Equipment
Inventory
Equipment
Weapons
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
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: 1 spell vessel (+50 gp), 2 spell vessel (+500 gp), 3 spell vessel (+5,000 gp), 4 spell vessel (+50,000 gp). Vessels are crafted to specific spells. 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. Deflection (+2 defense for the first enhancement, +1 defense for each additional enhancement) Preservation (+A to save against (enhancements) spells per Long Rest; 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 (each enhancement gives your spells +1 damage per die to a single damage type) 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 rolling) Talisman (weightless or 1 enc; cannot normally be purchased) Components Ritual Components (value and weight measured in coin) Ritual Kit (1 enc, 6 stock, d4 usage; using a higher level kit then necessary increases usage die 1 step per kit level) 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+, restores 1 stock to a depleted apprentice ritual kit, or 5 gp toward assembling one from scratch. Journeyman (Power 3-4, 250 gp) Some Fonts of Power may be harvested for materials to replenish stock. Master (Power 5+, 2500 gp) Rare Fonts of Power may be harvested for materials to replenish stock. Vessels (inscribing binding sigils for a spell takes 1 hour and the use of a ritual kit of suitable level for the spell's minimum Power) Scroll (light, fragile, holds 1 spell, 5 sp) Small Durable Vessel (figurine, crystal, runestone, etc) (light, 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 See Arcane Research.
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 (40 gp of materials is light, with the Alchemist feat, spend with a kit or lab to create alchemic products)
- Alchemics (drugs, poisons, etc)
Lifestyle
Tiers
- Wretched (5 cp / day, 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, 3 gp / month; manual laborers, peddlers)
- You can only keep 6 expensive items in good condition.
- Modest (1 gp / day, 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, 120 gp / month; yeoman, skilled craftsman)
- +1 natural healing per day in civilized locations at this level or above.
- Prosperous (10 gp / day, 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, 1200 gp / month; barons, merchant princes)
- Sumptuous (200 gp / day, 6000 gp / month; dukes, princes)
- Luxuriant (2000 gp / day, 60,000 gp / month; kings)
- Opulent (???; emperors)
Temporary Lifestyle To pass as a higher tier for a little while (a set of clothes, paying to move in the right circles, etc), you must buy a week's worth of the given lifestyle level. 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. Gain d4 usage, 2 stock of the lifestyle. A use is either a notable event (going to a party, schmoozing, etc) or a week of routine / intermittent passing. Afterward, the clothes will get worn, the luxuries pawned, etc. Clothing Once the first week of Lifestyle is paid for, you have suitable clothing for day-to-day life at your station. A single suit of fancy garb for your station (suitable for fancy parties, ceremonies, etc) costs (10 x daily Lifestyle).
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) 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.
Land 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
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 Ship's Launch 40 gp, coast-worthy, 15-20' long, 4-5' beam, 1-2' draft, 50 stone (if portaged or loaded on a ship), 150 stone cargo, 18 miles per day rowed Canoe / Rowboat 40 gp, river-worthy, 15' long, 5' beam, 1' draft, 5 stone (if portaged or loaded on a ship), 60 stone cargo, 18 miles per day rowed Galley Small: 10,000 gp, 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: 30,000 gp, 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: 60,000 gp, 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, 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: 20,000 gp, 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)