Arcane Signet Ring: Dragonmarked houses use these
rings for identification purposes extensively. It is a large signet ring set
with a gem that has an Arcane mark within it. The mark is only visible when
someone authorized to wear it is wearing the ring.
Billhook: Sometimes called a brush hog, used for removing
small woody plants.
Caltrops: A caltrop is a four-pronged iron spike crafted so
that one prong faces up no matter how the caltrop comes to rest. You scatter
caltrops on the ground in the hope that your enemies step on them or are at
least forced to slow down to avoid them. One 2- pound bag of caltrops covers an
area 5 feet square. Each time a creature moves into an area covered by caltrops
(or spends a round fighting while standing in such an area), it might step on
one. The caltrops make an attack roll (base attack bonus +0) against the
creature. For this attack, the creature’s shield, armor, and deflection bonuses
do not count. If the creature is wearing shoes or other footwear, it gets a +2
armor bonus to AC. If the caltrops succeed on the attack, the creature has
stepped on one. The caltrop deals 1 point of damage, and the creature’s speed
is reduced by one-half because its foot is wounded. This movement penalty lasts
for 24 hours, or until the creature is successfully treated with a DC 15 Heal
check, or until it receives at least 1 point of magical curing. A charging or
running creature must immediately stop if it steps on a caltrop. Any creature
moving at half speed or slower can pick its way through a bed of caltrops with
no trouble.
Caltrops may not be effective against unusual opponents.
Candle: A candle dimly illuminates a 5-foot radius and burns
for 1 hour.
Chain: Chain has hardness 10 and 5 hit points. It can be
burst with a DC 26 Strength check.
Crane Portable: This small crane can be easily
broken down for transportation, it comes in many strengths.
Crowbar: A crowbar it grants a +2 circumstance bonus on
Strength checks made for such purposes. If used in combat, treat a crowbar as a
one-handed improvised weapon that deals bludgeoning damage equal to that of a
club of its size.
Earplugs: Grants a +1 bonus against sonic attacks, -4 to
listen checks.
Finger Blades: Small razor sharp blades that fit
over the tips of the fingers, used for cutting purses or cloth. Grants a +1
bonus to Pick Pockets.
Fishing Tackle: Birch pole, silk line, sinkers,
hooks, lures and tackle box. Grants a +1 bonus to survival checks.
Flint and Steel: Lighting a torch with flint and
steel is a full-round action, and lighting any other fire with them takes at
least that long.
Grappling Hook: Throwing a grappling hook
successfully requires a Use Rope check (DC 10, +2 per 10 feet of distance
thrown).
Hacksaw: Designed to cut through metal, it ignores the hardness
of the metal and deals 1 hp per 2 rnds. Common hacksaws last 20 rnds while
superior hacksaws last for 40.
Hammer: If a hammer is used in combat, treat it as a
one-handed improvised weapon that deals bludgeoning damage equal to that of a
spiked gauntlet of its size.
Ice Axe: Used to help climb ice walls and chip away ice from
items. Not an effective weapon. Grants a +1 to climb checks on ice.
Ink: This is black ink. You can buy ink in other colors,
but it costs twice as much.
Jug, Clay: This basic ceramic jug is fitted
with a stopper and holds 1 gallon of liquid.
Lamp, Common: A lamp clearly illuminates a
15-foot radius, provides shadowy illumination out to a 30-foot radius, and
burns for 6 hours on a pint of oil. You can carry a lamp in one hand.
Lantern, Bullseye: A bullseye lantern provides clear
illumination in a 60-foot cone and shadowy illumination in a 120-foot cone. It
burns for 6 hours on a pint of oil. You can carry a bullseye lantern in one
hand.
Lantern, Fog-Cutter: Bullseye lantern with an amber
lens that cuts through fog up to 40’.
Lantern, Hooded: A hooded lantern clearly
illuminates a 30-foot radius and provides shadowy illumination in a 60-foot
radius. It burns for 6 hours on a pint of oil. You can carry a hooded lantern
in one hand.
Listening Cone: Adds a +2 to listen checks.
Lock: The DC to open a lock with the Open Lock skill
depends on the lock’s quality: simple (DC 20), average (DC 25), good (DC 30),
or superior (DC 40).
Manacles and Manacles, Masterwork: Manacles
can bind a Medium creature. A manacled creature can use the Escape Artist skill
to slip free (DC 30, or DC 35 for masterwork manacles). Breaking the manacles
requires a Strength check (DC 26, or DC 28 for masterwork manacles). Manacles
have hardness 10 and 10 hit points. Most manacles have locks; add the cost of
the lock you want to the cost of the manacles. For the same cost, you can
buy manacles for a Small creature. For a Large creature, manacles cost ten
times the indicated amount, and for a Huge creature, one hundred times this
amount. Gargantuan, Colossal, Tiny, Diminutive, and Fine creatures can be held
only by specially made manacles.
