AGRC Gear

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Back to: Agrimoor Homebrew Rules

Starting Gold

Characters may start with a one-time sum of 3d6 x 10 gold pieces. Representing the money they've save or expended for items before embarking on their adventuring career.
It is also assumed that a character has two or three sets of plain clothes, a pair of shoes, a belt, and a belt pouch. The cost of these items is not deducted from the starting gold.

Currency and Conversion
Currency CP SP GP PP
1 copper (cp) = 1 cp - - -
1 silver (sp) = 10 cp 1 sp - -
1 gold (gp) = 100 cp 10 sp 1 gp -
1 platinum (pp) = 500 gp 50 sp 5 gp 1 pp

Encumbrance

A character has an Encumbrance Rating (ER) equal to their Strength (STR) score. Which is further modified by STR and/or CON, if they are also prime attributes for that character.

  • Encumbrance Rating = STR
  • Encumbrance Rating = STR + 3 (if STR or CON are PRIME)
  • Encumbrance Rating = STR + 6 (if STR and CON are PRIME)

A character can carry up to their Encumbrance Rating (ER) in Encumbrance Value (EV) before becoming Burdened. See the below table for the ER states.

Encumbrance Category Weight Effect
Unburdened Up to 1x ER No effect
Burdened 1x ER to 3x ER -10 ft to character's Movement, +2 to the difficulty of any Dexterity based checks
Overburdened More than 3x ER Movement is reduced to 5 feet per round, automatically fail all Dexterity based checks, lose Dexterity bonus to AC

Adventuring Gear

Coin Weight

Coin weight would be far too unwieldy to track. So in light of this, a simple alternative is put into place. 100 coins is equal to 1 EV.

Equipment

Please note that items with a Capacity rating cover two concepts. Of course, the first being that the number represents how many items / objects can be stored within it. The second, it is also sets a threshold on the type of item which can be stored. Example below:
Example, a backpack with Capacity 8, can carry up-to 8 items in EV, and no item of EV 7 or greater can be stowed within it.

Backpack: Any items stored in the backpack will not count against a character's Encumbrance Rating, ignoring the EVs of all stored items within it.

