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56 KiB
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12 lines
56 KiB
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Equipment:
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content: ['Common coins come in several different denominations based on the relative worth of the metal from which they are made. The three most common coins are the gold piece (gp), the silver piece (sp), and the copper piece (cp).', 'With one gold piece, a character can buy a bedroll, 50 feet of good rope, or a goat. A skilled (but not exceptional) artisan can earn one gold piece a day. The old piece is the standard unit of measure for wealth, even if the coin itself is not commonly used. When merchants discuss deals that involve goods or services worth hundreds or thousands of gold pieces, the transactions don’t usually involve the exchange of individual coins. Rather, the gold piece is a standard measure of value, and the actual exchange is in gold bars, letters of credit, or valuable goods.', 'One gold piece is worth ten silver pieces, the most prevalent coin among commoners. A silver piece buys a laborer’s work for half a day, a flask of lamp oil, or a night’s rest in a poor inn.', 'One silver piece is worth ten copper pieces, which are common among laborers and beggars. A single copper piece buys a candle, a torch, or a piece of chalk.', 'In addition, unusual coins made of other precious metals sometimes appear in treasure hoards. The electrum piece (ep) and the platinum piece (pp) originate from fallen empires and lost kingdoms, and they sometimes arouse suspicion and skepticism when used in transactions. An electrum piece is worth five silver pieces, and a platinum piece is worth ten gold pieces.', 'A standard coin weighs about a third of an ounce, so fifty coins weigh a pound.']
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'Standard Exchange Rates': {table: {Coin: ['Copper (cp)', 'Silver (sp)', 'Electrum (ep)', 'Gold (gp)', 'Platinum (pp)'], CP: ['1', '10', '50', '100', '1,000'], SP: [1/10, '1', '5', '10', '100'], EP: [1/50, 1/5, '1', '2', '20'], GP: [1/100, 1/10, 1/2, '1', '10'], PP: ['1/1,000', 1/100, 1/20, 1/10, '1']}}
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'Selling Treasure': {content: ['Opportunities abound to find treasure, equipment, weapons, armor, and more in the dungeons you explore. Normally, you can sell your treasures and trinkets when you return to a town or other settlement, provided that you can find buyers and merchants interested in your loot.', '***Arms, Armor, and Other Equipment.*** As a general rule, undamaged weapons, armor, and other equipment fetch half their cost when sold in a market. Weapons and armor used by monsters are rarely in good enough condition to sell.', '***Magic Items.*** Selling magic items is problematic. Finding someone to buy a potion or a scroll isn’t too hard, but other items are out of the realm of most but the wealthiest nobles. Likewise, aside from a few common magic items, you won’t normally come across magic items or spells to purchase. The value of magic is far beyond simple gold and should always be treated as such.', '***Gems, Jewelry, and Art Objects.*** These items retain their full value in the marketplace, and you can either trade them in for coin or use them as currency for other transactions. For exceptionally valuable treasures, the GM might require you to find a buyer in a large town or larger community first.', '***Trade Goods.*** On the borderlands, many people conduct transactions through barter. Like gems and art objects, trade goods—bars of iron, bags of salt, livestock, and so on—retain their full value in the market and can be used as currency.']}
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Armor: {content: ['Fantasy gaming worlds are a vast tapestry made up of many different cultures, each with its own technology level. For this reason, adventurers have access to a variety of armor types, ranging from leather armor to chain mail to costly plate armor, with several other kinds of armor in between. The Armor table collects the most commonly available types of armor found in the game and separates them into three categories: light armor, medium armor, and heavy armor. Many warriors supplement their armor with a shield.', 'The Armor table shows the cost, weight, and other properties of the common types of armor worn in fantasy gaming worlds.', '***Armor Proficiency.*** Anyone can put on a suit of armor or strap a shield to an arm. Only those proficient in the armor’s use know how to wear it effectively, however. Your class gives you proficiency with certain types of armor. If you wear armor that you lack proficiency with, you have disadvantage on any ability check, saving throw, or attack roll that involves Strength or Dexterity, and you can’t cast spells.', '***Armor Class (AC).