WCAG 3.5e Equipment

by yourmemehell

Search GM Binder Visit User Profile

Warriors Adventure Game 3.5e

Equipment
Note: Equipment prices will be written with Fairy Dollars (FD), but this is more of a non monetary value as most settings will be bartered based.

Weapons

Weapons are grouped into several interlocking sets of categories. These categories pertain to what training is needed to become proficient in a weapon’s use (simple, martial, or exotic), the weapon’s usefulness either in close combat (melee), its usage (paw, maw, and tail), it's relative encumbrance (light or heavy) and its size (small, medium, or large).

Simple, Martial, and Exotic Weapons: Healers and oracles are proficient with all simple weapons. Hunters and fighters are proficient with all simple and all martial weapons. Characters of other classes are proficient with an assortment of mainly simple weapons and possibly also some martial or even exotic weapons. A character who uses a weapon with which they are not proficient takes a –4 penalty on attack rolls.

Melee Weapons: Melee weapons are used for making melee attacks, though some of them can be thrown as well. Ranged weapons are thrown weapons or projectile weapons that are not effective in melee.

Reach Weapons: A reach weapon is a melee weapon that allows its wielder to strike at targets that aren’t adjacent to them. Most reach double the wielder’s natural reach, meaning that a typical small or medium wielder of such a weapon can attack a creature 10 feet away, but not a creature in an adjacent square. A typical large character wielding a reach weapon of the appropriate size can attack a creature 15 or 20 feet away, but not adjacent creatures or creatures up to 10 feet away.

Double Weapons: A character can fight with both ends of a double weapon as if fighting with two weapons, but they incur all the normal attack penalties associated with two-weapon combat.

Thrown Weapons: The wielder applies his or her Strength modifier to damage dealt by thrown weapons (except for splash weapons, such as a vial of acid). It is possible to throw a weapon that isn’t designed to be thrown (that is, a melee weapon that doesn’t have a numeric entry in the Range Increment column), but a character who does so takes a –4 penalty on the attack roll. Throwing a light is a standard action, while throwing a heavy weapon is a full-round action. Regardless of the type of weapon, such an attack scores a critical hit only on a natural roll of 20 and deals double damage on a critical hit. Such a weapon has a range increment of 10 feet.

Maw, Paw, and Tail Weapons: These determine how a weapon should be used, whether it's applied to the character's paws, wrapped around the tail, or held in it's mouth. Typically, only a single weapon is used, but some characters who gain the Two-Weapon Fighting feat can use multiple types of weapons in this regard.

Light and Heavy Melee Weapons: This designation is a measure of how much effort it takes to wield a weapon in combat. It indicates whether a melee weapon, when wielded by a character of the weapon’s size category, is considered a light weapon or a heavy weapon.

Light: A weapon that does not require much effort than a heavy weapon. Add the wielder’s Strength bonus (if any) to damage rolls for melee attacks with a light weapon.

Heavy: All the character's strength is required to use a heavy melee weapon effectively. Apply 1 1/2 times the character’s Strength bonus to damage rolls for melee attacks with such a weapon.

Weapon Size: Every weapon has a size category, such as small, medium, or large. This designation indicates the size of the creature for which the weapon was designed. A small pair of battle claws is a pair of metal battle claws designed for a small creature, such as a domestic feline. A medium pair of claw extenders is a pair of claw extenders designed for a medium creature, such as an wildcat. A large shortsword is a shortsword designed for a large creature, such as an wolf.

Inappropriately Sized Weapons: A creature can’t make optimum use of a weapon that isn’t properly sized for it. A cumulative –2 penalty applies on attack rolls for each size category of difference between the size of its intended wielder and the size of its actual wielder. Thus, a wildcat wielding a small longsword takes a –2 penalty on attack rolls (one size category different), and a domestic feline wielding a large pair of primative battle claws takes a –4 penalty (two size categories different). If the creature isn’t proficient with the weapon (a healer attempting to wield a small pair of metal battle claws, for instance), a –4 nonproficiency penalty also applies.

