Våpen og rustning

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Kilder: Core Rulebook (CRB), Ultimate Equipment (ULE) og Adventurer's Armory (AA)

Masterwork:

  • Rusting: -1 check penalty +150 gp
  • Våpen: +1 attack bonus + 300 gp
  • Dobbel våpen: +1 attack bonus + 600 gp
  • Ammunisjon: 6 gp per unit

Simple Weapons

(Simple) Unarmed Attacks

Pris Dmg (S) Dmg (M) Critical Rekkevidde Vekt Type Special Kilde
Gauntlet 2 gp 1d2 1d3 ×2 1 lb. B CRB
Unarmed strike 0 1d2 1d3 ×2 B nonlethal ULE

(Simple) Light Melee Weapons

Pris Dmg (S) Dmg (M) Critical Rekkevidde Vekt Type Special Kilde
Battle aspergillum (Kamp Aspergil) 5 gp 1d4 1d6 ×2 4 lbs. B Se tekst ULE
Brass knuckles (Knokejern) 1 gp 1d2 1d3 ×2 1 lb. B Monk, se tekst ULE
Cestus (Antikk boksehanske) 5 gp 1d3 1d4 19-20/×2 1 lb. B or P Monk, se tekst ULE
Dagger (Dolk) 2 gp 1d3 1d4 19-20/×2 10 ft. 1 lb. P or S ULE
Gauntlet 2 gp 1d2 1d3 ×2 1 lb. B ULE
Hanbo 1 gp 1d4 1d6 ×2 2 lbs. B Monk, trip AA
Light Mace 5 gp 1d4 1d6 ×2 4 lbs. B ULE
Punching dagger (Stikk dolk) 2 gp 1d3 1d4 ×3 1 lb. P ULE
Sickle (Sigd) 6 gp 1d4 1d6 ×2 2 lbs. S Trip ULE
Spiked gauntlet 5 gp 1d3 1d4 ×2 1 lb. P ULE
Wooden stake (Trestokk) 1d3 1d4 ×2 10 ft. 1 lb. P ULE

(Simple) One-Handed Melee Weapons

Pris Dmg (S) Dmg (M) Critical Rekkevidde Vekt Type Special Kilde
Club (Klubbe) 1d4 1d6 ×2 10 ft. 3 lbs. B ULE
Heavy Mace 12 gp 1d6 1d8 ×2 8 lbs. B ULE
Mere club (Stenalder klubbe) 2 gp 1d3 1d4 ×2 2 lb. B or P Fragile ULE
Morningstar (Morgenstjerne) 8 gp 1d6 1d8 ×2 6 lbs. B and P ULE
Shortspear (Kort spyd) 1 gp 1d4 1d6 ×2 20 ft. 3 lbs. P ULE

(Simple) Two-Handed Melee Weapons

Pris Dmg (S) Dmg (M) Critical Rekkevidde Vekt Type Special Kilde
Bayonet (Bajonett) 5 gp 1d4 1d6 ×2 1 lbs. P ULE
Boar Spear (Bjørne spyd) 5 gp 1d6 1d8 ×2 8 lbs. P Brace, se tekst ULE
Longspear (Langspyd) 5 gp 1d6 1d8 ×3 9 lb. P Brace, reach ULE
Quarterstaff 1d4/1d4 1d6/1d6 ×2 4 lbs. B Double, monk ULE
Spear (Spyd) 1 gp 1d6 1d8 ×3 20 ft. 6 lbs. P Brace ULE

(Simple) Ranged Weapons

Pris Dmg (S) Dmg (M) Critical Rekkevidde Vekt Type Special Kilde
Blowgun (Blåserør) 2 gp 1 1d2 ×2 20 ft. 1 lb. P ULE
Dart 0,5 gp 1d3 1d4 ×2 20 ft. 0,5 lb. P ULE
Heavy Crossbow (Stor Armbrøst) 50 gp 1d8 1d10 19-20/×2 120 ft. 8 lbs. P ULE
Javelin 1 gp 1d4 1d6 ×2 30 ft. 2 lbs. P ULE
Light Crossbow (Liten Armbrøst) 35 gp 1d6 1d8 19-20/×2 80 ft. 4 lbs. P ULE
Sling (Slynge) 1d3 1d4 ×2 50 ft. B ULE
Stingchuck (Holt hode med stkkende insekter) 1d3 1d4 ×2 10 ft. 9 lbs. B Se tekst AA
Underwater heavy crossbow (Undervanns Stor Armbrøst) 100 gp 1d8 1d10 19-20/×2 120 ft. 8 lbs. P ULE
Underwater light crossbow (Undervanns Liten Armbrøst) 70 gp 1d6 1d8 19-20/×2 80 ft. 4 lbs. ULE

