A cid D a g g e r: T his m a ste rw o rk item (while expensive) is also disposable — indeed, it rarely survives its ow n use. U pon a successful strike w ith th e dagger, the crystal o r glass blade shatters, releasing its acid reservoir for an addition al ld 6 damage. Every round thereafter, it does one less point o f dam age un til it does none at all. I f the w ielder m isses o n an attack, check again to see if he w ould have succeeded w ith o u t th e o pponent s armor, i f he w ould have, th e dagger shatters over th e armor, doing dam age to it un til th e acid is neutralized or th e arm or is destroyed.
A rrow , D ire: T hese m asterw ork arrows are heavy and inaccurate, b u t deal incredible damage. Even though mas terw ork, these arrows suffer a - 2 circum stance penalty to attack and reduce th e range increm ent by 10 ft. w hen fired. The critical h it m ultiplier is increased by 1 (X3 becom es X4).
Ta b l e 6 -1 2 :
Bow
Da m a g eBow Type Damage
Short ld8+l Long ldlO+1
A rrow , W o o d sp ik e: W oodspike arrows are designed w ith a sturdy shaft and a w ood-biting head to drive into w ooden surfaces. It is often tied o ff w ith rope (hem p or silk) at th e end. W hen fired from a bow, the arrow drives into the surface, providing a hold for climbers.
H em p rope tied to th e arrow fires up to one range incre m ent and silk rope fires up to th ree range increm ents. After that, the arrow loses velocity and will n o t punch th ro u g h wood.
B olt, D ire: These m asterw ork crossbow bolts are heavy and inaccurate, but deal incredible damage. Even though masterw ork, these arrows suffer a - 2 circum stance penal ty to attack and reduce the range in crem en t by 10 ft. w hen fired. The critical h it m u ltiplier is increased by 1 (x2 becom es X3).
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Ta b l e 6 -1 3 : Di r e Bo l t Da m a g e Da m a g e
Crossbow Type Damage
Hand ld6+l
Light ldlO + 1
Repeating ldlO + 1
Heavy 1 d l 2+1
D iv in a tio n C a n d le s : T hese candles are magically im bued to aid in the casting o f divination spells. W hile a divination candle is lit (a full-round action to prepare), the caster is considered to be one level h ig h e r for the purpos es o f casting divination spells. He does not gain any addi tional spells, however. For instance, an 11th level wizard casting arcane eye w hile using a divination candle, is able to look th ro u g h th e eye for 12 m inutes.
In addition, the DC o f th e spell is increased by 1. Use o f divination candles requires concentration per the rules in th e PHB.
O nce lit, a divination candle cannot be extinguished. It burns for one hour.
F lare: A flare is a sm all rod filled w ith a h o t m etal and liquid charge. You can throw a flare as a grenadelike weapon. W hen the flare impacts, one creature w ith in 5 ft o f the flare (th at can see it) m ust succeed at a Fortitude save (DC 11) o r suffer the effects o f the spell flare. The flare’s light rem ains for 1 m inute, d uring w hich tim e it lights a 5 ft. by 5 ft. area.
F la sh B om b: A small vial filled w ith black pow der and phosphorescent chem icals (Alchem y check, DC 18 to mix), the flash bom b bursts into a b rig h t flame w hen struck or th ro w n w ith force. This does 1 point o f fire dam age to w hoever holds it, and characters looking in th at direction m ust m ake a Reflex save (DC 14) o r be blinded for ld 4 rounds. T here is a 3 in 20 chance that the flash bomb has a bad mix and does not work, and a 5 in 20 chance for th e same if it has ever com e into contact w ith water.
G h o u l Paste: A foul concoction o f A lchem y (DC 25) and the undead, this thick paste activates w h en sm eared into an open w ound (such as w hen cu ttin g w ith a blade covered in th e paste). O n a successful delivery, the victim must succeed at a Fortitude save (DC 14) or be paralyzed for ld6+2 m inutes. T here is also a 1 in 10 chance th at a
character w ho dies w hile suffering from this paralysis rises as a ghoul in ld 4 days unless som eone casts a protec tion fro m evil spell on his body.
