This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.
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.
The most common coin is the gold
piece (gp). A gold piece is worth 10 silver pieces. Each silver piece
is worth 10 copper pieces (cp). In addition to copper, silver, and
gold coins, there are also platinum pieces (pp), which are each worth
10 gp.
The standard coin weighs about a
third of an ounce (fifty to the pound).
Table: Coins |
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————— Exchange Value ———— |
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CP |
SP |
GP |
PP |
Copper piece (cp) or a penny= |
1 |
1/10 |
1/100 |
1/1,000 |
Silver piece (sp) or dime= |
25 or quarter |
10 |
1 |
1/5 or nickel |
Gold piece (gp) or dollar = |
100 |
10 |
1 |
1/10 |
Platinum piece (pp) = |
1,000 |
100 |
10 |
1 |
Merchants commonly exchange trade goods without using currency. As a means of comparison, some trade goods are detailed below.
Table: Trade Goods |
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Cost |
Item |
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crystals |
1 sp |
—Any crystal or crystals bag that is usable by feel or any you think then just ask unless unreasonable. |
crystal bag |
5 sp |
—This is a gem bag that's useful for any occasion.. That is any crystal or crystals bag that is usable by feel or any you think then just ask unless unreasonable and gem is there. |
crystal travel bag of holding |
3 sp |
—Any crystal in a crystals bag that is usable by feel causes the bage to hold more than what the bag looks like the bag can hold. So think it is a bag that holds things then this is cheaper. By feel you know what is in there so you realize what you get. |
1 cp |
One pound of wheat |
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2 cp |
One pound of flour, or one chicken |
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1 sp |
One pound of iron |
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5 sp |
One pound of tobacco or copper |
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1 gp or dollar |
One pound of cinnamon, or one goat |
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2 gp |
One pound of ginger or pepper, or one sheep |
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3 gp |
One pig |
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4 gp |
One square yard of linen |
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5 gp |
One pound of salt or silver |
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10 gp |
One square yard of silk, or one cow |
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15 gp |
One pound of saffron or cloves, or one ox |
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50 gp |
One pound of gold |
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500 gp |
One pound of platinum |
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.
Table: Goods and Services |
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Item |
Cost |
Weight |
Backpack (empty) |
2 gp |
2 lb.1 |
Container (empty) |
2 gp |
1 lb.1 |
Liquid container (empty) |
4 gp |
2 lb.1 |
Belt |
1 gp |
1.5 lb.1 |
Belt pouches (empty) |
2 gp |
2 lb.1 |
Weapon sheath |
2 gp |
2 lb.1 |
Concealed weapon sheath |
2 gp |
2 lb.1 |
Barrel (empty) |
2 gp |
30 lb. |
Basket (empty) |
4 sp |
1 lb. |
Survival food trio kit |
4 gp |
2 lb.1 |
Bedroll |
1 sp |
5 lb.1 |
Bell |
1 gp |
— |
Blanket, winter |
5 sp |
3 lb.1 |
Block and tackle |
5 gp |
5 lb. |
Bottle, wine, glass |
2 gp |
— |
Bucket (empty) |
5 sp |
2 lb. |
Caltrops |
1 gp |
2 lb. |
Candle |
1 cp |
— |
Canvas (sq. yd.) |