Money Belt: Designed to hold up to 50 coins
and be concealed beneath clothing. It adds a +5 bonus against pick pocket
attempts.
Oil: A pint of oil burns for 6 hours in a lantern. You
can use a flask of oil as a splash weapon. Use the rules for alchemist’s fire,
except that it takes a full round action to prepare a flask with a fuse. Once
it is thrown, there is a 50% chance of the flask igniting successfully.
You can pour a pint of oil on the ground to cover an area 5
feet square, provided that the surface is smooth. If lit, the oil burns for 2
rounds and deals 1d3 points of fire damage to each creature in the area.
Potion Bracer: A leather band reinforced with
steel strips that contains up to 3 potions, worn on the wrist. Drinking a
potion from the bracer is a standard action but does not invoke an attack of
opportunity. It is very noticable however and can be targeted: AC14 + wearers
Dex mod, hardness 8, hps 5. Due to the extra weight on the arm, spellcasters
take a 5% spell failure chance.
Pulley: Sturdy wooden pulley with metal eye and hook, can
hold 750lbs.
Ram, Portable: This iron-shod wooden beam gives
you a +2 circumstance bonus on Strength checks made to break open a door and it
allows a second person to help you without having to roll, increasing your
bonus by 2.
Rope, Hempen: This rope has 2 hit points and
can be burst with a DC 23 Strength check.
Rope, Silk: This rope has 4 hit points and
can be burst with a DC 24 Strength check. It is so supple that it provides a +2
circumstance bonus on Use Rope checks.
Snow Goggles: Heavily smoked, wood and hide
framed goggles, prevents snow blindness and is often used by subterrainean
races to prevent blinding in normal sunlight. Imposes a –3 penalty to spot and
search checks.
Spider Poles: A collection of lightweight poles
that collapses into a small bundle. They can be snapped to gether in a variety
of positions and can hold 200lbs before collapsing. Often used as a ladder.
Spyglass: Objects viewed through a spyglass are magnified to
twice their size.
Sundark Goggles: These smoked lenses protect
creatures with light sensitivity as well as imposing the following: +2 on saves
vs Gaze attacks, -2 to Spot and Search checks.
Torch: A torch burns for 1 hour, clearly illuminating a
20-foot radius and providing shadowy illumination out to a 40- foot radius. If
a torch is used in combat, treat it as a one-handed improvised weapon that
deals bludgeoning damage equal to that of a gauntlet of its size, plus 1 point
of fire damage.
Vial: A vial holds 1 ounce of liquid. The stoppered
container usually is no more than 1 inch wide and 3 inches high.
DRUGS
Item |
Fort DC |
Price |
Alchemy DC |
Addiction |
Absentia |
16 (Will) |
200gp |
30 |
Negligable |
Dragon’s
Blood |
|
|
|
|
Black |
15 |
240gp |
30 |
Medium |
Blue |
18 |
750gp |
30 |
High |
Red |
20 |
1200gp |
30 |
Extreme |
Dreamlily |
12 |
1gp |
25 |
High |
Absentia: New drug since the end of the Last
War. Used by the jaded rich.
Initial Effect: User falls comatose, during which
time he perceives the world through the senses of another person. Target person
is randomly chosen and is within 1 mile of the users body.
Secondary Effect: None
Side Effect: Some bodies get up and walk
around while their consciousnesses are absent. This is overlooked as a quirk.
Overdose: None
Black: Weakest variety, enhances dragonmarks and low level
sorcerer spells with metamagic like effects
Initial Effect: The next use of a least
dragonmark or a sorcerer spell of 2nd level or lower is enhanced
with the effects of an enlarge spell and extend spell. This effect lasts for 10
minutes or until a character uses a spell or dragonmark.
Secondary Effect: 1d4 Chr Damage
Side Effect: None
Overdose: DC18 will save or take 2d6 hps damage.
Blue: Medium strength, Increases the number of times a
dragonmark can be used or the number of spells that can be cast by a sorcerer.
Initial Effect: The next use of a least or lesser
dragonmark or sorcerer spell of 4th level or lower does not use up
one of the daily uses. This effect lasts for 10 minutes or until a character
uses a spell or dragonmark.
Secondary Effect: 1d4+1 Chr damage
Side Effect: None
Overdose: DC20 will save or 4d6hps damage
Red: Strongest and most addictive, enhances dragonmarks
and low level sorcerer spells with metamagic like effects.
Initial Effect: All least or lesser dragonmarks
and all socerer spells of 3rd lvl or less are enhanced for the next
minuteI f the ability or spell has a variable numeric element, it is affected
with a maximize spell, otherwise the casters level increases by 3.
Secondary Effect: 1d6+1 Chr dam
Side Effect: None
Overdose: DC22 Will or take 8d6hps damage.
