Friday, December 9, 2016

House Rules - Magic Poisons

Magic Poisons (from The Book of Eldritch Might)

Assassins are a deviously creative lot. In a world where their victim can come back from the dead even faster than it took to put them there in the first place, a few magical tricks can help a non-spellcaster (or a minor spellcaster) use spell-like attacks - in this case, through the edge of a blade or laced into a glass of wine.

Every magical poison described here carries two effects: Its normal, non magical poisoning effect, and an accompanying magical effect. The magical effects are instantaneous, thus not subject to dispelling. Victims with Spell resistance may use their resistance to avoid the magical effect (though not the non-magical one).

Creatures immune to poisons are immune to the spell-like effects of magic poisons as well. Neutralize poison can render both aspects of a magic poison harmless; treat as though dispel magic were cast against the caster level of the magic poison's creator. Thus, to cancel out effects, a caster of neutralize poison makes a level check with a DC of 11 + the caster level listed with the poison.

Creating Magic Poisons

Magic poisons may be made by those with the feat Manufacture Magic Poison. Magic poisons are brewed and simmered for a long time, or produced by feeding special ingredients to plants that in turn produce the required effect. Thus, it often takes weeks to produce a magic poison. Unlike most magic item creation processes, during the process you only need to spend one hour per day working on the poison.

To figure the market price for a magic poison, determine the approximate level of the poison's effect and multiply 60 shillings times the spell level times the caster level. The prices pertaining to spells that often affect a number of targets should be adjusted downward when placed into a poison (which only affects one creature); reduce these prices by up to 20%. Otherwise, manufacturing magic poisons is much like creating a potion, as described in the Dungeon Master's Guide.

Magic Poison Powers

Using Magic Poisons
Each of the magic poisons listed in this section is meant to be added to a mundane poison, like those found in the Dungeon Master's Guide. They do not have to be. If you desire only the magical effect, add the magical powers to an inert paste instead of to a poison. Characters can coat a blade with this substance or ally it directly to food or drink to be ingested

Note that some magic poisons, such as coldheart, take effect only when the save against the actual poison fails. These would have no effect if added to an innocuous substance.
Coldheart: The victim suffers 3d6 points of cold damage upon the failure of each save against the poison. There is no additional save for the cold damage.
  Caster Level: 5th; Prerequisites: Manufacture Magic Poison, mark of frost; Market Price: 900 shillings.

Crippling Doom: Victims who fail a Will save (DC 11) are filled with dread and pain, suffering a -2 morale penalty to attack rolls, checks, and saving throws for two minutes.
  Caster Level: 2nd; Prerequisites: Manufacture Magic Poison, doom; Market Price: 120 shillings.

Darkmind: Victims who fail a Fortitude save (DC 19) fall into a coma, alive but unable to take actions of any kind, physical or mental. The coma lasts 1d10 days.
  Caster Level: 7th; Prerequisites: Manufacture Magic Poison, coma; Market Price: 4,700 shillings.

Delusion: The victim of this poison is deluded into ignoring the damage it inflicts. The character simply does not recognize that the poison has had an effect. No save.
  Caster Level: 7th; Prerequisites: Manufacture Magic Poison, confusion; Market Price: 1,500 shillings.

Demonseed: Anyone slain by this poison and then raised becomes possessed by a fiend (a dæmon, demon, or devil). Until the fiend is dispelled (via dispel evil or similar spell), treat the character as evil with an agenda of destruction (often achieved through guile - the fiend won't necessarily make its presence known immediately). Use all the character's normal abilities and skills. No save.
  Caster Level: 9th; Prerequisites: Manufacture Magic Poison, lesser planar binding; Market Price: 3,000 shillings.

Denial: The victim of this poison must make a Will save (DC 19) or thereafter become unable to enter a 100-foot-square area designated by the creator.
  Caster Level: 13th; Prerequisites: Manufacture Magic Poison, forbiddance; Market Price: 4,500 shillings.

Fear: The victim of this poison must make a Will save (DC 16) or be gripped with great fear. Treat the character as panicked for 8 rounds.
  Caster Level: 8th; Prerequisites: Manufacture Magic Poison, fear; Market Price: 1,600 shillings.

Fireheart: The victim suffers 3d6 points of fire damage upon the failure of each save versus the poison. There is no additional save for the fire damage.
  Caster Level: 5th; Prerequisites: Manufacture Magic Poison, mark of fire; Market Price: 900 shillings.

Heartthief: The victim of this poison must make a Will save (DC 16) or lose all memory of the person closest to him.
  Caster Level: 11th; Prerequisites: Manufacture Magic Poison, feeblemind; Market Price: 4,000 shillings.

Longnight: Those slain by this poison or the attack which delivered it (if any) gain a special 30 Spell Resistance against any attempt to raise, resurrect (including true resurrection) or reincarnate them. No save.
  Caster Level: 17th; Prerequisites: Manufacture Magic Poison, soul bind; Market Price: 9,000 shillings.

Madness: The victim of this poison must make a Will save (DC 20) or go insane as described in the spell insanity.
  Caster Level: 13th; Prerequisites: Manufacture Magic Poison, insanity; Market Price: 5,400 shillings.

Memory Key: This poison is always made with a specific target in mind. The creator specifies a single memory of a subject - such as meeting a certain individual, the events of a single evening, or an important password - to be destroyed forever in the victim's mind. spells, skills, feats, and other character abilities cannot be forgotten. Major memories, such as the existence of a character's husband or where she comes from, are beyond the scope of this poison. The victim gets a Fortitude save (DC 16) to resist this effect.
  Caster Level: 7th; Prerequisites: Manufacture Magic Poison, feeblemind; Market Price: 1,500 shillings.

Shrivelsoul: If the victim of this poison dies (either through the poison's damage or the attack which delivered it, if any), the corpse immediately shrivels and effectively ages a year, so that raise dead will not work. A resurrection is needed to bring the character back to life. No save.
  Caster Level: 11th; Prerequisites: Manufacture Magic Poison, slay living; Market Price: 3,500 shillings.

Sleep: A victim of 6 Hit Dice or lower must make a Fortitude save (DC 11) or fall asleep for three minutes or until awakened.
  Caster Level: 3rd; Prerequisites: Manufacture Magic Poison, sleep; Market Price: 180 shillings.

Slow: The victim of this poison must make a Will save (DC 14) or be slowed (as the spell) for 7 rounds.
  Caster Level: 7th; Prerequisites: Manufacture Magic Poison, slow; Market Price: 1,100 shillings.

Swarmdeath: The victim of this poison must make a Fortitude save (DC 17) or be killed instantly by the swarm of crawling and flying insects that appears in his stomach and bursts out.
  Caster Level: 9th; Prerequisites: Manufacture Magic Poison, insect plague, slay living; Market Price: 2,700 shillings.

Truesleep: A victim of 10 Hit Dice or lower falls asleep for one hour. There is no saving throw (although immunity to sleep effects and normal spell resistance still apply).
  Caster Level: 9th; Prerequisites: Manufacture Magic Poison, greater sleep; Market Price: 2,700 shillings.

Weakening: This poison magically saps 1d4 points of Strength from the victim upon the failure of each save.
  Caster Level: 5th; Prerequisites: Manufacture Magic Poison, ray of enfeeblement; Market Price: 1,200 shillings.

