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The weapons, shields and armor list in Primal Earth varies somewhat from the list found in the core rulebook. In Primal Earth, these arms come in different materials such as bone, wood and stone, initially, and later obsidian and rare metals. These materials grant these arms different properties. To learn more read the Primitive Arms and Armor page on the Pathfinder PRD.

At first, a variety of clubs and spears, and other simple arms are available. As the game progresses, characters will be introduced to axes and bows, and finally graduate to swords and metal weapons. Crossbows a do not exist in Primal Earth due to their sophistication. Bows are considered exotic weapons. Slings, sling staffs and atlatls take their place the common ranged weapons of choice.

See the character sheet for the exact list of available weapons, shields and armor.




A superiorwork weapon or armor is a masterwork weapon or armor that is designed specifically for you, and grants you additional bonuses whenever you wield it. To all other characters, this weapon is considered a masterwork weapon. Each superiorwork item can have three special attributes, all of which must be determined when the item is crafted. Each attribute can only be taken once, unless noted.













Crafting plays in important role in Primal Earth, as shops are not common in the world, and the PCs’ only options are either salvaging or making their own arms. It is recommended that at least one character in a single party put ranks into craft weapons and/or armor in order to be able to repair broken equipment and make new and improved items. In order to speed up crafting times, a set of simplified crafting rules are used below in place of the standard Pathfinder rules.

Crafting Prerequisites: Some materials are more advanced than others. Bone, leather and wooden arms can be crafted by anyone who has 1 rank or more in the appropriate skill. More complex materials, such as stone and obsidian, require additional skill ranks. The GM might also require that your character finds a mentor to teach him how to work with certain materials.





Gathering Materials: The first step involves a bit of roleplaying and imagination. The player that wishes to make a bone spear, can describe to the GM how he searches for a sturdy wooden branch to use as a haft and sharpens a thigh bone – ripped from a fallen foe to use as the edge.

Crafting times: The second step is to determine the number of days that it takes in order to create the desired weapon, armor or shield. Below are a series of tables, displaying the arm’s attributes (type, size, material, etc.) Next to each attribute is a number. Simply add all of the numbers together to find out how long it will take to craft the wanted item. One work day equals 8 hours of work. 0.5 means half a work day (4 hours of work).










Crafting DC: Once you have figured out the amount of time it will take to craft an item, roll the appropriate craft check and compare it to the DC in the table below. If you rolled equal or higher than the DC, you have made progress that day. If you roll a natural 20 on the dice, you made double the progress. Note, that the DCs below are identical to the DCs found in the core rulebook.

Equipment

Primal Earth Hatchiman