Items
Items
Every adventurer needs more than just a sword or shield to battle. It was Relwas The Fickle who defeated the Champion of East Gate with an Iron Dildo, beating him to death with it.Arrows
A bundle of 20 steel sharp arrows.Ball Bearings
A single bag of iron ball bearings. As an action, you can open the bag and release the ball bearings In a 10ft area, all targets that start, end their turn, or enter the location, must make a Dexterity Saving Throw, DC 15. On a failed save, they fall prone. It'll take 1 hour to recollect all ball bearings.Bear Trap
A metal spiked mouth with a pressure plate in the middle. It takes an action to ready the trap. Whenever a target would step on the trap, they must make a Dexterity Saving Throw DC 25. On a failed save, the target takes 1d4 piercing damage AP -6. they gain bleed 1, their joint in their leg breaks, and they gain a level of shock. If the Bear Trap is tied down with a chain or something similiar, the target is Immobile. They may make a Brawn Check, DC 20 to break free from the trap. If you fail the check by less than 5, the trap snaps down again and they gain a level of shock.Bed Roll
A linen bed roll able to be rolled up and carried on a backpack.Bell
A brass bell. You can ring it.Caltrops
A small pouch of Iron spiked caltrops. Particularly useful against cavalry. As an action, you can empty the pouch in a 5ft radius. For all those who would run through the area, they must make A dexterity saving throw, DC 15 or take 1 piercing damage AP -6 (as a note, this damage ignores Armor Resistance from shields). On a failed save, the target must make an additional Dexterity Saving Throw DC 15, or fall prone and take another 1 piercing damage AP -6. If anyone would make a Sight check in the area, a DC 10 reveals the caltrops. If a target would move through the area, they can choose to spend twice their movement speed to gain +8 on the first Dexterity Saving Throw.Chain
a 10ft long iron chain. This item can be connected to several items, such as a bear trap or lock.Crowbar
You can use a Crowbar as apart of a Brawn Check to add +4 to the roll. The Crowbar can only be used in a way to pry an object, such as a crate, door, wooden plank, etc.Flint and Tinder
Otherwise known as a Tinderbox, is a set of items able to quickly start a fire. As an action, you can start a small fire with flammable objects, such as hay, wood, oil, a torch, etc.Grappling Hook
Can be linked with a rope to be thrown and hooked onto objects, like a wall or ship. To anyone using a grappling hook to climb, they add +4 to the check.Hourglass
I'll give you one fucking guess.Key
A common four teeth iron key.Lock
An average Four Pin Iron Lock. As an action, you can lock the lock on an object of your choice. As an action, you must use the key to unlock the lock. The DC for the lock against Lock Picks is 10 and takes 1 round to solve for each pin.Deadbolt Lock. Against Lock Picks, the DC is 15 for each individual pin. It takes 1d3 rounds to solve a single pin. If you fail a single check, all the pins release and you start over. The lock costs an additional 50gp
Lockpicks
A set of iron lockpicks. If you use this tool, and have no levels of PRF, you only add half your bonus from the tools, round down. To make a check with Lock Picks, you add (INT + DEX) round down, plus your PRF bonus.Manacles
Chain Link. Can be placed around a target's wrists and with a lock, to prevent them from moving their arms. A chain or rope can also be attached. While a Manacles is locked on a target, they have -4 to all attack rolls and parry rolls and have -1 Prowess Dice.Pickaxe
A tool for digging.Ration
A single ration can provide enough for a days worth food.Rope
50ft worth of hempen rope.Shoes
Leather soled shoes.Shovel
A tool for digging.Spyglass
Using a spyglass, you can increase your vision to up to 1000ft.Stake
An iron stake, able to be you know, stabbed in things. Can be used to hold a chain in place.Tent
A tent large enough for a single person.Torch
A lightable torch. As an action, you can light a torch with Flint and Tinder. The torch glows bright light in a 20ft radius and dim light another 20ft. The torch remains lit until it slowly snuffs out after an hour.Potions and Poisons
disclaimer: the following side effects may include, nausea, constipation, mana fatigue, addiction, depression, thoughts of suicide, bloodlust, liking anime, sudden death, diabetes, hair loss and dry skin.Alchemists Fire
Alchemists Fire is elemental fire, in a bottle. When the bottle is opened or smashed as an action, in releases an aura of fire in a 5ft radius from a single point. All creatures within the Radius must make a Dexterity Saving Throw DC 15. On a failed save, targets take 1d8+1 Fire damage or half as much on a successful saving throw. If the Alchemists Fire is kept in a notably warm area for too long, the fire will burst.If you wish, you can throw the bottle up to 30ft with a strength score of 0. For every point above, +5ft. If you throw the bottle more than 10ft, you must make an Acrobatics Check, DC 10. +1 to the DC for every 5ft after. On a fail, you miss your target by 5ft. On a fail of 5 or more, you miss by 10ft.