Martial Weapons

Light Melee Weapons

Pris Dmg (S) Dmg (M) Critical Rekkevidde Vekt Type Special Kilde
Blade boot (Støvel med kniv) 25 gp 1d3 1d4 ×2 2 lbs. P Se tekst AA
Butterfly Sword (2) (Sommerfugl Sverd (2) ) 20 gp 1d3 1d4 19-20/×2 1 lb. S Monk ULE
Dogslicer (Goblinsverd) 8 gp 1d4 1d6 19-20/×2 1 lb. S Fragile ULE
Gladius (Romersk sverd) 15 gp 1d4 1d6 19-20/×2 3 lbs. P or S Performance ULE
Handaxe (Handøks) 6 gp 1d4 1d6 x3 3 lbs. S ULE
Iron brush 2 gp 1d2 1d3 ×2 10 ft. P ULE
Jutte 8 gp 1d4 1d6 ×2 1 lb. B Disarm, monk ULE
Kerambit (Bøyd lite sverd) 2 gp 1d2 1d3 ×3 S ULE
Kukri 8 gp 1d3 1d4 18-20/×2 2 lbs. S ULE
Light hammer (Mindre hammer) 1 gp 1d3 1d4 ×2 20 ft. 2 lbs. B ULE
Light pick (Mindre hakke) 4 gp 1d3 1d4 ×4 3 lbs. P ULE
Light shield (Mindre skjold 9 gp 1d2 1d3 ×2 Special B ULE
Lungchuan tamo (2 skjulte dolker) 5 gp 1d3 1d4 ×2 10 ft. 1 lb. P or S Monk ULE
Sap 1 gp 1d4 1d6 ×2 2 lbs. B Nonlethal ULE
Shang gou 6 gp 1d3 1d4 ×2 1 lb. S Disarm or trip, monk ULE
Shortsword (Kortsverd) 10 gp 1d4 1d6 19-20/×2 1 lb. P ULE
Spiked armor +50 gp 1d4 1d6 ×2 Special S ULE
Spiked light shield +50 gp 1d3 1d4 ×2 Special P ULE
Starknife (Stjernekniv) 24 gp 1d3 1d4 ×3 20 ft. 3 lbs. P ULE
Switchblade knife (Foldekniv)) 5 gp 1d3 1d4 19-20/x2 10 ft. 1 lb. P AA
Throwing axe (Kasteøks) 8 gp 1d4 1d6 ×2 10 ft. 2 lbs. P ULE
Tonfa 1 gp 1d4 1d6 ×2 1 lb. B Blocking, monk ULE
War razor 8 gp 1d3 1d4 19-20/x2 S AA
Wushu dart (Spiss trepinne) 0,2 gp 1d2 1d3 ×2 10 ft. P Monk ULE

One-Handed Melee Weapons

Pris Dmg (S) Dmg (M) Critical Rekkevidde Vekt Type Special Kilde
Battleaxe (Kampøks) 10 gp 1d6 1d8 x3 6 lbs. S Disarm, monk ULE
Combat scabbard, sharpened 10 gp 1d4 1d6 18-20/×2 1 lb. S Se tekst AA
Double chicken saber 12 gp 1d4 1d6 19-20/×2 3 lbs. S ULE
Heavy pick (Stor hakke) 8 gp 1d4 1d6 x4 6 lbs. P ULE
Heavy shield (Tungt skjold) 7 gp/20 gp 1d3 x2 Special B ULE
Klar (Hodeskallet formet skjold med et kort blad) 12 gp 1d4 1d6 x2 6 lbs. S Se tekst ULE
Light Flail (Lett sliul) 8 gp 1d6 1d8 x2 5 lbs. B Disarm, trip ULE
Longsword (Langsverd) 15 gp 1d6 1d8 19-20/×2 4 lbs. S ULE
Nine-ring broadsword 15 gp 1d6 1d8 x3 4 lbs. S Monk ULE
Rapier (Kårde) 20 gp 1d4 1d6 18-20/×2 2 lbs. P ULE
Scimitae (Krumsabel) 15 gp 1d4 1d6 18-20/×2 4 lbs. S ULE
Scizore 20 gp 1d8 1d10 x2 3 lbs. P Performance ULE
Sibat (Gammelt spyd fra Filippinene) 2 gp 1d4 1d6 x3 10 ft, 2 lbs. P or S Grapple ULE
Spiked heavy shield 57 gp/70 gp 1d4 1d6 x2 Special P ULE
Sword cane (Stokk med sverd) 45 gp 1d4 1d6 x2 4 lbs. P ULE
Terbutje (Gammelt sverd fra mellom og sør amerika) 5 gp 1d6 1d8 19-20/×2 2 lbs. S Fragile ULE
Warhammer (Stridshammer) 12 gp 1d6 1d8 x3 5 lbs. B ULE

Two-Handed Melee Weapons

Pris Dmg (S) Dmg (M) Critical Rekkevidde Vekt Type Special Kilde
Bardiche (Bondestridsbile) 13 gp 1d8 1d10 19-20/x2 14 lbs. S Brace, reach, se tekst ULE
Bec de corbin 15 gp 1d8 1d10 x3 12 lbs. B or P Brace, reach, se tekst ULE
Bill 11 gp 1d6 1d8 x3 11 lbs. S Brace, disarm, reach, se tekst ULE
Earth breaker 40 gp 1d10 2d6 x3 14 lbs. B ULE
Falchion 75 gp 1d6 2d4 18-20/x2 8 lbs. S ULE
Glaive 8 gp 1d8 1d10 x3 10 lbs. S Reach ULE
Glaive-guisarme 12 gp 1d8 1d10 x3 10 lbs. S Brace, reach, se tekst ULE
Greataxe 20 gp 1d10 1d12 x3 12 lbs. S ULE
Greatclub 5 gp 1d8 1d10 x2 8 lbs. B ULE
Greatsword 50 gp 1d10 2d6 19-20/x2 8 lbs. S ULE
Guisarme 9 gp 1d6 2d4 x3 12 lbs. S Reach, trip ULE
Halberd (Hallebard) 10 gp 1d8 1d10 x3 12 lbs. P or S Brace, trip ULE
Heavy flail (Stor sliul) 15 gp 1d8 1d10 19-20/x2 10 lbs. B Disarm, trip ULE
Hooked lance 3 gp 1d6 1d8 x4 10 lbs. P Reach, trip ULE
Horsechopper 10 gp 1d8 1d10 x3 12 lbs. P or S Reach, trip ULE
Lance (Lanse) 10 gp 1d6 1d8 x3 10 lbs. P Reach ULE
Lucerne hammer 15 gp 1d10 1d12 x2 12 lbs. B or P Brace reach, se tekst ULE
Mattock 12 gp 1d6 2d4 x4 12 lbs. P Fragile ULE
Monk's spade 20 gp 1d4/1d4 1d6/1d6 x2 12 lbs. B or P or S Double, monk ULE
Naginata 35 gp 1d6 1d8 x4 9 lbs. S Reach ULE
Nodachi 60 gp 1d8 1d10 18-20/x2 8 lbs. S or P Brace ULE
Ogre hook 24 gp 1d8 1d10 x3 10 lbs. P Trip ULE
Ranseur 10 gp 1d6 2d4 x3 12 lbs. P Disarm, reach ULE
Rhomphaia 15 gp 1d6 2d4 x3 10 lbs. P or S Brace, fragile, reach ULE
Sansetsukon 8 gp 1d8 1d10 19-20/x2 3 lbs. B Blocking, disarm, mon ULE
Scythe (Ljå) 18 gp 1d6 2d4 x4 10 lbs. P or S Trip ULE
Syringe spear 100 gp 1d6 1d8 x3 20 ft. 6 lbs. P Brace, se tekst AA
Tepoztopilli 8 gp 1d8 1d10 19-20/x2 8 lbs. P or S Fragile, reach ULE
Tiger fork 5 gp 1d6 1d8 x2 8 lbs. P Brace, monk ULE
Tri-point double-edged sword 12 gp 1d8 1d10 x3 14 lbs. P Reach ULE

