Equipment

= Equipment, Magic Items, and Gold =

**Magic Items, Crafted Items, Special Substances**
First of all, here's a highly helpful link for looking into equipment: [|d20srd].

All non-magical and alchemical equipment from the PHB is legal to buy. Any non-magical item or equipment (not weapons or armor except as noted below) from any other v3.5 D&D Book is legal to buy, provided that they give no more than a +2 bonus to a single skill, and the book and page number appear next to the item on the character sheet. Characters may have one set of clothing (see PHB) of their choice for free at character creation.

Non-magical items can be sold to nameless NPC merchants for 50% of their book price value. Magical items can be sold to NPC merchants for 66% of their book price value. (Haggling must be overseen by a DM for non-magical gear, or a PM for magical gear). The "Fence" ability alters these percentages.


 * Character Owned Shops in Armeya**

**Gold:**
Players are responsible for updating their own gold on their wiki pages. Players must adjust their own sheets to account for this, and may do so retroactively if they "missed" it - Admins will be able to check totals to ensure fairness.

In addition, Characters with the Craft, Perform, and Profession skills may approach a PM or GM about how they can earn additional gold by doing "mundane" things over the course of a month (limit one such attempt per real life month). In order to add this gold, players must post it to the "Discussion" tab of their character's wiki page, along with the name of the PM who oversaw the dice rolls. More information about this can be found on the Extra Skill Uses page.


 * Ships/Vehicles:** Armeya RPG uses rules from the Stormwrack book - For more detailed information check the **Ships Page**.

Expected Character Wealth:
The "Expected Character Wealth" (ECW) chart normally dictates "max character wealth" in a game. In Armeya, we'll be using something slightly different. Items that count against your "ECW items" are any item that falls under one of the following categories: A character may not use an item whose value exceeds their allotted ECW. In other words, the ECW presented in the table below is checked against each individual item and not the sum total of a character's possessions.
 * 1) Magical Item
 * 2) Weapon
 * 3) Armor
 * 4) Shield
 * 5) Alchemical Item
 * 6) Item that provides a mechanical bonus to a dice roll.
 * Characters may not own items (magical or otherwise) that cost more than the listed ECW rating (unless obtained through an ECW-exempt Feat).
 * Characters must "log" purchases of ECW items that cost more than 1,000gp, and must be able to "pay" for ECW items (or show that they obtained them through RP with a character who crafted them for less gold than their normal cost).
 * DMs may not award items that exceed the ECW of the highest level character on the adventure in which the items are awarded.
 * Characters who are merchants may have a "stock" of ECW items, but may not carry more than their personal allowance on them, or "swap out" items, without PM approval.


 * ECW Chart:**
 * **Level** || **Gold** || a || **Level** || **Gold** ||
 * 1 || 250 || a || 11 || 33,000 ||
 * 2 || 450 || a || 12 || 44,000 ||
 * 3 || 1,350 || a || 13 || 55,000 ||
 * 4 || 2,700 || a || 14 || 75,000 ||
 * 5 || 4,500 || a || 15 || 100,000 ||
 * 6 || 6,500 || a || 16 || 130,000 ||
 * 7 || 9,500 || a || 17 || 175,000 ||
 * 8 || 13,500 || a || 18 || 225,000 ||
 * 9 || 18,000 || a || 19 || 300,000 ||
 * 10 || 25,000 || a || 20+ || Uncapped ||



