Your Class and Feats determine what type of equipment you can carry. Each class has a starting equipment list - be sure to check it before beginning this step. When you are selecting starting equipment note it on your character sheet. Starter equipment always has a 0g value and cannot be traded or sold.
You can find additional non-combat equipment through Aurora's Whole Realm Catalogue
Armor - Light
Grants Defense +1 and Damage Reduction 1. Repair Cost is 5 silver. You must have the Light Armor Proficiency to wear Light Armor.
Quilted layers of heavy cloth and batting
Stiffened leather plates joined by flexible leather pieces and buckles
Same as leather, but with metal studs embedded in it.
A light, chainmail shirt that covers just the torso
Armor - Medium
Grants Defense +2 and Damage Reduction 2. Repair Cost is 1g. When Medium Armor is equipped, you may add half your Dexterity to your Defense. Some tasks like sneaking may be more difficult with Medium Armor equipped. You must have the Medium Armor Proficiency to wear Medium Armor.
Made from multiple layers of heavy, stiff leather and hide.
A coat and leggings of leather covered in overlapping pieces of metal, like fish scales.
Breastplate covers your torso, front and back, with leather underneath and greaves for the legs.
Interlocking metal rings worn over a quilted fabric and layered over vital areas.
Armor - Heavy
Grants Defense +5 and Damage Reduction 5. The Repair Cost is 2g. When Heavy Armor is equipped, you cannot use Dexterity to add to your Defense. Sneaking is impossible in Heavy Armor. It may also make other tasks more difficult. You must have the Heavy Armor Proficiency to wear Heavy Armor.
Made of narrow, vertical strips of metal that have been riveted to a backing of leather, often worn with heavy padding underneath, and felxible chainmail across the joints.
Overlapping strips of metal sewn to leather and chainmail
A combination of chain and fitted metal plates for vulnerable areas
Shaped and fitted metal plates that have been riveted together, worn over heavy padding
Repair Cost 1g You must have the Shield Proficiency to use a shield. Tower Shield has a separate Proficiency feat.
A small metal or wood shield strapped to the forearm. Allows use of a second weapon or two handed attacks
Defense +1 Cost: 15g
Light, wood or steel
Strapped to your forearm and gripped in your hand, it is too heavy for wielding two weapons, though you can carry items in that hand. You can only use medium and light weapons when this shield is equipped.
Defense +2 Cost: 3g
Heavy, wood or steel
Strapped to your forearm and gripped in your off hand, these are too heavy to wield a second weapon or do a two handed attack. Your off hand can only carry shield. Only Medium and Light Weapons can be equppied with this shield.
Defense +3 Cost: 7-20g
A massive shield nearly as tall as the wielder, it can also be used as cover, though you cannot attack the same turn you take cover behind it. Your off hand can only carry shield. Only Medium and Light Weapons can be equppied with this shield
Defense +3 Cost: 30g
Weapons - Light
Light Weapons grant a +1 Attack and can be wielded in one hand easily. With the right feats, you can use two light weapons at once. You must have the Light Weapon Proficiency to use Light Weapons. Repair Cost is 5 silver.
A small, one handed axe for combat, not weighted for throwing
A small, easy to conceal blade
An armored, spiked glove worn to do more damage when punching
A small , curved blade that can also be used to trip opponents
A one handed, heavy knife, sharp edge on the inside of the curved blade
A light, small sword used to slash and pierce
A small, light sword that is bigger than a dagger
A farming implement refitted for combat
A sling . . .
Weapons - Medium
Medium Weapons grant a +2 Attack and can be wielded in one hand or two. It is not possible two use two at once, though with the right feats they can be paired with a light weapon. You must have the Medium Weapon Proficiency to use Medium Weapons. Repair Cost is 1g.
A large, single bladed axe, weighted for melee combat.
Can be made of almost any large, blunt object.
Can be shot, but not loaded one handed, and takes a turn to load.
Flails are bludgeoning weapons. These weapons have one (or more) weights attached to a handle with a hinge or chain. Most often they consist of a wooden shaft connected to a metal head by a short length of chain.
A hammer balanced for combat.
A one handed sword favored by knights and paladins
A steel rod with a weighted and sometimes spiked end
A club with a rounded, spiked end
As simple as a large stick to a metal banded, carved staff. Can be carried in one hand but needs two hands to attack
A curved blade that can be wielded one-handed
Can be nocked with one hand but requires two to shoot
Can be used one or two handed, or thrown
A sword almost too big to wield one handed.
Weapons - Heavy
Heavy Weapons grant a +3 Attack and must be wielded in two hands. It is not possible two use two at once, or to equip them with any shield other than a buckler. You must have the Heavy Weapon Proficiency to use Heavy Weapons. The Repair Cost is 2g.
A two handed scimitar with a large curved blade
A two handed battleaxe
A large two handed sword
A staff with a slashing blade on one end and a weighted spike on the other
A large bow that requires two hands to shoot and load.
A farming tool refitted for combat
A large, one handed hammer with a weighted spike oppiste the flat end
Weapons - Ammo
Arrows (any bow)
20 to a pack, arrows
10 to a pack, crossbow bolts
2 to a pack, essentially an arrow with a weighted head
5 to a pack, come in a variety of styles and are used as small, thrown weapons
10 to a pouch, heavy metal balls used for slings - cause more damage and are more accurate than stones