Equipment I
Sections:
.Coins
..Trade
.Weapons & armor
..Weapon qualities
..Weapon descriptions
..Armor qualities
..Armor for unusual creatures
..Armor descriptions
Tables:
.Trade Goods
.Commodities
.Simple Weapons - Melee
.Simple Weapons - Ranged
.Martial Weapons-Melee
.Martial Weapons - Ranged
.Exotic Weapons - Melee
.Exotic Weapons - Ranged
.Asian Weapons-Ranged
.Asian Weapons - Melee
.Weapon Size and Damage
.Armor
.Shields
.Extras
.Arcane Spell Failure
.Donning Armor
.Special and Superior Items
.Grenadelike Weapons
.Siege Engines
Equipment I
This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.

Coins

The most common coin that adventurers use is the gold piece (gp). A skilled (but not exceptional) artisan can earn a gold piece a day. The gold piece is the standard unit of measure for wealth.
The most prevalent coin among commoners is the silver piece (sp). A gold piece is worth 10 silver pieces.
Each silver piece is worth 10 copper pieces (cp).
Merchants also recognize platinum pieces (pp), which are each worth 10 gp.
The standard coin weighs about a third of an ounce (fifty to the pound).

Trade

In general, something can be sold for half its listed price.
Commodities are the exception to the half-price rule. A commodity, in this sense, is a valuable good that can be easily exchanged almost as if it were cash itself. Wheat, flour, cloth, and valuable metals are commodities, and merchants often trade in them directly without using currency. Obviously, merchants can sell these goods for slightly more than they pay for them, but the difference is small enough that you don't have to worry about it.
Trade Goods
Commodity
Cost
Chicken, 1
2 cp
Cinnamon, 1 lb.
1 gp
Copper, 1 lb.
5 sp
Cow, 1
10 gp
Dog, 1
25 gp
Flour, 1 lb.
2 cp
Ginger or pepper, 1 lb.
2 gp
Goat, 1
1 gp
Gold, 1 lb.
50 gp
Iron, 1 lb.
1 sp
Linen, 1 lb. (sq. yard)
4 pg
Commodities
Commodity
Cost
Ox, 1
15 gp
Pig, 1
3 gp
Saffron or cloves, 1 lb.
15 gp
Salt, 1 lb.
5 gp
Sheep, 1
2 gp
Silk, 1 lb. (2 sq. yards)
20 gp
Silver, 1 lb.
5 gp
Tea leaves, 1 lb.
2 sp
Tobacco, 1 lb.
5 sp
Wheat, 1 lb.
1 cp

Weapons & armor

Weapon Categories
Weapons are grouped into several interlocking sets of categories. These categories pertain to what skill is needed to be proficient in their use (simple, martial, and exotic), usefulness in close combat (melee) or at a distance (ranged, which includes both thrown and projectile), and weapon size (Tiny, Small, Medium-size, and Large).
If a character uses a weapon with which the character is not proficient, the character suffers a -4 penalty on attack rolls.
Simple Weapons - Melee
Weapon
Cost
Damage
Critical
Range Increment
Weight
Type**
Unarmed attacks






Gauntlet
2 gp
*
*
-
2 lb.
(B)
Strike, unarmed (Medium-size)
-
1d3S
X2
-
-
(B)
Strike, unarmed (Small)
-
1d2S
X2
-
-
(B)
Tiny






Dagger
2 gp
1d4
19-20/X2
10 ft.
1 lb.
(P)
Dagger, punching
2 gp
1d4
X3
-
2 lb.
(P)
Gauntlet, spiked
5 gp
1d4
X2
-
2 lb.
(P)
Small






Mace, light
5 gp
1d6
X2
-
6 lb.
(B)
Sickle
6 gp
1d6
X2
-
3 lb.
(S)
Medium Size






Club
-
1d6
X2
10 ft.
3 lb.
(B)
Halfspear
1 gp
1d6
X3
20 ft.
3 lb.
(P)
Mace, heavy
12 gp
1d8
X2
-
12 lb.
(B)
Morningstar
8 gp
1d8
X2
-
8 lb.
(B&P)
Large






Quarterstaff
-
1d6/1d6
X2
-
4 lb.
(B)
Shortspear
2 gp
1d8
X3
20 ft.
5 lb.
(P)
Simple Weapons - Ranged
Weapon
Cost
Damage
Critical
Range Increment
Weight
Type
Small






