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Goods and Services

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Equipment And Supplies


Equipment and Supplies page 2

Weapons 

 

Simple Light Wpns Cost  Dmg (s)  Dmg (M)  Critical  Range Inc.  Weight  Type
Belaying Pin 1d3 1d4 x2 10' 1 lb B
Boarding Axe 6 sp 1d4 1d6 x2 - 2 lb S/P
 
             
Gaff  2 sp  1d3  1d4  x3  -   1 lb  P
Martial Wpns; 1 handed              
Cat o' Nine Tails 10 sp 1d3 1d4 x2 1 lb S
Cutlass  20 sp  1d4  1d6  18-20/x2  6 lb  S
Tulwar  20 sp  1d4  1d6  18-20/x2  4 lb S
Hook Hand 10 sp 1d3 1d4 x2 1 lb S
Martial wpns; 2 handed               
Boarding Pike 8 sp 1d6 1d8 x3 9 lbs P
Greatlance  20 sp  1d8  1d10  x3  15 lb  P
Harpoon 5 sp 1d6 1d8 x3 10'  16 lbs P
Exotic Melee Weapons              
Buckler-axe 30 sp 1d4 1d6 x3 - 6 lb S
Crescent Knife  20 sp  1d2  1d3  x2  -   1 lb 
Thinblade, Elven  100 sp  1d6  1d8  18-20/x2  3 lbs 
Exotic Ranged Weapons               
bolas 10 1d4 1d6 x2 10 3 lb B
blowgun  20 sp  
 
 
 
2 lb  
blowgun darts (10) 1 sp 1d2 1d3 x2 10 .5 lb P

Blowgun: this weapon requires 2 hands to use; it is a 5' long tube of metal, wood or bone. Loading it is a move-equivalent action that provokes attacks of opportunity. Max range is 5 range increments. Typically darts are poisoned.

Boarding Axe: spiked on one side, blade on the other - user may choose damage type

Boarding Pike: can be set to receive those charging onto the deck of a ship, and have reach (5')

Bolas: 3 weighted balls on a cord. This is a TOUCH attack weapon, but damage is nonlethal only. Victim then rolls Ref save (DC= to attack roll) to avoid being pinned (Medium, Small, Tiny targets only). To escape the Pin (full rd action), a STR or Escape Artist check at DC 20 is required. Cords have 5 hp and may be cut with any slashing weapon. 

Buckler Axe: acts both as a standard buckler (+1 AC, -1 check penalty, 5% arcane spell failure) and as a weapon. 

Cat o'nine Tails: non-lethal damage only

Crescent Knife: the user of this blade, which has a cross-mounted curved blade can make one additional attack per round at their normal attack roll, due to the swiftness with which it can move.

Harpoon: may be used to grapple the target

Hook Hand: cannot be disarmed; this device replaces a missing hand

Thinblade, elven: rapierlike in form, this is a finesse weapon - use the Weapon Finesse feat to apply Dex instead of Str mods to attack rolls.

Armor

New Armors available in some circumstances, per the DM

Armor  Cost Bonus  Max Dex  Check Penalty  Spell Failure Speed (30')  Speed (20')  Weight  Notes 
 Bone (light) 20 sp +3  +4  -3  15% 30  20  20 lb  cloth or leather w/ bone reinforcement. No sleeves 
Cord (light) 8 sp +2 +4 -2 20% 30 20 15 lb woven cording like hemp. Full suit
Wood (light  15 sp +3  +4  -3  15% 30  20  20 lb  cloth or leather w/wood reinforcement. No sleeves 

 

 

 

GOODS

 

Animals: 

