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Equipment and Weapon Rules:


Money Conversions:

Since metal is rare and precious on Athas, the populace has had to resort to other forms of currency to meet its needs. The most common form of money here is the ceramic coin, or ceramic piece(cp). The ceramic piece is equivalent to the gold piece listed in the Equipment lists in the Player's Handbook, provided the item being purchased or sold is not metal. If the item is mostly metal(swords, metal armor, etc.) then the prices listed in the Player's Handbook are in Athasian Gold Pieces (100 ceramic pieces = 10 Athasian Silver Pieces = 1 Athasian gold piece). Immediately Below the ceramic coin in value is the ceramic bit(cb), which functions as silver would on other worlds. The lowest form of currency is the glass bead(gb), which functions as copper. It is important to note that extreme displays of wealth are uncommon in the general citizenry. Many peasants measure their entire life savings in terms of ceramic bits.


Starting Money:

Each character class in Athas gets the starting money of its equivalent Class in the D&D 3rd Ed. Player's Handbook except that the coinage is Ceramic Pieces. Templars, instead of getting Cleric starting funds, get 6d4x10. In this campaign, starting PC's get maximum starting money (as if they rolled the maximum amount on their starting-money dice). If your starting character has levels in multiple classes, use the best starting money from among your classes.


Athasian Weaponry:

Dark Sun Weapons Cost Weight Size Type¤ Critical Damage
Alhulak* 20 cp 9 M MB x2 1d8
Ankus* 15 cp 15 L EB x2 2d4(Sub)
Bard's Friend* 20 cp 3 S M-P/S 18-20/x2 1d4
Blowgun* 10 ft. range 1 cp 2 S EP x2 1
Blowgun, Greater* 10 ft. range 10 cp 4 L EP x2 1d4
Cahulaks* 120 cp 12 M E-P/B x2 1d8/1d8
Carrikal* 10 cp 6 M MS x3 1d6+1
Chatkcha* 20 ft. range 40 cp 1/2 S ES x2 1d6
Crusher* 60 cp 15 L EB x2 1d8
Datchi Club* 15 cp 10 L B x3 1d6
Dragon's Paw* 80 cp 9 L EP 19-20/x2 1d6/1d6
Elven Long Blade 100 cp 3 M ES 18-20/x2 1d8
Forearm Axe* 30 cp 6 S M-S/P x3 1d6
Gouge* 20 cp 12 L M-P/S x3 1d10
Gythka* 100 cp 12 M ES x2 1d8/1d8
Impaler* 8 cp 5 M MP x4 1d8
Lotulis 90 cp 9 L E-P/B/S x2 2d4/2d4
Master's Whip* 15 ft. range 20 cp 2 M ME x2 1d3
Maquahuital 15 cp 3 M MS 19-20/x2 1d8
Maquahuital, Large 20 cp 12 L MS 19-20/x2 2d6
Maquahuital, Small 10 cp 2 S MS 19-20/x2 1d6
Puchik* 4 cp 1 S SP x3 1d4
Quabone* 3 cp 4 M S-P/S x2 1d6(Sub)
Singing Sticks* 10 cp 1 M EB x2 1d6
Tortoise Blade* 20 cp 1 S EP 19-20/x2 1d4
Trikal* 10 cp 7 M M-P/B/S x3 1d6
Weighted Pike* 75 cp 15 L E-P/B x2/x2 1d8/1d6
Widow's Knife* 50 cp 4 M S-P/S 19-20/x2 1d4
Wrist Razor* 15 cp 2 S SS 19-20/x2 1d4
Zerka*& 10 ft. range 40 cp 3 L EP x2 1d10
¤ The first half of items in this category denotes proficiency type: S for simple, M for martial, E for exotic. The second half denotes damage type. For example, the puchik--a weapon listed as SP--is a simple piercing weapon.
* These weapons are made properly with non-metal components. They will not break under normal melee usage and do not suffer from weapon materials penalties. Should a metal version be constructed it costs 100 times the listed price and functions exactly as the non-metal original. & See the weapon description for special rules.
Note: Prices above are for stone or obsidian. Multiply accordingly for different materials.
Note: Damage numbers above are as per metal, non-modified by alternate materials.

Weapon Descriptions:

Alhulak:
With an alhulak, you get a +2 bonus on your opposed attack roll when attempting to disarm an enemy (including the roll to avoid being disarmed if you fail to disarm your enemy). You can also use this weapon to make trip attacks. If you are tripped during your own trip attempt, you can drop the alhulak to avoid being tripped.

