Saturday, October 5, 2019

Campaign Design - Base Classes: Vermin Wild Shape

Vermin Wild Shape

At 5th level, a druid gains the ability to turn herself into any Small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the alternate form special ability, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. Each time you use wild shape, you regain lost hit points as if you had rested for a night.

Any gear worn or carried by the druid melds into the new form and becomes nonfunctional. When the druid reverts to her true form, any objects previously melded into the new form reappear in the same location on her body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the druid's feet.

The form chosen must be that of an animal the druid is familiar with.

A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.

A druid can use this ability more times per day at 6th, 7th, 14th, and 18th level, as noted on the table below. In addition, she gains the ability to take the shape of a Large animal at 8th level, a Tiny animal at 11th level, and a Huge animal at 15th level.

The new form’s Hit Dice can’t exceed the character’s druid level.

At 10th level, a druid becomes able to use wild shape to change into a vermin creature with the same size restrictions as for animal forms. For obvious reasons, this makes this wild shape option popular among druids devoted to Kivutar and near-universal among druids devoted to Gangyn or Ninkurra.

At 12th level, a druid becomes able to use wild shape to change into a plant creature with the same size restrictions as for animal forms. A druid can’t use this ability to take the form of a plant that isn’t a creature.

At 16th level, a druid becomes able to use wild shape to change into a Small, Medium, or Large elemental (air, earth, fire, or water) once per day. These elemental forms are in addition to her normal wild shape usage. In addition to the normal effects of wild shape, the druid gains all the elemental’s extraordinary, supernatural, and spell-like abilities. She also gains the elemental’s feats for as long as she maintains the wild shape, but she retains her own creature type.

At 18th level, a druid becomes able to assume elemental form twice per day, and at 20th level she can do so three times per day. At 20th level, a druid may use this wild shape ability to change into a Huge elemental.

Vermin Wild Shape
Druid Level
Wild Shape Forms
Wild Shape Size
Elemental Size
Wild Shape per Day
Elemental per Day
5th
Animal
Small or Medium
-
1
-
6th
Animal
Small or Medium
-
2
-
7th
Animal
Small or Medium
-
3
-
8th
Animal
Small, Medium, or Large 
-
3
-
9th
Animal
Small, Medium, or Large 
-
3
-
10th
Animal or Vermin
Small, Medium, or Large 
-
3
-
11th
Animal or Vermin
Tiny, Small, Medium, or Large
-
3
-
12th
Animal, Plant, or Vermin
Tiny, Small, Medium, or Large
-
3
-
13th
Animal, Plant, or Vermin
Tiny, Small, Medium, or Large
-
3
-
14th
Animal, Plant, or Vermin
Tiny, Small, Medium, or Large
-
4
-
15th
Animal, Plant, or Vermin
Tiny, Small, Medium, Large, or Huge
-
4
-
16th
Animal, Elemental, Plant, or Vermin
Tiny, Small, Medium, Large, or Huge
Small, Medium, or Large
4
1
17th
Animal, Elemental, Plant, or Vermin
Tiny, Small, Medium, Large, or Huge
Small, Medium, or Large
4
1
18th
Animal, Elemental,  Plant, or Vermin
Tiny, Small, Medium, Large, or Huge
Small, Medium, or Large
5
2
19th
Animal, Elemental, Plant, or Vermin
Tiny, Small, Medium, Large, or Huge
Small, Medium, or Large
5
2
20th
Animal, Elemental, Plant, or Vermin
Tiny, Small, Medium, Large, or Huge
Small, Medium, Large, or Huge
5
3

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Campaign Design - Base Classes: Wild Shape

Wild Shape

At 5th level, a druid gains the ability to turn herself into any Small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the alternate form special ability, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. Each time you use wild shape, you regain lost hit points as if you had rested for a night.

Any gear worn or carried by the druid melds into the new form and becomes nonfunctional. When the druid reverts to her true form, any objects previously melded into the new form reappear in the same location on her body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the druid's feet.

The form chosen must be that of an animal the druid is familiar with.

A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.

A druid can use this ability more times per day at 6th, 7th, 10th, 14th, and 18th level, as noted on the table below. In addition, she gains the ability to take the shape of a Large animal at 8th level, a Tiny animal at 11th level, and a Huge animal at 15th level.

The new form’s Hit Dice can’t exceed the character’s druid level.

At 12th level, a druid becomes able to use wild shape to change into a plant creature with the same size restrictions as for animal forms. A druid can’t use this ability to take the form of a plant that isn’t a creature.

At 16th level, a druid becomes able to use wild shape to change into a Small, Medium, or Large elemental (air, earth, fire, or water) once per day. These elemental forms are in addition to her normal wild shape usage. In addition to the normal effects of wild shape, the druid gains all the elemental’s extraordinary, supernatural, and spell-like abilities. She also gains the elemental’s feats for as long as she maintains the wild shape, but she retains her own creature type.

At 18th level, a druid becomes able to assume elemental form twice per day, and at 20th level she can do so three times per day. At 20th level, a druid may use this wild shape ability to change into a Huge elemental.

Wild Shape
Druid Level
Wild Shape Forms
Wild Shape Size
Elemental Size
Wild Shape per Day
Elemental per Day
5th
Animal
Small or Medium
-
1
-
6th
Animal
Small or Medium
-
2
-
7th
Animal
Small or Medium
-
3
-
8th
Animal
Small, Medium, or Large 
-
3
-
9th
Animal
Small, Medium, or Large 
-
3
-
10th
Animal
Small, Medium, or Large 
-
4
-
11th
Animal
Tiny, Small, Medium, or Large
-
4
-
12th
Animal or Plant
Tiny, Small, Medium, or Large
-
4
-
13th
Animal or Plant
Tiny, Small, Medium, or Large
-
4
-
14th
Animal or Plant
Tiny, Small, Medium, or Large
-
5
-
15th
Animal or Plant
Tiny, Small, Medium, Large, or Huge
-
5
-
16th
Animal, Elemental, or Plant
Tiny, Small, Medium, Large, or Huge
Small, Medium, or Large
5
1
17th
Animal, Elemental, or Plant
Tiny, Small, Medium, Large, or Huge
Small, Medium, or Large
5
1
18th
Animal, Elemental, or Plant
Tiny, Small, Medium, Large, or Huge
Small, Medium, or Large
6
2
19th
Animal, Elemental, or Plant
Tiny, Small, Medium, Large, or Huge
Small, Medium, or Large
6
2
20th
Animal, Elemental, or Plant
Tiny, Small, Medium, Large, or Huge
Small, Medium, Large, or Huge
6
3

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Thursday, October 3, 2019

Campaign Design - Base Classes: Animal Companion List

Animal Companion List

The following is a list of many of the kinds of animals that may be called by druids, outdoorsmen, and rangers as animal companions. This list is not exhaustive - almost any animal with the same general characteristics as those listed here would be suitable as animal companions. Note that the statistics listed here don't include the bonuses these animals would get for actually being an animal companion. To add those benefits, consult the animal companions page.

