Special And Superior Items
In addition to the mundane and typical items found on other equipment lists, adventurers with enough gold can buy special or superior items. An item's price is a good indication of its rarity
Prices for the items described here are given on Special and Superior Items.
Acid: You can throw a flask of acid as a grenadelike weapon (see Grenadelike Weapons and Grenadelike Weapon Attacks).
Alchemist's Fire: Alchemist's fire is a sticky, adhesive substance that ignites when exposed to air. You can throw a flask of alchemist's fire as a grenadelike weapon (see Grenadelike Weapons and Grenadelike Weapon Attacks).
On the round following a direct hit, the target takes an additional 1d6 points of damage. The target can take a full-round action to attempt to extinguish the flames before taking this additional damage. It takes a successful Reflex saving throw (DC 15) to extinguish the flames. Rolling on the ground allows the character a +2 bonus. Leaping into a lake or magically extinguishing the flames automatically smothers the flames.
Antitoxin: If you drink antitoxin, you get a +5 alchemical bonus on all Fortitude saving throws against poison for 1 hour.
Armor or Shield, Masterwork: These well-made items function like the normal versions except that their armor check penalties are reduced by 1.
Arrow, Bolt, or Bullet, Masterwork: A masterwork projectile functions like a normal projectile of the same type except that it is so aerodynamically sound you get a +1 bonus on attack rolls when you use it. This bonus stacks with any bonus you might get by using a masterwork bow, crossbow, or sling. The projectile is damaged (effectively destroyed) when it is used.
Arrow, Bolt, or Bullet, Silvered: A silvered projectile functions like a normal projectile, except that some creatures that resist damage from normal weapons, such as werewolves, can be hurt by silvered weapons.
Dagger, Silvered: A silvered dagger functions as a normal dagger, except that some creatures that resist damage from normal weapons, such as werewolves, can be hurt by silvered weapons.
Holy Water: Holy water damages undead and evil outsiders almost as if it were acid. Typically, a flask of holy water deals 2d4 points of damage to an undead creature or an evil outsider on a direct hit or 1 point of damage if it splashes such a creature. Also, holy water is considered blessed, which means it has special effects on certain creatures. A flask of holy water can be thrown as a grenadelike weapon (see Grenadelike Weapons and Grenadelike Weapon Attacks). A flask breaks if thrown against the body of a corporeal creature, but against an incorporeal creature, the flask must be opened and the holy water poured our onto it. Thus, you can only douse an incorporeal creature with holy water if you are adjacent to it. Doing so is a ranged touch attack that does nor provoke attacks of opportunity.
Temples to good deities sell holy water at cost (making no profit) because they are happy to supply people with what they need to battle evil.
Mighty Composite Longbow or Shortbow: A mighty bow is a composite bow made with an especially heavy pull to allow a strong archer to take advantage of an above-average Strength. The mighty bow allows you to add your Strength bonus to damage up to the maximum bonus listed. For example, Tordek has a +2 Strength bonus. With a regular composite shortbow, he gets no modifier to damage. For 150 gp, he can buy a mighty composite shortbow (+1), which lets him add +1 to the damage. For 225 gp, he can buy one that lets him add his entire +2 bonus. Even if he paid 400 gp for a mighty composite longbow (+3), he would still only get +2 to damage. The bow can't grant him a higher bonus than he already has.
Smokestick: This alchemically treated wooden stick instantly creates thick, opaque smoke when ignited. The smoke fills a 10-foot cube. The stick is consumed after 1 round, and the smoke dissipates naturally.
Spell: This is how much it costs to get a spellcaster to cast a spell for you. This cost assumes that you can go to the spellcaster and have the spell cast at her convenience. If you want to bring the spellcaster somewhere to cast a spell, such as into a dungeon to cast knock on a secret door that you can't open, you need to negotiate with the spellcaster, and the default answer is "no."
The cost listed is for a spell with no cost for a material component or focus component and no XP cost, If the spell includes a material component, add the cost of the component to the cost of the spell. If the spell requires a focus component (other than a divine focus), add 1/10 the cost of the focus to the cost of the spell. If the spell requires an XP cost, add 5 gp per XP lost. For instance, to get a 9th-level cleric to cast commune for you, you need to pay 450 gp for a 5th-level spell at caster level 9, plus 500 gp for the 100 XP loss that the caster suffers, for a total of 950 gp.
Because you must get an actual spellcaster to cast a spell for you and can't rely on a neutral broker, money is not always sufficient to get a spell cast. If the spellcaster is opposed to you on religious, moral, or political grounds, you may not be able to get the spell you want for any price.
Sunrod: This 1-foot-long, gold-tipped, iron rod glows brightly when struck. It clearly illuminates a 30-foot radius and glows for 6 hours, after which the gold tip is burned out and worthless.
Tanglefoot Bag: You can throw this round leather bag full of alchemical goo as a grenadelike weapon (see Grenadelike Weapons and Grenadelike Weapon Attacks). When you throw the bag against a creature (as a ranged touch attack), the bag comes apart and the goo bursts out, entangling the target and then becoming tough and resilient on exposure to air. An entangled creature suffers a -2 penalty to attack rolls and a -4 penalty to effective Dexterity. The entangled character must make a Reflex save (DC 15) or be glued to the floor, unable to move. Even with a successful save, it can only move at half speed.
A character who is glued to the floor can break free with successful Strength check (DC 27) or by dealing 15 points of damage to the goo with a slashing weapon. A character trying to scrape goo off himself, or another character assisting, does not need to make an attack roll; hitting the goo is automatic, after which the character who hit makes a damage roll to see how much of the goo he happened to scrape off. Once free, a character can move at half speed. A character capable of spellcasting who is bound by the goo must make a Concentration check (DC 15) to cast a spell. The goo becomes brittle and fragile after 10 minutes.
Thunderstone: You can throw this stone as a grenadelike weapon (see Grenadelike Weapons and Grenadelike Weapon Attacks). When it strikes a hard surface (or is struck hard), it creates a deafening bang (a sonic attack). Creatures within a 10-foot radius must make Fortitude saves (DC 15) or be deafened. Deaf creatures, in addition to the obvious effects, suffer a -4 penalty on initiative and a 20% chance to miscast and lose any spell with a verbal (V) component that they try to cast.
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 takes at least a standard action.
Tool, Masterwork: This well-made item is the perfect tool for the job and adds a +2 circumstance bonus to a related skill check (if any). Some examples of this sort of item are on Goods and Services - tools, such as masterwork artisan's tools, masterwork thieves' tools, disguise kit, climber's kit, healer's kit, and masterwork musical instrument. This entry covers just about anything else. Bonuses provided by multiple masterwork items used toward the same skill check do not stack, so masterwork pitons and a masterwork climber's kit do not provide a +4 bonus if used together on a Climb check.
