Equipment Basics

## Wealth Bonus

To determine a character’s starting Wealth bonus, roll 2d4 and add the wealth bonus for the character’s starting occupation, plus (if appropriate) the bonus from any abilities or feats, plus 1 if the character has ranks in Profession.

Over the course of play, the hero’s Wealth bonus will decrease as the hero purchases expensive items and increase as the hero gains levels.

A character’s Wealth bonus can never fall below +0, and there is no limit to how high the Wealth bonus can climb.

Since Wealth is an abstract concept, it’s sometimes difficult to determine how financially well off a character is. To get a general sense of how financially solvent a character is at any given time, check the table below.

 +1 to +4
 +5 to +10
 +11 to +15
 +16 to +20
 +21 to +30
 +31 or higher

## The Wealth Check

A Wealth check is a 1d20 roll plus a character’s current Wealth bonus. The Wealth bonus is fluid. It increases as a character gains Wealth and decreases as the character makes purchases.

If the character succeeds on the Wealth check, the character gains the object. If the character fails, he or she can’t afford the object at the time.

If the character’s current Wealth bonus is equal to or greater than the DC, the character automatically succeeds.

Any time a character purchases an object or service with a purchase DC higher than his or her current Wealth bonus, or one with a purchase DC of 15 or higher, the character’s Wealth bonus goes down. How much the Wealth bonus is reduced depends on how expensive the object is.

 11-15 points higher than current Wealth bonus
 16 or more points higher than current Wealth Bonus.
 1 This stacks with the loss from a Purchase DC above the character’s current wealth bonus.

Along with this loss, any time a character buys an object or service with a purchase DC of 15 or higher, the character reduces his or her current Wealth bonus by an additional 1 point.

A character’s Wealth bonus only goes down if he or she successfully buys an object or service. If the character attempts to buy something and the check fails, his or her Wealth bonus is unaffected.

## Regaining Wealth

A character’s Wealth bonus recovers as the character advances.

Every time a character gains a new level, make a Profession check. (If the character has no ranks in the skill, this check is a Wisdom check.) The DC is equal to the character’s current Wealth bonus. If the character succeeds, his or her current Wealth bonus increases by +1. For every 5 points by which the character exceeds the DC, he or she gains an additional +1 to his or her Wealth bonus.

**Purchasing Objects**

Purchasing objects is the typical method for obtaining items within Pathfinder Modern. Obtaining an object is usually done either through typical purchase at a vending establishment or when buying from an online location, though peer to peer selling or even black market buying are normal options.

When purchasing an item, you must roll a purchase check against a DC set by the item. If your roll is equal to or greater than the DC listed, you can purchase the item. If the roll is lower than the DC of the item you cannot afford the item, and you cannot attempt to buy an item of the same DC or higher until you receive a paycheck or some form of increase to your wealth checks.

One other character can make an aid another attempt to help a character purchase an object or service. If the attempt is successful, that character provides the purchaser with a +2 bonus on his or her Wealth check. The character who provides the aid reduces his or her Wealth bonus by +1.

**Shopping and Time**

Buying less common objects generally takes a number of hours equal to the purchase DC of the object or service, reflecting the time needed to locate the wanted materials and close the deal. Getting a license or buying an object with a restriction rating increases the time needed to make purchases. This time can be considerably lessened in the event that some of these matters have already been taken care of.

**On-Hand Objects**

To account for mundane objects that one may have on their person. (Such as a pen, handkerchief ect...) The player can make a level check against a DC equal to the buy DC of the item needed, adding their relevant ability modifier dependant on whatever class they have the most levels in (If they have equal levels in multiple classes, choose one. If they beat the DC, they must pay the money and they have the item on hand, and instead take a -2 to their wealth checks if they succeed instead.

The GM may rule that certain items are impossible to procure at the moment in this way.

**Selling Objects**

To sell something, a character first needs to determine its sale value. Assuming the object is undamaged and in working condition, the sale value is equal to the object’s purchase DC (as if purchased new) minus 3.

Selling an object can provide an increase to a character’s Wealth bonus. The increase is the same amount as the Wealth bonus loss the character would experience if the character purchased an object with a purchase DC equal to the sale value.

Regardless of the character’s current Wealth bonus, he or she gains a Wealth bonus increase of 1 whenever the character sells an object with a sale value of 15 or higher. If a character sells an object with a sale value less than or equal to his or her current Wealth bonus, and that sale value is 14 or lower, the character gains nothing.