A character of sufficiently high level can select her animal companion from one of the higher level lists, applying the indicated adjustment to their effective druid level (in parentheses) for purposes of determining the companion’s characteristics and special abilities.

1st Level or Higher (Effective Druid Level -)
Animal
Source
Baboon
MM
Badger
MM
Barracuda
SW
Camel
MM
Cat, Tressym
FRCS
Chuckwalla
SS
Compsognathus (Dinosaur)
D318
Coyote
SS
Dire Rat
MM
Dog
MM
Dog, Riding
MM
Donkey
SS
Eagle
MM
Eel
SW
Eel, Reef
CoFP
Fastieth
ECS
Gyrfalcon
FB
Hawk
MM
Horse, Heavy
MM
Horse, Light
MM
Horse, Valenar Riding
ECS
Hyena
MM
Lizard, Horned
SS
Owl
MM
Owl, Moon
SS
Owl, Snowy
FB
Pony
MM
Porpoise
MM
Rhamphorhynchus (Dinosaur)
D318
Sea Lion
SW
Seal
SW
Serval
SS
Shark, Medium
MM
Snake, Medium Sea
SW
Snake, Medium Viper
MM
Snake, Small Sea
SW
Snake, Small Viper
MM
Squid
MM
Stingray
SW
Swindlespitter (Dinosaur)
MM3
Turtle, Sea
CoFP
Turtle, Snapping
SW
Vulture
SS
Wolf
MM

2nd Level or Higher (Effective Druid Level -1)
Animal
Source
Hawk, Sea
CoFP

4th Level or Higher (Effective Druid Level -3)
Animal
Source
Ape
MM
Bear, Black
MM
Bison
MM
Boar
MM
Branta
FB
Cheetah
MM
Clawfoot (Dinosaur)
ECS
Crocodile
MM
Dimetrodon (Dinosaur)
D318
Dire Badger
MM
Dire Bat
MM
Dire Eel
SW
Dire Toad
MM2
Dire Weasel
MM
Fleshraker (Dinosaur)
MM3
Horrid Rat
ECS
Leopard
MM
Leopard, Snow
FB
Lizard, Monitor
MM
Peccary
SS
Pteranodon (Dinosaur)
D318
Puma
SS
Sailsnake
MM4
Shark, Large
MM
Snake, Constrictor
MM
Snake, Large Sea
SW
Snake, Large Viper
MM
Wolverine
MM

7th Level or Higher (Effective Druid Level -6)
Animal
Source
Bear, Brown
MM
Crocodile, Giant
MM
Cryptoclidus (Dinosaur)
MM2
Deinonychus (Dinosaur)
MM
Dire Ape
MM
Dire Barracuda
SW
Dire Boar
MM
Dire Hawk
MM2
Dire Peccary
SS
Dire Wolf
MM
Dire Wolverine
MM
Elamosaurus (Dinosaur)
MM
Horrid Badger
ECS
Horrid Bat
ECS
Horrid Weasel
ECS
Lion
MM
Megaloceros
FB
Protoceratops (Dinosaur)
SS
Rhinoceros
MM
Snake, Huge Sea
SW
Snake, Huge Viper
MM
Terror Bird
FF
Tiger
MM

10th Level of Higher (Effective Druid Level -9)
Animal
Source
Bear, Polar
MM
Bloodstriker (Dinosaur)
MM3
Dire Lion
MM
Dire Puma
SS
Dire Snake
MM2
Dire Tortoise
SS
Dire Vulture
SS
Glyptodon
FB
Helicoprion
D318
Hippopotamus
SS
Horrid Ape
ECS
Horrid Bear
ECS
Legendary Eagle
MM2
Megaraptor (Dinosaur)
MM
Pachycephalosaurus (Dinosaur)
D318
Sea Tiger
MM3
Shark, Huge
MM
Snake Giant Constrictor
MM
Smilodon
FB
Whale, Orca
MM

13th Level or Higher (Effective Druid Level -12)
Animal
Source
Allosaurus (Dinosaur)
MM2
Ankylosuarus (Dinosaur)
MM2
Diprotodon
SS
Dire Bear
MM
Dire Elk
MM2
Elephant
MM
Giant Banded Lizard
SS
Ichthyosaur (Dinosaur)
SW
Legendary Ape
MM2
Octopus, Giant
MM
Parasaurolophus
D318
Woolly Mammoth
FB

16th Level or Higher (Effective Druid Level -15)
Animal
Source
Archelon
SW
Dire Elephant
MM2
Dire Rhinoceros
FF
Dire Shark
MM
Dire Tiger
MM
Legendary Snake
MM2
Megatherium
FF
Quetzalcoatlus (Dinosaur)
MM2
Roc
MM
Stegosaurus (Dinosaur)
D318
Squid, Giant
MM
Triceratops (Dinosaur)
MM
Tyrannosaurus (Dinosaur)
MM
Zeuglodon
FB

19th level or Higher (Effective Druid Level -18)
Animal
Source
Mosasaur (Dinosaur)
SW
Plesiosaur (Dinosaur)
SW

21st Level or Higher (Effective Druid Level -20)
Animal
Source
Diplodocus (Dinosaur)
D318
Giganotosaurus (Dinosaur)
D318

24th Level or Higher (Effective Druid Level -23)
Animal
Source
Liopleurodon (Dinosaur)
D318

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Campaign Design - Base Classes: Animal Companions

Animal Companions

Druids, outdoormen, and rangers may have an animal companion. An animal companion is different from a normal animal of its kind in many ways. An animal companion is superior to a normal animal of its kind and has special powers based upon its master's effective druid level, as described below. A character of sufficiently high level in the druid, outdoorsman, or ranger classes can select her animal companion from the animal companion list.

Animal Companion Table
Class Level
Bonus Hit Dice
Natural Armor Adjustment
Strength/Dexterity Adjustment
Bonus Tricks
Special
1st - 2nd
+0
+0
+0
1
Link, Share Spells
3rd - 5th
+2
+2
+1
2
Evasion
6th - 8th
+4
+4
+2
3
Devotion
9th - 11th
+6
+6
+3
4
Multiattack
12th - 14th
+8
+8
+4
5
-
15th - 17th
+10
+10
+5
6
Improved Evasion
18th - 20th
+12
+12
+6
7
-

Animal Companion Basics
Use the base statistics for a creature of the companion’s kind, but make the following changes.

