Core Rulebook | Rules | Equipment

Equipment

Wealth And Money

Each character begins play with a number of gold pieces that he can spend on weapons, armor, and other equipment. As a character adventures, he accumulates more wealth that can be spent on better gear and magic items. Table: Starting Character Wealth lists the starting gold piece values by class. In addition, each character begins play with an outfit worth 10 gp or less. For characters above 1st level, see Table: Character Wealth by Level.

Table: Starting Character Wealth

Table: Starting Character Wealth
ClassStarting WealthAverage
Barbarian3d6 × 10 gp105 gp
Bard3d6 × 10 gp105 gp
Cleric4d6 × 10 gp140 gp
Druid2d6 × 10 gp70 gp
Fighter5d6 x 10 gp175 gp
Monk1d6 × 10 gp35 gp
Paladin5d6 × 10 gp175 gp
Ranger5d6 × 10 gp175 gp
Rogue4d6 × 10 gp140 gp
Sorcerer2d6 × 10 gp70 gp
Wizard2d6 × 10 gp70 gp

Coins

The most common coin is the gold piece (gp). A gold piece is worth 10 silver pieces (sp). Each silver piece is worth 10 copper pieces (cp). In addition to copper, silver, and gold coins, there are also platinum pieces (pp), which are each worth 10 gp.

The standard coin weighs about a third of an ounce (50 to the pound).

Table: Coins

Table: Coins
Exchange Valuecpspgppp
Copper piece (cp)11/101/1001/1,000
Silver piece (sp)1011/101/100
Gold piece (gp)1001011/10
Platinum piece (pp)1,000100101

Other Wealth

Merchants commonly exchange trade goods without using currency. As a means of comparison, some trade goods are detailed on Table: Trade Goods.

Table: Trade Goods

Table: Trade Goods
CostItem
1 cpOne pound of wheat
2 cpOne pound of flour, or one chicken
1 spOne pound of iron
5 spOne pound of tobacco or copper
1 gpOne pound of cinnamon, or one goat
2 gpOne pound of ginger or pepper, or one sheep
3 gpOne pig
4 gpOne square yard of linen
5 gpOne pound of salt or silver
10 gpOne square yard of silk, or one cow
15 gpOne pound of saffron or cloves, or one ox
50 gpOne pound of gold
500 gpOne pound of platinum

Selling Treasure

In general, a character can sell something for half its listed price, including weapons, armor, gear, and magic items. This also includes character-created items.

Trade goods are the exception to the half-price rule. A trade good, in this sense, is a valuable good that can be easily exchanged almost as if it were cash itself.

Weapons

From the common longsword to the exotic dwarven urgrosh, weapons come in a wide variety of shapes and sizes.

All weapons deal hit point damage. This damage is subtracted from the current hit points of any creature struck by the weapon. When the result of the die roll to make an attack is a natural 20 (that is, the die actually shows a 20), this is known as a critical threat (although some weapons can score a critical threat on a roll of less than 20). If a critical threat is scored, another attack roll is made, using the same modifiers as the original attack roll. If this second attack roll is equal or greater than the target's AC, the hit becomes a critical hit, dealing additional damage.

Weapons are grouped into several interlocking sets of categories. These categories pertain to what training is needed to become proficient in a weapon's use (simple, martial, or exotic), the weapon's usefulness either in close combat (melee) or at a distance (ranged, which includes both thrown and projectile weapons), its relative encumbrance (light, one-handed, or two-handed), and its size (Small, Medium, or Large).

Simple, Martial, and Exotic Weapons

Anybody but a druid, monk, or wizard is proficient with all simple weapons. Barbarians, fighters, paladins, and rangers are proficient with all simple and all martial weapons. Characters of other classes are proficient with an assortment of simple weapons and possibly some martial or even exotic weapons. All characters are proficient with unarmed strikes and any natural weapons possessed by their race. A character who uses a weapon with which he is not proficient takes a –4 penalty on attack rolls.

Melee and Ranged Weapons

Melee weapons are used for making melee attacks, though some of them can be thrown as well. Ranged weapons are thrown weapons or projectile weapons that are not effective in melee.