A character cannot legally sell restricted objects unless the character is licensed to own them. A character also cannot legally sell objects that have been reported as stolen. Selling objects illegally usually requires that the character have contacts in the black market, and reduces the sale value by an additional 3. Selling takes a number of hours equal to the normal purchase DC of the item.

Through use of the Appraise and diplomacy skills, you can attempt to up-sell item value and get more out of a sale or buy items for cheaper prices.

**Restricted Objects**

Some objects require licenses to own or operate, or are restricted in use to qualifying organizations or individuals. In such cases, a character must purchase a license or pay a fee to legally own the object. A license or fee is a separate item, purchased in addition to (and usually before) the object to which it applies. The four levels of restriction are as follows.

**Licensed**: The owner must obtain a license to own or operate the object legally. Generally, the license is not expensive, and obtaining it has few if any additional legal requirements.

**Restricted**: Only specially qualified individuals or organizations are technically allowed to own the object. However, the real obstacles to ownership are time and money; anyone with sufficient patience and cash can eventually acquire the necessary license.

**Military**: The object is sold primarily to legitimate police and military organizations. A military rating is essentially the same as restricted (see above), except that manufacturers and dealers are generally under tight government scrutiny and are therefore especially wary of selling to private individuals.

**Illegal**: The object is illegal in all but specific, highly regulated circumstances.

**Table: Restricted Objects**

**Purchasing a License**

After purchasing a License, the license is issued to the character after the number of days indicated. To speed the process, the hero can make a Knowledge (business) check. the DC is listed on the table below.

 Restricted
 Military
 Illegal

For every 5 points you beat the DC by, lessen the time by 1 day. If this would bring it down to 0 days it becomes 1d6 hours. (During the process of character creation, a character just needs to purchase the license or pay the fee; the time required takes place before game play begins.)

As a general rule, a character must obtain the appropriate license before buying a restricted object. Legitimate dealers will not sell restricted objects to a character who does not have the necessary license. However, a character may be able to turn to the black market (see below) to obtain restricted objects without a license.

When you purchase a License, the License is for all items in that category. For example if you purchase a License for Restricted Firearms, you have access to all restricted firearms, however you still need a license for Licensed Firearms.

**The Black Market**

Sometimes a character wants to obtain an object without going through the hassle of getting a license first. Almost anything is available on the black market. Knowledge (streetwise) checks can be used to locate a black market merchant. The DC is based on the location in question: 15 to find a black market merchant in a big city, or 20, 25, or higher in small towns and rural areas.

Objects purchased on the black market are more expensive than those purchased legally. Add the black market purchase DC modifier from Table: Restricted Objects to the object’s purchase DC.

Obtaining an object on the black market takes a number of days according to the Time Required column on Table: Restricted Objects. The process can be hurried, but each day cut out of the process (to a minimum of one day) increases the purchase DC by an additional +1.

**Requisitioning Equipment**

When a hero working for an organization needs more equipment than he or she has on hand, the hero may try to requisition it. The Organization evaluates whether the character really needs the object, how soon they can supply it, and whether they can reasonably expect to get it back when the hero is done with it.

The result is determined by a level check (1d20 + character level) against a DC 15. The DC is used for purchasing a license if it's anything but a rather mundane item.

The result of the check determines whether and how quickly the organization can provide the hero with the requested equipment. With a success, the object is issued to the hero. Generally, it takes 24 hours to obtain an object through requisition, but if the object is especially common, or if the hero beats the check DC by 5 or more, it is available in 1d4 hours.

Requisitioned objects are loaned, not given, to the hero. Obviously, expendable objects like ammunition don’t have to be returned if used. Below are a list of modifiers you add to your check depending on the item you are requisitioning.

**Table: Requisition Modifiers**

**Concealed Weapons and Objects**

It’s assumed that, when attempting to conceal a weapon or other object, a character is wearing appropriate clothing.

Drawing a concealed weapon is more difficult than drawing a regularly holstered weapon, and normally requires an attack action. Keeping the weapon in an easier-to-draw position makes concealing it more difficult.

**Sleight of Hand Checks**

To conceal a weapon or other object, make a Sleight of Hand check. A character concealing an object before he or she heads out into public can usually take 10 unless he or she is rushed, trying to conceal it when others might see, or under other unusual constraints. Sleight of Hand can be used untrained in this instance, but the character must take 10.

**Size and Concealment**

The object’s size affects the check result, as shown on Table: Concealing Weapons and Objects. The type of holster used or clothing worn, and any attempt to make a weapon easier to draw, can also affect the check.

