Item Encumbrance

The best encumbrance system ever designed ™

Ideology

Every role-player notices two basic facts about encumbrance after playing for a while:

  1. An encumbrance system is needed. This is primarily because players want their characters to "be prepared" for "every eventuality." They consequently carry around everything but the kitchen sink (and sometimes…)
  2. Most encumbrance systems suck. This is due to the tendency to make encumbrance systems realistic, rather than playable. The latter is far more important than the former, though…

Thus, the aim of an encumbrance system should be playability; characters should be able to know exactly how encumbered they are at all times, and exactly what that means game-wise. This requires that the gradation of the system be very coarse, which further implies that the system will be mostly unrealistic. This lack of realism is therefore an inherent flaw and a necessary feature; in all cases the system should be tempered with common sense.

Essence

The basic measure of the new encumbrance system is the ITEM. A rough measure of an item:

  1 item ~ 1 longsword ~ 10 pounds ~ 100 coins

The average person can carry ten (10) items worth of stuff without being encumbered; after that, they lose movement on a 5' per 1i basis, rounded up for fractional items. A person at 0' (or less) movement cannot carry any more items (in addition to being unable to move).

For simplicity, let us denote:

  H = Half Item = ½ item
  Q = Quarter Item = ¼ item.

The smallest measure of encumbrance will be the quarter item. A single piece of chalk weighs a Q item. 10 pieces of chalk (kept together) also weighs a Q item. While unrealistic, the upshot is that you can use chalk without having to worry about updating your encumbrance total for each piece, or even keep track of how many pieces you have.

The total of items you are currently carrying (i.e. your current encumbrance) is called your Load.

Quantities

Two factors influence your encumbrance: strength and size. A stronger person can carry more than a weaker person. Larger creatures can carry more than smaller creatures.

The most important statistic for your character is your Encumbrance Limit (EL), which is the sum of your Base Encumbrance Limit (BEL) and your Strength Encumbrance Modifier (SEM) * your Encumbrance Factor (EF):

  EF = BEL + (SEM * EF)

Note that EF = X1 for both Medium and Small size creatures, so for player characters EL simplifies to just BEL + SEM.

BEL and EF comes from your size, and SEM from your STR, according to the charts below.

Size BEL EF Move
Fine 1i X1/8 5'
Diminutive 2i 10'
Tiny 4i 15'
Small 8i X1 20'
Medium 10i X1 30'
Large 20i X2 40'
Huge 40i X4 60'
Gargantuan 80i X8 80'
Colossal 160i X16 100'
STR SEM
1 -9i
2 -8i
3 -7i
4 -6i
5 -5i
6 -4i
7 -3i
8 -2i
9 -1i
10 0i
STR SEM
11 +1i
12 +2i
13 +4i
14 +6i
15 +9i
16 +12i
17 +16i
18 +20i
19 +25i
20 +30i
STR SEM
21 +35i
22 +40i
23 +46i
24 +52i
25 +60i
26 +70i
27 +80i
28 +92i
29 +104i
30 +120i
+10 x4

For very small and weak creatures, it possible to get a negative EL; in this case, simply use the EF as the EL.

Examples

A medium-sized Dwarf has a strength of 14. This gives him an EL of 16i (= 10i BEL + 6i SEM X1). His normal base movement is 30', but since he is wearing Chain Mail that is reduced by 5' to 25'. His total standard adventuring gear comes to 14.5i (= 14Hi), which is safely below his EL.

While adventuring, he comes upon 300gp! This adds 3i of encumbrance, bringing his Load to 17.5i. That is 1Hi above his EL of 16i, or 2i since we always round up. That slows him down 10' to 15' (= 25' - 10'), which he feels is too slow. He drops a half item (.5i) to get to exactly 17i, which brings his movement back up to 20' (= 25' - 5').

His Halfling companion, being small-sized and weak (STR 9), is in a much worse situation. The little guy has a mere 7i EL (= 8i BEL - 1i SEM X1), which is barely enough to carry essentials like leather armor, weapons, and clothes. Moreover, given his already low base movement of 20' (from being Small), he can't really afford to go much over his limit. He's constantly pestering his big buddies to carry food and other stuff for him.

Specifics

Encumbrance Factor

Player Characters trade movement for items at a 5' for 1i rate, but what about Colossal sized creatures? Every creature also comes with an Encumbrance Factor (EF) that makes this tradeoff ratio better or worse.