1 sp |
1 lb. |
Case, map or scroll |
1 gp |
1/2 lb. |
Chain (10 ft.) |
30 gp |
2 lb. |
Chalk, 1 piece |
1 cp |
— |
Chest (empty) |
2 gp |
25 lb. |
Crowbar |
2 gp |
5 lb. |
Firewood (per day) |
1 cp |
20 lb. |
Fishhook |
1 sp |
— |
Fishing net, 25 sq. ft. |
4 gp |
5 lb. |
Flask (empty) |
3 cp |
1-1/2 lb. |
Flint and steel |
1 gp |
— |
Grappling hook |
1 gp |
4 lb. |
Hammer |
5 sp |
2 lb. |
Ink (1 oz. vial) |
8 gp |
— |
Inkpen |
1 sp |
— |
Jug, clay |
3 cp |
9 lb. |
Ladder, 10-foot |
5 cp |
20 lb. |
Lamp, common |
1 sp |
1 lb. |
Lantern, bullseye |
12 gp |
3 lb. |
Lantern, hooded |
7 gp |
2 lb. |
Goto Goods n Services Menu |
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1 lb. |
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Very simple |
20 gp |
1 lb. |
Average |
40 gp |
1 lb. |
Good |
80 gp |
1 lb. |
Amazing |
150 gp |
1 lb. |
Goto Goods n Services Menu |
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Various |
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Manacles |
15 gp |
2 lb. |
Manacles, masterwork |
50 gp |
2 lb. |
Mirror, small steel |
10 gp |
1/2 lb. |
Mug/Tankard, clay |
2 cp |
1 lb. |
Oil (1-pint flask) |
1 sp |
1 lb. |
Paper (sheet) |
4 sp |
— |
Parchment (sheet) |
2 sp |
— |
Pick, miner’s |
3 gp |
10 lb. |
Pitcher, clay |
2 cp |
5 lb. |
Piton |
1 sp |
1/2 lb. |
Pole, 10-foot |
2 sp |
8 lb. |
Pot, iron |
5 sp |
10 lb. |
Pouch, belt (empty) |
1 gp |
1/2 lb.1 |
Ram, portable |
10 gp |
20 lb. |
Rations, trail (per day) |
5 sp |
1 lb.1 |
Rope, hempen (50 ft.) |
1 gp |
10 lb. |
Rope, silk (50 ft.) |
10 gp |
5 lb. |
Sack (empty) |
1 sp |
1/2 lb.1 |
Sealing wax |
1 gp |
1 lb. |
Sewing needle |
5 sp |
— |
Signal whistle |
8 sp |
— |
Signet ring |
5 gp |
— |
Sledge |
1 gp |
10 lb. |
Soap (per lb.) |
5 sp |
1 lb. |
Spade or shovel |
2 gp |
8 lb. |
Spyglass |
1,000 gp |
1 lb. |
Tent |
10 gp |
20 lb.1 |
Torch |
1 cp |
1 lb. |
Vial, ink or potion |
1 gp |
1/10 lb. |
Waterskin |
1 gp |
4 lb.1 |
Whetstone |
2 cp |
1 lb. |
Goto Goods n Services Menu |
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Item |
Cost |
Weight |
Cliffracer bane |
50 gp |
1 lb |
Arcane energy bottle |
100 gp |
1 lb |
Arcane healing bottle |
100 gp |
1 lb |
Ring of holding |
100 gp |
.5 lbs |
Bag of holding |
100 gp |
1 lb. |
Wand |
2 gp |
.5 lb |
Acid (flask) |
10 gp |
1 lb. |
Alchemist’s fire (flask) |
20 gp |
1 lb. |
Antitoxin (vial) |
50 gp |
— |
Everburning torch |
110 gp |
1 lb. |
Holy water (flask) |
25 gp |
1 lb. |
Smokestick |
20 gp |
1/2 lb. |
Sunrod |
2 gp |
1 lb. |
Tanglefoot bag |
50 gp |
4 lb. |
Thunderstone |
30 gp |
1 lb. |
Tindertwig |
1 gp |
— |
Flying carpet |
10 gp |
2 lb. |
Magic carpet |
15 gp |
2 lb. |
Goto Goods n Services Menu |
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Item |
Cost |
Weight |
Alchemist’s lab |
500 gp |
40 lb. |
Artisan’s tools |
5 gp |
5 lb. |
Artisan’s tools, masterwork |
55 gp |
5 lb. |
Climber’s kit |
80 gp |
5 lb.1 |
Disguise kit |
50 gp |
8 lb.1 |
Healer’s kit |
50 gp |
1 lb. |
Holly and mistletoe |
— |
— |
Hourglass |
25 gp |
1 lb. |
Magnifying glass |
100 gp |
— |
Musical instrument, common |
5 gp |
3 lb.1 |
Musical instrument, masterwork |
100 gp |
3 lb.1 |
Scale, merchant’s |
2 gp |
1 lb. |
Spell component pouch |
5 gp |
2 lb. |
Thieves’ tools |
30 gp |
1 lb. |
Thieves’ tools, masterwork |
100 gp |
2 lb. |
Tool, masterwork |
50 gp |
1 lb. |
Water clock |
1,000 gp |
200 lb. |
Goto Goods n Services Menu |
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Item |
Cost |
Weight |
Artisan’s outfit |
1 gp |
4 lb.1 |
Cleric’s vestments |
5 gp |
6 lb.1 |
Cold weather outfit |
8 gp |
7 lb.1 |