Crossbow, light
35 gp
1d8
19-20/X2
80 ft.
6 lb.
(P)
Bolts, crossbow (10)
1 gp
-
-
-
1 lb.
-
Dart
5 sp
1d4
X2
20 ft.
1/2 lb.
(P)
Sling
-
1d4
X2
50 ft.
0 lb.
(B)
Bullets, sling (10)
1 sp
-
-
-
5 lb.
-
Medium-size






Crossbow, heavy
50 gp
1d10
19-20/X2
120 ft.
9 lb.
(P)
Bolts, crossbow (10)
1 gp
-
-
-
1 lb.
-
Javelin
1 gp
1d6
X2
30 ft.
2 lb.
(P)
Martial Weapons-Melee
Weapon
Cost
Damage
Critical
Range Increment
Weight
Type
Small






Axe, throwing
8 gp
1d6
X2
10 ft.
4 lb.
(S)
Hammer, light
1 gp
1d4
X2
20 ft.
2 lb.
(B)
Handaxe
6 gp
1d6
X3
-
5 lb.
(S)
Lance, light
6 gp
1d6
X3
-
5 lb.
(P)
Pick, light
4 gp
1d4
X4
-
4 lb.
(P)
Sap
1 gp
1d6S
X2
-
3 lb.
(B)
Sword, short
10 gp
1d6
19-20/X2
-
3 lb.
(P)
Medium-size






Battleaxe
10 gp
1d8
X3
-
7 lb.
(S)
Flail, light
8 gp
1d8
X2
-
5 lb.
(B)
Lance, heavy
10 gp
1d8
X3
-
10 lb.
(P)
Longsword
15 gp
1d8
19-20/X2
-
4 lb.
(S)
Pick, heavy
8 gp
1d6
X4
-
6 lb.
(P)
Rapier
20 gp
1d6
18-20/X2
-
3 lb.
(P)
Scimitar
15 gp
1d6
18-20/X2
-
4 lb.
(S)
Trident
15 gp
1d8
X2
10 ft.
5 lb.
(P)
Warhammer
12 gp
1d8
X3
-
8 lb.
(B)
Large






Falchion
75 gp
2d4
18-20/X2
-
16 lb.
(S)
Flail, heavy
15 gp
1d10
19-20/X2
-
20 lb.
(B)
Glaive
8 gp
1d10
X3
-
15 lb.
(S)
Greataxe
20 gp
1d12
X3
-
20 lb.
(S)
Greatclub
5 gp
1d10
X2
-
10 lb.
(B)
Greatsword
50 gp
2d6
19-20/X2
-
15 lb.
(S)
Guisarme
9 gp
2d4
X3
-
15 lb.
(S)
Halberd
10 gp
1d10
X3
-
15 lb.
(P&S)
Longspear
5 gp
1d8
X3
-
9 lb.
(P)
Ranseur
10 gp
2d4
X3
-
15 lb.
(P)
Scythe
18 gp
2d4
X4
-
12 lb.
(P&S)
Martial Weapons - Ranged
Weapon
Cost
Damage
Critical
Range Increment
Weight
Type
Medium-size






Shortbow
30 gp
1d6
X3
60 ft.
2 lb.
(P)
Arrows (20)
1 gp
-
-
-
3 lb.
-
Shortbow, composite
75 gp
1d6
X3
70 ft.
2 lb.
(P)
Arrows (20)
1 gp
-
-
-
3 lb.
-
Large






Longbow
75 gp
1d8
X3
100 ft.
3 lb.
(P)
Arrows (20)
1 gp
-
-
-
3 lb.
-
Longbow, composite
100gp
1d8
X3
110 ft.
3 lb.
(P)
Arrows (20)
1 gp
-
-
-
3 lb.
-
Exotic Weapons - Melee
Weapon
Cost
Damage
Critical
Range Increment
Weight
Type
Tiny






Kama,halfling
2 gp
1d4
X2
-
1 lb.
(S)
Kukri
8 gp
1d4
18-20/X2
-
3 lb.
(S)
Nunchaku,halfling
2 gp
1d4
X2
-
1 lb.
(B)
Siangham,halfling
2 gp
1d4
X2
-
1 lb.
(P)
Small






