The coins of Atheles are gold pieces (gp), silver pieces (sp), and copper pieces (cp). The exchange rates are 10sp=1gp, and 10cp=1sp.
Each player gets 1d4 x 10 + 20 gp at character creation.
|Adventurer’s clothing||1 gp||2 lbs|
|Animal glue||5 sp||1/5 lb|
|Astrolab||1,000 gp||6 lbs|
|Backpack (empty)||2 gp||2 lbs|
|Backpack, masterwork||40 gp||4 lbs|
|Barrel||2 gp||30 lbs|
|Bedroll||1 sp||5 lbs|
|Blanket, winter||5 sp||3 lbs|
|Belt pouch||1 gp||1/5 lb|
|Bottle||2 gp||1 lb|
|Caltrops||5 sp||1 lb|
|Canvas (sq. yard)||1 sp||1 lb|
|Case, map or scroll||1 gp||½ lb|
|Cauldron||1 gp||5 lbs|
|Chain (10’)||30 gp||2 lbs|
|Chest, small||2 gp||25 lbs|
|Chest, large||10 gp||100 lbs|
|Cloak||2 gp||2 lbs|
|Cloak, leather||10 gp||5 lbs|
|Cooking kit||3 gp||16 lbs|
|Creature Compendium||25 gp||2 lbs|
|Crowbar||2 gp||5 lbs|
|Fishing kit||5 sp||3 lbs|
|Flint and steel||1 gp||—|
|Grappling hook||1 gp||4 lbs|
|Hammer||5 sp||2 lbs|
|Hammock||1 sp||3 lbs|
|Ink and quill||8 gp||—|
|Iron spike||5 cp||1 lb|
|Journal||10 gp||1 lb|
|Ladder||2 sp||20 lbs|
|Lamp||5 sp||1 lb|
|Lantern||1 gp||1 lb|
|Lantern, bullseye||12 gp||3 lbs|
|Lantern, hooded||7 gp||2 lbs|
|Lock (very simple)||20 gp||1 lb|
|Lock (average)||40 gp||1 lb|
|Lock (good)||80 gp||1 lb|
|Lock (exceptional)||150 gp||1 lb|
|Lock Box 10”x6”x4”||15 gp||1 lb|
|Magnifying glass||100 gp||—|
|Manacles||15 gp||2 lbs|
|Map, local||15 gp||—|
|Map, world||35 gp||—|
|Mirror, small steel||10 gp||½ lb|
|Mug||2 cp||1 lb|
|Oil (1 pint)||5 sp||1 lb|
|Piton||1 sp||1/2 lb|
|Pot||8 sp||4 lbs|
|Rations, trail (per day)||5 sp||1 lb|
|Rope, hemp (50’)||1 gp||10 lbs|
|Rope, silk (50’)||10 gp||5 lbs|
|Sack (empty)||1 sp||½ lb1|
|Salt (1lb)||5 gp||1 lb|
|Saw||4 cp||2 lbs|
|Sewing needle||5 sp||—|
|Signet ring||5 gp||—|
|Shovel||2 gp||8 lbs|
|Soap (per lb)||5 sp||1 lb|
|Sledge||1 gp||10 lbs|
|Spyglass||500 gp||1 lb|
|Tent, small||10 gp||20 lbs|
|Tent, medium||15 gp||30 lbs|
|Tent, large||30 gp||40 lbs|
|Tent, pavilion||100 gp||50 lbs|
|Tent, leather (upgrade)||+20% base tent cost||+20% base tent weight|
|Torch||1 cp||1 lbs|
|Twine (50 ft)||1 cp||1/2 lb|
|Waterskin||1 gp||4 lbs|
|Whetstone||2 cp||1 lb|
Adventurer’s clothing: Simple clothing for those who travel.
Animal glue: Glue made from natural substances. It can be used to hold things in place.
Astrolab: An instrument used for navigating the sea. When used during seafaring, it gives +1 Expertise to any Skill checks involving navigation.
Backpack, masterwork: A well crafted backpack that allows the user to carry an extra 20 lbs. without affecting encumbrance.
