Equipment

All characters begin with a certain amount of money. This may reflect a
sudden windfall, the character’s life savings, gifts from family, or any
aspect that would make sense within the game world. Starting funds should
never be shared or lent during character creation even if the characters are
family, friends, or acquaintances. All characters start with 2d4 x 10
Gold
to spend in addition to their starting equipment listed on their
character class.

Coin Conversions

10 gold = 1 Platinum Piece 10 silver = 1 gold 10 copper = 1 silver For
more details on coins and gems: visit the Treasure and Money Page

Armor

Name Armor Class Cost (Gold) Weight
None 10 0
Leather Armor 13 20 15 lbs
Scale Mail Armor 14 250 30 lbs
Chain Mail Armor 15 40 40 lbs
Banded Mail Armor 16 400 45 lbs
Plate Mail Armor 17 800 60 lbs
Shield +1 10 5 lbs

Weapons

Name Damage Cost (Gold) Type Weight
Fist 1d2 bludgeoning
Torch 1d4 2 burning 1 lb
Dagger* 1d4 5 piercing 1 lb
Short Sword 1d6 10 piercing 2 lbs
Long Sword 1d8 15 piercing 4 lbs
Bastard Sword (2 handed) 1d10 35 piercing 8 lbs
Claymore Sword (2 handed) 2d6 75 piercing 16 lbs
Mace / Warhammer 1d6 5 bludgeoning 4 lbs
Battle Axe 1d8 25 piercing 6 lbs
Great Axe (2 handed) 2d8 80 piercing 15 lbs
Maul (2 handed) 2d6 80 bludgeoning 20 lbs
Staff 1d8 10 bludgeoning 2 lbs

Ranged Weapons

For details on how ranged weapons work. Please see the combat page.

Name Damage Cost (Gold) Type Weight Range
Crossbow 1d8 25 piercing 6 lbs 80/320
Crossbow, Hand 1d6 75 piercing 3 lbs 30/120
Crossbow, Heavy 1d10 50 piercing 10 lbs 100/300
Dart 1d4 1 piercing 1/2 lb 30/120
Sling 1d4 5 bludgeoning 0.5 lbs 30/120
Spear 1d6 10 piercing 4 lbs 30/120
Short Bow 1d6 30 piercing 3 lbs 80/320
Long Bow 1d6 75 piercing 5 lbs 150/600

Misc Goods

Goods Cost Weight
Backpack (empty) 2 gp 2 lb.
Bedroll 1 sp 5 lb.
Bell 1 gp
Blanket, winter 5 sp 3 lb.
Bottle, wine, glass 2 gp
Caltrops 1 gp 2 lb.
Candle 1 cp
Chalk, 1 piece 1 cp
Crowbar 2 gp 5 lb.
Flint and steel 1 gp
Grappling hook 1 gp 4 lb.
Hammer (12 nails) 5 sp 2 lb.
Lamp, common 1 sp 1 lb.
Lantern, bullseye 12 gp 3 lb.
Mirror, small steel 10 gp ½ lb.
Oil (1-pint flask) 1 sp 1 lb.
Pole, 10-foot 2 sp 8 lb.
Pot, Iron 10 sp 4 lb.
Pouch, belt (empty) 1 gp ½ lb.
Rations, trail (per day) 5 sp 1 lb.
Rope, hempen (50 ft.) 1 gp 10 lb.
Rope, Silk (50 ft.) 10 gp 5 lb.
Sack (empty) 1 sp ½ lb.
Signal whistle 8 sp
Soap 1 cp ½ lb.
Tent (3 person) 10 gp 15 lb.
Torch 1 cp 1 lb.
Waterskin 1 gp 4 lb.

Animals

Name Hit Dice Speed Carry Cost
Horse, Light 3 60/120 80 lb. 75GP
Horse, Heavy 5 40/80 160 lb. 200GP
Horse, War 4 50/100 100 lb. 400GP
AC 14 / Attacks 2: 1d8/1d8
Dog, Guard 1 40 25GP
AC 12 / Attacks: 1 bite (1d4)

Owner gains Advantage to Notice

18 thoughts on “Equipment

  1. It might be mentioned somewhere else, but I think you might want to document the GP to SP to CP conversions.

    I’m assuming 1 GP = 10 SP, 1 SP = 10 CP.

    I do notice PP on the character sheets. Is 1 PP = 10 GP?

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  2. Why do you indicate Piercing, Bludgeoning, etc.? It seems not so simple. It’s just my opinion though, I would have included threat range and critical multipliers instead, also not so simple. lol.

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  3. How come that in your premade characters, the Dwarf has a sling as a weapon. How can he have that as a lvl 1 character when a sling is not in the equipment list?

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  4. For the ranged equipment, it has two numbers under range (e.g. shortbow = 80/320). What do these numbers represent and how does it effect gameplay (does it have to do with the short/long range bonus/penalty I read about on another page)?

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