Basic Equipment

by ChaosOS

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Basic Equipment

Every adventurer requires stuff to adventure with. Whether you're on the frontline in heavy armor or in the backline with cloth, there's always more stuff for you. This document covers all of the options for equipment when building a character

Armor

Armor
Name Armor Bonus Check Speed Price (gp) Weight
Cloth (light) +0 0 0 1 4 lb.
Leather (light) +2 0 0 25 15 lb.
Hide (light) +3 -1 0 30 25 lb.
Chainmail (heavy) +6 -1 -5' 40 40 lb.
Scale (heavy) +7 0 -5' 45 45 lb.
Plate (heavy) +8 -2 -5' 50 50 lb.
Superior Armor
Name Armor Bonus Check Speed Price (gp) Weight Properties Base Type
Brigandine +2 0 0 30 20 lb. Tough Leather
Lamellar +3 -1 0 35 25 lb. Tough Hide
Breastplate +6 0 0 45 30 lb. Chainmail
Banded Mail +6 -1 -5' 45 35 lb. Tough Chainmail
Ring Mail +7 0 0 50 30 lb. Scale
Splint Mail +7 0 -5' 50 55 lb. Tough Scale
Full Plate +8 -2 -5' 55 60 lb. Tough Plate
Spiked Plate +8 -2 -5' 55 60 lb. Barbed Plate
Shields
Name Shield Bonus Check Speed Price (gp) Weight
Light Shield +1 0 0 5 6 lb.
Heavy Shield +2 -2 0 10 15 lb.

Armor and Shield Properties


  • Barbed: A suit of barbed armor or is covered with spikes and hooks designed to injure creatures foolish enough to grab at it. While you wear barbed armor a creature takes damage equal to 5 + your level when you escape that creature's grab on your turn or when that creature escapes your grab.
  • Check: The penalty to Strength, Constitution, and Dexterity based ability and skill checks for wearing this armor
  • Shield Bonus: Shields give a bonus to both AC and Reflex. Furthermore, you can carry small objects while wielding a light shield, but cannot carry anything in a heavy-shield wielding hand.
  • Tough: Tough armor is reinforced with additional plates designed to protect vulnerable areas. The first time in each encounter a critical hit is scored against your AC while you're wearing tough armor, the critical hit becomes a normal hit.

Weapons and Implements

Melee Weapons

Simple Melee Weapons

One-handed Prof. Damage Range Price Weight Group Properties
Club +2 1d8 - 1 gp 3 lb. Mace Rogue
Dagger +3 1d4 25'/50' 1 gp 1 lb. Light Blade Light thrown, Off-hand
Javelin +2 1d6 35'/70' 5 gp 2 lb. Spear Heavy thrown
Light Mace +2 1d6 - 3 gp 2 lb. Mace Off-hand, Rogue
Mace +2 1d8 - 5 gp 6 lb. Mace Rogue, Versatile (d10)
Short spear +2 1d6 25'/50' 2 gp 1 lb. Spear Light thrown, Off-hand
Sickle +2 1d6 - 2 gp 2 lb. Light Blade Off-hand
Spear +2 1d8 - 5 gp 6 lb. Spear Versatile (d10)
Two-handed Prof. Damage Range Price Weight Group Properties
Greatclub +2 2d4 - 1 gp 10 lb. Mace -
Longspear +2 1d6 - 10 gp 9 lb. Polearm, Spear Reach
Morningstar +2 1d10 - 20 gp 5 lb. Mace -
Quarterstaff +2 1d8 - 5 gp 8 lb. Staff Defensive
Scythe +2 2d4 - 5 gp 10 lb. Heavy Blade -

Reading the Weapons Tables

Prof.: Having proficiency with a weapon means that you are trained in the use of that weapon, which gives you a proficiency bonus to weapon attack rolls. The bonus appears in this column if applicable. Some weapons are more accurate than others, as reflected by their bonus. If you don't have proficiency with the weapon, you don't gain this bonus.

Damage: The weapon's damage die. When a power deals a number of weapon damage dice (such as 4[W]), you roll the number of the dice indicated by this entry. If the weapon's damage die is an expression of multiple dice, roll that number of dice the indicated number of times. For example, a broadsword (which has a damage die of 1dlO) deals 4dlO damage when used with a power that deals 4[W] on a hit.