Courtier’s outfit |
30 gp |
6 lb.1 |
Entertainer’s outfit |
3 gp |
4 lb.1 |
Explorer’s outfit |
10 gp |
8 lb.1 |
Monk’s outfit |
5 gp |
2 lb.1 |
Noble’s outfit |
75 gp |
10 lb.1 |
Peasant’s outfit |
1 sp |
2 lb.1 |
Royal outfit |
200 gp |
15 lb.1 |
Scholar’s outfit |
5 gp |
6 lb.1 |
Traveler’s outfit |
1 gp |
5 lb.1 |
Goto Goods n Services Menu |
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Item |
Cost |
Weight |
Ale |
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Gallon |
2 sp |
8 lb. |
Mug |
4 cp |
1 lb. |
Banquet (per person) |
10 gp |
— |
Bread, per loaf |
2 cp |
1/2 lb. |
Cheese, hunk of |
1 sp |
1/2 lb. |
Inn stay (per day) |
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Good |
2 gp |
— |
Common |
5 sp |
— |
Poor |
2 sp |
— |
Meals (per day) |
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Good |
5 sp |
— |
Common |
3 sp |
— |
Poor |
1 sp |
— |
Meat, chunk of |
3 sp |
1/2 lb. |
Wine |
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Common (pitcher) |
2 sp |
6 lb. |
Fine (bottle) |
10 gp |
1-1/2 lb. |
Goto Goods n Services Menu |
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Item |
Cost |
Weight |
Barding |
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Medium creature |
x2 |
x1 |
Large creature |
x4 |
x2 |
Bit and bridle |
2 gp |
1 lb. |
Dog, guard |
25 gp |
— |
Dog, riding |
150 gp |
— |
Donkey or mule |
8 gp |
— |
Feed (per day) |
5 cp |
10 lb. |
Horse |
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Horse, heavy |
200 gp |
— |
Horse, light |
75 gp |
— |
Pony |
30 gp |
— |
Warhorse, heavy |
400 gp |
— |
Warhorse, light |
150 gp |
— |
Warpony |
100 gp |
— |
Saddle |
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Military |
20 gp |
30 lb. |
Pack |
5 gp |
15 lb. |
Riding |
10 gp |
25 lb. |
Saddle, Exotic |
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Military |
60 gp |
40 lb. |
Pack |
15 gp |
20 lb. |
Riding |
30 gp |
30 lb. |
Saddlebags |
4 gp |
8 lb. |
Stabling (per day) |
5 sp |
— |
Goto Goods n Services Menu |
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Item |
Cost |
Weight |
Carriage |
100 gp |
600 lb. |
Cart |
15 gp |
200 lb. |
Galley |
30,000 gp |
— |
Keelboat |
3,000 gp |
— |
Longship |
10,000 gp |
— |
Rowboat |
50 gp |
100 lb. |
Oar |
2 gp |
10 lb. |
Sailing ship |
10,000 gp |
— |
Sled |
20 gp |
300 lb. |
Wagon |
35 gp |
400 lb. |
Warship |
25,000 gp |
— |
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”).
This is storage that can contain up to 5 medium sized items.
This is a liquid container that stores 1 gallon of liquid.
5 pouches and bags, that fit on the belt and can store 4 small or 2 medium sized items each.
This is a kit that comes with Hard tack, dehydrated soap and peasant bread. Hard tack is flour and water baked low and slow to remove all moisture. The shelf life is massive. Dehydrated soup is highly customizable and is a solid that forms after water has been taken out of a soup that can be revived with some hot water, and peasant bread is water + flour attached to a stick and roasted over a fire. Surprisingly good for how amazingly cheap it is.
This sheath allows you to carry any weapon you think to own.
This allows you to carry a weapon that is concealed from sight.
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.
A candle dimly illuminates a 5-foot radius and burns for 1 hour.
Chain has hardness 10 and 5 hit points. It can be burst with a DC 26 Strength check.
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.
Lighting a torch with flint and steel is a full-round action, and lighting any other fire with them takes at least that long.