Weapon, Masterwork: These well-made weapons add a +1 bonus to attack rolls. Prices for these items are given on below. A masterwork weapon's bonus to attack does not stack with an enhancement bonus to attack.
Special And Superior Items | |
---|---|
Weapon or Armor | Cost |
Weapon, masterwork | +300 gp* |
Arrow, bolt, or bullet, silvered | 1 gp |
Arrow, bolt, or bullet, masterwork | 7 gp |
Mighty composite shortbow | |
(+1 Str bonus) | 150 gp |
(+2 Str bonus) | 225 gp |
Mighty composite longbow | |
(+1 Str bonus) | 200 gp |
(+2 Str bonus) | 300 gp |
(+3 Str bonus) | 400 gp |
(+4 Str bonus) | 500 gp |
Dagger, silvered | 10 gp |
Armor or shield, masterwork | +150 gp* |
Special Substances and Items | Cost |
Acid (flask) | 10 gp |
Alchemist's fire (flask) | 20 gp |
Antitoxin (vial) | 50 gp |
Holy water (flask) | 25 gp |
Smokestick | 20 gp |
Sunrod | 2 gp |
Tanglefoot bag | 50 gp |
Thunderstone | 30 gp |
Tindertwig | 1 gp |
Miscellaneous | Cost |
Tool, masterwork | +50 gp* |
Spells | Cost** |
0-level | Caster level x 5 gp |
1st-level | Caster level x 10 gp |
2nd-level | Caster level x 20 gp |
3rd-level | Caster level x 30 gp |
4th-level | Caster level x 40 gp |
5th-level | Caster level x 50 gp |
6th-level | Caster level x 60 gp |
7th-level | Caster level x 70 gp |
8th-level | Caster level x 80 gp |
9th-level | Caster level x 90 gp |
*Plus the cost of the normal item. For example, a masterwork bastard sword costs 335 gp. Double weapons cost double (+600 gp). **See description for additional costs. If the additional costs put the item's total cost above 3,000 gp, that item is not generally available. |
Grenadelike Weapons | |||||
---|---|---|---|---|---|
Weapon* | Cost | Dmg Direct Hit | Dmg Splash | Range Increment | Weight |
Acid (flask) | 10 gp | 1d6 | 1 pt** | 10 ft. | 1 1/4 lb. |
Alchemist's fire (flask) | 20 gp | 1d6 | 1 pt** | 10 ft. | 1 1/4 lb. |
Holy water (flask) | 25 gp | 2d4 | 1pt** | 10 ft. | 1 1/4 lb. |
Tanglefoot bag | 50 gp | Entangles | - | 10 ft. | 4 lb. |
Thunderstone | 30 gp | Sonic attack | - | 20 ft. | 1 lb. |
*Grenadelike weapons require no proficiency to use. See text for full details on using these weapons. **Grenadelike weapons deal splash damage to all creatures within 5 feet of where they land. |
Also see Alchemical Items
Special Materials of The Savage Coast
The Savage Coast is known for three substances: cinnabryl, red steel, and vermeil. The first two of these are actually two different forms of the same substance.
Cinnabryl
This lambent red metal flickers with blood-red light equivalent to that of a candle. It is slick to the touch and slightly less dense than gold, although considerably rarer. Although it is both malleable and ductile, cinnabryl does not hold an edge well, so it is rarely used for weapons.
Those who are fortunate, skilled, or wealthy enough to acquire cinnabryl wear it in medallions or bracelets to protect themselves against the full effects of the Red Curse. When used in this manner, cinnabryl depletes at the rate of 1 ounce per week. Thus, an adventurer who purchases an 8-ounce amulet of cinnabryl loses its protection after 8 weeks. At that point, he must acquire a fresh cinnabryl talisman or risk becoming an afflicted. Completely depleted cinnabryl is known as red steel.
Cinnabryl has 20 hit points per inch of thickness and hardness 8. The cost of cinnabryl fluctuates wildly based upon availability, but when it is in reasonable supply, it averages 25 gp per ounce.
Red Steel
Several wars have been fought over red steel, and many lands beyond the Savage Coast actively seek agents willing to export this precious metal. Red steel is the substance remaining after the protective qualities of cinnabryl have been depleted. This hard, dull-red metal does not glow the way cinnabryl does, but when struck, it flickers vivid crimson, as if red lightning were flashing deep within it.
Red steel holds an edge and a shape much better than cinnabryl does - so well, in fact, that red steel weapons and armor are always masterwork items. Red steel's greatest value, however, is its ability to take enchantment. An artificer who crafts a magic weapon or armor from red steel pays only 75% of the normal XP cost. This benefit does not stack with other effects, such as the Magical Artisan feat.
Red Steel has 30 hit points per inch of thickness and hardness 15. More expensive even than mithral, its pricing depends on the item made from it, as indicated on the table below.
Type of Red Steel Item | Item Cost Modifier |
Light armor | +2,000 gp |
Medium armor | +4,000 gp |
Heavy armor | +10,000 gp |
Shield | +1,500 gp |
Weapon | +3,000 gp |
Other items | +600 gp/lb. |
Vermeil
This red powder contaminates everything in the Savage Coast - items, creatures, and resources. Sometimes the dust is visible, giving light-colored objects a pink hue. Oftentimes, however, it is not visible. As described under Acquiring the Red Curse, vermeil is responsible for the Red Curse.
Vermeil is a particular bane to mages because it obscures magical auras. Anyone who casts a detect magic spell in a vermeil-tainted region such as the Savage Coast must attempt a DC 10 caster level check when she begins casting. Success indicates that the spell functions normally; failure means the spell is wasted and no information is gained.
Halfling Items
Footsaw Trap: The first footsaw trap was invented by an industrious halfling whose family often traveled through areas plagued by goblin raiders. A footsaw trap is a bear trap whose grasping jaws are fitted with several thin sawblades mounted on springs designed to cut away at the feet of any captive that struggles. The trap is attached to a 10-ft. length of chain with a good lock, allowing it to be attached to a nearby tree or another secure object.
The trap is designed to be hidden under a thin layer of leaves or soil; a hidden footsaw trap can be discovered with a Search check (DC 20). Once found, it can be disabled with a Disable Device check (DC 20). Anyone who walks over a footsaw trap triggers it, the trap makes a touch attack with a +8 bonus. If it hits, the victim suffers 1d6 points of subdual damage and cannot move away from the trap (if it is chained to a solid object) or has his speed reduced by half (if the trap isn't attached to an object). Each round that the victim takes any action that involves the trapped foot, the victim takes 1d4 points of damage. Escaping the trap is possible with a Strength check (DC 25) or an Escape Artist check (DC 30); failure inflicts 1d4 points of damage from the saw blades. Cost: 700 gp (raw material cost: 233 gp). Weight: 15 lb. CR: 2. Craft (trapmaking) DC: 20.