Ranged Weapons

Pris Dmg (S) Dmg (M) Critical Rekkevidde Vekt Type Special Kilde
Amentum 1d4 1d6 x2 50 ft. 1 lb. P Performance ULE
Atlatl 2 gp 1d4 1d6 x2 50 ft. 2 lbs. P ULE
Chakram 1 gp 1d6 1d8 x2 30 ft. 1 lb. S ULE
Composite longbow (Kompositt langbue) +100 gp 1d6 1d8 x3 110 ft. 3 lbs. P ULE
Composite shortbow (Kompositt kortbue) +75 gp 1d4 1d6 x3 70 ft. 2 lbs. P ULE
Hunga munga (Kastekniv) 4 gp 1d4 1d6 x2 15 ft. 3 lbs. P ULE
Longbow (Langbue) 75 gp 1d6 1d8 x3 100 ft. 3 lbs. P ULE
Pilum (Kastespyd) 5 gp 1d6 1d8 x2 20 ft. 4 lbs. P Se tekst ULE
Poisoned sand tube 1 gp Special Special 1 lb. Se tekst ULE
Shortbow (Kortbue) 30 gp 1d4 1d6 x3 60 ft. 2 lbs. P ULE
Tube arrow shooter 3 gp 1d3 1d4 x2 40 ft. 0,5 lb. P ULE

Exotic Weapons

Light Melee Weapons

Pris Dmg (S) Dmg (M) Critical Rekkevidde Vekt Type Special Kilde
Aklys 5 gp 1d6 1d8 x2 20 ft. 2 lbs. B Performance, trip ULE
Dan bong 0,1 gp 1d2 1d3 19-20/x2 10 ft. B Blocking, monk, se tekst ULE
Dwarven maulaxe 25 gp 1d4 1d6 x3 10 ft. 5 lbs. P or S AA
Emei piercer 3 gp 1d2 1d3 19-20/x2 P Se tekst ULE
Fighting fan 5 gp 1d3 1d4 x3 P Distracting, monk ULE
Kama 2 gp 1d4 1d6 x2 2 lbs. S Monk, trip ULE
Knuckle axe 9 gp 1d4 1d6 x3 2 lbs. S Mone, performance ULE
Madu (leather/steel) 40 gp/50 gp 1d3 1d4 x2 5 lbs./6 lbs. P Performance ULE
Nunchaku 2 gp 1d4 1d6 x2 2 lbs. B Disarm, monk ULE
Pata 14 gp 1d4 1d6 x3 3 lbs. P Performance ULE
Rope gauntlet 0,2 gp 1d3 1d4 x2 2 lbs. B (or S) AA
Sai 1 gp 1d3 1d4 x2 1 lb. B Disarm, monk ULE
Scorpion whip 5 gp 1d3 1d4 x2 3 lbs. S Performance ULE
Siangham 3 gp 1d4 1d6 x2 1 lb. P Monk ULE
Sica (Illyreriansk kortsverd) 10 gp 1d4 1d6 x2 2 lbs. S Performance ULE
Swordbreaker dagger 10 gp 1d3 1d4 x2 3 lbs. S Disarm, se tekst ULE
Tekko-kagi 2 gp 1d2 1d3 x2 P Disarm, se tekst ULE
Wakizashi 35 gp 1d4 1d6 18-20/x2 2 lbs. P Deadly ULE

One-Handed Melee Weapons

Pris Dmg (S) Dmg (M) Critical Rekkevidde Vekt Type Special Kilde
Battle poi 5 gp 1d3 fire 1d4 fire x2 2 lbs. fire AA
Bastard sword 35 gp 1d8 1d10 19-20/x2 6 lbs. S ULE
Butterfly knife 5 gp 1d3 1d4 19-20/x2 1 lb. P or S AA
Dueling sword, Aldori 20 gp 1d6 1d8 19-20/x3 3 lbs. S AA
Dwarven waraxe 30 gp 1d8 1d10 x3 8 lbs. S ULE
Falcata 18 gp 1d6 1d8 19-20/x3 4 lbs. S ULE
Great terbutje 12 gp 1d8 1d10 19-20/x2 4 lbs. S Fragile ULE
Hooked axe 20 gp 1d6 1d8 x3 7 lbs. S Disarm, performance, trip ULE
Katana 50 gp 1d6 1d8 18-20/x2 6 lbs. S Deadly ULE
Khopesh (Sigdsverd) 20 gp 1d6 1d8 19-20/x2 8 lbs. S Trip ULE
Nine-section whip 8 gp 1d6 1d8 19-20/x2 3 lbs. B Blocking, distracting, monk, trip ULE
Rhoka sword 25 gp 1d6 1d8 18-20/x2 6 lbs. S ULE
Sawtooth sabre 35 gp 1d6 1d8 19-20/x2 2 lbs. S AA
Shotel 30 gp 1d6 1d8 x3 3 lbs, P Performance ULE
Taiaha 10 gp 1d8/1d4 1d10/1d6 x2/x3 8 lbs. B or P Double ULE
Temple sword 30 gp 1d6 1d8 19-20/x2 3 lbs. S Monk, trip ULE
Urumi 30 gp 1d6 1d8 18-20/x2 6 lbs. S Distracting ULE
Wahaika 3 gp 1d4 1d6 x2 10 ft. 3 lbs. B Disarm ULE
Whip (Pisk) 1 gp 1d2 1d3 x2 2 lbs. S Disarm, nonlethal, reach, trip ULE