Wraithsong: The victim of this poison has one negative level, as if touched by a wraith. No save.
  Caster Level: 7th; Prerequisites: Manufacture Magic Poison, enervation; Market Price: 1,600 shillings.

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Tuesday, December 6, 2016

General Rules - Rage Feats

Rage Feats

This is a list of rage feats that do not appear in the Player's Handbook, but that I use in my campaigns. All of these feats require that the character have the ability to rage, as a barbarian. As feats get added to my ongoing campaigns, I will add more to this listing.

This list uses several abbreviations to show what sourcebook the entries were drawn from. For guidance as to what sourcebooks these abbreviations reference, see my key to Sourcebook Abbreviations.

All of the material contained on this page and other pages of this blog is presented in accordance with the terms of the Open Game License.

Feat Name
Source
PrerequisitesBenefit
Blood of Þunor
-
Human or Khülen, ability to rageWhen you rage, you gain bonus damage points that may be applied to your attacks
Collective Fury
-
Ability to rage, WarcryYour rage gives nearby raging allies the ability to make a Warcry
Defensive Rage
W&R
Ability to rageYou can "spend" a rage to gain a bonus to your Armor Class
Focused Rage
W&R
Ability to rageYou can "spend" a rage to gain a bonus to skill checks
Furious Strength
-
Ability to rageYou can forego normal rage bonuses for one round of tremendous strength
Fury’s Focus
-
Ability to rageYour move increases by +10 feet while you rage
Ghost Rage
W&R
Ability to rageYou can "spend" a rage to gain the ghost touch special ability for all of your attacks
Holy Fury
-
Ability to channel positive energy, ability to rageYou can channel holy energy to be able to inflict critical hits on undead while raging
Punishing Rage
W&R
Ability to rageYou can "spend" a rage to gain the Great Cleave ability for one round
Raging Jump
-
Ability to rage, Jump 3+ ranksYou can shorten your rage to enhance your ability to jump
Savage Health
-
Constitution 15+, ability to rageYou can gain temporary hit points when you rage
Unholy Rage
W&R
Ability to rage, evil alignmentYou can "spend" a rage to smite good
Unstoppable Rage
W&R
Ability to rageYou can "spend" a rage to gain a morale bonus to saving throws
Warcry
-
Charisma 13+, ability to rageYou can terrify opponents when you rage with a mighty shout
Whirlwind Rage
W&R
Ability to rage, Punishing RageYou can "spend" a rage to temporarily gain the Whirlwind Attack feat

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Sunday, December 4, 2016

House Rules - New Armor

New Armor

This is a list of armors that do not appear in the Player's Handbook, but that I use in my campaigns. As armors get added to my ongoing campaigns, I will add more to this listing. These armors have been adapted from Bow & Blade: A Guidebook to Wood Elves, the Demon Hunter's Handbook, Nyambe, Path of the Sword, and The Quintessential Fighter.

This list uses several abbreviations to show what sourcebook the entries were drawn from. For guidance as to what sourcebooks these abbreviations reference, see my key to Sourcebook Abbreviations.

All of the material contained on this page and other pages of this blog is presented in accordance with the terms of the Open Game License.

Armor
Light Armor
Cost
Armor/Shield
Bonus
Max Dex
Bonus
Armor Check
Penalty
Arcane Spell
Failure
Weight 1
Armor Tunic 2
5 shillings
+1
+8
0
0%
5 lbs.
Armored Ankle Coat
50 shillings
+1
+8
0
5%
15 lbs.
Beaded Armor 2
25 shillings
+2
+6
-1
15%
15 lbs.
Bone Armor 2
300 shillings
+3
+6
-2
15%
15 lbs.
Chitin Armor 2
45 shillings
+4
+3
-3
20%
25 lbs.
Gyad'hywr Breastplate 2
3,000 shillings
+5
+4
-2
20%
15 lbs.
Heartwood Shirt 2
1,500 shillings
+5
+4
-3
25%
25 lbs.
Heavy Cloth 2
50 shillings
+2
+6
-
10%
15 lbs.
Leafweave Armor 2
350 shillings
+2
+6
-2
10%
10 lbs.
Leather Cloak 2
10 shillings
+1
+9
-2
0%
5 lbs.
Menaevian War Paint 2
15 shillings
+1
-
-
0%
1 lb.
Moltleather Armor 2
100 shillings
+3
+6
-
5%
15 lbs.
Serpent Mail 2
1,500 shillings
+5
+5
-
10%
25 lbs.
Silk Shirt 2
25 shillings
-
-
-
-
- lbs.
Spidersilk Vest 2
500 shillings
+3
+7
-1
5%
5 lbs.
Studded Leather Cloak
75 shillings
+2
+7
-
0%
10 lbs.
Woven Cord Armor 2
10 shillings
+1
+7
-1
5%
10 lbs.
Medium Armor
Cost
Armor/Shield
Bonus
Max Dex
Bonus
Armor Check
Penalty
Arcane Spell
Failure
Weight 1
Back and Breast
50 shillings
+2
+2
-5
20%
15 lbs.
Bugbear Hide
475 shillings
+4
+4
-3
20%
25 lbs.
Dragonscale
4,500 shillings
+10
+3
-4
30%
30 lbs.
Hydra Hide
1,500 shillings
+6
+4
-3
20%
25 lbs.
Iron Mantle Armor
150 shillings
+5
+2
-5
30%
30 lbs.
Lamellar
150 shillings
+5
+3
-4
30%
35 lbs.
Woodweave Coat 2
1,500 shillings
+4
+3
-3
25%
15 lbs.
Heavy Armor
Cost
Armor/Shield
Bonus
Max Dex
Bonus
Armor Check
Penalty
Arcane Spell
Failure
Weight 1
Bronze Plate
900 shillings
+6
+2
-5
30%
40 lbs.
Shields
Cost
Armor/Shield
Bonus
Max Dex
Bonus
Armor Check
Penalty
Arcane Spell
Failure
Weight
Buzzshield
50 shillings
+1
-
-1
10%
10 lbs.
Dragon Shield
3,000 shillings
+3
-
-
-
10 lbs.
Large chitin shield 2
10 shillings
+2
-
-2
15%
8 lbs.
Large leather shield 2
5 shillings
+2
-
-2
15%
7 lbs.
Leather body shield 2
15 shillings
+3
-
-5
25%
15 lbs.
Orc battle shield
8 shillings
+2
-
-3
25%
12 lbs.
Orc runt shield
4 shillings
+1
-
-2
15%
6 lbs.
Parrying shield 2
20 shillings
+1
-
-1
10%
6 lbs.
Sleeve shield
300 shillings
+3
+3
-5
50%
8 lbs.
Small chitin shield 2
2 shillings
+1
-
-1
5%
4 lbs.
Small leather shield 2
4 shillings
+1
-
-1
5%
3 lbs.
Turtle shield 2
100 shillings
-
-
-15
60%
20 lbs.
Extras
Cost
Armor/Shield
Bonus
Max Dex
Bonus
Armor Check
Penalty
Arcane Spell
Failure
Weight
Roundels
50 shillings
+1
-1
-1
5%
10 lbs.
1 Weight figures are for armor sized to fit Medium characters. Armor fitted for Small characters weighs half as much, and armor fitted for Large characters weighs twice as much.
2 Can be worn or used by druids without penalty.