Range: The number before the slash indicates the normal range for the weapon. The number after the slash indicates the "long range" for the weapon. Attacks at long range have a -2 penalty to the attack roll. Attacks cannot be made beyond a weapon's range. Melee weapons with ranges will have either the "Heavy Thrown" or "Light Thrown" property.

Weapon Properties


  • Brutal N: Whenever you roll N or lower on a damage die using this power, reroll that die
  • Defensive: You gain a +1 bonus to AC while wielding a defensive weapon
  • Heavy thrown: You hurl a thrown weapon from your hand, rather than using it to loose a projectile. A ranged basic attack with a heavy thrown weapon uses your Strength instead of your Dexterity for the attack and damage rolls.

  • High Crit: Whenever you score a critical strike with this weapon add 1[W] damage. This improves by 1[W] every 5 levels, up to 6[W] at level 26.
  • Light thrown A ranged basic attack with a light thrown weapon uses your Dexterity modifier for the attack and damage rolls, unless otherwise noted in the description of the power used.
  • Mounted: Mounted weapons are unwieldy when not mounted, imposing a -2 penalty to attack rolls. While mounted, you deal an extra 1d[W] damage on charge attacks (Increases to +2d[W]/+3d[W] at levels 11 and 21)
  • Off-hand: An off-hand weapon is light enough that you can hold it and attack effectively with it while also holding a weapon in your main hand. You can't attack with both weapons in the same turn, unless you have a power that allows such an attack, but you can attack with either weapon.
  • Rogue: Rogue weapons are special weapons that can be used with the Rogue's Sneak Attack class feature
  • Reach: With a reach weapon, you can make melee attacks against enemies that are 2 squares away from you as well as against adjacent enemies. Even so, you can make opportunity attacks only against enemies adjacent to you and can flank only enemies adjacent to you.
  • Stout: This weapon can be treated as a two-handed weapon
  • Versatile: Versatile weapons are one-handed weapons that can be used two-handed. If you do, use the damage dice in parentheses instead of the weapon's usual damage dice.

Military Melee Weapons

One-handed Prof. Damage Range Price Weight Group Properties
Alhulak +3 1d8 - 20 gp 5 lb. Flail Versatile (d10)
Battleaxe +2 1d10 - 15 gp 6 lb. Axe Versatile (d12)
Broadsword +2 1d10 - 20 gp 5 lb. Heavy Blade Versatile (d12)
Carrikal +2 1d8 - 15 gp 6 lb. Axe Brutal 2
Flail +2 1d10 - 10 gp 5 lb. Flail Versatile (d12)
Handaxe +2 1d6 25'/50' 5 gp 3 lb. Axe Heavy thrown, Off-hand
Khopesh +2 1d8 - 20 gp 8 lb. Axe, Heavy Blade Brutal 1, Versatile (d10)
Lance +2 1d10 - 12 gp 10 lb. Spear Mounted, Versatile (d12)
Light War Pick +2 1d6 - 10 gp 4 lb. Pick High crit, Off-hand
Longsword +3 1d8 - 15 gp 4 lb. Heavy Blade Versatile (d10)
Rapier +3 1d8 - 25 gp 2 lb. Light Blade -
Scimitar +2 1d8 - 10 gp 4 lb. Heavy Blade High Crit
Scourge +2 1d8 - 3 gp 2 lb. Flail Off-hand
Short Sword +3 1d6 - 10 gp 2 lb. Light Blade Off-hand
Throwing Hammer +2 1d6 25'/50' 5 gp 2 lb. Hammer Heavy thrown, Off-hand
Trident +2 1d8 15'/30' 10 gp 4 lb. Spear Heavy thrown, Versatile (d10)
Warhammer +2 1d10 - 15 gp 5 lb. Hammer Versatile (d12)
War Pick +2 1d8 - 15 gp 6 lb. Pick High Crit, Versatile (d10)
Two-handed Prof. Damage Range Price Weight Group Properties
Falchion +3 2d4 - 25 gp 7 lb. Heavy Blade High Crit
Glaive +2 2d4 - 25 gp 10 lb. Heavy Blade, Polearm Reach
Greataxe +2 1d12 - 30 gp 12 lb. Axe High Crit
Greatsword +3 1d10 - 30 gp 8 lb. Heavy Blade Defensive
Halberd +2 1d10 - 25 gp 12 lb. Axe, Polearm Reach
Heavy Flail +2 2d6 - 25 gp 10 lb. Flail -
Heavy War Pick +2 1d12 - 20 gp 8 lb. Pick High Crit
Maul +2 2d6 - 10 gp 9 lb. Hammer -
Pike +2 1d10 - 15 gp 6 lb. Polearm, Spear Reach

Weapon Damage Types

Some enemies may have resistances or vulnerabilities to types of damage. While this typically applies to elemental damage types like fire, some enemies care about physical damage types.

