Difference between revisions of "Equipment (Apath)"

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=== Roller Feet (75 gp, 5 lb) ===
 
=== Roller Feet (75 gp, 5 lb) ===
Two wheels about 1 ft in diameter, attacked to sturdy boots or leg braces and give an enhancement bonus to speed of +20 ft.
+
Two wheels about 1 ft in diameter, attached to sturdy boots or leg braces and give an enhancement bonus to speed of +20 ft.
 
Movement on roller feel is like using [http://www.d20pfsrd.com/skills/fly flight], with rolls required for turns, only it is along the ground and Acrobatics is the skill used for checks.
 
Movement on roller feel is like using [http://www.d20pfsrd.com/skills/fly flight], with rolls required for turns, only it is along the ground and Acrobatics is the skill used for checks.
 
Roller feet are very susceptible to terrain conditions; double all Acrobatics modifiers. What is difficult ground to walkers is impassible to roller feet.
 
Roller feet are very susceptible to terrain conditions; double all Acrobatics modifiers. What is difficult ground to walkers is impassible to roller feet.

Revision as of 13:49, 22 March 2017

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Unofficial rules compendium

Alchemical Items

Blinding Egg (15 gp)

A small bird’s egg filled with itching and blinding powders, the blinding egg is thrown like a grenade (range increment 10 ft.) and can also be applied as a melee touch attack. A target hit must succeed at a DC 15 Fort save or be blinded for one round and sickened. The target is allowed a Fortitude save each round to negate the sickening; spending a full-round action getting rid of it allows an additional Fortitude save with a +4 bonus. Even if the initial save is successful, the distraction caused by the egg is sufficient to allow the use of Stealth. This is a consumable item. If applied in melee it only affects a single target. If thrown, it splashes, but the Fortitude save DC of a splash is only 10. Craft (alchemy) DC 10.

Disappearing Powder (1 gp)

This is a colored, glittery powder that can be thrown into the air. While onlookers are distracted by the pretty cloud, the user can quietly disappear. Variants use weak smoke or flash powders. Also used as a stage-magician prop. This is a consumable item. Using disappearing powder is a standard action (a free action with a DC 15 Sleight of Hand check) and causes an automatic distraction to use the Stealth skill. The user still needs end their turn in cover or concealment to use Stealth. Craft (alchemy) DC 10.

Dye, Cosmetic (10 gp, 3 lb)

A set of five dyes that can be used to color hair, fur, skin, leather, and other organic materials. It is mainly used to apply body paint and can be used to fake a tattoo. Bleaches are available that can lighten colors. A common set includes bleach, red, ocher, blue, and green and can be mixed and diluted to vary saturation and shade. Application takes an hour to be absorbed by the skin. These dyes are longer lasting than those of a disguise kit and can be used for longer-lasting disguises; and an application looks fresh for a week and is visible for up to twice that. Craft (alchemy) DC 10.

Firepot (4 gp; 0.5 lb)

The doka is a small, ceramic pot, lashed shut with heat-proof twine and with small holes allowing access and air. It holds a live coal which it will keep burning for 12 hours. A lack of air will smother the coal. It is insulated to be secreted in clothes. It provides warmth, providing a +2 bonus on Constitution checks against cold weather conditions. The firepot allows access to fire, which can ignite a torch as a standard action. If thrown as a grenade-like weapon (range increment 10 ft.) it will break, igniting a pool of oil, dry straw, or other incendiary material or causing 1d3 fire damage as a thrown weapon with no splash effect. Craft (alchemy) DC 10.

Gunpowder Keg (200 gp, 15 lb)

Craft (alchemy) DC 15. Powder kegs are lead-lined, hermetically sealed, and once used the lead can be conveniently melted into bullets. A gunpowder keg holds 10 lbs (200 shots) of gunpowder. The keg is complimentary; if purchased separately it costs 2 gp. A keg keeps powder fresh for many years as long as the seal is intact. The price is based on gunpowder being common and can increase depending on where you are, per the firearms rules.

Gunpowder Horn (5 gp, 1 lb)

Despite the name, most powder horns are actually made of leather. A watertight powder horn (without gunpowder) costs 5 gp and will keep the powder dry under normal conditions. A masterwork powder horn costs 25 gp and will keep the powder dry even in a jungle or underwater. Either version holds 1 pound (20 shots) of gunpowder. Craft (leather) DC 15.

Lead Foil (2 gp)

A three-foot-square of very thin lead. Used to wrap objects to shield them from detection spells such as detect magic. Lead foil is very fragile, and is destroyed if a wrapped item is handled roughly or used in combat. A single sheet of lead foil can coat an object the size of a a one-handed weapon, a two-handed weapon takes two, a pole arm or missile weapon 4 sheets. Craft (alchemy) or (foundry) DC 15.

Lead Paint (25 gp; 1 lb)

An alchemic paint containing enough lead to block detection spells, an ounce of lead paint can coat about a 1 ft. square in the same manner as terne-plating. A one-pint bottle contains 16 ounces. Applying it effectively requires a full-round action and a Craft (painting) check (DC 10), but it takes a DC 15 check for it to look good. The paint is naturally a brilliant white; the painter can add pigments to color it before use. Craft (alchemy) DC 15.

Quenching Bomb (50 gp; 4b)

Quenching powder packed around a small explosive, this is thrown as a splash weapon. It is thrown at a square intersection and if it lands adjacent to a fire, it explodes, spreading quenching powder in all adjacent squares. Living creatures in the blast are nauseated for one round, Fortitude DC 15 avoids.

Quenching Powder (5 gp; 1 lb)

A white powder that reacts to quench fire and acid. A dose spread over a 5 ft. square (a standard action) will put out fire or negate a thin layer of acid. The action is not quick enough to counter a fire or acid attack.