Armor Descriptions

Armor Tunic: (Relics & Rituals: Excalibur) Nobles, knights, and soldiers often wear armor tunics when not in combat. It is a standard cloth tunic with leather patches at the shoulders and elbows and leather covering both the front and back. The front is usually stamped with the knight or noble's coat of arms, or with the soldier's employer. An armor tunic provides some protection while still being light and flexible.

Armored Ankle Coat: (Demon Hunter's Handbook) A long, ankle-length heavy leather or canvas coat, which both serves to protect from harsh weather and makes the wearer appear more intimidating. An armored ankle coat is simply an ankle coat that has been reinforced with heavy canvase, a thin layer of padding, and armored plates at the shoulders, the raised collar, and the points where the coat covers the kidneys and heart. By itself, the armored coat offers only minimal protection to the wearer, but it is better than nothing. An armored ankle coat can be worn over any other type of light or medium armor, in which case its armor bonus stacks with that of the other armor (an exception to the normal rules).

Back and Breast: This armor consists of a breast and back plate, usually worn in addition to lighter armor, thus providing an extra degree of protection at the expense of increased weight and less freedom of movement. The armor Bonus may be added to that of any light armor already being worn, transforming it to medium armor. The back and breast may be removed in 5 rounds and donned without aid in 1 minute, allowing a warrior to quickly switch between heavy protection for combat and light armor for agility, as the situation demands. Although the armor bonus from a back and breast set will stack with the armor bonus from a suit of light armor, any magical enhancement will not.

Beaded Armor: This armor is made from beads and woven leather cord. This makes the armor highly decorative, yet still provides some degree of protection to the wearer. It is most commonly used by the tribesmen of the At'viras Steppes and the Tozlu Desert. Beaded armor can be donned in 1 minute, donned hastily in 5 rounds, and removed in 1 minute.

Bone Armor: Thin strips of bone line the outside of a hide shirt, making this armor both light and durable. Although it offers excellent protection compared to most light armor, it does not have the durability of comparable metal armor.

Bronze Plate: Bronze plate is half-plate made with lighter construction, allowing greater mobility at the expense of heavy protection.

Bugbear Hide: The shell of a bugbear is renowned among armorsmiths for being unusually resilient to blows when cured and waxed in a certain fashion. Anyone wearing bugbear hide will be viewed extremely negatively by goblinoids.

Buzzshield: The buzzshield is an example of what happens when the ingenuity of the Hartzstadt dwarves is applied to war. The buzzshield is the size of a small steel shield, and anyone with the Shield proficiency can used it as one without penalty. If the wielder also has Exotic Weapon Proficiency (Buzzshield), it is something more.

The buzzshield contains a powerful spring, a complex gearing mechanism, and a number of retractable metal teeth. When wound up (a full round action that provokes and attack of opportunity), it becomes a lethal weapon, all the while still functioning as a shield. The buzzshield can be used as an off-hand weapon, and is considered to be a light weapon for this purpose. The buzzshield remains wound for 1d4+4 rounds, and deals 1d6 points of slashing damage on a successful hit. It has a threat range of 20 x3.

The mechanism is robust, as it is designed for war, but it is not indestructible. After 25 rounds of use, the mechanism will need maintenance. Maintaining a buzzshield requires a DC 20 Craft: Weaponsmithing check and 10 minutes of work. Dwarves from Harzstadt gain a +4 bonus to this check, and can perform the work in half the time. if the shield is used without maintenance, it ceases to function as anything but a small shield until repaired.

Chitin Armor: Goblinoids and others who live near insect-infested areas have learned to take advantage of the abundance of giant arthropods, forming useful armor from their discarded husks. While some feel that only shells stripped from living beasts have the flexibility to make decent armor, most husk-hunters find a freshly shed exoskeleton to be just as good and far easier to obtain.

Chitin armor offers decent protection, and is often used by goblinoids. It has one major drawback - it is incredibly brittle. Any attack that deals more than 20 points of damage in a single blow shatters the armor. In addition, if the wearer of the armor takes more than 50 points of damage before he can repair the armor, the husk is destroyed. Repairing the armor requires a DC 20 Craft: Armorsmithing check and takes an hour.

Dragon Shield: Rarer than full dragonscale, a dragon shield is made from a single huge scale, only found upon the death of large wyrms. Providing excellent protection, the dragon shield is light and easy to use despite being the size of any other large shield. In addition to the Armor Bonus, the dragon shield will also bestow its wielder with energy resistance 5 against the energy type of the breath weapon the dragon scale was gleaned from.

Dragonscale: Similar to scale mail, dragonscale is made using the smaller scales of a great dragon. This armor guarantees a warrior excellent protection and yet limits little of his speed and mobility due to its great flexibility. In addition, the wearer gains energy resistance 10 against all attack of the same energy type as the breath weapon of the dragon from which the suit was made. Dragomnscale is extremely rare, and many adventurers are willing to risk the dangers of actually seeking a dragon out in order to gain such armor. Many dragons will react negatively to individuals clad in dragonscale armor.

Gyad'hywr Breastplate: This is a breastplate made from gyad'hwyr wood.

Heartwood Shirt: Made of specially treated wood grown in secret groves by khülen druids and spirit shamen, this is one of the finest and most expensive forms of armor available. Although made of wood, it has the hardness and hit points of normal steel.

Heavy Cloth: This armor consists of either thin cloth such as linen that is boiled in oil or wax to stiffen it, or thick cloth such as felt that can turn away some blows or missiles. it is hot, scratchy, and uncomfortable,

Hydra Hide: Often regarded as a poor man's dragonscale, hydra hide is nevertheless extremely tough and yet remains flexible enough to permit most movement.

Iron Mantle Armor: Iron mantle armor is made from a number of iron plates held together with leather straps, and covers the wearer's shoulders and chest. Iron mantle armor can be donned in 4 minutes, donned hastily in 1 minute, and removed in 1 minute.

Lamellar: Similar to splint and brigandine armor, lamellar has between the two in protection value, I consists of small, overlapping plates of metal sewn together or stitched to a backing of leather or cloth.

Large Chitin Shield: Commonly used by goblinoid warriors, a chitin shield is lighter than a metal or wooden shield, but easier to damage. Made from the exoskeleton on a monstrous insect, it is lightweight, but incredibly brittle. A large chitin shield has hardness 5 and 5 hit points.

Large Leather Shield: A leather shield is lighter than a metal or wooden shield, but easier to damage. The leather is cured until it is hard enough to deflect attacks. A large leather shield has hardness 3 and 12 hit points.

Leafweave Armor: Made from lacquered leaves by woodland crafters, leafweave armor is light, durable, and extremely flexible. Its only disadvantage compared to other light armor is its high price, due mainly to the intricate craftsmanship and rare materials used in its creation.

Leather Body Shield: A body shield is only slightly smaller than a tower shield. Such a shield would be unwieldy if made from any material other than leather. The leather is cured until it is hard enough to deflect attacks. A large leather shield has hardness 3 and 15 hit points.

Leather Cloak: This full-length thick leather cape trades off a minimal protective value with the benefit of minimal encumbrance of the wearer.

Menævian War Paint: The warriors of Menævia have been often observed patrolling their wild nation covered in swirls and whorls of color. Those who know the secret of Menævian war paint know why they wear this gaudy spectacle, except for the fact that they are most likely dead.