Instant Campfire: An instant campfire consists of a leather bag filled with tinder, logs, and fuel. The drawstring that holds the sack shut is studded with tiny flakes of flint and steel; the sack itself is alchemically treated so that it catches fire easily. When the drawstring is pulled, the entire bag immolates, creating a good-sized campfire within 1 round.
These campfires ignite even in moderate rain but burn out quickly in such conditions unless shelter is provided. Enterprising halflings have been known to use instant campfires to set dangerous traps; someone in contact with an instant campfire after it has lit must make a Reflex saving throw (DC 12) or suffer 2d6 points of fire damage. Cost: 50 gp. Weight: 10 lb.
Stone Sleeve: A stone sleeve is little more than a narrow cloth tube that is tied to the inner forearm so the opening rests in the palm. The sleeve can then be filled with up to six good-sized throwing stones or halfling skiprocks. The sleeve can be opened with ease, allowing the wearer to arm herself with one of the rocks stored within as a free action. Cost: 2 gp. Weight: -.
Wagon Shields: These are large shingles of solid oak reinforced with iron that can be quickly fitted together to protect wagons. Wagon shields are sold in batches of six, enough to protect a normal halfling wagon. One halfling can set up a single shield as a full-round action. Two halflings working together can set up two shields per round if they do nothing else. Once set up, the wagon shields provide a Small character with 3/4 cover, a Medium-size character gains 1/2 cover.
Each wagon shield has 5 hardness and 30 hit points; they are sometimes fitted with arrow slits to allow those inside to defend the wagon. Cost: 75 gp, 100 gp with arrow slits. Weight: 40 lb. each, 240 lb. total.
Races of Stone
Dwarvencraft Items
While masterwork weapons are available from any skilled craftsman, the dwarves have perfected their skills to an almost magical degree. They possess secrets of smithing and weapon engineering that outstrip cultures that are less challenged by both their natural environment and competition for its limited resources. While many dwarf weaponsmiths and armorers are capable of crafting masterwork items, as normal, dwarf smiths have created another category of quality that goes beyond masterwork. Appropriately, such items are generally referred to as dwarvencraft items.
While masterwork weapons are available from any skilled craftsman, the dwarves have perfected their skills to an almost magical degree. They possess secrets of smithing and weapon engineering that outstrip cultures that are less challenged by both their natural environment and competition for its limited resources. While many dwarf weaponsmiths and armorers are capable of crafting masterwork items, as normal, dwarf smiths have created another category of quality that goes beyond masterwork. Appropriately, such items are generally referred to as dwarvencraft items.
Dwarvencraft items are always of masterwork quality. Only items crafted primarily of metal or stone are available in dwarvencraft quality. An item must be declared a dwarvencraft item at the time of its creation; items cannot be upgraded to dwarvencraft quality once finished. Dwarvencraft items are crafted using the rules for masterwork crafting. The dwarvencraft component of an item has a Craft DC of 22. Prices for dwarvencraft items include the cost for masterwork quality.
A dwarvencraft item is stronger and harder than a comparable masterwork item. A dwarvencraft item's hardness increases by 2, and it gains an additional 10 hit points. In addition, it gains a +2 bonus on all saving throws. All of these effects stack with the similar bonuses for magic items if the dwarvencraft item is made magical.
A dwarvencraft weapon costs 600 gp more than a standard weapon of its type. Dwarvencraft armor and shields cost 300 gp more than standard armor and shields.
Miscellaneous Gear
This section presents a variety of equipment typically crafted and used by dwarves, gnomes, and goliaths.
Blasting Pellets: Blasting pellets look like ball bearings or stones and come in bags. One bag of these alchemical items is enough to cover a 5-foot square. During each round when a creature moves through an area covered in blasting pellets (or fights while standing in such an area), it must make a successful DC 15 Reflex saving throw to avoid breaking one. Breaking one pellet sets off a chain reaction among the others, and they all explode loudly, dealing 1d6 points of sonic damage to the creature in the square. Spreading a bag of pellets over a wider area or throwing the bag at a target has no substantial effect.
Gnomes use blasting pellets mainly as an alarm system, hiding the pellets under leaves or among other stones and gravel.
Blister Oil: Blister oil is a highly refined alchemical liquid that causes painful blisters upon contact. To use it, a thin coat must be applied to a surface, such as a sword hilt or door handle. One application covers roughly a 6-inch-by-6-inch square area. Once applied, it remains effective for 2d4 hours. Each vial of blister oil contains 1d8 applications.
When the oil touches bare skin, the victim must make a DC 15 Fortitude save to avoid painful red blisters that spring up on the affected area of skin, dealing 1d4 points of damage per application used. In addition, the victim takes a -2 penalty on Dexterity-based checks, including Reflex saves, for 2d4 days. Magical healing applied to this damage removes the blisters and the penalty. Natural healing can remove the damage normally, but the penalty on Dexterity checks remains until magical healing is applied or the 2d4 days elapse.
Earthsilk Jersey: One material the dwarves developed early on in their society was earthsilk. The basis of the material is an odd fungus known as maiden's hair. It grows long, thin, silken tendrils that hang down from the main mass and collect moisture from the damp underground air. The fungus itself is time consuming to harvest, because it is very tough and difficult to cut despite its delicate appearance. Once the fungus is harvested, the long, thin tendrils are removed and used as thread or light yarn. This thread is called earthsilk, and it can be woven into a fabric that rivals the finest silks of the surface world for feel and sheen, though it is far heavier and coarser than any elven silk made. Earthsilk fabric is a staple of the dwarven wardrobe, and nearly every subterranean dwarf owns at least one earthsilk jersey, typically worn in place of an ordinary tunic under a vest or armor.
An earthsilk jersey retains the fibers' natural toughness, providing its wearer with damage reduction 1/slashing or bludgeoning. It maybe worn under another type of armor.
Once crafted, earthsilk fabric is durable unless torn. If the wearer of an earthsilk jersey takes a critical hit that deals piercing damage, the garment is torn and does not provide damage reduction unless it is repaired.
Earthsilk Rope: in addition to being used for clothing, earthsilk fibers can be woven together to form a strong, thin rope that finds common use in many dwarf cities. Earthsilk rope feels similar to silk ropes made in the surface world but is roughly twice as thick, putting it between silk and hempen ropes in bulk and ease of use. It is stronger even than silk rope, however, and can bear heavier loads without breaking.
Earthsilk rope has hardness 1, 10 hit points, and can be burst with a DC 26 Strength check.
Goliath Healing Kits: Many races have mastered the use of herbs and medicines to treat injuries, and the goliaths are no exception. They discovered the healing properties of the items available to them in their mountain homes long ago. Through time and experimentation, goliath healers have come to specialize in healing methods for their own people. Although goliaths are anatomically similar to other humanoid and monstrous humanoid races, their connection to the earth has granted them a special affinity for the creatures and plants that grow in the mountains and the dark places below.