Sm eared on a blade, g houl paste lasts for ld 3 attacks or ld lO m inutes (w hichever com es first) before becom ing useless. Blades used in such a m a n n er becom e yellow and tarnished, and easily recognized by alchem ists (DC 20, -1 for every paste applied).
H o llo w W e a p o n H ilts : H ollow w eapon hilts allow you to easily conceal Tiny items. They cost an additional 5 gp and can only be added to M edium -size w eapons o f larger. H uge o r larger w eapons th at have hollow hilts can hold Sm all item s and cost 10 gp to create.
A nyone concealing an item in a hollow h ilt gains a +10 circum stance bonus to H ide checks to conceal the hidden item. In addition, an opposed check is only allowed if the person in question suspects the item m ight be h idden on your person.
A signal flare w orks m uch like a regular flare, but is designed to provide light th at can be seen at far distances. A sm all alchem ical propellant inside th e signal flare launches a sm all light, not u n lik e dancing lights, 100 ft into th e air. All creatures w ithin 1/2 m ile o f the light can spot it easily at night. Beyond th at (up to 3 miles) requires a Spot check (DC 12) to notice th e light. This DC increas es to 18 at dust and daw n and 25 at day.
S tu n B om b: A small vial o f tightly-packed chem icals (Alchemy check, DC 20 to mix) th at explodes w hen struck o r th ro w n w ith force. Everyone w ith in 10 ft. o f the blast m ust m ake a Fort save (DC 18) or be stu n n e d for one round. T here is a 3 in 20 chance that any stu n bom b has a bad m ix and does not work, and a 5 in 20 chance if it has com e into contact w ith water.
T oolstaff: The tool staff resem bles a standard five-foot long w ooden staff, w ith one im portant difference: both ends o f th e staff feature tw o-inch deep octagonal sockets. Extensions, tools, and o th e r devices designed to work w ith the tool staff fit into these sockets, and allow th e tool staff to fulfill a wide variety o f roles. The standard staff com es w ith th e follow ing attachm ents:
• Extension: This five-foot long w ooden rod has an octag onal socket on one end and a m etal stud on th e other. T his piece extends th e tool staff’s length by five feet, and m u ltip le ex te n sio n s m ay be used tog eth er. However, if the tool staff is used for any activity that requires a D exterity check, im pose a - 2 circum stance penalty for each extension used on the tool staff. Also, if the tool staff is used as a weapon, each extension im poses a - 1 penalty to hit.
• Hook: This sim ple m etal hook may be used to carry a lantern o r grab a sm all item. G rabbing an item w ith th e tool staff requires a Dex check (DC 15 o r as d eterm ined by DM). T he hook is often used w ith one or m ore extensions.
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Eq u i p m e n t• Mirror: This tool is m ounted o n a pivot. In addition, a small w ooden handle extends three feet from the back o f the m irror, allow ing the user to peek around corners and move th e m irror back and forth, scanning the area ahead for dangers.
• Spearhead: A ttaching this to the tool staff transform s it into a shortspear, o r it may be used w ith an extension piece to create a longspear. T he spearhead often com es loose in battle. O n any attack roll o f 3 o r less, the spear head com es loose from the socket.
• Torch Bracket: This m etal m ounting bracket is designed to hold a standard torch. The torch bracket is m ost often used to shed light around corners, deliver torch attacks to m onsters, o r set aflame item s beyond reach. I f used to deliver attacks, th e bracket com es loose o n an unm odified roll o f 3 or less.
V ylin's P ow der: A small p in c h (dose) o f this pow der added to a poison tu rn s the poison blue. It is 75% effective and in cases w here the poison is already blue, the pow der tu rn s th e liquid black.
