11 Equipment
Item | Price | Weight | Encumb. Slot |
---|---|---|---|
Backpack | 4 gp | * | 0 |
Belt Pouch | 1 gp | * | 0 |
Bit and bridle | 15 sp | 3 | 0 |
Candles, 12 | 1 gp | * | 1/5 |
Chalk, small bag of pieces | 2 gp | * | 1/5 |
Cloak | 2 gp | 1 | 0 |
Clothing, common outfit | 4 gp | 1 | 0 |
Glass bottle or vial | 1 gp | * | 1/5 |
Grappling Hook | 2 gp | 4 | 1 |
Holy Symbol | 25 gp | * | 1/5 |
Holy Water, per vial | 10 gp | * | 1/5 |
Horseshoes & shoeing | 1 gp | 10 | 1 |
Ink, per jar | 8 gp | ½ | 1/5 |
Iron Spikes, 12 | 1 gp | 1 | 1/5 |
Ladder, 10 ft. | 1 gp | 20 | 2 |
Lantern | 5 gp | 2 | 1/2 |
Lantern, Bullseye | 14 gp | 3 | 1/2 |
Lantern, Hooded | 8 gp | 2 | 1/2 |
Manacles (without padlock) | 6 gp | 4 | 1 |
Map or scroll case | 1 gp | ½ | 1/5 |
Mirror, small metal | 7 gp | * | 1/5 |
Oil (per flask) | 1 gp | 1 | 1/5 |
Padlock (with 2 keys) | 12 gp | 1 | 1/5 |
Paper (per sheet) | 1 gp | ** | 0 |
Pole, 10' wooden | 1 gp | 10 | 1 |
Quill | 1 sp | ** | 0 |
Quill Knife | 1 gp | * | 0 |
Quiver or Bolt case | 1 gp | 1 | 1/5 |
Rations, Dry, one week | 10 gp | 10 | 1 |
Rope, Hemp (per 50 ft.) | 1 gp | 5 | 1/2 |
Rope, Silk (per 50 ft.) | 10 gp | 2 | 1/5 |
Sack, Large | 1 gp | * | 0 |
Sack, Small | 5 sp | * | 0 |
Saddle, Pack | 5 gp | 15 | 2 |
Saddle, Riding | 10 gp | 35 | 3 |
Saddlebags, pair | 4 gp | 7 | 1 |
Spellbook (128 pages) | 25 gp | 1 | 1/5 |
Tent, Large (ten men) | 25 gp | 20 | 2 |
Tent, Small (one man) | 5 gp | 10 | 1 |
Thieves' picks and tools | 25 gp | 1 | 1/5 |
Tinderbox, flint and steel | 3 gp | 1 | 1/5 |
Torches, 6 | 1 gp | 6 | 1 |
Whetstone | 1 gp | 1 | 1/5 |
Whistle | 1 gp | ** | 0 |
Wineskin/Waterskin | 1 gp | 2 | 1/5 |
Winter blanket | 1 gp | 3 | 1/5 |
11.0.1 Weapons
Weapon | Price | Size | Weight | Encumb. Slot |
Dmg. | Init Adj. |
---|---|---|---|---|---|---|
Axes | ||||||
Hand Axe | 4 gp | S | 5 | 1/2 | 1d6 | +1 |
Battle Axe | 7 gp | M | 7 | 1 | 1d8 | |
Great Axe | 14 gp | L | 15 | 2 | 1d10 | -1 |
Bows | ||||||
Shortbow | 25 gp | M | 2 | 1/2 | ||
Shortbow Arrow | 1 sp | * | 1d6 | |||
Silver† Shortbow Arrow | 2 gp | * | 1d6 | |||
Longbow | 60 gp | L | 3 | 1/2 | ||
Longbow Arrow | 2 sp | * | 1d8 | |||
Silver† Longbow Arrow | 4 gp | * | 1d8 | |||
Light Crossbow | 30 gp | M | 7 | 1 | ||
Light Quarrel | 2 sp | * | 1d6 | |||
Silver† Light Quarrel | 5 gp | * | 1d6 | |||
Heavy Crossbow | 50 gp | L | 14 | 2 | -1 | |
Heavy Quarrel | 4 sp | * | 1d8 | |||
Silver† Heavy Quarrel | 10 gp | * | 1d8 | |||
Daggers | ||||||
Dagger | 2 gp | S | 1 | 1/5 | 1d4 | +1 |
Silver† Dagger | 25 gp | S | 1 | 1/5 | 1d4 | +1 |
Swords | ||||||
Shortsword | 6 gp | S | 3 | 1/2 | 1d6 | +1 |
Longsword/Scimitar | 10 gp | M | 6 | 1 | 1d8 | |
Two-Handed Sword | 18 gp | L | 15 | 2 | 1d10 | -1 |
Hammers and Maces | ||||||
Warhammer | 4 gp | S | 6 | 1 | 1d6 | +1 |
Mace | 6 gp | M | 10 | 1 | 1d8 | |
Maul | 10 gp | L | 16 | 2 | 1d10 | -1 |
Other Weapons | ||||||
Club/Cudgel/Walking Staff | 2 sp | M | 1 | 1d4 | ||
Quarterstaff | 2 gp | L | 4 | 1 | 1d6 | |
Pole Arm | 9 gp | L | 15 | 2 | 1d10 | -1 |
Sling | 1 gp | S | * | +1 | ||
Bullet | 1 sp | * | 1d4 | |||
Stone | n/a | * | 1d3 | |||
Spear | 5 gp | M | 5 | 1/2 | ||
Thrown (one handed) | 1d6 | |||||
Melee (one handed) | 1d6 | |||||
Melee (two handed) | 1d8 |
* These items weigh little individually. Ten of these items weigh one pound.
