Difference between revisions of "CC 3.7 Gear"

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(Weaponry)
(Armour)
Line 74: Line 74:
 
Medium
 
Medium
  
Hide, +3/+4, Armour check 3, Arc failure 20%15 gp
+
Hide, +3/+4, Armour check 3, Arc failure 20%, 15 gp
  
Scale, +4/+2, Armour check 4, Arc failure 25%15 gp
+
Scale, +4/+2, Armour check 4, Arc failure 25%, 15 gp
  
Chain +5/+3, Armour check 5, Arc failure 30%25 gp
+
Chain +5/+3, Armour check 5, Arc failure 30%, 25 gp
  
Light Chain, +5/+4, Armour check 3, Arc failure 20%100 gp
+
Light Chain, +5/+4, Armour check 3, Arc failure 20%, 100 gp
  
Heavy Hide, +6/+0, Armour check 5, Arc failure 30%20 gp
+
Heavy Hide, +6/+0, Armour check 5, Arc failure 30%, 20 gp
  
Breast Plate, +6/+3, Armour check 4, Arc failure 25%200 gp
+
Breast Plate, +6/+3, Armour check 4, Arc failure 25%, 200 gp
  
  
 
Heavy
 
Heavy
  
Brigandine, +6/+2, Armour check 4, Arc failure 15%40 gp
+
Brigandine, +6/+2, Armour check 4, Arc failure 15%, 40 gp
  
Lamellar, +7/+1, Armour check 5, Arc failure 25%250 gp
+
Lamellar, +7/+1, Armour check 5, Arc failure 25%, 250 gp
  
Heavy Chain, +7/+0, Armour check 6, Arc failure 35%150 gp
+
Heavy Chain, +7/+0, Armour check 6, Arc failure 35%, 150 gp
  
Field Plate, +7/+2, Armour check 5, Arc failure 30%1400 gp
+
Field Plate, +7/+2, Armour check 5, Arc failure 30%, 1400 gp
  
Half Plate, +8/+0, Armour check 7, Arc failure 40% 600 gp
+
Half Plate, +8/+0, Armour check 7, Arc failure 40%, 600 gp
  
Full Plate, +8/+1, Armour check 6, Arc failure 35% 1500 gp
+
Full Plate, +8/+1, Armour check 6, Arc failure 35%, 1500 gp
  
Heavy Plate, +9/+0, Armour check 7, Arc failure 40%950 gp
+
Heavy Plate, +9/+0, Armour check 7, Arc failure 40%, 950 gp
  
  
 
Extras
 
Extras
  
Armour Spikes+50gp
+
Armour Spikes +50gp
  
Locked Gauntlet+8gp
+
Locked Gauntlet +8gp
  
Shield Spikes+10gp
+
Shield Spikes +10gp
  
  
ShieldsShield AC
+
Shields & Shield AC
  
buckler +115 gp
+
buckler +1 AC, 15 gp
  
Wooden light shield +23 gp
+
Wooden light shield +2 AC, 3 gp
  
Steel light shield +29 gp
+
Steel light shield +2 AC, 9 gp
  
Wooden Heavy +37 gp
+
Wooden Heavy +3 AC, 7 gp
  
Steel Heavy shield +320 gp
+
Steel Heavy shield +3 AC, 20 gp
 
+
Tower Shield +4 or cover. Max Dex +230 gp
+
  
 +
Tower Shield +4 AC or cover. Max Dex +2, 30 gp
  
 
=== Magical Bows and Ammunition ===
 
=== Magical Bows and Ammunition ===

Revision as of 10:00, 25 May 2009

10,000 Copper is 1000 Bronze is 100 Silver is 10 gold is 1 Platinum

Characters Starting Wealth

Noble (Aristocrats)

700 + (10d8x10) (800-1500gp)


Wealthy (Fighter, Paladin, Ranger)

40 + (8d4x5) (80-200gp)


Moderate (Barbarian, Bard, Cleric, Rogue)

20 + (6d4x5) (50-140gp)


Poor (Druid, Monk, Sorcerer, Wizard)

10 + (4d4x5) (30-90gp)

Weaponry

Short Swords Gain "Balanced" Property

Spiked Chain replaced with Kusari To and Kusari Gama


Elven Racial Group Weapons

The Elven Racial Weapons Group Consists of

Rapier

Longsword

Longbow

Shortbow

Dwarven Racial Group Weapons

The Dwarven Racial Weapons Group Consists of

Pistol Crossbow

Light Crossbow

Heavy Crossbow

Dwarven Urgosh

Dwarven Waraxe

Monk Class Weapons

Specific Monk Weapons are

Club, Crossbow (Light, Heavy), Dagger, Handaxe, Javelin, Kama, Nunchaku, Quaterstaff, Sai, Shuriken, Siangham and Sling.

