Professional Documents
Culture Documents
Venetor - Gear
Venetor - Gear
Equipment>
The following lists include much of the equipment your character needs for adventuring. The most basic of
these are weapons, armor, clothing, and outfitting gear. The other lists provide goods and services your character
may need during the course of his many adventures.
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—Leather 3 silver
—Velvet 2 gold
—Brocade 8 gold
Dress
—Peasant 5 silver
—Average 8 silver
—Fine 20 gold
—Exquisite 75 gold
Fullcloth, winter 4 gold
Girdle 6 silver
Gloves
—Leather 5 silver
—Canvas 5 copper
—Mittens 8 silver
—Silk 15 gold
Head wear
—Hat, broard-brimmed 8 gold
—Hat, fur-trimmed 15 silver
—Cap, cotton 8 copper
—Cap, wool 1 silver
—Coif 2 silver
—Fez 1 silver
—Hood, wool 8 copper
—Hood, cotton 5 copper
—Hood, fur 1 gold
—Turban 2 silver
Loincloth 3 copper
Nightshirt, silk 6 gold
Pin 6 gold
Plain brooch 10 gold
Robe
—Sackcloth 1 silver
—Cotton/linen 1 gold
—Velvet 3 gold
—Silk 5 gold
Pads
—Knee pads 3 silver
—Elbow pads 3 silver
—Shin guards 4 silver
Sash
—Cotton 2 silver
—Wool 1 silver
—Silk 4 gold
Shirt
—Sackcloth 5 copper
—Cotton/linen 1 silver
—Velvet 5 gold
—Silk 10 gold
Shoes
—Leather 3 silver
—Sandals/tabi 2 silver
—Slippers 1 silver
—Dancing 15 gold
—Skirt, leather warrior's 5 silver
Stockings 4 silver
Suspenders 8 copper
Tabard 5 silver
Toga
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EQUIPMENT
—Peasant 8 copper
—Velvet 5 gold
—Silk 45 gold
Tunic
—Sackcloth 5 copper
—Velvet 5 silver
—Silk 2 gold
Vest, knife 25 gold
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Services Cost
Bath 3 copper
Clerk (per letter) 2 silver
Doctor, leech, or bleeding 3 gold
Guide, in city (per day) 2 silver
Lantern or torchbearer (per night) 1 silver
Laundry (by load) 1 copper
Messenger, in city (per message) 1 silver
Minstrel (per performance) 3 gold
Mourner (per funeral) 2 silver
Teamster w/wagon 1 silver/mile
Transport Cost
Barge 500 gold
Canoe
—Small 30 gold
—War 50 gold
Caravel 10.000 gold
Carriage
—Common 150 gold
—Coach, ornamented 7.000 gold
Chariot
—Riding 200 gold
—War 500 gold
Coaster 5.000 gold
Cog 10.000 gold
Curragh 500 gold
Drakkar 25.000 gold
Dromond 15.000 gold
Galleon 50.000 gold
Great galley 30.000 gold
Knarr 3.000 gold
Longship 10.000 gold
Oar
—Common 2 gold
—Galley 10 gold
Raft or small keelboat 100 gold
Sail 20 gold
Sedan chair 100 gold
Wagon or cart wheel 5 gold
Animals Cost
Boar 10 gold
Bull 20 gold
Calf 5 gold
Capon 3 copper
Cat 1 silver
Chicken 2 copper
Cow 10 gold
Dog
—Guard 25 gold
—Hunting 17 gold
—War 20 gold
Donkey, mule, or ass 8 gold
Falcon (trained) 1.000 gold
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Goat 1 gold
Goose 5 copper
Guinea hen 2 copper
Horse
—Draft 200 gold
—Heavy war 400 gold
—Light war 150 gold
—Medium war 225 gold
—Riding 75 gold
Ox 15 gold
Patridge 5 copper
Pig 3 gold
Pigeon, homing 100 gold
Pony 30 gold
Ram 4 gold
Sheep 2 silver
Songbird 10 silver
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—Small 7 silver
Block and tackel 5 gold
Bolt case 1 gold
Bucket 5 silver
Chain (per ft.)
—Heavy 4 gold
—Light 3 gold
Chest
—Large 2 gold
—Small 1 gold
Cloth (per 10 sq. yds.)