Hemlock
After ingesting this poison, the target begins to feel nauseous. The target must make an Endurance Saving Throw DC 30. On a failed save, after an hour the target looses 1d4+1 Dexterity or half as much on a successful save and gains a level of exhaustion. After ever subsequent hour, they loose an additional 1d4+1 dexterity and an additional level of exhaustion. (as a reminder, when the target reaches -8 dexterity they become paralyzed and die)Night's Embrace
A vial of Night's Embrace is a milky substance with no taste to it. A single vial has a total of twenty drops. A single drop causes the target to become drowsy. Three drops causes the target to fall asleep for 1d4 hours. Five drops causes 12 hours plus 2d8 of sleep, the target will awake with a level of Exhaustion. Ten drops causes a sleep that the target doesn't awake from.Potion of Adrenaline
Consuming this potion causes the target for the next minute to gain 1d3-1 Prowess Dice every round. In addition, the Target has +3 against Strength and Dexterity checks and Saving Throws.Overdose Affect. After the Potion wears off, the target must make an Endurance Saving Throw DC 10, on a failed save, they gain a level of exhaustion, if the target would fail by more than 10, they gain two levels of exhaustion. If they drink this potion again or a similar potion before 24 hours, the DC increases by +5 for every time afterwards. Every day they go without taking the Potion, the DC is reduced back down by -5 until it reaches 15.
Potion of Healing
Consuming this potion causes the target for to regain 1d4+1 hit points.Overdose Affect. After the Potion wears off, the target must make an Endurance Saving Throw DC 10, on a failed save, they gain a level of exhaustion, if the target would fail by more than 10, they gain two levels of exhaustion. If they drink this potion again or a similar potion before 24 hours, the DC increases by +5 for every time afterwards. Every day they go without taking the Potion, the DC is reduced back down by -5 until it reaches 15.
Potion of Mana
Consuming this potion causes the target for to regain 2d4+2 mana points.Overdose Affect. After the Potion wears off, the target must make an Endurance Saving Throw DC 10, on a failed save, they gain a level of exhaustion, if the target would fail by more than 10, they gain two levels of exhaustion. If they drink this potion again or a similar potion before 24 hours, the DC increases by +5 for every time afterwards. Every day they go without taking the Potion, the DC is reduced back down by -5 until it reaches 15.
Salamander Venom
Made from the glands of Burning Salamanders, Salamander Venom is a mix of both poison and fire.This poison has a total of five drops. Whenever you apply a drop of venom to your blade, as long as you deal at least 1 point of damage to your opponent, they are instantly ignited, the DC on subsequent turns is 15. The Poison lasts up to one minute on your blade.
Scorpion Venom
Made from the venom of the Black Bark Scorpion, used to paralyze small prey, it can cause serious problems with humanoids, however is not likely to kill them. This poison has a total of five drops. Whenever you apply a drop of venom to your blade, as long as you deal at least 1 point of damage to your opponent, they must make an Endurance Saving Throw DC 10. The venom lasts on your blade for up to 1 minute. On a failed save, they become poisoned and have -4 on all attack rolls, ability checks, and endurance saving throws. This effect lasts for up to 8 hours. If the target would fail the saving throw by 5 or more, the poison instead lasts for 1d3 days.If while poisoned, the target attempts any heavy activity, such as fighting, working out, avoiding sleep, they must make an Endurance Saving Throw DC 10, on a failed save, they gain a level of Exhaustion and the Venom lasts another 8 hours. If they would fail the DC by more than 10, they gain two levels of Exhaustion, the Venom lasts another 16 hours, and they are instantly stunned for one round. (For the purpose of Combat, they must make the saving throw every two rounds.) Everytime they would make this saving throw again, the DC is increased by +5.
Comments