To illustrate, a Huge giant with STR 22 has a whopping EL of 200i (= 40i BEL + 40i SEM X4). But even moreso, he has an EF of X4. That means that he loses 5' for every 4i over his EL. So he would be slowed 5' up to 204i (inclusive). He'd have to go over 204i (= 200i + 4i) before he would lose another 5' movement.

On the flipside, our little brethren have a steeper ratio. A Diminutive creature with EF X¼ would lose 5' of movement for every Quarter item (= ¼i) over their EL.

The exact formula for calculating movement penalty is:

ROUNDUP(MAX(0,(Load - EL)) / EF) * 5'

EF also determines item weight for other-sized objects, i.e. Clothes for a Huge creature would ½i X4 = 2i.

Containers

Containers are a special kind of item that can hold other items.

Containers have a Capacity expressed in items and denoted by brackets. So, for example, a typical knapsack would be written

¼i [5i] Knapsack

This means the knapsack itself weighs a Quarter item, and it can hold up to five items. All containers with [1i] or greater capacity have their own encumbrance in addition to what they contain. Small containers with less than [1i] capacity are considered part of what they contain. That doesn't mean they have zero encumbrance, it means they have no additional encumbrance when filled. So a filled [H] Flask weighs a H item, but an empty flask would still be a Q item. [Q] Vials are a Q item filled or empty.

Suppose we were taking a trip and packed some travel gear:

¼i [5i] Knapsack
1i 8 Rations {1d, #2}
¼i 1 [1i] Wineskin
1i 4 Water {1d}
1i 1 Tent {1p}
½i 1 Camping Eq {1p}
½i 1 Survival Kit {1p}
¼i 1 Token(s) {#4} (Locket,
Headband, Seashell)

Items listed under a container are assumed to be in it. So here, the 4 days worth of water are in the wineskin container, which is in the knapsack. Items also have extra info in braces, for example {1p} means enough for one person and {1d} means enough for one day.

Let's take a closer look at the contents of this knapsack.

Implied Items

An Implied item usually has no bearing on gameplay and need not be written on your character sheet. For example, most items are actually collections of implied items. We write down "Chain Mail" on our character sheet, and it is implied that it comes with a helm, greaves, padding, straps, etc. Another classic example of implied items is "Spell Components", which could imply anything from eye of newt to dew collected under the full moon. Usually we aren't concerned with such details, so we ignore the implied items until a player declares a deliberate use for them.

While in their nebulously assumed state, implied items are considered part of the total encumbrance of their collection: "Chain Mail" armor weighs 2 items. When singled out implied items have whatever encumbrance would be reasonable, typically a Q item. Thus, if you removed your helm in order to use it for something, you would still be wearing 2i of Chain Mail and have a chain helm weighing Q items in your hand. If you put it back on, then it would become implied again and you would have only 2i of encumbrance.

In our knapsack above, we have many implied items. Camping Equipment is assumed to have the typical things you would want while camping, including a small pan, towel, etc. A Survival Kit might have a fishing hook, fishing line, etc. We are typically concerned with just the game effect of equipment: A Kit gives a +2 Competence bonus on skill rolls. Everything else is swept under the carpet until we actually need to look there.

So what can we imply and what can't we imply? Here are some guidelines:

Bundled Items

There are a few items that are smaller than a Q item that we wish to keep track of, most notably ammunition, consumables, and valuables. We'll allow N of these to be bundled into a Q item, denoted by {#N}. For example, Arrow(s) {#5} means that up to 5 arrows is a Q item. So, 1 arrow is a Q item, as are 2, 3, 4, or 5 arrows, but 6 arrows becomes a H item.

Note that for ammunition the #N becomes the multiple at which you can reduce your encumbrance by a Q item. To illustrate, suppose you had a full item of Arrows, or 20 of them. If you fired a couple off, your encumbrance wouldn't change. But once you had only 15 left, you could deduct a Q item from your load. Similarly at 10, 5, and finally when you exhaust them.

