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  1. - Top - End - #1
    Orc in the Playground
     
    SuperDave's Avatar

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    Default Equipment for the New World [Crossroads][Pathfinder]

    The Setting: Crossroads: The New World

    The Year: 1750 A.D. (or 己巳年 (Earth Snake) 4446, or 13 Grass 1 Flower, or Long Count Date 12.6.13.3.12, depending on your point of view)

    The Place: The continent of North Vespuccia (or Fúsāng, or Turtle Island, or Novokamchatka, depending on your point of view)

    As always, we are looking for feedback, so please feel free to comment, make suggestions, and offer constructive criticism with regards to the stats we've selected here.

    A note on prices: Currencies vary from place to place in Vespuccia, and can include coins, paper notes, cocoa beans, precious metals, furs, blankets, shells, and belts of wampum. As such, there is no universal currency that can be used the way GP are in typical D&D. As such, prices of various items are measured in Value Points (1 VP = 1 GP). You can trade items for any number of items of equal or lesser value, or currency totaling equal or lesser value. You can attempt to get a better deal, upselling the items you're offering, by making a bluff check opposed by the opponent's sense motive check. If you succeed, you may trade as though your offer was worth 10% more VP. If you fail, however, all your items are treated as though they were worth 90% of their actual value for this transaction.
    Last edited by SuperDave; 2014-06-11 at 04:38 PM.
    My Homebrew Projects

    Crossroads: The New World - Tribes, colonists, trade confederacies, and empires both new and old collide in an alt-history North America, circa 1750 A.D. (On the road to publication!)

    Author of Motor City Breakdown, Co-Author & Accuracy Consultant for Ashes of the Motor City
    Major Contributor, Tenebrous Seas Wiki

  2. - Top - End - #2
    Orc in the Playground
     
    SuperDave's Avatar

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    Default Re: Equipment for the New World [Under Construction]

    Mundane Equipment

    Adventuring Gear
    Spoiler
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    Name Price Weight Special
    air-bladder 0.1 vp ½ lb.
    bear trap 2 vp 10 lbs.
    bell 1 vp
    blubber 2 vp +2 to Fort saves against frostbite
    camouflage outfit 50 vp 5 lbs. +2 circumstance bonus on Hide checks
    caving helmet 15 vp 3 lbs. attached oil lamp provides 5 ft. of bright illumination (and 10 ft. shadowy) for 6 hours.
    compass 10 vp ½ lb.
    conch trumpet 2 lb. see text
    horn, powder 3 vp 1 lb. contains ? charges of gunpowder
    glue, animal 0.5 vp ½ lb.
    map 50 vp 2 lbs. price varies with quality
    mirror, small steel 10 vp ½ lb. useful for signaling with flashes of light
    moccasins 20 vp 1 lb. +2 to (silent) Stealth and Survival checks, adds 2 to DC of Track attempts against you
    mukluks 5 vp 2 lbs. +3 to Fort saves against frostbite
    parka +5 to Fort saves against frostbite
    poncho 0.5 vp 2 lbs. waterproof
    rope, hempen (50 ft.) 1 vp 10 lbs.
    rope, silk (50 ft.) 10 vp 5 lbs.
    rope, spider's silk (50 ft.) 100 vp 4 lbs.
    sextant 500 vp 2 lbs.
    spyglass 1,000 vp 1 lb. +10 to long-distance visual Perception checks
    snowshoes 5 vp 4 lbs. reduce movement penalties from snow or marshy ground by 50%
    star charts 200 vp ½ lb.
    string or twine (50 ft.) 0.01 vp ½ lb.
    tipi (18 ft.) 20 gp 60 lbs.
    whistle, signal 0.8 vp
    whistle, silent 0.9 vp


    Alchemical Items
    Spoiler
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    Name Craft DC Price Weight Special
    antitoxin (vial) 25 50 vp +5 alchemical bonus on Fort saves vs. poison for 1 hr.
    bachelor snuff 1 vp Makes male humanoids temporarily infertile.
    black drink 6× the caffeine of coffee
    black powder
    insect repellent 20 vp
    matchcord (2 ft.) 0.02 vp


    Accessories, Apparel, & Jewelry
    Spoiler
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    Name Price Weight Special
    belt, wampum 50 vp
    hat, coonskin 0.5 vp
    hat, touque 0.5 vp
    hat, tricorn directs water away from the face
    headdress, feathered 40 vp 3 lbs. +3 on Intimidate checks against Natives of lower status
    outfit, artisan's 1 gp 4 lbs.
    outfit, cold-weather
    outfit, dandy's 30 vp 6 lbs.
    outfit, doctor's 150 gp 6 lbs.
    outfit, mountebank's 3 vp 4 lbs.
    outfit, explorer's 10 gp 8 lbs.
    outfit, hot-weather 8 vp 4 lbs.
    outfit, hunter's includes coonskin cap
    outfit, merchant's 75 vp 10 lbs.
    outfit, martial artist's 5 vp 2 lbs.
    outfit, pickpocket's 5 vp 3 lbs.
    outfit, scholar's 5 vp 6 lbs.
    outfit, slave's 0.1 vp 2 lbs.
    outfit, soldier's uniform 1 vp 5 lbs.
    outfit, traveler's 1 vp 5 lbs.
    outfit, voyageur's
    periwig, powdered 50 vp +3 to Intimidate checks against Europeans of lower status
    robe, feather +5 to Intimidate checks against Natives of lower status
    robe, silk +6 to Intimidate checks against Chinese or Europeans of lower status
    robe, spider-silk +8 to Intimidate checks against persons of lower status
    spectacles 5 vp +2 Perception (fine details)
    swarmsuit 20 vp 10 lbs. see text
    tear-away clothing +5 gp varies see text


    Armor & Shields
    Spoiler
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    Name Price Armor/Shield Bonus Max Dex Bonus Armor Check Penalty Arcane Spell Failure Chance Speed (30 ft./20 ft.) Weight Special
    chimalli (wooden featherwork shield) 3 vp +1 -1 5% —/— 5 lbs.
    cuacalalatli (hardwood war-helmet) 40 vp
    hide armor 15 vp +4 +4 -3 20% 20 ft./15 ft. 25 lbs.
    ichcahuipilli (quilted cotton armor) 100 vp +1 +8 0 10% 30 ft./20 ft. 15 lbs. DR 3/— against small piercing weapons
    pipe-bone breastplate 30 ft./20 ft.
    scute armor 850 vp 30 ft./20 ft. 20 lbs. +4 alchemical bonus to Fort saves vs. poison
    tlahuiztli (feathered war-suit) 150 vp +10 on Intimidate checks
    wooden armor 20 vp +3 +3 -1 15% 30 ft./20 ft. 25 lbs. slightly buoyant; no Swim penalty


    Flavor Treasure
    Spoiler
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    Name Price Weight Special
    antler, megaloceros
    box, bentwood 50 vp 5 lbs.
    box, lacquered 10 vp
    box, mahogany 60 vp
    box, porcupine quill 40 vp
    horn, narwhal
    fine ivory carving, Tuniit 50 vp ½ lb.
    mask, shaman’s (broken)
    moulted snakeskin, two-headed
    peace-pipe adorned with rare feathers
    scrimshaw, fine 30 vp 1 lb.
    ship-in-a-bottle
    tea set, lacquered 30 vp
    tea set, porcelain 45 vp
    tomahawk-pipe 30 vp +2 to Diplomacy checks when smoked
    wampum necklace 70 vp
    white buffalo robe
    xocolotl-drinking cups, matched pair