Bludgeoning weapons are those in the Hammer, Mace, Sling, Staff and Unarmed weapon groups.

Piercing weapons are those in the Bow, Crossbow, Flail, Light Blade, Spear and Pick weapon groups.

Slashing weapons are those in the Axe and Heavy Blade weapon groups.


Superior Melee Weapons

One-handed Prof. Damage Range Price Weight Group Properties
Bastard Sword +3 1d10 - 30 gp 5 lb. Heavy Blade Versatile (d12)
Craghammer +2 1d10 - 20 gp 6 lb. Hammer Brutal 2, Versatile (d12)
Drow Long Knife +3 1d6 25'/50' 15 gp 2 lb. Heavy Blade Heavy thrown, Off-hand
Katar +3 1d6 - 3 gp 1 lb. Light Blade High Crit, Off-hand
Kukri +2 1d6 - 5 gp 1 lb. Light Blade Brutal 2, Off-hand
Parrying Dagger +3 1d4 - 5 gp 1 lb. Light Blade Defensive, Off-hand
Serrated Pick +2 1d10 - 15 gp 4 lb. Pick High Crit
Spiked Shield
Talenta Tangat +3 1d8 - 20 gp 8 lb. Heavy Blade High Crit, Versatile (d10)
Tratnyr +3 1d8 50'/100' 10 gp 5 lb. Spear Heavy thrown, Versatile (d10)
Triple-headed flail +3 1d10 - 15 gp 6 lb. Flail Versatile (1d12)
Waraxe +2 1d12 - 30 gp 10 lb. Axe Versatile
Whip +3 1d4 - 15 gp 2 lb. Flail Extra Reach
Two-handed Prof. Damage Range Price Weight Group Properties
Execution Axe +2 1d12 - 30 gp 14 lb. Axe Brutal 2, High Crit
Fullblade +3 1d12 - 30 gp 10 lb. Heavy Blade Defensive
Gouge +2 2d6 - 30 gp 12 lb. Axe, Spear Brutal 1
Greatspear +3 1d12 - 25 gp 8 lb. Spear Reach
Mordenkrad +2 2d6 - 30 gp 12 lb. Hammer Brutal 1
Spiked Chain +3 2d4 - 10 gp 2 lb. Flail Extra Reach
Talenta Sarrash +3 1d10 - 30 gp 10 lb. Heavy Blade, Polearm Reach
Superior Weapons, Continued
Double Weapons Prof. Damage Range Price Weight Group Properties
Double Axe +2 1d10 - 40 gp 15 lb. Axe Stout
-Second end +2 1d10 Axe Off-hand
Double Flail +2 1d8 - 30 gp 11 lb. Flail Defensive, Stout
-Second end +2 1d8 Flail Off-hand
Double Scimitar +2 1d6 - 40 gp 15 lb. Heavy Blade Defensive, High Crit, Stout
-Second end +2 1d6 Heavy Blade High Crit, Off-hand
Double Sword +3 1d6 - 40 gp 9 lb. Light Blade Defensive, Off-hand
-Second end +3 1d6 Light Blade Off-hand
Gythka +2 1d8 25'/50' 25 gp 9 lb. Spear Defensive, Heavy thrown
-Second end +2 1d8 Spear Off-hand
Urgrosh +2 1d12 - 10 gp 8 lb. Axe Defensive, Stout
-Second end +2 1d6 Spear Off-hand

Improvised Melee Weapons

One-handed Prof. Damage Range Price Weight Group Properties
Any +2 1d6 - - 1-5 lbs. None -
Unarmed Attack +2 1d4 - - - Unarmed -
Two-handed Prof. Damage Range Price Weight Group Properties
Any +2 1d8 - - 6-12 lbs. None -
.
Improvised Weapons

By default, characters are not proficient with improvised weapons. Because improvised weapons don't have a weapon group their damage type is determined by the weapon - broken glass might deal piercing or slashing, while a chair would deal bludgeoning.

The difference between a one anded and a two handed improvised weapon is up to the GM. Some weapons might be able to be wielded as either depending on its size and shape.