When applied, Menævian war paint is a riot of clashing colors, usually greens, reds, and tans. It remains thus until the wearer remains still for 1d4 rounds. At the end of this time, the brightly colored paint slowly changes to match the surrounding foliage - not a perfect match, but close enough to add considerably to Hide checks, giving a +6 circumstance bonus. If the wearer moves suddenly - more than half speed - the paint reverts to its bright color scheme. The effect is that brightly painted, garish warriors seem to materialize out of nowhere.

Menævian war paint also serves to protect the skin slightly. Once dry, it is surprisingly tough, acting as skin-tight armor that provides a +1 armor bonus to its wearer. Applying Menævian war paint takes 15 minutes; removing it takes about 1 minute. No other armor can be worn while using the paint. It is extremely rare for Menævians to sell this paint to non-Menævians. An alchemist who has a sample to work with might be able to figure out the recipe with a DC 35 Craft: Alchemy check. Once the formula is known, manufacturing more requires a DC 25 Craft: Alchemy check.

Menævian war paint assists in Hide checks only when in wilderness locales. It is worse than useless in cities or inside structures, conferring a -2 circumstance penalty to Hide checks.

Moltleather Armor: This material for this armor is made from molted lizardfolk skin using shaping (alchemy) and treating it with special substances. It is then treated a second time using shaping (leatherworking) to layer and thicken the material into superior leather. Moltleather armor is usually given to lizardfolk warriors as a special gift and it is difficult to find commercially as the lizardfolk do not sell it.

Most suits of moltleather are fitted to lizardfolk specifications and require substantial alteration before they can be worn by creatures of a different race, even if they are the same size. These modifications will cost 25 shillings and require a DC 20 Craft: Armorsmithing check by an artisan who has at least 4 ranks in both Craft: Armorsmithing and Craft: Leatherworking.

Orc Battle Shield: The orcish battle shield is a heavy wooden shield, usually reinforced with bronze or iron. Cruder and heavier than shields made by other races, it is an effective but cumbersome means of protection. orc battle shields are often adorned with shield spikes, orc shield blades, or both.

Orc Runt Shield: The orc runt shield is a smaller wooden shield that may or may not be reinforced with stripes of metal. These are often wielded by the lower status orcs or even slaves driven into battle by their orcish masters.

Parrying Shield: A parrying shield is a special shield often used by the inhabitants of the Tozlu Desert. It is a small leather shield with special projections used for deflecting arrows. A wielder must have the Parrying Shield feat to make full use of a parrying shield. A parrying shield has hardness 3 and 9 hit points.

Roundels: Consisting of a series of discs attached to the vulnerable joints of metal armor, roundels provide a greater level of protection at the expense of extra weight. Roundels may be combined with any medium or heavy armor with the exception of full plate.

Serpent Mail: This masterwork armor is made from the skins of great serpents bred specially for this purpose. Like moltleather, serpent mail is nonmagical but is treated with magical processes during its making. Serpent mail is given as a gift to particularly notable lizardfolk warriors, and is difficult to find commercially as the lizardfolk do not sell it.

Most suits of serpent mail are fitted to lizardfolk specifications and require substantial alteration before they can be worn by creatures of a different race, even if they are the same size. These modifications will cost 100 shillings and require a DC 25 Craft: Armorsmithing check by an artisan who has at least 8 ranks in both Craft: Armorsmithing and Craft: Leatherworking.

Silk Shirt: Often sported by fashion-conscious fops and nobles, silk armor has a very real purpose in combat. Though it does not bestow any Armor Bonus, it may be combined with any other type of armor with no penalty. When the wearer is struck with any piercing ranged weapon, the silk naturally wraps itself around the head of the weapon, making removal far easier. Any Heal check applied to the effects of damage dealt by ranged piercing weapons will gain a +2 circumstance bonus.

Sleeve Shield: These shields are crafted of steel and somewhat resemble vambraces from a suit of plate armor. The front plates, both on the forearm and the upper arm, are exceptionally wide - somewhere in size between a buckler and a small shield - and can deflect enemy blows. A blade very much like a short sword extends from the gauntlet. Intricate linkages and hinging allows the arm to bend, but sleeve shields do still hamper the wearer. in addition, the built-in blades preclude the use of any other weapons or shields - including bucklers - in the hand.

Sleeve shields are used both for defense - adding +3 to the wearer's Armor Class - and for attacks, in which capacity they are identical to a short sword. As beneficial as this seems, the main benefit of sleeve shields is that any melee attack that fails to hit the wearer by 3 points or less is assumed to have been deflected by the sleeves. This allows the wearer to make an immediate attack of opportunity against the attacker.

The listed abilities are for a matched pair of sleeves. If a character wears only one sleeve, the Armor Class bonus falls to +1 and the wearer gets an attack of opportunity only if the attacker misses by 1 point. Wearing only one sleeve allows the character to wield a two-handed weapon or shield in the other hand. Maximum Dexterity Bonus, Armor Check, and Spell Failure modifiers remain unchanged. The use of sleeve shields is popular among dwarves from Hartzstadt, which is where these weapons were first developed.

Small Chitin Shield: Commonly used by goblinoid warriors, a chitin shield is lighter than a metal or wooden shield, but easier to damage. Made from the exoskeleton on a monstrous insect, it is lightweight, but incredibly brittle.A small chitin shield has hardness 5 and 3 hit points.

Small Leather Shield: A leather shield is lighter than a metal or wooden shield, but easier to damage. The leather is cured until it is hard enough to deflect attacks. A small leather shield has hardness 3 and 7 hit points.

Spidersilk Vest: It is well known that spider's silk is many times stronger than steel. While the chitine have been known to farm spiders for their silk, others must resort to hunting monstrous spiders in wild for their supply. Any monstrous spider of at least Large size can provide enough silk for a single spidersilk vest for a Medium-size creature. A DC 30 Craft: Weaving check is required to convert the spider threads into silk cloth, and a DC 27 Craft: Tailor check is needed to successfully craft the silk into the vest.

Studded Leather Cloak: This leather cape includes large metal rivets to help turn the blows of weapons.

Turtle Shield: (Quinetessential Cleric) Tending to the wounded on the field of battle can be very hazardous, but the turtle shield can be used to diminish their exposure to danger. Appearing as a normal tower shield, the turtle shield can be unfolded and will stand on its own, providing 100% cover to those behind it. This allows creatures of Medium size or smaller to crouch behind the shield and tend to the wounded while avoiding the hazards of missile fire. The turtle shield only provides 100% cover from the front and sides. The shield provides no protection against attacks from the rear. Because the turtle shield can provide cover without being held, it also provides protection against targeted spells, unlike a tower shield. Any creature of Small size or larger within 5 feet of the barrier can knock the shield aside as a standard action.

Woodweave Coat: Made from wooden strips of specially treated wood, this armor is favored by many khülen woodsmen and warriors. Although made of wood, it has the hardness and hit points of normal steel.

Woven Cord Armor: This armor is made from woven fibers. Though not as flexible as leather armor, woven cord armor offers superior ventilation. As a result, woven cord armor is commonly used by the denizens of the At'viras Steppes, and sometimes by the inhabitants of the Tozlu Desert. Woven cord armor can be donned in 1 minute, donned hastily in 5 rounds, and removed in 1 minute.