    Materials
    Spoiler
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    Substance HP/inch Hardness Weight Cost Add magic enhancement Effect
    bone (incl. antler, horn, ivory, and shell) 5 –2 on damage rolls (min. 1)
    brass
    bronze 9 unchanged unchanged
    bronzewood
    darkwood 10 5 +10 vp per pound
    iron, cast
    iron, cold 30 10 ×2 normal +2,000 vp Harmful to fey, demons, and devils
    iron, forged
    iron, sky
    ironwood as strong, heavy, and resistant to fire as steel
    obsidian ¾ normal ½ normal fragile; critical increases to 18-20/×3
    steel
    stone (incl. flint) ½ hardness of base item ¾ normal ¼ normal
    whale sinew 3 1 2 vp/lb. deteriorates over time in water


    Poisons
    Spoiler
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    Name Type Fort DC Onset Frequency Effect Cure Price
    arsenic ingested 13 10 min. 1/min. for 4 min. 1d2 Con 1 save 120
    angel's trumpets
    belladonna (deadly nightshade) ingested 14 10 min. 1/min. for 6 min. 1d2 Str, see text 1 save 100
    berries, doll’s eyes ingested
    berries, English yew* ingested
    berries, holly ingested
    berries, mistletoe ingested
    jimson weed
    moonseeds
    narcissus*
    oleander*
    poison oak (slight exposure) contact 13 1 hour 1d4 Dex, sickened 1 save -
    poison oak (severe exposure) contact or inhaled 16 1 hour 1/hour 2d4 Dex and 1d4 Con; 1 Con 1 save -
    purple loosestrife* ingested
    puffer-fish skin, powdered inhaled
    snakeroot ingested
    toadstool, striped ingested 11 10 minutes 1/minute for 4 minutes 1d3 Wis damage and 1 Int damage 1 save
    venom, black widow injury
    venom, brown recluse spider injury
    venom, copperhead injury
    venom, cottonmouth injury
    venom, giant wasp injury 18 1/round for 6 rounds 1d2 Dex damage 1 save
    venom, gila monster injury
    venom, large scorpion injury 18 1/round for 6 rounds 1d2 Str damage 1 save
    venom, medium spider injury 14 1/round for 4 rounds 1d2 Str damage 1 save
    venom, rattlesnake injury
    venom, scorpion injury
    venom, small centipede injury 11 1/round for 4 rounds 1 Dex damage 1 save
    venom, spreading adder injury 11 1/rd. for 6 rds. 1d2 Con 1 save 120
    venom, stingray injury
    venom, toadfish injury
    venom, uktena injury
    venom, wasp swarm injury 13 1/round for 4 rounds 1 Dex damage 1 save
    venom, water moccasin injury
    Vodou poison contact/inhaled/injury
    water hemlock ingested 18 10 min. 1/min. for 6 min. 1d6 Dex damage, creatures reduced to 0 Dexterity suffocate 2 saves 2,500
    wolfsbane* ingested 17 - 1/rd. for 6 rds. 1d4 Con 2 saves 3,000
    *invasive species, not native to the New World


    Trade Goods
    Spoiler
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    Name Price Weight
    allspice 1 vp 1 lb.
    ammunition, bullets
    ammunition, buckshot
    ammunition, gunpowder
    axe-heads (5) 7½ lbs.
    beads, bone
    beads, glass (rasade)
    beads, stone
    beads, wooden
    beans 0.02 vp 1 lb.
    blanket, cotton
    blanket, woolen
    cauldron, copper (chaudiére)
    cheese 0.02 vp 1 lb.
    citrus fruit 0.03 vp 1 lb.
    cloves 1 vp 1 lb.
    comb, wooden
    comb, jade
    concertina (accordion)
    cocoa bean (1) 1 vp
    coffee beans 0.05 vp 1 lb.
    drum, hand
    drum, snare
    dye
    fiddle
    flour 0.02 vp 1 lb.
    flute, bamboo
    flute, bone
    flute, ivory
    flute, reed
    garlic 0.5 vp 1 lb.
    ginger 2 vp 1 lb.
    guitar, common 10 vp 6 lbs.
    guitar, masterwork 50 vp 6 lbs.
    hardtack
    honey 1 vp 1 lb.
    incense/copal
    jerky
    maple syrup 1 vp 1 lb.
    mint 0.5 vp 1 lb.
    nutmeg 1 vp 1 lb.
    nuts 0.03 vp 1 lb.
    pelt, badger
    pelt, bear 0.66 vp
    pelt, beaver 2 vp 1 lb.
    pelt, buffalo
    pelt, deer
    pelt, ermine
    pelt, fox 1 vp
    pelt, lynx 1 vp
    pelt, marten 0.4 vp
    pelt, mink 0.12 vp
    pelt, moose
    pelt, muskrat 0.12 vp
    pelt, otter 1 vp
    pelt, raccoon 0.2 vp
    pelt, seal
    pelt, squirrel
    pelt, walrus
    pelt, wolf 0.5 vp
    pelt, wolverine 0.5 vp
    pelt, woodchuck
    pelt, albino ×4
    pelt, undamaged +20%
    pelt, untreated/fresh -75% +50%
    pipe, tobacco
    pepper 2 vp 1 lb.
    rosemary 1 vp 1 lb.
    saffron 15 vp 1 lb.
    salt 5 vp 1 lb.
    scissors
    sewing needles
    silk (1 sq. yd.) 10 vp
    silk, spider (1 sq. yd.) 100 vp
    spirits, cask 18 lb.
    spirits, keg 90 lb.
    spirits, hogshead 750 lb.
    sugar 0.05 vp 1 lb.
    tchīlli peppers (20) 2 vp 1 lb.
    tea
    tobacco 0.5 vp 1 lb.
    turnips 0.02 vp 1 lb.
    turquoise
    vanilla 2 vp 1 lb.
    wampum, purple
    wampum, white 10 vp 1 lb.
    wheat 0.01 vp 1 lb.
    wine, Madeira 50 vp 3½ lbs.
    xocolotl (chocolate)


    Vehicles & Transportation
    Spoiler
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    Name Price Weight Speed (squares, mph) Max Load Special
    canoe, birchbark (15 ft.) variable* 800 lbs.
    canoe, birchbark (30 ft.) variable*
    canoe, dugout (15 ft.) variable*
    canoe, dugout (30 ft.) variable*
    carrack (sailing ship) 17,500 vp
    cart, artillery 15 vp
    dogsled 10-30 vp 15-25 lbs. see text 300-800 lbs.
    kayak variable* take no cold damage from capsizing
    travois, horse -10 ft./turn** ½ horse's weight
    travois, dog -5 ft./turn** 250 lbs.
    umiaq variable*
    *see Voyageur class description for rules related the "Handle Canoe" skill and watercraft maneuvering.
    **when fully-loaded
    Last edited by SuperDave; 2014-08-20 at 06:39 PM.
    My Homebrew Projects

    Crossroads: The New World - Tribes, colonists, trade confederacies, and empires both new and old collide in an alt-history North America, circa 1750 A.D. (On the road to publication!)