Throwing a grappling hook successfully requires a Use Rope check (DC 10, +2 per 10 feet of distance thrown).
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.
This is black ink. You can buy ink in other colors, but it costs twice as much.
This basic ceramic jug is fitted with a stopper and holds 1 gallon of liquid.
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.
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.
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.
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 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.
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.
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.
This rope has 2 hit points and can be burst with a DC 23 Strength check.
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.
Objects viewed through a spyglass are magnified to twice their size.
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.
A vial holds 1 ounce of liquid. The stoppered container usually is no more than 1 inch wide and 3 inches high.
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.
This artifact looks like a round black object that is small and fits in the palm of your hand. It weighs 1 lbs. This is where you imagine levitating, think and a 1 second levitation spell is created it when you need it. Their flight gets disabled from it for 1d10 rounds.
This is a special bottle that restores your energy on a swig. This potion bottle refills itself with purified water formed from the moisture in the air. That's as it is empty within 1 minute of it emptying itself. See it contains 12 swigs and weighs 1 lbs. So on a swig you get back all your energy. Think to it to recharge the energy potential for restoring your energy % as it refills or you drink it.
This potion bottle refills itself with purified water formed from the moisture in the air. That's as it is empty within 1 minute of it emptying itself. Each kill you do is treated as energy that energizes the water so you "heal" with it. Think about it..it uses the energy of the targets to refill itself. This potion will heal half your health per swig. It holds 10 swigs.
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.
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; 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.
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.
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.
If you drink antitoxin, you get a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.
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 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).
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.
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.
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.
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.
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: 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; 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.
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.
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.
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.
This is the perfect tool for climbing and gives you a +2 circumstance bonus on Climb checks.
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.
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.
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.
A masterwork instrument grants a +2 circumstance bonus on Perform checks involving its use.
A scale grants a +2 circumstance bonus on Appraise checks involving items that are valued by weight, including anything made of precious metals.
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.
This kit contains extra tools and tools of better make, which grant a +2 circumstance bonus on Disable Device and Open Lock checks.
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.
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.
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.
These ecclesiastical clothes are for performing priestly functions, not for adventuring.
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.
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.
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).
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.
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.
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).
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.
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.
Perfect for a scholar, this outfit includes a robe, a belt, a cap, soft shoes, and possibly a cloak.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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).
A pack saddle holds gear and supplies, but not a rider. It holds as much gear as the mount can carry.
The standard riding saddle supports a rider.
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.
This two-wheeled vehicle can be drawn by a single horse (or other beast of burden). It comes with a harness.
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.
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.
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.
This 8- to 12-foot-long boat holds two or three Medium passengers. It moves about 1-1/2 miles per hour.
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.
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.
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.
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.
Weapons and armor is whatever you decide
to have on the body. Or, to have in the backpack and carry-ons. Gotten
from whatever game book that you want. Its possible the GM will specify
what you can buy. Dip any weapon in poison for an extra 2d10 poison damage.
Handle carefully. This lasts per round until antidote is applied. Due
note: Changing weapons and armor, that you use in battle costs 1
action..
The effect of a weapon can be gated to the area of the targets.
That is because the soul or spirit can cause the gateway for the effect,
that the targets will be near for it to effect them. This negates distance
and makes the effect near or on the targets. No matter where they are in
life. There is a concept that makes it lifelike. So if you think to use
this, then you must know where the targets are in the area they exist.
This is known by psychic means, we are all psychic in one way or another.
This is a known effect.
Look here for the armor tables. Here, below is some of the Weapon and armor tables, from . Added to it, is that of a magic armor. Now remember, all metal armor has a lightning weakness..that it gives you.