Dreamlily: A powerful opiate from Sarlona
with a high danger of addition and overdose.
Initial Effect: User is completely at peace for 8
hours and nothing, not even physical injury, can disturb him. This has several
effects; he can operate normally from 0
to –4 hps, at –5 he is disabled at –6 unconscious. In addition, he is
immune to fear and all similar supernatural effects.
Secondary Effect: 1d4 Wisdom Damage
Side Effect: User can only take a single
standard action each round.
Overdose: DC10 will save or 2d4hps damage.
Note: A dreamlily addict takes a –2 on will saving throws,
this lasts until he manages to break the addiction.
Religious Items and Compounds
Breath of the Devourer: This is a combination of
salts and acids that are used in ritual ceremonies. An ounce of this substance
transforms a gallon of fresh water into seawater and vice-versa. Often sailors
carry this for emergency use. Price: 5gps/ounce.
Euphoric Sacrament: This is a ritualistic drink used
by followers of he fury. Anyone that drinks a vial of the liquidmust make a
DC13 Fortitude save or become confused for 2d4 rounds. While confused, he gains
a +2 morale bonus to attack and damage but a –2 penalty to AC. Price:
100gps/ounce.
Flayskin: This leather suit is often made of human skin. When
worn, it numbs the skin of the wearer and grants DR 2/lethal for 24 hors. After
this period, the alchemical properties of the suit are gone. Price: 100gps.
Gleaming Icon of the Sovereign Host: This is
the standard icon of the Sovereign Host but it is made of gold and sapphire
enamel. Any consecrate spell cast by the possessor of this icon is treated as
one caster level higher. Price: 250gps; Weight: 5lbs.
Holy Symbol, Silver or Wooden: A holy
symbol focuses positive energy. A cleric or paladin uses it as the focus for
his spells and as a tool for turning undead. Each religion has its own holy
symbol.
Unholy Symbols: An unholy symbol is like a holy
symbol except that it focuses negative energy and is used by evil clerics (or
by neutral clerics who want to cast evil spells or command undead).
Holy Symbol: Flametouched Iron: The holy
symbol of the Silver Flame, it is made of Flametouched Iron and allows those
with turning ability to turn at one level higher.
Holy Water: Holy water damages undead
creatures and evil outsiders almost as if it were acid. A flask of holy water
can be thrown as a splash weapon.
Treat this attack as a ranged touch attack with a range
increment of 10 feet. A flask breaks if thrown against the body of a corporeal
creature, but to use it against an incorporeal creature, you must open the
flask and pour the holy water out onto the target. Thus, you can douse an
incorporeal creature with holy water only if you are adjacent to it. Doing so
is a ranged touch attack that does not provoke attacks of opportunity.
A direct hit by a flask of holy water deals 2d4 points of
damage to an undead creature or an evil outsider. Each such creature within 5
feet of the point where the flask hits takes 1 point of damage from the splash.
Temples to good deities sell holy water at cost (making no
profit).
Mordrei’in: This is a mixture of Herbs,
Leaves and Powders that grans a +2 alchemical bonus to Concentration and Spot
checks for 10 minutes. Price: 25gps (Available only in Aerenal).
Silverburn: This is a fine silver powder that
when added to a normal flame, causes the smoke and flame to take on a silvery
hue. Any creatures that have DR/Silver take a –1 penalty on attacks when in
areas light by fire affected by silverburn. One ounce can affect a fir ethe
size of a torch or lantern, a pound is required for a bonfire sized fire. The
affect lasts for 30 minutes. Price: 5gps/ounce.
Forger’s Paper: This paper becomes transparent
for 1 hour after being exposed to heat, allowing you to place it over the top
of another document and trace what is beneath it. You gain a +2 alchemical
bonus when forging papers this way. Once the paper has been activated, it will
become opaque after one hour leaving no trace of the chemicals used and it is
incapable of reacting again.
Glyphbook: This is a guide to the ancient
scripts of Xen’drik, it helps in the translation of inscriptions found in the
cyclopean ruins scattered around the continent. It gives a +4 bonus to decipher
script checks in these circumstances.
House Sivis, Blank Notarized Document: These
items are considered contraband, they are arcane marked blank documents created
by a member of house Sivis.
Identification Papers: Middle and Upper class
citizens carry these for identification. They are certified by house Sivis and
have descriptions of the bearer, his wealth, property and any affiliations with
Dragonmarked families or Royalty. Wealthier citizens even include a portrait
with these papers.
Indulgence: If one carries identification
papers that have standing in Aundair, Breland, Karrnath, Thrane, Zilargo or the
Mror Holds, then one might also qualify to purchase that most golden of
documents; an Indulgence. One of these documents is good for the pardon of
punishment that any one of those countries might levy againt the owner of the
indulgence. It is not absolution for committing the crime, just a promise not
to prosecute if the purchaser of the indulgence takes on a mission or other
penance for the wronged nation instead. Usually the penance can only be
purchased within the country that it will be used in.
