The type of armor depicted in any fantasy setting as being the choice of preference for anyone for a light defense, was used as another alternative for being cheap and easy to make. Highly resistant to any type of attack, its main weakness was it wore out quickly after a certain number of attacks. Awkward to be worn, it was typically accompanied with any sort of metal attached to it for better defense alongside being glued to provide even more ways to avoiding injury, wearing the leather armor gives you the following:
+5 on AR, -3 on Dodge.
Reduce damage taken from Bludgeoning, Piercing and Slashing damage by 2.
Additional effects:
Damage counter: 2 (Amount of Critical hits, the armor can take before breaking).
Brigandine armor, is what surpassed regular iron made mail armor. As it was made out of heavy cloth, canvas or leather armor having small oblong steel plates riveted on the fabric. As it was made out of a better type of metal, it shined greatly against Thrusting, Slashing and Piercing attacks, but had a weakness to each of them, as certain corners of the armor were left unprotected, allowing any skilled fighter to use them to his advantage. Becoming the first expensive type of armor, wearing the Brigandine armor gives you the following:
+6 AR, -4 on Dodge.
Resistance: (Halves the damage taken from) Slashing and Thrusting attacks.
Additional effects:
+1DA on all DEX. Skill checks.
Movement reduced by 1 meter (3 ft.)
Damage counter: 3 (Amount of Critical hits, the armor can take before breaking).
A full body jacket armor made out of fine linen or wool, stuffed with cloth or horsehair and was most cheap and easy to make armor. Allowing the commoners to equip themselves and to become decently protected, the Gambeson can be worn under other armor types that give a weakness against bludgeoning to negate that effect, wearing the Gambeson gives you the following:
+4 AR, -3 on Dodge.
Resistance: (Halves the damage taken from) Bludgeoning attacks.
Additional effects:
Insulation: +1A on Fortitude saves in cold climates and weater, +1DA on Fortitude saves in warm climates and weather.
Damage counter: 2 (Amount of Critical hits, the armor can take before breaking).
Coifs, greaves, chainmail or any type of body armor that was made purely out of iron rings is called mail armor. Offering all around decent protection. Depicted in tapestries, written about in scrolls and books alongside having it chiseled and represented in marble statues, the mail armor is the most well-known type of armor in the world. The mail armor can be worn under or over other armor. Wearing the mail armor gives you the following:
+6 AR, -4 on Dodge.
Immunity: (negates the damage amount taken from) Slashing attacks.
vulnerability: (x2 the total damage taken from) Piercing and Thrust attacks.
Additional effects:
+1DA on all DEX. Skill checks.
Cannot use somatic spell movement.
Movement reduced by 1 meters (3 ft.)
Damage counter: 3 (Amount of Critical hits, the armor can take before breaking).
A knight wearing plated armor is the most well depicted image describing throughout the world. Highly expensive to make, it offered basically full immunity to thrusting, stabbing and Piercing attacks, yet its weakness came in the form of the adoption of maces to bludgeon the wearers of this type of armor, alongside the use of gunpowder firearms. Wearing the plate armor gives you the following:
+20 AR, -6 on dodge.
Immunity: (negates the damage amount taken from) Slashing and Piercing attacks.
Resistance: (Halves the damage taken from) thrust attacks attacks.
Weakness: (x4 the amount of damage taken from) Bludgeoning attacks and the Deadly Strike skill effect.
Additional effects:
+2DA on all DEX. Skill checks.
Automatically fails stealth skill checks as rolling a natural 1.
Cannot use somatic spell movement.
movement reduced by 2 meters (6ft.)
Damage counter: 4 (Amount of Critical hits, the armor can take before breaking).
Made out of chainmail having embedded plates on the torso made out of iron. It provided desirable defense against all types of attacks, but had a weakness in thrust attacks. It is called a type of transition armor, as it was used only for a brief amount of time before being replaced by a superior type of armor. (Plate armor), wearing the plated mail armor gives you the following:
+10 AR, -6 on dodge.
Immunity: (negates the damage amount taken from) Slashing attacks.
Resistance: (Halves the damage taken from) Piercing attacks.
