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Este artigo está em conformidade com a '''versão 0.92''' do [https://runarcana.org Runarcana RPG]
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[[Categoria:0.92]]
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Hunt pirates looking for their rewards in Bilgewater. Deactivate and dodge traps while exploring a temple lost in the sands of Shurima. Work in the service of a noble merchant from the Piltover clans. All of these can be principles of an adventure in Runeterra, the characters can survive the Torment, explore the dangerous Kumungu forest, or even be a Demacian wizard in search of equality.
Hunt pirates looking for their rewards in Bilgewater. Deactivate and dodge traps while exploring a temple lost in the sands of Shurima. Work in the service of a noble merchant from the Piltover clans. All of these can be principles of an adventure in Runeterra, the characters can survive the Torment, explore the dangerous Kumungu forest, or even be a Demacian wizard in search of equality.
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Caçar piratas em busca de suas recompensas nas Águas de Sentina. Desativar e desviar de armadilhas enquanto se explora um templo perdido nas areias de Shurima. Trabalhar a serviço de um nobre mercante dos clãs de Piltover. Tudo isso pode ser princípios de uma aventura em Runeterra. Os personagens podem sobreviver ao Tormento, explorar a perigosa floresta de Kumungu ou até mesmo ser um mago demaciano em busca de igualdade.
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If all goes as planned, it could be that these characters enjoy the profits and renown their adventures bring them, or it could be that everything goes wrong... and your character becomes doomed to the mortal realm with a purpose he couldn't fulfill in life.
If all goes as planned, it could be that these characters enjoy the profits and renown their adventures bring them, or it could be that everything goes wrong... and your character becomes doomed to the mortal realm with a purpose he couldn't fulfill in life.
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In this chapter we will discuss how time works, travel and the environment that you will have to face in your adventures around the world. As is common knowledge, the GM dictates how the scenario is described, the course of the adventure and the consequences of the players' actions.
In this chapter we will discuss how time works, travel and the environment that you will have to face in your adventures around the world. As is common knowledge, the GM dictates how the scenario is described, the course of the adventure and the consequences of the players' actions.
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Often, Masters use notes, flowcharts, or maps to keep in mind the characters’ actions and what this entails in their adventure. Also in this chapter, we will talk about the activities that players can perform between adventures and general rules outside of a combat environment.
Often, Masters use notes, flowcharts, or maps to keep in mind the characters’ actions and what this entails in their adventure. Also in this chapter, we will talk about the activities that players can perform between adventures and general rules outside of a combat environment.
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= Time =
= Time =
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For long journeys, a scale of days works best. In combat and other fast-paced situations, the game relies on rounds, a 6-second span of time.
For long journeys, a scale of days works best. In combat and other fast-paced situations, the game relies on rounds, a 6-second span of time.


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== Moon Phases ==
== Moon Phases ==
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If the GM does not know how to define the moon phase for his campaigns, for game purposes and narrative ease during the sessions, the moon phases can be defined by the Master rolling a d20 at the beginning of the session in the Moon Phases table. During the session, the normal duration of this phase follows, each phase lasts 7 days.
If the GM does not know how to define the moon phase for his campaigns, for game purposes and narrative ease during the sessions, the moon phases can be defined by the Master rolling a d20 at the beginning of the session in the Moon Phases table. During the session, the normal duration of this phase follows, each phase lasts 7 days.