Two-Handed Melee Weapons

Pris Dmg (S) Dmg (M) Critical Rekkevidde Vekt Type Special Kilde
Bo staff (Bo stav) 1 gp 1d4 1d6 x2 3 lbs. B Blocking, double, monk ULE
Chain spear 15 gp 1d4/1d4 1d6/1d6 x2 13 lbs. P and S Trip ULE
Dire flail 90 gp 1d6/1d6 1d8/1d8 x2 10 lbs. B Disarm, double, trip ULE
Double walking stick katana 50 gp 1d4/1d4 1d6/1d6 x3 6 lbs. B Double ULE
Double-chained kama (Japansk sigd) 8 gp 1d4/1d4 1d6/1d6 x2 4 lbs. S Double, monk, reach, trip ULE
Dwarven urgrosh 50 gp 1d6/1d4 1d8/1d6 x3 12 lbs. P or S Brace, double ULE
Elven curve blade 80 gp 1d8 1d10 18-20/×2 7 lbs. S ULE
Flambard 50 gp 1d8 1d10 19-20/×2 6 lbs. S Sunder, trip AA
Flying blade 40 gp 1d10 1d12 x3 12 lbs. S Performance, reach ULE
Garrote 3 gp 1d4 1d6 x2 1 lb. S grapple, reach, se tekst AA
Gnome hooked hammer 20 gp 1d6/1d4 1d8/1d6 x3/x4 6 lbs. B or P Double, trip ULE
Harpoon 5 gp 1d6 1d8 x3 10 ft. 16 lbs. P Grapple, se tekst ULE
Kusarigama 12 gp 1d2/1d4 1d3/1d6 x2 3 lbs. S or B Double, grapple, monk, reach, trip ULE
Kyoketsu shoge 6 gp 1d3 1d4 x2 20 ft. 1 lb. S or P Disarm, grapple, monk, reach ULE
Mancatcher 15 gp 1 1d2 10 lbs. P Reach, se tekst ULE
Meteor hammer 10 gp 1d6 1d8 x2 10 lbs. B Reach, trip ULE
Orc double axe 60 gp 1d6/1d6 1d8/1d8 x3 15 lbs. S Double ULE
Scarf, bladed 12 gp 1d4 1d6 x2 2 lbs. S disarm, trip AA
Seven-branched sword 50 gp 1d8 1d10 x3 7 lbs. S Disarm, monk ULE
Spiked chain 25 gp 1d6 2d4 x2 10 lbs. P Disarm, trip ULE
Tetsubo 20 gp 1d8 1d10 x4 10 lbs. B ULE
Two-bladed sword 100 gp 1d6/1d6 1d8/1d8 19-20/x2 10 lbs. S Double ULE


Ranged Weapons

Pris Dmg (S) Dmg (M) Critical Rekkevidde Vekt Type Special Kilde
Bolas 5 gp 1d3 1d4 x2 10 ft. 2 lbs. B Nonlethal, trip ULE
Boomerang 3 gp 1d4 1d6 x2 30 ft. 3 lbs. B Se tekst ULE
Double crossbow (Dobbel armbrøst) 300 gp 1d6 1d8 19-20/x2 80 ft. 18 lbs. P Se tekst ULE
Halfling sling staff 20 gp 1d6 1d8 x3 80 ft. 3 lbs. B ULE
Hand crossbow 100 gp 1d3 1d4 19-20/x2 30 ft. 2 lbs. P ULE
Kestros 1 gp 1d6 1d8 x3 50 ft. 1 lb. P ULE
Lasso 0,1 gp 5 lbs. Se tekst ULE
Launching crossbow 75 gp 8 lbs. AA
Net 20 gp 10 ft. 6 lbs. Se tekst ULE
Repeating hand crossbow 800 gp 1d3 1d4 19-20/x2 30 ft. 4 lbs. P ULE
Repeating heavy crossbow 400 gp 1d8 1d10 19-20/x2 120 ft. 12 lbs. P ULE
Repeating light crossbow 250 gp 1d6 1d8 19-20/x2 80 ft. 6 lbs. P ULE
Rope dart 1 gp 1d3 1d4 x2 20 ft. P Blocking, distracting, monk ULE
Shuriken (5) 1 gp 1 1d2 x2 10 ft. 0,5 lb. P Monk ULE
Shoanti bola 15 gp 1d3 1d4 x2 10 ft. 2 lbs. B AA
Sling glove 5 gp 1d3 1d4 x2 50 ft. 2 lbs. B AA
Snag net 30 gp 10 ft. 10 lbs. P Trip, se tekst ULE
Throwing shield +50 gp 1d4 1d6 x2 20 ft. B Performance, trip ULE


Ammunition

Pris Vekt Kilde
Arrows (20) 1 gp 3 lbs. ULE
Atlatl dart 1 gp 2 lbs. ULE
Bamboo shaft arrows (10) 1 gp 0,5 lb. ULE
Blowgun darts (10) 0,5 gp ULE
Blunt arrows (20) 2 gp 3 lbs. ULE
Crossbow bolts (10) 1 gp 1 lb. ULE
Flight arrows (20) 2 gp 3 lbs. ULE
Kestros dart (10) 5 gp 5 lbs. ULE
Repeating crossbow bolts (5) 1 gp 1 lb. ULE
Sling bullets (10) 0,1 gp 5 lbs. ULE
Smoke arrow 10 gp ULE
Whistling arrows (20) 2 gp 3 lbs. ULE

