Equipment
Table of Contents
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Adventuring Gear
For the time being, just use the D&D 4e equipment list for general adventuring goods.
Item | Weight | Cost | Description |
Adventuring Pack | ?? | ?? | The adventuring pack contains all the basic goods a young adventurer needs.* |
* Backpack, Bedroll, Chalk (3), Clothes, Identification Papers, Rations (10 days), Rope (50'), Torch x2, Waterskin
Armor
Category | Bonus | Speed | Penalty | Examples |
Cloth | +0 | 8 | n/a | Robes, Clothing |
Leather | +1 | 8 | -1 | Studded Leather |
Chain | +2 | 7 | -2 | Chainmail, Elven Chain Shirt |
Scale | +3 | 6 | -3 | Scalemail, Dragonscale Hide, |
Plate | +4 | 5 | -4 | Plate Mail, Half-Plate & CHain |
Shield1 | +1 | n/a | -1 | Buckler, Heavy Shield, Kite Shield |
1 — The modifiers for shields stacks with the armor modifiers. A character with Scale armor and a Shield would have a total +4 bonus to armor and a -4 penalty to skills with an armor check. |
Implements
Category | Range | Damage | Trait |
No Implement | 5/10 | 1d4 | Channeled — Take a -1 penalty to attack rolls |
Unworked | 10/20 | 1d6 | Wild — Odd attack rolls cause unpredictable results |
Crafted | 15/30 | 1d8 | Focused — Inflicts an additional +1 damage if off-hand is empty |
Mastercrafted | 20/40 | 1d10 | Accuracy — Exclude up to one ally per tier from your blast or burst attacks |
Exceptional | 25/50 | 1d12 | Masterwork — Gain a +1 item bonus to attack and damage rolls |
Additional Implement Traits
Players may choose to add one of the following traits to an implement at the cost of reducing its damage and range category by one step to a minimum of 5/10 range and 1d4 damage.
Trait | Description |
Binding | Binding implements impose a -2 penalty to saving throws to remove conditions with a save ends duration. |
Defensive | Defensive implements provide a +1 item bonus to all defenses while wielded. |
Weapons
Category | Range | Damage | Trait |
Improvised | 5/10 | 1d4 | Unwieldly — Take a -1 penalty to attack rolls |
Light | 10/20 | 1d6 | Balanced — May be wielded in either hand or used as an offhand weapon |
Medium | 15/30 | 1d8 | Versatile — Inflicts an additional +1 damage if wielded in two hands |
Heavy | 20/40 | 1d10 | Brutal 2 — Re-roll a result of a 1 or 2 on damage rolls |
Superior | 25/50 | 1d12 | Masterwork — Gain a +1 item bonus to attack and damage rolls |
Additional Weapon Traits
Players may choose to add one of the following traits to a weapon at the cost of reducing its damage and range category by one step to a minimum of 5/10 range and 1d4 damage.
Trait | Description |
Defensive | Defensive weapons provide a +1 item bonus to all defenses while wielded. |
Heavy Thrown | Heavy thrown weapons have their damage and range reduced by one category to a minimum of 5/10 and 1d4, but allows the character to use their Melee AP instead of Missile AP with ranged attacks using a weapon with this trait. |