Weapons | Prof |
Damage |
Range |
Cost |
Weight |
Category |
Critical | Properties |
Gauntlet | 1d4 | 2 GP | 1 lb | Bludgeoning | x2 | |||
Unarmed Strike/Fist | 1d4 | Bludgeoning | x2 | |||||
Goto Weapon and Armor Menu | ||||||||
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 |
Goto Weapon and Armor Menu | ||||||||
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 |
Kenoba Spiked club |
|
3d8 |
5/8' |
20 GP |
8 lb |
Bludgeoning piercing |
x3 |
One-handed |
Kanabo Giant Spiked club |
|
5d8 |
9/18' |
40 GP |
10 lb |
Bludgeoning piercing |
x4 |
Two-handed |
Flail |
|
1d10 |
|
15 GP |
10 lb |
Bludgeoning |
19-20/ x2 |
|
Greatsword |
|
2d6 |
|
50 GP |
8 lb |
Slashing |
19-20/x2 |
Two-handed |
Halbred |
|
1d10 |
Reach 2 |
10 GP |
12 lb |
Piercing or Slashing |
x3 |
Two-handed |
Handaxe |
1 |
1d6 |
5/10 |
6 GP |
3 lb |
Slashing |
x3 |
|
Longsword |
2 |
1d8 |
- |
15 GP |
4 lb |
Slashing |
19-20/x2 |
Versatile |
Rapier |
|
1d8 |
|
20 GP |
2 lb |
Piercing |
18-20/x2 |
|
Scimitar |
|
1d8 |
|
15 GP |
4 lb |
Slashing |
|
High crit |
Short sword |
3 |
1d6 |
- |
10 GP |
2 lb |
Piercing |
19-20/x2 |
|
Arming sword |
2 |
1d8 |
- |
20 GP |
3 lb |
Piercing |
17-20/x3 |
Finesse, Versatile (1d8) |
Warhammer |
1 |
1d10 |
|
12 GP |
5 lb |
Bludgeoning |
x3 |
Versatile |
War pick |
2 |
1d8 |
- |
15 gp |
6 lbs |
Pick |
|
High Crit, Versatile |
Goto Weapon and Armor Menu | ||||||||
Superior Melee |
||||||||
Chain, Spiked |
|
2d4 |
Reach 2 |
25 GP |
10 lb |
Piercing |
x2 |
|
Goto Weapon and Armor Menu | ||||||||
|
||||||||
Ranged |
||||||||
Simple Ranged |
||||||||
Crossbow |
|
1d6 |
15/30 |
35 GP |
4 lb |
Piercing |
19-20/x2 |
|
Crossbow, Hand |
|
1d6 |
10/20 |
100 GP |
2 lb |
Piercing |
19-20/x2 |
|
Sling |
|
1d6 |
10/20 |
- |
0 lb |
Bludgening |
x2 |
|
Blowpipe |
|
1d8 per blow dart |
10/30 |
5 GP |
1 lb |
- |
x2 |
|
Goto Weapon and Armor Menu | ||||||||
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. |
Goto Weapon and Armor Menu | ||||||||
Ammo | ||||||||
Arrows for bow in quiver | 1 |
- |
10 GP |
1 lb |
Piercing |
x4 |
Can shoot 3
arrows at will for 3d6+1 dmg each. |
|
Bolts for crossbow | 1 |
- |
10 GP |
1 lb |
Piercing |
x4 |
Can shoot 2
bolts at will for 3d8+1 dmg each. |
|
Blow darts | - | - | - | 10 gp | 1 lb. | piercing | x2 | |
Goto Weapon and Armor Menu | ||||||||
Magic
Weapons |
||||||||
Force Scimitar | 1 |
1d8+6 |
200 GP |
5 lb |
Slashing |
x4 |
Can shoot 2
force bolts at will for 3d6+1 dmg each 3 times per day. |
|
Light sabre | 1 |
4d10+6 |
500 GP |
1 lb |
Searing |
x4 |
Extendable, Uses a Kyber crystal that is the color you like, Laser that can cut through anything |
|
Dark sabre | 1 |
4d10+6 |
500 GP |
1 lb |
Searing |
x4 |
Extendable, Uses a Black Kyber crystal, Sword shaped laser that can cut through anything, Add +2 AC. |
|
PPC Gun | 2 | 2d8+6 | 30' | 200 gp | 10 | Searing | x3 | Small, Does not need ammo |
PPC Turbine | 3 | 3d8+10 | 40' | 500 gp | 20 | Searing | x3 | Medium, Repeater, Does not need ammo |
Deva mace | 1 | 4d8+strength modifier with 5d8 radiant | 5' | 50 gp | 4 lbs. | Blunt and Radiant | x3 | Medium |
Energy shot warbow | 2 | 3d8+focus ranks | 50' | 400 gp | 4 lbs. | Radiant | x3 | Large, 2-handed, Does not need ammo |
Magic Darts | 1 | 4d10+4d10 elemental damage | 5/20' | 300 gp | 3 lb. | radiant and elemental | x4 | small, 1-handed, You can toss the energy darts and it reforms as you need it in hand. It can be any element that's tossed for extra damage. |
Magic blow pipe | 1 | 4d10+Focus ranks | Unlimited range | 200 gp | 3 lb. | radiant | x3 | small, 1-handed, Upon upon breathing through it is to cause an energy projectile to shoot forth |
Barbed whip | 1 | 3d10 energy and 2d10 infliction per whip end | 5/20' | 400 gp | 3 lb. | energy and infliction | x4 | medium, 1-handed, this weapon has three ends and creates the effect of 3 energy strikes, that's with barbed damage done upon hit. |
