Equipment Gp and gil are used interchangably throught this document. Remember that 1 GP = 1 gil and vice versa. Miscellaneous equipment, as stated earlier, costs the same as in the PHB. Also, some people may be interested in books. Blank books are 10 gp, books with information in them already are 30 gil. Comprehensive books (which confer a +1 circumstance bonus to one knowledge skill) are 60 gil. +2 costs 120, and +3 costs 200 gil. There is a multitude of other equiment out there too. If you want something, just ask and I'll give an answer. Books with basic information allow use of the knowledge skill without training. The ones that do confer bonuses, however, are too difficult to understand without some basic learning in the field. Books all weigh 2 to 3 lbs each. Bigger books weigh more, what can I say? Armor provides its AC in DR. So, Full Plate would provide 8/- DR, while Hide armor would give DR 3/-. In addition, Maximum Dex penalties are increased by 1. Armor does encumber characters somewhat, but not as much as normal. Mind, this does NOT keep encumbrance from reducing your dex. Armor Check penalties are reduced by 2. Armor weight is as found in the 3.5 PHB. If you are not proficient in a type of armor, you cannot use it. Period. Arcane Spell Failure does not apply. In summary, step-by-step. Armor AC is instead DR x/-. Armor that would have AC +5 instead has DR 5/- Shield AC is split in half. If a shield offers 1 AC, it stays at 1 AC. If a shield gives 2 AC, it gives 1 AC and DR 1/- (this stacks with armor DR). Enhancement bonuses on shields apply half to DR, half to AC. Maximum dex bonuses on armor is increased by 1, to a maximum of +8. Armor Check penalties are reduced by 2, to a minimum of 0. Non-proficiency prohibits the use of that type of armor. All spells ignore arcane spell failure rates. Light Armor - No run speed restrictions Medium Armor - Speed is reduced to 20 ft. Heavy Armor - Speed is reduced to 20 ft, Run speed is decreased by 1 (4x becomes 3x, etc) Shields - No restrictions on speed. Weapons Weapon costs: 2-handed 1-handed light Polearm 35 gp 25 gp 17 gp Sword------------25 gp--------17 gp-----13 gp Paddle 15 gp 13 gp 8 gp Claw------------------------------------14 gp Dagger 3 gp Blackjack--------------------------------1 gp Hammer/club 13 gp 10 gp 7 gp Staff------------10 gp----------------------- Weights: 2-handed 1-handed light Paddle 8 lbs 5 lbs 3 lbs Claw 1 lb (Unlisted weapons are at weights in the book) Ranged Weapons cost as listed. These costs also include the cost of the bonded magicite to the weapon. This magicite must be inserted in a command slot in order to be accessible for focus attacks. In addition, having a weapon's magicite equipped in a command slot allows for easy access to the weapon. Weapons *do* mantain other properties that they might have had, including finessability, disarming, or tripping. Reach does not take effect. 1-handedness and 2-handedness are determined when a weapon is created. It cannot be altered afterwards. The same is true of crit ranges and multipliers. Note that some feats will allow you to wield a two-handed weapon in one hand, others may permit dual- wielding medium weapons, and still others can give bigger dice sizes to these weapons. Weapons are very straightforward. All displayed numbers are for medium-sized weapons: moving down one size also decreases the dice size by 1, and increasing size moves the dice size up by 1. In the case of non-standard dice, one decrease in dice size reduces the maximum roll available to that dice by 2. Light weapons deal 1 dice size lower damage (Minimum 1d4) and have a smaller penalty for dual-wielding. They are also easier to hide and easier to use during a grapple. Polearms will deal 2d7 damage (if 2-handed) or 1d10 damage (if 1-handed). So far as I know, polearms designed for smaller characters can be used 1-handed by larger characters if you so wish. Polearms will crit on either a 20 with a x3 multiplier or a 19-20 with a x2 multiplier, or a x4 multiplier with a 1 dice size decrease (2d5 2-handed or 1d8 1-handed), player's choice upon weapon creation. This decision cannot be altered after a weapon is made, and some weapons may have a fixed multiplier/range. Polearms do slashing, piercing, or (in rare cases) bludgeoning, damage. Pole-arms may not be off-handed, except on jump attacks. Swords will deal 2d6 damage (if 2-handed) or 1d8 damage (if 1-handed). Swords will have the option of a 19-20 x2 crit range, or a 18-20 x2 crit range and one dice size decrease upon creation. Swords do slashing or piercing damage. Shields without spikes will deal 1d3 damage with a x2 crit. Shields with spikes will deal 1d6 damage with a x2 crit. Bucklers cannot be effectively used to bash, and using a shield to bash counts towards two-weapon fighting as if it were a light weapon. Shields with spikes deal piercing damage, without they deal bludgeoning damage. Paddles deal 1d10 damage if 2-handed, 1d8 damage 1-handed. They always deal bludgeoning damage, and have a crit multiplier of x2. Claws come as only light, and deal 1d4 damage with a 18-20 crit range and x2 crit multiplier. In addition, a user of a claw may not be disarmed of it, and they get a +4 bonus to avoid sunder attempts on their claws. Daggers and Blackjacks are as listed in the 3.5 PHB/SRD. Whips are as-listed, except that all whips use a character's entire str bonus for bonus damage. Whips may be designed to deal normal or subdual damage at creation. After this decision is made, it cannot be changed. Shortswords (which are usable by Selkie as a focus weapon) are simply light swords. They may be off-handed and deal 1d6 damage on a 19-20 x2 crit. Hammers, clubs, and staves deal 1d8 damage 2-handed, with a crit multiplier of x3. They always deal bludgeoning damage, and their 1-handed variants do 1d6 damage.