Difference between revisions of "Equipment"

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==Group Inventory==
* Donated Slots
* Encumbrance
* Random Localization
* Readiness Points


=Equipment=
=Equipment=
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* 2H: requires two hands to wield, though it can often be carried in just one.
* 2H: requires two hands to wield, though it can often be carried in just one.
Miscellaneous
Miscellaneous
* Polearm: can be used to Set Against Change.
* Polearm: movement also provokes when moving *into* a threatened space from an unthreatened one.
** In this situation, an OA against a target that is charging, dashing, leaping, or otherwise using enhanced movement deals +A damage.
* Impact: adequate for smashing through durable objects, such as doors.
* Impact: adequate for smashing through durable objects, such as doors.
* Entangling: counts as a free hand for making grapple attacks, and is tied up while its grapple persists.
* Entangling: counts as a free hand for making grapple attacks, and is tied up while its grapple persists.
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* Clumsy X / Y: the wearer's Dexterity bonus is capped at X, and their DEX at Y, for matters of agility, movement (climbing, swimming, running, tumbling, etc), defense bonus, finesse attacks, and Dex Saves.
* Clumsy X / Y: the wearer's Dexterity bonus is capped at X, and their DEX at Y, for matters of agility, movement (climbing, swimming, running, tumbling, etc), defense bonus, finesse attacks, and Dex Saves.
** Given a moment to remove gloves / gauntlets, you can ignore the tag for purposes of fine manipulation.
** Given a moment to remove gloves / gauntlets, you can ignore the tag for purposes of fine manipulation.
Armor Types
 
'''Armor Types'''
* Light (1 enc, +2 defense, 20 gp)
* Light (1 enc, +2 defense, 20 gp)
** Can be worn while sleeping.
** Can be worn while sleeping.
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==Hirelings==
==Hirelings==


Mercenaries (per soldier; won't go delving or face other major perils, but will guard camp, escort through the wilderness, fight in battles, etc)
'''Mercenaries''' (per soldier; won't go delving or face other major perils, but will guard camp, escort through the wilderness, fight in battles, etc)
* Irregular, levy, goon (3 gp / month)
* Irregular, levy, goon (3 gp / month)
* Light infantry (6 gp / month)
* Light infantry (6 gp / month)
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* Heavy cavalry (60 gp / month)
* Heavy cavalry (60 gp / month)


Specialists
'''Specialists'''
* Alchemist (250 gp / month)
* Alchemist (250 gp / month)
** Can act as an assistant in arcane research.
** Can act as an assistant in arcane research.

Latest revision as of 16:36, 3 May 2023

Red Age > Rules > Equipment

Inventory

Storage

Items can be Readied, Carried, Worn, or Stowed.

  • Readied: you can have up to (Wits or Dexterity / 2) Readied items (rounded up), in belts, bandoleers, pockets, sheaths, etc.
    • You can access Readied items freely, though using them requires a suitable action.
    • Weapons, shields, and ammunition need to be Readied to draw promptly.
  • Carried: items are already in hand.
    • Carried items can be dropped as a free action.
    • Sometimes a bulky item will have to be Carried, in addition to its encumbrance.
  • Worn: gloves, clothes, rings, helmets, cloaks, armor, etc.
    • Worn items do not need to be Readied to use, and apart from armor, most wearable items have 0 encumbrance while Worn.
    • You are limited in how much you can wear according to logic.
  • Stowed: all other items carried are Stowed; stored in packs, jumbled in sacks, lashed to you, etc.
    • To access a Stowed item in haste, first take an Action and roll 1d6 - (DEX or WIT), min 0. This is the number of additional Actions it will take to unearth (if 0, you have it immediately).
    • Once you see how long it will take, if you choose to cut straps, dump out bags, etc to hastily paw through your Stowed gear, halve the additional time it will take, rounding down. Dumped items may smash, roll aside and be lost, etc, and if you flee, it will be left behind (it will take a Brief Rest to regather and pack up again).

Encumbrance

Items have an encumbrance value.

  • 0 enc) small items that are effectively weightless, unless in very large quantities.
    • Most gems, rings and other small jewelry or trinkets, talismans.
  • Light enc) small items with negligible weight (0 encumbrance), unless carried in bulk. If you have more than one, treat it as having 1 encumbrance.
    • Less than 250 coins, a wand, a dagger, a hip flask, a potion bottle, a folded up sack, 10 or fewer ammunition, a piece of folded up clothing (gauntlets, cloak, hat).
  • 1 enc) most items of significant size.
    • Most weapons, toolkits, waterskins, spellbooks, coils of rope, shields, 500 coins, 20 ammunition (and quiver/pouch), 10 iron spikes.
  • 2+ enc) heavy and/or bulky items.
    • Heavy weapons (2), medium armor (3), heavy armor (5), large treasure such as tapestries, chest, crates, statues, etc.

