Encumbrance

These rules replace the carrying capacity rules beginning on page 169 of the Core Rulebook.

A normal character can carry as many items as his Strength score without any encumbrance penalties. A quadruped can can carry 50% more than a normal character. Items too large to be used by a character count as two items. Weapons too small to be used by a character do not count against his limit and can be kept in his purse, sack, or outfit as appropriate. Exceptionally large items, as determined by the GM, may count as more than one item.

Some items may be grouped and considered as one item:

  • A purse counts as one item and can carry coins and gems.
  • A sack counts as one item and can carry most consumables (e.g. rations, water skins, wands.)
  • An outfit counts as one item and includes all clothing (excluding armor) and worn items (e.g. jewelry, gauntlets, cloaks.) Regular item “slot” limits still apply.

The first unit of any type of ammunition or similar items listed below may be worn by a character without counting against his item limit. Every additional unit counts as another item. See the table below for ammunition unit definitions.

Ammunition
Item Unit Capacity
Arrow Quiver 20
Bolt, crossbow Quiver 10
Bolt, crossbow, repeating Case 5
Bullets, sling Pouch 10
Darts Quiver 10
Darts, blowgun Quiver 10
Shuriken Pouch 5
Potion, acid, etc. Flask 1
Caltrops, tanglefoot bag, etc. Bag 1
Dagger, sai, siangham, etc. - 1

A character can carry nine items on his person. Carrying more than nine items requires a container. This container counts among the nine items on his person. Both the items in this container and the container itself count against a character’s item limit. Items kept in a container take a move action to retrieve. See the table below for container capacities.

Containers
Container Size Capacity
Pouch, belt 1 item 1 item
Basket 1 Item 2 items
Sack 1 item 3 items
Bag, waterproof 1 item 3 items
Backpack 1 item 6 items
Backpack, masterwork 1 item 8 items
Saddlebags 1 item 27 items
Handy haversack 1 item 9 items*
Bag of holding (type I) 1 item 18 items*
Bag of holding (type II) 2 items 36 items*
Bag of holding (type III) 2 items 72 items*
Bag of holding (type IV) 3 items 108 items*
*The contents of these containers do not count against a character’s capacity.

With the GM’s approval, small items (generally 1 lb. or less) can be kept in a character’s purse, sack, or outfit as appropriate. A character carrying more than his Strength score, but less than 150% of his Strength is encumbered as if carrying a medium load. A character carrying more than 150% of his Strength, but less than 200% of his Strength is encumbered as if carrying a medium load. All multiplied values are rounded down. See the table below for predetermined carrying capacities.

Carrying Capacity by Strength
Normal Quadruped
Str Light Medium Heavy Light Medium Heavy
3 3 4 6 4 6 9
4 4 6 8 6 9 12
5 5 7 10 7 11 15
6 6 9 12 9 13 18
7 7 10 14 10 15 21
8 8 12 16 12 18 24
9 9 13 18 13 20 27
10 10 15 20 15 22 30
11 11 16 22 16 24 33
12 12 18 24 18 27 36
13 13 19 26 19 29 39
14 14 21 28 21 31 42
15 15 22 30 22 33 45
16 16 24 32 24 36 48
17 17 25 34 25 37 51
18 18 27 36 27 39 54
19 19 28 38 28 41 57
20 20 30 40 30 44 60
21 21 31 42 31 47 63
22 22 33 44 33 49 66

The effects of carrying a medium or heavy load are listed below and are the same as described in the Core Rulebook. Encumbrance effects from armor and shields, and loads do not stack; the worse penalties apply.

Encumbrance Effects
Load Max Dex to AC Check Penalty Speed Run
Light - 0 Normal ×4
Medium +3 -3 Slowed ×4
Heavy +1 -6 Slowed ×3

Encumbrance

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