Thursday, October 11, 2012

Fantasy Core RPG--Equipment

FANTASY CORE RPG
(c) Jerry Harris, 2012
Published here as Open Game Content.
(This link will take you to the Fantasy Core Index.)

Adventuring Gear
The characters should start out with two useful items.  These items may be left undefined at the start of play and if an item is needed, simply announce that that was one of the items.  Once an item is defined, note it on the character sheet.  Obviously these items need to be small and easily portable.

Useful Items
Backpack (empty) 2 gp
Barrel (empty) 2 gp
Basket (empty) 4 sp
Bedroll 1 sp
Bell 1 gp
Blanket, winter 5 sp
Block and tackle 5 gp
Bottle, wine, glass 2 gp
Bucket (empty) 5 sp
Caltrops 1 gp
  A caltrop is a four-pronged iron spike crafted so that one prong faces up no matter how the caltrop comes to rest. You scatter caltrops on the ground in the hope that your enemies step on them or are at least forced to slow down to avoid them. One 2- pound bag of caltrops covers an area 5 feet square. Each time a creature moves into an area covered by caltrops (or spends a round fighting while standing in such an area), it might step on one, requiring a DC 12 Reflex save.  On failure, the caltrop deals 1 point of damage and requires a rd to remove. Any creature moving at half speed or aware of the caltrops (especially after stepping on one) can pick its way through a bed of caltrops with no trouble.
Candle 1 cp
Canvas (sq. yd.) 1 sp
Case, map or scroll 1 gp
Chain (10 ft.) 30 gp
Chalk, 1 piece 1 cp
Chest (empty) 2 gp
Crowbar 2 gp
Firewood (per day) 1 cp
Fishhook 1 sp
Fishing net, 25 sq. ft. 4 gp
Flask (empty) 3 cp
Flint and steel 1 gp
  Creates a spark for a fire with tinder in 3 rds.
Grappling hook 1 gp
Hammer 5 sp
Ink (1 oz. vial) 8 gp
Inkpen 1 sp
Jug, clay 3 cp
Ladder, 10-foot 5 cp
Lamp, common 1 sp
Lantern, bullseye 12 gp
Lantern, hooded 7 gp
Lock
  Very simple 20 gp, auto open with Lockpick skill
  Average 40 gp, DC 12 to Lockpick
  Good 80 gp DC, 18 to Lockpick
  Amazing 150 gp, requires magic or magic lockpicks to open
Manacles 15 gp DC 12 Str to pry off, DC 12 Escape Artist to slip
Manacles, masterwork 50 gp DC 18 to pry off, DC 18 Escape Artist to slip
Mirror, small steel 10 gp
Mug/Tankard, clay 2 cp
Oil (1-pint flask) 1 sp
Paper (sheet) 4 sp
Parchment (sheet) 2 sp
Pick, miner's 3 gp
Pitcher, clay 2 cp
Piton 1 sp
Pole, 10-foot 2 sp
Pot, iron 5 sp
Pouch, belt (empty) 1 gp
Ram, portable 10 gp
Rations, trail (per day) 5 sp
Rope, hempen (50 ft.) 1 gp
Rope, silk (50 ft.) 10 gp
Sack (empty) 1 sp
Sealing wax 1 gp
Sewing needle 5 sp
Signal whistle 8 sp
Signet ring 5 gp
Sledge 1 gp
Soap (per lb.) 5 sp
Spade or shovel 2 gp
Spyglass 1,000 gp
Tent 10 gp
Torch 1 cp
Vial, ink or potion 1 gp
Waterskin 1 gp
Whetstone 2 cp


Tools and Skill Kits
Artisan's tools 5 gp
Artisan's tools, masterwork 55 gp +50% to art value
Climber's kit 80 gp
Disguise kit 50 gp
Healer's kit 50 gp
Holy symbol, wooden 1 gp
Holy symbol, silver 25 gp
Hourglass 25 gp
Magnifying glass 100 gp
Musical instrument, common 5 gp +1 Cha and Dex to use, +1 to Charm
Musical instrument, masterwork 100 gp +2 Cha and Dex to use, +3 to Charm
Scale, merchant's 2 gp
Spell component pouch 5 gp
Spellbook, wizard's (blank) 15 gp
Thieves' tools 30 gp, required to use Lockpicking and Disarm Trap skills
Thieves' tools, masterwork 100 gp +2 to Lockpicking Disarm Trap skills


Clothing
Artisan's outfit 1 gp
Paladin's vestments 5 gp
Cold weather outfit 8 gp
Courtier's outfit 30 gp
Entertainer's outfit 3 gp
Explorer's outfit 10 gp
Monk's outfit 5 gp
Noble's outfit 75 gp
Peasant's outfit 1 sp
Royal outfit 200 gp
Scholar's outfit 5 gp
Traveler's outfit 1 gp

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