Containers

  • Small containers (pouches, etc) are negligible and don't need to be tracked. Just assume they're there.
  • You can have up to 2 large containers (packs, large sacks) as weightless items. Additional sacks have encumbrance 1.
  • If you want, you can note what items are in a container, allowing them to all be dropped or picked up collectively in a hurry.

Load

Your Load is how much your current encumbrance affects you.

  • For every size above Medium, double your Vigor for purposes of Load. For every size step below, halve it.

Load Level

  • Light
    • Up to Vigor / 2 (rounding up)
    • No effects.
  • Medium
    • Up to Vigor
    • Take +D to mobility skill checks such as swimming, climbing, and jumping. Winged creatures can't fly.
  • Heavy
    • Up to 1.5 x Vigor (rounding up)
    • Take +D on all Dex and Vigor stat, skill, save, attack, and effect checks. Take +D on initiative. You cannot swim. Winged creatures can't fly. Slowed +1x (combat and exploration speed halved).
    • Long distance travel may incur more fatigue.
  • Overburdened
    • Up to 3 x Vigor, or 30 x Vigor pounds
    • As Heavy Load, but you can only move 5' a turn. You are dragging, pushing, or staggering beneath the load.
    • After pushing or dragging for 10 minutes, every further 10 minutes, +1d10 Fatigue (Vigor save DC 13 for half). A Brief Rest resets this count. Carrying causes immediate fatigue, without the initial 10 minute grace period.

Attunement

Some magical items require attunement to the bearer's spirit to use.

  • A character may have up to (1 + HALF + SPT) attuned items (min 1).
  • Attunement may require special actions (a particular ritual, slaying something with it, a full moon, etc). By default, it requires a Long Rest including meditation / contemplation of the item.
  • If you've reached your limit, you can (usually) relinquish an item of your choice as part of attuning a new one.
  • An item can only be attuned to a single character at a time, and attunement ends if another attunes to it.

Group Inventory

  • Donated Slots
  • Encumbrance
  • Random Localization
  • Readiness Points

Equipment

Weapons

Melee

  • Simple
    • Unarmed Strike: 1h, d2 crushing, forceful / finesse, short, unarmed
    • Makeshift (pitchfork, grain flail, club, cudgel): 1h normal, d4 crushing, piercing, or slashing, forceful, long, very cheap
  • Light
    • Dagger: 1h light, d4 piercing / slashing, finesse, short, thrown, range 20 / 40 / 60, cheap
    • Hatchet, chakram: 1h light, d4 slashing, finesse / forceful, short, thrown, range 20 / 40 / 60, cheap
    • Throwing club / hammer: 1h light, d4 crushing, finesse / forceful, short, thrown, range 20 / 40 / 60, cheap
    • Blackjack, cestus: 1h light, d4 crushing, finesse, short, cheap
  • One-Handed
    • Sword, scimitar: 1h normal, d6 piercing / slashing, forceful / finesse, long
    • Battleaxe: 1h normal, d6 slashing, forceful, long, impact
    • Mace, warhammer, flail: 1h normal, d6 crushing, forceful, long, impact
    • Spear: 1h normal, d6 piercing, forceful, polearm, thrown, range 30 / 60 / 150
    • Whip / chain: 1h normal, d4 crushing, entangling, finesse, long / reach
  • Two-Handed
    • Greatsword: 2h heavy, d10 piercing / slashing, forceful, long
    • Greataxe: 2h heavy, d10 slashing, forceful, long, impact
    • Maul: 2h heavy, d10 crushing, forceful, impact
    • Pike: 2h heavy, d10 piercing, forceful, reach, polearm
    • Glaive, halberd: 2h heavy, d10, piercing / slashing, forceful, reach, polearm
    • Quarterstaff: 2h normal, d6, crushing, forceful / finesse, long, cheap


Ranged

  • Missile
    • Short Bow: 2h normal, d6 piercing, agile, range 60 / 150 / 300, ammo
    • Long Bow: 2h heavy, d10 piercing, agile, range 60 / 150 / 300 / 600, can't be used mounted, expensive, ammo
    • Light Crossbow: 2h normal, d8 piercing, agile, range 60 / 150 / 300, ammo, loading
    • Heavy Crossbow: 2h heavy, d12 piercing, agile, range 60 / 150 / 300 / 600, expensive, ammo, loading
    • Hand Crossbow: 1h compact, d2 piercing, agile, range 30 / 60 / 150, expensive, ammo, loading
    • Sling: 2h (effectively) compact, d6 crushing, agile, range 60 / 150 / 300, ammo, very cheap, cheap ammo
    • Blowgun: 2h normal, 1d2 piercing, agile, range 30 / 60 / 150, ammo, loading, cheap, cheap ammo
  • Thrown
    • Javelin: 1h light, d6 piercing (d4 in melee), agile or forceful, thrown, range 30 / 60 / 150, cheap
    • Shuriken: 1h compact (no actual weapon, just ammo), d2 piercing, agile, thrown, range 30 / 60, ammo
    • Net: 1h normal, entangling, agile or forceful, thrown, 10 range / 20 / 30, cheap


