OGF Main | D20 Info | D20 SRD | Section Section 7

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EQUIPMENT
=========

Coins
-----

The most common coin that adventurers use is the gold piece (gp). A skilled (but not exceptional) artisan can earn a gold piece a day. The gold piece is the standard unit of measure for wealth.

The most prevalent coin among commoners is the silver piece (sp). A gold piece is worth 10 silver pieces.

Each silver piece is worth 10 copper pieces (cp).

Merchants also recognize platinum pieces (pp), which are each worth 10 gp.

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

Trade
-----

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

Commodities are the exception to the half-price rule. A commodity, in this sense, is a valuable good that can be easily exchanged almost as if it were cash itself. Wheat, flour, cloth, and valuable metals are commodities, and merchants often trade in them directly without using currency. Obviously, merchants can sell these goods for slightly more than they pay for them, but the difference is small enough that you don’t have to worry about it.

Table: Trade Goods
 
Commodity                      Cost
---------                      ----
Chicken, 1                     2 cp
Cinnamon, 1 lb.                1 gp
Copper, 1 lb.                  5 sp
Cow, 1                         10 gp
Dog, 1                         25 gp
Flour, 1 lb.                   2 cp
Ginger or pepper, 1 lb.        2 gp
Goat, 1                        1 gp
Gold, 1 lb.                    50 gp
Iron, 1 lb.                    1 sp
Linen, 1 lb. (sq. yard)        4 gp
 
Commodity                      Cost
---------                      ----
Ox, 1                          15 gp
Pig, 1                         3 gp
Saffron or cloves,
 1 lb.                         15 gp
Salt, 1 lb.                    5 gp
Sheep, 1                       2 gp
Silk, 1 lb.
 (2 sq. yards)                 20 gp
Silver, 1 lb.                  5 gp
Tea leaves, 1 lb.              2 sp
Tobacco, 1 lb.                 5 sp
Wheat, 1 lb.                   1 cp

WEAPONS
=======

Weapon Categories
-----------------

Weapons are grouped into several interlocking sets of categories. These categories pertain to what skill is needed to be proficient in their use (simple, martial, and exotic), usefulness in close combat (melee) or at a distance (ranged, which includes both thrown and projectile), and weapon size (Tiny, Small, Medium-size, and Large).

If you use a weapon with which you are not proficient, you suffer a –4 penalty on attack rolls.

Melee and Ranged Weapons: Melee weapons are used for making melee attacks, though some of them can be thrown as well. Ranged weapons are thrown weapons or projectile weapons that are not effective in melee. You apply your Strength bonus to damage dealt by thrown weapons but not to damage dealt by projectile weapons (except for mighty composite shortbows or longbows).

Tiny, Small, Medium-Size, and Large Weapons: The size of a weapon compared to your size determines whether for you the weapon is light, one-handed, two-handed, or too large to use.

Light: If the weapon’s size category is smaller than yours, then the weapon is light for you. Light weapons are easier to use in your off hand, and you can use them while grappling. You can use a light weapon in one hand. You get no special bonus when using it in two hands.

One-Handed: If the weapon’s size category is the same as yours, then the weapon is one-handed for you. If you use a one-handed melee weapon two-handed, you can apply one and a half times your Strength bonus to damage (provided you have a bonus). Thrown weapons can only be thrown one-handed, and you receive your Strength bonus to damage.

Two-Handed: If the weapon’s size category is one step larger than your own, then the weapon is two-handed for you. You can use a two-handed melee weapon effectively in two hands, and when you deal damage with it, you add one and a half times your Strength bonus to damage (provided you have a bonus).

Thrown weapons can only be thrown one-handed. You can throw a thrown weapon with one hand even if it would be two-handed for you due to your size (such as a gnome throwing a javelin), but doing so counts as a full-round action because the weapon is bulkier and harder to handle than most thrown weapons. You receive your Strength bonus to damage.

You can use a two-handed projectile weapon (such as a bow or a crossbow) effectively in two hands. If you have a penalty for low Strength, apply it to damage rolls when you use a bow or a sling. You get no Strength bonus to damage with a projectile weapon unless it’s a mighty composite shortbow or longbow.

Too Large to Use: If the weapon’s size category is two or more steps larger than your own, the weapon is too large for you to use.

Unarmed Strikes: An unarmed strike is two size categories smaller than the character using it.

Table: Weapons
 
Simple Weapons—Melee
 
Weapon         Cost    Damage  Critical       Range Increment        Weight  Type**
------         ----    ------  --------       --------------         ------  ------
Unarmed Attacks
 Gauntlet      2 gp    *       *              —                      2 lb.   (B)
 Strike, unarmed 
  (Medium-size)—       1d3S    X2             —                      —       (B)
 Strike, unarmed 
  (Small)      —       1d2S    X2             —                      —       (B)
Tiny
 Dagger        2 gp    1d4     19–20/X2       10 ft.                 1 lb.   (P)
 Dagger,
 punching      2 gp    1d4     X3             —                      2 lb.   (P)
 Gauntlet,
  spiked       5 gp    1d4     X2             —                      2 lb.   (P)
Small
 Mace, light   5 gp    1d6     X2             —                      6 lb.   (B)
 Sickle        6 gp    1d6     X2             —                      3 lb.   (S)
Medium-size
 Club          —       1d6     X2             10 ft.                 3 lb.   (B)
 Halfspear     1 gp    1d6     X3             20 ft.                 3 lb.   (P)
 Mace, heavy   12 gp   1d8     X2             —                      12 lb.  (B)
 Morningstar   8 gp    1d8     X2             —                      8 lb.   (B&P)
Large
 Quarterstaff  —       1d6/1d6 X2             —                      4 lb.   (B)
 Shortspear    2 gp    1d8     X3             20 ft.                 5 lb.   (P)
 
Simple Weapons—Ranged
Small
 Crossbow,
  light        35 gp   1d8     19–20/X2       80 ft.                 6 lb.   (P)
 Bolts,
  crossbow (10) 1 gp    —       —              —                      1 lb.   —
 Dart          5 sp    1d4     X2             20 ft.                 1/2 lb. (P)
 Sling         —       1d4     X2             50 ft.                 0 lb.   (B)
 Bullets,
  sling (10)   1 sp    —       —              —                      5 lb.   —
Medium-size
 Crossbow, 
 heavy         50 gp   1d10    19–20/X2       120 ft.                9 lb.   (P)
 Bolts,
  crossbow (10) 1 gp    —       —              —                      1 lb.   —
 Javelin       1 gp    1d6     X2             30 ft.                 2 lb.   (P)
 
Martial Weapons—Melee
Small
 Axe, throwing 8 gp    1d6     X2             10 ft.                 4 lb.   (S)
 Hammer, light 1 gp    1d4     X2             20 ft.                 2 lb.   (B)
 Handaxe       6 gp    1d6     X3             —                      5 lb.   (S)
 Lance, light  6 gp    1d6     X3             —                      5 lb.   (P)
 Pick, light   4 gp    1d4     X4             —                      4 lb.   (P)
 Sap           1 gp    1d6S    X2             —                      3 lb.   (B)
 Sword, short  10 gp   1d6     19–20/X2       —                      3 lb.   (P)
Medium-size
 Battleaxe     10 gp   1d8     X3             —                      7 lb.   (S)
 Flail, light  8 gp    1d8     X2             —                      5 lb.   (B)
 Lance, heavy  10 gp   1d8     X3             —                      10 lb.  (P)
 Longsword     15 gp   1d8     19–20/X2       —                      4 lb.   (S)
 Pick, heavy   8 gp    1d6     X4             —                      6 lb.   (P)
 Rapier        20 gp   1d6     18–20/X2       —                      3 lb.   (P)
 Scimitar      15 gp   1d6     18–20/X2       —                      4 lb.   (S)
 Trident       15 gp   1d8     X2             10 ft.                 5 lb.   (P)
 Warhammer     12 gp   1d8     X3             —                      8 lb.   (B)
Large
 Falchion      75 gp   2d4     18–20/X2       —                      16 lb.  (S)
 Flail, heavy  15 gp   1d10    19–20/X2       —                      20 lb.  (B)
 Glaive        8 gp    1d10    X3             —                      15 lb.  (S)
 Greataxe      20 gp   1d12    X3             —                      20 lb.  (S)
 Greatclub     5 gp    1d10    X2             —                      10 lb.  (B)
 Greatsword    50 gp   2d6     19–20/X2       —                      15 lb.  (S)
 Guisarme      9 gp    2d4     X3             —                      15 lb.  (S)
 Halberd       10 gp   1d10    X3             —                      15 lb.  (P&S)
 Longspear     5 gp    1d8     X3             —                      9 lb.   (P)
 Ranseur       10 gp   2d4     X3             —                      15 lb.  (P)
 Scythe        18 gp   2d4     X4             —                      12 lb.  (P&S)
 
