Equipment & Magic Items (Years of Gold)

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The basics of Years of Gold equipment and items are the same as in standard D&D, except for mostly cosmetic and flavorful changes. Most weapons, armors and goods can be found no matter where the characters are in the world, with only masterwork items and rarities (such as everburning torches and items made of special materials) occasionally being hard to find.


  • Kama: Removed due to there being no culture on Pansaer that uses such weapons. A weapon identical in practice but with different flavor can be created with the Dungeon Master's discretion.
  • Nunchaku: Removed, see kama above.
  • Sai: Removed, see kama above.
  • Siangham: Removed, see kama above.
  • Axe, Orc Double: Removed, see kama above.
  • Hammer, Gnome Hooked: Removed, see kama above.
  • Repeating Heavy Crossbow and Repeating Light Crossbow: Removed due to Pansaerian technology not being of this level on average.
  • Shuriken: Removed, see kama above.
  • Improvised weapons: These are still considered nonproficient, but a character can take Weapon Proficiency (improvised) as a feat.
  • Dwarvenwork weapons: Dwarvenwork is a new level of quality weapons can be made in. Traditionally, the dwarves of the mountains are the ones to make dwarvenwork weapons (hence the name), but items of equal quality can be made by any blacksmith of exceptional skill. The dwarvenwork quality adds 600 gp to the cost of a normal weapon (or 12 gp to the cost of a single unit of ammunition). Adding the masterwork quality to a double weapon costs twice the normal increase (+1200 gp).
    Dwarvenwork weapons add a +2 enhancement bonus on attack rolls when attempting to disarm, grapple, sunder or trip with the weapon in combat; it still adds only a +1 enhancement on normal attack rolls. All magic weapons are at least of masterwork quality, but can also be of dwarvenwork quality (for example +1 dwarvenwork handaxe). An item cannot be both masterwork and dwarvenwork.
Table: New Weapons
Simple Weapons Cost Dmg (S) Dmg (M) Critical Range Increment Weight1 Type2
Light Melee Weapons
Scalpel 15 gp 1d2 1d3 18-20/×2 1 lb. Slashing
Hook 6 gp 1d2 1d3 ×4 1 lb. Piercing or slashing
One-Handed Melee Weapons
Shovel, military 4 gp 1d4 1d6 ×2 6 lb. Bludgeoning or slashing
Ranged Weapons
Sling 1d3 1d4 ×2 50 ft. 0 lb. Bludgeoning
Shrapnel bullets, sling (10) 5 gp 5 lb.
Martial Weapons Cost Dmg (S) Dmg (M) Critical Range Increment Weight1 Type2
Light Melee Weapons
Gauntlet, bladed 8 gp 1d4 1d6 ×2 1 lb. Slashing
Longdagger, goblin 12 gp 1d4 1d6 19–20/×2 2 lb. Piercing or slashing
Two-Handed Melee Weapons
Ram, battle 30 gp 1d8 1d10 ×2 20 lb. Bludgeoning
Greathammer 20 gp 1d10 1d12 ×3 12 lb. Bludgeoning
Exotic Weapons Cost Dmg (S) Dmg (M) Critical Range Increment Weight1 Type2
One-Handed Melee Weapons
Whip, barbed4 3 gp 1d3 1d4 ×2 4 lb. Slashing
Two-Handed Melee Weapons
Snatchpole4 60 gp 1d6 2d4 ×2 12 lb. Slashing
Ranged Weapons
Harpoon 30 gp 1d6 1d8 ×3 30 ft. 2 lb. Piercing
  1. Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much.
  2. When two types are given, the weapon is both types if the entry specifies “and,” either type (player’s choice at time of attack) if the entry specifies “or,” or each end of the double weapon is a different type if the entry specifies “/.”
  3. The weapon deals nonlethal damage rather than lethal damage.
  4. Reach weapon.
  5. Double weapon.
  • Battle Ram: A crude yet effective weapon, a battle ram is simply a battering ram fitted for combat. When using a battle ram, you get a +2 bonus on opposed Strength checks to bull rush an opponent.
    A battle ram can also be used to open doors. It gives you a +2 circumstance bonus on Strength checks made to break open a door and it allows a second person to help you without having to roll, increasing your bonus by 2.
  • Bladed Gauntlet: A gauntlet with a wicked blade affixed to the back of the hand. Your opponent cannot use a disarm action to disarm you of bladed gauntlets. The cost and weight given are for a single gauntlet. An attack with a bladed gauntlet is considered an armed attack.
  • Greathammer: A massive, two-handed hammer, commonly used by the dwarven knightly order called hammerers. The backside of a greathammer is usually fashioned into the likeness of an animal, usually a lion or an ox.
  • Harpoon: A harpoon forged for battle is a slender metal javelin that's connected to a 30-foot rope or thin chain. If a harpoon deals damage, the target must succeed on a Reflex save (DC 10 + the damage dealt) or be harpooned. A harpooned creature moves at half speed, cannot charge or run, and must make a DC 15 Concentration check to cast a spell. On a failed check, it loses the spell. If a harpoon misses its target or the target isn't harpooned, it can be pulled back with the rope or chain as a move action that provokes attacks of opportunity.