Weapons:
All simple and martial weapons located in the Player's Handbook, p116-117, are available for use in Armeya RPG. Exotic weapons for Armeya RPG are listed amongst the tables below. These tables also include new simple and martial weapons. Unsure of what a weapon looks like? Google is your friend.
 * New martial weapons:**
 * = **Martial Weapons** ||= **Cost** ||= **Damage (s)** ||= **Damage (m)** ||= **Critical** ||= **Range Increment** ||= **Weight** ||= **Type** ||= **Notes** ||
 * < //Light Melee Weapons// ||<  ||
 * * Bladed Gauntlet ||> 30gp ||= 1d4 ||= 1d6 ||= 19-20/x2 ||= - ||= 4lb ||= Slashing || Cannot be disarmed. ||
 * * Cutlass ||> 15gp ||= 1d4 ||= 1d6 ||= 19-20/x2 ||= - ||= 3lb ||= Slashing || +2 vs being disarmed. ||
 * * Ward Cestus ||> 10gp ||= 1d3 ||= 1d4 ||= x2 ||= - ||= 4lb ||= Bludgeoning || +1 shield bonus to AC; cannot be disarmed. Breaks after ten uses. ||
 * < //One Handed Melee Weapons// ||<  ||
 * * Maul ||> 15gp ||= 1d8 ||= 1d10 ||= x3 ||= - ||= 20lb ||= Bludgeoning ||  ||
 * * Saber ||> 20gp ||= 1d6 ||= 1d8 ||= 19-20/x2 ||= - ||= 4lb ||= Piercing, Slashing ||  ||
 * * Sickle, Heavy ||> 12gp ||= 1d6 ||= 1d8 ||= x2 ||= - ||= 6lb ||= Slashing ||  ||
 * < //Two Handed Melee Weapons// ||<  ||
 * * Lucerne Hammer ||> 12gp ||= 1d6 ||= 2d4 ||= x4 ||= - ||= 10lb ||= Piercing || Reach ||
 * * Partisan ||> 12gp ||= 1d6 ||= 2d4 ||= x3 ||= - ||= 12lb ||= Piercing, Slashing || Reach ||
 * * Pilum ||> 5gp ||= 1d6 ||= 1d8 ||= x3 ||= 20ft ||= 6lb ||= Piercing || Reach ||
 * < //Ranged Weapons// ||<  ||
 * < Crossbow Bayonets are allowed as per Complete Scoundrel. ||<  ||


 * New Exotic weapons:**
 * = **Exotic Weapons** ||= **Cost** ||= **Damage (s)** ||= **Damage (m)** ||= **Critical** ||= **Range Increment** ||= **Weight** ||= **Type** ||= **Notes** ||
 * < //Light Melee Weapons// ||<  ||
 * < * Hammer, Throwing ||> 30gp ||= 1d4 ||= 1d6 ||= x2 ||= 20ft ||= 2lb ||= Bludgeoning ||  ||
 * < * Sword, Short, Broadblade ||> 75gp ||= 1d4 ||= 1d6 ||= 19-20/x2 ||= - ||= 3lb ||= Piercing || See below ||
 * < //One Handed Melee Weapons// ||<  ||
 * * Sword, Bastard ||> 35gp ||= 1d8 ||= 1d10 ||= 19-20/x2 ||= - ||= 10lb ||= Slashing ||  ||
 * < * Pata ||> 100gp ||= 1d8 ||= 1d10 ||= x3 ||= - ||= 5lb ||= Piercing ||  ||
 * < * Clawed Bracers ||> 50gp ||= 1d4 ||= 1d6 ||= 18-20/x2 ||= - ||= 4lb ||= Slashing || See below ||
 * * Great Scimitar ||> 200gp ||= 1d6 ||= 1d8 ||= 18-20/x2 ||= - ||= 8lb ||= Slashing || Can use 2H as Martial ||
 * * Hook Sword ||> 35gp ||= 1d6/1d3 ||= 2d4/1d4 ||= 18-20/x2 ||= - ||= 6lb ||= Slashing || See below; Crit multiplier x4 when combined ||
 * < * Hookspear ||> 30gp ||= 1d4 ||= 1d6 ||= x2 ||= - ||= 8lb ||= Slashing, Piercing ||< Can Trip; +2 to disarm ||
 * * Maul ||> 15gp ||= 1d8 ||= 1d10 ||= x3 ||= - ||= 20lb ||= Bludgeoning ||  ||
 * * Dancer's Blade ||> 100gp ||= 1d6 ||= 2d4 ||= 19-20/x2 ||= - ||= 4lb ||= Slashing || Considered light when used 2H for Weapon Finesse ||
 * * Longsword, Mercurial ||> 400gp ||= 1d6 ||= 1d8 ||= x4 ||= - ||= 6lb ||= Slashing || +1 damage, -2 attack ||
 * * Whip ||> 10gp ||= 1d2 ||= 1d3 ||= x2 ||= - ||= 2lb ||= Slashing || Reach 2 (Can reach 15ft); all damage nonlethal ||
 * < //Two Handed Melee Weapons// ||<  ||
 * < * Garrote, Cord ||> 1gp ||= 1d4/rd ||= 1d6/rd ||= 18-20/x2 ||= - ||= - ||= Bludgeoning || See below ||
 * < * Garrote, Wire ||> 10gp ||= 1d6/rd ||= 1d8/rd ||= 19-20/x2 ||= - ||= 1lb ||= Slashing || See below ||
 * < * Fullblade ||> 100gp ||= - ||= 2d8 ||= 19-20/x2 ||= - ||= 23lb ||= Slashing || Requires Str16 to wield ||
 * < * Greatspear ||> 25gp ||= 1d10 ||= 2d6 ||= x3 ||= - ||= 9lb ||= Piercing || Reach ||
 * * Greatsword, Mercurial ||> 600gp ||= 1d8 ||= 2d6 ||= x4 ||= - ||= 17lb ||= Slashing || +1 damage, -2 attack ||
 * * Longaxe ||> 35gp ||= 1d10 ||= 1d12 ||= x3 ||= - ||= 15lb ||= Slashing || Reach ||
 * < * Warsledge ||> 400gp ||= 1d10 ||= 1d12 ||= x4 ||= - ||= 60lb ||= Bludgeoning ||< Requires Str16 to wield ||
 * < //Ranged Weapons// ||<  ||
 * < * Boomerang ||> 10gp ||= 1d3 ||= 1d4 ||= x2 ||= 20ft ||= 2lb ||= Bludgeoning ||  ||
 * * Bolas ||> 10gp ||= 1d3 ||= 1d4 ||= x2 ||= 10ft ||= 3lb ||= Bludgeoning || Can trip at range ||
 * * Crossbow, Hand ||> 100gp ||= 1d3 ||= 1d4 ||= 19-20/x2 ||= 30ft ||= 3lb ||= Piercing || Reload is move action; see PHB for more details ||
 * < * Great Bow ||> 500gp ||= - ||= 1d12 ||= 19-20/x2 ||= 200ft ||= 15lb ||= Piercing || Requires Str16 to wield ||
 * * Great Bow, Composite ||> 600gp ||= - ||= 1d12 ||= 19-20/x2 ||= 200ft ||= 18lb ||= Piercing || Requires Str16 to wield; see PHB for cost of Composite ||
 * * Javelin, Spinning ||> 2gp ||= 1d6 ||= 1d8 ||= 19-20/x2 ||= 50ft ||= 2lb ||= Piercing ||  ||
 * < * Sling-bow ||> 400gp ||= 1d8 ||= 1d10 ||= 18-20/x2 ||= 60ft ||= 5lb ||= Bludgeoning || See below ||
 * < * Harpoon ||> 15gp ||= 1d8 ||= 1d10 ||= x2 ||= 30ft ||= 10lb ||= Piercing || See below ||