Weakness: (x4 the amount of damage taken from) Trust attacks.
Additional effects:
+1DA on all DEX. Skill checks.
Automatically fails stealth skill checks as rolling a natural 1.
Cannot use somatic spell movement.
movement reduced by 2 meters (6ft.)
Damage counter: 4 (Amount of Critical hits, the armor can take before breaking).
Made out of the combination of a variety of materials the likes of bronze, iron, rawhide, leather, boiled leather, seeds, horn, Pangolin scales even bones arranged in a scale like formation resembling the skin of a snake, wearing the scale armor gives you the following:
+8 AR, -4 on Dodge.
Resistance: (halves the damage taken from) Piercing and Slashing attacks.
Weakness: (x4 the amount of damage taken from) Bludgeoning attacks.
Additional effects:
+1DA on all DEX. Skill checks.
Cannot use somatic spell movement.
movement reduced by 1 meter (3ft.)
Damage counter: 3 (Amount of Critical hits, the armor can take before breaking).
Strap: (strapped to the shoulders of your chest armor piece, freeing your hand to wield a two-handed weapon.)
Additional effects:
Damage counter: 2 (Amount of Critical hits, the armor can take before breaking).
Strap: (strapped to your off-handed arm, freeing your hand to wield a two-handed weapon.)
Additional effects:
Damage counter: 2 (Amount of Critical hits, the armor can take before breaking).
Center grip: (needs a free hand to wield it.) + 1 D4 to parry’s.
Additional effects:
Damage counter: 1 (Amount of Critical hits, the armor can take before breaking).
Center grip: (needs a free hand to wield it.)
Additional effects:
Damage counter: 2 (Amount of Critical hits, the armor can take before breaking).
Off-Center grip: (needs a free hand to wield it.)
Additional effects:
Shield Wall When atleast 2 creatures standing next to eachother, and are holding a shield with this ability. They may use a Reaction to form a Shield Wall. All creatures creating the Shield wall will gain +3 to their dodge, as long as they are within 1 meter of eachother, and all creatures hidding behind the Shield Wall, will gain 3/4 cover.
Damage counter: 2 (Amount of Critical hits, the armor can take before breaking).
Strap: (strapped to your off-handed arm, freeing your hand to wield a two-handed weapon.)
Additional effects:
Shield Wall When atleast 2 creatures standing next to eachother, and are holding a shield with this ability. They may use a Reaction to form a Shield Wall. All creatures creating the Shield wall will gain +3 to their dodge, as long as they are within 1 meter of eachother, and all creatures hidding behind the Shield Wall, will gain 3/4 cover.
Damage counter: 2 (Amount of Critical hits, the armor can take before breaking).
Center grip: (needs a free hand to wield it.)
Additional effects:
Damage counter: 2 (Amount of Critical hits, the armor can take before breaking).
Strap: (strapped to your off-handed arm, freeing your hand to wield a two-handed weapon.)
Additional effects:
Damage counter: 2 (Amount of Critical hits, the armor can take before breaking).
Center grip: (needs a free hand to wield it.)
Additional effects:
Deployment: the Pavise has a tripod attacment, allouwing the wielder to place the Pavise on the ground and giving 3/4 cover to them, freeing they hands to wield a two-handed weapon.
Damage counter: 2 (Amount of Critical hits, the armor can take before breaking).
Center grip: (needs a free hand to wield it.)
Additional effects:
Shield Wall When atleast 2 creatures standing next to eachother, and are holding a shield with this ability. They may use a Reaction to form a Shield Wall. All creatures creating the Shield wall will gain +3 to their dodge, as long as they are within 1 meter of eachother, and all creatures hidding behind the Shield Wall, will gain 3/4 cover.
Damage counter: 2 (Amount of Critical hits, the armor can take before breaking).
Center grip: (needs a free hand to wield it.)
Additional effects:
Shield Wall When atleast 2 creatures standing next to eachother, and are holding a shield with this ability. They may use a Reaction to form a Shield Wall. All creatures creating the Shield wall will gain +3 to their dodge, as long as they are within 1 meter of eachother, and all creatures hidding behind the Shield Wall, will gain 3/4 cover.