Lenience: A lenience is similar to an indulgence but must be
purchased ahead of time and it bears an expiration date. It comes in the form
of a banner that must be displayed on the side of a vehicle or other
conveyance. It warns others that the bearer of the lenience is not subject to
the rules and regulations of the road and may make sudden stops, illegal turns
etc. The bearer of the lenience does not have to stop at way points or wait in
queue for any reason.
Letter of Credit: House Kundarak operates the banks
in Khorvaire. A character that has funds in a Kundarak bank can request a
letter of credit, allowing them to make withdrawals from different bank
branches. These letters are accompanied by an arcane mark, making them
virtually impossible to forge.
Letter of Marque: Issued by the ruler of Breland
for a fee of 500gps, this letter allows the characters to pillage the ruins of
Xen’drik. Since Sharn is the main port to and from that area, it would be wise
to purchase a letter, adventurers found with pluder and no letter will lose
their treasure as well as face stiff fines and possibly jail time.
Resilient Document: Created by the Gnomes of Zilargo,
a resilient document has a hardness of 3 and 3hps, a resilient book has a
hardness of 3 and 7hps. Water in no way affects the paper and it has ER 3 vs
fire. Add 1gp to the base of any document for the price, +100gp for a book.
Traveling Papers: Anyone that travels across
national borders is required to have these. They identify the person, where
they are from and where they are going. They consist of a parchment sheet and a
leather folder with an arcane mark.
Special Smuggler’s Items
The items described below are often used by smugglers or
rogues to conceal items they wish to remain unseen.
False Bottom: A false bottom can be added to
any container with a hard base. The false bottom will slightly reduce the
volume of the container but does not add any additional weight. To access the
false bottom, the container must be emptied. The largest size for a false
bottom is two sizes smaller than the container it is built into. Price: 50gps.
False Hold: A false hold can be built into
any vehicle. The maximum size of a false hold depends on the type of vehicle.
If the vehicle normally has a holding area, the maximum size is two sizes
smaller than the vehicle itself. If the vehicle typically does not have a
holding area, the maximum size is three sizes smaller. Price: 400gps.
False Scabbard Tip: This is an empty space at the end
of a scabbard, typically accessed by pushing a button to release it from the
end. Releasing the tip and accessing what is inside it, is a full round action.
A false scabbard tip has a maximum size of 2 sizes smaller than the scabbard. A
quick release device can be added for 100gps, allowing access as a move action.
Price 10gps.
Hidden Flap: Packs, sacks, bags and satchels
can contain cleverly concealed inner flaps or pockets. The maximum size of the
space contained beneath a hidden flap is 2 sizes smaller than the container it
was built into. Price: 1gps.
Hollow Book: This has the cover and spine of a
normal book but is hollowed out. The maximum storage size of the hollow book is
one size smaller than the book. Price: 5gps.
Hollow Boot Heel: A hollow boot heel unscrews like
a jar lid to reveal the hidden compartment. The maximum size of the space
contained in the heel is 4 sizes smaller than the boot. Price: 20gps.
Inside Pocket: This is simply an extra pocket
sewn on the inside of a piece of clothing. A character with ranksin sleight of
hand can substitute his sleight of hand check result with his normal search DC
when concealing items in the inside pocket. He gains a +5 bonus on such checks.
The maximum size of the space contained is 2 sizes smaller than the article of
clothing. Price: 1gps.
Lead Lining: In order to thwart the detection
of a magic item it contains, a hidden space can be lined with lead (either lead
sheets or lead threads). The lead lining must be included when creating the
hidden space. It adds 10% to the weight of the object it is incorporated into.
Price: 10gps.
TOOLS
AND SKILL KITS
Alchemist’s Lab: An alchemist’s lab always has the
perfect tool for making alchemical items, so it provides a +2 circumstance
bonus on Craft (alchemy) checks. It has no bearing on the costs related to the
Craft (alchemy) skill. Without this lab, a character with the Craft (alchemy)
skill is assumed to have enough tools to use the skill but not enough to get
the +2 bonus that the lab provides.
Animal Trainer’s Kit: This kit consists of harnesses,
prods, light whips, treats and other items that are helpful for training
animals. It gives a +2 on handle animal checks
Armor Maintenance Kit: Composed of polishes,
replacement fasteners, wire brushes, leather strips and rags, this kit adds a
+2 to craft checks when attempting to repair armor.
Artisan’s Tools: These special tools include the
items needed to pursue any craft. Without them, you have to use improvised tools
(–2 penalty on Craft checks), if you can do the job at all.
Artisan’s Tools, Masterwork: These
tools serve the same purpose as artisan’s tools (above), but masterwork
artisan’s tools are the perfect tools for the job, so you get a +2 circumstance
bonus on Craft checks made with them.