A goliath healing kit grants a +4 circumstance bonus on Heal checks made by goliaths and other earth-linked races, including dwarves and gnomes. it provides no bonus on Heal checks for a member of any other race. A goliath healing kit has twelve uses before it is depleted.
Hearthfire: A concoction of dwarf alchemists, hearthfire is a blue-green gel, typically poured into a large shallow container and allowed to solidify. The substance is then left in the pan as is or removed and cut into 2-inch cubes. When water is poured onto the gel (1 ounce per 2-inch cube is sufficient), it "ignites," causing blue-green flames to spring from the substance. The flames have no heat and will not harm anything that touches them. Each 2-inch block provides light for 24 hours when wet, shedding illumination as a torch (20-foot radius). The hours of use need not be continuous, so a flaming cube can be extinguished, dried off, and used again at a later time. In the dwarves' underground communities, hearthfire sees common use in city lanterns, as well as home hearths and braziers. Hearthfire lanterns hold one dose each and are typically hooded.
Song Collar: These iron tubes are designed to aid traveling musicians in learning new or complex compositions for the lute, violin, or another similar stringed instrument. Built to fit snugly over a normal quarterstaff, this item consists of a long metal collar that slips down over the top half of the staff, roughly 1 foot long for a Small staff or 2 feet long for a Medium staff. The metal's surface is covered with rows of small, dimpled indentations, ostensibly to provide a better grip on the staff. In reality, these indentations correspond with the fingering for a piece of music to be played on a preferred instrument of the owner. Song collars are sold by gnome maesters as training tools for journeymen, enabling them to practice chords and notes while traveling without attracting attention. If a character uses a song collar for 1 hour a day on seven consecutive days, he gains a +2 bonus on Perform checks involving that particular instrument and composition. A song collar does not prevent a quarterstaff from being used normally in combat.
Saddle, Burrower's: This specialized exotic saddle allows the rider to stay safely on a mount that has the ability to burrow. The saddle includes a secure system of straps and buckles that holds the rider flush to the burrowing mount's back. In addition, a thick, round-edged piece of leather reinforced with bone or wood rises from the front of the shield, just before the rider's seat, roughly to the height of the rider's chest. The curved piece of leather bends up and toward the rider, allowing her to duck behind it while her mount burrows, shielding her from most of the dirt and rocks that might otherwise tear the rider from her perch, straps or no straps. Similar bits of reinforced leather protect the front and sides of the rider's legs.
Strapping oneself to the saddle requires three consecutive full-round actions that provoke attacks of opportunity. Unbuckling the straps is a full-round action that provokes attacks of opportunity. While strapped into the saddle, you lose your Dexterity bonus to Armor Class and take a -4 penalty on all attack rolls. You must be strapped into the saddle to ride a mount while it burrows, but the saddle functions as a normal saddle if the mount does not choose to burrow, allowing you to ride without taking the above-mentioned penalties for being strapped to the saddle.
While strapped into a burrower's saddle, a rider need not make Ride checks to stay in the saddle. The rider can break out of the straps as a standard action that requires a DC 25 Strength check and does not provoke attacks of opportunity. if its straps are broken, a burrower's saddle functions only as a normal saddle until they are repaired.
The burrower's saddle comes in two varieties: pack and riding.
Saddle, Flyer's: This specialized exotic saddle allows a properly strapped-in rider to stay safely on the back of a flying or climbing mount. The saddle includes a secure system of straps and buckles that hold the rider in place while minimizing the time it takes to get in and out of the saddle. Buckling yourself into a flyer's saddle is a full-round action that provokes attacks of opportunity. Unbuckling the straps is a move action that does nor provoke attacks of opportunity.
While strapped into a flyer's saddle, a rider need not make Ride checks to stay in the saddle. The rider can break out of the straps as a standard action that requires a DC 20 Strength check and does not provoke attacks of opportunity. If its straps are broken, a flyer's saddle functions only as a normal saddle until they are repaired. The flyer's saddle comes in three varieties: pack, riding, and military.
Spiderlily Essence: Spiderlily essence is noxious to most vermin (with the notable exception of spiders, which ironically cannot detect the stuff). Fine vermin avoid creatures that wear the essence, and monstrous vermin (except spiders) must make a successful DC 15 Will saving throw to attack the target. Once a vermin makes a successful save, it is immune to the effects of spiderlily essence for 1 hour. A single application of this alchemical concoction is enough to affect one Small creature. For creatures of other sizes, the number of applications needed is doubled (or halved) for each size category larger (or smaller) than Small. An application of the essence wears off in 1 hour.
Item | Cost | Weight | Craft DC | |
Blasting pellets (1 bag) | 50 gp | 2 lb. | 25 | |
Blister oil (1 vial) | 15 gp | 1/2 lb. | 25 | |
Earthsilk jersey | 150 gp | 2 lb. | - | |
Earthsilk rope (50 ft.) | 12 gp | 7 lb. | - | |
Goliath healing kit | 50 gp | 1 lb. | - | |
Hearthfire (12 uses) | 10 gp | 2 lb. | 20 | |
Hearthfire lantern | 7 gp | 2 lb. | - | |
Song collar | 15 gp | 2 lb. | - | |
Saddle, burrower's | ||||
Pack | 20 gp | 12 lb.¹ | - | |
Riding | 40 gp | 25 lb.¹ | - | |
Saddle, flyer's | ||||
Military | 70 gp | 25 lb.¹ | - | |
Pack | 18 gp | 15 lb.¹ | - | |
Riding | 35 gp | 25 lb.¹ | - | |
Spiderlily essence (1 application) | 75 gp | - | 25 | |
¹ Weight given is for a saddle meant for a Large creature. Saddles made for Medium mounts weigh half this amount, and saddles made for Huge creatures weigh twice as much. |
Dragoncraft Items
Dragoncraft items are nonmagical objects made from specific parts of a true dragon's body. Only a character with the Dragoncrafter feat can create dragoncraft items. They derive special powers from their origin, as well as from the skill of the person crafting them.
Creating a dragoncraft item is much like creating a masterwork weapon or similar item. In addition to the item itself (which may also include a masterwork component, if it is a weapon, shield, or suit of armor), the character must "create" the dragoncraft component.
A dragoncraft component has a price that varies based on the specific item (see item descriptions below). The Craft DC for creating a dragoncraft component is 25. Only after all components of a dragoncraft item are completed is the item considered finished.
Since dragoncraft items aren't magical, they don't lose their powers in an antimagic field or similar area. For those effects that require a caster level, treat the caster level as 3rd or the lowest level possible to cast the spell in question, whichever is higher. The powers of dragoncraft items don't stack with similar or identical effects, as noted in the specific item descriptions below. You can add magical qualities to a dragoncraft item (including enhancement bonuses for items such as weapons and armor) at the normal price but only if you possess the Dragoncrafter feat (in addition to any other prerequisites).