Slippery Gel (50 gp, 1 lb)

This is a grease used to reduce friction. A bottle can be thrown as a splash weapon, coating either one Large or smaller creature or a single 5 ft. square. It deals no splash damage. It can be carefully applied to up to four 5 ft. squares or four medium-size creatures as a full-round action for each creature or square. The amount of gel required varies by size, count Huge creatures as 4, Large creatures as 2, Small creatures as 1/2, Tiny or smaller as 1/10 of a Medium creature.

Ground covered in slippery gel is hazardous to walk in. Increase the DC of any Acrobatics or Climb checks by 5; even flat ground covered this way requires an Acrobatics check (DC 10) to enter safely. Applied to a door, it reduces the difficulty to open a stuck door by five and reduces any Stealth penalty to open a squeaky door by five. Creatures covered become slippery and gain a +5 alchemical bonus on Escape Artist checks, CMD against grapple checks, and on CMB checks made to escape a grapple or pin. Slippery gel rubs off in an hour of use and can be washed away with soap, sand, or alcohol; water does not remove it, and it does not evaporate and can last for years if left undisturbed. Craft (alchemy) DC 15.

Spell Seal (8 gp)

A seal with an alchemical process involving holy and unholy symbols, silver, lead, cold iron and secret alchemical ingredients that interferes with spellcasting. Casting a spell or using a spell-like ability when wearing a spell seal requires a Concentration check (DC 20 + spell level) or the casting fails. Variant spell seals can be made that interfere only with either arcane, divine, or psychic magic, at the same cost. These seals are often attached to manacles, but can also be worn openly as a spellcaster's peace-bond. A spell seal has hardness 10 and 5 hit points. More expensive variants exist with higher difficulty numbers; DC 25 + spell level, hardness 12 (40 gp), DC 30 + spell level, hardness 15 (200 gp), DC 35 + spell level, hardness 20 (1,000 gp) and DC 40 + spell level, hardness 30 (5,000 gp). Craft (alchemy), DC is equal to hardness.

Stun Bomb (50 gp)

An alchemical imitation of a dangerous kobold device, the stun bomb explodes in a loud flash. All creatures within 20 ft. radius must make a Will save (DC 15). Creatures that fail are stunned for 1d2 rounds if they're within 10 ft., or are confused for 1 round if in between 10 and 20 ft. away. Creatures immune to sound or bright light are only confused if within 10 ft. Create: Craft (alchemy) DC 30

Suction Cups (150 gp, 1 lb)

Made of elastic alchemical materials, suction cups adhere well to any perfectly smooth surface. A set is worn on hands and feet to allow easy climbing (DC 15) on perfectly smooth surfaces which are normally impossible to climb, such as sheer ice, glass, or a wall of force. They do not help on other surfaces. Craft (alchemy) DC 15.

Tern-coating (1 sp)

Items can be covered in a thin layer of a mix of tin and lead to shield them (and their contents) from certain detection spells, such as detect magic. A tern-plated object looks like it is made of dull grey metal of little value, but a DC 10 Appraise check is enough to realize the truth if an item is studied. An item to be plated must not be overly flexible or heat-sensitive. Metal, bone, glass, ceramic, and wooden objects are routinely tern-plated. Tern-plating gradually wears thin and has to be renewed after about a month of adventuring or a year of normal use. The cost given is to coat a small item like a dagger, potion, or scroll case; a one-handed melee weapon costs five times as much, a two-handed melee weapon 10 times, a pole arm or missile weapon 25 times as much. Soft containers cannot be plated, but bottles and boxes can; the cost is about 1 sp per cubic foot of volume. A room or building can have its walls, floor, and ceiling tern-plated at a cost of 1 gp per 5 ft. cube. Tern-plating in construction is usually hidden to prevent wear and lasts as long as the building. Craft (alchemy) or (foundry) DC 10.

Assisted Movement Devices

These personal devices assist the wearer to move in specific situations. Creatures using an assisted movement device move in predictable ways and lose their Dexterity bonus to Armor Class.

Diving Air Bag (2 gp; 12 lb)

A pouch made of an animal bladder, weighted down with rocks to neutral buoyancy. You can use the air bag to fill your lungs with air underwater, permitting you to replenish your air, resetting the timer for holding your breath. Inflating an air bag, or holding it over your head to inhale the air in it, is a full-round action. Removing the ballast is a full-round action and reduces the weight of the air bag to 1 lb. Adding the correct ballast takes five minutes assuming a good supply of small rocks or the like. Diving with an unweighted bag is impossible. Inflated air bags are very bulky and difficult to move around with; each air bag imposes a cumulative armor check penalty of -2 that stacks with other armor check penalties. An uninflated air bag gives no armor check penalty. Craft (leather) DC 15.

Diving Kit (25 gp; 6 lb)

A set of primitive diving equipment. This includes a set of flippers, a nose clamp, and a simple snorkel. It grants a swim speed of 10 ft., grants a +5 bonus on Swim checks (this replaces the normal +8 bonus granted by having a swim speed), and the wearer can use Stealth against observers above the surface without holding breath. It does not allow the wearer to always take 10 on Swim checks. Wearing flippers reduces the wearer’s land speed to 5 ft. Taking a flipper on or off is a full-round action. Craft (leather) DC 15.

Inflatable Flotation Device (5 gp; 4 lb)

A large airtight bag, usually made of an animal skin one size smaller than the user, that can be inflated and strapped to the body to aid in buoyancy. It allows the user to take 10 on Swim checks, as long as he stays on the surface. Inflating or deflating the device takes one minute. Larger devices are possible and can be fitted to mounts, but are hard for non-humanoids to use—calculate costs for different creatures as if the flotation device was a set of armor. Grabbing hold of some random floating wreckage has the same effect, but depending on the size and shape of the wreckage might reduce swim speed. Craft (leather) DC 15.