Category  Item  Cost  Weight  Notes
Animals Boar 42.5 sp    
Animals Bull 85 sp    
Animals Calf 21 sp    
Animals Camel 1 cp    
Animals Capon 4 cp    
Animals Cat 1 cp    
Animals Chicken 42 sp    
Animals Cow 30 sp    
Animals Dog, guard 25 sp    
Animals Dog, Hunting 50 sp    
Animals Dog, lap 50 sp    
Animals Dog, tracking 25 sp    
Animals Dog, riding 40 sp    
Animals Dog, war 65 sp    
Animals Dog, working 25 sp    
Animals Donkey/Mule/Ass 30 sp    
Animals Elephant, labor 6000 sp   unavailable in Miraboria
Animals Elephant, war 9000 sp    
Animals Falcon, untrained 40 sp    
Animals Falcon, trained 300 sp    
Animals Goat 4 sp    
Animals Goose 2 cp    
Animals Guinea Hen 1 cp    
Animals Hawk, untrained 5 sp    
Animals Hawk, trained 200 sp    
Animals Horse, draft 160 sp    
Animals Horse, medium war 320 sp    
Animals Horse, riding 96 sp    
Animals Horse, heavy war 640 sp    
Animals Horse, light war 200 sp    
Animals Horse, elven 150 sp    
Animals Horse, Mage 250 sp    
Animals Kiita 9000 sp    
Animals Nightingale 30 sp    
Animals Ox, draft or plow 64 sp    
Animals Peahen 128 sp    
Animals Peacock 192 sp    
Animals Pig 13 sp    
Animals Pigeon 1 cp    
Animals Pigeon, homing 400 sp    
Animals Pony 80 sp    
Animals Pony, war 250 sp    
Animals Ram 17 sp    
Animals Sable 300 sp    
Animals Sheep 8 sp    
Animals Songbird 4 sp    
Animals Swan 20 sp    
Animals Vor 320 sp    

 

Furniture

Category Item Cost Weight Notes
Furniture and Furnishings Armchair, padded 20    
Furniture and Furnishings Armchair, wooden 10    
Furniture and Furnishings Bed, double 12    
Furniture and Furnishings Bed, single 10    
Furniture and Furnishings Bench, padded 6    
Furniture and Furnishings Bench, wooden 2    
Furniture and Furnishings Bookcase, 4'tx3'wx6" deep 2    
Furniture and Furnishings Buffet 8    
Furniture and Furnishings Cabinet 8    
Furniture and Furnishings Chandelier, simple 3    
Furniture and Furnishings Chest of drawers 8    
Furniture and Furnishings Curtains, draperies 2.5   pair 
Furniture and Furnishings Cushion 3 cp    
Furniture and Furnishings Decanter, crystal 15    
Furniture and Furnishings Desk 12    
Furniture and Furnishings Easel 2    
Furniture and Furnishings Loom, small 10    
Furniture and Furnishings Mirror, metal, wall 15    
Furniture and Furnishings Mirror, silver, wall 50    
Furniture and Furnishings Pillow, feather 2    
Furniture and Furnishings Rug, 3x5 20    
Furniture and Furnishings Rug, 6x10 40    
Furniture and Furnishings Shelves, per 2' (12" deep) 2 cp    
Furniture and Furnishings sofa/couch 45    
Furniture and Furnishings Stool, short 3 cp    
Furniture and Furnishings Stool, tall 6 cp    
Furniture and Furnishings Table, simple 3' sq 1    
Furniture and Furnishings Table, granite top 2x3 50    
Furniture and Furnishings Table, 4x12 20    
Furniture and Furnishings Tub, 3' wooden washing 1    
Furniture and Furnishings Tub, bathing, fancy 10    
Furniture and Furnishings Wardrobe 4    

 

Equipment: 

