Pathfinder Dark Sun Conversion

Originally posted by kelsen:

Equipment

Weapons

Material Damage Weight HardnessHit Points*Price Weapon Type
Bone -1 Dice x1/2 6 2/5/10 1/100 Slashing/Piercing
Stone -1 Dice x2 8 2/5/10 1/100 Bludgeoning
Metal 0 x1 10 2/5/10 1 Any

  • Weapon Damage Dice
    Metal / Non-metal
    1d4 ----> 1d3
    1d6 ----> 1d4
    1d8 ----> 1d6
    1d10 ----> 1d8
    1d12 ----> 1d10

** Magical weapons have their hardness increased by a number of points equal to their magic bonus.

*** Magical weapons gain bonus hit points equal to 5 x weapons’s magic bonus.

Updated Weapons

Weapon Cost Damage Critical Weight Type Special

Simple

Ranged

Eggshell Grenade - - - B Range 10 ft., Breaks on impact delivering contact or inhaled poisons.
Blowgun 1gp 1 x2 2lb P Range 10 ft.
Needles (20) 1gp

Martial

Light

Flail, light 6gp 1d6 x2 3lb B +2 to disarm/trip
Hammer, light 8gp 1d6 x2 2lb B +2 to sunder

One-Handed

Flail, heavy 8gp 1d8 x2 5lb B +2 to disarm/trip
Hammer, heavy 12gp 1d8 x2 5lb B +2 to sunder

Two-Handed

Falchion 75gp 1d10 18-20/x2 8lb S
Great Flail 15gp 1d12 x2 10lb B +2 to disarm/trip
Maul 25gp 1d12 x2 15lb B +2 to sunder
Scythe 18gp 1d10 x4 10lb P/S

Ranged

Bolas 5cp 1d4 x2 2lb B Range 10 ft., Ranged trip.
Boomerang 10cp 1d4 x2 2lb B Range 20 ft., Return to its thrower.
Net 20cp - - 6lb. - Range 10 ft., Ranged touch attack, Entangled target has -2 on attacks, -4 on Dex, DC 20 Escape Artist or DC 25 Str Check.

Exotic

Light

Singing Sticks 5cp 1d4 x2 1lb B Non-metal. +2 to feint in combat.
Wristrazor 10gp 1d4 18-20/x2 1lb S Cannot be disarmed. +2 to disarm
Puchik 8gp 1d4 x4 2lb P Cannot be disarmed. +2 to disarm
Forearm Axe 12gp 1d4 x3 3lb S Cannot be disarmed. Function as a buckler, if used in pairs provide a +1 shield bonus even if used to attack.
Tortoise Blade 20gp 1d4 19-20/x2 4lb P Cannot be disarmed. Function as a buckler, if used in pairs provide a +1 shield bonus even if used to attack.
Impaler 10gp 1d6 x4 4lb P
Thinblade 50gp 1d6 18-20/x2 2lb P
Bard’s Friend 15gp 1d4 18-20/x2 1lb P +2 on Sleight of Hand Checks for concealment.
Holds up to 3 doses of injury poison, but only
one dose can be delivered per attack.

One-Handed

Warclub 4cp 1d8 x2 6lb B Non-metal.
Hydraflail 30gp 1d10 x2 6lb B +2 to disarm/trip
Warhammer 25gp 1d10 x2 8lb B +2 to sunder
Battlepick 20gp 1d8 x4 8lb P
Longblade 100gp 1d8 18-20/x2 3lb S Finessable
Warspear 5gp 1d8 x3 6lb P vs charge, Range 10 ft.