† Silver tip or blade, for use against lycanthropes.
11.0.2 Weapon Size
Weapon size affects how different races can wield weapons and how those weapons perform in combat. Small weapons are quick and easy to handle, while large weapons offer more power at the cost of speed.
Humans and Elves can use small and medium weapons in one hand, but must use large weapons with both hands.
Halflings are more limited—they can use small weapons in one hand, but must use medium weapons with both hands and cannot use large weapons at all.
Dwarves, thanks to their compact strength, can wield medium weapons one-handed and may use some large weapons with two hands. However, they are restricted from using large weapons longer than four feet, such as greatswords, polearms, and longbows. Dwarves may still use certain shorter large weapons, like heavy axes or compact warhammers, if appropriate to their stature.
Some weapons, like bows and crossbows, are always two-handed by design, regardless of the wielder’s size or race. These restrictions still follow the maximum size limits listed above.
In terms of combat speed, small weapons grant a +1 bonus to Initiative due to their quick handling, while large weapons impose a -1 penalty because of their bulk and slower swing. Medium weapons do not modify Initiative unless affected by special traits or magic.
11.0.3 Missile Weapon Ranges
Weapon | Short (+1) | Medium (0) | Long (-2) |
---|---|---|---|
Longbow | 70 | 140 | 210 |
Shortbow | 50 | 100 | 150 |
Heavy Crossbow | 80 | 160 | 240 |
Light Crossbow | 60 | 120 | 180 |
Dagger | 10 | 20 | 30 |
Hand Axe | 10 | 20 | 30 |
Oil or Holy Water | 10 | 30 | 50 |
Sling | 30 | 60 | 90 |
Spear | 10 | 20 | 30 |
Warhammer | 10 | 20 | 30 |
Missile weapon ranges are given in feet. In the wilderness, substitute yards for feet. If the target is as close as or closer than the Short-range figure, the attacker receives a +1 attack bonus. If the target is further away than the medium range figure, but not beyond the Long-range figure, the attacker receives a -2 attack penalty.
11.0.4 Armor Class (AC)
AC is ascending starting at 10 + Dexterity modifier + armor bonus.
11.0.5 Armor and Shields
Armor Type | Price | Weight | AC | Init Adj. |
---|---|---|---|---|
No Armor | 0 gp | 0 | 10 | +1 |
Padded Armor | 15 gp | 10 | 11 | |
Hide | 10 gp | 30 | 12 | |
Leather Armor | 20 gp | 15 | 13 | |
Ring Mail or Studded Leather | 25 gp | 30 | 14 | |
Chain Mail | 60 gp | 40 | 15 | |
Splint Mail | 100 gp | 45 | 16 | |
Plate Mail | 300 gp | 50 | 17 | -1 |
Field Plate | 500 gp | 70 | 18 | -1 |
Full Plate | 1500 gp | 50 | 19 | -2 |
Shield | 7 gp | 8 | +1 |
Note: that armor for Halfling characters is 50% heavy as armor for the other races.
11.0.6 Beasts of Burden
Camel | Donkey/Mule | Horse, Draft | Horse, Riding | Horse, War | Pony* | Pony, War* | |
---|---|---|---|---|---|---|---|
Armor Class: | 10 | 10 | 10 | 12 | Barding Type** |
10 | Barding Type** |
Hit Dice: | 2 | 2 | 3 | 2 | 3 | 2 | 2 |
Attack: | Bite or hoof | kick or bite | hooves | hooves | hooves | hooves | hooves |
Damage: | 1d4 | 1d4 | 2d4 | 1d4 | 2d4 | 1d4 | 1d4 |
Movement: | 50' | 40' | 60' | 80' | 80' | 60' | 60' |
Generic Save: | 15 | 15 | 15 | 15 | 15 | 15 | 15 |
Morale: | 10 | 7 | 8 | 10 | 15 | 10 | 15 |
Price | 80 gp | 50 gp | 120 gp | 75 gp | 200 gp | 50 gp | 80 gp |
*Due to their small stature, Dwarves and Halflings generally ride ponies rather than horses.