Ankus:
The ankus is a hooked device used to steer Mekillots. It deals only subdual damage, but because of its hook, you can also use it to make trip attacks. You can drop the ankus to avoid being tripped during your own trip attempt. The ankus has 10-foot reach.

Bard's Friend:
This weapon is crafted with several obsidian blades and wooden prongs, which are fastened to a wooden handle. The bards of Balic frequently coat the blades with poison.

Blowgun:
The blowgun us a long tube through which you blow to fire needles. A needle does 1 point of damage, and it can deliver an injury or contact type poison.

Blowgun, Greater:
The greater blowgun fires blowgun darts that are slightly smaller than thrown darts. These darts do 1d4 points of damage in addition to delivering poisons.

Cahulak:
A cahulak is a double alhulak. You may fight as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with a light weapon (see Attacking with Two Weapons, PHB page 124). A creature using a double weapon in one hand, such as a half-giant using a set of Cahulaks, can’t use it as a double weapon.

Carrikal:
The sharpened jawbone of a large creature is lashed to a haft. The jagged edges are sharpened, forming a sort of battleaxe with two forward-facing heads.

Chatchka:
The chatkcha returns to the thrower on a missed attack roll. To catch it, the character must make an attack roll against AC 10. Failure indicates the weapons falls to the ground 10 ft. in a random direction from the thrower. A non-proficient user who fails in his attempt to catch the returning chatkcha suffers 1d4 damage from the weapon's sharp edges. Catching a returning chatkcha is a reaction and does not require that the character use up an iterative attack for the catch.

Crusher:
A crusher has reach. You can strike opponents 10 feet away with it, but you cannot use it against an adjacent foe. The crusher is made from a large stone or metal weight, mounted at the end of a 15’ long shaft of springy wood. The base of the shaft is planted in the ground, and the weight is whipped back and forth. This unusual weapon finds most use in specially trained infantry units.

Datchi Club:
A datchi club has reach. You can strike opponents 10 feet away with it, but you cannot use it against an adjacent foe. This weapon, generally found in the arenas, is made by affixing a 4-5 foot length of dried insect hive or roots to a three-foot long shaft. Teeth, claws, or obsidian shards are embedded into the head of the weapon.

Dragon's Paw:
A dragon’s paw is a double weapon. You may fight as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with a light weapon (see Attacking with Two Weapons, PHB page 124). A creature using a double weapon in one hand, such as a half-giant using a dragon’s paw, can’t use it as a double weapon. Popular in the arenas of Tyr and Urik, the dragon’s paw consists of a five or six-foot long pole, with a long, curved blade on either end. A sort of basket guards the wielder’s hands from attack, granting a +2 bonus on all attempts to defend against being disarmed.

Elven Longblade:
Proficient wielders can use the weapon finesse feat to apply their dexterity modifier, rather than their strength modifier, to all attack rolls made with the elven longblade.

Forearm Axe:
Forearm Axe: Strapped to the forearm like a buckler, the forearm axe resembles a double-headed battleaxe, with the wearer’s arm serving as the haft of the axe. You may continue to use your hand normally.

Gouge:
Worn in an over the shoulder harness, the gouge is commonly found in the Nibenese infantry. A wide blade of bone, obsidian or chitin is mounted to a three-foot long shaft of wood.

Gythka:
A gythka is a double weapon. You may fight as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with a light weapon (see Attacking with Two Weapons, PHB page 124). A creature using a double weapon in one hand, such as a half-giant using a gythka, can’t use it as a double weapon.

Impaler:
Like most Athasian weapons, the impaler was developed for the arenas. Two blades are mounted parallel to the end of a four-foot long shaft, forming a bladed 'T'. The impaler is swung horizontally or vertically with great force.

Lotulis:
Two barbed, crescent shaped blades adorn either end of the lotulis, which was once popular in the arena of Tyr. The lotulis is a double weapon. You may fight as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with a light weapon (see Attacking with Two Weapons, PHB page 124). A creature using a double weapon in one hand, such as a half-giant using a lotulis, can’t use it as a double weapon.

Maquahuital:
A maquahuital is a sort of sword crafted using a core of solid wood, with small, sharp, shards of obsidian embedded into the wood to form an edge on two opposite sides of the weapon. These weapons are used much like any other sword, though they tend to require more maintenance. Maquahuitals are especially popular in Draj.

Master's Whip:
The master’s whip is usually constructed from braided giant hair or leather, and has shards of chitin or bone braided into the end of the whip. Unlike normal whips, the master’s whip deals damage normally. In all other respects, it is treated as a normal whip.