    Author of Motor City Breakdown, Co-Author & Accuracy Consultant for Ashes of the Motor City
    Major Contributor, Tenebrous Seas Wiki

  3. - Top - End - #3
    Orc in the Playground
     
    SuperDave's Avatar

    Join Date
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    Default Re: Equipment for the New World

    Mundane Weaponry

    Simple Weapons
    Spoiler
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    Unarmed Attacks
    Name Price Dmg (S) Dmg (M) Dmg (L) Critical Range Weight Type Special
    kick 1d3 1d4 1d6 ×2 B nonlethal
    punch 1d2 1d3 1d4 ×2 B nonlethal
    slap 1d2-1 1d3-1 1d4-1 ×2 B nonlethal

    Light Melee Weapons
    Name Price Dmg (S) Dmg (M) Dmg (L) Critical Range Weight Type Special
    dagger/dirk 2 vp 1d3 1d4 1d6 19-20/×2 10 ft. 1 lb. P or S
    ītztōpīlli (stone-blade axe)
    hook hand 10 vp 1d3 1d4 1d6 ×2 1 lb. P disarm
    tecpatl (obsidian knife) 1 vp 1d3 1d4 1d6 18-20, ×3 ¾ lb. P or S ½ hardness of base weapon, fragile

    One-handed melee weapons
    Name Price Dmg (S) Dmg (M) Dmg (L) Critical Range Weight Type Special
    club 1d4 1d6 1d8 ×2 3 lbs. B
    cudgel, short (棒) 5 vp 1d4 1d6 1d8 ×2 4 lbs. B
    tonfa (拐) 1 vp 1d4 1d6 1d8 ×2 1 lb. B blocking, monk

    Two-handed melee weapons
    Name Price Dmg (S) Dmg (M) Dmg (L) Critical Range Weight Type Special
    oar/paddle 1d4 1d6 1d8 ×2 4 lbs. B
    quarterstaff (gùn, 棍) 1d4/1d4 1d6/1d6 1d8/1d8 ×2 4 lbs. B double, monk
    spear (qiang, 槍) 2 vp 1d6 1d8 2d6 ×3 20 ft. 6 lbs. P brace

    Ranged weapons
    Name Price Dmg (S) Dmg (M) Dmg (L) Critical Range Weight Type Special
    blowgun 2 vp 1 1d2 1d3 ×2 20 ft. 1 lb. P poison
    javelin 1 vp 1d4 1d6 1d8 ×2 30 ft. 2 lbs. P
    sling 1d3 1d4 1d6 ×2 50 ft. B

    Ammunition
    Name Price Dmg (S) Dmg (M) Dmg (L) Critical Range Weight Type Special


    Martial Weapons
    Spoiler
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    Unarmed Attacks
    Name Price Dmg (S) Dmg (M) Dmg (L) Critical Range Weight Type Special

    Light melee weapons
    Name Price Dmg (S) Dmg (M) Dmg (L) Critical Range Weight Type Special
    blade boot 25 vp 1d3 1d4 1d6 ×2 2 lbs. P see text
    cat-o'-nine-tails 1 vp 1d3 1d4 1d6 ×2 1 lb. S disarm, nonlethal
    handaxe 6 vp 1d4 1d6 1d8 ×3 3 lbs. S
    sap 1 vp 1d4 1d6 1d8 ×2 2 lbs. B nonlethal
    war club, ball-headed (stone) 4 lbs. B
    war club, gunstock 2 lbs. B
    war club, spiked P
    war club, wooden 1 lbs. B

    One-handed melee weapons
    Name Price Dmg (S) Dmg (M) Dmg (L) Critical Range Weight Type Special
    butterfly sword (húdié shuāng dāo) 20 vp 1d3 1d4 1d6 19–20/×2 1 lb. S monk
    cuahuitl (baton)
    cutlass 15 vp 1d4 1d6 1d8 18-20/×2 4 lbs. S
    mace(鐧), heavy 12 vp 1d6 1d8 2d6 ×2 8 lbs. B
    rapier 20 vp 1d4 1d6 1d8 18–20/×2 2 lbs. P
    sabre, Chinese (dao, 刀)
    sabre, European 10 vp 1d4 1d6 1d8 19–20/×2 2 lbs. P

    Two-handed melee weapons
    Name Price Dmg (S) Dmg (M) Dmg (L) Critical Range Weight Type Special
    bayonet 5 vp 1d4 1d6 x2 1 lb. P requires rifle; move action to attach/remove
    dire staff 100 vp 2d6 3d6 x2 50 lbs. B
    lance (槊)
    ranseur (樘) 10 vp 1d6 2d4 2d6 ×3 10 ft. 12 lbs. P disarm, reach
    tepoztopilli (metal spear) 8 vp 20 ft. 6 lbs. P or S reach

    Ranged weapons (one-handed)
    Name Price Dmg (S) Dmg (M) Dmg (L) Critical Range Misfire Capacity Weight Type Special
    harpoon 5 vp 1d6 1d8 2d6 x3 10 ft. 16 lbs. P grapple
    pepperbox* 750 vp 1d6 1d8 2d6 ×4 20 ft. 1–2 (5 ft.) 6 5 lbs. B and P
    pistol* 250 vp 1d6 1d8 2d6 ×4 20 ft. 1 (5 ft.) 1 4 lbs. B and P
    pistol, coat* 188 vp 1d3 1d4 1d6 ×3 10 ft. 1 (5 ft.) 1 1 lb. B and P
    pistol, dagger* 185 vp 1d3 1d4 1d6 ×3 10 ft. 1 (5 ft.) 1 1 lb. B and P
    pistol, double-barreled* 438 vp 1d6 1d8 2d6 ×4 20 ft. 1–2 (5 ft.) 2 5 lbs. B and P
    pistol, dragon* 250 vp 1d4 1d6 1d8 ×4 20 ft. 1–2 (5 ft.) 1 3 lbs. B and P scatter
    pistol, sword cane 194 vp vp 1d2 1d3 1d4 ×3 10 ft. 1 (5 ft.) 1 1 lb. B and P -
    tomahawk, steel 8 vp 1d4 1d6 1d8 ×2 10 ft. 2 lbs. S
    tomahawk, stone
    *See Firearm Rules

    Ranged weapons (two-handed)
    Name Price Dmg (S) Dmg (M) Dmg (L) Critical Range Misfire Capacity Weight Type Special
    blunderbuss* 500 vp 1d6 1d8 2d6 ×2 special 1–2 (10 ft.) 1 8 lbs. B and P scatter
    culverin* 1,000 vp 2d6 2d8 3d8 ×4 30 ft. 1 (10 ft.) 1 40 lbs. B and P scatter
    double hackbut* 1,000 vp 2d10 2d12 ×4 50 ft. 1–2 (5 ft.) 2 18 lbs. B and P
    fire lance* 6 vp 1d4 1d6 1d8 ×4 10 ft. 1–4 (5 ft.) 1 4 lbs. P
    longbow 75 vp 1d6 1d8 x3 100 ft. 3 lbs. P -
    longbow, composite 100 vp 1d6 1d8 x3 110 ft. 3 lbs. P -
    musket* 375 vp 1d10 1d12 ×4 40 ft. 1–2 (5 ft.) 1 9 lbs. B and P
    musket, axe* 400 vp 1d6 1d8 2d6 ×4 30 ft. 1–2 (5 ft.) 1 6 lbs. B and P
    musket, double-barreled* 625 vp 1d10 1d12 ×4 10 40 ft. 1–3 (5 ft.) 2 11 lbs. B and P
    musket, Cahokian* 400 vp 1d6 1d8 3d8 ×4 30 ft. 1–2 (5 ft.) 1 6 lbs. B or P stock can be used as a warhammer
    shortbow 30 vp 1d4 1d6 x3 60 ft. 2 lbs. P
    shortbow, composite 75 vp 1d4 1d6 x3 70 ft. 2 lbs. P
    *See Firearm Rules

    Ammunition
    Name Price Dmg (S) Dmg (M) Dmg (L) Critical Range Misfire Capacity Weight Type Special
    arrows, barbed (20) 10 vp 3 lbs. P
    arrows, bleeding (20) 360 vp see text see text see text see text see text see text see text see text see text see text
    arrows, blunt (20) 2 vp 3 lbs. B see text
    arrows, bone/ivoryivory (20)
    arrows, porcupine-quillporcupine-quill (20) 0.5 vp 1d2 1d3 1d4 DC 10 Heal check to remove w/o causing further damage; see dire porcupine
    arrows, flintflint (20)
    arrows, iron-headed (20)
    arrows, obsidian (20) 18-19/x3 fragile
    crossbow bolts (20)


