a curative or effect maker. They can be made to do any task, including repair the body or cause regeneration and make diseases disappear for a long time.

Orange spice

This spice is special, even made in candy form. That is where you create amplified effects on use of this spice. Double the damage you cause if you get any result with it. Its influence lasts 1d8 rounds in battle or until 2 hours pass by outside of battle/melee by feel.

Druggie drinks

The drinking of this drink causes you to feel good and not get high. It is a combination of herbs and hemp oil that makes it a stimulant. You get higher perception and Charisma by +5 to to the perception and charisma rolls. But you see, you get lowered intelligence and dexterity by a -2 penalty to dexterity and intelligence rolls. It works by drastically increasing vibration of the person drinking it. So high a vibration, that you aren't effected by attacks for 1d6 rounds in battle and until 1 hour outside of battle. Also, you feel good enough to dismiss any pains. You get 1 lb. of 6 bottles. If you drink more than 1 druggie drink within 1 minute, per each use the duration or how long it lasts is doubled for its effects per bottle used.

Goto modern equipment list top..

MODERN MISC STUFF

Vine seeds

These seeds are a magical adaptation of seeds that grow rapidly. Once planted or thrown to the ground, then they grow rapidly into vines that hold the targets in place paralyzed for 1d4 rounds. They weigh almost nothing, so this is a great idea to put to use. They come as 10 packets of seeds. This is indeed a great idea to use on unsuspecting people.

Tear gas

This is riot gas and comes in a pack of 6 canisters. It can knock out anyone for 1d10 rounds or until 30-minutes passes by.

Living item

This item lives off of you like a symbiant, that can morph itself into the shape of any item that you need. The original shape of it is a fleshy 3-pronged item. To unlock doors, do things and lock with it, hold it out by its handle, then will it to unlock the lock, become what object you need to do things or lock it back up.

Ghostbusting gear

Ghost busting gear: This gear weighs altogether 5 - 20 lbs.
Spirit box; This is a box that you ask questions, and the spirits in the area reply in the box. This weighs 1/2 lbs.
Strong flashlight; This is a flashlight, that turns on or off by a switch and doesn't need batteries. Its with a power crystal charge that lasts forever. It weighs 1/2 lbs.
Proton pack and 6 ion cells; This is where you hold a backpack, that uses ion cells and they are rechargeable and has a wand that emits protons. Think to use this recharger for 1 hour and they are charged. This lasts with 1 year of charge, no matter the usage. That's used in order to zap the spirit or item. If you zap an item, its destroyed. If you zap a spirit, its beam wraps around the ghost or being and holds it there. That's until a ghost trap can be used to contain it. You get 6 ion cells and 4 proton packs. These weigh 1 lb each
Ghost trap; This has a electromagnetic field, that draws in the ghost and being to "hold it" as a point in itself. You get 6 traps that weigh 1 lb. each.

Ghost containment unit

This unit can hold the trapped spirits indefinitely, up to unlimite amounts. Once you insert the trap and cause it to eject its load into the unit. This unit weighs 100 lbs.

Ghost and being repeller

That device can repel ghosts and beings by using a crystal that has an inverse electromagnetic field to cause ghosts and beings to disperse harmlessly. This repeller weighs 1/2 lbs.

Prism

This device is small and weighs 1/2 lbs. It is shaped glass that can convert light into a rainbow, imagine it and the rainbow goes back through to form into a golden healing light. Enjoy your purchase as this is pure fun.

The sun disc

This disk is small and weighs 1/2 a lbs. Yet can go anywhere with you, that's as its easily transferrable in and whatever you think it does or seem to focus upon it. As you think of what you need, you get by this disk that exists even a sun gate. How it works, the idea is what you intend. So, this a point you think of the point or idea and hold, draw or trace in the air a symbol and the energy in the air or radiation is there by the subconscious directing your God through the disc vibration that the God hears. Thinking to make the sun consciousness create with an advanced civilization what symbol meaning you intend by feel. So think about this..if you do manage to be there physically, then great. If not by now, then your there spiritually. In any case, if you focus upon returning you return to your place by feel.

Block out device

This device is a stone, that's focused upon and thought to do things as you speak what it does. That can block out what you don't like and this will keep people from finding you. That's no matter what unless you want them to find you.