Caltrops: When dispersed on a surface, caltrops do 1d4 damage to anything that moves over them. Caltrops have a DC20 to be seen with an Awareness check.
Candle: A lit candle lights 10 ft. x 10 ft. space.
Cloak, leather: Leather cloaks are often used where acid rain falls. These cloaks prevent the damaging rain from harming the wearer.
Creature Compendium: A book written by monster hunters Etahn and Delgon. Owners of the book gain +2 to Knowledge checks about creatures and monsters.
Crowbar: A crowbar gives an adventurer a +2 bonus to Str checks when prying open objects.
Fishing kit: When near water, a fishing kit gives a +1 bonus to Survival checks when gathering food.
Grappling hook: A grappling hook is attached to the end of a rope and used for climbing. A ranged attack vs. AC or DC is often used to determine the outcome of grappling hook use.
Ladder: A ladder gives a +10 Expertise bonus to climbing.
Lamp: A metal and glass lamp, filled with oil, illuminates a 30 ft x 30 ft area. Lamps are fragile and are meant to be stationery in a room. For travel, a lantern is recommended.
Lantern: A metal light source which uses oil as its fuel. It is easily carried and illuminates a 30 ft. x 30 ft. area.
Lantern, bullseye: A lantern with internal steel mirrors which focus the light into a beam. A bullseye lantern lights a 50 ft. cone from the bearer.
Lantern, hooded: A lantern with metal sliding plates that allow the light to be hidden at will.
Lock: A device used to fasten a door, lid, etc. closed.
|Lock Quality||Disable DC (Thievery)||Str Break DC|
Magnifying glass: A magnifying glass gives a +1 bonus to Awareness checks while searching any area for small details.
Manacles: Iron or steel cuffs for fastening hands or feet. Manacles require a lock.
Map: A map gives a +1 Expertise bonus to any Skill checks involving geography, landmarks, or navigating the area in which the map illustrates.
Piton: A metal spike to aid in climbing. A piton allows the player to climb without risk of damage from falling. On average, one piton must be used every 10 ft.
Rations, trail: Enough food for one person for one day. Often includes hardtack bread, jerked meat, and dried fruits or vegetables.
Rope: A rope gives a +4 Expertise bonus to climbing as long as it is securely attached.
Spyglass: A spyglass gives a +1 Expertise bonus to any Skill check used to spot or search the distance.
Tent: A tent gives shelter to those who reside in it.
Tent, Leather: A leather tent is heavier but resists damage from the strange weather of Atheles.
Torch: A torch burns for 1 hour and illuminates a 20’ radius.
|Goods or Services||Cost||Weight||Goods or Services||Cost||Weight|
|Inn Food and Drink||Inn Food and Drink|
|Ale; gallon||2 sp||8 lb||Good||5 sp||N/A|
|Ale; pint||4 cp||1 lb||Common||3 sp||N/A|
|Bread, per loaf||2 cp||½ lb||Poor||1 sp||N/A|
|Cheese, hunk of||1 sp||½ lb||Meat, chunk of||3 sp||½ lb|
|Inn stay (per day)||Wine|
|Good||2 gp||N/A||Common (pitcher)||2 sp||6 lbs|
|Common||4 sp||N/A||Fine (bottle)||10 gp||1½ lb|
|Poor||1 sp||N/A||Mead (bottle)||1 gp||1 lb|
|Varga Leaf (Pipe)||1 gp||1 lb||Liquor, shot||2 sp||1 oz.|
|Tabac Leaf||5 sp||1 lb||Liquor (bottle)||3 gp||3 lbs|
|Liquor (cask)||25 gp||75 lbs|
Tools, Traps, and Kits
|Tools, and Kits|
|Climber’s kit||80 gp||5 lbs|
|Climber’s kit (masterwork)||320 gp||5 lbs|
|Healer’s kit||50 gp||1 lb|
|Healer’s kit (masterwork)||100 gp||1 lb|
|Musical instrument||5 gp||Varies 1-8 lb|
|Musical instrument (masterwork)||100 gp||Varies 1-8 lb|
|Thieves’ tools||30 gp||1 lb|
|Thieves’ tools (masterwork)||100 gp||2 lbs|
|Tinker’s kit||100 gp||3 lbs|
Climber’s kit: A climber’s kit gives a +2 bonus to all Athletics checks involving climbing or rappelling. A masterwork kit gives +4.