Category Item Cost Weight Notes
General Backpack (empty) 2 sp 2lb. all container weights are empty unless otherwise noted 
General Barrel, 5 gal 2 30 barrel weights are empty
General Barrel, 30 gal 4 40 barrel weights are empty
General Barrel, 40 gal 8 50 barrel weights are empty
General Barrel, 50 gal 10 60 barrel weights are empty
General Barrel, tun 60 250 1 tun = 250 gallons
General Basket, large 3 cp 1 lb can carry up to 25 lbs ordinary goods
General Basket, small 1 cp 0.1 can carry about .5 cu foot of material
General Basket, small, covered 2 cp 0.2 as above, with lid
General Bedroll 1 sp 5 lb.  
General Bell 1 sp 0.5 handbell or cowbell
General Blanket, wool 5 cp 3 lb. 4'x6'
General Blanket, flannel 3 cp 2 lb. 4'x6'
General Bladder (balloon) 1 0.5 5 animal bladder balloons, each hold 2 pints
General Block and tackle 5 sp 5 lb  
General Bottle, 32 oz ceramic 3 cp 2 bottles in various sizes and shapes of similar materials will be of similar costs
General Bottle, per oz capacity, glass 0.5 sp * weight is ½ oz per oz capacity; price is per same
General Bottle, per pint capacity, glass 5 sp 0.5 weight is per pint capacity; price is per same
General Bottle, per gallon cap., glass 50 1 weight is per pound capacity; price is per same
General Bottle, crystal, 16 oz 20 0.5  
General Bottle, silver, 16 oz 60 1  
General Bucket (empty) 5 sp 2 lb.  
General Cage, woven, 2' sq 8 sp 2 as Aurora's Catalog 
General Cage, brass, 2' sq 12 5 as Aurora's Catalog 
General Cage, Fowler's snare  1 to 3 sp .5 lb various sizes are available, for catching live birds. As Aurora's Catalog
General Caltrops 2 sp 2 lb. 5' sq area
General Candle 1 cp 0.1 per 3" height, 1" dia
General Candlestick, ordinary 0.5 0.5 handheld
General Candlestick, fancy 12 2 silver, ornate, etc...
General Candlestick, very fancy 20 2 gold-plate or jeweled, etc...
General Canvas (sq. yd.) 1 cp 1 lb.  
General Case, map or scroll 1 sp 0.5  
General Cauldron and tripod, 10 gal 2 10  
General Cauldron and tripod, 20 gal 5 25  
General Cauldron and tripod, 30 gal 15 40  
General Chain, light, per foot 5 cp 0.75 1,200 lb safe working load
General Chain, heavy, per foot  5 10 15,000 lb safe working load
General Chalk, 1 piece 1 cp 0.1  
General Chest, large 2 25 2'x2'x3'
General Chest, small 1 10 18"x1'x2'
General Corkscrew 3 cp 0.1  
General Crowbar 2 sp 5 lb.  
General Drinking Horn 3 cp 0.5 small bull's horn with lanyard or stand
General Ear Blade 1 0.1 concealed blade does 1 pt dmg
General Equipment Frame 10 5 works with a backpack or instead (with fly) to give a +1 on fatigue checks when carrying a medium or heavier load.
General Fire grate 3 3lb.  
General Firewood (per day) 1 cp 20 lb.  
General Fishhook set 1 sp 0.1 includes 3 hooks, sinkers and floats
General Fishing net, 25 sq. ft. 4 sp 5 lb.  
General Flask, 16 oz 3 cp 1-1/2 lb. ceramic, undecorated
General Flint and steel 1 sp 0.1  
General Games, common board 2 sp 0.5 chess, backgammon, etc...
General Games, dice 3 sp 0.1 four carved ivory cubes and cup
General Games, cards, per set 5 cp 0.1 plain deck, 2 color
General Games, cards, marked 3 sp 0.1 slightly fancier 
General Games, dice, loaded 6 sp 0.1 may be loaded high or low
General Games, fortunetelling cards 10 0.2 Tarot or similar, illuminated art
General Glass, sheet 1'x1' 100 sp 2 uncolored, wavy green window glass
General Glue 3 sp 1 pot of ordinary sticky stuff
General Grappling hook 1 sp 4 lb.  
General Hammer 5 cp 2 lb.  
General Hammock 1 6 leather and canvas sling bed with ropes
General Horn, signal, set of 5 4 5  
General Ink (1 oz. vial) 8 sp 0.1 walnut or other semipermanent
