• No se han encontrado resultados

TABLA 54. LISTADO DE VÍAS DEPARTAMENTALES POR RANGO DE IMPORTANCIA

Economics, Community

Management, & Equipment

- Money -

- Equipment -

Certain items found in other places and times are unavailable in

Testament’s setting. Here is a list of appropriate weapons, goods, and

services.

Except where noted, descriptions are the same as in the Player’s

Handbook.

Weapons and Armor

Weapons involving elaborate craftsmanship were much less common, and thus more valuable, in the ancient world, hence the price of many weapons in the Testament setting is a lot higher than in other d20 settings. Nobles often embellished their weapons with gems and other decorations, and masterwork or mighty weapons could be given names and acquire histories despite being non-magical.

Bronze Age weapons tended to be lighter than in later eras, because there was less need to penetrate heavy armor.

New Weapons

Clay Ball Thrower: Essentially a large sling, this Sumerian-era weapon

allows the wielder to hurl heavy clay balls at a foe.

Inscribed Sling Stone: Magical or holy symbols or words (or even the

name of the user) could be carved into sling stones, as a psychological attack (making the enemy think that magic weapons are being employed against it) in large battles. Use of inscribed stones in the Biblical Battlefield Resolution System gives the slinger’s Side a +1 Morale bonus, and gives the enemy Side a -1Morale penalty if they realize the nature of the stones (DC 15 Spot check).

- 69 -

- CHAPTER 6: Economics, Community Management, & Equipment -

Table 6-3a: Weapons, melee

Simple Weapons—Melee

Weapon Cost Damage Critical Range Increment Weight Type

Unarmed Attacks

Strike, unarmed (Medium-size) -- 1d3** x2 -- -- Bludgeoning

Strike, unarmed (Small) -- 1d2** x2 -- -- Bludgeoning

Tiny

Dagger* 4 gp 1d4 19-20/x2 10 ft. 1 lb. Piercing

Small

Mace, light 25 gp 1d6 x2 -- 6 lb. Bludgeoning

Sickle 12 gp 1d6 x2 -- 3 lb. Slashing

Medium-size

Club -- 1d6 x2 10 ft. 3 lb. Bludgeoning

Halfspear 5 gp 1d6 x3 20 ft. 3 lb. Piercing

Mace, heavy 60 gp 1d8 x2 -- 12 lb. Bludgeoning

Large

Great Staff, Metal-Shod 40 gp 1d10 x2 -- 20 lb. Bludgeoning

Quarterstaff*# -- 1d6/1d6 x2 -- 4 lb. Bludgeoning

Shortspear 10 gp 1d8 x3 20 ft. 5 lb. Piercing

Martial Weapons—Melee

Weapon Cost Damage Critical Range Increment Weight Type

Small

Axe, throwing 4 gp 1d6 x2 10 ft. 4 lb. Slashing

Hammer, light 5 gp 1d4 x2 20 ft. 2 lb. Bludgeoning

Handaxe 12 gp 1d6 x3 -- 5 lb. Slashing

Pick, light* 20 gp 1d4 x4 -- 4 lb. Piercing

Sap 1 gp 1d6** x2 -- 3 lb. Bludgeoning

Sword, short 100 gp 1d6 19-20/x2 -- 3 lb. Piercing

Medium-size

Battleaxe 100 gp 1d8 x3 -- 7 lb. Slashing

Flail, light* 40 gp 1d8 x2 -- 5 lb. Bludgeoning

Khopesh (sicklesword) 125 gp 1d6 19-20/x2 -- 4 lb. Slashing

Longsword 150 gp 1d8 19-20/x2 -- 4 lb. Slashing

Pick, heavy* 40 gp 1d6 x4 -- 6 lb. Piercing

Scimitar 150 gp 1d6 18-20/x2 -- 4 lb. Slashing

Warhammer 120 gp 1d8 x3 -- 8 lb. Bludgeoning

Large

Greatclub -- 1d10 x2 -- 10 lb. Bludgeoning

Longspear* 25 gp 1d8 x3 -- 9 lb. Piercing

Scythe 36 gp 2d4 x4 -- 12 lb. Piercing and Slashing

*See the description of this weapon in the PH for special rules **This weapon deals subdual damage, rather than normal damage #Double weapon

