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CHAPTER 5: EQUIPMENT

SELLING TREASURE
Opportunities abound to find treasure, equipment, weapons, armor, and more in the dungeons
you explore. Normally, you can sell your treasures and trinkets when you return to a town or
other settlement, provided that you can find buyers and merchants interested in your loot.

ARMS, ARMOR, AND OTHER EQUIPMENT


As a general rule, undamaged weapons, armor, and other equipment fetch half their cost when
sold in a market. Used weapons and armor aren’t always in good enough condition to sell.

ENHANCED ITEMS
Selling enhanced items can be problematic. Finding someone to find an overtuned blaster isn’t
hard, but the most unique of items are beyond all but the wealthiest denizens. Likewise, aside
from a few common enhanced items, you won’t normally come across enhanced items to
purchase. The value of special equipment is far beyond simple credits and should always be
treated as such.

GEMS, JEWELRY, AND ART OBJECTS


These items retain their full value in the marketplace, and you can either trade them in for
credits or use them as currency for other transactions. For exceptionally valuable treasures, the
GM might require you to find a buyer in a large city or even another planet.

TRADE GOODS
In the Outer Rim, many people conduct transactions through barter. Like gems and art objects,
trade goods-raw materials like bags of salt, livestock, and so on-retain their full value in the
market and can be used as currency.

IMPROVISED WEAPONS

1d4 damage for both melee and ranged (20/60)

Sometimes characters don’t have their weapons and have to attack with whatever is close at
hand. An improvised weapon includes any object you can wield in one or two hands, such as
broken glass, a table leg, a frying pan, a wagon wheel, or a dead jawa.

In many cases, an improvised weapon is similar to an actual weapon and can be treated as
such. At the GM’s discretion, a character proficient with a weapon can use a similar object as if
it were that weapon and use his or her proficiency bonus.

An object that bears no resemblance to a weapon deals 1d4 kinetic damage. If a character uses
a ranged weapon to make a melee attack, or throws a melee weapon that does not have the
thrown property, it also deals 1d4 damage. An improvised thrown weapon has a normal range
of 20 feet and a long range of 60 feet.

WEAPON PROPERTIES
Many weapons have special properties related to their use, as shown in the Weapons table.
AMMUNITION
You can use a weapon that has the ammunition property to make a ranged attack only if you
have ammunition to fire from the weapon. Each time you attack with the weapon, you expend
one piece of ammunition. If you use a weapon that has the ammunition property to make a
melee attack, you treat the weapon as an improvised weapon.

AUTO
Automatic weapons can only fire in burst or rapid modes. If the weapon has both burst and rapid
properties, you choose which mode to use. You can only use one mode at a time.

BURST
When you make a ranged weapon attack with a weapon with the burst property, you can
instead spray a 10-foot-cube area within range with shots, consuming ammunition equal to the
burst number. Each creature in the area must make a Dexterity saving throw (DC = 8 + your
bonus to attacks with the weapon) or take the weapon’s normal damage. If the targeted area is
beyond normal range but within long range, affected targets have advantage on the save.

DEXTERITY
A weapon with this special property requires more skill to control. While wielding it, you have
disadvantage on attack rolls unless you meet the Dexterity requirement.

DISGUISED
You have advantage on Charisma (Deception) checks made to hide the nature of a disguised
weapon.

DOUBLE
This weapon can be used with one or two hands. A damage value in parentheses appears with
the property-the damage when the weapon is used with Double-Weapon Fighting. See the rules
for Double-Weapon Fighting in chapter 9.

FINESSE
When making an attack with a finesse weapon, you use your choice of your Strength or
Dexterity modifier for the attack and damage rolls. You must use the same modifier for both
rolls.

FIXED
A weapon with the fixed property does not fill the hand, but you can’t use the weapon while the
hand is full. Additionally, you have a +10 bonus to ability checks and saving throws to avoid
being disarmed of this weapon.

HEAVY
When you hit with an attack roll using Strength with this weapon, you deal additional damage
equal to half your Strength modifier (rounded up, minimum of +1).

HIDDEN
You have advantage on Dexterity (Sleight of Hand) checks made to conceal a hidden weapon.

LIGHT
A light weapon is small and easy to handle, making it ideal for use when engaging in Double- or
Two-Weapon Fighting. See the rules for Double- and Two-Weapon Fighting in chapter 9.
LUMINOUS
A weapon with the luminous property sheds dim light in a 5-foot radius while activated.
Additionally, Dexterity (Stealth) checks made while the weapon is activated have disadvantage.