Ascender / Slider: Ratcheted climbing device adds +2
to climb checks, you can also rappel with this item on a DC15 strength check.
Camoflage Kit: Adds +2 to hide checks in outdoor
conditions.
Climber’s Kit: This is the perfect tool for
climbing and gives you a +2 circumstance bonus on Climb checks.
Disguise Kit: The kit is the perfect tool for
disguise and provides a +2 circumstance bonus on Disguise checks. A disguise
kit is exhausted after ten uses.
Forger’s Kit: Contains special pens, seals,
guides, waxes, inks, magnifying glasses, writing style guides, parchment and
paper. It grants a +2 bonus to all forgergy checks and lasts for 10 uses before
it needs to be replenished.
Healer’s Kit: It is the perfect tool for healing
and provides a +2 circumstance bonus on Heal checks. A healer’s kit is
exhausted after ten uses.
Inquisitive’s Kit: This kit contains all of the
necessary items for the investigator. It grants a +4 bonus to search checks to
investigate the scene of a crime.
Jester’s Kit: Contains the finests gaudy face
paint, toys, puppets, juggling balls, and other items. It grants a +1 to any
perform that is humorous and to any disguise check.
Jeweler’s Loupe: Adds +1 to all appraise checks.
Listening Cone: +2 bonus to listen checks made
through solid items like walls or doors.
Magnifying Glass: This simple lens allows a closer
look at small objects. It is also useful as a substitute for flint and steel
when starting fires. Lighting a fire with a magnifying glass requires light as
bright as sunlight to focus, tinder to ignite, and at least a full-round
action. A magnifying glass grants a +2 circumstance bonus on Appraise checks
involving any item that is small or highly detailed.
Musical Instrument, Common or Masterwork: A masterwork
instrument grants a +2 circumstance bonus on Perform checks involving its use.
Scale, Merchant’s: A scale grants a +2 circumstance
bonus on Appraise checks involving items that are valued by weight, including
anything made of precious metals.
Scryer’s Kit: Contains a variety of crystals,
incense and mirrors. It grants a +2 to all scry checks.
Spell Component Pouch: A spellcaster with a spell
component pouch is assumed to have all the material components and focuses
needed for spellcasting, except for those components that have a specific cost,
divine focuses, and focuses that wouldn’t fit in a pouch.
Spellbook, Wizard’s (Blank): A
spellbook has 100 pages of parchment, and each spell takes up one page per
spell level (one page each for 0-level spells).
Swimmers Kit: Contains goggles, fins, a snorkel
and an oilskin suit. Adds a +2 bonus to all swim checks.
Thieves’ Tools, Longspoon: Tools are mounted on long
handles and can be used on items as far as 5’ away. Using these tools takes 2
rounds longer than normal tools and incurs a –2 penalty to the skill checks.
Thieves’ Tools, Masterwork, Longspoon: Similar to
normal longspoon tools, but gain a +2 to the skill checks, the time needed is
still the same.
Thieves’ Tools: This kit contains the tools you need
to use the Disable Device and Open Lock skills. Without these tools, you must
improvise tools, and you take a –2 circumstance penalty on Disable Device and
Open Locks checks.
Thieves’ Tools, Masterwork: This kit
contains extra tools and tools of better make, which grant a +2 circumstance
bonus on Disable Device and Open Lock checks.
Tool, Masterwork: This well-made item is the
perfect tool for the job. It grants a +2 circumstance bonus on a related skill
check (if any). Bonuses provided by multiple masterwork items used toward the
same skill check do not stack.
Warforged Repair Kit: Comprised of organic and
inorganic items along with special tools, this kit gives a +2 craft check to
repair damage done to a warforged creature.
Water Clock: This large, bulky contrivance
gives the time accurate to within half an hour per day since it was last set.
It requires a source of water, and it must be kept still because it marks time
by the regulated flow of droplets of water.
Wizard’s Spellshard, Blank: Similar to
a spellbook, these are fist sized dragonshards capable of ‘holding’ 20 spells.
Arcane mark must be cast and 100gp of powdered silver must be used in the
casting (Per Page).
CLOTHING: Outfits / Special
Alchemist’s Robe: Covered in pockets and pouches
and treated with special agents for protection, this robe can hold up to 20 lbs
of alchemical, liquids, solids, reagents or powders easily. These items can be
retrieved as a free action.
Animal Trainer’s Outfit: Beefed up padded armor
protects the wearer head to toe from animal attack.
Artisan’s Outfit: This outfit includes a shirt with
buttons, a skirt or pants with a drawstring, shoes, and perhaps a cap or hat.
It may also include a belt or a leather or cloth apron for carrying tools.