Ranged Weapons

Simple Ranged Weapons

One-handed Prof. Damage Range Price Weight Group Properties
Sling +2 1d6 50'/100' 1 gp 2 lb. Sling Load Free
Two-handed Prof. Damage Range Price Weight Group Properties
Crossbow +2 1d8 100'/200' 25 gp 4 lb. Crossbow Load Minor
Shortbow +2 1d8 50'/100' 25 gp 2 lb. Bow Load Free, Rogue

Military Ranged Weapons

One-handed Prof. Damage Range Price Weight Group Properties
Hand Crossbow +2 1d8 75'/150' 25 gp 2 lb. Crossbow Load Minor
Chatka +3 1d6 30'/60' 10 gp 1 lb. Light Blade Light thrown
Two-handed Prof. Damage Range Price Weight Group Properties
Longbow +2 1d10 75'/150' 30 gp 2 lb. Bow Load Free

Superior Ranged Weapons

One-handed Prof. Damage Range Price Weight Group Properties
Shuriken +3 1d8 40'/80' 2 sp - Light Blade Light thrown
Talentan Boomerang +2 1d10 50'/100' 10 gp 1 lb. Light Blade Light thrown, Returning
War Sling +3 1d8 75'/150' 5 gp 1 lb. Sling Load Free
Two-handed Prof. Damage Range Price Weight Group Properties
Greatbow +2 1d12 125'/250' 30 gp 5 lb. Bow Load Free
Superior Crossbow +3 1d10 200'/400' 30 gp 6 lb. Crossbow Load Minor

Improvised Ranged Weapons

One-handed Prof. Damage Range Price Weight Group Properties
Any +2 1d4 25'/50' - 1 lb. None -

Ranged Weapon Properties


  • Light thrown A ranged basic attack with a light thrown weapon uses your Dexterity modifier for the attack and damage rolls, unless otherwise noted in the description of the power used.
  • Load: Ranged weapons that loose projectiles, including bows, crossbows, and slings, take some time to load. When a weapon shows “load free” on the Ranged Weapons table, that means you draw and load ammunition as a free action, effectively part of the action used to attack with the weapon. Any weapon that has the load property requires two hands to load, even if you can use only one hand to attack with it. (The sling, for example, is a one-handed weapon, but you need a free hand to load it.) The crossbow is “load minor,” which means it requires a minor action to load a bolt into the weapon. If a power allows you to hit multiple targets, the additional load time is accounted for in the power
  • Returning: This weapon returns to the user after it is thrown.
Ranged Thrown Weapons

Some thrown weapons can be used as melee weapons, and thus are listed in the melee weapons category. Other thrown weapons can only be used in melee as an improvised weapons, which is why they are listed in the ranged weapons table.

Implements

Basic Implements

Item Price Weight
Holy Symbol 10 gp 1 lb.
Ki Focus 5 gp 1 lb.
Orb 15 gp 2 lbs.
Rod 12 gp 2 lbs.
Staff 5 gp 8 lbs.
Tome 50 gp 3 lbs.
Totem 5 gp 2 lbs.
Wand 7 gp -

Implement Descriptions


  • Holy Symbol: Fashioned after the emblem or mark of a deity, Holy Symbols are used as a conduit for divine power.
  • Ki Focus: Ki focuses come in all shapes and sizes, but most are small rocks that can fit in the palm of a hand.
  • Orb: Orbs are perfectly smooth spheres most useful for conducting control magic
  • Rod: Rods are short sticks of intricately adorned wood, metal, and hide, useful for channeling raw magical energy.
  • Staff: Staves can double as quarterstaffs, and are typically associated with defensive magic.
  • Tome: Tomes are enchanted books capable of holding large quantities of spells.
  • Totem: Totems are made of natural materials and carved in detail to represent the natural world.
  • Wand: Wands are made of particular mixes of enchanted wood and ingredients from a magical creature.