Reach Weapons

Glaives, guisarmes, lances, longspears, ranseurs, and whips are reach weapons. A reach weapon is a melee weapon that allows its wielder to strike at targets that aren't adjacent to him. Most reach weapons double the wielder's natural reach, meaning that a typical Small or Medium wielder of such a weapon can attack a creature 10 feet away, but not a creature in an adjacent square. A typical Large character wielding a reach weapon of the appropriate size can attack a creature 15 or 20 feet away, but not adjacent creatures or creatures up to 10 feet away.

Double Weapons

Dire flails, dwarven urgroshes, gnome hooked hammers, orc double axes, quarterstaves, and two-bladed swords are double weapons. A character can fight with both ends of a double weapon as if fighting with two weapons, but he incurs all the normal attack penalties associated with two-weapon combat, just as though the character were wielding a one-handed weapon and a light weapon.

The character can also choose to use a double weapon two-handed, attacking with only one end of it. A creature wielding a double weapon in one hand can't use it as a double weapon—only one end of the weapon can be used in any given round.

Thrown Weapons

Daggers, clubs, shortspears, spears, darts, javelins, throwing axes, light hammers, tridents, shuriken, and nets are thrown weapons. The wielder applies his Strength modifier to damage dealt by thrown weapons (except for splash weapons). It is possible to throw a weapon that isn't designed to be thrown (that is, a melee weapon that doesn't have a numeric entry in the Range column on Table: Weapons), and a character who does so takes a –4 penalty on the attack roll. Throwing a light or one-handed weapon is a standard action, while throwing a two-handed weapon is a full-round action. Regardless of the type of weapon, such an attack scores a threat only on a natural roll of 20 and deals double damage on a critical hit. Such a weapon has a range increment of 10 feet.

Projectile Weapons

Blowguns, light crossbows, slings, heavy crossbows, shortbows, composite shortbows, longbows, composite longbows, halfling sling staves, hand crossbows, and repeating crossbows are projectile weapons. Most projectile weapons require two hands to use (see specific weapon descriptions). A character gets no Strength bonus on damage rolls with a projectile weapon unless it's a specially built composite shortbow or longbow, or a sling. If the character has a penalty for low Strength, apply it to damage rolls when he uses a bow or a sling.

Ammunition

Projectile weapons use ammunition: arrows (for bows), bolts (for crossbows), darts (for blowguns), or sling bullets (for slings and halfling sling staves). When using a bow, a character can draw ammunition as a free action; crossbows and slings require an action for reloading (as noted in their descriptions). Generally speaking, ammunition that hits its target is destroyed or rendered useless, while ammunition that misses has a 50% chance of being destroyed or lost.

Although they are thrown weapons, shuriken are treated as ammunition for the purposes of drawing them, crafting masterwork or otherwise special versions of them, and what happens to them after they are thrown.

Light, One-Handed, and Two-Handed Melee Weapons

This designation is a measure of how much effort it takes to wield a weapon in combat. It indicates whether a melee weapon, when wielded by a character of the weapon's size category, is considered a light weapon, a one-handed weapon, or a two-handed weapon.

Light

A light weapon is used in one hand. It is easier to use in one's off hand than a one-handed weapon is, and can be used while grappling (see Combat). Add the wielder's Strength modifier to damage rolls for melee attacks with a light weapon if it's used in the primary hand, or half the wielder's Strength bonus if it's used in the off hand. Using two hands to wield a light weapon gives no advantage on damage; the Strength bonus applies as though the weapon were held in the wielder's primary hand only.

An unarmed strike is always considered a light weapon.

One-Handed

A one-handed weapon can be used in either the primary hand or the off hand. Add the wielder's Strength bonus to damage rolls for melee attacks with a one-handed weapon if it's used in the primary hand, or 1/2 his Strength bonus if it's used in the off hand. If a one-handed weapon is wielded with two hands during melee combat, add 1-1/2 times the character's Strength bonus to damage rolls.

Two-Handed

Two hands are required to use a two-handed melee weapon effectively. Apply 1-1/2 times the character's Strength bonus to damage rolls for melee attacks with such a weapon.