Seeds

These are various seeds, that you can plant. they are any plant or tree you would like. They come in a 1b. bag.

Bug spray

This is where you think to focus a spray of bug spray and eliminate the bugs.

Candy

This is any candy or sweet idea you like. You get 1 lb. of it.

Radon trace stone

This is a radonic piece of stone, that emits a tiny trace of the radon element. That can be used to heal you or a target perfectly, raise them or restore of your or the target's full health.

Work tools

Work tools are there for your use! This is any tool you might need at the moment. Such as, saw, router, hammer, screwdrivers and ect..

Parts and etc..

Parts and etc; These are parts and things for the household or what you may need parts for use, so you can repair the item or make an aircraft work. This includes screws, nails, wings and what have you.

Vehicle parts

Vehicle part/s; Any vehicle part that you need! These are the tires, engine, brakes or anything apart of the car that makes the car run.

Surgical tools

Surgical tools; These are the tools of the doctor, like scalpel or surgical blades or table. So if you ever need to do surgery think to use them with care. They are indestructible and can be used as weapons if defense is needed. The damage possible from them are 1d12+focus ranks weighing .5 lbs and the weapon type is is melee. Think and you know what to do.

Stage Gear

Stage gear; This is the gear used such as a hat and a machine that allows you to cut through the middle seemingly of the person. Also included is the spikes that retract into themselves as the body lay in the middle. Seemingly leaving the victim untouched. Also there are other things, such as flowers and a rabbit that you "pull" out of the hat..

Weapon sheath

This sheath allows you to carry any gun or weapon you think to own along with ammo.

Concealed weapon sheath

This allows you to carry a weapon or gun that is concealed from sight along with ammo.

Wind glider

This easily put away and foldable object can use the wind to lift you off the ground or it will carry you through the sky with the wind.

Switch

This is a trigger switch that can be used to switch on or off things. Yet magically you can use one to make a resulting effect.

Telescope

Telescopes are an ocular device that allows you to see very long distance.

GPS Device

Gps device are global positioning systems, this is the point of consideration where you use a device to read a satellite in space that allows you to read your position on the planet. Also is the map system that it displays, to make you routes and area that is known about.

Camera

Cameras take a picture or video of the area.

Sticker

Sticker is where a stickyness on one side piece of paper sticks to any surface.

Pens

Pens are a set of 10 inked writing tools.

Marker

Markers are a set of 10 colorful writing tools that can write on anything. The marker ink washes off.

Microwave

Microwaves are an energy cooker that uses microwaves and dehydration of food to cook the food.

Stove and Oven range

Stove and oven range; this is a cooker that is a top of an oven and with 4 elements. The oven has heating elements in an enclosed area that holds racks you place things for cooking on that get blown on by air. The controls are on the edge at the top of the unit.

Desk

Desk is the table with sides.

Table

Tables are the surface with legs, that you place things on by feel.

Paper

Paper is a writable sheet of something you write on by feel.

Rubber stamp

This customized writer uses a design and ink.

Ink

This is ink either for the pens or the rubber stamp.

Stamp

This you stick on envelopes to mail off to some address.

Envelopes

Envelopes come in a box of 20. This can contain what remains as a letter or paper.

Notepad

Notepad are a pad of paper that you write things in about your idea.

Bed

This is a soft place to rest as you lay on it and includes bedding or sheets and pillows.

Radio

Radio devices plays music from radio waves and is changeable in what it plays.

Power generator

Power Generator creates energy from radiation and radio waves. It helps power devices.

Remote

Remote controls nearly anything. This is a power crystal empowered remote control that controls the device it was meant for by infrared radiation and the right frequency that you can adjust.

Tape

Tape has the stickiness, that is there on one side of a strip that sticks things down or whatever tape is that you use.

Fan

Fans are an air blower powered by a power crystal and powered on by a switch or remote. This could even be a ceiling fan hung from the ceiling..

Shelf

Shelves are a rectangular stacked wooden surface with spaces between surfaces that you can place things.

Apartment

Apartments are where you can rent the apartment or visit it. It has everything you would need in it that you can think to use.

House

Houses are a living place that you can rent or own.

Dimensional living space

Dimensional living space are the dimension that is your living area and your space to do things in with no cost to you.