Table 6-1:

Barter Bluff Checks

Scarcity Target DC

Item is abundant; everyone has one 30 Item is plentiful; all but the poorest have one 25 Item is reasonably common; available from

multiple sources in most markets 20 Item is hard to find; even in cities,

few dealers have one 15

Item is almost impossible to find; not everyone has ever seen one, and not every city even has one for sale (also including seasonal

goods out of season) 10

Table 6-2:

Knowledge (Trade)

Checks

Scarcity Target DC Item is abundant 10 Item is plentiful 12

Item is reasonably common 14

Item is hard to find 16

- 70 -

- CHAPTER 6: Economics, Community Management, & Equipment -

Table 6-3b: Weapons, Ranged

Simple Weapons—Ranged

Weapon Cost Damage Critical Range Increment Weight Type

Small

Dart 2 gp 1d4 x2 20 ft. ½ lb. Piercing

Sling -- 1d4 x2 50 ft. 0 lb. Bludgeoning

Stones, sling (10) 1 sp -- -- -- 5 lb. --

Stones, sling, inscribed (10) 1 gp -- -- – 5 lb. --

Medium-size

Javelin 5 gp 1d6 x2 30 ft. 2 lb. Piercing

Martial Weapons—Ranged

Weapon Cost Damage Critical Range Increment Weight Type

Medium-size

Shortbow* 60 gp 1d6 x3 60 ft. 2 lb. Piercing

Arrows (20) 3 gp -- -- -- 3 lb. --

Shortbow, composite* 225 gp 1d6 x3 70 ft. 2 lb. Piercing

Arrows (20) 3 gp -- -- -- 3 lb. --

Clay Ball Thrower 3 gp 1d6 x2 30 ft. 1 lb. Bludgeoning

Clay Ball Shot (5) 3 gp -- -- -- 2 lb. --

Large

Longbow* 150 gp 1d8 x3 100 ft. 3 lb. Piercing

Arrows (20) 3 gp -- -- -- 3 lb. --

Longbow, composite* 300 gp 1d8 x3 110 ft. 3 lb. Piercing

Arrows (20) 3 gp -- -- -- 3 lb. --

Exotic Weapons—Ranged

Weapon Cost Damage Critical Range Increment Weight Type

Small

Whip* 2 gp 1d2** x2 15 ft.* 2 lb. Slashing

Medium-size

Net* 20 gp -- -- 10 ft. 10 lb *

*See the description of this weapon in thePH for special rules **This weapon deals subdual damage, rather than normal damage #Double weapon

Table 6-4: Armor

Armor Maximum Armor Arcane Spell Speed

Armor Cost Bonus Dex Bonus Check Penalty Failure (30 ft.) (20 ft.) Weight

Light armor

Padded 5 gp +1 +8 0 5% 30 ft. 20 ft. 10 lb.

Heavy cloth 50 gp +2 +6 0 10% 30 ft. 20 ft. 15 lb.

Leather cloak 10 gp +1 +9 0 0% 30 ft. 20 ft. 5 lb.

Studded leather cloak 75 gp +2 +7 0 0% 30 20 10 lb.

Medium armor

Hide 100 gp +3 +4 -3 20% 20 ft. 15 ft. 25 lb.

Scale mail 500 gp +4 +3 -4 25% 20 ft. 15 ft. 30 lb.

Breastplate 2,000gp +5 +3 -4 25% 20 ft. 15 ft. 30 lb.

Shields

Shield, small leather 3 gp +1 -- -1 5% -- -- 4 lb.

Shield, small wooden 9 gp +1 -- -1 5% -- -- 5 lb.

Shield, large leather 7 gp +2 -- -2 15% -- -- 8 lb.

Shield, large wooden 20 gp +2 -- -2 15% -- -- 10 lb.

Shield, tower 300 gp ** -- -10 50% -- -- 45 lb.