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|Waning Moon
|Waning Moon
|}
|}
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=Movement=
=Movement=
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=== Travel Pace ===
=== Travel Pace ===


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While traveling, a group of adventurers can move at a normal, fast, or slow pace, as shown on the Travel Pace table. The table states how far the party can move in a period of time and whether the pace has any effect. A fast pace makes characters less perceptive, while a slow pace makes it possible to sneak around and to search an area more carefully.
While traveling, a group of adventurers can move at a normal, fast, or slow pace, as shown on the Travel Pace table. The table states how far the party can move in a period of time and whether the pace has any effect. A fast pace makes characters less perceptive, while a slow pace makes it possible to sneak around and to search an area more carefully.
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'''Forced March'''. The Travel Pace table assumes that characters travel for 8 hours in a day. They can push on beyond that limit, at the risk of exhaustion.
'''Forced March'''. The Travel Pace table assumes that characters travel for 8 hours in a day. They can push on beyond that limit, at the risk of exhaustion.
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On a failed saving throw, a character suffers one level of exhaustion (see Appendix A).
On a failed saving throw, a character suffers one level of exhaustion (see Appendix A).


'''Mounts and Vehicles'''. For short spans of time (up to an hour), many animals move much faster than humanoids. A mounted character can ride at a gallop for about an hour, covering twice the usual distance for a fast pace. If fresh mounts are available every 8 to 10 miles, characters can cover larger distances at this pace, but this is very rare except in densely populated areas.  
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'''Mounts and Vehicles'''. For short spans of time (up to an hour), many animals move much faster than humanoids. A mounted character can ride at a gallop for about an hour, covering twice the usual distance for a fast pace. If fresh mounts are available every 8 to 10 miles, characters can cover larger distances at this pace, but this is very rare except in densely populated areas.
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Characters in wagons, carriages, or other land vehicles choose a pace as normal. Characters in a waterborne vessel are limited to the speed of the vessel, and they don’t suffer penalties for a fast pace or gain benefits from a slow pace. Depending on the vessel and the size of the crew, ships might be able to travel for up to 24 hours per day.
Characters in wagons, carriages, or other land vehicles choose a pace as normal. Characters in a waterborne vessel are limited to the speed of the vessel, and they don’t suffer penalties for a fast pace or gain benefits from a slow pace. Depending on the vessel and the size of the crew, ships might be able to travel for up to 24 hours per day.


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|Able to use Stealth
|Able to use Stealth
|}
|}
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=== Difficult Terrain ===
=== Difficult Terrain ===


