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    Contents

    2 Introduction3 Equipment in Your Campaign11 Designing d20 Equipment13 Arcane Sorcery32 Bards and Theatres42 Clerics and Temples55 Food, Drink and Herbs74 Honour Amongst Rogues88 In the Wild 103 Knick-Knacks of the Little Folk 110 Psychic Mastery123 The Armoury165 The Dwarven Forge172 The Elven Retreat177 The Fighters Trade

    193 The Monastery204 Tools, Trades and Crafts210 Rules Summary255 D20 & OGL License

    UltimateEquipment Guide

    Credits

    Line DeveloperPaul Tucker

    EditorDaniel Bishop

    Cover ArtScott Clark

    Additional TextAugust Hahn, Shannon Kalvar, Joseph Miller,

    Patrick Younts

    Interior Illustrations Nathan Webb, Steven Shepherd

    Production ManagerAlexander Fennell

    Proof-ReadingIan Barstow

    Matthew Sprange

    Open Game Content & Copyright InformationUltimate Equipment Guide is ©2002 Mongoose Publishing. All rights reserved. Reproduction of non-Open Game Content of this work by any means without the written permission of the publisher is expressly forbidden. Ultimate Equipment Guide is presented under theOpen Game and D20 Licences. See pages 255-256 for the text of these licences. All game mechanics and statistics derivative of Open

    Game Content and the System Refernce Document are to be considered Open Gaming Content. All other signicant characters, names, places, items, art and text herein are copyrighted by Mongoose Publishing. All rights reserved. If you have any questions on the OpenGame Content of this product please contact Mongoose Publishing. ‘d20 System’ and the ‘d20 System’ logo are Trademarks owned by

    Wizards of the Coast and are used according to the terms of the d20 System Licence version 3.0. A copy of this Licence can be foundat www.wizards.com. The mention of or reference to any company or product in these pages is not a challenge to the trademark or

    copyright concerned. Dungeons & Dragons® and Wizards of the Coast® are Registered Trademarks of Wizards of the Coast, and areused with Permission. Printed in Canada.

    Mongoose Publishing Mongoose Publishing, PO Box 1018, Swindon, SN3 1DG, United Kingdom

    [email protected]

    Visit the Mongoose Publishing website at www.mongoosepublishing.com for regular updates.

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    INTRODUCTION

    Introduction

    W hat is a warrior without his weapon?How many locks can a rogue pickwithout his tools? Though charactersare the main focus of any adventure, the thingsthey carry play a major role in their success. From

    the rope that suspends an adventurer over a pit, tothe lantern that lights his way, equipment mightnot be the most important thing about a hero, butthe right item at the right time can easily spell thedifference between success and failure. Be it asword, backpack or something just a little moreexotic, the gear someone carries can do more thanaid them, it can dene them.

    In that spirit, this volume of the Ultimate seriesdivides its myriad choices into several relatedcategories. As the role and nature of eachcharacter class differs, so do the items thoseclasses require. Those who seek magical powerwould do well to read the Arcane Sorcery section,while any who would pray for just the right itemto deliver them from their troubles should peruseClerics and Temples . Prowlers of hostile citystreets might nd a new trick or two in HonourAmongst Rogues ; stalkers of a more primal naturewill have better hunting In the Wild . The complex

    play that is the world-stage of the bard gains some potent new props in the many wondrous thingswithin Bards and Theatres . For those who wantsomething a little more exotic, unique equipmentcan be found in Tools from the Orient andPsychic Mastery . Lastly, those who consider anynew item to be one more way to inict grievous

    bodily harm, along with all those who would liketo guard themselves from such folk, should lookno further than the many implements of pain and

    protection in The Armoury and The Fighter’sTrade .

    The many denizens of fantasy’s diverse raceshave their special equipment here as well. TheElven Retreat reveals many of the things theseancient and wise folk have created over the many

    centuries of their lives. The Dwarven Forge givesa glimpse of the tools and innovations behind theirgreat steel-craft and mining skills. Finally, not to

    be outdone by their taller brethren, the halingsand gnomes bring you Knick-Knacks of theLittle Folk , a collection of delights and curiositiesthat reect their unique cultures.

    Some things, of course, defy easy categorisation asthey appeal equally to all. Within these pages youwill discover Tools, Trades and Crafts and Food,Drink and Herbs . The former is a selectionof tools that make everything else in this book

    possible, while the latter provides fuel for the resof creation. An adventurer may never make use ofan awl or a trowel, but the need for sustenance isuniversal.

    Each item in this book comes complete withdescription, usage and relevant statistics, includingweight (where applicable) and a suggested price.Games Masters are encouraged to nd places forthis new equipment wherever they deem them tot best. A rare new type of armour may be madein only one location on the face of the campaignworld, necessitating an entire adventure just toseek it out. Where appropriate, some suggestionshave been made in the text to that regard.

    Ultimate CollectionThe Ultimate Equipment Guide is the third volumeof the Ultimate series, compiling much of the bestequipment available. Designed to be seamlesslyslotted into any fantasy-based d20 games system,these sourcebooks offer the best of the best thathave appeared in terms of rules and options forfantasy d20 games, as well as new material thatcan easily be included in any campaign. GamesMasters and players will nd a wealth of options toenrich their characters and antagonists.

    The UltimateEquipment Guide

    In the d20 system, most equipment is essentially anextension of a character. Most tools, for instance,only exist to allow certain skills to be exercised.Weapons basically just dene how much andwhat kind of damage someone inicts in combat.Armour and shields defend, while components fuelthe spells they cast. Very little identity is givento these vital items, and consequently equipment

    can be a very ill-dened subject. This book, inits many pages of options and designs, seeks tochange that by providing something for every raceand class available. Games Masters and playersalike will discover items within that may help torene or redene the characters in their games.Regardless of taste, there is something in here foreveryone.

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    EQUIPMENT IN YOUR CAMPAIGN

    Equipmentin YourCampaign

    In a basic sense, the concept of equipment ind20 games is intended to be a general one.Using the weapon example from theintroduction, implements of destruction are easilycategorised into three types of damage (slashing,

    piercing and bludgeoning). The rest is semantics – how large is a given weapon? Does it require both hands to wield? Is it easy to learn and use?These variances allow each type of weapon to

    be divided up into classes of weaponry, but eventhese classes are general. There are hundreds ofvariations on the concept of a sword, but only afew are signicantly different enough to warrantseparate statistics in an equipment list.

    In a very real way, that is the great strength of theequipment system in a d20 game – versatility. Acharacter can wield a sword and while it may havethe exact same mechanical statistics as every othersword of its type, the description of the blade canvary wildly. One warrior’s longsword might bea narrow, cleaving blade with a serrated tip in thestyle preferred by his tribe, while another couldwield a broader, slightly shorter longsword withvirtually no point at all. Both weapons have thestatistics of a longsword, but the simple variationof their descriptions lends each item, and the

    people who hold them, a certain sense of style.

    While versatility allows just a few entries in anequipment list to take on several different forms,there is a limit to how varied an item can become

    before it serves its purpose in a radically changedway. A shortspear that grows too long becomes alongspear and, consequently, must have a changein its statistics. While that might seem to be aaw in the way d20 approaches equipment, it is

    truly just another strength. While broad categoriesoffer versatility, they also provide enough roomfor subcategories. In the example above, alteringa sword too much from its basic form creates adifferent kind of sword. The category is sword,while the subcategory might become short swordor scimitar.

    By allowing subcategories to occur with a resultantchange in the base statistics of standard items,the equipment in a game can take on a life of its

    own. While the primary focus of a role-playinggame should not be about a character’s ‘toys’,adventures, story arcs and even entire campaignscan revolve around the creation or acquisition ofspecial items.

    For example, a door that requires a special key toopen might form the basis for a rogue’s adventureto nd the perfect lock-pick as a substitute. Thesearch for that lock-pick might lead him into thedangerous political work of his local thieves’ guildor to the distant homeland of the lock’s craftsman.Adventures can occur for the most unlikely ofreasons, even with something so small as the needto make a good impression at court. If the queen isknown to have a fondness for blue silk, acquiringa tailored outt of that material could spin manyhours of interesting game play.

    In this section of The Ultimate Equipment Guide ,

    you will nd suggestions for working the varioustypes of items offered herein into your games. Asa player, you will discover ways to work thesethings into your background or into the requestsyou might make of Non-Player Characters. Aninteresting session might be made up of searchingfor a suitable craftsman to fashion your dragonhide into dragonscale armour, but you cannot evengo looking for such an artisan until you know thatcrafting such armour is possible.

    As a Games Master, this section of the Guide can prove even more useful. Many of the items

    in these pages are esoteric at best and downrightunique in some cases. Here you will nd adviceon how to provide players access to this wonderfulequipment, words of caution on what thingsmight not be a proper t for certain forms of play,and how to control such items if they do proveunbalancing after they have entered the campaign.In addition, there are story ideas here to introducecertain pieces of equipment in such a way that thespecial nature of these treasures is not lost on your

    players. If they have to wade through the thickestmires of a swamp, scale spider-infested trees andendure great hardships just to speak with a weavercapable of putting together special silk armour,they are not likely to consider such things to bemere equipment ever again.