Computer Desk

Computer desk is a large desk that can be what holds a complete computer setup.

Nightstand

The nightstand is a small table that holds items on its surface.

Plumbing

Plumbing is pipes and a sink that can run water or drain things. This includes 5 toothbrushes and 2 tubes of toothpaste.

Bath

The bath is a holder of bodies that runs water on necessity to clean the bodies off. This includes shampoo and other things.

Sink

A sink that can run water or drain things. This includes toothbrush and toothpaste.

Window

Windows are a see through area of glass in a frame.

Glass

This is a piece or pane of glass. It's clear and you can see through it yet it can replace the window pane.

Magnets

Magnets; with these magnets you can attract what you need with the focus of the magnet on the target.

Sports gear

Sports gear; this is the sports stuff for any sport you want to play to play the sport.

Games

Games; these are games that you describe that you have and it can be any game you desire to play.

Reenergizer

Reenergizer; the reenergizer, this is a crystalline device that restores all lost stamina and mana if you used it in the game. Put your stp (stamina points) and MP (mana points) to 100.

Restorer

Restorer; this device restores you from wounds and restores things to good condition, also it restores you from toxins and makes you energized. On use, it causes 100% health or full health points. Think and you know what to do with it.

Dimensional jail

Dimensional jail; This is a dimensional place that services as though a jail you have to do wrong to shift there and admit what you did then feel remorse to come back.

Dimensional bathroom

Dimensional bathroom; this is a bathroom with working water and sink, bathtub, towels, toilet and shower. You dimensionally can "shift" to go and shift back to return to your activity by will.

Dimensional kitchen

Dimensional kitchen; this is a kitchen with running water, sink, counter, and fridge or cold storage area that you "shift" by will to and create with food or drink. This even has a storage area and a working washer and dryer.

Dimensional bedroom

Dimensional bedroom; the bed is always good in this space you think to be in. The cabinets are what you can store things in. There is an unnatural light, as well.

Dimensional clothes hamper

Dimensional clothes hamper; this is a hamper that is dimensional and it always has good and clean clothes that fit you.

Dimensional storage

Dimensional storage; this storage space you think about and your there if you intend to be there. Its unlimited in storage and when you think about where you were, you shift back.

Dimensional computer room

Dimensional computer room; this dimensional room you shift to or back again as you think to be there, it holds a generator, as many computer systems that you would need. a small fridge and unlimited food.

Tardus

Tardus; this is a time ship that creates anything within it, can fly or shift places and is bigger on the inside than the outside and can cause a time shift to the area you think to see as you intend to be there.

Space house

Space house; this is a house in space that's gotten to by a portal device and you can be wherever you want to be. It is exactly what is described with washer and dryer, computer room, unlimited bedrooms, generator, kitchen and bathroom. It also has running water.

Freeze gun

Freeze gun; the freeze gun upon shooting causes the target to freeze and not move for 1d10 rounds at 30' range.

Lightning gun

Lightning gun; the lightning gun literally shoots a spark of lightning to the target using the energy of the body and area. It's specifics are its range is with an arc of lightning of 20' out. It does 4d10+focus ranks in % damage. That means it can do a maximum of 50% with a 10 focus rank. On hit, it stuns the victim for 1d6 rounds. They literally cannot do anything for that amount of time.

Lighting

Lighting; the lighting is the lights you use that include bulbs and overhead light fixtures. Also you get as many flashlights that you need.

Universal cure

Universal cure; this is the cure to all diseases, its a crystal sphere that you touch as you use it and you can not be effected by poison or any disease.

Goto modern equipment list top..

MODERN TOOLS KITS

Detonation kit

Detonation kits can be used to make explosives explode. The kit includes a timer.

Remote control kit

Remote control kits can be used to remotely drive vehicles or other devices.

Remote Detonation Device Kit

This can be used to remote detonate any explosive or nuke. The kit includes a timer, a remote detonator, a detonator and explosives.

Disease test kit

Disease test kit; this tests for various diseases including covid-19.

Drug test kit

Drug test kit; This test kit can detect any drug that is used on or in the body.

Goto modern equipment list top..

MODERN TRANSPORT

Flying Vehicles

Airship

Airships are just what they seem, flying ships that can use crystals to cause the flight. What propels them is the fans that are controllable.