Healer’s kit: A healer’s kit is a leather pouch containing bandages, splints, and other tools. As a Standard Action, you can expend 1 use of the kit to stabilize a being with 0 Hit Points or less. This gives a disabled character a +10 bonus to their next Stabilizing roll. If the roll is successful, it allows the healed character to immediately become mobile, as stated in the Disabled and Stabilizing rules.
A masterwork kit has 10 uses and gives a +20 bonus to their Stablizating roll.
Musical instrument: A musical instrument is a near-must for a bard, but can be purchased by any adventurer looking to entertain themselves and their companions. They give no bonuses unless the SG deems otherwise.
Thieves’ tools” Thieves’ tools allow a character with the right Skills to Disable Traps and Pick Locks.
Masterwork thieves’ tools provide a +1 bonus to Disable Traps and Pick Locks.
Tinker’s kit: Allows a person to create and set traps.
The numbers below can apply to any of the wide variety of traps that are possible.
Basic Trap Stats
|CR||Average Damage||Base Attack||Base Skill DC (Awareness, Thievery)||Base Cost|
Type of weapons: P for piercing, S for slashing, B for bludgeoning, and 2H for two-handed.
|Weapon||Damage||Weight||Cost||Type||Range or Reach|
|Dagger||1d4||1 lb||2 gp||P||20’ range|
|Stiletto||1d4||1 lb||4 gp||P|
|Whip||1d4||2 lbs||2 gp||S||10’ reach|
|Blackjack||2d6*||2 lbs||1 gp||B||*non-lethal only|
|Club||1d6||4 lbs||5 sp||B|
|Handaxe||1d6||3 lbs||6 gp||S|
|Mace||1d6||5 lbs||9 gp||B|
|Quarterstaff||1d6||4 lbs||–||B / 2H|
|Rapier||1d6||2 lbs||20 gp||P|
|Scimitar||1d6||4 lbs||15 gp||S|
|Short spear||1d6||3 lbs||1 gp||P||40’ range|
|Short sword||1d6||2 lbs||10 gp||P|
|Wrist razors||1d6||2 lbs||12 gp||P / S|
|Battleaxe||1d8||6 lbs||10 gp||S|
|Longsword||1d8||4 lbs||15 gp||S|
|Falchion||1d8||8 lbs||20 gp||S / 2H|
|Morningstar||1d8||6 lbs||8 gp||B / P|
|Spear||1d8||9 lbs||5 gp||P / 2H||10’ reach|
|Trident||1d8||4 lbs||15 gp||P||10’ reach|
|Warhammer||1d8||5 lbs||12 gp||B|
|Extra Large Weapons|
|Greataxe||2d6||12 lbs||20 gp||S / 2H|
|Great sword||2d6||8 lbs||25 gp||S / 2H|
|Halberd||2d6||12 lbs||10 gp||P / S / 2H||10’ reach|
|Sword staff||2d6||7 lbs||20 gp||S / 2H||10’ reach|
|Weapon||Damage||Weight||Cost||Type||Range / Max Range (-2)|
|Bolas||1d3||2 lbs||5 gp||B||30’ / 50’|
|Sling||1d4||0 lb||–||B||50’ / 100’|
|Crossbow, hand||1d6||2 lbs||100 gp||P||30’ / 120’|
|Crossbow||1d8||8 lbs||45 gp||P / 2H||100’ / 300’|
|Shortbow||1d6||2 lbs||30 gp||P / 2H||65’ / 300’|
|Longbow||1d8||3 lbs||75 gp||P / 2H||110’ / 400’|
|Composite bow||Add Str bonus||Add 100 gp||+20’ range|
|Arrows or bolts (20)||2 lbs||1 gp||P|
|Bullets, sling (10)||3 lbs||1 sp||B|
|Silver arrow or bolt (10)||3 lbs||5 gp||P|
|Cold iron arrows or bolts (10)||5 lbs||2 gp||P|
|Barbed cold iron arrows or bolts (10)||6 lbs||7 gp||P||+1d4 to remove|
|Aradan steel arrows or bolts (10)||1 lb||10 gp||P|
|Amarnium arrows or bolts (10)||1/2 lb||20 gp||P|
|Tritium arrows or bolts (10)||2 lbs||60 gp||P|
|Alchemist fire arrow or bolt||1/2 lb||10 gp||P||+1d6 + fire|
|Acid arrow or bolt||1/2 lb||6 gp||P||+1d4 acid (2 rounds)|