—Common 7 gold
—Fine 50 gold
—Rich 100 gold
Candle 1 copper
Candle mold 12 silver
Canvas (per silver . Yard) 4 silver
Chalk 1 copper
Crampos 4 gold
Fishook 1 silver
Fishing net, 10 ft. sq. 4 gold
Flint and steel 5 silver
Glass bottle 10 gold
Grappling hook
—Standard 8 silver
—Collapsible 3 gold
Hacksaw
—Common 5 gold
—Superior 20 gold
Holy item (symbol, necklace, etc.) 25 gold
Hourglass 25 gold
Iron pot 5 silver
Ladder, 10 ft. 5 copper
Lantern
—Beacon 240' radius 150 gold
—Bullseye 60' cone 12 gold
—Hooded 30' radius 7 gold
Lock
—Good 100 gold
—Poor 20 gold
Magnifying glass 100 gold
Map or scroll case 8 silver
Merchant's scale 2 gold
Mirror, small metal 10 gold
Musical instrument 5-100 gold
Oil (per flask)
—Greek fire 10 gold
—Lamp 6 copper
Paper (per sheet) 2 gold
Papyrus (per sheet) 8 silver
Parchment (per sheet) 1 gold
Perfume (per vial) 5 gold
Piton 3 copper
Quiver 8 silver
Rope (per 50 ft.)
—Hemp 1 gold
—Silk 10 gold
Sack
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—Large 2 silver
—Small 5 copper
Sealing/candle wax (per lb.) 1 gold
Sewing needle 5 silver
Signal whistle 8 silver
Signet ring or personal seal 5 gold
Soap (per lb.) 5 silver
Spyglass 1.000 gold
Tent
—Large (four-persons) 25 gold
—Pavilion 100 gold
—Small (one-person) 5 gold
Thieves' picks and tools 30 gold
Torch 1 copper
Water clock 1.000 gold
Whetstone 2 copper
Wineskin 8 silver
Winter blanket 5 silver
Writing ink (per vial) 8 gold
Armor Cost
Greatcoat 20 gold
Greatcoat, armored 75 gold
Banded mail 400 gold
Brigandine 240 gold
Chain mail 750 gold
Field plate 5.000 gold
Full plate 5.000-7.500 gold
Helmet
—Great helm 60 gold
—Basinet 16 gold
—Coif 30 gold
—Cap 1 silver
Hide 30 gold
Lamellar 250 gold
Leather 10 gold
Leather Scale 35 gold
Padded 8 gold
Plate mail 4.500 gold
Interlocking Scale 850 gold
Lead-Lined Breastplate 400 gold
Ring mail 300 gold
Laminated Breastplate 200 gold
Interlocking Plate 2.500-7.000 gold
Heavy Plate 6.500-8.000 gold
Battle Plate 8.000-10.000 gold
Scalemail 240 gold
Shield
—Buckler 2 gold
—Medium 14 gold
—Small 6 gold
—Tower 20 gold
Splint mail 160 gold
Studded leather 40 gold
Breastplate 250 gold
Wicker 1 gold
Armor spikes 50 gold
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Banded: This armor is made of overlapping strips of metal sewn to a backing of leather and chain mail.
Generally the strips cover only the more vulnerable areas, while the chain and leather protect the joints where
freedom of movement must be ensured. Through straps and buckles, the weight is more or less evenly distributed.
distributed.
Brigandine: This armor is made from small metal plates sewn or riveted to a layer of canvas or leather and
protected by an outer layer of cloth. It is rather stiff and does not provide adequate protection to the joints where
the metal plates must be spaced widely or left off.
off.
Chain mail: This armor is made of interlocking metal rings. It is always worn with a layer of quilted fabric
padding underneath to prevent painful chafing and to cushion the impact of blows. Several layers of mail are
normally hung over vital areas. The links yield easily to blows, absorbing some of the shock. Most of the weight of
this armor is carried on the shoulders and it is uncomfortable to wear for long periods of time.
time.
Field plate armor: This is the most common version of full plate armor, consisting of shaped and fitted metal
plates riveted and interlocked to cover the entire body. It includes gauntlets, boots, and a visored helmet. A thick
layer of padding must be worn underneath. However, the weight of the suit is well-distributed over the whole
body. Such armor hampers movement only slightly. Aside from its expense, the main disadvantages are the lack of
ventilation and the time required to put it on and take it off. Each suit of field plate must be individually fitted to
its owner by a master armorer, although captured pieces can be resized to fit the new owner.
owner.