Kama
2 gp
1d6
X2
-
2 lb.
(S)
Nunchaku
2 gp
1d6
X2
-
2 lb.
(B)
Siangham
3 gp
1d6
X2
-
1 lb.
(P)
Medium-size






Sword, bastard
35 gp
1d10
19-20/X2
-
10 lb.
(S)
Waraxe, dwarven
30 gp
1d10
X3
-
15 lb.
(S)
Large






Axe, orc double
60 gp
1d8/1d8
X3
-
25 lb.
(S)
Chain, spiked
25 gp
2d4
X2
-
15 lb.
(P)
Flail, dire
90 gp
1d8/1d8
X2
-
20 lb.
(B)
Sword,two-bladed
100gp
1d8/1d8
19-20/X2
-
30 lb. (S)
Exotic Weapons - Ranged
Weapon
Cost
Damage
Critical
Range Increment
Weight
Type
Tiny






Crossbow, hand
100gp
1d4
19-20/X2
30 ft.
3 lb.
(P)
Bolts (10)
1 gp
-
-
-
1 lb.
-
Shuriken
1 gp
1
X2
10 ft.
1/10 lb.(P)
Small






Whip
1 gp
1d2S
X2
15 ft.
2 lb.
(S)
Medium-size






Crossbow, repeating
250gp
1d8
19-20/X2
80 ft.
16 lb.
(P)
Bolts (5)
1 gp
-
-
-
1 lb.
-
Net
20 gp
*
*
10 ft.
10 lb.
-
Asian Weapons-Ranged
Weapon
Cost
Damage
Critical
Range Increment
Weight
Type
Small






Blowgun
1 gp
1
x2
10 ft.
2 lb.
(P)
Needles, blowgun (20)
1 gp
-
-
-
*
-
Asian Weapons - Melee
Weapon
Cost
Damage
Critical
Range Increment
Weight
Type
Small






Wakizashi**
300 gp
1d6
19-20/?2
-
3 lb.
(S)
Medium-size






Katana+
400 gp
1d10
19-20/?2
-
6 lb.
(S)
Large






Kusari-gama
10 gp
1d6/1d4
x2
-
3 lb.
(S/B)
*No weight worth noting.
**Except as indicated, same as masterwork short sword.
+Except as indicated, same as masterwork bastard sword.

Weapon qualities

As a weapon gets larger or smaller, the damage it deals changes according to the following progression:
Weapon Size and Damage
One Size Smaller
Original Damage
One Size Larger
1
1d2
1d3
1d2
1d3
1d4
1d3
1d4
1d6
1d4
1d6
1d8
1d6
1d8
2d6
1d6
1d10
2d6
1d8
1d12
2d8
For an even larger version of a weapon that does 2 or more dice of damage, convert each die to the next larger category. For instance, a Large version of a longsword does 2d6 points of damage (up from 1d8), and a Huge version of a longsword does 2d8 points of damage (increasing each d6 to a d8).
A weapon reduced in size so that it does less than 1 point of damage is useless.

Weapon descriptions

Armor
Armor
Cost
Armor Bonus
Max Dex
Check Penalty
Speed (30ft)
Speed (20ft)
Weight
Light Armor







Padded
5 gp
+1
+8
0
30 ft.
20 ft.
10 lb.
Leather
10 gp
+2
+6
0
30 ft.
20 ft.
15 lb.
Studded leather
25 gp
+3
+5
-1
30 ft.
20 ft.
20 lb.
Chain shirt
100gp
+4
+4
-2
30 ft.
20 ft.
25 lb.
Medium Armor







Hide
15 gp
+3
+4
-3
20 ft.
15 ft.
25 lb.
Scale mail
50 gp
+4
+3
-4
20 ft.
15 ft.
30 lb.
Chainmail
150gp
+5
+2
-5
20 ft.
15 ft.
40 lb.
Breastplate
200gp
+5
+3
-4
20 ft.
15 ft.
30 lb.
Heavy Armor







