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Chapter 4 - Equipment

Equipment, Items, and Materials

Items encompass all types of equipment available to your hero in OHO. Adventuring gear such as backpacks, bedrolls, torches and tents; weapons such as swords, axes, or bows; armor such as greaves, mail, or shields; all are categorized here by market price. Also noted here is the item's use.

Items can be further categorized as Weapons or Armor.

There are, of course, numerous different ways to attain equipment, such as theft and looting, (the typical way to get more gear in the game), or buying the equipment in the market place; you can even craft items and gear yourself.

Magical Items are rare, often not to be found in typical marketplaces. As such, there is no listed market value for one.

Items

Listed here are mundane Items one can buy for Hero Creation. These items would also typically be available in any town of at least 500 population.

Items by Market Value
Item Name|-----|Mkt. Price (in GP)
Backpack|-----|5
Barrel|-----|4
Basket|-----|1
Bedroll|-----|1
Blanket|-----|1
Bucket|-----|1
Caltrops|-----|1
Candles(10)|-----|1
Chain(10ft)|-----|40
Chest|-----|5
Flask|-----|2
Flint and Steel|-----|1
Grappling Hook|-----|3
Ladder(10ft)|-----|10
Lantern|-----|15
Manacles|-----|20
Pouch, Belt|-----|1
Rope(50ft)|-----|10
Sack|-----|2
Simple Scroll|-----|75
Spellbook(100pages)|-----|25
Spellcraft Implements|-----|15
Spell Component Pouch|-----|30
Tent|-----|15
Trail Ration(1day)|-----|1
Toolkit(Adventurer's)|-----|25
Toolkit(Artisan's)|-----|15
Toolkit(Climber's)|-----|75
Toolkit(Disguise)|-----|50
Toolkit(Healer's)|-----|50
Toolkit(Herbalist's)|-----|50
Toolkit(Thieves')|-----|25
Torch(10)|-----|1
Waterskin|-----|1

Toolkits:
The Adventurer's Toolkit comes with a backpack, a bedroll, a blanket, a belt pouch, a sack, a tent, three days trail rations, three torches, and a waterskin.
The Artisan's Toolkit comes with general tools for most Simple Craft checks, such as a small hammer, a hand-drill, a small vial of adhesive, a multi-tool.
The Climber's Toolkit comes with pitons, boot tips, gloves, 50ft of rope, a grappling hook, and a harness that assists in any Athletics checks related to climbing.
The Disguise kit comes with make-up and other cosmetics, along with some small props, all to assist in Disguise checks.
The Healer's toolkit comes with bandages and salves to assist in Medicine checks.
The Herbalist's toolkit comes with vials and pouches for collecting herbs, tweasers and tongs, and a bowl and pistil for grinding; assists in Craft checks related to Alchemy.
The Thieves' toolkit comes with lockpick sets and small tools to assist in Disable Device checks.

Weapons

Weapon|-----|Mkt. Price|-----|Dmg Modifier/Type|-----|Wpn Category
Dagger|-----|3|-----|1d4/Slashing|-----|1-H
Stiletto|-----|3|-----|1d4/Piercing|-----|1-H/F
Scimitar|-----|6|-----|1d6/Slashing|-----|F
Broadsword|-----|6|-----|1d8/Piercing or Slashing|-----|V
Hand Axe|-----|6|-----|1d6/Slashing|-----|1-H
Battle Axe|-----|9|-----|2d4/Slashing|-----|V
Rapier|-----|5|-----|1d8/Piercing|-----|F
Greatsword|-----|12|-----|1d12/Slashing|-----|2-H
Greataxe|-----|15|-----|3d4/Slashing|-----|2-H
Shortspear|-----|5|-----|1d6/Piercing|-----|1-H/T
Longspear|-----|7|-----|1d8/Piercing|-----|V/T
Trident|-----|10|-----|2d6/Piercing|-----|V/T
Halberd|-----|12|-----|1d10/Slashing|-----|2-H/T
Glaive|-----|12|-----|1d10/Slashing|-----|2-H
Quarterstaff|-----|9|-----|1d8/Bludgeoning|-----|2-H
Club|-----|4|-----|1d6/Bludgeoning|-----|V
Mace|-----|6|-----|1d8/Bludgeoning|-----|V
Flail|-----|11|-----|1d8/Bludgeoning|-----|2-H
Sling|-----|1|-----|1d4/Bludgeoning|-----|R
Shortbow|-----|9|-----|1d6/Piercing|-----|R
Longbow|-----|15|-----|1d8/Piercing|-----|R
Composite Bow|-----|+30 per plus|-----|+1d6/Piercing|-----|R
Hand Crossbow|-----|30|-----|1d4/Piercing|-----|1-H-R
Crossbow|-----|50|-----|1d6/Piercing|-----|2-H-R

    LEGEND:
  • 1-H = one handed
  • 2-H = two handed
  • F = finesse
  • T = thrown
  • V = versatile

Longspears, Tridents, Halberds, Glaives, and Quarterstaffs are weapons with reach, meaning the target of an attack can be up to your hero's size category away. For example, a medium creature, like a human, is wielding a glaive. He can strike a creature that is up to five feet away.

Armor

Light armor allows for movement more so than Heavy armor. As such, it covers less and offers less protection. Heavy armor has higher damage reduction rates, however, as it does protect more. Light armor only includes chestpiece and half leggings.

Armor|-----|Mkt. Price|-----|Dmg Reduction|-----|Armor Category
Leather|-----|5|-----|2|-----|Lt
Chain|-----|15|-----|3|-----|Lt
Hide|-----|20|-----|4|-----|Lt
Thick Hide|-----|35|-----|6|-----|Hv
Half-Plate|-----|50|-----|7|-----|Hv
Full-Plate|-----|75|-----|8|-----|Hv

Heavy Armor comes with bracers, full leggings and greaves, and, of course, the chestpiece. Heavy armor has a minimum MIGHT requirement to wear. If the minimum is not met, the Reflex penalty is doubled and your hero's speed is halved. The MIGHT requirement is half the armor's damage reduction value, rounded down.

Armor, no matter the type, imposes a penalty to all Reflex rolls. This penalty is the armor's damage reduction score - your hero's ranks in the applicable armor.

Items sized for larger creatures:

Items, typically weapons and armor, are sized for their wielder. Larger weapons deal more damage than their smaller counterparts.

Items and damage

Items take damage just like creatures, and resolving it is similar. All items have resistance to most damage, unless otherwise stated. Items made out of paper or wood obviously take regular to double damage from fire. Exceptions aside, an item's quality is it's "fortitude" when it comes to saving against damage.

For example, Abel, equipped with a longsword, is attacking Nathan, equipped with Leather Armor. Abel attacks, rolling a 12 while Nathan defends, rolling a 10. This counts as a hit, so Abel rolls damage, coming up with 4. Nathan, before resolving the damage, takes his armor's damage reduction (2) and subtracts it from the damage (4), coming up with 2. This is the damage that he has to save against. But let's talk about the damage that the items respectively take. The sword is dealing 4 damage, and as all items have resistance, the sword must save against 2 damage. This longsword's quality is 1.3, so Abel will roll 1d6 and add 3, coming up with 5. The sword successfully saves, and does not lose any points in quality. Now let's look at the armor. The armor absorbed 2 damage, and half is 1, thus the armor needs to save against 1. This leather armor has seen some wear and tear, and isn't in the best condition, and has a quality of 0.3. Well, Nathan rolls no d6, but adds 3. 3 is enough to save, and the armor holds fast, though only barely.