Equipment

Equipment Packs

The starting equipment you can get from your class includes a collection of useful adventuring gear, put together in a pack. The contents of these packs are listed here.
Burglar’s Pack. Includes a backpack, a compact mirror, a crowbar, a flashlight with an extra set of batteries, and a throwaway prepaid cellphone (burner).
Explorer’s Pack. Includes a backpack, a sleeping bag, a mess kit, a lighter, a flashlight with an extra set of batteries, 10 days rations, and a water bottle.

Armor and Shields

Riot Shield. Lightweight protection devices deployed by police and some military organizations. Riot shields are almost exclusively long enough to cover an average-sized man from the top of the head to the knees. Some riot shields are designed to be bullet resistant against low-velocity handgun and shotgun ammunition; however, most are not. They are generally intended to be used in riot control, to protect the user from shrapnel, thrown projectiles, and splash from various weapons such as a Molotov cocktail. They can also be used as short-ranged melee weapons to push back rioters.
Riot shields are used in almost every country with a standardized police force. Most riot shields are constructed from transparent, high-impact polycarbonate to enable the bearer to see incoming thrown objects, so the shield can quickly be positioned to deflect them away from the user’s body. They can only be used with a light one-handed melee weapon or ranged weapon.

Armor Cost Armor Class (AC) Strength Stealth Weight Properties
Light Armor
Heavy coat 5 gp 11 + Dex modifier Disadvantage 6 lb.
Leather jacket 10 gp 11 + Dex modifier 4 lb.
Light undercover shirt 15 gp 11 + Dex modifier 2 lb. DR/2 ballistic
Kevlar-lined coat 50 gp 12 + Dex modifier 8 lb. DR/2 ballistic
Undercover vest 55 gp 13 + Dex modifier 3 lb. DR/2 ballistic
Medium Armor
Concealable vest 13 + Dex modifier (max 2) 4 lb. DR/3 ballistic
Light-duty vest 14 + Dex modifier (max 3) 8 lb. DR/3 ballistic
Tactical vest 15 + Dex modifier (max 2) Str 10 Disadvantage 10 lb. Resistance: ballistic
Heavy Armor
Special response vest 50 gp 15 Str 10 Disadvantage 15 lb. Resistance: ballistic
Land Warrior armor 230 gp 17 Str 13 Disadvantage 10 lb. DR/5 ballistic/slashing
Forced entry unit 1,530 gp 18 Str 13 Disadvantage 20 lb. Resistance: ballistic/slashing
Shield
Riot Shield, small +1 4 lb.
Riot Shield, medium +2 5 lb.
Riot Shield, large +3 Disadvantage 10 lb. DR/1 ballistic
Riot Shield, capture +3 Disadvantage 10 lb. DR/1 ballistic, advantage to push

Weapons

Cestus. A reinforced gauntlet which protects the knuckles and transforms mere punches into lethal blows. This weapon cannot be disarmed. It takes an action to don or doff a cestus.

Claws. Claws, or tekko-kagi, comprises of bands of metal that wrap around the wielder’s hands, with several protruding dagger-like blades.

Katar. Also called a punching dagger, this unique weapon is favored by monks, rogues, and other unconventional warriors.

Knuckle Axe. Knuckle Axes are similar to brass knuckles or knuckledusters but they are bigger and have a larger sharpened blade instead of the flat blunt edge. Meant to be a monk weapon and count as “Unarmed” for the sake of flurry of blows and bonus Martial Arts attacks.

Knuckleduster. Knuckledusters are small weapons, that fit in the palm of the user’s hand, that increase damage done with fists. Usually seen as a weapon of thugs and underground enforcers, Knuckledusters are easier to hide than a dagger or sword, and are used to severely injure without murder. A character using these can do so retaining any proficiency in Unarmed Strikes, and any special damage dice for Unarmed Strikes.

Kukri. A knife with an inwardly curved edge, similar to a machete, used as both a tool and as a weapon. Kukri are designed with a notch at the end of the blade to allow blood and sap to drip off the blade rather than on the handle.

Monk’s Glaive. This is a short pole-arm resembling a fauchard or guan do, with an additional spike for thrusting. It deals slashing damage when wielded in one hand and piercing damage when wielded in two hands.

Needle. A needle is a slender piercing weapon made from steel, bone or hardwood. They resemble knitting needles, about 1 foot in length.