Superior Implements

Dagger

  • Accurate: You have a +1 item bonus to implement attack rolls made with this dagger
  • Bloodthirsty: You have edge with implement attack rolls against bloodied enemies made with this dagger
  • Nimble: You don't provoke opportunity attacks with ranged attacks made with this dagger
Holy Symbol

  • Accurate: You have a +1 item bonus to implement attack rolls made with this holy symbol
  • Channeling: You gain 3 plus one half your level temporary hit points whenever you use your Channel Divinity class feature made with this holy symbol
  • Guiding Light: You have edge on attack rolls with area attack powers if an ally is in the area.
Ki Focus

  • Accurate: You have a +1 item bonus to implement attack rolls made with this ki focus
  • Battle Focus: You have edge on all attack rolls with this ki focus while you are bloodied
  • Power Surge: You have advantage on attack rolls for the first attack power you use in an encounter.
Orb

  • Accurate: You have a +1 item bonus to implement attack rolls made with this orb
  • Forceful: Your forced movement powers cast with this orb effects push, pull, or slide the target an additional 5'
  • Imposing: Enemies have a -2 penalty to saving throws against effects applied with this orb
Rod

  • Accurate: You have a +1 item bonus to implement attack rolls made with this rod
  • Initiating: You have edge on implement attack rolls against enemies at full hit points made with this rod
  • Warding: You have a +1 item bonus to fortitude, reflex, and will defenses while you wield this rod.
Staff

  • Accurate: You have a +1 item bonus to implement attack rolls made with this staff
  • Defense: You have a +1 bonus to AC while you wield this staff
  • Summoning: While you wield this staff you don't lose a healing surge when one of your summons is reduced to 0 or fewer hit points.
Tome

  • Accurate: You have a +1 item bonus to implement attack rolls made with this tome
  • Readiness: Choose one encounter power that you don't know that is your level or lower. During a short rest you can swap it with another encounter power you know of equal level.
  • Binding: Your summons have a +10' item bonus to speed. This bonus also applies to alternate movement options like swim speed.
Totem

  • Accurate: You have a +1 item bonus to implement attack rolls made with this totem
  • Bronzewood: While you wield this totem, your summons and spirit companion gain resistance to all damage equal to 3 plus half your level. While you are affected by a primal polymorph effect, you also gain this resistance.
  • Soarwood: While you wield this totem, the range of your ranged powers is doubled.
Wand

  • Accurate: You have a +1 item bonus to implement attack rolls made with this wand
  • Dueling: You gain edge on non-area ranged implement attack rolls made with this wand while neither you nor your target are adjacent to another creature
  • Tactical: You gain edge on non-area ranged implement attack rolls made with this wand while the target is flanked by two or more of your allies.

Other Equipment

Adventuring Gear

Item Price Weight Size
Ball Bearings 5 gp 0 lbs. 1
Block, Tackle, and Winch 5 gp 0 lbs. 2
Caltrops 5 gp 0 lbs. 1
Candle Clock 5 sp 0 lbs. 1
Chain (10') 10 gp 10 lbs. 3
Chalk 5 cp 0 lbs. 1
-Slate 5 sp 1 lbs. 1
Chirurgeon's Kit 10 gp 5 lbs. 2
Climber's Kit 10 gp 5 lbs. 2
Crookeye 5 gp 0 lbs. 1
Crowbar 1 gp 1 lbs. 2
Disguise Kit 10 gp 5 lbs. 2
Flask (empty) 1 sp 0 lbs. 1
Flint and Steel 5 cp 0 lbs. 1
Gambling Gear 5 gp 2 lbs. 1
Glass Cutter 3 gp 0 lbs. 1
Hunter's Kit 10 gp 5 lbs. 2
Inquisitive's Kit 10 gp 5 lbs. 2
Listening Cone 3 gp 0 lbs. 1
Manacles 3 gp 1 lbs. 1
Pole (10') 1 gp 3 lbs. 6
Pole (Collapsible) 10 gp 3 lbs. 2
Rope - Hempen (50') 1 gp 5 lbs. 3
- Silk (50') 10 gp 2 lbs. 3
Rubbing Kit 5 gp 0 lbs. 2
Spike, Iron 5 sp 1 lbs. 1
Surveyor's Kit 10 gp 5 lbs. 2
Writing Utensils 1 gp 0 lbs. 2
Training Requirements

To gain a bonus to skill checks from equipment the user must be trained in the relevant skill or have the Jack of All Trades feat

Ball bearings can be scattered across a 5' square to turn it into difficult terrain. Characters may choose to ignore the terrain by making a saving throw - if they succeed they ignore the speed penalty, if they fail they fall prone.