Full Plate: This is the impressive, full metal-style armor. It is perfectly forged and fitted. All the plates are
interlocking and carefully angled to deflect blows. The surfaces are normally highly ornamented with etching and
inlaid metals. Each suit must be carefully custom-fitted to the owner and there is only a 20% chance that a captured
suit can be refitted to a new owner of approximately the same size. The metal plates are backed by padding and
chain mail. The weight is well-distributed. The armor is hot, slow to don, and extremely expensive. Due to these
factors, it tends to be used more for parades and triumphs than actual combat.
combat.
Hide: This is armor prepared from the extremely thick hide of a creature or from multiple layers of regular
leather. It is stiff and hard to move in.
Lamellar: Similar to splint and brigadine armor, lamellar consists of small, overlapping plates of metal sewn
together or stitched to a backing of leather or cloth.
cloth.
Leather: This armor is made of leather hardened in boiling oil and then shaped into breastplate and shoulder
protectors. The remainder of the suit is fashioned from more flexible, somewhat softer materials.
materials.
Leather Scale: Leather scale armor is just like the scale mail, except that the scales are made of cured leather
instead of steel.
steel.
Padded: This is the simplest type of armor, fashioned from quilted layers of cloth and batting. It tends to get hot
and after a time becomes foul with sweat, grime, lice, and fleas.
fleas.
Plate mail: This armor is a combination of chain or brigandine with metal plates (cuirass, epaulettes, elbow
guards, gauntlets, tasets, and greaves) covering vital areas. The weight is distributed over the whole body and the
whole thing is held together by buckles and straps. This is the most common form of heavy armor.
armor.
Ring mail: This armor is an early (and less effective) form of chain mail in which metal rings are sewn directly
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Great Helm: A great helm is any massive metal helm that covers the entire head, including the neck and often
the upper shoulders. The only gaps in the protection are found in the narrow slits that allow limited vision, and
some small holes to permit breathing.
It is rare to find a great helm used with armor lighter than banded mail. Great helms are most often found in
combination with plate mail or heavier armor: -3 penalty to Vision checks; -4 penalty to Hearing checks.
GETTING INTO
AND OUT OF ARMOR
The time required to don armor depends on its make. Those armors that are a single piece—leather tunics,
robes, chain mail—take one round (two for metal items) to don with slight assistance. Without aid, the time is
doubled. Armor that is made of separate pieces require up to seven rounds, again with assistance. Without help,
the time required is tripled. In all cases, the times given assume that the proper undergarments and padding are
also worn.
Removing armor is a much quicker matter. Most can be shed in a single round. Piece armor (particularly full
plate) requires 4 rounds. However, if the character is willing to cut straps and bend pins, such armors can be
removed in half the time round up.
WEAPONS
Table 3: Weapons
Speed
Weapon Cost Weight Size Type Factor Damage
Alhulak 9 gold 9 M B 5 1d6
Arrow, Flight 3 silver/12 * S P — 1d6
Arrow, Sheaf 3 silver/6 * S P — 1d8
Arrow, War 1 gold/2 — T P — 1d4+1
Axe, Battle 5 gold 7 M S 7 1d8
Axe, Hand/Throwing 1 gold 5 M S 4 1d6
Axe, Two-Handed Battle 10 gold 10 M S 9 1d10
Blowgun 5 gold 2 L — 5 —
—Barbed Dart 1 silver * S P — 1d3
—Needle 2 copper * S P — 1
Bo Stick 2 copper 4 L B 4 1d6
Bola 5 silver 2 M B 8 1d3
Bow, Composite Long 100 gold 3 L — 7 —
Bow, Composite Short 75 gold 2 M — 6 —
Bow, Long 75 gold 3 L — 8 —
Bow, Short 30 gold 2 M — 7 —
Buckler, Spiked 3 gold 3 M P 4 1d3
Caltrop 2 silver 2/10 S P — 1
Chain 5 silver 3 L B 5 1d4+1
Chagram 1 gold 1/2 S S 2 1d4
Club — 3 M B 4 1d6
Club, Datchi 12 gold 10 L B 4 1d6
Club, Great 8 gold 12 M B 7 2d4
Crossbow, Double 60 gold 8 M — 8 —
Crossbow, Hand 300 gold 3 S — 5 —
Crossbow, Heavy 50 gold 14 M — 10 —
Crossbow, Light 35 gold 7 M — 7 —
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fire—how many shots that weapon can fire off in one round. This is independent of the number of
"ROF" is the rate of fire—how
melee attacks a character can make in a round.
