Handbook

Equipment

Rules

srd

SRD

Equipment

Assume a character owns at least one outfit of normal clothes. Pick any one of the following clothing outfits: artisan’s outfit, entertainer’s outfit, explorer’s outfit, monk’s outfit, peasant’s outfit, scholar’s outfit, or traveler’s outfit.

Wealth and Money

Coins

The most common coin is the gold piece (gp). A gold piece is worth 10 silver pieces. Each silver piece is worth 10 copper pieces (cp). In addition to copper, silver, and gold coins, there are also platinum pieces (pp), which are each worth 10 gp.

The standard coin weighs about a third of an ounce (fifty to the pound).

Table: Coins

————— Exchange Value ————

CPSPGPPP
Copper piece (cp) =11/101/1001/1,000
Silver piece (sp) =1011/101/100
Gold piece (gp) =1001011/10
Platinum piece (pp) =1,000100101

Wealth Other Than Coins

Merchants commonly exchange trade goods without using currency. As a means of comparison, some trade goods are detailed below.

Table: Trade Goods

CostItem
1 cpOne pound of wheat
2 cpOne pound of flour, or one chicken
1 spOne pound of iron
5 spOne pound of tobacco or copper
1 gpOne pound of cinnamon, or one goat
2 gpOne pound of ginger or pepper, or one sheep
3 gpOne pig
4 gpOne square yard of linen
5 gpOne pound of salt or silver
10 gpOne square yard of silk, or one cow
15 gpOne pound of saffron or cloves, or one ox
50 gpOne pound of gold
500 gpOne pound of platinum

Selling Loot

In general, a character can sell something for half its listed price.

Trade goods are the exception to the half-price rule. A trade good, in this sense, is a valuable good that can be easily exchanged almost as if it were cash itself.

Weapons

Weapon Categories

Weapons are grouped into several interlocking sets of categories.

These categories pertain to what training is needed to become proficient in a weapon’s use (simple, martial, or exotic), the weapon’s usefulness either in close combat (melee) or at a distance (ranged, which includes both thrown and projectile weapons), its relative encumbrance (light, one-handed, or two-handed), and its size (Small, Medium, or Large).

Simple, Martial, and Exotic Weapons: Anybody but a druid, monk, rogue, or wizard is proficient with all simple weapons. Barbarians, fighters, paladins, and rangers are proficient with all simple and all martial weapons. Characters of other classes are proficient with an assortment of mainly simple weapons and possibly also some martial or even exotic weapons. A character who uses a weapon with which he or she is not proficient takes a –4 penalty on attack rolls.

Melee and Ranged Weapons: Melee weapons are used for making melee attacks, though some of them can be thrown as well. Ranged weapons are thrown weapons or projectile weapons that are not effective in melee.

Reach Weapons: Glaives, guisarmes, lances, longspears, ranseurs, spiked chains, and whips are reach weapons. A reach weapon is a melee weapon that allows its wielder to strike at targets that aren’t adjacent to him or her. Most reach double the wielder’s natural reach, meaning that a typical Small or Medium wielder of such a weapon can attack a creature 10 feet away, but not a creature in an adjacent square. A typical Large character wielding a reach weapon of the appropriate size can attack a creature 15 or 20 feet away, but not adjacent creatures or creatures up to 10 feet away.

Double Weapons: Dire flails, dwarven urgroshes, gnome hooked hammers, orc double axes, quarterstaffs, and two-bladed swords are double weapons. A character can fight with both ends of a double weapon as if fighting with two weapons, but he or she incurs all the normal attack penalties associated with two-weapon combat, just as though the character were wielding a one-handed weapon and a light weapon.

The character can also choose to use a double weapon two handed, attacking with only one end of it. A creature wielding a double weapon in one hand can’t use it as a double weapon—only one end of the weapon can be used in any given round.

Thrown Weapons: Daggers, clubs, shortspears, spears, darts, javelins, throwing axes, light hammers, tridents, shuriken, and nets are thrown weapons. The wielder applies his or her Strength modifier to damage dealt by thrown weapons (except for splash weapons). It is possible to throw a weapon that isn’t designed to be thrown (that is, a melee weapon that doesn’t have a numeric entry in the Range Increment column on Table: Weapons), but a character who does so takes a –4 penalty on the attack roll. Throwing a light or one-handed weapon is a standard action, while throwing a two-handed weapon is a full-round action. Regardless of the type of weapon, such an attack scores a threat only on a natural roll of 20 and deals double damage on a critical hit. Such a weapon has a range increment of 10 feet.

Projectile Weapons: Light crossbows, slings, heavy crossbows, shortbows, composite shortbows, longbows, composite longbows, hand crossbows, and repeating crossbows are projectile weapons. Most projectile weapons require two hands to use (see specific weapon descriptions). A character gets no Strength bonus on damage rolls with a projectile weapon unless it’s a specially built composite shortbow, specially built composite longbow, or sling. If the character has a penalty for low Strength, apply it to damage rolls when he or she uses a bow or a sling.

Ammunition: Projectile weapons use ammunition: arrows (for bows), bolts (for crossbows), or sling bullets (for slings). When using a bow, a character can draw ammunition as a free action; crossbows and slings require an action for reloading. Generally speaking, ammunition that hits its target is destroyed or rendered useless, while normal ammunition that misses has a 50% chance of being destroyed or lost.

Although they are thrown weapons, shuriken are treated as ammunition for the purposes of drawing them, crafting masterwork or otherwise special versions of them (see Masterwork Weapons), and what happens to them after they are thrown.