Pogo Stick (50 gp, 5 lb)

A pogo stick is a spring-loaded device used to hop and is normally regarded as a child's toy. It consists of a pole with hand and footholds and a spring-loaded piston inside. The user holds it with at least one hand hand stands on the foot bar. It is drawn and stowed as if it were a weapon. A pogo stick provides assistance for Acrobatics checks to jump and a +10 enhancement bonus to land speed. It is noisy and gives a -10 penalty on Stealth checks. Craft (mechanic) DC 15.

Rocket Boots (100 gp, 15 lbs)

A pair of rocket boots are sturdy boots or leggings with rockets fastened to them. Igniting rocket boots is a move action, and requires an Alchemy check (DC 15) or the boots misfire. Success allows one round of flight. For every 5 points by which the alchemist beast the DC, the boots allow an additional round of flight. Misfiring boots hurls the wearer to the ground prone and then moves 1d10 x 5 ft. in a random direction, inflicting one point of bludgeoning damage for each square. This is in addition to any falling damage. If properly ignited the boots give a flight speed of 60 ft. (poor). A fly check (DC 5) is required even to fly in a straight line, and a failed fly check causes a misfire as above.

Roller Feet (75 gp, 5 lb)

Two wheels about 1 ft in diameter, attached to sturdy boots or leg braces and give an enhancement bonus to speed of +20 ft. Movement on roller feel is like using flight, with rolls required for turns, only it is along the ground and Acrobatics is the skill used for checks. Roller feet are very susceptible to terrain conditions; double all Acrobatics modifiers. What is difficult ground to walkers is impassible to roller feet. Craft (mechanic) DC 20.

Spring-Heels (150 gp, 6 lb.)

A pair of sturdy springs worn on the feet. Moving on spring-heels requires an Acrobatics check for balance (DC 10), with all normal modifiers. The springs provide assistance on Acrobatics checks to jump and give an +20 ft. enhancement bonus to speed. Moving on spring feet is strenuous; simply walking is the equivalent of hustling and fighting or taking double moves is the equivalent of sprinting. A creature can sprint a number of rounds equal to its Constitution score. The springs are noisy and movement jerky and erratic, giving a -10 penalty on Stealth. Taking spring heels on or off is a full-round action.

Stilts (1 gp, 15 lb)

Short stilts are common as toys. The stilts described here are ten ft. tall or more. These stilts are tied to the lower leg of the wearer, who cannot move normally with the stilts fitted. Putting on or removing each stilt is a full-round action. It takes no free hands to use stilts tied this way.

Walking on stilts require a DC 5 Acrobatics check. Standing up from prone with stilts fitted requires a DC 20 Acrobatics check unless done from an elevated position. A character on stilts can move at normal speed through difficult ground that does not entangle, as long as there is a hard ground beneath. Examples include crowds, caltrops, spikes, water, tall grass, and hedgerows but not uneven ground, slick ground, gravel, mud, or vines.

Fighting in stilts puts you out of the normal reach of Medium or smaller creatures and gives you a height advantage against any creature up to one size category larger than you if you can reach down to attack, but gives a -4 penalty on CMD. The stilts are subject to combat maneuvers and can be hit by striking the wearers touch attack Armor Class and have hardness 5 and 10 hit points. Mithral stilts can be made at a cost of 1,500 gp, these have a hardness of 15 and 30 hit points. Craft (carpenter) DC 15.

Water Feet (15 gp, 5 lb)

The mizugumo (literally,”water spider”) are outsize pontoons worn on the feet, permitting the shinobu to walk on land or water. Using mizgumo is a balancing act, requiring a DC 20 Acrobatics check each round. Once the wearer is underway, he can take 10 on these Acrobatics checks as long as the surface walked on is smooth and he moves at the same pace and in the same direction, but any maneuver requires a roll. A failed roll indicates the water feet get flooded and sink. Fitting or removing mizugumo is a full-round action. The device comes folded and unfolds like two small parasols. Even on close inspection it takes a DC 20 Disable Device or Knowledge (engineering) check to recognize anything is out of the ordinary before it is worn. Variant mizugumu exist that are acid-proof (50 gp) or lava-proof (500 gp) and allows walking on such exotic liquids for up to five minutes. Craft (leather) DC 15.

Wheelchair (25 gp, 15 lb)

A wheelchair allows a practiced rider to move normally on flat ground without using the legs. While in a wheelchair you can keep one object in your lap, making it a free action to wield or put down that object. A character in a wheelchair needs both hands to move and has a speed of 20 ft. With one hand on the wheel, the rider can turn and take 5 ft. steps only. With no hands on the wheels, the rider is immobilized. An assistant can push the wheelchair, freeing the rider's hands. A wheelchair is very susceptible to terrain conditions; soft ground, extensive litter, or uneven surfaces are all difficult ground to a wheelchair. Terrain considered difficult ground to walkers is impassible to a wheelchair. A wheelchair ignores ground-based hazards like caltrops and grease unless those hazards makes the ground uneven. Craft (carpenter) DC 15.

Combat Gear

Armored Boots (20 gp, 2 lb)

This is a pair of heavy boots reinforced with steel soles and toes. Against attacks that specifically target the foot, such caltrops or bear traps, armored boots prevent damage and give a +4 bonus on saves or checks to avoid or escape the danger. Armored boots can be used as weapons (as gauntlets). Armored boots are noisy, clumsy and tend to slip or get stuck in mud, the wearer suffers a -2 armor check penalty that stacks with other armor check penalties. Craft (armor) DC 15.