Martial Weapons—Ranged
Medium-size
 Shortbow      30 gp   1d6     X3             60 ft.                 2 lb.   (P)
 Arrows (20)   1 gp    —       —              —                      3 lb.   —
 Shortbow,
  composite    75 gp   1d6     X3             70 ft.                 2 lb.   (P)
 Arrows (20)   1 gp    —       —              —                      3 lb.   —
Large
 Longbow       75 gp   1d8     X3             100 ft.                3 lb.   (P)
 Arrows (20)   1 gp    —       —              —                      3 lb.   —
 Longbow,
  composite    100gp   1d8     X3             110 ft.                3 lb.   (P)
 Arrows (20)   1 gp    —       —              —                      3 lb.   —
 
Exotic Weapons—Melee
Tiny
Kukri          8 gp    1d4     18–20/X2       —                      3 lb.   (S)
Small
 Kama          2 gp    1d6     X2             —                      2 lb.   (S)
 Nunchaku      2 gp    1d6     X2             —                      2 lb.   (B)
 Siangham      3 gp    1d6     X2             —                      1 lb.   (P)
Medium-size
 Sword, 
 bastard       35 gp   1d10    19–20/X2       —                      10 lb.  (S)
 
Exotic Weapons—Ranged
Tiny
 Crossbow, 
 hand          100gp   1d4     19–20/X2       30 ft.                 3 lb.   (P)
 Bolts (10)    1 gp    —       —              —                      1 lb.   —
 Shuriken      1 gp    1       X2             10 ft.                 1/10 lb.(P)
Small
 Whip          1 gp    1d2S    X2             15 ft.                 2 lb.   (S)
Medium-size
 Net           20 gp   *       *              10 ft.                 10 lb.  -

Weapon Qualities
----------------

If you see a weapon that you want to use but with which you’re not proficient, you can become proficient with it by selecting the right feat.

Cost: This is the weapon’s cost in gold pieces (gp) or silver pieces (sp). The cost includes miscellaneous gear that goes with the weapon, such as a scabbard for a sword or a quiver for arrows.

Damage: The Damage column gives the damage you deal with a weapon when you score a hit. If the damage is designated "S", then the weapon deals subdual damage rather than normal damage. If two damage ranges are given, then the weapon is a double weapon, and you can use a full attack full-round action to make one extra attack when using this weapon, as per the two-weapon rules. Use the second damage figure given for the extra attack.

Critical: The entry in this column notes how the weapon is used with the rules for critical hits. When you score a critical hit, you roll the damage with all modifiers two, three, or four times, as indicated by its critical multiplier, and add all the results together.

Exception: Bonus damage represented as extra dice, such as from a sneak attack or a flaming sword, is not multiplied when you score a critical hit.

X2: The weapon deals double damage on a critical hit.
X3: The weapon deals triple damage on a critical hit.
X3/X4: One head of this double weapon deals triple damage on a critical hit. The other head deals quadruple damage on a critical hit.
X4: The weapon deals quadruple damage on a critical hit.
19–20/X2: The weapon scores a threat on a natural 19 or 20 and deals double damage on a critical hit.
18–20/X2: The weapon scores a threat on a natural 18, 19, or 20 and deals double damage on a critical hit.

Range Increment: Any attack at less than this distance is not penalized for range. However, each full range increment causes a cumulative –2 penalty to the attack roll.

Thrown weapons, such as throwing axes, have a maximum range of five range increments. Projectile weapons, such as bows, can shoot up to ten increments.

Improvised Thrown Weapons: Sometimes objects not crafted to be weapons get thrown. Because they are not designed for this use, all characters who use improvised thrown weapons are treated as not proficient with them and suffer a –4 penalty on their attack rolls. Improvised thrown weapons have a range increment of 10 feet. Their size and the damage they deal have to be adjudicated by the DM.

Weight: This column gives the weapon’s weight.

Type: Weapons are classified according to types: bludgeoning, piercing, and slashing. If a weapon is of two types, a creature would have to be immune to both types of damage to have damage dealt by this weapon be ignored.

Special: Some weapons have special features, such as reach. See the weapon descriptions.

Weapon Descriptions
-------------------

Arrows: An arrow used as a melee weapon is Tiny and deals 1d4 points of piercing damage (X2 crit). Since it is not designed for this use, all characters are treated as not proficient with it and thus suffer a –4 penalty on their attack rolls. Arrows come in leather quivers that hold 20 arrows. An arrow that hits its target is destroyed; one that misses has a 50% chance to be destroyed or lost.

Axe, Throwing: A throwing axe is lighter than a handaxe and balanced for throwing.

Bolts: A crossbow bolt used as a melee weapon is Tiny and deals 1d4 points of piercing damage (X2 crit). Since it is not designed for this use, all characters are treated as not proficient with it and thus suffer a –4 penalty on their attack rolls. Bolts come in wooden cases that hold 10 bolts. A bolt that hits its target is destroyed; one that misses has a 50% chance to be destroyed or lost.

Bullets, Sling: Bullets are lead spheres, much heavier than stones of the same size. They come in a leather pouch that holds 10 bullets. A bullet that hits its target is destroyed; one that misses has a 50% chance to be destroyed or lost.

Club: A wooden club is so easy to find and fashion that it has no cost.

Crossbow, Hand: You can draw a hand crossbow back by hand. Loading a hand crossbow is a move-equivalent action that provokes attacks of opportunity.

Crossbow, Heavy: A heavy crossbow requires two hands to use effectively, regardless of the user’s size. You draw a heavy crossbow back by turning a small winch. Loading a heavy crossbow is a full-round action that provokes attacks of opportunity.

A Medium-size or larger character can shoot, but not load, a heavy crossbow with one hand at a –4 penalty. A Medium-size or larger character can shoot a heavy crossbow with each hand at a –6 penalty, plus the usual –4 penalty for the off-hand attack (– 6 primary hand/–10 off hand). The Two-Weapon Fighting feat does not reduce these penalties because it represents skill with melee weapons, not ranged weapons. The Ambidexterity feat lets someone avoid the –4 off-hand penalty (–6 primary hand/–6 off hand).

Crossbow, Light: A light crossbow requires two hands to use, regardless of the user’s size. You draw a light crossbow back by pulling a lever. Loading a light crossbow is a move-equivalent action that provokes attacks of opportunity.

A Small or larger character can shoot, but not load, a light crossbow with one hand at a –4 penalty. A Small or larger character can shoot a light crossbow with each hand as noted for heavy crossbows, above.

Dagger: The dagger is a common secondary weapon. You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a dagger.

Dagger, Punching: This dagger puts the full force of the wielder’s punch behind it, making it capable of deadly strikes.

Dart: A dart is the size of a large arrow and has a weighted head. Essentially, it is a small javelin.

Falchion: This sword, which is essentially a two-handed scimitar, has a curve that gives it an effectively keener edge.

Flail, Heavy or Light: With a flail, you get a +2 bonus on your opposed attack roll when attempting to disarm an enemy (including the roll to avoid being disarmed if you fail to disarm your enemy).

You can also use this weapon to make trip attacks. If you are tripped during your own trip attempt, you can drop the flail to avoid being tripped.

Gauntlet: These metal gloves protect your hands and let you deal normal damage with unarmed strikes rather than subdual damage. A strike with a gauntlet is otherwise considered an unarmed attack. The cost and weight given are for a single gauntlet. Medium and heavy armors (except breastplate) come with gauntlets.

Gauntlet, Spiked: Your opponent cannot use a disarm action to disarm you of spiked gauntlets. The cost and weight given are for a single gauntlet. An attack with a spiked gauntlet is considered an armed attack.

Glaive: A glaive has reach. You can strike opponents 10 feet away with it, but you can’t use it against an adjacent foe.

Greatclub: A greatclub is a two-handed version of a regular club. It is often studded with nails or spikes or ringed by bands of iron.

Guisarme: A guisarme has reach. You can strike opponents 10 feet away with it, but you can’t use it against an adjacent foe.