Firesword | 1 | 25% more fire and 1d10 infliction | 5/10' | 200 gp | 3 lb. | fire and infliction | x4 | medium, 1-handed, this weapon creates with the fire effect by adding 25% more damage and also has normal slashing damages. |
Icesword | 1 | 10% more cold and 1d10 infliction | 5/10' | 100 gp | 3 lb. | ice and infliction | x3 | medium, 1-handed, a sword that emanates coldness as the ice sword it does 10% more damage and slows down targets. so they have one fewer action and also has normal slashing damages. |
Magic peace pipe | 1 | Nothing | Any distance | 300 gp | 1 lb. | none | - | small, 1-handed, this pipe creates patience and peace from wrathful energies as you smoke it with a white smoke. |
Magic war pipe | 1 | none | Any distance | 300 gp | 1 lb. | none | none | small, 1-handed, thhis is a pipe that causes wrath from peaceful patience as you smoke it with a black smoke. |
Magic wish pipe | 1 | Nothing | Any distance | 300 gp | 1 lb. | none | - | small, 1-handed, this pipe creates a wish that you need as you smoke it with a white smoke. |
The Philosopher's Pipe | 1 | none | 5/10' | 300 gp | 1 lb. | none | none | small, 1-handed, the person who smokes it have perfect luck for the day with a white smoke. Add +10 to your luck rolls as a temporary boost in play. This boost lasts for 1d10 hours. |
Curing Pipe | 1 | none | 5/10' | 500 gp | 2 lb. | none | none | small, 1-handed, the person who smokes it is cured of all bad conditions including all diseases and illnesses. this works with a white smokey vapor. |
Spear of destiny | 1 | 3d10 dmg and otherwise 10% energy used its instant kill | 7/15' | 400 gp | 4 lb. | Inflictive | x4 | medium, 2-handed, heavy thrown, It was a spear used in Romans. As long as you have the mana and you only need 10% energy to do this, you kill the enemy instantly upon touching them with this..weapon. |
Grass cutter sword | 1 | 2d10+focus ranks and 3d10 divine damage | 5/10' | 400 gp | 4 lb. | Inflictive and divine | x4 | medium, 1 or 2-handed, This can cut through grass like butter and that's in case the vegetation is blocking the way or grants +1 devotion for every kill with it |
Goto Weapon and Armor Menu |
Light Sabre: This is a hilt that has an inset Kyber crystal in it. Listed here with their special properties at https://www.dandwiki.com/wiki/Lightsabers_(5e_Equipment). This crystal extends as a laser 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
Dark Sabre: This is a hilt that has an inset Black kyber crystal in it. Listed here with its properties at https://www.dandwiki.com/wiki/Lightsabers_(5e_Equipment). This crystal extends as a laser 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.
Black Kyber Crystal. Constructed by the first Mandalorian to be inducted into the Jedi Order, this "Darksaber" embodies the user's pride, but not necessarily their darkness. Lost to the depths of the jedi archives, legend states that there is only one of these blades in existence. While wielding a lightsaber with a black kyber crystal, you gain a +2 to AC. This crystal is Legendary.
Deva mace; This mace looks ordinary, yet feels different as it creates radiant damage. It weighs 4 lbs. and it does 4d8 (8~32) + Strength modifier damage and extra damage is 5d8 (8~40) radiant damage., it deals bludgeoning damage and is 1-handed.
Energy shot warbow; This bow is where you shoot forth energy into the target or targets, then that's from the focused bioenergy and the bow energy itself. You can cause radiant damage. This device weighs 4 lbs. and can shoot up to 50 feet. You can shoot up to 3 arrows of energy at once. The damages are 3d8+focus ranks in damage.