Plane

These are metallic hulled flying machines. There are many variety that can carry passengers. They have an attached laser defense beam, that can knock out targets.

Airplane

These are metallic hulled flying machines. Airplanes are the passenger carrier that flies.

Jet

These are metallic hulled flying machines. Jets are the 2 seater flier that flies fast.

Blimp

These are the flying ballons with a large wheel-less carriage attached. They fly by helium being heated in the ballon.

Helicopter

Helicopters are able to fly upwards by one or two rotors and where you want by steering a back rotor. You need a pilots license to fly one, or you might crash.

Balloon

Balloons are large balloons with a basket, that a few people can get in and all thats needed is the heating of air into the balloon. Casting off the ballast makes it go with the wind.

Floating platform

These are dwarven made and traded for. They float in the air and go where you Will. You can carry any one person with you on it.

Vehicles

Vehicle (Any mentionable)

These are cars, trucks, vans and other as its needed. You need a drivers license to drive one, and you can only stay on the road. If off-road, you need off-road tires. Gas isn't needed, as they use energy collected in the crystals from magic.

Off-road vehicle

These are 4-wheelers, that can go anywhere on and off-road. They are powered by energy crystals that convert magic to power.

Submarines

These are under the sea marine vehicles that are fan directed and they use pressure tanks to float. They are powered by nuclear crystals.

Motorboat

These use a motor that is powered by energy crystals and they propel the boat along the course you set by steering.

Hovercraft

Hovercraft use fans to drive the craft upwards. The fan in back pushes it. You create the steering. These can go anywhere.

LICENSES

Drivers license

The drivers license is what you get with going through Driver school training. This license allows you to drive almost any type of vehicle.

Pilot license

A pilot license is gotten from the Pilot school and is what you need to fly a airplane or helicopter.

Weapons license

The license to get from the Weapons and Arms Agency. You get the training and you get the license. Although, you might get lucky and get a weapon without a license.

Other license

These are certificates, badges or cards, that are allowing you to be able to do what you need. Such as a license to fly space craft, game license or drive bus and trucks.

Goto modern equipment list top..

INSURANCE

Vehicle insurance

Vehicle insurance is to make things easy for you when the cops catch you driving over the speed limit or want to give you a ticket.

Life insurance

Life insurance is to insure your life when driving a vehicle or when you get in an accident. Also, if you die, you can pay for your funeral.

Other insurance

Other insurance; This is where you get insurance for your house or item from the store and other things like medical needs. The cost of the item is refurbished to you or you get another item.

Goto modern equipment list top..

MODERN SERVICES

Repair shop services

This is the repair shop you can go to that offers repairing services. The price is 10 gold per item, otherwise varies per shop you goto. (Up to GM).

Weapons and Arms Agency

This is the agency you go to that offers Arms and Weapons Training. The price depends on the weapon. (Up to the GM)

Vehicle servicing and repair

Vehicle repairs and servicing are covered in the vehicle servicing service from a car and body shop. Repairs or service could cost you anywhere from 200 gp to 2000 gp.

Driving school

Driving school is where you learn how to drive. You lower insurance rates on the car, when you finish it.

Air conditioning

Air conditiong is a modern service that cools down your place of living. It takes installing and servicing to keep it working for you.

Flight School

Flight school is the basic idea of using a service to learn how to fly a plane or helicopter. You pay for the license to get it done.

Funeral services

Funeral services are where you think to create a burial of someone or turn someone to ashes so they can be scattered across the land or sea. The costs are 3000 gp.

AA (Alcoholics annonymous) group

This is where you go to correct your alcoholic problem. After your done with AA meetings your not needing the alcohol anymore. After the effect of AA is done, you can do things by spirit energy forming the alcohol, instead of having to drink it.

AAA (Vehicle) services

This is where you get your car towed for free to any nearby car workshop and service can be done to your car afterwards.

Counceling services

This is where you goto a psyche doctor, or discuss things in a reasonable way and that is advising. The psyche doctor could be a psychologist for those that need no medicine to fix their mind, or a psychiatrist that gives drugs out to fix the problem with little discussions to fix the mind. The service costs 100 gp, that is paid for by other insurance.

Goto Menu

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.