Two-Handed

Datchi Club 10cp 1d10 x2 10lb B Reach, Non-metal.
GrapplingHooks 50gp 1d6/1d6 x3 6lb P/S Reach, +2 to disarm/trip.
Gythka 60gp 1d8/1d8 x3 10lb P/S Range 10 ft., vs charge
Fullblade 200gp 2d8 19-20/x2 16lb S -2 penalty to attack
Fullaxe 80gp 2d8 x3 24lb S -2 penalty to attack
Fullmaul 100gp 2d8 x2 30lb B -2 penalty to attack, +2 to sunder
Fullflail 60gp 2d8 x2 20lb B -2 penalty to attack, +2 to disarm/trip
Great Spear 10gp 2d6 x3 9lb P -2 penalty to attack, Range 10 ft., vs charge
Great Scimitar250gp 2d6 18-20/x2 16lb S -2 penalty to attack
Great Scythe 80gp 2d6 x4 20lb P/S -2 penalty to attack
Double Flail 90gp 1d8/1d8 x2 12lb B +2 to disarm/trip
Double Hammer 25gp 1d8/1d8 x2 18lb B +2 to sunder
Double Scythe 60gp 1d6/1d6 x4 12lb S
DoubleScimitar125gp 1d6/1d618-20/x2 10lb S Finessable

Ranged

Barbed Bolas 10cp 1d6 x2 2lb. B Range 10 ft., Ranged trip.
Razor Net 50gp 1d6 x2 15lb. S Range 10 ft., Deal dmg whenever target attempts to escape, DC to Escape/Break increses +1 for each previous check.
Great Blowgun 5gp 1d3 x2 2lb P Range 10 ft.
Darts (10) 1gp 0.5lb
Chatkcha 5gp 1d6 x3 2lb S Range 20 ft., Return to its thrower, Can be used as melee weapon.
Greatbow 150gp 1d10 x3 6lb P Range 120 ft., -2 penalty on attack rolls
Greatbow,
Composite 200gp 1d10 x3 6lb P Range 130 ft., -2 penalty on attack rolls

Armor Cost DR Dex Check Spell Weight Harness* Hit Points**

Light (No speed penalties)

Padded 5cp 1 +7 0 5% 10lb 1 10-> Crafted with giant hair = +8 max dex, 20 Dur, 50 cp.
Leather 10cp 1d2 +6 -1 10% 15lb 2 20
Studded Leather 25cp 1d3 +5 -2 15% 20lb 3 30
Chain Shirt 100gp 1d4 +4 -3 20% 25lb 10 40

Medium (Normal speed reduced 25%)

Scalemail 50cp 1d4 +2 -5 30% 35lb 3 40
Chitin Breastplate 250cp 1d4 +3 -4 25% 30lb 6 20
Chainmail 150gp 1d5 +2 -5 30% 35lb 10 50
Breastplate 250gp 1d5 +3 -4 25% 30lb 10 50

Heavy (Normal speed reduced 50%; cannot run or charge)

Splintmail 200cp 1d5 +1 -6 35% 40lb 3 50
Chitin Platemail 500cp 1d6 +1 -7 40% 45lb 6 30
Platemail 500gp 1d7 +1 -7 40% 45lb 10 70
Full Plate 1000gp 2d4 +1 -8 45% 50lb 10 80

Shields AC

Buckler 5gp +1 0 5% 5lb * 5
Light Shield 10cp +1 -1 10% 10lb * 10
Heavy Shield 20cp +2 -2 15% 15lb * 20
Tower Shield 30cp +4 -8 45% 45lb * 40

  • Non-Proficient Armor Use: A characters wearing armor he is not proficient with, reduce Max Dex Bonus by 4 points,
    Armor Check penalty by -4, and increase Arcane Spell Failure by +20%.
  • Magical armors and shields have their hardness increased by a number of points equal to their magic bonus.

** Magical itens gain bonus hit points, depending upon the item:
-Magic Shield: bonus hit points equal to 10 x shield’s magic bonus.
-Magic Armor: bonus hit points equal to 20 x armor’s magic bonus.

Armors made of chitin have one-half less hit points.
  • Armor natural breakage: Whenever you take damage from a melee attack or a spell (failed save) that exceeds your
    armor’s hardness, your armor loses 1 hit point. If the damage exceed your armor hit points, the armor becomes
    "broken", and its bonus to AC is halved, rounding down. Broken armor also doubles armor check penalty on skills.

Repair: Non-magical items can be repaired through a Craft skill check. Generally speaking, this requires a Craft
check against DC 20, and 1 hour of work per point of damage to be repaired. Most craftsmen charge 1/10 the item’s
total cost to repair such damage (more if the item is badly damaged). If the item is magical, it can only be
repaired with a mending or make whole spell cast by a character with a caster level equal to or higher than the
item’s minimum caster level.