Magic dart gun; This device is small and 1-handed, that's made of unbreakable stuff. It can shoot energy darts that does what you think with radiant damage. So it will do what you think to it to do and needs no ammo. The magic is where its range is 5/50'. It weighs 3 lbs. Its damage is 4d10+4d10 elemental damage, that you focus into the dart of any gated in element from the elemental plane of energy. This you think to shoot forth.
Magic blow pipe; The reinforced pipe is capable upon breathing through it to cause an energy projectile, that is energy combined with the heat of your breath sent to hit the target with radiant damage. The damages are 4d10+focus ranks per missile that's gated by the soul to the target.
Barbed whip; This is a weapon that has three ends and creates the effect of 3 energy strikes, that's with barbed damage done upon hit. Its range is up to 20'. This is using an idea to effect the target hit, this is with 3d10 energy damages and 2d10 infliction damages per each whip end.
Magic peace pipe; This is a peace pipe that produces white smoke, that turns wrath energy into patience with peaceful attitude. It does no damages and is small, it weighs 1 lbs. It's a tool that can be made out of just about anything, maybe sandelwood or Catlinite. It just depends on the tribe.
Magic war pipe; This is the implied polar opposite version of the magic peace pipe, that produces black smoke. That turns peaceful patience into wrathful attitude. It does no damages and is small, it weighs 1 lbs. It's a tool that can be made out of just about anything, maybe sandelwood or Catlinite..
Magic wish pipe; This pipe weighs 1 lbs. and upon smoking it, it produces a white smoke that grants you a wish upon inhaling it. The wish can be stated or thought. The wish can be anything, so if you wished to damage or heal someone. You cause 1/2 focus ranks+(die is set according to level. Levels 1-9 is d6. Levels 10-19 is d8. Levels 20-29 is d10. Levels 30- is d12.)+concentration ranks in Amount.
The Philosopher's Pipe; It weighs 1 lbs. and emits a white smoke, that can make the person who smokes it have perfect luck for the day. Its made out of mohagony. This is like getting a 1 out of 64 on the I Ching for a lucky perfect day. Add +10 to your luck rolls as a temporary boost in play. This boost lasts for 1d10 hours..
Curing pipe; This weighs 2 lbs and is a pipe carved out of a large diamond. It makes the person who uses it cured of all diseases and illnesses, that's including bad conditions.
The spear of destiny; This does x4 criticals, normally 3d10 dmg and weighs 4 lbs. Its a large spear that is 2-handed. Its range is 7/15'. It was a spear used in Romans. As long as you have the mana and you only need 10% energy to do this, you kill the enemy upon touching them with this..weapon.
Grass cutter sword; This can cut through grass and that's In case the vegetation is blocking the way. It does 2d10+focus ranks and 3d10 divine damage and grants +1 devotion for every kill with it.. it weighs 4 lbs. This is either 1 or 2 handed..it's medium in size. X4 in critical. Range 5/10'.
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 Cost |
||||||
Armor |
Type |
AC Bonus Value |
AC Check Penalty |
Weight in lbs |
Special Properties |
Cost |
Light(1) |
Cloth |
0 |
0 |
2 |
|
5 GP |
|
Brigadine |
8 |
0 |
10 |
This is armor with steel plates and they are bound in cloth. |
20 GP |
|
Leather |
2 |
0 |
15 |
|
15 GP |
|
Hide |
3 |
0 |
25 |
|
10 GP |
Heavy(2) |
Chain |
6 |
-1 |
40 |
|
20 GP |
|
Scale |
7 |
-2 |
30 |
|
30 GP |
|
Plate |
8 |
-4 |
50 |
|
50 GP |
Shields |
Light |
1 |
0 |
6 |
|
10 GP |
|
Heavy |
2 |
0 |
10 |
|
20 GP |
Magic (Light) | ||||||
Ebony mail | 15 | 0 | 10 | This mail halves all damage.. | 200 gp | |
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. | 100 GP |
|
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. | 500 GP |
|
|
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. | 1000 GP |
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. | 1000 GP |
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%. | 500 GP |
*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.
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 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. |
The time required to don armor depends on its type; see Table: Donning Armor.
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.
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.
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. |