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Dark Sun-Equipment
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ARMOR

The Athasian heat makes heavy armor oppressive - metal suits are doubly so. Apply the Armor Check Penalty of any metal armor worn to a character’s skill checks and saving throws related to heat, dehydration, fatigue or exhaustion. For non-metal armor, apply half the penalty (round down). Armor check penalties for shields do not apply to such checks.

LIGHT ARMOR (METAL VERSIONS COSTS 100 TIMES LISTED PRICE UNLESS *)

Armor

Cost

Armor Bonus

Max Dex

ACP

Spell Failure

Weight

Armored Kilt/Belt

20 cp

+1

-

0

0%

10 lbs.

Padded

5 cp

+1

+8

0

5%

10 lbs.

Cord

10 sp

+2

+7

0

10%

15 lbs.

Leather

10 cp

+2

+6

0

10%

15 lbs.

Studded leather

25 cp

+3

+5

–1

15%

20 lbs.

Wooden

20 cp

+3

+3

-1

15%

25 lbs.

Hide shirt

20 cp

+4

+3

-2

15%

18 lbs.

Chain shirt*

100 gp

+4

+4

–2

20%

25 lbs.

MEDIUM ARMOR

Armor

Cost

Armor Bonus

Max Dex

ACP

Spell Failure

Weight

Scale

5 sp

+5

+3

–4

25%

30 lbs.

Heavy hide

8 sp

+6

+1

-5

30%

40 lbs.

Chainmail*

150 gp

+6

+2

–5

30%

40 lbs.

Breastplate

20 sp

+6

+3

–4

25%

30 lbs.

HEAVY ARMOR

Armor

Cost

Armor Bonus

Max Dex

ACP

Spell Failure

Weight

Splint (bone)

20 sp

+7

+0

–7

40%

45 lbs.

Banded

25 sp

+7

+1

–6

35%

35 lbs.

Half-plate

6 gp

+8

+0

–7

40%

50 lbs.

Plate and scale

12 gp

+8

+2

-6

35%

45 lbs.

Full plate

15 gp

+9

+1

–6

35%

50 lbs.


SHIELDS

Shield

Cost

Shield Bonus

Max Dex

ACP

Spell Failure

Weight

Buckler

5 cp

+1

–1

5%

5 lbs.

Shield,light

9 cp

+1

–1

5%

6 lbs.

Shield,heavy

20 cp

+2

–2

15%

10 lbs.

Shield, tower

30 cp

+4

+2

–10

50%

45 lbs.

WEAPONS

The scarcity of iron and other metals means most Athasian weapons are made of more readily available materials like wood, obsidian and bone. Less durable than steel, such weapons are prone to breaking and gain the fragile quality - if the wielder rolls a 1 or scores a critical threat but fails to confirm, the weapon gains the broken condition.

Weapons typically constructed of metal suffer a -1 penalty to hit when made of other materials and may cause less damage. Simple, non-metal weapons such as bolas, clubs, quarterstaves, slings and whips suffer no penalty and cost 1 percent the normal price, as do some uniquely Athasian weapons commonly built from alternative materials. Such weapons are marked with a * in the table below. Bows and crossbows suffer the listed penalties when using non-metal ammunition. Masterwork weapons made from alternate materials retain the fragile quality and any damage reduction, although the masterwork bonus to hit can offset the penalty to hit. Magical or psionic weapons of any material lose the fragile quality as well as any penalties to hit or damage.

MATERIALS

Bone: Costs 10 percent normal price and weighs half as much as steel. Reduce the damage dice of bludgeoning weapons by one step.

Bronze: Costs 50 percent the normal price. No penalty to hit or damage but retains the fragile quality.

Iron: As normal.

Obsidian: Costs 10 percent normal price and weighs 75 percent as much as steel. Long bladed weapons are difficult to make unless reinforced.

Steel: Costs 200 percent of the normal cost. Increase the damage dice of piercing and slashing weapons by one step.

Stone: Costs 5 percent normal price and weighs 75 percent as much as steel. Large bladed weapons are difficult or impossible to make; reduce the damage die of slashing weapons by one size.

Wood: Costs 5 percent normal price and weighs half as much as steel. Bladed weapons are difficult or impossible to make; reduce the damage dice of slashing weapons by one size.


