Equipment (Existence Supplement)

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Money[edit]

Existence is not a unified world, nor is it even close to becoming one. As such, each nation uses its own coins, which can cause some serious problems to players who do not have the appropriate coins when attempting to buy something. This should be noted, and if the DM feels makes things to complicated, ignored all together. Nations do use the same coin types, denominations, and weight, as one another, but what is printed on the coin is different. This means that there is typically a price increase for all goods when purchasing with a foreign coin, based on relations between the two nations. Below is a quick reference to how much value a foreign coin has within a nation.


Alliance: 90%

Neutral: 70%

War: 50% (Often times, 0% and can be a sign of a traitor)

1 Platinum = 10 Gold = 100 Silver = 1,000 Copper

Follow the chart below to understand how much money each character starts with, of any currency type desired.


Starting Gold
Class Starting Gold
Alchemist 180 gp.
Barbarian 180 gp.
Bard 180 gp.
Cavalier 300 gp.
Cleric 240 gp.
Druid 120 gp.
Fighter 300 gp.
Inquisitor 240 gp.
Monk 60 gp.
Oracle 180 gp.
Paladin 300 gp.
Ranger 300 gp.
Rogue 240 gp.
Sorcerer 120 gp.
Summoner 120 gp.
Witch 180 gp.
Wizard 120 gp.

Gems[edit]

The following list describes the basic value of some common gems used for trading. The greatest value of these is that they are the same value across borders, and thus having these on hand eliminates the worry about having the proper currency. Typically, they will sell for the listed value from the player, but for the player to buy them, they will cost around 10% more. This cost is the ‘transaction’ fee most banks and similar places charge, and a way to ensure not all currency simply becomes gems.

Gems
Gem Gem Value
White Pearl 10 gp.
Bloodstone 50 gp.
Silver Pearl 100 gp.
Black Pearl 500 gp.
Fire Opal 1,000 gp.
Diamond 5,000 gp.

Selling Treasure[edit]

Unlike in normal Pathfinder, selling a treasure does not simply net a 50% value return. This is because the desire is to allow a player to establish a shop if they do choose to, and to be able to profit from it. After all, if a player must only sell a good for 50%, why would they ever try to make something to sell? To see the value of items, a player must go to a shop who would like to purchase the items in question and make diplomacy check (unaided) against the clerics appraise check, to see what value they can get for their goods. This price remains in effect for 1 game week, regardless of how good, or poor, the roll was. Note, this means that a failed check simply means that the store has no desire to purchase the items at this time. Also, if the character owns a store, they can sell the goods at normal cost, but the DM must decide when the goods are actually purchased.

DiplomacyCheck
Beat By Value
<0 Failure
0 50%
5 55%
10 60%
+5 +5%


The max a character can sell an item to a store is 90% of its base value, as no store keeper is willing to lose money on a purchase.

Example: A cleric has found that he no longer needs his Chain Shirt and wishes to sell it to the local Armorer. The Chain Shirt has a base value of 200 gp, and so he makes a Diplomacy Check. The cleric scores a 19, while the Armorer scored only an 11 on his appraise check. The Cleric beat the Armorer by 8, allowing him to sell the Chain Shirt for 55% of its value, or 110 gp.

References[edit]

The following charts are given only as a reference for people to use when equipping their characters. Included are the items that have had a price change from the core rulebook, or are a part of a category which had the majority of members’ prices changed.

Armor[edit]

This world is constantly at war, and as such, though one would think armor would be the wisest course of action to protect soldiers, the number of death ensures that equipping them well is a cost most nations cannot afford. Because of this, the practice of armor crafting has fallen to the wayside, and with less and less artisans practicing, the price only goes up.