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House Rules - Adventuring Equipment

Adventuring Equipment

Item
Cost
Weight
Back Travois
100 shillings
20 lbs.
Backpack, Masterwork
52 shillings
2 lbs.
Bandoleer
5 pennies
½ lbs.
Bandoleer, Masterwork
50 shillings
½ lbs.
Bell, Masterwork
51 shillings
- lbs.
Belt Pouch, Masterwork
51 shillings
½ lbs.
Block and Tackle, Masterwork
55 shillings
5 lbs.
Butterfly Net
2 shillings
½ lbs.
Cane
100 shillings
2 lbs.
Cane, Fighting
105 shillings
2 lbs.
Candle, Masterwork
50 shillings and 1 bit
- lbs.
Case, Masterwork Map or Scroll
51 shillings
½ lbs.
Dissection Kit
50 shillings
8 lbs.
Easel, Portable
35 shillings
7 lbs.
Field Medic Kit
10 shillings
½ lbs.
Firesand Lamp
25 shillings
6 lbs.
Framepack
5 shillings
3 lbs.
Glass, Powdered
1 penny
½ lbs.
Hammock
2 pennies
2 lbs.
Healer's Kit, Hunter Quality
500 shillings
½ lbs.
Hollow Book
30 shillings
3 lbs.
Hollow Tube, Iron
3 shillings
1½ lbs.
Hollow Tube, Bone
1 penny
- lbs.
Hollow Tube, Wood
1 bit
- lbs.
Horserat Bridle
4 shillings
2 lbs.
Horserat Saddle
60 shillings
40 lbs.
Identification Book
200 shillings
3 lbs.
Ink, Masterwork (1 oz. vial)
58 shillings
- lbs.
Javelin Thrower
2 shillings
2 lbs.
Jaw Trapper
75 shillings
10 lbs.
Lantern, Masterwork Bullseye
62 shillings
3 lbs.
Lantern, Masterwork Hooded
57 shillings
2 lbs.
Magnifying Lens
100 shillings
½ lbs.
Manacles, Cold
375 shillings
2 lbs.
Measuring Line
3 shillings
- lbs.
Oil, Masterwork
50 shillings and 1 penny
1 lb.
Oil, Scented
5 pennies
1 lb.
Pamphlet of Searching
5 shillings
- lbs.
Pipe, Common
1 penny
- lbs.
Pipe, Fine
1+ shillings
- lbs.
Pipeweed, Common
2 bits
- lbs.
Pipeweed, Fine
2 pennies
- lbs.
Poison Antidote Kit
50 shillings
2 lbs.
Potion Belt
1 shilling
1 lb.
Potion Belt, Masterwork
60 shillings
1 lb.
Pouch, Clasped
1 shilling
½ lbs.
Ram Spear
50 shillings
30 lbs.
Raskit
100 shillings
3 lb.
Scroll Dispenser
150 shillings
2 lbs.
Scroll Organizer
5 shillings
½ lb.
Scrollcase, Adamantine
500 shillings
½ lb.
Scrollcase, Leather or Bone
1 shilling
½ lb.
Scrollcase, Mithral
250 shillings
½ lb.
Shell Pouch
Variable
1 lb. to 4 lbs.
Signal Whistle, Masterwork
50 shillings and 8 pennies
- lbs.
Slytheen Bog Wine, Clay Urn
60 shillings
15 lb.
Slytheen Bog Wine, Cup
1 shilling
¼ lb.
Star Chart
10 shillings
1 lb.
Star Chart, Masterwork
100 shillings
2 lbs.
Surgeon's Kit
30 shillings
1 lb.
Tar Pot
200 shillings
20 lbs.
Tent, 10-Man
40 shillings
50 lbs.
Tent, Pavilion
250 shillings
100 lbs.
Toolstaff
40 shillings
4 lbs.
Torch, Masterwork
50 shillings and 1 bit
1 lb.
Walking Stick
5 shillings
1 lb.
Waterproof Backpack
25 shillings
3 lbs.
Waterproof Scroll Case
20 shillings
1 lb.
Waterskin, Goat's Bladder
3 shillings
4 lbs.
Waterskin, Lamb's Bladder
5 pennies
4 lbs.
Waterskin, Llama's Bladder
2 shillings
4 lbs.
Waterskin, Yak's Bladder
15 pennies
8 lbs.
Weapon Harness
5 shillings
5 lbs.
This is a collection of equipment that is generally of interest to adventurers. There are no weapons or armor listed here, nor are there items that are specific to either arcane or divine spellcasters. Rather, these items are general-purpose gear that many characters will find useful to carry. This list does not include many items of interest to rogues, as those are found on the Black Market Items and Poisons page.

This list uses several abbreviations to show what sourcebook the entries were drawn from. For guidance as to what sourcebooks these abbreviations reference, see my key to Sourcebook Abbreviations.

All of the material contained on this page and other pages of this blog is presented in accordance with the terms of the Open Game License.

Item Descriptions

Back Travois: (Quintessential Cleric) This device enables adventurers to more easily carry their fallen comrades out of hazardous areas so they may receive treatment in a more hospitable location. The back travois consists of a sturdy leather harness (straps and buckles allow the harness to fit bipedal creatures from Small to Large) and a set of jointed wooden poles. The harness and poles connect together to form a simple triangle of wood and leather that can support creatures of Large size or smaller. The open end of the triangle rests across the wearer's shoulders, while the tip of the triangle drags on the ground behind - in most cases, the head of the fallen is positioned near the head of the wearer to avoid exacerbating any injuries. When wearing a back travois, a character's carrying capacity is tripled and his movement rate is reduced by one-half; a back travois also imposes a -5 circumstance penalty to all Dexterity checks. A character can only transport individuals that are no more than one size larger than himself with a back travois.

Backpack, Masterwork: (Advanced Gamemaster's Guide) A masterwork backpack halves the weight of up to 20 pounds of materials placed in it for purposes of encumbrance. Thus, a masterwork backpack with 32 pounds of equipment only counts as 22 pounds of gear when figuring encumbrance.

Bandoleer: (Forgotten Realms Campaign Setting) This leather belt has loops or pouches for carrying small items of up to dagger size. It is usually worn across the chest. It holds eight items.

Bandoleer, Masterwork: (Forgotten Realms Campaign Setting) This well-crafted bandoleer holds twelve items.

Bell, Masterwork: (Advanced Gamermaster's Guide) A masterwork bell adds +1 to the Listen check of those trying to hear it.

Belt Pouch, Masterwork: (Advanced Gamemaster's Guide) Removing an object from a masterwork belt pouch does not provoke an attack of opportunity.

Block and Tackle, Masterwork: (Advanced Gamemaster's Guide) A masterwork block and tackle allows up to four characters to aid another character trying to lift or movesomthing. If lifting, add their combined maximum encombrance to determine how much they can lift. If making a Strength check, each character able to make a DC 10 Strength check adds +2 to the primary character's Strength check.

Butterfly Net: (Path of the Magi) Made of a very light, small-holed net attached to a long pole, this idem is very useful for capturing insects for later study. Craft: Weaving DC 10 or Craft: Netmaking DC 10.

Cane: (Path of the Magi) An ornate cane suitable for a gentleman standing as high as the user's waist with a brass, sterling silver, or polished steel tip. Golden knobs, carved figureheads, or large crystals top the cane. This item is also suitable for enchanting as a magical rod. Craft: Woodworking DC 20.

