Equipment
Currency and Value
Coins come in three denominations, copper (cp), silver (sp), and gold (gp). Ten copper pieces equal one silver piece, and ten silver pieces equal one gold piece. Some communities have halfpennies and other lands use different metals and other representations of value.
The average worker earns about 8 silver pieces a day, or about 290 gp a year.
Item Quality
Assume all prices and item information is for an item of standard/average quality. You can also purchase items of inferior and superior quality.
An inferior item has shoddy construction from poor materials. Unless the description says otherwise, inferior items impose 1 bane on rolls made to use them, and they retain usefulness for about one quest before they break. Inferior items sell for half the normal price.
Superior items are the work of masters of their craft. They use fine materials and expert craftsmanship to offer superior functionality and greater durability. They also will often include embellishments.
These items sell for ten times their normal price. Unless the rules say otherwise, they grand 1 boon on rolls made to use them.
Rarity and Availability
The item's rarity describes how easy it is to find. Common items are found in settlements of any size. Uncommon items require more specialized training to make and are thus found in towns and larger communities. Rare items are made of unusual materials and require expert craftmanship, which limits it to cities. Exotic items are custom made by masters of their craft using expensive materials. Finding someone to make such an item can be a quest in and of itself.
Crafting
Between quests or during downtime, you can craft items if you have a profession or path that provides you with the necessary knowledge. If you have the alchemist path, you could produce doses of poison. Crafting an item costs materials equal to one-half of the item's price.
Carrying LImits
You can carry or wear a number of items equal to your Strength score. You can exceed this limit, up to twice your Strength score, but for every 2 items beyond your limit, your Agility score is reduced by 1. A few exceptions to this rule are:
Containers: A container and everything it holds counts as 1 item. You could, for example, stuff your backpack with torches, a coil of rope, a tinderbox, and provisions, and the backpack would still count as a single item. However, some heavy containers might count as 2 or more items, especially when filled.
Clothing and Accessories: Wearable items such as clothing, necklaces, eye patches, rings, and similar items collectively count as 1 item. Heavy, bulky, or awkward apparel counts as 2 items.
Coins and Gems: Every 30 loose coins or gems you carry count as 1 item. Sold in Multiples: Any item that’s sold in multiples—candles and incense—counts as 1 item.