    Cultural Weapons
    Characters who do not possess the Culture(s) listed for the weapon treat that weapon as "exotic".
    Characters who do possess the Culture(s) listed for the weapon treat that weapon as "martial".
    Spoiler
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    Unarmed Attacks
    Name Price Dmg (S) Dmg (M) Dmg (L) Critical Range Weight Type Special Culture
    quivering palm Chinese

    Light Melee Weapons
    Name Price Dmg (S) Dmg (M) Dmg (L) Critical Range Weight Type Special Culture
    dagger, swordbreaker 10 vp 1d3 1d4 1d6 ×2 3 lbs. S disarm, sunder European

    One-handed melee weapons
    Name Price Dmg (S) Dmg (M) Dmg (L) Critical Range Weight Type Special Culture
    bullwhip 1 vp 1d2 1d3 1d4 ×2 2 lbs. S disarm, nonlethal, reach, trip Chinese, European
    hammer (chúi, 錘) Chinese
    macuahuitl (obsidian-toothed sword) 5 vp 1d6 1d8 2d6 18-20/×3 2 lbs. S blades are fragile any Mesovespuccian
    macuahuitl, steel 20 vp 1d6 1d8 2d6 19-20/×2 4 lbs. S Aztlan
    sword, dueling 20 vp 1d6 1d8 2d6 19-20/×2 3 lbs S European
    sword, hook (fu tao, 鉤) disarm, distracting, reach (when linked), monk, trip Chinese
    sword, straight (jian, 劍) Chinese

    Two-handed melee weapons
    Name Price Dmg (S) Dmg (M) Dmg (L) Critical Range Weight Type Special Culture
    axe, boarding 6 vp 1d4 1d6 1d8 x3 3 lbs. P or S see text Chinese, European
    battle-axe, Chinese Chinese
    battle-axe, Norsq disarm, grab, sunder, trip Norsq
    bladed scarf 2 vp 1d4 1d6 1d8 ×2 2 lbs. S disarm, trip Chinese
    glaive (guan dao, 偃月刀) 8 vp 1d8 1d10 2d8 x3 10 lbs. S reach Chinese
    halberd (ji, 戟) Chinese
    hammer, meteor (liu xing, 流星) 10 vp 1d6 1d8 2d6 ×2 10 lbs. B reach, trip Chinese
    trident (叉) 15 vp 1d6 1d8 2d6 ×2 10 ft. 4 lbs. P brace Chinese

    Ranged weapons
    Name Price Dmg (S) Dmg (M) Dmg (L) Critical Range Weight Type Special Culture
    Atlatl (javelin-thrower) 4 vp 1d2 1d3 1d4 x2 2 lbs. B improvised weapon (–4 to attack rolls) any Mesovespuccian
    - Atlatl dart 1 vp 2d4 2d6 3d6 x2 60 ft. 2 lbs. P armor-piercing
    crossbow, Cahokian Native (Cahokian League)
    crossbow, Chinese Chinese
    crossbow, European European
    lasso 1 sp 5 lbs. see text European
    Nest of Bees Chinese
    Tube Arrow-Shooter 40 ft. see text Chinese
    whip, nine-section (jiujiebian, 九節鞭) 8 vp 1d6 1d8 2d6 19–20/×2 3 lbs. B blocking, distracting, monk, trip Chinese

    Ammunition
    Name Price Dmg (S) Dmg (M) Dmg (L) Critical Range Weight Type Special Culture
    - arrows, tube (bamboo) 1d3 1d4 x2 P launched by tube arrow-shooter
    Last edited by SuperDave; 2014-09-11 at 10:59 AM.

  4. - Top - End - #4
    Orc in the Playground
     
    SuperDave's Avatar

    Join Date
    Jun 2012
    Location
    Kalamazoo, Michigan
    Gender
    Male

    Default Re: Equipment for the New World

    Magical Equipment

    Apparel
    Spoiler
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    Name Price Weight Special
    björnsark ("bear-shirt") Rage +3 rounds/day
    ghost shirt +8 deflection against firearms
    headband, dead man's 3,600 gp 1 lb. +2 Intimidate, increases DC of fear effects by+1
    mukluks of ice- and snow-walking walk on ice or snow as easily as solid ground
    parka of warmth DR 10 against cold
    robe, thunderbird feather grants endure elements while worn
    sealskin of water-breathing grants water breathing and immunity to cold while worn
    shirt of wampum DR 20/enchanted arrows
    storm poncho 8 vp 2 lbs. remain dry for up to 40 rounds
    wig, judge's 59,200 vp +4 Diplomacy and Intimidate; discern lies at will


    Cursed Items
    Spoiler
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    Name Price Weight Curse
    fingerbone necklace
    juju bag
    mask, prisoner’s (iron) haunted
    shrunken head
    voodoo doll
    warrior-fetish doll, Zuni 100 vp 10 lbs. see text


    Potions & Oils
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    gris-gris powder
    zombi powder
    oil of Mishe-Nahma


    Jewelry & Accessories
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    Name Price Weight Effect
    ear-gauge
    k'eet'aan (prayer-stick)
    medicine bag 10 lbs. see text
    medicine bundle
    medicine rattle 1 lb diagnose disease 3/day
    nose-cap, jade
    ring, finger
    ring, lip
    ring, nose


    Vehicles
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    Name Price Weight Speed (squares/turn) Speed miles/hour) Special
    Canoe of Nanabozho Telepathic steering, perfect maneuverability
    Canoe of Glooskap Flight
    The Courser (Capt. Alfred Bulltop Stormalong)
    Loo Taas ("Wave-Eater")
    Niithoq ("Níðhöggr")
    The Orca
    The Sisiutl
    Treasure-Ship of Admiral Zheng He
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    Note: We totally need to have a Fúsāngese treasure-ship that’s been captured and tricked-out with Native paraphernalia (totem-pole masts, a sisiutl figurehead, etc.) by Haida raiders (they've been called “the Vikings of the Pacific Northwest”). They were known to capture British ships in 1800s, on occasion.
    Last edited by SuperDave; 2014-08-12 at 04:21 PM.
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    Magical Weaponry, Armor, & Artifacts

    Armor & Shields
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    Name Price Armor/Shield Bonus Max Dex Bonus Armor Check Penalty Arcane Spell Failure Chance Speed (30 ft./20 ft.) Weight Special
    Enchanted Eelskin 11,160 vp +2 +6 0 10% 30 ft./20 ft. 15 lbs. Grants Swim speed 30 ft.; shadow property while underwater; see text
    Murderer's Blackcloth 12,405 vp +1 +8 0 5% 30 ft./20 ft. 10 lbs Increases the bleed damage of the rogue's sneak attacks by +1
    Jungle Armor 3,900 vp +1 20 lbs +5 Stealth in jungles, counts as a plant, endure elements in hot climates
    Mammoth Hide 11,665 vp +3 –1 25 lbs grants an additional 4d6 points of damage on any successful charge attack
    Scouting Leather 8,750 vp +1 15 lbs expeditious, glamered leather armor, grants +3 Stealth and +3 Diplomacy (see text)
    Soothsayer's Raiment 10,300 vp +6 +2 –5 30% 20 ft./15 ft. 40 lbs. see text
    Tiger's Hide 54,115 vp +4 +4 –3 20% 20 ft./15 ft. 25 lbs. DR 5/— against natural weapon attacks; wearer can pounce (first round only)


    Artifacts, Major
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    Name Dmg (S) Dmg (M) Dmg (L) Critical Range Weight Type Special
    Blowguns of the Hero Twins
    Canoe of Glooskap limited flight?
    Durendal +5 sacred bonus against evil creatures, split mountains in half
    Excalibur
    Harpoon of Kivioq the Hunter
    Kokopelli’s Flute
    Longbow of Yi the Archer
    Minjekahwun mittens of giant's strength?
    Mjölnir
    Puggawaugun "it could split the rocks asunder"
    Reed-Flute of Chibiabos summons (or banishes) spirits and ghosts when played
    Ruyi Jingu Bang extends and changes size at will
    Sword Kladenets smite evil creatures (?)