Extras

Helm 50 gp +2 -- -2* 5% -- -- 10 lb.

- 71 -

- CHAPTER 6: Economics, Community Management, & Equipment -

Khopesh: This sickle-shaped sword can be used normally by those

with Martial Weapon Proficiency. Those with Exotic Weapon Proficiency (khopesh) can make trip attacks with it, and gain a +2 bonus to attempts to disarm opponents (including the roll to avoid being disarmed it the disarm attempt fails). Weapon Finesse can be applied to the khopesh.

Metal-Shod Great Staff: This 10-ft, long staff is a hollow bronze pipe,

with a metal ball fixed at the end. This was a Sumerian-era weapon.

New Armor

Heavy Cloth: This armor consists of either thin cloth (e.g., linen) that

is boiled in oil or wax to stiffen it, or thick cloth (e.g., felt) that can turn away some blows or missiles. It is hot, scratchy, and uncomfortable.

Leather Cloak: This full-length thick leather cape trades off a minimal

protective value with the benefit of minimal encumbrance of the wearer.

Shields: Leather shields are made of hides stretched over wooden

frames. Wicker shields are included in this class. Wooden shields can include metal bosses or other reinforcements.

Studded Leather Cloak: This leather cape includes large metal rivets

(larger than in close-fitting suits of studded leather armor worn in later eras) to help turn the blows of weapons.

Tower Shield: This massive wooden shield is nearly as tall as the

wielder. Basically, it is a portable wall meant to provide cover. It can provide up to total cover, depending on how far a character comes out from behind it. A tower shield, however, does not provide cover against targeted spells; a spellcaster can cast a spell on a character by targeting the shield. A tower shield cannot be used for the shield bash action. This shield is rarely used by a solitary warrior: usually it is carried by a lightly- armed shieldbearer whose primary job is to protect the warrior, freeing him to use both hands for bow use, to control the reins of a chariot, or to cast spells.

Helm: In later eras, this full head covering was simply considered a part

of a suit of armor, but in the Testament setting it is sometimes worn with light armor or even on its own. Breastplate is the only armor type that comes with a helm automatically.

Bronze vs. Iron

Between about 1300 and 1000 BCE there was a technological innovation that revolutionized the lands of the Testament setting: the development of iron weapons. Armed with this dreadful marvel, a collection of tribes

known as the Sea Peoples began a series of raids and invasions about 1200 BCE, toppling empires, and displacing other tribes from their homes. Against bronze armor and shields, iron weapons have their threat range increased by +2. Meanwhile, against iron armor and shields, bronze weapons have their threat range decreased by -2 (although a natural 20 is still always a threat), and their critical multiplier decreased by x1 (to a minimum of x2).

Prices of iron weapons and armor are five times listed prices for most of the Bronze Age. During the transitional period from the Bronze to the Iron Age (1200-900 BCE), prices for iron items are doubled. After 900 BCE, iron weapons and armor become the norm and listed prices are used. Characters in the late Bronze Age require a special feat (The Secret of Iron, see p. 46) to craft iron weapons and armor. After the time of Solomon, this secret is universally known and PCs can work it without requiring special knowledge.

Chariots

Chariots were the battleships of the ancient battlefield, used to quickly transport firepower into range of the enemy while providing some measure of protection to the warriors inside that wasn’t afforded to archers on horse or camel back.

Early Sumerian chariots were heavy wooden battle-wagons, drawn by teams of donkeys or mules. They were comparatively slow, but very strong defensively.

The invading Hyksos brought the chariot into Egypt in the 17th century BCE, having made two innovations: the use of horses instead of donkeys, and a lighter, faster, more maneuverable wicker construction. The Egyptians adopted the chariot and turned it against the Hyksos, driving them from the country after a century of subjugation. Soon thereafter, use of the new fast chariot spread throughout the region, although the Assyrians continued to use heavy chariots, increasing the

Table 6-5:

Special and

Superior Items

Weapon or Armor Cost

Weapon, masterwork +600 gp

Arrow, or bullet, masterwork 21 gp

Arrow, or bullet, silvered 3 gp

Dagger, silvered 20 gp

Mighty composite shortbow

(+1 Str bonus) 450 gp

Mighty composite longbow

(+1 Str bonus) 600 gp

(+2 Str bonus) 900 gp

(+3 Str bonus) 1,200 gp

(+4 Str bonus) 1,500 gp

Armor or shield, masterwork +300 gp

Iron (pre-1200 BCE) x5

- 72 -

- CHAPTER 6: Economics, Community Management, & Equipment -

number of horses pulling and adding more archers and shieldbearers to their complement.