Cane, Fighting: (Path of the Magi) An ornate cane suitable for a gentleman standing as high as the user's waist with a brass, sterling silver, or polished steel tip. Golden knobs, carved figureheads, or large crystals top the cane. This item is also suitable for enchanting as a magical rod. This cane is also usable as a light mace. Craft: Woodworking DC 20

Candle, Masterwork: (Advanced Gamemaster's Guide) A masterwork candle illuminates a 10-foot radius for 2 hours.

Case, Masterwork Map or Scroll: (Advanced Gamemaster's Guide) Items within a masterwork case gain a +1 enhancement bonus to Fortitude saves.

Dissection Kit: (Path of the Magi) This small leather bag contains everything needed for the dissection of a creature's body outside of the confines of a lab. The full kit contains three scalpels, fuve small waterproof bladders meant for holding liquids, four glass bottles with airtight lids, a number of cotton sheets for wiping away blood, rib-spreaders, a saw, a large set of forceps, two small flexible tubes, a small notepad, a piece of graphite, and powdered charcoal to absorb fluids. Using the kit provides a +2 equipment bonus to Knowledge: Anatomy checks when dessecting a creature's body. It also provides a +2 equipment bonus to Heal checks made to attempt to amputate or otherwise perform primitive surgery. Finally, using this kit provides the user a +2 equipment bonus to all skill checks made to assemble a flesh golem.

Easel, Portable: (Path of the Magi) This small easel is made to fold up for easy transport. It holds slate sheets, wooden tablets, or large papers up to 3-foot by 4-foot. Craft: Carpentry DC 10.

Field Medic Kit: (Mercenaries) Like a healer's kit, the field medic kit aids Heal checks. It only provides a +1 circumstance bonus and has only 5 uses before it must be replaced.

Firesand Lamp: (Vigil Watch: Warrens of the Ratmen) These lamps burn firesand to create light. The intricately designed lamps carefully regulate the amount of air feeding the sand to control the rate of burn. A pint of firesand fuels one of these lamps for an hour.

Framepack: (Mercenaries) Similar to a backpack, a framepack can hold 2 cubic feet of equipment and is balanced for overland travel.

Healer's Kit, Hunter Quality: (Undead) A hunter quality healer's kit provides a +4 circumstance bonus to all Heal checks. It has fifteen uses before it is exhausted.

Hollow Book: (Path of the Magi) Used to hide objects of worth, a hollow book looks in all ways like other leather-covered, bound books. The difference is only apparent whent he front (or sometimes back) cover is opened. All of the pages of the book, aside from a few used to help the illusion, are glued together and cut so an open space exists between the covers. The open space is typicalls 3 inches wide, 6 inches high, and 2 inches deep. Craft: Bookbinding DC 10.

Hollow Tube: (Mercenaries) There are 101 uses for a simple hollow tube.

Horserat Bridle: (Vigil Watch: Warrens of the Ratmen) One of the horserat's primary means of attack is biting, so a horselike bridle - with a bit that fits inside the mouth - is out of the question. Instead, a horserat is fitted with a metal or leather plate that comes over the top of its head, very much like a helmet. carefully fitted straps hold it in place, and the reins are affixed to rings set on either side of the plate. While this arrangement does not give a rider quite as much control as an ordinary bit and bridle, it does preserve the animal's ability to fight effectively.

Horserat Saddle: (Vigil Watch: Warrens of the Ratmen) Horserat saddles are broad and soft, lacking both pommel and stirrups common to horse saddles. Instead, two sets of wooden pegs extend from the sides. Riders do not sit astride these animal with their legs dangling as they might on a horse. Instead, a horserat rider hooks his knees over the first set of pegs - those near the front of the saddle - and bends his legs backward to hook his ankles over the second set of pegs, set high and far back, close to the rider's bottom. The practical result is that it takes a full-round action to mount or dismount the beast, but it proves virtually impossible to unseat the rider, requiring a DC 27 check to do so. This position allows the rider to remain mounted even when the animal is climbing vertically up or down or making its astonishing leaps and pin attacks.

Identification Book: (Path of the Magi) These books catalogue and identify a vareity of subjects and act as a single-volume encyclopedia on a specific topic. Each book is written y an expert or a group of experts, usually from past or present faculty at an instittuion like the Paragnostic Academy. The most common identification books available contain detailed information on one of the following topics: Alchemy, anatomy, animals, astrology, the history of magic, magical effects and locations, medicinal herbs, minerals, monsters, necromancy, the planes, poisons, undead, and wizard traditions. Consulting the appropriate identification book provides a +2 equipment bonus to any applicable Knowledge check provided the user has enough time to look up the needed information. The price listed is per book. Craft: Bookbinding DC 10 (Note: This is the DC for crafting the physical book, not the information written in it).

Ink, Masterwork (1 ounce vial): (Advanced Gamemaster's Guide) Masterwork ink adds a +1 enhancement bonus on Forgery checks.

Javelin Thrower: (Nyambe) This ancient weapon provides greater leverage to thrown javelins, increasing their range and power. The javelin thrower is a grooved stick with a notch at one end used for propelling javelins, throwing spears, or barbed spears. To use the thrower, a javelin is loaded into the groove, and the user swings the stick with an overhand throwing motion, flinging the weapon forward with much more force than is possible with an unassisted throw. Using a javelin thrower doubles the range increment of the javelin or spear used, increases its threat range to 19-20, and increases its critical multiplier by one step. Loading a javelin thrower is a move-equivalent action, and using one to throw a javelin is a standard action, which prevents skilled throwers from making multiple attacks.

Jaw Trapper: (Dragons) This ingeneious device was invented by a dwarf who came a little too close to meeting their end in a dragon's toohy maw. The jaw trapper is a 2 foot long, 2 inch diameter iron rod. A pair of metal studs are set at the rod's midpoint. One stud causes the rod to expand to 8 feet in length, while the second causes it to collapse back down to 2 feet. Against creatures with a bite attack, the rod may be used to lock a creature's jaws open, eliminating its bite attack for a few rounds as the creature struggles to break the jaw trapper. To use the trapper in this way, the trapper's user must either be the target of the bite attack from a huge or larger creature or the target of the grapple to swallow attack of any creature. The attacking creature must make a Reflex save with a DC equal to 15 +mthe jaw trapper user's Dexterity modifier. On a successful save, the jaw trapper fails to cath in the creature's jaws and falls to the floor. On a failed save, the creature's jaws are forced open, leaving the creature unable to attempt bite or swallow attacks. Resolve the jaw trapper attack before the attempt to swallow, but after any bite attacks. To free itself of the jaw trapper, the creature must make a DC 20 Strength check as a standard action. A successful check indicates that the trapper has been snapped in two and the creature is free. A dragon may still use its breath weapon despite a locked jaw, and doing so may weaken or even destroy the trap.

Lantern, Masterwork Bullseye: (Advanced Gamemaster's Guide) A masterwork bullseye lantern illuminates clearly in a 70-foot cone and sends shadowy illumination out to 140 feet. It burns for 7 hours on a pint of oil.

Lantern, Masterwork Hooded: (Advanced Gamemaster's Guide) A masterwork hooded lantern illuminates clearly in a 40-foot radius and sends shadowy illumination out to 80 feet. It burns for 7 hours on a pint of oil.

Manacles, Cold: (Mercenaries) Cold manacles are enchanted to produce a chilling effect, binding a Medium-size creature for an extended period. The manacles produce a cold, numbing effect that subdues the wearer. So long as the manacles are worn, the wearer's Strength is reduced by 4 and he must make a successful DC 11 Will save to break them.

