Tube Mirror (3)
This device consists of several small mirrors fitted
inside a thin, painted tube. A clever hinge arrangement
allows the middle part of the tube to be bent at up to a
90-degree angle in any direction. The positioning of the
mirrors permits the user to see around corners or under
furniture. The device also allows safe viewing of
creatures with gaze attacks. The tube itself has flip-top
caps, and is watertight, meaning that it can double as a
breathing tube if used underwater. The tube is two feet
long when fully extended. When looking through the
tube, the user is unable to see his immediate surroundings,
and can only see what is visible through the tube.
The tube is unwieldy, and must be held in both hands
for the user to be able to see through it.
Value in Imperials (gp): 50gp
Weight: 1lb
Use Restriction: Common
TU cost to sell at 1/2 value: : 0
Tradable: Yes
Total Bonus: --
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Stonecutter Ammunition (2 bundles)
This ammunition deals +5 damage against non-magical
rock or stone targets. The shaft has a loop of twine at
the back, suitable for attaching a line. By attaching a
thin rope and firing the arrow or bolt into a wall or
ceiling, these items may be used instead of grappling
hooks, though the shaft can only support 150 pounds of
weight before it snaps.
Arrows or Bolts
Value in Imperials (gp): 140gp
(7gp each)
Weight: 1lb
Use Restriction: Common
TU cost to sell at 1/2 value: : 0
Tradable: Yes
Total Bonus: As Above
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Signal Ammunition (2 bundles)
These items come in one of four varieties. Whistler
arrows make a loud screeching noise as they fly through
the air, audible up to 300 feet away. Mirrored flash arrows
act like the 0-level spell flare, affecting the target struck
(no save) and all other creatures within 20 feet (Fort DC
11 negates). Smoke arrows act exactly like a smokestick
upon impact. Flare arrows shed light as a torch, burning
for 1 minute if they do not strike a creature. If a flare arrow strikes a creature, that creature takes +1d4 points of fire damage and the arrow is extinguished.
Arrows or Bolts
Whistler Arrow
Mirrored Flash
Smoke
Flare
Value in Imperials (gp): 1,500 gp
(75 gp each)
Weight: 1lb
Use Restriction: Common
TU cost to sell at 1/2 value: : 0
Tradable: Yes
Total Bonus: As Above |
Crescent Head Ammunition (2 bundles)
This ammunition is designed to cut through soft
materials, gaining a +5 bonus to damage against suitable
objects (such as ropes or cloth banners). The archer may
also ignore cover bonuses provided by such materials.
Against creatures with an armor bonus of +3 or less or a
natural armor bonus of +1 or less, the arrows gain a +3
bonus to hit, but no bonus to damage. Against creatures with an armor bonus of at least +4 or a natural armor bonus of at least +2, or against any material with a
hardness of 5 or better, these arrows are largely ineffective,
suffering a -3 to hit and a -5 to damage.
Arrows or Bolts
Value in Imperials (gp): 140gp(7gp each)
Weight: 1lb
Use Restriction: Common
TU cost to sell at 1/2 value: : 0
Tradable: Yes
Total Bonus: As Above |
Flask Atlatl (2)
This device, developed by Valentinius of Sicaris,
consists of a shaft of wood the size of a torch
with a shaped, wire cage head mounted on the
top. An oil flask, or a specially prepared glass
globe, can be loaded in the head and hurled with
the stick handle for better accuracy and aim.
Smooth rocks can also be launched in such a
fashion. The device doubles the range increment
of such a thrown object.