Weapon

  • Very Cheap Melee (5 sp)
    • Club
  • Cheap Melee (2 gp)
    • Quarterstafff, dagger, hatchet, chakram, throwing club / hammer
  • Normal Melee (10 gp)
    • Sword, scimitar, battleaxe, mace, warhammer, flail, spear, whip / chain
  • Heavy Melee (20 gp)
    • Greatsword, greataxe, maul, pike, glaive, halberd
  • Very Cheap Ranged (5 sp)
    • Sling
  • Cheap Ranged (2 gp)
    • Blowgun, javelin, net
  • Normal Ranged (20 gp)
    • Shortbow, light crossbow
  • Expensive Ranged (50 gp)
    • Longbow, heavy crossbow, hand crossbow
  • Ammo
    • 20 Ammo (7 ammo is light, 1 sp per ammo)
    • Arrows, quarrels, shurkiens
    • 20 Cheap Ammo (7 ammo is light, 3 cp per ammo)
    • Bullets

Qualities Weapon Damage

  • Die: 0, 1, d2, d4, d6, d8, d10, d12, d12+1...

Type

  • Crushing: good for shattering things. Amorphous or squishy creatures may be resistant or immune.
  • Slashing: good for severing things. Amorphous creatures may be resistant or immune.
  • Piercing: good for impaling things. Amorphous, unliving creatures (undead, constructs), and sturdy inanimate objects may be resistant or immune.

Weapon Length / Range

  • Short: basic threat range for your size (5' for Medium size)
    • Requires almost no room to wield. You do not threaten targets with greater reach who also threaten you. Fairly concealable.
    • Effective while grappling (+A to attack if enemy has a longer weapon, is unarmed, or otherwise limited in movement).
  • Long: basic threat range for your size
    • Requires 5' of room to wield without disadvantage.
    • Take +D to attack while grappling.
  • Reach: +5' threat range.
    • Requires 10' of room to wield without disadvantage, except in special circumstances (e.g. using a spear to hold off foes coming down a narrow passage).
    • Can't be used while grappling (and you do not threaten with it).
    • Range A / B... / X: the weapon can be thrown or it fires projectiles.
    • It has range bands of A, B etc, with max effective range X. Often the weapon can reach up to 2X in pure range, but without accuracy and/or force.

Style

  • Forceful: attack using Vigor.
  • Finesse: attack using Dexterity.

Encumbrance

  • Light: a single weapon of this type is weightless. Carrying more than one takes up 1 enc per 3 weapons.
  • Compact: this weapon and its first 20 ammo takes up 1 enc. Additional ammo has normal encumbrance.
  • Normal: 1 enc.
  • Heavy: 2 enc. Wielders of size Small take +D on attacks with it, and even smaller creatures can't use it at all.

Handedness

  • 1H: requires one hand to wield.
  • 2H: requires two hands to wield, though it can often be carried in just one.

Miscellaneous

  • Polearm: movement also provokes when moving *into* a threatened space from an unthreatened one.
    • In this situation, an OA against a target that is charging, dashing, leaping, or otherwise using enhanced movement deals +A damage.
  • Impact: adequate for smashing through durable objects, such as doors.
  • Entangling: counts as a free hand for making grapple attacks, and is tied up while its grapple persists.
  • Ammo: the weapon requires ammunition to operate (arrows, bolts, stones, etc). 20 ammo take up 1 enc.
    • Track hits with ammo weapons. For misses, mark off 1 ammo (assumed broken or lost). Hits are recovered with a minute or so of effort after combat. They are marked off if you flee.
    • When you return to civilization, pay for a full replacement of your ammo (covering all the cracked, blunted, etc ammo that needs to be replaced).
  • Thrown: thrown weapons are tracked individually.
    • After combat, it is usually trivial to recover them in a minute or so after combat. They are abandoned if you flee.
  • Loading: the weapon can be loaded once per turn, which requires both hands, provokes, and is interrupted on a hit. It can be carried in loaded in one hand.
  • Unarmed: +D to defense when fighting an armed opponent.
  • Improvised: breaks it deals 4+ damage in a single hit (bar stools, broken bottles, etc).

Price

  • Very Cheap Melee (5 sp)
  • Cheap Melee (2 gp)
  • Normal Melee (10 gp)
  • Heavy Melee (20 gp)
  • Very Cheap Ranged (5 sp)
  • Cheap Ranged (2 gp)
  • Normal Ranged (20 gp)
  • Expensive Ranged (50 gp)
  • Ammo
    • 20 Ammo (7 ammo is light, 1 sp per ammo)
    • Arrows, quarrels, shurkiens
    • 20 Cheap Ammo (7 ammo is light, 3 cp per ammo)
    • Bullets


      • A normal weapon can be used as a Crude Weapon to deal crushing damage (pommel strike, flat of blade, haft strike).