Class Level: The character’s effective druid level. Druid, outdoorsman, and ranger class levels stack with one another for the purpose of determining the companion’s abilities and the alternative lists available to the character.

Bonus Hit Dice: Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Remember that extra Hit Dice improve the animal companion’s base attack and base save bonuses. An animal companion’s base attack bonus is the same as that of a druid of a level equal to the animal’s Hit Dice. An animal companion has good Fortitude and Reflex saves (treat it as a character whose level equals the animal’s Hit Dice). An animal companion gains additional skill points and feats for bonus Hit Dice as normal for advancing a monster’s Hit Dice.

Natural Armor Adjustment: The number noted here is an improvement to the animal companion’s existing natural armor bonus.

Strength/Dexterity Adjustment: Add this value to the animal companion’s Strength and Dexterity scores.

Bonus Tricks: The value given in this column is the total number of "bonus" tricks that the animal knows in addition to any that the animal companion's master might choose to teach it (see the Handle Animal skill). These bonus tricks don’t require any training time or Handle Animal checks, and they don’t count against the normal limit of tricks known by the animal. The animal companion;s master selects these bonus tricks, and once selected, they can’t be changed.

Link (Ex): An animal companion's master can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The animal companion's master gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

Share Spells (Ex): At the option of the animal companion's master option, she may have any spell (but not any spell-like ability) she casts upon herself also affect her animal companion. The animal companion must be within 5 feet of her at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the animal companion if the companion moves farther than 5 feet away and will not affect the animal again, even if it returns to the master before the duration expires.

Additionally, the animal companion's master may cast a spell with a target of "You" on her animal companion (as a touch range spell) instead of on herself. An animal companion's master and her animal companion can share spells even if the spells normally do not affect creatures of the companion’s type (animal).

Evasion (Ex): If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.

Devotion (Ex): An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.

Multiattack: An animal companion gains Multiattack as a bonus feat if it has three or more natural attacks and does not already have that feat. If it does not have the requisite three or more natural attacks, the animal companion instead gains a second attack with its primary natural weapon, albeit at a -5 penalty.

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, an animal companion takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.

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Tuesday, September 3, 2019

House Rules - Holy Symbols

Holy Symbols (from Path of Faith)
The holy symbol is an invaluable tool to the cleric or favored soul for casting divine spells and repelling or controlling undead. It is a representation of the priest's conviction and helps to identify which divine power she follows. A cleric can only use a holy symbol dedicated to her deity or to one of her deity's domains.

Some symbols are more powerful than others and have a stronger connection with the divine. They often have unique forms, such as a statue, a ring, or even the priest's weapon itself. All that matters is the meaning behind the image, and the purpose of the mark. By wearing a holy symbol, a priest is physically expressing her faith to the world.

Holy Symbol Types
Normal Symbols: Normal holy symbols are those without any inherent powers. They are only useful in the hands of a skilled cleric or favored soul. Otherwise, they primarily function as decorations, though they may occasionally ward off a weak-minded monster.

Greater Symbols: Greater symbols have strong innate powers and are highly prized by clerics and collectors. The unique powers of a greater symbol can stem from an unusual component in their creation such as the bark from a dryad's tree or the scales of a gold dragon. A greater symbol might have been worn by a high-level cleric for several years and somehow retained a little of its former owner's powers. Greater symbols grant a +1 bonus to all turning checks and turning damage rolls, and often come with one or two special abilities. In order to have a greater symbol made, use the Greater and Legendary Symbols Table to determine the cost increase.

Legendary Symbols: Legendary symbols are exceedingly rare and powerful. The exact method for creating them is a mystery. Some say these relics come from the hands of an avatar or a prophet. Others say that the ancient craftsman of old held some lost secret. A few even believe that these symbols are gifts directly from the Lords of Heaven or the Lords of Hell. Each one is unique and of ten has a history and name tied to it. Many legendary symbols rest in church vaults and are rarely, if ever, for sale. Legendary symbols grant a +3 bonus to all turning checks and turning damage rolls.

Holy Symbols
Form
Types Available
Cost
Weight
Standard
All
1 shilling
1/10 lb.
Fancy
All
25 shillings
1 lb.
Jewelry
All
500 shillings
1 lb.
Leather Gear
All
200 shillings
No Weight
Metal Gear
All
1,000 shillings
No Weight
Wood Gear
All
200 Shillings
No Weight
Tattoo
Normal, Greater
1,000 shillings
No Weight
Sketch
Normal
5 pennies
No Weight
Items
All
100 shillings
Varies
Unusual Holy Symbols
Not all holy symbols are bulky discs hanging around a cleric's neck. A symbol is just that - the representation of an idea. The holy symbol could be a strange character, a picture, or an image. Basically, any object that identifies itself with a deity or a religion could be called a holy symbols. Listed on the Holy Symbols table are different forms the holy symbol can take as well as suggestions of cost, weight, and types available.

Standard: Standard holy symbols are usually circular discs made from simple, light materials like wood or copper embossed with the symbol of the deity they are dedicated to. They can take other forms, so long as the symbol is recognizable as a representation of the divine power to which is it dedicated. They are readily available in any church or town market.

Fancy: Fancy holy symbols are exactly the same as standard symbols except that they are made from more expensive materials such as silver or gold.

Jewelry: A skilled jeweler can etch the mark of a holy symbol into virtually any piece of jewelry, from sapphire earrings to silver bracelets. The price listed on the Holy Symbols table is merely the cost of paying the jeweler to perform this delicate operation, so it should be added to the base cost of the desired jewelry.

Leather Gear: A holy symbol can be etched or built into the very framework of weapon, a piece of armor, or item of clothing made from leather. This requires the talents of an expert leatherworker but it is well worth the trouble. If a character does not already own the desired weapon, armor, or clothing, then the price listed in the Holy Symbols table should be added to the item's base cost. Adding a holy symbol to a weapon, armor, or clothing does not grant the user a proficiency or increase damage or protection in any way. Greater symbols are often an exception to this, possibly having qualities that adjust damage or protection.

Metal Gear: A holy symbol can be etched or built into the very framework of a weapon or piece of armor made from metal. This requires the talents of an expert blacksmith but it is well worth the trouble. If a character does not already own the desired armor or weapon, then the price listed in the Holy Symbols table should be added to the item's base cost. Adding a holy symbol to armor or weapons does not grant the user a proficiency or increase damage or protection in any way. Greater symbols are often an exception to this, possibly having qualities that adjust damage or protection.