    Items for EveryClass

    Every class of character in a role-playing game isspecial. Bards do not have the same abilities as

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    specially crafted to provide protection in battleand advantages over their traditional foes. Sacredarmour and weapons are the most notable of these

    but other pieces of equipment can serve a valuablerole in preserving lives through force of arms. Ofspecial note are the items in this chapter dedicatedto healing, the purging of toxins and the cleansingof diseases. These latter items may be availablecommercially, as there are many who exist outsidethe church with the skill to use them and the meansto pay whatever a merchant asks.

    Tools from the OrientDevotion and meditation are not just the hallmarksof the priesthood. Those who grasp the powerof the union between body and mind are oftenan introspective folk with an aesthetic nature anda reliance of what lies within, as well as what iscarried without. Equipment is as much a matterof augmentation as utility, a fact that is not lost onthose who live the life of a monk or samurai.

    Monks want for little, but what they do use must be of the highest quality to survive the rigorsof their existence. Equally, the samurai mustuse the highest quality items available or risk

    bringing scandal and dishonour to their lord. Theequipment found in this chapter tends to be simple,sturdy and perfect in every important way. Fewmonks or samurai have any inclination to useinferior equipment when better, more dependablegoods are available. As such, they are usuallyvery precise shoppers, selecting only the one itemamong many that is exactly what they require.

    Few stores exist that cater to monks as their soleclientele. Instead, certain merchants with goodsof proven quality trade with monasteries on a

    private basis. While it is not a way to becomeincredibly wealthy, such business is at least steadyand the clientele above reproach. Combined withthe fact that, if a shipment of supplies is stolen orviolence befalls a merchant en-route, the criminalsresponsible must face a legion of well-trainedwarriors skilled in the art of hurting people,

    this makes the venture highly appealing to mostmerchants. Having an incident like this occurin-game can be an excellent springboard for role-

    playing scenarios, or the introduction of a monk orsamurai character into an existing campaign.

    In addition to simple, high-quality goods, Toolsfrom the Orient offers a few alchemical items thatcater to the needs of the physically adept monks.These items are often made within the monasteries

    themselves – the creations of trained members ofthe order whose sole task is to divine the mysteriesof the earth and harvest her bounty for the goodof those they serve. These special concoctions arerarely for sale outside the order, only infrequently

    becoming available to trusted allies or during thoserare instances when the monastic order must raisefunds to remain in operation.

    Honour Amongst RoguesThere is no character class more dependent andmasterful in the use of equipment than the rogue.They are adept artists of disguise, agile acrobatsand second-storey thieves, and trapnders whosecalling in life is to remove the protections aroundthat which others diligently try to safeguard. All ofthese professions can easily describe these mastersof many tasks, but each role requires one thingabove all others – all rogues need the right tool forthe right job at the right time. Without picks, nolock will open. Without pins and rasps, no trapdisarms itself. A rogue without the proper itemson hand nds many of his greatest assets crippled.

    It is fortunate for rogues that they are also themost skilled at nding whatever is needed for themission at hand. When a thief needs just the right

    pry bar for a stuck window, he probably has thecontacts in his guild or the local ‘tool’ shop to getit with no questions asked. It is not enough forrogues to get their tools when they need them;rogues usually have to make sure no one knowsthey needed them in the rst place. Intimidation,

    bribes and mutual exchanges of favours can securesilence and ensure a ready source of suppliesfar better than a dagger in the back, since a deadmerchant cannot sell you the tool you need thenext time you require it.

    The Honour Amongst Rogues chapter has a widevariety of special items rogues might be interestedin. The world of the rogue can be a complicated

    place, and one never knows when a vial ofashen powder or a bag of fumblers will spell thedifference between freedom and a night in the

    city prison. Even those rogues who do not pursueillegal activities will nd something they can usein this chapter, as every skill of import to a rogue iscatered to by its selection.

    This chapter also contains a variety of specialtools, costly single-use items that offer asubstantial bonus at the expense of reusability.These items can be the focus of a rogue’s reasonto adventure, as they are very expensive and,

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    since few such items can be made any better than by someone who understands their use, roguecharacters might just put their Craft skills to workcreating them. For a character class so often in the

    pursuit of ill-gotten gains, this collection of uniqueequipment can be a motivation all on its own.

    In The WildThere is something primal about being one withnature. The sounds of the forest, the smell offresh air and the visceral pleasures of living offthe land, beholden to nothing save the world andyour singular place in it. For druids and rangers,this relationship can be a daily reality. They wantfor little and need for less, as the land provides allthey could wish for in terms of shelter, sustenanceand supplies. These might be considered primitiveconditions by some but it is an existence most ofthe members of these classes both appreciate andthrive on.

    There are exceptions to every rule. Some rangersthrive in nature, yet also enjoy the taste of good aleand the comfort of a warm bed. Some druids knowthe value of wilderness survival but still choosea forged steel scimitar with which to defendthemselves. Even those who live in harmony withthe land know the benets of equipping themselvesappropriately.

    In The Wild gives examples of the kinds of thingsa druid, ranger or anyone spending prolonged

    periods of time in the wild places of the worldmight require to stay alive and accomplishwhatever tasks may have drawn them out there.From functional clothing, such as the desert-bornaba, to hunting tools, such as animal snares and

    preserving kits, this chapter has specialised toolsfor any explorer or wilderness traveller.

    In The Wild also offers a selection of survivalequipment designed to keep their users alivein adverse conditions. Salt tablets, water trapsand risers to protect vital supplies can do moreto save someone’s life than the mightiest sword

    or the deadliest spell. Many of these items aredeceptively simple, comprised of little more thanleather, sticks and ropes brought together in time-tested ways. Whilst simplistic, these items can beindispensable when food is running low, drinkingwater is gone and civilisation is days away.Having this equipment, or not having it as the casemay be, can be a turning point in a campaign. Theability to construct such valuable equipment can bean equally important character trait.

    Psychic MasteryIn temperament and behaviour, many devotees of

    psychic ability behave like monks in a monastery.Their abilities come from within themselves,requiring no external materials to make manifest.One key difference between monks and thosewho work with the powers of the mind is the use

    of armour. While monks require true freedom ofmovement to utilise their skills, psionic abilitiescan be used regardless of encumbrance. Also,unlike monks, those who work the powers of themind are not necessarily trained to ght unarmed.Weapons can be quite valuable to psioniccharacters.

    Psychic Mastery offers a number of special optionswhere armour and weapons are concerned, butthose comprise only a small part of the chapter.Psionic characters will nd a wealth of items tocompliment their abilities and aid in the meditation

    and focus required to use them. Objects suchas simple dorjes and sleeping mats can augmenttheir powers and ensure the proper rest neededto replenish them. Masters of the mental artsoften live simply but this chapter certainly holdssomething worth carrying for any psion or psychicwarrior.

    This chapter also offers three special categories ofequipment. One, tattoos, are psychically-chargedtattoos of a permanent nature that, once appliedto the skin of a psion or psychic warrior, impart

    bonuses of one sort or another. Unlike other psychic tattoos, these ‘items’ cannot be lost ortransferred, as they become a part of the characterwho bears them. Acquiring one of these specialtattoos requires nding one of the rare masters ofthe tattooing art and securing his services. Thisis not likely to be an easy endeavour and, while agold value is listed for each tattoo, those with theskill to inlay these extraordinary designs seldomask for money in exchange. Instead, they oftenrequire a special service or tribute, one that provesthe recipient worthy of such a rare gift.

    The second special form of equipment in thischapter is not truly an item at all. Through proper training and meditation, certain psionicscan manifest the traits of exotic creatures withinthemselves. These powerful attunements aredifcult to create, require great effort to controland can be very draining to attempt. For thosewho succeed, attunements can be a potent additionto their arsenal of abilities. Listed as equipment

    because of the need to ‘create’ them (by means of

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    a feat and the expenditure of experience points),attunements are a deeply personal matter andcannot be gained through the intervention ofanother character.

    The Fighter’s TradeMany believe that weapons, armour and combat

    are all that matter to a ghter. Indeed, it is themajority opinion that ghting is the entirety of aghter’s training and skills, with very little elseserving to round out their capabilities. Essentially,that opinion is correct. With few skill pointsto bridge into other elds, and bonus feats thatmust be selected from a combat-oriented list, anexperienced ghter is usually little more than a

    better, deadlier version of his younger self.

    It would be untrue to say that weapons and armourare the only important equipment decisions when

    purchasing gear for a ghter, however. While itis undeniable that a ghter needs the best weaponto t his abilities and the most protective armourhis strength allows, there are other things toconsider. A ghter is often called upon for tacticalleadership, to deal with situations where bruteforce is the only desirable option, and to put hisendurance and hardy nature to the test. In theseinstances, other equipment can be of great benet.

    The Fighter’s Trade has several useful items anddevices designed to supplement the many rolesa ghter can take on, both within an adventuring

    party and when travelling alone. In these pages,a ghter can nd the various comforts a soldiermight wish on the road, such as a folding stooland special spices that make even bland food

    palatable. Even games of chance, the hallmark of bored soldiers at camp in the eld, receive specialtreatment in this chapter.

    Several different options for passing the timewhilst on watch or between battles can be foundhere. Quartermasters and military suppliersnormally sell these items to soldiers on their waythrough cities out into the eld. A strong business

    can be based on equipping the armed forces duringwartime, but such trade obviously has its risks.A contingent of soldiers sent ahead to secure atrading site for martial goods and supplies couldform the basis for an exciting adventure, if theGames Master and players are looking for combatscenarios.