Because of the guisarme’s curved blade, you can also use it to make trip attacks. If you are tripped during your own trip attempt, you can drop the guisarme to avoid being tripped.

Halberd: Normally, you strike with the halberd’s axe head, but the spike on the end is useful against charging opponents.

Because of the hook on the back of the halberd, you can use it to make trip attacks. If you are tripped during your own trip attempt, you can drop the halberd to avoid being tripped.

Halfspear: The halfspear is small enough for a Small character to use it.

Hammer, Light: This is a small sledge light enough to throw.

Javelin: This weapon is a light, flexible spear intended for throwing. You can use it in melee, but not well. Since it is not designed for melee, all characters are treated as not proficient with it and thus suffer –4 on their melee attack rolls.

Kama: A monk using a kama can strike with her unarmed base attack, including her more favorable number of attacks per round, along with other applicable attack modifiers.

Kukri: This heavy, curved dagger has its sharp edge on the inside of the curve.

Lance, Heavy or Light: A lance deals double damage when used from the back of a charging mount. A heavy lance has reach. You can strike opponents 10 feet away with it, but you can’t use it against an adjacent foe. Light lances are primarily for Small riders.

Longbow: You need at least two hands to use a bow, regardless of its size. This bow is too big to use while you are mounted.

Longbow, Composite: You need at least two hands to use a bow, regardless of its size. You must be at least Medium-size to use this bow while mounted. Composite bows are made from laminated horn, wood, or bone and built with a recurve, meaning that the bow remains bow-shaped even when unstrung. They can be made with especially heavy pulls to take advantage of a character’s above-average Strength.

Longspear: A longspear has reach. You can strike opponents 10 feet away with it, but you can’t use it against an adjacent foe.

Net: A fighting net has small barbs in the weave and a trailing rope to control netted opponents. You use it to entangle opponents.

When you throw a net, you make a ranged touch attack against your target. A net’s maximum range is 10 feet, and you suffer no range penalties to throw it even to its maximum range. If you hit, the target is entangled. An entangled creature suffers –2 on attack rolls and a –4 penalty on effective Dexterity. The entangled creature can only move at half speed and cannot charge or run. If you control the trailing rope by succeeding at an opposed Strength check while holding it, the entangled creature can only move within the limits that the rope allows. If the entangled creature attempts to cast a spell, it must succeed at a Concentration check (DC 15) or be unable to cast the spell.

The entangled creature can escape with an Escape Artist check (DC 20) that is a full-round action. The net has 5 hit points and can be burst with a Strength check (DC 25, also a full-round action).

A net is only useful against creatures between Tiny and Large size, inclusive.

A net must be folded to be thrown effectively. The first time you throw your net in a fight, you make a normal ranged touch attack roll. After the net is unfolded, you suffer a –4 penalty on attack rolls with it. It takes 2 rounds for a proficient user to fold a net and twice that long for a nonproficient one to do so.

Nunchaku: A monk using a nunchaku fights with her unarmed base attack, including her more favorable number of attacks per round, along with other applicable attack modifiers.

Pick, Heavy or Light: A pick is designed to concentrate its force on a small, penetrating point. A light or heavy pick resembles a miner’s pick but is specifically designed for war.

Quarterstaff: A quarterstaff is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons as if you are using a one-handed weapon and a light weapon. A creature using a double weapon in one hand, such as a Large creature using a quarterstaff, can’t use it as a double weapon.

Ranseur: A ranseur has reach. You can strike opponents 10 feet away with it, but you can’t use it against an adjacent foe.

With a ranseur, you get a +2 bonus on your opposed attack rolls when attempting to disarm an opponent (including the roll to avoid being disarmed if you fail to disarm your opponent).

Rapier: You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a rapier.

Sap: A sap comes in handy when you want to knock an opponent out instead of killing him.

Scimitar: The curve on this blade makes the weapon’s edge effectively sharper.

Scythe: While it resembles the standard farm implement of the same name, this scythe is balanced and strengthened for war. The design of the scythe focuses tremendous force on the sharp point as well as allowing devastating slashes with the blade edge.

Shortbow: You need at least two hands to use a bow, regardless of its size. A character who is Medium-size or larger can use this bow while mounted.

Shortbow, Composite: You need at least two hands to use a bow, regardless of its size. A character who is Small or larger can use this bow while mounted. Composite bows are made from laminated horn, wood, or bone and built with a recurve, meaning that the bow remains bow-shaped even when unstrung. They can be made with especially heavy pulls to take advantage of a character’s above-average Strength.

Shortspear: Because a shortspear is not as long as a longspear, it can be thrown.

Shuriken: You can throw up to three shuriken per attack (all at the same target). Do not apply your Strength modifier to damage with shuriken. They are too small to carry the extra force that a strong character can usually impart to a thrown weapon.

Siangham or Halfling Siangham: A monk using a siangham fights with her unarmed base attack, including her more favorable number of attacks per round, along with other applicable attack modifiers. The halfling siangham is for Small monks.

Sickle: This weapon is like a farmer’s sickle, but it is strengthened for use as a weapon. It is favored by druids or by anyone who wants a weapon that might be overlooked by guards.

Sling: The sling hurls lead bullets. It’s not as easy to use as the crossbow nor as powerful as a bow, but it’s cheap, and easy to improvise from common materials. Druids and halflings favor slings.

You can hurl ordinary stones with a sling, but stones are not as dense or as round as bullets, so you deal only 1d3 points of damage and suffer a –1 penalty on attack rolls.

Strike, Unarmed: A Medium-size character deals 1d3 points of subdual damage with an unarmed strike, which may be a punch, kick, head butt, or other type of attack. A Small character deals 1d2 points of subdual damage. The damage from an unarmed strike is considered weapon damage for the purposes of effects that give you a bonus to weapon damage.

You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with an unarmed strike.

Sword, Bastard: A bastard sword is too large to use in one hand without special training; thus, it is an exotic weapon. A Medium-size character can use a bastard sword two-handed as a martial weapon, or a Large creature can use it one-handed in the same way.

Sword, Short: This sword is popular as an off-hand weapon or as a primary weapon for Small characters.

Trident: This three-tined piercing weapon can be thrown just as a halfspear or shortspear can be, but its range increment is shorter because it’s not as aerodynamic as those other weapons.

Whip: The whip deals subdual damage. It deals no damage to any creature with even a +1 armor bonus or at least a +3 natural armor bonus. Although you keep it in hand, treat it as a projectile weapon with a maximum range of 15 feet and no range penalties.

Because the whip can wrap around an enemy’s leg or other limb, you can make trip attacks with it. If you are tripped during your own trip attempt, you can drop the whip to avoid being tripped.

When using a whip, you get a +2 bonus on your opposed attack roll when attempting to disarm an opponent (including the roll to keep from being disarmed if you fail to disarm your opponent).

ARMOR
=====

Table: Armor
  
                                       Armor          
                       Armor   Max     Check                   ---- Speed ----
Armor          Cost    Bonus   Dex     Penalty        (30ft)  (20ft)  Weight
-----          ----    -----   ---     -------        ------  ------  ------
Light armor
 Padded        5 gp    +1      +8      0              30 ft.  20 ft.  10 lb.
 Leather       10 gp   +2      +6      0              30 ft.  20 ft.  15 lb.
 Studded 
  leather      25 gp   +3      +5      –1             30 ft.  20 ft.  20 lb.
 Chain 
  shirt        100gp   +4      +4      –2             30 ft.  20 ft.  25 lb.
 
Medium armor
 Hide          15 gp   +3      +4      –3             20 ft.  15 ft.  25 lb.
 Scale
  mail         50 gp   +4      +3      –4             20 ft.  15 ft.  30 lb.
 Chainmail     150gp   +5      +2      –5             20 ft.  15 ft.  40 lb.
 Breast-
  plate        200gp   +5      +3      –4             20 ft.  15 ft.  30 lb.
 
Heavy armor
 Splint
  mail         200gp   +6      +0      –7             20 ft.* 15 ft.* 45 lb.
 Banded
  mail         250gp   +6      +1      –6             20 ft.* 15 ft.* 35 lb.
 Half-
  plate        600gp   +7      +0      –7             20 ft.* 15 ft.* 50 lb.
 Full
  plate        1,500gp +8      +1      –6             20 ft.* 15 ft.* 50 lb.
 