Value in Imperials (gp): 25gp
Weight: 1lb
Use Restriction: Common
TU cost to sell at 1/2 value: : 0
Tradable: Yes
Total Bonus: As Above |
Headband of Intellect +2 (1)
Value in Imperials (gp): 4,000gp
Weight: --
Use Restriction: Uncommon
TUs to sell at 1/2 Price 10
Tradable: Yes
Total Bonus: +2 |
Amulet of Health +2 (1)
Value in Imperials (gp): 4,000gp
Weight: --
Use Restriction: Uncommon
TUs to sell at 1/2 Price 10
Tradable: Yes
Total Bonus: +2 |
Amulet of Natural Armor +1 (1)
Value in Imperials (gp): 2,000gp
Weight: --
Use Restriction: Uncommon
TUs to sell at 1/2 Price 10
Tradable: Yes
Total Bonus: +1 |
Gloves of Dexterity +2 (1)
Value in Imperials (gp): 4,000gp
Weight: --
Use Restriction: Uncommon
TUs to sell at 1/2 Price 10
Tradable: Yes
Total Bonus: +2 |
Gauntlets of Ogre Power (1)
Value in Imperials (gp): 4,000gp
Weight: 4lb
Use Restriction: Uncommon
TUs to sell at 1/2 Price 10
Tradable: Yes
Total Bonus: +2 |
Periapt of Wisdom +2 (1)
Value in Imperials (gp): 4,000gp
Weight: 1lb
Use Restriction: Uncommon
TUs to sell at 1/2 Price 10
Tradable: Yes
Total Bonus: +2 |
Cloak of Charisma +2 (1)
Value in Imperials (gp): 4,000gp
Weight: 4lb
Use Restriction: Uncommon
TUs to sell at 1/2 Price 10
Tradable: Yes
Total Bonus: +2 |
Claw Head Ammunition (5 sets)
This arrow (or crossbow bolt) is designed with a small claw-shaped
prong instead of an arrowhead. Specially crafted spheres can be fitted
into the claw. It takes a move-equivalent action to attach a sphere to
the arrow. There is only room for one sphere. The claw is not shaped
or sized properly to hold a potion vial, a flask, a tanglefoot bag, or a
thunderstone. When fired, due to the weight of the sphere, the flight
of the arrow is somewhat erratic, resulting in a -2 penalty on the
attack roll. The sphere shatters automatically upon contact with any
solid object or surface, and the arrow is destroyed in the process
(regardless of whether the arrow hits or misses its intended target). If
the arrow is fired without a sphere attached, it does not suffer the -2
penalty to hit, but the claw is not capable of piercing armor or skin,
so the arrow does only 1 point of damage on a successful hit. Other
sorts of tiny, sphere-shaped objects may be fitted into the claw
instead of spheres (such as a balled-up piece of paper) and these
arrows are occasionally used to send notes or messages across a
battlefield.
Arrows or Bolts
Value in Imperials (gp): 7gp per arrow
(140 gp total)
Weight: 1lb
Use Restriction: Common
TU cost to sell at 1/2 value: : 0
Tradable: Yes
Total Bonus: As Above |
Combustible Spheres (5 sets)
These spheres are filled with a mixture of alchemist’s fire, Altherian
blastpowder, and flint chips. (They are not subject to the purchase or
ownership restrictions normally associated with blastpowder.)
A sphere can be fired from claw ammunition or thrown as a grenadelike
weapon with a range increment of 20 feet. Either way, it is a
ranged touch attack. Each sphere deals the listed damage on impact
to the target hit, and also deals splash damage within the listed
radius. Unlike normal alchemist’s fire, these spheres cannot
set creatures on fire. However, unattended combustible objects at the
point of impact can be set on fire. All damage dealt by these spheres
is fire damage.
Up to 5 spheres (total) may be purchased by any individual PC.
Mark out the boxes below if less than 5 spheres are purchased of a
given type. At higher APLs, more powerful spheres are available.
Lesser Sphere (All APLs, 100 gp each) : 1d6 fire
damage, 5' splash radius (1 point fire damage)
Standard Sphere (APL 7 and 10 only, 150 gp
each): 1d8 fire damage, 10' splash radius (2 points fire damage)
Greater Sphere (APL 10 only, 200 gp each): 2d6
fire damage, 15' splash radius (4 points fire damage)
Total Value in Imperials (gp): See above
Weight: .5 lb each
Use Restriction: Common
TU cost to sell at 1/2 value: : 0
Tradable: Yes
Total Bonus: As Above |
Flash Sphere (5 sets)
This small sphere is filled with a gray powder
that bursts into a flash of searing light upon impact. All
creatures within the specified radius are blinded for 1d4
rounds (Fort DC 15 negates). The person throwing the
sphere can close his/her own eyes to avoid this effect.
A sphere can be fired from claw ammunition or
thrown as a grenade-like weapon with a range increment of
20 feet.
Up to 5 spheres (total) may be purchased by any
individual PC. Mark out the boxes below if less than 5
spheres are purchased of a given type. At higher APLs,
more powerful spheres are available.