Light, One-Handed, and Two-Handed Melee Weapons: This designation is a measure of how much effort it takes to wield a weapon in combat. It indicates whether a melee weapon, when wielded by a character of the weapon’s size category, is considered a light weapon, a one-handed weapon, or a two-handed weapon.

Light: A light weapon is easier to use in one’s off hand than a one-handed weapon is, and it can be used while grappling. A light weapon is used in one hand. Add the wielder’s Strength bonus (if any) to damage rolls for melee attacks with a light weapon if it’s used in the primary hand, or one-half the wielder’s Strength bonus if it’s used in the off hand. Using two hands to wield a light weapon gives no advantage on damage; the Strength bonus applies as though the weapon were held in the wielder’s primary hand only.

An unarmed strike is always considered a light weapon.

One-Handed: A one-handed weapon can be used in either the primary hand or the off hand. Add the wielder’s Strength bonus to damage rolls for melee attacks with a one-handed weapon if it’s used in the primary hand, or 1/2 his or her Strength bonus if it’s used in the off hand. If a one-handed weapon is wielded with two hands during melee combat, add 1-1/2 times the character’s Strength bonus to damage rolls.

Two-Handed: Two hands are required to use a two-handed melee weapon effectively. Apply 1-1/2 times the character’s Strength bonus to damage rolls for melee attacks with such a weapon.

Weapon Size: Every weapon has a size category. This designation indicates the size of the creature for which the weapon was designed.

A weapon’s size category isn’t the same as its size as an object. Instead, a weapon’s size category is keyed to the size of the intended wielder. In general, a light weapon is an object two size categories smaller than the wielder, a one-handed weapon is an object one size category smaller than the wielder, and a two-handed weapon is an object of the same size category as the wielder.

Inappropriately Sized Weapons: A creature can’t make optimum use of a weapon that isn’t properly sized for it. A cumulative –2 penalty applies on attack rolls for each size category of difference between the size of its intended wielder and the size of its actual wielder. If the creature isn’t proficient with the weapon a –4 nonproficiency penalty also applies.

The measure of how much effort it takes to use a weapon (whether the weapon is designated as a light, one-handed, or two-handed weapon for a particular wielder) is altered by one step for each size category of difference between the wielder’s size and the size of the creature for which the weapon was designed. If a weapon’s designation would be changed to something other than light, one-handed, or two-handed by this alteration, the creature can’t wield the weapon at all.

Improvised Weapons: Sometimes objects not crafted to be weapons nonetheless see use in combat. Because such objects are not designed for this use, any creature that uses one in combat is considered to be nonproficient with it and takes a –4 penalty on attack rolls made with that object. To determine the size category and appropriate damage for an improvised weapon, compare its relative size and damage potential to the weapon list to find a reasonable match. An improvised weapon scores a threat on a natural roll of 20 and deals double damage on a critical hit. An improvised thrown weapon has a range increment of 10 feet.

Weapon Qualities

Here is the format for weapon entries (given as column headings on Table: Weapons, below).

Cost: This value is the weapon’s cost in gold pieces (gp) or silver pieces (sp). The cost includes miscellaneous gear that goes with the weapon.

This cost is the same for a Small or Medium version of the weapon. A Large version costs twice the listed price.

Damage: The Damage columns give the damage dealt by the weapon on a successful hit. The column labeled “Dmg (S)” is for Small weapons. The column labeled “Dmg (M)” is for Medium weapons. If two damage ranges are given then the weapon is a double weapon. Use the second damage figure given for the double weapon’s extra attack. Table: Tiny and Large Weapon Damage gives weapon damage values for weapons of those sizes.

Table: Tiny and Large Weapon Damage

Medium Weapon DamageTiny Weapon DamageLarge Weapon Damage
1d2—1d3
1d311d4
1d41d21d6
1d61d31d8
1d81d42d6
1d101d62d8
1d121d83d6
2d41d42d6
2d61d83d6
2d81d103d8
2d102d64d8

Critical: The entry in this column notes how the weapon is used with the rules for critical hits. When your character scores a critical hit, roll the damage two, three, or four times, as indicated by its critical multiplier (using all applicable modifiers on each roll), and add all the results together.

Exception: Extra damage over and above a weapon’s normal damage is not multiplied when you score a critical hit.

x*2:* The weapon deals double damage on a critical hit.

x*3:* The weapon deals triple damage on a critical hit.

x*3/x*4: One head of this double weapon deals triple damage on a critical hit. The other head deals quadruple damage on a critical hit.

x*4:* The weapon deals quadruple damage on a critical hit.

19–20/*x*2: The weapon scores a threat on a natural roll of 19 or 20 (instead of just 20) and deals double damage on a critical hit. (The weapon has a threat range of 19–20.)

18–20/*x*2: The weapon scores a threat on a natural roll of 18, 19, or 20 (instead of just 20) and deals double damage on a critical hit. (The weapon has a threat range of 18–20.)

Range Increment: Any attack at less than this distance is not penalized for range. However, each full range increment imposes a cumulative –2 penalty on the attack roll. A thrown weapon has a maximum range of five range increments. A projectile weapon can shoot out to ten range increments.

Weight: This column gives the weight of a Medium version of the weapon. Halve this number for Small weapons and double it for Large weapons.

Type: Weapons are classified according to the type of damage they deal: bludgeoning, piercing, or slashing. Some monsters may be resistant or immune to attacks from certain types of weapons.

Some weapons deal damage of multiple types. If a weapon is of two types, the damage it deals is not half one type and half another; all of it is both types. Therefore, a creature would have to be immune to both types of damage to ignore any of the damage from such a weapon.