Puchik:
A punching dagger.

Quabone:
Four jawbones are fastened around a central haft, at right angles to one anther. The quabone is a particularly impressive looking weapon, designed for use in the arenas. The wounds it inflicts are similarly impressive, as the quabone tends to open up many small cuts that bleed freely – for a brief time. The damage looks worse than it actually is.

Singing Sticks:
Singing sticks are a carefully crafted and polished pair of clubs. They draw their name from the characteristic whistling sound they make when used. A character proficient with singing sticks may use a pair of singing sticks as if he had the Ambidexterity and Two Weapon Fighting feats. The off-hand singing stick is considered to be a light weapon (See Attacking with Two Weapons, PHB page 124). In the hands of a non-proficient character, singing sticks are nothing more than clubs.

Trikal:
Three blades project radially from the business end of a six-foot long haft. A series of sharp serrated edges line the shaft below the foot-long blades, while the far end of the weapon is weighted, in order to balance the weapon.

Tortoise Blade:
The tortoise blade is essentially a foot-long dagger mounted to a buckler, which grants the wielder a +1 bonus to Armor Class. You may attack with a tortoise blade and still retain the +1 bonus to your Armor Class.

Weighted Pike:
A solid head, generally stone or baked ceramic, is mounted on the end of a spear or a pike. A weighted pike is a double weapon. You may fight as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with a light weapon (see Attacking with Two Weapons, PHB page 124). A creature using a double weapon in one hand, such as a half-giant using a weighted pike, can’t use it as a double weapon.

Widow's Knife:
Two prongs are hidden within the hilt of a widow’s knife. On a successful hit, you may trigger the prongs by releasing a catch in the hilt. The prongs do an additional 1d3 points of damage when sprung, and take a standard action to reload.

Wrist Razor:
Several shards of obsidian or bone are fastened to a strip of leather or other binding material, or are lashed onto the forearm of the wielder. Wrist razors are hard to disarm, granting you a +2 bonus when defending against a disarm attempt.

Zerka:
The direct translation of this weapon name is 'meat-seeker'. It is a short, viciously barbed javelin that can be used as a melee or thrown weapon. A zerkas often comes equipped with leather cord attached so that it can be reeled in after being thrown. On a successful hit inflicting 8 points or more damage, the weapon is lodged well and the barbs are going to prevent safe removal. To remove one quickly, the wielder or victim must make an a successful strength check. Failure indicates 1 point of damage and the weapon remains stuck. Success indicates another full damage roll (with no bonus) and the weapon is removed. Dislodging the weapon without further injury requires a full turn, or 1d4 rounds with a successful Heal check. This can be reduced to one round if the check is made at a -5 circumstance penalty.

Alternate Weapon Materials:

For weapons on Athas, use the costs in the Players Handbook, substituting ceramic pieces (and ceramic bits) for gold pieces (and silver pieces). Because metal is so rare on Athas, weapons that are made of metal or have critical metal components are often made of alternate materials.  Such items are made with bone or stone, and suffer a -1 penalty to damage.  Remember that all successful attacks do a minimum of one point of damage.
    For an additional price (double the listed cost), characters can purchase weapons made with obsidian or (for Thri-Kreen) dasl crystal.  Such weapons only suffer a -1 penalty to damage.
    Finally, the wood of the relatively abundant Agafari tree can be used, though it does not hold an edge well, and therefore suffers a -2 penalty to damage.
    Those wishing to purchase weapons actually made of metal must pay 100 times the listed cost.  Metal weapons do not incur damage penalties, and are very precious commodities.  In addition to the price increase, characters will discover that it's difficult to find such weapons for sale.
    The following weapons normally have no metal components and can be purchased at the listed price with no damage penalty: Club, Greatclub, Halfling Nunchaku, Net, Nunchaku, Quarterstaff, Sap,  Sling (-w- stones) and Whip. Sling users tend to employ stones rather than bullets, which use the stats found under the sling description in the Players Handbook.
    Missile weapons such as Composite Longbow, Composite Shortbow, Longbow, and Shortbow can be purchased at the listed cost. Ammunition for these weapons, however, must be purchased according to the rules above or it applies the appropriate damage penalty to the weapon firing it.
    The following weapons specifically require metal components, and can only be purchased at 100 times the listed price: Hand Crossbow, Heavy Crossbow, Light Crossbow, and Repeating Crossbow. Ammunition still must be purchased according to the material the quarrel-heads are made out of.
    Non-thri-kreen wishing to purchase chatkchas or gythkas made of dasl pay four times the listed cost.

