Mundane Equipment
The following additional non-magical equipment is available for
purchase in the Known Lands, though some items may need to be obtained
from specialized sources.
Arrows, Smokescreen
- Must be lit before it is fired, taking a standard action.
- One round after it is lit, this non-damaging explosive
emits a cloud of smoke in a 10-foot radius that persists for 1d3+6
rounds. Windy conditions reduce the duration by five rounds.
- Visibility
within the smoke is limited to two feet and provides a 20% miss chance
due to partial concealment.
- Smokescreen arrows
reduce the range increment of any bow they are fired from by 20 feet,
due to the additional weight of the tip.
- Creating a smokescreen arrow
requires an Alchemy skill check (DC 25) and a Craft (fletcher) skill
check (DC 15).
Arrow, Smokescreen: 50 gp each;
½ lb.
Source: Ultimate Equipment Guide by Mongoose Publishing, modified
Balls, Juggling
- Set of five brightly-coloured balls balanced for
juggling
- Usable by anyone with a rank in Sleight of Hand
- Increases the amount of money a character can
make each day by 5 sp per hour of performing. Juggling is only
effective in this way for two hours per day.
- If the juggler possesses
the sneak attack class ability, he may throw one of these balls at a
target within 30 feet and, assuming the attack hits, inflict one point
of bludgeoning damage, plus normal sneak attack damage. This attack
only works once per encounter and, because it relies on surprise, must
be made before combat begins.
Balls, Juggling: 8 gp per set; 2 lb.
Source: Ultimate Equipment Guide by Mongoose Publishing
Beads, Assassin’s
- Garrotte wire hidden in prayer beads of necklace
- As a free action, the
wielder can tug on the beads, separating them and exposing the
garrotte.
- Assassin’s beads add +1 to the Fortitude DC of a garrotte
attack.
Beads, Assassin’s: Medium-size
Exotic Weapon; 10 gp; Dmg 1d8; Critical
x2; Range –; 2 lb.; Bludgeoning.
Source: Ultimate Equipment Guide by Mongoose Publishing
Boot, Bladed
- Blade hidden in soles of boots
- Activated by pressing on heel in special manner
- An opponent cannot use a disarm action to disarm a
character’s bladed boots.
- The cost and weight given are for a single
bladed boot.
- An attack with a bladed boot is considered an armed
attack.
- Use the Weapon Finesse feat to apply a character’s Dexterity
modifier instead of the Strength modifier to attack rolls with a bladed
boot.
Bladed Boot: Tiny Simple Weapon;
20 gp; Dmg 1d4; Critical 19-20/x2; 2
lb.; Piercing.
Source: Ultimate Equipment Guide by Mongoose Publishing, modified
Boots, Elven
- Allows a soft-footed character to tread
with even more silence. adding a +2
circumstance bonus to all Stealth checks.
Elven Boots: 85 gp; 1 lb.
Source: Ultimate Equipment Guide by Mongoose Publishing, modified
Bowstring Silencer
- +10 bonus to
Stealth checks to overcome noise the weapon normally makes
- Reduces its
range increment by 10 feet
Bowstring Silencer: +25 gp, 0 lb.
Source: More Ultimate Equipment by Mongoose Publishing, modified
Cards, Playing
Cards: 10 gp; 1/10 lb.
Source: Ultimate Equipment Guide by Mongoose Publishing
Concealing Ring
- Contains hidden compartment, capable of
containing a single dose of poison or other powder.
- +2 circumstance bonus to Sleight of Hand skill checks to sneak
the dose into food or drink.
Concealing Ring: 50 gp.
Source: Ultimate Equipment Guide by Mongoose Publishing
Dagger, Sap Pommel
- Combines a normal dagger with a sap on the end of the pommel
- In combat, the bladed end may be used as a normal
dagger or the blunt end as a sap, dealing subdual damage.
Dagger, Sap
Pommel: Small Martial Weapon; 1 gp; Dmg 1d4 or 1d6 subdual; Critical
19-20/x2 or x2; Range –; 3 lb.; Piercing or Bludgeoning.
Source: Ultimate Equipment Guide by Mongoose Publishing
Dagger Sheath, Spring-Loaded
- A dagger is kept in a
spring-loaded slender, leather sheath that is strapped to the wrist.
- When the
user twists his hand in a particular way, the dagger pops from its
sheath into the user’s hand.
- To successfully draw this weapon, the user
must make a Sleight of Hand check (DC 20). On a success, the user
draws the dagger
as a free action and may immediately attack with it, possibly catching
his opponent flat-footed if the target did not
expect an attack. Otherwise, the user fumbles with the dagger and must
follow the standard rules for drawing the weapon. A character with the
Quick Draw feat does not need to make a check to properly draw a
spring-loaded dagger.
Dagger Sheath, Spring-Loaded: 30
gp, 1 lb.
