Weapons:


Simple Weapons (all simple weapons weigh 2 pounds):


Club: 1d3 damage, Craft (weapons) DC 10, 5 sp
Dagger: 1d4 damage [F], Craft (weapons) DC 12, 2 gp
Spear: 1d6 damage, Craft (weapons) DC 10, 4 gp
Mace: 1d8 damage, Craft (weapons) DC 12, 8 gp
Staff: 1d8 damage [2], Craft (weapons) DC 12, 2 gp
Crossbow: 1d6 damage [R], Craft (bows) DC 12, 10 gp
Pistol: 2d6 damage [R], Craft (firearms) DC 15, 60 gp

Martial Weapons (all martial weapons weigh 6 pounds):


Shortsword: 1d8 damage [F], Craft (weapons) DC 15, 10 gp
Longsword: 1d10 damage, Craft (weapons) DC 15, 15 gp
Greatsword: 1d12 damage [2], Craft (weapons) DC 15, 30 gp
Handaxe: 1d8 damage [F], Craft (weapons) DC 15, 10 gp
Axe: 1d10 damage, Craft (weapons) DC 15, 15 gp
Greataxe: 1d12 damage [2], Craft (weapons) DC 15, 30 gp
Longspear: 2d6 damage [2], Craft (weapons) DC 13, 30 gp
Bow: 1d8 damage [R], Craft (bows) DC 15, 15 gp

Other (15 arrows/10 bullets weigh 1 pound):


Arrows: 1 gold for 15 arrows, Craft (bows) DC 10, used for crossbows and bows.
Bullets: 1 gold for 10 bullets, Craft (firearms) DC 10, used for pistols.

([F] means the weapon is finessable, [2] means the weapon is two handed, [R] means the weapon is ranged)

Special Note:

While staves are built to be wielded two-handed, they can be wielded in just one hand in a pinch. If used one handed, staves deals 1d3 damage.

Armor:


Light Armor (-0 penalty, weighs 8 pounds):


Leather Armor: +2 AC, Craft (armor) DC 12, 10 gp
Chain Shirt: +3 AC, Craft (armor) DC 12, 25 gp

Medium Armor (-2 penalty, weighs 16 pounds):


Hide Armor: +4 AC, Craft (armor) DC 15, 15 gp
Chain Mail: +5 AC, Craft (armor) DC 12, 40 gp

Heavy Armor (-5 penalty, weighs 32 pounds):


Scale Mail: +6 AC, Craft (armor) DC 15, 25 gp
Plate Mail: +7 AC, Craft (armor) DC 15, 60 gp

Other (-0 penalty, shields weigh 1 pound, robes weigh 1/2 pound):


Shield: +1 AC, Craft (armor) DC 10, 10 gp
Robes: +0 AC, Craft (cloth) DC 10, 1 gp

(The penalty applies to all Parkour and Stealth checks; if the user is not proficient with the item, the penalty is increased by 3.)

Special Note:

All characters are proficient in robes. Robes can also be obtained as normal clothes, if you wish to wear armor under them, but those lighter robes can not be made of magic materials or enchanted.

Magic Materials:


Some materials are better than others; an examples of these materials is the metal mithril. By making weapons and armor out of these materials, you can make better weapons and armor. Making a weapon or armor out of these materials increases the cost by 500 gp and increases the Craft DC by 4.

Weapons made of magic materials get a +1 bonus to attack and damage rolls; armor made of magic materials grant an additional +1 bonus to armor class. Weapons and armor made of magic materials are not magical.



Basic Gear:


Backpack: Craft (cloth) DC 12, 2 gp. 1 lb.
Bedroll: Craft (cloth) DC 10, 1 gp. 2 lbs.
Blanket: Craft (cloth) DC 10, 1 gp. 1 lb.
Tent: Craft (cloth) DC 12, 5 gp. 5 lbs. Large enough for 2 people.
Rope: Craft (cloth) DC 12, 1 gp for 50 feet. 5 lbs.
Thread: Craft (cloth) DC 10, 10 sp for 50 feet. 1/2 lb.
Torches: Craft (wood) DC 10, 1 gp for 5. 1 lb each.
10' Pole: Craft (wood) DC 10, 1 gp.
Crowbar: Craft (metal) DC 12, 2 gp. 2 lbs.
Steel Mirror: Craft (metal) DC 15, 5 gp. 1 lb.
Hammer: Craft (metal) DC 10, 3 gp. 2 lbs.
Knife: Craft (metal) DC 10, 1 gp. 2 lbs.
Compass: Craft (metal) DC 15, 5 gp. 1/2 lb.
Pocket Watch: Craft (metal) DC 18, 50 gp. 1/2 lb.
Flint and Steel: Craft (metal) DC 12, 3 gp. 1 lb.
Small Magnet: Craft (metal) DC 10, 2 gp. -- lbs.
Telescope: Craft (glass) DC 15, 25 gp. 1 lb.
Magnifying Glass: Craft (glass) DC 12, 10 gp. -- lbs.
Book: Craft (scribing) DC 12, 10 gp. 3 lbs.
Trail Rations: Craft (rations) DC 10, 20 sp for 1 day. 1/2 lb per day.
Waterskin: Craft (rations) DC 12, 3 gp (holds 2 gal. water). 2 lbs when full.
Normal Clothes: Craft (clothes) DC 10, 5 sp. 1/2 lb.
Fancy Clothes: Craft (clothes) DC 15, 15 gp. 1 lb.
Warm Clothes: Craft (clothes) DC 12, 10 gp. 1 lb.
Cool Clothes: Craft (clothes) DC 12, 10 gp. 1 lb.

