You are on page 1of 15

EQUIPMENT

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.

Table 1: Equipment List


Clothing Cost
Belt
—Baldric 7 silver
—Leather 2 silver
—Fine 25 gold
Buckle
—Plain 2 silver
—Fancy 1 gold
Boots
—High 5 silver
—Hip/wading 1 gold
—Low 3 silver
—Riding 1 gold
Breeches/Pants
—Sackcloth 5 copper
—Cotton 1 silver
—Leather 8 silver
—Woolen 5 silver
—Velvet 4 gold
—Silk 8 gold
Bustle 5 gold
Cape
—Half-cape 8 silver
—Full-cape 1 gold
Chemise
—Sackcloth 8 copper
—Linen 1 silver
—Silk 6 gold
Coat/Jacket/Jerkin
—Cotton 6 silver
—Leather 1 gold
—Wool, winter 1 gold
—Velvet 8 gold
—Silk 10 gold
—Fur 50+ gold
—Removable sleeves +5 gold
Cloak
—Cotton 3 silver
—Wool 5 silver
—Fur 20+ gold
Codpiece 6 silver
Collar, spiked 10 gold
Corset 25 gold
Doublet/vest
—Cotton 1 silver

1
EQUIPMENT

—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

2
EQUIPMENT

—Peasant 8 copper
—Velvet 5 gold
—Silk 45 gold
Tunic
—Sackcloth 5 copper
—Velvet 5 silver
—Silk 2 gold
Vest, knife 25 gold

Daily Food and Lodging Cost


Ale (per gallon) 2 silver
Banquet (per person) 10 gold
Bread 5 copper
Cheese 4 silver
City rooms (per month)
—Common 20 gold
—Poor 6 silver
Common wine (pitcher) 2 silver
Egg or fresh vegetables 1 copper
Grain and stabling forhorse (daily) 5 silver
Honey 5 silver
Inn lodging (per day/week)
—Common 5 silver/3 gold
—Poor 5 copper/2 silver
Meat for one meal 1 silver
Meals (per day)
—Good 5 silver
—Common 3 silver
—Poor 1 silver
Separate lantrine for rooms (per month) 2 gold
Small beer (per gallon) 5 copper
Soup 5 copper

Household Provisioning Cost


Barrel of pickled fish 3 gold
Butter (per lb.) 2 silver
Coase sugar (per lb.) 1 gold
Dry rations (per week) 10 gold
Eggs (per 100) 8 silver
(per two dozen) 2 silver
Figs (per lb.) 3 silver
Firewood (per day) 1 copper
Herbs (per lb.) 5 copper
Nuts (per lb.) 1 gold
Raisins (per lb.) 2 silver
Rice (per lb.) 2 silver
Salt (per lb.) 1 silver
Salted herring (per 100) 1 gold
Spice (per lb.)
—Exotic (saffron, clove) 15 gold
—Rare (pepper, ginger) 2 gold
—Uncommon (cinnamon) 1 gold
Tun of cider (250 gal.) 8 gold
Tun of good wine (250 gal.) 20 gold

3
EQUIPMENT

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

4
EQUIPMENT

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

Tack and Harness Cost


Barding
—Chain 500 gold
—Full plate 2.000 gold
—Full scale 1.000 gold
—Half brigandine 500 gold
—Half padded 100 gold
—Half scale 500 gold
—Leather and padded 150 gold
Bit and bridle 15 silver
Cart harness 2 gold
Halter 5 copper
Horseshoes & shoeing 1 gold
Saddle
—Pack 5 gold
—Riding 10 gold
Saddle bags
—Large 4 gold
—Small 3 gold
Saddle blanket 3 silver
Yoke
—Horse 5 gold
—Ox 3 gold

Miscellaneous Equipment Cost


Armor maintenance kit 3 gold
Backpack 2 gold
Bag
—Wool 4 copper
—Linen 6 copper
—Leather 8 copper
Barrel, small 2 gold
Basket
—Large 3 silver
—Small 5 copper
Bell 1 gold
Belt pouch
—Large 1 gold

5
EQUIPMENT

—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

6
EQUIPMENT

—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

7
EQUIPMENT

Table 2: Armor Class Ratings


Type of Armor AC
None, greatcoat 10
Shield only, armored greatcoat or wicker 9
Leather, padded armor or leather scale 8
Studded leather, ring mail armor or lamellar 7
Brigandine, scale mail, hide armor or breastplate 6
Chain mail, interlocking scale, lead-linned breastplate or laminated
5
breastplate
Splint mail or banded mail 4
Plate mail or interlocking plate 3
Field plate 2
Full plate or heavy plate 1
Battle plate 0
+ Shield -1

