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Equipment

To make your mark on the world, you’ll need to have the right equipment, including armor, weapons, and other gear. This chapter presents the various equipment that you can purchase during character creation and can usually purchase in most cities and other large settlements.

Your character starts out with 150 silver pieces (sp) to spend on any common items from this chapter. Items with an uncommon rarity can only be bought with special access or GM permission. If you’re playing a spellcaster and want to buy magic items (like potions, scrolls, or holy water) or an alchemist and want to buy alchemical items, your GM can give you permission to buy those, and she will tell you which items you can choose from and how much they cost.

Once you’ve purchased your starting items, there are three main ways to gain new items and equipment: you can find them during an adventure, make them with the Crafting skill, or purchase them from a merchant.

Coins and Currency

Though you might be able to barter valuable items in some areas, currency is the most versatile way to make transactions when you head to market. The most common currency is coin. For most commoners and beginning adventurers, the standard unit is the silver piece (sp) .

Each silver piece is of a standard weight of silver and is typically accepted by any merchant or kingdom no matter where it was minted. There are three other types of common coins, each likewise standardized in weight and value. The first is the copper piece (cp) . Each copper piece is worth one-tenth of a silver piece. The gold piece (gp) is often used for purchasing magic items and other expensive items, as 1 gold piece is worth 10 silver pieces or 100 copper pieces. The platinum piece (pp) is used by nobles to demonstrate their wealth, for the purchase of very expensive items, or simply as a way to easily transport large sums of currency. A platinum piece is worth 10 gold pieces, 100 silver pieces, or 1,000 copper pieces. See Table 6–1: Coin Values for the exchange rates of common types of coins.

Table 6–1: Coin Values
Exchange Rate CP SP GP PP
Copper piece (cp) 1 1/10 1/100 1/1000
Silver piece (sp) 10 1 1/10 1/100
Gold piece (gp) 100 10 1 1/10
Platinum piece (pp) 1000 100 10 1

Coin Bulk

Coins are popular due to their portability. A thousand coins of any denomination or combination of denominations count as 1 Bulk (see below). It’s not usually necessary to determine the Bulk of coins in fractions of 1,000. In other words, 100 coins don’t count as a light item, and 1,999 coins count as 1 Bulk, not 2.

To make your mark on the world, you’ll need to have the right equipment, including armor, weapons, and other gear. This chapter presents the various equipment that you can purchase during character creation and can usually purchase in most cities and other large settlements.

Price

Most items in the following tables have a Price, which is the amount of currency it typically takes to purchase that item. However, some of the items listed have an inherent or otherwise meaningless cost, indicated with “—”. This typically indicates that an entry can’t be purchased. An item with a “0” Price indicates that it is normally free, but its value could be higher based on its quality or the composition of its materials. Most items can be sold for half their Price, but coins and raw materials (such as crafting components) can be exchanged for their full Price.

Item Level

Each item has an item level, which represents the complexity of the item and any magic used in its construction. Simpler items with a lower level are easier to construct, and you can’t Craft items that have a higher level than your own. If an item’s level isn’t listed, its level is 0. While characters can use items of any level, Game Masters should keep in mind that allowing characters access to items far above their current level may imbalance the game.

Carrying And Using Items

A character typically has two hands, allowing her to hold an item in each hand or a single two-handed item using both hands. Drawing or changing how you’re carrying an item usually requires an Interact action (dropping items instead uses the Drop action). Table 6–2: Changing Equipment lists some ways that you might change the items you’re holding or carrying, and the number of hands you need to do so. Many ways to use items cost multiple actions.

For example, drinking a potion stowed in your belt pouch requires drawing it with an Interact action and drinking it with an Operate Activation action.

Table 6–2: Changing Equipment
Change Hands
Draw, stow, or pick up an item1 1 or 2
Pass an item to or from a willing creature2 1 or 2
Drop item to the ground 1 or 2
Detach a shield or item strapped to you 1
Change grip on an item 2
Retrieve item from a backpack3 or satchel 2

1 If you retrieve a two-handed item with only one hand, you still need to change your grip before you can wield or use it.

2 A creature must have a hand free for someone to pass an item to them, and they might need to change their grip if they receive an item requiring two hands to wield or use.

3 Retrieving an item stowed in your own backpack requires detaching the backpack first with a separate Interact action.

Bulk

Especially heavy or unwieldy items can make it more difficult for you to move swiftly, as can overloading yourself with too much gear. The Bulk value of an item reflects how difficult an item is to handle, representing both weight and the size of the item. In most cases, you don’t need to worry about Bulk unless you’re carrying numerous substantial items or you have a low Strength score.

Bulk Limit

You can carry an amount of Bulk equal to 5 plus your Strength modifier without penalty; if you carry more, you gain the encumbered condition. You can’t hold or carry more Bulk than 10 plus your Strength modifier.

Encumbered

If you’re encumbered, decrease your Speed by 10 feet, to a minimum of 5 feet. This applies to every movement type you have. You also increase your armor’s check penalty by 2, or take a –2 check penalty if you’re unarmored.