Equipment
Item Cost Weight EV Capacity
Armour & Weapon Oil 1 gp 1 lb 1 -
Backpack 2 gp 2 lb 2 8
Bandages 1 sp .5 lb * -
Bedroll 1 sp 5 lb 3 -
Belt Pouch, Large2 1 gp 1 lb 1 2
Belt Pouch, Small2 5 gp .5 lb * 1
Blanket, Winter 5 gp 3 lb 1 1
Bucket 5 sp 2 lb 2 3
Candle (5 sticks) 5 cp 0.1 lb 1 -
Canteen 2 gp 2 lb 11 1/2 gallon
Case, Map or Scroll 1 gp 0.5 lb 11 10 sheets
Chain (20 feet) 2 gp 4 lb 12 -
Chalk (per piece) 1 cp 0.5 lb 1 -
Chest, Large 5 gp 40 lb 12 8
Chest, Small 2 gp 25 lb 4 6
Chisel 1 gp 0.5 1 -
Crowbar 2 gp 5 lb 2 -
File, Metal 1 gp 0.5 lb 1 -
Firewood, per day 1 cp 20 lb 8 -
Fishing Gear (hook, line, etc.) 5 gp 1 lb 2 -
Flint and Steel 1 gp 0.5 lb * -
Grappling Hook 1 gp 4 lb 2 -
Hammer 1 gp 2 lb 2 -
Hammock 8 gp 8 lb 4 -
Holy Symbol, Silver 25 gp 1 lb 1 -
Holy Symbol, Wooden 1 gp 0.5 lb 1 -
Holy Water, Flask 15 gp 1 lb 11 -
Hook, Iron 1 gp 0.5 lb 1 -
Horn 5 gp 3 lb 2 -
Incense, Stick 1 gp - * -
Ink (1 ounce) 8 gp 0.1 lb * -
Kettle, Iron 1 gp 4 lb 3 -
Lamp, Open 3 gp 2 lb 2 -
Lantern, Bullseye 12 gp 3 lb 2 -
Lantern, Hooded 7 gp 2 lb 2 -
Manacles 15 gp 2 lb 1 -
Marbles (bag of 25) 1 gp 0.1 lb * -
Mirror, Small Steel 10 gp 0.5 lb 1 -
Mortar and Pestle 3 gp 2 lb 2 -
Mug or Tankard 2 cp 0.5 lb - -
Nails, Iron (50) 5 sp 1 lb - -
Oil, Flask 1 gp 1 lb 11 1 pint
Pack, Shoulder 2 gp 2 lb 3 10
Padlock and Key 25 gp 1 lb 1 -
Paper (10 sheets) 10 gp - * -
Parchment (10 sheets) 5 gp - * -
Pipe 5 gp 2 lb 1 -
Piton's / Spikes (5) 5 sp 2 lb 1 -
Pole (10 ft) 2 sp 8 lb 5 -
Quill 1 sp - - -
Quiver, Dozen 2 gp 1 lb 2 12 projectiles
Quiver, Score 4 gp 1 lb 2 20 projectiles
Rope, Hemp (50 ft) 1 gp 15 lb 3 -
Rope, Silk (50 ft) 10 gp 5 lb 2 -
Sack, Large 5 sp 1 lb 2 10
Sack, Small 1 sp 0.5 lb 1 6
Sealing Wax 1 gp 0.1 lb * -
Sewing Kit 5 sp 1 lb 1 -
Shovel 2 gp 8 lb 3 -
Soap (per bar) 1 gp 1 lb 1 -
String (50 ft) 4 sp 1 lb 2 -
Tent, Large 45 gp 50 10 5 person
Tent, Medium 25 gp 30 lb 7 3 person
Tent, Small 10 gp 20 lb 21 1 person
Tinder Box (10 fires) 1 gp 4 lb 21 -
Torch 1 cp 1 lb 1 -
Trap, large animal 35 gp 25 lb 9 -
Trap, medium animal 15 gp 12 lb 6 -
Trap, small animal 7 gp 3 lb 3 -
Trunk, travel 2 gp 10 lb 3 5
Vial (1 ounce) 1 sp 0.1 lb * 1 ounce
Waterskin (1 gallon) 1 gp 4 lb 31 1 gallon
Whetstone 1 gp 0.5 lb 1 -
Items marked with a * have no appreciable EV. If carried in bulk (more than 10) treat the EV as 1 per 10 temp carried.
1 the EV for these items is listed as if they were full, if empty, reduce the EV by 2, to a minimum of 1.
2 a human-sized character cannot place more than two large pouches and one small pouch on a belt. Lage belt pouches are one scabbard, one quiver, two small pouches, or one spell component pouch in size.

Instruments

Musical Instruments
Item Cost Weight EV Capacity
Bagpipe 35 gp 8 lb 4 -
Drum 9 gp 8 lb 5 -
Fife 2 gp 1.5 lb 1 -
Flute 15 gp 0.5 lb 1 -
Harp 35 gp 4 lb 4 -
Hurdy Gurdy 50 gp 8 lb 5 -
Lute 15 gp 6 lb 3 -
Mandolin 10 gp 4 lb 2 -
Panpipes 11 gp 1 lb 1 -