Wood Gear: A holy symbol can be carved or built into the very framework of a weapon or piece of armor made from wood. This requires the talents of an expert carpenter but it is well worth the trouble. If a character does not already own the desired armor or weapon, then the price listed in the Holy Symbols table should be added to the item's base cost. Adding a holy symbol to armor or weapons does not grant the user a proficiency or increase damage or protection in any way. Greater symbols are often an exception to this, possibly having qualities that adjust damage or protection.

Tattoo: A tattooed holy symbol is made from specially blended ink and holy water. It is best placed on a easily viewable area such as the palm, cheek, or forehead. A tattooed holy symbol cannot turn or rebuke undead unless they can see it. Tattooed holy symbols are not considered destroyed unless burned or hacked off completely. A tattoo artist who also happened to be a 10th-level or higher cleric or favored soul can create a greater tattooed holy symbol. Priests of Oxoßi, Þunor, and Vali tend to favor tattooed holy symbols.

Sketch: A sketched holy symbol has been drawn on a piece of white parchment by a church illuminator and can only be used once. Most clerics will not depend on a sketched symbol except in dire or unusual situations. A sketched symbol does fulfill the divine focus component of a spell, but once used it flashes brightly and vanishes, leaving behind a blank sheet of paper.

Items: Small statues, lamps, books, and other miscellaneous items can become holy symbols with a little work. These items must be blessed by a 10th-level or higher cleric and have some sort of visible mark on them that identifies a particular deity or religious belief.

Greater and Legendary Symbols
Greater
Legendary
Energy Bonus
Cost
01 - 60
-
+1
2,000 shillings
61 - 85
-
+2
8,000 shillings
86 - 95
01 - 50
+3
18,000 shillings
-
51 - 75
+4
32,000 shillings
-
76 - 85
+5
50,000 shillings
96 - 00
85 - 95
Special ability1 and roll again
-
-
96 - 00
Specific
-
1 A holy symbol can only have one special ability. The special ability is determined by deity or domain.
Special Powers
Not all holy symbols are created equal. Greater and legendary symbols have unique powers that make them more sought after by adventurers. To generate a greater or legendary holy symbol, use the Greater and Legendary Symbols table to determine its energy bonus and base cost. The energy bonus is used on the Holy Symbol Powers table to determine available powers. The DM chooses the powers a symbol possesses, though he may allow the player to have some say. A symbol can have multiple powers as long as the energy cost is less than or equal to its energy bonus. As such, a holy symbol with an energy bonus of +3 can have one power with an energy cost of three, or three powers with an energy cost of one, or any combination therein.

Extra Spell Slot: The holy symbol grants its wearer an extra spell slot of up to 5th level. If the holy symbol is removed, the slot and whatever spell it contained is lost for the day. A cleric or favored soul can only use this power if she is capable of casting a spell one level higher than is granted by the extra slot.

Metamagic Feat: The holy symbol allows its wearer to cast a spell using a metamagic feat as if she had that feat, although she must abide by the all usual restrictions of that feat.

Spell-Like Ability: The holy symbol contains one or more divine spells of up to 5th level which the wearer can cast once per day each. Each spell has a caster level equal to the minimum level needed to cast the spell, and the user must pay all the normal costs associated with the spell. Once used, the spell cannot be cast again until the following day when the symbol recharges itself. if the symbol represents a specific deity, the spell must be contained within one of the deity's domains.

Spell Resistance: The holy symbol grants its wearer spell resistance. To determine if a spell or spell-like ability works, a spellcaster must make a caster level check (1d20 + caster level). If the result equals or exceeds the spell resistance, the spell works normally, although the wearer still gets a saving throw as normal. The wearer may lower her resistance to accept a spell as a free action.

Holy Symbol Powers
Energy Cost
Powers
1

  • 1st-level spell-like ability
  • extra 1st-level spell slot

2

  • 2nd-level spell-like ability
  • extra 2nd-level spell slot
  • spell resistance 9
  • metamagic feat once per day

3

  • 3rd-level spell-like ability
  • extra 3rd-level spell slot
  • spell resistance 11

4

  • 4th-level spell-like ability
  • extra 4th-level spell slot
  • spell resistance 13
  • metamagic feat three times per day

5

  • 5th-level spell-like ability
  • extra 5th-level spell slot
  • spell resistance 15

Special Abilities
The following holy symbol abilities are organized by domain. If a divine caster cannot use a holy symbol, she does not gain the benefit of its powers. Non-divine casters do not gain the benefit of these special abilities.

Air - Air Shield: The wearer is immune to dangerous air. She suffers no ill effects from poisonous gases or from stinking cloud, cloudkill, acid fog, or other similar spells. This does not negate the obscuring qualities of these spells.

Animal - Snake Eyes: The wearer can cast hold animal and dominate animal without verbal components.

Chaos - Spellbreaker: The wearer gains Spell Resistance 20 against all spells cast by lawful creatures.

Death - The Black Spot: The wearer is immune to death spells and effects.

Destruction - Hammer of Lug: The wearer gains a +1 circumstance bonus to all damage rolls with her melee attacks.

Earth - Earth Shield: The wearer gains a +1 natural armor bonus to Armor Class.

Evil - Hell's Blade: The wearer gains the ability to smite good once per day with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per divine caster level. If the wearer accidentally smites a creature that is not good, the smite has no effect, but the ability is still used up for that day.

Fire - Flame Shield: The wearer gains fire resistance 5. She ignores the first five points of fire damage each round regardless of its source.

Good - Angel's Sword: The wearer gains the ability to smite evil once per day with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per divine caster level. If the wearer accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day.

Healing - Healing Circle: The wearer gains the ability to cast heal once per day, but may only target herself with the spell.

Knowledge - Ring of Truth: The wearer gains a +10 divine bonus on Sense Motive checks when determining the honesty of another character of non-player character.

Law - Complete Order: The wearer can apply a metamagic feat without cost to any one spell that she prepares each day. She must still meet all the other requirements to use the metamagic feat.

Luck - Dextrous Roll: Once per day, the wearer may reduce the damage of one melee or ranged attack that hits her by ½. She may declare this after the attack roll but before damage is determined.

Magic - Mundane Aura: Magical items worn by the bearer do not radiate any magical aura whatsoever.

Plant - The Great Tree: The wearer may move through natural thorns, briars, overgrown brambles, and similar terrain at normal speed. The wearer is also rendered immune to magically manipulated terrain such as that generated by an entangle or spike stones spell.

Protection - Mind Shield: The wearer gains a +2 circumstance bonus to Will saves.

Strength - The Bull: The wearer may carry an additional 40 pounds of weight without penalty.