Armour

Light

Padded, +1/+4, Armour check 1, Arc failure 10%, 10 gp

Spellweave, +1/+8, Armour check 0, Arc failure 0%, 80 gp

Wicker, +2/+3, Armour check 2, Arc failure 10%, 5 gp

Leather +2/+7, Armour check 0, Arc failure 10%, 25 gp

Studded Leather, +3/+6, Armour check 1, Arc failure 15%, 30 gp

Ring Mail, +4/+5, Armour check 2, Arc failure 20%, 40 gp


Medium

Hide, +3/+4, Armour check 3, Arc failure 20%, 15 gp

Scale, +4/+2, Armour check 4, Arc failure 25%, 15 gp

Chain +5/+3, Armour check 5, Arc failure 30%, 25 gp

Light Chain, +5/+4, Armour check 3, Arc failure 20%, 100 gp

Heavy Hide, +6/+0, Armour check 5, Arc failure 30%, 20 gp

Breast Plate, +6/+3, Armour check 4, Arc failure 25%, 200 gp


Heavy

Brigandine, +6/+2, Armour check 4, Arc failure 15%, 40 gp

Lamellar, +7/+1, Armour check 5, Arc failure 25%, 250 gp

Heavy Chain, +7/+0, Armour check 6, Arc failure 35%, 150 gp

Field Plate, +7/+2, Armour check 5, Arc failure 30%, 1400 gp

Half Plate, +8/+0, Armour check 7, Arc failure 40%, 600 gp

Full Plate, +8/+1, Armour check 6, Arc failure 35%, 1500 gp

Heavy Plate, +9/+0, Armour check 7, Arc failure 40%, 950 gp


Extras

Armour Spikes +50gp

Locked Gauntlet +8gp

Shield Spikes +10gp


Shields & Shield AC

buckler +1 AC, 15 gp

Wooden light shield +2 AC, 3 gp

Steel light shield +2 AC, 9 gp

Wooden Heavy +3 AC, 7 gp

Steel Heavy shield +3 AC, 20 gp

Tower Shield +4 AC or cover. Max Dex +2, 30 gp

Magical Bows and Ammunition

Magical Ammunition stacks with magical bows. A magical bow firing arrows extra hard stacks with arrows which are more accurate, but the flaming property does not. In every case, use you DM's judgement, but assume that only the enchantment bonus will stack.

Alterations To Magic Item Creation

Where a magical item, such as a basic enchanted sword does not have a spell associated with it and only has a caster level listed, assume that a character with the same hit die, the relevant item creation feat and the suitable equipment can in fact create the item. After all, if it does not involve casting a specific spell, then it involves following a recipe.

Magical Rings

Magical Rings are often vastly more powerful than other magical items. There are several reasons for this, ranging from the fact that a simple ring is essentially practical enough for anyone to wear (although hardened melee fighters may disagree) to the interesting magical connections between rings, the circle, eternity etc. Whatever the case magical rings are often more powerful for the simple fact that they are actually easier to enchant than most other items. A Magical Ring with a secondary effect placed upon it has a 20% cost reduction to the overall price to create (to a minimum of it's original cost). It is this fact that has led to many of the powerful artifact rings being created over the years.

New Items:

Gloves of the Forge Lord - 1500gp

These magical gloves are a common sight in enchanted forges and wizards towers across the world as they enable the wearer to create magical items without being a skilled mage. Essentially someone with the correct feats, wearing these gloves can imbue the item they are creating by chanting a mantra which binds the item to their soul. The wearer of these gloves must create the majority of an item in order for it to become enchanted, and when it is the glove wearer is the one who loses the xp in item creation. It is possible to hire a mage or similar spell caster to cast a required spell at the right moment, and unless that spell has an xp component then the caster will be otherwise untroubled by the item creation.

A Character wearing these gloves can use detect magic three times per day, and receives a +2 competency bonus to Spellcraft and Knowledge_Arcana checks.

Removed Items:

Phylactery of Faithfulness