Old World» Equipment

Contents

Weapons

Melee weapons

Great maul: This is, essentially, a two-handed warhammer (1d12/20/×3; bludgeoning; 8 lbs.; martial; 35 gp).

Ammunition

The following special arrows can be crafted.

Craft DC: The DC to craft the arrow by means of the Alchemy skill.

Cost: The market price premium over corresponding alchemical item (which is required as a component to craft the arrow, and must be crafted or acquired separately).

Hit penalty: The modifier to attack rolls when using the arrow.

Effect: The effect of each arrow is that of the corresponding alchemical item, modified as indicated.

Special arrows
Arrow typeCraft DCCostHit penaltyAlchemical itemEffect
Alchemical fire arrow2010 gp−1alchemist’s fire1d4 initial, 1d4 next round, no splash
Acid arrow2010 gp−1acid1d4 initial, no splash
Flash arrow205 gp−1flash powderDC 12 Fort (target only)
Thunder arrow205 gp−1thunderstoneDC 12 Fort
Tanglefoot arrow2520 gp−2tanglefoot bagDC 12 Reflex, DC 13 to break, 5 hp

Siege weapons

Siege weapons may be direct-fire or indirect-fire weapons. Making attacks with direct-fire siege weapons works just like making attacks with personal weapons. Indirect-fire siege weapons, on the other hand, make attacks against a target space rather than a creature or object, and do not require having line of sight to the target (although firing blindly imposes a penalty on the attack check).

Knockdown: All siege weapons have a knockdown effect when a creature is struck by the weapon’s attack. Add the weapon’s knockdown modifier (given in each weapon’s description) to the attack roll, and compare the result to the struck target’s CMD; if the CMD does not exceed the result, the target is knocked down (as if tripped).

Crews: Some siege weapons are intended to be operated by more than one person at a time. The maximum number of people who can participate in making the requisite skill or ability checks necessary to operate a given type of siege weapon is listed in the weapon’s description. (It’s possible to operate a siege weapon with a smaller crew; this typically causes it to take longer to reload and/or re-aim the weapon.)

Ballista

Damage 3d8 (P); critical 19–20/×2; range increment 120 ft.; knockdown +4; weight 400 lbs.; crew 1.

A ballista is essentially a Huge heavy crossbow fixed in place. It is a direct-fire weapon. A ballista takes up a space 5 feet across.

A ballista’s size makes it hard for humanoid creatures to aim it; a Medium creature takes a −4 penalty on attack rolls when using a ballista. This penalty may be negated by taking a full-round action to fire the weapon. The penalty also does not apply if the ballista if the ballista is fixed on a swivel mount (see below), and does not need to be re-aimed between shots.

It takes a Medium creature two full-round actions to reload the ballista after firing.

Ballista bolts weigh 10 lbs. apiece. They do one-half damage to stone or iron structures, and full damage to wooden structures (instead of one-quarter damage, as normal arrows do).

Swivel mount

Weight 150 lbs.

This is a wooden frame that allows the ballista to be rotated 360° horizontally and +30°/−5° vertically. A swivel mount must be fixed to the ground or floor (with spikes, pegs, etc.). The swivel mount can be locked in place, fixing the ballista’s aim. This allows a Medium-sized operator to fire the weapon as a standard action without taking the usual −4 penalty on attack rolls.

Aim-high swivel mount

Weight 300 lbs.

An improved version of the standard ballista swivel mount, this device allows the weapon to be rotated vertically up to +85°/−30°. (Such mounts are usually used when a ballista must be able to fire at airborne targets.)

Repeating ballista

Weight 600 lbs.

This advanced version of the ballista comes with a magazine, installed on top of the weapon, that holds 10 bolts. After a bolt is fired, the same mechanism that re-winds the torsion skeins and pulls back the string also loads the next bolt from the magazine into the firing position. So long as bolts remain in the magazine, reloading the weapon is a move action. Loading a new magazine (which is already filled with bolts) takes two full-round actions.

A repeating ballista is not compatible with an aim-high swivel mount.

Catapult

A catapult is a massive engine capable of throwing rocks or heavy objects with great force. It is an indirect-fire weapon.

Because the catapult throws its payload in a high arc, it can hit squares out of its line of sight. To fire a catapult, the crew chief makes a special check against DC 15 using only his base attack bonus, Intelligence modifier (or Profession (siege engineer) modifier, if higher), range increment penalty, and the appropriate modifiers from Table: Catapult Attack Modifiers. If the check succeeds, the catapult stone hits the 5-foot space the catapult was aimed at, dealing the indicated damage to any object or character in the space. Characters who succeed on a DC 15 Reflex save take half damage.