Chariots were expensive objects, especially when the cost of the horses and the arms of the charioteers were considered. No nation could afford to field more than a few thousand of them at a time; when King David captured 1,000 chariots from the king of Zohab, he was forced to hamstring all but 100 of the horse teams because of the cost.

Chariots have two or three riders: a driver and a charioteer (armed with javelins or bow) and sometimes a shieldbearer. They provide one-quarter cover for the occupants (+2 AC, +1 Reflex save bonus); a shieldbearer increases this to three-quarter cover from attacks originating on his side of the chariot.

If a chariot driver is killed, the charioteer or shieldbearer may perform a move-equivalent action to grab the reins and attempt to control the craft. It requires a Ride check (DC 15) to take control of a runaway chariot; failure results in the chariot toppling, causing 1d10 damage to all occupants.

Chariots can be used for Trample attacks. The driver must make a Ride check vs. the target’s Armor Class to hit, and must make a second Ride check (DC 15 + the damage inflicted) to keep the chariot from toppling.

Masterwork Chariot: Masterwork chariots have a +1 bonus to their Ride

check modifier, +1 to Hardness, and they cost an additional 700 gp.

Goods and Services

Weights for all the items listed on Table 6-7: Goods and Services are their filled weights (except where otherwise designated). Items found in the Player’s

Handbook but not on this table are unavailable in the Testament setting.

Astrologer’s Tools: This consists of various instruments for measuring

planetary positions and calculating horoscope charts, as well as a library of standard texts. Use of these tools grants a +2 circumstance bonus on Knowledge (astrology) checks.

Average House: This was a very simple and common dwelling: an Israelite

four-room house, a Babylonian house with a courtyard, etc. Houses outside of walled cities were not typically bought; people made or bought bricks, then performed their own labor to construct the house.

Balsam: A crushed spice, the oil of which (persimmon) was the most

cherished of perfumes.

Camels: Camels were only domesticated after the 7th century BCE. Commoner’s Outfit: A simple belted robe or a long wool garment worn as a

wrap and fastened with a pin, and a pair of sandals. The clothing is likely to be uncolored, dyed a single color, or patterned simply. Egyptian commoners wore lighter linen clothing.

Desert Travel Garb: Light, layered clothing to protect against the sun

without being too heavy, plus a thick wool cloak for protection from wind, sand, and cold.

Entertainer: 1st-level experts with reasonably high Charisma modifiers. Fortress: As per Keep in the DMG.

Frankincense: An incense used in Israelite and Babylonian temples. Derived

from the gum of a tree found in southern Arabia.

Ginger (Costus): A spice also used as incense in the Temple of Jerusalem. Glass: Glass bottles date back to the 1st century BCE and, as such, are not

available in the Testament setting.

Granary: Stores up to 1,000 gp worth of grain.

Inn: Inns were scarce to non-existent in the ancient world, especially before

the invention of currency. Most inns were in large cities, or near breweries or pilgrimage sites. For the most part, travelers lodged with friends or with charitable strangers. Allowing travelers to stay and eat with a family was considered part of one’s duty by many ancient peoples, although travelers would often perform small labors in exchange for room and board.

Laborer: 1st-level commoners with average abilities.

Large Tent: Desert nomads lived in tents divided into multiple rooms (at a

minimum one room for men and another for women) by heavy curtains.

Meals: Poor meals might be composed of bread, beer, radishes, onions, and

dried fish. Higher quality meals might consist of bread, fish, grapes, sycamore figs, cucumber, and some sort of meat, and wine or beer.