**Table: Concealing Weapons and Objects**

**Spotting Concealed Objects**

Noticing a concealed weapon or other object requires a perception check. The DC varies: If the target made a roll when concealing an object, the DC of the perception check to notice the object is the same as the target’s check result (an opposed check, in other words). If the target took 10 on his or her Sleight of Hand check, make an opposed check as well, treating their roll as 10.

An observer attempting to spot a concealed object receives a –1 penalty for every 10 feet between him or herself and the target, and a –5 penalty if distracted.

Patting someone down for a hidden weapon requires a similar check, and the searcher gets a +4 circumstance bonus for the hands-on act of frisking the target. Some devices may also offer bonuses under certain circumstances (a metal detector offers a bonus to perception checks to find metal objects, for example).

**Spotting Concealable Armor**

Concealable armor can be worn under clothing if the wearer wants it to go unnoticed. Don’t use the modifiers from Table: Concealing Weapons and Objects when wearing concealable armor. Instead, anyone attempting to notice the armor must make a perception check (DC 30).

**Living in Luxury**

The prices given are for average-quality items. It’s possible to purchase similar items with luxury features, generally by increasing the price by 50%. Although such items are more expensive, they offer no additional features or game benefits.

**Carrying Capacity**

A character’s carrying capacity depends directly on the character’s Strength score, as shown on Table: Carrying Capacity.

**Table: Carrying Capacity**

If the weight of everything a character is wearing or carrying amounts to no more than his or her light load figure, the character can move and perform any actions normally (though the character’s speed might already be slowed by the armor he or she is wearing).

If the weight of the character’s gear falls in his or her medium load range, the character is considered encumbered. An encumbered character’s speed is reduced to the value given below, if the character is not already slowed to that speed for some other reason.

 30 ft.
 40 ft.
 50 ft.
 60 ft.

An encumbered character performs as if his or her Dexterity modifier were 3 less. In addition, the character takes a –3 encumbrance penalty on attack rolls and checks involving the following skills: Balance, Climb, Escape Artist, Hide, Jump, Move Silently, and Tumble. This encumbrance penalty stacks with any armor penalty that may also apply.

If the weight of a character’s gear falls in his or her heavy load range, the character is considered heavily encumbered. A heavily encumbered character’s speed is reduced to the value given below, if the character is not already slowed to that speed for some other reason.

 30 ft.
 40 ft.
 50 ft.
 60 ft.

A heavily encumbered character performs as if his or her Dexterity modifier were no higher than +1. In addition, the character takes a –6 encumbrance penalty on attack rolls and checks involving the following skills: Balance, Climb, Escape Artist, Hide, Jump, Move Silently, and Tumble. This encumbrance penalty stacks with any armor penalty that may also apply. Finally, a heavily encumbered character’s maximum running speed is his or her speed x3 instead of speed x4.

The figure at the upper end of a character’s heavy load range is his or her maximum load. No character can move or perform any other actions while carrying more than his or her maximum load.

**Lifting and Dragging**: A character can lift up to his or her maximum load over his or her head.

A character can lift up to double his or her maximum load off the ground, but he or she can only stagger around with it.

While overloaded in this way, the character loses any Dexterity bonus to Defense and can only move 5 feet per round (as a full-round action).

A character can generally push or drag along the ground up to five times his or her maximum load. Favorable conditions (smooth ground, dragging a slick object) can double these numbers, and bad circumstances (broken ground, pushing an object that snags) can reduce them to one-half or less.

**Bigger and Smaller Creatures**: The figures on Table: Carrying Capacity are for Medium-size bipedal creatures. Larger bipedal creatures can carry more weight depending on size category: Large x2, Huge x4, Gargantuan x8, and Colossal x16. Smaller creatures can carry less weight depending on size category: Small x3/4, Tiny x1/2, Diminutive x1/4, and Fine x1/8.

Quadrupeds, such as horses, can carry heavier loads than characters can. Use these multipliers instead of the ones given above: Fine x1/4, Diminutive x1/2, Tiny x3/4, Small x1, Medium-size x1.5, Large x3, Huge x6, Gargantuan x12, and Colossal x24.

**Tremendous Strength**: For Strength scores not listed, find the Strength score between 20 and 29 that has the same ones digit as the creature’s Strength score. Multiply the figures by 4 if the creature’s Strength is in the 30s, 16 if it’s in the 40s, 64 if it’s in the 50s, and so on.