    If the harpooner holds onto the rope or chain, the harpooned creature must make an opposed Strength check to move more than 30 feet away from the harpooner. As a standard action, the harpooner can attempt an opposed Strength check with the harpooned creature. If the harpooner succeeds, the harpooned creature is pulled 5 feet closer to the harpooner. If the harpooner wishes, he can pull the harpooned creature back an additional 5 feet for each 5 points by which his check result was greater than the harpooned creature's check result.
    A harpooned creature can pull the harpoon out if it has two hands free and takes a full-round action to do so. Removing the harpoon in this way deals damage to the harpooned creature appropriate for the harpoon's size (1d8 for a Medium harpoon). A successful DC 15 Heal check allows the removal of the harpoon without any additional damage.
    Since a harpoon is not designed for melee, you are treated as nonproficient with it and take a -4 penalty on attack rolls if you use one as a melee weapon.
  • Hook: Hooks are most commonly used as tools of trade by various laborers, including fishermen. They can serve as weapons in a pinch, and some blacksmiths forge specialized hooks precisely for this purpose. A combat hook can vary in design greatly: some have elaborate handguards, while others are little more than iron crooks with a handle.
    You can use a hook to make trip attacks. If you are tripped during your own trip attempt, you can drop the hook to avoid being tripped.
  • Goblin Longdagger: A weapon traditionally used by goblin rogues, a goblin longdagger has found its way to use by the underside of most cultures on Pansaer. The longdagger is exceptionally long and usually slightly curved, often with saw-like teeth on the backside of the blade. You get a +2 bonus on Sleight of Hand checks made to conceal a goblin longdagger on your body (see the Sleight of Hand skill).
  • Military Shovel: Military shovels are used most often by archers or other non-melee military personnel (such as miners and scouts) as a secondary weapon. A military shovel is much smaller than an ordinary spade, making it less effective (but still usable) at digging, but much more apt for battle, since it can be wielded in one hand.
  • Scalpel: A small surgical blade that looks unimposing, until you see one wielded with the deadly precision the weapon is capable of. Scalpels meant for battle are often reinforced and longer than normal.
  • Shrapnel Bullets: A shrapnel bullets is a spherical piece of glass, obsidian or tied-together blades of metal. They come in a leather pouch that holds 10 bullets. A shrapnel bullet that hits its target shatters into deadly shards, dealing piercing and slashing damage instead of bludgeoning damage, and deal 1 damage to all creatures within 5 feet of the target.
    Use the splash weapon rules for shrapnel bullets that miss.
  • Snatchpole: These pincer-like polearms have small barbs on both the inside and outside of the pincers, and are used to subdue foes or slaves from a distance. If a creature hits with a snatchpole, it deals normal damage and can attempt to start a grapple as a free action without provoking an attack of opportunity. No initial touch attack is required.
    You can use a snatchpole to attack an opponent in a grapple as if it were a light weapon without taking the usual -4 penalty if you initiated the grapple with the snatchpole.
    A snatchpole has reach. You can strike opponents 10 feet away with it, but you can’t use it against an adjacent foe.
  • Barbed Whip: A barbed whip, unlike its barbless cousin, deals lethal damage and does threaten the whole area of its reach; however, a barbed whip only has a reach of 10 feet. You can use it against foes anywhere within your reach (including adjacent foes), just like a normal whip.
    Using a barbed whip provokes an attack of opportunity, just as if you had used a ranged weapon.
    You can make trip attacks with a barbed whip. If you are tripped during your own trip attempt, you can drop the barbed whip to avoid being tripped.
    When using a barbed whip, you get a +2 bonus on opposed attack rolls made to disarm an opponent (including the roll to keep from being disarmed if the attack fails).
    You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a barbed whip sized for you, even though it isn’t a light weapon for you.


