Equipment
Differently Sized Shields and Armor
Bonuses and penalties do not change for each creature based on size. However, armor weight is halved when made for a small creature and doubled when made for a large creature. Prices do not change. Wearing improperly sized armor is not practical for combat and those attempting to do so suffer from disadvantage on all physical based skill checks.
Ammunition
It costs 5 gp for 20 bolts or arrows, each arrow ways 1/4lbs (5lbs for a 20 stack). A quiver holds 200 arrows, weighs 2lbs, and costs 4gp. A bolt case holds 200 bolts, weighs 1lb, and costs 4gp.
Properties
Finesse. When dealing damage with this weapon you can add your Precision modifier to the damage instead of your Strength modifier.
Heavy. Small creatures have a challenging time using this weapon, suffering a disadvantage on attack rolls. Heavy weapons automatically break other weapons if the defender fails a block check to parry.
Light. This weapon can be used in your off-hand if you are fighting with two weapons.
Thrown. You can throw this weapon. Use your Precision modifier or Strength modifier when calculating the damage.
Two-handed. This weapon requires two hands to be used effectively.
Reach. This weapon is long and extends your normal melee reach by 5ft.
Differently Sized Weapons
A weapon sized differently than medium will have similar properties but twice the weight and cost if large and half the weight if small. Additionally, a small weapon will have one size smaller damage dice and a large weapon will have one larger sized damage dice: 1 > 1d4 > 1d6 > 1d8 or 2d4 > 1d10 > 1d12 or 2d6 > 2d8. Disadvantage on weapon attacks occur when large creatures use small weapons and small creatures using large weapons.
Adventure Gear
Alchemy Supplies
Acid. A yellowish red fuming substance kept in a glass vial for storage. This concentrated acid can deal 1d6 damage if used offensively and will eat through a small amount of metal.
Alembic. A stilling device used for concentrating liquids, producing alcohol, or extracting oils. It consists of two glass containers (a retort and flask) and requires fire to operate. It takes approximately 1 hour to extract 4 ounces of fluid.
Burner. A device that holds up to 1 pint of oil as a heat source with an igniter. The fire can be controlled, and it is specifically designed to heat containers with precise temperatures.
Calcinator. A tall metallic container with a fuel. It is used to calcinate, heating metals and other solids to remove impurities. A fire is required to operate a Calcinator.
Flask. A glass container that holds up to 1 pint of fluid. Used for storing precious or volatile liquids.
Funnel. A glass funnel that allows some precision in transferring fluids.
Mortar and Pestle. A stone bowl with a crushing utensil. It is used for grinding materials into powder or paste.
Recipe Book. A book that contains 25 bound blank pages, the pages are made of fire and acid resistant paper.
Vial. A small glass vial. It holds 4 ounces of fluid or powder.
Cleric Supplies
Censer. A metal container for burning 1 block of incense. Small holes in the container lets the smoke from the incense escape.
Holy Water. A vial of water, blessed by the gods. It is used for some rituals and ceremonies. It acts like acid to demons and undead, dealing 2d6 damage if the vial is poured or broken against one of these creatures.
Incense. Compacted dry herbs and magic oils used for ritualistic burning. Breathing in the smoke allows you to reach an altered state of mind for 1 minute. Stronger incenses are more expensive but allow you to reach a higher mind state and gain knowledge of more powerful divine spells. While in this state you can gain knowledge of divine spells based on the incense: Elementary 25gp, Simple 50gp, Standard 200gp, or Major 600gp.
Medallion. An iron symbol usually worn around your neck. It represents a particular deity or sometimes some other idea or organization.
Vestments. A special priestly garment that goes over normal clothing and armor. Vestments are usually worn when performing rituals and ceremonies. They are often embroidered with symbols or colors of significance to a particular deity.
Locksmithing Supplies
Ball and Chain. A cuff and chain connected to a large stone block. It is designed to make movement extremely difficult, as the cuff is locked to the leg.
Crowbar. A bent rod that helps gain leverage. It doubles your Strength score when determining your strength for leverage, such as breaking a door, or moving a heavy object a few inches.