   If you are playing the modern DnD flavor, then to own a weapon, except for knives you must have a weapons license. Otherwise it would be illegal to own them. Legality gets allowance by the police thinking to use them, so think to own a weapons license to be legally owning them. 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 weapons and armor tables. Here, below is some of the Weapon and armor tables, from the site. 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 or Dollars
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 or Dollars
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 or Dollars
1 lb
Piercing
x4
Can shoot 3 arrows at will for 3d6+1 dmg each.
Bolts for crossbow 1
-

10 GP or Dollars
1 lb
Piercing
x4
Can shoot 2 bolts at will for 3d8+1 dmg each.
Blow darts - - - 10 gp or dollars 1 lb. piercing x2

Modern Weaponry
Cutting
Hand saw - 1d8 5/10 50 gp or dollars 1 lb Cutting x2
2-handed band saw 2 1d10 5/10 100 gp or dollars 3 lbs. Cutting x3
Chainsaw 2 1d12 10/20 400 gp or dollars 3 lbs. Cutting x4 Requires no gas, Versatile
Vibro Blade 2 3d12 10/20 1000 gp or dollars 1 lb. Cutting x5 High vibrational cutting blade, Versatile, Cuts through anything, High Crit
 
Ranged
BB Gun - 1d6 10/20 10 gp or dollars 1 lb. Piercing x2
Pellet Gun - 1d8 10/20 50 gp or dollars 1 lb. Piercing x2
Air Gun - 1d10 20/40 80 gp or dollars 1 lb. Piercing x2 Uses BBs or Pellets and CO2 cartridges
Dart Gun - - 5/30 100 gp or dollars 5 lb. Piercing x3 This gun can shoot any dart..if loaded by you. It doesn't autoload itself.
Gun - 1d10 10/20 100 gp or dollars 1 lb. Piercing x2
Shotgun - 1d12 5/10 150 gp or dollars 2 lbs. Piercing x3 Scattershot, Two-handed
Machine gun - 2d8 10/20 300 gp or dollars 3 lbs. Piercing x3 Repeater, Two-handed
Automatic Machine gun - 2d10 10/20 400 gp or dollars 3 lbs. Piercing x3 Automatic, Two-handed
Rifle 2 1d10 50/100 300 gp or dollars 2 lbs. Piercing x4 Two-handed
Grenade Launcher 2 - 30/60 100 gp or dollars 5 lbs. Piercing x3 Two-handed
Missile Launcher 2 - 100 yards 2000 gp or dollars 5 lbs. Piercing x3 Two-handed
Nuke launcher 2 - 1 mile 5000 gp or dollars 6 lbs. - - Two-handed, Ranged effect
Sonic gun 2 2d8 20 feet 600 gp or dollars 3 lbs. Stun for 1d6 rounds and sound wave damage x2 One-handed, Ranged effect
X-ray gun 2 3d10 20 feet 400 gp or dollars 3 lbs. Stun for 1d6 rounds. You can focus the gun and shoot X-rays. Rays of radiation can pass right through you. Radiation damage. Allows you to see right in the area you focus them on. x3 One-handed, Ranged effect
Explosive Weapons
C4 Explosive - 4d8 10/20 500 gp or dollars .5 lbs. Searing x3 Needs detonator or energy charge
Landmines - 5d10 10/20 500 gp or dollars - Searing, Piercing x4