|Blackrock arrow or bolt||1/2 lb||10 gp||P||+1d8 (unstable see Blackrock)|
|Healing salve arrow or bolt||1/2 lb||30 gp||P||Heals target 1d4+2|
|Oil arrow or bolt||1/2 lb||1 gp||P||Makes Object Flammable|
|Snare arrow or bolt||1/2 lb||10 gp||P||Slows target by 1/2|
|Bastard sword||1d10||6 lbs||35 gp||S|
|Dworven waraxe||1d12||12 lbs||50 gp||S / 2H|
|Iron chain whip||1d6||3 lbs||15 gp||S||10 ft reach|
|Armor||Cost||AC bonus||Max Dex Bonus||Speed||Weight|
|Padded||5 gp||1||8||–||10 lbs|
|Leather||10 gp||2||6||–||15 lbs|
|Studded leather||25 gp||3||5||–||20 lbs|
|Chain shirt||100 gp||4||4||–||25 lbs|
|Hide||15 gp||3||4||–||25 lbs|
|Scale mail||50 gp||4||3||–||30 lbs|
|Chainmail||150 gp||5||2||–||40 lbs|
|Breastplate||200 gp||5||3||–||30 lbs|
|Splint mail||200 gp||6||0||-5 ft||45 lbs|
|Banded mail||250 gp||6||1||-5 ft||35 lbs|
|Half-plate||600 gp||7||0||-5 ft||50 lbs|
|Full plate||1,500 gp||8||0||-10 ft||50 lbs|
|Buckler||1 gp||1||—||2 lbs|
|Shield, light wooden||3 gp||1||—||5 lbs|
|Shield, light steel||9 gp||1||—||6 lbs|
|Shield, heavy wooden||7 gp||2||—||10 lbs|
|Shield, heavy steel||20 gp||2||—||15 lbs|
|Shield, tower||45 gp||2*||2||45 lbs|
A shield is a defensive item that is carried in one hand. They may be made from different materials that provide different practical benefits, e.g. steel can not catch fire and wood does not rust.
Buckler: A small shield strapped to the arm to provide some extra armor without impeding the use of that arm. You may still fire two-handed ranged weapons, swing two handed swords, and fight with dual weapons.
Mid-size shield: These give you +1 or +2 AC bonuses.
Tower shield: A very large shield that gives an additional bonus if you spend a Standard Action to set it. Once a tower shield is set, it gives the defender a +2 concealment bonus.
|Weapon||Range||Damage||Space / Tonnage||HP||Can be turret mounted||Rate of Fireper full round||Quick Reload DC||# PersonnelMin/Max||Price|
|Light ballista||240’||2d6||10×5 / 1/4||15||1/2||13||1/2||400 gp|
|Medium ballista||160’||3d6||10×10 / 2||20||1/3||27||2/3||600 gp|
|Heavy ballista||80’||4d6||15×15 / 3||35||X||1/4||57||4/5||800 gp|
|Light catapult||100’-200’||3d6||10×5 / 1||20||1/5||13||1/2||500 gp|
|Medium catapult||100’-200’||4d6||10×10 / 2||30||1/6||32||3/4||700 gp|
|Heavy catapult||100’-200’||5d6||15×15 / 3||40||X||1/8||72||5/5||1000 gp|
|Turret||Small||15×15/ 1||1000 gp|
|Turret||Med||20×20/ 1||2000 gp|
*Siege weapons bypass DR
Alchemical Substances and Poisons:
|Acid||10 gp||1 lb|
|Alchemist’s Fire||20 gp||1 lb|
|Black Rock||40 gp||1 oz|
|Healing Salve||30 gp||1 lb||Heals target 1d4+2|
|Smokestick||25 gp||1/2 lb|
|Totem Bag (1 use)||45 gp||1.2 lb|
|Universal Solvent||25 gp||—|
Acid: Corrosive acid deals 1d6 damage per round of exposure. In the case of total immersion (such as being pushed into a vat of acid) deals 10d6 points of damage per round. You can throw a flask of acid as a splash weapon. Treat this as a ranged touch attack. A direct hit deals full 1d6 damage for 1d6 rounds, and every creature within 5 ft. of the point where the acid hits take 1 point of acid damage from the splash for 1 round. Range: 10 ft.