W a te r p r o o f B a ck p a ck : A w ate rp ro o f backpack is m ade from large an im al bladders, cu red , and th e n com bed. The contents inside are kept dry, but only w hen packed properly. I f overfilled, the co n ten ts becom e wet, but don’t take as m uch dam age as they w ould in a norm al backpack.
Allow item s stored in a w aterproof backpack a saving throw w hen none w ould norm ally be allowed.
W a te rp r o o f S c ro ll C ase: W aterproof scroll cases are m ade from bones. They are near air-tight, m uch like those used in m aking vials o f oil or barrels o f w ine, and keep papers dry inside. A w aterproof scroll case floats.
Allow item s stored in a w aterproof scroll case a saving throw w hen n one w ould norm ally be allowed.
TATTOOS
T here are a n u m b er o f reasons w hy som eone m ight have a tattoo. Some are symbols o f cultural heritage, w hile o th ers are a rite o f passage. W hatever th e case, it is som etim es necessary for m ercenaries to show th e ir allegiance o r at the very least look m ean. Tattoos only m ean som ething to others w hen they can be seen.
B lo o d lin e : M em bers o f your bloodline are expected to have tattoos. As a result, you are instantly recognized for your tattoo. A bloodline tattoo is purchased in conjunc tion w ith any o th e r tattoo on this list, increasing its value o r bonus by +1.
C u ltu ra l: Your culture is know n for its exotic o r recog nizable tattoos. You gain a +1 circum stance bonus to all Diplom acy checks w hen dealing w ith people w ho know o f your culture.
H o ly O rd e r: Some holy orders require a tattoo to prove one’s devotion to the cause. These tattoos are often sym bolic and im portant totem s, signifying the o rd er’s most treasured belief. Some groups require m ultiple tattoos as you progress through th e ir ranks.
I n tim id a tin g : Some tattoos are m erely for show. A learsom e w arrior w ith a tattoo o f a dragon on his chest or fiery dem ons along his arm s is sure to get attention. You gain a +2 circum stance bonus to all Intim idation checks. You may only have one Intim idating tattoo, but this bonus stacks w ith the war trophy tattoo.
M e rc e n a ry G ro u p s: As a way to tie m en together, tat toos and brands are given to new initiates. Som etim es the older m em bers o f the group p unch or kick th e tattoo w hen it is still fresh as a “hazing” ritual. These tattoos vary from group to group, but it is a rare group indeed that does n o t have a com pany sym bol o r m otto tattooed on the arm or chest. Some groups require m ultiple tattoos as you progress th ro u g h th eir ranks.
R ite o f P assage: At a certain age, it may be necessary to receive a tattoo that signifies the ascent into adulthood. M en and w om en alike adorn th e ir bodies to show they have com e o f age. In cultures w here there is no record of birth, a rite o f passage tattoo signifies th at you are an adult, th at you can vote on tribal m atters, you may own land, and you may marry. In the civilized world, these tat toos hold very little w eight in court, but certainly stand for som ething am ong less educated peoples.
A p erson never needs m ore than one rite o f passage tat too as the process is lengthy, painful, and covers enough skin that additional tattooing is superfluous.
S ailo r: Sailor tattoos range from the indecipherable to the ornate. Sailors m ost often adorn th e ir bodies after each voyage or w hen joining a new crew. Because sailors tend to choose tattoos for style over function, few people are intim idated by them . O f course, in naval circles the effect is the exact opposite. Each tattoo a sailor has is an o th er story he can tell aboard ship.
S e c re t S ociety: Some secret societies dem and a tattoo to prove one’s devotion to th e society's cause and agenda. T hese tattoos are often symbolic and im portant totems, signifying the o rd er’s m ost treasured belief. Some groups require m ultiple tattoos as you progress th ro u g h th e ir ranks.