Modern Ammo
BBs - - - 1 gp or dollars 1 lb. Piercing - Needed for BB or Air guns
Explosive BBs - +3d6 - 1 gp or dollars 1 lb. Exploding damage - Needed for BB or Air guns
Pellets - - - 1 gp or dollars 1 lb. Piercing - Needed for Pellet or Air guns
CO2 Cartridges - - - 1 gp or dollars 1 lb. - - Needed for Air guns
Bullets - - - 1 gp or dollars 1 lb. Piercing - Needed for guns
Exploding bullets - 2d8 5/10 5 gp or dollars 2 lbs. Searing, Piercing - Needed for guns
Depleted Uranium Bullets - 1d10 - 100 gp or dollars 3 lbs. Searing, Piercing - Needed for guns, Can pierce anything
Bullet Blanks - - - 1 sp or dime 1 lb. - Needed for guns, Does no damage
Shotgun Slugs - - - 1 gp or dollars 2 lbs. Piercing - Needed for shotguns, Scattershot
Poison coated ice pellets - - - 4 gp or dollars 2 lbs. Piercing - Needed for heart attack gun
Manta ray poison coated pellets - - - 1 gp or dollars 2 lbs. Piercing - Needed for paralysis gun
Poison coated pellets - - - 1 gp or dollars 2 lbs. Piercing - cheaper ammo needed for heart attack gun
Pepper cartridges in ammo belt - - - 1 gp or dollars 2 lbs. knockout - cheaper ammo needed for pepper gun
25 darts in ammo belt - 1d10 - 15 gp or dollars in credit 1 lbs. piercing - This can be described as any normal type of dart including tag or tracer darts, that's on use with the dart gun. Any poison coating by dipping it is an extra 2d10 per round, until an antidote is used.
25 poison darts in special ammo belt - 3d10 per round poison damage - 15 gp or dollars in credit 1 lbs. piercing - This can be described as a type of dart, that's poisoned with drow poison with use in the dart gun. Any poison coating by dipping it is an extra 2d10 per round, until an antidote is used. Handle these darts with care.

Incendiary Weapons/Ammo
Grenade - 2d10 5/10 2 gp or dollars 3 lbs Piercing x3 Can be Hand tossed, Needed for Grenade Launcher
Missiles (10 pack) - 3d10 10/20 100 gp or dollars 20 lbs. Searing, Piercing x4 Spread, High Crit, Needed for Missile launcher
Hand-held Mini Nukes (2 pack) - 20d12 250' 2 gp or dollars 3 lbs. Searing x4 Spread Radius, High Crit

Range scopes
Range scope - - 50' extended range 100 gp or dollars 1 lb. - - Medium, This can extend the range of any modern weapon in light
Laser scope - - 50' extended range 100 gp or dollars 1 lb. - - Medium, More accurate shot and can extend the range of any modern weapon
Ultraviolet scope - - 50' extended range 100 gp or dollars 1 lb. - - Medium, More accurate and can extend the range of any modern weapon, allows you to see the target in the dark
Infrared scope - - 60' extended range 150 gp or dollars 1 lb. - - Medium, More accurate in the dark that can extend the range of any modern weapon
Magic Weapons
Living weapon 1 2d12+focus ranks and 3d10 5/40' 400 gp or dollars 1 lb. Searing and energy damage x3 Medium, Does not need ammo, can metamorph into any weapon shape including short or long range weapons
Microwave gun 1 3d10+focus amount in seconds 40' 400 gp or dollars 10 lbs. Searing and internal microwave damage x3 Medium, Does not need ammo, Can make a target unconscious if focusing its rays for 2 actions or 4 seconds
Pole energy shooter 1
3d10+focus time in seconds
30'
300 GP or dollars
2 lbs.
Searing
-
Can shoot energy and sear the target by energy damage.
Music pulse gun 1
4d10+focus ranks
30'
300 GP or dollars
3 lbs.
Piercing
-
Can shoot high amped musical energy and pierce the target by soundwave damage.
Heart attack gun 1
-
-
500 GP or dollars
1 lb.
piercing
-
Can shoot poison coated ice pellets or poison coated pellets and BBs, that cause heart attacks upon hit.
Paralysis gun 1
3d10
-
500 GP or dollars
1 lb.
piercing
-
Can shoot Manta ray poison coated pellets, that cause paralysis upon hit.
Force Scimitar 1
1d8+6