Armor

  • The exact makeup of a suit of armor can vary (leather, hides, mail of varying thicknesses and layers, plates, etc.
  • Clumsy X / Y: the wearer's Dexterity bonus is capped at X, and their DEX at Y, for matters of agility, movement (climbing, swimming, running, tumbling, etc), defense bonus, finesse attacks, and Dex Saves.
    • Given a moment to remove gloves / gauntlets, you can ignore the tag for purposes of fine manipulation.

Armor Types

  • Light (1 enc, +2 defense, 20 gp)
    • Can be worn while sleeping.
  • Medium (3 enc, +4 defense, Clumsy +5 / +2 DEX, 75 gp)
    • +D to swimming checks.
    • The padding worn under medium armor counts as light armor when worn by itself.
  • Heavy (5 enc, +6 defense, Clumsy +3 / +1 DEX, 200 gp)
    • Can't swim. Winged creatures can't fly.
    • The padding worn under heavy armor counts as light armor when worn by itself.
  • Shield (1 enc, +2 defense if aware of the threat, 10 gp)
    • If used to bash: 1h normal, d4 crushing, forceful, short
    • +1 to Dex Saves against beams, blasts, and bolts

Supplies

Provisions

  • Water conveyance (1 slot per day capacity, 1sp per slot)
  • Travel rations (1 supply = 1 slot, lasts 10 days, 5 gp)
    • Meat-only travel rations (1 supply = 1 slot, lasts 10 days, 15 gp)
  • Animal feed (1 supply = 2 slots, lasts 10 days, 1 gp)
  • Water purification tablets (20 uses is 1 slot, 2 gp per use, alchemic, each use purifies mundane pathogens from 1 day of water, tastes a bit weird)
  • Nutrient bars (30 days is 1 slot, 5 gp per day, alchemic, sustaining but not very satisfying)

Lighting

  • Bundle of Candles (1 day is light, 1 gp per day)
    • Provides 5' of Bright Light with a 10' penumbra of Dim Light. Easily extinguished by wind, rain, or being dropped.
  • Candle Lantern (light, 5 sp)
    • Holds a candle, diffusing its light somewhat, and providing some protection from wind with a paper or cloth shroud. Can be mounted on poles and held aloft or poked into places.
    • Can be hooded down to 5' Dim Light). This can be overlooked at distances beyond 30' (60' w/ Nightvision).
  • Bundle of Torches (1 day is 1 slot, 1 gp per day)
    • Provides 20' of Bright Light with a 20' penumbra of Dim Light. Can be used as a club (d4 crushing, d2 flame); 2-in-6 chance of breaking or extinguishing. Strong wind, rain, or water can extinguish a torch. Dropping a torch sometimes extinguishes it.
  • Lantern / Lamp (1 slot, 2 gp)
    • Provides 20' of Bright Light with a 20' penumbra of Dim Light. Can be mounted on a pole to be held aloft or poked into places.
    • Lanterns are relatively fragile, and may shatter if thrown or dropped. They are fairly resistant to wind and rain, but may be extinguished in extreme cases.
    • Lantern oil is not dramatically flammable, but a lantern deals d4 fire damage if smashed against a target, after which it is extinguished.
  • Hooded Lantern (1 slot, 5 gp)
    • As Lantern, and can be lowered to control light and penumbra in 5' increments, or fully hooded to provide 5' of Dim Light.
  • Bullseye Lantern (1 slot, 10 gp)
    • As Lantern, and reflector can direct light into a 60 degree cone of 40' of Bright Light and a penumbra of 40' of Dim Light)
  • Oil Flask (1 flask (quart) is light, 5 sp, 1 flask fuels a lantern for 1 day)
    • Coats a 5' x 5' patch, fuels a lantern for 1 hour, and can be negligibly tapped to care for gear, oil hinges, etc. Not dramatically flammable; vegetable, fish, or comparable synthetic oil.
  • Foxfire (light, 5 gp, alchemic, 24 hours of heatless illumination)
    • Provide 5' Dim Light and can be shrouded to make it directional or conceal it entirely. Integrated impact lighter. Can't extinguish once lit (manually, by water, by wind, etc).
    • Won't give away the bearer when in Dim Light or Darkness, even when at looked directly at at a distance of 15' or more (30' w/ Nightvision or Darkvision).
  • Sun Rod (light, 10 gp, alchemic, 8 hours of heatless illumination)
    • Provides 20' of Bright Light with a 20' penumbra of Dim Light. Can be used as a club (d4 crushing); 2-in-6 chance of breaking. Integrated impact lighter. Can't extinguish once lit (manually, by water, by wind, etc).
  • Flare (light, 2 gp, alchemic, 10 min illumination)
    • Provides 20' of Brilliant Light, 20' of Bright Light, and 20' of Dim Light. Deals d4 fire damage on contact. Integrated impact lighter. Can't extinguish once lit (manually, by water, by wind, etc).
  • Matches (weightless, 2 gp, 10 stock, alchemic)