Catapult Attack Modifiers
ConditionModifier
No line of sight to target square−6
Successive shots
(crew can see where most recent misses landed)
Cumulative +2 per previous miss
(maximum +10)
Successive shots
(crew can’t see where most recent misses landed, but observer is providing feedback)
Cumulative +1 per previous miss
(maximum +5)
Successive shots after a hit+10

If a catapult stone misses, roll 1d8 to determine where it lands. This determines the misdirection of the throw, with 1 being back toward the catapult and 2 through 8 counting clockwise around the target space. The miss distance is 1d4 × 5 feet away from the target space for every range increment of the attack.

Loading a catapult requires a series of full-round actions. It takes a Strength check (DC varies based on catapult size) to winch the throwing arm down; most catapults have wheels to allow up to two crew members to use the aid another action, assisting the main winch operator. A DC 15 Profession (siege engineer) check latches the arm into place, and then another DC 15 Profession (siege engineer) check loads the catapult ammunition. It takes multiple full-round actions to re-aim a light catapult (multiple crew members can perform these full-round actions in the same round, so it takes a full catapult crew only 1 round to re-aim the catapult).

Catapult stones do full damage to all structures.

Light catapult

Damage 4d6 (B); save Reflex DC 15 half; range increment 150 ft. (minimum 100 ft.); knockdown +8; weight 1,000 lbs.; crew 2.

A light catapult takes up a space 10 feet across. A DC 10 Strength check is needed to winch the throwing arm down, and two full-round actions are required to re-aim the catapult.

Heavy catapult

Damage 6d6 (B); save Reflex DC 15 half; range increment 200 ft. (minimum 100 ft.); knockdown +12; weight 3,000 lbs.; crew 4.

A heavy catapult takes up a space 15 feet across. A DC 15 Strength check is needed to winch the arm into place, and four full-round actions are required to re-aim the catapult.

Special catapult ammunition

The following alternative forms of ammunition may be used with either a light or heavy catapult.

Alchemical Fire Shot: When this small barrel of alchemist’s fire hits its target square, it deals 4d6 points of fire damage to each creature and wooden structure within 5 feet of the target space, and each creature must make a DC 20 Reflex saving throw or catch on fire (wooden objects automatically catch on fire). Every creature and wooden object within the area between 5 and 30 feet of the target space must make a DC 20 Reflex saving throw or take half the fire damage, but they do not catch on fire.

Cost 200 gp; weight 10 lbs.

Other Alchemical Shot: Liquid ice, acid, smoke pellets, and other alchemical grenade-like weapons can likewise be made into catapult ammunition in the same way as the alchemical fire shot described above. In each case, multiply the cost and weight of the alchemical item by 10 to get the corresponding values for the alchemical catapult shot, quadruple the damage done (if any), and extrapolate any changes in area or other aspects of the item’s effect in a similar way.

Plague Bundle: This hard, ceramic canister is filled with a noxious mass of diseased carrion and offal. It deals only half damage, but every creature hit by it is exposed to filth fever. (A GM might allow a plague bundle to inflict other diseases.)

Cost 80 gp; weight 20 lbs.

Alchemical equipment

Alchemical reagents

A variety of common materials—solvents, catalysts, indicators, and other things—are used in various alchemical processes (identification of substances, crafting of alchemical items, etc.). Alchemical reagents include organic and inorganic substances, harvested or extracted from many different sources and produced in many different ways. Reagents may be purchased in 1 gp increments; 50 gp of reagents weighs 1 lb. Reagents purchased in bulk generally come in cases containing various bottles, vials, and packets. It is not necessary to track quantities of any specific reagent, as it is assumed that whenever an alchemist purchases some quantity of alchemical reagents, he stocks up on whatever is necessary.

Cost: See text; weight: See text.

Alchemist’s lab, basic

This set of equipment includes beakers, bottles, assorted measuring, mixing, distilling, and heating equipment, scales, stands, at least one good-sized cast-iron cauldron, and many other tools and devices. The supplies and implements for a basic alchemist’s lab are usually available for purchase in most cities, though they may need to be specially ordered in smaller communities. In order to use an alchemist’s lab, the equipment that makes it up must be set up in an appropriate space, with tables, shelves, racks, and good ventilation. This is usually a large room in a private residence, although particularly lenient innkeepers might allow a long-term guest to set up an alchemist’s lab in a rented suite or additional room.