Armored Boots, Masterwork (200 gp, 3 lb)

The steel plates in these shoes are layered with leather, removing the armor check penalty and making them look like normal heavy boots. They otherwise perform as armored boots. Craft (armor) DC 25.

Armored Boots, Mithral (2,000 gp, 1 lb)

Armored boots of mithral instead of steel. Can be worn as high fashion and made to look like dainty slippers and all kinds of fantastic shapes. They otherwise perform as masterwork armored boots. Craft (armor) DC 25.

Assembly Weapon (50 gp)

A weapon can be constructed so that it can be quickly assembled from parts, each of which is inconspicuous. It takes a minute to assemble or disassemble the weapon. Recognizing the disassembled weapon for what it is requires a DC 15 Disable Device check. If the pieces are separated (generally carried by different creatures), the DC of recognizing any single piece as being part of a weapon is 25. An assembly weapon costs an additional 500 gold pieces, plus twice the cost of the weapon. An assembly weapon cannot be of masterwork quality or of special materials, and can’t be made into a magic weapon, but it can have weapon-enhancing spells cast on it. Craft (weaponsmith) DC 20.

Basket Hilt (10 gp, 1 lbs)

A basket hilt is a hand-guard that protects the wearer and makes it harder to disarm the wielder, adding +2 to CMD against disarm attempts. It does not allow wielding the weapon in two hands in order to apply 1-1/2 times your Strength bonus to damage. As the weapon stays attached to your hand even if you open the fingers, you may cast a spell with a somatic component while wielding a basket hilt weapon if you make a concentration check (DC 10 + the level of the spell).

A basket hilt can also function as brass knuckles when holding the weapon, allowing the wielder to choose between striking with the blade or the hilt. This is a separate weapon that must be enchanted separately from the weapon it is attached to.

A basket hilt can be attached to a battle aspergillum, falcata, flail, gladius, gnome pincher, khopesh, light hammer, light mace, longsword, machete, morningstar, rapier, sawtooth sabre, scimitar, or shortsword.

Caltrops, Sized

Caltrops are normally made to catch Medium opponents, but work just as well against opponent's one size category smaller or larger. Creatures outside this size interval ignore caltrops. Caltrops made for smaller creatures are not practical. Caltrops of larger size can be made to catch larger creatures, which in turn makes smaller creatures immune; caltrops for Huge creatures are commonly used against cavalry as they are safe for Medium or smaller creatures to pass. Oversized caltrops also do more damage, scaling twice as fast as weapons do. Damage, weight and cost are all doubled for each size category increase;
Medium 1 damage Weight 2 lbs. Cost 1 gp.
Large 1d3 damage Weight 4 lbs. Cost 2 gp.
Huge 1d6 damage Weight 8 lbs. Cost 4 gp.
Gargantuan 2d6 damage Weight 16 lbs. Cost 8 gp.
Colossal 4d6 damage Weight 32 lbs. Cost 16 gp.
Craft (weapons) DC 15.

Caltrops, Sized, Vicious

These are a combination of vicious and oversized caltrops.
Medium 1d2 damage Weight 4 lbs. Cost 50 gp.
Large 1d4 damage Weight 8 lbs. Cost 100 gp.
Huge 1d8 damage Weight 16 lbs. Cost 200 gp.
Gargantuan 2d8 damage Weight 32 lbs. Cost 400 gp.
Colossal 4d8 damage Weight 64 lbs. Cost 800 gp.
Craft (weapons) DC 25.

Monster Lure (5 gp, 2 lb)

A simple dummy, coupled with a carcass or a dose of alchemical wild animal musk (40 gp). The effect is to attract the attention of carnivorous creatures of low intelligence. A creature of Intelligence 4 or lower seeing or smelling the monster lure must make a DC 15 Will save or be fascinated. A creature that passes its save is immune to the effects of this lure and usually ignores it. A new saving throw is allowed each round as a full-round action to throw off the effect, usually resulting in the creature destroying the lure. Note that the fascinated condition is broken by hostile action. The given lure can fool a Medium or smaller creature at 30 ft. range; for each size above Medium, the weight of the lure is multiplied by four and the range is doubled. Knowledge (nature) DC 15.

Parasol Buckler (100 gp; 4 lb)

This is an elegant parasol that is sturdy enough to function as a buckler in an emergency. Readying it is as simple as removing it from the pole and holding it (like drawing a weapon). It has a Hardness of 5 and only 10 hit points, making it relatively easy to sunder. Strictly an emergency weapon, once it has been used as a buckler, it no longer looks like a high-class parasol but still functions as one unless it has the broken condition. On close inspection it takes a DC 20 Disable Device or Knowledge (engineering) check to recognize the device for what it is. Craft (mechanic) DC 15.

Scarecrow (1 gp, 4 lb)

A simple dummy to fool creatures of limited intellect. A creature of Intelligence 4 or lower seeing the scarecrow and within 100 ft. must make a DC 15 Will save or be frightened for one round. A creature that passes its save is immune to the effects of this scarecrow. A construct or undead that fails its save instead registers the the scarecrow as an intruder and acts accordingly, usually destroying the scarecrow in short order but revealing itself and setting itself up to be surprised. The given scarecrow can fool a Medium or smaller creature at 30 ft. range; for each size above Medium, the weight of the lure is multiplied by four and the range is doubled.Craft (carpenter) or Survival DC 15.