Clawed Bracers
These exotic weapons, rarely seen, look like a simple pair of armored bracers. Folded into tiny grooves along the wrist, however, are wickedly curved blades, which can lock into place with a flick of the wrist. It is a free action to "open" the Clawed Bracers, and a move action to "close" them (fold the blades carefully back into their grooves). As this is considered a "hidden weapon", it takes a DC15 Search check to notice these are anything but normal bracers when closed. The statistics and price listed are for a single gauntlet, not a pair. Clawed Bracers are considered "light" for purposes of the Weapon Finesse and Two Weapon Fighting feats.

Garrote, Cord/Wire
The Garrote cord is a simple string or other cloth cord improvised to be used for strangulation. The Garrote wire is a specially made tool that is illegal in the Empire and can only be obtained through a fence. To make a Garrote attack, use the Grappling rules from the Player's Handbook, with the following additions: If you take damage during the Attack of Opportunity during your Garrote attempt, your attack simply fails. You may only use a Garrote attack on an opponent one size larger than yourself, the same size, or smaller. The initial garrote attack is a touch attack, but if the target is wearing a helmet or neck armor, their normal AC applies (targets wearing full plate or wearing a collar or neck scarf/chain of any kind get a +4 bonus to their touch AC in this instance, a metal gorget gives a +10 to touch AC in this instance). If the grapple attempt is successful, the garrote deals full damage (plus your strength modifier times one and one-half times since you are using both hands). While being garroted, you may only cast spells that require no Verbal components, and require a concentration check DC 20 + spell level. You can escape a garrote by making a successful grapple check on your turn, or you may attack your assailant with a light weapon. To cut a garrote from your own neck with a light weapon is an attack at a -4 penalty (to avoid cutting yourself) and the garrote has an AC of 21. A garrote cord has a hardness of 0 and 1 hp, and a garrote wire has a hardness of 7 and 4 hp.

Boomerang
The boomerang is a curved throwing stick that returns to its thrower if it misses its target. To catch a returning boomerang, the thrower must make an attack roll (as if he were throwing the boomerang) and hit AC 10. Failure indicates the boomerang lands in a randomly determined square adjacent to the thrower (if the thrower is proficient) or 1d4 squares away in a random direction (if not proficient).

Sling-bow
This weapon combines the concept of a Crossbow with that of a Sling. Referred to as either a Cross-shot or Sling-bow. This exotic weapon is made to work like an improved Sling, able to shoot small pebble like-objects or alchemical flasks for a short distance. This weapon operates similar to a Light Crossbow in terms of loading and operation. However, unlike a normal crossbow, multiple pellets or pebbles can be loaded at once and fired together.