Shields
 Buckler       15 gp   +1      —       –1             —       —       5 lb.
 Shield, 
  small, 
  wooden       3 gp    +1      —       –1             —       —       5 lb.
 Shield, 
  small, 
  steel        9 gp    +1      —       –1             —       —       6 lb.
 Shield, 
  large, 
  wooden       7 gp    +2      —       –2             —       —       10 lb.
 Shield, 
  large, 
  steel        20 gp   +2      —       –2             —       —       15 lb.
 Shield,
  tower        30 gp   **      —       –10            —       —       45 lb.
 
Extras
 Armor
  spikes       +50gp   —       —       —              —       —       +10lb.
 Gauntlet, 
  locked       8 gp    —       —       Special        —       —       +5lb.
 Shield
  spikes       +10gp   —       —       —              —       —       +5lb.
 
*When running in heavy armor, you move only triple your speed, not quadruple.

Armor Qualities
---------------

Depending on your class, you may be proficient in the use of all, some, or no armors, including shields. To wear heavier armor effectively, you can select the Armor Proficiency feats.

Cost: The cost of the armor.

Armor Bonus: The protective value of the armor. Bonuses from armor and a shield stack. This bonus is an armor bonus, so it does not stack with other effects that increase your armor bonus, such as the mage armor spell or bracers of armor.

Maximum Dex Bonus: This number is the maximum Dexterity bonus to AC that this type of armor allows. Heavier armors limit your mobility, reducing your ability to dodge blows.

Even if your Dexterity bonus drops to 0, you are not considered to have lost your Dexterity bonus.

Shields: Shields do not affect your maximum Dexterity bonus.

Armor Check Penalty: Anything heavier than leather hurts your ability to use some of your skills.

Skills: The armor check penalty number is the armor check penalty you apply to certain skill checks.

Shields: If you are wearing armor and using a shield, both armor check penalties apply.

Nonproficient with Armor Worn: If you wear armor with which you are not proficient, you suffer the armor’s armor check penalty on attack rolls and on all skill rolls that involve moving, including Ride.

Sleeping in Armor: If you sleep in a suit of armor with an armor check penalty of –5 or worse, you are automatically fatigued the next day. You suffer a –2 penalty on Strength and Dexterity, and you can’t charge or run.

Shields: If you are wearing armor and using a shield, add the two numbers together to get a single arcane spell failure chance.

Speed: Medium and heavy armor slows you down. The number on Table: Armor is your speed while wearing the armor.

Shields: Shields do not affect your speed.

Weight: The weight of the armor. Armor fitted for Small characters weighs half as much.

Getting Into and Out of Armor: The time required to don armor depends on its type.

Don: This column records how long it takes you to put the armor on. (One minute is 10 rounds.)

Don Hastily: This column records how long it takes you to put the armor on in a hurry. Hastily donned armor has an armor check penalty and armor bonus each 1 point worse than normal.

Remove: This column records how long it takes you to get the armor off.

Table: Donning Armor
 
Armor Type             Don            Don Hastily            Remove
----------             ---            -----------            ------
Padded, 
  leather,             
  hide,
  studded leather,
  or chain shirt       1 minute       5 rounds               1 minute*
Breastplate,   
  scale mail, 
  chainmail, 
  banded mail, 
  or splint mail       4 minutes*     1 minute               1 minute*
Half-plate
  or full plate        4 minutes**    4 minutes*             1d4+1 minutes*
 
 *If you have 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.
**You must have help to don this armor. Without help, you can only don it hastily.

Armor for Unusual Creatures
---------------------------

The information on Table: Armor is for Medium-size creatures. Armor for Tiny or smaller creatures costs half as much as that for Medium-size creatures, provides half as much protection, and weighs one-tenth or less as much. Armor for Large characters costs double and weighs twice as much, and for Huge creatures it costs quadruple and weighs five times as much. Armor for even larger creatures must be specially made and has no standard price or weight.

Armor for a nonhumanoid creature costs twice as much as the same armor for a humanoid.

Armor Descriptions
------------------

The types of armor found on Table: Armor are described below.

Armor Spikes: You can have spikes added to your armor. They allow you to deal 1d6 points of piercing damage (X2 crit) with a successful grapple attack. The spikes count as a martial weapon. If you are not proficient with them, you suffer a –4 penalty on grapple checks when you try to use them. You can also make a regular melee attack (or off-hand attack) with the spikes, and they count as a light weapon in this case.

An enhancement bonus on a suit of armor does not improve the spikes’ effectiveness, but the spikes can be made into magic weapons in their own right.

Banded Mail: This armor is made of overlapping strips of metal sewn to a backing of leather and chainmail. The strips cover vulnerable areas, while the chain and leather protect the joints and provide freedom of movement. Straps and buckles distribute the weight evenly. It includes gauntlets.

Breastplate: A breastplate covers your front and your back. It comes with a helmet and matching greaves (plates to cover your lower legs). A light suit or skirt of studded leather beneath the breastplate protects your limbs without restricting movement much.

Buckler: This small metal shield is strapped to your forearm, allowing you to wear it and still use your hand. You can use a bow or crossbow without penalty. You can also use an off-hand weapon, but you suffer a –1 penalty on attack rolls because of the extra weight on your arm. This penalty stacks with those for fighting with your off hand and, if appropriate, for fighting with two weapons. In any case, if you use a weapon in your off-hand, you don’t get the buckler’s AC bonus for the rest of the round.

You can’t effectively bash someone with a buckler.

Chain Shirt: A shirt of chainmail protects your torso while leaving your limbs free and mobile. A layer of quilted fabric underneath it prevents chafing and cushions the impact of blows. It comes with a steel cap.

Chainmail: This armor is made of interlocking metal rings. It includes a layer of quilted fabric underneath it to prevent chafing and to cushion the impact of blows. Several layers of mail are hung over vital areas. Most of the armor’s weight hangs from the shoulders, making chainmail uncomfortable to wear for long periods of time. It includes gauntlets.

Full Plate: This armor consists of shaped and fitted metal plates riveted and interlocked to cover the entire body. It includes gauntlets, heavy leather boots, and a visored helmet. You wear a thick layer of padding underneath it (included). Buckles and straps distribute the weight over the body, so full plate hampers movement less than splint mail even though splint is lighter. Each suit of full plate must be individually fitted to its owner by a master armorsmith, although a captured suit can be resized to fit a new owner at a cost of 200 to 800 (2d4X100) gold pieces.

Full plate is also known as field plate.

Gauntlet, Locked: This armored gauntlet has small chains and braces that allow the wearer to attach her weapon so that it cannot be dropped easily. It adds a +10 bonus to any roll to keep from being disarmed in combat. Removing a weapon from a locked gauntlet or attaching a weapon to a locked gauntlet is a full-round action that provokes attacks of opportunity. The price given is for a single locked gauntlet. The weight given only applies if you’re wearing a breastplate, light armor, or no armor. Otherwise, the locked gauntlet replaces a gauntlet you already have as part of the armor.

While the gauntlet is locked, you can’t use the hand wearing it for casting spells or employing skills. (You can still cast spells with somatic (S) components provided your other hand is free.)

Like a normal gauntlet, a locked gauntlet lets you deal normal damage rather than subdual damage with an unarmed strike.

Half-Plate: This armor is a combination of chainmail with metal plates (breastplate, epaulettes, elbow guards, gauntlets, tasses, and greaves) covering vital areas. Buckles and straps hold the whole suit together and distribute the weight, but the armor still hangs more loosely than full plate. It includes gauntlets.

Hide: This armor is prepared from multiple layers of leather and animal hides. It is stiff and hard to move in.

Leather: The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by boiling in oil. The rest of the armor is softer and more flexible leather.

Padded: Padded armor features quilted layers of cloth and batting.

Scale Mail: This is a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. It includes gauntlets.

Shield, Large or Small, Wooden or Steel: You strap a shield to your forearm and grip it with your hand.

Small Shield: A small shield’s light weight lets you carry other items in that hand (although you cannot use weapons).

Large Shield: A large shield is too heavy for you to use your shield hand for anything else.

Wooden or Steel: Wooden and steel shields offer the same basic protection, though they respond differently to special attacks (such as warp wood and heat metal).

Shield Bash Attacks: You can bash an opponent with a shield, using it as an off-hand weapon. A Medium-size character deals 1d4 points of damage (X2 crit) with a large shield or 1d3 (X2 crit) with a small one. (You cannot bash with a tower shield.) A Small character deals 1d3 points of damage (X2 crit) with a large shield or 1d2 (X2 crit) with a small one. Used this way, the shield is a martial bludgeoning weapon. For purposes of attack penalties, treat a shield as a light weapon. If you use your shield as a weapon, you lose its AC bonus until your next action (usually until the next round).