Explosives

Table: Explosives
Bomb Size Damage Radius Weight Cost Examples
Small 1d6 5 ft. 2 lbs 25 gp Horn
Medium 2d6 10 ft. 8 lbs 50 gp Keg
Large 3d6 15 ft. 32 lbs 100 gp Firkin
Huge 5d6 20 ft. 128 lbs 400 gp Barrel
Gargantuan 8d6 30 ft. 500 lbs 1,000 gp Pipe
Colossal 15d6 40 ft. 2,000 lbs 4,000 gp Tun
22d6 60 ft. 4 tons 7,500gp Wagonload
30d6 80 ft. 16 tons 15,000 gp Magazine
45d6 120 ft. 60 tons 50,000 gp Shipload
Table: Explosives by Relative Size
Relative Size Action to Throw
Smaller Standard
Same size Full-round
Larger NA
Table: Explosives Actions By Size
Explosive
Size
User Size
Small Medium Large
Small
1d6
Full-round Standard Standard
Medium
2d6
NA Full-round Standard
Large
3d6
NA NA Full-round

Explosives are an exciting part of swashbuckling action, but do no fit into pure fantasy games. A game where firearms are common would generally allow explosives as well, the prices assume guns and powder are not rare and expensive. When guns are rare, explosives are also rare and might cost up to ten times as much.

An explosive consists of black powder packed into a container, usually of wood but sometimes of cast iron. A fuses is attached, and then the fuse reaches the black powder it explodes with a loud bang and a rapidly rising cloud of smoke. The actual damage is more from shrapnel than from the force of the explosion. An explosive can be lit by any fire or electrical damage that penetrates the casing.

Explosives are always centered on a square intersection. Small explosive devices can be thrown, but large devices have to be hurled by artillery or dropped in the user's space, usually with a timed fuse. A thrown explosive has a range increment of 10 ft. and scatters like a splash weapon on a miss. The size of the explosive indicates what size category a creature or siege weapon has to be to throw it. Throwing an explosive of this size is a full-round action. For a creature one size larger larger than the explosive it is a one-handed throwing weapon and can be thrown as standard action. An explosive of the same size is a two-handed throwing weapon and takes a full-round action to throw. Larger explosives can only be dropped.

Giants have a special affinity for throwing things; they can throw and catch explosives as if they were rocks.

All explosives come with a simple fuse, other fuses must be purchased separately. Targets in the burst are allowed a DC 15 Reflex save for half damage. Damage is physical bludgeoning/piercing/slashing. Explosives with a radius of more than 20 ft. do half damage 20 ft. or more from the center intersection.

Fuses

Used to light explosives and start fires. Applying a fuse to a combustible is a full-round action; optionally you can light the fuse as a part of this action. Otherwise, lighting an applied fuse is a move action. You can light a fuse on a handheld object as a free action. Lighting a fuse triggers an attack of opportunity.

Fast Fuse (3 gp, 1 lb.)

A cord (Hardness 2, hp 1) infused with chemicals to make it burn very hot and fast. Fast fuse is normally sold in rolls of 30 ft. A fast fuse burns at the rate of 30 ft. per round. It doesn’t need air to burn and has only a 25% chance each round of going out if doused or smothered. The best way to extinguish it is to cut off the burning part and let that burn out. Craft (alchemy) DC 15.

Improvised Fuse

A rag or some dry plant matter wound around a combustible as a move action. It requires a Disable Device check (DC 10) by the user to actually ignite a combustible (this check can be tried unskilled). An improvised fuse will ignite the combustible at the end of your turn. This is the fuse used with a flask of oil turned into a splash weapon.

Simple Fuse (2gp)

A simple fuse is purpose-made by a character with the Gunsmithing feat. Igniting a simple fuse needs a fource of fire and is a free action for a handheld object or a move action for an unattended object. A simple fuse will ignite the combustible at the end of your turn. It is possible to cut longer fuses that ignite on your turn after a set number of rounds. Cost is 2gp only if bought separately from the explosive.

Slow Fuse (10 gp)

An inch of heavy cord (hardness 2, hp 1) infused with chemicals to make it smolder slowly and steadily. Slow fuse is normally sold in 30 ft. rolls and can be cut down to pieces of 1 inch length and still function. A slow fuse burns at the rate of one inch per 10 minutes. It doesn’t need air to burn and can burn underwater.

Provides access to fire, which will light a torch as a move action. It will automatically ignite a combustible.

The slow fuse can be cut to act as a timer. The GM makes a Disable Device or Knowledge (engineering) check for you with a DC equal to the number of minutes you wish the timer to burn (minimum DC 10). For each point you fail this check, the timer burns 1d6 additional rounds. A check result of less than half the difficulty means the timer fails to activate. Craft (alchemy) DC 20.

Tindertwig Fuse (2 gp)

A tindertwig fitted as a fuse. It can be triggered as a move action or as a part of the move action to ready the item, and will immediately ignite a torch, combustible, or another fuse. It is possible to use a cord to light a tindertwig fuse from a distance, and this is commonly used as a simple tripwire trap (Type mechanical; Perception DC 15; Disable Device DC 5; Trigger touch; Reset none; Effect combustible or explosive). Purpose-made grenades made by Craft (alchemy) come with tindertwig fuses that explode at the end of your turn at no additional cost. Craft (alchemy) DC 10.

Wheel-lock Fuse (500 gp, 1/2 lb)

A spring mechanism rotates a metal cylinder against flint to generate sparks. It takes a standard action to wind the string of the wheel-lock fuse. Once winded, it can be triggered as a free or immediate action, and will immediately ignite a torch or combustible. It is possible to use a ripcord to light a wheel-lock fuse from a distance. Wheel-lock fuses can be re-used if they survive (hardness 10, 1 hp). Craft (clocks) DC 20.