    In addition to the sundries that round out asoldier’s kit, The Fighter’s Trade also offers

    numerous weapon and armour options, includingalternate metals and materials to modify existingtypes of equipment. Variations on standard itemsinclude the atl atl, a spear throwing device, andspeciality alchemical oils designed to provide anadvantage when used in combat. While ghtingis the focus of a warrior’s life, it is always nice tohave alternate ways to go about doing it.

    Items for Every RaceDifferent races approach the idea of equipmentdifferently. Dwarves usually favour heavy metaland stone in all of their constructions, both forthe strength that these materials represent and

    because metal and stone comprise the basis oftheir underground world. Elves tend towardsnatural materials of a softer, more owing naturein keeping with their grace and harmoniousexistence with nature. Gnomes, by dint oftheir great intellect and inventive minds, opt forcomplicated devices and inventions over simplesolutions whenever possible. Halings, when theycreate things, gravitate towards comfort, utility anddependable craftsmanship.

    These disparate ways of doing things hold a greatopportunity for someone in the position to selectequipment from among each race. Depending onwhat quality is needed for each item, there is alogical source to go to for its construction. While

    prices may vary depending on the race of the buyer as compared to that of the seller, if open

    purchasing is an option virtually any need can befullled by seeking out the goods made by racesother than your own.

    Games Masters and players should keep in mindthat not everything will be available to just anyonewho comes looking for it. It is not likely that anelven bowmaker, if given any say in the matter,would sell an elven masterwork longbow to a half-orc, no matter what the circumstances. Also, fewof the items in the racial equipment chapters will

    be available at open market in anything but citiesdedicated to the race in question. A dwarven-madeset of rumblesticks will likely never be availablein a human marketplace. The key to the rare andspecial nature of these items is keeping them rareand special in the campaign.

    The Dwarven ForgeThe race of dwarves is known for mining,metalcraft and possessing the endurance of themountains themselves. They work hard, drink

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    hard and can survive things that lay other raceslow. These qualities show in their creations, worksof steel and stone that often far outlast those whouse them. A suit of dwarven plate armour is morethan just something to turn aside the blows ofan enemy; it is an heirloom to be passed downreverently from generation to generation. Thedwarves understand this and it is represented ineverything they craft.

    It is because of this attitude that few dwarvencreations nd their way into the hands of thoseoutside their kind. In their opinion, few humanslive long enough to appreciate the quality ofdwarven craftsmanship, elves are too fragile towithstand the honest weight and heft of solidsteel construction and the little folk do not havethe temperament to use their creations properly.Only dwarves, they believe, can truly understanddwarven works and thus only dwarves are worthy

    to hold them.

    This attitude carries over to other dwarves aswell. Dwarves, as a general rule, are very clanand family-oriented. While a dwarven charactermight have access to most of the items in thischapter while travelling in the clan halls of his own

    people, other clans might not open their wares asfreely to him unless they are an allied or friendlytribe. Cross-trading is not common among mostdwarven clans, as self-sufciency is anotherstrong personality trait among them. Even so, thecomplications of what trade does go on between

    dwarven clans could be an effective adventurehook, especially if the character wanting a certainitem is asked to safeguard the underground caravan

    bringing it to his location.

    The Elven RetreatWhile the typical attitude of most elven societiesin a fantasy setting is a little more open than theirdwarven counterparts, trade and open purchaseof elf-made goods is still very unlikely. Mastersof intricate craftsmanship, the working of naturalmaterials and ne metals, elves can forge weapons,

    work complex links of tiny chain into fantasticarmour and create exotic goods that appeal tomembers of any race that appreciates quality.

    Much of this high level of quality comes from theelven psyche and their typical unhurried approachto any task. Whereas a human might rush to nisha suit of banded mail as quickly as he can, elvesare not bound by the same short lifespan and canafford to take as much time as they wish to craft

    the same armour. Combined with their muchlonger apprenticeships and learning time, elvencraftsmen often outstrip other artisans in terms ofsheer skill. This allows them to achieve regularlywhat other races would consider impossible featsof creation.

    This great skill and accomplishment goes a longway towards explaining why their crafts so rarely

    become available to those outside their kind.Elves value beauty and quality, treasuring theirown creations as the symbols of great work thatthey are. Most elves are loathe to part with thesewonders and even more cautious about lettingthose who would have little real understanding oftheir meaning claim them. A Non-elf who comesinto possession of an obviously elven item must

    be prepared to constantly explain the origin of theitem and how he came to own it. Such is the priceof perfection.

    Knick-Knacks of the Little Folk Gnomes and halings deserve recognition in thecreative arts as well. Their items, while perhapsnot as famous as elven chainmail or dwarven ale,have just as much culture and effort behind theirconstruction. Gnomish ingenuity is well knownfor the complex mechanical devices attributed toit and halings regularly make items revolvingaround creature comforts. In the venues ofcamping, cooking and general quality of life,haling craftsmanship is unparalleled.

    The Knick-Knacks of the Little Folk chapter provides several examples of the ne work thesetwo races have to offer, from clamp hands wroughtfrom steel and gears, to the simple pleasure ofa hearthdown bedroll. The items in this chapterare all very high quality, coming as they do fromcraftsmen who have focused their lives in thecreation of such useful equipment. While someare simply improvements of designs used by otherraces, it only takes a single night sleeping in awoollen dome tent to realise what a differencethose improvements can make.

    Unlike items from the elves and dwarves, thethings found in this chapter of The Ultimate

    Equipment Guide are often openly available. Bothgnomes and halings are usually very welcomingraces, with a tolerant or inviting attitude towardstrade with others. While a human purchaser mighthave to content himself with goods brought bycaravan into a human city, he is still likely to ndwhatever he wishes from the equipment listed here.

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    Items for EveryReason

    Some needs transcend race and class. As noted before, everyone needs to eat and the conceptsof trade, crafting and entertainment are fairlyuniversal. The shapes might change, but the

    purpose and function of these needs remainconstant. The items found in the followingchapters serve those roles admirably. Wherenoted, they may be difcult to nd or restricted insome way, but most are freely available in the right

    places. Adventurers might not require some of thethings listed in these chapters, but they are likelyto encounter them in the hands of others as theytravel.

    The ArmouryWhile this chapter will hold an immediate interestfor ghters, any character with the skills neededto wear armour and wield weapons will ndsomething here. Many of the items here are usablewithout the Exotic Weapon Prociency feat oranything else beyond the normal martial skillsavailable to many characters in any fantasy setting.Specialised shields made of unique materials ordesigned for specic purposes round out TheArmoury’s selection.

    The items in this chapter are usually available inany town or city large enough to offer such specialfare. Items made from expensive or rare materialsmay, at the Games Master’s option, require thecharacter wishing to purchase them to secure saidmaterials for their construction. This may or maynot affect the nal cost of the item but, in any case,the skill needed to create these special pieces ofequipment will not be at all common. Finding acraftsman capable of making troglodyte leatherarmour may be more difcult than making thearmour in the rst place.

    Food & Drink, Herbs & DrugsConsumables are not usually a great concernin fantasy d20 games. Meals consist of rationsand a few entries on the menu board of the localtavern. It is not common for food and drink to

    be an expanded list, much less the plethora ofoptions given in this chapter. Specialised foodsmade to serve a given purpose can be found here,from rage wine, a brew that imparts a violent and

    potent strength in combat, to the useful attentionincreasing effect of wakeberries.

    This chapter also includes a great many herbs,items used by druids, wizards and those withranks in the Profession (herbalist) skill. Herbs areuseful items that, when used properly, imbue the

    person consuming them with special properties.The herbs and herbal infusions in this chapterare usually only found in speciality shops, thehomes of druids and herbalists, and among the

    possessions of fey creatures. The suggested purchase price of herbal items should reect thesurrounding environment; very few herbal recipesshould be available at base price in a desert, afterall.

    Tools, Trades, and CraftsThe last category covered in this book involves thevarious tools and skills needed to make everythingelse that appears here. This chapter also containsitems that defy any other denition, such aschastity belts and sea chests. The importance ofthese tools and devices cannot be overstated, aswithout them very little in The Ultimate EquipmentGuide could be created. As for the availabilityof what appears in this chapter, that is largelydetermined by the item in question. Most toolscan be acquired easily enough, while thingslike chastity belts are usually commissioned forconstruction as needed.

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    other unless they come from the same kind ofcircumstance, while equipment bonuses do not.

    In general, you should always use a circumstance bonus unless one of two things is true about yourinvention. If the item is something that doesnot really allow for any other item to be used inconjunction with it at its given task, it grants anequipment bonus. A special carriage that impartsa bonus to the land movement speed of the horses

    pulling it probably grants an equipment bonussince it is fairly self-contained and cannot benetfor any other items of its own type. The secondinstance is when the item actually alters the user togrant its bonus. The herbal Strength potion fromthe previous example has this kind of effect, whichshould be considered an enhancement bonus.

    Form Follows

    Function Now that you know what your item does, youshould determine what it looks like. This is morethan just a matter of aesthetics, since the formand construction of an item can be very importantduring game play. Whatever you have decided onfor the item’s capabilities will naturally suggestits construction. A weapon will have a wieldableshape and a ‘dangerous end’ (so to speak), whilesomething that is stored until it is needed will

    probably be shaped to not be cumbersome.