    Artifacts, Minor
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    Name Dmg (S) Dmg (M) Dmg (L) Critical Range Weight Type Special
    Caliburn bonus to leadership and/or diplomacy? scabbard grants DR?
    Hrunting giant-bane
    Philosopher's Stone see text
    Runescarred Dragonship
    Tizona +5 sacred bonus against unbelievers, but useless against believers


    Magical Flavor Treasure & Trade-Goods
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    Name Price Weight Special
    antler, uktena
    feathers, thunderbird
    feathers, uktena
    horn, kirin
    horn, unicorn
    forehead-jewel, money toad
    moulted snakeskin, uktena
    scale, uktena 1 vp
    scale, mishipeshu 0.5 vp


    Weaponry
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    Name Price Dmg (S) Dmg (M) Dmg (L) Critical Range Weight Type Special
    arrows, elf-shot/Pukwudgie P inflicts sickness (Fort DC ?? to resist)
    arrows, lightning
    arrows, rainbow P overcomes DR of evil creatures (?)
    arrows, thundering 50 vp 0.5 lbs B deafens nearby creatures for 1 hour
    Beaststrike Club 7,300 vp 3 lbs. B or P or S see text
    Boulderhead War-Club 6,812 vp 8 lbs. B see text
    Fire-Devil's Pistol 20,300 vp 4 lbs. +1 flaming pistol
    Hammer of Thunderbolts 15 lbs. B +3 Large returning warhammer; see text
    harpoon, returning
    harpoon, heart-seeking
    Hurricane Quarterstaff 7,840 vp 4 lbs.
    lasso, rattlesnake 35 vp 1d2 plus poison 1d3 plus poison 1d4 plus poison 5 lbs. B and P constrict damage plus black adder venom
    Runefrost Hatchet 5,312 vp 6 lbs.
    Sadist's Lash 22,301 vp 1 lb.
    Seraphic Pistol 37,550 vp 5 lbs.
    Sizzling Arrow 1,516 vp +1 corrosive arrow 1d6 acid for 3 rounds, DC 10 Heal check to remove
    Skyrocket Crossbow 10,400 vp 2 lbs. +1 distance hand crossbow
    Slaying Arrow 2,282 vp 1/10 lb.


    Wondrous Objects
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    Name Price Weight Special
    buffalo stone 1 lb. summon bison herd, or know direction of nearest bison herd, 3/day
    crystal ball varies 7 lbs. as with the spell scrying (Will DC 16 negates)
    dreamcatcher 4,500 vp protects a sleeper from nightmares and influenced dreams, both mundane and magical
    obsidian mirror
    Runescarred Dragonship
    Ulun'suti (uktena forehead-jewel)
    War Paint of the Terrible Visage
    Last edited by SuperDave; 2014-08-24 at 07:34 PM.
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    Default Re: Equipment for the New World [Crossroads][Pathfinder]

    I can see how this got too big for its britches...

    I follow a lot of you threads, and may I just say how much I appreciate your thorough and well made lists? I really admire your work in this project. That said, I haven't gotten through the whole thing yet, so as of now, that's all I've got input wise.
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    Default Re: Equipment for the New World [Crossroads][Pathfinder]

    Why, thank you, TheWombatOfDoom! Anal-retentive attention to detail and obsessive list-making are two of my specialties. And now they've finally turned out to be useful for a change!
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    Default Re: Equipment for the New World [Crossroads][Pathfinder]

    The list looks great, bro! My only comment is that there are some things under the 'major artifacts' spoiler that aren't weapons, and should probably be given a spoiler under magic items. Like, kokopelli's flute, or glooskap's canoe.
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    Default Re: Equipment for the New World [Crossroads][Pathfinder]

    Under the Weaponry list, you could probably add Elf-Shot as a Arrow type. Might cause Wis damage on a save(?).
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    Default Re: Equipment for the New World [Crossroads][Pathfinder]

    Minor error: under mundane weaponry, you forgot to include an empty box for price for slap, punch and kick, resulting in the price column displaying small characters damage, and every other column afterwards being 1 off
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    Default Re: Equipment for the New World [Crossroads][Pathfinder]

    Quote Originally Posted by Admiral Squish View Post
    The list looks great, bro! My only comment is that there are some things under the 'major artifacts' spoiler that aren't weapons, and should probably be given a spoiler under magic items. Like, kokopelli's flute, or glooskap's canoe.
    So maybe we should have one section for "major artifacts" and another for "major artifacts (weapons)"?

    Quote Originally Posted by Iceforge View Post
    Minor error: under mundane weaponry, you forgot to include an empty box for price for slap, punch and kick, resulting in the price column displaying small characters damage, and every other column afterwards being 1 off
    Fixed. Thanks for letting me know!

    I realize that there are a variety of minor formatting issues with several parts; I'll try to get to them as soon as I can.

    Quote Originally Posted by Pokonic View Post
    Under the Weaponry list, you could probably add Elf-Shot as a Arrow type. Might cause Wis damage on a save(?).
    ...but our setting doesn't have elves. What else could we call it?



    By the way, I've decided that making a weapon out of obsidian should increase the weapon's critical threat-range to "18-20", and the critical damage to "x3". I feel that the official Pathfinder rules for obsidian don't really cover how incredibly sharp it is, or how dangerous it can be.

    Oh, and I just realized that since the Tuniit are Large humanoids, I'll need to add a column to all the weaponry sections for "Dmg (L)". I hope doing so doesn't mess up the formatting...
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    Default Re: Equipment for the New World [Crossroads][Pathfinder]

    Quote Originally Posted by SuperDave View Post
    ...but our setting doesn't have elves. What else could we call it?
    But we do have fey creatures, at least in the backround, and even if there's no DnD elves running around the term would probably be used to discribe any sort of little fey creature. And Elf-Shot is an actual term that discribes the idea that illnesses were caused by the bows of faries to make people sick.
    Last edited by Pokonic; 2013-11-22 at 01:10 PM.
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    Default Re: Equipment for the New World [Crossroads][Pathfinder]

    Quote Originally Posted by Pokonic View Post
    But we do have fey creatures, at least in the backround, and even if there's no DnD elves running around the term would probably be used to discribe any sort of little fey creature. And Elf-Shot is an actual term that discribes the idea that illnesses were caused by the bows of faries to make people sick.
    Fair enough at that. And now that I think of it, I do remember hearing something about Pukwudgies shooting invisible arrows that were either poisoned, made people sick, or made them die. Into the list they go!

    I've filed them under Magical Weaponry as "arrows, elf-shot/Pukwudgie". Any suggestions on price, damage, and how to determine which diseases they cause? Would they cost more if they inflict worse diseases?

    Edit: I'm told that an atlatl "can easily deliver 200 times as much power and 6 times the range as a dart thrown like a traditional spear".

    The rules say the following, with regard to atlatls:
    {TABLE=HEAD]Name|Cost|Dmg (S)|Dmg (M)|Critical|Range|Weight|Type|Special
    Atlatl|2 gp|—|—|—|50 ft.|2 lbs.|—|—
    - Atlatl dart|1 gp|1d4|1d6|x2|—|2 lbs.|P|—
    [/TABLE]

    This seems pretty lame, compared to the damage they can actually do. The Conquistadors were quite dismayed when they learned that Aztec atlatls could launch darts powerfully enough to pierce their steel breastplates (source).
    Last edited by SuperDave; 2013-11-24 at 10:27 PM.
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    Default Re: Equipment for the New World [Crossroads][Pathfinder]

    So a few things for right now. First Bronze is actually tougher than wrought iron. Iron is just easier to get and refine so it replaced it mostly because of availability. Steel is definitely stronger than both though. Just as a technical point I don't feel like bronze should be tagged with Fragile is wrought iron isn't.