Shield Spikes: When added to your shield, these spikes turn it into a martial piercing weapon that deals 1d6 points of damage (X2 crit) no matter whether the shield is small or large. You can’t put spikes on a buckler or a tower shield. Otherwise, attacking with a spiked shield is like a shield bash attack (see above).

Shield, Tower: This massive wooden shield is nearly as tall as the wielder. Basically, it is a portable wall meant to provide cover. It can provide up to total cover, depending on how far you come out from behind it. A tower shield, however, does not provide cover against targeted spells; a spellcaster can cast a spell on you by targeting the shield you are holding. You cannot bash with a tower shield.

Splint Mail: This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chainmail protects the joints. It includes gauntlets.

Studded Leather: This armor is made from tough but flexible leather (not hardened leather as with normal leather armor) reinforced with close-set metal rivets.

GOODS AND SERVICES
==================

Weights for all the items listed on Table: Goods and Services are their filled weights (except where otherwise designated).

Table: Goods and Services
 
Adventuring Gear
Item                           Cost           Weight
----                           ----           ------
Backpack (empty)               2 gp           2 lb.
Barrel (empty)                 2 gp           30 lb.
Basket (empty)                 4 sp           1 lb.
Bedroll                        1 sp           5 lb.
Bell                           1 gp           *
Blanket, winter                5 sp           3 lb.
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                          3 cp           *
Flint and steel                1 gp           *
Grappling hook                 1 gp           4 lb.
Hammer                         5 sp           2 lb.
Ink (1 oz. vial)               8 gp           *
Inkpen                         1 sp           *
Jug, clay                      3 cp           9 lb.
Ladder, 10-foot                5 cp           20 lb.
Lamp, common                   1 sp           1 lb.
Lantern, bullseye              12 gp          3 lb.
Lantern, hooded                7 gp           2 lb.
Lock‡                                         1 lb.
  Very simple                  20 gp          1 lb.
  Average                      40 gp          1 lb.
  Good                         80 gp          1 lb.
  Amazing                      150 gp  1 lb.
Manacles                       15 gp          2 lb.
Manacles, masterwork           50 gp          2 lb.
Mirror, small steel            10 gp          1/2 lb.
Mug/tankard, clay              2 cp           1 lb.
Oil (1-pint flask)             1 sp           1 lb.
Paper (sheet)                  4 sp           *
Parchment (sheet)              2 sp           *
Pick, miner’s                  3 gp           10 lb.
Pitcher, clay                  2 cp           5 lb.
Piton                          1 sp           1/2 lb.
Pole, 10-foot                  2 sp           8 lb.
Pot, iron                      5 sp           10 lb.
Pouch, belt                    1 gp           3 lb.
Ram, portable                  10 gp          20 lb.
Rations, trail
  (per day)                    5 sp           1 lb.
Rope, hemp (50 ft.)            1 gp           10 lb.
Rope, silk (50 ft.)            10 gp          5 lb.
Sack (empty)                   1 sp           1/2 lb.
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.
Torch                          1 cp           1 lb.
Vial, ink or potion            1 gp           *
Waterskin                      1 gp           4 lb.
Whetstone                      2 cp           1 lb.

Containers and Carriers
Dry Goods
Item           Cost           Weight         Holds or Carries
----           ----           ------         ----------------
Backpack       2 gp           2 lb.          1 cu. ft.
Barrel         2 gp           30 lb.         10 cu. ft.
Basket         4 sp           1 lb.          2 cu ft.
Bucket         5 sp           2 lb.          1 cu. ft.
Chest          2 gp           25 lb.         2 cu. ft.
Pouch, belt    1 gp           1/2 lb.        1/5 cu. ft.
Sack           1 sp           1/2 lb.        1 cu. ft.
Saddlebags     4 gp           8 lb.          5 cu. ft.
Spell 
 component 
 pouch         5 gp           1/4 lb.        1/8 cu. ft.
 
Liquids
Item           Cost           Weight         Holds or Carries
----           ----           ------         ----------------
Bottle, 
 wine, 
 glass         2 gp           *              1 1/2 pint
Flask          3 cp           *              1 pint
Jug, clay      3 cp           1 lb.          1 gallon
Mug/tankard,
 clay          2 cp           *              1 pint
Pitcher,
 clay          2 cp           1 lb.          1/2 gallon
Pot, iron      5 sp           2 lb.          1 gallon
Vial,
 ink or
 potion        1 gp           *               1 ounce
Waterskin      1 gp           *              1/2 gallon
 
*No weight worth noting.

Adventuring Gear
----------------

Caltrops: Caltrops resemble large metal jacks with sharpened points rather than balls on the ends of their arms. They are essentially iron spikes designed so that one point is always facing up. You scatter them on the ground in the hope that your enemies step on them or are at least forced to slow down to avoid them. One bag of caltrops (the 2-pound unit listed on Table: Goods and Services) 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), the creature may 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 bonus do not count. (Deflection averts blows as they approach you, but it does not prevent you from touching something dangerous.) If the creature is wearing shoes or other footwear, it gets a +2 armor bonus to AC. If the caltrops succeed at 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 1 day, until the creature is successfully treated with the Heal skill (DC 15), 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.

The DM judges the effectiveness of caltrops against unusual opponents.

Candle: A candle clearly illuminates a 5-foot radius and burns for 1 hour.

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

Flask: A ceramic, glass, or metal container fitted with a tight stopper. It holds 1 pint of liquid.

Flint and Steel: Striking the steel and flint together creates sparks. By knocking sparks into tinder, you can create a small flame. Lighting a torch with flint and steel is a full-round action, and lighting any other fire with them takes at least that long.

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

Jug, Clay: A basic ceramic jug fitted with a stopper. It holds 1 gallon of liquid.

Lamp, Common: A lamp clearly illuminates things in a 15-foot radius and burns for 6 hours on a pint of oil. It burns with a more even flame than a torch, but, unlike a lantern, it uses an open flame and it can spill easily, making it too dangerous for most adventuring. You can carry a lamp in one hand.

Lantern, Bullseye: A bullseye lantern has only a single shutter, with its other sides being highly polished inside to reflect the light in a single direction. It illuminates a cone 60 feet long and 20 feet wide at the end, and it burns for 6 hours on a pint of oil. You can carry a lantern in one hand.

Lantern, Hooded: A hooded lantern is a standard lantern with shuttered or hinged sides. You can carry a lantern in one hand. It clearly illuminates a 30-foot radius and burns for 6 hours on a pint of oil.

Lock: A lock is worked with a large, bulky key. The DC to open this kind of lock with the Open Locks skill depends on the lock’s quality: very simple (DC 20), average (DC 25), good (DC 30), amazingly good (DC 40).

Manacles and Manacles, Masterwork: These manacles can bind a Medium-size creature. The manacled character can use the Escape Artist skill to slip free (DC 30, or DC 35 for masterwork manacles). To break the manacles requires success at a Strength check (DC 26, or DC 28 for masterwork manacles). Manacles have a hardness of 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 price, one can buy manacles for Small creatures. For Large creatures, manacles cost ten times this amount, and for Huge creatures, one hundred times this amount. Gargantuan, Colossal, Tiny, Diminutive, and Fine creatures can only be held 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 grenadelike 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 only a 50% chance that the flask ignites successfully.

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

Piton: When a wall doesn’t offer you handholds and footholds, you can make your own. A piton is a steel spike with an eye through which you can loop a rope.

Ram, Portable: This iron-shod wooden beam is the perfect tool for battering down doors. Not only does it give you a +2 circumstance bonus on your Strength check to break open a door, but it allows a second person to help you without having to roll, adding another +2 to your check.

Rope, Hemp: This rope has 2 hit points and can be burst with a successful Strength check (DC 23).

Rope, Silk: This rope has 4 hit points and can be burst with a successful Strength check (DC 24). It is so supple that it adds a +2 circumstance bonus to Use Rope checks.

Spyglass: Objects viewed through a spyglass are magnified to twice their size.

Tent: This simple tent sleeps two.

Torch: A wooden rod capped with twisted flax soaked in tallow or a similar item. A torch clearly illuminates a 20-foot radius and burns for 1 hour.

Vial: A ceramic, glass, or metal vial fitted with a tight stopper. The stoppered container usually is no more than 1 inch wide and 3 inches high. It holds 1 ounce of liquid.