Celestial Cloak: Created from the skins of
celestial animals killed and tanned on their home plane, these cloaks not only
offer warmth and high fashion but retain a slight essence of the once living
creature. Characters wearing a celestial cloak gain ER 1 for Acid, Cold and
Electricity.
Chameleoweave: This special cloth contains
strands of the famed mimetic plants that grow along the mournland. The wearer
of such cloth gains a +1 circumstance bonus on Disguise checks.
Cleric’s Vestments: These ecclesiastical clothes are
for performing priestly functions, not for adventuring.
Cloak, Dragonhide Mantle: Grants the wearer ER5
against whichever energy type is associated with the dragon the cloak was made
of. This is an extraordinary ability. The cloak also grant a +2 to intimidate
when dealing with dragons.
Clothing, Clebdecher Glamerweave: Clebdecher
is to glamerweave as glamerweave is to normal clothing. A clebdecher outfit
costs 500gps plus twice the base for that item. In addition, it must be
personally designed and tailored for the intended wearer. It provides a +3
bonus to diplomacy checks.
Clothing, Darkweave: This magical material has strands
of shadow woven with dark fibers. It grants a +2 bonus to hide checks.
Clothing, Glamerweave: This magical material has
delicate illusions woven into the threads. It is a thing of beauty and grants a
+2 bonus to diplomacy checks.
Cold Weather Outfit: A cold weather outfit includes a
wool coat, linen shirt, wool cap, heavy cloak, thick pants or skirt, and
boots. This outfit grants a +5 circumstance bonus on
Fortitude saving throws against exposure to cold weather.
Courtier’s Outfit: This outfit includes fancy,
tailored clothes in whatever fashion happens to be the current style in the
courts of the nobles. Anyone trying to influence nobles or courtiers while
wearing street dress will have a hard time of it (–2 penalty on Charisma-based
skill checks to influence such individuals). If you wear this outfit without
jewelry (costing an additional 50 gp), you look like an out-of-place commoner.
Desert Robes: Loose billowy clothing that
protects the wearer from the sun and heat of the desert, negates the –4
fortitude penalty of wearing heavy clothes.
Dolweave: This coarse fabric has actual hair
from dolgrims, dolgaunts and other aberrations woven into it. A person wearing
this cloth gains a +1 circumstance bonus to Intimidate checks.
Earthsilk Jersey: Crafted by dwarves from a tough
fungus, this material rivals the finest silks for touch and sheen but is much
tougher. Wearing an earthsilk jersey gives the wearer DR1/slashing or
bludgeoning. If it is pierced and torn, it must be repaired before the DR is
restored.
Entertainer’s Outfit: This set of flashy, perhaps even
gaudy, clothes is for entertaining. While the outfit looks whimsical, its
practical design lets you tumble, dance, walk a tightrope, or just run (if the
audience turns ugly).
Explorer’s Outfit: This is a full set of clothes for
someone who never knows what to expect. It includes sturdy boots, leather
breeches or a skirt, a belt, a shirt (perhaps with a vest or jacket), gloves,
and a cloak. Rather than a leather skirt, a leather overtunic may be worn over
a cloth skirt. The clothes have plenty of pockets (especially the cloak). The
outfit also includes any extra items you might need, such as a scarf or a
wide-brimmed hat.
Forester’s Cloak: Made from Odd cut green and brown
canvas, this cloak gives a +1 bonus to hide checks in the wilderness.
Heatsuit: Designed to protect the wearer
from the extreme heat of a forge or volcano. Grants 3DR against the heat damage
each round and negates the –4 fortitude penalty for wearing heavy clothes.
Monk’s Outfit: This simple outfit includes
sandals, loose breeches, and a loose shirt, and is all bound together with
sashes. The outfit is designed to give you maximum mobility, and it’s made of
high-quality fabric. You can hide small weapons in pockets hidden in the folds,
and the sashes are strong enough to serve as short ropes.
Noble’s Outfit: This set of clothes is designed
specifically to be expensive and to show it. Precious metals and gems are
worked into the clothing. To fit into the noble crowd, every would-be noble
also needs a signet ring (see Adventuring Gear, above) and jewelry (worth at
least 100 gp).
Peasant’s Outfit: This set of clothes consists of a
loose shirt and baggy breeches, or a loose shirt and skirt or overdress. Cloth
wrappings are used for shoes.
Royal Outfit: This is just the clothing, not
the royal scepter, crown, ring, and other accoutrements. Royal clothes are
ostentatious, with gems, gold, silk, and fur in abundance.
Scholar’s Outfit: Perfect for a scholar, this outfit
includes a robe, a belt, a cap, soft shoes, and possibly a cloak.
Spelunker’s Outfit: Consists of waterproof clothing
with padded joints and several pockets.
Traveler’s Outfit: This set of clothes consists of
boots, a wool skirt or breeches, a sturdy belt, a shirt (perhaps with a vest or
jacket), and an ample cloak with a hood.