RANGE
A weapon that can be used to make a ranged attack has a range shown in parentheses after
the ammunition or thrown property. The range lists two numbers. The first is the weapon’s
normal range in feet, and the second indicates the weapon’s maximum range. When attacking a
target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target
beyond the weapon’s long range.

RAPID
When you make a ranged weapon attack with a weapon with the rapid property, you can
instead unload on a single target, consuming ammunition equal to the rapid number. The target
must make a Dexterity saving throw (DC = 8 + your bonus to attacks with the weapon). On a
failed save, roll the weapon’s damage dice twice and add them together, adding relevant
modifiers as normal. If the target is beyond normal range but within long range, it has advantage
on the save.

REACH
This weapon adds 5 feet to your reach with it.

RELOAD
A limited number of shots can be made with a weapon that has the reload property. A character
must then reload it using an action or a bonus action (the character’s choice). You must have
one free hand to reload.

RETURNING
When you throw a weapon with the returning property, it automatically returns to your hand after
the attack is complete, whether you hit or miss.

SPECIAL
A weapon with the special property has unusual rules governing its use, explained in the
weapon’s description (see “Special Weapons” later in this section).

STRENGTH
A weapon with this special property has a heavy kickback. While wielding it, you have
disadvantage on attack rolls unless you meet the Strength requirement. If the weapon has the
burst or rapid property, you must meet the Strength requirement to use this feature.

THROWN
If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the
weapon is a melee weapon, you use the same ability modifier for that attack roll and damage
roll that you would use for a melee attack with the weapon.

TWO-HANDED
This weapon requires two hands to use.

VERSATILE
This weapon can be used with one or two hands. A damage value in parentheses appears with
the property-the damage when the weapon is used with two hands to make a melee attack.
SPECIAL WEAPONS
Weapons with special rules are described below.

NEEDLER
The needler includes a specialized compartment for poison. One dose of poison, when installed
in this compartment, retains its potency for 1 hour before drying. One dose of poison is effective
for the next 10 shots fired by the weapon.

NET
A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on
formless or Huge or larger creatures. A creature can use its action to make a DC 13 Strength
check, freeing itself or another creature within its reach on a success. The net has an AC of 10,
5 hit points, and immunity to all damage not dealt by melee weapons. Destroying the net frees
the creature without harming it and immediately ends the net’s effects. While a creature is
restrained by a net, you can make no further attacks with it.

TRANQUILIZER RIFLE
The tranquilizer rifle includes a specialized compartment for poison. One dose of poison, when
installed in this compartment, retains its potency for 1 hour before drying. One dose of poison is
effective for the next 4 shots fired by the weapon.

VIBRODART
Due to their diminutive size, vibrodarts make ineffective melee weapons. Melee attack rolls
made with them are made at disadvantage.

VIBROLANCE
You have disadvantage when you use a vibrolance to attack a target within 5 feet of you. Also, a
lance requires two hands to wield when you aren’t mounted.

WRIST LAUNCHER
Rather than traditional power cells, the wrist launcher fires specialized projectiles in the form of
darts, small missiles, or specialized canisters.

EQUIPMENT PACKS
The starting equipment you get from your class includes a collection of useful adventuring gear,
put together in a pack. The contents of these packs are listed here. If you are buying your
starting equipment, you can purchase a pack for the price shown, which might be cheaper than
buying the items individually.

BURGLAR’S PACK
Costs 290 credits. Includes a backpack, two glow rods, a hydrospanner, a fusion cutter, a
chronometer, a grappling hook, 5 days of field rations, and a canteen.

DIPLOMAT’S PACK
Costs 330 credits. Includes a chest, a set of fine clothes, a datapad, 5 datacards, a stylus, 5
days of field rations, and a canteen.

DUNGEONEER’S PACK
Costs 320 credits. Includes a backpack, five glow rods, a fusion cutter, a grappling hook, a
chronometer, 10 days of field rations, a canteen, and 50 feet of fibercord cable strapped to the
side of it.

ENTERTAINER’S PACK
Costs 420 credits. Includes a backpack, a bedroll, two costumes, two glowrods, 5 days of field
rations, a canteen, and a disguise kit.

EXPLORER’S PACK
Costs 250 credits. Includes a backpack, a bedroll, a blanket, a mess kit, two glowrods, a
commlink, 10 days of field rations, a canteen, and 50 feet of fibercord cable strapped to the side
of it.