*** Armor protects its wearer from attacks. The armor (and shield) you wear determines your base Armor Class.', '***Heavy Armor.*** Heavier armor interferes with the wearer’s ability to move quickly, stealthily, and freely. If the Armor table shows “Str 13” or “Str 15” in the Strength column for an armor type, the armor reduces the wearer’s speed by 10 feet unless the wearer has a Strength score equal to or higher than the listed score.', '***Stealth.*** If the Armor table shows “Disadvantage” in the Stealth column, the wearer has disadvantage on Dexterity (Stealth) checks.', '***Shields.*** A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.'], 'Light Armor': {content: ['Made from supple and thin materials, light armor favors agile adventurers since it offers some protection without sacrificing mobility. If you wear light armor, you add your Dexterity modifier to the base number from your armor type to determine your Armor Class.', '***Padded.*** Padded armor consists of quilted layers of cloth and batting.', '***Leather.*** The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.', '***Studded Leather.*** Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.']}, 'Medium Armor': {content: ['Medium armor offers more protection than light armor, but it also impairs movement more. If you wear medium armor, you add your Dexterity modifier, to a maximum of +2, to the base number from your armor type to determine your Armor Class.', '***Hide.*** This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor.', '***Chain Shirt.*** Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer’s upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.', '***Scale Mail.*** This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.', '***Breastplate.*** This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer’s vital organs while leaving the wearer relatively unencumbered.', '***Half Plate.*** Half plate consists of shaped metal plates that cover most of the wearer’s body. It does not include leg protection beyond simple greaves that are attached with leather straps.']}, 'Heavy Armor': {content: ['Of all the armor c
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Weapons: {content: ['Your class grants proficiency in certain weapons, reflecting both the class’s focus and the tools you are most likely to use. Whether you favor a longsword or a longbow, your weapon and your ability to wield it effectively can mean the difference between life and death while adventuring.', 'The Weapons table shows the most common weapons used in the fantasy gaming worlds, their price and weight, the damage they deal when they hit, and any special properties they possess. Every weapon is classified as either melee or ranged. A **melee weapon** is used to attack a target within 5 feet of you, whereas a **ranged weapon** is used to attack a target at a distance.'], 'Weapon Proficiency': {content: ['Your race, class, and feats can grant you proficiency with certain weapons or categories of weapons. The two categories are **simple** and **martial**. Most people can use simple weapons with proficiency. These weapons include clubs, maces, and other weapons often found in the hands of commoners. Martial weapons, including swords, axes, and polearms, require more specialized training to use effectively. Most warriors use martial weapons because these weapons put their fighting style and training to best use.', 'Proficiency with a weapon allows you to add your proficiency bonus to the attack roll for any attack you make with that weapon. If you make an attack roll using a weapon with which you lack proficiency, you do not add your proficiency bonus to the attack roll.']}, 'Weapon Properties': {content: ['Many weapons have special properties related to their use, as shown in the Weapons table.', '***Ammunition.*** You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.', 'If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see “Improvised Weapons” later in the section). A sling must be loaded to deal any damage when used in this way.', '***Finesse.*** When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.', '***Heavy.*** Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.', '***Loading.*** Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.', '***Range.*** A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range.', '***Reach.*** This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.', '***Special.*** A weapon with the special property has unusual rules governing its use, explained in the weapon’s description (see “Special Weapons” later in this section).', '***Thrown.*** If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon.