Here's a list of the common bundled items:

Tokens are any personal item with sentimental value, say a keepsake, trophy, or souvenir. The locket given to you by your late husband, the headband of the ogre you barely defeated with two timely natural 20s, and the colored seashell from the exotic land you visited are all perfect tokens. As a general guideline, items that cannot be implied shouldn't be allowed as tokens. Quest related objects (the goblin banner you need to show to the duke) cannot be a token while "active", but can become a souvenir after your quest is finished.

Ready Slots

There is a very special container called the Ready Slot, which is

¼i 1 [1i] Ready Slot

An item is In Hand if you are currently using it. You can have as many things in hand as you have hands.

A Ready item can be drawn / retrieved for a move action in combat. This moves it from your Ready Slot to being In Hand.

A Stored item can be drawn / retrieved for a full round action. In general, these are items in your backpack, sack, coffer, etc., anywhere except your Ready Slots.

Ready slots are implied containers. A Ready Slot for your Longsword is the scabbard hanging off your belt. A Ready Slot for 20 Arrows is a quiver. A Ready Slot for 4 daggers is a bandolier slung across your chest. A Ready slot for Spell Components, two Potions, and a Wand is a belt pouch. All Ready Slots are considered one combined container so that you can ready items over 1i of encumbrance (most notably big weapons). You also don't have to worry about "packing" each slot to a full item, though most players will try to get the very most out of their ready slot total.

Typical candidates for Ready Slots are weapons and magic items. For example:

1¼i 5 [1i] Ready Slot
2i 1 Axe, Great
1i 1 Bow, Short
1½i 30 Arrow(s) {#5}
¼i 1 Potion-Healing
¼i 1 Vial-Holy Water

Ready Slots can be "created" or "destroyed" during game play at the cost of 1 minute per 1i of slot. This is called Repacking and needs to be declared to the DM.

Assorted

Run speed is always x4, but it is four times your current movement. You can lift your EL above your head (but are unlikely to be able to move with it). Any creature can drag 4 x EL x EF at 5' move (including its Load).

Note that the concept of "loads" has gone away; there are no light, medium, and heavy load limits. The only state is a new Condition called Overloaded, which occurs whenever your Load exceeds your EL.

An overloaded person cannot be considered to be resting for the purposes of Fatigue and Exhaustion, even when not moving.

Overloaded sea vessels begin to sink.

When added to the Stat Block for creatures, encumbrance should be appear as "10i EL X1 EF;". As a shorthand, one can use "10iX1".

In general, add 50% to each size value for each extra pair of legs, i.e. x1.5 for quadrupeds, x2 for hexapeds, etc.

Containers: (Security = x1) (Coffer = x2) (Chest = x3) (Trunk = x4)

Ammunition less than a Q item is lost when fired; Q items and above are retrievable after combat. Ammunition can be created (where reasonable) with a Craft Mundane check. So arrows could be made in a forest but not in the desert.

Magic Armor and Magic Shields reduce their encumbrance on a 1i per +1 basis, with a minimum of zero. Thus, Leather +1 weighs a mere ½i when worn, and Leather +2 and above has no encumbrance! Magical armor and shields have the listed encumbrance when carried; the reduction happens only when worn.

Magic items affecting encumbrance are converted in a straighforward way. Heward's Handy Haversack grants free Ready Slots, Bags of Holding raise your EL, etc.

Charts

Armor and Shields

 i Armor AC  DEX  ACP  ASF  Move Type  Cost DR
1.0i Padded +1 7 0 1 0 Light 5gp 0/-
1.5i Leather +2 6 0 2 0 Light 10gp 0/-
2.0i Studded Leather +3 5 -1 3 0 Light 25gp 0/-
2.5i Scale Mail +4 3 -2 4 -5 Medium 50gp 0/-
3.0i Chain Mail +5 3 -3 5 -5 Medium 150gp 0/-
3.5i Breastplate +6 3 -4 6 -5 Medium 250gp 0/-
4.0i Ring Mail +5 2 -4 6 -10 Heavy 350gp 1/-
4.5i Splint Mail +6 2 -5 7 -10 Heavy 500gp 1/-
5.0i Banded Mail +7 2 -6 8 -10 Heavy 650gp 1/-
5.5i Plate, Field +6 1 -5 8 -15 War 800+gp 2/-
6.0i Plate, Half +7 1 -6 8 -15 War 1,000+gp 2/-
6.5i Plate, Full +8 1 -7 8 -15 War 1,200+gp 2/-
7.0i Plate, War +9 1 -8 8 -15 War 1,400+gp 2/-
                     
 i Shield AC  DEX  ACP  ASF  Move  Type  Cost DR aka Cover
1.0i Shield, Lgt +1 4 -1 2 0 Light 10gp 0/- Buckler None
2.0i Shield, Med +2 3 -2 4 -5 Medium 20gp 0/- Round +4
3.0i Shield, Hvy +3 2 -3 6 -10 Heavy 30gp 0/- Kite +8
4.0i Shield, War +4 1 -5 8 -15 War 50gp 0/- Tower Total

