Post by Board Keeper on May 7, 2009 16:59:59 GMT -5
EQUIPMENT
Coins
1 PP = 10 GP = 100 SP = 1000 CP
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, something can be sold 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.
....
WEAPONS & ARMOR
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 a character uses a weapon with which the character is not proficient, the character suffers 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. Apply a character's 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 a character's size determines whether for the character the weapon is light, one-handed, two-handed, or too large to use.
Light: If the weapon's size category is smaller than the character's, then the weapon is light for that character. Light weapons are easier to use in the off hand, and they can be used while grappling. A light weapon can be used in one hand. There is no special bonus when using such a weapon in two hands.
One-Handed: If the weapon's size category is the same as a character's, then the weapon is one-handed for that character. If a one-handed melee weapon is used two-handed, apply one and a half times the character's Strength bonus to damage (provided the character has a bonus).
Thrown weapons can only be thrown one-handed, and a character's Strength bonus is added to the damage.
Two-Handed: If the weapon's size category is one step larger than a character's, then the weapon is two-handed for that character. A two-handed melee weapon can be used effectively in two hands, and when damage is dealt with it, add one and a half times the character's Strength bonus to damage (provided the character has a bonus).
Thrown weapons can only be thrown one-handed. A character can throw a thrown weapon with one hand even if it would be two-handed for you due to the character's size, but doing so counts as a full-round action because the weapon is bulkier and harder to handle than most thrown weapons. Add the character's Strength bonus to damage.
A character can use a two-handed projectile weapon (such as a bow or a crossbow) effectively in two hands. If the character has a penalty for low Strength, apply it to damage rolls when you use a bow or a sling. Add no Strength bonus to damage with a projectile weapon unless the weapon is a mighty composite shortbow or longbow.
Too Large to Use: If the weapon's size category is two or more steps larger than a character's own, the weapon is too large for the character to use.
Unarmed Strikes: An unarmed strike is two size categories smaller than the character using it.
*When running in heavy armor, a character moves only triple speed, not quadruple.
Arcane Spell Failure: Armor interferes with the gestures that are needed to make to cast an arcane spell.
Casting an Arcane Spell in Armor: When casting an arcane spell while wearing armor, a character 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 it can be cast without making the arcane spell failure roll.
Armor Qualities
Depending on a character's class, the character may be proficient in the use of all, some, or no armors, including shields. To wear heavier armor effectively, 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 an 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 mobility, reducing a character's ability to dodge blows.
Even if a Dexterity bonus drops to 0, a character is not considered to have lost the Dexterity bonus.
Shields: Shields do not affect the maximum Dexterity bonus.
Armor Check Penalty: Anything heavier than leather hurts the ability to use some skills.
Skills: The armor check penalty number is the armor check penalty applied to certain skill checks.
Shields: Both armor check penalties apply when wearing armor and shield.
Nonproficient with Armor Worn: If armor is worn with which a character is not proficient, the character suffers the armor's armor check penalty on attack rolls and on all skill rolls that involve moving, including Ride.
Sleeping in Armor: If a character sleeps in a suit of armor with an armor check penalty of -5 or worse, the character is automatically fatigued the next day. The character suffers a -2 penalty on Strength and Dexterity, and can't charge or run.
Shields: Both spell failure chances should be combined when wearing armor and shield..
Speed: Medium and heavy armor slows a character down. The number on Table: Armor is a character's top speed while wearing the armor.
Shields: Shields do not affect 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 to put the armor on. (One minute is 10 rounds.)
Don Hastily: This column records how long it takes 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 to get the armor off.
*If a character has some help, cut this time in half. A single character doing nothing else can help one or two adjacent characters. Two characters can't help each other don armor at the same time.
**A character must have help to don this armor. Without help, it can only be donned 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.[/size][/font]
Coins
1 PP = 10 GP = 100 SP = 1000 CP
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, something can be sold 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.
[/font] [/size]
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 & ARMOR
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 a character uses a weapon with which the character is not proficient, the character suffers 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. Apply a character's 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 a character's size determines whether for the character the weapon is light, one-handed, two-handed, or too large to use.
Light: If the weapon's size category is smaller than the character's, then the weapon is light for that character. Light weapons are easier to use in the off hand, and they can be used while grappling. A light weapon can be used in one hand. There is no special bonus when using such a weapon in two hands.
One-Handed: If the weapon's size category is the same as a character's, then the weapon is one-handed for that character. If a one-handed melee weapon is used two-handed, apply one and a half times the character's Strength bonus to damage (provided the character has a bonus).
Thrown weapons can only be thrown one-handed, and a character's Strength bonus is added to the damage.
