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.
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.
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.
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 —––——
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.
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.