Alchemist’s Fire: You can throw a flask of alchemist’s fire as a splash weapon. Treat this as a ranged Touch Attack. A direct hit deals full 1d6 damage for 1d6 rounds, and every creature within 5 ft. of the point where the flask hits take 1 point of fire damage from the splash for 1 round. Range: 10 ft.
If desired, the target can use a full-round action to attempt to extinguish the flames before taking additional damage. A DC 12 Reflex save extinguishes the flames. Rolling on the ground provides a +2 bonus on the save. Submerging in water or magically extinguishing the flames prevents further damage.
Antitoxin: Drink to gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.
Black Rock: Highly volatile. Black rock deals 1d8 damage per ounce. Anytime a skill check or attack roll is used in conjunction with black rock or a device that uses black rock, rolling a natural 1 means the black rock explodes, damaging the user.
Healing Salve: When healing salve is applied over a wound, it greatly accelerates the healing process. Heal 1d4+2. Takes one Standard Action to apply.
Smokestick: his alchemically treated wooden stick can instantly create thick, opaque smoke when ignited. The smoke fills a 10 ft. 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 over 3 minutes.
Totem Bag: Contains herbs and ingredients that grant +2 to saves versus magic when imbibed. Lasts 3 minutes.
Universal Solvent: This substance has the unique property of being able to dissolve most glues. Universal solvent can be used to free 1 person from anything sticky, including giant spider webs or spells.
|Konk||Ingested, inhaled, injury||12||Instant||Fall asleep for 2 minutes||1 save||40 gp|
|Bloodboil||Ingested, inhaled, injury||12||Instant||1d6 damage||1 save||40 gp|
|Wooley eye||Ingested, inhaled, injury||12||Instant||Dazed for 3 rounds||1 save||40 gp|
|Death’s eye spider venom||Injury||12||Instant||1 Str||1 save||40 gp|
|Duskmoss||Inhaled||13||Instant||Unconscious 1 hour||1 save||120 gp|
|Ettercap venom||Injury||15||Instant||2d3 Dex||1 save||750 gp|
|Feyroot||Injury||11||Instant||1 Con||1 save||40 gp|
|Giant centipede venom||Injury||13||Instant||1 Dex||1 save||80 gp|
|Grelm saliva||Injury||14||Instant||1 Con||1 save||490 gp|
|Neela leaf extract||Contact||16||Instant||1 Con||1 save||300 gp|
|Sleepstill weed||Injury or Ingested||14||Instant||Sleep 10 minutes||1 save||200 gp|
|Snake venom||Injury||11||Instant||1d3 Con||1 save||130 gp|
|Tentacle crawler venom||Injury||16||Instant||1 Str||1 save||500 gp|
|Wyvere vemon||Injury||17||Instant||2d3 Con||1 save||3,000 gp|
When a character takes damage from an attack with a poisoned weapon, touches an item smeared with contact poison, consumes poisoned food or drink, or is otherwise poisoned, they must make a Fortitude saving throw. If they fail, they take the poison’s initial damage (usually ability damage). Even if they succeed, they typically face more damage 1 minute later, which can also be avoided with a successful Fortitude saving throw.
One dose of poison smeared on a weapon or some other object affects just a single target. A poisoned weapon or object retains its poison until the weapon scores a hit or the object is touched (unless the poison is wiped off). Any poison smeared on an object or exposed to the elements in any way remains potent until it is touched or used.
Poisons can be divided into four basic types according to the method by which their effect is delivered, as follows.