Travel

  • Coil of Rough Rope (1 slot, 1 gp, 50')
  • Coil of Woven Rope (1 slot, 10 gp, 100')
  • Chain (1 slot, 5 gp, 10')
  • Iron Spikes (1 slot, 1 gp, 10 spikes, hammer not included)

Containers

  • Backpack (2 gp, 1 slot (empty))
  • Pouch (5 sp)
  • Small sack (3 sp, light (empty), holds 2 slots)
  • Large sack (8 sp, light (empty), holds 6 slots)
  • Basket (3 sp)
  • Crate (5 sp)
  • Lockbox (5 gp)
  • Chest (25 gp)
  • Flask, tankard (1 sp)
  • Jug, pitcher, bucket (1 sp)
  • Bottle (light, 2 gp (glass), 5 sp (clay))
  • Vial (weightless, 1 gp (glass), 2 sp (clay))
  • Iron pot (1 slot, 2 gp)
  • Barrel (3 sp, 20 gallons)

Tools

Hand Tools

  • Hammer (light, 1 gp)
  • Mining pick (1 slot, 2 gp)
  • Sledgehammer (1 slot, 2 gp)
  • Shovel (1 slot, 2 gp)
  • Crowbar (1 slot, 2 gp)
  • Grappling hook (light, 25 gp)
  • 10' pole (1 slot, 1 sp)
  • 10' ladder (2 slots, 5 sp)
  • Block and tackle (1 slot, 5 gp, rope not included)
  • Portable ram (3 slots, 4 gp, wielded by 1 or 2 people, +A on feats of strength to force things open or smash them)

Toolkits

  • Adventuring
  • Healer's kit (1 slot, 10 gp, 10 stock)
  • Explorer's kit (1 slot, 5 gp, tinderbox, whetstone, mess kit, 4 bedrolls, tarp and ground-cloth, ball of cord, etc)
  • Navigator's kit (1 slot, 25 gp, compass, sextant, paper, etc)
  • Fishing gear (1 slot, 1 gp)
  • Climbing kit (1 slot, 25 gp, climbing pick, crampons, gloves, climbing harness; pitons and rope sold separately)
    • When anchoring with rope and spikes as you advance, limits falls to 25'; 1 spike per 25' climbed)
  • Tent (2 slots, 20 gp, sleeps 5)
  • Heavy blanket (1 slot, 2 gp, cold-weather suitable)

Crafting

  • Cooking kit (1 slot, 5 gp; pots and pans, spices, utensils, spit, tinderbox)
  • Craftsman's kit
    • Cheap (1 slot, 10 gp, e.g. carver, tailor, carpenter, leatherworker, mason / stonecarver)
    • Expensive (1 slot, 25 gp, e.g. smith, jeweler, painter, mechanic)
  • Writing kit (light, 10 gp, supply of paper, inks, pens, sealing wax, blotter)
  • Portable forge (3 slots, ??? gp, requires coal, tools not included)

Skullduggery

  • Thieves' Tools (1 slot, 25 gp, 12 stock; picks, wire, candle, scalpel, hook, eyepiece, tiny mirror, chalk, putty, tiny hammer and chisel, oil can, etc)
  • Disguise Kit (1 slot, 25 gp, putty, dyes, makeup, accessories, forged documents, etc)
  • Forgery Kit (1 slot, 15 gp, fake seals and wax, paper, ink, aging stains, eyepiece, candle, manipulators, etc)

Restraints & Impediments

  • Caltrops (1 slot, 1 gp, covers four 5' x 5' areas, 1 action per 5' square covered, Dex save (if aware) or 1d4 damage and halt, Heavy armor or equivalent is immune)
  • Bear trap (1 slot, 5 gp)
  • Manacles (1 slot, 2 gp, usually made to fit a Medium-sized humanoid, 10x cost and 2x weight per increase in Size)
  • Lock and key (light, 10 gp (cheap), 20 gp (decent), or more)

Writing

  • Paper (1 sp per sheet)
  • Book (light (small journal) or 1 slot (tome), 5 or 20 gp)
  • Scroll case (light, 1 gp)
  • Signet ring (weightless, 5+ gp)

Measuring & Observing

  • Hourglass (light, 25 gp)
  • Magnifying glass (light, 100 gp)
  • Spyglass (light, 1000 gp)
  • Merchant's balance (light, 5 gp)
  • Mirror (steel 5 gp, silver 25 gp, light, hand-sized)
  • Abacus (light, 2 gp)
  • Signal whistle (weightless, 1 gp)
  • Hand bell, bullroarer (light, 1 gp)
  • Semaphore flag (1 slot, 1 gp)

Entertainment

  • Dice (weightless, 5 sp)
  • Gaming set (light, 1 gp; chess, etc)
  • Deck of cards (weightless, 1 gp)
  • Musical instrument
    • Simple (light, 2 gp, wooden pipes, small drum, etc)
    • Quality (1 slot, 30+ gp (up to 100 gp for decoration and quality), drum, lute, lyre, horn, viol, dulcimer, shamisen, bagpipes, etc)