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Armour & Equipment

Weapons

Weapons, Melee
Item Cost Damage Range1 Weight EV
Axe, Battle 10 gp 1d8 - 3.5 lb 3
Axe, Hand/Throwing 4 gp 1d6 20 ft 4 lb 2
Axe, Two-Handed* 20 gp 1d12 - 15 lb 4
Club - 1d6 20 ft 1 lb 2
Dagger 2 gp 1d4 20 ft 1 lb 1
Fist - 1d4 - - -
Flail, Heavy* 15 gp 1d10 - 8 lb 4
Flail, Light 8 gp 1d8 - 5 lb 3
Gauntlet, Spiked - 1d4 + 1 - 2 lb 1
Glaive* † 8 gp 1d8 - 15 lb 5
Halberd* 10 gp 1d10 - 15 lb 5
Hammer, Light 1 gp 1d4 30 ft 2 lb 2
Hammer, War 6 gp 1d8 - 8 lb 4
Hatchet 1 gp 1d4 - 2 lb 2
Lance, Heavy7 10 gp 1d8 - 10 lb 7
Lance, Light7 6 gp 1d6 - 5 lb 5
Mace, Heavy 12 gp 1d8 - 6 lb 4
Mace, Light 5 gp 1d6 - 6 lb 3
Maul* 12 gp 1d10 - 15 lb 5
Morningstar 8 gp 2d4 - 8 3
Pick, Heavy 8 gp 1d6 - 6 lb 4
Pick, Light 4 gp 1d4 - 4 lb 3
Rapier 20 gp 1d6 - 1 lb 3
Spear7 1 gp 1d6 30 ft 3 lb 2
Staff - 1d6 - 4 lb 4
Sword, Bastard9 25 gp 1d10 - 3.5 lb 4
Sword, Broad 12 gp 2d4 - 4 lb 4
Sword, Long 15 gp 1d8 - 3.5 lb 3
Sword, Short 10 gp 1d6 - 2.5 lb 2
Weapons marked with an * must be used two-handed.
Weapons marked with an † are over 10 feet long.
1 melee weapons with indicated range can also be used as a missile weapon.
7 deals double-damage if used from a charging mount.
9 the bastared sword does 1d12 damage when used with two hands.
Weapons, Ranged
Item Cost Damage Range1 Weight EV
Arrows (20) 2 gp as bow - 3 lb 2
Arrows (12) 15 sp as bow - 2 lb 1
Arrows, Silver (2) 2 gp as bow - 0.2 1
Blowpipe 1 gp 1 10 ft 1 lb 3
Bolas 5 gp 1d4 20 ft 2 lbs 2
Bolts (12) 1 gp as x-bow - 1 lb 1
Bow, Long 75 gp 1d8 100 ft 3 lb 4
Bow, Short 30 gp 1d6 60 ft 2 lb 3
Crossbow, Light 35 gp 1d6 80 ft 6 lb 4
Crossbow, Hand 100 gp 1d4 30 ft 3 lb 2
Crossbow, Heavy 50 gp 1d10 120 ft 9 lb 5
Javelin 1 gp 1d4 30 ft 2 lb 3
Rock - 1d2 30 ft - -
Sling - 1d4 50 ft - 1
Whip 1 gp 1d2 15 ft 2 lb 2
Armour
Item Cost AC Weight EV
Padded Armor 5 gp +1 10 lb 2
Leather Armor 10 gp +2 15 lb 2
Hide 20 gp +3 25 lb 4
Studded Leather 25 gp +3 20 lb 3
Chain Mail Shirt 100 gp + 4 25 lb 3
Scale Mail 50 gp +4 30 lb 4
Breastplate, bronze 95 gp +4 20 lb 3
Breastplate, steel 300 gp +5 30 lb 3
Chain Mail Hauberk 150 gp +5 35 lb 4
Gambeson 200 gp +5 40 lb 3
Full Plate 1000 gp +6 50 lb 4
Shield
Item Cost AC Weight EV
Buckler 2 gp +11 2 lb 2
Shield, Small Steel 9 gp +11 5 lb 2
Shield, Small Wooden 3 gp +11 3 lb 2
Shield, Med Steel 15 gp +12 10 lb 3
Shield, Med Wooden 5 +12 6 3
1 armor class bonus is applicable against one foe in a round.
2 armor class bonus is applicable against two foes in a round.