Several dragoncraft items are described below. The description of each item gives a dragoncraft price, dragon part, skill, as defined here.
Dragoncraft Price: This is the price of the dragoncraft component. Add the price of the item itself, as well as the price for masterwork quality (for armor, shields, and weapons), to find the item's full price.
Dragon Part: The portion of a dragon's body required to create the dragoncraft item. The cost of this part is included in the dragoncraft price. On average, the part has a value approximately one-third of the dragoncraft price, since it represents the raw materials needed for the item. If the character crafting the item supplies the part himself (perhaps from a dragon he has slain), reduce the dragoncraft price for this item by one-third.
Skill: The Craft skill needed to create the dragoncraft component.
Dragoncraft Item Descriptions
Blood Elixir: A blood elixir is a concoction brewed from the concentrated blood of a true dragon. A blood elixir grants the drinker a +2 enhancement bonus to Strength (if brewed from a chromatic dragon) or Charisma (if brewed from a metallic dragon), as well as an additional effect as noted on the table below, based on the dragon's variety. You can consume a blood elixir as a full-round action (which provokes attacks of opportunity), and its effects last for 10 minutes.
These effects are extraordinary not magical.
Dragon Variety | Effect | Price |
---|---|---|
Black | darkvision 120 ft. | 700 gp |
Blue | sound imitation¹ | 900 gp |
Brass | speak with animals | 400 gp |
Bronze | water breathing | 1,000 gp |
Copper | spider climb | 700 gp |
Gold | polymorph² | 1,700 gp |
Green | suggestion² | 1,200 gp |
Red | dragon breath (fire) | 1,400 gp |
Silver | cloudwalking¹ | 1,400 gp |
White | icewalking¹ | 600 gp |
¹Functions as the dragon ability of the same name.
²This ability is usable only once during the elixir's duration. Its effect lasts until the end of the elixir's duration. |
Dragoncraft Price: see above; Dragon Part: dragon blood (1 gallon); Skill: Craft (alchemy); Weight: 1/2 lb.
Dragonbone Bow: A bow carved from a single bone of a dragon (a thigh bone or similarly large bone) displays superior tensile strength and power. Such a bow is considered a composite bow (short or long) with a strength rating set by the crafter. In addition, the bow's range increment is 20 feet longer than normal for the bow's type (90 feet for a composite shortbow or 130 feet for a composite longbow).
Dragoncraft Price: as composite bow +100 gp; Dragon Part: dragon bone; Skill: Craft (bowyer); Weight: 3 lb.
Dragoncraft Armor or Shield: Dragoncraft armor and shields are masterwork versions of armor and shields crafted from a dragon's hide that also grant energy resistance. A suit of dragoncraft armor or a dragoncraft shield grants the wearer resistance 5 against a specific type of energy, as appropriate to the dragon (acid for black, copper, or green; cold for silver or white; electricity for blue or bronze; fire for brass, gold, or red). This resistance is treated as an extraordinary (and thus nonmagical) feature of the armor. It doesn't stack with any other energy resistance (of the same type) possessed by the character. In addition, dragoncraft armor is treated as one category lighter for purposes of movement and other determinations. Heavy dragoncraft armors are treated as medium, and medium and light armors are treated as light. Armor check penalties are reduced by 2 (including the 1-point reduction for masterwork armor or shield). Dragoncraft armor has the normal maximum Dexterity bonus.
Dragoncraft armor can be hide armor, scale mail, half-plate, or full plate armor. Dragoncraft shields can be light or heavy.
Dragoncraft Price: 3,000 gp (light armor); 6,000 gp (medium armor), 11,000 gp (heavy armor); Dragon Part: dragon hide; Skill: Craft (armorsmithing); Weight: same as ordinary armor or shield.
Dragonfang Weapon: Dragonfang weapons are masterwork weapons crafted from the claws and teeth of a dragon. In addition to the +1 nonmagical enhancement bonus on attack rolls granted by its masterwork quality, a dragonfang weapon deals 1 point of energy damage on each successful hit. The type of energy is the same as that of the dragon's breath weapon. If a dragon doesn't have a breath weapon that deals acid, cold, electricity, fire, or sonic damage, dragonfang weapons made from its remains do not deal any extra damage. This damage is treated as an extraordinary (and thus nonmagical) feature of the weapon. It doesn't stack with any other energy damage (of the same type) dealt by the weapon.
A single tooth or claw from a dragon can be crafted into a light weapon of the same size category as the dragon, a one- handed weapon of one size category smaller, or a two-handed weapon of two size categories smaller. A single dragon's body can provide enough material for up to twelve weapons.
Only piercing and slashing weapons may be created as dragonfang weapons.
Dragoncraft Price: 300 gp; Dragon Part: dragon tooth or claw; Skill: Craft (weaponsmithing); weight: 2 lb.
Dragonhide Mantle: A dragon's hide can be rendered flexible enough to wear as a cloak. Crafting a dragonhide mantle requires as much hide as a suit of hide armor, and the mantle must be created to fit the wearer's size.
A dragonhide mantle grants the wearer resistance 5 against a specific type of energy, as appropriate to the dragon (acid for black, copper, or green; cold for silver or white; electricity for blue or bronze; fire for brass, gold, or red). This resistance is treated as an extraordinary (and thus nonmagical) feature of the mantle. It doesn't stack with any other energy resistance (of the same type) possessed by the character.
In addition, the wearer of a dragonhide mantle gains a +2 circumstance bonus on Intimidate checks against dragons. Dragoncraft Price: 3,800 gp; Dragon Part: dragon hide; Skill: Craft (leatherworking); Weight: same as ordinary hide armor of appropriate size.
Elven Weapon Modifications
Bow, Elvencraft: One of the biggest problems facing any archer is deciding what to do when a foe gets within melee reach. Does one stand fast and take the consequences (which can prove painful if not deadly), fall back (not always practical), or drop the bow and draw a melee weapon (inconvenient at best). Elf bowyers have made the choice somewhat less difficult by crafting bows that can stand up to melee combat. Thanks to elven ingenuity, these weapons work just as well as melee weapons as they do as ranged weapons.
An elvencraft bow is thicker and heavier than a normal bow. An elvencraft shortbow functions as a club when wielded as a melee weapon. An elvencraft longbow functions as a quarterstaff when wielded as a melee weapon. The wielder incurs no penalty on attack rolls when using an elvencraft bow as a melee weapon.
A character wielding an elvencraft bow can freely interchange melee and ranged attacks during the same round. When wielding an elvencraft bow, the user threatens the squares around him no matter how he last used the weapon.
Magical enhancements to an elvencraft bow only affect its use as a bow. Enhancements to the melee capabilities of the weapon must be added separately.
An elvencraft bow costs 300 gp more than a normal bow.
Blade, Close Fighting: Elves love swordplay, but even elves recognize that a sword isn't always an ideal weapon. They developed the close fighting blade for times when they must fight in spaces too constricted for true swordplay.