Weapon Size

Every weapon has a size category. This designation indicates the size of the creature for which the weapon was designed.

A weapon's size category isn't the same as its size as an object. Instead, a weapon's size category is keyed to the size of the intended wielder. In general, a light weapon is an object two size categories smaller than the wielder, a one-handed weapon is an object one size category smaller than the wielder, and a two-handed weapon is an object of the same size category as the wielder.

Inappropriately Sized Weapons

A creature can't make optimum use of a weapon that isn't properly sized for it. A cumulative –2 penalty applies on attack rolls for each size category of difference between the size of its intended wielder and the size of its actual wielder. If the creature isn't proficient with the weapon, a –4 nonproficiency penalty also applies.

The measure of how much effort it takes to use a weapon (whether the weapon is designated as a light, one-handed, or two-handed weapon for a particular wielder) is altered by one step for each size category of difference between the wielder's size and the size of the creature for which the weapon was designed. For example, a Small creature would wield a Medium one-handed weapon as a two-handed weapon. If a weapon's designation would be changed to something other than light, one-handed, or two-handed by this alteration, the creature can't wield the weapon at all.

Improvised Weapons

Sometimes objects not crafted to be weapons nonetheless see use in combat. Because such objects are not designed for this use, any creature that uses an improvised weapon in combat is considered to be nonproficient with it and takes a –4 penalty on attack rolls made with that object. To determine the size category and appropriate damage for an improvised weapon, compare its relative size and damage potential to the weapon list to find a reasonable match. An improvised weapon scores a threat on a natural roll of 20 and deals double damage on a critical hit. An improvised thrown weapon has a range increment of 10 feet.

Weapon Qualities

Here is the format for weapon entries (given as column headings on Table: Weapons).

Cost

This value is the weapon's cost in gold pieces (gp) or silver pieces (sp). The cost includes miscellaneous gear that goes with the weapon, such as a scabbard or quiver.

This cost is the same for a Small or Medium version of the weapon. A Large version costs twice the listed price.

Dmg

These columns give the damage dealt by the weapon on a successful hit. The column labeled “Dmg (S)” is for Small weapons. The column labeled “Dmg (M)” is for Medium weapons. If two damage ranges are given, then the weapon is a double weapon. Use the second damage figure given for the double weapon's extra attack. Table: Tiny and Large Weapon Damage gives weapon damage values for Tiny and Large weapons.

Table: Tiny and Large Weapon Damage

Table: Tiny and Large Weapon Damage
Medium Weapon DamageTiny Weapon DamageLarge Weapon Damage
1d21d3
1d311d4
1d41d21d6
1d61d31d8
1d81d42d6
1d101d62d8
1d121d83d6
2d41d42d6
2d61d83d6
2d81d103d8
2d102d64d8

Critical

The entry in this column notes how the weapon is used with the rules for critical hits. When your character scores a critical hit, roll the damage two, three, or four times, as indicated by its critical multiplier (using all applicable modifiers on each roll), and add all the results together.

Extra damage over and above a weapon's normal damage is not multiplied when you score a critical hit.

×2The weapon deals double damage on a critical hit.

×3The weapon deals triple damage on a critical hit.

×3/×4One head of this double weapon deals triple damage on a critical hit. The other head deals quadruple damage on a critical hit.

×4The weapon deals quadruple damage on a critical hit.

19-20/×2The weapon scores a threat on a natural roll of 19 or 20 (instead of just 20) and deals double damage on a critical hit.

18-20/×2The weapon scores a threat on a natural roll of 18, 19, or 20 (instead of just 20) and deals double damage on a critical hit.

Range

Any attack at more than this distance is penalized for range. Beyond this range, the attack takes a cumulative –2 penalty for each full range increment (or fraction thereof) of distance to the target. For example, a dagger (with a range of 10 feet) thrown at a target that is 25 feet away would incur a –4 penalty. A thrown weapon has a maximum range of five range increments. A projectile weapon can shoot to 10 range increments.

Weight

This column gives the weight of a Medium version of the weapon. Halve this number for Small weapons and double it for Large weapons. Some weapons have a special weight. See the weapon's description for details.