Armor and enviroment heat effects:

Light armor: During day time, a character wearing full suit of light armor of any sort, can fight normally
for a number of rounds equal to his Constitution Score. After that time, you must succeed in a Fort Save
against DC 15 to continue fighting normally. The DC increases by +2 per additional round. If you fail, you
become “fatigued”. If you continue fighting, and fail another Fort Save you become “exhausted”.

Medium armor: During day time, a character wearing full suit of medium armor of any sort, can fight normally
for a number of rounds equal to one-half his Constitution Score (rounded down). After that time, you must
succeed in a Fort Save against DC 15 to continue fighting normally. The DC increases by +2 per additional
round. If you fail, you become “fatigued”. If you continue fighting, and fail another Fort Save you become
"exhausted".

Heavy armor: During day time, a character wearing full suit of heavy armor of any sort, can fight normally
for a number of rounds equal to one-quarter his Constitution Score (rounded down). After that time, you must
succeed in a Fort Save against DC 15 to continue fighting normally. The DC increases by +2 per additional round.
If you fail, you become “fatigued”. If you continue fighting, and fail another Fort Save you become “exhausted”.

Metal Armor: Metal armor of any sort is treated as if were one size category heavier for purposes of determing
the effects of heat on the wearer.

Piecemeal armor: Piecemeal armor of any sort is treated as if were one size category lighter for purposes of
determing the effects of heat (if the piecemeal armor mixes metal and non-metal parts, treat it as if were made
from the material wich has most parts).

Muls: Muls are immune to the effects of fatigue and become fatigued instead of exhausted.

Elves: Elves treat the armor they are wearing as if were one size category lighter for purposes of determing the
effects of heat on the wearer.

Endure Elements spells or magic armor “of cooling”: negates the effects of heat.

Piecemeal armor AC Fullsuit Torso One Arm Two Arms One Leg Two Legs

Padded 1 0.5 0.125 0.25 0.125 0.25
Leather 2 1 0.25 0.5 0.25 0.5
Studded Leather 3 2 0.25 0.5 0.25 0.5
Chain Shirt 4 3 0.5 1 X X
Scalemail 4 2 0.5 1 0.5 1
Chitin Breastplate 4 3 X X 0.5 1
Chainmail 5 3 0.5 1 0.5 1
Breastplate 5 4 X X 0.5 1
Splintmail 5 3 0.5 1 0.5 1
Chitin Platemail 6 3 0.75 1.5 0.75 1.5
Platemail 7 4 0.75 1.5 0.75 1.5
Full Plate 8 4 1 2 1 2

Piecemeal armor. Torso costs and weights one-half listed price and weight
of the full suit. Each limb (arm or leg) costs and weights 1/8 listed price
and weight of the full suit. Chainshirt Torso costs and weights 3/4 listed
price and weight of the full suit. Chainshirt arms costs and weights 1/4
of the listed price of the fullsuit. Breastplate Torso costs the listed
price for the full suit and weights 3/4 listed weight of the full suit.
Breastplate legs are free (no cost) and weight 1/4 listed weight of the
full suit.

-If wearing up to two limbs of armor and no torso armor, treat as if wearing
no armor for determining max dex and armor check penalty. Take a -1 penalty
on DR rolls.

-If wearing only torso armor, or torso armor and up to two limbs of armor,
treat as if wearing the fullsuit of torso armor for determing max dex and
armor check penalty. Take a -1 penalty on DR rolls. Treat the armor as if
one category lighter for purposes of determing heat effects on the wearer.

-If wearing more than 3 or 4 lims of armor and no torso armor, treat as if
wearing the fullsuit of armor wich pieces are in majority, or the worst
stats in case of tie (2 pieces of one type and 2 pieces of other type).
Take a -1 penalty on DR rolls. Treat the armor as if one category lighter
for purposes of determing heat effects on the wearer.

-If wearing torso armor, and 3 or 4 limbs or armor, treat as if wearing
the fullsuit of torso armor, or of the armor wich pieces are in majority,
wichever is worst.