Mercenary: Most professional mercenaries (such as the Kushite archers who

served in the armies of Egypt) are warriors of 2nd to 5th level.

Mule: Israelites were forbidden to breed mules, but were allowed to purchase

them.

Myrrh: A sacred incense derived from the resin of a tree in Kush, far south

and east of Egypt.

Noble’s Outfit: Similar to a commoner’s outfit, but the garments have layers

of linen, fringes, and more coloration. This also serves as the royal outfit for the rulers of poor city-states.

Table 6-6: Chariots

Type Hit Points/Hardness Ride Check Modifier Speed Trample Damage Weight Cost

Early (Sumerian, Hittite) chariot 120/10 -5 50 ft. (donkey/mule) 1d10 500 lb. 800 gp

- 73 -

- CHAPTER 6: Economics, Community Management, & Equipment -

Adventuring Gear

Item Cost Weight

Bell 1 gp *

Blanket, winter 5 sp 3 lb.

Candle 1 cp *

Case, map or scroll 1 gp ½ lb.

Chain (10 ft.) 300 gp 2 lb.

Crowbar 2 gp 5 lb.

Fishhook 1 sp *

Fishing net, 25 sq. ft. 4 gp 5 lb.

Flask 3 cp *

Flint and steel 1 gp *

Grappling hook 10 gp 4 lb.

Hammer 5 sp 2 lb.

Ink (1 oz. vial) 8 gp *

Ink brush or pen 1 sp *

Jug, clay 3 cp 9 lb.

Ladder, 10-foot 5 cp 20 lb.

Lamp, common 1 sp 1 lb.

Lamp Oil (1-pint flask) 5 sp 1 lb.

Lock

Very simple 20 gp 1 lb.

Average 40 gp 1 lb.

Good 80 gp 1 lb.

Manacles 75 gp 2 lb.

Mirror, small bronze 5 gp ½ lb.

Mug/tankard, clay 2 cp 1 lb.

Olive Oil (1-pint flask) 5 cp 1 lb.

Papyrus (sheet) 1 gp *

Papyrus (high quality) 2 gp *

Pick, miner’s 3 gp 10 lb. Pitcher, clay 1 sp 5 lb. Pole, 10-foot 2 sp 8 lb. Quern 1 gp 10 lb. Rope, hemp (50 ft.) 1 gp 10 lb. Sealing wax 1 gp 1 lb. Sewing needle 5 sp * Soap (per lb.) 5 sp 1 lb. Spade or shovel 2 gp 8 lb. Tent 10 gp 20 lb. Torch 1 cp 1 lb. Touchstone 1 sp ½ lb.

Vial, ink or potion 1 gp *

Whetstone 2 cp 1 lb.

Wine Press 5 gp 10 lb.

*negligible weight

Class Tools and Skill Kits

Item Cost Weight

Alchemist’s lab 500 gp 40 lb.

Artisan’s tools 5 gp 5 lb.

Astrologer’s Tools 250 gp 100 lb.

Disguise kit 50 gp 8 lb.

Healer’s kit 50 gp 1 lb.

Holy symbol, wooden 1 gp 1/10 lb.

Holy symbol, silver 100 gp 1 lb.

Musical instrument 5 gp 3 lb.

Musical instrument, masterwork 100 gp 3 lb.

Olive branch -- *

Scale, merchant’s 2 gp 1 lb.

Spellbook

(blank, scrolls) 35 gp 10 lb.

(blank, clay tablets) 20 gp 50 lb.

Thieves’ tools 30 gp 1 lb.

Table 6-7: Goods and Services

Thieves’ tools, masterwork 100 gp 2 lb.

Tool, masterwork +50 gp *

*negligible weight

Clothing

Item Cost Weight

Commoner’s outfit 1 sp 2 lb.

Desert travel garb 3 gp 4 lb.

Noble’s outfit 30 gp 6 lb.

Priest’s vestments 5 gp 6 lb.

Qedeshot’s outfit 5 gp 3 lb.

Royal outfit 200 gp 10 lb.