Merely touching this type of poison necessitates a saving throw. It can be actively delivered via a weapon or a touch attack. Even if a creature has sufficient damage reduction to avoid taking any damage from the attack, the poison can still affect it. A chest or other object can be smeared with contact poison as part of a trap.
Ingested poisons are virtually impossible to utilize in a combat situation. A poisoner could administer a potion to an unconscious creature or attempt to dupe someone into drinking or eating something poisoned. Assassins and other characters tend to use ingested poisons outside of combat.
Inhaled poisons are usually contained in fragile vials or eggshells. They can be thrown as a ranged attack with a range increment of 10 feet. When it strikes a hard surface (or is struck hard), the container releases its poison. One dose spreads to fill the volume of a 10-foot cube. Each creature within the area must make a saving throw. Holding one’s breath is ineffective against inhaled poisons; they affect the nasal membranes, tear ducts, and other parts of the body.
This poison must be delivered through a wound. If a creature has sufficient damage reduction to avoid taking any damage from the attack, the poison does not affect it. Traps that cause damage from weapons, needles, and the like sometimes contain injury poisons.
The poison’s method of delivery (contact, ingested, inhaled, or via an injury) and the Fortitude save DC to avoid the poison’s damage.
The effect the character takes immediately upon failing the saving throw against this poison. Damage is done to the Ability Modifier. Ability damage is temporary unless marked with an asterisk (*), in which case the loss is a permanent drain.
The cost of one dose (one vial) of the poison. It is not possible to use or apply poison in any quantity smaller than one dose. The purchase and possession of poison is always illegal, and even in big cities it can be obtained only from specialized, less than reputable sources.
Creatures with natural poison attacks are immune to their own poison. Nonliving creatures (constructs and undead) and creatures without metabolisms (such as elementals) are always immune to poison. Oozes, plants, and certain kinds of outsiders are also immune to poison, although conceivably special poisons could be concocted specifically to harm them.
Mounts, Pets, and Vehicles
|Name||Speed||Str||HP||AC||Combat||Can Enter Dungeons*||Cost|
|Ank||20 ft||+4||37||15||Bite +6 melee (1d8+4)||Yes||300 gp|
|Dog, guard||40 ft||+1||6||15||+3 (1d4+1)||Yes||25 gp|
|Donkey||30 ft||+0||11||13||+1 (1d2)||Yes||8 gp|
|Horse, heavy||50 ft||+3||19||13||(2)+4 (1d6+3)||No||200 gp|
|Horse, light||60 ft||+2||15||14||(2)+2 (1d6+2)||No||75 gp|
|Orillot||30 ft||+10||85||22||Gore +16 (2d6+10) or slam +16 (2d8+10)||No||1,000 gp|
|Pony||40 ft||+1||13||13||+2 (1d4)||No||30 gp|
|Sarap||60 ft||+9||38||19||2 talons +11 (2d6+9) and bite +6 (1d8+9)||No||600 gp|
|Thundrom||50 ft||+5||19||16||Bite +5 (1d6 + 5) and slam +0 (1d8 + 2)||No||350 gp|
|Warhorse, heavy||40 ft||+4||30||13||2 hooves +4 (1d6+4)||No||400 gp|
|Warhorse, light||50 ft||+3||24||14||2 hooves +3 (1d6+3)||No||150 gp|
*This describes the general inclinations of the creature, but it is up to the SG and party to decide based on the circumstances.