In other cases, a weapon can deal either of two types of damage. In a situation when the damage type is significant, the wielder can choose which type of damage to deal with such a weapon.

Special: Some weapons have special features. See the weapon descriptions for details.

Weapon Descriptions

Table: Weapons

Simple WeaponsCostDmg (S)Dmg (M)CriticalRange IncrementWeight<sup>1</sup>Type<sup>2</sup>
Unarmed Attacks
Gauntlet2 gp1d21d3x2—1 lb.Bludgeoning
Unarmed strike—1d2<sup>3</sup>1d3<sup>3</sup>x2——Bludgeoning
Light Melee Weapons
Dagger2 gp1d31d419–20/x210 ft.1 lb.Piercing or slashing
Dagger, punching2 gp1d31d4x3—1 lb.Piercing
Gauntlet, spiked5 gp1d31d4x2—1 lb.Piercing
Mace, light5 gp1d41d6x2—4 lb.Bludgeoning
Sickle6 gp1d41d6x2—2 lb.Slashing
One-Handed Melee Weapons
Club—1d41d6x210 ft.3 lb.Bludgeoning
Mace, heavy12 gp1d61d8x2—8 lb.Bludgeoning
Morningstar8 gp1d61d8x2—6 lb.Bludgeoning and piercing
Shortspear1 gp1d41d6x220 ft.3 lb.Piercing
Two-Handed Melee Weapons
Longspear<sup>4</sup>5 gp1d61d8x3—9 lb.Piercing
Quarterstaff<sup>5</sup>—1d4/1d41d6/1d6x2—4 lb.Bludgeoning
Spear2 gp1d61d8x320 ft.6 lb.Piercing
Ranged Weapons
Crossbow, heavy50 gp1d81d1019–20/x2120 ft.8 lb.Piercing
Bolts, crossbow (10)1 gp————1 lb.—
Crossbow, light35 gp1d61d819–20/x280 ft.4 lb.Piercing
Bolts, crossbow (10)1 gp————1 lb.—
Dart5 sp1d31d4x220 ft.1/2 lb.Piercing
Javelin1 gp1d41d6x230 ft.2 lb.Piercing
Sling—1d31d4x250 ft.0 lb.Bludgeoning
Bullets, sling (10)1 sp————5 lb.—
Martial WeaponsCostDmg (S)Dmg (M)CriticalRange IncrementWeight1Type<sup>2</sup>
Light Melee Weapons
Axe, throwing8 gp1d41d6x210 ft.2 lb.Slashing
Hammer, light1 gp1d31d4x220 ft.2 lb.Bludgeoning
Handaxe6 gp1d41d6x3—3 lb.Slashing
Kukri8 gp1d31d418–20/x2—2 lb.Slashing
Pick, light4 gp1d31d4x4—3 lb.Piercing
Sap1 gp1d4<sup>3</sup>1d6<sup>3</sup>x2—2 lb.Bludgeoning
Shield, lightspecial1d21d3x2—specialBludgeoning
Spiked armorspecial1d41d6x2—specialPiercing
Spiked shield, lightspecial1d31d4x2—specialPiercing
Sword, short10 gp1d41d619–20/x2—2 lb.Piercing
One-Handed Melee Weapons
Battleaxe10 gp1d61d8x3—6 lb.Slashing
Flail8 gp1d61d8x2—5 lb.Bludgeoning
Longsword15 gp1d61d819–20/x2—4 lb.Slashing
Pick, heavy8 gp1d41d6x4—6 lb.Piercing
Rapier20 gp1d41d618–20/x2—2 lb.Piercing
Scimitar15 gp1d41d618–20/x2—4 lb.Slashing
Shield, heavyspecial1d31d4x2—specialBludgeoning
Spiked shield, heavyspecial1d41d6x2—specialPiercing
Trident15 gp1d61d8x210 ft.4 lb.Piercing
Warhammer12 gp1d61d8x3—5 lb.Bludgeoning
Two-Handed Melee Weapons
Falchion75 gp1d62d418–20/x2—8 lb.Slashing
Glaive<sup>4</sup>8 gp1d81d10x3—10 lb.Slashing
Greataxe20 gp1d101d12x3—12 lb.Slashing
Greatclub5 gp1d81d10x2—8 lb.Bludgeoning
Flail, heavy15 gp1d81d1019–20/x2—10 lb.Bludgeoning
Greatsword50 gp1d102d619–20/x2—8 lb.Slashing
Guisarme<sup>4</sup>9 gp1d62d4x3—12 lb.Slashing
Halberd10 gp1d81d10x3—12 lb.Piercing or slashing
Lance<sup>4</sup>10 gp1d61d8x3—10 lb.Piercing
Ranseur<sup>4</sup>10 gp1d62d4x3—12 lb.Piercing
Scythe18 gp1d62d4x4—10 lb.Piercing or slashing
Ranged Weapons
Longbow75 gp1d61d8x3100 ft.3 lb.Piercing
Arrows (20)1 gp————3 lb.—
Longbow, composite100 gp1d61d8x3110 ft.3 lb.Piercing
Arrows (20)1 gp————3 lb.—
Shortbow30 gp1d41d6x360 ft.2 lb.Piercing
Arrows (20)1 gp————3 lb.—
Shortbow, composite75 gp1d41d6x370 ft.2 lb.Piercing
Arrows (20)1 gp————3 lb.—
Exotic WeaponsCostDmg (S)Dmg (M)CriticalRange IncrementWeight<sup>1</sup>Type<sup>2</sup>
Light Melee Weapons
Kama2 gp1d41d6x2—2 lb.Slashing
Nunchaku2 gp1d41d6x2—2 lb.Bludgeoning
Sai1 gp1d31d4x210 ft.1 lb.Bludgeoning
Siangham3 gp1d41d6x2—1 lb.Piercing
One-Handed Melee Weapons
Sword, bastard35 gp1d81d1019–20/x2—6 lb.Slashing
Waraxe, dwarven30 gp1d81d10x3—8 lb.Slashing
Whip<sup>4</sup>1 gp1d2<sup>3</sup>1d3<sup>3</sup>x22 lb.Slashing
Two-Handed Melee Weapons
Axe, orc double<sup>5</sup>60 gp1d6/1d61d8/1d8x3—15 lb.Slashing
Chain, spiked<sup>4</sup>25 gp1d62d4x2—10 lb.Piercing
Flail, dire<sup>5</sup>90 gp1d6/1d61d8/1d8x2—10 lb.Bludgeoning
Hammer,<br>gnome hooked<sup>5</sup>20 gp1d6/1d41d8/1d6x3/x4—6 lb.Bludgeoning and piercing
Sword, two-bladed<sup>5</sup>100 gp1d6/1d61d8/1d819–20/x2—10 lb.Slashing
Urgrosh, dwarven<sup>5</sup>50 gp1d6/1d41d8/1d6x3—12 lb.Slashing or piercing
Ranged Weapons
Bolas5 gp1d3<sup>3</sup>1d4<sup>3</sup>x210 ft.2 lb.Bludgeoning
Crossbow, hand100 gp1d31d419–20/x230 ft.2 lb.Piercing
Bolts (10)1 gp————1 lb.—
Crossbow,<br>repeating heavy400 gp1d81d1019–20/x2120 ft.12 lb.Piercing
Bolts (5)1 gp———1 lb.—
Crossbow,<br>repeating light250 gp1d61d819–20/x280 ft.6 lb.Piercing
Bolts (5)1 gp———1 lb.—
Net20 gp——10 ft.6 lb.—
Shuriken (5)1 gp11d2x210 ft.1/2 lb.Piercing
1 Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much.
2 When two types are given, the weapon is both types if the entry specifies “and,” or either type (player’s choice at time of attack) if the entry specifies “or.”
3 The weapon deals nonlethal damage rather than lethal damage.
4 Reach weapon.
5 Double weapon.