Lockpicks. A small leather kit containing probes and files. These are required for picking locks.
Manacles. A set of metal cuffs meant to be locked around hands or legs. It has a short chain connected between the cuffs.
Padlock. A small simple lock and comes with a small key when purchased.
Ram. A large and heavy cylinder designed to bust through doors. It adds +4 to an athletics check to break down doors.
Medical Supplies
Alcohol. Medical alcohol is 70% to 90% alcohol. It helps prevent infection and disease caused by exposed wounds. There is enough in this 1-pint flask for 8 applications.
Antitoxin. An antitoxin is a mix of fermented herbal ingredients and animal parts, made to neutralize a poison. A vial holds 4 doses, each dose allows 2 poison resistance rerolls on the poisoned creature’s turn, if ingested. The poison resistance chance also increases to 5 in 6 if injected.
Bandage. A wrap of cloth used to stop bleeding.
Curative. A tablet of various pressed remedies to help cure diseases. Once taken it increases your disease resistance chance for your next roll to 4 in 6.
Gauze. A mesh of cloth used to dress an abrasion.
Injector. A device that allows injection of up to 1 ounce of liquid directly into the bloodstream. Harmful liquids deal triple damage they would normally deal (minimum 3d6 damage) but attacking with an injector is a turn action and counts as an improvised weapon.
Med Kit. A medical kit contains several things needed to treat injuries and disease. 10 bandages, 10 gauze, surgery utensils, suture kit, ointment, alcohol, and antitoxin.
Ointment. A mix of herbs and natural ingredients processed into a balm designed to treat external wounds.
Siphon. A specialized piece of equipment that can be used for extracting blood, or ‘dripping’ a fluid into the bloodstream of a patient.
Splint. A wooden splint and wrap used to help broken bones heal.
Suture Kit. A sturdy black thread and a thick bent needle. Used for sewing a laceration
Surgery Utensils. A leather case containing a scalpel, probe, forceps, a small saw, tweezers, and scissors.
Musical Instruments
Bow. Animal or monster hair is straightened and tensed by a flatten rod. The bow is used in conjunction with stringed instruments to produce a different sound than strumming.
Drum. An animal or monster hide is stretched over a hollowed material, usually wood. A drum can vary in size but usually requires a strap to hold the drum to the body, it then can be played with one hand or two. Hitting the hide in various places causes different pitches. The larger the drum the lower the pitch.
Flute. A small sized instrument that can be held and played with one hand or two. The flute can be made with almost any solid material. Breath is blown through the mouthpiece of the flute and the notes of the flute are controlled by covering holes with fingertips.
Harp. A large sized instrument that must be held and played with two hands. A harp has its strings tightened in a vertical pattern with its strings exposed. It produces a large array of light sounds when strummed.
Horn. A small sized instrument that can be held and played with one hand. A horn is usually made from a beast or monster horn, hollowed out. The horn has a limited range of sounds and is played by blowing through the mouthpiece.
Lute. A medium sized instrument that must be played in two hands. It is made of wood or bone, with strings that are pulled to tension over a music hole. The music hole is a hollow area of the instrument that produces a reverberation when the strings are strummed.
Oud. A small sized instrument that is played with two hands. It is similar to a lute but produces a higher pitch because of its smaller size.
Stick. A specialized stick used for hitting a drum. The head of the stick can vary, depending on the type of sound desired from the drum.
Theorbo. A large sized instrument that must be held with two hands. It is similar to a lute but produces a lower pitch because of its greater size.
Survival Equipment
Backpack. A container made of leather or cloth that can be strapped to your back. It holds 1 cubic feet or 30 lbs of gear.
Bedroll. A cloth sleeping bag with a pillow.
Climbing Kit. A collection of pitons and anchors with a small hammer. Does not include a rope which is required to connect the pitons and anchors for climbing. Using a climbing kit allows you to scale a surface without requiring a roll but slows your movement to 5ft per move action.
Lantern. A light source that holds up to 1 pint of oil as fuel. The oil burns at 2 oz per hour (8 hours total) and lights a radius of 30ft of bright light then 30ft of dim light.
