New Inventory

ADVENTURING GEAR
Across Faerun, players may find non-magical items not covered in the published material. The items in the list below can be found in most cities and larger towns throughout the lands. Villages and other smaller communities generally will not stock such supplies.

ITEM COST WEIGHT NOTES USE
Collapsible Pole 20gp 8 lb A 2’ pole with six telescoping parts. Max weight 70 lbs Standard: Extend or collapse pole to 2’, 4’, 6’, 8’, 10’ or 12’ in length..
Drill – Adamantine 200gp 1 lb A drill with a 6" hardened bit. Highest quality. The bit has a 1" diameter. Standard: Drill a 2" deep hole into stone, metal, or wood. The drill has a 2% chance of breaking. This may be repeated (via Standard Actions) up to the bit’s length, adding a cumulative 2% per attempt.
Drill – Iron 10gp 1 lb A drill with a 6" bit. Designed for harder materials The bit has a 1" diameter. Standard (Consumable): Drill a 1" deep hole into stone, metal, or wood. A new drill starts with 20 charges. For each use, subtract one charge. This may be repeated (via Standard Actions) up to the bit’s length, consuming one charge per attempt.
Drill – Wood 5gp 1 lb A drill with a 6" bit. Designed for softer materials. The bit has a 1" diameter. Standard (Consumable): Drill a 2" deep hole into wood. A new drill starts with 20 charges. For each use, subtract one charge. This may be repeated (via Standard Actions) up to the bit’s length, consuming one charge per attempt.
Finder’s Chalk 5gp N/A A reddish chalk which fades from view shortly after use. Standard (Consumable): Chalk one square of solid surface with a simple design. This requires a free hand and the ability to touch the drawing surface. After one minute the chalk fades, requiring a DC 30 Perception check to spot. The chalk starts with 20 charges; for each use consume one charge.
Finder’s Glass 400gp 0.5 lb A 3" circular red viewing glass, primarily designed for spotting Finder’s Chalk. Minor: Make a Perception check with a +30 item bonus to spot Finder’s Chalk marks. This item may also be inserted into lantern-like devices to allow all creatures a +20 item bonus when making Perception checks to spot Finder’s Chalk.
Flotation Bladder 2gp 2 lb Two oiled, sealed leather sacks tied together. Primarily used for swimming. Standard: Inflate and equip or deflate and un-equip the flotation bladder. While equipped, the bladder applies a +5 to all Endurance checks to remain afloat, a -5 penalty to Athletic checks, and a -2 penalty to attack and damage rolls.
Flour Pouch 1sp N/A A small satchel of flour, loosely tied. Standard: Make a basic ranged attack against an invisible opponent you are adjacent to, applying all relevant bonuses and penalties to the attack. On a hit, the target is coated in flour; the penalty for all creatures to hit the target due to invisibility is decreased from -5 to -2. In addition, the target suffers a -5 penalty to Stealth checks while covered in flour. As a Standard Action, the target may brush off the flour, removing all effects.
Hacksaw – Adamantine 400gp 1 lb A blade designed to cut through metal. Highest Quality. Standard: Make a cut 1" deep hole into stone, metal, or wood that has a diameter no greater than 3". The hacksaw has a 2% chance of breaking. This may be repeated (via Standard Actions) up to the diameter of the object, adding a cumulative 2% per attempt.
Hacksaw – Superior 20gp 1 lb A blade designed to cut through metal. Higher quality. Standard (Consumable): Make a cut 1" deep hole into stone, metal, or wood. A new hacksaw starts with 20 charges. For each use, subtract one charge. This may be repeated (via Standard Actions) up to the diameter of the object, consuming one charge per attempt.
Hacksaw – Common 5gp 1 lb A blade designed to cut through metal. Lower quality. Standard (Consumable): Make a cut 1" deep hole into stone, metal, or wood. A new hacksaw starts with 5 charges. For each use, subtract one charge. This may be repeated (via Standard Actions) up to the diameter of the object, consuming one charge per attempt.
Hand Periscope 50gp 2 lb A 2’ tube with several mirrors inside. Minor: Make a Perception check to view your surroundings with a – 5 penalty. When using this item to peer around corners, the user gains a +5 bonus to Stealth checks.
Harvest Kit – Superior 12,500gp 15 lb Specialized tools and ingredients for collecting resources. Tools for any creature. Full Round (Consumable): Make both a Heal and a Monster Knowledge check. The outcome will determine if any resources were obtained; regardless of outcome the kit is consumed on use. The quality of this kit is required for harvesting creatures of 21st level or higher.
Harvest Kit – Major 750gp 15 lb Specialized tools and ingredients for collecting resources. Sufficient for a wide range of monsters. Full Round (Consumable): Make both a Heal and a Monster Knowledge check. The outcome will determine if any resources were obtained; regardless of outcome the kit is consumed on use. This kit can be used on creatures of 20th level or lower.
Harvest Kit – Basic 25gp 15 lb Specialized tools and ingredients for collecting resources. Ideal for more common creatures. Full Round (Consumable): Make both a Heal and a Monster Knowledge check. The outcome will determine if any resources were obtained; regardless of outcome the kit is consumed on use. This kit can be used on creatures of 10th level or lower.
Lard 2sp 10 lb A quart-sized tub of pig fat. Full Round (Consumable): Apply lard to yourself or a single square. You must have two free hands to apply lard. When applied to yourself, gain a +10 bonus on Acrobatics checks against the DC of a restraint or the Reflex defense of a grabbing creature for 5 minutes or until the end of the encounter; use this modifier instead of your normal check modifiers. In addition, gain a 5 fire vulnerability, and a -5 modifier to Charisma-based skill checks until the armor can be properly cleaned. When applied to a square, creatures entering the square must make a successful Athletics DC 15 check or fall prone. While in a square covered in lard, creatures gain 2 vulnerability to fire damage; this increased to 5 vulnerability if the creature is prone.
Listening Cone 8sp 1 lb A small iron cone used as a hearing aid. Minor: Make a Perception check with a +2 item bonus to listen through a solid surface. The listener must have a free hand and be adjacent to the surface.
Magnet 20gp 2 lb A small magnetized bar 6" in length and 1" in diameter. Standard: Apply the magnet to lift or slide up to 2 lbs of ferrous metals such as iron or steel. The user must be able to have the magnet physically touch the metal.
Rubber Ball 3gp N/A A congealed blob of rubbery material. Standard: Toss the rubber ball up to 6 squares away. The rubber ball will bounce and then continue half it’s former distance (round down), continuing until it’s distance is less than one square. If the ball hits a wall it will continue it’s course along the proper angle. Each bounce creates a noise that creatures can within range can detect with a Perception DC 10.
Rubbing Kit 5gp 1 lb A roll of parchment 20’ long and 20 rubbing sticks. Use (Consumable): Spends 1 minute per foot to copy an engraving to parchment. Each use consumes a minimum of one foot of parchment and one rubbing stick.
Spike – Iron 1sp 1 lb An iron spike, 10" in length. Full Round (Consumable): Hammer a spike into the frame of a closed door. You must have two free hands and a hammer or mallet to perform this action. The door is considered stuck for the purpose of breaking it down; two or more spikes will increase this condition to locked.
Twine – 50’ Roll 1sp N/A A ball of string. Fairly weak. Standard (Consumable): Tie the twine securely around an object. Up to 10’ of twine may be used per action. Twine does not possess great tensile strength and can only support up to 2 lbs. When using twine as a binder, it supports 5 lbs per 10’ (cumulative) and requires a Strength check DC 5 per 10’ cumulative up to a maximum of DC 25.
Wand Bracer 300gp 5 lb A mechanical bracer composed of five spring-loaded hollow tubes Free: Release one of up to five wands loaded into the bracer. Your hand must be free to release and accept the item. Reloading a wand into the bracer requires a Standard Action. Equipping this items uses the Arms slot on your character.
ARMOR & WEAPON MODIFICATIONS
For an additional cost, items may be modified to include unique capabilities during the forging process. Major cities will have craftsman capable of engineering such additions into new weaponry and armor. Characters with the proper Martial Practices (Forge Weapon, Forge Armor) may also include these additions for the appropriate cost.