Weapons Organized

SIMPLE MARTIAL
Light:
Dmg Crit Rng Spc i
1d6 20 M C ½i
S Sickle
B Mace, Lgt
P Stake
1d4 20 20' C/N ¼i
S Hatchet, Lgt
B Club, Lgt
P Spear, Lgt
1d4 20 10' C ¼i
S/P Dagger
One-Handed:
Dmg Crit Rng Spc i
1d8 20 M N 1i
S Machete
B Mace
P Pitchfork
1d6 20 10' N ½i
S Hatchet
B Club
P Spear
1d4 20 30' N ¼i
P Dart
1d3 20 50' N ¼i
B Sling (stone)
Two-Handed:
Dmg Crit Rng Spc i
1d10 20 M W 1½i
S Scythe
B Mace, Hvy
P Pole Arm
2d4 20 5' W 1i
S Hatchet, Hvy
B Club, Hvy
P Spear, Hvy
1d6* 20 M N 1i
B Staff
1d8 19 80' N 1i
P Crossbow, Lgt
1d10 19 120' N 1½i
P Crossbow, Hvy
Light:
Dmg Crit Rng Spc i
1d6 19 M C ½i
S Sword, Short
B Flail, Lgt
P Pike, Lgt
1d6 20 20' N ½i
S Axe, Lgt
B Hammer, Lgt
P Javelin
1d4 18 M C ¼i
S Kukri
B Cudgel
P Pick, Lgt
1d4 19 M C ¼i
NB Sap
One-Handed:
Dmg Crit Rng Spc i
1d8 19 M N 1i
S Sword, Long
B Flail
P Pike
1d8 19 10' W 1i
S Axe, Battle
B Hammer, War
P Trident
1d6 18 M N ½i
S Scimitar
B Rod
P Pick
1d6 19 M N ½i
NB Nightstick
S/B Sword, Broad
B/P Morning Star
P/S Sabre
1d8 19 M V 2i
P Lance
Two-Handed:
Dmg Crit Rng Spc i
2d6 19 M W 2i
S Sword, Great
B Flail, Hvy
P Pike, Hvy
1d12 19 5' W 2i
S Axe, Great
B Hammer, Great
P Ranseur
1d10 18 M N 1½i
S Falchion
B Mallet
P Pick, Hvy
1d10 19 M W 1½i
NB Truncheon
S/B
B/P
P/S Halberd
1d6 19 60' N 1i
P Bow, Short
1d8 19 100' N 1½i
P Bow, Long

EXOTIC ARMOR
Light:
Dmg Crit Rng Spc i
1d6 19 10' C ½i
S/N Kama
B/N Nunchaku
P/N Sai
1d4 18 20' C ¼i
S
B
P Shuriken {#5}
One-Handed:
Dmg Crit Rng Spc i
1d10 19 M N 1½i
S Sword, Bastard
B Mace, ?
P Shaft ?
1d10 19 10' W 1½i
S Axe, Dwarf War
B Club, ?
P Spear, Totem
1d6 18 M C ½i
NB
S/B Nine-Tails
B/P
P/S Rapier
1d4 19 M N ½i
S Whip
B
P
1d4 19 60' N ¼i
B Sling, Halfling
Two-Handed:
Dmg Crit Rng Spc i
1d8* 19 M N 2i
S Sword, 2-Bladed
B Flail, Dire
P Pike, Double
1d8* 19 5' W 2i
S Axe, Orc Double
B Hammer, ?
P Pole Arm ?
1d8* 19 M W 2i
NB
S/B Pugrul, Orc
B/P Hammer, Gnome
P/S Urgosh, Dwarven
1d8 19 140' N 2i
P Bow, Elven
1d6 19 30' C ½i
P Crossbow, Hnd
1d10 19 120' N 2i
P Crossbow, Rpt
Brace (Gauntlet/Shield):
Dmg i Crit Rng Spc
Any 20 M C
1d4 ¼i Lgt Brc
1d6 ½i Med Brc
1d8 1i Hvy Brc
1d10 1i War Brc
B 20 M C
1d3 0i Lgt
1d4 0i Med
1d6 0i Hvy
1d8 0i War
Armor:
Dmg i Crit Rng Spc
Any 20 M C
1d4 ½i Lgt Brc
1d6 1i Med Brc
1d8 2i Hvy Brc
1d10 2i War Brc
Category:
Considered a
... weapon
Lgt Simple
1-Hand Simple
1-Hand Martial
1-Hand Exotic
 