Rustning

Light Armor

Pris Armor bonus Max dex bonus AC penalty Arcane spell failure chance Speed 30 ft. Speed 20 ft, Vekt Kilde
Haramaki 3 gp +1 30 ft. 20 ft. 1 lb. ULE
Padded 5 gp +1 +8 5% 30 ft. 20 ft. 10 lbs. ULE
Quilted cloth 100 gp +1 +8 10% 30 ft. 20 ft. 15 lbs. ULE
Silken ceremonial 30 gp +1 30 ft. 20 ft. 4 lbs. ULE
Lamellar cuirass 15 gp +2 +4 5% 30 ft. 20 ft. 8 lbs. ULE
Leather 10 gp +2 +6 10% 30 ft. 20 ft. 15 lbs. ULE
Rosewood armor 50 gp +2 +6 10% 30 ft. 20 ft. 15 lbs. AA
Leaf armor 500 gp +3 +5 15% 30 ft. 20 ft. 10 lbs. AA
Parade 25 gp +3 +5 -1 15% 30 ft. 20 ft. 20 lbs. ULE
Studded leather 25 gp +3 +5 -1 15% 30 ft. 20 ft. 20 lbs. ULE
Wooden 20 gp +3 +3 -1 15% 30 ft. 20 ft. 25 lbs. ULE
Chain shirt 100 gp +4 +4 -2 20% 30 ft. 20 ft. 25 lbs. ULE
Lamellar (leather) 60 gp +4 +3 -2 20% 30 ft. 20 ft. 25 lbs. ULE

Medium Armor

Pris Armor bonus Max dex bonus AC penalty Arcane spell failure chance Speed 30 ft. Speed 20 ft, Vekt Kilde
Armored coat 50 gp +4 +3 -2 20% 20 ft. 15 ft. 20 lbs. ULE
Hide 15 gp +4 +4 -3 20% 20 ft. 15 ft. 25 lbs. ULE
Do-maru 200 gp +5 +4 -4 25% 20 ft. 15 ft. 30 lbs. ULE
Kikko 30 gp +5 +4 -3 20% 20 ft. 15 ft. 25 lbs. ULE
Lamellar (horn) 100 gp +5 +3 -4 25% 20 ft. 15 ft. 30 lbs. ULE
Scale mail 50 gp +5 +3 -4 25% 20 ft. 15 ft. 30 lbs. ULE
Agile breastplate 400 gp +6 +3 -4 25% 20 ft. 15 ft. 25 lbs. ULE
Breastplate 200 gp +6 +3 -4 25% 20 ft. 15 ft. 30 lbs. ULE
Chainmail (Ringbrynje) 150 gp +6 +2 -5 30% 20 ft. 15 ft. 40 lbs. ULE
Four-mirror 45 gp +6 +2 -5 30% 20 ft. 15 ft. 45 lbs. ULE
Lamellar (steel) 150 gp +6 +3 -5 25% 20 ft. 15 ft. 35 lbs. ULE
Mountain pattern 250 gp +6 +3 -4 30% 20 ft. 15 ft. 40 lbs. ULE

Heavy Armor

Pris Armor bonus Max dex bonus AC penalty Arcane spell failure chance Speed 30 ft. Speed 20 ft, Vekt Kilde
Field plate 1200 gp +7 +1 -5 35% 20 ft. 15 ft. 50 lbs, AA
Banded mail 250 gp +7 +1 -6 35% 20 ft. 15 ft. 35 lbs. ULE
Kusari gusoku 350 gp +7 +0 -7 35% 20 ft. 15 ft. 45 lbs. ULE
Lamellar (iron) 200 gp +7 +0 -7 40% 20 ft. 15 ft. 50 lbs, ULE
Splint mail 200 gp +7 +3 -7 40% 20 ft. 15 ft. 45 lbs. ULE
Tatami-do 1000 gp +7 +0 -6 35% 20 ft. 15 ft. 45 lbs. ULE
Agile half-plate 850 gp +8 +0 -7 40% 20 ft. 15 ft. 55 lbs. ULE
Half-plate 600 gp +8 +0 -7 40% 20 ft. 15 ft. 50 lbs, ULE
Lamellar (stone) 500 gp +8 +0 -7 40% 20 ft. 15 ft. 45 lbs. ULE
O-yoroi 1700 gp +8 +2 -6 35% 20 ft. 15 ft. 45 lbs. ULE
Full plate 1500 gp +9 +1 -6 35% 20 ft. 15 ft. 50 lbs, ULE
Stoneplate 1800 gp +9 +1 -6 35% 15 ft. 10 ft. 40 lbs. ULE

Shields

Pris Armor bonus Max dex bonus AC penalty Arcane spell failure chance Speed 30 ft. Speed 20 ft, Vekt Kilde
Buckler 5 gp +1 -1 5% 5 lbs. ULE
Klar 12 gp +1 -1 5% 6 lbs. ULE
Light steel quickdraw 59 gp +1 -2 5% 7 lbs. ULE
Light steel 9 gp +1 -1 5% 6 lbs. ULE
Light wooden quickdraw 53 gp +1 -2 5% 6 lbs. ULE
Light wooden 3 gp +1 -1 5% 5 lbs. ULE
Madu (leather) 40 gp +1 -2 5% 5 lbs. ULE
Madu (steel) 50 gp +1 -2 5% 6 lbs. ULE
Heavy steel 20 gp +2 -2 15% 15 lbs. ULE
Heavy wooden 7 gp +2 -2 15% 10 lbs. ULE
Tower 30 gp +4 +2 -10 50% 45 lbs. ULE

Extra

Pris Armor bonus Max dex bonus AC penalty Arcane spell failure chance Speed 30 ft. Speed 20 ft, Vekt Kilde
Armor spikes +50 gp +10 lbs. ULE
Locked gauntlet +8 gp Special N/A +5 lbs. ULE
Shield spikes +10 gp +5 lbs. ULE

Spesial materiale

Adamantine

Adamantine.png
Mined from rocks that fell from the

heavens, this ultrahard metal adds to the quality of a weapon or suit of armor. Weapons fashioned from adamantine have a natural ability to bypass hardness when sundering weapons or attacking objects, ignoring hardness less than 20. Armor made from adamantine grants its wearer damage reduction of 1/— if it’s light armor, 2/— if it’s medium armor, and 3/— if it’s heavy armor. Adamantine is so costly that weapons and armor made from it are always of masterwork quality; the masterwork cost is included in the prices given below. Thus, adamantine weapons and ammunition have a +1 enhancement bonus on attack rolls, and the armor check penalty of adamantine armor is lessened by 1 compared to ordinary armor of its type. Items without metal parts cannot be made from adamantine. An arrow could be made of adamantine, but a quarterstaff could not. Weapons and armor normally made of steel that are made of adamantine have one-third more hit points than normal. Adamantine has 40 hit points per inch of thickness and hardness 20.