NEW SPECIAL QUALITIES

Buckler: The weapon also can be used as a buckler. The wielder does not suffer the usual -1 penalty to hit when using it as a weapon.

Defense: The wielder suffers half the normal penalty to hit (round down) when fighting defensively or using the Combat Expertise feat.

Finesse: A finesse weapon can be used with the Weapon Finesse feat even though it is not a light weapon.

Poison (x): The weapon can hold a number of doses of poison equal to the listed value. The DC of poison administered with the weapon is increased by 1.

Versatile: Increase the damage die by one step (1d6 to 1d8, 1d8 to 1d10, etc.) when the weapon is wielded with two hands.

UNARMED ATTACKS

Simple

Cost

Dmg (S)

Dmg (M)

Critical

Weight

Type

Special

Braxat fist*

1 cp

1d2

1d3

×2

1 lb.

B/P

Gauntlet*

2 cp

1d2

1d3

×2

1 lb.

B

Gauntlet, spiked*

5 cp

1d3

1d4

×2

1 lb.

P

Rope gauntlet*

10 cp

1d3

1d4

×2

2 lbs.

B/S

Martial

Cost

Dmg (S)

Dmg (M)

Critical

Weight

Type

Special

Armor spikes

+10 gp

1d4

1d6

x2

+10 lbs.

P

Cestus*

5 cp

1d3

1d4

19-20/×2

1 lb.

B/P

Exotic

Cost

Dmg (S)

Dmg (M)

Critical

Weight

Type

Special

Talid*

10 cp

1d4

1d6

19-20/x2

2 lb.

B/P/S

LIGHT MELEE WEAPONS

Simple

Cost

Dmg (S)

Dmg (M)

Critical

Range

Weight

Type

Special

Dagger

2 gp

1d3

1d4

19–20/×2

10 ft.

1 lb.

P/S

Mace, light

5 gp

1d4

1d6

×2

4 lbs.

B

Punch dagger

2 gp

1d3

1d4

x3

1 lb.

P

Sickle

6 gp

1d4

1d6

×2

2 lbs.

S

trip

Martial

Cost

Dmg (S)

Dmg (M)

Critical

Range

Weight

Type

Special

Axe, throwing

8 gp

1d4

1d6

×2

10 ft.

2 lbs.

S

Hammer, light

1 gp

1d3

1d4

×2

20 ft.

2 lbs.

B

Handaxe

6 gp

1d4

1d6

x3

3 lbs.

S

Hand fork

4 gp

1d3

1d4

x4

3 lbs.

P

Kukri

8 gp

1d3

1d4

18–20/x2

2 lbs.

S

Puchik

5 gp

1d4

1d6

x3

2 lbs.

P

Sap*

1 cp

1d4

1d6

×2

2 lbs.

B

nonlethal

Shield, light

*

1d2

1d3

×2

special

B

Spiked shield, light

+10 gp

1d3

1d4

×2

+5 lbs.

P

Starknife

8 gp

1d3

1d4

x3

20 ft.

3 lbs.

P

Sword, short

10 gp

1d4

1d6

19–20/×2

2 lbs.

P

Widow’s knife

5 gp

1d3

1d4

x3

2 lb.

P/S

poison 2

Wrist razors

8 gp

1d4

1d6

19-20/x2

2 lbs.

S

Exotic

Cost

Dmg (S)

Dmg (M)

Critical

Range

Weight

Type

Special

Aklys*

5 cp

1d6

1d8

×2

20 ft.

2 lbs.

B

trip

Bard’s friend

10 gp

1d3

1d4

18-20/x2

1 lb.

P/S

poison 3

Bragnoggen*

30 cp

1d4

1d6

x2

4 lbs.

B/S

reach

Forearm axe

30 gp

1d4

1d6

x3

6 lbs.

S

buckler

Flying talon

15 gp

1d3

1d4

×2

5 lbs.

P

disarm, reach, trip

Maulaxe

25 gp

1d4

1d6

x3

10 ft.

5 lbs.

B/S

Sabre, sawtooth

35 gp

1d6

1d8

19-20/×2

2 lbs.

S

Singing sticks*

30 cp

1d4

1d6

x2

1 lb.

B

defense

Tortoise blade

25 gp

1d4

1d6

19-20/x2

5 lbs.

P

buckler

Whip*

1 cp

1d2

1d3

×2

2 lbs.