Magical Paraphernalia

Panoply

  • Implement
    • Small (wand, orb, amulet, holy symbol, etc; light, 10 gp)
    • Large (as mace, staff, dagger, etc; 10 gp or as weapon)
    • Improved: the implement becomes a vessel crafted to hold specific spells, which can be cast as if prepared by the wielder (1 spell: +50 gp, 2 spells: +500 gp, 3 spells: +5000 gp, 4 spells: +50,000 gp)
  • Garb
    • Raiment (weightless, worn, clothing, 10 gp)
    • Vestments (weightless, worn, clothing; or as armor, 10 gp)
    • Improved: 1 enhancement (+50 gp), 2 enhancements (+500 gp), 3 enhancements (+5,000 gp), 4 enhancements (+50,000 gp). Enhancements are permanently worked into the raiment and only work for its attuned wielder.
      • Deflection (+2 defense for the first enhancement, +1 defense for each additional enhancement)
      • Preservation (once per Long Rest per Preservation enhancement, take +A to save against a spell, chosen before rolling the save)
      • Barrier (gain (Power+enhancements) tHP when you cast a spell)
      • Contingency (precast up to (enhancements) self- or touch-range spells, naming triggers that will activate them; triggers must relate to your own actions or status, not external things, and activate afterward; these spells can be dispelled or disrupted like any other lingering enchantment)
      • Ravage (+1 damage per die to a (enhancement) spell damage types)
      • Pocket (store (enhancements) slots of gear weightlessly in extradimensional raiment pocket(s)
      • Fortune (after a Long Rest, roll a d20 and keep its value. You may swap this value for a d20 roll you make or which is made against you during the following day, after seeing the roll)
  • Talisman (weightless or 1 enc; cannot normally be purchased)

Components

  • Ritual Components (value and weight measured in coin)
  • Ritual Kit (1 slot, 10 stock)
    • Apprentice (Power 0-2, 25 gp)
      • An apprentice kit can be replenished through time and effort, buying or foraging for base components and ceremonially preparing them. Each week spent in a settlement with a Modest or better lifestyle, or in the wilderness with Wildcraft 1+, restore 1 stock to a depleted apprentice ritual kit, or 5 gp toward assembling one from scratch.
    • Journeyman (Power 3-4, 250 gp, only a 2-in-6 chance of using up a stock with an Apprentice level spell)
      • Some Fonts of Power may be harvested for materials to replenish stock.
    • Master (Power 5+, 2500 gp, only a 2-in-6 chance of using up a stock with an Journeyman level spell, and 1-in-6 with an Apprentice spell)
      • Rare Fonts of Power may be harvested for materials to replenish stock.

Vessels (inscribing binding sigils for a spell takes 1 hour and access to a ritual kit, but does not cost stock from it)

  • Scroll (light, fragile, holds 1 spell, 5 sp)
  • Small Durable Vessel (figurine, crystal, runestone, etc) (light, holds 1 spell, 5 gp)
  • Tome (1 slot, fragile, holds 10 spells, 20 gp)
  • Large Durable Vessel (skull, idol, tablet; 2 slots, 30 gp, holds 10 spells)

Spells, Consumables, Demi-Vessels, Magic Items, and Sanctum Features

Compounds

  • Holy Water / Oil / Dust (light, 50 gp)
    • Various substances that gradually collect at shrines or other sites where divine power lingers. It deals 2d6 spirit damage to eldritch beings (aberrations, demons, elementals, undead) on a direct hit. Those within 5' must Dex save DC 13 or take 1d6 spirit. Application to corrupted places, objects, or people may help purify, or at least damp, malign effects.
  • Blessed Incense (light, 50 gp)
    • Emits a sanctified smoke that fills a 10' radius area after a minute of burning (wind can disperse it) and lasts 10 minutes. Affronts to nature (aberrations, demons, elementals, undead) of level 4 or lower won't willingly enter it, and those of higher level must Spirit save DC 13 to do so. Those within the cloud have +A to saves against such creatures.

Alchemics

Tools

  • Alchemist's kit (1 slot, 50 gp, vials, burners, tubing, etc; reagents not included)
  • Alchemist's lab (20 slots packed up, 200 gp, doubles daily production of alchemic items, required for advanced formulas, keeps up to 10 doses of alchemical products fresh indefinitely)
  • Reagents (500 reagents per slot, 1 reagent per gp; can be used as gp with the Alchemist feat and a kit or lab to create alchemic products)
  • Alchemics (drugs, poisons, etc)