Harpoon
If hit, reflex save, DC = 10 + damage dealt. If fail, movement 1/2. Opposed Str check to control trailing rope, if attacker wins, can keep target from moving further than 30ft away. Any spells from target = concentration check DC 20. Full round action to pull harpoon out without damage Standard action to pull harpoon out with 1d10 damage.

Sword, Short, Broadblade
Broadblade short swords have a wider blade and crossguard than normal swords. This feature makes them more difficult to wield in combat, but the design allows skilled users to defend themselves better when fighting cautiously. If you are proficient with the broadblade short sword and you fight defensively or employ the total defense combat maneuver, you gain a +1 dodge bonus to AC for the rest of the round in addition to the normal AC bonus from the combat maneuver (+2 for fighting defensively or +4 for total defense). This bonus also applies if you are proficient with the weapon, have the Combat Expertise feat, and shift at least 2 points of your attack bonus to AC for the round. Because of its benefit when fighting defensively, the broadblade short sword is a popular off-hand weapon. Characters proficient with the broadblade short sword can treat it as a short sword for the purpose of any of the following feats: Greater Weapon Focus, Greater Weapon specialization, Improved Critical, Weapon Focus, and Weapon Specialization.

Hook Sword
Hook Swords consist of a long, straight blade that ends in a hook, and a hand-guard not unlike a butterfly knife that serves both as protection for the weapon hand and as a secondary weapon. As such, they are considered double weapons.
 * Special:** You may attach the swords by the hooks as a move action, allowing you to treat both weapons together as a reach weapon. Joining the swords is a swift action instead of a move action, if you have Weapon Focus with relation to hook swords, or if you have a base attack bonus of +8 or higher. If you have the Two-Weapon Defense feat and wield one hook sword in each hand, you receive a +2 shield bonus to AC instead of the usual +1.



**Armor**
Armeya RPG utilizes several types of armor not normally available from the PHB. Details regarding this new armor is given below. Expert artisans may even be able to craft customized, fitted, and plated alternations to armor, as described on the Custom Armor page.


 * New Light Armor**
 * Leather Collar || 2gp || AC bonus +4 || vs. Garrote only || Armor Check Penalty 0 || Arcane Spell Failure 0% || Weight 3 lbs ||
 * Steel Gorget || 10gp || AC bonus +10 || vs. Garrote only || Armor Check Penalty -1 || Arcane Spell Failure 5% || Weight 5 lbs ||
 * Leafweave Padded Armor || 745gp || AC bonus +1 || Max Dex bonus +9 || Armor Check Penalty 0 || Arcane Spell Failure 5% || Weight 10lbs ||
 * Leafweave Leather Armor || 750gp || AC bonus +2 || Max Dex bonus +7 || Armor Check Penalty 0 || Arcane Spell Failure 5% || Weight 15lbs ||
 * Leafweave Hide Armor || 755gp || AC bonus +3 || Max Dex bonus +5 || Armor Check penalty -1 || Arcane Spell Failure 15% || Weight 20lbs ||
 * Cord Armor || 10gp || AC bonus +2 || Max Dex bonus +7 || Armor Check Penalty 0 || Arcane Spell Failure 0% || Weight 10lbs ||
 * Bone Armor || 15gp || AC bonus +3 || Max Dex Bonus +4 || Armor Check Penalty -1 || Arcane Spell Failure 5% || Weight 20lbs ||
 * Leather Scale Armor || 35gp || AC bonus +3 || Max Dex Bonus +6 || Armor Check Penalty -2 || Arcane Spell Failure 15% || Weight 15lbs ||

Leafweave
A special leaf found only in the Great Viwswasi Jungle. Alchemically treated to harden for natural light weight armor. Can be used by Druids. Cord, Bone, and Leather Scale armor can also be used by Druids.

Leather Collar
Decorative or not, a sturdy leather collar can come in handy. Leather collars have a hardness of 3.

Gorget
A steel gorget locked in place with metal screws. Adds a -4 penalty to Climb, Jump, and Swim checks. A gorget has a hardness of 10.