Personal Gear

Lead Lined Vestments (25 gp; 4 lb)

A body covering heavy garnment, like a full catsuit, hooded robe, or suit of full armor can be lined with lead to stop certain detection spells from detecting the wearer. This works best with stiff materials, like a suit of rigid armor or a leather raincoat; other clothes lose the integrity of the lining after about day of use. This counts as wearing metal armor for a druid, even if the vestments are not armor. Craft (alchemy) DC 25.

Money Belt (2 gp; 1/4 lb)

A most unusual money belt developed for those whose security needs are more stringent than average. Even on close inspection it takes a DC 20 Perception check to recognize anything is out of the ordinary. This article is constructed from high quality leather, with a buckle. Twisting the buckle reveals a tiny concealed edge. Using this tool, the wearer measures off two-inch segments of the belt, starting at the buckle. Each two-inch segment can hold up to five coins, 20 gems, a tightly folded sheet (which can hold things like a message, map, or scroll of a single spell) or a similar diminutive object. The pockets are routinely lined with thin lead to block detect magic and the like. Craft (leather) DC 15.

Secret Compartment (25 gp)

There is a number of personal items ubiquitous in each culture; examples from various areas include armor, saddles, sheathes, holy symbols, codpieces, corsets, clogs, high-heeled boots, fancy hats, sword hilts, and so on. The trick is to select an item so common it does not register, yet large enough and rigid enough to hold a compartment. Such objects can be fitted with secret compartments, perfect for hiding a weapon like a knife, reserve funds, a potion, or other objects up to 8 ounces or so in weight. The compartment is lined in lead to foil many detection spells. A secret compartment like this will pass most searches automatically, and only a determined search allows a Perception check (CD 25) to discover the compartment. Craft (as appropriate) DC 20.

Secret Pockets (5 gp)

Tiny secret pockets can be sewn into clothing. Even on close inspection it takes a DC 20 Perception check to recognize anything is out of the ordinary. Each secret pocket can hold up to five coins, 20 gems, a tightly folded sheet (which can hold a message, map, or scroll) or a similar diminutive object. The pocket is lined in lead to foil many detection spells. A secret pocket like this will pass most searches automatically, and only a determined search allows a Perception check (CD 25). Craft (tailor) DC 20.

Spell Component Robe (30 gp, 3 lb)

This is a spell component pouch sewn into a fine wizard's robe. Numerous small pockets can be used to store sundry spell components and keep them easily accessible. Less obvious than a spell component pouch, it has the same utility; assume any small, free material component for a spell the caster knows is kept in this robe. Craft (tailor) DC 15.

Special Materials

Scaled Leather

Harvested from giant serpents, this soft and supple leather has a toughness similar to that of fine chainmail. Organic armor made of scaled leather increase its armor class bonus by +2, but unlike other masterwork armor the armor penalty is not affected. The cost of scaled leather increases the cost of light armor by 1,000 gp and medium armor by 4,000 gp. All scaled leather armor is masterwork and that bonus is subsumed into the above. Because of the alchemical processes involved in its creation, scaled leather counts as metal armor for a druid.

Scaled leather has been introduced to allow rogues and other light armor wearers an alternative to mithral chain shirts.

Tools

Canvas Tool Display (1 gp, 1 lb)

A strip of sturdy canvas with hoops and markings for tools, the tool display is used to give rapid access to just the right tool. Variants are used by street vendors to display wares they can quickly hide when the tax man comes. It is normally carried wound up in a tight roll, then rolled out to display the tools, either flat or hanging from the built-in folding frame. A tool display is reasonably sturdy (Hardness 5, 5 hit points) but can be picked up or overturned very easily. A tool display that is properly deployed (a full-round action) makes it a free action to access any of the tools in it. Variant tool displays can hold arrows, shuriken, a sword collection, and so on. Putting each item back into the tool display is a standard action.
Weight 1 lb. Cost 1 gp for small tools (ammunition, thief's tools, light weapons)
Weight 5 lbs. Cost 2 gp for medium tools (most crafts, one-handed weapons).
Weight 12 lbs Cost 4 gp for heavy tools (blacksmith, stonemason, two-handed weapons).
Craft (tailor) DC 15.

Clock (100 gp, 10 lb)

A device for telling time. A pendulum clock is very accurate if properly calibrated but must remain stationary to function. A spring clock can be moved around but is less accurate. Besides the obvious uses in time keeping and spell duration timing, timepieces find great use in navigation, making it much easier to measure speed and time astronomical calculations. This gives a +2 bonus on Knowledge (Geography) checks to navigate or stargaze. Craft (mechanic) DC 15.

Music Box (500 gp, 20 lbs to negligible)

A clockwork contraption that plays a set piece of music. Larger devices play at a higher volume, using more notes, and for a longer time, with the largest playing up to half an hour of music and the smallest only one minute. The device has a Perform skill of +1 per four pounds of weight in pounds and can play three minutes per pound of weight (minimum +0 and 1 minute). Variant music boxes have no springs, which means they must be cranked by hand but can play indefinitely. Craft (mechanic) DC 25.

Reference Work (150 gp, 3 lbs)

A book containing standard information on a variety of subjects related to one field of study of the Knowledge skill. A reference work allows a reroll on a failed Knowledge check as a full-round action that triggers attacks of opportunity, one time for each knowledge check. Having several reference works on the same subject allows multiple rerolls. 20 reference works makes taking 20 on a Knowledge roll possible. Spending 10 minutes rather than a full-round action allows an additional reroll with a +5 bonus on Knowledge checks. Knowledge (any one) DC 30.