General Ink, stick 5 0.1 must be ground in water or wet-brushed
General Inkpen, feather quill 5 cp 0.1 10 precut and cleaned
General Inkpen, metal nib set of 5 120 0.1 metal nibs in varied points and wood handle
General Jug, clay 3 cp 9 lb. holds 3 gallons, with lid or stopper
General Kaleidoscope 50 3  
General Ladder, 10-foot 5 cp 20 lb.  
General Lamp, common 5 cp 1 lb.  
General Lamp, spelunker's 20 sp 4 strap-mounted beam-style 15' range
General Lantern, bullseye 12 sp 3 lb.  
General Lantern, hooded 7 sp 2 lb.  
General Lantern, beacon, large 150 sp 20 has 1 mile visible beam range; must be mounted
General Lock, Very simple 20 sp 1 lb.  
General Lock, Average 40 sp 1 lb.  
General Lock, Good 80 sp 1 lb.  
General Lock, Amazing 150 sp 1 lb.  
General Magnet, small 5 sp 0.1  
General Manacles 15 sp 2 lb.  
General Manacles, masterwork 50 sp 2 lb.  
General Marbles, 100 glass 8 sp 1 small, approximately round glass drops, cover 5' area
General Marbles, dwarven stone 20 sp 1 near-perfect stone spheres
General Mirror, small steel 10 sp 0.5 lb.  
General Mug/Tankard, clay 2 cp 1 lb.  
General Needles, sewing 5 sp 0.1 10 fine steel needles of varied sizes
General Oil (1-pint flask) 1 cp 1.5 lb. in cheap leather flask
General Paper (sheet) 4 cp   thin writing paper, unlined 
General Parchment (sheet) 2 cp   thicker but softer than paper 
General Perfume, simple 10 0.3 up to 10 times value for fine scents, 100 x for very rare
General Pick, miners 3 sp 10 lb.  
General Pins 3 cp 0.01 10 steel with glass heads
General Pitcher, clay 2 cp 5 lb.  
General Piton 1 cp 0.5 lb.  
General Pole, 10-foot 2 cp 8 lb  
General Pot, iron 5 cp 5 lb. holds about 1/2 gallon
General Pouch, belt (empty) 1 sp 0.5 lb.1  
General Ram, portable 10 sp 20 lb.  
General Rations, trail (per day) 5 cp 1 lb.1  
General Repellent, bug - candle 10 4 lb. lasts 4 hours per lb, covers 30' sq area
General Repellent, bug - herbal oil 10 1 1 lb coats 4 people, lasts 8 hours
General Roasting Spit 4 cp 5 lb holds 3 fowl or rabbits, or small pig or goat
General Rope, hempen (50 ft.) 1 sp 20 lb.  
General Rope, silk (50 ft.) 100 sp 8 lb  
General Rope, spidersilk (50') 2500 3 lb very rare, imported from Mistland
General Rucksack, shoulder 5 3lb. holds 3 cu ft
General Sack, leather, large 2 3 holds 3 cu ft
General Sack, leather, small 1 1 holds 1 cu ft
General Sack, canvas 3 2 holds 3 cu ft
General Sack, canvas, small 1 0.5 holds 1 cu ft
General Sack, rough burlap 5 cp 1 holds 3 cu ft
General Scissors 2 0.2 large heavy shears
General Scroll or map case 8 0.3  
General Scroll case, multiple 50 1 lb. holds up to 10 scrolls 
General Sealing wax 1 sp 1 lb.  
General Sewing needle 5 cp    
General Signal whistle 8 cp    
General Signet ring 5 sp    
General Skates, ice, strap on 3 3 fit over normal boots, made of bone
General Sledge 1 sp 10 lb.  
General Snowshoes 20 sp 3 lbs  
General Snow skis, cross country 30 8  
General Soap, scented bath 5 0.25 rare scents cost much more, as perfume
General Soap (per lb.) 5 cp 1 lb.  
General Spade or shovel 2 sp 8 lb  
General Spyglass 500 sp 1 lb. about 3x magnification
  Spyglass (field glass) 150 sp 1 lb about 2x magnification, collapsible
General String, cotton, 50' 3 cp. 0.1 ordinary light twine
General Tent, large 25 20 sleeps 4 comfortably
General Tent, pavilion 100 50 seats 10 people under fine cover
General Tent small 10 10 sleeps one easily, two snugly
General Torch 1 cp 1 lb.  
General Vial, ink or potion 1 sp 0.01 lb.  
General Waterskin 1 sp 4 lb. holds 1/2 gallon
General Whetstone 2 cp 1 lb.  