Class Tools and Skill Kits
--------------------------
 
Item                           Cost           Weight
----                           ----           ------
Alchemist’s lab                500 gp         40 lb.
Artisan’s tools                5 gp           5 lb.
Artisan’s tools,               55 gp          5 lb.
  masterwork
Climber’s kit                  80 gp          5 lb.
Disguise kit                   50 gp          8 lb.
Healer’s kit                   50 gp          1 lb.
Hourglass                      25 gp          1 lb.
Magnifying glass               100 gp         *
Musical instrument,            5 gp           3 lb.
  common
Musical instrument,            100 gp         3 lb.
  masterwork
Scale, merchant’s              2 gp           1 lb.
Thieves’ tools                 30 gp          1 lb.
Thieves’ tools,                100 gp         2 lb.
  masterwork
Water clock                    1,000 gp       200 lb.

Alchemist’s Lab: This includes beakers, bottles, mixing and measuring equipment and a miscellany of chemicals and substances. This is the perfect tool for the job and so adds a +2 circumstance bonus to Alchemy checks, but it has no bearing on the costs related to the Alchemy skill. Without this lab, a character with the 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: This is the set of special tools needed for any craft. Without these tools, you have to use improvised tools (–2 penalty on your Craft check) if you can do the job at all.

Artisan’s Tools, Masterwork: As artisan’s tools, but these are the perfect tools for the job, so you get a +2 circumstance bonus on your Craft check.

Climber’s Kit: Special pitons, boot tips, gloves, and a harness that aids in all sorts of climbing. This is the perfect tool for climbing and gives you a +2 circumstance bonus to Climb checks.

Disguise Kit: A bag containing cosmetics, hair dye, and small physical props. This is the perfect tool for disguise and adds a +2 circumstance bonus to Disguise checks. It’s exhausted after ten uses.

Healer’s Kit: This kit is full of herbs, salves, bandages and other useful materials. It is the perfect tool for anyone attempting a Heal check. It adds a +2 circumstance bonus to the check. It’s exhausted after ten uses.

Magnifying Glass: This simple lens allows a closer look at small objects. It is useful as a substitute for flint, steel, and tinder when starting fires (though it takes light as bright as direct sunlight to focus, tinder to light, and at least a full-round action to light a fire with a magnifying glass). It grants you a +2 circumstance bonus on Appraise checks involving any item that is small or highly detailed, such as a gem.

Musical Instrument, Common or Masterwork: Popular instruments include fifes, recorders, lutes, mandolins, and shalms. A masterwork instrument is of superior make. It adds a +2 circumstance bonus to Perform checks and serves as a mark of status.

Scale, Merchant’s: This scale includes a small balance and pans and a suitable assortment of weights. A scale grants you a +2 circumstance bonus to Appraise checks involving items that are valued by weight, including anything made of precious metals.

Thieves’ Tools: These are the tools you need to use the Disable Device and Open Lock skills. The kit includes one or more skeleton keys, long metal picks and pries, a long-nosed clamp, a small hand saw, and a small wedge and hammer. Without these tools, you have to improvise tools, and you suffer a –2 circumstance penalty on your Disable Device and Open Locks checks.

Thieves’ Tools, Masterwork: This kit contains extra tools and tools of better make, granting you a +2 circumstance bonus on Disable Device and Open Lock checks.

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. It is primarily an amusement for the wealthy and a tool for the student of arcane lore. Most people have no way to tell exact time, and there’s little point in knowing that it is 2:30 P.M. if nobody else does.

Clothing
--------
 
Item                           Cost           Weight
----                           ----           ------
Artisan’s outfit               1 gp           4 lb.
Cleric’s vestments             5 gp           6 lb.
Cold weather outfit            8 gp           7 lb.
Courtier’s outfit              30 gp          6 lb.
Entertainer’s outfit           3 gp           4 lb.
Explorer’s outfit              10 gp          8 lb.
Monk’s outfit                  5 gp           2 lb.
Noble’s outfit                 75 gp          10 lb.
Peasant’s outfit               1 sp           2 lb.
Royal outfit                   200 gp         15 lb.
Scholar’s outfit               5 gp           6 lb.
Traveler’s outfit              1 gp           5 lb.

Artisan’s Outfit: A shirt with buttons, a skirt or pants with a drawstring, shoes, and perhaps a cap or hat. This outfit may include a belt or a leather or cloth apron for carrying tools.

Cleric’s Vestments: Ecclesiastical clothes for performing priestly functions, not for adventuring.

Cold Weather Outfit: A wool coat, linen shirt, wool cap, heavy cloak, thick pants or skirt, and boots. When wearing a cold weather outfit, add a +5 circumstance bonus to Fortitude saving throws against exposure to cold weather.

Courtier’s Outfit: 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. Without jewelry (costing perhaps an additional 50 gp), you look like an out-of-place commoner.

Entertainer’s Outfit: A set of flashy, perhaps even gaudy, clothes 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 instead 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. Though it looks casual, 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. Depending on your style, the outfit may be decorated with designs that indicate your lineage or philosophical outlook.

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, or at least appearing to be worth that much). And it would be advisable to not show up to a ball in the same noble’s outfit twice.

Peasant’s Outfit: 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 clothes, not the royal scepter, crown, ring, and other accoutrements. Royal clothes are ostentatious, with gems, gold, silk, and fur in abundance.

Scholar’s Outfit: A robe, a belt, a cap, soft shoes, and possibly a cloak.

Traveler’s Outfit: 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
------------------------
 
Item                           Cost           Weight
----                           ----           ------
Ale
  Gallon                       2 sp           8 lb.
  Mug                          4 cp           1 lb.
Banquet (per person)           10 gp          —
Bread, per loaf                2 cp           1/2 lb.
Cheese, hunk of                1 sp           1/2 lb.
Inn stay (per day)
  Good                         2 gp           —
  Common                       5 sp           —
  Poor                         2 sp           —
Meals (per day)
  Good                         5 sp           —
  Common                       3 sp           —
  Poor                         1 sp           —
Meat, chunk of                 3 sp           1/2 lb.
Rations, trail
  (per day)                    5 sp           1 lb.
Wine
  Common (pitcher)             2 sp           6 lb.
  Fine (bottle)                10 gp          1 1/2 lb.

Inn: Poor accommodations at an inn amount to a place on the floor near the hearth, plus the use of a blanket if the innkeeper likes you and you’re not worried about fleas. Common accommodations are a place on a raised, heated floor, the use of a blanket and a pillow, and the presence of a higher class of company. Good accommodations are 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 (easy on the chicken), 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
-----------------------
 
Item                           Cost           Weight
----                           ----           ------
Barding
  Medium-size creature         X2             X1
  Large creature               X4             X2
Bit and bridle                 2 gp           1 lb.
Cart                           15 gp          200 lb.
Dog, riding                    150 gp         —
Donkey or mule                 8 gp           —
Feed (per day)                 5 cp           10 lb.
Horse
  Horse, heavy                 200 gp         —
  Horse, light                 75 gp          —
  Pony                         30 gp          —
  Warhorse, heavy              400 gp         —
  Warhorse, light              150 gp         —
  Warpony                      100 gp         —
Saddle
  Military                     20 gp          30 lb.
  Pack                         5 gp           15 lb.
  Riding                       10 gp          25 lb.
Saddle, Exotic
  Military                     60 gp          40 lb.
  Pack                         15 gp          20 lb.
  Riding                       30 gp          30 lb.
Saddlebags                     4 gp           8 lb.
Sled                           20 gp          300 lb.
Stabling (per day)             5 sp           —
Wagon                          35 gp          400 lb.
 *No weight worth noting.
**Ten of these items together weigh 1 pound.
 
Hauling Vehicles
Item           Cost           Weight  Holds or Carries
----           ----           ------  ----------------
Cart           15 gp          200 lb. 1/2 ton
Sled           20 gp          300 lb. 1 ton
Wagon          35 gp          400 lb. 2 tons

Barding, Medium-Size Creature and Large Creature: Barding is simply some type of armor covering the head, neck, chest, body, and possibly legs of a horse. Heavier types provide better protection at the expense of lower speed. Barding comes in most of the types found on Table: Armor. As with any nonhumanoid Large creature, a horse’s armor costs four times what a human’s (a humanoid Medium-size creature’s) armor costs and also weighs twice as much as the armor found on Table: Armor. (If the barding is for a pony, which is Medium-size, the cost is only double, and the weight is the same.)