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'Adventuring Gear': {content: ['This section describes items that have special rules or require further explanation.', '***Acid.*** As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged attack against a creature or object, treating the acid as an improvised weapon. On a hit, the target takes 2d6 acid damage.', '***Alchemist’s Fire.*** This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist's fire as an improvised weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.', '***Antitoxin.*** A creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. It confers no benefit to undead or constructs.', '***Arcane Focus.*** An arcane focus is a special item—an orb, a crystal, a rod, a specially constructed staff, a wand-like length of wood, or some similar item— designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.', '***Ball Bearings.*** As an action, you can spill these tiny metal balls from their pouch to cover a level, square area that is 10 feet on a side. A creature moving across the covered area must succeed on a DC 10 Dexterity saving throw or fall prone. A creature moving through the area at half speed doesn’t need to make the save.', '***Block and Tackle.*** A set of pulleys with a cable threaded through them and a hook to attach to objects, a block and tackle allows you to hoist up to four times the weight you can normally lift.', '***Book.*** A book might contain poetry, historical accounts, information pertaining to a particular field of lore, diagrams and notes on gnomish contraptions, or just about anything else that can be represented using text or pictures. A book of spells is a spellbook (described later in this section).', '***Caltrops.*** As an action, you can spread a bag of caltrops to cover a square area that is 5 feet on a side. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving this turn and take 1 piercing damage. Taking this damage reduces the creature’s walking speed by 10 feet until the creature regains at least 1 hit point. A creature moving through the area at half speed doesn’t need to make the save.', '***Candle.*** For 1 hour, a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet.', '***Case, Crossbow Bolt.*** This wooden case can hold up to twenty crossbow bolts.', '***Case, Map or Scroll.*** This cylindrical leather case can hold up to ten rolled-up sheets of paper or five rolled-up sheets of parchment.', '***Chain.*** A chain has 10 hit points. It can be burst with a successful DC 20 Strength check.', '***Climber’s Kit.*** A climber’s kit includes special pitons, boot tips, gloves, and a harness. You can use the climber’s kit as an action to anchor yourself; when you do, you can’t fall more than 25 feet from the point where you anchored yourself, and you can’t climb more than 25 feet away from that point without undoing the anchor.', '***Component Pouch.*** A component pouch is a small, watertight leather belt pouch that has compartments to hold all the material components and other special items you need to cast your spells, except for those components that have a specific cost (as indicated in a spell's description). ***Crowbar.*** Using a crowbar grants advantage to Strength checks where the crowbar’s leverage can be applied.', '***Druidic Focus.*** A druidic focus might be a sprig of mistletoe or holly, a wand or scepter made of yew or another special wood, a staff drawn whole out of a living tree, or a totem object incorporating feathers, fur, bones, and
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Tools: {content: 'A tool helps you to do something you couldn't otherwise do, such as craft or repair an item, forge a document, or pick a lock. Your race, class, background, or feats give you proficiency with certain tools. Proficiency with a tool allows you to add your proficiency bonus to any ability check you make using that tool. Tool use is not tied to a single ability, since proficiency with a tool represents broader knowledge of its use. For example, the GM might ask you to make a Dexterity check to carve a fine detail with your woodcarver’s tools, or a Strength check to make something out of particularly hard wood.', Tools: {content: [{table: {Item: ['*Artisan’s tools*', 'Alchemist’s supplies', 'Brewer’s supplies', 'Calligrapher's supplies', 'Carpenter’s tools', 'Cartographer’s tools', 'Cobbler’s tools', 'Cook’s utensils', 'Glassblower’s tools', 'Jeweler’s tools', 'Leatherworker’s tools', 'Mason’s tools', 'Painter’s supplies', 'Potter’s tools', 'Smith’s tools', 'Tinker’s tools', 'Weaver’s tools', 'Woodcarver’s tools', 'Disguise kit', 'Forgery kit', '*Gaming set*', 'Dice set', 'Playing card set', 'Herbalism kit', '*Musical instrument*', Bagpipes, Drum, Dulcimer, Flute, Lute, Lyre, Horn, 'Pan flute', Shawm, Viol, 'Navigator’s tools', 'Poisoner’s kit', 'Thieves’ tools', 'Vehicles (land or water)'], Cost: ["", '50 gp', '20 gp', '10 gp', '8 gp', '15 gp', '5 gp', '1 gp', '30 gp', '25 gp', '5 gp', '10 gp', '10 gp', '10 gp', '20 gp', '50 gp', '1 gp', '1 gp', '25 gp', '15 gp', "", '1 sp', '5 sp', '5 gp', "", '30 gp', '6 gp', '25 gp', '2 gp', '35 gp', '30 gp', '3 gp', '12 gp', '2 gp', '30 gp', '25 gp', '50 gp', '25 gp', '*'], Weight: ["", '8 lb.', '9 lb.', '5 lb.', '6 lb.', '6 lb.', '5 lb.', '8 lb.', '5 lb.', '2 lb.', '5 lb.', '8 lb.', '5 lb.', '3 lb.', '8 lb.', '10 lb.', '5 lb.', '5 lb.', '3 lb.', '5 lb.', "", —, —, '3 lb.', "", '6 lb.', '3 lb.', '10 lb.', '1 lb.', '2 lb.', '2 lb.', '2 lb.', '2 lb.', '1 lb.', '1 lb.', '2 lb.', '2 lb.', '1 lb.', '*']}}, '* See the “Mounts and Vehicles” section.', '***Artisan’s Tools.