{ "breadcrumbs": [ "Chapter 2: Tools\r\n", "Building Creatures\r\n" ], "breadcrumbs_spa": [], "category": "rules", "exclude_from_search": false, "id": "rules-1008", "markdown": "[Items](/Rules.aspx?ID=1008)\r\n\r\n**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 61\r\n\r\n\r\n\r\nIf you gave a creature gear equivalent to a PC, your PCs would gain a huge amount of treasure by defeating a large group of them. Using Table 2–4: Safe Items can help you avoid that. A creature can have a single permanent item of the listed level without issue. For example, if a 6th-level creature has a _+1 weapon_, that item’s not worth so much that the PCs would be massively rich if they encountered many creatures of that type and sold everything they found. You can give a creature several lower-level items too. Just pay attention to your overall treasure as measured against the guidelines on pages 508–510 of the _Core Rulebook_. At the lowest levels, a creature can certainly have multiple level 0 items, even though normally a creature should have only one item of the level listed in the Safe Item Level column.\n\n Specific creatures or NPCs have more leeway to break these guidelines because you can plan the rest of your adventure’s loot around them. Also, giving a boss villain a powerful magic item makes the fight and its aftermath more interesting. \n\n## Table 2–4: Safe Items\n\n
**Creature Level****Safe Item Level**
3 or lower0
4–51
62 (_+1 weapon_)
73
84 (_+1 striking weapon_)
95 (_+1 armor_)
106
117
128 (_+1 resilient armor_)
139
1410 (_+2 striking weapon_)
1511 (_+2 resilient armor_)
1612 (_+2 greater striking weapon_)
1713
1814 (_+2 greater resilient armor_)
1915
2016 (_+3 greater striking weapon_)
2117
2218 (_+3 greater resilient armor_)
2319 (_+3 major striking weapon_)
2420 (_+3 major resilient armor_)
\r\n
\r\n\r\n\r\n\r\n\r\n\r\n
", "name": "Items", "next_link": { "label": "Armor Class", "url": "/Rules.aspx?ID=1009" }, "previous_link": { "label": "Skills", "url": "/Rules.aspx?ID=1006" }, "rarity": "common", "release_date": "2020-02-26", "resistance": {}, "search_markdown": "\r\n**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 61\r\n\r\nChapter 2: Tools\r\n/ Building Creatures\r\n\r\n", "source": [ "Gamemastery Guide" ], "source_raw": [ "Gamemastery Guide pg. 61" ], "source_category": "Rulebooks", "source_markdown": "[Gamemastery Guide](/Sources.aspx?ID=22) pg. 61", "speed": {}, "text": " Items Source Gamemastery Guide pg. 61 If you gave a creature gear equivalent to a PC, your PCs would gain a huge amount of treasure by defeating a large group of them. Using Table 2–4: Safe Items can help you avoid that. A creature can have a single permanent item of the listed level without issue. For example, if a 6th-level creature has a +1 weapon , that item’s not worth so much that the PCs would be massively rich if they encountered many creatures of that type and sold everything they found. You can give a creature several lower-level items too. Just pay attention to your overall treasure as measured against the guidelines on pages 508–510 of the Core Rulebook . At the lowest levels, a creature can certainly have multiple level 0 items, even though normally a creature should have only one item of the level listed in the Safe Item Level column. Specific creatures or NPCs have more leeway to break these guidelines because you can plan the rest of your adventure’s loot around them. Also, giving a boss villain a powerful magic item makes the fight and its aftermath more interesting. ## Table 2–4: Safe Items Creature Level Safe Item Level 3 or lower 0 4–5 1 6 2 ( +1 weapon ) 7 3 8 4 ( +1 striking weapon ) 9 5 ( +1 armor ) 10 6 11 7 12 8 ( +1 resilient armor ) 13 9 14 10 ( +2 striking weapon ) 15 11 ( +2 resilient armor ) 16 12 ( +2 greater striking weapon ) 17 13 18 14 ( +2 greater resilient armor ) 19 15 20 16 ( +3 greater striking weapon ) 21 17 22 18 ( +3 greater resilient armor ) 23 19 ( +3 major striking weapon ) 24 20 ( +3 major resilient armor ) ", "type": "Rules", "url": "/Rules.aspx?ID=1008", "weakness": {} }