Improvised Weapons: Sometimes objects not crafted to be weapons nonetheless see use in combat, characters fight with anything from pebbles to sticks. Because such objects are not designed for this use, any creature that uses one in combat is considered to be nonproficient with it and takes a –4 penalty on attack rolls made with that object. To determine the size category and appropriate damage for an improvised weapon, the FM should compare its relative size and damage potential to the weapon list to find a reasonable match. For instance, a stick is similar to a spear, while a pebble is similar to a tail club. An improvised weapon scores a threat on a natural roll of 20 and deals double damage on a critical hit. An improvised thrown weapon has a range increment of 10 feet.

Weapon Qualities

Cost: This value is the weapon’s cost in fairy dollars (fd). The cost includes miscellaneous gear that goes with the weapon, such as a scabbard for a sword. This cost is the same for a small or medium version of the weapon. A large version costs twice the listed price.

Damage: The Damage columns give the damage you deal by the weapon on a successful hit. The column labelled “Dmg (S)” is for small weapons, such as those typically wielded by a domestic feline. The column labelled “Dmg (M)” is for medium weapons, such as those typically wielded by a wildcat. The column labelled “Dmg (L)” is for large weapons, such as those typically wielded by a wolf. If two damage ranges are given, such as “1d6/1d6” for the dual-bladed sword, then the weapon is a double weapon. Use the second damage figure given for the double weapon’s extra attack.

Exception: Bonus damage over and above a weapon’s normal damage, such as that dealt by a sneak attack or the special ability of a flaming pair of battle claws, is not multiplied when you score a critical hit.

×2: The weapon deals double damage on a critical hit.

×3: The weapon deals triple damage on a critical hit.

×3/×4: One head of this double weapon deals triple damage on a critical hit. The other head deals quadruple damage on a critical hit.

×4: The weapon deals quadruple damage on a critical hit.

19–20: The weapon scores a critical hit on a natural roll of 19 or 20 (instead of just on a 20) and deals double damage on a critical hit.

18–20: The weapon scores a critical hit on a natural roll of 18, 19, or 20 (instead of just on a 20) and deals double damage on a critical hit.

Weight: This column gives the weight of a medium version of the weapon. Halve this number for small weapons, and double it for large weapons.

Damage Type: Weapons are classified according to the type of damage they deal: bludgeoning, piercing, or slashing. Some monsters may be resistant or immune to attacks from certain types of weapons. For example, a skeleton takes less damage from slashing weapons and piercing weapons.

Special: Some weapons have special features. See the weapon descriptions for details.

Weapon Descriptions

Weapons found on Table: Weapons are described below, along with any special options for the wielder (“you”) has for their use. Splash weapons are described under Special Substances and Items.

Claw Extenders: Typically sharp bones, glass, or pebbles stuck to the wearer's front claws with sap. They are hard to remove, but can be removed safely with warm water.

Battleaxe: Typically sharpened rocks tied to a stick with vines or reeds, forming an axe, but metal variants could be found or made if your setting allows it.

Dual-Bladed Sword: A pair of metal swords fused together to create a handle in the middle with blades on both ends.

Longsword: A sword with a long blade. Typically heavy and hard to use.

Metal Battle Claws: A leather paw-shaped glove with metal claws on the ends. Typically made by other creatures or found.

Primitive Battle Claws: A pair of makeshift claws that are bound with reeds or vines.

Shortsword: A sword with a typically short blade, similar to a dagger.

Spear: A stick with a sharpened rock, bone, or glass on the tip wrapped with vines or reeds.

Tail Club: Vines or reeds with round pebbles tied to the ends wrapped around the wearer's tail.

Tail Flail: Vines or reeds with pieces of sharp bones, glass, or rocks tied to the ends wrapped around the wearer's tail.