Intrusion Devices

Breaching Kit (50 gp; 20 lbs)

Craft (blacksmith) DC 15. A set of tools used for breaking into locked residences and businesses, consisting of a crowbar, sledge, wire saw, and adze. A full kit adds +6 to Strength checks to break doors or chests.

Climbing Pole (25 gp, 2 lb)

The Shinobi-kumade (literally, "Ninja Rake") is a collapsible bamboo pole with a claw at one end. Collapsed, it is barely 18" long, but it can telescope out to 12 ft. and is cunningly reinforced to support the weight of a man. It may be used as a club or staff but breaks on an attack roll of one. Used to aid climbing, the Shinobi-kumade makes short climbs up to 15 ft. very easy (DC 5), and can aid long climbs by leapfrogging from foothold to foothold. This gives a +5 circumstance bonus on climb checks, but cannot be used with accelerated climbing. Craft (carpenter) DC 15.

Parabolic Ear (20 gp; 8 lb)

This is a large parabola made of waxed paper. It works by concentrating sound from a certain direction, and cuts the range penalty on Perception checks to listen to -1 per 50 ft. In this way, shouted orders can be heard at a quarter mile, a normal discussion can be heard up to a 300 ft. away and a quiet talk or whispers up to 100 ft. away. Halve these ranges under noisy conditions, and halve them again if there is a breeze. Wind stronger than a breeze prevents the use of this device and might damage it. The device is usually camouflaged as a large hat or parasol and takes a minute to set up. Even on close inspection it takes a DC 20 Disable Device or Knowledge (engineering) check to recognize its special function. Knowledge (engineer) DC 25.

Peephole Telescope (250 gp, 1 lb)

A variant of the spyglass, the Peephole Telescope is used to extend your field of vision when looking out of a small opening, such as an arrow slit. The minimum size of the opening for a human-sized peephole telescope is 1 inch. It can extend out to two feet in length. Unlike a periscope, the peephole telescope allows you to quickly scan the area on the other side for obvious things—allowing use of the full Spot skill bonus even through small holes, but with triple range penalties.

A regular spyglass can be used this way by reversing it, but requires a hole three inches in diameter. Craft (mechanic) DC 10.

Pole, Collapsible (4 gp, 5 lb)

A set of tubes of increasing diameter, one inside the other, the collapsible pole can be telescoped in length from 3 ft. to 12 ft. as a move action. It can be used as a quarterstaff when extended and a club when not, but is not intended as a weapon and has the fragile property. Craft (carpenter) DC 20.

Pole, Collapsible, Mithral (2,000 gp, 5 lb)

A 10 ft. collapsible pole made of mithral instead of wood, this pole is almost unbreakable (Hardness 15, hit points 60, break DC 26). It does not gain the fragile property when used as a weapon. A mithral pole is sometimes painted or wrapped to look like a regular club, but this concealment only works when it is collapsed. Craft (armor) DC 25.

Safety Net (8 gp, 18 lb)

A round sheet of canvas 10 ft. in diameter stretched flat across a wooden frame. Very cumbersome to carry, the device can be dissembled or assembled in one minute. Can be held by four or more people and used to break a fall. Like water, a safety net reduces falling damage by two dice and turns the next two dice of falling damage into nonlethal damage. A safety net is only safe for one Medium or smaller jumper at a time; larger sheets that require larger holders are possible. Craft (tailor) DC 15.

Safety Net, Masterwork (80 gp, 22 lb)

An improved safety net that has a folding frame that can be deployed as a full-round action and springs that reduce the number of people needed to hold it to two. Craft (tailor) DC 25.

Stethoscope (10 gp)

A metal or horn tube with a wide disc at one end. Used by putting the disc against a door, window, or other surface and listening at the other end. It gives a +5 bonus on Perception checks in this situation, negating the normal +5 DC penalty for a normal door or window in the way and lessening the penalty for other obstacles. Using a stethoscope is a full-round action. Craft (mechanic) DC 10.

Trap Kit (variable)

A magical or mechanical trap that has been crafted and is ready to be placed is called a trap kit. See the trap making rules in the environment section of the core rulebook for details on traps. It normally takes an hour to set up a trap kit and turn it into an actual trap, and requires a Craft (traps) check with a of DC 15 + CR of the trap. Failing by 10 or more means the trapper is caught in the trap. Traps dependent on terrain features, such as a pit trap, can only be deployed if such a terrain feature is available. A trap cannot be moved once it has been set up; all a disabled trap is good for is scrap. Weight can vary considerably, but for simplicity's sake assume a trap kit weighs 1 lb./challenge rating, plus 10 lbs. for a mechanical trap. Cost As the trap in question, see traps in the core rulebook. Craft (mechanic)

Trompe-l'œil

A painting of a false wall rolled up on a roll 5 ft. wide and 50 ft. long. A square of trompe-l'œil can be deployed as a move action, and in conditions of normal light or less it can convincingly create a false wall to hide a door, passage, or even create an illusory corridor. The Perception DC to recognize the trick is 15, or 25 if the trompe-l'œil has been crafted to resemble the style of the walls (typical styles natural caves, mines, or by architectural style). An observer who spends a move action intentionally searching gain a +10 bonus to the Perception check. A trompe-l'œil will not pass any kind of physical inspection; a 5 ft. square has Hardness 0 and 3 hit points. Craft (painting) DC 15.

Travel Gear

Ensign (4 gp; 2 lb)

Ensign is the naval term for a flag, often a signal flag. Naval ensigns are about three feet by five. A typical ensign has AC 15 (it is not an immobile object when flying in the wind), Hardness 0, and 20 hit points. It is immune to piercing and bludgeoning damage. It is readable at about a mile. The price is for a sturdy sewn flag, but flags embroidered with fancy coats-of-arms in threads of precious metals can easily cost a hundred times as much. A simple ensign can be hand-colored on canvas in about 10 minutes at almost no cost, but only lasts until the first squall. Craft (tailor) DC 15.