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

8
EQUIPMENT

to a leather backing instead of being interlaced.


interlaced.
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.
fish.
Wicker: Wicker armor is the poor soldier's last resort. Tightly woven reeds cover the entire bod, offering
slightly more protection than normal cloths, although the wicker is bulky and loud. The main advantage of wicker
armor is its low cost and light weight.
Shields: All shields improve a character's Armor Class by 1 or more against a specified number of attacks. A
shield is useful only to protect the front and flanks of the user. Attacks from the rear or rear flanks cannot be
blocked by a shield. Shield does not provide resistances bonuses.
A buckler (or target) is a very small shield that fastens on the forearm. Its small size enables it to protect against
only one attack per melee round (of the user's choice), improving the character's Armor Class by 1 against that
attack.
A small shield is carried on the forearm and gripped with the hand. Its light weight permits the user to carry
other items in that hand. It can be used to protect against two frontal attacks of the user's choice.
The medium shield is carried in the same manner as the small shield. Its weight prevents the character from
using his shield hand for other purposes. With a medium shield, a character can protect against any frontal or flank
attacks.
The body shield is a massive shield reaching nearly from chin to toe. It must be firmly fastened to the forearm
and the shield hand must grip it at all times. It provides a great deal of protection, improving the Armor Class of
the character by 1 against melee attacks and by 2 against missile attacks, for attacks from the front or front flank
sides.
Splint Mail: The existence of this armor has been questioned. It is claimed that the armor is made of narrow
vertical strips riveted to a backing of leather and cloth padding. Since this is not flexible, the joints are protected by
chain mail.
mail.
Greatcoats: This sturdy leather coat is reinforced with metal plates sewn into the lining.
More cumbersome than light armor but less effective than most medium armors, the advantage of an armored
coat is that a person can don it or remove it in a single action. If worn over other armor (light armor only), use the
best Armor Class.
Armored greatcoat can be worn as a single armor with a AC equal to leather and/or padded armor.
armor.
Breastplate: This armor is designed to be put on quickly and removed easily. The major pieces are all attached
by small leather cords and rivets, allowing it to be draped over the body all at once.
once.
Studded leather: This armor is made from leather (not hardened as with normal leather armor) reinforced with
close-set metal rivets. In some ways it is very similar to brigandine, although the spacing between each metal piece
is greater.
greater.
Cap: A is a padded, leather, or steel skullcap worn much like a close-fitted cap, beret, or bonnet. Caps are
usually worn with padded armor, leather, studded, hide, or any other lightweight protection: -1 penalty to Hearing
checks; no penalty to Vision checks.
Coif: A coif is a padded chainmail hood. It fits snugly around the neck and over the head, except the face. It
usually comes with or is built into a suit of chain mail or mail-based armor: Identical Hearing and Vision check
penalties as those of a cap (above). If a great helm is worn, penalties are assigned for the great helm and not cumulative with
the coif.
Pen-faced Helmet: This class of open-faced helmet, made of reinforced leather or metal, covers most of the
head, save the face and neck. These helmets commonly provide protection for the nose.
Open-faced helmets are popular with officers and leaders, and are appropriately worn with the medium-weight
armors like brigadine and chain mail: -1 penalty to Vision checks; -2 penalty to Hearing checks.
Closed-faced Helmet: The closed-face helmets are identical to the open-face helmet (above), but include a
visored faceplate.
These tend to be worn by officers and sergeants-at-arms. They are most commonly worn with plate mail: When
the visor is op, Vision and Hearing check penalties are identical for those of open-faced helmets (above). Otherwise, the visored
wearer suffers a -2 penalty to all Vision checks and a -3 penalty to Hearing checks.