Sun - Fallen Star: Upon command, the holy symbol glows like a torch, shedding light in a 20-foot radius. This light cannot pierce magical darkness, but lasts until the symbol is discarded or commanded to stop.

Travel - Quick Feet: The wearer gains a +1 divine bonus to Initiative checks.

Trickery - Hidden Meaning: The holy symbol does not show a mark of any kind and is smooth all over. It can still turn or rebuke undead and be used as a divine focus.

War - Battle Fury: The wearer gains a +1 divine bonus to her melee attacks.

Water - Gills: The wearer can breather underwater as if affected by a water breathing spell.

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Wednesday, August 7, 2019

House Rules - Clothing and Accessories

Clothing and Accessories

Outfit
Cost
Weight
Animal Training Outfit
10 shillings
10 lbs.
Beekeeper's Outfit
9 shillings
4 lbs.
Bodysuit, Black
30 shillings
1 lb.
Desert Travel Garb
3 shillings
4 lbs.
Fur Clothing
8 shillings
10 lbs.
Heatsuit Outfit
20 shillings
15 lbs.
Hydration Suit
1,000 shillings
10 lbs.
Oilskin Suit
10 shillings
10 lbs.
Spelunker's Outfit
5 shillings
9 lbs.
Swimming Gear
100 shillings
2 lbs.
Outfit Modification
Cost
Weight
Fireproof
x2
- lbs.
Night
x2
- lbs.
Survival
x2
- lbs.
Waterproof
x3
- lbs.
Winter
x2
- lbs.
Clothing Item
Cost
Weight
Apron, Cloth
8 pennies
½ lbs.
Apron, Leather
5 shillings
2 lbs.
Blouse, Cotton
5 bits
-
Blouse, Linen
2 pennies
-
Blouse, Silk
6 shillings
-
Blouse, Velvet
12 shillings
-
Boots, High Leather
5 pennies
1 lb.
Boots, Hip/Wading
1 shillings
3 lbs.
Boots, Low Leather
3 pennies
½ lb.
Boots, Riding
1 shilling
1 lb.
Boots, Smuggler's
10 shillings
1 lb.
Breeches, Cotton
1 penny
1 lb.
Breeches, Leather
8 pennies
1½ lbs.
Breeches, Linen
4 pennies
-
Breeches, Sackcloth
5 bits
1 lb.
Breeches, Silk
8 shillings
-
Breeches, Velvet
6 shillings
1 lb.
Breeches, Wool
5 pennies
1 lb.
Bustle
5 shillings
1 lb.
Cap, Cotton
8 bits
-
Cap, Wool
1 penny
-
Cape, Leather
1 shilling
4 lbs.
Cape, Velvet
20 shillings
4 lbs.
Cape, Wool
2 pennies
3 lbs.
Cloak, Cotton
3 pennies
2 lbs.
Cloak, Forester's
20 shillings
3 lbs.
Cloak, Fur
20+ shillings
6 lbs.
Cloak, Wool
5 pennies
3 lbs.
Corset
25 shillings
4 lbs.
Dress, Cotton
7 bits
3 lbs.
Dress, Exquisite
75 shillings
10 lbs.
Dress, Linen
3 pennies
3 lbs.
Dress, Silk
10 shillings
2 lbs.
Dress, Velvet
20 shillings
8 lbs.
Dress, Wool
2 pennies
5 lbs.
Fez
1 penny
-
Fullcloth, Winter
4 shillings
2 lbs.
Girdle
6 pennies
1 lb.
Gloves, Ladies' Cotton
5 pennies
-
Gloves, Ladies' Lace
12 shillings
-
Gloves, Ladies' Leather
5 pennies
-
Gloves, Ladies' Linen
2 pennies
-
Gloves, Ladies' Silk
15 shillings
-
Gloves, Ladies' Wool
1 penny
-
Gloves, Men's Cotton
5 pennies
-
Gloves, Men's Leather
1 penny
-
Gloves, Men's Linen
2 pennies
-
Gloves, Men's Wool
1 penny
-
Gown, Cotton
1 penny
3 lbs.
Gown, Linen
3 pennies
3 lbs.
Gown, Silk
17 shillings
2 lbs.
Gown, Velvet
35 shillings
8 lbs.
Gown, Wool
5 pennies
5 lbs.
Hat, Bicorne
50 shillings
1 lb.
Hat, Broad-Brimmed
8 pennies
-
Hat, Fur-Trimmed
15 pennies
-
Hat, Men's Leather
6 bits
-
Hat, Men's Velvet
6 shillings
-
Hat, Tricorne
15 pennies
1 lb.
Hood, Cotton
5 bits
-
Hood, Fur
1 shilling
-
Hood, Wool
8 bits
-
Hooded Cloak, Ladies' Velvet
25 shillings
3 lbs.
Hooded Cloak, Ladies' Wool
2 shillings
3 lbs.
Jacket, Cotton
6 pennies
2 lbs.
Jacket, Fur
50+ shillings
6 lbs.
Jacket, Leather
1 shilling
3 lbs.
Jacket, Silk
10 shillings
1 lb.
Jacket, Velvet
25 shillings
1 lb.
Jacket, Wool
3 pennies
3 lbs.
Loincloth
3 bits
-
Lounging Robe, Cotton
2 pennies
3 lbs.
Lounging Robe, Silk
15 shillings
2 lbs.
Lounging Robe, Velvet
35 shillings
4 lbs.
Nightshirt, Silk
6 shillings
-
Robe, Cotton
1 penny
2 lbs.
Robe, Deep Pocket
7 shillings
4 lbs.
Robe, Desert
20 shillings
2 lbs.
Robe, Linen
1 shilling
2 lbs.
Robe, Miser's
8 shillings
4 lbs.
Robe, Silk
10 shillings
2 lbs.
Robe, Velvet
30 shillings
3 lbs.
Shawl, Cotton
4 bits
-
Shawl, Lace
20 shillings
-
Shawl, Linen
2 pennies
-
Shawl, Silk
8 shillings
-
Shawl, Velvet
12 shillings
-
Shawl, Wool
2 pennies
-
Shirt, Cotton
5 pennies
-
Shirt, Leather
7 pennies
½ lb.
Shirt, Linen
2 pennies
-
Shirt, Silk
6 shillings
-
Shirt, Velvet
12 shillings
½ lb.
Shirt, Wool
1 penny
-
Shoes, Cotton
3 pennies
-
Shoes, Dancing
15 shillings
-
Shoes, Leather
1 shilling
1 lb.
Shoes, Velvet
5 shillings
½
Skirt, Cotton
5 bits
-
Skirt, Linen
2 pennies
-
Skirt, Silk
6 shillings
-
Skirt, Velvet
15 shillings
½ lb.
Skirt, Wool
1 penny
-
Slippers, Leather
8 pennies
-
Slippers, Velvet
10 shillings
-
Surcoat, Edged
7 pennies
1 lb.
Surcoat, Gemmed
5 shillings
1 lb.
Surcoat, Hemmed
5 pennies
1 lb.
Surcoat, Metallic Thread
2 shillings
1 lb.
Surcoat, Plain
3 pennies
1 lb.
Tabard, Edged
6 pennies
½ lb.
Tabard, Gemmed
4 shillings
½ lb.
Tabard, Hemmed
4 pennies
½ lb.
Tabard, Metallic Thread
1 shilling
½ lb.
Tunic, Cotton
4 bits
1 lb.
Tunic, Leather
6 pennies
2 lbs.
Tunic, Linen
2 pennies
1 lb.
Tunic, Plain
2 pennies
1 lb.
Tunic, Silk
5 shillings
½ lb.
Tunic, Velvet
10 shillings
2 lbs.
Tunic, Wool
1 penny
1 lb.
Vest, Brocade
8 shillings
1 lb.
Vest, Cotton
3 bits
-
Vest, Knife
25 shillings
2 lbs.
Vest, Leather
4 pennies
½ lb.
Vest, Linen
2 pennies
-
Vest, Silk
3 shillings
-
Vest, Velvet
6 shillings
1 lb.
Vest, Wool
1 penny
-
Clothing Accessory
Cost
Weight
Belt, Baldric
7 pennies
½ lb.
Belt, Fine
25 shillings
-
Belt, Leather
2 pennies
-
Buckle, Large Fancy
1+ shillings
-
Buckle, Large Plain
2 pennies
-
Embroidery, Basic
+2 shillings
-
Embroidery, Coat-of-Arms
+15 shillings
-
Embroidery, Custom
+20 shillings
-
Embroidery, Fancy
+10 shillings
-
Fur-Lined (Bear or Wolf)
+5 shillings
+½ lb.
Fur-Lined (Mink or Sable)
+20 shillings
+½ lb.
Removable Sleeves
+5 shillings
-
Sash, Cotton
2 pennies
-
Sash, Silk
4 shillings
-
Sash, Wool
1 penny
-
Sheath, Boot
30 shillings
-
Sheath, Wrist
20 shillings
-
Spurs, Bronze
20 shillings
1 lb.
Spurs, Gold
50 shillings
2 lbs.
Spurs, Iron
1 shilling
1 lb.
Spurs, Silver
30 shillings
1 lb.
Spurs, Steel
10 shillings
1 lb.
Spurs, Custom-Engraved
+20 shillings
-
Spurs, Engraved
+5 shillings
-
Spurs, Gem-Encrusted
+50 shillings
-
Spurs, Gilded Gold
+5 shillings
-
Spurs, Gilded Silver
+1 shilling
-
Stockings
4 pennies
-
Supenders
8 bits
-
This list uses several abbreviations to show what sourcebook the entries were drawn from. For guidance as to what sourcebooks these abbreviations reference, see my key to Sourcebook Abbreviations.