Damage counter: 3 (Amount of Critical hits, the armor can take before breaking).
Main Actions:
Thrust attack: to hit, D20 + PB + DEX. Mod.,
on hit, 1 D6 + Power Piercing damage.
Swing attack: to hit, D20 + PB + STR. Mod.,
on hit, 1 D8 + Power Slashing damage.
Quick action:
Pummel attack: to hit, D20 + PB + STR. Mod.,
on hit, 1 D4 + Power Bludgeoning damage.
Reaction:
Parry (1 D4).
Main action:
Swing attack: to hit, D20 + PB + STR. Mod.,
on hit, 1 D8 + Power Slashing.
Quick action:
Pummel attack: to hit, D20 + PB + STR. Mod.,
on hit, 1 D4 + Power Bludgeoning damage.
Reaction:
Parry (1 D4).
Main Actions:
Swing attack: To hit, D20 + PB + STR. Mod.,
on hit, 1 D4 + Power Bludgeoning damage.
Reaction:
Parry (1 D4).
Effect:
+1A on attacks on smaller creatures than you
Main Actions:
Thrust attack: to hit, D20 + PB + DEX. Mod.,
on hit, 1 D6 + Power Piercing damage.
In addition, when attacking a Grappled and/or Prone target, it can
ignore worn armor and all the armor effects.
Swing attack: to hit, D20 + PB + STR. Mod., on hit, 1 D8 + Power Slashing damage.
Throwing attack: to hit, D20 + PB + DEX. Mod.,
on hit, 1 D6 + Power Piercing damage
Range: 2 meter (6ft.). Can increase the range multiple times, by +2 meters but gaining +1DA on the attack to hit roll. (maxium outcome of +5DA of the total amount.
Quick action:
Pummel attack: to hit, D20 + PB +** STR. Mod.**, on hit, 1 D4 + Power Bludgeoning damage.
Reaction:
Parry (2 D4).
Effect:
Can be used underwater without disadvantage.
Main Actions:
Thrust attack: to hit, D20 + PB + DEX. Mod.,
on hit, 1 D6 + Power Piercing damage,
in addition, it ignores mail armor effects.
Quick action:
Pummel attack: to hit, D20 + PB + STR. Mod.,
on hit, 1 D4 + Power Bludgeoning damage.
Reaction:
Parry (2 D6).
Main Actions:
Thrust attack: to hit, D20 + PB + DEX. Mod.,
on hit, 1 D6 + Power Piercing damage.
Swing attack: to hit, D20 + PB + STR. Mod.,
on hit, 1 D10 + Power Slashing damage.
Main Actions:
Thrust attack: to hit, D20 + PB + DEX. Mod.,
on hit, 1 D6 + Power Piercing damage.
Swing attack: to hit, D20 + PB + STR. Mod.,
on hit, 1 D10 + Power Bludgeoning damage.
+2A on the to hit rolls, if the creature your targeting cannot respond to you when you say "Goedendag".
Cost: 1 S.C.Main Actions:
Swing attack: to hit, D20 + PB + STR. Mod.,
on hit, 1 D10 + Power Bludgeoning damage.
Effect:
+1A on attacks on smaller creatures than you.
Main Actions:
Slash attack: to hit, D20 + PB + STR. Mod.,
on hit, 3 D4 + Power Slashing damage.
Quick action:
Pummel attack: to hit, D20 + PB + STR. Mod.,
on hit, 1 D4 + Power Bludgeoning damage
Main Actions:
Swing attack: to hit, D20 + PB + STR. Mod.,
on hit, 1 D12 +Power Slashing damage.
Quick action:
Pummel attack: to hit, D20 + PB + STR. Mod.,
on hit, 1 D4 + Power Bludgeoning damage.
Reaction:
Parry (1 D8).
Main Actions:
Thrust attack: to hit, D20 + PB + DEX. Mod.,
on hit, 1 D6 + Power Piercing damage.
Swing attack: to hit, D20 + PB + STR. Mod.,
on hit, 1 D12 + Power Slashing damage.
Quick action:
Pummel attack: to hit, D20 + PB + STR. Mod.,
on hit, 1 D4 + Power Bludgeoning damage.