A forged item is a non-magical weapon, armor, or shield which is crafted-to-order. Items found as treasure, or purchased pre-made may not be modified. Due to engineering limitations, an item may have a single modification added during crafting. Forged items may later be enhanced via the Enchant Item ritual as appropriate.

ITEM COST CATEGORY NOTES USE
Hilt Hollow +200gp Weapon A hollow spring-loaded container added to the hilt of a weapon. The hilt must be at least 6" long. The hollow is 6" long and 1" in diameter, large enough for a single vial. Free: Eject an object from the hilt into your hands. You must have a free hand to perform this action; alternatively you can drop your weapon as part of the free action to catch and hold the ejected item.
Oil Chamber +1000gp Weapon/Armor/Shield A small pressurized chamber fitted to the hilt of a weapon, inside a shield, or to the forearm of armor. Both forearms may be equipped with individual chambers. Minor: Release the pressurized liquid from it’s chamber. The liquid original power must allow it to be applied to the appropriate type (weapon/armor/shield) of equipment. The chamber requires a full round to be loaded, and once loaded the liquid is pressurized, making retrieval impossible.
Sanctified +200gp Armor/Shield A lidded socket is embedded in your armor or shield, sized to fit holy symbols. An item may hold up to three of these sockets. Minor: Flip open or close one lid. When one lid is opened, any open lid will close. The holy symbol in the open lid will be considered equipped. Characters will both sanctified armor and shields are still limited to having only one symbol equipped at a time else all symbol powers are negated.
Wand Chamber +200gp Weapon/Shield A thin, cylindrical slot 9" in length embedded in a two-handed weapon or shield. Designed to fit a single wand. No Action: You channel your wand’s power though your weapon or shield, allowing both items to considered equipped. The enhancements, powers, and properties of each item remain separated and still require appropriate actions to utilize. Implement attack powers suffer a -1 penalty to attack rolls due to the encasing. Characters are still limited to having a single symbol equipped; encasing a wand into an item which is already an implement (such as a staff, holy avenger, songblade, or pactblade) negates both implements

New Inventory

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