 

ADVENTURING GEAR

A few of the pieces of adventuring gear found on Table: Goods and Services are described below, along with any special benefits they confer on the user.

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 creatures 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 creatures 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.

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.

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).

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.

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, 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.

Lock: The DC to open a lock with the Open Lock skill depends on the locks 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.

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 alchemists 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.

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.

Spyglass: Objects viewed through a spyglass are magnified to three times their size. The field glass variant comes apart and can fit in a large pocket (leather tube unrolls and lenses can be wrapped inside). It only magnifies to twice size, which just about matches an elf's vision.

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.

 

Alchemical Substances and Items 

Category Item Cost Weight Notes
  Abyss Dust 20 sp .1  deep grey or black sootlike particles, inhaled
Special Substances and Items  Acid (flask) 10 sp 1 lb.  
Special Substances and Items Alchemists fire (flask) 20 sp 1 lb.  
  Alchemist's mercy 1 sp .1 powder that cures hangover with no side effects (Dragon 280 p50)
Special Substances and Items Aniseed 10 0.2 -10 to scent attempts for 1d4 hours when applied to feet/clothing
Special Substances and Items Antitoxin (vial) 50 sp    
 
Armor Soft 50 sp .5 reduces armor check penalty of metal armor by 1 for an hour, but risks ruining armor (Dragon 280 p 50)
Special Substances and Items Bamsmack 5 0.1 salt in a bamboo tube, w/fuse; -5 to listen checks for 2 minutes within 30' range
  Blackfire Clay 20 sp 10 lbs creates warmth 
  Bodybalm 30 sp 1

aids heal checks for long-term care, disease and poison

  Bouyant Balloon 10 sp 1 lb creates a balloon that provides lift for a brief time
  Captain's Grog 500 gp 460 lb 50 gallons; weight includes the barrel
  Clout powder 2 sp   makes users talkative and slightly euphoric; +2 circumstance bonus to gather info checks when used; DC 16 Fort Save, moderately addictive
  Cooling Gel 100 sp .5 applied to skin, +1 to saves vs fire or heat, heals 1d6 burn damage if applied quickly (Dragon 280 p 50)
  Courier's Ink 20 sp .5 invisible ink revealed by special solution created at the same time. Cannot record spells. 
  Devil Wicks 100 sp .5 100 devil wicks come in a bundle; typically at least two are used at a time.
         
Special Substances and Items Everburning torch 110 sp 1 lb.  
  Firebane 50 sp 1 lb thick grease gives fire resistance 10 for 30 minutes but must be washed off within one hour or it causes blisters (Dragon 280 p 50)
  Fire Beetle Paste 50 sp .5 paste spread on a surface burns fiercely when lit; burns through metal or stone. (Dragon 280 p 50)
  Firebreather's Oil 5 sp 1 spit oil through flame to create a brief burst of fire
  Firestone 50 gp .25 grenade-like missile does 1d6 fire dmg and starts fires (Dragon 280 p 50)
  Flash Powder 20 sp .1 fine powder creates blinding light; -5 spot for 5 rds and allows hide check for someone under observation (Dragon 280 p 50)
  Free Foot 25 sp .25 oil covers 5x5' square; DC 15 check to avoid slipping prone
  Holdfast 50 sp .25 adhesive on end of a rope; replaces grappling hook but only last 1d4+3 rds and has weight limits (Dragon 280 p 50)
Special Substances and Items Holy water (flask) 25 sp 1 lb.  
  Ice Crystal 5 sp .1 rock crystal turns ice cold when immersed in liquid (Dragon 280 p 50)
Special Substances and Items Incense, 1 hour cone 5 0.1 variable scents, some much more costly
  Marching Powder 50 sp 0.1 fine yellow powder, inhaled
  Marker Dye 15 sp 1 lb creates a stain that lasts 72 hours to 2 weeks
  Quick Freeze Oil 50 sp 1 freezes water in a 20' radius sheet
  Salt Draught 150 sp as water  sold per 10 gallon firkin
  Sea Charts  30 sp .5 lb charts from pilot's guild; provide +4 bonus to Profession (sailor) checks to safely enter or leave the harbor/coastal region the charts cover. Charts remain valid for 3 months and typically cover a 5 mile region.
Special Substances and Items Sleep gas, medium dose 100 sp 0.5 Save DC 15 Fort, effects 1 creature, lasts 1d4+1 hours
Special Substances and Items Sleep gas, large dose 200 sp 0.75  
Special Substances and Items Sleep gas, small dose 50 sp 0.5  
Special Substances and Items Smokestick 20 sp 0.5 lb.  
  Snakeweed 1 sp .1 lb dried flower petals, typically smoked like tobacco
  Stink Oil 15 sp 1 foul-smelling oily liquid nauseates creatures with scent ability
Special Substances and Items Sunrod 2 sp 1 lb.  
Special Substances and Items Tanglefoot bag 50 sp 4 lb.  
Special Substances and Items Thunderstone 30 sp 1 lb.  
Special Substances and Items Tindertwig 1 sp  
  Troll Oil 50 sp 1 lb stabilizes the dying
  Twitch Tonic 45 sp 1 lb wards against sleep, paralysis and staggered conditions
  Water Purification Sponge 25 sp 1 lb cleanses 25 pints of water of normal contaminants

