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.
Home House Rules
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