A close fighting blade is simply a knifelike blade concealed within the hilt or haft of a one-handed or larger melee weapon. Pressing a catch in the hilt (a free action) releases the spring-loaded blade, which extends and locks into place protruding from the pommel or butt of the larger weapon.
A close fighting blade is the equivalent of a dagger in all respects, except that it is a bit more awkward to use. It is most useful in situations where the wielder is suddenly rendered incapable of using her normal melee weapon, such as when she is grappling or being swallowed by some hulking monster.
While a close fighting blade is extended, the wielder takes a -2 penalty on attack rolls, both with the close fighting blade and with the weapon that normally conceals it (which becomes more awkward to use). Retracting a close fighting blade is the equivalent of sheathing a weapon (a move action).
Even with the hidden blade extended, a weapon with a close fighting blade is not a double weapon. The user can employ either the main weapon or the extended blade, but not both in the same round.
A close fighting blade must be enchanted separately from the weapon in which it is housed.
Elves typically include close fighting blades in longswords or rapiers for their own use. Elf wizards sometimes carry quarterstaffs that contain close fighting blades. In some areas, elves fashion battleaxes, heavy maces, or similar one-handed weapons with close fighting blades, though these items are usually sold to other races.
Adding a close fighting blade to an existing weapon, or including one as part of a new weapon, costs 100 gp.
Elven & Raptoran Gear
Most mundane items that elves, raptorans, and halflings use passed into common use by all peoples long ago. Still, there are a few items only they make well or fully appreciate.
Carry Net: This sturdy net has a looser weave than a fish-net. Raptorans use them to haul goods from raptoran villages to trading markets. The net is about 5 feet square and has a 20-foot-long hemp cord dangling from each end. The cords allow two raptorans to share the net's load. The net can hold 100 pounds of material.
Cargo Kite: Actually something like a glider, a cargo kite can lift up 250 pounds when towed forward. The cargo is slung in a basket or net tinder the kite. A collection of five or so 30-foot-long hemp cords allows one or more creatures to tow the kite. The kite itself is as big as a large creature (10-foot space).
To tow a loaded kite through the air, a creature (or several creatures) must be able to drag the weight of the kite and its cargo. Material carried in the kite doesn't count as weight the towing creatures carry, but the towing creatures move at encumbered speed (see Movement) unless they are capable of dragging at least twice the weight of the kite and its cargo.
A towed kite has poor maneuverability and a minimum forward speed of 40 feet. If it does not maintain its minimum forward speed, the kite descends at the rate of 60 feet a round.
A strong wind (see Environment) can lift a loaded kite, provided someone stays on the ground to steady it.
Elven Harp: Musicians from all cultures prize these masterwork instruments for their clear, dulcet tones. Bards covet them. They produce a purity of sound unheard of in any non-elven crafted instrument, like any masterwork instrument, an elven harp grants a +2 circumstance bonus on Perform checks made with it. The instrument is so fine, however, that a truly skilled musician can work wonders with it. Characters with at least 5 ranks in Perform (string instruments) gain an extra +1 circumstance bonus on Perform checks made with the harp (for a total bonus of +3).
Not only does an elven harp produce music unrivaled by any other mortal instrument, it is a beauty to behold. Because its beauty relies on a particular intricate design, it is more difficult to craft than other masterwork instruments, requiring extra care and taking twice as long. When checking the item maker's weekly or daily progress in crafting the item, multiply the check result by one-half the item's DC to determine the value of the crafter's work.
The elven harp comes in several different sizes. A hand harp is only about 6 inches tall and 8 inches wide. It has a high pitch, thanks to its fairly short strings, but sounds sweet just the same. The harp's base includes a handle so the musician can hold it firmly while plucking the strings.
A lap harp is about 2 feet high and 3 feet wide. The musician usually places the harp on a table or sits and holds it in her lap. It's possible to play a lap harp standing up, but the musician takes a -1 penalty on her Perform check (though the circumstance bonuses from the harp's quality and the player's skill still apply).
A great harp is a glorious instrument, nearly 6 feet high and just as wide. The musician usually sits in a chair or on a stool to play it.
Honey Leather: Honey leather is a light canvas used as protection against rain and dampness. It gets its name from its golden color and its texture, which resembles soft, cured leather. Elves, raptorans, and halflings use honey leather for tents and to protect camping gear. It snags and tears easily, so honey leather isn't much good outside camp. It is, however, waterproof thanks to the alchemical treatment that gives it its color and texture.
A character equipped with a honey leather tarpaulin big enough to drape over his body gains a +1 circumstance bonus on Survival checks made to resist the effect of severe weather. if the character is stationary, the bonus increases to +2. A tarpaulin ranges in size from 3 feet square (for Small or Medium characters) to 6 feet square (for Medium or large characters).
A tent made of honey leather provides a +4 bonus on Survival checks for anyone inside. The cost of all such tents include poles and stakes. A small pup tent (roomy enough for one Small character to lie down with his gear) is 2 feet wide by 4 feet long. A medium pup tent (roomy enough for one Medium character and gear) is 3 feet by 7 feet. Pup rents are as tall as they are wide. A square rent 10 feet wide is big enough for a party of four Small or Medium characters. A square tent 20 feet wide is big enough for a party of eight Small or Medium characters or four large characters. Square tents are half as tall as they are wide.
Sashling: This broad, pleated cloth belt hides a great many interior pockets. Ten pockets are sewn into the folds of a sashling, each capable of holding an item weighing about a quarter-pound. A sashling's pleats can conceal almost anything that may be placed inside the belt: An object up to the size of a hen's egg leaves no visible bulge on the sashling's exterior. A sashling is ideal for carrying small items such as coins, gems, vials, material components, and pieces of jewelry unobtrusively. It grants a +2 circumstance bonus on Sleight of Hand checks made to hide small objects on your body (see Sleight of Hand).
For wearers who need to carry more supplies, many sashlings are made with hooks on the outer side. The wearer can hang pouches and other items from the outside of the sashling as well, just as with a normal belt.
Item | Cost | Weight |
Carry net | 10 gp | 5 lb. |
Cargo kite | 150 gp | 50 lb. |
Elven harp | ||
Hand | 150 gp | 2 lb. |
Lap | 350 gp | 4 lb. |
Great | 1,500 gp | 150 lb. |
Honey leather | ||
Small tarpaulin | 15 gp | 1/4 lb. |
Big tarpaulin | 40 gp | 1 lb. |
Small pup tent | 30 gp | 2 lb. |
Medium pup tent | 60 gp | 5 lb. |
10-foot square tent | 120 gp | 20 lb. |
20-foot square tent | 240 gp | 40 lb |
Sashling | 10 gp | 1 lb |
Special Materials of the Wastes
Kheferu: Quarried from rare meteorite craters, kheferu ore is an extremely hard, red substance. When forged as an alloy with iron, carbon, and other trace metals, the resultant material has a consistency and ductility like that of a standard steel alloy. This final product, simply called kheferu, is distinctive in its glossy sheen and crimson hue.
