Step 6: Gear

Pathfinder Core Rulebook, page 453

After recording all of the NPC’s class features, the next step is to outfit the character with gear appropriate to his level. Note that NPCs receive less gear than PCs of an equal level. If an NPC is a recurring character, his gear should be selected carefully. Use the total gp value found on Table 14–9 to determine how much gear he should carry. NPCs that are only scheduled to appear once can have a simpler gear selection. Table 14–9 includes a number of categories to make it easier to select an NPC’s gear. When outfitting the character, spend the listed amount on each category by purchasing as few items as possible. Leftover gold from any category can be spent on any other category. Funds left over at the end represent coins and jewelry carried by the character.

Note that these values are approximate and based on the values for a campaign using the medium experience progression and a normal treasure allotment. If your campaign is using the fast experience progression, treat your NPCs as one level higher when determining their gear. If your campaign is using the slow experience progression, treat the NPCs as one level lower when determining their gear. If your campaign is high fantasy, double these values. Reduce them by half if your campaign is low fantasy. If the final value of an NPC’s gear is a little over or under these amounts, that’s okay.

Table 14–9: NPC Gear

Basic Level Heroic Level Total gp Value Weapons Protection Magic Limited Use Gear
1 — 260 gp 50 gp 130 gp — 40 gp 40 gp
2 1 390 gp 100 gp 150 gp — 40 gp 100 gp
3 2 780 gp 350 gp 200 gp — 80 gp 150 gp
4 3 1,650 gp 650 gp 800 gp — 100 gp 200 gp
5 4 2,400 gp 900 gp 1,000 gp — 300 gp 200 gp
6 5 3,450 gp 1,400 gp 1,400 gp — 450 gp 200 gp
7 6 4,650 gp 2,350 gp 1,650 gp — 450 gp 200 gp
8 7 6,000 gp 2,700 gp 2,000 gp 500 gp 600 gp 200 gp
9 8 7,800 gp 3,000 gp 2,500 gp 1,000 gp 800 gp 500 gp
10 9 10,050 gp 3,500 gp 3,000 gp 2,000 gp 1,050 gp 500 gp
11 10 12,750 gp 4,000 gp 4,000 gp 3,000 gp 1,250 gp 500 gp
12 11 16,350 gp 6,000 gp 4,500 gp 4,000 gp 1,350 gp 500 gp
13 12 21,000 gp 8,500 gp 5,500 gp 5,000 gp 1,500 gp 500 gp
14 13 27,000 gp 9,000 gp 8,000 gp 7,000 gp 2,500 gp 500 gp
15 14 34,800 gp 12,000 gp 10,500 gp 9,000 gp 2,800 gp 500 gp
16 15 45,000 gp 17,000 gp 13,500 gp 11,000 gp 3,000 gp 500 gp
17 16 58,500 gp 19,000 gp 18,000 gp 16,000 gp 4,000 gp 1,500 gp
18 17 75,000 gp 24,000 gp 23,000 gp 20,000 gp 6,500 gp 1,500 gp
19 18 96,000 gp 30,000 gp 28,000 gp 28,000 gp 8,000 gp 2,000 gp
20 19 123,000 gp 40,000 gp 35,000 gp 35,000 gp 11,000 gp 2,000 gp
— 20 159,000 gp 55,000 gp 40,000 gp 44,000 gp 18,000 gp 2,000 gp

Weapons: This includes normal, masterwork, and magic weapons, as well as magic staves and wands used by spellcasters to harm their enemies. For example, a wand of scorching ray would count as a weapon, but a staff of life would count as a piece of magic gear.

Protection: This category includes armor and shields, as well as any magic item that augments a character’s Armor Class or saving throws.

Magic: This category includes all other permanent magic items. Most rings, rods, and wondrous items fit into this category.

Limited Use: Items that fall into this category include alchemical items, potions, scrolls, and wands with few charges. Charged wondrous items fall into this grouping as well.

Gear: Use the amount in this category to purchase standard nonmagical gear for the character. In most cases, this equipment can be omitted during creation and filled in as needed during play. You can assume that the character has whatever gear is needed for him to properly use his skills and class abilities. This category can also include jewelry, gems, or loose coins that the NPC might have on his person.