Pris for materiale
ITEM ITEM PRICE MODIFIER
Ammunition +60 gp per item
Light armor +5,000 gp
Medium armor +10,000 gp
Heavy armor +15,000 gp
Weapon +3,000 gp


Alchemical silver

Alchemicalsilver.png
A complex process involving metallurgy and alchemy can bond silver to a weapon made of steel so that it bypasses the damage reduction of creatures such as lycanthropes. On a successful attack with a silvered slashing or piercing weapon, the wielder takes a –1 penalty on the damage roll (with a minimum of 1 point of damage). The alchemical silvering process can’t be

applied to nonmetal items, and it doesn’t work on rare metals such as adamantine, cold iron, and mithral. Alchemical silver has 10 hit points per inch of thickness and hardness 8.

Pris for materiale
ITEM ITEM PRICE MODIFIER
Ammunition +2 gp per item
Light weapon +20 gp
One-handed weapon, or one head of a double weapon +90 gp
Two-handed weapon, or both heads of a double weapon +180 gp

Angelskin

The preserved skin of an angel retains a portion of celestial grace and can be crafted into leather, hide, or studded leather armor. Angelskin radiates a moderate good aura that masks malign auras. Any evil aura radiated by the wearer is reduced in strength by 10 Hit Dice. Auras reduced below 1 Hit Die can’t be detected by means such as detect evil; the creature doesn’t detect as evil, though this has no effect on other aspects of the creature’s alignment. For example, a weak chaotic creature wearing angelskin armor detects as chaotic, but not evil. Spells and supernatural abilities that have special effects when cast on or used against creatures with evil alignments (even beneficial effects) have a 20% chance of treating an evil wearer as neutral instead. Ongoing effects such as smite evil make this roll the first time they are used against the creature; if the effect treats the target as neutral, it does so for the remainder of the effect’s duration. If the ongoing effect applies to an area and the wearer leaves that area, the percentage chance should be rolled again. Permanent magic items such as holy weapons always treat the wearer as evil. Armor constructed from angelskin is always of masterwork quality; the masterwork cost is included in the prices given below. Angelskin has

Pris for materiale
ITEM ITEM PRICE MODIFIER
Light armor +1000 gp
Medium armor +2000 gp

Blood crystal

Bloodcrystal.png

Mysterious radiation deep below the surface of the earth warps once-ordinary quartz into bloodcraving stone. If an attack with a piercing or slashing blood crystal weapon hits a target suffering from a bleed effect, the creature takes 1 additional point of damage from the attack as the blood crystal drains blood from the wound. This applies even if the creature was taking bleed damage before the attack with the blood crystal weapon. This does not increase the amount of the bleed effect. Unfed blood crystal has a pale pink hue, darkening toward deep crimson as it becomes saturated with blood. Piercing or slashing weapons composed entirely or partially of metal can be made from blood crystal. Unworked blood crystal has a value of 500 gp per pound. Weapons made with blood crystal have one-half the normal hit points. Armor and shields cannot be made of blood crystal, as they would feed on the wearer’s own wounds. Blood crystal has 10 hit points per inch of thickness and hardness 10.

Pris for materiale
ITEM ITEM PRICE MODIFIER
Ammunition +30 gp per item
Weapon +1500 gp

Cold iron

Coldiron.png

This iron, mined deep underground and known for its effectiveness against demons and fey creatures, is forged at a lower temperature to preserve its delicate properties.

Weapons made of cold iron cost twice as much to make as their normal counterparts. Also, adding any magical enhancements to a cold iron weapon increases its price by 2,000 gp. This increase is applied the first time the item is enhanced, not once per ability added. Items without metal parts cannot be made from cold iron.

An arrow could be made of cold iron, but a quarterstaff could not. A double weapon with one cold iron half costs 50% more than normal. Cold iron has 30 hit points per inch of thickness and hardness 10.

Darkleaf cloth

Darkleaf cloth is a special form of flexible material made by weaving together leaves and thin strips of bark from darkwood trees, then treating the resulting fabric with special alchemical processes. The resulting material is tough as cured hide but much lighter, making it an excellent material from which to create armor.

Spell failure chances for armors made from darkleaf cloth decrease by 10% (to a minimum of 5%), maximum Dexterity bonuses increase by 2, and armor check penalties decrease by 3 (to a minimum of 0).

An item made from darkleaf cloth weighs half as much as the same item made from leather, furs, or hides. Items not primarily constructed of leather, fur, or hide are not meaningfully affected by being partially made of darkleaf cloth. As such, padded armor, leather armor, studded leather armor, and hide armor can be made out of darkleaf cloth (although other types of armor made of leather or hide might be possible).

Because darkleaf cloth remains flexible, it cannot be used to construct rigid items such as shields or metal armors. Armors fashioned from darkleaf cloth are always masterwork items; the masterwork cost is included in the listed prices. Darkleaf cloth has 20 hit points per inch of thickness and hardness 10.

Pris for materiale
ITEM ITEM PRICE MODIFIER
Clothing +500 gp
Light armor +750 gp
Medium armor +1500 gp
Other items +375 gp/lb.

Darkwood

Darkwood.png

This rare magic wood is as hard as normal wood but very light. Any wooden or mostly wooden item (such as a bow or spear) made from darkwood is considered a masterwork item and weighs only half as much as a normal wooden item of that type. Items not normally made of wood or only partially of wood (such as a battleaxe or a mace) either cannot be made from darkwood or do not gain any special benefit from being made of darkwood. The armor check penalty of a darkwood shield is lessened by 2 compared to an ordinary shield of its type. To determine the price of a darkwood item, use the original weight but add 10 gp per pound to the price of a masterwork version of that item. Darkwood has 10 hit points per inch of thickness and hardness 5.