Weapons
Simple Weapons Cost Dmg (S) Dmg (M) Dmg (L) Critical Range Weight Usage Type
Light Weapons
Claw Extenders 200 fd 1d3 1d4 1d6 x2 x2 5 ft. .5 lb. Paw
Heavy Weapons
Primitive Battle Claws 1000 fd 1d4 1d6 1d8 x2 5 ft. 1 lb. Paw Slashing
Martial Weapons Cost Dmg (S) Dmg (M) Dmg (L) Critical Range Weight Usage Type
Light Weapons
Spear1 2500 fd 1d4 1d6 1d8 x2 (19-20) 1 lb. Maw Piercing
Tail Flail 3500 fd 1d6 2d4 1d10 x3 (18-20) 10 ft. 1.5 lb. Tail Slashing
Heavy Weapons
Battleaxe 4000 fd 1d6 2d4 1d10 x3 1.5 lb. Maw Slashing
Hammer 3500 fd 1d6 2d4 2d10 x3 (19-20) 1.5 lb. Maw Bludgeoning
Metal Battle Claws 5000 fd 1d8 1d10 1d12 x3 5 ft. 8 lb. Paw Slashing
Tail Club 3000 fd 1d4 1d6 2d4 x2 (18-20) 10 ft. 2 lb. Tail Bludgeoning
Exotic Weapons Cost Dmg (S) Dmg (M) Dmg (L) Critical Range Weight Usage Type
Light Weapons
Shortsword 4500 fd 1d8 1d10 1d12 x3 6 lb. Maw Slashing
Heavy Weapons
Dual-Bladed Sword2 25000 fd 1d8/1d10 1d10/1d12 1d12/2d10 x3/x4 16 lb. Maw Slashing
Longsword 10000 fd 2d6 1d12 2d10 x4 10 lb. Maw Slashing

 1 Reach Weapon

2 Double Weapon

Masterwork Weapons

A masterwork weapon is a finely crafted version of a normal weapon. Wielding it provides a +1 enhancement bonus on attack rolls.

You can’t add the masterwork quality to a weapon after it is created; it must be crafted as a masterwork weapon (see the Craft skill). The masterwork quality adds 300 fd to the cost of a normal weapon. For example, a masterwork pair of metal claw extenders costs 350 fd. Adding the masterwork quality to a double weapon costs twice the normal increase (+600 gp).

All magic weapons are automatically considered to be of masterwork quality. The enhancement bonus granted by the masterwork quality doesn’t stack with the enhancement bonus provided by the weapon’s magic.

Armor

Your armor protects you in combat, but it can also slow you down. See Table: Armor for the list of armors available. The information given on this table is for armor sized for medium creatures. The time it takes to get into or out of armor depends on its type (see Table: Donning Armor).

Armor Qualities

Armor isn’t the only fashion statement a character can make, but it’s a big one. In addition, depending on class, a character may be proficient with all, some, or no armors. To wear heavier armor effectively, you can select the Armor Proficiency feats, but most classes are automatically proficient in the armors that work best for them.

Armor can take damage from some types of attacks.

When selecting your character’s armor, keep in mind the following factors.

Cost: The cost of the armor for small or medium creatures. For large creatures, the price is doubled.

Armor Bonus: Each armor grants an armor bonus to AC. The armor bonus from a suit of armor doesn’t stack with other effects or items that grant an armor bonus, such as the mage armor spell.

Maximum Dex Bonus: This number is the maximum Dexterity bonus to AC that this type of armor allows. Heavier armors limit your mobility, reducing your ability to dodge blows. For example, bone armor permits a maximum Dexterity bonus of +1. A character with a Dexterity score of 18 normally gains a +4 bonus to his AC, but wearing bone armor drops that bonus to +1. Such a character’s final Armor Class would be 17 (10 base + 6 armor bonus + 1 Dex bonus = 17), assuming he has no other modifiers. This restriction doesn’t affect any other Dexterity related abilities (such as Reflex saves and skill checks).

Even if a character’s Dexterity bonus to AC drops to 0 because of armor, this situation does not count as losing a Dexterity bonus to AC. For example, a hunter can’t sneak attack a character just because you’re wearing metal armor.

Your character’s encumbrance (the amount of gear they carry) may also restrict the maximum Dexterity bonus that can be applied to their Armor Class; see Encumbrance by Armor for details.

Armor Check Penalty: Anything heavier than plant and pelt leather armor hurts a character’s ability to use some skills. An armor check penalty number is the penalty that applies to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble checks by a character wearing a certain kind of armor. Double the normal armor check penalty is applied to Swim checks. Some characters don’t much care about the armor check penalty, but others do. The hunter, in particular, faces a trade-off between heavier armor and better skill check results. A character’s encumbrance (the amount of gear carried, including armor) may also apply an armor check penalty; see Encumbrance by Armor for details.