Medium or heavy barding slows mounts:
Barding        (40 ft.)       (50 ft.)       (60 ft.)
-------        --------       --------       --------
Medium         30 ft.         35 ft.         40 ft.
Heavy           30 ft.*        35 ft.*        40 ft.*
 
*A mount wearing heavy armor moves at only triple normal rate when running instead 
of quadruple.

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

Barded animals require special attention. You must take care to prevent chafing and sores caused by the armor. The armor must be removed at night and ideally should not be put on the mount except to prepare for a battle. Removing and fitting barding takes five times as long as the figures given on Table: Donning Armor. Barded animals cannot be used to carry any load other than the rider and normal saddlebags. Because of this, a mounted warrior often leads a second mount for carrying gear and supplies.

Cart: A two-wheeled vehicle drawn by a single horse (or other beast of burden). It comes with a harness.

Dog, Riding: This Medium-size dog is specially trained to carry a Small humanoid rider (and not a dwarf). It is brave in combat like a warhorse. You take no damage when you fall from a riding dog.

Donkey or Mule: The best pack animal around, a donkey or mule is stolid in the face of danger, hardy, sure-footed, and capable of carrying heavy loads over vast distances. Unlike horses, they’re 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 (such as oats) is much better because it provides a more concentrated form of energy, especially if the animal is exerting itself. If you have a riding dog, you have to feed it at least some meat, which may cost more or less than the given amount.

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

Saddle, Military: A military saddle braces the rider, adding a +2 circumstance bonus to 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, not a rider. A pack saddle holds as much gear as the mount can carry.

Saddle, Riding: The standard riding saddle supports a rider.

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. It comes with the harness needed to pull it.

Stabling: Includes a stable, feed, and grooming.

Wagon: This is a four-wheeled, open vehicle for transporting heavy loads. In general, two horses (or other beasts of burden) draw it. It comes with the harness needed to pull it.

Special and Superior Items
--------------------------
 
Weapon or Armor                       Cost
---------------                       ----
Weapon, masterwork                    +300 gp*
Arrow, bolt, or bullet, masterwork    7 gp
Mighty composite shortbow
  (+1 Str bonus)                      150 gp
  (+2 Str bonus)                      225 gp
Mighty composite longbow 
  (+1 Str bonus)                      200 gp
  (+2 Str bonus)                      300 gp
  (+3 Str bonus)                      400 gp
  (+4 Str bonus)                      500 gp
Armor or shield, masterwork           +150 gp
 
Special Substances and Items          Cost
----------------------------          ----
Acid (flask)                          10 gp
Antitoxin (vial)                      50 gp
 
Miscellaneous                         Cost
-------------                         ----
Tool, masterwork                      +50 gp*

Table: Grenadelike Weapons
                                      —— Damage ——                   Range
Weapon*        Cost           Direct Hit     Splash  Increment      Weight
-------        ----           ----------     ------  ---------      ------
Acid (flask)   10 gp          1d6            1 pt**  10 ft.  1 1/4 lb.
 
 *Grenadelike weapons require no proficiency to use. See text for full details on 
using these weapons.
**Grenadelike weapons deal splash damage to all creatures within 5 feet of where 
they land.

Acid: You can throw a flask of acid as a grenadelike weapon.

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

Armor or Shield, Masterwork: These well-made items function like the normal versions except that their armor check penalties are reduced by 1.

Arrow, Bolt, or Bullet, Masterwork: A masterwork projectile functions like a normal projectile of the same type except that it is so aerodynamically sound you get a +1 bonus on attack rolls when you use it. This bonus stacks with any bonus you might get by using a masterwork bow, crossbow, or sling. The projectile is damaged (effectively destroyed) when it is used.

Mighty Composite Longbow or Shortbow: A mighty bow is a composite bow made with an especially heavy pull to allow a strong archer to take advantage of an above-average Strength. The mighty bow allows you to add your Strength bonus to damage up to the maximum bonus listed.

Tool, Masterwork: This well-made item is the perfect tool for the job and adds a +2 circumstance bonus to a related skill check (if any). Bonuses provided by multiple masterwork items used toward the same skill check do not stack.

Weapon, Masterwork: These well-made weapons add a +1 bonus to attack rolls. A masterwork weapon’s bonus to attack does not stack with an enhancement bonus to attack.

MEDEIVAL FANTASY ADDITIONS
========================

Table: Weapons
 
Exotic Weapons—Melee
 
Weapon         Cost    Damage  Critical       Range Increment        Weight  Type**
------         ----    ------  --------       ---------------        ------  ------
Tiny
 Kama,
  halfling     2 gp    1d4     X2             —                      1 lb.   (S)
Nunchaku,
  halfling     2 gp    1d4     X2             —                      1 lb.   (B)
 Siangham,
  halfling     2 gp    1d4     X2             —                      1 lb.   (P)
Medium-size
Waraxe, 
dwarven        30 gp   1d10    X3             —                      15 lb.  (S)
 Hammer,
  gnome hooked 20 gp   1d6/1d4 X3/X4          —                      6 lb.   (B&P)
Large
 Axe, orc 
 double        60 gp   1d8/1d8 X3             —                      25 lb.  (S)
 Chain, spiked 25 gp   2d4     X2             —                      15 lb.  (P)
 Flail, dire   90 gp   1d8/1d8 X2             —                      20 lb.  (B)
 Sword,
  two-bladed   100gp   1d8/1d8 19–20/X2       —                      30 lb.  (S)
 Urgrosh,
  dwarven              50 gp   1d8/1d6 X3      —                      15 lb.  (S&P)
 
Exotic Weapons—Ranged
Medium-size
 Crossbow,
  repeating    250gp   1d8     19–20/X2       80 ft.                 16 lb.  (P)
 Bolts (5)     1 gp    —       —              —                      1 lb.   —

Axe, Orc Double: An orc double axe is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, as if you were wielding a one-handed weapon and a light weapon. A creature using a double weapon in one hand can’t use it as a double weapon.

Chain, Spiked: A spiked chain has reach. You can strike opponents 10 feet away with it. In addition, unlike other weapons with reach, you can use it against an adjacent foe.

Because the chain can wrap around an enemy’s leg or other limb, you can make trip attacks with it. If you are tripped during your own trip attempt, you can drop the chain to avoid being tripped.

When using a spiked chain, you get a +2 bonus on your opposed attack roll when attempting to disarm an opponent (including the roll to avoid being disarmed if you fail to disarm your opponent).

You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a spiked chain.

Crossbow, Repeating: The repeating crossbow holds five crossbow bolts. While it holds bolts, you can shoot the crossbow according to your normal number of attacks without reloading. Loading a new case of five bolts is a full-round action that provokes attacks of opportunity.

Flail, Dire: A dire flail is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, as if you were using a one-handed weapon and a light weapon. A creature using a double weapon in one hand, such as an ogre using a dire flail, can’t use it as a double weapon.

With a dire flail, you get a +2 bonus on your opposed attack roll when attempting to disarm an enemy (including the opposed attack roll to avoid being disarmed if you fail to disarm your enemy).

You can also use this weapon to make trip attacks. If you are tripped during your own trip attempt, you can drop the dire flail to avoid being tripped.

Hammer, Gnome Hooked: A gnome hooked hammer is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, as if you were using a one- handed weapon and a light weapon. A creature using a double weapon in one hand, such as a human using a gnome hooked hammer, can’t use it as a double weapon. The hammer’s blunt head is a bludgeoning weapon that deals 1d6 points of damage (X3 crit). Its hook is a piercing weapon that deals 1d4 points of damage (X4 crit). You can use either head as the primary weapon head. The other head is the off-hand weapon.

Sword, Two-Bladed: A two-bladed sword is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons as if you were using a one- handed weapon and a light weapon. A creature using a double weapon in one hand, such as an ogre using a two-bladed sword, can’t use it as a double weapon.

Urgrosh, Dwarven: A dwarven urgrosh is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons as if you were using a one-handed weapon and a light weapon. A creature using a double weapon in one hand, such as an ogre using a dwarven urgrosh, can’t use it as a double weapon. The urgrosh’s axe head is a slashing weapon that deals 1d8 points of damage. Its spear head is a piercing weapon that deals 1d6 points of damage. You can use either head as the primary weapon head. The other is the off-hand weapon.

If you use an urgrosh against a charging character, the spear head is the part of the weapon that does damage.