FOOD, DRINK, AND LODGING
House Ghallanda: This house bears the mark of
Hospitality and offers many option when it comes to it. They offer Heroes
Feasts for 660gps each, Leomunds Secure shelter for 280gp and guaranteed pure
food and water.
Inn: Poor accommodations at an inn amount to a place on
the floor near the hearth. Common accommodations consist of a place on a
raised, heated floor, the use of a blanket and a pillow. Good accommodations
consist of a small, private room with one bed, some amenities, and a covered
chamber pot in the corner.
Meals: Poor meals might be composed of bread, baked
turnips, onions, and water. Common meals might consist of bread, chicken stew,
carrots, and watered-down ale or wine. Good meals might be composed of bread
and pastries, beef, peas, and ale or wine.
MOUNTS AND RELATED GEAR
Barding, Medium Creature and Large Creature: Barding is
a type of armor that covers the head, neck, chest, body, and possibly legs of a
horse or other mount. Barding made of medium or heavy armor provides better
protection than light barding, but at the expense of speed. Barding can be made
of any of the armor types found on Table: Armor and Shields.
Armor for a horse (a Large nonhumanoid creature) costs four
times as much as armor for a human (a Medium humanoid creature) and also weighs
twice as much as the armor found on Table: Armor and Shields (see Armor for
Unusual Creatures). If the barding is for a pony or other Medium mount, the
cost is only double, and the weight is the same as for Medium armor worn by a
humanoid. Medium or heavy barding slows a mount that wears it, as shown on the
table below.
|
———— Base
Speed —––—— |
||
Barding |
(40 ft.) |
(50 ft.) |
(60 ft.) |
Medium |
30 ft. |
35 ft. |
40 ft. |
Heavy |
30 ft.1 |
35 ft.1 |
40 ft.1 |
1 A mount wearing heavy armor moves at only triple its
normal speed when running instead of quadruple. |
Flying mounts can’t fly in medium or heavy barding.
Removing and fitting barding takes five times as long as the
figures given on Table: Donning Armor. A barded animal cannot be used to carry
any load other than the rider and normal saddlebags.
Feed: Horses, donkeys, mules, and ponies can graze to
sustain themselves, but providing feed for them is much better. If you have a
riding dog, you have to feed it at least some meat.
Saddle, Exotic: An exotic saddle is like a normal
saddle of the same sort except that it is designed for an unusual mount. Exotic
saddles come in military, pack, and riding styles.
Saddle, Military: A military saddle braces the
rider, providing a +2 circumstance bonus on Ride checks related to staying in
the saddle. If you’re knocked unconscious while in a military saddle, you have
a 75% chance to stay in the saddle (compared to 50% for a riding saddle).
Saddle, Pack: A pack saddle holds gear and
supplies, but not a rider. It holds as much gear as the mount can carry.
Saddle, Riding: The standard riding saddle
supports a rider.
Carver: Also known as a Deinonychus, this creature can be
trained for war and can bear two halflings or one human. An exotic saddle is
not needed.
Clawfoot: These are small dinosaurs that serve the halflings
as warmounts. Well trained and loyal, a clawfoot will fight to the death if
it’s rider is killed. An exotic saddle is not needed.
Dog, Riding: This Medium dog is specially
trained to carry a Small humanoid rider. It is brave in combat like a warhorse.
You take no damage when you fall from a riding dog.
Donkey or Mule: Donkeys and mules are stolid in
the face of danger, hardy, surefooted, and capable of carrying heavy loads over
vast distances. Unlike a horse, a donkey or a mule is willing (though not
eager) to enter dungeons and other strange or threatening places.
Fastieth: A fast running, plant eating Dinosaur, they are the
equivalent of a warpony to halflings. An exotic saddle is not needed.
Glidewing: This Pteranodon can carry several
halflings with ease. An exotic saddle is needed.
Horse: A horse (other than a pony) is suitable as a mount
for a human, dwarf, elf, half-elf, or half-orc. A pony is smaller than a horse
and is a suitable mount for a gnome or halfling.
Warhorses and warponies can be ridden easily into combat.
Light horses, ponies, and heavy horses are hard to control in combat.
Valenar riding horse: These horses are bred by the
elves for beauty and speed, they are not war trained.
Magebred Animal: Animals magically bred and raised
by house Vadalis have higher stats and other abilites that normal creature do
not.
TRANSPORT
For descriptions of most ships and smaller waterbourne
vessels see ‘Stormwrack’ pages 97 through 103.
Carriage: This four-wheeled vehicle can transport as many as
four people within an enclosed cab, plus two drivers. In general, two horses
(or other beasts of burden) draw it. A carriage comes with the harness needed
to pull it.
Cart: This two-wheeled vehicle can be drawn by a single
horse (or other beast of burden). It comes with a harness.