Lifestyle

  • Wretched (5 cp/day or 1.5 gp/month; peons)
    • Take -1 HP per level. Wretched counts as a Poor Condition for healing and recovery.
    • Take +D on resistance against poison, disease, and fatigue.
    • You can only keep 3 expensive items (>= 1 gp) in good condition, the rest as broken, pawned, or stolen.
    • Each mount, livestock, pack animal, and land conveyance counts as an expensive item. Small watercraft count as expensive items, and bigger ones cannot be owned.
  • Meager (1 sp/day or 3 gp/month; manual laborers, peddlers)
    • You can only keep 6 expensive items in good condition.
  • Modest (1 gp/day or 30 gp/month; craftsmen)
    • The care, feed, and stabling of a small handful of mounts, livestock, or pack animals is covered.
  • Adequate (4 gp/day or 120 gp/month; yeoman, skilled craftsman)
    • +1 natural healing per day in civilized locations at this level or above.
  • Prosperous (10 gp/day or 300 gp/month; gentry, merchants, master craftsmen)
    • The care, feed, and stabling of your households's mounts, conveyances, a herd of livestock or pack animals, etc is covered.
  • Affluent (40 gp/day or 1200 gp/month; barons, merchant princes)
  • Sumptuous (200 gp/day or 6000 gp/month; dukes, princes)
  • Luxuriant (2000 gp/day or 60,000 gp/month; kings)
  • Opulent (???; emperors)

Temporary Lifestyle

  • To pass as a higher tier for a short time, or to prepare for a fancy occasion, you must pay for a week of the desired lifestyle tier. This gets you a set of clothes, freedom to move in the right circles, suitable gifts, etc).
    • E.g. to attend a gala and portray yourself as Prosperous, you'd need to spend 70 gp to deck yourself out, hire a servant, bring an adequate gift, etc.
    • Afterward, the clothes will get worn or go out of fashion, the luxuries are pawned, etc.

Hirelings

Mercenaries (per soldier; won't go delving or face other major perils, but will guard camp, escort through the wilderness, fight in battles, etc)

  • Irregular, levy, goon (3 gp / month)
  • Light infantry (6 gp / month)
  • Heavy infantry (12 gp / month)
  • Light archers, slingers (9 gp / month)
  • Longbow archers, crossbowmen (18 gp / month)
  • Light cavalry (30 gp / month)
  • Horse archers (45 gp / month)
  • Medium cavalry (45 gp / month)
  • Heavy cavalry (60 gp / month)

Specialists

  • Alchemist (250 gp / month)
    • Can act as an assistant in arcane research.
  • Animal Trainer (25 - 250 gp / month)
    • Basic price for a trainer who handles one ordinary type of beast, higher for more fantastical creatures.
  • Armorer (75 gp / month, produces 40 gp of arms and armor a month, given a workshop and materials, and can maintain 60 troops worth of gear)
    • For +40 gp / month, can be set up with a journeymen and pair of apprentices, or +80 for two sets, each doubling the armorer's output / maintenance.
  • Engineer (250 gp / month)
    • 1 engineer is required for the duration of a construction project for every 100,000 gp or fraction thereof in its value.
  • Healer (has the Healer feat(s), pay as if they were a caster (see below), providing a Cure Wounds, Cure Malady, etc; more skilled healers are rarer, just as with sorcerers and theurges)
  • Medic (25gp / month)
    • Has the Healer 1 feat
  • Mariner (rower 3 gp / month, sailor 6 gp / month, navigator 25 gp / month, captain 100 gp / month)
  • Criminals (footpad / killer (1st level rogue) 25 gp / month, spy (4th level rogue) 125 gp / month)
  • Entertainer / rumor-monger / publicist (25 gp / month)
  • Sage (500+ gp / month, each has individual areas of focus, time required varies with the question(s) posed; simpler questions may require less than a month)
  • Caster (per spell cast, assuming a sufficiently powerful caster can be found for hire: cantrip 1 gp, 1st 10 gp, 2nd 40 gp, 3rd 75 gp, 4th 325 gp, 5th 1250 gp, 6th 4500 gp)
    • Powerful casters may charge greater fees, simply to not be bothered by those seeking lesser spells.

Transport

Land Transport

Beasts of Burden

  • Burden-beast (elephant, yeddim, bantha) (500 gp, Vigor 20, huge)
  • Heavy draft animal (draft-goat, horse, ox, bull-scarab) (40 gp, Vigor 15, large, 2x carrying cap)
  • Medium draft animal (draft-goat, horse, camel, mule) (20 gp, Vigor 12, medium, 2x carrying cap)
  • Light draft animal (donkey, pack-goat) (8 gp, Vigor 12, medium)

Mounts

  • Heavy war mount (goat, scarab, horse) (700 gp)
  • Medium war mount (goat, scarab, horse, camel) (250 gp)
  • Medium riding mount (goat, horse, camel) (40 gp)
  • Light war mount (oryx, horse, camel) (150 gp)
  • Light riding mount (oryx, horse, camel) (75 gp)

Mount Accessories

  • Common tack, harness, and saddle (5 gp for medium or large mount)
  • War saddle (20 gp for medium or large beast)
  • Exotic saddle (60 gp for unusual or huge beasts)
  • Saddlebags (5 gp)
  • Barding (light / medium / heavy defense, 4 x (1 + Size above medium) cost, 2 x (Size above medium) weight)
  • Caparison (20+ gp)