PRIEST’S PACK
Costs 275 credits. Includes a backpack, a blanket, two glowrods, a datapad, a traumakit, 5 days
of field rations, and a canteen.

SCHOLAR’S PACK
Costs 290 credits. Includes a backpack, a datapad, 5 datacards, a stylus, a holorecorder, 5
days of field rations, and a canteen.

TECHNOLOGIST’S PACK
Costs 670 credits. Includes a backpack, chronometer, respirator, datapad, holocomm,
commlink, bedroll, canteen, and 5 days of field rations.

CHAPTER 7: USING ABILITY SCORES


● Strength, measuring physical power
● Dexterity, measuring agility
● Constitution, measuring endurance
● Intelligence, measuring reasoning and memory
● Wisdom, measuring awareness and intuition
● Charisma, measuring force of personality

Ability Check DCs

Task Difficulty DC

Very easy 5

Easy 10

Medium 15

Hard 20
Very hard 25

Nearly impossible 30

PASSIVE CHECKS
A passive check is a special kind of ability check that doesn’t involve any die rolls. Such a check
can represent the average result for a task done repeatedly, such as searching for secret doors
over and over again, or can be used when the GM wants to secretly determine whether the
characters succeed at something without rolling dice, such as noticing a hidden monster.

Here’s how to determine a character’s total for a passive check:

10 + all modifiers that normally apply to the check. If the character has advantage on the check,
add 5. For disadvantage, subtract 5. The game refers to a passive check total as a score.

For example, if a 1st-level character has a Wisdom of 15 and proficiency in Perception, he or


she has a passive Wisdom (Perception) score of 14.

The rules on hiding in the “Dexterity” section below rely on passive checks, as do the
exploration rules in chapter 8.

WORKING TOGETHER
Sometimes two or more characters team up to attempt a task. The character who’s leading the
effort, or the one with the highest ability modifier, can make an ability check with advantage,
reflecting the help provided by the other characters. In combat, this requires the Help action
(see chapter 9).

A character can only provide help if the task is one that he or she could attempt alone. For
example, trying to open a lock requires proficiency with security kits, so a character who lacks
that proficiency can’t help another character in that task. Moreover. a character can help only
when two or more individuals working together would actually be productive. Some tasks, such
as threading a needle, are no easier with help.

GROUP CHECKS
When a number of individuals are trying to accomplish something as a group, the GM might ask
for a group ability check. In such a situation, the characters who are skilled at a particular task
help cover those who aren’t.

To make a group ability check, everyone in the group makes the ability check. If at least half the
group succeeds, the whole group succeeds. Otherwise, the group fails.

Group checks don’t come up very often, and they’re most useful when all the characters
succeed or fail as a group. For example, when adventurers are navigating a swamp, the GM
might call for a group Wisdom (Survival) check to see if the characters can avoid the quicksand,
sinkholes, and other natural hazards of the environment. If at least half the group succeeds, the
successful characters are able to guide their companions out of danger. Otherwise, the group
stumbles into one of these hazards.

USING EACH ABILITY


Every task that a character or monster might attempt in the game is covered by one of the six
abilities. This section explains in more detail what those abilities mean and the ways they are
used in the game.

STRENGTH
Strength measures bodily power, athletic training, and the extent to which you can exert raw
physical force.

STRENGTH CHECKS
A Strength check can model any attempt to lift, push, pull, or break something, to force your
body through a space, or to otherwise apply brute force to a situation. The Athletics skill reflects
aptitude in certain kinds of Strength checks.

Athletics. Your Strength (Athletics) check covers difficult situations you encounter while
climbing, jumping, or swimming. Examples include the following activities:

● You attempt to climb a sheer or slippery cliff, avoid hazards while scaling a wall, or cling
to a surface while something is trying to knock you off.
● You try to jump an unusually long distance or pull off a stunt midjump.
● You struggle to swim or stay afloat in treacherous currents, storm-tossed waves, or
areas of thick seaweed. Or another creature tries to push or pull you underwater or
otherwise interfere with your swimming.

Other Strength Checks. The GM might also call for a Strength check when you try to accomplish
tasks like the following:

● Force open a stuck, locked, or barred door


● Break free of bonds
● Push through a tunnel that is too small
● Hang on to a wagon while being dragged behind it
● Tip over a statue
● Keep a boulder from rolling

ATTACK ROLLS AND DAMAGE


You add your Strength modifier to your attack roll and your damage roll when attacking with a
melee weapon such as a vibrosword or doublesword. You use melee weapons to make melee
attacks in hand-to-hand combat, and some of them can be thrown to make a ranged attack.