S

disarm, finesse, nonlethal, 15’ reach, trip

Whip, scorpion*

15 cp

1d3

1d4

×2

3 lbs.

S

disarm, finesse, poison 3, 15’ reach, trip


ONE-HANDED MELEE WEAPONS

Simple

Cost

Dmg (S)

Dmg (M)

Critical

Range

Weight

Type

Special

Club*

1 cp

1d4

1d6

×2

10 ft.

3 lbs.

B

Mace, heavy

8 gp

1d6

1d8

×2

6 lbs.

B

Morningstar

12 gp

1d6

1d8

×2

8 lbs.

B/P

Shortspear*

1 cp

1d4

1d6

×2

20 ft.

3 lbs.

P

Martial

Cost

Dmg (S)

Dmg (M)

Critical

Range

Weight

Type

Special

Alak*

20 cp

1d4

1d6

x3

6 lbs.

P

disarm

Battleaxe

10 gp

1d6

1d8

x3

6 lbs.

S

Carrikal*

40 cp

1d6

1d8

x3

6 lbs.

S

Flail

8 gp

1d6

1d8

×2

5 lbs.

B

disarm, trip

Longsword

15 gp

1d6

1d8

19–20/×2

4 lbs.

S

Heart pick

8 gp

1d4

1d6

x4

6 lbs.

P

Impaler*

20 cp

1d6

1d8

x3

5 lbs.

P

versatile

Rapier

20 gp

1d4

1d6

18–20/×2

2 lbs.

P

finesse

Scimitar

15 gp

1d4

1d6

18–20/×2

4 lbs.

S

finesse

Shield, heavy

1d3

1d4

×2

special

B

Spiked shield, heavy

+10 gp

1d4

1d6

×2

+5 lbs.

P

Sword, bastard

35 gp

1d6

1d8

19–20/×2

6 lbs.

S

versatile

Tembo sword*

40 cp

1d6

1d8

19-20/×2

4 lbs.

S

Trident

15 gp

1d6

1d8

×2

10 ft.

4 lbs.

P

brace

Waraxe

30 gp

1d6

1d8

x3

8 lbs.

S

versatile

Warhammer

12 gp

1d6

1d8

x3

5 lbs.

B

Exotic

Cost

Dmg (S)

Dmg (M)

Critical

Range

Weight

Type

Special

Alhulak*

40 cp

1d4

1d6

×3

9 lbs.

P

disarm, finesse, reach, trip

Hook sword

20 gp

1d6

1d8

19-20/×2

8 lbs.

S

trip

Rhoka

25 gp

1d6

1d8

18-20/×2

6 lbs.

P/S


TWO-HANDED MELEE WEAPONS

Simple

Cost

Dmg (S)

Dmg (M)

Critical

Range

Weight

Type

Special

Greatclub*

5 cp

1d8

1d10

×2

8 lbs.

B

Longspear*

5 cp

1d6

1d8

x3

9 lbs.

P

brace, reach

Quarterstaff*

1 cp

1d4/1d4

1d6/1d6

×2

4 lbs.

B

double

Spear*

2 cp

1d6

1d8

x3

20 ft.

6 lbs.

P

brace

Martial

Cost

Dmg (S)

Dmg (M)

Critical

Range

Weight

Type

Special 0

B’rohg fork

15 gp

1d8

1d10

x4

12 lbs.

P

Datchi club*

10 cp

1d6

1d8

x3

10 lbs.

B/P

reach

Earth breaker

40 gp

1d10

2d6

x3

14 lbs.

B

Falchion

75 gp

1d6

2d4

18–20/×2

8 lbs.

S

Flail, heavy

15 gp

1d8

1d10

19-20/×2

10 lbs.

B

disarm, trip

Glaive

8 gp

1d8

1d10

x3

10 lbs.

S

reach

Greataxe

20 gp

1d10

1d12

x3

12 lbs.

S

Greatsword

50 gp

1d10

2d6

19–20/×2

8 lbs.

S

Great terbutje*

10 sp

1d10

2d6

19–20/×2

8 lbs.

S

Halberd

10 gp

1d8

1d10

x3

12 lbs.

P/S

brace, trip

Lance*

10 cp

1d6

1d8

x3

10 lbs.

P

reach

Pickaxe

14 gp

1d6

1d8

x4

12 lbs.

