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== Equipment: == '''Anklet of Translocation''' <nowiki> Body slot: Feet Activation: Swift (command) Number: 2 / day Cost: 1400gp</nowiki> An anklet of translocation allows you to make short dimensional hops. When it is activated, you can instantly teleport (with no chance of error) up to 10 feet. The new space must be within line of sight and line of effect. You can’t use the anklet to move into a space occupied by another creature, nor can u teleport into a solid object; if you attempt to do so, the anklet’s activation is wasted. You can bring along objects weighing up to your maximum load, but you can’t bring another creature with you. '''Wyrmfang Amulet''' <nowiki>Slot: Throat Price: 1350gp activation: none (Permanent) </nowiki> All attacks you make with natural weapons or unarmed strikes while wearing this amulet overcome damage reduction as through they were magic weapons. (The attacks don’t get an enhancement bonus, just the ability to overcome some creatures damage reduction) '''Amber Amulet of Vermin (giant bee)''' <nowiki>Body slot: Throat Activation: Standard (command) Number: 1 / day Cost: 500gp</nowiki> This item summons a giant vermin that appears and obeys your commands for 1 minute (as if summoned by summon nature’s ally). At the end of this duration, the creature vanishes. Eight varieties of the amber amulet of vermin exist (see table for the details of each version). An amber amulet of vermin works once per day. GIANT BEE Medium Vermin Hit Dice: 3d8 (13 hp) Initiative: +2 Speed: 20 ft. (4 squares), fly 80 ft. (good) Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12 Base Attack/Grapple: +2/+2 Attack: Sting +2 melee (1d4 plus poison) Full Attack: Sting +2 melee (1d4 plus poison) Space/Reach: 5 ft./5 ft. Special Attacks: Poison Special Qualities: Darkvision 60 ft., vermin traits Saves: Fort +3, Ref +3, Will +2 Abilities: Str 11, Dex 14, Con 11, Int —, Wis 12, Cha 9 Skills: Spot +5, Survival +1* Poison (Ex): Injury, Fortitude DC 11, initial and secondary damage 1d4 Con. The save DC is Constitution-based. A giant bee that successfully stings another creature pulls away, leaving its stinger in the creature. The bee then dies. Skills: Giant bees have a +4 racial bonus on Spot checks. *They also have a +4 racial bonus on Survival checks to orient themselves. '''Collapsible Pole:''' <nowiki> (dungeonscape) Cost: 20gp</nowiki> This 2-foot-long wooden pole is composed of six telescoping sections that allow it to extend to a length of 12 feet. Each section can be turned to lock in place to prevent the pole from collapsing prematurely. The pole can be partially extended to 4 feet, 6 feet, 8 feet or 10 feet. You can use the pole to jam doors. Pass objects across pits, spring traps, or serve any other needed function. The thinnest section of a collapsible pole can be inserted into a second pole, creating a sturdy pole of up to 22 feet in length. Expanding or collapsing a pole is a full round action. '''Lard:''' <nowiki>(dungeonscape) Cost: 2gp</nowiki> Simple cooking lard can be a great aid to dungeoneers. You can spread it on the floor to make a slippery area similar to that created by a grease spell (PH 237). Applying lard in this manner takes 1 minute, but the coated area remains slippery for 1 hour. You can also take 1 minute to coat yourself in lard, which grants you a +5 circumstance bonus on Escape Artist checks and on grapple checks made to resist or escape a grapple or pin. The bonus lasts for 10 minutes. '''Listening Cone:''' <nowiki>(dungeonscape) Cost: 8sp</nowiki> This iron cone can be placed against a surface, such as a door, to aid in listen checks made through the surface. The DC for listening though a door when using a cone increases by 2 (rather then 5), and the DC for listening though stone walls increases by 5 (rather then 15). Listening cones have no effect if not used against a surface. '''Alchemist’s Fire:''' <nowiki>(SDR) Cost: 20gp</nowiki> 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 (vial) :''' <nowiki>(SDR) Cost: 50gp</nowiki> If you drink antitoxin, you get a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour. '''Masterwork Thief tools:''' <nowiki>(SDR) Cost: 100gp</nowiki> This kit contains extra tools and tools of better make, which grant a +2 circumstance bonus on Disable Device and Open Lock checks. '''Full cloth, winter:''' <nowiki>(Arms and Equipment Guide) Cost: 4gp</nowiki> This is a heavily quilted undergarment that is worn underneath regular clothing to protect the wearer against cold. Winter fullcloth is considerd part if the weather outfit described in the players handbook. If worn by itself, it grants a +1 circumstance bonus on fortitude saving throuws against exposure to cold weather (see Cold Dangers in Chapter 3 of the DMG) '''Acid (flask):''' <nowiki>(SDR) Cost: 10gp</nowiki> 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. '''Rubber ball:''' <nowiki>(dungeonscape) Cost: 3gp</nowiki> A bouncing rubber ball can give you an idea of what lies down a corridor. Simply throw the ball at a space or grid intersection as you would throw a splash weapon, though with a range increment of 30 feet. No matter where the ball lands, it bounces directly away from you, travelling half the distance it was first thrown. Then it lands and bounces again, covering half the distance of the previous bounce. The ball continues in this manner until it makes a bounce that would be less then 5 feet in length, at which time it stops bouncing and begins rolling. If the ball strikes a solid object , it reverses direction and continues rolling. Thus, you can throw a rubber ball down a corridor to see whether or not it hits a wall and returns to you. Either way you learn something about the length of the hallway. When you throw the ball, you can also listen carefully for other cues, especially if the ball doesn’t return. For example, if you hear a splash, you know that a liquid object lies ahead. '''Goggles of minute seeing:''' <nowiki>(SDR) Body slot: Eyes Activation: X Number: X Cost: 1250gp</nowiki> The lenses of this item are made of special crystal. When placed over the eyes of the wearer, the lenses enable her to see much better than normal at distances of 1 foot or less, granting her a +5 competence bonus on Search checks to find secret doors, traps, and similar concealed objects. Both lenses must be worn for the magic to be effective. '''Healing belt''' <nowiki>(Magic item compendium) Body slot: Waist Activation: standard (command) Number: 3 charges Cost: 750gp</nowiki> While wearing a healing belt, you gain a +2 competence bonus on Heal checks. This is a continuous effect and requires no activation. In addition, the belt has 3 charges, which are renewed each day at dawn. Spending 1 or more charges allows you to channel positive energy and heal damage with a touch. (You can also use this ability to harm undead, dealing them an equivalent amount of damage instead.) 1 charge: Heals 2d8 points of damage. 2 charges: heals 3d8 points of damage. 3 charges: heals 4d8 points of damage. '''Thieving helmet :''' <nowiki>(Arms and Equipment Guide) Cost: 10gp</nowiki> This specially designed helmet has metal funnels around the ears, which grant a +1 circumstance bonus on Listen checks.
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