Dmg Brc =Brace Type
S Bld =Bladed
B Grd =Girded
P Spk =Spiked

Weapons Flat

i Weapon Dmg Type Crit Rng Spc Hvy Diff Prf(s) Special Hrd\HP Cost
½i Axe, Lgt 1d6 S 20 20' N Lgt Mart 5\7 5gp
1i Axe, Battle 1d8 S 19 10' W 1h Mart 5\10 10gp
2i Axe, Great 1d12 S 19 5' W 2h Mart 5\15 20gp
1½i Axe, Dwarf 1d10 S 19 10' W 1h Exot 5\10 30gp
2i Axe, Orc 1d8* S 19 5' W 2h Exot 5\15 60gp
½i Bola 1d4 NB 20 10' N 1h Exot 0\5 5gp
1i Bow, Short 1d6 P 19 60' N 2h Mart 5\15 30gp
1½i Bow, Long 1d8 P 19 100' N 2h Mart 5\15 60gp
2i Bow, Elven 1d8 P 19 140' N 2h Exot 5\15 120gp
¼i Club, Lgt 1d4 B 20 20' C Lgt Simp 5\7 1gp
½i Club 1d6 B 20 10' N 1h Simp 5\10 2gp
1i Club, Hvy 1d8 B 20 5' W 2h Simp 5\15 4gp
½i Crossbow, Hnd 1d4 P 19 30' C 1h Exot 5\10 100gp
1i Crossbow, Lgt 1d8 P 19 80' N 2h Simp 5\15 30gp
1½i Crossbow, Hvy 1d10 P 19 120' N 2h Simp 5\15 60gp
2i Crossbow, Rpt 1d10 P 19 120' N 2h Exot 5\15 400gp
½i Cudgel 1d4 B 18 M C Lgt Mart 5\7 5gp
¼i Dagger 1d4 S 20 10' C Lgt Simp 10\12 1gp
¼i Dart {T} 1d4 P 20 30' N 1h Simp 0\5 1gp
1½i Falchion 1d8 S 18 M N 2h Mart 10\20 15gp
½i Flail, Lgt 1d6 B 19 M C Lgt Mart 5\7 5gp
1i Flail 1d8 B 19 M N 1h Mart 5\10 10gp
2i Flail, Hvy 2d6 B 19 M W 2h Mart 5\15 20gp
2i Flail, Dire 1d8* B 19 M N 2h Exot 5\15 60gp
1½i Halberd 1d10 P/S 19 M W 2h Mart 5\15 15gp
½i Hammer, Lgt 1d6 B 20 20' N Lgt Mart 10\12 5gp
1i Hammer, War 1d8 B 19 10' W 1h Mart 10\15 10gp
2i Hammer, Great 1d12 B 19 5' W 2h Mart 10\20 20gp
2i Hammer, Gnome 1d8* B/P 19 M W 2h Exot 10\20 60gp
¼i Hatchet, Lgt 1d4 S 20 20' C Lgt Simp 5\7 1gp
½i Hatchet 1d6 S 20 10' N 1h Simp 5\10 2gp
1i Hatchet, Hvy 1d8 S 20 5' W 2h Simp 5\15 4gp
½i Javelin 1d6 P 20 20' N Lgt Mart Set 10\12 5gp
½i Kama 1d6 S/N 19 10' C Lgt Exot 5\7 10gp
½i Kukri 1d4 S 18 M C Lgt Mart 5\7 5gp
2i Lance 1d8 P 19 M V 2h Mart 5\15 10gp
½i Mace, Lgt 1d6 B 20 M C Lgt Simp 10\12 2gp
1i Mace 1d8 B 20 M N 1h Simp 10\15 4gp
1½i Mace, Hvy 1d10 B 20 M W 2h Simp 10\20 6gp
1i Machete 1d8 S 20 M N 1h Simp 10\15 4gp
1½i Mallet 1d8 B 18 M N 1h Mart 5\10 15gp
1i Morning Star 1d6 B/P 19 M N 1h Mart 5\10 10gp
½i Net 1d4 NB 20 10' W 1h Exot 0\5 20gp
½i Nightstick 1d6 NB 19 M N 1h Mart 0\5 10gp
½i Nine-Tails 1d6 S/B 18 M C 1h Exot 5\10 10gp
½i Nunchaku 1d6 B/N 19 10' C Lgt Exot 5\7 2gp
¼i Pick, Lgt 1d4 P 18 M C Lgt Mart 10\12 3gp
½i Pick 1d6 P 18 M N 1h Mart 10\15 5gp
1½i Pick, Hvy 1d8 P 18 M N 2h Mart 10\20 15gp
½i Pike, Lgt 1d6 P 19 M C Lgt Mart Set 10\12 5gp
1i Pike 1d8 P 19 M N 1h Mart Set 10\15 10gp
2i Pike, Hvy 2d6 P 19 M W 2h Mart Set 10\20 20gp
2i Pike, Double 1d8* P 19 M N 2h Exot 10\20 60gp
1i Pitchfork 1d8 P 20 M N 1h Simp 5\10 6gp
1½i Pole Arm 1d10 P 20 M W 2h Simp Set 5\15 6gp
2i Pugrul, Orc 1d8* S/B 19 M W 2h Exot 10\20 60gp
2i Ranseur 1d12 P 19 5' W 2h Mart 10\20 20gp