 

SPECIAL SUBSTANCES AND ITEMS

Any of these substances except for the everburning torch and holy water can be made by a character with the Craft (alchemy) skill.

Abyss Dust: Users who inhale this substance must succeed on a DC 13 Fortitude save or suffer the initial effects. Ten rounds later, the user must succeed on a second Fortitude save against the same DC or suffer the secondary effects.

     Initial Effect: +2 competence bonus to Intelligence and Charisma for 1 hour.

     Secondary Effect: 1d4 points of Wisdom damage.

     Side Effects: Abyss dust causes hallucinations. Characters under its effects take a –4 competence penalty on all ability checks, skill checks, and attack rolls for 1d3 hours (except for the Int and Cha bonuses the first hour).

     Overdose: If more than one dose is taken in an 8-hour period, the user takes an additional 1d4 points of automatic Wisdom drain in addition to the Wisdom damage taken from the application. Using this drug more than twice in a 24-hour period deals 2d4 points of automatic Wisdom drain and causes the user to become nauseated for 1d6 hours.

     Addiction: Extreme
Manufacturing abyss dust requires 1 sp of snake weed and a successful DC 15 Craft (alchemy) check. A check requires 1 hour of work.

Acid: You can throw a flask of acid as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet. A direct hit deals 1d6 points of acid damage. Every creature within 5 feet of the point where the acid hits takes 1 point of acid damage from the splash.

Alchemist's Fire: You can throw a flask of alchemist's fire as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet.

A direct hit deals 1d6 points of fire damage. Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of damage. If desired, the target can use a full-round action to attempt to extinguish the flames before taking this additional damage. Extinguishing the flames requires a DC 15 Reflex save. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a lake or magically extinguishing the flames automatically smothers the fire.

Antitoxin: If you drink antitoxin, you get a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.

Blackfire Clay: this 10 lb block can be divided into 10 bricks, each of which lasts 1 hour singly, or can be used all at once to create 10 hours of warmth. Working it in  your hands for 1 round generates the heat, which provides a +4 alchemical bonus to all saving throws to resist normal cold weather effects, but not magical spell effects. Five or more bricks can be used together to create a source of warmth equivalent to a campfire. For the first hour it is hot enough to cook food over; it then lasts for another hour per extra brick as a source of warmth. The clay never produces light, smoke or odor, though cooking may produce odors. When cooled it hardens into a black, useless lump.

Bouyant Balloon: This fist-sized alchemically treated animal bladder is tightly sealed around a small wooden grip. By giving the handle a sharp twist you break a tiny glass ampoule just inside the bladder, filling the bag with buoyant gas and causing it to swell into a 3-foot-diameter sphere. Inflating the balloon is a move action. Once filled, the balloon floats upward at a speed of 60 feet per round. The balloon can lift up to 20 pounds of weight as it rises, though carrying more than 10 pounds reduces its speed to 30 feet per round. Multiple balloons attached to a single object add their carrying capacities together when determining how much weight they can lift. If a balloon is not held or bound in place in some manner, it continues to rise until it reaches a height of 600 feet, or until 10 minutes have passed, after which it pops or deflates and is destroyed.

Bodybalm:  When this pungent yellow powder is boiled in water and given to a creature to drink, it provides the attending healer a +5 alchemical bonus on Heal checks for providing long-term care, treating poison, and treating disease.