Outfits

All of the outfit packages contained in the Player's Handbook are available for purchase. Character's who wish to purchase one of those outfit packages are certainly free to do so. In addition, the following outfits can be purchased:

Animal Training Outfit: (Arms & Equipment Guide) Essentially beefed up padded armor, this suit covers a person from head to toe in thick quilted padding, especially around the limbs. It is used as protection by those who specialize in training attack animals such as dogs. It is very difficult to move in this outfit, so it does not make for good armor. Used as armor, it has the following statistics: Armor bonus +2, maximum Dexterity bonus +1, armor check penalty -7, arcane spell failure chance 40%, speed 20 feet (30 feet)/15 feet (20 feet).

Beekeeper's Outfit: (Arms & Equipment Guide) This outfit prevents damage from ordinary vermin of all kinds: Bees, ants, centipedes, and so on. The outfit consists of a sealed leather suit and large helmet encased in fine netting. The outfit grants a +6 armor bonus to Armor Class against attacks from stinging and biting creatures that are size Fine. It provides no protection against larger creatures.

Bodysuit, Black: (Arms & Equipment Guide) This very light-fitting garment is made of black silk. It is used by rogues and infiltrators when sneaking around at night. Wearing the suit grants a +2 circumstance bonus to Hide checks in conditions dark enough to grant one-half concealment or better. The bodysuit provides no benefit if you wear clothing or armor other than belts, pouches, or bandoleers on top of it.

Desert Traveler's Outfit: (Testament: Roleplaying in the Biblical Era) Light, layered clothing to protect against the sun without being too heavy, plus a thick, wool cloak for protection from wind, sand, and cold. This outfit counts as light clothing and offers limited protections against some waste hazards. The protection it offers against heat is negated if the wearer also dons armor.

Fur Clothing: (Frostburn) Fur clothing consists of thick layers of animal furs designed to be worn over a regular set of clothing or armor. Wearing fur clothing grants a +5 circumstance bonus to Fortitude saving throws against exposure to cold weather. Fur clothing can be worn over a cold weather outfit, in which case the circumstance bonuses granted by such items stack, grating a total +10 circumstance bonus to Fortitude saving throws against cold weather. Fur clothing is cumbersome to wear. Although the furs do not provide a measurable armor bonus, they do increase your total armor check penalty for any armor worn by 2 points.

Heatsuit Outfit: (Arms & Equipment Guide) This is clothing designed to protect the wearer against abysmal heat, such as temperatures found around forges and volcanoes. It consists of heavy pants and coat, a specially treated leather apron, very thick mittens, a thick hood, and goggles. The heatsuit outfit prevents 3 points of normal heat damage per round and eliminates the -4 penalty on Fortitude saves for wearing heavy clothes. A heatsuit outfit should be worn only for a brief period of time.

Hydration Suit: (Sandstorm) The hydration suit is a masterpiece of water retention, crafted by waste-dwellers with technical skill and unusual materials. Its design allows you to recover nearly all the water your body loses through sweat and exhalation. A hydration suit is made of the skin and tissue of various desert-dwelling beasts and treated with oils or waxes for water retention. It covers your entire body, with a tight-fitting hood over the head and a mask covering the mouth and nose. Inside the mask is a glass plate to collect condensation and a tube fashioned from watertight materials. An inner lining wicks sweat away from your body and collects it in spongelike filtration material that can be removed after you doff the hydration suit. The tube from the face mask twists in loops around your body, through the sponge to reclaim moisture, condensing it in a reservoir from which you can sip. A functioning hydration suit eliminates the need to make Constitution checks to avoid dehydration. It raises the level of protection from heat dangers by two steps and its mask functions as a filter mask. A hydration suit offers no protection from magical desiccation.