Reaction:
Parry (1 D6).
Main Actions:
Swing attack: to hit, D20 + PB + STR. Mod.,
on hit, 1 D10 + Power Bludgeoning damage.
+1A on creatures wearing heavy armor.
Cost: 30 S.C.Main Actions:
Swing attack: to hit, D20 + PB + STR. Mod.,
on hit, 1 D10 + Power Bludgeoning damage.
Main Actions:
Thrust attack: to hit, D20 + PB + DEX. Mod.,
on hit, 1 D6 + Power Piercing damage.
Effect:
Can be used underwater without disadvantage.
Main Actions:
Thrust attack: to hit, D20 + PB + DEX. Mod.,
on hit, 2 D4 + Power Bludgeoning damage.
Swing attack: to hit, D20 + PB + STR. Mod.,
on hit, 1 D10 + Power Bludgeoning damage.
Reaction:
Parry (2 D6)
Main Actions:
Thrust attack: to hit, D20 + PB + DEX. Mod.,
on hit, 1 D6 + Power Piercing damage.
In addition, it ignores mail armor.
Quick action:
Pummel attack: to hit, D20 + PB + STR. Mod.,
on hit, 1 D4 + Power Bludgeoning damage.
Reaction:
Parry (2 D6)
Main Actions:
Swing attack: to hit, D20 + PB + STR. Mod.,
on hit, 1 D8 + Power Slashing damage.
Quick action:
Pummel attack: to hit, D20 + PB + STR. Mod.,
on hit, 1 D4 + Power Bludgeoning damage.
Reaction:
Parry (1 D4).
Main Actions:
Thrust attack: to hit, D20 + PB + DEX. Mod.,
on hit, 1 D6 + Power Piercing damage.
Swing attack: to hit, D20 + PB + STR. Mod.,
on hit, 1 D8 + Power Slashing damage.
Quick action:
Pummel attack: to hit, D20 + PB + STR. Mod.,
on hit, 1 D4 + Power Bludgeoning damage.
Reaction:
Parry (1 D6).
Main Actions:
Thrust attack: to hit, D20 + PB + DEX. Mod., on hit, 2 D6 + Power Piercing damage.
Throwing attack: to hit, D20 + PB + DEX. Mod.,
on hit, 1 D6 + Power Piercing damage (range 20 ft./60 ft.).
Effect:
Can be used underwater with advantage.
Weapon catcher: When a melee weapon attack misses you, you may use your reaction to catch the weapon with your trident.
The creature must pull its weapon free with a Main action before the end of its turn. If they cannot do so, they must drop the weapon.
Main Actions:
Swing attack: to hit, D20 + PB + STR. Mod.,
on hit, 3 D4 + Power Slashing damage.
Effect:
The whip has a +3 meters (9ft.) reach.
On hit, your target needs to make a CL. 13 Fortitude Save or be Grappled, when a target is Grappled, and is not larger than you, you can pull it towards you, if it is larger than you, you can pull yourself towards the targeted creature.
Main Actions:
Range attack up to 500 meters (1640ft.) (one target): to hit, D20 + PB + DEX. Mod.
on hit, 10 D6 + 20.
{loaded weapon (2x)}
It takes a total of 2 MA to reload this weapon.
Main Actions:
Range attack up to 60 meters (195ft.) (one target): to hit, D20 + PB + DEX. Mod.
on hit, 1 D6 + Power Piercing damage.
Effect:
Venom damage dealt by the darts of a blowgun are extra deadly for their deep penetration, the creature gains +2DA on the Fortitude saves
Main Actions:
Range attack up to 40 meters (130ft.): to hit, D20 + PB + DEX. Mod.
on hit, 2 D6 + 2 piercing damage.
Main Actions:
Range attack up to 80 meters (260ft.): to hit, D20 + PB + DEX. Mod.,
on hit, 4 D6 + 10 piercing damage.
Main Actions:
Range attack up to 20 meters (65ft.) (one target): to hit, D20 + PB + STR. Mod.
on hit, 2 D6 + Power Piercing damage
Main Actions:
Range attack up to 60 meters (195ft.): to hit, D20 + PB + DEX. Mod.
on hit, 3 D6 + 5 piercing damage.
