Equipment & Items

Key to a successful adventure is having the correct items available and ready! Your character will have limited funds, so make every piece of gear count!

Inventory

  • The Inventory represents the items your character was able to fund and prepare for this adventure.
  • Every item has an Item Slot Cost

 

Advanced Gear

Heavy armor, crossbows, and firearms require special training for your characters to use. You must have the appropriate expertise in order to use them.

 

How many items can I carry?

Your character's carry limit is represented by item slots. More strength your character has, more item slots he has as well. (1 to 1) Each item takes up at least one item slot, and certain item, due to their weight and/or unwieldiness, takes up more than one item slot.

It is assumed that ammunition used for Projectile weapons is included with the weapon itself for purposes of item slots, and as such, you do not need to keep track of separate slots for ammunition.

It is assumed that when you bring a Light weapon, such as a dagger or a throwing knife, you are bringing multiple copies of the weapon, and as such, you do not need to keep track of individual throwing weapons.

Gear Handling

Your character only has two hands to hold items at any given time! Holding the right equipment at the right time can be the difference a successful adventure, and a quick death!

Switching something in your hands for something else costs an action.

Weapon categories

  • Light weapons can be used in one hand, and be thrown.
    • You may throw a Light weapon and draw another weapon as a same action.
  • One-handed weapons can be used in one hand, but cannot be thrown, except the Spear.
  • Heavy weapons must be used in two hands, and cannot be thrown. 
    • It also takes 2 actions to attack with a Heavy weapon.
  • Projectile weapons must be used in two hands, and cannot be used if you're in melee.

Armor & Shield categories

  • Light armor does not impede movement.
  • Medium armor reduces movement by 1.
  • Heavy armor reduces movement by 2.
  • Light shield does not impede movement.
  • Heavy shield reduces movement by 1.

 

Armor

List of armors
  1. All shields require their users to hold them with a hand, which cannot be used for anything else.
  2. Heavy armor require Armor Training expertise to use.
Armor Movement Speed Penalty Cost Item Slot Cost Armor Value
Light Shield1 0 15 gp 1 3
Heavy Shield1 -1 45 gp 3 9
Light 0 10 gp 1 6
Medium -1 40 gp 2 12
Heavy2 -2 200 gp 4 24

Armor Properties

  • Disruptive
    • When attempting to cast a spell, spellcasters add 1, 2, or 4 actions to the spell's action cost, for light, medium, and heavy armor, respectively.

 

Miscellaneous Items

List of Miscellaneous Items
  1. These are miscellaneous items!
Items Cost Item Slot Cost Effect
Arts Arcana 125 gp 1 As long as this item is in your hands, you have +3d6 to all Spellcraft action checks made to identify spells and spell circles.
Bulletin Board 60 gp 1 As long as this item is in your hands, you have +3d6 to all Networking action checks made to identify NPCs.
Demonomicon 150 gp 1 As long as this item is in your hands, you have +3d6 to all Demonology action checks made to identify demons.
Healing Potion 30 gp 1 Heal 6d6 hp, and then next turn, heal 6d6 again. Healing potions do not stack, and you cannot drink multiple of them and heal more than 6d6 in any given turn.
Nature Journal 100 gp 1 As long as this item is in your hands, you have +3d6 to all Nature Handling and Survival action checks made to identify plantlife.
First-Aid Kit 50 gp 1 Heal a character for his [Vit] x10. Can only be used out of combat by a character with Medicine expertise.
Medicinal Encyclopedia 200 gp 1 As long as this item is in your hands, you have +3d6 to Medicine action checks made to identify injuries, and cause of death.
Royal Attire 40 gp 1 You can only use this if you have Cha talent. As long as your hp is at maximum at beginning of the round, you receive a bonus action. If it is not, then you lose an action instead. You cannot go into stealth if you are wearing the Royal Attire.
Scorpion Venom 20 gp 1 Apply on weapon as an action, and consumed after use. Apply Poisoned effect to the target.
Lantern 10 gp 2 Create a 6/6 squares illumination zone, and a source of fire.
Torch 0 gp 1 Create a 4/4 squares illumination zone, and a source of fire.

 

Magical Curio/Trinkets

List of magical curio/trinket
  1. These are magical curios spellcasters use to aid their spells!
Item Requires.. Cost Item Slot Cost Effect
Wand One hand 50 gp 1 Add your Mana to all direct damage spells you cast.
Spellbook Two hands 50 gp 1 Each spellbook has a spell written in it. As long as you wield the spellbook, you can treat the spell as if it's in your learned spells list.
Staff Two hands 12 gp 2 Extend range of spells by 2 squares. Does not affect Self or Touch range spells.