S o cia l S ta n d in g : In som e cultures, tattoos are a mark o f one’s social standing. For every social standing tattoo you purchase, you gain a +1 circum stance bonus to Bluff o r Diplomacy checks w hen dealing w ith others w ithin your culture, order, o r nation.
W a r T rophy: A m ong prim itives, tattooing is som e tim es reserved for w ar chiefs and the like. Each tattoo is a badge o f honor, w on in com bat th rough stren g th and c u n ning. Each w ar trophy tattoo a person has is an o th er bat tle in w hich o th e r m en saw defeat. You gain a perm anent
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Ta b l e 6 -1 5 : Li q u i d s
Item Cost Bottle, wine, glass 2 gp Flask 3 cp jug, clay 3 cp Kettle 3 sp Mug/tankard, clay 2 cp Pitcher, clay 2 cp Pony keg 1 sp Pot, iron 5 sp Vial, ink or potion 1 gp Waterskin 1 gp * new ones Weight it * 1 lb. 5 lb. * 1 lb. 1 lb. 2 1b. Holds or Carries 1 1/2 pint 1 pint 1 gallon 1/2 gallon 1 pint 1 /2 gallon 7.5 gallons 1 gallon 1 ounce 1 /2 gallon
+1 to your Leadership score for each War Trophy tattoo you earn. In addition, you gain a +1 com petence bonus to your Intim id atio n checks to all those in your clan, legion, etc.
TITLES
It is com m on practice for m en-at-arm s to e ith er purchase or otherw ise be assigned titles. Such is th e way o f w artim e and in nations w here there are not enough com petent m en to fill im portant positions. Alternatively, it is a great way for a king to fill his coffers by selling titles to those who w ould have them . T he ram ifications o f titles are too num erous to justify rules for, but th e ir im plications can be felt in every c o rn e r o f your campaigns.
Costs vary from 500 gp u p to 10,000 gp, depending upon the position. W h e th e r o r not th e position is legiti mate is entirely up to the DM, but th e m ore coin that is spent, the less likely you are to w ant to w ork at your job. Some sam ple titles th at can be purchased
include: Advisor, Ale C onner, Ambassador, Bailiff, C aptain, C h am p io n , C o m m a n der, C onstable, C ouncilor, D efender, Diplomat, Elector, G entry, G overnor, G uardian, H ig h D efender, K eeper, Knight, K night Errant, Liason, M ag istrate, M arshal, Paladin, Personal Cham pion, Preserver, Provost, Provost- Marshall, Purveyor, Regent, Sentinel, Sergeant, S heriff, Tower, W arden, Warder, and Watcher.
Feel free to add to this list as you see fit
Ta b l e 6 -1 4 : Co n t a i n e r s Dr y Go o d s Item Cost Backpack 2 gP Barrel 2 gp Basket 4 sp Bucket 5 sp Chest 2 gP Coffer Framepack 5 gP Pouch, belt 1 gP Sack 1 sp Saddlebags 4 gP Spell component 5 gP pouch Urn 8 sp
Weight Holds or Carries 2 1b. 1 cu. ft. 301b. 10 cu. ft. 1 lb. 2 cu. ft. 2 lb. 1 cu. ft. 25 lb. 2 cu. ft. 1 lb. 1 /4 cu. ft. 3 1b. 2 cu. ft. 1/2 lb. 1 /5 cu. ft. 1/2 lb. 1 cu. ft. 8 1b. 5 cu. ft. 1/4 lb. 1/8 cu. ft. 1/2 lb. 1/5 cu ft.
T a b l e 6 -9 : G o o d s a n d S e r v i c e s A d v e n t u r i n g G e a r
Item Cost Weight Acid (flask) 10 gp 1 lb. Alchemist’s fire 20 gp 1 lb.