    Another important consideration in this regardrequires knowing who will be making the item.A new form of shield coming from the forge of adwarven smith is not likely to be made of wood orcovered in delicate ligree designs. Likewise, agnomish contraption created to batter down doorswill probably not appear streamlined or look as ifit were grown out of vines or other natural parts.The creators of a device place their mark on theirwork, whether they mean to or not. Throughchoice of materials and methods of crafting, adwarven item looks like a dwarven-made item.Keeping this in mind will give your design a sense

    of continuity with the rest of the campaign world.

    Form is not just an external concern, as situationsencountered during game play can quickly reveal.When the party is down on spells and no one hasa magical weapon, remembering that the make-upcase the elven bard just purchased is made of silvercould be a life saver. A murder mystery could besolved by noting that the killer has been using a

    particular weapon forged only in a single human

    city. By staying consistent with form, new itemscan become more valuable than its market pricewould suggest.

    Form and FunctionFollow Foundation

    This may be the most complicated part of itemcreation. You now know what your item does andwhat it looks like. The only question that remainsis ‘why?’ To answer that question, you mustconsider what else exists in the same categoryof items, the kind of people that would use thisitem and how its existence (or lack of existence)will impact the campaign world. In our world,

    people lived just ne before the invention of theautomobile, but it has undeniably changed howthose lives are lived. Your item might not have thatlevel of effect on the game world but, as mentionedabove, nothing exists in a vacuum.

    Think about items that are similar to what youhave made. If it serves a purpose and there isnothing else like it, you have already answered thequestion of why it exists. More likely, you will beable to nd at least a few things that ll the samerole. If you have made a new weapon, its purposeis to neutralize enemies in some way, probably anunpleasant one. A new way to improve a person’sability to climb is essentially the same as rope andother such forms of equipment.

    Once you have examples of similar items, compareyours to them. If yours is superior to them inevery way, you may wish to tone down someaspect of it unless there is a believable reason why.An item specialized to excel in one area usuallyaccomplishes it by detracting from its abilitiesin other areas. Doing this balances the item andleaves a place for similar items in the game world.Ask yourself the question, ‘Why would someonenot use this new item?’ If you cannot give a goodanswer, the item is likely unbalanced and should

    probably be changed. Some swords are clearly better than others (bastard swords, katanas, etc.),

    but they also require a special feat to use themeffectively, or at all. This balancing factor allowsfor their better qualities and still provides a reasonfor characters to choose a longsword instead.

    If you follow these guidelines, you will be ableto create useful and unique items in your owncampaign without difculty. After all, someonehad to think of a sword rst. Just use yourimagination, stay mindful of what you make andhave fun doing it.

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    Armoured Sleeves: 30 gp; AC +1; Max Dex –;Check -1; SF 5%; Spd 30 ft./20 ft.; 5 lb.

    Hood and CowlA hood can be added to any robe that does notalready have one and, when used with a cowl (ormore rarely, a mask) to cover the face, provides

    protection against inhaled gases of all sorts. Whileusing a hood and cowl in combination does incura -2 circumstance penalty to Listen checks, theygrant a +2 circumstance bonus to Fortitude savesagainst inhaled gases and poisons.

    Hood and Cowl: +5 gp; +1 lb.

    Robe, Alchemist’sThe various concoctions and formulae analchemist can create are of great use duringadventures, especially to a mage. Since many ofthese wondrous mixtures duplicate, at least in part,spells, it behoves an arcane spellcaster to carryat least a few as a back-up. An alchemist’s robe

    features specially designed pockets andreinforced layers of padding to holdand protect alchemical items, whilekeeping them accessible. Up to 10items weighing less than one pound

    each can be kept in the pockets ofthis robe and up to 4 larger itemscan be stored within its specialharnesses. One of these items can

    be retrieved as a free action each

    round on the wearer’s turn.

    Robe, Alchemist’s: 10 gp; 4 lb.

    Robe, ArcaneSometimes it is important that a spellcaster lookimpressively magical. This thick robe doesthe trick, having sweeping sleeves, elaborateembroidery and enough extra cloth in it to weighdown a frail scholar. Whilewearing it you have a +2circumstance bonus to

    any Bluff, Diplomacy orIntimidate checks made toconvince another person ofyour magical power.

    Robe, Arcane: 55 gp; 4 lb.

    ArcaneSorcery

    Magic is the rst tool of choice for both the wizardand the sorcerer, yet there are times when a sharpdagger is more useful than a cone of cold or meteor

    swarm . During expeditions to the wilderness anddark dungeons, arcane spellcasters face uniquehazards in comparison to their comrades. Theyare extremely vulnerable to physical attacks asthey rarely wear armour and, if forced to ght,the weapons they carry are rarely effective. Manyattempt to remedy these weaknesses with spellsand magical or mundane equipment. Whilemagical incantations are normally an effectivemeans to drive away attackers and stave off injury,few master enough spells to guarantee their safetyat all times, particularly when they face a seriesof battles during the course of a day. Even amundane tool is more reliable and easier to usethan an equivalent spell.

    Robes and ArmourThick, steel plates may offer protection againstan ogre’s club, a goblin’s arrows or a troll’s claws

    but, to an arcane spellcaster, such protection islittle more than a straitjacket to choke off and ruinhis magical talents. Arcane spellcasters disdainarmour, though the development of spells such as

    shield and mage armour shows they do consider it

    an important resource in battle. Still, few arcanespellcasters risk the vagaries of strapping on eventhe lightest protection, preferring instead the utilityand comfort offered by a simple layer of robes.

    Armoured SleevesStrips of resistant material, usually chain linksor exotic hides, can be sewn into the sleevesof any robe to offer protection to the wearer’sarms in much the same way as bracers. Heavierand bulkier than normalsleeves, these do have thedrawback of slightly impedingarm movement, though thedefence they offer can be quitevaluable. Armoured sleevescount as a shield for purposesof determining what armourtheir armour bonus stackswith. Their size and generalinexibility prevents a wearerfrom using them and anothershield at the same time.

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    Robe, CombatSpells and skill at arms can be a devastatingcombination, though the harsh weight andencumbrance of armour can severely limit aspellcaster’s effectiveness. Mages trained inthe combat arts may still desire useful attire thatcaters to both needs, which is where the combat

    robe comes in. Designed with several useful pockets and cut to allow ease ofmotion, combat robes do not offerany inherent protection of theirown, but they incorporate enoughsections of padding to anchordefensive magic. Combat robesare always of masterworkquality and accept bothenhancement bonuses andarmour special properties.Combat robes also have sixeasily accessible pockets,

    similar in style to deep pockets robes.

    Robe, Combat: Light Armour; 115 gp; AC +0;Max Dex +10; Check –; SF 0%; Spd 30 ft./20 ft.;4 lb.

    Robe, Deep PocketsA favourite of arcane spellcasters who carry awide range of material components, these robesoffer a variety of places to tucktiny items. These robes have

    small storage pockets sewnthroughout their sleeves,inner surfaces and otherareas, each designed to

    be easily accessible, evenunder the most stressfulcircumstances. Thewearer of these robes maydesignate up to 24 Tinyor smaller items to hidewithin this clothing. Thewearer may recover any ofthese items as a free action

    that does not provoke an attack of opportunity.

    Robe, Deep Pockets: 7 gp; 4 lb.

    Robe, Miser’sThis mundane-looking piece of clothing is afavourite amongst merchants, adventuring wizardsand others who must normally carry gems,gold, jewels and other small, expensive trinketsinto dangerous areas. A miser’s robe has small

    pockets set into its hems,each of which may be sewnshut with a small cache ofcoins tucked inside. Thisrobe has four such pockets,each of which can hold oneTiny or smaller item or 25coins. Finding these pocketsrequires a Search check (DC20) to notice the coins or

    jewels tucked between the robe’s cloth. Opening asewn-shut pocket is a full-round action that drawsan attack of opportunity. Once a pocket is open,it must be sewn shut with a needle, thread and asuccessful Craft (tailor) or Dexterity check (DC10) in order to hide the items effectively.

    Robe, Miser’s: Light Armour; 8 gp; AC +0; MaxDex +9; Check –; Spd 30 ft./20 ft.; 4 lb.

    Robe, Shadowsilk Stealth and spells can be a lethal combination.A sudden blast of ames in a dark room cancatch a target unaware, bypassing defences itwould otherwise have active when expecting aght. Since rattling scrollcases and pouches full ofglass vials are not especiallyquiet, shadowsilk robes areconstructed to silence theselittle give-aways and allowstealthy spellcasters to getthe most from their skills. Ashadowsilk robe is usuallydyed black or dark grey andincludes padded shoes andsound-absorbing panels,

    providing a +2 circumstance bonus to Hide and MoveSilently checks.

    Robe, Shadowsilk: 35 gp; 4 lb.

    Robe, WinterbaneQuilted and thickly padded, a winterbane robeis designed to keep in as much of the wearer’s

    body heat as possible. Winterbane robes can belaced closed from neck to ankles and come witha drawstring hood that can enclose almost all ofthe wearer’s face to provide maximum warmth.Wearing a winterbane robe reduces the amount ofcold damage suffered each round due to exposure

    by 2 points. This stacks with any other kind ofresistance against cold, as long as it does not comefrom clothing or armour. Wearing a winterbane

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    robe in warm climates is avery quick way to suffer heatexhaustion and Games Mastersare encouraged to applyappropriate penalties.