Bulk Values

Items may have a number to indicate their Bulk value, or may be light (indicated by an L) or negligible for the purpose of determining Bulk (indicated by a —).

For instance, full plate armor is 4 Bulk, a longsword is 1 Bulk, a dagger or scroll is light, and a piece of chalk is negligible. Ten light items count as 1 Bulk, and you don’t count fractions (so 9 light items count as 0, and 11 items count as 1). Items of negligible Bulk don’t count toward Bulk unless you try to carry vast numbers of them, as determined by the GM.

Estimating an Item’s Bulk

As a general rule, an item that weighs 5 to 10 pounds is 1 Bulk, an item weighing less than a few ounces is negligible, and anything in between is light. Particularly awkward or unwieldy items might have different Bulk values. A 10-foot pole isn’t heavy, but its length makes it difficult for you to move while you have one on your person. Items made for larger or smaller creatures have greater or lesser Bulk.

Donning And Removing Armor

Donning and removing armor are both activities involving many Interact actions. It takes 1 minute to don light armor, 5 minutes to don medium or heavy armor, and 1 minute to remove any armor.

Wielding Items

Some abilities require you to wield an item, typically a weapon. You’re wielding an item any time you’re holding it in the number of hands needed to use it effectively.

You’re not just carrying the weapon around—you’re ready to use it. Other abilities might require you to merely carry or have an item. These apply as long as you have the item on your person; you don’t have to be wielding it.

Item Damage

An item can be destroyed if it takes damage enough times.

An item reduces any damage dealt to it by its Hardness.

The Hardness of various materials is explained in the Materials section. If an item takes damage equal to or exceeding the item’s Hardness, the item takes a Dent. If the item takes damage equal to or greater than twice its Hardness in one hit, it takes 2 Dents. For instance, a wooden shield (Hardness 3) that takes 10 damage would take 2 Dents. A typical item can take only 1 Dent without becoming broken. A second Dent causes it to become broken, though it can still be repaired. An item that would take a Dent or become broken while already broken is destroyed beyond salvage. Some magical or especially sturdy items can take more than 1 Dent before becoming broken, as noted in their descriptions.

Broken

Broken is a condition that affects objects. A broken object can’t be used for its normal function, nor does it grant bonuses. It still imposes all penalties normally incurred by carrying, holding, or wearing it. For example, a suit of armor would still impose its Dexterity modifier cap, check penalty, and so forth.

Broken armor is an exception. It still grants its item bonuses, but also gives you a conditional penalty to AC depending on its category: –1 for broken light armor, –2 for broken medium armor, or –3 for broken heavy armor.

Object Immunities

Inanimate objects and traps with object immunities are always immune to bleed, disease, death effects, healing, mental effects, necromancy, nonlethal attacks, and poison, as well as the asleep, enervated, enfeebled, paralyzed, and stunned conditions. Many objects are immune to most other conditions, at the GM’s discretion. For instance, a sword can’t be hampered, but some effects that cause the hampered condition might work on a moving blade trap. Intelligent items are not immune to mental effects.

Item Quality

The armor, weapons, and gear listed are considered to be of standard quality unless otherwise noted, created by a crafter who is trained in the appropriate skill. Standard items do not impose a bonus or penalty on any attacks or checks using the item. You might encounter items of poor quality from time to time, and as you adventure you may find, craft, or purchase items crafted at a significantly higher quality.

Poor-Quality Items

Improvised or of dubious make, poor-quality items are never available for purchase except for in the most desperate of communities, usually for half the Price of a standard item, though you can never sell them in any case.

Attacks and checks using a poor-quality item take a –2 item penalty. This penalty also applies to the DCs of all checks that a poor-quality item applies to (such as AC with poor-quality armor). A poor-quality suit of armor also worsens the armor’s check penalty by 2. If a poor-quality item takes enough damage to gain a Dent, it is broken instead.

Expert, Master, and Legendary Items

Expert, master, and legendary items are of a superior quality and can be crafted only by characters with the respective proficiency rank in the Crafting skill. Expert-quality armor and weapons are 2nd-level items, except expert heavy armor, which is 3rd level. Master-quality armor and weapons are 7th-level items, and legendary-quality armor and weapons are 15th-level items.

Table 6–19: Item Quality
Item Quality Item Bonus Weapon Price Light/Medium Armor Price Heavy Armor Price Shield Price Item Hardness Structure Hardness
Expert +1 350 sp 350 sp 500 sp 300 sp +1 +2
Master +2 3,600 sp 3,600 sp 3,600 sp 3,000 sp +3 +6
Legendary +3 65,000 sp 65,000 sp 65,000 sp 6,000 sp +6 +12
Item Bonus

Weapons and skill-boosting items of expert, master, and legendary quality add the listed item bonus to attack rolls with the weapon or skill checks using the item (see Table 6–19). Higher-quality armor reduces its check penalty by an amount equal to the item bonus (so master-quality hide would have a –1 check penalty instead of the standard –3 check penalty). As with other item bonuses, you apply only the higher item bonus from the item’s quality or its magic.