Conveyances

  • Cart / Wagon
    • Small (25 gp, roads and flat ground only, 2 wheeled, +1x carry cap to 1 or 2 medium draft animals, 1/2 speed, or 1/4 if heavily encumbered)
    • Large (50 gp, roads and flat ground only, 2 wheeled, +1x carry cap to 1 or 2 heavy draft animals (2 medium = 1 heavy), 1/2 speed, or 1/4 if heavily encumbered)
    • Bulk (200 gp, roads and flat ground only, 4 wheeled, +1x carry cap to 2 or 4 heavy draft animals (2 medium = 1 heavy), 1/2 speed, or 1/4 if heavily encumbered)
  • Coach / Carriage (100+ gp)
    • Roads and flat ground only, 4 wheeled, +1x carry cap to 1 or 2 heavy draft animals (2 medium = 1 heavy), 1/2 speed, or 1/4 if heavily encumbered
  • Sled (as Small or Large Cart, but suitable for snow-covered ground instead)
  • Chariot (50+ gp)
    • Roads and flat ground only, 2 wheeled, carries up to 2 people with an equal number of medium riding mounts (2 light = 1 medium), full speed, or 1/2 speed if heavily encumbered, ranged attacks only suffer +1 range band when made from a moving chariot)

Watercraft

  • Barge (100 gp per 10' x 10' section, up to 30' x 40')
    • River-worthy, 500 stone cargo per 10' x 10' section, raised edge, small hut or shelter, 12 mile per day rowed
  • Raft (1-3 days labor per 10' x 10' section, up to 30' x 40')
    • River-worthy, 250 stone cargo per 10' x 10' section, 12 mile per day rowed
  • Keelboat (4000 gp)
    • River-worthy, 20-30' long, 10-15' beam, 2-3' draft, 600 stone cargo, 36 miles per day rowed
    • Roofed cabin (+1000 gp)
  • Sailing Boat (2000 gp)
    • 20-40' long, 10-15' beam, 2-3' draft, single mast, coast-worthy, 400 stone cargo, 72 miles per day sailed
  • Canoe / Rowboat / Ship's Launch (40 gp)
    • River-worthy, 15-20' long, 4-5' beam, 1-2' draft, 30 stone (if portaged or loaded on a ship), 120 stone cargo (each person is 15 stone), 18 miles per day rowed
  • Galley (small: 10,000 gp, large: 30,000 gp, war: 60,000 gp)
    • Small: sea-worthy, 60-100' long, 10-15' beam, 2-3' draft, crew (1 captain, 20 marines, 10 sailors, 60 rowers), 2000 stone cargo, full deck, single mast, 90 miles per day sailed, 60 miles per day rowed
      • Armaments: up to 2 light catapults (bow and stern), naval ram (+1/3rd cost)
    • Large: sea-worthy, 120-150' long, 15-20' beam, 3' draft, crew (1 captain, 50 marines, 20 sailors, 180 rowers), 4000 stone cargo, full deck, single mast, 90 miles per day sailed, 50 miles per day rowed
      • Armaments: up to 2 light catapults (bow and stern) or 1 heavy catapult, naval ram (+1/3rd cost)
    • War: sea-worthy, 120-150' long, 20-30' beam, 4-6' draft, crew (1 captain, 75 marines, 30 sailors, 300 rowers), 6000 stone cargo, multi-decked, double mast, 72 miles per day sailed, 50 miles per day rowed
      • Armaments: up to 3 light catapults (bow and stern) or 1 heavy and 1 light catapults, naval ram (included), bow and stern towers (10- 20' square, 15' to 20' above the deck)
  • Longship (15,000 gp)
    • Sea-worthy, 60-80' long, 10-15' beam, 2-3' draft, crew (captain, 75 sailors) 2000 stone cargo, open deck w/ some shelter, 90 miles per day sailed, 60 miles per day rowed
  • Sailing Ship (small: 10,000 gp, larger: 20,000 gp)
    • Small: sea-worthy, 60-80' length, 20-30' beam, 5-8' draft, single mast, full deck, fore and aft castles, crew (captain, 12 sailors), 10,000 stone cargo, 90 miles per day sailed
      • Armaments: warship (+5000 gp, reinforced hull, 25 marines)
    • Large: sea-worthy, 100-150' length, 25-30' beam, 10-12' draft, triple mast, full decks, fore and aft castles, crew (captain, 20 sailors), 30,000 stone cargo, 72 miles per day sailed
      • Armaments: up to 2 light catapults or 1 heavy catapult, warship (+10,000 gp, reinforced hull, 50 marines)

Livestock

  • Chicken (1 sp)
  • Cow (10 gp)
  • Dog
    • Hunting (10 gp)
    • War / Guard (75 gp)
  • Goat (3 gp)
  • Hawk (20+ gp)
  • Pig (3 gp)
  • Sheep (2 gp)
  • Ox (40 gp)