Type

Weapons are classified according to the type of damage they deal: B for bludgeoning, P for piercing, or S for slashing. Some monsters may be resistant or immune to attacks from certain types of weapons.

Some weapons deal damage of multiple types. If a weapon causes two types of damage, the type it deals is not half one type and half another; all damage caused is of both types. Therefore, a creature would have to be immune to both types of damage to ignore any of the damage caused by such a weapon.

In other cases, a weapon can deal either of two types of damage. In a situation where the damage type is significant, the wielder can choose which type of damage to deal with such a weapon.

Special

Some weapons have special features in addition to those noted in their descriptions.

Brace

If you use a readied action to set a brace weapon against a charge, you deal double damage on a successful hit against a charging character (see Combat).

Disarm

When you use a disarm weapon, you get a +2 bonus on Combat Maneuver Checks to disarm an enemy.

Double

You can use a double weapon to fight as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. You can choose to wield one end of a double weapon two-handed, but it cannot be used as a double weapon when wielded in this way—only one end of the weapon can be used in any given round.

Monk

A monk weapon can be used by a monk to perform a flurry of blows (see Classes).

Nonlethal

These weapons deal nonlethal damage (see Combat).

Reach

You use a reach weapon to strike opponents 10 feet away, but you can't use it against an adjacent foe.

Trip

You can use a trip weapon to make trip attacks. If you are tripped during your own trip attempt, you can drop the weapon to avoid being tripped.