Oilskin Suit: (Stormwrack) Inhabitants of rainy climates and misty seacoasts and those who make their living from the sea need reliable clothing to keep out the dampness and chill. An oilskin suit consists of high boots, heavy trousers, a long coat or cape, and a wide-brimmed hat. These garments are made of heavy-duty cloth such as cotton or linen, then waterproofed with flaxseed oil.

Spelunker's Outfit: (Arms & equipment Guide) This outfit is for adventurers planning to travel underground. It consists of water-resistant wool breeches, low sturdy boots, wool shirt, leather coat, belt, plain buckle, bandoleer for attaching equipment, kneepads, elbow pads, and miner's cap. The outfit does not include climbing gear, which must be purchased separately.

Swimming Gear: (Seafarer's Handbook) Swimming gear consists of webbed paddles that fit over the feet, and webbed gloves for the hands, all made of masterwork quality leather treated with sailor's wax during the tanning process. These treatments make the gear permanently waterproof. Swimming gear grants a +2 circumstance bonus to Swim checks. The movement speed of the character wearing the paddles on land is halved, and Disable Device, Open Lock, and Sleight of Hand checks suffer a -2 circumstance penalty if the character is wearing the webbed gloves, as do any other actions that require manual precision.

Outfit Modifications

Fireproof: (Mercenaries) Fireproof clothing provides a +2 circumstance bonus to all saving throws involving fire. In addition, spells or items that normally cause clothing to catch fire are only successful 50% of the time.

Night: (Mercenaries) Night clothing does not reflect light in the same manner that normal clothing would. There are no buckles to make noise or buttons to reflect moonlight. As a result, night clothing adds a +2 circumstance bonus to Hide and Move Silently checks. Night clothing is a rogue or hunter's best friend.

Survival: (Mercenaries) Survival clothing enhances your resistance to elements, allowing you a +4 circumstance bonus to Constitution checks or Fortitude saves that involve exposure to the elements. Survival gear is designed for warm weather use.

Waterproof: (Mercenaries) Although not 100% efficient, clothing that has been waterproofed can withstand exposure much longer than normal clothing.

Winter: (Mercenaries) Winter clothing enhances your resistance to elements, allowing you a +4 circumstance bonus to Constitution checks or Fortitude saves that involve exposure to the elements. Winter gear is designed for cold wather use.

Clothing Items

Characters who wish to more specifically purchase their items of clothing, or who wish to equip themselves with fancier outfits can purchase individual items of clothing off the clothing item list.

Apron: (Mercenaries) Aprons are worn by smiths or craftsmen to hold commonly used tools they want to keep close at hand.

Boots, Smuggler's: (Arms & Equipment Guide) These otherwise normal high boots have hinged heels that swing open to reveal small storage spaces. Each can hold one or two Fine objects, such as a vial of poison. In addition, the inside lining of the boot can be removed to hide thin, flat objects like a map or a slender dagger. It requires a successful DC 30 Search check to locate items hidden in the boots.

Cloak, Forester's: (Arms & Equipment Guide) Woven from several pieces of green and brown canvas, these large ponchos aid anyone trying to hide in a forest environment. The carefully chosen colors blend in with the vegetation and the poncho's loose shape obscures the humanoid form. Forester's cloaks provide a +1 circumstance bonus to Hide checks made in a forest.

Fullcloth, Winter: (Arms & Equipment Guide) This is a heavily quilted undergarment that is worn underneath regular clothing to protect the wearer against cold. Winter fullcloth is considered part of the cold weather outfit described in the Player's Handbook. If worn by itself, winter fullcloth grants a +1 circumstance bonus to Fortitude saving throws against exposure to cold weather.

Hat, Bicorne: (Stormwrack) A bicorne is a semicircular hat usually worn by captains and admirals. it is braided and showy, the better to call out the high rank of its wearer.

Hat, Tricorne: (Stormwrack) A tricorne is the classic three-cornered hat. It is generally worn by the upper classes and can be both civilian and military garb. A tricorne can range from a simple leather or felt version to a very fancy silk item with feathers. The price given here is for a well-made felt tricorne.

Robe, Deep Pocket: (Quintessential Wizard) A deep pocket robe offers a wide range of places in which to tuck tiny items. This robe has small storage pockets sewed throughout their sleeves, inner surfaces, and other areas, each designed to be easily accesible even under the most stressful circumstances. The wearer of this robe may designate up to 8 Tiny or smaller items to hide within this article of clothing. The wearer may recover any of these items as afree action that does not provoke an attack of opportunity.

Robe, Desert: (Arms & Equipment Guide) These loose-light colored robes offer some protection against the effects of heat. They provide a +2 circumstance bonus on Fortitude saving throws against exposure to high temperatures. Desert robes offer no protection against either mundane or magical fire.

Robe, Miser's: (Quintessential Wizard) A miser's robe has small pockets sewn into its hems, each of which may be sewn shut with a small cache of coins tucked inside. This robe has 4 such pockets, each of which can hold one Tiny or smaller item or a total of 25 shillings. Finding these pockets requires a DC 20 Search check to notice the coins or jewels tucked inside the robe's cloth. Opening a sewn-shut pocket is a full-round action that draws an attack of opportunity. Once a pocket is open, it must be once again sewn shut with a needle, thread, and a successful DC 10 Craft: Sewing check or DC 10 Dexterity check.

Vest, Knife: (Arms & Equipment Guide) This specially designed vest is worn over other clothing and can comfortably hold up to ten daggers across the chest. It is particularly handy for knife-throwers with the Quick Draw feat.

In addition to the specific benefits certain items of specialized clothing provide, clothing in most of the Three Worlds generally serves as an indicator of social status and in many cases as an indicator of loyalty. Wearing the proper clothes for the proper situation can be critical. A character who appears in their adventuring gear when meeting a duke or a prince is likely making a faux pas that will hinder any efforts they may make to sway the noble's opinion. Those of the upper classes are likely to discount the opinions of those dressed as commoners or lower classes - often regarding them as simple bumpkins not worthy of concern. In extreme cases, members of the nobility will treat commoners with disdain and barely concealed disgust.

Just as wearing common clothes in certain setting will work against an individual, wearing expensive or upper class clothing in the wrong situations can also cause problems. Those who are finely dressed will likely be regarded as potential marks in rougher parts of the world, or may be regarded by many with envy or fear. A man who shows up in fine clothing in a seaside bar is likely to get laughed at unless he also brings several armed men with him.