Source: Ultimate Equipment Guide by Mongoose Publishing, modified
Fireproof Clothing
- Provides a +2 circumstance bonus to all saving throws involving
non-magical fire.
- Fire that normally ignites
clothing will fail to do so 50% of the time.
Fireproof Clothing: x2 gp, +0 lb.
Source: More Ultimate Equipment by Mongoose Publishing, modified
Flash Powder
- Small packet of powder that produces a bright and
smoky, but otherwise harmless, explosion when detonated.
- After using
flash powder, a character may immediately attempt a Stealth check without
penalty.
- Allows user to use Stealth skill as if he had
successfully used Bluff to hide while people are aware of his presence.
Flash Powder: 75 gp per packet; 1
lb.
Source: Ultimate Equipment Guide by Mongoose Publishing, modified
Finger Blade
- Small blade that wearer attaches to a ring, and fits tightly
between outstretched fingers where it is hidden.
- +2 circumstance bonus to steal a purse or pouch with Sleight of
Hand
Finger Blade: 4 sp.
Source: Ultimate Equipment Guide by Mongoose Publishing, modified
Flask, Fine
- Triples the amount of time
the contents remain fresh
Flask, Fine: 35 gp, 1 lb.
Source: More Ultimate Equipment by Mongoose Publishing, modified
Footpad’s Vest
- Appears as a simple vest
- A set of thieves’ tools is hidden in the vest, requiring
a Search check (DC 25) to detect them.
- Requires a full-round
action to open the vest and retrieve the tools.
Footpad’s Vest: 60 gp; 2 lb.
Source: Ultimate Equipment Guide by Mongoose Publishing, modified
Grease
- Using grease grants a +2 circumstance bonus to picking rusted
locks and
adds a +2 circumstance bonus on Stealth checks to open
doors quietly.
- Each container of grease is good for ten uses.
Grease: 5 gp per container;
½ lb.
Source: Ultimate Equipment Guide by Mongoose Publishing, modified
Grease, Slide
- Covers a 10-foot by 10-foot area and allows sliding of up to four
times his maximum weight
allowance across the greased section in one round.
- Only lasts three rounds.
- Any character attempting to walk on an area treated with slide
grease must make a Balance check (DC 10) if moving normally, or DC (15)
if jogging or running.
- Characters who attempt to fight while standing
on an area treated with slide grease must make a successful Balance
check (DC 25).
- Any character who fails a balance check while moving
across a greased area falls prone; standing up in a greased area
requires another Balance check (DC 15).
Slide Grease: 25 gp; ½ lb.
Source: Ultimate Equipment Guide by Mongoose Publishing
.
Magician's Hat
- When using the Sleight of Hand skill in conjunction
with the hat and items of less than 1 lb. of weight, a ‘magical’ hat
adds a +2 equipment bonus to these Sleight of Hand skill checks.
- Generally only useful during performances as the hat is too obvious to be used for pick pocketing attempts in most cases.
Magician's Hat: 70 gp, 2 lb.
Source: More Ultimate Equipment by Mongoose Publishing, modified
Mask
- Elaborate or a solid black leather obscuring the wearer’s
face.
- Any character wearing a mask will be unidentifiable if he
encounters others he has never met (though he should also take care to
wear nondescript clothing and wield common weapons).
- If he does
encounter someone he knows, the mask grants a +2 circumstance bonus to
his Disguise check.
Mask: 3 sp.
Source: Ultimate Equipment Guide by Mongoose Publishing
Money Belt
- Holds up to 20 coins
- Sleight of Hand to steal from the belt suffers a –10
circumstance penalty.
- Removing anything from the belt takes double the time, at a
minimum of a full round action, and provokes attacks of opportunity.
Money Belt: 5 sp, 0 lb.
Source: More Ultimate Equipment by Mongoose Publishing, modified
Potion Belt
- Holds up to 10 potions for easy access
- A potion can be
retrieved from the belt as a move equivalent action that does not draw
an attack of opportunity.
Potion Belt: 65 gp, 1 lb
Source: More Ultimate Equipment by Mongoose Publishing, modified
Quiver, Climber’s
- A climber’s quiver has a
covered top and a cork-lined base that holds arrows (or bolts)
securely so ammunition does not spill while climbing.
- Extra straps hold the quiver tight against the body, keeping
it from swinging.
Quiver, Climber’s: 50 gp; 2 lb.
Source: Ultimate Equipment Guide by Mongoose Publishing
Rations, Fine Trail
- Lightweight rations. Cost more but weigh less than normal
trail rations.
Rations, Fine Trail: 1 gp;
¼ lb.
Source: Ultimate Equipment Guide by Mongoose Publishing, modified
Tool Belt
- Holds a tool kit on waist so that the kit is always
ready, regardless of the circumstances.
- Equipping the kit from the belt is a move action that does not
provoke an attack of opportunity.
Tool Belt: 10 gp, 4 lb.
Source: More Ultimate Equipment by Mongoose Publishing, modified
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