Medium Armor
Armor Price AC Bonus Max Dex Armor Check Arcane Failure 30 ft 20ft Weight
Armored coat 75 gp +4 +3 –2 20% 20 ft. 15 ft. 20 lbs.
Hide 20 gp +4 +4 –3 20% 20 ft. 15 ft. 25 lbs.
Do-maru 400 gp +5 +4 –4 25% 20 ft. 15 ft. 30 lbs.
Kikko 60 gp +5 +4 –3 20% 20 ft. 15 ft. 25 lbs.
Lamellar (horn) 200 gp +5 +3 –4 25% 20 ft. 15 ft. 30 lbs.
Scale mail 100 gp +5 +3 –4 25% 20 ft. 15 ft. 30 lbs.
Agile breastplate 800 gp +6 +3 –4 25% 20 ft. 15 ft. 25 lbs.
Breastplate 400 gp +6 +3 –4 25% 20 ft. 15 ft. 30 lbs.
Chainmail 300 gp +6 +2 –5 30% 20 ft. 15 ft. 40 lbs.
Four-mirror 90 gp +6 +2 –5 30% 20 ft. 15 ft. 45 lbs.
Lamellar (steel) 300 gp +6 +3 –5 25% 20 ft. 15 ft. 35 lbs.
Mountain pattern 500 gp +6 +3 –4 30% 20 ft. 15 ft. 40 lbs.


Heavy Armor
Armor Price AC Bonus Max Dex Armor Check Arcane Failure 30 ft 20ft Weight
Banded mail 1,250 gp +7 +1 –6 35% 20 ft.2 15 ft.2 35 lbs.
Kusari gusoku 1,750 gp +7 +1 –7 35% 20 ft.2 15 ft.2 45 lbs.
Lamellar (iron) 1,000 gp +7 +0 –7 40% 20 ft.2 15 ft.2 50 lbs.
Splint mail 1,000 gp +7 +0 –7 40% 20 ft.2 15 ft.2 45 lbs.
Tatami-do 5,000 gp +7 +3 –6 35% 20 ft.2 15 ft.2 45 lbs.
Agile half-plate 4,250 gp +8 +0 –7 40% 20 ft.3 15 ft.3 55 lbs.
Half-plate 3,000 gp +8 +0 –7 40% 20 ft.2 15 ft.2 50 lbs.
Lamellar (stone) 2,500 gp +8 +0 –7 40% 20 ft.2 15 ft.2 45 lbs.
O-yoroi 8,500 gp +8 +2 –6 35% 20 ft.2 15 ft.2 45 lbs.
Full plate 7,500 gp +9 +1 –6 35% 20 ft.2 15 ft.2 50 lbs.


Shields
Armor Price AC Bonus Max Dex Armor Check Arcane Failure 30 ft 20ft Weight
Buckler 5 gp +1 –1 5% 5 lbs.
Klar 12 gp +1 –1 5% 6 lbs.
Light steel quickdraw 90gp +1 –2 5% 7 lbs.
Light steel 18 gp +1 –1 5% 6 lbs.
Light wooden quickdraw 53 gp +1 –2 5% 6 lbs.
Light wooden 3 gp +1 –1 5% 5 lbs.
Madu (leather) 40 gp +1 –2 5% 5 lbs.
Madu (steel) 100 gp +1 –2 5% 6 lbs.
Heavy steel 40 gp +2 –2 15% 15 lbs.
Heavy wooden 7 gp +2 –2 15% 10 lbs.
Tower 120 gp +44 +2 –10 50% 45 lbs.


Extras
Armor Price AC Bonus Max Dex Armor Check Arcane Failure Weight
Armor spikes +50 gp +10 lbs.
Locked gauntlet +8 gp Special N/A5 +5 lbs.
Shield spikes +10 gp +5 lbs.


Barding
Size Price Weight
Medium x3 x1
Large x6 x2


Weapons[edit]

So many wars means a requirement for weapons, but the Soldiers are not well trained, and often given only the most basic of weapons to learn, and fight, with. As such, the practice of making these weapons has become quite popular, and it is easy to find an artisan making these now cheap, and abundant, weapons.


Light
Light Melee WeaponsPrice Dmg (S) Dmg (M) Critical Range Weight Type Special
Battle aspergillum 2.5 gp 1d4 1d6 ×2 4 lbs. B See text
Brass knuckles 5 sp 1d2 1d3 ×2 1 lb. B Monk, see text
Cestus 2.5 gp 1d3 1d4 19–20/×2 1 lb. B or P Monk, see text
Dagger 1 gp 1d3 1d4 19–20/×2 10 ft. 1 lb. P or S
Gauntlet 1 gp 1d2 1d3 ×2 1 lb. B
Light mace 2.5 gp 1d4 1d6 ×2 4 lbs. B
Punching dagger 1 gp 1d3 1d4 ×3 1 lb. P
Sickle 3 gp 1d4 1d6 ×2 2 lbs. S Trip
Spiked gauntlet 2.5 gp 1d3 1d4 ×2 1 lb. P
Wooden stake 1d3 1d4 ×2 10 ft. 1 lb. P