    Robe, Winterbane: 20 gp; 9lb.

    Wizard’s ArmourAn enhancement that may

    be added to an existing typeof armour rather than a classof protective gear of its own,wizard’s armour is created by

    taking a typical armour design and modifying itto allow for greater freedom of movement. Anexisting suit of armour may not be modied in thismanner. Instead, wizard’s armour must be createdfrom scratch. To calculate thecost and effectiveness of wizard’sarmour, select a base armour type,such as chainmail, and determinethe cost and characteristics ofa masterwork version. Then,increase the cost by 200 gp,decrease its armour bonus by 2,drop its weight by 5 pounds andreduce its arcane spell failure by10%. A suit of wizard’s armour isconsidered to be the same armourtype as its original armour. For example, wizard’schainmail counts as medium armour.

    Wizard’s Armour: Heavy, Light or MediumArmour; +200 gp; AC -2; Max Dex –; Check –; SF-10%; Spd –; -5 lb.

    Wizard’s ClothesRobes can be a wonderful asset to an arcanespellcaster, providing ease of recognition as wellas utility. There are times, however, when being

    readily identiable as an arcanespellcaster is not a desirablething. In these instances,clothes that serve many of thesame roles as robes can proveinvaluable. Virtually any setof garments can be convertedinto wizard’s clothes by simplyadding accessible pockets,reinforcement for scroll packs,component pouches andvarious modications to holdthe tools of the trade. While

    wearing wizard’s clothes instead of robes does notgrant an easily quantied game effect, the magegarbed in them may appreciate not immediatelyadvertising his profession.

    Wizard’s Clothes Modication: +10 gp pergarment.

    Mundane andAlchemicalEquipment

    Experienced wizards and sorcerers rarely carrymuch non-magical equipment. Some arcanespellcasters are so eager to show their skill incrafting magic objects that they imbue even thesimplest items with arcane power. Adventuringspellcasters, on the other hand, will happily carryany item that is useful to them, whether it is ofmundane or magical origin. Anti-magic zones,extreme weather and powerful monsters can makeit difcult to employ a spell or magic item. Theright tool at the right time can often spell thedifference between victory and defeat.

    AcidYou can throw a ask of acid as agrenade-like weapon.

    Acid: 10 gp per ask; 1 lb.

    Acid BulbAn acid bulb is a unique alchemical item usuallyfound among the undersea races. It consists of athin, hard, spherical shell that is lled with acidsand usually attached to the end of a long thrustingweapon, such as a spear. If the wielder of theweapon succeeds with a touch attack against histarget, the bulb shatters and unleashes the deadlyacid into the water. This disperses quickly butdoes terrible damage while it is present.

    The target must make a Reex

    save (DC 18) or take 3d6 damage(save for half). If he fails the Reexsave, he must also make a Fortitudesave (DC 15) to avoid accidentallyinhaling the acidic water. If he fails thissave, he takes 1d6 points of temporaryConstitution damage as well. All those withinve feet of the target must likewise make a Reexsave (DC 15) or take 1d6 points of damage (savefor no damage). If the Reex save is failed, thecharacter must make a Fortitude save (DC 12) or

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    take 1d4 points of temporary Constitution damage.All those who failed their Reex saves take 1d4

    points of damage on the following round, after thatthe acid has dispersed. Additional bulbs placedon the same weapon (for example, on each tine ofa trident) deal an additional 1d2 points of damage

    per bulb.

    Outside of the water the bulbs are much lesseffective, as the liquid they contain is designedto disperse in water, not air. They deal only 1d6

    points of damage, affect only the target struck andthere is no chance of inhaling the acid. The acidstill deals 1d4 points of damage to the target on thesecond round.

    Acid Bulb: 90 gp per bulb; ¼ lb.

    Acidic TarThis thin glass ask contains a quantity of sticky,acidic tar. If hurled at a target, the ask breaksopen and the acidic tar deals 1d6 points of damage

    per round, remaining effective for 1d4rounds or until washed off. If struckcharacters are wearing armour, thearmour must also make a Reex savingthrow (DC 12) or be destroyed.

    Creatures within ve feet of the point ofimpact take 1d4 points of damage from splashes.These creatures are in no danger of losingequipment to the acid.

    Acidic Tar: 50 gp per ask; ½ lb.

    Alchemist’s FireAlchemist’s re is a sticky, adhesive substance thatignites when exposed to air. You can throw a askof alchemist’s re as a grenade-like weapon.

    On the round following a direct hit, the target takesan additional 1d6 points of damage. The target cantake a full-round action to attempt to extinguishthe ames before taking this additional damage.It takes a successful Reex saving throw (DC 15)to extinguish the ames. Rolling on the groundallows the character a +2 bonus, while leaping intoa lake or magically extinguishing automaticallysmothers the ames.

    Alchemist’s Fire: 20 gp per ask; 1½ lb.

    Alembic, GreaterA complex piece ofglassware useful foralchemists, the greateralembic handles severalmundane boilingand separating tasks

    automatically, allowing the user to concentrateon other, more important processes. This grantsa +2 equipment bonus to Alchemy checks madewhen creating alchemical items. Greater alembicshave to be replaced regularly; each one is good forcreating three items and if it is not replaced at thattime, the alchemist suffers a -2 penalty to Alchemychecks made while using it.

    Alembic, Greater: 100 gp; 2 lb.

    AntitoxinAfter drinking antitoxin, a character gains a +5alchemical bonus on all Fortitude saving throwsagainst poison for 1 hour.

    Antitoxin: 50 gp per vial.

    Appraisal KitAn appraisal kit contains a variety of tools foridentifying substances, alloys and methods ofmanufacture. Using an appraisal kit grants youa +2 circumstance bonus to any skill check todetermine the value ofa specic object. Thekit contains enoughdisposable materialsto be useful for twentyskill checks.

    Appraisal Kit: 25 gp; 5 lb.

    Appraisal Kit, Masterwork A masterwork appraisal kit is identical to theappraisal kit in form and function. However thesuperior make and quality of the kit allow it to beused for thirty skill checks rather than twenty and

    provide a +3 circumstance bonus to any skill checkto determine the value of a specic object.

    Appraisal Kit, Masterwork: 75 gp; 5 lb.

    Barrister CaseA waterproof, armoured case capable of carryingfour spellbooks (or similar-sized items), a barristercase is an effective way of carrying such valuabletomes in nigh-complete safety. Capable of

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    resisting weapon strikes, elemental exposure andmassive abuse, barrister cases have a hardness of15 and 80 hit points due to skilled constructionand the inclusion of rare materials. A layer of leadinside the case prevents most scrying attempts andno external attack can affect the case’s contentsuntil its hit points have

    been exhausted.

    Barrister Case: 250gp; 15 lb.

    Burning GloveThis thick leather glove has an interior lining ofre resistant hide; its surface covered with stickytar and a variety of reagents. As a standard actionthe wearer may ignite the glove, which then burns

    for three rounds. Duringthat time any unarmed attackmade by the wearer is atouch attack that causes 1d6re damage. The wearertakes one point of redamage every round. Eachglove can only be used once.

    Burning Glove: 50 gp per glove; 1 lb.

    CelestialabeArcs of carefully crafted bronze and silver orbitinga complicated arrangement of glass spheres, thecelestialabe is extremely similar to an astrolabe.

    Its key difference lies in the fact that it can beadjusted for changing heavens. Every piece can

    be slowed down, sped up, moved or removed.Extra pieces are packaged with the celestialabe inits hardwood case for inclusion if needed. Usingthis device requires an Intelligence score of 12or greater and four or more ranks in either IntuitDirection or Knowledge (engineering).

    When used properly, the celestialabe prevents anycircumstance penalties from using Intuit Directionor similar skills in unfamiliar areas, on otherworlds, or when travelling extra-dimensionally. Ifthe user requires a skill check or other roll to use

    celestial-basedmagic, this itemgrants a +1circumstance

    bonus.

    Celestialabe:650 gp; 4 lb.

    Chortle BombThese glass asks contain a few ounces ofchortle dander. When thrown or dropped,the asks break on impact and the danderexplodes into the air. Anyone within ve feet ofthe area of impact must succeed at a Fortitude save(DC 16) or fall into painful ts of laughter and

    choking. Those affected are unable to perform anyother actions for 1d4+1 rounds.

    Chortle Bomb: 100 gp; ½ lb.

    Concealing RingThis ring has a large stone set in an ornate setting.The setting contains a cunningly concealed hingeand clasp, allowing the stone to rotate aside.Under the stone is a small compartment, capable ofcontaining a single dose of poison or other powder.Anyone using this ring gains a +2 circumstance

    bonus to Pick Pocket skill checks to sneak the doseinto food or drink.

    Concealing Ring: 50 gp.

    Concentration PieA favourite among wizards and sorcerers,concentration pies are small tarts stuffed withsweet fruit that has been treated in a delicatealchemical concoction. The sweet pies are acommon snack during times of magic studyand research, prompting bakeries near arcaneuniversities to employ alchemists to keep them insupply. Baking the alchemical ingredients into a

    pastry allows the otherwise unstable properties toremain potent for up to 10 days. Creating the pierequires both an Alchemy skill check (DC 20) anda Profession (baker) check (DC 15).