Dragonhide

Armorsmiths can work with the hides of dragons to produce armor or shields of masterwork quality. One dragon produces enough hide to make a single suit of masterwork hide armor for a creature one size category smaller than the dragon. By selecting only choice scales and bits of hide, an armorsmith can produce one suit of masterwork banded mail for a creature two sizes smaller, one suit of masterwork half-plate for a creature three sizes smaller, or one masterwork breastplate or suit of full plate for a creature four sizes smaller. In each case, enough hide is available to produce a light or heavy masterwork shield in addition to the armor, provided that the dragon is Large or larger. If the dragonhide comes from a dragon that had immunity to an energy type, the armor is also immune to that energy type, although this does not confer any protection to the wearer. If the armor or shield is later given the ability to protect the wearer against that energy type, the cost to add such protection is reduced by 25%. Because dragonhide armor isn’t made of metal, druids can wear it without penalty.

Dragonhide armor costs twice as much as masterwork armor of that type, but it takes no longer to make than ordinary armor of that type (double all Craft results). Dragonhide has 10 hit points per inch of thickness and hardness 10. The hide of a dragon is typically between 1/2 inch and 1 inch thick.

Eel hide

This supple material offers as much protection as leather, but is more flexible and resistant to electricity. Leather, hide, or studded leather armor can be produced with eel hide. The armor check penalty of such armor is reduced by 1 (to a minimum of 0) and the maximum Dexterity bonus of the armor is increased by 1. Additionally, wearing eel hide grants the wearer electricity resistance 2. Armor crafted from eel hide is always considered masterwork, and the masterwork costs are included in the listed prices. Eel hide has the same hit points and hardness as leather.

Pris for materiale
ITEM ITEM PRICE MODIFIER
Light armor +1200 gp
Medium armor +1800 gp

Elysian bronze

First crafted in the deeps of time by the titans and bestowed as gifts to monster-slaying heroes among the lesser races, Elysian bronze retains the brazen coloration of its namesake but is as hard as steel. A weapon made of Elysian bronze adds a +1 bonus on weapon damage rolls against magical beasts and monstrous humanoids; this damage is multiplied on a critical hit. After a creature uses an Elysian bronze weapon to deal damage to a magical beast or monstrous humanoid, the wielder gains a +1 bonus on attack rolls against that specific creature type (for example, against chimeras, not all magical beasts) for the next 24 hours, or until the weapon deals damage to a different kind of magical beast or monstrous humanoid. Armor made of Elysian bronze also protects its wearer against the natural weapons or unarmed strikes of magical beasts and monstrous humanoids, providing damage reduction as if it were adamantine (1/— for light armor, 2/— for medium armor, or 3/— for heavy armor). It does not provide this protection against creatures of other types. Elysian bronze has the same hit points and hardness as steel.

Pris for materiale
ITEM ITEM PRICE MODIFIER
Ammunition +20 gp per item
Light armor +1000 gp
Medium armor +2000 gp
Heavy armor +3000 gp
Weapon +1000 gp

Fire-forged steel

Dwarves stumbled across the secret of crafting fire-forged steel in an effort to make forge-friendly tools. It didn’t take them long to adapt its unique properties to arms and armor. Fire-forged steel channels heat in one direction to protect its wearer or wielder. When it is crafted into armor, heat is channeled away from the wearer, offering some limited protection. Armor crafted from fire-forged steel grants the wearer fire resistance 2. Weapons crafted from fire-forged steel similarly channel heat away from the wearer; this does not grant the wielder energy resistance. Instead, the blade absorbs and channels heat to the parts of the weapon that contact enemies. If the weapon is exposed to 10 points or more of fire damage (such as from an opponent’s fireball or by holding it in a campfire for 1 full round), the weapon adds +1d4 points of fire damage to its attacks for the next 2 rounds. If the wielder is wearing fire-forged armor and using a fire-forged weapon, this bonus damage increases to 1d6 points of fire damage and lasts for 4 rounds. This bonus damage does not stack with fire damage from weapon enhancements such as flaming.

Armor or weapons made from fire-forged steel are always considered masterwork, and the masterwork costs are included in the listed prices. Fire-forged steel has the same hit points and hardness as steel.

Pris for materiale
ITEM ITEM PRICE MODIFIER
Ammunition +15 gp per item
Light armor +1000 gp
Medium armor +2500 gp
Heavy armor +3000 gp
Weapon +600 gp

Frost-forged steel

This material is the same substance as fire-forged steel with a subtle difference in the alignment of the metal during crafting. Instead of channeling heat away from the wearer, it channels heat toward the wearer. Frost-forged steel works similarly to fire-forged steel, except its effects apply to cold damage rather than fire damage. This means frost-forged steel weapons are less useful than their fire-forged counterparts, as there are few nonmagical sources of cold that can quickly imbue it with enough cold energy to deal bonus damage. Armor and weapons made from frost-forged steel are always considered masterwork, and the masterwork costs are included in the listed prices.

Frost-forged steel has the same hit points and hardness as steel. Frost-forged steel costs the same as fire-forged steel.

Greenwood

The secret of greenwood lies in its harvesting. Each length is taken, with leaves still attached, from a tree animated by a treant and cut with care to avoid the death of the tree. A dryad then speaks to and shapes the wood, coaxing the living green of the leaves into the grain of the wood itself. The resulting wood remains alive as long as it is doused with at least one gallon of water (plus 1 gallon for every 10 pounds of the item’s weight) once per week and allowed to rest for an hour in contact with fertile soil. Any wooden or mostly wooden item (such as a bow or spear) made from greenwood is considered a masterwork item. Items not normally made of wood or only partially of wood (such as a battleaxe or a mace) either cannot be made from greenwood or do not gain any special benefit from being made of greenwood. When damp and in contact with fertile soil, living greenwood heals damage to itself at a rate of 1 hit point per hour, even repairing breaks and regrowing missing pieces. If the weapon has the broken condition, it is repaired during the first hour of contact with fertile soil. Greenwood items take only one-quarter damage from fire. Greenwood can be altered or enhanced with wood-shaping magic such as ironwood, shape wood, and warp wood. The duration of any such effect on a greenwood item is doubled. To determine the price of a greenwood item, use the original weight but add 50 gp per pound to the price of a masterwork version of that item. Items made from darkwood cannot be made into greenwood. Greenwood has the same hit points and hardness as wood.