Lesser Sphere
(All APLs, 50 gp each) 10’ radius
Standard Sphere
(APL 7 and 10, 150 gp each) 20’ radius
Greater Sphere
(APL 10 only, 300 gp each) 30’ radius
Value in Imperials (gp): As Above
Weight: 1lb
Use Restriction: Common
TU cost to sell at 1/2 value: : 0
Tradable: Yes
Total Bonus: As Above |
Acid Sphere (5 sets)
This small sphere is filled with a highly caustic liquid. It can be fired
from claw ammunition or thrown as a grenade-like weapon with a
range increment of 20 feet. Either way, it is treated as a ranged touch
attack. Each sphere deals the listed damage on impact to the target
hit, and also deals splash damage within the listed radius. All
damage dealt by these spheres is acid damage.
Up to 5 spheres (total) may be purchased by any individual PC.
Mark out the boxes below if less than 5 spheres are purchased of a
given type. At higher APLs, more powerful spheres are available.
Lesser Sphere (All APLs, 100 gp each): 1d6
damage, 5' splash (1 point)
Standard Sphere (APL 7 and 10 only, 150 gp
each): 1d8 damage, 10' splash (2 points)
Greater Sphere (APL 10 only, 200 gp each):
2d6 damage, 15' splash (4 points)
.
Value in Imperials (gp): As Above
Weight: 1lb
Use Restriction: Common
TU cost to sell at 1/2 value: : 0
Tradable: Yes
Total Bonus: As Above |
Fear Sphere (5 sets)
When shattered, this sphere releases a cloud of gas containing a
powerful inhaled drug. All creatures within the area of effect must
succeed on a Fortitude save (DC 15) or be affected as if by a feat
spell cast by an 8th-level sorcerer. This effect is non-magical.
Creatures that are immune to poison or that do not need to
breathe are unaffected by the gas. The sphere can be fired from
claw ammunition or thrown as a grenade-like weapon with a
range increment of 20 feet.
Up to 5 spheres (total) may be purchased by any individual PC.
Mark out the boxes below if less than 5 spheres are purchased of
a given type. At higher APLs, more powerful spheres are
available.
Lesser Sphere
(All APLs, 100 gp each) 10’ radius
Standard Sphere
(APL 7 and 10 only, 200 gp each) 15’ radius
Greater Sphere
(APL 10 only, 300 gp each) 20’ radius
Value in Imperials (gp): As Above
Weight: 1lb
Use Restriction: Common
TU cost to sell at 1/2 value: : 0
Tradable: Yes
Total Bonus: As Above |
Tiny Poisonous Fish Sphere (2 sets)
When shattered, this sphere releases a cloud of strobing, prismatic mist
that contains a powerful hallucinogenic drug. This drug is an inhaled
poison (Fort DC 15, primary damage 1d4 Wisdom, secondary damage
2d4 Wisdom). All creatures within 20 feet of the point of impact suffer
the effects of a confusion spell (Will DC 15 negates). Furthermore, a
major image springs into being within the area of effect, creating the
illusion of an underwater scene, complete with eerie aquatic sounds,
bubbles floating through the air, shoals of colorful fish swimming
around, and other sorts of varied sea life (starfish, eels, anemones, and
barnacles) clinging to buildings, floors, and even creatures. Due to the
hallucinations and Wisdom loss, it may be difficult for victims to
disbelieve the illusion. Both spell effects are created at 8th caster level.
Creatures that are immune to poison or that do not need to breathe are
immune to the Wisdom damage, but must still save against the confusion
spell. These spheres may be fired from claw ammunition or thrown as a
grenade-like weapon with a range increment of 20 feet.
No more than 2
spheres may be purchased by any individual PC. Mark out one of the
boxes below if only one sphere is purchased.
Standard Spheres:
APL 7 and 10 only
Value in Imperials (gp): 2,000gp per sphere
Weight: 1lb
Use Restriction: Uncommon
TU cost to sell at 1/2 value: : 0
Tradable: Yes
Total Bonus: As Above |
Messenger Lizard (3)
This foot-long lizard was trained in the Hinterlands.
These creatures are often used instead of pigeons for
carrying messages in and around Sicaris, due to the
many hawks in the area and the fact that these lizards
have a foul taste to most predators. Combat statistics
are found in the Monster Manual under the entry for
Lizard (Tiny Animal).
Just like a homing pigeon, the lizard is trained to return
to a single location once it is released. Changing the“home” location requires the lizard to spend one week
getting acclimated to the new destination and requires
the owner to succeed on a DC 15 Handle Animal check.
Value in Imperials (gp): 120 gp
Weight: 1lb
Use Restriction: Common
TU cost to sell at 1/2 value: : 0
Tradable: Yes
Total Bonus: As Above |
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