Ammunition Quality

Weapons that shoot ammunition convey their bonuses and abilities onto their ammunition, so an attack roll using standard-quality ammunition and an expert-quality bow still gains a +1 item bonus. You can also purchase high-quality ammunition—10 pieces of ammunition cost as much as a single weapon. Magic ammunition has special benefits, but attacking with high-quality nonmagical ammunition doesn’t confer any special bonus or benefit, so using expert-quality ammunition with a standard bow does not provide any bonus to the attack roll.

Other Items

While most items can be purchased at a better quality level for an increased Price, few actually grant any benefit from this improvement. Those that offer a benefit for improved quality list their Price and bonuses in their description. A finely crafted jeweled lantern, for example, is no better at providing light than an ordinary lantern, even if it is worth 100 sp.

Improving Quality

You can use the Craft downtime activity to improve the quality of an item up to your proficiency rank in the Crafting skill. For this purpose, the Price equals the difference in Price between the two qualities.

Upgrading an expert-quality chain shirt to master quality, for example, uses a Price of 3,250 sp. This requires you to have master Crafting and to provide 1,625 sp worth of raw materials to start the process.

Nonmagical items might decrease in quality over a long period of neglect or after extended use, but they can be restored in the same way as improving an item.

Magic Items and Quality

Weapons and armor must be expert quality or better to be made into a magic item. Quality determines the maximum bonus and number of properties the weapon or armor can have.

Magic items are always assumed to be the minimum level of quality for their bonus unless noted otherwise, and the quality cost is included in the item’s Price. Rarely, an item will be of a higher quality than the bonus would indicate, with its Price increased by the difference in quality. A +1 legendary longsword, for example, would cost 64,650 sp more than an ordinary +1 longsword (which would normally be crafted at an expert level).

Quality and Hardness

Structures and items made at a quality above the minimum for their material gain additional Hardness. Table 6–19 lists the increased Hardness of an item of higher quality compared to a standard item. Structures, such as walls and doors, gain twice as much Hardness for higher quality, as shown on the table.

Items and Sizes

The Bulk rules in this chapter are made for Small and Medium creatures, and similarly the items are sized for creatures of those sizes. Large or larger creatures can carry more, and Tiny creatures can carry less. Their Bulk limits are multiplied, as noted on the table below.

In most cases, the only creatures of sizes other than Small or Medium are monsters under the GM control, in which case you probably won’t need to track Bulk carefully.

These rules for Bulk limits mainly come up when a group tries to load up a mount or animal companion, and the rules for items of different sizes apply when the characters defeat a big creature that has gear, like a fire giant.

Bulk Conversions For Different Sizes

Creatures of different sizes count items of lower or higher Bulk in a similar way to how Small and Medium creatures count light items, as shown in the table. For example, a Large creature counts 10 items of 1 Bulk as 1 Bulk and a Huge creature counts 10 items of 2 Bulk as 1 Bulk. A Tiny creature counts 10 items of negligible Bulk as 1 Bulk.

Negligible items work in a similar way—a Huge creature can carry any number of 1-Bulk items. A Tiny creature doesn’t count any items as negligible Bulk.

Creature Size Bulk Limit Treats as Light Treats as Negligible Tiny ×1/2 — none Small or Medium Standard L — Large ×2 1 Bulk L Huge ×4 2 Bulk 1 Bulk Gargantuan ×8 4 Bulk 2 Bulk

Creature Size Bulk Limit Treats as Light Treats as Negligible
Tiny ×1/2 none
Small or Medium Standard L
Large ×2 1 Bulk L
Huge ×4 2 Bulk 1 Bulk
Gargantuan ×8 4 Bulk 2 Bulk

Items of Different Sizes

Creatures of sizes other than Small or Medium need items appropriate to their size. These items have different Bulk, and possibly a different Price. The table below provides the differences. Items that are always built for creatures of a certain size (such as the barding) already include any necessary adjustments.

Creature Size Price Bulk Light Becomes Negligible Becomes
Tiny Standard ×1/2*
Small or Medium Standard Standard L
Large ×2 ×2 1 Bulk L
Huge ×4 ×4 2 Bulk 1 Bulk
Gargantuan ×8 ×8 4 Bulk 2 Bulk

* An item that would have its Bulk reduced below 1 has light Bulk.

For example, a morningstar has a Price of 10 sp and 1 Bulk, so one made for a Huge creature has a Price of 40 sp and 4 Bulk. One made for a Tiny creature still costs 10 sp (due to its intricacy) and has 1/2 Bulk, which converts to light Bulk. A torch costs 1 cp and has light Bulk, so a torch made for a Huge creature costs 4 cp and has 2 Bulk, and one made for a Tiny creature costs 1 cp and has negligible Bulk.

A Tiny creature or one that’s Large or larger counts items of different Bulk in a special way, as described on above. This means these creatures can usually wear and carry about the same amount of gear as a Medium creature if the equipment is appropriately sized.

The Price adjustment applies only to the Price of the item itself. Prices for magic items and alchemical items mostly come from their magic or alchemical properties. The Price of an item made from special materials is calculated based on the item’s Bulk, after adjusting the Bulk for the item’s size.