    When a concentration pie is consumed during aday spent studying a spell to be transferred into aspellbook, a +1 bonus is added to the Spellcraftcheck required at the end of the day. In periods oflonger research, such as developing a new spell, aconcentration pie must be eaten during each day ofstudy to gain the +1 bonus.

    A concentration pie does not give a bonus toidentifying spells and magically altered materials,even when combined with read magic or detectmagic .

    Concentration Pie:25 gp; ½ lb.

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    Fire Gloves: 10 gp; 2 lb.

    FirebaneParchmentThis durable paperhas been treated in asolution that gives it reresistance 5. Important documents, such as scrollsand religious scripture, are frequently scribedon this parchment and wealthy wizards havespellbooks made from it. Creating the parchmentrequires an Alchemy skill check (DC 15).

    Firebane Parchment: 10gp per sheet.

    Fireproof OilDistilled from a variety of inammable liquids,materials and reagents, reproof oil increases thecapacity for an item to resist the effects of re and

    extreme heat. Each dose of thisuid may be used to coat oneMedium-size or smaller object.For 24 hours after the solutionis applied, the object gains reresistance 5. Fireproof oil maynot be used on living creatures,though constructs may gain its

    benets. If spread on a livingcreature, the oil acts as a mild

    contact poison, dealing 1d2 points of temporaryConstitution damage as its initial damage and1d2 more points as its secondary effect, DC 12Fortitude save to resist. A living creature’s skinabsorbs the oil, causing the poison damage anddenying the creature its protective qualities.

    Fireproof Oil: 50 gp per dose; 1 lb.

    Flare PasteFlare paste is a heavy, black, slightlysticky substance that comes in a thickglass jar. The jar contains enough ofthe paste to cover a 10-foot by 10-footarea. When ignited, the paste burns

    for two rounds, doing 1d4 damage per round toanyone that touches it. The paste burns brightwhite and ignites any ammable materials thattouch it while it burns.

    Flare Paste: 5 gp per jar; 2 lb.

    FoxreFoxre is the common name for the faintlyluminous oil made by many alchemists. This oil

    Dowsing Rods, ArcaneA set of silver-cored rods with slightly bent endsserving as handles, these items are used to nddeposits of water or other hidden items. In thehands of someone beneting from any form ofdetection spell,these rods provide

    a +1 circumstance bonus to anychecks the spellmay require,reduce the amountof time neededto detect something by one round, or allowincreasingly detailed information one roundfaster. Only one such benet can be gained andthe Games Master determines which one, if any, isappropriate.

    Dowsing Rods, Arcane: 300 gp; 1 lb.

    Familiar’s Pack A way for familiars and animal companions totravel in style, this pack is crafted to providecomfort and protection for its occupant. Food

    pouches, a bladder for water, washable beddingand litter collection are all amenities the familiar’s

    pack offers. If the familiar is subject to any attackthat must pass through the pack to affect it, it gainsa +7 cover bonus to its Armour Class. Reinforced

    plating can also be purchased, but this increasesthe pack’s weight and price; these extra panels

    provide a +3 armour bonus to the creature insidethe pack at all times. This bonus stacks with anyother form of armour bonus.

    Familiar’s Pack: 90 gp; 4 lb.Familiar’s Pack, Plated: 150 gp; 10 lb.

    Fire GlovesMany alchemists nd that they need to handle veryhot objects for extended periods of time. Thesegloves were made to meet that need. They haveheavy hide on the palm surface, backed by non-conductive bres from a particular kind of stoneand a thin, metal mesh. The innermost layer istypically heavy cloth. Thewearer of the gloves has a

    –2 circumstance penalty toany skill check requiringne manipulation of objects.The gloves absorb 10 pointsof re damage to the handsevery round.

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    does not provide enoughlight to see by, but doesclearly outline whateverit covers in low light ordarkness conditions. Whenthrown at a target treatfoxre as a grenade-likeweapon. Anyone hit byfoxre or within ve feet of

    the point of impact takes no damage. However,anyone targeting them with an attack has a +1circumstance bonus to hit for 1d4 rounds.

    Fox Fire: 10 gp per ask; ½ lb.

    GallowgumThe name of this sticky black gel comes from agnome’s comment about its use; ‘This stuff’ll hanganything… or anyone’. One half-inch square ofgallowgum will suspend ve pounds of material atany angle from any surface solid enough to holdthe weight without crumbling.Removing an item held bygallowgum after it has been incontact with it for one full minute(including one’s self, whichencourages swift use) requires aStrength check (DC 20). If thischeck is higher than the BreakDC of the item itself, a Reex saving throw (DC15) is needed to keep from damaging the itemduring removal. Damaging a person in this wayinicts 1d6 slashing damage. Gallowgum requiresan Alchemy skill check to create (DC 20).

    Gallowgum: 10 gp per ½ inch square.

    Gelatinous BreathThis foul-smelling slime comes in a watertightleather pouch and can be inhaled through thenose and mouth to grant its user the ability to

    breathe underwater for 3d6x10minutes. Once inhaled, the usermust enter the water within anumber of rounds equal to hisConstitution score or beginsuffocating as the gelatinous

    breath prevents air breathing for all but the last 1d6minutes of its duration.

    Rare ingredients: Gelatinous breath is adistillation of the mucous cloud secreted by anaboleth. This ingredient must remain submergedin water until it is ready to be processed by analchemist for inclusion in gelatinous breath.

    Gelatinous breath requires an Alchemy skill check(DC 35) to create.

    Gelatinous Breath: 250 gp per dose; 1 lb.

    GlitterA pouch of glitter contains a

    powder that, when exposedto air, ares into briefluminescence. A pouchcontains enough glitter tocover a single ve-foot area.Everything in that area iscovered with the glitter. When thrown, a bag ofglitter works as a grenade-like weapon that does nodamage. However, invisible or obscured creatureswithin the area of effect are clearly outlined for1d4 rounds. At the end of that time the glitter

    burns itself out.

    Glitter: 25 gp per pouch; 1 lb.

    GreaseGrease is a tacky, oily paste that easily slips intothe spaces between two objects. Grease acts as alubricant, allowing things like hinges to work moreeasily. In addition to its mundane application,many thieves carry around a bitof grease to make passage intosecured areas easier. Using greasegrants a +2 circumstance bonusto picking rusted locks and adds a

    +1 circumstance bonus on MoveSilently skill checks to open doors.Each container of grease hasenough material for ten uses.

    Grease: 5 gp per container; ½ lb.

    Hastening OilThe alchemical opposite ofgallowgum, hastening oil makesan item or person coated withit extremely resistant to any

    form of adhesion (coating aSmall or Medium-size targetrequires 10 full applications ofthis oil). Hastening oil adds a+10 circumstance bonus to allEscape Artist checks, makes the anointed targetimmune to web spells and similar effects and addsa +2 circumstance bonus to Open Lock checksif applied to the inside of a locking mechanism.Hastening oil wears off after two hours of exposure

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    ribbon and ring the bell. Alchemists hang theseover their equipment to warn them of escapingvapours they might not be able to see or smell.

    Jester’s Bell: 10 gp.

    Mage’s Component RingSimple or ornate, component rings bear a hingedsection where their main stone would normally

    be located. Withinthis compartment,enough materialscan be stored to casta single spell of thewearer’s choice. TheGames Master may determine that some spellshave components too bulky to be used in this way.Mage’s component rings are an excellent way toensure that a vital spell’s materials are always onhand.

    Mage’s Component Ring: 25 gp.

    Net, HandledA ne, mesh netting mounted on a wooden hoopset with a long handle, this net is designed tocapture tiny creatures such as butteries, rats andother pests whose organs may be harvested formaterial components. The handled net workssimilar to a normal, thrown net. It may only beused against creatures of Fine or Diminutive size.Using the net is a melee touch attack. On a hit,

    the target is entangledand suffers –2 on attacksand a –4 penalty to itseffective Dexterity.The creature is trappedwithin the net and maynot move. To escape,the trapped creaturemust make an EscapeArtist check (DC 20) asa full-round action ortear through the mesh netting (5 hit points; BreakDC 20) to escape. While trapped within the net, acreature must make a Concentration check (DC 15)to cast any spells.

    Handled Net: Medium-size Simple Weapon; 10gp; special rules; 2 lb.

    Neverweather SatchelTriple-sealed and crafted with several layersof leather and other materials, neverweather

    satchels are important carrying containers when protection from exposure is a must. Items in aneverweather pouch cannot get wet, even if thesatchel is completelysubmerged and non-damaging extremesof heat or cold cannot

    penetrate its insulatedconstruction. If thewearer fails a savingthrow on a natural1, normally resulting in damage to carried items,a neverweather satchel receives a Fortitude saveof its own using the wearer’s base bonus or+5, whichever is higher. If this saving throw issuccessful, nothing within is damaged. GamesMasters may determine that some damaging effects

    bypass the protection a neverweather satchel can provide.

    Neverweather Satchel: 110 gp; 5 lb.

    OtterskinWaterproong can be animportant considerationfor all sorts of containers.This treated animal hide,

    backed with plant oils andalchemical derivatives, can

    be wrapped around anyobject to provide a water-tight seal without alteringor damaging the protected item. Removing thisfaintly adhesive cloth is a full-round action that

    provokes an attack of opportunity. Otterskin offersa great way to protect easily-ruined individualitems such as spell books or component poucheson long journeys.