    The atlatl would have likely been improved since the 1500s if nothing else. I found a bit about tests being done on a similar spear thrower for Napoleon's army which came to the conclusion that a javelin which could be thrown 20m unaided could be thrown 80m with such an implement. Weapons can be fired a max of 10 range increments in 3.5 is this different in Pathfinder? At most I would say reword it so that an Atlatl throws regular spears or javelins, increase the range increment to 100, and specify that feats like Power Throw work with the Atlatl. Not sure what ranged feats could or should work with it, but if any make sense we should probably make sure they're worded properly for that. Basically it's the same as throwing a spear, but with much longer range so overall it's better than a bow for a strong character.

    Last thing for now, Squish brought up Obsidian in the other thread and I figured it'd be better to discuss it here.
    Quote Originally Posted by Admiral Squish View Post
    ... Magic to grant the blade some more structural integrity, and now we have weapons made entirely of obsidian...
    So magically strengthened obsidian? Somebody linked something somewhere about how obsidian has a monomolecular edge, meaning the cutting edge is only the width of a molecule. Really really impressive. I almost want to say that a magic sword of pure obsidian be a Specific Weapon, like Flamebrand or the Holy Avenger, and always be Vorpal. That could be a bit much though. As a material an improved crit range might make it a bit like Khaorite(sp?) which increases the crit modifier of any weapon made of it to x4. It requires an Exotic Weapon Proficiency to use though.

    Idea: We could add an enchantment for Fragile materials that makes them self repairing.

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    SuperDave, you have no idea how happy it makes me to see the atlatl range listed at x6 normal, and actually increasing damage! So you know, making it actually useful.

    That's one thing that has always riled me with atlatl depictions in 3.5. I mean, if an untrained individual such as myself can use an atlatl to fling a javelin ~60 meters, I'm pretty sure someone trained in its use could not only do better than that, but also completely skewer a bison with it.
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    Default Re: Equipment for the New World [Crossroads][Pathfinder]

    Quote Originally Posted by Agent 451 View Post
    SuperDave, you have no idea how happy it makes me to see the atlatl range listed at x6 normal, and actually increasing damage! So you know, making it actually useful.

    That's one thing that has always riled me with atlatl depictions in 3.5. I mean, if an untrained individual such as myself can use an atlatl to fling a javelin ~60 meters, I'm pretty sure someone trained in its use could not only do better than that, but also completely skewer a bison with it.
    Actually, looking at that, there's some problems. For one, dealing 4d6 damage with each attack seems a little unbalanced. Also, is it straight multiplication of everything, including the strength bonus, enhancement bonus, and all that? Or just the base damage? Also, 6x normal range on a javelin means one range increment is 180 feet (this is the range you can fire on an enemy without taking range penalties), for a total maximum range of 900 feet.

    I would highly suggest making it so an atlatl works kinda like a bow. Javeleins become ammunition for the weapon. An atlatl deals 2d6 base damage, and has a range increment of 60 feet. The atlatl imparts it's magic abilities to the javelin ammunition (until the end of the turn), the same way a bow passes it's enchantments to the arrows it fires.
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    Default Re: Equipment for the New World [Crossroads][Pathfinder]

    Quote Originally Posted by zabbarot View Post
    First Bronze is actually tougher than wrought iron.
    Well I'll be darned. Bronze is harder than iron! I guess I'll have to fix that. Does anyone know where I can find the stats for regular ol' steel, so that I know how hard, comparatively, to make bronze?

    Quote Originally Posted by zabbarot View Post
    The atlatl would have likely been improved since the 1500s if nothing else. [...] a javelin which could be thrown 20m unaided could be thrown 80m with such an implement.
    I like it, though I think that making it more effective would also require making it more expensive. So how does this sound?

    {TABLE=HEAD]Name|Cost|Dmg (S)|Dmg (M)|Critical|Range|Weight|Type|Special
    Atlatl (javelin-thrower)|4 vp|1d2|1d3|x2|—|2 lbs.|B|—
    - Atlatl dart|1 vp|2d4|2d6|x2|60 ft.|2 lbs.|P|armor-piercing (?)
    [/TABLE]
    An enchanted atlatl imparts its enchantment to any darts launched from it until the end of the wielder's turn. For atlatl darts thrown by hand, use damage and range for javelin instead.

    Quote Originally Posted by zabbarot View Post
    Weapons can be fired a max of 10 range increments in 3.5 is this different in Pathfinder?
    The PFRD says "The maximum range for a thrown weapon is five range increments. For projectile weapons, it is 10 range increments." The question is, does an atlatl dart count as a thrown weapon, or a projectile weapon? I'm leaning more towards the latter, since the increase in power and range is so much greater than simple thrown weapons.

    Quote Originally Posted by zabbarot View Post
    At most I would say reword it so that an Atlatl throws regular spears or javelins, increase the range increment to 100, and specify that feats like Power Throw work with the Atlatl. [...] Basically it's the same as throwing a spear, but with much longer range so overall it's better than a bow for a strong character.
    I think I read somewhere that atlatl darts need fletching in order to be thrown accurately, but their effect on flight is probably more nitpicky than we care to get. I'm fine with using javelin stats for atlatl darts.
    I can't find an entry in the SRD for "Power Throw", but I assume it's basically like Power Attack but for ranged attacks?


    Quote Originally Posted by zabbarot View Post
    So magically strengthened obsidian? *snip* I almost want to say that a magic sword of pure obsidian be a Specific Weapon, like Flamebrand or the Holy Avenger, and always be Vorpal. That could be a bit much though. As a material an improved crit range might make it a bit like Khaorite(sp?) which increases the crit modifier of any weapon made of it to x4. It requires an Exotic Weapon Proficiency to use though.
    Well, a x4 crit multiplier seems pretty high to me (especially when combined with the proposed 18-20 critical threat range for obsidian), but I'm willing to add it in if others say that they wouldn't be unreasonable together.
    "Vorpal" would be an extremely appropriate feature of almost any Strengthened Obsidian weapon. We could specify that "any edged weapon made from Strengthened Obsidian loses the fragile quality and gains the vorpal quality." What would be the substance's modified Hardness and HP/inch?

    Quote Originally Posted by Agent 451 View Post
    SuperDave, you have no idea how happy it makes me to see the atlatl range listed at x6 normal, and actually increasing damage! So you know, making it actually useful.
    Why, thank you, Agent 451! I'm glad that you approve of the stats I've cooked up, since you seem to have firsthand experience with atlatls. Are you part of a group that uses them regularly?

    Your comment about atlatls being underrated in 3.5/Pathfinder actually brings up something I've been wondering about recently. Almost all Native weapons are stuck with the fragile quality (in addition to having pretty poor damage in the first place), just by virtue of being Stone Age Weapons. This means that anyone playing a Native character is going to be at a marked disadvantage against Chinese and European characters right off the bat.
    Do we want to make Native weapons harder, stronger, and more damaging than they are in the official Pathfinder rules? We could explain away the increased damage and range with "magic!" (i.e., Natives are better at obtaining and shaping high-quality materials than they were in our own timeline), but it'd still cause some pretty big changes to combat. It would definitely help level the playing field between Natives and Colonists, but it might make the weapons harder to balance, and would definitely require a lot more play-testing on our part. What does everyone else think would be best/fairest here?
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    Default Re: Equipment for the New World [Crossroads][Pathfinder]

    Quote Originally Posted by SuperDave View Post
    Does anyone know where I can find the stats for regular ol' steel, so that I know how hard, comparatively, to make bronze?
    Steel has a hardness of 10. Since steel is harder than bronze the existing rules for bronze work(standard item HP and hardness 9). Drop Fragile though. I don't like Fragile, I'll explain further down. Also Cold Iron is as hard as steel in Pathfinder and 3.5 just because it's pseudo-magical, and only really included to fight fae.