CreateCraft (alchemy) DC 25

Captain's Grog: Anyone who drinks a measure of captain’s grog at least once a day for a week straight takes a –4 competence penalty on Intimidate checks and on Will saves against mind-affecting effects. A DC 15 Fortitude save halves these penalties, but a new save must be made after every dose. A cask holds enough to serve a typical crew on an ordinary Cog drinks for two weeks.

Clout Powder: A bluish-colored powder often mixed into a drink, clout makes its user euphoric and gregarious. type ingested; ADDiction moderate, Fort Save DC 16, effect lasts 30 minutes

Devil Wicks: These slow-burning fuses are tied to the user’s hair and beard, and lit before a combat. They burn for 5 rounds, giving off a hellish light 

and a swirl of fumes. The eerie flames give the user a +2 bonus on Intimidate checks. When the matches finally gutter out, the user takes 1 point of fire damage.

Everburning Torch: This otherwise normal torch has a continual flame spell cast upon it. An everburning torch clearly illuminates a 20-foot radius and provides shadowy illumination out to a 40-foot radius.

Firebreather's Oil:  this bitter liquid is harder to ignite than common oil but burns quickly at a low temperature, making it ideal for exotic performers. You may spit a mouthful of kerosine past an open flame (such as a candle, tindertwig, or torch) to ignite it, creating a brief burst of fire. If you use it to attack, the attack is a ranged touch attack with a maximum range of 5 feet that deals 1d3 points of fire damage. If you roll a 1 on your attack roll you accidentally inhale or swallow some of the burning fuel; you take 1d6 points of fire damage and are nauseated for 1 round. A bottle of kerosine holds enough for 10 mouthfuls; taking a mouthful from the bottle is a standard action. 

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).

Marching Powder: a powerful stimulant that helps users overcome fatigue. 

     Initial Effect: User gains the benefits of the Endurance feat for 2 hours. If the user already has the Endurance feat, the bonus increases to +8. Secondary Effect: 1d3 points of Dexterity and Charisma damage.

     Side Effects: None Overdose: For each dose taken beyond the first in a 24-hour period, the user must succeed on a DC 15 Fortitude save or take 1d10 points of damage as the marching powder ravages his system. It is moderately addictive. 

Marker Dye: this dye, available in several colors, creates an obvious stain when applied or splashed on a surface. Washing will not remove it for 72 hours, although soaking in alcohol dissolves it after 24 hours. Magic can erase it. After 2 weeks it fades completely. It typically comes in glass bottles that can be thrown as a splash weapon. 

Quick Freeze Oil: This bottle of viscous blue oil sublimates slightly when exposed to air. When poured over water, the oil pools on the surface and takes 1 round to spread out from the point of origin in a 20-foot radius. At the end of this round, the oil flash-freezes the surface of the water, creating an ice sheet over the affected area. Any 5-foot square of this ice can support up to 200 pounds of weight. Weight in excess of this amount causes the entire sheet to crack and quickly break up. This ice sheet becomes unstable and breaks up on its own after 1 hour, or 20 minutes in a hot climate. Any creature whose bare skin comes in contact with this oil takes 1d6 points of nonlethal damage each round because of the chemical’s volatile nature, but the oil is ineffective as a splash weapon.

Salt Draught: A staple of sea voyages, salt draughts are often packed on board in firkins in case of bad weather or shipwrecks. A dose of this vile concoction allows the imbiber to drink liquids like seawater, vinegar, and even urine as if it were fresh water. The effects of one dose last for 24 hours. In addition, for the first minute after drinking a salt draught, the imbiber also gains a +4 bonus on Fortitude saves against poison.

Smokestick: This alchemically treated wooden stick instantly creates thick, opaque smoke when ignited. The smoke fills a 10- foot cube (treat the effect as a fog cloud spell, except that a moderate or stronger wind dissipates the smoke in 1 round). The stick is consumed after 1 round, and the smoke dissipates naturally.