Weapon Cost Damage Weight Properties
Simple Melee Weapons
Cestus 5 sp 1d4 bludgeoning 1/2 lb. Light, special
Claws 5 gp 1d4 slashing 1 lb. Finesse, light
Katar 5 gp 1d4 piercing 2 lb. Finesse, light
Knuckle Axe 5 gp 1d6 slashing 2 lb. Finesse, light
Knuckleduster 3 sp Unarmed Damage + 1 2 lb. Light, special
Kukri 6 gp 1d6 slashing 2 lb. Light, thrown (range 20/60)
Monk’s Glaive 5 gp 1d6 slashing 4 lb. Versatile (1d8 piercing)
Needle 2 sp 1d4 piercing 1/4 lb. Finesse, undersized

Monk Weapons

Bian. A bian, or hard whip, is a ribbed metal rod often used as a training sword. Use the statistics for a mace.

Bō. A bō is a staff made from bamboo or hardwood. It might have a round, square or hexagonal cross-section and some are reinforced with metal bands. Use the statistics for a quarterstaff.

Butterfly sword. A butterfly sword is a short, broad, single-edged blade with a small crossguard. Only half of one edge is sharpened – the mid-point to the tip – with the blunt edges used for non-lethal strikes. They are usually wielded as a pair. Use the statistics for a short sword.

Dao. A dao is a short single-edged sabre-like sword. Use the statistics for a short sword.

Dragon pole. A dragon pole is long staff. Practitioners say they can project their ki down its length. Use the statistics for a quarterstaff.

Eku. An eku is a polearm derived from an oar. The wide, wooden blade makes this a top-heavy weapon: techniques focus on large circular strikes. Use the statistics for a quarterstaff.

Emeici. Also known as Emei daggers or piercers. An emeici is a thin metal rod with a sharp stabbing tip, mounted on a detachable ring for wearing on the middle finger. The weapon can thus be spun or thrown. They are usually wielded as a pair. Use the statistics for a dagger.

Kama. The kama was developed from the agricultural sickle. It has a short wooden haft with a curved blade projecting sidewards from the tip. Use the statistics for a sickle.

Kuwa. The kuwa was developed from the agricultural hoe. It has a short wooden haft with an acute, inward horizontal blade. Use the statistics for a sickle.

Ninjatō. A ninjatō is a short, straight sword. Use the statistics for a short sword.

Nunchaku. A nunchaku a pair of short wooden sticks connected by a rope or chain. Use the statistics for a club.

Ono. An ono is a hatchet with a large convex cutting edge. It associated with warrior monks who adopted agricultural tools as weapons. Use the statistics for a handaxe.

Sai. A sai is a short, pointed metal baton with two curved prongs projecting from the handle. Although it can be thrust like a dagger, it has a blunt tip; it can also be thrown. Use the statistics for a light hammer.

Shobo. A shobo is a sharpened wooden rod mounted on a detachable ring, used for striking pressure points. Use the statistics for a dagger.

Tambo. A tambo is a short wooden staff of length less than 3 feet. Use the statistics for a club.

Three-section staff. A three-section staff is three bamboo or hardwood sticks connected by short chains. It has a slightly longer reach than a quarterstaff, and can be folded to make it easier to conceal. Use the statistics for a quarterstaff.

Tonfa. A tonfa is a wooden club with a perpendicular grip that allows the shaft to rest along the wielder’s forearm. It may have developed from the use of millstone handles or crutches as weapons. Use the statistics for a club.

Wind-and-fire wheel. A wind-and-fire wheel is a flat metal ring, 15 inches in diameter, with protruding blades and a padded grip. They are usually wielded as a pair. Use the statistics for a short sword.

Base Simple Weapon Monk Weapon
Shortsword Butterfly sword
Dao
Ninjatō
Wind-and-Fire Wheel
Club Nunchaku
Tambo
Tonfa
Dagger Emeici
Shobo
Handaxe Ono
Light hammer Sai
Mace Bian
Quarterstaff
Dragon pole
Eku
Three-section staff
Sickle Kama
Kuwa
Spear Qiang
Yari

Slots

The number of slots a piece of equipment can posses depends on the enhancement bonus applied, however, special items may surpass that number. The cost of adding slots to a piece of equipment is 10 gil per slot up to the maximum number of slots the item can posses. Adding links to a piece of equipment costs 5 gil per link.

Bonus Number of Slots
+0 Up to +2
+1 Up to +4
+2 Up to +6
+3 Up to +8

Firearms
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