Containers and Carriers

Item Cost Weight Holds or Carries

Dry Goods

Barrel 2 gp 30 lb. 10 cu. ft.

Basket 4 sp 1 lb. 2 cu ft.

Chest 2 gp 25 lb. 2 cu. ft.

Pouch, belt 1 gp ½ lb. 1/5 cu. ft.

Sack 1 sp ½ lb. 1 cu. ft.

Spell component pouch 5 gp 1/4 lb. 1/8 cu. ft.

Liquids

Cup 2 gp * 1 ½ pint

Flask 3 cp * 1 pint

Jug, clay 3 cp 1 lb. 1 gallon

Mug/tankard, clay 2 cp * 1 pint

Pitcher, clay 2 cp 1 lb. ½ gallon

Vial 1 gp * 1 ounce

Waterskin 1 gp * ½ gallon

*negligible weight

Commodities

Item Amount Cost

Amulet, mekhtet (unenchanted) 1 1 gp

Cow 1 50 gp

Flour 1 lb. 5 cp

Iron (late Bronze Age) 1 lb. 100 gp

Iron (early Iron Age) 1 lb. 20 gp

Iron (mid-Iron Age) 1 lb. 5 sp

Linen 1 lb. (sq. yard) 8 gp Ox 1 50 gp Pig 1 5 gp Sheep 1 12 gp Silk 1 lb. (2 sq. yards) 20 gp Wheat 1 lb. 1 cp

Food, Drink, and Lodging

Item Cost Weight

Beer

Gallon 2 sp 8 lb.

Mug 4 cp 1 lb.

Banquet (per person) 10 gp --

Bread, loaf 2 cp ½ lb.

Inn stay (per day) 5 sp --

Meals (per day)

Good 7 sp -- Common 3 sp -- Poor 1 sp -- Wine Common (pitcher) 2 sp 6 lb. Fine (pitcher) 40 gp 1 ½ lb.

- 74 -

- CHAPTER 6: Economics, Community Management, & Equipment -

Obelisk: These structures (similar in shape to the Washington

Monument, but often decorated with carvings to honor the builder and his favorite gods) were one of many monuments built by New Kingdom pharaohs. For every half million gold pieces spent, it requires a year to build an obelisk. The largest obelisk still standing from Egyptian times is 105 feet high. Traditionally, obelisks were made in pairs.

Olive Branch: The druid class is not especially appropriate to the

Testament setting. If employing the class, an olive branch provides a

regional substitute for holly and mistletoe.

One-Room Hut: Few lived in such buildings on a permanent basis:

they were instead seasonal shelters for shepherds, temporary lodgings for hermits, etc. Multiple huts could be clustered together to form the houses of poor rural Babylonians.

Palace: As per Mansion in the DMG.

Pepper: There were a number of peppers used in the Testament region,

all derived from desert plants.

Priest’s Vestments: A robe of cotton (or a leopard’s skin in Egypt),

denoting the status as the servant of the divine. Likely colored or patterned.

Pyramid: The huge pyramids of Giza containing the mummified bodies

of monarchs in their cores are an artifact of Old Kingdom Egypt; in the time of the Testament setting new Egyptian pyramids are 10 to 20 ft. tall, and commemorate the lives of individuals while their actual bodies may be buried elsewhere. Similar constructs can be found in Nubia to the south of Egypt proper. This same construction cost applies to ziggurats; step-pyramids built on the plains of Mesopotamia. For each million gold pieces spent, it requires one year of construction time.

Qedeshot’s Outfit: An especially alluring and sacred costume for

Canaanite temple servants.

Quern: A household mill for grinding grain into flour. Consists of one

large, concave stone, and a smaller, rounded millstone.

Royal Outfit: A truly opulent garment worn by a pharaoh or great king,

or his chief wife. Likely to be very colorful, with inset jewelry or other ostentatious features.

Saffron: Used in incense and cloth, this desert-grown flower was very

expensive: it took 75,000 flowers to make one pound of this substance.

Slaves: The price given for slaves is an average throughout the Testament

region. Israelites bought as slaves by other Israelites command lower prices depending on how close the next Sabbatical year (when all