Dwarves forge
the best armor
in the lands.
  • Dwarvenwork armor: Dwarvenwork is a new level of quality armor can be made in. Traditionally, the dwarves of the mountains are the ones to make dwarvenwork armor (hence the name), but items of equal quality can be made by any blacksmith of exceptional skill. A dwarvenwork suit of armor or shield costs an extra 300 gp over and above the normal cost for that type of armor or shield.
    The armor check penalty of dwarvenwork armor is reduced by 2 instead of 1. All magic armor is at least of masterwork quality, but can also be of dwarvenwork quality (for example +1 dwarvenwork chain shirt). An item cannot be both masterwork and dwarvenwork.

Goods & Services[edit]

  • Holy Water: Holy water deals damage to undead creatures and all outsiders, since their nature in Pansaer is different to standard D&D.
  • Riding Dog: Removed due to Pansaer having no culture of training dogs for riding. Neither dunners nor goblins make good riders, and those that do prefer ponies, donkeys, mules or occasionally giant spiders.
  • Exotic Saddle: Exotic saddles are rare in Pansaer, since mostly people ride horses and horses alone, with exotic saddles being reserved for the rare giant spider mounts. Thus, they cost four times as much as normal.
  • Sled: Pansaer has no permanently snowed-over areas (and has no great amounts of snowfall even in winter, except occasionally in the southwest), and thus sleds are extremely rare.
  • Spells: Spellcasting services are both rarer and more expensive in Years of Gold than they are in standard D&D. Only the largest cities sell spellcasting services, and even then they cost five to ten times as much as normally (depending on location and spell).
  • Splash weapons: All splash weapons (acid, alchemist's fire) also come in grenadier flasks: a larger, specially-designed container that spreads the splash more effectively. A grenadier flask version of a splash weapon deals 2d6 damage on direct hit (2 from splash) and costs four times as much as a normal flask.
Table: New Goods & Services
Item Cost Weight
Adrenaline powder (pouch) 250 gp
Falconry gear Varies Varies
Giant spider
Giant spider, heavy 40 gp per day
Giant spider, light 20 gp per day
Rope, spidersilk (50 ft.) 50 gp 5 lb.
Wickerdust (pouch) 500 gp
  • Adrenaline Powder: This crimson powder momentarily increases the adrenaline output of anyone who ingests it (usually either nasally or by rubbing the powder on their gums). The powder gives its user a +2 alchemical bonus to Strength for 1 minute, then makes the character fatigued for (10 - Con modifier) rounds.
  • Falconry Gear: As a world of nobles, falconry is commonly practiced in both the western and eastern kingdoms. They're also used more commonly as weapons compared to many other worlds. Some dunner tribes of the southeast use birds of prey, as do goblin bedouins of the Red Wastes, where they serve a secondary purpose of searching for water.
  • Giant Spider: Since giant spiders are sentient, intelligent (more or less) creatures, they're not bought but hired to serve as mounts. They're generally unpleasant but those individuals who work as mounts are better than their kin. The daily fee of a giant spider can be haggled (the Intelligence scores of a Large and Medium giant spider are 10 and 8, respectively), and they much rather take their payment in goods (especially captives) than in gold. Smaller spiders can't be ridden, and larger spiders won't let themselves be ridden, except in rare occasions, and in those situations the spider's in charge.
    A heavy giant spider is suitable as a mount for a human, dwarf or goliath. A light giant spider is suitable as a mount for a dunner or goblin.
  • Spidersilk Rope: Spidersilk rope, made only by the giant spiders of Caragos Eavorn, is sturdier and finer than any other type of rope. This rope has 6 hit points and can be burst with a DC 25 Strength check. It is incredibly supple and slightly adhesive, and thus provides a +2 circumstance bonus on Use Rope checks and on Climb checks to climb the rope.
  • Wickerdust: This drug ia created as irregular crystals but ground to a (from weakest to strongest) brown, gray or dirty-white powder for storing. It counts as a poison with the following attributes: Ingested (usually through nose), Fortitude DC 18 (not allowed when ingested willingly), initial and secondary damage 1d3 Wis. The drugs gives an user mostly visual hallucinations in the form of blurred sight and inability to concentrate on any one spot for long. Users are characterized as talkative, stronger of character but unable to make sensible decisions and easy to lead. Repeated use leads to a powerful addiction. Pushers often give the first sample of the drug for a tenth of the normal price. Since it's illegal, wickerdust is hard to sell without high risk.

Magic items[edit]

Unlike mundane items, magic items are a real rarity in the harsh world of Pansaer. The lack of easy ways to deal with every situation with some magic item or other makes the world both more deadly and the adventures in it more hair-raising. Basically, any magic item worth more than 5,000 gp is rare, and those worth more than 10,000 gp are incredibly so. Items worth more than 20,000 gp are basically nonexistent, except for a few unique artifacts.

The player characters should find most magic items on the course of their adventures instead of buying them from a store, to enforce an adventurous feel. Furthermore, all magic items that mimic the effects of an excluded spell or effect (such as etherealness) are also excluded, and items should only be available at the Dungeon Master's approval. Items that make dungeon delving or level design moot (such as those that can cast fly) should also be removed, or at least severely limited. If a magic item has both excluded and non-excluded effects, the Dungeon Master can have it be available to players for a lowered cost and lacking the forbidden features.

Items that impose penalties to those of a wrong alignment or affect creatures of a certain alignment can either be excluded by the Dungeon Master or adapted to a system without alignment: for example, the demon armor can be ruled to only function without level drain for those who seek to kill the innocent with it.