Many kinds of items can be crafted from kheferu, but weapons are the best choice because of the alloy's particular qualities. A weapon forged from kheferu is bright red. Salt crystals grow on the sides of the weapon if it is left untended for more than a few months, but these are easily wiped away. A kheferu weapon bypasses the damage reduction of any creature of the earth subtype, regardless of the type of damage reduction the creature possesses.
Weapons made of kheferu cost twice as much to make as their normal counterparts. Also, any magical enhancements placed on the weapon cost an additional 2,000 gp. Items without metal parts cannot be made from kheferu. An arrow could be made of kheferu, but a quarterstaff could not. A double weapon that is only half made of kheferu increases its cost by 50%.
Kheferu has hardness 10 and 30 hit points per inch of thickness.
Planar Items
Ether Harness: Designed after harnesses used by burglars for breaking into homes, the ether harness is simply a network of leather straps fitted with metal rings for tying items down. It is meant to ensure that a group of ethereal travelers caught in an ether cyclone remain together, rather than being scattered across the planes. Tying travelers together by means of their ether harnesses grants a +2 circumstance bonus on Use Rope checks made to ensure that the knots do not come untied.
Fireproof Parchment: Not strictly parchment, this writing material is made of hide from animals found on the Elemental Plane of Fire, and it retains the creatures immunity to fire. Thus, fireproof parchment does not catch fire when exposed to a fire-dominant plane or environment.
Fireproof Clothing: As with fireproof parchment, this clothing is made from the hides of animals that have natural immunity to fire, making the clothing safe to wear in fire-dominant environments. Any style of clothing can be made from the material; the cost simply increases by 50 .
Gravity Tent: Designed for use on planes that have no gravity, a gravity tent is merely a tent in the shape of a diamond, with loops and clips inside to hold bedrolls in a more or less stable position (secured to the tent's cross-poles). It sleeps up to four comfortably, and up to eight total.
Waterproof Ink: Because ordinary ink smears and runs when it comes in contact with water, this "ink" - actually a mixture of grease, wax, and pigments - is quite useful for making maps and other writings in water-dominant planes.
Weight Suit: A weight suit is a collection of straps and pouches containing lead pellets. When the complete suit is worn, it distributes extra weight across the wearer's body, counteracting the skill check and attack roll penalties of light-gravity environments (because the weight is distributed, rather than concentrated in one place, such as with a backpack). In environments with normal gravity, the suit is little more than a curiosity, except to certain physical fitness fanatics.
Differential Hourglass: Because time can flow at different rates on different planes, it can sometimes help planar travelers to know how much time is passing on other planes. A differential hourglass consists of two hourglasses - one large, one small - mounted end to end. The substance inside each hourglass flows at the same speed, but one of the hourglasses measures the passage of local time, and the other measures the passage of remote time. Differential hourglasses are usually built with a specific pair of planes in mind, and as such are rather useless for any other purpose. Depending on the difference between the two planes in question, the smaller hourglass could measure seconds, rounds, minutes, hours, or days, while the larger of the two could measure rounds, minutes, hours, days, weeks, or even some longer period, depending on the time differential between the two planes.
Fireproof Spellbook: With pages made of fireproof parchment (see Adventuring Gear, above), covered in leather made from fire-resistant animals, and bound with steel, a fireproof spellbook does not catch fire when exposed to a fire-dominant plane or environment.
Planar Atlas: Countless versions of these handy tomes exist, each of which is meant to describe the relationships between various planes for the convenience of travelers. They are rarely accurate when it comes to detailing the locations of planar portals (or the instructions for how to activate them), but the information on the planes grants a +2 competence bonus on Knowledge (the planes) checks.
True Divine Focus: Druids use sprigs of holly and mistletoe as the default divine focus for their spells, and these come directly from the home plane of the druid's deity. Imbued with the raw power of nature, these divine cuttings increase the druid's effective caster level by 1 for purposes of determining level-dependent spell variables (such as damage or range) and for caster level checks. The cuttings last for one week.
True Holy Symbol: Appearing in all other ways to be merely a holy symbol, this item in fact comes from the home plane of the deity the symbol represents - and carries with it a modicum of the deity's power. Attempts to turn undead using the true holy symbol provide a +2 sacred bonus on the character's turning check (1d20 + the character's Cha modifier).
True Unholy Symbol: The evil counterpart to the true holy symbol, this otherwise unremarkable ornament confers a +2 profane bonus on the wielder's attempts to rebuke, command, or bolster undead, or to dispel a good cleric's turning effect.
Waterproof Spellbook: Utilizing waterproof ink and pages sealed in paraffin, this spellbook can survive being immersed in water - an extremely useful item for a wizard journeying to a water-dominant plane.
Item | Cost | Weight |
Ether harness | 20 gp | 2 lb. |
Fireproof parchment (sheet) | 8 sp | - |
Fireproof clothing | +50 gp | - |
Gravity tent | 25 gp | 40 lb. |
Waterproof ink (vial) | 6 gp | - |
Weight suit | 20 gp | 100 lb. |
Differential hourglass | 75 gp | 4 lb. |
Fireproof spellbook | 50 gp | 5 lb. |
Planar atlas | 25 gp | 2 lb. |
True divine focus | 1,000 gp | - |
True holy (unholy) symbol | 500 gp | 1 lb. |
Waterproof spellbook | 30 gp | 4 lb. |
Special Materials from the Sea
Metallurgy beneath the water is a rare and precious skill, but some aquatic folk have mastered this difficult art, creating unique materials from which to craft their weapons and armor.
Pearlsteel: A strange metal crafted by secretive aventi metallurgists working near volcanic vents in the ocean floor, pearlsteel is gleaming, shining steel covered with a blue-white sheen like mother of pearl. Created from fine steel and rare silvery pearls found only in the ocean depths where the pressures alone would kill a land walker, pearlsteel is highly prized by all undersea races and constitutes a major trade item for the aventi.
Pearlsteel is very light, especially in water. Pearlsteel items weigh 25% less than their normal equivalents.
Item | Market Price Modifier |
Light armor | +500 gp |
Medium armor | +1000 gp |
Heavy armor | +1,500 gp |
Shield | +500 gp |
Weapon | +1,500 gp |
Pearlsteel also slices more smoothly through the resistance that water presents. When a slashing weapon made of pearlsteel is used in the water, its damage is reduced by -1 rather than the normal -2 for fighting in the water with a slashing weapon, and its damage is reduced by -2 instead of half. likewise, damage dealt underwater by a bludgeoning weapon made of pearlsteel is reduced by -2 rather than reduced by half. The market price modifier for such a weapon is +1,500 gp.