To break the cold manacles requires a DC 28 Strength check. Cold manacles have hardness 11 and 15 hit points. The cost for cold manacles does not include the cost of the lock. Cold manacles for Small creatures have the same cost as normal cold manacles. For Large creatures, increase the cost to ten times the normal amount. For Huge creatures, this cost is one-hundred times the normal amount.

Oil, Masterwork: (Advanced Gamemaster's Guide) There is a 75% chance masterwork oil lights when thrown as a weapon with a fuse. A pint of masterwrok oil burns for ⅙ longer than standard oil.

Poison Antidote Kit: (Quintessential Cleric) This addition to a standard healer's kit allows the user to treat poisons with greater efficiency. Each kit contains enough supplies to deal with ten poisoning cases, after which the healer needs to restock it. When using this kit, the user receives a +4 circumstance bonus to any Heal checks made while treating a character suffering from poison damage. This bonus replaces the bonus received from any healing kit, for treating poison only.

Scented, Oil: (Mercenaries) When a single dose is rubbed into the skin, the user gains a +4 circumstance bonus to all Hide checks when being tracked by a creature using the Scent trait. Most oils have natural odors and do nothing to combat strong body odoer, but do throw off and animal's scent.

Magnifying Glass: (Path of the Magi) This glass disk, roughly four inches in diameter, makes items seen through it appear four times larger than they actually are. If allows the user to more easily study and work with smaller items. When used to Search for a dimuntive or smaller item, a magnifying glass provides a +2 equipment bonus to the check. Craft: Glassblowing DC 30.

Measuring Line: (Path of the Magi) Made of finely woven silk cord 50-feet long, this item allows accurate measurements of 6-inch increments. Every 10 feet a red bead is woven into the line, with a blue bead marking every foot, and a simple knot marking every 6 inches. Craft: Weaving DC 15.

Pamphlet of Searching: (Path of the Magi) This 20-page pamphlet can be read in four hours. Reading it provides a +1 competence bonus to Search checks for 3 days. The pamphlet's bonus can only be gained once a month.

Potion Belt: (Forgotten Realms Campaign Setting) This sturdy leather belt similar to a bandoleer has pockets shaped to hold potion vials and is fitted with ties or flaps to keep the potions from falling out. The belt holds six potions. Retrieving a potion from a potion belt is a free action once per round. Craft: Leatherworking DC: 15.

Potion Belt, Masterwork: (Forgotten Realms Campaign Setting) This extremely well-made potion belt holds ten potions. Retrieving a potion from a potion belt is a free action once per round. Craft: Leatherworking DC: 20.

Pouch, Clasped: (Path of the Magi) Much like a standadr belt pouch, this slightly smaller leather container has enough clasps to make sure it never opens when its owner least expects it to. Craft: Leatherworking DC 8.

Raskit: (Vigil Watch: Warrens of the Ratmen) The raskit is a long-necked, nine-stringed musical instrument with a number of varying-sized bells set into its face. it is not played by plucking the strings, but instead by stroking them vertically. This sets up sympathetic reverberations, which cause a harmonic vibration in the tiny bells set in the face of the instrument. All but the most dexterous musicians find this surprisingly subtle and beautiful instrument difficult to play properly, and it imposes a -4 penalty to all Perform checks made to play it.

Ram Spear: (Dragons) This extremely long, heavy weapon is designed for use against creatures such as dragons, purple worms, giants, and other gigantic monstrosities. A ram spear, as its name suggests, is simply a portable battering ram fitted with a large, steel, spearhead at its end. While it can be used to demolish doors and gates, its primary use is against large monsters. The ram spear requires tow people to use properly. To attack with a ram spear, you must initiate a bull rush attempt, although the defender dows not get an attack of opportunity. The defender does have the option to move 5 feet to the right or left of the attack in an attempt to dodge out of the way. The the attackers and the defender still occupy the same space, the attackers may attack the defender with the ram spear. The attackers do not use their base attack bonus to this attack, but instead use a flat +10 bonus plust the higher of their two Strength modifiers against the defender's Armor Class. On a miss, either the attackers move 5 feet backwards as the ram spear rebounds, or move the defender 5 feet away as it dodges out of the way. The defender chooses which result to apply. If the attack succeeds, the ram spear inflicts 3d6 piercing damage with a critical threat range of 20 and a critical multiplier of x2, and the attackers may push the defender backwards as though executing a normal bull rush attack.

Scroll Dispenser: (Quintessential Cleric) Finding the right scroll during a heated combat can be difficult when contending not only with hostile creatures attempting to tear one's head off, but also the accumulated junk and supplies so common to an adventurer's pack. The scroll dispenser alleviates this problem by allowing the user to store up to 20 scrolls (five scrolls in four different compartments) in a single metal tube. When a release stud is pressed at the bottom tip of the tube, the next scroll in the corresponding compartment slides out of the bottom of the tube into the caster's waiting hand (the scroll may be retrieved with only one hand). If the dispener is worn on a belt or harness, retrieving a scroll is a free action, but does provoke attacks of opportunity. Users should note the contents of each compartment and the order of scrolls within.

Scroll Organizer: (Forgotten Realms Campaign Setting) This long strip of leather has an overlapping series of fifteen pockets sewn along one side, each large enough to hold a scroll of a single spell. When slipped into a pocket, only the top of the scroll shows, allowing you to scan the scroll's titles. Craft: Leatherworking DC: 15.

Scrollcase, Admantine: (Quintessential Wizard) This hollow tube is designed to hold rolled-up sheaves of parchment. A spell or attack must destroy the case before it can deal damage to anything inside. The scroll case may hold 3 scrolls. This heavy, thick, case is extraordinarily difficult to destroy. An adamantine scrollcase has hardness 20 and 8 hit points.

Scrollcase, Leather or Bone: (Quintessential Wizard) This hollow tube is designed to hold rolled-up sheaves of parchment. A spell or attack must destroy the case before it can deal damage to anything inside. The scroll case may hold 3 scrolls. A bone or leather scrollcase has hardness 2 and 1 hit point.

Scrollcase, Mithral: (Quintessential Wizard) This hollow tube is designed to hold rolled-up sheaves of parchment. A spell or attack must destroy the case before it can deal damage to anything inside. The scroll case may hold 3 scrolls. Second only to adamantine in terms of toughness and durability, mithral is an acceptable substitue for wizards who cannot afford or find adamantine cases to protect their scrolls. A mithral scrollcase has hardness 15 and 4 hit points.

Shell Pouch: (Vigil Watch: Warrens of the Ratmen) Most races wear leather or cloth purses and pouches to carry their wealth and small items of value, but marsh-dwelling races find that these materials deteriorate too quickly in the swampy environment. Instead, they fashion secured receptacles from the shells of turtles. They line the shells with metal - copper being the most common choice - and close one end. The other end they cap with a hinged metal lid. The more ornate and expensive shell pouches are lined with silver or gold, secured with a complex lock set in the lid, and exquisitely carved and engraved. Marshlanders hang smaller shell pouches from the belt, while larger ones are slung over the shoulders on straps or fine chains. These items vary wildly in cost, but the most common ones are generally worth between 1 and 5 shillings. More ornate and decorated shell pouches can be worth hundreds or even thousands of shillings.