(flask)
Antitoxin (vial) 50 gp ** Antitoxin, hunter 150 gp 1 lb.
quality (vial) (U)
Apron, cloth 8 sp 1/2 lb. Apron, leather 5 gp 2 lb. Awl 2 sp 1/2 lb. Backpack (empty) 2 gp 2 1b. Barrel (empty) 2 gp 301b. Basket (empty) 4 sp 1 lb. Bedroll 1 sp 5 lb. Bell 1 gP * Blanket, winter 5 sp 3 lb. Block and tackle 5 gP 5 lb. Bottle, wine, glass 2 gP * Brush, small 4 cp Bucket (empty) 5 sp 2 1b. Cage Tiny 1 gP 1 lb. Small 3 gp 12 lb. Medium-size 10 gp 20 lb. Large 25 gp 75 lb. Huge 80 gp 2001b. Calligraphy set 10 gp 1/2 lb. Caltrops 1 gP 2 1b. Campchair, cloth 2 gp 2 1b. Campchair, wooden 6 gp 3 lb. Camptable 20 gp 15 lb. Candle 1 cp * Canvas (sq. yd.) 1 sp 1 lb. Case, map or scroll 1 gP 1/2 lb. Chain (10 ft.) 30 gp 2 1b. Chalk, 1 piece 1 cp * Chess set 1 gP 1 lb. Chess set, 50 gp 3 lb. masterwork Chest (empty) 2 gP 25 lb. Cloak, plain 6 sp 1/2 lb. Cloak, fine 2 gP 1/2 lb. Cloak, weighted 5 gP 2 lb. Coffer, gold 75 gp 1 lb. Coffer, iron 8 g P 1 lb. Coffer, wooden 1 gP 1 lb. Crowbar 2 gP 5 lb. Dice, 1 pair 1 sp * Dye 1 gP 1/2 lb. Fencepost 5 sp 5 lb. Field M edic Kit 10 gp 1/2 lb. Firewood (per day) 1 cp 20 1b. Fishhook 1 sp * Fishing net, 4 gP 5 lb.
25 sq. ft.
Flask 3 cp * Flint and steel 1 gp
it
Framepack 5 gP 3 lb. Garlic cloves (U) 4 cpGlass, powdered 1 sp 1/2 lb. Grappling hook 1 gP 4 lb. Hammer 5 sp 2 lb. Hammock 2 sp 2 lb. Hatchet
im m ---
8 sp 2 lb.Item Cost Weight Hollow tube, iron 3 gP 1/2 lb. Hollow tube, bone 1 sp ☆ Hollow tube, wood 1 cp * Hollow 5-10 gp *
weapon hilt
Holy water (flask) 25 gp 1 lb. Incense 1 cp+ Vc Ink (1 oz. vial) 8 gP Vf Ink pen 1 sp * jerky, beef 5 cp 1/2 lb. Jerky, fish 2 cp 1/2 lb. Jerky, mutton 3 cp 1/2 lb. Jerky, pork 4 cp 1/2 lb. Jerky, venison 2 cp 1/2 lb. Jug, clay 3 cp 9 1b. Kettle 3 sp 5 lb. Ladder, 10-foot 5 cp 201b. Lamp, common 1 sp 1 lb. Lantern, bullseye 12 gp 3 lb. Lantern, hooded 7 gP 2 lb. Lock:j: 1 lb. very simple 20 gp 1 lb. average 40 gp 1 lb. good 80 gp 1 lb. amazing 150 gp 1 lb. Mask 1 sp ☆ Manacles 15 gp 2 lb. Manacles, 50 gp 2 lb. masterwork Manacles, cold 375 gp 2 lb. Mirror, small steel 10 gp 1/2 lb. Mirror, large lO O gp 5 lb. Mirror, ornate 500 gp 20 lb. Money belt 1 sp * Mug/tankard, clay 2 cp 1 lb. O il (1-pint flask) 1 sp 1 lb. Scented Oil 5 sp 1 lb (1-pint flask) Paper (sheet) 4 sp * Parchment (sheet) 2 sp * Pick, miner’s 3 gp 10 lb. Pipe common 1 sp * fine 1 gP+ * Pipeweed common 2 cp ** fine 2 sp ** Pitcher, clay 2 cp 5 lb. Piton 1 sp 1/2 lb. Playing cards 2 sp ☆ Pliers 2 sp ** Pole, 10-foot 2 sp 8 1b. Pony keg 1 sp 1 lb. Posthole digger 3 gP 10 lb. Pot, iron 5 sp 10 lb. Potion belt 5 gp 1/2 lb. Potion belt, 100 gp 1 lb. masterwork Pouch, belt 1 gP 3 lb. Ram, portable 10 gp 201b. Rations, trail 5 sp 1 lb. (per day) Rope, hemp (50 ft.) 1 gp 10 lb. Rope, silk (50 ft.) 10 gp 5 lb.