 

Unarmed Attack

List of Fisticuffs
  1. These are not considered as weapons, and do not benefit from bonus weapon damage.
Weapon Damage Range Properties
Fisticuffs 1d6 -  
Throw an object Depends on the object 3 sq  

 

Sword

List of swords
  1. When you buy a dagger, you buy multiple. You do not have to keep track of dagger counts as you throw them.
  2. Cleave 2 weapons may attack two adjacent targets at the same time.
Weapon Class Requirement Damage Range Cost Item Slot Cost Properties
Dagger1 Light - 1d6 3 2 gp 1  
Shortsword One-handed Str 3 2d6 - 22 gp 1 Block 3
Longsword One-handed Str 6 3d6 - 40 gp 1 -
Greatsword2 Heavy Str 6 8d6 - 120 gp 2 Cleave 2

 

Axe

List of axes
  1. Throwing axe can be thrown up to 3 squares.
  2. Cleave 2 weapons may attack two adjacent targets at the same time.
  3. Cleave 8 weapons may attack all adjacent targets at the same time.
Weapon Type Requirement Damage Range Cost Item Slot Cost Properties
Throwing Axe1 Light - 3d6 3 25 gp 1 -
Battleaxe2 One-handed Str 4 4d6 - 25 gp 1 Cleave 2
Greataxe3 Heavy Str 7 12d6 - 75 gp 2 Cleave 8

 

Spear

List of spears
  1. Shortspear can be thrown up to 6 squares.
  2. Spear can be thrown up to 4 squares.
  3. Reach weapons are able to attack creatures 2 squares away, but not adjacent creatures.
Weapon Type Requirement Damage Range Cost Item Slot Cost Properties
Shortspear1 Light - 1d6 6 50 gp 1 -
Spear One-handed Str 3 2d6 4 20 gp 1 -
Longspear Heavy Str 6 11d6 - 40 gp 2 Reach

 

Cudgel

List of cudgels
  1. Armor penetration weapons ignore half of their target's armor value.
  2. Knockdown weapons make their targets become prone.
Weapon Type Requirement Damage Range Cost Item Slot Cost Properties
Club1 One-handed - 2d6 - 0 gp 1 Armor penetration
Mace1 One-handed Str 3 3d6 - 60 gp 1 Armor penetration
Greatclub1,2 Heavy Str 6 9d6 - 30 gp 2 Armor penetration, knockdown

 

Curved Blades

List of curved blades
  1. Curved blade users can spend 3 actions to execute a foe (single target), dealing 10 damage per weapon dice. (this damage is not modified by Str or Agi)
  2. Cleave 4 weapons may attack four adjacent targets at the same time.

 

Weapon Example Requirement Damage Range Cost Item Slot Cost Properties
Sickle1 One-handed Str 3 3d6 - 10 gp 1 Execution
Scythe1 Heavy Str 6 8d6 - 30 gp 1 Cleave 4, execution

 

Chain Weapon

List of chain weapons
  1. Pull weapons are able to pull their targets closer.
  2. Push weapons are able to push their targets away.
  3. Cleave 2 weapons may attack two adjacent targets at the same time.
Weapon Type Requirement Damage Range Cost Item Slot Cost Properties
Chain Whip1 One-handed - 1d6 - 75 gp 1 Pull 1, reach
Flail2,3 Heavy Str 6 10d6 - 125 gp 2 Cleave 2, Push 1

 

Bow

List of bows
  1. Reload 0 weapons need to be reloaded by spending 0 actions.
  2. Longbows add Str and Agi to damage. (normal projectile weapons only add Agi)
Weapon Type Requirement Damage Range Cost Item Slot Cost Properties
Longbow1,2 Projectile Str 6 2d6 10 100 gp 2 Reload 0
Compound Bow1 Projectile - 3d6 12 200 gp 2 Reload 0

 

Crossbow

List of crossbows
  1. Reload 1 weapons need to be reloaded by spending 1 actions.
  2. A hand can be equipped a wrist crossbow and still be used to equip another weapon.
  3. All crossbows require Crossbow Training expertise to use.
  4. Weapons with Snap fire property do not require an action to attack with.
  5. Armor penetration weapons ignore half of their target's armor value.
  6. If a target is pushed into terrain by a heavy crossbow, the target is pinned to the terrain, and cannot move until it spends an action to unpin itself.
Weapon Type Damage Range Cost Item Slot Cost Properties
Wrist Crossbow1,2,3,4 Projectile 1d6 6 100 gp 1 Reload 1, Snap fire
Light Crossbow1,3 Projectile 4d6 12 200 gp 2 Reload 1
Heavy Crossbow1,3,5,6 Projectile 8d6 12 200 gp 2 Armor penetration, pin, push 1, reload 3
Bayonet One-handed 3d6 - +15 gp 1  

 

Firearm

List of firearms
  1. Reload 2 weapons need to be reloaded by spending 2 actions.
  2. All firearms require Firearm Training expertise to use.
  3. Armor penetration weapons ignore half of their target's armor value.
  4. Weapons with Snap fire property do not require an action to attack with.
Weapon Type Damage Range Cost Item Slot Cost Properties
Pistol1,2,3,4 Projectile 2d6 Line 4 200 gp 1 Armor penetration, reload 2, snap fire
Shotgun1,2,3 Projectile 8d6 Cone 6 400 gp 2 Armor penetration, reload 2
Rifle1,2,3 Projectile 8d6 Line 12 400 gp 2 Armor penetration, reload 2
Bayonet One-handed 3d6 - +15 gp 1  

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