== =Magic Items:= All magic items from the Dungeon Master's Guide are approved for characters to purchase without seeking "approval" on the forums, except as listed below.
 * Magic Items worn must conform to one of the "Twelve Slots" - Head, Torso, Body, Arms, Hands, Ring1, Ring2, Throat, Shoulders, Waist, Feet, Face (One item per slot, of course).
 * Magic Items purchased from a shop must use the slot as presented in the source material. Magic Items purchased from a character who can create them may be given a different "form" (i.e. a character who can craft wondrous items can make what would normally be an amulet into a belt, or vice versa) for the same cost.
 * Magic Items **must** be listed with their cost in the "Special Notes" part of a character's wiki page or on the character sheet, along with the date of purchase, and how much gold was spent on the item (and if applicable which character it was bought from). Magic items that do not have this information may be taken away by the DMs.
 * The following Magic Items are **not allowed** in Armeya RPG without GM approval:
 * **The following Weapon Enchantments**: Ki Blast.
 * **The following Armor Enchantments**: Undead Controlling.
 * **The following Rings**: Djinni Calling, Three Wishes, X-Ray Vision.
 * **The following Rods**: Negative, Python, Security.
 * **The following Staves**: Life, Necromancy, Passage, Transmutation.
 * **The following Wondrous Items**: Amulet of the Planes, Monk's Belt, Boots of Levitation, Boots of Teleportation, Winged Boots, Broom of Flying, Candle of Invocation, Carpet of Flying, Cloak of the Bat, Cloak of Etherealness, Cloak of the Manta Ray, Cubic Gate, Deck of Illusions, Dimensional Shackles, Dust of Disappearance, Horseshoes of Flame, Wondrous Figure (Obsidian Steed), Feather Tokens, Golem Manuals, Hand of Glory, Helm of Brilliance, Helm of Teleportation, Horseshoes of a Zephyr, Mask of the Skull, Necklace of Adaptation, Orb of Storms, Phylactery of Undead Turning, Robe of Bones, Robe of Stars, Strand of Prayer Beads (Bead of Summons, Bead of Wind Walking), Druid's Vestment, Well of Many Worlds, Wings of Flying.
 * **The following Cursed Items**: Broom of Animated Attack, Cloak of Poisonousness, Crystal Hypnosis Ball, -2 Sword.
 * **Miscellaneous**: Artifacts, Intelligent Magic Items, All "Wish" and "Miracle"-related Magic Items (unless otherwise noted), Relics.

New Magic Items

 * **Candle-mat:** This otherwise normal cloth is enchanted with the ability to shed magical light. It is roughly 2ft x 2ft in size, and is divided into 16 squares each 6" x 6" in size. These squares can be easily torn off without damaging the rest of the mat. When a square is torn off a move action, that square begins to shed magical light as a candle out to a radius of 5ft, and continues to stay aglow for a full 24 hours. If one were to attempt to tear off only a piece of a square, that square's magic is destroyed, but the rest of the mat can still be used. There is an alternative use for a candle-mat, which is only available if the mat is still whole (as in no square has yet to be torn off and used). If a whole candle-mat is set down and spread out, then pinched in the center for one full round, it begins to glow brightly as all of the squares of the mat alight simultaneously, shedding magical light out to a radius of 30ft, and continues to stay aglow for a full 24 hours. Antimagic and similar effects render a Candle-mat useless. Faint evocation; CL 1st; [|Craft Wondrous Item], [|light]; Price 80gp; Weight 1 lb.

**Crafted Items:**
Any item crafted for your character by another PC costing over 500gp must be listed in your "special notes" section of your wiki, including the date the items are obtained (in case of multiple items taking several days to craft) and the name of the DM who oversaw the dice rolls (or the name of the character who gave the items to yours). **Custom Magic Items must be run by either the GM or an approved administrator. Cursed items may not be crafted by characters without GM approval.**

The below require PM Approval to obtain, or to use in an Adventure as a reward:
 * Armor Materials**

Weapon: +1 Attack, Bypass Hardness <20, +1,000 gp cost Light: DR 1/-, Armor Check Penalty -1, +1,000 gp cost Medium: DR 2/-, Armor Check Penalty -1, +4,000 gp cost Heavy: DR 3/-, Armor Check Penalty -1, +9,000 gp cost
 * Adamantine Armor Material**

Shield: Armor Check Penalty -3, Spell Failure -10%, Weight -50% (Minimum 10lb), +1,000 gp cost Light: Armor Check Penalty -3, Spell Failure -10%, Weight -50% (Minimum 10lb), +1,000 gp cost Medium: -> Light Category Shift, Armor Check Penalty -3, Spell Failure -10%, Weight -50% (Minimum 10lb), +4,000 gp cost Heavy: -> Medium Category Shift, Armor Check Penalty -3, Spell Failure -10%, Weight -50% (Minimum 10lb), +9,000 gp cost
 * Mithril Armor Material**

Darkwood Shields: Armor Check Penalty -2, Weight -50%, +1,000 gp cost