Weapons found on Table: Weapons that have special options for the wielder (“you”) are described below. Splash weapons are described under Special Substances and Items.

Crossbow, Repeating: The repeating crossbow (whether heavy or light) holds 5 crossbow bolts. As long as it holds bolts, you can reload it by pulling the reloading lever (a free action). Loading a new case of 5 bolts is a full-round action that provokes attacks of opportunity.

You can fire a repeating crossbow with one hand or fire a repeating crossbow in each hand in the same manner as you would a normal crossbow of the same size. However, you must fire the weapon with two hands in order to use the reloading lever, and you must use two hands to load a new case of bolts.

Masterwork Weapons

A masterwork weapon is a finely crafted version of a normal weapon. Wielding it provides a +1 enhancement bonus on attack rolls.

You can’t add the masterwork quality to a weapon after it is created; it must be crafted as a masterwork weapon (see the Craft skill). The masterwork quality adds 300 gp to the cost of a normal weapon (or 6 gp to the cost of a single unit of ammunition). Adding the masterwork quality to a double weapon costs twice the normal increase (+600 gp).

Masterwork ammunition is damaged (effectively destroyed) when used. The enhancement bonus of masterwork ammunition does not stack with any enhancement bonus of the projectile weapon firing it.

All magic weapons are automatically considered to be of masterwork quality. The enhancement bonus granted by the masterwork quality doesn’t stack with the enhancement bonus provided by the weapon’s magic.

Even though some types of armor and shields can be used as weapons, you can’t create a masterwork version of such an item that confers an enhancement bonus on attack rolls. Instead, masterwork armor and shields have lessened armor check penalties.

Armor

Armor Qualities

To wear heavier armor effectively, a character can select the Armor Proficiency feats, but most classes are automatically proficient with the armors that work best for them.

Armor and shields can take damage from some types of attacks.

Here is the format for armor entries (given as column headings on Table: Armor and Shields, below).

Cost: The cost of the armor for Small or Medium humanoid creatures. See Armor for Unusual Creatures, below, for armor prices for other creatures.

Armor/Shield Bonus: Each armor grants an armor bonus to AC, while shields grant a shield bonus to AC. The armor bonus from a suit of armor doesn’t stack with other effects or items that grant an armor bonus. Similarly, the shield bonus from a shield doesn’t stack with other effects that grant a shield bonus.

Maximum Dex Bonus: This number is the maximum Dexterity bonus to AC that this type of armor allows. Heavier armors limit mobility, reducing the wearer’s ability to dodge blows. This restriction doesn’t affect any other Dexterity-related abilities.

Even if a character’s Dexterity bonus to AC drops to 0 because of armor, this situation does not count as losing a Dexterity bonus to AC.

Your character’s encumbrance (the amount of gear he or she carries) may also restrict the maximum Dexterity bonus that can be applied to his or her Armor Class.

Shields: Shields do not affect a character’s maximum Dexterity bonus.

Armor Check Penalty: Any armor heavier than leather hurts a character’s ability to use some skills. An armor check penalty number is the penalty that applies to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble checks by a character wearing a certain kind of armor. Double the normal armor check penalty is applied to Swim checks. A character’s encumbrance (the amount of gear carried, including armor) may also apply an armor check penalty.

Shields: If a character is wearing armor and using a shield, both armor check penalties apply.