Main Actions:
Range attack up to 200 meters (650ft.): to hit, D20 + PB + DEX. Mod.
on hit, 2 D6 +power piercing damage.
Effect:
Minimum STR. Of 12 to use, can increase the minimum by plus 2 and gain the following each time you add this:
- 15 meter range (50ft.), +1 damage die, + 2 S.C. cost.
Main Actions:
Throwing attack: to hit, D20 + PB + DEX. Mod., range up to 6 meters (20ft.)
Effect:
on hit, a medium size creature or smaller needs to make a CL 13 DEX. Save.
On a failure the creature is trapped under the net and is Grappled and Prone.
on a success the creature is only Grappled,
the creature can use its Main action to break free with a successful CL. 13 Athletics or Acrobatics skill check.
Cost: 30 C.C.Main Actions:
Range attack up to 200 meters (650ft.): to hit, D20 + PB + DEX. Mod.
on hit, 2 D6 +power piercing damage.
Effect:
Minimum STR. Of 12 to use, can increase the minimum by plus 2 and gain the following each time you add this:
- 15 meter range (50ft.), +1 damage die, + 2 S.C. cost.
can be used in cramped spaces, as wel in a Crouched or Prone position.
Cost: 9 S.C.Main Actions:
Range attack up to 15 meters (50ft.): to hit, D20 + PB + DEX. Mod.,
on hit, 1 D4 + power Bludgeoning damage.
Main Actions:
Range attack up to 50 meters (165ft.): to hit, D20 + PB + DEX. Or STR. Mod.,
on hit, 1 D6 + power piercing damage.
Main Actions:
Range attack up to 50 meters (165ft.): to hit, D20 + PB + DEX. Or STR. Mod.,
on hit, 1 D6 + power piercing damage.
As a main action, you can spill these tiny metal balls from their pouch to cover a radius of 3 meters (10ft.). A creature moving across the covered area must succeed on a CL. 17 Reflex save or fall prone. A creature moving through the area at half speed doesn't need to make the save.
Cost: 10 C.C.As a main action, you can spread a bag of Caltrops to cover a sradius of 1.5 meters (5ft.). Any creature that enters the area must succeed on a CL 15 Reflex save or stop moving this turn and take 5 piercing damage per 1.5 meters (5ft.) that it moves through it. Taking this damage reduces the creature's walking speed by 10 feet until the creature regains at least 1 hit point. A creature moving through the area at half speed doesn't need to make the save.
Cost: 50 C.C.A set of pulleys with a cable threaded through them and a hook to attach to objects, a block and tackle allows you to hoist up to four times the weight you can normally lift.
Cost: 1 S.C. 50 C.C.A book might contain any kind of information.
A Spellbook is not included in this.
For 1 hour, a candle sheds bright light in a 1.5 meter (5ft.) radius and dim-light for an additional 1.5 meter (5ft.).
Cost: 1 C.C.A 18 meters (30ft.) linked chain.
The chain can be broken with a successful CL. 25 Athletics skill check.
A climber's kit includes special pitons, boot tips, gloves, and a harness. You can use the climber's kit as a main action to anchor yourself; when you do, you can't fall more than 7.5 meters (25ft.) from the point where you last anchored yourself.
Cost: 2 S.C. 80 C.C.A ball of string that can be unwounded to a length of 75 meters (250ft.)
can be snap with a successful CL. 8 Athletics skill check.
Using a crowbar grants +1A to Strength checks where the crowbar's leverage can be applied.
Cost: 60 C.C.This kit includes a wooden rod, silken line, cork-wood bobbers, steel hooks, lead sinkers, velvet lures, and narrow netting.
When reeling in a caught fish make a contested Atlethics skill check against the fish STR Mod + PB if the fish manage to roll a 23 on the skill check or wins the contest the line breaks.
This kit is a leather pouch containing bandages, salves, and splints.
The kit has ten uses. As a main action, you can expend one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Medicine skill check (if you are at least proficient the Medicine skill).
for a Full action and one use of the kit. You may also use this kit to make a death save for a creature, as long as it’s in melee range.
