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Player’s Handbook Exclusive Preview!

7: Equipment

(February 1999)

The last step in creating your AD&D character is outfitting her with weapons, armor, and the equipment she’ll need in her adventuring career. Although your character has some impressive abilities and skills, she won’t fare well against the monsters and villains of the AD&D game until she arms and armors herself. Not only does she need to select the weapons and armor she’ll use, but she also needs to equip herself with a pack of supplies, rope, tools, and anything else she’ll need to explore dismal dungeons and labyrinthine caverns. Finally, your character also has to cover her living expenses until such a time as she can support herself with the proceeds from her adventuring—rewards, titles, and recovered booty.

Equipping Your Character

There are three ways you can choose to equip your character. First, you can simply record everything in the standard kit for your character group, described below. Second, you can ask your Dungeon Master to assign the equipment he thinks your character should have. Finally, you can generate a starting sum of money for your character and then purchase your character’s gear item by item.

The Standard Kit

If you want to save some time in character creation, you can assume that your character is carrying a typical selection of weapons, armor, and gear appropriate to her class. Refer to the tables below, referencing the appropriate table according to your racial size, and read across to determine the armor and weapons your character begins play with, then select from among the available adventuring packs to complete your character. (Some classes are limited to choosing from only one, two, or three of the packs.) After these selections, your character finishes with 2d4 gold pieces in her pocket. You can choose to spend these on equipment from the tables later in this chapter to pick up some additional gear, or you can have your character hang on to her grubstake for now.

Each adventuring pack has a cost listed in case you’d prefer to select all these items together during an item-by-item selection; you don’t have to pay this cost if you’re using the Standard Kit method. Note that there’s a slight discount for taking these adventuring packs instead of purchasing each item individually.

Table 7–1a: Standard Arms and Armor by Class (Size M)

Class

Armor, AC, & Movement

Weapons*

Other

Pack

Fighter

Scale mail, large shield

Longsword (1d8/2d8*)

1–4

AC +6, Move 40´ [30´]

Short bow (1d6/3d6; 60´)

Check penalty –6

Barbarian

Studded leather, large shield

Battle ax (1d8/3d8)

1

AC +5, Move 80´ [60´]

Dagger (1d4/2d6*)

Check penalty –3

Short bow (1d6/3d6; 60´)

Paladin

Scale mail, large shield

Longsword (1d8/2d8*)

1–2

AC +6, Move 40´ [30´]

Short bow (1d6/3d6; 60´)

Check penalty –6

Ranger

Studded leather, large shield

Longsword (1d8/2d8*)

1–2

AC +5, Move 60´ [40´]

Long bow (1d6/3d10; 100´)

Check penalty –3

Dagger (1d4/2d6*)

Wizard

None

Quarterstaff (1d6/2d6*)

Component pouch

1–5

AC +0, Move 60´ [40´]

Dagger (1d4/2d6*)

Sorcerer

None

Short sword (1d6/2d6*)

Component pouch

1

AC +0, Move 60´ [40´]

Cleric

Scale mail, large shield

Heavy mace (1d8/2d8)

Holy symbol

1–4

AC +6, Move 40´ [30´]

Sling (1d6/2d6; 50´)

Check penalty –6

Class

Armor, AC, & Movement

Weapons*

Other

Pack

Druid

Leather armor, small shield

Scimitar (1d6/2d6*)

1–2

AC +3, Move 60´ [40´]

Sling (1d6/2d6; 50´)

Check penalty –1

Thief

Leather armor

Short sword (1d6/2d6*)

Thieves’ picks

1–3

AC +2, Move 60´ [40´]

Dagger (1d4/2d6*)

Light crossbow (1d8/2d8)

 

Assassin

Leather armor, s. shield

Short sword (1d6/2d6*)

Thieves’ picks

1–3

AC +2, Move 60´ [40´]

Dagger (1d4/2d6*)

Check penalty –1

Light crossbow (1d8/2d8)

 

Bard

Studded leather

Short sword (1d6/2d6*)

Component pouch,

1–5

AC +3, Move 60´ [40´]

Dagger (1d4/2d6*)

common musical instrument

Check penalty –1

Monk

None

Quarterstaff (1d6/2d6*)

1

AC +0, Move 60´ [40´]

Short bow (1d6/3d6; 60´)

 

Note: Movement rates in brackets are for dwarves.
* Figures in parentheses are normal damage, critical damage, and (for missile weapons) range increment. An asterisk after a critical damage figure indicates that the weapon causes critical damage on a roll of 19 or 20.

1. Basic Pack: Cloak, soft boots, breeches, tunic, backpack with waterskin, three day’s rations, 3 torches, flint and steel, large sack (empty). Cost: 8 gp. Weight: 22.5 pounds.

2. Outdoor Pack: Cloak, soft boots, breeches, tunic, backpack with waterskin, one week of rations, hooded lantern, 2 flasks of oil, 50 feet rope, flint and steel, bedroll. Cost: 16 gp. Weight: 50 pounds.