*** These special tools include the items needed to pursue a craft or trade. The table shows examples of the most common types of tools, each providing items related to a single craft. Proficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency.', '***Disguise Kit.*** This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a visual disguise.', '***Forgery Kit.*** This small box contains a variety of papers and parchments, pens and inks, seals and sealing wax, gold and silver leaf, and other supplies necessary to create convincing forgeries of physical documents. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a physical forgery of a document.', '***Gaming Set.*** This item encompasses a wide range of game pieces, including dice and decks of cards (for games such as Three-Dragon Ante). A few common examples appear on the Tools table, but other kinds of gaming sets exist. If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set. Each type of gaming set requires a separate proficiency.', '***Herbalism Kit.*** This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify or apply herbs. Also, proficiency with this kit is required to create antitoxin and potions of healing.', '***Musical Instrument.*** Several of the most common types of musical instruments are shown on the table as examples. If you have proficiency with a given m
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'Mounts and Vehicles': {content: ['A good mount can help you move more quickly through the wilderness, but its primary purpose is to carry the gear that would otherwise slow you down. The Mounts and Other Animals table shows each animal’s speed and base carrying capacity.', 'An animal pulling a carriage, cart, chariot, sled, or wagon can move weight up to five times its base carrying capacity, including the weight of the vehicle. If multiple animals pull the same vehicle, they can add their carrying capacity together.', 'Mounts other than those listed here are available in fantasy gaming worlds, but they are rare and not normally available for purchase. These include flying mounts (pegasi, griffons, hippogriffs, and similar animals) and even aquatic mounts (giant sea horses, for example). Acquiring such a mount often means securing an egg and raising the creature yourself, making a bargain with a powerful entity, or negotiating with the mount itself.', '***Barding.*** Barding is armor designed to protect an animal’s head, neck, chest, and body. Any type of armor shown on the Armor table can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much.', '***Saddles.*** A military saddle braces the rider, helping you keep your seat on an active mount in battle. It gives you advantage on any check you make to remain mounted. An exotic saddle is required for riding any aquatic or flying mount.', '***Vehicle Proficiency.*** If you have proficiency with a certain kind of vehicle (land or water), you can add your proficiency bonus to any check you make to control that kind of vehicle in difficult circumstances.', '***Rowed Vessels.*** Keelboats and rowboats are used on lakes and rivers. If going downstream, add the speed of the current (typically 3 miles per hour) to the speed of the vehicle. These vehicles can’t be rowed against any significant current, but they can be pulled upstream by draft animals on the shores. A rowboat weighs 100 pounds, in case adventurers carry it over land.'], 'Mounts and Other Animals': {table: {Item: [Camel, 'Donkey or mule', Elephant, 'Horse, draft', 'Horse, riding', Mastiff, Pony, Warhorse], Cost: ['50 gp', '8 gp', '200 gp', '50 gp', '75 gp', '25 gp', '30 gp', '400 gp'], Speed: ['50 ft.', '40 ft.', '40 ft.', '40 ft.', '60 ft.', '40 ft.', '40 ft.', '60 ft.'], 'Carrying Capacity': ['480 lb.', '420 lb.', '1,320 lb.', '540 lb.', '480 lb.', '195 lb.', '225 lb.', '540 lb.']}}, 'Tack, Harness, and Drawn Vehicles': {table: {Item: [Barding, 'Bit and bridle', Carriage, Cart, Chariot, 'Feed (per day)', '*Saddle*', Exotic, Military, Pack, Riding, Saddlebags, Sled, 'Stabling (per day)', Wagon], Cost: [×4, '2 gp', '100 gp', '15 gp', '250 gp', '5 cp', "", '60 gp', '20 gp', '5 gp', '10 gp', '4 gp', '20 gp', '5 sp', '35 gp'], Weight: [×2, '1 lb.', '600 lb.', '200 lb.', '100 lb.', '10 lb.', "", '40 lb.', '30 lb.', '15 lb.', '25 lb.', '8 lb.', '300 lb.', —, '400 lb.']}}, 'Waterborne Vehicles': {table: {Item: [Galley, Keelboat, Longship, Rowboat, 'Sailing ship', Warship], Cost: ['30,000 gp', '3,000 gp', '10,000 gp', '50 gp', '10,000 gp', '25,000 gp'], Speed: ['4 mph', '1 mph', '3 mph', '1½ mph', '2 mph', '2½ mph']}}}