Snake Weed: This drug is nothing more than the dried petals of a sunburst flower. Users who inhale this substance must succeed on a DC 11 Fortitude save or suffer the initial effects. Ten rounds later, the user must succeed on a second Fortitude save against the same DC or suffer the secondary effects. Initial Effect: +1 competence bonus on Will saves for 1d3 hours. Secondary Effect: 1 point of Wisdom damage. Side Effects: Snake weed makes its users sluggish and lethargic. A character under the effects of snake weed takes a –2 competence penalty on initiative checks. Overdose: If more than one dose is taken within an 8-hour period, the user becomes sickened for 1d3 hours. Using this drug more than twice in a 24-hour period causes the user to become nauseated for 1d3 hours. It is mildly addictive. 

Stink Oil: This glass container of foul-smelling oil shatters easily upon impact. You can throw a vial of stink oil as a splash weapon with a range increment of 10 feet. If a creature with the scent ability is standing in the square of impact, it must succeed at a DC 14 Fortitude save or be nauseated for 1d4+1 rounds. Any creature with scent in an adjacent square must succeed at a DC 12 Fortitudesave or be sickened for 1 round. Creatures without the scent ability are not affected by stink oil.

Sunrod: This 1-foot-long, gold-tipped, iron rod glows brightly when struck. It clearly illuminates a 30-foot radius and provides shadowy illumination in a 60-foot radius. It glows for 6 hours, after which the gold tip is burned out and worthless.

Tanglefoot Bag: When you throw a tanglefoot bag at a creature (as a ranged touch attack with a range increment of 10 feet), the bag comes apart and the goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air. An entangled creature takes a -2 penalty on attack rolls and a -4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. Huge or larger creatures are unaffected by a tanglefoot bag. A flying creature is not stuck to the floor, but it must make a DC 15 Reflex save or be unable to fly (assuming it uses its wings to fly) and fall to the ground. A tanglefoot bag does not function underwater.

A creature that is glued to the floor (or unable to fly) can break free by making a DC 17 Strength check or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. A character capable of spellcasting who is bound by the goo must make a DC 15 Concentration check to cast a spell. The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness. An application of universal solvent to a stuck creature dissolves the alchemical goo immediately.

Thunderstone: You can throw this stone as a ranged attack with a range increment of 20 feet. When it strikes a hard surface (or is struck hard), it creates a deafening bang that is treated as a sonic attack. Each creature within a 10-foot-radius spread must make a DC 15 Fortitude save or be deafened for 1 hour. A deafened creature, in addition to the obvious effects, takes a -4 penalty on initiative and has a 20% chance to miscast and lose any spell with a verbal component that it tries to cast.

Since you don't need to hit a specific target, you can simply aim at a particular 5-foot square. Treat the target square as AC 5.

Tindertwig: The alchemical substance on the end of this small, wooden stick ignites when struck against a rough surface. Creating a flame with a tindertwig is much faster than creating a flame with flint and steel (or a magnifying glass) and tinder. Lighting a torch with a tindertwig is a standard action (rather than a full-round action), and lighting any other fire with one is at least a standard action.

Troll Oil: This crimson liquid is thick and foul tasting. When poured into the mouth of a dying person it automatically stabilizes them. In addition, if a person drinks it before being injured, they will automatically stabilize if they drop to between -1 and -9 HP (dying). Troll oil does not work if the damage received is fire or acid-based. If damage taken is sufficient to go below -9 HP, the oil cannot save them.

Twitch Tonic: This thick syrup is extracted from bitter herbs and enhanced by alchemy to ward against sleepparalysis, and the staggered condition. If you drink twitch tonic, you gain a +2 alchemical bonus on saving throws made against these effects for the next hour. If you drink twitch tonic while suffering from any of these effects, you may immediately roll another saving throw against the effect (with the +2 bonus); you may gain this particular benefit only once per day. You can administer twitch tonic to an unconscious or paralyzed creature as a full-round action, similar to administering a potion.

Water Purification sponge: This fist-sized blue sponge absorbs up to 1 pint of water; squeezing the water out of the sponge filters and purifies it, making it safe for drinking, washing, and similar activities. Filling and emptying the sponge is a full-round action. The filtration is enough to remove mundane impurities, parasites and common diseases, but does nothing to protect against poisons, magic, and other exotic threats. Each sponge can cleanse 25 pints of water before deteriorating and becoming useless.

 

 

 

 

 

 

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