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The travel speeds given in the Travel Pace table assume relatively simple terrain: roads, open plains, or clear dungeon corridors. But adventurers often face dense forests, deep swamps, rubble-filled ruins, steep mountains, and ice-covered ground—all considered difficult terrain
The travel speeds given in the Travel Pace table assume relatively simple terrain: roads, open plains, or clear dungeon corridors. But adventurers often face dense forests, deep swamps, rubble-filled ruins, steep mountains, and ice-covered ground—all considered difficult terrain
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You move at half speed in difficult terrain— moving 1 foot in difficult terrain costs 2 feet of speed—so you can cover only half the normal distance in a minute, an hour, or a day.
You move at half speed in difficult terrain— moving 1 foot in difficult terrain costs 2 feet of speed—so you can cover only half the normal distance in a minute, an hour, or a day.
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A fall from a great height is one of the most common hazards facing an adventurer. At the end of a fall, a creature takes 1d6 bludgeoning damage for every 10 feet it fell, to a maximum of 20d6. The creature lands Prone, unless it avoids taking damage from the fall.
A fall from a great height is one of the most common hazards facing an adventurer. At the end of a fall, a creature takes 1d6 bludgeoning damage for every 10 feet it fell, to a maximum of 20d6. The creature lands Prone, unless it avoids taking damage from the fall.
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== Cavando ==
{| class="wikitable"
|-
! colspan="3" style="text-align:center; font-weight:bold; background-color:#B4A7D6;" | Cavar
|- style="font-weight:bold;"
| CD
| Terreno
| Ferramentas
|- style="background-color:#b4a7d6;"
| style="text-align:center; background-color:#B4A7D6;" | 15
| Terra macia sem rochas ou Areia
| pá
|-
| style="text-align:center;" | 20
| Terra com rochas
| pá + picareta
|- style="background-color:#b4a7d6;"
| style="text-align:center; background-color:#B4A7D6;" | 15
| Argila ou terreno duro
| pá + picareta
|-
| 15
| Argila ou terreno duro, com pedras
| pá + picareta
|- style="background-color:#B4A7D6;"
| style="text-align:center;" | 20
| Rocha pura
| pá + picareta + martelo + estacas de ferro
|}
Seja qual for o motivo, você pode se encontrar em uma situação onde cavar é necessário, seja para enterrar algo, seja para tentar criar um túnel de fuga ou mesmo uma trincheira para uma batalha inevitável.
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Para cavar buracos é feita uma jogada de Atletismo com CD baseada no tipo de terreno em questão, um sucesso significa que 5 pés cúbicos são cavados em um tempo também  baseado no tipo de solo.
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Uma falha significa que o tempo para cavar 5 pés é dobrado e uma falha crítica recebe uma jogada adicional de 1d4, caso caia 1, o instrumento se quebra.
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Para cada 5 pontos obtidos na jogada, acima da CD necessária, o tempo necessário para cavar os 5 pés é reduzido em 1 minuto.
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Uma pessoa pode fazer uma quantidade de testes igual a metade do seu modificador de Constituição, antes de correr risco de sofrer por exaustão. Uma pessoa que tenha ultrapassado esse valor, deve descansar por ao menos 1 hora.Para cada nova jogada feita acima desse valor, a CD é aumentada em 2 e caso seja uma falha, a pessoa sofre 1 nível de exaustão que pode ser recuperado descansando por pelo menos 8 horas.
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Cavar um buraco sem possuir instrumentos adequados, impõe uma penalidade:
* Ausência de pá triplica o tempo
* Ausência de picareta duplica o tempo.
* Ausência de martelo e estacas de ferro quadruplica o tempo
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A proficiência no Ofício de Minerador faz com que a jogada seja feita somando o dobro do nível de ofício às jogadas.
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== Suffocating ==
== Suffocating ==
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A creature can hold its breath for a number of minutes equal to 1 + its Constitution modifier (minimum of 30 seconds).
A creature can hold its breath for a number of minutes equal to 1 + its Constitution modifier (minimum of 30 seconds).


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When a creature runs out of breath or is choking, it can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round). At the start of its next turn, it drops to 0 hit points and is dying, and it can’t regain hit points or be stabilized until it can breathe again.
When a creature runs out of breath or is choking, it can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round). At the start of its next turn, it drops to 0 hit points and is dying, and it can’t regain hit points or be stabilized until it can breathe again.
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For example, a creature with a Constitution of 14 can hold its breath for 3 minutes. If it starts suffocating, it has 2 rounds to reach air before it drops to 0 hit points.
For example, a creature with a Constitution of 14 can hold its breath for 3 minutes. If it starts suffocating, it has 2 rounds to reach air before it drops to 0 hit points.
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A character needs 4 liters of water per day, or 8 liters per day if the weather is hot. A character who drinks only half that much water must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion at the end of the day. A character with access to even less water automatically suffers one level of exhaustion at the end of the day.
A character needs 4 liters of water per day, or 8 liters per day if the weather is hot. A character who drinks only half that much water must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion at the end of the day. A character with access to even less water automatically suffers one level of exhaustion at the end of the day.


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Se o personagem já tem um ou mais níveis de exaustão, ele recebe dois níveis em ambos os casos.
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If the character already has one or more levels of exhaustion, the character takes two levels in either case.
If the character already has one or more levels of exhaustion, the character takes two levels in either case.


== Social Interaction ==
== Social Interaction ==
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An adventure is always guided by 3 main pillars, Combat, Exploration, and Social Interaction, all essentially important for the development of the story that the GM and the players are creating together
An adventure is always guided by 3 main pillars, Combat, Exploration, and Social Interaction, all essentially important for the development of the story that the GM and the players are creating together
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Just like in real life, you can take advantage of a person's personality, fears, and stubbornness. To achieve this, you have a greater chance of success in the interactions you have with an NPC, pay close attention to the GM's description of the mood, attitudes, and dialogues of the NPC that you are interacting with.
Just like in real life, you can take advantage of a person's personality, fears, and stubbornness. To achieve this, you have a greater chance of success in the interactions you have with an NPC, pay close attention to the GM's description of the mood, attitudes, and dialogues of the NPC that you are interacting with.