An alchemist’s lab provides a +2 circumstance bonus on Alchemy checks made to craft items or identify substances.

An alchemist’s lab of some type is necessary for most uses of the Alchemy skill. See Alchemical Crafting for details.

Cost: 200 gp; weight: 100 lbs.

Alchemist’s lab, full

This is a complete laboratory designed for alchemical work, with a fireplace, workbench, brazier, and several dozen alembics, flasks, dishes, mortar and pestle, basins, jugs, retorts, measuring devices, scales, and so forth. Such implements are not easily obtained, being found only at alchemical shops or produced upon special orders by stone masons, potters, glass blowers, etc. The heavy equipment and furniture (such as that for the storage of delicate equipment and supplies) must be set up in a permanent space dedicated to the laboratory (hence no weight is given for the full lab); this space should have proper insulation, drainage, and should be stable against the occasional (and inevitable) explosion or other mishap.

A full alchemist’s lab provides a +4 circumstance bonus on Alchemy checks made to craft items or identify substances.

An alchemist’s lab of some type is necessary for most uses of the Alchemy skill. See Alchemical Crafting for details.

Cost: 1,000 gp; weight: See text.

Alchemist’s lab, portable

This is a large, rigid suitcase, about four feet across and a foot thick, made of thin wood or similar material; inside are portable versions of beakers, retorts, and other glassware and equipment, and various small shelves and pockets. There is enough space in the suitcase for 200 gp worth of reagents (for crafting alchemical items, and for identifying substances), although these are not included in the portable lab’s price or weight. In order to make use of the portable alchemist’s lab, a character must have a spacious, solid, flat surface (such as a large dinner table), on which to lay out the equipment (which usually takes about 10 minutes).

An alchemist’s lab of some type is necessary for most uses of the Alchemy skill. Though the portable alchemist’s lab provides no bonus on Alchemy checks, it does allow those uses of the skill which require a lab. See Alchemical Crafting for details.

Cost: 75 gp; weight: 20 lbs.

Alchemist’s lab, superior

Exceptionally dedicated alchemists sometimes build spaces for the specific purpose of serving as high-end laboratories. Such labs have elaborately constructed heating and ventilation systems; heavy, almost indestructible granite counters; special, magically heated or cooled storage areas for storing delicate ingredients; and the most well-made and expensive (i.e., masterwork) versions of all the usual tools and equipment. Labs like this are usually found in mages’ towers and the guildhouses of alchemists’ guilds, although the occasional wealthy alchemist may convert a wing of his residence into such a lab. (No weight is given for this item, because it includes permanent fixtures, immovable furniture, plumbing, etc. The cost includes the price of paying workers to set up the space.)

A superior alchemist’s lab provides a +6 circumstance bonus on Alchemy checks made to craft items or identify substances.

An alchemist’s lab of some type is necessary for most uses of the Alchemy skill. See Alchemical Crafting for details.

Cost: 10,000 gp; weight: See text.

Alchemist’s safety gear

Worn by alchemists, especially those who engage in alchemical research, this set of protective equipment includes a heavy, full-length leather apron, protective goggles, thick gloves, and a face mask for the nose and mouth, all alchemically treated to resist energy and corrosion. Wearing the complete ensemble grants a +4 circumstance bonus on saving throws against the effects of mishaps that occur during alchemical crafting and research (explosions, clouds of poison gas, exposure to dangerous substances, and the like). However, the bulky gear interferes with the alchemist’s ability to handle tools and substances, imposing a −2 penalty on Alchemy checks while it’s worn.

Cost: 50 gp; weight: 20 lbs.

Alchemy textbook, advanced

Advanced alchemy texts are usually written by alchemists’ guilds for use in teaching apprentice alchemists. Such guilds may allow access to their library to non-members, for a fee. Textbooks may also sometimes be purchased from skilled alchemists who have mastered all the recipes in the book, and are no longer in need of it. A book of this type generally contains recipes for 1d6+5 uncommon alchemical items. A particular textbook’s price depends on how many recipes it contains.

Cost: 200 to 600 gp; weight: 3 lbs.

Alchemy textbook, basic

Basic alchemy texts can be found in most well-stocked libraries, such as those found in major cities or mage’s towers, or purchased from some alchemists’ guilds. A book of this type generally contains the recipe for acid, plus recipes for 1d6+7 other common alchemical items. A particular textbook’s price depends on how many recipes it contains.

Cost: 50 to 150 gp; weight: 3 lbs.