** War Horse Barding:
Barding is armor designed to protect an animal’s head, neck, chest, and body. Studded Leather, Chain and Plate armor can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much.
No Barding: AC 12
Studded Leather Barding: AC 16 (Cost: 100 gp)
Chain Barding: AC 17 (Cost: 240 gp)
Plate Barding: AC 19 (Cost: 1200 gp)
11.0.7 Explanation of Equipment
A Backpack will hold a maximum 40 pounds or 3 cubic feet of goods. Some items may be lashed to the outside, and thus count toward the weight limit but not the volume limit.
A Candle will shed light over a 5' radius, with dim light extending 5' further. A normal candle will burn about 3 turns per inch of height.
Chalk is useful for “blazing a trail” through a dungeon or ruin.
Holy Water is explained in the Encounter section.
Iron Spikes are useful for spiking doors closed (or spiking them open) and may be used as crude pitons in appropriate situations.
A Lantern will provide light covering a 30' radius; dim light will extend about 20' further. A lantern will consume a flask of oil in 18+1d6 turns. A Hooded Lantern allows the light to be hidden or revealed as the user pleases; in all other ways it performs as an ordinary lantern. A Bullseye Lantern projects a cone of light 30' long and 30' wide at the widest point, with dim light extending an additional 20' beyond that point. This type of lantern is generally hooded.
A Map or Scroll Case is a tubular oiled leather case used to carry maps, scrolls, or other paper items. The case will have a water-resistant (but not waterproof) cap, which slides over the end, and a loop to allow the case to be hung from a belt or bandolier. A standard scroll case can hold up to 10 sheets of paper, or a single scroll of up to seven spells.
A Mirror is useful in a dungeon environment for many reasons; for instance, it is the only way to look at a Medusa without being turned to stone. Mirrors are also useful for looking around corners and can be used outdoors to send signals using reflected sunlight.
A Quiver is an open container used to hold arrows. A Bolt Case is a similar sort of container for crossbow bolts. In either case, the standard capacity is 20 missiles. The length of a quiver or bolt case must match the length of the ammunition for it to be useful; therefore, there are longbow and shortbow quivers and light and heavy crossbow bolt cases. The price is the same for all types.
Dry Rations may consist of dry bread, hard cheese, dried fruit, nuts, beans, jerky, or any other food which will not “go bad” in less than about a month (if not longer). Dry rations are generally sold in quantities sufficient for one character for a week and are packaged in waxed or oiled cloth to protect them.
Hemp Rope is ½ inch in diameter and has a breaking strength of 1,600 pounds. Safe working load for a rope is normally one-quarter of the breaking strength. One or more knots in a rope cut the breaking strength in half. This does not affect the safe working load, because knots are figured into the listed one-quarter ratio.
Silk Rope is about 3/8 inch in diameter and has a breaking strength of 1,600 pounds, although it weighs considerably less than hemp rope. The notes regarding rope strength given for hemp rope, above, apply here also.
A Large Sack will hold at most 40 pounds or 4 cubic feet of goods.
A Small Sack will hold at most 20 pounds or 2 cubic feet of goods.
A pair of Saddlebags will hold at most 10 pounds or 1 cubic foot of goods (divided evenly between both bags).
Thieves' Picks and Tools are required for the use of Thief abilities such as opening locks and removing traps. These abilities may not be usable without appropriate tools or may be used at a penalty at the option of the Game Master.
A Tinderbox is generally purchased with a flint and steel; the flint, a piece of hard rock, is struck vigorously against a C-shaped piece of high-carbon steel. When done correctly, hot sparks will fly from the flint and steel into the tinder, hopefully starting a fire. The best tinder is a dried piece of prepared tinder fungus, carried in the tinderbox to keep it dry; char cloth, hemp rope, or even very dry grass can substitute if prepared tinder fungus is not available. The GM according to the prevailing conditions should determine the time required to start a fire; under ideal conditions, starting a fire with a flint, steel and tinder takes about a turn.
A Torch sheds light over a 30' radius, with dim light extending about 20' further, and burns for 1d4+4 turns. A torch is also useful for setting flammable materials (such as cobwebs or oil) alight.
A Whetstone is used to sharpen and maintain edged weapons such as swords, daggers, and axes.
Wineskin/Waterskin is a container for drinking water or wine, though generally water is taken into a dungeon or wilderness environment. The standard waterskin holds one quart of liquid, which is the minimum amount required by a normal character in a single day. If adventuring in the desert or other hot, dry areas, a character may need as much as ten times this amount. Note that the given 2 pound weight is for a full skin; an empty skin has negligible weight.