    Quote Originally Posted by SuperDave View Post
    {TABLE=HEAD]Name|Cost|Dmg (S)|Dmg (M)|Critical|Range|Weight|Type|Special
    Atlatl (javelin-thrower)|4 vp|1d2|1d3|x2|—|2 lbs.|B|—
    - Atlatl dart|1 vp|2d4|2d6|x2|60 ft.|2 lbs.|P|armor-piercing (?)
    [/TABLE]
    Looks good to me, even with armor piercing. Remember that they'll be adding Str bonus to damage, so this will hit pretty hard. Maybe drop the medium damage to 2d4 or a d10, so it isn't quite like lobbing a Greatsword 60 feet with perfect accuracy. Not that I don't think an Atlatl hurts, just seems a bit strong for balance.

    Let's count it as a Ranged weapon. It's effectively a sling. It even uses the same basic principles.

    Power throw might only be 3.5? It was in Complete Adventurer. And yes it was literally just Power Attack for thrown weapons. It had Brutal Throw as a prerequisite, which let you use Str instead of Dex for your attack roll with thrown weapons. I have to admit I'm not 100% on where Pathfinder differs from 3.5 sometimes, so I'm not sure what all feats moved over and which didn't.


    Quote Originally Posted by SuperDave View Post
    Well, a x4 crit multiplier seems pretty high to me
    It really is high. I only cited it since Kaorti Resin was an official source. I had spelled it wrong earlier, my bad. If it increased the crit multiplier of a weapon by one(ie x2 to x3) that might not be bad. - realized this is what you have obsidian doing already. We could keep it a lower cost material(compared to other special materials), and just have the improved durability be the buff. Your standard obsidian is pretty good.

    The only downside to Vorpal is it's a +5 enhancement bonus. Meaning either it's a +5 for free, or these things are crazy expensive(minimum +6 weapons using usual rules for magic weapons). And 'magic' Obsidian should definitely lose fragile, it's magic after all We can make it similar to Alchemical Silver or Steel. Silver has hardness 8, steel has 10, both have standard item based HP. Useful Chart

    Quote Originally Posted by SuperDave View Post
    Do we want to make Native weapons harder, stronger, and more damaging than they are in the official Pathfinder rules?
    I feel like "Fragile" is a bit of an oversimplification on Paizo's part. It makes sense for a stone age axe to break against steel armor, since the axe head is likely bound to a stick with leather or sinew, and wood is only so strong. A quarterstaff should be just as likely to break though when you think of it that way. Also it doesn't make any sense to break your weapon on an unarmored opponent. That's just silly. The point of fragile was mostly just to make weapons from older eras weaker compared to newer ones(basically representing poorer craftsmanship), and I don't think we actually need it for the most part. Materials have hardness and hp so I think we can let the default sunder system take care of things. The only exception to this I can think of is obsidian, because it is glass. Hard glass, but still glass.

    Another thing to consider in our setting is there will likely be a lot less armor. Steel plate does more to slow you down than it does to stop a bullet. So I really thing native weapons should be pretty comparable to their European counterparts.
    Last edited by zabbarot; 2013-12-02 at 10:42 AM.

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    Default Re: Equipment for the New World [Crossroads][Pathfinder]

    Quote Originally Posted by SuperDave View Post
    Why, thank you, Agent 451! I'm glad that you approve of the stats I've cooked up, since you seem to have firsthand experience with atlatls. Are you part of a group that uses them regularly?
    Unfortunately my firsthand experience was limited to a summer archaeological field school nigh on ten years ago. I do have some archaeology buddies that are enthusiasts though, to the point where they fashioned their own thrower and darts.

    Those revisions still look good, a lot more balanced than before, but still making atlatls a viable choice.

    The thing with archaic weapons is that even if they break, they are both easy and cheap to replace. I'm by no means an expert flintknapper, but I can knock off a really rudimentary point quite quickly, even using substandard lithic materials. And all that you really need in the case of an arrow or dart point is something that has sharp bladed edges, and thin profiles to aid in penetration. Not only that, but learning how to do basic (IE making sharp and pointy things) flintknapping is not difficult.

    So in that case, if a broken atlatl dart just means that the stone projectile itself is fractured, it should be very easy to replace the point. A destroyed atlatl dart shaft would realistically take longer to replace, due to seasoning the wood, although in a pinch that could be skipped.

    So that turned more into rambling than I intended, but like I said, the new stats look good. I also completely agree with zabbarot's post, fragile definitely is an oversimplification, and could probably just be done away with, except for untreated obsidian.
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    Default Re: Equipment for the New World [Crossroads][Pathfinder]

    OK, I've fixed the atlatl dart stats. Should the atlatl itself be made weaker as a weapon, though? Swinging it at someone's head might damage it. Maybe the atlatl should just count as an improvised melee weapon (–4 penalty on attack rolls, scores a threat on a natural roll of 20 and deals double damage on a critical).

    ------------------------------------

    Quote Originally Posted by zabbarot View Post
    I feel like "Fragile" is a bit of an oversimplification on Paizo's part. It makes sense for a stone age axe to break against steel armor, since the axe head is likely bound to a stick with leather or sinew, and wood is only so strong. A quarterstaff should be just as likely to break though when you think of it that way. Also it doesn't make any sense to break your weapon on an unarmored opponent. That's just silly. The point of fragile was mostly just to make weapons from older eras weaker compared to newer ones(basically representing poorer craftsmanship), and I don't think we actually need it for the most part. Materials have hardness and hp so I think we can let the default sunder system take care of things. The only exception to this I can think of is obsidian, because it is glass. Hard glass, but still glass.

    Another thing to consider in our setting is there will likely be a lot less armor. Steel plate does more to slow you down than it does to stop a bullet. So I really thing native weapons should be pretty comparable to their European counterparts.
    With that in mind, I've removed the "fragile" quality from everything on the list except mundane obsidian weapons. Do we want to remove the "–2 on damage rolls (min. 1)" from bone and antler weapons as well? It seems reasonable that they couldn't hold as sharp an edge as metal or stone, but then again I'm not an antler-carver, so I wouldn't know. They probably shouldn't take any penalty to attack if they're used as bludgeoning weapons, though.

    ------------------------------------

    A Note on Pricing:

    Since we don't have a common currency in this setting like GP is for regular D&D, we're going to need to devote special attention to the prices and weights of trade goods, since they'll have a definite impact on how much loot the players can take with them. There's some disagreement about the GP-to-dollars conversion rate, and the closest thing I found to a consensus was someone saying that "Last time there was a thread on this it came to about $20 to $100 depending on the good. So around $50 [to the GP] give or take."

    I found an article which states (to grossly oversimplify the entire point of the article) that "£750 in Massachusetts during 1750 is worth roughly $48,000 in 2000." Therefore, £1 in 1750 equals about $64.00 USD in 2010 dollars. (This is, of course, a complete stab in the dark, and could result in some seriously-flawed prices, but we've gotta start somewhere, right?)

    If £1 in 1750 = $64, and 1GP = $50 today, then 1gp (very roughly) equals £1. Before the British decimalized their currency in the 1970s, there were twenty shillings in a pound, and twelve pennies in a shilling. For simplicity's sake, we can say that that 1 shilling is about 1sp, and 1 penny is about 1cp.

    Well! Now that we've got a conversion rate established, we can take a look at relative prices for various goods in 1750 and make an educated guess about how much they're worth in gp! Does anyone know of a handy resource for finding the historical prices of various trade goods?
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    Default Re: Equipment for the New World [Crossroads][Pathfinder]

    Not sure about dollar or pound pricing, but this pdf has a list of what various amounts of beaver pelts could get you, trade good-wise. Probably not at all what you're really looking for though.