Mess Kit. A small leather pouch containing tin utensils: a small pot, a spoon, a cutting utensil, and a small plate.
Oil. A pint of oil held in a flask.
Tent. A simple tent of canvas that folds out to make a small shelter that holds up to 4 people.
Tinderbox. A small tin box with flint and steel. Lighting a flammable object takes an action.
Torch. A torch is a piece of wood with a fuel-soaked cloth wrapped around one end. The torch acts as a light source providing bright light in a 20ft radius and 20ft dim light for 1 hour.
Ration. A collection of nutritional dried foods. Each ration provides a full meal for a medium creature.
Rope. A hempen made rope that is 50ft long. It can withstand 600lbs before breaking.
Waterskin. A waterskin is made of animal or monster skin and holds up to 4 pints of liquid (4 days of water).
Wizard Supplies
Folder. A container designed to hold paper and vellum, made of leather, and closed with a string. It can hold up to 100 pages.
Ink. Inks come in black, blue, and sometimes red. There is enough ink in a vial to cover 100 pages.
Paper. A paper made of wood pulp or Vellum (animal skin). It can be book-sized (1 page) or scroll sized (5-page equivalent). A page can record a single spell.
Quill. A writing utensil for transferring ink to paper or vellum.
Scroll Case. A container designed to hold paper and vellum scrolls, made of leather or metal. It can contain up to 200 rolled up scrolls.
Scrolls. A scroll already inscribed with a spell or alchemy recipe varies in price, depending on the power of the spell: Elementary 25gp, Simple 50gp, Standard 200gp, Major 600gp. More powerful spells are much rarer and usually cannot be purchased.
Spell Book. A spell book contains 50 bound blank pages.
Staff. (10hp) A long wooden staff, carved with runes. If you are holding a staff and receive mana burn damage, you can choose to have the wand take the damage instead.
Wands. (5hp) A short piece of wood, carefully carved and dipped in magical oils. If you are holding a wand and receive mana burn damage, you can choose to have the wand take the damage instead.
Special Materials
Special materials are rare materials that are not often found for sale at a shop. They are items of masterwork quality and made out special material, giving them ability beyond its mundane counterparts.
Adamantine. An extremely rare green metal, adamantine is very durable, light weight, and has a very high melting point. Metal items made with adamantine are half their normal weight. Armors have increased DR of +1 and reduced PRC penalty of 1. Weapons crafted from adamantine are granted a +2 bonus to attacks and damage.
purchased.
Dark Iron. A specialized iron, blacker than midnight. Weapons have a +1 bonus to attacks and damage.
Dragonhide. Dragonhide armor grant some additional damage resistance. Depending on the type of dragon it grants increased DR +10 against a specific elemental damage.
Elemental Lash. Weapons infused with an element lash deal extra damage with that element.
Hellstone. A heavy stone that can be used to make powerful stone armor and blunt weapons. Full plate made with Hellstone weighs twice as much as normal armor but has an increased DR of +2. Weapons crafted from Hellstone are granted a +2 bonus to attacks and damage.
Ironwood. Ultrahard wood, with comparable toughness to iron. Gambeson or Full plate made from Ironwood is a quarter of the normal weight and counts as wood instead of metal. In addition, the PRC penalty is reduced by 1 for armors made from Ironwood. Weapons made from Ironwood have their normal weight quartered.
Mithril. A shining metal that is said to be made from pure light. Any armor made from mithril is one tenth its normal weight and have no PRC penalties. Weapons crafted from mithril are neigh weightless and have a +1 bonus to attacks and damage.
Silver. A precious metal that makes useful weapons against certain enemies. Weapons made from silver count as magical weapons for the purposes of bypassing special defenses. You can silver a weapon that already exists, costing twice its mundane price (for example, an adamantine great axe becoming silvered costs twice that of a great axe, 104gp).
Sunsilk. A rare silk that comes from the sun moth, a magical creature. Sunsilk can make an ultra tough cloth material that provide extra protection. Leather cuirass that is instead made with sunsilk provides a DR bonus of +1.