3. Scholar’s Pack: Cloak, soft boots, breeches, robes, backpack with waterskin, one day’s rations, 3 candles, flint and steel, 2 map cases, 6 sheets parchment (blank), ink. Cost: 23 gp. Weight: 19 pounds.

4. Delver’s Pack: Cloak, soft boots, breeches, tunic, belt, small belt pouch, backpack with waterskin, five day’s iron rations, bull’s-eye lantern, 4 flasks of oil, crowbar, 50 feet of rope, 10 pitons, mallet, spade, flint and steel, 3 pieces of chalk. Cost: 30 gp. Weight: 62 pounds.

5. Deluxe Pack: Cloak, shoes, breeches, tunic, belt, vest, cap, small belt pouch, backpack with waterskin, three day’s iron rations, hooded lantern, 2 flasks oil, flint and steel, 6 candles, 50 feet of silk rope, grappling hook, mallet, small mirror, large sack (empty), 10 pitons, bedroll. Cost: 38 gp. Weight: 46 pounds.

Table 7–1b: Standard Arms and Armor by Class (Halfling or Gnome)

Class

Armor, AC, & Movement

Weapons*

Other

Pack

Fighter

Chain mail, large shield

Longsword (1d6/1d10*)

1–5

AC +7, Move 30´

Short bow (1d4/1d12; 60´)

Check penalty –7

Barbarian

Scale mail, large shield

Battle ax (1d6/2d8)

1

AC +6, Move 50´

Dagger (1d3/1d8*)

Check penalty –6

Short bow (1d4/1d12; 60´)

Paladin

Chain mail, large shield

Longsword (1d6/1d10*)

1–3

AC +7, Move 30´

Short bow (1d4/1d12; 60´)

Check penalty –7

Ranger

Scale mail, large shield

Longsword (1d6/1d10*)

1–2

AC +6, Move 30´

Long bow (1d4/3d8; 100´)

Check penalty –6

Dagger (1d3/1d8*)

Class

Armor, AC, & Movement

Weapons*

Other

Pack

Wizard

None

Quarterstaff (1d4/1d10*)

Component pouch

1–5

AC +0, Move 40´

Dagger (1d3/1d8*)

Sorcerer

None

Short sword (1d4/1d10*)

Component pouch

1–2

AC +0, Move 40´

Cleric

Chain mail, large shield

Heavy mace (1d6/1d12)

Holy symbol

1–5

AC +7, Move 30´

Sling (1d4/1d10; 50´)

Check penalty –7

Druid

Leather armor, small shield

Scimitar (1d4/1d12*)

1–5

AC +3, Move 40´

Sling (1d4/1d10; 50´)

Check penalty –1

Thief

Leather armor

Short sword (1d4/1d10*)

Thieves’ picks

1–5

AC +2, Move 40´

Dagger (1d3/1d8*)

Light crossbow (1d8/2d8)

Assassin

Leather armor, s. shield

Short sword (1d4/1d10*)

Thieves’ picks

1–5

AC +2, Move 40´

Dagger (1d3/1d8*)

Light crossbow (1d6/1d12)

Bard

Studded leather

Short sword (1d4/1d10*)

Component pouch,

1–5

AC +3, Move 40´

Dagger (1d3/1d8*)

common musical instrument

Check penalty –1

Monk

None

Quarterstaff (1d4/1d10*)

1–2

AC +0, Move 40´

Short bow (1d4/1d12; 60´

* Figures in parentheses are normal damage, critical damage, and (for missile weapons) range increment. An asterisk after a critical damage figure indicates that the weapon causes critical damage on a roll of 19 or 20.

1. Basic Pack: Cloak, soft boots, breeches, tunic, backpack with waterskin, bedroll, three day’s rations, 3 torches, flint and steel, 50 feet silk rope, large sack (empty). Cost: 16 gp. Weight: 23.5 pounds.

2. Outdoor Pack: Cloak, soft boots, breeches, tunic, backpack with waterskin, one week of rations, hooded lantern, 2 flasks oil, 50 feet silk rope, flint and steel, bedroll. Cost: 23 gp. Weight: 42 pounds.

3. Scholar’s Pack: Cloak, soft boots, breeches, robes, backpack with waterskin, one day’s rations, 3 candles, flint and steel, 2 map cases, 6 sheets parchment (blank), ink, small metal mirror. Cost: 31 gp. Weight: 16 pounds.

4. Delver’s Pack: Cloak, soft boots, breeches, tunic, belt, small belt pouch, backpack with waterskin, ten day’s iron rations, bull’s-eye lantern, 4 flasks oil, crowbar, 50 feet of silk rope, 10 pitons, mallet, spade, flint and steel, 3 pieces of chalk. Cost: 42 gp. Weight: 57.5 pounds.

5. Deluxe Pack: Cloak, shoes, breeches, tunic, belt, vest, cap, small belt pouch, backpack with waterskin, ten day’s iron rations, hooded lantern, 2 flasks oil, flint and steel, 6 candles, 50 feet of silk rope, grappling hook, mallet, small mirror, large sack (empty), 10 pitons, bedroll, small metal mirror. Cost: 52 gp. Weight: 48 pounds.