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You often end up insulting allies of a specific merchant, making fun of a proud warrior, or even speaking disrespectfully to a nobleman. Depending on your actions, the NPC will act in an equivalent way to what was proposed to you.
You often end up insulting allies of a specific merchant, making fun of a proud warrior, or even speaking disrespectfully to a nobleman. Depending on your actions, the NPC will act in an equivalent way to what was proposed to you.
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=== Skills Checks ===
=== Skills Checks ===
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= Resting =
= Resting =


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Heroic though they might be, adventurers can’t spend every hour of the day in the thick of exploration, social interaction, and combat. They need rest—time to sleep and eat, tend their wounds, refresh their minds and spirits for spellcasting, and brace themselves for further adventure.
Heroic though they might be, adventurers can’t spend every hour of the day in the thick of exploration, social interaction, and combat. They need rest—time to sleep and eat, tend their wounds, refresh their minds and spirits for spellcasting, and brace themselves for further adventure.
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Existem 3 tipos de Descanso, o Descanso curto, Descanso longo e Descanso pleno, cada um deles explicados a seguir.
 
== Dados de Vida ==
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Todo personagem possui Dados de Vida que podem ser utilizados durante descansos para curar pontos de vida ou mesmo por algumas habilidades ou características. Quando um Dado de Vida é gasto, esse dado é descontado do total de dados de vida desse personagem.
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A quantidade de Dados de Vida de um personagem é baseada em seu nível de classe, por exemplo, um Tecmaturgo de 2º nível possui 2d6 Dados de Vida. Já personagens multiclasse tem a somatória de Dados de Vida de suas classes, por exemplo, um Tecmaturgo 2 e Combatente 1 tem 2d6 e 1d10.
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Quando um personagem gasta um Dado de Vida para recuperar pontos de vida, ele deve jogar o dado respectivo, curando o valor que for obtido no dado somado a qualquer bônus que possa existir.
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Quando um personagem esgota seus de Dados de Vida, ele não poderá mais gastar Dados de Vida até que se complete um Descanso Pleno.
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Adventurers can take short rests in the midst of an adventuring day and a long rest to end the day.
Adventurers can take short rests in the midst of an adventuring day and a long rest to end the day.


== Short Rest ==
== Short Rest ==
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A short rest is a period of downtime, at least 1 hour long, during which a character does nothing more strenuous than eating, drinking, reading,
A short rest is a period of downtime, at least 1 hour long, during which a character does nothing more strenuous than eating, drinking, reading,
and tending to wounds. A character can’t perform consecutive short rests, each short rest has to be at least 8 hours of difference from
and tending to wounds. A character can’t perform consecutive short rests, each short rest has to be at least 8 hours of difference from
another.
another.
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Ainda, durante um Descanso Curto, um personagem pode utilizar um Estojo de Primeiro socorros para cuidar de seus ferimentos, o consumo de um Estojo recupera seu bônus de Proficiência em dados de vida.
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A character can spend one or more Hit Dice at the end of a short rest, up to the character’s maximum number of Hit Dice, which is equal to the character’s level. For each Hit Die spent in this way, the player rolls the die and adds the character’s Constitution modifier to it. The character regains hit points equal to the total. The player can decide to spend an additional Hit Die after each roll. A character regains some spent Hit Dice upon finishing a long rest, as explained below.
A character can spend one or more Hit Dice at the end of a short rest, up to the character’s maximum number of Hit Dice, which is equal to the character’s level. For each Hit Die spent in this way, the player rolls the die and adds the character’s Constitution modifier to it. The character regains hit points equal to the total. The player can decide to spend an additional Hit Die after each roll. A character regains some spent Hit Dice upon finishing a long rest, as explained below.


