Equipment

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.