Griffon mane

This rough-spun cloth, ranging in color from golden-brown to brown-black, is woven from the mane of leonine magical beasts, primarily griffons but also chimeras and manticores, and is exceptionally strong and light. Wearing a cloak, robe, clothing outfit, or padded or quilted armor made from griffon mane grants a +2 competence bonus on Fly checks. If an item made of griffon mane is magically given the ability to fly, the cost to add that specific magical property is reduced by 10%, though this does not reduce the cost of any other abilities the item has. Griffon mane has twice the number of hit points of normal cloth and hardness 1.

Pris for materiale
ITEM ITEM PRICE MODIFIER
Light armor +200 gp
Other items +50 gp/lb.

Living steel

Livingsteel.png
Some trees suck up potent minerals through their roots the same way others draw water from the ground. Though these trees blunt saws and axes used

to hew them and shrug off fire, they eventually succumb to time or the elements. When properly harvested, these fallen trees produce nuggets of a metal called living steel. This glossy green metal slowly repairs itself. An item made from living steel repairs damage to itself at a rate of 2 hit points per day, or 1 hit point per day if it has the broken condition. Items not primarily of metal are not meaningfully affected by being partially made of living steel. Armor and shields made from living steel can damage metal weapons that strike them. Whenever the wielder of a metal weapon rolls a natural 1 on an attack roll against a creature wearing living steel armor or wielding a living steel shield, the item must make a DC 20 Fortitude save or gain the broken condition. If the weapon already has the broken condition, it is instead destroyed. Living steel cannot damage adamantine weapons in this way.

Living steel has 35 hit points per inch of thickness and hardness 15.

Pris for materiale
ITEM ITEM PRICE MODIFIER
Ammunition +10 gp per item
Light armor +500 gp
Medium armor +1000 gp
Heavy armor +1500 gp
Weapon +500 gp
Shield +100 gp
Other items +250 gp/lb.

Mithral

Mithral.png
Mithral is a rare, silvery metal that is lighter than steel but just as hard.

When worked like steel, it can be used to create amazing armor, and is occasionally used for other items as well. Most mithral armors are one category lighter than normal for purposes of movement and other limitations. Heavy armors are treated as medium, and medium armors are treated as light, but light armors are still treated as light. This decrease does not apply to proficiency in wearing the armor. A character wearing mithral full plate must be proficient in wearing heavy armor to avoid adding the armor’s check penalty on all his attack rolls and skill checks that involve moving. Spell failure chances for armors and shields made from mithral are decreased by 10%, maximum Dexterity bonuses are increased by 2, and armor check penalties are decreased by 3 (to a minimum of 0). An item made from mithral weighs half as much as the same item made from other metals. In the case of weapons, this lighter weight does not change a weapon’s size category or the ease with which it can be wielded (whether it is light, one-handed, or two-handed). Items not primarily of metal are not meaningfully affected by being partially made of mithral. (A longsword can be a mithral weapon, while a quarterstaff cannot.) Mithral weapons count as silver for the purpose of overcoming damage reduction. Weapons and armors fashioned from mithral are always masterwork items as well; the masterwork cost is included in the prices given below. Mithral has 30 hit points per inch of thickness and hardness 15.

Pris for materiale
ITEM ITEM PRICE MODIFIER
Light armor +1000 gp
Medium armor +4500 gp
Heavy armor +9000 gp
Shield +1500 gp
Other items +500 gp/lb.

Viridium

Viridium.png
This deep green volcanic glass is similar to obsidian but is formed when

molten rock is tainted with anomalous trace minerals from deep beneath the earth whose emanations are toxic to living things. It can be fragmented to razor sharpness, but even a tiny amount of viridium contacting the bloodstream can pass on a wasting sickness.

Any successful hit with a viridium weapon causes the target to contract leprosy (Fortitude DC 12 negates). On a successful critical hit, a tiny fragment of viridium breaks off within the target, affecting it as though with greenblood oil (Fortitude DC 13 negates). A creature carrying a viridium weapon must save every 24 hours or contract leprosy unless the weapon is kept inside an extradimensional space (such as an efficient quiver) or a scabbard lined with lead. Oozes, plants, and outsiders are immune to the deadly emanations of viridium.

Viridium weapons have half the hardness of their base weapon and have the fragile quality. Viridium can be magically strengthened at an additional cost of +1,000 gp for a weapon or +20 gp for ammunition. This removes the fragile quality from the item but does not otherwise affect its abilities.

Pris for materiale
ITEM ITEM PRICE MODIFIER
Ammunition +20 gp per item
Weapon +200 gp

Whipwood

Vanara woodworkers craft this extremely flexible material in a time-consuming process. Whipwood is actually a composite of several bendable wooden fibers woven and fused together to form a flexible but sturdy unit. Only wooden weapons or weapons with wooden hafts (such as axes and spears) can be made out of whipwood. A creature wielding a whipwood weapon gains a +2 bonus to its CMD when defending against sunder attempts against the weapon. A whipwood weapon’s hit points increase by +5. Whipwood loses its special qualities if under the effect of an ironwood spell. Whipwood weapons cost 500 gp more than normal weapons of their type.

Wyroot

The root of the wyrwood tree has a peculiar quality. When a weapon constructed of wyroot confirms a critical hit, it absorbs some of the life force of the creature struck. The struck creature is unharmed and the wyroot weapon gains 1 life point. As a swift action, a wielder with a ki pool or an arcane pool can absorb 1 life point from the wyrwood weapon and convert it into either 1 ki point or 1 arcane pool point. Most wyroot weapons can only hold 1 life point at a time, but higher-quality wyroot does exist. The most powerful wyroot weapons can hold up to 3 life points at a time. Any unspent life points dissipate at dusk. Wyroot can be used to construct any melee weapon made entirely of wood or a melee weapon with a wooden haft. Constructing a wyroot weapon that can hold 1 life point increases the weapon’s price by 1,000 gp, constructing one that can hold up to 2 life points increases the weapon’s price by 2,000 gp, and constructing one that can hold up to 3 life points increases the weapon’s price by 4,000 gp.