Nonproficient with Armor Worn: A character who wears armor they are not proficient takes the armor’s armor check penalty on attack rolls and on all Strength-based and Dexterity-based ability and skill checks. The penalty for nonproficiency with armor stacks with the penalty for nonprofiency with shields.

Sleeping in Armor: A character who sleeps in medium or heavy armor is automatically fatigued the next day. They take a –2 penalty on Strength and Dexterity and can’t charge or run. Sleeping in light armor does not cause fatigue.

Spell Failure: Armor interferes with the gestures that a spellcaster must make to cast an arcane spell that has a somatic component. Spellcasters face the possibility of spell failure if they’re wearing armor, so healers and oracles usually don’t do so.

Casting a Spell in Armor: A character who casts a spell while wearing armor must usually make an arcane spell failure roll. The number in the Spell Failure column is the chance that the spell fails and is ruined. If the spell lacks a somatic component, however, it can be cast with no chance of spell failure.

Speed: Medium and heavy armor slows the wearer down. It’s better to be slow and alive than to be quick and dead, but don’t neglect to give speed some thought. The number is the character’s speed while wearing the armor. Medium characters have an unencumbered speed of 30 feet. Small characters have an unencumbered speed of 20 feet. They use the second column.

Weight: This column gives the weight of the armor sized for a medium wearer. Armor fitted for small characters weighs half as much, and armor for large characters weighs twice as much.

Armor Cost Armor Bonus Maximum Dex Bonus Armor Check Penalty Spell Failure Chance Speed (30ft) Speed (20ft) Weight
Light Armor
Woven Plants 500 fd +1 +8 0 5% 30 ft. 20 ft. 1 lb.
Pelt Leather 1000 fd +2 +6 0 10% 30 ft. 20 ft. 1.5 lb.
Medium Armor
Bark 5000 fd +4 +4 -3 20% 20 ft. 15 ft. 3.5 lb.
Hide Leather 3000 fd +3 +6 -1 15% 20 ft. 15 ft. 2.5 lb.
Heavy Armor
Bone 7000 fd +6 +0 -5 30% 20 ft.1 15 ft.1 5 lb.
Metal 25000 fd +8 +0 -8 50% 20 ft.1 15 ft.1 9.5 lb.

 1 When running in heavy armor, you move only triple your speed, not quadruple.

Armor Descriptions

Armor found on Table: Armor are described below, along with any special options for the wearer (“you”) has for their use.

Bark: Plates of bark woven together with reeds or vines.

Bone: Parts of skeletons, usually of bigger animals, strung together with vines or reeds to fit over a body.

Hide Leather: Tough pieces of leather woven into pieces with reeds or vines.

Metal: Interlocking pieces of metal to form a suit of armor

Pelt Leather: Soft pieces of leather, typically with fur, woven into pieces with reeds or vines.

Woven Plants: Various plants and herbs woven to form a simple cloak.

Getting into and out of Armor

The time required to don armor depends on its type; see Table: Donning Armor.

Don: This tells how long it takes a character to put the armor on. One minute is 10 rounds.

Don Hastily: This tells how long it takes to put the armor on in a hurry. The armor check penalty and armor bonus for hastily donned armor are each 1 point worse than normal.

Remove: This column tells how long it takes to get the armor off.

Armor Type Don Don Hastily Remove
Light 1 minute 30 seconds 1 minute
Medium 4 minutes 1 minute 2 minutes
Heavy 4 minutes 3 minutes 1d4+2 minutes

Masterwork Armor

Just as with weapons, you can purchase or craft masterwork versionsof armor. Such a well-made item functions like the normal version, except that its armor check penalty is lessened by 1. For example, a masterwork metal suit has an armor check penalty of –7 rather than –8.

A masterwork suit of armor costs an extra 150 fd over and above the normal cost for that type of armor or shield. A masterwork metal suit would thus cost 400 fd.

All magic armors and shields are automatically considered to be of masterwork quality.

You can’t add the masterwork quality to armor after it is created; it must be crafted as a masterwork item.

Goods and Services

Of course, characters need more than just weapons and armor. Table: Goods and Services provides costs and weights for dozens of other items, and costs for a variety of services that characters can purchase.

Adventuring Gear

Adventurers face all sorts of challenges and difficulties, and the right gear can make the different between a successful adventure and failure. Most of this gear is basic equipment that might come in handy regardless of a character’s skills or class.