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Clothing

Clothing
Item Cost Weight EV
Belt 6 sp 1 lb *
Boots, Heavy 1 gp 4 lb 1
Boots, Soft 4 sp 2 lb *
Caftan 3 sp 2 lb 1
Cap/Hat 4 sp - *
Cape 8 sp 1 lb *
Cloak 5 sp 3 lb 1
Cowl 2 sp 1 lb 3
Doublet 1 gp 3-5 lb 1
Frock 5 sp 1-10 lb 2
Girdle 7 sp 3 lb 1
Gloves, Cloth 2 sp - *
Gloves, Leather 8 sp - *
Gown 1 gp 5-20 lb 4
Jewelry varies - *
Leggings 5 sp 0.5 lb 2
Robe 1 gp 4 lb 2
Scarf 5 cp 0.5 lb *
Shoes, Normal 2 sp 1 lb 1
Signet Ring 15 gp - -
Skirt 4 sp 0.5 lb 1
Smock 3 sp 0.5 lb 1
Trousers 4 sp 0.5 lb 1
Tunic 3 sp 0.5 lb 1
Vest 2 sp 0.5 lb 1
Winter Clothing, Set 5 gp 6 lb 4
Items marked with a * have no appreciable EV. If carried in bulk (more than 10) treat the EV as 1 per 10 items carried.

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Transport & Tack

Transport
Item AC Cost Weight EV
Boat, Long 500 gp - -
Boat, Row 50 gp 75 lb 25
Boat, Skiff 300 gp - -
Boat, Small 250 gp - -
Canoe 35 gp 50 lb 23
Cart 15 gp 200 lb -
Chariot 100 gp 350 lb -
Coach 200 gp - -
Donkey 8 gp - -
Horse, Heavy 200 gp - -
Horse, Light 75 gp - -
Mule 25 gp - -
Ox 18 gp - -
Pony 30 gp - -
Warhorse, Heavy 400 gp - -
Warhorse, Light 150 gp - -
Wagon 35 gp 400 lb -
War Pony 100 gp - -
Tack
Item AC Cost Weight EV
Barding, Chain* +5 500 gp 125 lb 6
Barding, Full Plate* +8 4,000 gp 250 lb 8
Barding, Leather* +3 50 gp 50 lb 5
Barding, Padded* +1 20 gp 25 lb 5
Barding, Studded* +3 100 gp 60 lb 6
Bit and Bridle 1 gp 1 lb 2
Feed (per day) 5 cp 10 lb 2
Harness 1 gp 2 lb 2
Saddle 20 gp 30 lb 5
Saddle Bags 4 gp 8 lb 3
Saddle Blanket 5 sp 1 lb 1
* Barding for a pony is 1/2 the cost and 2/3 the weight of horse barding. Reduce EV by one as well.

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Provisions & Lodging

Item Cost Weight EV
Ale, Mug 5 cp 1 lb 1
Beer, Mug 2 cp 1 lb 1
Cheese, Block 2 sp 1 lb 1
Grains, Bag 4 sp 5 lb 3
Liquor, Cask 25 gp+ 1/2 gallon 5
Liquor Shot 2 sp - -
Lodging, Common Inn 5 sp - -
Lodging, Good Inn 2 gp - -
Lodging, Poor Inn 1 sp - -
Mead, Mug 2 sp 1 lb 1
Rations (1 day) 5 sp 1 lb 1
Rations (1 week) 3 gp 7 lb 4
Tavern Meal, Common 2 sp - -
Tavern Meal, Good 1 gp - -
Tea Leaves, 1 lb 1 sp 1 lb 1
Tobacco, 1 lb 5 sp 1 lb 1
Wine, Common (Bottle) 2 sp 1 lb 1
Wine, Fine (Bottle) 10 gp 1 lb 1

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