LIFTING AND CARRYING


Your Strength score determines the amount of weight you can bear. The following terms define
what you can lift or carry.

Carrying Capacity. Your carrying capacity is your Strength score multiplied by 15. This is the
weight (in pounds) that you can carry, which is high enough that most characters don’t usually
have to worry about it.

Push, Drag, or Lift. You can push, drag, or lift a weight in pounds up to twice your carrying
capacity (or 30 times your Strength score). While pushing or dragging weight in excess of your
carrying capacity, your speed drops to 5 feet.

Size and Strength. Larger creatures can bear more weight, whereas Tiny creatures can carry
less. For each size category above Medium, double the creature’ carrying capacity and the
amount it can push. drag, or lift. For a Tiny creature, halve these weights.

DEXTERITY
Dexterity measures agility, reflexes, and balance.

DEXTERITY CHECKS
A Dexterity check can model any attempt to move nimbly, quickly, or quietly, or to keep from
falling on tricky footing. The Acrobatics, Sleight of Hand, and Stealth skills reflect aptitude in
certain kinds of Dexterity checks.

Acrobatics. Your Dexterity (Acrobatics) check covers your attempt to stay on your feet in a tricky
situation, such as when you’re trying to run across a sheet of ice, balance on a tightrope, or stay
upright on a rocking spaceship’s deck. The GM might also call for a Dexterity (Acrobatics) check
to see if you can perform acrobatic stunts, including dives, rolls, somersaults, and flips.

Sleight of Hand. Whenever you attempt an act of legerdemain or manual trickery, such as
planting something on someone else or concealing an object on your person, make a Dexterity
(Sleight of Hand) check. The GM might also call for a Dexterity (Sleight of Hand) check to
determine whether you can lift a wallet off another person or slip something out of another
person’s pocket.

Stealth. Make a Dexterity (Stealth) check when you attempt to conceal yourself from enemies,
slink past guards, slip away without being noticed, or sneak up on someone without being seen
or heard.

Other Dexterity Checks. The GM might call for a Dexterity check when you try to accomplish
tasks like the following:

● Control a heavily laden cart on a steep descent


● Steer a chariot around a tight turn
● Pick a lock
● Disable a trap
● Securely tie up a prisoner
● Wriggle free of bonds
● Play a stringed instrument
● Craft a small or detailed object

ATTACK ROLLS AND DAMAGE


You add your Dexterity modifier to your attack roll and your damage roll when attacking with a
ranged weapon. such as a blaster rifle or bowcaster. You can also add your Dexterity modifier
to your attack roll and your damage roll when attacking with a melee weapon that has the
finesse property, such as a vibrodagger or techblade.

ARMOR CLASS
Depending on the armor you wear, you might add some or all of your Dexterity modifier to your
Armor Class, as described in chapter 5.

INITIATIVE
At the beginning of every combat, you roll initiative by making a Dexterity check. Initiative
determines the order of creatures’ turns in combat, as described in chapter 9.

Hiding
When you try to hide, make a Dexterity (Stealth) check. Until you are discovered or you stop
hiding, that check total is contested by the Wisdom (Perception) check of any creature that
actively searches for signs of your presence.

You can’t hide from a creature that can see you, and if you make noise (such as shouting a
warning or knocking over a vase), you give away your position. An invisible creature can’t be
seen, so it can always try to hide. Signs of its passage might still be noticed, however, and it still
has to stay quiet.

In combat, most creatures stay alert for signs of danger all around, so if you come out of hiding
and approach a creature, it usually sees you. However, under certain circumstances, the
Dungeon Master might allow you to stay hidden as you approach a creature that is distracted,
allowing you to gain advantage on an attack before you are seen.

Passive Perception. When you hide, there’s a chance someone will notice you even if they
aren’t searching. To determine whether such a creature notices you, the GM compares your
Dexterity (Stealth) check with that creature’s passive Wisdom (Perception) score, which equals
10 + the creature’s Wisdom modifier, as well as any other bonuses or penalties. If the creature
has advantage, add 5. For disadvantage, subtract 5.

For example, if a lst-level character (with a proficiency bonus of +2) has a Wisdom of 15 (a +2
modifier) and proficiency in Perception, he or she has a passive Wisdom (Perception) of 14.

What Can You See? One of the main factors in determining whether you can find a hidden
creature or object is how well you can see in an area, which might be lightly or heavily
obscured, as explained in chapter 8.

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