Sunday, December 4, 2016

House Rules - Adventuring Equipment

Adventuring Equipment

Javelin Thrower
2 shillings
2 lbs.
Potion Belt
1 shilling
1 lb.
Potion Belt, Masterwork
60 shillings
1 lb.
Scroll Organizer
5 shillings
½ lb.
Weapon Harness
5 shillings
5 lbs.
This is a collection of equipment that is generally of interest to adventurers. There are no weapons or armor listed here, nor are there items that are specific to either arcane or divine spellcasters. Rather, these items are general-purpose gear that many characters will find useful to carry. This list does not include many items of interest to rogues, as those are found on the Black Market Items and Poisons page.

Item Descriptions

Javelin Thrower: (Nyambe) This ancient weapon provides greater leverage to thrown javelins, increasing their range and power. The javelin thrower is a grooved stick with a notch at one end used for propelling javelins, throwing spears, or barbed spears. To use the thrower, a javelin is loaded into the groove, and the user swings the stick with an overhand throwing motion, flinging the weapon forward with much more force than is possible with an unassisted throw.

Using a javelin thrower doubles the range increment of the javelin or spear used, increases its threat range to 19-20, and increases its critical multiplier by one step. Loading a javelin thrower is a move-equivalent action, and using one to throw a javelin is a standard action, which prevents skilled throwers from making multiple attacks.

Potion Belt: (Forgotten Realms Campaign Setting) This sturdy leather belt similar to a bandoleer has pockets shaped to hold potion vials and is fitted with ties or flaps to keep the potions from falling out. The belt holds six potions. Retrieving a potion from a potion belt is a free action once per round. Craft: Leatherworking DC: 15.

Potion Belt, Masterwork: (Forgotten Realms Campaign Setting) This extremely well-made potion belt holds ten potions. Retrieving a potion from a potion belt is a free action once per round. Craft: Leatherworking DC: 20.

Scroll Organizer: (Forgotten Realms Campaign Setting) This long strip of leather has an overlapping series of fifteen pockets sewn along one side, each large enough to hold a scroll of a single spell. When slipped into a pocket, only the top of the scroll shows, allowing you to scan the scroll's titles. Craft: Leatherworking DC: 15.

Weapon Harness: (Path of the Sword) This lightweight harness slips over the user's backpack and over the arms. It has two chest belts (one directly below the chest, the other across the chest) that must be secured lest the harness fall off. The harness has sheathes for two swords on the back, as well as two hooks that snap together and hold two Medium-size weapons on the waist. There is also a sheath on the from of the weapon harness, and six sheathes along the front straps hold daggers. Craft: Leatherworking DC: 15.

Mundane Weapon Enhancements

+50% of base weapon cost
Basket Hilt
+15% of base weapon cost
Bent Grip
+15% of base weapon cost
Hollow Hilt
+15 shillings
Hollow Hilt, Masterwork
+45 shillings
Shielded Grip
+25% of base weapon cost
+50% of base weapon cost
+50% of base weapon weight
+100% of base weapon cost
+50% of base weapon weight
Armor-Piercing: (Path of the Sword) This may be applied only to light weapons that deal piercing damage. The weapon has been modified to slip between pieces of armor. Against any opponent with an armor bonus to Armor Class, this weapon grants a +1 bonus to attack rolls. This bonus does not apply to an opponent that only has a natural armor bonus to Armor Class.

Basket Hilt: (Path of the Sword) This is a complex grip that wraps around the wielder's hand. It can only be used on Medium-sized weapons or less that are to be wielded with one hand. The basket hilt grants the wielder a +2 bonus to resist disarm attempts.

Bent Grip: (Player's Guide to Fighters and Barbarians) A bent grip allows great control over a weapon, though at some cost of power. This grip has a number of flanges and a significant curve, allowing it to fit easily in the hand. Bent grips function properly on any light sword and on one-handed piercing swords. This grip may not be fitted on other weapons. Weapons with a bent grip gain a +1 enhancement bonus to their threat range (which does not stack with enchantments that also improve the threat range). The bent grip is commonly used in Enslem and the Gorovlic Isles.