    This link has info about how much a typical pelt could fetch back in Europe.
    Last edited by Agent 451; 2013-12-03 at 04:35 PM.
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    Default Re: Equipment for the New World [Crossroads][Pathfinder]

    Quote Originally Posted by Agent 451 View Post
    Not sure about dollar or pound pricing, but this pdf has a list of what various amounts of beaver pelts could get you, trade good-wise. Probably not at all what you're really looking for though.

    This link has info about how much a typical pelt could fetch back in Europe.
    That actually helps a lot! The Pathfinder SRD lists the value as a beaver pelt at 2gp, so now that we have a basis for comparison, we can figure out how much other trade goods would be worth*. Thanks a ton!

    *I realize that beaver pelts were worth less in 1750 than they were at the height of the fur trade in the late 1600s, but we're not going to get into that, because just thinking about how to account for it makes my head hurt.
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    Default Re: Equipment for the New World [Crossroads][Pathfinder]

    You're quite welcome. Glad to hear that the information was useful to you!
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    Default Re: Equipment for the New World [Crossroads][Pathfinder]

    I just added a "Dmg (L)" column to all the weapons, and fixed all the formatting errors caused by doing so. Now all I have to do is review the Tiny and Large Weapon Damage table and add those values to the various tables!
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    Default Re: Equipment for the New World [Crossroads][Pathfinder]

    Quote Originally Posted by SuperDave View Post
    A Note on Pricing:

    Since we don't have a common currency in this setting like GP is for regular D&D, we're going to need to devote special attention to the prices and weights of trade goods, since they'll have a definite impact on how much loot the players can take with them. There's some disagreement about the GP-to-dollars conversion rate, and the closest thing I found to a consensus was someone saying that "Last time there was a thread on this it came to about $20 to $100 depending on the good. So around $50 [to the GP] give or take."

    I found an article which states (to grossly oversimplify the entire point of the article) that "£750 in Massachusetts during 1750 is worth roughly $48,000 in 2000." Therefore, £1 in 1750 equals about $64.00 USD in 2010 dollars. (This is, of course, a complete stab in the dark, and could result in some seriously-flawed prices, but we've gotta start somewhere, right?)

    If £1 in 1750 = $64, and 1GP = $50 today, then 1gp (very roughly) equals £1. Before the British decimalized their currency in the 1970s, there were twenty shillings in a pound, and twelve pennies in a shilling. For simplicity's sake, we can say that that 1 shilling is about 1sp, and 1 penny is about 1cp.

    Well! Now that we've got a conversion rate established, we can take a look at relative prices for various goods in 1750 and make an educated guess about how much they're worth in gp! Does anyone know of a handy resource for finding the historical prices of various trade goods?
    In my, admittedly not very extensive, experience I find that trying to convert the value of older money to modern counterparts is a mistake. Because while it looks one get's a grasp of the value, it completely and utterly misses context. What good is to it know that one coin is equal to another when the conversion fails to tell you what the cost of living and a typical wage is... two points which have far more impact on value than conversion-rates have.

    So instead I try to answer three questions:
    What does a meal cost?
    What is the rent for a typical family of five?
    What is a normal wage?

    With those three in place one can start figuring out the rest. It's not terribly uncommon for pricing to be listed in how long it took a typical farmer to earn enough to buy it, which is useful. It requires a bit more work, but I think the end result tends to be better.

    And if you cannot find a price using that model, you can guess it based on how long it takes to make. It has to cover food and board for the period after all

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    Default Re: Equipment for the New World [Crossroads][Pathfinder]

    Quote Originally Posted by Aux-Ash View Post
    In my, admittedly not very extensive, experience I find that trying to convert the value of older money to modern counterparts is a mistake. Because while it looks one get's a grasp of the value, it completely and utterly misses context. What good is to it know that one coin is equal to another when the conversion fails to tell you what the cost of living and a typical wage is... two points which have far more impact on value than conversion-rates have.

    So instead I try to answer three questions:
    What does a meal cost?
    What is the rent for a typical family of five?
    What is a normal wage?

    With those three in place one can start figuring out the rest. It's not terribly uncommon for pricing to be listed in how long it took a typical farmer to earn enough to buy it, which is useful. It requires a bit more work, but I think the end result tends to be better.

    And if you cannot find a price using that model, you can guess it based on how long it takes to make. It has to cover food and board for the period after all
    Well, that's gonna require a lot more research on my part, but it'll ultimately result in more accurate pricing, I think. So that's what I'll do.

    I guess I better get right to it. *rolls up sleeves*

    Edit: Magical items are kind of difficult to categorize (some are very clearly weapons, while others are only weapons in a very indirect sense), but I just reorganized the Magical Equipment section into Armor & Shields, Major Artifacts, Minor Artifacts, Magical Flavor Treasure & Trade-Goods, Weaponry, and Wondrous Objects. I think it works better this way.

    Can anyone think of more entries for magical trade-goods? If spells are inhibited outside Vespuccia, then the export of magical items will be almost as big a part of trade in this timeline as furs and pelts were in our own timeline. I imagine that Vespuccian spell-components, powerful Native artifacts, and Colonial-made magic weapons will be pretty hot commodities back in the Old World. Woodsmen and voyageurs will be driven to scour the wilderness, searching for anything magical that can fit in the hold of the next shipment of goods to Europe.
    Last edited by SuperDave; 2013-12-06 at 02:51 PM.
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    Default Re: Equipment for the New World [Crossroads][Pathfinder]

    OK, I just realized that I haven't posted anything here in a while, and I'm sorry for that; I've been planning my honeymoon (which begins in about a week), and I haven't really had time to do as much research into the relative value of beaver pelts as I had planned.

    Instead of adding more information, I'd like to pose a question: How will people in Vespuccia actually talk to each other about prices? It makes perfect sense for players and DMs to talk about Value Points or VP out-of-character, but if it's used in-character, it'll force people into some pretty clunky dialogue ("How dare you offer me four miserable Value Points for these exquisite, succulent grapes! They are clearly worth twelve VP, and not a point less!")

    We could just go back to saying "GP, SP, and CP", but I kind of like the idea that "Value Points" could refer to any currency or bartering good. Maybe we could call the basic unit of value "a wampum" or "a cocoa bean", or some similar trade good? But then how would we refer to SP and CP? Maybe the normal D&D currency system should just be left in place, for simplicity's sake?
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    Default Re: Equipment for the New World [Crossroads][Pathfinder]

    Quote Originally Posted by SuperDave View Post
    OK, I just realized that I haven't posted anything here in a while, and I'm sorry for that; I've been planning my honeymoon (which begins in about a week), and I haven't really had time to do as much research into the relative value of beaver pelts as I had planned.
    I'm sorry...but this statement made me start cracking up.

    "I'm sorry I haven't gotten to research beaver pelt pricing, I've been planning my honeymoon that's happening next week."

    Relax! We're all still here. Do what you can if you'd like, but worry about that honeymoon! Those things don't happen too often.
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    Default Re: Equipment for the New World [Crossroads][Pathfinder]

    I laughed a bit too.

    Seriously though, I figured that Value Points were an abstract thing to compare value of goods. So the players wouldn't have a pocket full of VP, they'd have a couple beaver hides and a good axe head that they were willing to trade for safe passage across a lake, or sell to British merchant for a few shillings.

    Basically VP is abstract, PCs carry physical goods measures in VP, and these goods can include coin.

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    Default Re: Equipment for the New World [Crossroads][Pathfinder]

    OK, I haven't made any progress on the beaver-pelt front, but I did just add damage for all Large weapons that we've got stats for, and I added a link to Dogsled Rules under the "Vehicles & Transportation" field. So that's something, right?
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