Weapon Descriptions

Table: Weapons

Table: Weapons
Simple WeaponsCostDmg (S)Dmg (M)CriticalRangeWeight1 Type2Special
Unarmed Attacks
Gauntlet2 gp1d21d3×21 lb.B
Unarmed strike1d21d3×2Bnonlethal
Light Melee Weapons
Dagger2 gp1d31d419–20/×210 ft.1 lb.P or S
Dagger, punching2 gp1d31d4 ×31 lb.P
Gauntlet, spiked5 gp1d31d4×21 lb.P
Mace, light5 gp1d41d6×24 lbs.B
Sickle6 gp1d41d6×22 lbs.Strip
One-Handed Melee Weapons
Club1d41d6×210 ft.3 lbs.B
Mace, heavy12 gp1d61d8×28 lbs.B
Morningstar8 gp1d61d8×26 lbs.B and P
Shortspear1 gp1d41d6×220 ft.3 lbs.P
Two-Handed Melee Weapons
Longspear5 gp1d61d8×39 lbs.Pbrace, reach
Quarterstaff1d4/1d41d6/1d6×24 lbs.Bdouble, monk
Spear2 gp1d61d8×320 ft.6 lbs.Pbrace
Ranged Weapons
Blowgun2 gp11d2×220 ft.1 lb.P
Darts, blowgun (10)5 sp
Crossbow, heavy50 gp1d81d1019–20/×2120 ft.8 lbs.P
Bolts, crossbow (10)1 gp1 lb.
Crossbow, light35 gp1d61d819–20/×280 ft.4 lbs.P
Bolts, crossbow (10)1 gp1 lb.
Dart5 sp1d31d4×220 ft.1/2 lb.P
Javelin1 gp1d41d6×230 ft.2 lbs.P
Sling1d31d4×250 ft.B
Bullets, sling (10)1 sp5 lbs.
Martial WeaponsCostDmg (S)Dmg (M)CriticalRangeWeight1 Type2Special
Light Melee Weapons
Axe, throwing8 gp1d41d6×210 ft.2 lbs.S
Hammer, light1 gp1d31d4×220 ft.2 lbs.B
Handaxe6 gp1d41d6×33 lbs.S
Kukri8 gp1d31d418–20/×22 lbs.S
Pick, light4 gp1d31d4×43 lbs.P
Sap1 gp1d41d6×22 lbs.Bnonlethal
Shield, lightspecial1d21d3×2specialB
Spiked armorspecial1d41d6×2specialP
Spiked shield, lightspecial1d31d4×2specialP
Starknife24 gp1d31d4×320 ft.3 lbs.P
Sword, short10 gp1d41d619–20/×22 lbs.P
One-Handed Melee Weapons
Battleaxe10 gp1d61d8×36 lbs.S
Flail8 gp1d61d8×25 lbs.Bdisarm, trip
Longsword15 gp1d61d819–20/×24 lbs.S
Pick, heavy8 gp1d41d6×46 lbs.P
Rapier20 gp1d41d618–20/×22 lbs.P
Scimitar15 gp1d41d618–20/×24 lbs.S
Shield, heavyspecial1d31d4×2specialB
Spiked shield, heavyspecial1d41d6×2specialP
Trident15 gp1d61d8×210 ft.4 lbs.Pbrace
Warhammer12 gp1d61d8×35 lbs.B
Two-Handed Melee Weapons
Falchion75 gp1d62d418–20/×28 lbs.S
Glaive8 gp1d81d10×310 lbs.Sreach
Greataxe20 gp1d101d12×312 lbs.S
Greatclub5 gp1d81d10×28 lbs.B
Flail, heavy15 gp1d81d1019–20/×210 lbs.Bdisarm, trip
Greatsword50 gp1d102d619–20/×28 lbs.S
Guisarme9 gp1d6 2d4×312 lbs.Sreach, trip
Halberd10 gp1d81d10×312 lbs.P or Sbrace, trip
Lance10 gp1d61d8×310 lbs.Preach
Ranseur10 gp1d62d4×312 lbs.Pdisarm, reach
Scythe18 gp1d62d4×410 lbs.P or Strip
Ranged Weapons
Longbow75 gp1d61d8×3100 ft.3 lbs.P
Arrows (20)1 gp3 lbs.
Longbow, composite100 gp1d61d8×3110 ft.3 lbs.P
Arrows (20)1 gp3 lbs.
Shortbow30 gp1d41d6×360 ft.2 lbs.P
Arrows (20)1 gp3 lbs.
Shortbow, composite75 gp1d41d6×370 ft.2 lbs.P
Arrows (20)1 gp3 lbs.
Exotic WeaponsCostDmg (S)Dmg (M)CriticalRangeWeight1 Type2Special
Light Melee Weapons
Kama2 gp1d41d6×22 lbs.S monk, trip
Nunchaku2 gp1d41d6×22 lbs.Bdisarm, monk
Sai1 gp1d31d4×21 lb.Bdisarm, monk
Siangham3 gp1d41d6×21 lb.Pmonk
One-Handed Melee Weapons
Sword, bastard35 gp1d81d1019–20/×26 lbs.S
Waraxe, dwarven30 gp1d81d10×38 lbs.S
Whip1 gp1d21d3×22 lbs.Sdisarm, nonlethal, reach, trip
Two-Handed Melee Weapons
Axe, orc double60 gp1d6/1d61d8/1d8×315 lbs.Sdouble
Chain, spiked25 gp1d62d4×210 lbs.Pdisarm, trip
Curve blade, elven80 gp1d81d1018–20/×27 lbs.S
Flail, dire90 gp1d6/1d61d8/1d8×210 lbs.Bdisarm, double, trip
Hammer, gnome hooked20 gp1d6/1d41d8/1d6×3/×46 lbs.B or Pdouble, trip
Sword, two-bladed100 gp1d6/1d61d8/1d819–20/×210 lbs.Sdouble
Urgrosh, dwarven50 gp1d6/1d41d8/1d6×312 lbs.P or Sbrace, double
Ranged Weapons
Bolas5 gp1d31d4×210 ft.2 lbs.Bnonlethal, trip
Crossbow, hand100 gp1d31d419–20/×230 ft.2 lbs.P
Bolts (10)1 gp1 lb.
Crossbow, repeating heavy400 gp1d81d1019–20/×2120 ft.12 lbs.P
Bolts (5)1 gp1 lb.
Crossbow, repeating light250 gp1d61d819–20/×280 ft.6 lbs.P
Bolts (5)1 gp1 lb.
Net20 gp10 ft.6 lbs.
Shuriken (5)1 gp11d2×210 ft.1/2 lb.Pmonk
Sling staff, halfling20 gp1d61d8×380 ft.3 lbs.B
Bullets, sling (10)1 sp5 lbs.
1 Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much.
2 A weapon with two types is both types if the entry specifies “and,” or either type (wielder's choice) if the entry specifies “or.”