Hollow Hilt: (Path of the Sword) A weapon with a hollow hilt has a small compartment in the hilt, grip, or shaft, which can store 4 cubic inches worth of material in a Small weapon, or 6 cubic inches of material in a Medium weapon.

Hollow Hilt, Masterwork: (Path of the Sword) This is a small compartment in the hilt, grip, or shaft of a weapon, just as above, only applied to a masterwork weapon. The compartment can store 6 cubic inches worth of material in a Small weapon, or 8 cubic inches of material in a Medium weapon.

Shielded Grip: (Player's Guide to Fighters and Barbarians) One of a number of protected grips, such as shell or basket hilts, the shielded grip is used in a variety of bladed weapons - including daggers, rapiers, and longswords. If a weapon with a shielded grip is employed in battle, and the wielder is using Combat Expertise, the AC bonus gained through the use of that feat is increased by +1. This bonus increases to +2 if the Combat Expertise proficient character is using two shielded grip weapons, but only if they posses the Two-Weapon Fighting feat. Additionally, shielded grip grant a +1 circumstance bonus for the purpose of resisting disarm attempts.

Strengthening: (Path of the Sword) The weapon is made of stronger, thicker materials. This makes it considerably heavier, but also harder to break. A strengthened weapon has its hardness increased by 1 and its hit points increased by 25% (rounded up). This increases the weight of the weapon by 50%.

Weighted: (Path of the Sword) This improvement may only be applied to weapons that deal bludgeoning damage. The head of the weapon is designed to be extremely heavy by adding extra metal, wrapping it in steel bands, and so on. This increases the weapon's damage by +1 and increases the weight of the weapon by 50%.

Mundane Armor Improvements

It is possible to commission easily distinguished or customized pieces. Below you will find an outline of several of these enhancements, their costs, and the benefits of taking the time to be unique.

Precisely Fitted Armor: Armor can be tailored to a specific individual. Such armor must be crafted of masterwork quality and tailored specifically the the character as part of its construction. The character who wears the armor must be measured precisely before the work can commence, and then the cost of the armor is increased by 50%. Precisely fitted armor has some minor, but useful benefits, as follows:
  • Hasty donning time is reduced by one round if the armor is light armor, by two rounds if the armor is medium armor or heavy armor other than half-plate or full-plate, and by one minute if the armor is half-plate or full-plate.
  • The precise fit enables you to move more easily within it, reducing the apparent weight by 10% for purposes of load calculation. This weight reduction also applies to Swim checks.
  • Well-made armor simply looks better. You gain a +1 circumstance bonus to Bluff and Diplomacy checks in circumstance in which the target of the check would be favorably impressed by someone in high-quality armor.
Embossed and Decorated Armor and Weapons: Both armor and weapons can be covered with decorations, fine enameled designs, intricate embossed patterns, and so on. This does nothing for the functionality of the armor or weapon, but it does make the equipment extremely distinctive. Characters who are nobles, high-ranking military commanders, or successful merchants might desire such equipment to demonstrate their status and wealth. Decorated and personalized items grant the following benefits:
  • The items are much easier to locate if stolen. Add a +2 circumstance bonus to any Gather Information checks related to tracking down lost or stolen items that have been decorated.
  • Those likely to be impressed by wealth, especially ostentatious displays of wealth, are going to be faorably disposed towards a character wielding decorated arms and armor. Such a character gains a +2 circumstance bonus to Bluff and Diplomacy checks against such individuals.
The one major drawback to such items is that extensive field use can mar the fine craftsmanship. Any time a character sustains more than 50% of his hit points in damage, decorated armor has been marred and must be repaired. Likewise, if a character scores more than two critical hits with a decorated weapon in a single combat, it is also considered marred and must be repaired.

Decorated items cost a minimum of double the cost of masterwork items of the same type (although they are not necessarily masterwork - if a character wants a decorated masterwork item, they must pay the cost for masterwork quality as well). If the character insists on particularly costly decorations - for example, an image of the character slaying a green dragon to be placed on a large shield, with the dragon made from precisely cut emeralds, and the character formed of rubies - the price can be as high as the DM thinks is reasonable.

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