9
EQUIPMENT

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 —

10
EQUIPMENT

Dagger 2 gold 1 S P 2 1d4


Dagger, Parrying 5 gold 1 S P 2 1d3
Dart 5 silver 1/2 S P 2 1d3
Dart, Barbed 5 S P 3 1d4
Dirk 2 gold 1 S P 2 1d4
Flail, Chain 1 gold 5 L B 6 1d4+2
Flail, Footman's 15 gold 15 M B 7 1d6+1
Flail, Horseman's 8 gold 5 M B 6 1d4+1
Gaff/Hook
—Attached 2 gold 2 S P 2 1d4
—Held 5 copper 2 S P 2 1d4
Harpoon
—One-Handed 20 gold 6 L P 7 1d4+1
—Two-Handed 20 gold 6 L P 7 2d4
Hatchet 2 gold 3 S S 4 1d4+1
Hatchet, Hawk 2 gold 6 M P/S 5 1d6+1/1d4+1
Javelin
—One-Handed 5 silver 2 M P 4 1d4
—Two-Handed 5 silver 2 M P 4 1d6
Katar (Punch dagger) 3 gold 1 S P 2 1d3+1
Knife 5 silver 1/2 S P/S 2 1d3
Knife, Throwing 3 gold 3 M P/S 3 1d4+1
Kukri 3 gold 2 S S 3 1d4+1
Lance, Heavy Horse1 15 gold 15 L P 8 1d8+1
Lance, Light Horse1 6 gold 5 L P 6 1d6
Lance, Jousting1 20 gold 20 L P 10 1d3-1
Lance, Medium Horse1 10 gold 10 L P 7 1d6+1
Maca 25 gold 6 M S 5 1d8
Mace, Footman's 8 gold 10 M B 7 1d6+1
Mace, Footman's Whistling 12 gold 6 M B 6 1d6
Mace, Great 20 gold 20 M B 10 1d8+1
Mace, Horseman's 5 gold 6 M B 6 1d6
Mace, Horseman's Whistling 9 gold 3 M B 5 1d4+1
Manchete 30 gold 4 M S 8 1d8
Madu 6 gold 5 M P 4 1d4
Main-Gauche 3 gold 2 S P/S 2 1d4
Morningstar 10 gold 12 M B 7 2d4
Morningstar, Double-Ball 35 gold 16 M B 8 1d4+1x2
Net 5 gold 10 M — 10 —
Nunchaku 1 gold 3 M B 3 1d6
Pata1 30 gold 6 M P/S 6 1d8
Pick, Foorman's 8 gold 6 M P 7 1d6+1
Pick, Horseman's 7 gold 4 M P 5 1d4+1
Polearm, Awl Pike2 5 gold 12 L P 13 1dd6
Polearm, Bardiche 7 gold 12 L S 9 2d4
Polearm, Bec De Corbin 8 gold 10 L P/B 9 1d8
Polearm, Bill-Guisarme 7 gold 15 L P/S 10 2d4
Polearm, Fauchard 5 gold 7 L P/S 8 1d6
Polearm, Fauchard-Fork 8 gold 9 L P/S 8 1d8
Polearm, Glaive3 6 gold 8 L S 8 1d6
Polearm, Glaive-Guisarme3 10 gold 10 L P/S 9 2d4
Polearm, Guisarme 5 gold 8 L S 8 2d4
Polearm, Guisarme-Voulge 8 gold 15 L P/S 10 2d4
Polearm, Gythka 6 copper 12 L P/B 9 2d4
Polearm, Halberd 10 gold 15 L P/S 9 1d10
Polearm, Hook Fauchard 10 gold 8 L P/S 9 1d4
Polearm, Lucern Hammer2 7 gold 15 L P/B 9 2d4
Polearm, Military Fork3 5 gold 7 L P 7 1d8