Nonproficient with Armor Worn: A character who wears armor and/or uses a shield with which he or she is not proficient takes the armor’s (and/or shield’s) armor check penalty on attack rolls and on all Strength-based and Dexterity-based ability and skill checks. The penalty for nonproficiency with armor stacks with the penalty for nonproficiency with shields.

Sleeping in Armor: A character who sleeps in medium or heavy armor is automatically fatigued the next day. He or she takes a –2 penalty on Strength and Dexterity and can’t charge or run. Sleeping in light armor does not cause fatigue.

Arcane Spell Failure: Armor interferes with the gestures that a spellcaster must make to cast an arcane spell that has a somatic component. Arcane spellcasters face the possibility of arcane spell failure if they’re wearing armor. Bards can wear light armor without incurring any arcane spell failure chance for their bard spells.

Casting an Arcane Spell in Armor: A character who casts an arcane spell while wearing armor must usually make an arcane spell failure roll. The number in the Arcane Spell Failure Chance column on Table: Armor and Shields is the chance that the spell fails and is ruined. If the spell lacks a somatic component, however, it can be cast with no chance of arcane spell failure.

Shields: If a character is wearing armor and using a shield, add the two numbers together to get a single arcane spell failure chance.

Speed: Medium or heavy armor slows the wearer down. The number on Table: Armor and Shields is the character’s speed while wearing the armor. Humans, elves, half-elves, and half-orcs have an unencumbered speed of 30 feet.

They use the first column. Dwarves, gnomes, and halflings have an unencumbered speed of 20 feet. They use the second column. Remember, however, that a dwarf ’s land speed remains 20 feet even in medium or heavy armor or when carrying a medium or heavy load.

Shields: Shields do not affect a character’s speed.

Weight: This column gives the weight of the armor sized for a Medium wearer. Armor fitted for Small characters weighs half as much, and armor for Large characters weighs twice as much.

Table: Armor and Shields

–— Speed —–

ArmorCostArmor/Shield<br>BonusMaximum<br>Dex BonusArmor<br>Check PenaltyArcane Spell<br>Failure Chance(30 ft.)(20 ft.)Weight<sup>1</sup>
Light armor
Padded5 gp+1+805%30 ft.20 ft.10 lb.
Leather10 gp+2+6010%30 ft.20 ft.15 lb.
Studded leather25 gp+3+5–115%30 ft.20 ft.20 lb.
Chain shirt100 gp+4+4–220%30 ft.20 ft.25 lb.
Medium armor
Hide15 gp+3+4–320%20 ft.15 ft.25 lb.
Scale mail50 gp+4+3–425%20 ft.15 ft.30 lb.
Chainmail150 gp+5+2–530%20 ft.15 ft.40 lb.
Breastplate200 gp+5+3–425%20 ft.15 ft.30 lb.
Heavy armor
Splint mail200 gp+6+0–740%20 ft.<sup>2</sup>15 ft.<sup>2</sup>45 lb.
Banded mail250 gp+6+1–635%20 ft.<sup>2</sup>15 ft.<sup>2</sup>35 lb.
Half-plate600 gp+7+0–740%20 ft.<sup>2</sup>15 ft.<sup>2</sup>50 lb.
Full plate1,500 gp+8+1–635%20 ft.<sup>2</sup>15 ft.<sup>2</sup>50 lb.
Shields
Buckler15 gp+1—–15%——5 lb.
Shield, light wooden3 gp+1—–15%——5 lb.
Shield, light steel9 gp+1—–15%——6 lb.
Shield, heavy wooden7 gp+2—–215%——10 lb.
Shield, heavy steel20 gp+2—–215%——15 lb.
Shield, tower30 gp+4<sup>3</sup>+2–1050%——45 lb.
Extras
Armor spikes+50 gp——————+10 lb.
Gauntlet, locked8 gp——Special<sup>4</sup>——+5 lb.
Shield spikes+10 gp——————+5 lb.
1 Weight figures are for armor sized to fit Medium characters. Armor fitted for Small characters weighs half as much, and armor fitted for Large characters weighs twice as much.
2 When running in heavy armor, you move only triple your speed, not quadruple.
3 A tower shield can instead grant you cover. See the description.
4 Hand not free to cast spells.

Armor Descriptions

Any special benefits or accessories to the types of armor found on Table: Armor and Shields are described below.

Masterwork Armor

Just as with weapons, you can purchase or craft masterwork versions of armor or shields. Such a well-made item functions like the normal version, except that its armor check penalty is lessened by 1.

A masterwork suit of armor or shield costs an extra 150 gp over and above the normal cost for that type of armor or shield.

The masterwork quality of a suit of armor or shield never provides a bonus on attack or damage rolls, even if the armor or shield is used as a weapon.

All magic armors and shields are automatically considered to be of masterwork quality.

You can’t add the masterwork quality to armor or a shield after it is created; it must be crafted as a masterwork item.

Armor for Unusual Creatures

Armor and shields for unusually big creatures, unusually little creatures, and nonhumanoid creatures have different costs and weights from those given on Table: Armor and Shields. Refer to the appropriate line on the table below and apply the multipliers to cost and weight for the armor type in question.

HumanoidNonhumanoid
SizeCostWeightCostWeight
Tiny or smaller<sup>1</sup>x1/2x1/10x1x1/10
Smallx1x1/2x2x1/2
Mediumx1x1x2x1
Largex2x2x4x2
Hugex4x5x8x5
Gargantuanx8x8x16x8
Colossalx16x12x32x12
1 Divide armor bonus by 2.