Tools of the Trade:


Spell Book: Craft (scribing) DC 15, 40 gp. 5 lbs.
Holy Symbol: Craft (etching) DC 15, 40 gp. 1 lb.
Thieves’ Tools: Craft (metal) DC 12, 10 gp. 1 lb.
Masterwork Thieves’ Tools: Craft (metal) DC 18, 50 gp. 2 lbs.
Musical Instrument: Craft (varies) DC 12, 5 gp. 3 lbs.

Alchemical Items:


Healing Potion: Craft (alchemy) DC 16, 25 gp. -- lbs.
Greater Healing Potion: Craft (alchemy) DC 20, 65 gp. -- lbs.
Alchemist’s Fire: Craft (alchemy) DC 18, 25 gp. -- lbs.
Draught of Evasion: Craft (alchemy) DC 18, 25 gp. -- lbs.
Draught of Fury: Craft (alchemy) DC 18, 25 gp. -- lbs.
Antivenom: Craft (alchemy) DC 18, 25 gp. -- lbs.
Blackout: Craft (alchemy) DC 18, 25 gp. -- lbs.

Healing Potion: When drunk, heals 1d8+1 points of damage.
Greater Healing Potion: When drunk, heals 3d8+3 points of damage.
Alchemist’s Fire: When thrown at someone, they take 1d6+2 fire damage; anyone within 5 feet of them takes 1d3 fire damage.
Draught of Evasion: When drunk, gives drinker a +1 alchemical bonus to reflex saves for 1 minute.
Draught of Fury: When drunk, gives drinker a +1 alchemical bonus to attack and damage rolls for 1 minute.
Antivenom: When drunk, gives drinker a +4 alchemical bonus to fortitude saves against poison for 1 hour.
Blackout: When a creature is exposed to Blackout (see the poison rules for exposing creatures to substances), they fall unconscious for 3d10 minutes (DC 20 Fort save to avoid, bonuses against poisons count).

Drinking an alchemic item takes a standard action.



Money:


There are 3 types of coin in FanAdv: Silver pieces (sp), Gold pieces (gp) and Platinum pieces (pp). A silver piece is worth 1/100th of a gold piece; platinum pieces are worth 100 gold pieces. 50 coins weighs 1 pound.

Buying/Selling Items:


Characters can buy items quite easily. It takes 1 hour to buy items, but you can buy any number of items in that hour. When buying an item, you pay its base price. By spending more time, characters can attempt to get a better deal, as follows:

- By spending 1 day to buy items, the character can attempt a DC 15 Diplomacy check; passing this check allows the character to buy any number of items for 85% of their base price.
- By spending 1 week to buy items, the character can attempt a DC 20 Diplomacy check; passing this check allows the character to buy any number of items for 70% of their base price.

A character with an item they don't want can sell it. It takes 1 hour to sell items, but you can sell any number of items in an hour. When selling an item, you get half of the base price of the item. By spending more time, characters can attempt to get a better deal, as follows:

- By spending 1 day to sell items, the character can attempt a DC 10 Diplomacy check; passing this check allows the character to sell any number of items for 75% of their base price.
- By spending 1 week to sell items, the character can attempt a DC 15 Diplomacy check; passing this check allows the character to sell any number of items for their base price.

Services:


Simple inn stay: 12 sp per night.
Deluxe inn stay: 20 sp per night.
Simple meal: 8 sp.
Deluxe meal: 15 sp.
Wagon ride: 3 sp per mile.
Boat ride: 10 sp per mile.
Fighter Mercenary: 100 gp*character level per month.
Spellcasting: 25 gp*spell level*caster level (+material components).
(For the cost of spellcasting, 0th level spells count as level 1/2)

Property:


Simple house: 1,000 gp, Craft (architecture) DC 12.
Deluxe house: 10,000 gp, Craft (architecture) DC 16.
Small keep: 100,000 gp, Craft (architecture) DC 20.
Small castle: 1,000,000 gp, Craft (architecture) DC 24.
Shop: 4,000 gp, Craft (architecture) DC 14.
Inn: 5,000 gp, Craft (architecture) DC 15.
Farm: 6,000 gp, Craft (architecture) DC 16.
Tower: 7,000 gp, Craft (architecture) DC 13.
Wagon: 750 gp, Craft (wood) DC 12.
Small Boat: 2,500 gp, Craft (boats) DC 14.
Large Boat: 25,000 gp, Craft (boats) DC 18.

A wagon needs 2 horses of the same size to move; the wagon moves 60 miles per day.
Boats move 120 miles per day, assuming normal weather.