Equipment
From The Hidden Room
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: 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.
- Apprentice (Power 0-2, 25 gp)
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
- See Arcane Research.
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
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)