Two-Handed: If the weapon's size category is one step larger than a character's, then the weapon is two-handed for that character. A two-handed melee weapon can be used effectively in two hands, and when damage is dealt with it, add one and a half times the character's Strength bonus to damage (provided the character has a bonus).
Thrown weapons can only be thrown one-handed. A character can throw a thrown weapon with one hand even if it would be two-handed for you due to the character's size, but doing so counts as a full-round action because the weapon is bulkier and harder to handle than most thrown weapons. Add the character's Strength bonus to damage.
A character can use a two-handed projectile weapon (such as a bow or a crossbow) effectively in two hands. If the character has a penalty for low Strength, apply it to damage rolls when you use a bow or a sling. Add no Strength bonus to damage with a projectile weapon unless the weapon is a mighty composite shortbow or longbow.
Too Large to Use: If the weapon's size category is two or more steps larger than a character's own, the weapon is too large for the character to use.
Unarmed Strikes: An unarmed strike is two size categories smaller than the character using it.
[/font] ....
Table: Weapons
Weapons-Melee
Weapon-Simple Cost Damage Weight
-
Gauntlet, unarmed 2 gp 1-4 2 lb
Strike, unarmed (Medium-size) - 1d3
Strike, unarmed (Small) - 1d2
-
Tiny
-
Dagger 2 gp 1d4 1 lb. Range Increment 10'
Gauntlet, spiked 5 gp 1d4 2 lb.
-
Small
-
Mace, light 5 gp 1d6 6 lb
Sickle 6 gp 1d6 3 lb
-
Medium-size
-
Club - 1d6 3 lb. Range Increment 10'
light spear 1 gp 1d6 3 lb.
Mace, heavy 12 gp 1d8 9 lb.
Morningstar 8 gp 1d8 8 lb.
-
Large
-
Quarterstaff 1 gp 1d6 4 lb.
Spear 2 gp 1d8 5 lb.
-
-
-
Martial Weapons-Melee
-
Weapon Cost Damage Weight
------ ---- ------ -------
Small
-
Axe, throwing/hand 8 gp 1d6 4 lb Range Increment 10'
Hammer, light 1 gp 1d4 2 lb. Range Increment 10'
Lance, light 6 gp 1d6 5 lb.
Pick, light 4 gp 1d4 4 lb.
Sword, short 10 gp 1d6 3 lb.
-
Medium-size
-
Battleaxe 10 gp 1d8 7 lb.
Flail 8 gp 1d8 5 lb.
Lance, heavy 10 gp 1d8 10 lb.
Longsword 15 gp 1d8 4 lb.
Pick, heavy 8 gp 1d6 6 lb.
Rapier/Scimitar 20 gp 1d6 3 lb.
Trident 15 gp 1d8 5 lb.
Warhammer 12 gp 1d8 8 lb.
-
Large
-
Falchion 75 gp 2d4 16 lb.
Flail, great 15 gp 1d10 20 lb.
Glaive 8 gp 1d10 15 lb.
Greataxe 20 gp 1d12 20 lb.
Greatclub 5 gp 1d10 15 lb.
Greatsword 50 gp 2d6 15 lb.
Halberd 10 gp 1d10 15 lb. (reach weapon)
Longspear 5 gp 1d8 9 lb. (reach weapon)
Scythe 18 gp 2d4+1 12 lb.
Bastard Sword 100 gp 1d10 10 lb (wield 1 hand if 16 str)
Dwarven War Axe 300 gp 1d10 15 lb (wield 1 hand if 16 str)
Katana 400 gp 1d10 6 lb. (wield 1 hand if 15 str)
-
Weapons-martial/unusual
-
Kama/nunchuks/siangham 2 gp 1d6 1-2 lb.
Whip-heavy 2 gp 1d4 2 lb (range attack - max range 8')
-
Weapons-Ranged / Simple
- Range Ammo(10) Ammo(10)
Weapon Cost Damage Increment Weight Cost Weight
------ ---- ------ --------- ------ -------- ------
Small
-
Crossbow, light 35 gp 1d8 80 ft. 6 lb. 1gp 2 lb
Dart 5 sp 1d4 20 ft. 1/2 lb. 5gp 5 lb
Sling 5 sp 1d4 50 ft. 0 lb. 1gp 5 lb
-
Medium-size
-
Crossbow, heavy 50 gp 1d10 120 ft. 9 lb. 1gp 3 lb
Javelin 1 gp 1d6 30 ft. 2 lb.