Item Cost Weight Salt (U) 5 gP 1 lb. Salt, blessed (U) 25 gp 1 lb. Sack (empty) 1 sp 1/2 lb. Saw, wood 6 sp 1/2 lb. Saw, crosscut 2 gP 2 lb. Sealing wax 1 gP 1 lb. Sewing needle 5 sp * Sheath, weapon plain 1 gP * fine 10 gp * Signal whistle 8 sp ** Signet ring:!; 5 gP * Silver, powdered (U) 5 gp 1 lb. Sledge 1 gP 10 lb. Smokestick 20 gp 1/2 lb. Soap (per lb.) 5 sp 1 lb. Spade or shovel 2 gP 8 lb. Spyglass 1,000 gp 1 lb. Stake normal 1 cp 1/4 lb. masterwork (U) 10 gp 1/4 lb. blessed (U) 1,250 g p l/ 4 lb. Stretcher 5 gp 4 lb. Sulfur (U) 10 gp 1 lb. Sunrod 2 gp 1 Talc (U) 1 sp 1 lb. Tanglefoot bag 50 gp 4 lb. Tent 10 gp 201b. Tent, 10-man 40 gp 50 lb. Tent, pavilion 250 gp 100 lb. Thread (10 ft.) 1 cp * Thunderstone 30 gp 1 lb. Tindertwig 1 gP ** Tongs, iron 8 sp 1/2 lb. Torch 1 cp 1 lb. Urn, bronze 8 sp 1/2 lb. Vial, ink or potion 1 gP * Waterskin 1 gP 4 lb. goat's bladder 3 gP 4 lb. lamb's bladder 5 sp 4 lb. llama's bladder 2 gp 4 lb. yak’s bladder 15 sp 8 1b. Whetstone 2 cp 1 lb. Yardstick 1 cp ** Bu i l d i n g s Item Cost* Business, small Village 1,500 gp Town 2,500 gp City 5.000 gp Metropolis 15,000 gp Castle 500,000 gp Grand house 5,000 gp Huge castle 1,000,000 gp Keep 150,000 gp Mansion 100,000 gp M oat with bridge 50,000 gp Simple house 1,000 gp Tower 50,000 gp Warehouse Village 2 gp/sq. ft. Town 5 gP/sq. ft. City 10 gp/sq. ft. Metropolis 25 gp/sq. ft.
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* costs may vary based on location and the scarcity o f real estate within a city wall for instance.
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q u i p m e n t Ch a r i o t s Item Chariot, medium-size (drawn by two large creatures) Chariot, large (drawn by four large creatures) Chariot, huge (drawn by six large creatures) Cost Weight 100 gp 100 1b. 200 gp 2001b. 400 gp 400 lb. Cl a s s To o l s a n d Sk i l l Kit sItem Cost Weight Alchemist's lab 500 gp 401b. Anvil 25 gp 201b. Artisan's tools 5 gP 5 lb. Artisan's tools, 55 gp 5 lb.
masterwork
Clim ber’s kit 80 gp 5 1b. Coroner’s kit (U) 250 gp 2 1b. Coroner’s kit, 1,000 gp 3 1b.