Splint mail
200gp
+6
+0
-7
20 ft.*
15 ft.*
45 lb.
Banded mail
250gp
+6
+1
-6
20 ft.*
15 ft.*
35 lb.
Half-plate
600gp
+7
+0
-7
20 ft.*
15 ft.*
50 lb.
Full plate
1,500gp
+8
+1
-6
20 ft.*
15 ft.*
50 lb.
Shields
Armor
Cost
Armor Bonus
Max Dex
Check Penalty
Speed (30ft)
Speed (20ft)
Weight
Buckler
15 gp
+1
-
-1
-
-
5 lb.
Shield, small, wooden
3 gp
+1
-
-1
-
-
5 lb.
Shield, small, steel
9 gp
+1
-
-1
-
-
6 lb.
Shield, large, wooden
7 gp
+2
-
-2
-
-
10 lb.
Shield, large, steel
20 gp
+2
-
-2
-
-
15 lb.
Shield, tower
30 gp
**
-
-10
-
-
45 lb.
Extras
Armor
Cost
Armor Bonus
Max Dex
Check Penalty
Speed (30ft)
Speed (20ft)
Weight
Armor spikes
+50gp
-
-
-
-
-
+10lb.
Gauntlet, locked
8 gp
-
-
Special
-
-
+5lb.
Shield spikes
+10gp
-
-
-
-
-
+5lb.
Arcane Spell Failure
Armor
Failure
Light armor

Padded
5%
Leather
10%
Studded leather
15%
Chain shirt
20%
Medium armor

Hide
20%
Scale mail
25%
Chainmail
30%
Breast-plate
25%
Heavy armor

Splint mail
40%
Banded mail
35%
Half-plate
40%
Full plate
35%
Shields

Buckler
5%
Shield, small, wooden
5%
Shield, small, steel
5%
Shield, large, wooden
15%
Shield, large, steel
15%
Shield, tower
50%
Arcane Spell Failure: Armor interferes with the gestures that are needed to make to cast an arcane spell.
Casting an Arcane Spell in Armor: When casting an arcane spell while wearing armor, a character must make an arcane spell failure roll. The number in the Arcane Spell Failure is the chance that the spell fails and is ruined. If the spell lacks a somatic (S) component it can be cast without making the arcane spell failure roll.

Armor qualities

Depending on a character's class, the character may be proficient in the use of all, some, or no armors, including shields. To wear heavier armor effectively, select the Armor Proficiency feats.
Donning Armor
Armor Type
Don
Don Hastily
Remove
Padded, leather, hide, studded leather, or chain shirt
1 minute
5 rounds
1 minute*
Breastplate, scale mail, chainmail, banded mail, or splint mail
4 minutes*
1 minute
1 minute*
Half-plate or full plate
4 minutes**
4 minutes*
1d4+1 minutes*
*If a character has some help, cut this time in half. A single character doing nothing else can help one or two adjacent characters. Two characters can't help each other don armor at the same time.
**A character must have help to don this armor. Without help, it can only be donned hastily.

Armor for unusual creatures

The information on Table: Armor is for Medium-size creatures. Armor for Tiny or smaller creatures costs half as much as that for Medium-size creatures, provides half as much protection, and weighs one-tenth or less as much. Armor for Large characters costs double and weighs twice as much, and for Huge creatures it costs quadruple and weighs five times as much. Armor for even larger creatures must be specially made and has no standard price or weight.
Armor for a nonhumanoid creature costs twice as much as the same armor for a humanoid.

Armor descriptions

The types of armor found on Table: Armor are described below.
Special and Superior Items
Weapon or Armor
Cost
Weapon, masterwork
+300 gp*
Arrow, bolt, or bullet, masterwork
7 gp
Arrow, bolt, or bullet, silvered
1 gp
Dagger, silvered
10 gp
Mighty composite shortbow

(+1 Str bonus)
150 gp
(+2 Str bonus)
225 gp
Mighty composite longbow

(+1 Str bonus)
200 gp
(+2 Str bonus)
300 gp
(+3 Str bonus)
400 gp
(+4 Str bonus)
500 gp
Armor or shield, masterwork
+150 gp
Grenadelike Weapons
Weapon*
Cost
Damage Direct Hit
Damage Splash
Increment
Weight
Acid (flask)
10 gp
1d6
1 pt**
10 ft.
1 1/4 lb.
Alchemist's fire (flask)
20 gp
1d6
1 pt**
10 ft.
1 1/4 lb.
Holy water (flask)
25 gp
2d4
1 pt**
10 ft.
1 1/4 lb.
Tanglefoot bag
50 gp
Entangles
-
10 ft.
4 lb.
Thunderstone
30 gp
Sonic
-
20 ft.
1 lb.
*Grenadelike weapons require no proficiency to use. See text for full details on using these weapons.
**Grenadelike weapons deal splash damage to all creatures within 5 feet of where they land.