-
-
Weapons-Ranged / Martial
- Range Ammo(10) Ammo(10)
Weapon Cost Damage Increment Weight Cost Weight
------ ---- ------ -------- ------ ------ ------
Medium-size
-
Shortbow 30 gp 1d6 60 ft. 2 lb. 1gp 1 lb
Shortbow, composite 75 gp 1d6 70 ft. 2 lb. 1gp 1 lb
-
Large
-
Longbow 75 gp 1d8 100 ft. 3 lb. 2gp 2 lb
Longbow, composite 100 gp 1d8 120 ft. 3 lb. 2gp 2 lb
-
-
Martial Weapons-Exotic
- Range Ammo(10)
Weapon Cost Damage Increment Weight Cost Weight
------ ---- ------ -------- ------ ------ ------
Tiny
-
Crossbow, hand 400gp 1d4 30 ft. 3 lb 5 gp 1 lb
Blowgun 1 gp 1 10 ft. 2 lb. 1 gp -
Shuriken 1 gp 1-3 6 ft 1/4 lb
-
-
Table: Armor
-
Armor
- Armor Max Check
Armor Cost Bonus Dex Penalty Weight
----- ---- ----- --- ------- ------
Light armor
-
Padded 5 gp +1 +8 0 10 lb.
Leather 10 gp +2 +6 0 15 lb.
Studded leather 25 gp +3 +5 -1 20 lb.
Chain shirt 100 gp +4 +4 -2 25 lb.
-
Medium armor
-
Hide 15 gp +3 +4 -3 25 lb.
Scale mail 50 gp +4 +3 -4 30 lb.
Chainmail 150 gp +5 +2 -5 40 lb.
Breastplate 200 gp +5 +3 -4 30 lb.
-
Heavy armor
-
Splint mail 200 gp +6 +0 -7 45 lb.
Banded mail 250 gp +6 +1 -6 35 lb.
Half-plate 600 gp +7 +0 -7 50 lb.
Full plate 1,500 gp +8 +1 -6 50 lb.
-
-
Shields
- Armor Max Dex Check
Armor Cost Bonus Penalty Weight
----- ---- ----- ------- ------
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 Max Check ---- Speed ---
Armor Cost Bonus Dex Penalty (30ft) (20ft) Weight
----- ---- ----- --- ------- ------ ------ ------
Armor spikes +50gp - - - - - +10lb.
Shield spikes +10gp - - - - - +5lb.
*When running in heavy armor, a character moves only triple speed, not quadruple.
[/size] [/font] ...
Table: Arcane Spell Failure
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 are needed to make to cast an arcane spell.
Casting an Arcane Spell in Armor: When casting an arcane spell while wearing armor, a character 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 it can be cast without making the arcane spell failure roll.
Armor Qualities
Depending on a character's class, the character may be proficient in the use of all, some, or no armors, including shields. To wear heavier armor effectively, 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 an 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 mobility, reducing a character's ability to dodge blows.
Even if a Dexterity bonus drops to 0, a character is not considered to have lost the Dexterity bonus.
Shields: Shields do not affect the maximum Dexterity bonus.
Armor Check Penalty: Anything heavier than leather hurts the ability to use some skills.
Skills: The armor check penalty number is the armor check penalty applied to certain skill checks.
Shields: Both armor check penalties apply when wearing armor and shield.
Nonproficient with Armor Worn: If armor is worn with which a character is not proficient, the character suffers the armor's armor check penalty on attack rolls and on all skill rolls that involve moving, including Ride.
Sleeping in Armor: If a character sleeps in a suit of armor with an armor check penalty of -5 or worse, the character is automatically fatigued the next day. The character suffers a -2 penalty on Strength and Dexterity, and can't charge or run.
Shields: Both spell failure chances should be combined when wearing armor and shield..
Speed: Medium and heavy armor slows a character down. The number on Table: Armor is a character's top speed while wearing the armor.
Shields: Shields do not affect 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 to put the armor on. (One minute is 10 rounds.)
Don Hastily: This column records how long it takes 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 to get the armor off.
[/font]....
Table: Donning Armor
Armor Type Don Don Hastily Remove
---------- ------ ----------- ------
Padded, leather, hide,
studded leather, or chain shirt 1 minute 5 rounds 3 rounds
Breastplate, scale mail, chainmail, 2 minute 10 rounds 6 rounds
banded mail, or splint mail 4 minutes 15 rounds 10 rounds
Half-plate or full plate 6 minutes 20 rounds 15 rounds
*If a character has some help, cut this time in half. A single character doing nothing else can help one or two adjacent characters. Two characters can't help each other don armor at the same time.
**A character must have help to don this armor. Without help, it can only be donned 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.[/size][/font]