Block, Tackle, and Winch After you attach this set of simple machines to a solid surface, you can pass a rope through it to triple the weight you can lift, pull, or drag on the other end of the rope

Caltrops work like ball bearings, except the penalty for failure is the target is slowed (save ends)

Candle Clock provide minimal light, but can keep accurate time for up to 8 hours

Chain (10') is a flexible way of securing doors, prisoners, or attaching two objects

Chalk can be used to draw marks or communicate

Slate is a platform to draw chalk on

Chirurgeon's Kit give a +2 bonus to medicine checks to treat diseases and poisons

Climber's Kit give a +2 bonus to athletics checks to climb a surface with at least 1 minute of setup

Crookeye allow characters to see from adjacent squares when wielded

Crowbar give a +2 bonus to Strength checks to pry a chest, door, or other object open

Disguise Kit give a +2 bonus to Impress checks to act as another person. A disguise kit can only confer a benefit to a single target at a time and takes at least one hour to set up

Flask (Empty) can be used to hold up to 16 oz of liquid

Flint and Steel can be used to start fires as a standard action, assuming there is sufficient material

Gambling Gear covers playing cards, dice, or even game boards for common games of skill and luck

Glass Cutter let you silently cut precise pieces of glass out without shattering the whole pane

Hunter's Kit give a +2 bonus to survival checks to forage and acquire rations

Inquisitive's Kit give a +2 bonus to perception checks to examine a crime scene or otherwise discern past events

Listening Cone grant advantage to perception checks to listen through doors or walls

Manacles can be used to restrain hands or feet

Pole (10') have all sorts of uses, but can also be used for a +2 bonus on Acrobatics to balance across a narrow surface

Pole (Collapsible) are like 10' poles but are made of retracting 2' increments, out to a maximum of 12', and can be combined with other collapsible poles

Rope - Hempen (50') can be used to tie or otherwise secure objects or people

Rope - Silk (50') is lighter and confers a +2 bonus to Sleight of Hand checks to use the rope

Rubbing Kit can be used to copy an intricate inscription found on a wall or other surface for later review

Spike, Iron can be driven into doors to seal them shut

Surveyor's Kit give a +2 bonus to perception checks to find secret doors or traps after taking 10 minutes to set up

Writing Utensils include quill, paper, and writing ink

Basic Amenities

Item Price Weight Size
Bedroll 5 sp 3 lbs. 3
Rations 1 gp 2 lbs. 1
Tent 2 gp 10 lbs. 4

Bedroll Sleeping outdoors without a bed roll imposes a -1 penalty to all d20 rolls until the next long rest.

Rations usually consist of Ghallanda bread plus some mix of local fruits and vegetables. See survival rules for usage.

Tent Sleeping outdoors without a tent is risky in hazardous weather and imposes disadvantage on checks

Containers

Item Price Weight Size Capacity
Backpack 1 gp 0 lbs. 40
Barrel 3 gp 15 lbs. 100
Belt with Pouches 5 sp 0 lbs. 8
Sack 1 sp 0 lbs. 40

Backpack Every proper adventurer owns a backpack, which usually consists of a large cloth bag with leather straps to go around the arms.

Barrel While not convenient for regular adventurers, barrels are an efficient means of holding things in combination with a mobile platform

Belt with Pouches Adventuring belts come with 4 pouches, each with a capacity of two

Sack Sacks can be made out of a wide variety of materials. Unlike a backpack a sack occupies two hands to carry, but can give additional carrying capacity beyond the backpack.

Identification

Item Price Weight Size
Arcane Signet Ring 20 gp - 1
ID Papers (Standard) 1 gp - 1
(Picture) 20 gp - 1
Letter of Credit 5 gp - 1
Traveling Papers 5 gp - 1

Arcane Signet Ring are used to guarantee signatures and are manufactured jointly by House Sivis and House Cannith

ID papers (Standard) are typically carried by middle and upper class members of the five nations, Zilargo, or the Mror Holds. They include a physical description, name, residence, and any affiliation to a major organization such as a Dragonmarked House.

ID papers (Picture) are higher quality than regular ID papers, and can be enchanted by the Sivis Notaries guild to show if the bearer is the person pictured for 100 gp.

Letters of Credit represent how much value you have stored with House Kundarak and are notarized by House Sivis. The cost represents the fee for opening an account with the house.

Traveling Papers are necessary for legal border crossing, and offer the same information as ID papers plus where and why a person is traveling.

