Crafting & Equipment
Weapons
Weapons have two Size characteristics:
Wielder Size is the size of the creature the weapon is designed for.
For every Wielder Size step above the target's size, increase the damage die one step. For every Wielder Size step below the target's size, decrease the damage die one step.
For each Wielder Size increase, the weight and value is increased by 50%. For each Wielder Size decrease, the weight and value is decreased by 50%.
Weapon Size is the size of the weapon itself. Weapon Size determines the threat area of a character.
When wielding weapons designed for creatures of other sizes:
Characters can wield Medium and Large weapons of smaller Wielder Size with one hand.
Characters must use two hands to wield Medium Wielder Size weapons of the next-highest Wielder Size and cannot wield Large Weapon Size weapons of that Wielder Size.
Characters must use two hands to wield Small Weapon Size weapons of Wielder Size two sizes larger and cannot wield Medium or Large Weapon Size weapons of that Wielder Size.
Armor
Wearing armor for another race of the same size provides one worse AC.
Characters cannot wear armor for races of a different size.
Wearing armor during sleep penalizes the amount of sleep, based on armor type
Characters can use equipped shields to attack only if they haven't used it for an AC bonus yet that round, and attacking with a shield prevents using it for AC that round. Dual-wielding rules apply as normal.
Small armor costs and weighs 50% less. Large armor costs and weighs 50% more.
Armor takes the following time to equip, with assistance:
Cloth and Leather Armor: one Round
Chain Mail: two rounds
Mail and Plate: 1d6+4 rounds
Without assistance, triple these times
Chain, Mail, and Plate can be equipped in one round but provide one worse AC
Armor can be removed in the following time:
Cloth, Leather, Chain: one round
Mail and Plate: 1d4+1 rounds
Characters can stack armor; if two types of armor are worn (or worn armor plus natural), use the better of the two armor classes and add a one-point bonus to AC for the stacked armor.
Helmets
Type Cost Perception Surprise
Cap 1gp -1 -1
Coif 3gp -1 -1
Open-faced Helm 4gp -2 -2
Closed-faced Helm 5gp -3 -2
Great Helm 30gp -4 -4
Crafting
Crafting requires the following:
A properly equipped workshop
A crafter and appropriate staff that knows how to make the item to work in the workshop
The raw materials to craft with
Time (in general, items take one week per 7.5gp of item value)
In general, the quality of the materials used to craft an item limit the quality of the final product. For example, using wrought iron could not result in an item of quality better than Average.
Item Quality, Saving Throws, & Enchantments
The quality score of a piece of equipment affects only two things: the item's saving throws and the maximum enchantment it can hold.
Quality S.T. Modifier Max Enchant
Supernal +5 5
Perfect +4 4
Exceptional +3 3
Superior +2 2
Fine +1 1
Average ±0 0
Poor -1 0
Shabby -2 0
Terrible -3 0
Awful -4 0
Worthless -5 0
The material an item is crafted with may also affect the saving throws or how an item can be enchanted in addition to the numbers above.
Special Materials
Materials provide qualities to items created using those materials.
Once an item is enchanted, the enchantment modifier replaces whatever modifier(s) the material provided.