1-Handed
One-Handed Melee Weapons WeaponsPrice Dmg (S) Dmg (M) Critical Range Weight Type Special
Club 1d4 1d6 ×2 10 ft. 3 lbs. B
Heavy mace 6 gp 1d6 1d8 ×2 8 lbs. B
Mere club 1 gp 1d3 1d4 ×2 2 lbs. B or P Fragile
Morningstar 4 gp 1d6 1d8 ×2 6 lbs. B and P
Shortspear 5 sp 1d4 1d6 ×2 20 ft. 3 lbs. P


2-Handed
Two-Handed Melee WeaponsPrice Dmg (S) Dmg (M) Critical Range Weight Type Special
Bayonet 2.5 gp 1d4 1d6 ×2 1 lb. P
Boar spear 2.5 gp 1d6 1d8 ×2 8 lbs. P Brace, see text
Longspear 2.5 gp 1d6 1d8 ×3 9 lbs. P Brace, reach
Quarterstaff 1d4/1d4 1d6/1d6 ×2 4 lbs. B Double, monk
Spear 1 gp 1d6 1d8 ×3 20 ft. 6 lbs. P Brace


Range
Ranged WeaponsPrice Dmg (S) Dmg (M) Critical Range Weight Type Special
Blowgun 1 gp 1 1d2 ×2 20 ft. 1 lb. P
Dart 2.5 sp 1d3 1d4 ×2 20 ft. 1/2 lb. P
Heavy crossbow 30 gp 1d8 1d10 19–20/×2 120 ft. 8 lbs. P
Javelin 1 gp 1d4 1d6 ×2 30 ft. 2 lbs. P
Light crossbow 20 gp 1d6 1d8 19–20/×2 80 ft. 4 lbs. P
Sling 1d3 1d4 ×2 50 ft. B
Underwater heavy crossbow 200 gp 1d8 1d10 19–20/×2 120 ft. 8 lbs. P
Underwater light crossbow 140 gp 1d6 1d8 19–20/×2 80 ft. 4 lbs. P


Masterwork & Special Materials[edit]

Though skilled artisans exist, they are not a common practice, as many nations simply want quantity, not quality, for weapons and armor. As such, the price for a masterwork weapon and armor, as well as special materials, is changed as according to the following table. The cost of masterwork is in addition to the normal price of the weapon or armor. Special material is quite a bit more expensive due to the lack of desire for the increased value, while primitive equipment is cheaper and thus more often sought after.


Light
Masterwork Armor +450 gp
Masterwork Weapon +900 gp
Masterwork Ammo +18 gp
Rare Materials 150% of cost
Primitive Materials 75% of cost


Slaves[edit]

Though perhaps one of the least desirable aspects of Existence, slavery not only exists, but flourishes in many nations. Bissel is the only nation that strictly prohibits slavery, and though many nations may not depend on it, slavery does still exist here. A few nations, such as Urganto and Belgoria, depend heavily on slavery, and would likely fail as a nation if such a trade was stripped from them.

Slaves are most often sold at an auction or by a private buyer by the players, though if able, they can also wholesale them to another slaver. When selling a slave, use the table below to figure out their average price, and use the selling treasure table to figure out what a player may sell them for. Purchasing a slave should follow this chart, when and if a player chooses to buy a slave. A whole sale of slaves typically starts at 25% of value for the average individual times the number sold, instead of pricing each slave individually.

Male slaves are typically sold for their Strength attribute, and female slaves for their Dexterity attribute. Female elves are sold in Belgoria for their Charisma attribute, and those slaves with extremely high intelligence or wisdom may be sold in either nation in private sales for specialized scholarly tasks. Take the Score Modifier on the attribute the slave is being sold for and follow the chart for their value.

Slaves
Modifer Value
-2 50gp
-1 400gp
0 500gp
+1 600gp
+2 1,300gp
+3 3,200gp
+4 6,900gp
mod 500+100*(mod^3)




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