An urgrosh is also called a spear-axe.

Waraxe, Dwarven: A dwarven waraxe is too large to use in one hand without special training; thus, it is an exotic weapon. A Medium-size character can use a dwarven waraxe two-handed as a martial weapon, or a Large creature can use it one-handed in the same way.

Table: Armor
 
                       Arcane
                       Spell
Armor                  Failure
-----                  -------
Light armor
 Padded                5%
 Leather               10%
 Studded 
  leather              15%
 Chain 
  shirt                20%
 
Medium armor
 Hide                  20%
 Scale
  mail                 25%
 Chainmail             30%
 Breast-
  plate                25%
 
Heavy armor
 Splint
  mail                 40%
 Banded
  mail                 35%
 Half-
  plate                40%
 Full
  plate                35%
 
Shields
 Buckler               5%
 Shield, 
  small, 
  wooden               5%
 Shield, 
  small, 
  steel                5%
 Shield, 
  large, 
  wooden               15%
 Shield, 
  large, 
  steel                15%
 Shield,
  tower                50%

Arcane Spell Failure: Armor interferes with the gestures that you need to make to cast an arcane spell.

Casting an Arcane Spell in Armor: When you cast an arcane spell while wearing armor, you often must make an arcane spell failure roll. The number in the Arcane Spell Failure is the chance that the spell fails and is ruined. If the spell lacks a somatic (S) component, however, you can cast it without making the arcane spell failure roll.

Class Tools and Skill Kits
--------------------------
 
Item                           Cost           Weight
----                           ----           ------
Holly and mistletoe            —              *
Holy symbol, wooden            1 gp           **
Holy symbol, silver            25 gp          1 lb.
Spell component                5 gp           3 lb.
  pouch
Spellbook, wizard’s            15 gp          3 lb.
  (blank)

Holly and Mistletoe: Sprigs of holly and mistletoe are used by druids as the default divine focus for druid spells. Holly and mistletoe plants are easily found in wooded areas by druids, and sprigs from them are harvested essentially for free.

Holy Symbol, Silver or Wooden: A holy symbol focuses positive energy. Clerics use them as the focuses for their spells and as tools for turning undead. Each religion has its own holy symbol, and a sun symbol is the default holy symbol for clerics not associated with any particular religion.

A silver holy symbol works no better than a wooden one, but it serves as a mark of status for the wielder.

Unholy Symbols: An unholy symbol is like a holy symbol except that it focuses negative energy and is used by evil clerics (or by neutral clerics who want to cast evil spells or command undead). A skull is the default unholy symbol for clerics not associated with any particular religion.

Spell Component Pouch: A small, watertight leather belt pouch with many small compartments. A spellcaster with a spell component pouch is assumed to have all the material components and focuses she needs except those that have a listed cost, divine focuses, or focuses that wouldn’t fit in a pouch (such as the natural pool that a druid needs to look into to cast scrying).

Spellbook, Wizard’s (Blank): A large, leatherbound book that serves as a wizard’s reference. A spellbook has 100 pages of parchment, and each spell takes up two pages per level (one page for 0-level spells).

Special and Superior Items
--------------------------
 
Weapon or Armor                       Cost
---------------                       ----
Arrow, bolt, or bullet, silvered      1 gp
Dagger, silvered                      10 gp
 
Special Substances and Items          Cost
----------------------------          ----
Alchemist’s fire (flask)              20 gp
 
Miscellaneous                         Cost
-------------                         ----
Spells
 0-level                              Caster level X 5 gp
 1st-level                            Caster level X 10 gp
 2nd-level                            Caster level X 20 gp
 3rd-level                            Caster level X 30 gp
 4th-level                            Caster level X 40 gp
 5th-level                            Caster level X 50 gp
 6th-level                            Caster level X 60 gp
 7th-level                            Caster level X 70 gp
 8th-level                            Caster level X 80 gp
 9th-level                            Caster level X 90 gp

Table: Grenadelike Weapons
                                      —— Damage ——                   Range
Weapon*        Cost           Direct Hit     Splash  Increment      Weight
-------        ----           ----------     ------  ---------      ------
Alchemist’s fire 
 (flask)       20 gp          1d6            1 pt**  10 ft.         1 1/4 lb.
Holy water
 (flask)       25 gp          2d4            1 pt**  10 ft.         1 1/4 lb.
Tanglefoot bag 50 gp          Entangles      —                      10 ft.  4 lb.
Thunderstone   30 gp          Sonic          —                      20 ft.  1 lb.

Alchemist’s Fire: Alchemist’s fire is a sticky, adhesive substance that ignites when exposed to air. You can throw a flask of alchemist’s fire as a grenadelike weapon.

On the round following a direct hit, the target takes an additional 1d6 points of damage. The target can take a full-round action to attempt to extinguish the flames before taking this additional damage. It takes a successful Reflex saving throw (DC 15) to extinguish the flames. Rolling on the ground allows the character a +2 bonus. Leaping into a lake or magically extinguishing the flames automatically smothers the flames.

Arrow, Bolt, or Bullet, Silvered: A silvered projectile functions like a normal projectile, except that some creatures that resist damage from normal weapons can be hurt by silvered weapons.

Dagger, Silvered: A silvered dagger functions as a normal dagger, except that some creatures that resist damage from normal weapons can be hurt by silvered weapons.

Holy Water: Holy water damages undead and evil outsiders almost as if it were acid. Typically, a flask of holy water deals 2d4 points of damage to an undead creature or an evil outsider on a direct hit or 1 point of damage if it splashes such a creature. Also, holy water is considered blessed, which means it has special effects on certain creatures. A flask of holy water can be thrown as a grenadelike weapon. A flask breaks if thrown against the body of a corporeal creature, but against an incorporeal creature, the flask must be opened and the holy water poured out onto it. Thus, you can only douse an incorporeal creature with holy water if you are adjacent to it. Doing so is a ranged touch attack that does not provoke attacks of opportunity.

Temples to good deities sell holy water at cost (making no profit) because they are happy to supply people with what they need to battle evil.

Smokestick: This alchemically treated wooden stick instantly creates thick, opaque smoke when ignited. The smoke fills a 10-foot cube. The stick is consumed after 1 round, and the smoke dissipates naturally.

Spell: This is how much it costs to get a spellcaster to cast a spell for you. This cost assumes that you can go to the spellcaster and have the spell cast at her convenience. If you want to bring the spellcaster somewhere to cast a spell, such as into a dungeon to cast knock on a secret door that you can’t open, you need to negotiate with the spellcaster, and the default answer is "no."

The cost listed is for a spell with no cost for a material component or focus component and no XP cost. If the spell includes a material component, add the cost of the component to the cost of the spell. If the spell requires a focus component (other than a divine focus), add 1/10 the cost of the focus to the cost of the spell. If the spell requires an XP cost, add 5 gp per XP lost.

Because you must get an actual spellcaster to cast a spell for you and can’t rely on a neutral broker, money is not always sufficient to get a spell cast. If the spellcaster is opposed to you on religious, moral, or political grounds, you may not be able to get the spell you want for any price.

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

Tanglefoot Bag: You can throw this round leather bag full of alchemical goo as a grenadelike weapon. When you throw the bag against a creature (as a ranged touch attack), the bag comes apart and the goo bursts out, entangling the target and then becoming tough and resilient on exposure to air. An entangled creature suffers a –2 penalty to attack rolls and a –4 penalty to effective Dexterity. The entangled character must make a Reflex save (DC 15) or be glued to the floor, unable to move. Even with a successful save, it can only move at half speed.

A character who is glued to the floor can break free with a successful Strength check (DC 27) or by dealing 15 points of damage to the goo with a slashing weapon. A character trying to scrape goo off himself, or another character assisting, does not need to make an attack roll; hitting the goo is automatic, after which the character who hit makes a damage roll to see how much of the goo he happened to scrape off. Once free, a character can move at half speed. A character capable of spellcasting who is bound by the goo must make a Concentration check (DC 15) to cast a spell. The goo becomes brittle and fragile after 10 minutes.

Thunderstone: You can throw this stone as a grenadelike weapon. When it strikes a hard surface (or is struck hard), it creates a deafening bang (a sonic attack). Creatures within a 10-foot radius must make Fortitude saves (DC 15) or be deafened. Deaf creatures, in addition to the obvious effects, suffer a –4 penalty on initiative and a 20% chance to miscast and lose any spell with a verbal (V) component that they try to cast.

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 takes at least a standard action.

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