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'Trade Goods': {content: ['Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest).', 'Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency. The Trade Goods table shows the value of commonly exchanged goods.'], 'Trade Goods': {table: {Cost: ['1 cp', '2 cp', '5 cp', '1 sp', '5 sp', '1 gp', '2 gp', '3 gp', '5 gp', '10 gp', '15 gp', '50 gp', '500 gp'], Goods: ['1 lb. of wheat', '1 lb. of flour or one chicken', '1 lb. of salt', '1 lb. of iron or 1 sq. yd. of canvas', '1 lb. of copper or 1 sq. yd. of cotton cloth', '1 lb. of ginger or one goat', '1 lb. of cinnamon or pepper, or one sheep', '1 lb. of cloves or one pig', '1 lb. of silver or 1 sq. yd. of linen', '1 sq. yd. of silk or one cow', '1 lb. of saffron or one ox', '1 lb. of gold', '1 lb. of platinum']}}}
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Expenses: {content: 'When not descending into the depths of the earth, exploring ruins for lost treasures, or waging war against the encroaching darkness, adventurers face more mundane realities. Even in a fantastical world, people require basic necessities such as shelter, sustenance, and clothing. These things cost money, although some lifestyles cost more than others.', 'Lifestyle Expenses': {content: ['Lifestyle expenses provide you with a simple way to account for the cost of living in a fantasy world. They cover your accommodations, food and drink, and all your other necessities. Furthermore, expenses cover the cost of maintaining your equipment so you can be ready when adventure next calls.', 'At the start of each week or month (your choice), choose a lifestyle from the Expenses table and pay the price to sustain that lifestyle. The prices listed are per day, so if you wish to calculate the cost of your chosen lifestyle over a thirty-day period, multiply the listed price by 30. Your lifestyle might change from one period to the next, based on the funds you have at your disposal, or you might maintain the same lifestyle throughout your character’s career.', 'Your lifestyle choice can have consequences. Maintaining a wealthy lifestyle might help you make contacts with the rich and powerful, though you run the risk of attracting thieves. Likewise, living frugally might help you avoid criminals, but you are unlikely to make powerful connections.'], 'Lifestyle Expenses': {content: [{table: {Lifestyle: [Wretched, Squalid, Poor, Modest, Comfortable, Wealthy, Aristocratic], Price/Day: [—, '1 sp', '2 sp', '1 gp', '2 gp', '4 gp', '10 gp minimum']}}, '***Wretched.*** You live in inhumane conditions. With no place to call home, you shelter wherever you can, sneaking into barns, huddling in old crates, and relying on the good graces of people better off than you. A wretched lifestyle presents abundant dangers. Violence, disease, and hunger follow you wherever you go. Other wretched people covet your armor, weapons, and adventuring gear, which represent a fortune by their standards. You are beneath the notice of most people.', '***Squalid.*** You live in a leaky stable, a mud-floored hut just outside town, or a vermin-infested boarding house in the worst part of town. You have shelter from the elements, but you live in a desperate and often violent environment, in places rife with disease, hunger, and misfortune. You are beneath the notice of most people, and you have few legal protections. Most people at this lifestyle level have suffered some terrible setback. They might be disturbed, marked as exiles, or suffer from disease.', '***Poor.*** A poor lifestyle means going without the comforts available in a stable community. Simple food and lodgings, threadbare clothing, and unpredictable conditions result in a sufficient, though probably unpleasant, experience. Your accommodations might be a room in a flophouse or in the common room above a tavern. You benefit from some legal protections, but you still have to contend with violence, crime, and disease. People at this lifestyle level tend to be unskilled laborers, costermongers, peddlers, thieves, mercenaries, and other disreputable types.', '***Modest.*** A modest lifestyle keeps you out of the slums and ensures that you can maintain your equipment. You live in an older part of town, renting a room in a boarding house, inn, or temple. You don’t go hungry or thirsty, and your living conditions are clean, if simple. Ordinary people living modest lifestyles include soldiers with families, laborers, students, priests, hedge wizards, and the like.', '***Comfortable.*** Choosing a comfortable lifestyle means that you can afford nicer clothing and can easily maintain your equipment. You live in a small cottage in a middle-class neighborhood or in a private room at a fine inn. You associate with merchants, skilled tradespeople, and military officers.', '***Wealthy.*** Choosing a wealthy lifestyle means living a life of luxury, though you might not have achieved the social st
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