Flagpole (1 gp; 10 lb)

A flagpole is a 10 ft. pole suitable for carrying an ensign or banner and with a rope mechanism for hoisting it. Early flagpoles often have the flag tied to it and the flag and pole are then hoisted onto a mast at sea or carried by an especially trusted retainer on land. A flagpole is AC 6, Hardness 5, and has 40 hit points. It will only take damage from a piercing and bludgeoning attack on an attack roll that would be a confirmed critical hit against a creature. Craft (carpenter) DC 10.

Folding Raft (40 gp; 15 lb)

A collapsible, 1-man raft. It has room for one person and his personal gear. In collapsed form, it may be carried slung over one shoulder or as a backpack and resembles a small tent. Assembling or disassembling it takes one minute. It takes a DC 20 Disable Device check to recognize it’s purpose when disassembled. It is a water vehicle with a speed of 20 ft. Craft (leather) DC 20.

Glider (75 gp, 40 lb)

Condition DC
Light wind 15
Moderate wind 20
Strong wind 25
Severe wind 30

Used to absorb falls and to provide limited flight, gliders are large fixed wings (looking somewhat like a great sail or kite) with a wingspan of 20 ft. (for a Medium character). A character who wears a glider and deliberately jumps off from a height takes no falling damage and will only descend at a rate of 5 ft. each round. Make an Acrobatics or Fly check each round with a DC depending on wind turbulence. On a failure by up to four points, the glider moves straight ahead. On a failure by five points or more, the glider stalls, dropping 2d6 x 5 ft. If this forces the character to land, there is normal falling damage and the glider is destroyed.

As long as the glide roll succeeds the user can move horizontally a number of feet equal to twice the roll (minimum 20 feet). Using a glider requires a full-round action each round.

Gliding is impossible in winds stronger than severe or spaces under 50 ft. wide. Strong and stronger winds also have their normal effect on fliers of the character's size. An anchored glider in windy conditions can stay afloat indefinitely, and thermals can be used to gain altitude, but extended flight is generally beyond the scope of this device. Knowledge (engineer) DC 20.

There are also disassembling gliders. It takes 1 minute and a Craft (carpentry or mechanic) roll of 15 to assemble or disassemble a glider. A disassembling glider costs 350 gp. Knowledge (engineer) DC 25.

Heliograph (100 gp, 5 lb)

Essentially a tripod-mounted mirror, the heliograph is used to send signals using reflected sunlight. It takes a Knowledge (geography) check (DC 5 per mile of distance) to send a message. A heliograph can be improvised using any mirror, but the DC to send a message is twice as high. A Linguistics check with the standard DC to decipher a message is needed to read the meaning. If the two parties share knowledge of a signalling language (such as Ferral), this Linguistics check gains a +10 bonus. Knowledge (engineer) DC 25.

Leather Boat (30-150 gp, 40 lb)

This is a small boat made of oiled skins, cloth or bark with ribs of wood or bone. It is surprisingly seaworthy if well handled. If water-filled, it can be cut open when on land allowing the water to pour out; this makes it practical for difficult landings in high waves. Such a hole is easily repaired.

A typical leather boat is 10 feet long, 3 feet wide, and carries 2 people and up to two passengers or 500 lbs of cargo at 4 mph. Two Paddles are included. Cost 30 gp. Craft (carpenter) DC 15.

Also comes in a disassembling variety for ease of transportation. It takes 1 minute and a Craft (carpentry or ships) roll of 15 to assemble or disassemble a leather boat. Cost 150 gp Craft (carpenter) DC 20.

Leather Boat: Large vehicle; Seaworthiness -4; Shiphandling +4, Speed oars 40 ft. (good); Overall AC 4; Hull 5 hp (hardness 3); Ram -; Mounts: -; Space 10 ft. by 5 ft., Height 2 ft. (draft 1/2 ft); Complement 4; Watch 2; Cargo 500 lbs

Semaphore Flags (2 gp, 1 lb)

A set of two flags, to be wielded in each hand and used for signalling. The difficulty of reading a semaphore signal is 5 per 1,000 ft of distance under ideal conditions. A Linguistics check with the standard DC to decipher a message is needed to either read or send a message. If the two parties share knowledge of a signalling language (such as Ferral), this Linguistics check gains a +10 bonus.

Weapons

Cutlass (10 gp, 3 lb)

The cutlass has statistics identical to rapier except that it does slashing damage.

  • Benefit: You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a cutlass sized for you, even though it isn't a light weapon.
  • Drawback: You can't wield a cutlass in two hands in order to apply 1-½ times your Strength bonus to damage.
  • Weapon Feature(s): finesse

Lance (10 gp, 10 lb)

The lance is not a reach weapon.

Razor Whip (50 gp, 4 lb)

A razor whip is a whip with metal wires woven into the whip and a hardened tup. It is identical to a whip except for weight, cost, that it does lethal slashing damage, and in that it can do damage even to armored targets. A creature proficient with the whip is also proficient with the razor whip

Scorpion Whip (5 gp, 3 lb)

A scorpion whip is a segmented lash made of metal or chitin, with sharp barbs and a wicked stinger at the end. The scorpion whip uses the qualities listed in the SRD; disarm, performance, reach, and trip. It is a completely separate weapon from the whip.

Exotic Light Melee Weapons Cost Dmg (S) Dmg (M) Critical Range Weight1 Type Special
Whip, scorpion 5 gp 1d3 1d4 ×2 3 lbs. S disarm, performance, reach, trip
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