11
EQUIPMENT

Polearm, Naginta2 8 gold 10 L P 7 1d8


Polearm, Partisan2 10 gold 8 L P 9 1d6
Polearm, Quard Fauchard 20 gold 20 L P 9 1d6
Polearm, Ranseur 2 6 gold 7 L P 8 2d4
Polearm, Spetum2 5 gol 7 L P 8 1d6+1
Polearm, Tetsubo 2 gold 7 L P 7 1d8
Polearm, Trikal 12 gold 8 L S/B 8 1d10
Polearm, Voulge 5 gold 12 L S 10 2d4
Quarrel, Hand 1 gold * S P — 1d3
Quarrel, Heavy 2 silver * S P — 1d4+1
Quarrel, Light 1 silver * S P — 1d4
Quaterstaff — 4 L B 4 1d6
Sap 1 gold 1/10 S B 2 1d2
Scourge 1 gold 2 S - 5 1d4
Scythe 10 gold 15 L S 8 1d10+2
Shield, Spiked 15 gold 18 L P 6 1d8
Shuriken 3 silver 1 S P 2 1d4
Sickle 6 silver 3 S S 4 1d4+1
Sling 5 copper * S — 6 —
—Bullet 1 copper 1/2 S B — 1d4+1
—Stone - 1/2 S B — 1d4
Spear
—One-Handed 8 silver 5 M P 6 1d6
—Two-Handed 8 silver 5 M P 6 1d8+1
Spear, Double-Bladed 2 gold 6 M P 6 1d8
Spear, Heavy
—One-Handed 3 gold 7 L P 8 1d8
—Two-Handed 3 gold 7 L P 8 2d6
Spear, Hook-Tailed 8 gold 7 L P/S 7 1d6
Spear, Long
—One-Handed 5 gold 8 L P 8 1d8
—Two-Handed 5 gold 8 L P 8 2d6
Spear, Throwing 1 gold 3 M P 5 1d6
Spikes, Body 5 gold 4 S P 2 1d4
Spikes, Elbow 1 gold 2 S P 2 1d4
Spikes, Head 3 gold 3 S P 3 1d4
Spikes, Knee 3 gold 2 S P 1 1d4
Stiletto 5 silver 1/2 S P 2 1d3
Sword, Bastard
—One-Handed 25 gold 10 M S 6 1d8
—Two-Handed 25 gold 10 M S 8 2d4
Sword, Broad 10 gold 4 M S 5 2d4
Sword, Claymore 25 gold 10 M S 8 2d4
Sword, Cutlass 12 gold 4 M S 5 2d4
Sword, Drusus 50 gold 3 M S 3 1d6+1
Sword, Falchion 17 gold 8 M S 5 1d6+1
Sword, Flamberg 30 gold 21 L S 9 1d10+1
Sword, Great Scimitar 60 gold 16 L S 9 2d8
Sword, Hook 15 gold 4 M S 5 1d8+1
Sword, Katana
—One-Handed 100 gold 6 M S/P 4 1d10
—Two-Handed 100 gold 6 M S/P 4 2d6
Sword, Khandar
—One-Handed 25 gold 10 M S 5 1d8
—Two-Handed 25 gold 10 M S 7 1d10
Sword, Khopesh 10 gold 7 M S 9 2d4
Sword, Long 15 gold 4 M S 5 1d8
Sword, Mariner's 9 gold 5 M S 4 1d8

12
EQUIPMENT

Sword, Piercer 12 gold 3 M P 3 1d6+1


Sword, Rapier 15 gold 4 M P 4 1d6+1
Sword, Sabre 17 gold 5 M S 4 1d6+1
Sword, Scimitar 15 gold 4 M S 5 1d8
Sword, Short 10 gold 3 S P 5 1d6
Sword, Talwar 15 gold 5 M S 6 2d4
Sword, Zweihander 50 gold 15 L S 10 1d10
Sword, Wakizashi 50 gold 3 M S/P 3 1d8
Trident
—One-Handed 15 gold 5 L P 7 1d6+1
—Two-Handed 15 gold 5 L P 7 1d8+1
Warhammer 2 gold 6 M B 4 1d4+1
Whip 1 silver 2 M — 4 1d2
Whip, Chain 21 gold 3.5 M — 5 1d3
1 = This Weapon inflicts double damage when used from the back of a charging mount.
2 = This Weapon inflicts double damage when firmly set to receive a charge.
3 = This Weapon inflicts double damage against charging creatures of L or greater size.

Table 4: Missile Weapon Ranges


Range (yards)
Weapon ROF S M L
Blowgun 2/1 10 20 30
Comp. Long bow, Flight Arrow 2/1 60 120 210
Comp. Long bow, Sheaf Arrow 2/1 40 80 170
Comp. Short bow 2/1 50 100 180
Longbow, Flight Arrow 2/1 70 140 210
Longbow, Sheaf Arrow 2/1 50 100 170
Short bow 1 50 100 150
Club 1 10 20 30
Had Crossbow 1/2 20 40 60
Heavy Crossbow 1 80 160 240
Light Crossbow 2/1 60 120 180
Dagger 3/1 10 20 30
Dart 1 10 20 40
Hammer 1 10 20 30
Hand Axe 1 10 20 30
Harpoon 1 10 20 30
Javelin 1 20 40 60
Knife 2/1 10 20 30
Sling Bullet 1 50 100 200
Sling Stone 1 40 80 160
Spear 1 10 20 30
Spear, Caster 1 20 40 60

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

13
EQUIPMENT

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.

Table 5: Unusual Metal Armor

AC/DAM Weight Cost


Metals
Adj. Adj. Multiplier
Adamantine +2 -25% x500
Bronze -1 0% x 2/3
Cold iron 0 +25% x 1.5
Fine Steel 0 -10% x2
Gold -4 +100% x 3*
Iron 0 +25% 0
Meteorite +3 +100% x 950*
Mithril +1 -50% x 300*
Orichalcum -1 -10% x 750*
Silver -2 0% x 2*

* 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

14
EQUIPMENT

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.

15

You might also like