|Animal armor/barding||Same as character armor|
|Wagon, covered||25 gp|
|Wagon, elaborate||35 gp|
|Wagon ,caravan||400 gp|
|Wagon, giant caravan||1,000 gp|
Gems, minerals, and other (listed by value)
|Lapis lazuli||10 gp|
|Tiger eye turquoise||10 gp|
|Freshwater pearl||10 gp|
|Black pearl||500 gp|
|Golden topaz||500 gp|
|Fire opal||1,000 gp|
|Star ruby||1,000 gp|
Art Objects (Examples)
|Iron statue of Trund||50 gp||10 lbs|
|Elven pottery||60 gp||5 lbs|
|Ornate mirror||100 gp||10 lbs|
|Silver chalice with lapis lazuli||200 gp||2 lbs|
|Eldar pottery||220 gp||5 lbs|
|Fine black mask with gems||250 gp||1 lbs|
|Large tapestry of the eldar||300 gp||20 lbs|
|Silver comb with moonstones||400 gp||1 lbs|
|Solid gold idol of Tanthias||500 gp||10 lbs|
|Silver gold and jade relief of Arias||550 gp||12 lbs|
|Cloak clasp with gems||650 gp||1 lbs|
|Ceremonial dagger with gold inlays||700 gp||2 lbs|
|Bejeweled mantle||850 gp||5 lbs|
|Gold dragon comb with red garnet||1,050 gp||1 lbs|
|Ancient painting||1,500 gp||5 lbs|
|Fire opal pendant||2,000 gp||1 lbs|
|Star ruby and pearl necklace||2,600 gp||1 lbs|
|Bejeweled gloves||2,800 gp||2 lbs|
|Golden jeweled crown||3,000 gp||2 lbs|
|Amarnium diamond bracer||4,000 gp||3 lbs|
|Bejeweled jade statue, life sized||6,000 gp||500 lbs|
|Gold and gem inlaid throne||10,000 gp||1200 lbs|
Items commonly sell for 1/2 their listed price.
Masterwork items are created with superior materials and craftsmanship. The cost for a masterwork item is 4x the listed cost.
Masterwork tools grant a +1 bonus to any roll using the item.
A masterwork weapon triple the standard hardness.
Masterwork armor adds +1 to the armor’s max Dex bonus.
Items crafted with special materials like tritium, amarnium, darkwood, and elfwood may only be masterwork items.
Gold and silver are the standard currency in most states and kingdoms of Atheles, but there are some other metals of note.
Iron, steel, and cold iron
Iron and steel are common in Atheles and are used to ward against magic. Steel causes damage to magic users and magic creatures (details below). Cold Iron is forged specifically to ward against magic and fey creatures.
Magic and metal:
If casting magic, iron or steel causes these effects:
Iron: On skin, 1d4 damage per mana. In skin, 1d8 damage per mana. On body but covered (wrapped, leather bound, etc.), slight irritation.
Steel: On skin, 1d3 damage per mana. In skin, 1d6 damage per mana. On body but covered (wrapped, leather bound, etc.), no effect.
Elves and Feral Elflings:
Steel: On skin, 1d2 damage per hour. In skin, 1d4 per hour. On body, but covered (wrapped, leather bound, etc.), no effect.
Cold iron: On skin, 1d3 damage per hour. In skin, 1d6 per hour. On body, but covered (wrapped, leather bound, etc.), discomfort.
Elfling and Faun:
Steel: No effect, but some discomfort if handled with bare skin.
Cold iron: On skin, 1d2 damage per hour. In skin, 1d4 per hour. On body, but covered (wrapped, leather bound, etc), no effect.
Cold iron is a raw, unworked metal and is much more difficult to craft into weapons than steel. Steel can trap or harm magical creatures and fey, but cold iron can be forged into weapons and armor specifically to fight magic. Cold iron weapons must be crafted by skilled smiths and forged with the intent to harm creatures of magic. Cold iron armor will protect against the spells of mages, while cold iron shackles can stop even a powerful wizard from using magic.
If casting magic, cold iron causes these effects:
Cold Iron: On skin, caster takes 1d6+3 damage per mana. In skin, 2d6+6 per mana. On body, but covered (wrapped, leather bound, etc), 1d4 per mana.
Bonuses: Medium or heavy armor made from cold iron provides +2 to AC vs ranged magic attacks. Cold iron weapons bypass damage reduction on certain creatures (like Navirites and other fey). Cold iron ammunition causes 2d6+6 extra damage per spell mana to a spellcasting mage.
Price for cold iron items
|Type of Cold Iron Item||Item Cost Modifier|
The means to make this metal were lost long ago, with the fall of the Aradani Kingdom. But rare weapons and artifacts survive from those times. Many items of Aradan steel were made to battle the forces of the Warlock King, and to this day hold power against forces of evil.