== Long Rest ==
== Long Rest ==
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A long rest is a period of extended downtime, at least 8 hours long, during which a character sleeps or performs light activity: reading, talking, eating, or standing watch for no more than 2 hours. If the rest is interrupted by a period of strenuous activity—at least 1 hour of walking, fighting, casting spells, or similar adventuring activity—the characters must begin the rest again to gain any benefit from it.
A long rest is a period of extended downtime, at least 8 hours long, during which a character sleeps or performs light activity: reading, talking, eating, or standing watch for no more than 2 hours. If the rest is interrupted by a period of strenuous activity—at least 1 hour of walking, fighting, casting spells, or similar adventuring activity—the characters must begin the rest again to gain any benefit from it.
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At the end of a long rest, a character regains all lost hit points. The character also regains spent Hit Dice, up to a number of dice equal to half of the character’s total number of them (minimum of one die). For example, if a character has eight Hit Dice, he or she can regain four spent Hit Dice upon finishing a long rest.
At the end of a long rest, a character regains all lost hit points. The character also regains spent Hit Dice, up to a number of dice equal to half of the character’s total number of them (minimum of one die). For example, if a character has eight Hit Dice, he or she can regain four spent Hit Dice upon finishing a long rest.
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A character can’t benefit from more than one long rest in a 24-hour period, and a character must have at least 1 hit point at the start of the rest to gain its benefits.
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== Descanso Pleno ==
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Um descanso pleno, tem funcionamento similar a um descanso longo, sendo também um período de inatividade prolongada, de pelo menos 8 horas de duração, com a necessidade de dormir por pelo menos 6 horas. No entanto, só é possível realizar um Descanso plano após completar 2 descansos longos. Dessa forma, após completar 2 descansos longos, o terceiro será um descanso pleno.
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Ao término de um descanso pleno, um personagem recupera todos os seus pontos de vida perdidos e também recupera uma quantidade de Dados de Vida gastos igual a metade do seu nível. Personagens multiclasse recuperam metade do nível de cada classe em Dados de Vida de forma alternada. Por exemplo, um personagem que tem oito níveis de uma única classe recupera quatro Dados de Vida gastos após terminar um descanso pleno, já um personagem multiclasse, como por exemplo um pesonagem que possua 3º nível de Combatente e 7º nível de Atirador, pode recuperar um total de 5 Dados de Vida, sendo 3 de de Atirador e 2 de Combatente, ou 3 dados de vida de Combatente e 2 dados de vida de Atirador.
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Ainda, durante o descanso pleno, um personagem reduz o seu nível de exaustão para 0, considerando que, tanto no descanso curto quanto no descanso longo, ele também tenha ingerido comida e água.
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Um personagem deve ter pelo menos 1 ponto de vida no início do descanso pleno para obter os benefícios do mesmo.
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= Between Adventures =
= Between Adventures =
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=== Apprenticeship ===
=== Apprenticeship ===
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{| class="wikitable" style="vertical-align:middle; margin: auto auto 10px 10px; float:right;"
|- style="font-weight:bold; text-align:center; background-color:#B4A7D6;"