Signal Whistle, Masterwork: (Advanced Gamemaster's Guide) A masterwork signal whistle adds a +2 enhancement bonus to the Listen checks of those trying to hear it.

Slytheen Bog Wine: (Vigil Watch: Warrens of the Ratmen) The slytheen distill their powerful alcohol from the same black bracket fungus as the blackwind poison. They pulp the fungus and mix it with a number of other ingredients - some say horserat urine among them - and place it in large clay urns, which they bury in peat bogs. A year or more later they unearth the jars and enjoy the potent, black liquor. Each nest has its own recipes and wage fierce rivalries with one another over whose wine is best. For each glass imbibed the drinker must make a Fortitude save with a DC of 4 per cup consumed, cumulative. A failure indicates the drinker suffers a 1d2 point reduction to each ability score as she becomes increasingly inebriated. A drinker who rolls a natural 1 on a save passes out.

Star Chart: (Path of the Magi) Required to use the Knowledge: Astronomy skill to its fullest and a usedful aid in navigating by night, a star chart is an engraved balsa wood tablet roughly two feet square. A thin hinge down the middle allows the chart to be folded in half for transport. Knowledge: Astronomy DC 20.

Star Chart, Masterwork: (Path of the Magi) Much like the basic star chart, the masterwork version is made of slightly thicker wood with a hidden hinge. More stars are shown on this version, and the opposite side has a number of useful charts. Using a masterwork star chart provides a +1 equipment bonus to Knowledge: Astronomy checks, Knowledge: Nature checks in relation to the night sky, or when trying to navigate by watching the night sky. Knowledge: Astronomy DC 30.

Surgeon's Kit: (Quintessential Wizard) Consisting of a scalpel, scissors, small mirror, and other tools, the surgeon's kit is useful for inspecting a corpse, dissecting a creature, or otherwise performing minute inspections of a living or dead creature. While some healers may use the kit to help tend to a wounded comrade, it provides no additional bonus to Heal checks.

Tar Pot: This is often used by orcs and other creatures sensitive to daylight to put a pall of smoke between themselves and the sun's disorienting rays when fighting in the open. Tar pots are simple, successful solutions to the problem, and it is not uncommon for a surface force to carry scores of them.

A tar pot is a heavy iron device resembling a crude furnace. In battle, the pot is filled with tar and sawdust and lit. The thick iron shell lets in just enough air to keep the mixture smoldering and belching black smoke, shrouding the battlefield in a toxic, artificial dusk after only a few minutes.

One tar pot creatures an area of smoke identical to the cloud of an obscuring mist spell and also blocks the effects of sunlight on creatures with light sensitivity, including the effects of a daylight spell. Unless the fire is extinguished, a tar pot produces smoke for 10 rounds before it needs more fuel. The radius of the smoke cloud expands at a rate of 10 feet per round, to a maximum of 100 feet. The smoke then dissipates normally. Craft: Blacksmithing DC: 20.

Toolstaff: (Mercenaries) A toolstaff resembles a standard five-foot long wooden staff, with one important difference: Both ends of the staff feature two-inch deep octagonal sockets. Extentions, tools, and other devices designed to work with the tool staff fit into these sockets and allow the toolstaff to fulfill a wide variety of roles. The standard staff comes with the following attachments:
  • Extension: This five-foot long wooden rod has an octagonal socket on one end and a metal stud on the other. This piece extends the tool staff's length by five feet, and multiple extensions may be used together. If the tool staff is used for any activity that requires a Dexterity check, a -2 circumstance penalty is imposed for each extention used on the tool staff. If the tool staff is used as a weapon, each extension imposes a -1 penalty to attack rolls.
  • Hook: This simple metal hook may be used to carry a lantern or grab a small item. Grabbing an item with the toolstaff requires a Dexterity check (DC 15 or as determined by the DM). The hook is often used with one or more extansions
  • Mirror: This tool is mounted on a pivot. In addition, a small wooden handle extends three feet from the back of the mirror, allowing the user to peek around corners and move the mirror back and forth, scanning the area ahead for dangers.
  • Spearhead: Attaching this to the toolstaff transforms it into a shortspear, or it may be used with an extension piece to create a longspear. The spearhead often comes loose in battle. On any attack roll of a 3 or less, the spearhead comes loose from the socket.
  • Torch Bracket: This metal mounting bracket is designed to hold a standard torch. The torch bracket is most often used to shed light around corners, deliver touch attacks to monsters, or set aflame items beyond reach. If used to deliver attacks, the bracket comes loose on an unmodified roll of 3 or less.
Torch, Masterwork: (Advanced Gamemaster's Guide) A masterwork torch illuminates clearly in a 30-foot radius and sends shadowy illumination out to 60 feet. It burns for 1 hour and 10 minutes.

Tent, Pavilion: (Mercenaries) These tents are usually used by commanders for both warroom strategies as well as mess halls for officers. A pavilion tent can hold up to 30 men comfortably or provide room for a general and his battleplans. It takes 3 man hours to set up or take down a pavilion tent.

Walking Stick: (Quintessential Wizard) This short, stout wooden rod is normally capped with bronze or iron tips. While useless in combat, a walking stick provides a +2 competence bonus to Balance checks if the bearer uses a move-equivalent action to brace himself against the ground with it. The stick provides this bonus only if the Balance check was forced by unsteady ground by an earthquake or similar event. The stick is useless when making a Balance check to walk a tightrope, for example. If used in combat, a walking stick counts as an improvised weapon as it lacks the heft or durability of a club or similar weapon.

Waterproof Backpack: (Mercenaries) A waterproof backpack is made from large animal bladders, cured, and then combined. The contents inside are kept dry, but only when packed properly. If overfilled, the contents become wet, but don't take as much damage as they would in a normal backpack. Items stored in a waterproof backpack are allowed a saving throw against water damage even when none would normally be allowed.

Waterproof Scroll Case: (Mercenaries) Waterproof scroll cases are made from bone. They are near air-tight, much like those used in making vials of oil or barrels of wine, and keep papers inside dry. A waterpoof scroll case floats. Items stored in a waterproof scroll case a saving throw against water damage even when none would normally be allowed.

Waterskin, Goat's Bladder: (Mercenaries) A goat's bladder is made to hold nearly anything, even acid. No known liquid will eat through it. Any time a goat's bladder is the target of a spell or attack, it receives a +2 competence bonus to Fortitude saves.

Waterskin, Lamb's Bladder: (Mercenaries) A lamb's bladder is cheaper than a leather waterskin, but leaves a sour taste to the contents. Those traveling lightly often purchase these bladders to save money.

Waterskin, Llama's Bladder: (Mercenaries) A llama's bladder is designed to keep water warm even in the coldest of temperatures. Water inside a llama's bladder will not freeze.

Waterskin, Yak's Bladder: (Mercenaries) A yak's bladder waterskin holds 1 gallon of liquid. Yak's bladders have no weight when empty.

Weapon Harness: (Path of the Sword) This lightweight harness slips over the user's backpack and over the arms. It has two chest belts (one directly below the chest, the other across the chest) that must be secured lest the harness fall off. The harness has sheathes for two swords on the back, as well as two hooks that snap together and hold two Medium-size weapons on the waist. There is also a sheath on the front of the weapon harness, and six sheathes along the front straps can hold daggers or knives. Craft: Leatherworking DC: 15.

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