Light

Item Price Weight Size
Candle 1 sp 0 lbs. 1
Everburning torch 20 gp 2 lbs. 2
Jar of glowworms 5 gp 1 lbs. 1
Lantern 10 gp 2 lbs. 2
Sunrod 5 gp 2 lbs. 2
Torch 5 sp 2 lbs. 2

Candle emits dim light in a 5' radius. Candles last 4 hours

Everburning Torch emits perpetual light as a torch without producing heat

Jar of glowworms emits dim light in the square the glowworms inhabit. The jar can easily and quickly be covered, and the worms count as living creatures for the purpose of triggering traps

Lantern emits bright light in a 60' radius, and dim light out to double that. Oil costs 1 sp per hour and take up 1 capacity per 8 hours of oil

Sunrod emits bright light in a 90' radius, and dim light out to double that, for up to two hours.

Torch emits bright light in a 30' radius, and dim light out to double that, for up to two hours.

Musical Instruments

Item Price Weight Size
Bagpipes 1 gp 2 lbs. 2
Drum 1 gp 2 lbs. 2
Flute 1 gp 2 lbs. 2
Harp 1 gp 2 lbs. 2
Horn 1 gp 2 lbs. 2
Lute 1 gp 2 lbs. 2
Lyre 1 gp 2 lbs. 2
Woodwind 1 gp 2 lbs. 2

Any musical instrument that would seem to be smaller/lighter is also accounting for whatever extra equipment is necessary with the instrument

Ritual Components

Rituals consume Dragonshards for their material components. See the rituals document for details about the cost and type per ritual.

Tools

Item Price Weight Size
Alchemist's 15 gp 5 lbs. 2
Artisan's 15 gp 5 lbs. 2
Forgery 15 gp 5 lbs. 2
Poisoner's 15 gp 5 lbs. 2
Thieves 15 gp 5 lbs. 2
Ritual Book 30 gp 5 lbs. 2

All tools require the relevant competency to use, or in the case of a Ritual book, require training in Arcana

Alchemist's Tools are used to craft potions and throwable magic flasks.

Artisan's Tools include everything from brewer's tools to woodcaver's tools. They are usually used to craft other mundane items or make repairs.

Forgery Tools are used to create fake documents

Poisoner's Tools are used to craft poisons

Thieves Tools are used to pick locks and disable traps

Ritual Books: Contain magical formulas for casting Rituals See the Rituals document for further details

Starting Equipment

First level characters start with 100 gp, which they spend to buy items. Alternatively, select from one of the kits below. All choices within a kit must be items a character is proficient in

Fighter's Kit

Fighter's kits are best suited to weapon-using classes


Weapon Choose one of the following

  • One two handed weapon, plus a simple ranged weapon
  • A one handed weapon, plus another one handed weapon or a shield, plus a simple ranged weapon
  • A ranged weapon plus a simple melee weapon

Armor: Choose any one set of armor


Other Equipment

  • Backpack
  • Belt with Pouches
  • 10 days of rations
  • Bedroll
  • Tent
  • Standard ID Papers
  • 5 gold
Kit Value

Each of the kits is optimized assuming reasonably expensive armor or weapon choices. If your character wouldn't get heavy armor you may want to just spend your 100 gold.

Rogue's Kit

Rogue's kits are best suited to classes with specialized competencies and kills


Weapon Choose one of the following

  • Two one handed weapons, plus a simple ranged weapon
  • A ranged weapon plus a simple melee weapon

Armor: Choose any one set of armor


Tools Choose two of Forgery, Poisoner's, and Thieves tools.


Other Equipment

  • Backpack
  • Belt with Pouches
  • 10 days of rations
  • Bedroll
  • Tent
  • Standard ID Papers
  • 5 gold

Cleric's Kit

Cleric's kits are best suited to classes that use both weapons and implements


Weapon Choose one of the following

  • One two handed weapon, plus a simple ranged weapon
  • A one handed weapon, plus another one handed weapon or a shield, plus a simple ranged weapon

Implement: Choose any one implement


Armor: Choose any one set of armor


Other Equipment

  • Backpack
  • Belt with Pouches
  • 10 days of rations
  • Bedroll
  • Tent
  • Standard ID Papers
  • 5 gold

Wizard's Kit

Wizard's kits are best suited to classes that solely use implements and have access to rituals through Arcana


Implement: Choose any one implement


Armor: Choose any one set of armor


Rituals: You have a ritual book with three rituals


Other Equipment

  • Backpack
  • Belt with Pouches
  • 10 days of rations
  • Bedroll
  • Tent
  • Standard ID Papers
  • 5 gold
 

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