½i Rapier 1d6 P/S 18 M C 1h Exot Set 5\10 20gp
½i Rod 1d6 B 18 M N 1h Mart 10\15 5gp
½i Sabre 1d6 S/P 19 M N 1h Mart 10\15 10gp
½i Sai 1d6 P/N 19 10' C Lgt Exot 5\7 10gp
¼i Sap 1d4 NB 19 M C 1h Mart 0\5 3gp
½i Scimitar 1d6 S 18 M N 1h Mart 0\5 10gp
1½i Scythe 1d10 S 20 M W 2h Simp 5\15 6gp
.05i Shuriken 1d4 P 18 20' C Lgt Exot 10\12 1gp
½i Sickle 1d6 S 20 M C Lgt Simp 5\7 2gp
¼i Sling (Bullets) {T} 1d6 B 20 50' N 1h Simp 0\5 1gp
¼i Sling (Stones) {T} 1d3 B 20 50' N 1h Simp 0\5 1gp
¼i Sling, Halfling {T} 1d4 B 19 60' N 1h Exot 0\5 5gp
¼i Spear, Lgt 1d4 P 20 20' C Lgt Simp Set 5\7 1gp
½i Spear 1d6 P 20 10' N 1h Simp Set 5\10 2gp
1i Spear, Hvy 1d8 P 20 5' W 2h Simp Set 5\15 4gp
1½i Spear, Totem 1d10 P 19 10' N 1h Exot Set 5\10 30gp
1i Staff 1d6* B 20 M N 2h Simp 5\15 1gp
½i Stake 1d6 P 20 M C Lgt Simp Set 5\7 1gp
½i Sword, Short 1d6 S 19 M C Lgt Mart 10\12 10gp
1i Sword, Long 1d8 S 19 M N 1h Mart 10\15 15gp
2i Sword, Great 2d6 S 19 M W 2h Mart 10\20 20gp
½i Sword, Broad 1d6 S/B 19 M N 1h Mart 10\15 10gp
1½i Sword, Bastard 1d10 S 19 M N 1h Exot 10\15 30gp
2i Sword, 2 Bladed 1d8* S 19 M N 2h Exot 10\20 60gp
1i Trident 1d8 P 19 10' W 1h Mart Set 10\15 10gp
1½i Truncheon 1d10 NB 19 M W 2h Mart 0\10 15gp
0i Unarmed 1d2 NB 20 M C Lgt Simp 0\2 0gp
2i Urgosh, Dwarf 1d8* P/S 19 M W 2h Exot Set 10\20 60gp
½i Whip 1d3 NS 20 M W 1h Exot 0\5 1gp
+½i Armor Lgt, Bld 1d4 S 20 M C Lgt Simp 10\12 +10gp
+1i Armor Med, Bld 1d6 S 20 M C 1h Simp 10\15 +20gp
+2i Armor Hvy, Bld 1d8 S 20 M C 1h Mart 10\15 +40gp
+2i Armor War, Bld 1d10 S 20 M C 1h Exot 10\15 +80gp
+½i Armor Lgt, Grd 1d4 B 20 M C Lgt Simp 10\12 +10gp
+1i Armor Med, Grd 1d6 B 20 M C 1h Simp 10\15 +20gp
+2i Armor Hvy, Grd 1d8 B 20 M C 1h Mart 10\15 +40gp
+2i Armor War, Grd 1d10 B 20 M C 1h Exot 10\15 +80gp
+½i Armor Lgt, Spk 1d4 P 20 M C Lgt Simp 10\12 +10gp
+1i Armor Med, Spk 1d6 P 20 M C 1h Simp 10\15 +20gp
+2i Armor Hvy, Spk 1d8 P 20 M C 1h Mart 10\15 +40gp
+2i Armor War, Spk 1d10 P 20 M C 1h Exot 10\15 +80gp
+0i Brace Lgt 1d3 B 20 M C Lgt Simp 15\17 +0gp
+0i Brace Med 1d4 B 20 M C 1h Simp 15\20 +0gp
+0i Brace Hvy 1d6 B 20 M C 1h Mart 15\20 +0gp
+0i Brace War 1d8 B 20 M C 1h Exot 15\20 +0gp
+¼i Brace Lgt, Bld 1d4 S 20 M C Lgt Simp 10\12 +5gp
+½i Brace Med, Bld 1d6 S 20 M C 1h Simp 10\15 +10gp
+1i Brace Hvy, Bld 1d8 S 20 M C 1h Mart 10\15 +20gp
+1i Brace War, Bld 1d10 S 20 M C 1h Exot 10\15 +40gp
+¼i Brace Lgt, Grd 1d4 B 20 M C Lgt Simp 10\12 +5gp
+½i Brace Med, Grd 1d6 B 20 M C 1h Simp 10\15 +10gp
+1i Brace Hvy, Grd 1d8 B 20 M C 1h Mart 10\15 +20gp
+1i Brace War, Grd 1d10 B 20 M C 1h Exot 10\15 +40gp
+¼i Brace Lgt, Spk 1d4 P 20 M C Lgt Simp 10\12 +5gp
+½i Brace Med, Spk 1d6 P 20 M C 1h Simp 10\15 +10gp
+1i Brace Hvy, Spk 1d8 P 20 M C 1h Mart 10\15 +20gp
+1i Brace War, Spk 1d10 P 20 M C 1h Exot 10\15 +40gp