Weapons found on Table: Weapons are described below. Splash weapons are described under Special Substances and Items.

Arrows

Aura:
CLl:
Price: 1 gp/20
Weight: 3 lbs.

An arrow used as a melee weapon is treated as a light improvised weapon (–4 penalty on attack rolls) and deals damage as a dagger of its size (critical multiplier ×2). Arrows come in a leather quiver that holds 20 arrows.

Axe, Orc Double

Aura:
CLl:
Price: 60 gp
Weight: 15 lbs.

A cruel weapon with blades placed at opposite ends of a long haft, an orc double axe is a double weapon.

Battleaxe

Aura:
CLl:
Price: 10 gp
Weight: 6 lbs.

The handle of this axe is long enough that you can wield it one-handed or two-handed. The head may have one blade or two, with blade shapes ranging from half-moons to squared edges like narrower versions of woodcutting axes. The wooden haft may be protected and strengthened with metal bands called langets.

Blowgun

Aura:
CLl:
Price: 2 gp
Weight: 1 lb.

Blowguns are generally used to deliver debilitating (but rarely fatal) poisons from a distance. They are nearly silent when fired. For a list of appropriate poisons, see Poison.

Blowgun Darts

Aura:
CLl:
Price: 5 sp/10
Weight: —

The thin, light darts used in a blowgun are usually made of hardwood with a stabilizing fletching of down or fur. A dart is usually loaded from the back end just before firing.

Bolas

Aura:
CLl:
Price: 5 gp
Weight: 2 lbs.

A bolas is a pair of weights, connected by a thin rope or cord. You can use this weapon to make a ranged trip attack against an opponent. You can't be tripped during your own trip attempt when using a bolas.

Bolts

Aura:
CLl:
Price: 1 gp/5
Weight: 1 lb.

A crossbow bolt used as a melee weapon is treated as a light improvised weapon (–4 penalty on attack rolls) and deals damage as a dagger of its size (crit ×2). Bolts come in a case or quiver that holds 10 bolts (or 5, for a repeating crossbow).

Bullets, Sling

Aura:
CLl:
Price: 1 sp/10
Weight: 5 lbs.

Bullets are shaped metal balls, designed to be used by a sling or halfling sling staff. Bullets come in a leather pouch that holds 10 bullets.

Chain, Spiked

Aura:
CLl:
Price: 25 gp
Weight: 10 lbs.

A spiked chain is about 4 feet in length, covered in wicked barbs. You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a spiked chain sized for you, even though it isn't a light weapon.

Masterwork Weapons

A masterwork weapon is a finely crafted version of a normal weapon. Wielding it provides a +1 enhancement bonus on attack rolls.

You can't add the masterwork quality to a weapon after it is created; it must be crafted as a masterwork weapon (see the Craft skill). The masterwork quality adds 300 gp to the cost of a normal weapon (or 6 gp to the cost of a single unit of ammunition). Adding the masterwork quality to a double weapon costs twice the normal increase (+600 gp).

Masterwork ammunition is damaged (effectively destroyed) when used. The enhancement bonus of masterwork ammunition does not stack with any enhancement bonus of the projectile weapon firing it.

All magic weapons are automatically considered to be of masterwork quality. The enhancement bonus granted by the masterwork quality doesn't stack with the enhancement bonus provided by the weapon's magic.

Even though some types of armor and shields can be used as weapons, you can't create a masterwork version of such an item that confers an enhancement bonus on attack rolls. Instead, masterwork armor and shields have lessened armor check penalties.

Armor

For most, armor is the simplest way to protect oneself in a world of rampant threats and dangers. Many characters can wear only the simplest of armors, and only some can use shields. To wear heavier armor effectively, a character can select the Armor Proficiency feats, but most classes are automatically proficient with the armors that work best for them.

Here is the format for armor entries (given as column headings on Table: Armor and Shields).

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