Getting Into and Out of Armor

The time required to don armor depends on its type; see Table: Donning Armor.

Don: This column tells how long it takes a character to put the armor on. (One minute is 10 rounds.) Readying (strapping on) a shield is only a move action.

Don Hastily: This column tells how long it takes to put the armor on in a hurry. The armor check penalty and armor bonus for hastily donned armor are each 1 point worse than normal.

Remove: This column tells how long it takes to get the armor off. Loosing a shield (removing it from the arm and dropping it) is only a move action.

Table: Donning Armor

Armor TypeDonDon HastilyRemove
Shield (any)1 move actionn/a1 move action
Padded, leather, hide, studded leather, or chain shirt1 minute5 rounds1 minute<sup>1</sup>
Breastplate, scale mail, chainmail, banded mail, or splint mail4 minutes<sup>1</sup>1 minute1 minute<sup>1</sup>
Half-plate or full plate4 minutes<sup>2</sup>4 minutes<sup>1</sup>1d4+1 minutes<sup>1</sup>
1 If the 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.
2 The wearer must have help to don this armor. Without help, it can be donned only hastily.

Goods and Services

Table: Goods and Services

Adventuring Gear

ItemCostWeight
Backpack (empty)2 gp2 lb.<sup>1</sup>
Barrel (empty)2 gp30 lb.
Basket (empty)4 sp1 lb.
Bedroll1 sp5 lb.<sup>1</sup>
Bell1 gp—
Blanket, winter5 sp3 lb.<sup>1</sup>
Block and tackle5 gp5 lb.
Bottle, wine, glass2 gp—
Bucket (empty)5 sp2 lb.
Caltrops1 gp2 lb.
Candle1 cp—
Canvas (sq. yd.)1 sp1 lb.
Case, map or scroll1 gp1/2 lb.
Chain (10 ft.)30 gp2 lb.
Chalk, 1 piece1 cp—
Chest (empty)2 gp25 lb.
Crowbar2 gp5 lb.
Firewood (per day)1 cp20 lb.
Fishhook1 sp—
Fishing net, 25 sq. ft.4 gp5 lb.
Flask (empty)3 cp1-1/2 lb.
Flint and steel1 gp—
Grappling hook1 gp4 lb.
Hammer5 sp2 lb.
Ink (1 oz. vial)8 gp—
Inkpen1 sp—
Jug, clay3 cp9 lb.
Ladder, 10-foot5 cp20 lb.
Lamp, common1 sp1 lb.
Lantern, bullseye12 gp3 lb.
Lantern, hooded7 gp2 lb.
Lock1 lb.
Very simple20 gp1 lb.
Average40 gp1 lb.
Good80 gp1 lb.
Amazing150 gp1 lb.
Manacles15 gp2 lb.
Manacles, masterwork50 gp2 lb.
Mirror, small steel10 gp1/2 lb.
Mug/Tankard, clay2 cp1 lb.
Oil (1-pint flask)1 sp1 lb.
Paper (sheet)4 sp—
Parchment (sheet)2 sp—
Pick, miner’s3 gp10 lb.
Pitcher, clay2 cp5 lb.
Piton1 sp1/2 lb.
Pole, 10-foot2 sp8 lb.
Pot, iron5 sp10 lb.
Pouch, belt (empty)1 gp1/2 lb.<sup>1</sup>
Ram, portable10 gp20 lb.
Rations, trail (per day)5 sp1 lb.<sup>1</sup>
Rope, hempen (50 ft.)1 gp10 lb.
Rope, silk (50 ft.)10 gp5 lb.
Sack (empty)1 sp1/2 lb.<sup>1</sup>
Sealing wax1 gp1 lb.
Sewing needle5 sp—
Signal whistle8 sp—
Signet ring5 gp—
Sledge1 gp10 lb.
Soap (per lb.)5 sp1 lb.
Spade or shovel2 gp8 lb.
Spyglass1,000 gp1 lb.
Tent10 gp20 lb.<sup>1</sup>
Torch1 cp1 lb.
Vial, ink or potion1 gp1/10 lb.
Waterskin1 gp4 lb.<sup>1</sup>
Whetstone2 cp1 lb.
Special Substances and Items
ItemCostWeight
Acid (flask)10 gp1 lb.
Alchemist’s fire (flask)20 gp1 lb.
Antitoxin (vial)50 gp—
Everburning torch110 gp1 lb.
Holy water (flask)25 gp1 lb.
Smokestick20 gp1/2 lb.
Sunrod2 gp1 lb.
Tanglefoot bag50 gp4 lb.
Thunderstone30 gp1 lb.
Tindertwig1 gp—
Tools and Skill Kits
ItemCostWeight
Alchemist’s lab500 gp40 lb.
Artisan’s tools5 gp5 lb.
Artisan’s tools, masterwork55 gp5 lb.
Climber’s kit80 gp5 lb.<sup>1</sup>
Disguise kit50 gp8 lb.<sup>1</sup>
Healer’s kit50 gp1 lb.
Holly and mistletoe——
Holy symbol, wooden1 gp—
Holy symbol, silver25 gp1 lb.
Hourglass25 gp1 lb.
Magnifying glass100 gp—
Musical instrument, common5 gp3 lb.<sup>1</sup>
Musical instrument, masterwork100 gp3 lb.<sup>1</sup>
Scale, merchant’s2 gp1 lb.
Spell component pouch5 gp2 lb.
Spellbook, wizard’s (blank)15 gp3 lb.
Thieves’ tools30 gp1 lb.
Thieves’ tools, masterwork100 gp2 lb.
Tool, masterwork50 gp1 lb.
Water clock1,000 gp200 lb.
Clothing
ItemCostWeight
Artisan’s outfit1 gp4 lb.<sup>1</sup>
Cleric’s vestments5 gp6 lb.<sup>1</sup>
Cold weather outfit8 gp7 lb.<sup>1</sup>
Courtier’s outfit30 gp6 lb.<sup>1</sup>
Entertainer’s outfit3 gp4 lb.<sup>1</sup>
Explorer’s outfit10 gp8 lb.<sup>1</sup>
Monk’s outfit5 gp2 lb.<sup>1</sup>
Noble’s outfit75 gp10 lb.<sup>1</sup>
Peasant’s outfit1 sp2 lb.<sup>1</sup>
Royal outfit200 gp15 lb.<sup>1</sup>
Scholar’s outfit5 gp6 lb.<sup>1</sup>
Traveler’s outfit1 gp5 lb.<sup>1</sup>
Food, Drink, and Lodging
ItemCostWeight
Ale
Gallon2 sp8 lb.
Mug4 cp1 lb.
Banquet (per person)10 gp—
Bread, per loaf2 cp1/2 lb.
Cheese, hunk of1 sp1/2 lb.
Inn stay (per day)
Good2 gp—
Common5 sp—
Poor2 sp—
Meals (per day)
Good5 sp—
Common3 sp—
Poor1 sp—
Meat, chunk of3 sp1/2 lb.
Wine
Common (pitcher)2 sp6 lb.
Fine (bottle)10 gp1-1/2 lb.
Mounts and Related Gear
ItemCostWeight
Barding
Medium creaturex2x1
Large creaturex4x2
Bit and bridle2 gp1 lb.
Dog, guard25 gp—
Dog, riding150 gp—
Donkey or mule8 gp—
Feed (per day)5 cp10 lb.
Horse
Horse, heavy200 gp—
Horse, light75 gp—
Pony30 gp—
Warhorse, heavy400 gp—
Warhorse, light150 gp—
Warpony100 gp—
Saddle
Military20 gp30 lb.
Pack5 gp15 lb.
Riding10 gp25 lb.
Saddle, Exotic
Military60 gp40 lb.
Pack15 gp20 lb.
Riding30 gp30 lb.
Saddlebags4 gp8 lb.
Stabling (per day)5 sp—
Transport
ItemCostWeight
Carriage100 gp600 lb.
Cart15 gp200 lb.
Galley30,000 gp—
Keelboat3,000 gp—
Longship10,000 gp—
Rowboat50 gp100 lb.
Oar2 gp10 lb.
Sailing ship10,000 gp—
Sled20 gp300 lb.
Wagon35 gp400 lb.
Warship25,000 gp—
Spellcasting and Services
ServiceCost
Coach cab3 cp per mile
Hireling, trained3 sp per day
Hireling, untrained1 sp per day
Messenger2 cp per mile
Road or gate toll1 cp
Ship’s passage1 sp per mile
Spell, 0-levelCaster level x 5 gp<sup>2</sup>
Spell, 1st-levelCaster level x 10 gp<sup>2</sup>
Spell, 2nd-levelCaster level x 20 gp<sup>2</sup>
Spell, 3rd-levelCaster level x 30 gp<sup>2</sup>
Spell, 4th-levelCaster level x 40 gp<sup>2</sup>
Spell, 5th-levelCaster level x 50 gp<sup>2</sup>
Spell, 6th-levelCaster level x 60 gp<sup>2</sup>
Spell, 7th-levelCaster level x 70 gp<sup>2</sup>
Spell, 8th-levelCaster level x 80 gp<sup>2</sup>
Spell, 9th-levelCaster level x 90 gp<sup>2</sup>
— No weight, or no weight worth noting.
1 These items weigh one-quarter this amount when made for Small characters. Containers for Small characters also carry one-quarter the normal amount.
2 See spell description for additional costs. If the additional costs put the spell’s total cost above 3,000 gp, that spell is not generally available.