A few of the pieces of adventuring gear found on Table: Goods and Services are described below, along with any special benefits they confer on the user (“you”). For objects with hardness and hit points, see Smashing an Object.

Bag: A leather pack, typically carried in the mouth or on the character's back.

Chain: A metal chain.

Feather Pen: A feather from a bird, used with ink in order to write.

Flask: This glass or metal container with a stopper to hold 4 ounces of liquid.

Ink: An ounce of ink, made from herbs and water. Can be used to write with.

Jug: A clay jug fitted with a stopper to hold a pint of liquid.

Lamp: A lamp that can illuminate a 15-foot radius and provides shadowy illumination to a 30-foot radius. It burns for 3 hours on 8 ounces of liquid.

Oil: 8 ounces of liquid. Can be used in a lantern.

Parchment: A a blank sheet of reed parchment.

Rope, Vine: A small rope woven with vines. It can be burst with a DC 24 Strength check. It is so supple that it provides a +2 circumstance bonus on Use Rope checks.

Rope, Reed: A small rope woven with reeds. It can burst with a DC 23 Strength check.

Vial: A glass or metal vial fitted with a tight stopper and can hold an ounce of liquid.

Special Substances and Items

These special substances are prized by adventurers. Any of them except for holy water can be made by a character with the Craft (alchemy) skill.

Acid: A flask of acid that can be thrown as a splash weapon. A direct hit deals 1d6 points of acid damage. Every creature in a 5 feet range of the hit takes 1 point of acid damage from the splash.

Night Water: Special water that damages undead and good creatures as if it were acid. A flask of night water can be thrown as a splash weapon. A direct hit deals 2d4 points of damage to an undead creature or a good aligned outsider. Each such creature in a 5 feet range of the hit takes 1 point of damage from the splash.

Smokestick: This alchemically treated wooden stick instantly creates thick, opaque smoke when ignited. The smoke fills a 10- foot cube (treat the effect as a fog cloud spell, except that a moderate or stronger wind dissipates the smoke in 1 round). The stick is consumed after 1 round, and the smoke dissipates naturally

Star Water: Special water that damages undead and evil creatures as if it were acid. A flask of night water can be thrown as a splash weapon. A direct hit deals 2d4 points of damage to an undead creature or an evil aligned outsider. Each such creature in a 5 feet range of the hit takes 1 point of damage from the splash.

Thunderstone: You can throw this stone as a ranged attack with a range of 20 feet. When it strikes a hard surface or is struck hard, it creates a deafening ban that is treated as a sonic attack. Each creature in a 10 foot radius must make a DC 15 Fortitude save or be deafened for 1 hour and take a -4 penalty on initiative and has a 20% chance to miscast any spell with a verbal component.

Tools and Skill Kits

This equipment is particularly useful if you have certain skills or are of a certain class.

Alchemist's Kit: A kit to help turn herbs into more potent potions. Without this kit, a character with the Craft: Alchemy skill is assumed to have the ability to craft without the kit, but does not get the +2 bonus that the kit provides.

Artisan Tools: Special tools to pursue a specific craft. Without them, you can improvise (if possible) with a -2 penalty to Craft checks.

Disguise Kit: A bag containing herbs and dyes to create a disguise with a +2 circumstance bonus on Disguise checks. A disguise kit is exhausted after ten uses.

Holy Symbol: A holy symbol with positive energy, typically worn by oracles. Can be used as a spell casting focus for oracles or leaders who align with a StarClan deity.

Masterwork Artisan Tools: Similar to using artisan tools, but with a +2 circumstance bonus to Craft checks made with these tools.

Masterwork Musical Instrument: Similar to using a muscial instrument, but with a +2 circumstance bonus to Perform checks.

Masterwork Thieves' Tools: Similar to using theives' tools, but with a +2 circumstance bonus to Disable Device and Open Lock checks.

Musical Instrument: An instrument designed to create music.

Spell Component Pouch: A small leather that can hold spell components in place of a spell casting focus.

Thieves' Tools: A kit containing tools to use the Disable Device and Open Lock skills. Without these tools, you take a -2 circumstance penalty to Disable Device and Open Lock checks.