Long)—includes attacks from distances equal to or less than the given range. Thus,
Each range category (Short, Medium, or Long)—includes
a heavy crossbow fired at a target 136 yards away uses the medium range modifier.
The attack roll modifiers for range are -2 for medium range and -5 for long range.
UNUSUAL METALS
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With the exception of bronze plate mail, it is assumed that all metal armors are made from a fairly common yet
sturdy form of steel. However, this need not always be the case.
Different metals have different properties which must be taken into account when such armors are used. Table
1 lists several different types of metals and the effects they have on Armor Class, encumbrance, and cost.
* The character must provide the amount of metal needed to make the suit (determined by weight).
Adamantine: A set of armor constructed of adamantine, are so resilient that while wearing the piece of armor,
the character gains a damage resistance of 10 towards physical damage (slashing, piercing, bludgeoning).
Bronze: Not as strong as steel for crafting armor, yet cheaper and still useful. But as a weapon, bronze has a +1
enchantment effect against certain magical hybrid beasts.
Cold Iron: Cold iron are specially used as an offensive material towards outsiders and doesn't grant any
specific additional effects for armor. However, if using a weapon crafted of cold iron it functions as a +2 magical
weapon against the outsiders damage reduction.
Fine Steel: Fine steel has nos specific additional effects as armor material, except being slightly lighter.
Gold: Expensive and not exactly useful for defense due to it's soft density, but also clumsy as it weighs a ton.
An armor of gold is more of a symbolic aspect, and show of wealth, than an actual functional one.
If gold is used for creating a weapon it functions as a magical weapon +2 against the dragons damage
reduction.
Iron: Iron is a soft and heavy metal, and not exactly good for armor. However, it's a strong defense against fey
creatures. Mostly used in weapons against fey, but it's so harmful to fey creatures, that even the mere touch of it
causes 1 point of damage to the creature. This damage continues, if the fey continues to touch the iron and the
damage cannot be soaked by the creatures resistances.
As a weapon, iron weapons deal and additional +1d6 damage against fey creatures.
Meteorite: Pitch black with a smooth matte surface, meteorite is completely indestructible to mortal means.
Crafting it is quite difficult requiring forging it very unique alchemical facilities and specially created forgeries.
Weapons and armor made from meteorite are completely immune to damage, and as such cannot be destroyed.
It is extremely heavy and dense, and also provides the same damage resistances as adamantine, weighs allot more
and increased armor check penalty by -1.
Mithril: Mithril are best suited for armor, as it grants a damage resistance against piercing and slashing of 5
points of damage. Additionally, it's extremely light weighted and stronger than ordinary steel.
If mithrill is used for crafting a weapon, the weapon will always count as a +1 magic weapon for surpass
damage reduction. And this bonus are cumulative with enhancement bonuses from master crafting. For example, a
master crafted axe with an +1 enhancement bonus, and if also crafted out of mithrill, that axe will always count as a
magic weapon +2 for passing through Damage Reduction.
Orichalcum: One of, if not the most, rare and expensive materials used for crafting arms and armor.
Orichalcum is used for both defensive armor and offensive weapons for attacking magic using creatures, such as
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maleficars, hags, etc. This is because of the amazing properties of orichalcum to absorb magic energy, granting a
resistance to magic of 4% per AC bonus the armor in question has; so a full plate with an AC 1 would have a Magic
resistance of 36% (Full 36%).
(Full plate AC 9: (9 x 4) = 36%).
Weapons crafted of orichalcum can also be powerful against magic using creatures. If a maleficar or a monster
with magic using abilities are struck by a orichalcum weapon, there's a chance ( 5% per damage: fx. 1D8 = 40% —
40)) that the damage caused cannot be soaked up by any type of magical resistances or magical defenses.
(8x5 = 40))
Silver: Silver isn't useful for making armor, as it is to soft to take any damage without braking to easy. Silver
are mostly used for weapon materials against undeads and cursed monsters.
Silver weapons are primary used as a ward towards undead monsters, vampires, and werewolves. Silver
damage caused to such monsters, cannot be regenerated as normal damage, but functions as mortal healing at
normal rates, making silver extremely dangerous to these type of creatures.
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