Adventuring Gear

few of the pieces of adventuring gear found on Table: Goods and Services are described below, along with any special benefits they confer on the user (“you”).

Special Substances and Items

Any of these substances except for the everburning torch and holy water can be made by a character with the Craft (alchemy) skill.

Food, Drink, and Lodging

Inn: Poor accommodations at an inn amount to a place on the floor near the hearth. Common accommodations consist of a place on a raised, heated floor, the use of a blanket and a pillow. Good accommodations consist of a small, private room with one bed, some amenities, and a covered chamber pot in the corner.

Saddle, Military: A military saddle braces the rider, providing a +2 circumstance bonus on Ride checks related to staying in the saddle. If you’re knocked unconscious while in a military saddle, you have a 75% chance to stay in the saddle (compared to 50% for a riding saddle).

Saddle, Pack: A pack saddle holds gear and supplies, but not a rider. It holds as much gear as the mount can carry.

Saddle, Riding: The standard riding saddle supports a rider.

Transport

Carriage: This four-wheeled vehicle can transport as many as four people within an enclosed cab, plus two drivers. In general, two horses (or other beasts of burden) draw it. A carriage comes with the harness needed to pull it.

Spellcasting and Services

Sometimes the best solution for a problem is to hire someone else to take care of it.

Special Materials

In addition to magic items created with spells, some substances have innate special properties.

If you make a suit of armor or weapon out of more than one special material, you get the benefit of only the most prevalent material. However, you can build a double weapon with each head made of a different special material.