    Otterskin: 90 gp per 10-ft. square; 4 lb.

    PaperA white sheet of paper made from cloth bres.

    Paper: 4 sp per sheet.

    Paralysis PelletEffective only when their sticky contents come incontact with the skin, these one-inch-wide glass

    pellets require a successful ranged attack to hit anopponent. Creatures struck with the

    pellet must make a successful Fortitudesave (DC 13) or be paralysed for 1d6minutes.

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    Rare ingredients: The paralysing secretions of acarrion crawler tentacle are required to create a

    paralysis pellet. Enough material can be processedfrom a single tentacle to make one paralysis

    pellet. The paralysing substance must be placedin a tightly sealed container within one week ofits separation from the carrion crawler or becomeinactive. Paralysis pellets require an Alchemy skillcheck (DC 30) and a Craft (glassblowing) check(DC 15) to create)

    Paralysis Pellet: 100 gp per pellet; ½ lb.

    ParchmentGoat hide or sheepskin prepared for writing on.

    Parchment: 2 sp per sheet.

    Prism, SpellAn intricately cut glass prism, these items can only

    be made through the use of the Craft (gemcutting)skill. All of the formulae and incantations neededto cast a given spell can be engraved on one,revealing its secrets when light of the correctcolour and intensity is shone through it at the

    proper angle. This allows a mage to encode agiven spell, making it much more difcult to copythan just writing it in a spell book. Spell prisms

    provide a very stylish way to carry one’s arcanelibrary. Spell prisms require a Craft (gemcutting)skill check (DC 25) to create.

    Prism,Spell: 150gp per spelllevel; 1 lb.

    Prism,AlchemicalSimilar to a spell prism,alchemical prisms are used to detail all of the

    processes needed to make a particular alchemicalitem. They also incorporate a special light focusthat needs to be applied to the materials during

    some crucial step during its construction. Withoutthe prism (or knowledge of exactly what lightto shine and where), the creation can not becompleted. Alchemical prisms offer a special wayto protect the secret of a new invention. Alchemical

    prisms require a Craft (gemcutting) skill check(DC 25) to create.

    Prism, Alchemical: 500 gp; 1 lb.

    Purity StoneThis greyish stone (roughly thesize of a young child’s st) can

    be placed in any large goblet.When drinking from a gobletwith a purity stone in it thedrinker gains a +4 circumstance

    bonus to any Fortitude saves caused by poisonsingested from the goblet, as the stone weakensthe poison. The purity stone cannot be used totreat a person who has already been poisoned. Asingle stone can weaken poison in up to a gallon ofliquid.

    Purity Stone: 20 gp; ½ lb.

    Ruler, Wizard’s ClothFifty feet of thin silk ribbon, this item is normallyused by apprentices to learn the various diametersand ranges of common spells. For moreexperienced mages, it still serves as a precisemeasuring device and a constant reminder ofcorrect range estimates. Carrying a wizard’s

    cloth ruler grants a +2circumstance bonus toSpellcraft and Knowledge(arcana) checks made toidentify spells when rangeor area of effect are acontributing factor.

    Ruler, Wizard’s Cloth: 80 gp; 1 lb.

    Rust OrbThe alchemical concoction inside these three-inch-wide glass orbs causes metal to corrode veryquickly. The affected item falls to pieces in oneround, becoming useless. The size of the objectis immaterial; a full suit of armour rusts away asquickly as a sword. Magic armour and weapons,as well as other enchanted items made of metal,must succeed at a Reex save (DC 15) or bedissolved. Striking a target with a rust orb requiresa successful ranged touch attack.

    Rare ingredients: The primary ingredient usedin creating a rust orb is a pair of rust monsterantennae. Removing the antennae from a deadrust monster requires a Strength check (DC 20) to

    pull them out or some non-metal means of cuttingthem off. Once a rust monsteris killed, the antennae must be

    properly treated within two days or become useless for creating a rustorb. Creating a rust orb requires

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    an Alchemy skill check (DC 35) and a Craft(glassblowing) skill check (DC 15).

    Rust Orb: 550 gp; 1 lb.

    Scroll, Waterproof This is a scroll written

    with waterproof inks onwater-resistant parchments and then sealed in awatertight container. This process adds ten percentto the cost of the scroll. Non-waterproof scrollsare useless within ve minutes of continuousexposure to water.

    Scroll, Waterproof: 110% of scroll’s cost.

    Scrollcase, AdamantineThis heavy, thick case is extraordinarily difcultto destroy. Powerful spellcasters, who commonlycarry scrolls of wish , imprisonment or other mightyspells, prefer this case for its ability to shield itscontents from all but the most destructive attacks.An adamantine scrollcase has hardness 20 and 8

    hit points.

    Scrollcase,Adamantine: 500gp; ½ lb.

    Scrollcase, LeatherA simple, hollow, leather tube designed to holdrolled-up sheaves of parchment, a scrollcase is ahandy tool for preserving and protecting scrolls. Aspell or attack must destroy the case before it candeal damage to the scroll inside. Each scrollcasemay hold three scrolls.A leather scrollcasehas hardness 2 and 1hit point.

    Scrollcase, Leather:1 gp; ½ lb.

    Scrollcase, MithralSecond only to adamantine in terms of toughnessand durability, mithral is an acceptable substitutefor arcane spellcasters who cannot affordadamantine cases to protect their scrolls. A mithralscrollcase has hardness 15 and 4 hit points.

    Scrollcase,Mithral: 250 gp;½ lb.

    Scrollcase,WatertightConstructed out oftin, the caps at eitherend of this scrollcaseare sealed with waxto prevent water running inside and ruining the

    contents. Such items are much sought after at sea,for they are the only realistic way to protect mapsand scrolls from damage.

    Scrollcase, Watertight: 5 gp; ½ lb.

    Scroll DispenserFinding the right scroll during a heated combatcan be difcult when contending not only with

    hostile creatures attemptingto tear the spellcaster’s headoff, but also the accumulated

    junk and supplies so commonin an adventurer’s pack. Thescroll dispenser alleviatesthis problem by allowingspellcasters to store up totwenty scrolls (ve scrolls infour different compartments)in a single metal tube. Whena release stud is pressed at the

    bottom tip of the tube, the nextscroll in the corresponding compartment slidesout from the bottom of the tube into the caster’swaiting hand (the scroll may be retrieved with onlyone hand). If the dispenser is worn on a belt orharness, retrieving a scroll is a free action, but does

    provoke an attack of opportunity. Players shouldnote the contents of each compartment and theorder of scrolls within.

    Scroll Dispenser: 150 gp; 2 lb.

    Smokestick This alchemically-treated wooden stick instantlycreates thick, opaque smoke when ignited. Thesmoke lls a 10-foot cube. The stick is consumed

    after one round and the smoke dissipates naturally.

    Smokestick: 20 gp.

    Spell Component PouchA small, watertight, leather, belt pouch withmany small compartments. A spellcaster with aspell component pouch is assumed to have all thematerial components and focuses he needs exceptthose that have a listed cost, divine focuses or

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    TravellingChestA three-foot by two-foot rolling chest ona leash, travellingchests are a commonhallmark of arcane

    spellcasters constantlyon the go. A travellingchest can contain an entire, carefully-packed,alchemy lab, a full supply of components for anexperienced spellcaster, vital scrolls and potions,or any number of arcane paraphernalia, allowingonly one-quarter of its weight to apply to the

    bearer’s movement encumbrance. This benetonly applies on passable terrain.

    Travelling Chest; 100 gp; 10 lb.

    Universal StylusA wood, bone, or metal (usually silver) shaft aboutnine inches long, the universal stylus has a hollowwriting end that accepts several different typesof point. This allows one stylus to be used forvarious forms of calligraphy and provides a singlehandle for the multitude of nibs required for scrollcreation. The cost of the universal stylus can besubtracted from the base cost of creating a scroll,as it only needs to be bought once. However,

    the cost ofcreating ascroll cannot

    be reduced below onehalf of its basecost when thestylus’s cost isdeducted.

    Universal Stylus: 25 gp; 1 lb.

    ArcaneParaphernalia

    Many arcane spellcasters carry a variety ofobjects that exist simply to be impressive.Some of these objects do have other uses, butthose uses are secondary to the projection of a‘magical’ image.

    CandleA candle clearly illuminates a ve-foot radius and

    burns for one hour.

    Candle: 1 cp.

    Candle, BrightA bright candle has a mix ofalchemical ingredients in it,causing it to give off as muchlight as a torch. These candleslast for thirty minutes rather thana full hour.

    Candle, Bright: 1 gp.

    Candle, ColdA cold candle looks like a normalcandle, but instead of a wick it holdsthe same substance that lls a sunrod.It illuminates a ve-foot radius andlasts for one hour. The candles burnunderwater and do not give off anyheat.

    Candle, Cold: 1 gp.

    Candle, Re-lightingA re-lighting candle cannot

    be put out by any means shortof complete suffocation (suchas submersion) after being lit.Anything else simply puts thecandle out for one round, afterwhich it re-ignites.

    Candle, Re-lighting: 1 sp.

    Candle, StandingThis six-foot tall, one-foot wide candle standsupright on any at surface. It clearly illuminatesa 25-foot radius and burns for 10 hours. Thesurface of a standing candle is often inscribed withrunes, symbols and other markings that make itappear magical.

    Candle, Standing: 2 gp; 10 lb.