Unholy Symbol: An unholy symbol with negative energy. Typically used by characters who worship a Dark Forest deity. Can be used as a spell casting focus for oracles or leaders who align with a Dark Forest deity.

Spellcasting and Services

Sometimes the best solution for a problem is to hire someone else to take care of it. Since the characters are adventurers, such a solution should be the exception rather than the rule, but there will come times when the PCs prefer to pay someone else to handle something, whether that something is to deliver a message, cast a spell, or ferry them across a river.

Hireling, Trained: The amount given is the typical daily wage for mercenary fighters, artisans, healers, and other trained hirelings. This value represents a minimum wage; many such hirelings require significantly higher pay.

Hireling, Untrained: The amount shown is the typical daily wage for builders, cooks, and other menial workers.

Messenger: This entry is for fast-footed messengers who are willing to carry a message. If they were already heading that direction, they may only ask for half the amount.

Spell: This indicated amount is how much it costs to get a spellcaster to cast a spell for you at their convience. This cost is also for a spell with no material or focus component or XP cost. If there is a material component, add the cost to it. For a focus component, add 1/10 of the cost. If a spell has an XP cost, add 5 fd per XP lost. This cost does not include any negotiations for casting in another location or casting a spell with dangerous consequences.

Water Passage: The amount to take a single medium or small creature across a body of water, such as a lake or river. Double the price for larger creatures.

Item Cost Weight
Adventuring Gear
Bag 200 fd 1.5 lb.
Chain (10 ft.) 3000 fd 2 lb.
Feather Pen 10 fd
Flask 3 fd 0.25 lb.
Ink 800 fd 0.1 lb.
Jug 6 fd 0.5 lb.
Lamp 10 fd 0.75 lb.
Oil (8 ounces) 5 fd 0.5 lb.
Parchment 20 fd
Reed Rope (25 ft.) 50 fd 4 lb.
Vial 100 fd 0.1 lb.
Vine Rope (25 ft.) 500 2 lb.
Item Cost Weight
Special Substances and Items
Acid 1000 fd 0.1 lb.
Night Water 2500 fd 0.1 lb.
Smokestick 2000 fd 0.25 lb.
Star Water 2500 fd 0.1 lb.
Thunderstone 3000 fd 0.5 lb.
Item Cost Weight
Tools and Skill Kits
Alchemist's Kit 50000 fd 5 lb.
Artisan Tools 500 fd 0.25 lb.
Disguise Kit 5000 fd 0.5 lb.
Holy Symbol 100 fd 0 lb.
Masterwork Artisan Tools 5500 fd 0.25 lb.
Masterwork Musical Instrument 1000 fd 2 lb
Masterwork Thieves' Tools 5000 fd 0.25 lb.
Musical Instrument 500 fd 2 lb.
Spell Component Pouch 500 fd 0 lb.
Thieves' Tools 3000 fd 0.25 lb.
Unholy Symbol 100 fd 0 lb.
Item Cost Weight
Spellcasting and Services
Messenger 2 fd per mile
Spell, 0-level Caster Level x 500 fd
Spell, 1-level Caster Level x 1000 fd
Spell, 2-level Caster Level x 2000 fd
Spell, 3-level Caster Level x 3000 fd
Spell, 4-level Caster Level x 4000 fd
Spell, 5-level Caster Level x 5000 fd
Spell, 6-level Caster Level x 6000 fd
Spell, 7-level Caster Level x 7000 fd
Spell, 8-level Caster Level x 8000 fd
Spell, 9-level Caster Level x 9000 fd
Trained Hireling 30 fd per day
Untrained Hireling 10 fd per day
Water Passage 10 fd per mile

Warriors Adventure Game 3.5e

Lily's Bites

This is a homebrew of D&D 3.5e, falling under the OGL. This is not official from Wizards of the Coast.

Dungeons and Dragons, as well as the d20 system, is property of Wizards of the Coast.

Warriors is property of Erin Hunter.

This supplement is a fan project to recreate the Warriors Adventure Game, but as a supplement to the 3.5th edition of Dungeons and Dragons.

This is only a single class document and not a full supplement. A full supplement will be released in the future.

If you enjoy this, please follow @wc-adventure-game-35e on tumblr to see more information!


You can also join the official discord to join in on insider information!

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.