! Aprendizado
! Custo
! Semanas de Trabalho
|-
| Aprimoramento
| 250 PO/ semana
| 100
|- style="background-color:#d9d2e9;"
| Arma
| 25 PO/ semana
| 10 - seu Modificador utilizado pela arma<br /> (mínimo de 0)
|-
| colspan="3" | Armadura
|- style="background-color:#d9d2e9;"
| style="font-style:italic;" | Escudos
| 50 PO/ semana
| 5 semanas
|-
| style="font-style:italic;" | Armaduras Leves
| 50 PO/ semana
| 10 semanas
|- style="background-color:#d9d2e9;"
| style="font-style:italic;" | Armaduras Médias
| 50 PO/ semana
| 15 semanas
|-
| style="font-style:italic;" | Armaduras Pesadas
| 50 PO/ semana
| 30 semanas
|- style="background-color:#d9d2e9;"
| Experiência
| 1 PO/ xp
| Semanas igual ao seu nível de personagem
|-
| Idioma ou Ofício
| 25 PO/ semana
| 10 - seu modificador de Inteligência (mínimo<br />de 0)
|- style="background-color:#d9d2e9;"
| Magia
| 25 PO/ semana
| 10 (por nível de magia) - Seu modificador<br />de Conjuração (mínimo de 0)
|-
| Mistério de Magia
| 50 PO/ semana
| 25 - seu modificador de conjuração
|- style="background-color:#d9d2e9;"
| Perícia
| 50 PO/ semana
| 20 - Modificador da Perícia (mínimo de 0)
|-
| Salvaguarda
| 125 PO/ semana
| 50 - Modificador da Salvaguarda (mínimo de 0)
|}
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You can use your downtime to learn a wide range of possibilities. You can spend a number of GP and a few weeks of work to learn a new Enhancement, a new Spell, a new Skill, or even a saving throw.
You can use your downtime to learn a wide range of possibilities. You can spend a number of GP and a few weeks of work to learn a new Enhancement, a new Spell, a new Skill, or even a saving throw.
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'''IMPORTANT''' <p> In all of the above cases, Work Weeks cannot be reduced by half. The only exception to this rule is magical or divine Apprenticeship when powers beyond human comprehension interfere with something.
'''IMPORTANT''' <p> In all of the above cases, Work Weeks cannot be reduced by half. The only exception to this rule is magical or divine Apprenticeship when powers beyond human comprehension interfere with something.
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{| class="wikitable"
|- style="font-weight:bold;"
! Apprenticeship
! Cost
! Work Weeks
|-
|style="background-color:#cfe2f3;" | Enhancement
|style="background-color:#cfe2f3;" | 250 GP/ week
|style="background-color:#cfe2f3;" | 100
|-
| Week
| 25 GP/ week
| 10 - your Modifier used by the weapon (minimum of 0)
|-
| colspan="3" style="background-color:#cfe2f3;" | Armor
|-
| style="font-style:italic;" | Shields
| 50 GP/ week
| 5 weeks
|- =
| style="font-style:italic; background-color:#cfe2f3;" | Light armors
|style="background-color:#cfe2f3;" | 50 GP/ week
|style="background-color:#cfe2f3;" | 10 weeks
|-
| style="font-style:italic;" | Medium armors
| 50 GP/ week
| 15 weeks
|- style="
| style="font-style:italic; background-color:#cfe2f3;" | Heavy Armors
|style="background-color:#cfe2f3;" | 50 GP/ week
|style="background-color:#cfe2f3;" | 30 weeks
|-
| Experience
| 1 GP/ xp
| Weeks equal to your character level
|-
|style="background-color:#cfe2f3;" | Language or Craft
|style="background-color:#cfe2f3;" | 25 GP/ week
|style="background-color:#cfe2f3;" | 10 - your Intelligence modifier (minimum of 0)
|-
| Spell
| 25 GP/ week
| 10 (per spell level) - your Spellcasting modifier (minimum of 0)
|-
|style="background-color:#cfe2f3;" | Magic Mistery
|style="background-color:#cfe2f3;" | 50 GP/ week
|style="background-color:#cfe2f3;" | 25 - your Spellcasting modifier
|-
| Skill
| 50 GP/ week
| 20 - skill modifier (minimum of 0)
|-
|style="background-color:#cfe2f3;" | Saving Throw
|style="background-color:#cfe2f3;" | 125 GP/ week
|style="background-color:#cfe2f3;" | 50 - Saving Throw modifier (minimum of 0)
|}


=== Crafting ===
=== Crafting ===
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