Galley: This three-masted ship has seventy oars on either
side and requires a total crew of 200. A galley is 130 feet long and 20 feet
wide, and it can carry 150 tons of cargo or 250 soldiers. For 8,000 gp more, it
can be fitted with a ram and castles with firing platforms fore, aft, and
amidships. This ship cannot make sea voyages and sticks to the coast. It moves
about 4 miles per hour when being rowed or under sail.
Keelboat: This 50- to 75-foot-long ship is 15 to 20 feet wide
and has a few oars to supplement its single mast with a square sail. It has a
crew of eight to fifteen and can carry 40 to 50 tons of cargo or 100 soldiers.
It can make sea voyages, as well as sail down rivers (thanks to its flat
bottom). It moves about 1 mile per hour.
Longship: This 75-foot-long ship with forty oars requires a
total crew of 50. It has a single mast and a square sail, and it can carry 50
tons of cargo or 120 soldiers. A longship can make sea voyages. It moves about
3 miles per hour when being rowed or under sail.
Rowboat: This 8- to 12-foot-long boat holds two or three
Medium passengers. It moves about 1-1/2 miles per hour.
Sailing Ship: This larger, seaworthy ship is 75
to 90 feet long and 20 feet wide and has a crew of 20. It can carry 150 tons of
cargo. It has square sails on its two masts and can make sea voyages. It moves
about 2 miles per hour.
Sled: This is a wagon on runners for moving through snow
and over ice. In general, two horses (or other beasts of burden) draw it. A
sled comes with the harness needed to pull it.
Soarwood: This wood possesses a magical bouyancy and
watercraft made from it move a twice the normal speed.
Wagon: This is a four-wheeled, open vehicle for
transporting heavy loads. In general, two horses (or other beasts of burden)
draw it. A wagon comes with the harness needed to pull it.
Warship: This 100-foot-long ship has a single mast, although
oars can also propel it. It has a crew of 60 to 80 rowers. This ship can carry
160 soldiers, but not for long distances, since there isn’t room for supplies to
support that many people. The warship cannot make sea voyages and sticks to the
coast. It is not used for cargo. It moves about 2-1/2 miles per hour when being
rowed or under sail.
SPELLCASTING AND SERVICES
Sometimes the best solution for a problem is to hire someone
else to take care of it.
Coach Cab: The price given is for a ride in
a coach that transports people (and light cargo) between towns. For a ride in a
cab that transports passengers within a city, 1 copper piece usually takes you
anywhere you need to go.
Hireling, Trained: The amount given is the typical
daily wage for mercenary warriors, masons, craftsmen, scribes, teamsters, and
other trained hirelings. This value represents a minimum wage; many such
hirelings require significantly higher pay.
Hireling, Untrained: The amount shown is the typical
daily wage for laborers, porters, cooks, maids, and other menial workers.
Messenger: This entry includes horse-riding
messengers and runners. Those willing to carry a message to a place they were
going anyway may ask for only half the indicated amount.
Road or Gate Toll: A toll is sometimes charged to
cross a well-trodden, well-kept, and well-guarded road to pay for patrols on it
and for its upkeep. Occasionally, a large walled city charges a toll to enter
or exit (or sometimes just to enter).
Ship’s Passage: Most ships do not specialize in
passengers, but many have the capability to take a few along when transporting
cargo. Double the given cost for creatures larger than Medium or creatures that
are otherwise difficult to bring aboard a ship.
Spell: The indicated amount is how much it costs to get a
spellcaster to cast a spell for you. This cost assumes that you can go to the
spellcaster and have the spell cast at his or her convenience (generally at least
24 hours later, so that the spellcaster has time to prepare the spell in
question). If you want to bring the spellcaster somewhere to cast a spell you
need to negotiate with him or her, and the default answer is no.
The cost given is for a spell with no cost for a material
component or focus component and no XP cost. If the spell includes a material
component, add the cost of that component to the cost of the spell.
If the spell has a focus component (other than a divine
focus), add 1/10 the cost of that focus to the cost of the spell. If the spell
has an XP cost, add 5 gp per XP lost.
Furthermore, if a spell has dangerous consequences, the
spellcaster will certainly require proof that you can and will pay for dealing
with any such consequences (that is, assuming that the spellcaster even agrees
to cast such a spell, which isn’t certain). In the case of spells that
transport the caster and characters over a distance, you will likely have to
pay for two castings of the spell, even if you aren’t returning with the
caster.
In addition, not every town or village has a spellcaster of sufficient level to cast any spell. In general, you must travel to a small town (or larger settlement) to be reasonably assured of finding a spellcaster capable of casting 1st-level spells, a large town for 2nd-level spells, a small city for 3rd- or 4th-level spells, a large city for 5th- or 6th-level spells, and a metropolis for 7th- or 8th-level spells. Even a metropolis isn’t guaranteed to have a local spellcaster able to cast 9th-level spells.