Special Weapons Materials

Each of the special materials described below has a definite game effect. Some creatures have damage reduction based on their creature type or core concept. Some are resistant to all but a special type of damage, such as that dealt by evil-aligned weapons or bludgeoning weapons. Others are vulnerable to weapons of a particular material. Characters may choose to carry several different types of weapons, depending upon the campaign and types of creatures they most commonly encounter.

Adamantine: This ultrahard metal adds to the quality of a weapon or suit of armor. Weapons fashioned from adamantine have a natural ability to bypass hardness when sundering weapons or attacking objects, ignoring hardness less than 20. Armor made from adamantine grants its wearer damage reduction of 1/– if it’s light armor, 2/– if it’s medium armor, and 3/– if it’s heavy armor. Adamantine is so costly that weapons and armor made from it are always of masterwork quality; the masterwork cost is included in the prices given below. Thus, adamantine weapons and ammunition have a +1 enhancement bonus on attack rolls, and the armor check penalty of adamantine armor is lessened by 1 compared to ordinary armor of its type. Items without metal parts cannot be made from adamantine. An arrow could be made of adamantine, but a quarterstaff could not.

Only weapons, armor, and shields normally made of metal can be fashioned from adamantine. Weapons, armor and shields normally made of steel that are made of adamantine have one-third more hit points than normal. Adamantine has 40 hit points per inch of thickness and hardness 20.

Type of Adamantine ItemItem Cost Modifier
Ammunition+60 gp
Light armor+5,000 gp
Medium armor+10,000 gp
Heavy armor+15,000 gp
Weapon+3,000 gp

Darkwood: This rare magic wood is as hard as normal wood but very light. Any wooden or mostly wooden item (such as a bow, an arrow, or a spear) made from darkwood is considered a masterwork item and weighs only half as much as a normal wooden item of that type. Items not normally made of wood or only partially of wood (such as a battleaxe or a mace) either cannot be made from darkwood or do not gain any special benefit from being made of darkwood. The armor check penalty of a darkwood shield is lessened by 2 compared to an ordinary shield of its type. To determine the price of a darkwood item, use the original weight but add 10 gp per pound to the price of a masterwork version of that item.

Darkwood has 10 hit points per inch of thickness and hardness 5.

Dragonhide: Armorsmiths can work with the hides of dragons to produce armor or shields of masterwork quality. One dragon produces enough hide for a single suit of masterwork hide armor for a creature one size category smaller than the dragon. By selecting only choice scales and bits of hide, an armorsmith can produce one suit of masterwork banded mail for a creature two sizes smaller, one suit of masterwork half-plate for a creature three sizes smaller, or one masterwork breastplate or suit of full plate for a creature four sizes smaller. In each case, enough hide is available to produce a small or large masterwork shield in addition to the armor, provided that the dragon is Large or larger.

Because dragonhide armor isn’t made of metal, druids can wear it without penalty.

Dragonhide armor costs double what masterwork armor of that type ordinarily costs, but it takes no longer to make than ordinary armor of that type.

Dragonhide has 10 hit points per inch of thickness and hardness 10.

Iron, Cold: This iron, mined deep underground, known for its effectiveness against fey creatures, is forged at a lower temperature to preserve its delicate properties. Weapons made of cold iron cost twice as much to make as their normal counterparts. Also, any magical enhancements cost an additional 2,000 gp.

Items without metal parts cannot be made from cold iron. An arrow could be made of cold iron, but a quarterstaff could not.

A double weapon that has only half of it made of cold iron increases its cost by 50%.

Cold iron has 30 hit points per inch of thickness and hardness 10.

Mithral: Mithral is a very rare silvery, glistening metal that is lighter than iron but just as hard. When worked like steel, it becomes a wonderful material from which to create armor and is occasionally used for other items as well. Most mithral armors are one category lighter than normal for purposes of movement and other limitations. Heavy armors are treated as medium, and medium armors are treated as light, but light armors are still treated as light. Spell failure chances for armors and shields made from mithral are decreased by 10%, maximum Dexterity bonus is increased by 2, and armor check penalties are lessened by 3 (to a minimum of 0).

An item made from mithral weighs half as much as the same item made from other metals. In the case of weapons, this lighter weight does not change a weapon’s size category or the ease with which it can be wielded (whether it is light, one-handed, or two-handed). Items not primarily of metal are not meaningfully affected by being partially made of mithral. (A longsword can be a mithral weapon, while a scythe cannot be.)

Weapons or armors fashioned from mithral are always masterwork items as well; the masterwork cost is included in the prices given below.

Mithral has 30 hit points per inch of thickness and hardness 15.

Type of Mithral ItemItem Cost Modifier
Light armor+1,000 gp
Medium armor+4,000 gp
Heavy armor+9,000 gp
Shield+1,000 gp
Other items+500 gp/lb.

Silver, Alchemical: A complex process involving metallurgy and alchemy can bond silver to a weapon made of steel so that it bypasses the damage reduction of creatures such as lycanthropes.

On a successful attack with a silvered weapon, the wielder takes a –1 penalty on the damage roll (with the usual minimum of 1 point of damage). The alchemical silvering process can’t be applied to nonmetal items, and it doesn’t work on rare metals such as adamantine, cold iron, and mithral.

Alchemical silver has 10 hit points per inch of thickness and hardness 8.

Type of Alchemical Silver ItemItem Cost Modifier
Ammunition+2 gp
Light weapon+20 gp
One-handed weapon, or one head of a double weapon+90 gp
Two-handed weapon, or both heads of a double weapon+180 gp

In our game

Our implementation: Not implemented yet. Engine coverage is added here as rules slices land.

Open Game Content from the System Reference Document 3.5, used under the Open Game License 1.0a.