    Candle, Self-LightingA self-lighting candle has an alchemical startermixed in with the wick. By twisting the wicksharply it is possible to light the candle without

    the application of re. A self-lighting candleis in every other way a normalcandle.

    Candle, Self-Lighting: 1 gp.

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    Candle, SmokingWhen lit, this candle

    produces thick colouredsmoke. The colour of thesmoke is determined whenyou buy the candle. Thissmoke does not provide any

    concealment bonus but itdoes look impressive.

    Candle, Smoking: 5 sp.

    Candle, SparkingA sparking candle shoots out st-sized ballsof multicoloured sparks every thirty secondsto a minute. These candles clearly illuminate

    a ve-foot radius and lastfor ten minutes. The sparksare harmless but mightlight particularly ammableobjects at the Games Master’sdiscretion.

    Candle, Sparking: 5 sp.

    Inscribing PaintSometimes a good magician needs an impressivelooking, inscribed symbol very quickly. This

    paint does the job, containing both metallic and black elements in a special mixture. When usedto scribe ne lines this paintmakes it look as though thelines are actually inlaid into thesubstance, not just painted onthe surface. This is particularlyuseful for creating magicalcircles and runes. A potcontains enough paint toinscribe a 10-foot radiusarea.

    Inscribing Paint: 3 gp; 1 lb.

    Ritual DaggerThis prop dagger has a decent steel blade, but aninsane mess for a hilt. The hilt often looks likesome fanciful subject imagined by its creator, suchas a dragon or animal’s paw. These daggers lookimpressive (and give the user a +2 circumstance

    bonus to Bluff andIntimidate skill checksin a ritual) but arereally nothing morethan props. Using

    one in combat carries a –1 penalty to attack anddamage rolls.

    Ritual Dagger: Small Simple Weapon; 55 gp;Dmg 1d4; Critical x2; Range –; 1 lb.; Piercing.

    Water Clock This large, bulky contrivance gives the timeaccurate to within half an hour per day since itwas last set. It requires a source of water andmust be kept still because it marks time by theregulated ow of droplets of water. It is primarilyan amusement for the wealthy and a tool for thestudent of arcane lore. Most people have noway to tell exact time and there is little point inknowing that it is half-past-two if nobody elsedoes.

    Water Clock: 1,000 gp; 200 lb.

    Darkfire ItemsOriginally developed by subterranean races,darkre is a combination of minerals and

    powdered fungi that have been compressed intodifferent forms for various uses. As a standardaction, darkre can be struck against a roughsurface, causing it to burst into ames that arevisible only to creatures with darkvision. Darkrecan be used to ignite ammable material andcauses 1d6 points of re damage each round thata creature is in contact with it. All res lit withdarkre burn normally and are visible to all sightedcreatures. Darkre may be extinguished normally.

    Rare ingredients: The fungus used to producedarkre cannot be exposed to light until it has been

    processed into a darkre item. The fungus is onlyfound deep underground and may be purchasedin many subterranean markets. It costs 5 gp to

    purchase enough fungus to create one darkreitem.

    Darkre Arrow or BoltThese arrows or bolts end in blunted, darkre

    tips that burn for two rounds. The last few inchesof the arrow are constructed of metal to preventthe darkre from igniting the wooden shaft. Theadded weight causes the range increment of anymissile weapon they are red from to be reduced

    by 20 feet. These projectiles are often used assignal ares and can be seen from as far away as

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    500 feet by creatures with darkvision. Darkrearrows and bolts require an Alchemy skill check(DC 30) and a Craft (etcher) skill check (DC 15)to create.

    Darkre Arrow: 75 gp each; ½ lb.Darkre Bolt: 75 gp each; ½ lb.

    Darkre OrbDarkre orbs are four inches in diameterand have been diluted with non-ammablemineral powder to give them a burn timeof one hour. The orbs can be placed inlanterns, wall sconces or other non-ammablereceptacles and used as torches that increase therange of darkvision by 30 feet. Creatures withdarkvision gain a +3 bonus on Spot checks whena darkre orb is burning nearby. Darkre orbscan be extinguished and re-lit multiple times andthey are frequently used as cooking res for dark-dwelling races. Darkre orbs require an Alchemyskill check (DC 30) to create.

    Darkre Orb: 50 gp; 1 lb.

    Darkre Stick These four-inch-long sticks of darkre arecommonly used for quick signalling, as they only

    burn for ve rounds. When lit, they extend therange of darkvision by 60 feet and the glow isvisible to darkvision from as far away as 500 feet.Creatures with darkvision gain a +6 bonus on Spot

    checks when a darkre stick is burning nearby.The sticks cannot be held for morethan two rounds before they causere damage to the wielder. They aretypically thrown or placed on non-ammable surfaces. Darkre sticksrequire an Alchemy skill check (DC30) to create.

    Darkre Stick: 25 gp; ½ lb.

    Trick StavesA spellcaster’s staff is more than just an icon ofhis standing and power. It is an important toolcustomised to meet its user’s needs. The morecustomised the staff is, the less likely it is to beuseful as a weapon. This concern is secondary tomany of the spellcasters who use them.

    Staff, ArcaneMade from wood that is either naturally or stained

    black, this heavy staff has gold inscriptions on

    it. The inscriptions might be in Draconic but aremore often simply impressive-looking nonsense.The narrow end has an elaborate metallic spike onit. The head will typically have either a styliseddepiction of some animal (eagles and dragons are

    popular) or a massive, rough crystal. An arcanestaff tends to break when struck rmly againstsomething, but does provide a +1 bonus to anyBluff, Diplomacy or Intimidate skill checks toconvince another person of your magical power.

    Staff, Arcane: 100 gp; 5 lb.

    Staff, Explorer’sThis smooth, hardwood staff has a few metalxtures on it that makes it somewhat useful to thetravelling spellcaster. Unlike many staves, it hasa single, at side making it possible to set it downwithout it rolling off. It has a heavy, metal loopattached near the middle of the staff, just abovethe handgrip. Furthermore, the staff can bear upto 200 pounds at its centre point, allowing it to

    be used as a brace, leaver, or even anchor withoutcausing a huge amount of concern. Finally, thestaff has a slotted foot to which a spike can beattached, providing a +2 circumstance bonus toBalance checks to keep footing on icy surfaces.

    Staff, Explorer’s: 15 gp; 4 lb.

    Staff, ExtendingThis item, when purchased, comes in the form of

    10 one-foot sections of wood and a pair of metalcaps. The sections of wood are set with metal oneach end; one bears screw threads and the other isa sheath tooled to accept those threads. As manysections as desired can be put together, resultingin a staff as long as the bearer wishes. This has anumber of mundane uses, but spellcasters might

    be interested in placing separate enchantmentson each section. This would allow for a staffwith spell powers that vary depending on whatcombination of parts are connected at any giventime.

    Staff, Extending: 50 gp; 10 lb.Staff, Extending, Masterwork: 350 gp; 10 lb.

    Staff, Final StrikeThis heavy, metal staff is dangerous to use,dangerous to hold and deadly to be around. Thesurface of the staff is typically scored with acrosshatch pattern and around the middle of theshaft is a single, gold band. Despite its sturdy

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    the components for as many as 10 spells in thecharacter’s hands. This means that the characterdoes not have to spend any time locating thecomponents of those spells.

    Staff, Quick: 1 gp; 3 lb.

    Staff, SageA wooden or metal walking staff with a built-in podium on its upper end, these items are invaluableto scholars who nd themselves reading whilethey travel. While they serve few other usefulfunctions, the sage staff does provide a subtlefocus for those who use them constantly. Afterone year of regular use, a sage staff grants a +1circumstance bonus to Knowledge checks if a textapplying to the skill in question can be placedwithin it and read while the check is made.

    Staff, Sage: 75 gp; 3 lb.

    Staff, ThunderThis dark grey staff has a large, metal, animal claw(often a raptor talon) tted at the top end, typicallymade of a somewhat ductile metal, such as copper,and large enough to hold a single thunderstone.Although useable as a weapon, the staff is moreoften used as a method of escape or distraction. As

    a standard action the wielder may swing the staff atthe ground, detonating the thunderstone under thefeet of an attacker in melee range.

    Staff, Thunder: 45 gp; 5 lb.

    Staff, Walking Stick This short, stout, wooden rod is normally cappedwith a bronze or iron tip. While useless in combat,a walking stick provides a +2 competence bonus toBalance checks if its bearer uses a move-equivalentaction to brace himself against the ground withit. The stick provides this bonus only if theBalance check was forced by unsteady ground, anearthquake, or similar event – the walking stick isuseless when making a Balance check to walk atightrope, for example.

    Staff, Walking Stick: 5 gp; 1 lb.

    Staff, WarThis metal-bound masterwork hardwood staffis balanced and hardened for use in battle. Ithas a Hardness of 10 and 10 Hit Points. Manymagicians who nd themselves in the thick of

    battle appreciate the heft of these not-terribly-subtle weapons.

    Staff, War: 355 gp; 7 lb.

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    Spell ComponentsArcane spellcasters rely on all sorts of items andobjects, which many other adventurers regard asknick-knacks or inconsequential trinkets, in orderto fuel their spells. A spellcaster may spend hourswithin the most unlikely shops trying to trackdown specic material components for his latest

    spells. A few shops in the greatest cities, however,may cater specically for