Common Items

AMMUNITION
¼i Arrow(s) {#5} 1sp
¼i Bolt(s) {#5} 1sp
¼i Shuriken(s) {#5} 1sp
¼i Sling Stone(s) {#5} free
¼i Sling Bullet 1sp
¼i Dart 5sp
 
CLASS RELATED
½i Healing Kit 50gp
1i Holy Symbol var
¼i Prayer Beads 20gp
¼i Incense {6hr} 5sp
¼i Prayer Mat 1gp
½i Examine Kit 100gp
1i Writing Supplies 10gp
4i Alchemy Lab Kit 500gp
1i Spellbook 100gp
½i Rod 2gp
¼i Wand 2gp
¼i Scroll 2gp
¼i Spell Components var
1i Craft Tools 5gp
1i Craft Tools, Mwk 55gp
1½i Thieves' Tools 30gp
1i Thieves' Tools, Mwk 100gp
½i Poison Dagger var
1i Disguise 10gp
1i Disguise Kit 50gp
1½i Instrument 5gp
1i Instrument, Mwk 100gp
½i Tool, Mwk 50gp
½i Lock DC var
1i Manacles 15gp
½i Manacles, Mwk 50gp
1i 10' Chain 30gp
APPAREL
¼i Clothes, Lgt 5sp
½i Clothes 1gp
1i Clothes, Hvy 2gp
¼i Robe 5sp