P

Quad fauchard

12 gp

1d8

1d10

x3

10 lbs.

P/S

brace, reach

Ranseur

10 gp

1d6

2d4

x3

12 lbs.

P

disarm, reach

Scythe

18 gp

1d6

2d4

x4

10 lbs.

P/S

trip

Spear, totem

15 gp

1d8

1d10

x3

10 ft.

6 lbs.

P/S

Trikal

15 gp

1d8

1d10

x3

10 lbs.

S

trip

Exotic

Cost

Dmg (S)

Dmg (M)

Critical

Range

Weight

Type

Special

Cahulak*

10 sp

1d4/1d4

1d6/1d6

×3

12 lbs.

P

disarm, double or reach, finesse, trip

Chain, Spiked

25 gp

1d4

1d6

×2

10 lbs.

P/S

disarm, finesse, reach*, trip

Dragon’s paw

30 gp

1d6/1d6

1d8/1d8

x3

9 lbs.

P

defense, double

Hamanu’s staff*

90 cp

1d6/1d6

1d8/1d8

x2

8 lbs.

B/P/S

double

Garrote*

50 cp

1d6

2d4

x2

1 lb.

B

grapple

Gythka

25 gp

1d6/1d6

1d8/1d8

19-20/x2

12 lbs.

P/S

double

Lotulis

30 gp

1d6/1d6

1d8/1d8

19-20/x2

10 lbs.

P/S

double, trip

Sky hammer

50 gp

1d8

1d10

×2

15 lbs.

B

reach*

RANGED WEAPONS

Simple

Cost

Dmg (S)

Dmg (M)

Critical

Range

Weight

Type

Special

Blowgun*

2 cp

1

1d2

×2

20 ft.

1 lb.

P

Blowgun darts (10)*

.5 cp

1 lb.

Crossbow, heavy*

50 cp

1d8

1d10

19–20/×2

120 ft.

8 lbs.

P

Crossbow, light*

35 cp

1d6

1d8

19–20/×2

80 ft.

4 lbs.

P

Crossbow bolts (10)

1 gp

1 lb.

Dart*

.5 cp

1d3

1d4

×2

20 ft.

1/2 lb.

P

Javelin*

1 cp

1d4

1d6

×2

30 ft.

2 lbs.

P

Sling*

1d3

1d4

×2

50 ft.

B

Sling bullets (10)*

.1 cp

2 lbs.

Martial

Cost

Dmg (S)

Dmg (M)

Critical

Range

Weight

Type

Special

Chatka*

20 cp

1d6

1d8

×2

30 ft.

1 lb.

S

Longbow*

75 cp

1d6

1d8

x3

100 ft.

3 lbs.

P

Longbow, composite*

100 cp

1d6

1d8

x3

110 ft.

3 lbs.

P

Shortbow*

30 cp

1d4

1d6

x3

60 ft.

2 lbs.

P

Shortbow, composite*

75 cp

1d4

1d6

x3

70 ft.

2 lbs.

P

Arrows (20)

1 gp

3 lbs.

P

Exotic

Cost

Dmg (S)

Dmg (M)

Critical

Range

Weight

Type

Special

Bola*

5 cp

1d3

1d4

×2

10 ft.

2 lbs.

B

nonlethal,  trip

Bola, Brutal*

15 cp

1d3

1d4

×2

10 ft.

2 lbs.

B/P

trip

Crossbow, double*

300 cp

1d6

1d8

19-20/×2

80 ft.

18 lbs.

P

Crossbow, hand*

100 cp

1d3

1d4

19–20/×2

30 ft.

2 lbs.

P

Crossbow bolts (10)

1 gp

1 lb.

Dejada*

20 cp

1d3

1d4

×2

50 ft.

2 lbs.

B

Sling bullets (10)*

.1 cp

1d3

1d4

×2

2 lbs.

Pelota (10)*

2 cp

1d4

1d6

19–20/×2

5 lbs.

B/P

Net*

20 cp

10 ft.

6 lbs.

special

Shuriken (5)

1 gp

1

1d2

×2

10 ft.

1/2 lbs.

P

special

Sling staff

20 gp

1d6

1d8

x3

80 ft.

3 lbs.

B/P

Sling bullets (10)*

.1 cp

1d3

1d4

×2

2 lbs.