Armor or Shield, Masterwork: These well-made items function like the normal versions except that their armor check penalties are reduced by 1.
Arrow, Bolt, or Bullet, Masterwork: A masterwork projectile functions like a normal projectile of the same type except that it is so aerodynamically sound that a +1 bonus on attack rolls is added when using it. This bonus stacks with any bonus a character might get by using a masterwork bow, crossbow, or sling. The projectile is damaged (effectively destroyed) when it is used.
Arrow, Bolt, or Bullet, Silvered: A silvered projectile functions like a normal projectile, except that some creatures that resist damage from normal weapons can be hurt by silvered weapons.
Dagger, Silvered: A silvered dagger functions as a normal dagger, except that some creatures that resist damage from normal weapons can be hurt by silvered weapons.
Holy Water: Holy water damages undead and evil outsiders almost as if it were acid. Typically, a flask of holy water deals 2d4 points of damage to an undead creature or an evil outsider on a direct hit or 1 point of damage if it splashes such a creature. Also, holy water is considered blessed, which means it has special effects on certain creatures. A flask of holy water can be thrown as a grenadelike weapon. A flask breaks if thrown against the body of a corporeal creature, but against an incorporeal creature, the flask must be opened and the holy water poured out onto it. Thus, a character can only douse an incorporeal creature with holy water if he or she is adjacent to it. Doing so is a ranged touch attack that does not provoke attacks of opportunity.
Temples to good deities sell holy water at cost (making no profit) because they are happy to supply people with what they need to battle evil.
Smokestick: This alchemically treated wooden stick instantly creates thick, opaque smoke when ignited. The smoke fills a 10-foot cube. The stick is consumed after 1 round, and the smoke dissipates naturally.
Sunrod: This 1-foot-long, gold-tipped, iron rod glows brightly when struck. It clearly illuminates a 30-foot radius and glows for 6 hours, after which the gold tip is burned out and worthless.
Tanglefoot Bag: Throw this round leather bag full of alchemical goo as a grenadelike weapon. When the bag is thrown against a creature (as a ranged touch attack), the bag comes apart and the goo bursts out, entangling the target and then becoming tough and resilient on exposure to air. An entangled creature suffers a -2 penalty to attack rolls and a -4 penalty to effective Dexterity. The entangled character must make a Reflex save (DC 15) or be glued to the floor, unable to move. Even with a successful save, it can only move at half speed.
A character who is glued to the floor can break free with a successful Strength check (DC 27) or by dealing 15 points of damage to the goo with a slashing weapon. A character trying to scrape goo off himself, or another character assisting, does not need to make an attack roll; hitting the goo is automatic, after which the character who hit makes a damage roll to see how much of the goo he happened to scrape off. Once free, a character can move at half speed. A character capable of spellcasting who is bound by the goo must make a Concentration check (DC 15) to cast a spell. The goo becomes brittle and fragile after 10 minutes.
Thunderstone: Throw this stone as a grenadelike weapon. When it strikes a hard surface (or is struck hard), it creates a deafening bang (a sonic attack). Creatures within a 10-foot radius must make Fortitude saves (DC 15) or be deafened. Deaf creatures, in addition to the obvious effects, suffer a -4 penalty on initiative and a 20% chance to miscast and lose any spell with a verbal (V) component that they try to cast.
Tindertwig: The alchemical substance on the end of this small, wooden stick ignites when struck against a rough surface. Creating a flame with a tindertwig is much faster than creating a flame with flint and steel (or a magnifying glass) and
tinder. Lighting a torch with a tindertwig is a standard action (rather than a full-round action), and lighting any other fire with one takes at least a standard action.
Siege Engines
Item
Cost
Damage
Critical
Range Increment
Crew
Catapult, heavy (100 ft. minimum)
800 gp
5d6
-
200 ft.
5
Catapult, light (100 ft. minimum)
550 gp
3d6
-
150 ft.
2
Ballista
500 gp
3d6
X3
120
1
Ram
2,000 gp
4d6
?3
-
10
Siege tower
1,000 gp