Riverine: This unusual material is made from water under extremely high pressure, usually obtained from the Elemental Plane of Water but sometimes from the blackwater trenches far below the ocean's surface. The water swirls and flows continuously, sandwiched between fields of magical force.
Half of the Armor Class bonus from armor and shields made from riverine is a deflection bonus (round down). For example, a suit of riverine chainmail would provide a +2 armor bonus and a +3 deflection bonus to AC. This substance is considered masterwork and can be enhanced magically as any other armor.
Riverine is sometimes also used to create walls and even containers. Being enclosed in magical force, it is immune to all damage and is unaffected by most spells. However, disintegrate immediately destroys an item made of riverine, as does a rod of cancellation, a sphere of annihilation, or a Mordenkainen's disjunction spell, causing the water to spill out in a sudden rush. Armor and shields made of riverine do not form a complete enclosure, so breath weapons and spells do still affect the wearer. However, walls of riverine block ethereal travel, breath weapons, and spell effects, just as a wall of force does.
Type of Riverine Item | Item Cost Modifier |
Light armor | +9,000 gp |
Medium armor | +16,000 gp |
Heavy armor | +25,000 gp |
Shield | +4,000 gp |
Other items | +2,000 gp/lb. |
Dragon Races Special Items
Kobolds take credit for the following alchemical innovations, but other races claim many as their own creations. Both drow and deep gnomes consider sundark goggles to be one of their race's accomplishments, for example.
Special Substances And Items | ||
---|---|---|
Item | Cost | Weight |
Bitterleaf oil | 25 gp | - |
Ditherbomb (strong) | 300 gp | 1/2 lb. |
Ditherbomb (weak) | 100 gp | 1/2 lb. |
Ditherbomb (wyrm) | 1,000 gp | 1 lb. |
Fire beetle lamp | 10 gp | 1 lb. |
Sundark goggles | 10 gp | - |
Bitterleaf Oil: Kobolds use this salve to keep their scales healthy and shiny. Each bottle of bitterleaf oil holds enough for ten applications. If the oil is applied each day (a full-round action), it staves off shedding indefinitely, in addition, on any day when bitterleaf oil is applied, the character naturally heals 1 additional point of damage per HD (max. 5) with a full night's rest.
Ditherbomb: These are spherical explosive devices created by kobold alchemists to reduce large boulders to rubble during mining operations. They have also been adapted for military purposes. Activating a ditherbomb is move action that involves violently shaking the device, which explodes 1d3 rounds later. (Violently shaking the bearer of a ditherbomb often sets the bomb off as well.) Throwing a ditherbomb is a standard action.
Ditherbombs come in three varieties, each of which deals a different amount of damage and has a different blast radius. Weak ditherbombs deal 1d6 points of acid damage to creatures and objects in a 5-foot-radius burst (Reflex DC 10 half). Strong ditherbombs deal 1d4x1d6 points of acid damage (Reflex DC 12 half) in a 10-foot-radius burst. The most potent ditherbombs, called wyrm ditherbombs, deal 1d6x1d8 points of acid damage in a 15-foot-radius burst (Reflex DC 15 half). The damage dealt by a ditherbomb ignores the hardness of stone.
The more powerful ditherbombs are inherently unpredictable, as reflected in their variable damage values. To determine the damage dealt by a strong ditherbomb or a wyrm ditherbomb, roll two different dice and multiply the results. For example, a strong ditherbomb deals 1d4x1d6 points of damage, which means that you roll 1d4 and 1d6 and multiply the result together to determine the damage it deals when it explodes. The strong ditherbomb is thus just as likely to deal 1 point of damage as it is to deal 24 points of damage (but is most likely to deal somewhere around 9 points of damage). A wyrm ditherbomb's average damage is about 16 points.
Fire Beetle Lamp: This lamp uses the luminous gland located above each eye of a fire beetle as its light source. Thanks to a special alchemical treatment, a fire beetle lamp shines as brightly as a common lamp (bright illumination out to 15 feet, shadowy illumination to 30 feet) and lasts for 6 days after creation. (Most fire beetle lamps are put into service immediately upon creation, but some unscrupulous merchants sell lamps after they have been used for a few days.) Kobold miners use these lamps when they need to see more than darkvision typically allows, specifically when color might be important.
Sundark Goggles: The smoked lenses of these goggles block light. They are typically fixed into a band of canvas that clasps together at the back to keep the goggles from falling off. Sundark goggles negate the dazzled condition experienced by a creature with light sensitivity while in bright illumination. As a side effect, they grant the wearer a +2 circumstance bonus on saving throws against gaze attacks. A creature wearing sundark goggles can't use a gaze attack since other creatures can't see its eyes. Creatures without low-light vision or darkvision that wear sundark goggles take a -2 penalty on Search and Spot checks.
Special Items of Faerûn
It addition to the more common items found on other equipment lists, more unusual items are available to those with enough gold.
Item | Cost | Weight |
Drow poison | 75 gp | 1/10 lb. |
Flash grenade | 60 gp | 1/10 lb. |
Instant campfire | 50 gp | 10 lb. |
Wild dwarf knockout poison | 150 gp | 1/10 lb. |
Drow Poison: Drow are renowned for their use of unconsciousness-inducing poison in subterranean ambushes. The dark elves carefully guard the secret of their venom, and it is exceedingly difficult to find it outside drow realms and outposts.
Type: Injury DC 13; Initial Damage: Unconsciousness for 1 minute; Secondary Damage: Unconsciousness for 2d4 hours; Price: 75 gp.
Flash Grenade: A creation of the deep gnomes (svirfneblin), this small sphere about the size of a chicken egg requires a ranged touch attack to hit (range increment 10 ft.) and scatters as a grenadelike weapon. It is effective only when thrown into a fire source, where it explodes in a brilliant flash of light. Any creature within 10 feet must make a successful Fortitude save (DC 10) or be blinded for 1d4 rounds. Creatures with light blindness (such as drow) are affected as if a daylight spell had been cast. There is no effect if the grenade misses the fire, although the grenade is ruined.
Instant Campfire: An instant campfire consists of a leather bag filled with tinder, logs, and fuel. The drawstring that holds the sack shut is studded with tiny flakes of flint and steel; the sack itself is alchemically treated so that it catches fire easily. When the drawstring is pulled, the entire bag immolates, creating a Tiny campfire (suitable for cooking) in 1 round. The campfire lasts for 30 minutes after ignition, but can be fed with dry wood just like any other fire. These items ignite even in moderate rain, but burn out quickly in wet conditions unless shelter is provided.
Wild Dwarf Knockout Poison: Wild dwarves coat their blowgun darts with poison made from a plant tha grows only in the Jungles of Chult. Wild dwarves are immune to the effects of the poison.
Type: Injury DC 14; Initial Damage: slow effect for 5 rounds; Secondary Damage: Unconsciousness for 1 minute; Price: 150 gp.