Weapon Breakage:

If a Natural 1 is rolled on the attack roll, roll damage as if the attack were successful, but apply it to weapon instead.  Apply only strength (and Power Attack) bonuses to the damage roll. If the weapon does not break, record how many hit-points it has left.
Material: Weight: Damage: Cost: Hardness/HP:
Bone  50%   -1 dmg.   30%        6/12
Stone  75%   -1 dmg.   50%        8/15
Agafari wood  50%   -2 dmg.   10%        5/10
Dasl Crystal  75%   -1 dmg. Special        7/15
Obsidian  75%   -1 dmg.   50%        8/15


Athasian Armor:

Armor Type: Cost: Armor 
Bonus:
Max.
Dex:
Check
Penalty:
Arcane
Failure:
Speed
(30 ft.)
Speed
(20 ft.)
Weight*
Padded Cloth 5cp +1 +8 0 5% 30' 20' 10 lb.
Woven Cord 8cp +2 +4 -2 20% 30' 20' 20 lb.
Mekillot Leather 10cp +2 +6 0 10% 30' 20' 15 lb.
Inix Leather 25cp +3 +5 -1 15% 30' 20' 20 lb.
Bone/Wood 15cp +3 +4 -4 20% 20' 15' 25 lb.
Mekillot Hide 20cp +3 +4 -4 15% 20' 15' 20 lb.
Inix Hide 50cp +4 +3 -5 25% 20' 15' 30 lb.
Erdlu Scale 100cp +4 +3 -4 30% 20' 15' 40 lb.
Kank Breastplate 200cp +5 +3 -5 25% 20' 15' 30 lb.
Braxat Breastplate 1,000cp +6 +3 -5 25% 20' 15' 25 lb.
Kank Banded 300cp +5 +1 -6 35% 20'** 15'** 35 lb.
Kank Plate 500cp +6 +0 -7 40% 20'** 15'** 50 lb.
Braxat Banded 1,500cp +6 +1 -6 35% 20'** 15'** 25 lb.
Braxat Plate 2,500cp +7 +0 -7 40% 20'** 15'** 35 lb.
Buckler 15cp +1 - -1 5% - - 5 lb.
Shield, Small 3cp +1 - -1 5% - - 5 lb.
Shield, Large 7cp +2 - -2 15% - - 10 lb.
Shield, Tower 30cp *** - -10 50% - - 40 lb.
Armor Spikes**** +50cp - - - - - - +10 lb.
Shield Spikes**** +10cp - - - - - - +5 lb.
* Armor fitted for Small characters weighs half as much.
** When running in heavy armor, you move only triple your speed, not quadruple. These types of armor require dehydration checks as per Metal Armor above.
*** The tower shield grants you cover.  See the description.
**** Armor and Shield Spikes must check for breakage as normal when used as weapons.

Metal Armor:
In addition to being prohibitively expensive, metal armor in the heat of Athas is not the easiest thing to fight in. For each round of combat in metal armor in the normal heat of Athas, a character must make a Constitution check (DC 10 plus 1 for each previous check) or sustain 1d6 points of subdual damage.


New Equipment:
These items are available in most populated sectors of Athas.

General Items Cost
Bandoleer 5 cb
Bandoleer, Masterwork 5 cp
Fire Kit 2 cb
Water, Gallon 4 gb
Water, Tun Barrel 1 sp

Animals Cost
Crodlu 10 cp
Erdlu 10 cp
Inix 10 sp
Kank(Trained) 12 sp
Kank(Untrained) 5 sp
Mekillot 20 sp

Barding Cost Weight
Inix Leather 35 sp 240 lb.
Inix Chitin 50 sp 400 lb.
Kank leather 15 sp 70 lb.
Kank Chitin 35 sp 120 lb.
Mekillot Leather 500 sp 1000 lb.
Mekillot Chitin 750 sp 1600 lb

Transports:

Chariot
One kank, One warrior l0 Sp
Two kank, Two warrior 25 sp
Four kank, Three warrior 50 sp

Howdah
Inix 1 sp
Inix, War 10 sp
Mekillot 2 sp
Mekillot, War 50 sp

Wagon, Open
1,000 pound capacity 10 cp
2,500 pound capacity 20 cp
5,000 pound capacity 30 cp
10,000 pound capacity 50 cp

Wagon, Enclosed
1,000 pound capacity 15 cp
2,500 pound capacity 25 cp
5,000 pound capacity 40 cp
10,000 pound capacity 60 cp
Wagon, Armored Caravan 100 sp

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