Depending on the situation, clothing can help or hinder an individual in social situations. Social skills can, and often will be affected by the clothing a character chooses to wear: Bluff, Diplomacy, Gather Information, Intimidate, and Sense Motive checks can be aided or hampered by a character's choice of outfit, potentially providing a +2 bonus or a -2 penalty to the check. Disguise and Perform checks can also be affected in the right circumstance, providing similar bonuses or penalties.

Knights and nobles will almost always wear clothing decorated with their personal coat of arms, as will their retainers and followers. Soldiers wear clothing indicating who they serve, and often, in what capacity. While military uniforms per se are not commonly used, the clothing worn by military men while on campaign will leave little doubt as to whom they have sworn their loyalty. Even while on military campaigns, the clothing worn by soldiers differentiates them by social standing: Common soldiers wear plain tabards stamped with their liege's insignia, while knights wear hemmed or edged surcoats with embroidered coats of arms. Nobles at war wear embossed armor and surcoats woven with metallic threads, while royalty often attired themselves in gilded armor and clothing of the finest fabrics. Knights on campaign or at tournaments commonly wear lounging robes. These are very similar to normal robes, but cut much larger and fastened not only with a belt at the waist but with a tie or fine chain near the neck. A knight can pull his lounging robe on over his armor so that he can entertain guests in his tent without appearing barbaric, but also without taking the time to remove his armor completely.

The average male peasant or commoner typically wears a simple outfit, consisting of trousers, boots, and a shirt or tunic. During cooler weather, a vest or jacket is added, and the pants and shirt are made from thicker material (wool or leather instead of cotton) while the boots are fur-lined. Cloaks may also be worn over everything else. Women of this class generally wear loose skirts and cotton blouses or simple dresses - adding shawls or cloaks in cold weather. Most fabric is undyed or in the earth tones provided by the cheapest homemade dyes.

More affluent men often wear a cape over their shirt, and frequently have a light vest of embroidered material. Those who work indoors occasionally wear low boots or shoes instead of the stiffer, sturdier outdoor boots. Gloves and hats complete these outfits. Women wear gowns and dresses rather than skirts, with a cape or shawl thrown over the shoulders and gloves to protect their hands from getting dirty.

Men in the employ of nobles wear either a tabard or a surcoat over their normal clothes. A tabard is simply a rectangular piece of cloth with a hole cut for the head and neck. It is worn over the shoulders, so that it covers both front and back, and is usually fastened with a belt. The sides are completely open, and the garment has no sleeves. These items have a coat of arms either dyed or stitched onto them, both front and back, and edges are often hemmed in a different color - fancier tabards have edging of a different material, such as velvet or fur. Surcoats are similar except that they are split down the front, and so resemble a long vest - most surcoats reach to the knee. These bear a coat of arms across the back, and a smaller copy of the same insignia on the left breast. Surcoats are not fastened, and simply hang loose, like a sleeveless robe. Having an image dyed into the cloth is by far the least expensive option, but also produces an image with slightly blurry edges, and one capable of fading with wear. Embroidery is cleaner, sharper, and more durable, but more expensive, particularly for more detailed coats of arms.

Within their own home, nobles often wear robes - these simple, belted items are most often made of linen, silk, or fine cotton, though heavier winter robes might be fur-lined wool or simply fur. Nobles can often afford fabrics colored with more expensive dyes that provide rich jewel-tones.

Noblemen wear the same type of clothing as merchants and townsmen - pants, shirt, vest, cape - but the material are finer. Their clothing is made of linen or silk or velvet rather than cotton and wool, and often has fur or velvet or metallic thread for a border, along with embroidery at the cuffs and neckline. Noblemen often wear low boots of soft leather, which are useless in mud or dirt, but fine for cobbled streets or marble floors. All of their clothing has their coat of arms embroidered into it somewhere, and the wealthier nobles have precious metals and stones woven in as decorations as well - kings and princes sometimes wear tunics of cloth-of-gold, or vests completely encrusted in gems.

Noblewomen wear gowns and dresses, but their clothing is also of finer material and more detailed workmanship than those of lower status. Their gowns may have gathered bodices and pleated or ruffled skirts made of silk, velvet, satin, or brocade with lace trim. Slashed sleeves show patterned or embroidered material beneath, and the same material might fill the area between the neckline and the actual neck of the garment, which often ends in a choker. Gloves are worn and low soft slippers. Embroidered or lace shawls drape over the shoulders. In winter, a noblewoman might also wear a large fur-lined cloak with a hood.

Clothing Accessories

Sheath, Boot: (Arms & Equipment Guide) A boot sheath is easily concealed, making it useful for those who want to appear unarmed. Booth sheaths can hold only Small or Tiny bladed weapons. Characters attempting to conceal an item in a boot sheat gain a +4 bonus on their Sleight of Hand check (opposed by either Spot or Search depending on the situation). If the character using the boot sheath has no ranks in Sleight of Hand, noticing the boot sheath requires a DC 10 Spot or Search check.

Sheath, Wrist: (Arms & Quipment Guide) This sheath fits along the inside of the forearm, allowing weapons stored inside it to be drawn quickly. A wrist sheath can hold one Tiny weapon such as a dagger, or a wand. Weapons of unusual shape, such as a bladed gauntlet, do not fit into a wrist sheath regardless of their size. Drawing or replacing the contents of a wrist sheath is a move-equivalent action.

Spurs: (Relics & Rituals: Excalibur) Spurs could be regarded as mount-related gear, and are often worn with armor. Spurs are metal devices shaped like a "U" but with an extra prong extending from the bottom of the curve. They are worn about the ankles, so that the prong sticks straight back and is parallel to the ground. Leather straps attached to the front edges fasten around the foot to hold the spur in place, and the back prong ends in a sharp point, or a group of points resembling a caltrop, or even a small spiked wheel. Riders wear spurs and use them to goad their horses to a gallop by digging the point of the sput into the animal's side. These devices are a symbol of horsemanship, even though good riders pride themselves on never having to apply their spurs. Because knights and nobles are expected to be expert horsemen, spurs are associated with knighthood as well, and each new knight receives a pair along with his sword and shield. They are also common prized for riding competitions, and for riding-related elements of tourneys. Knights and nobles take great pride in their spurs, and often have a pair custom-made. Most spurs are made of steel or iron, but they are often engraved with designs or crests, and may be gilded with gold or silver - the wealthiest nobles might have spurs of solid silver or solid gold, though these are less practical than decorative. Some also have gems set into them, making the spurs as much jewelry as equipment.

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