OGF Main | D20 Info | D20 SRD | Section Section 7
WARNING! THIS DOCUMENT IS STILL IN DRAFT FORM, AND HAS NOT YET BEEN FORMALLY RELEASED AS OPEN GAME CONTENT. WHEN THIS DOCUMENT IS FORMALLY RELEASED, ANNOUNCEMENTS WILL APPEAR ON THE OPEN GAMING FOUNDATION WEB SITE AND ON THE WIZARDS OF THE COAST HOME PAGE. UNTIL THEN, PERMISSION TO REDISTRIBUTE THIS DOCUMENT IS NOT GRANTED. EQUIPMENTCommodity 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 cpWEAPONS
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
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
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
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
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 tonsBarding, 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
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 gpTable: 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.