200 GP or dollars
5 lbs.
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 or dollars
1 lbs.
Searing
x4
Extendable, Laser that can cut through anything
Energy rifle 1 2d12+focus ranks 50' 200 gp or dollars 10 lbs. Searing x3 Medium, Does not need ammo
PPC Gun 2 2d8+6 30' 200 gp or dollars 10 lbs. Searing x3 Small, Does not need ammo
PPC Turbine 3 3d8+10 40' 500 gp or dollars 20 lbs. Searing x3 Medium, Repeater, Does not need ammo
Plasma cannon 2 4d10+focus ranks 30 feet 500 gp or dollars 4 lbs. You can focus the gun and shoot plasma. Searing fire and plasma damage. x3 One-handed, Ranged effect
BFG 2 6d10+focus ranks 40' 500 gp or dollars 10 lbs. Searing x3 Medium, 2-handed. Does not need ammo
Hyper Gun 3 5d10+3 50' 500 gp or dollars 20 lbs. Hyper and searing x3 Medium, 2-handed, Does not need ammo
Vortex Gun 2 3d8+focus action 40' 300 gp or dollars 10 lbs. Gas energy strikes x3 Medium, 1-handed, Does not need ammo
Deva mace 1 4d8+strength modifier with 5d8 radiant 5' 50 gp or dollars 4 lbs. Blunt and Radiant x3 Medium
Pepper gun 1 - 40' 500 gp or dollars 4 lbs. pepper x3 Medium, this uses a pepper cartridge and CO2 cartridge and can knock out victim for 30 minutes.
Shock rod 1 4d8+focus ranks or instant death 5' 50 gp or dollars 4 lbs. Shock x3 Medium, Does not need ammo
Energy shot warbow 2 3d8+focus ranks 50' 400 gp or dollars 4 lbs. Radiant x3 Large, 2-handed, Does not need ammo
Spirit gun 2 3d8+focus ranks 40' - 0 lbs. Radiant x4 small, 1-handed, Does not need ammo, this is summoned by the spirit so its free
Magic gun 1 4d10+focus ranks 5/50' 200 gp or dollars 2 lbs. Radiant x4 small, 1-handed, Does not need ammo, this is easily summoned by the spirit
Magic Dart Gun 1 4d10+4d10 elemental damage 5/50' 300 gp or dollars 3 lb. radiant and elemental x4 small, 1-handed, It can shoot energy darts annd needs no ammo. It can be any element that's shot for extra damage.
Magic blow pipe 1 4d10+Focus ranks Unlimited range 200 gp or dollars 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 or dollars 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 or dollars 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 or dollars 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.
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

 Energy rifle; This is the high powered rifle that is seen in the sci fi movies. Its energy is a unlimited and recharging power cell from your energy, the heat in the air and the sun's energy and it fires an energy bolt from a violet crystal mounted in the barrel. If at first it doesn't work, allow 6 seconds or 1 round to pass for the energy to come back in heat form to the air, focus and allow it to recharge. Then it will. The crystal causes a searing damage to the target. That is 2d12+focus ranks and it weighs 10 lbs. It can shoot at 50' away accurately.

 Heart attack gun; This gun weighs 1 lb. and shoots coated ice pellets, or poison coated pellets and BBs at a range of 30' that were coated with a special poison made from pufferfish. The ice pellets are always kept frozen unless they are the pellets. On contact the pellets cause a heart attack, and leave only a small red mark or hole. This packaged deal, of course comes with reusable gloves to handle the ammo. Handle carefully!

 Paralysis gun; This gun weighs 1 lb. and shoots Manta ray poison pellets for 3d10 damage at a range of 30' that were coated with a special poison made from Manta Ray. On contact the pellets cause a paralysis, and leave only a small hole. This packaged deal, of course comes with reusable gloves to handle the ammo. Handle carefully!

 Pole energy shooter; This pole arm shoots energy that is searing by the high amps to multiple targets if allowed to charge or a single target. 3d10+focus time in seconds is the damage and the weight is 2 pounds. Its range is 30'.

 Music pulse gun; This is a musical guitar with a battery that recharges itself from sunlight and radiowaves in 10 minutes. This battery lasts 10 hours per use. The guitar can form the music of the moment by playing it. It has high amps mode that be turned on or off. So in high amps mode it can pulse soundwave energy out to the target/s, that's making piercing soundwave damage to their brains. That allows the target/s to become unconscious if exposed to it for 2 actions for 1d8 rounds in battle or 2d10 minutes outside of battle. Think to pulse out the damage and you deal 4d10+focus ranks in amount. This weapon weighs 3 lbs. and has a range of 30'.

 Plasma cannon; This 2-handed gun can create by creating plasma shot to the target, at the range of 30' the damages of 4d10+focus ranks. This uses the energy cell to power the weapon and the weapon weighs 4 lbs.

 BFG; Bio force gun, this gun is held in 2 hands and once fired turns the targets in the area into a pile of dust, that's leaving their items untouched magically. This weapon is fair by all means, as though it sometimes doesn't turn them into dust it does 6d10+focus ranks in damage. You know if it does, if you roll a 1d100+luck and get a 51 or above as a result. Its range is 40'. It is powered by a power crystal, where you can fire it as many times that you want. So think and you know what to do if allowed by GM.

