|
7: Equipment
(February
1999)
The last step in creating
your AD&D character is outfitting her with weapons,
armor, and the equipment shell need in her adventuring
career. Although your character has some impressive
abilities and skills, she wont 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 shell use, but
she also needs to equip herself with a pack of supplies,
rope, tools, and anything else shell 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 adventuringrewards, 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 characters 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 youd prefer to select
all these items together during an item-by-item selection;
you dont have to pay this cost if youre
using the Standard Kit method. Note that theres
a slight discount for taking these adventuring packs
instead of purchasing each item individually.
Table 71a: Standard Arms and Armor by Class
(Size M)
|
Class
|
Armor,
AC, & Movement
|
Weapons*
|
Other
|
Pack
|
|
Fighter
|
Scale
mail, large shield
|
Longsword
(1d8/2d8*)
|
|
14
|
|
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*)
|
|
12
|
|
AC
+6, Move 40´ [30´]
|
Short bow (1d6/3d6; 60´)
|
|
|
Check
penalty 6
|
|
|
|
|
Ranger
|
Studded
leather, large shield
|
Longsword
(1d8/2d8*)
|
|
12
|
|
AC
+5, Move 60´ [40´]
|
Long bow (1d6/3d10; 100´)
|
|
|
Check
penalty 3
|
Dagger
(1d4/2d6*)
|
|
|
|
Wizard
|
None
|
Quarterstaff
(1d6/2d6*)
|
Component
pouch
|
15
|
|
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
|
14
|
|
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*)
|
|
12
|
|
AC
+3, Move 60´ [40´]
|
Sling
(1d6/2d6; 50´)
|
|
|
|
Check
penalty 1
|
|
|
|
|
Thief
|
Leather
armor
|
Short
sword (1d6/2d6*)
|
Thieves
picks
|
13
|
|
AC
+2, Move 60´ [40´]
|
Dagger
(1d4/2d6*)
|
|
|
|
|
Light crossbow (1d8/2d8)
|
|
|
|
Assassin
|
Leather
armor, s. shield
|
Short
sword (1d6/2d6*)
|
Thieves
picks
|
13
|
|
AC
+2, Move 60´ [40´]
|
Dagger
(1d4/2d6*)
|
|
|
|
Check
penalty 1
|
Light crossbow (1d8/2d8)
|
|
|
|
Bard
|
Studded
leather
|
Short
sword (1d6/2d6*)
|
Component
pouch,
|
15
|
|
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 days 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. Scholars
Pack: Cloak, soft boots, breeches, robes, backpack
with waterskin, one days rations, 3 candles, flint
and steel, 2 map cases, 6 sheets parchment (blank),
ink. Cost: 23 gp. Weight: 19 pounds.
4. Delvers
Pack: Cloak, soft boots, breeches, tunic, belt,
small belt pouch, backpack with waterskin, five days
iron rations, bulls-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 days
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 71b: Standard Arms and Armor by Class
(Halfling or Gnome)
|
Class
|
Armor,
AC, & Movement
|
Weapons*
|
Other
|
Pack
|
|
Fighter
|
Chain
mail, large shield
|
Longsword
(1d6/1d10*)
|
|
15
|
|
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*)
|
|
13
|
|
AC
+7, Move 30´
|
Short
bow (1d4/1d12; 60´)
|
|
|
|
Check
penalty 7
|
|
|
|
|
Ranger
|
Scale
mail, large shield
|
Longsword
(1d6/1d10*)
|
|
12
|
|
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
|
15
|
|
AC
+0, Move 40´
|
Dagger
(1d3/1d8*)
|
|
|
|
Sorcerer
|
None
|
Short
sword (1d4/1d10*)
|
Component
pouch
|
12
|
|
AC
+0, Move 40´
|
|
|
|
|
Cleric
|
Chain
mail, large shield
|
Heavy
mace (1d6/1d12)
|
Holy
symbol
|
15
|
|
AC
+7, Move 30´
|
Sling
(1d4/1d10; 50´)
|
|
|
|
Check
penalty 7
|
|
|
|
|
Druid
|
Leather
armor, small shield
|
Scimitar
(1d4/1d12*)
|
|
15
|
|
AC
+3, Move 40´
|
Sling
(1d4/1d10; 50´)
|
|
|
|
Check
penalty 1
|
|
|
|
|
Thief
|
Leather
armor
|
Short
sword (1d4/1d10*)
|
Thieves
picks
|
15
|
|
AC
+2, Move 40´
|
Dagger
(1d3/1d8*)
|
|
|
|
|
Light
crossbow (1d8/2d8)
|
|
|
|
Assassin
|
Leather
armor, s. shield
|
Short
sword (1d4/1d10*)
|
Thieves
picks
|
15
|
|
AC
+2, Move 40´
|
Dagger
(1d3/1d8*)
|
|
|
|
|
Light
crossbow (1d6/1d12)
|
|
|
|
Bard
|
Studded
leather
|
Short
sword (1d4/1d10*)
|
Component
pouch,
|
15
|
|
AC
+3, Move 40´
|
Dagger
(1d3/1d8*)
|
common
musical instrument
|
|
|
Check
penalty 1
|
|
|
|
|
Monk
|
None
|
Quarterstaff
(1d4/1d10*)
|
|
12
|
|
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 days 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. Scholars
Pack: Cloak, soft boots, breeches, robes, backpack
with waterskin, one days rations, 3 candles, flint
and steel, 2 map cases, 6 sheets parchment (blank),
ink, small metal mirror. Cost: 31 gp. Weight: 16 pounds.
4. Delvers
Pack: Cloak, soft boots, breeches, tunic, belt,
small belt pouch, backpack with waterskin, ten days
iron rations, bulls-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 days
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
characters 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 footmans
flail and a javelin, you could do so. Make sure you
record the damage figures for your weapons and the protective
value of your characters armor (see Tables 74,
75, and 76, 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 heros
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 weapons
cost in silver pieces or gold pieces. One weaponthe
common clubhas no listed cost, since anyone can
find a serviceable club with a little looking around.
Weight: The weapons
weight in pounds.
Weapon Size:
All weapons are classed according to a size categorylight,
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 theyre 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 typesbludgeoning
(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 weaponsthe
morning star and the bastard swordhave two separate
damage ratings, depending on whether theyre 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 70139
feet are at 2, shots of 140209 feet are
at 4, 210279 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 74: 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,
footmans
|
15
gp
|
15
|
2h
|
B
|
1d10
|
2d10*
|
|
|
Flail,
horsemans
|
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
|
| |