You may exchange your character’s weapons for any other weapons of the same price or less, although you should be careful to select weapons your character knows how to use. For example, the fighter begins play with a longsword and a spear, but if you wanted to trade those in for a footman’s flail and a javelin, you could do so. Make sure you record the damage figures for your weapons and the protective value of your character’s armor (see Tables 7–4, 7–5, and 7–6, later in this chapter). All other items are described later in this chapter.

The new standard kits demonstrate one of our general goals: to give the players the information they need when they need it. By putting the weapon and armor data here, we made it easier to get your character ready to go.

 

Weapons

The world of the AD&D game is filled with dangerous animals, ferocious monsters, heartless brigands, and dastardly villains. A hero’s best defense against these perils is his trusty sword or bow. While some spellcasting characters may rarely resort to physical violence, even they may find themselves at close quarters with a foe. All weapons are rated in the following categories:

Cost: The weapon’s cost in silver pieces or gold pieces. One weapon—the common club—has no listed cost, since anyone can find a serviceable club with a little looking around.

Weight: The weapon’s weight in pounds.

Weapon Size: All weapons are classed according to a size category—light, 1h (one-hand) or 2h (two-hand). Light weapons are approximately two feet or less in size; 1h weapons are two to five feet long; 2h weapons are generally six feet or greater in length. This length is a general rule, however, because what the term really indicates is how many hands it takes to wield. Some weapons, like the medium lance, are quite long, but they’re meant to be used one handed on a mounted charge (the other hand is used to hold a shield). These size indicators are useful because they explain which weapons can be used with a shield, with something in the off hand, etc. Also, see Chapter 5, "Skills and Heroic Feats," for how weapon size affects the Two-Weapon Fighting combat maneuver.

These size indicators are for Medium-sized characters. Characters that Small-sized can also use these weapons, but light weapons become 1h, and 1h become 2h. Size S characters cannot use 2h weapons.

A 2h non-missile weapon cannot be used by a thief or an assassin in a sneak attack.

See "Character Size versus Weapon Size" below for more detail.

Type: Weapons are classified according to types—bludgeoning (B), piercing (P), and slashing (S). Some monsters may be partially or wholly immune to attacks with some types of weapons; for example, a skeleton only suffers half damage from anything except a blunt weapon.

Damage: All weapons are rated for the amount of damage they can cause on a normal hit and on a critical hit. Critical hits are explained in greater detail in Chapter 9, "Combat"; generally, a weapon scores a critical hit on a natural attack roll of 20. Some weapons, particularly swords, score critical hits on rolls of 19 or 20.

Two weapons—the morning star and the bastard sword—have two separate damage ratings, depending on whether they’re used one- or two-handed. If a character must use a weapon two-handed because he is naturally size S (small), he only uses the one-handed damage track. In effect, he gains no bonus for using the weapon two-handed.

Range: The range in feet at which the weapon can be fired or hurled against a target without an attack penalty. Each additional increment of the stated range carries a cumulative –2 attack penalty. For example, a short bow may be fired up to 70 feet without penalty; shots of 70–139 feet are at –2, shots of 140–209 feet are at –4, 210–279 feet at –6, and so on. Thrown weapons such as axes or daggers have a maximum range of five times their range figure, while propelled missiles such as bows, crossbows, and slings have a maximum range of ten times their range figure.

Table 7–4: Weapons

Damage

Item

Cost

Weight

Size

Type

Normal

Critical

Range

Ax, battle

5 gp

7

1h

S

1d8

3d8

Ax, hand

1 gp

5

light

S

1d6

2d6

15

Ax, two-hand

10 gp

15

2h

S

1d12

3d12

Bow, composite long

100 gp

3

2h

P

1d6

3d8

110

Bow, composite short

75 gp

2

2h

P

1d6

3d6

70

Bow, long

75 gp

3

2h

P

1d6

3d8

100

Bow, short

30 gp

2

2h

P

1d6

3d6

60

Club

3

1h

B

1d6

2d4

10

Club, great

5 gp

10

2h

B

1d10

2d8

Crossbow, hand

100 gp

3

light

P

1d4

2d4*

20

Crossbow, heavy1

50 gp

14

1h

P

1d10

2d10*

120

Crossbow, light2

35 gp

7

2h

P

1d8

2d8*

80

Dagger or dirk

2 gp

1

light

P

1d4

2d6*

10

Dart

5 sp

2-Jan

light

P

1d4

2d4

20

Flail, footman’s

15 gp

15

2h

B

1d10

2d10*

Flail, horseman’s

8 gp

5

1h

B

1d6

2d6*

Hammer, throwing

1 gp

2

light

B

1d4

2d6

15

Hammer, war

2 gp

6

1h

B

1d6

2d8

Javelin

5 sp

2

1h

P

1d6

2d8

30

Knife

5 sp

2-Jan

light

P/S

1d3

1d8

10

Lance, heavy3,5

15 gp

15

2h

P

1d10

2d12

Lance, light3

6 gp

5

1h

P

1d6

2d8

10

Lance, medium3,5

10 gp

10

1h

P