 Hyper gun; This weapon will change reality upon firing at a target or targets. Think to use it sparingly. Its powered by a self-charging power crystal. Its damages are 5d10+3 per shot with hyper energy damages. Its range is 50'. This gun has 7 shots per every 1 hour and recharges itself after it is allowed 30 minutes without firing. Its 2-handed weaponry that means business as it shifts the target/s into the hyper dimension where every 10 minutes is a second here. Then in that dimension, the area damages the target/s per minute until the target is dead. Then the dimension shifts the target back, and you get what the target had on it.

 Microwave gun; This gun weighs 10 lbs and emits triggered microwaves. That do internal damage, as well as physical damages. Its powered by a power crystal, that never needs recharging. The range is 40' and it deals 3d10+focus damages. This gun can cause a target to be unconscious in 4 seconds or 2 actions of focusing it for 1d6 rounds. That's pointing it at a target and pulling the trigger. This can make you feel uncomfortable if being shot with it.

 Vortex gun; This gun can create O-rings, these are high-energy vortex rings of gas to knock down people or spray them with marking ink or other chemicals. That means it can knock out a person while dealing gas, or chemical damage for 1d6 rounds or 36 seconds. The damages possible are 3d8+focus action %. The amount of focus actions cause the bonus to this weapon's damages. It is 1-handed and weighs 10 lbs. It can send out is ring energy up to 40'. It is powered by an energy cell, that doesn't need recharging. All you need is to pull the trigger.

 Living weapon; This is the weapon that lives and repairs itself from your bio essence. It can absorb energy from those its inflicted upon, and create energy attacks uponst them for an additional 3d10 energy damage. Normally it does 2d12+focus ranks in damage. It weighs 1 lb and its range is 40', if changed into a long range weapon. Otherwise, it is short ranged of 5', and a melee or battle weapon.

 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.

 Pepper gun; This is where you create with a pepper shot or chemical and CO2 cartridge. Think to use the pepper cartridge and shoot it at a target with the CO2 cartridge. Then you knock out the target for 30 minutes by the power of chemicals. This gun is non-lethal and can shoot up to 40'. It weighs 4 lbs.

 Shock rod; This device is where you shoot forth energy into the target or targets, then that's from the focused bioenergy and the rod itself. You can cause heart attacks or shocking death and shock damage otherwise. This device weighs 4 lbs. and can shoot up to 40 feet. It is lethal to use. If the victim makes it's saving throws, then they receive shock damages that make the target pass out. This is for 1d6 rounds in battle or 1 hour outside of combat. The damages are 4d8+focus ranks in damage. This is essentially a one shot weapon.

 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.

 Spirit gun; This gun is where you shoot forth energy from the spirit into the target, then that's from the focused bioenergy and the spirit manifesting the spiritual weapon itself from a soul copy. You can cause radiant damage. This device weighs nothing and can shoot up to 50 feet. You can shoot up to 3 shots of energy at once. The damages are 3d8+focus ranks in damage.

 Magic gun; This is a gun that needs no ammo, it shoots off energy shots that are powered by a magic battery. As in the battery uses your bioforce and powers a crystal that makes the shot occur by trigger if the safety lock is off. This has self-cauterizing energy caused wounds. That means you or your targets shot with this won't bleed. That can strike the target for 4d10+actions focused as radiance damage. THe range is 5/50' and comes with a laser scope that you make accurate shots with by feel. It weighs 2 lbs.

 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.

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

Modern Armor
Light(1) Tire armor 15 -1 10
Good against most things and bulky
Kevlar Vest 20 -1 10
Bullet-proof vest
Nano armor 25 0 5
Bullet-proof and weapon proof shirt
Heavy(2)
Stainless Steel Chain
10
-1
30


Stainless Steel Scale
12
-2
20


Stainless Steel Plate
15
-4
40

Polycarbon Stainless Steel Shields
Light
5
0
3


Heavy
8
0
5

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 Kevlar of immunity 25 -1 10 Repairs itself, and makes the wearer immune to elemental energy effects. This is a bullet-proof vest.
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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