Aradan steel is recognizable with its dull blue-gray color, and some swear it glows in the presence of true evil. Aradan Steel is also effective against creatures summoned from the Navirim.
* Unlike regular steel, a spellcaster may touch or carry Aradan steel during magic use without taking damage. Normal armor restrictions do apply.
** Aradan steel artifacts are rare, and since the means to create it have been lost, no new items of Aradan steel may be crafted.
Bonuses: Aradan steel items weigh half that of their steel counterparts. Does not affect spellcasting. Weapons and ammunition do +1d4 additional damage to all Navirites. +2d4 additional damage to reavers, ghuls, and other creatures created during the Aradan War. Aradan steel armor makes you immune to possession.
All Aradan steel items are considered masterwork.
|Type of Aradan steel item||Item worth modifier|
|Light armor||+500 gp|
|Medium armor||+2,000 gp|
|Heavy armor||+4,500 gp|
|Other items||+250 gp/lb|
This is a very rare metal created from a silver-like ore. It is light but strong, and after being forged, is nearly impossible to destroy. It takes a master smith to make even the most basic items with this metal, and very few can forge it into weapons and armor. Elves and dworves, having learned smithing long ago from the gods, are more adept with this metal. It is a satin silver color, but can be polished to a super high gloss.
Amarnium does not affect any races with metal allergies.
Bonuses: Amarnium items weigh half that of their steel counterparts. Amarnium does not affect spellcasting or Fey. A spellcaster may touch or carry amarnium without taking damage during magic use.
All amarnium items are considered masterwork.
|Type of amarnium item||Item cost modifier|
|Light armor||+1,000 gp|
|Medium armor||+4,000 gp|
|Heavy armor||+9,000 gp|
|Other items||+500 gp/lb|
This is a strong metal which has come into more common use in the Fourth Age. It is moderately rare and expensive, but is not as rare as amarnium. It takes a master blacksmith to work with this metal. Its color is a lustrous silver, and it resists corrosion and damage. It does not interfere with magic in the same way as steel.
Bonuses: Tritium armor negates critical hits. Tritium shields are unbreakable. Tritium weapons and ammunition cause critical hits, as normal, to wearers of tritium armor. If a mage wears tritium armor and casts a spell, they only take 1 damage per mana. All tritium items are considered masterwork.
|Type of tritium item||Item cost modifier|
|Light armor||+5,000 gp|
|Medium armor||+10,000 gp|
|Heavy armor||+15,000 gp|
Metal weapons can be infused with silver by master smiths. This allows the weapon to strike supernatural creatures and ignore specific damage reduction.
Cost: add 100 gp to the cost of a silvered weapon.
Elfwood is a special wood material crafted by the elves which is as strong as steel but does not hurt those of Fey blood or interfere with magic.
Elves make weapons, tools, and armors out of elfwood. It is a great material for bladed and piercing weapons, but is less ideal for bludgeoning weapons.
Elfwood cannot be fashioned into chainmail. Scalemail, banded, and breastplate, and plate armor can be made of elfwood.
All elfwood items count as masterwork.
Bonuses: Stats are identical to masterwork steel. Weighs half of steel. +1 to max Dex bonus.
Cost: Elfwood is common to elves, but most elves will not offer it to outsiders. Due to this, Elfwood items sell for 8x outside of elven communities. Elves in good standing with their community can get elfwood for 2x the cost of standard metal items.
Certain items gain power as the adventurer gains levels. These items are part of the adventurer’s story. A Legacy item may be the famed sword the hero is never seen without; the rogue’s lucky lockpicks; the rope their mother gave them that reminds them of home.
Each player should work with their SG to choose a Legacy item for their character at level 1 as a part of their backstory, which will grow in strength as they grow in skill. If a player does not choose a Legacy item at level 1, they can choose any time along their journey that they see fit.
More about Legacy items can be found in the Gaining Levels chapter.
Magic is rare in Atheles. Magical items are even rarer. Legacy items, growing in power, as they do, fill the role magic items might fill in other games. Players should not, therefore, discover magical weapons and relics in a chest at the bottom of every dungeon.
If magical items are found, they should have limitations, drawbacks, curses, or only a few charges.