Equipment

For the enterprising adventurer, there is a multitude of equipment out there that one could find useful in addition to what is described in the Player’s Handbook.
Those characters who grew up, or have spent a length of time in, larger cities will have had access to a broader range of goods and services. Here is a link to Aurora’s Whole Realms Catalogue, which may provide you with ideas to outfit your heroes.

Aurora’s Whole Realms Catalogue

Armour:

Armour in the Realms is essentially the same as described in the PHB. Of course Armour Class now scales upward, not downward, and movement rates are now affected by the weight and bulk of the armour.
Consult the table to see the new armour class and movement rate.

Bows:

If you have bonus for high strength, you can only apply it when you use composite bows. All composite bows are made with a particular strength rating (that is, requires a minimum strength modifier to use it, with proficiency). If your strength bonus is less than the strength rating of the composite bow, you take a -2 penalty to attacks with it per point of difference with your own modifier.
Composite bows default to a +0 strength bonus requirement. They can be made with a higher strength rating (which represents a heavier pull), to take advantage of wielders with high strength. This allows the wielder to add their strength bonus damage rating up to the limit of the bow’s rating. Each +1 strength bonus adds 100 gp to the price.

With the advent of plate armour, the need to find an answer to counter it grew. The result was the pile or bodkin arrow. Made with a compact arrowhead, it is designed to punch through armour. At short range these arrows ignore 2 points of physical armour class. This reduction does not affect the AC gained from high dexterity or spells that grant AC bonuses. Only AC granted by mundane armour.

Masterwork armour counteracts this effect by 1 point. Thus making the AC reduction 1 point at short range.

Magically enchanted armour reduces this effect by 1 point per magical plus.

Crossbows:

To reflect the power of a crossbow, the damage ratings have been increased.

A light quarrel now does 1d6+1 / 1d8+1
A heavy quarrel now does 1d8+1 / 1d10+1
A hand quarrel does 1d3 / 1d2

Under the PHB rules, characters have little reason to use a crossbow when a short bow is handy. In addition, crossbows gain a special armour penetration ability. At medium range, light and heavy crossbows reduce the AC of an armoured opponent by 2 points. At short range light and heavy crossbows reduce the AC of armoured opponents by 5 points. This reduction does not affect the AC gained from high dexterity or spells that grant AC bonuses. Only AC granted by mundane armour.

Masterwork armour counteracts this effect by 1 point. Thus making the AC reduction 1 point at medium and 4 points at short range.

Magically enchanted armour reduces this effect by 1 point per magical plus.

Hand crossbows do not have this ability.

Masterwork items:

  • Weapons: A masterwork weapon is a finely crafted version of a normal weapon. Wielding it provides a +1 bonus on attack rolls due to the fine balance of the weapon.
    You can’t add the masterwork quality to a weapon after it is created, it must be crafted as one by a weaponsmith of great skill.
    The masterwork quality adds 300gp to the value of the weapon. If the weapon is large, the price is increased by up to 600gp.
    Masterwork ammunition does not stack it’s bonus with the weapon that fires it if it too is masterwork quality.
    All magical weapons are assumed to be masterwork quality, but the magical enchantment doesn’t stack with the bonus provided by the masterwork quality.
    Masterwork Plickenstinters are so well made that they never backfire. Such weapons are so hard to manufacture that they always incur a 600gp price increase, regardless of size.
  • Armour: Just as with weapons, you can purchase or craft masterwork versions of armour and shields. Such a well made armour functions like the normal version, except that it is lighter and thus less encumbering, weighing only two thirds of the original weight. Wearing such well made armour also makes it easier to move, so when consulting the table below for armour movement rates, consider the rate to be one category better. Thief ability penalties are reduced by 5%. Armour of this quality adds 150gp to the value.
    Armour_Table.jpg

Shields:

Shields are slightly different from the descriptions in the Player’s Handbook. Bucklers and small shields confer a bonus to AC of +1. Medium shields confer a +2 bonus, and large or body shields confer a +3 bonus.

Plickenstinters:

There was once a mad Lantanese gnomish inventor by the name of Kassawar Plickenstint. He had this crazy idea that you could take the technology in an arquebus and improve upon it. The result was a series of complicated muskets, pistols and siege equipment that could fire a bullet at incredible ranges. He was hailed by some as a genius, and a monster by most. He died some years ago, but his legacy lives on. Albeit a destructive one.

The details of these weapons can be found in the Forgotten Realms Hardcover page 11.

  • Plickenstinter Pistol:
    See Starwheel Pistol
  • Plickenstinter Musket:
    See Musket
  • Plickenstinter Caliver:
    See Caliver
  • Gond’s Pipes:
    See Ribald
  • Gondgun:
    See Blunderbuss
  • Thayvian Mortar:
    See Bombard

All the firearms listed here use an alchemical substance known as smoke powder. Smoke powder is a rare substance that can be made with the Alchemy proficiency, but it is not automatically known to all alchemists. To make it, one must find a recipe. The recipe is a closely guarded secret of several cultures in the Realms, most notably, the Lantanese, the Thayvians, and the Kara-Turians.

Polearms:

Polearms are long, hafted weapons designed for two-handed use, each designed with specific tasks in mind. Usually, these are used in massed formations in pitched field battles. All polearms are most effective at reach. When foes are adjacent, in close quarter melee, polearms cannot be used as described. If there is enough room to swing the polearm side to side, you can strike with the butt end of the weapon as a quarterstaff. The most common tactic in such situations is to drop the polearm in favour of a close quarter weapon such as a short sword.

These long spear-like polearms can be set to receive a charge (if the character doesn’t have the fighting style ability): Awl Pike, Lucern Hammer, Partisan, Ranseur, and Spetum.

Pole axes and picks are designed for maximum striking power at reach. They gain +2 to hit against plate or mail armours: Bec de Corbin, Lucern Hammer, Bardiche, Halberd, and Voulge.

Any polearm with a hook-like protrusion can be used to attempt to dismount a rider. The weilder gains a +2 to any such CMB rolls : Bills, Bill-Guisarmes, Glaive-Guisarmes, and Guisarmes.

Reach Weapons:

A reach weapon is a melee weapon that allows its wielder to strike against targets that aren’t adjacent to him or her. Most reach weapons double the effective range that wielder has. This usually means that small and medium wielders can strike targets about 10’ away, and large wielders can strike targets about 15’ or 20’ away, but not adjacent creatures up to 10’ away.
If a person or creature is wielding a reach weapon and their opponent is not, the one with the reach weapon is allowed a free attack against that opponent. This only applies when joining battle for the first time, unless the wielder of the reach weapon can maneuver to keep their opponent at bay. Pike formations, or using the environment, such as narrow tunnels are a good example of ways to keep enemies at bay with reach weapons

A large creature wielding any weapon made for its size longer than a dagger, will naturally have reach against small and medium targets.

Some creatures also have natural attacks that allow them to strike with reach.

The following weapons have reach:
Polearms (excluding a bardiche), Lances and whips.

Equipment

Forgotten Realms: Birthright Avanpallandt