Special Equipment (D&D equipment)

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Unofficial rules compendium

A set of tools designed to aid athletic maneuvers. Many of these are really very simple in construction, but require a great deal of ingenuity to come up with. Depending on the campaign, they might be generally available or "ninja secrets" available only to certain organizations.

You have to be skilled to use this equipment. The bonuses stack with those for having very light equipment, and athletic Equipment does not negate that bonus - for the specific use they are designed for. For all other uses of athletic skills, this equipment does negate the Naked Agility bonus.

Athletic Equipment Cost Weight
Balance pole 4 gp 1 lb.
Canoe 30 gp 20 lbs.
" disassembling 150 gp 20 lbs.
Climbing pole 25 gp 2 lbs.
Disappearing powder 5 gp 1 oz.
Fins 2 gp 4 lbs.
" folding 10 gp 5 lbs.
" masterwork 10 gp 5 lbs.
" masterwork, folding 50 gp 5 lbs.
Glider 150 gp 40 lbs.
" disassembling 750 gp 40 lbs.
Hoop skirt as outfit 4 lbs.
Jumping pole 2 gp 6 lbs.
Swimming mask 25 gp 1 lb.
Suction cups 150 gp 1 lb.
Water Feet 5 gp 4 lbs.
" folding 25 gp 5 lbs.
" masterwork 25 gp 5 lbs.
" masterwork, folding 125 gp 5 lbs.

Balance Pole

A light, six-foot flexible pole held in both hands to help balancing. Too soft to use as a weapon or jumping pole. Gives a +5 circumstance bonus on Balance as long as you do not walk at more than half speed and have sufficient space to use it. Any wind makes the benefit into a liability instead.

Canoe

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 canoe boat is 10 feet long, 3 feet wide, and carries 2 people and up to two passengers or 500 lbs. of cargo at 1 mph. Two Paddles are included.

Also comes in a disassembling variety for ease of transportation. It takes 1 minute and a Craft (Carpentry) roll of 20 to assemble or disassemble a canoe.

Canoe: Large vehicle; Seaworthiness -4; Shiphandling +4, Speed oars 10 ft. (good); Overall AC 4; Hull 15 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.


Climbing Pole

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 10), 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.


Disappearing Powder

This is a colored, glittering powder that can be thrown into the air. While onlookers are distracted by the pretty cloud, you quietly disappear. Variants use smoke or flash powders. Often used as a stage-magician prop, one danger is that onlookers might think you are a genuine magician.

Grants a +5 circumstance bonus on a Bluff roll to create a distraction to hide.


Fins

Fins look like fans made of oiled cloth and wooden struts, attached to the user's feet. Works for any basically humanoid user. It takes a full-round action to do each fin, and a full-round action to remove both fins. Fins remove land speed, but grant a swim speed equal to half the character's land speed, as well as a +5 circumstance bonus on swim check (this replaces the normal +8 bonus on Swim checks for having a swim speed).

Fins are available in two versions; normal and folding. The normal fin keeps its form when not in use, which makes it cumbersome to carry around. The folding fin collapses into two straight rods, much like a folding fan. They are also available in two qualities; normal fins are not fully waterproof and last for one day only once immersed in water; masterwork fins are permanent if properly cared for and oiled.


Glider

Used to absorb falls and to provide limited flight, gliders are huge fixed wings (looking somewhat like a great sail or kite) with a wingspan of about 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 a Balance roll each round with a DC depending on wind turbulence and maneuver room. On a failure by up to four points, the glider moves straight ahead. On a failure by five points or more, the glider overturns, dropping 2d6 x 5 ft. If this forces the character to land, there is normal falling damage and the glider is destroyed.

Condition DC
Light wind 15
Moderate wind 20
Strong wind 25
Severe wind 30
Constricted space under 100 ft. +5
Constricted space under 50 ft. +10

As long as the glide roll succeeds the user can move horizontally a number of feet equal to twice the Balance 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 this is generally beyond the scope of this device.

Gliders come in two varieties; disassembling and fixed. It takes 1 minute and a Craft (Carpentry) roll of 20 to assemble or disassemble a glider.


Hoop Skirt

An artificially wide skirt usually worn by women of means. These skirts can be a part of any outfit costing 3 gold piece or more. The effect can be achieved with hoops, a farthingale, a or bum roll and it is often worn with a corset or bustier. Few people would wear a hoop skirt into a dungeon, in fact they are worn to show that you are a woman of means who does not have to be agile or do manual labor. Though not historically worn by men in Europe, there is no reason similar fashions could exist for men in fantasy worlds.

A hoop skirt gives a -5 circumstance penalty on Balance, Climb, Escape Artist, Jump, Swim, and Tumble skill checks, in a kind of reversed Naked Agility rule.

A hoop skirt can have pockets and hooks sewn into it, making it useful for carrying and hiding small items. Wearing a hoop skirt adds a +5 bonus to Sleight of Hand used to conceal items on your person and increased the difficulty of Sleight of Hand used to pick your pockets by +5. The hoop skirt gives you an additional Body Slot to carry magic enchantments. Hoop skirts can carry the same enchantments that robes do.

Hoop skirts add 4 lbs to the weight of the outfit, but like other outfits this does not count towards encumbrance when worn.


Jumping Pole

A flexible pole made of bamboo or other semi-rigid material, about three times the length of the user. A character can use it to pole-vault, which grants a +5 circumstance bonus to jump checks where applicable. A jumping pole also halves the difficulty of a high jump up to the length of the pole.


Swimming Mask

The basic sight distances seem to assume underwater goggles - or an eye lens trained to stretch - as there is no penalty on underwater vision compared to aquatic creatures. Thus, I did not make the goggles a separate item. Optionally, a surface creature lacking goggles treats all underwater targets as having concealment (20% miss chance) due to diffraction in the water.

A kit consisting of a pair of goggles, nose plugs, and a snorkel. Improves vision underwater and allows a character swimming on the surface to look down into the water indefinitely. Grants a +2 circumstance bonus on swim checks.

Suction Cups

Made of elastic alchemical materials, suction cups adheres well to any perfectly smooth surface. It allows easy climbing (DC 15) on perfectly smooth surfaces such as a sheer ice, glass, or a wall of force, which are normally impossible to climb.


Water Feet

The Mizugumo (literally,"water spider") are outsize pontoons worn on the feet, permitting the Ninja to walk on water with a successful Balance roll. The DC depends on the choppiness of the water. Using water feet is impossible in a severe or stronger wind.

Condition DC
Calm, no waves 15
Light wind, small waves or swell, splash by medium creature 20
Moderate wind, tidal waves, splash by large creature 25
Strong wind, surf, splash by huge or larger creature 30

Water Feet are available in two versions; normal and folding. The normal one keeps its form when not in use, which makes it cumbersome to carry around. It can be worn as a coolie hat. The folding fin collapses like an umbrella and can be camouflaged as such. They are also available in two qualities; normal water feet are not fully waterproof and last for only one day once immersed in water; masterwork ones are permanent if properly cared for and oiled.