Magic armor[edit]

  • Etherealness: Removed due to the changed plane system of Years of Gold.
  • Undead Controlling: Removed due to the flavor of a low-magic setting having no need of an easy way to control undead.
  • Wild: Removed due to no available class having the wild shape ability.
  • Caster's Shield: Removed due to scrolls not existing in Years of Gold.
  • Energy resistance, improved energy resistance and greater energy resistance: These special abilities increase the cost of an armor or shield by only 5,000 gp, 10,000 gp or 15,000 gp, respectively.

Magic weapons[edit]

The rarity of magic items makes them more special.

The cost of magic weapons is only as much per point of enchantment bonus as magic armor: for example, a +1 weapon only costs 1,000 gp + the base cost of the weapon.

  • Spell Storing: Removed due to the revamped magic system of the setting.
  • Holy Avenger: Removed due to the paladin class being excluded.
  • Oathbow: Removed due to the elven race being excluded.
  • Sword of the Planes: Removed, see etherealness above.

Potions and oils[edit]

Potions, oils, tinctures and the like are not magical artifacts in the world of Pansaer. Rather, they are an ingenious application of alchemy and natural sciences. They don't appear magical in any way, and are not affected by effects that apply to magical items. In a sense, they're not magic items at all. The bonuses granted by potions and oils are alchemical bonuses instead of any other type.

If the Dungeon Master wants to make the setting less dangerous to the players, he or she might want to halve the prices of all potions and oils, to allow the player easier access to magical effects (such as weapon and armor bonuses) than normal.


  • Counterspells: Removed, see spell storing above.
  • Djinni Calling: Removed due to the djinn race being excluded.
  • Wizardry: These rings only function for wizards, who use them as a focus to their arcane arts and to modifying the Word and the Law.
  • Minor Spell Storing, spell storing and greater spell storing: Removed, see spell storing above.


  • Absorption: Removed, see spell storing above.
  • Immovable: Removed due to flavor clashes with the down-to-earth, more realistic setting.
  • Security: Removed, see immovable above.
  • Wonder: Removed, see immovable above.
  • Metamagic rods: These rods only function for wizards, see rings of wizardry above.


The scroll system is entirely excluded from the Years of Gold setting. This decision stems from a variety of reasons: firstly, the flavor of scrolls doesn't match the flavor of magic in the setting. Since there are no "spells" as such and all magical effects are born in the instant they are used, the idea of stored magic doesn't work. Secondly, while scrolls can add an interesting gameplay element, they are easy to abuse (especially by the wizards of standard D&D) and do nothing that other, custom magic items and effects couldn't achieve.


  • Passage: Removed due to almost all effects of the staff being excluded from or limited in the setting.

Wondrous items[edit]

The large number of wondrous items means that this page will not seek to list modified or excluded items, but the Dungeon Master should decide which items are available and with what modifications, using the guidelines established here. See the suggested cost guidelines under the Magic items heading.

As a general rule of thumb, if an item would replicate a forbidden or limited effect, make some feature of the setting or your gaming moot, spoil the fun for one or more participants or clash with the flavor, it ought to be removed.

Creating magic items[edit]

All magic item creation systems, feats and features are missing from the Years of Gold setting, on basis of the flavor of the setting not matching up with it (changed idea of magic, strive for realism etc.) and the inherent abuse that the system allows. While creating magic items can be wonderful ground for roleplay and player interaction, it has a tendency to fall on the more mechanical side.

Special materials[edit]

Items made of special materials are somewhat more common in Years of Gold, since the reducing of magic in the setting, coupled with the comparative rarity of magic items, makes the characters less powerful than normal.

  • Adamantine: Items made of adamantine cost only half of the extra cost normally associated with them in standard D&D (adamantine light armor costs +2,500 gp, weapons +1,500 gp etc.)
  • Dragonhide: The changed status of dragons in the setting means dragonhide is incredibly rare, basically legendary in the setting. Some warriors of the east wear scale mails of what they claim is dragonhide, but is actually just the scales of giant desert lizards.
  • Meteoric Iron: The only source of meteoric iron, as the name implies, comes from the sky, and is said by folklore to be the remnants of the mythical ore Auri uses in his forge. Bludgeoning weapons made of meteoric iron have a +1 bonus on damage rolls. Weapons made of meteoric iron cost twice as much to make as their normal counterparts.

Items without metal parts cannot be made from meteoric iron. An arrow could be made of meteoric iron, but a quarterstaff could not.

A double weapon that has only half of it made of meteoric iron increases its cost by 50%.

Meteoric iron has 30 hit points per inch of thickness and hardness 15.

Mithral: As with adamantine, items made of mithral cost only half of the extra cost normally associated with them in standard D&D.

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