When you’re an Expert with the medicine skill, you may add your PB on the death save and ignore failed death saves.
A holy symbol is a representation of a god or pantheon.
It might be an amulet depicting a symbol representing a deity, the same symbol carefully engraved or inlaid as an emblem on a shield, or a tiny box holding a fragment of a sacred relic.
A Priest, paladin or Warlock can use a holy symbol as a Spellcaster focus.
To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield.
When you use your Full action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center.
The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground.
A creature that steps on the plate must succeed on a CL 22 Reflex save or take 2 D4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 90 centimeters (3ft.) long). A creature can use its main action to make a CL. 18 Athletics check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature.
A lamp casts bright light in a 9 meters (30ft.) radius and dim light for an additional 9 meters (30ft.). Once lit, it burns for 6 hours on 1 liquid item of oil.
Cost: 30 C.C.A Lantern, Bullseye casts bright light in a 9 meters (30ft.) radius and dim light for an additional 9 meters (30ft.). Once lit, it burns for 6 hours on 1 liquid item of oil.
Cost: 45 C.C.A hooded lantern casts bright light in a 9 meters (30ft.) radius and dim light for an additional 9 meters (30ft.). Once lit, it burns for 6 hours on 1 liquid item of oil. As a Quick action, you can lower the hood, reducing the light to dim light in a 1.5 meter (5ft.) radius or covering it completely.
Cost: 70 C.C.A key is provided with the lock. Without the key, a creature that has and is proficient with thieves' tools can pick this lock with a successful CL 15 sleight of hand skill check. Your GM may decide that better locks are available for higher prices.
Cost: 35 C.C.This lens allows a closer look at small objects.
It is also useful as a substitute for flint and steel when starting fires.
Lighting a fire with a magnifying glass requires light as bright as sunlight to focus, tinder to ignite, and about 5 minutes for the fire to ignite.
A magnifying glass grants +1A on any ability check made to appraise or inspect an item that is small or highly detailed.
These metal restraints can bind a small or medium creature.
Escaping the manacles requires a creature that has and is proficient with thieves' tools to pick this lock with a successful CL 20 sleight of hand skill check.
Breaking them requires a successful CL 25 Athletics skill check.
Each set of manacles comes with one key.
A scale includes a small balance, pans, and a suitable assortment of weights up to 1KG (2.2 lbs) . With it, you can measure the exact weight of small objects, such as raw precious metals or trade goods, to help determine their worth.
Cost: 20 C.C.This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.
Cost: 1 S.C. 30 C.C.A stash of food deliberately contaminated with a deadly bacteria.
It remains undetectable until consumed.
When consumed, Roll 1 D10 for the amount of days it takes for the Poisend condition to take effect.
When a creature is Poisend in this way roll 3 D10 for the amount of days the creature suffers from this effected.
A set of jewelry containing a small vial of toxic mercury.
Wearing it causes gradual poisoning and deterioration of the wearer's health.
When a creature is wearing these jewelry more then 3 hours roll 3 D4 and reduce the maximum amount of HP of that creature by that amount.
When the creatures HP reaces 0 by this effect the creature falls uncontious for 1 D4 days after removing the jewelry.
When removing the jewelry, the HP returns to normal after resting (sleeping) for a total amount of 24 hours.
A tiny glass capsules containing a choking mist concocted from toxic plants and chemicals.
When shattered, they release a dense cloud of noxious gas of a radius of 3 meters (10ft.).
any creature inhaling the gas must make a Fortitude save of CL 15 each round they are in the gas area.
on a failure. they gain +1DA on Fortitude saves (this stacks with itself). when a creature failed 6 times the creature will fall uncountiues and drop to 0 HP. the creature dos not need to roll death saves. but for each minute that the creature remains in the gas it fails one death save.
The gas will slowly disperse loosing its effect after 10 minutes, unless it is in a inclosed space of no more then 3 meters radius (10ft.)
Use: Break the capsules in enclosed spaces to incapacitate or disorient enemies. It can also be combined with diversion tactics to create confusion during heists or ambushes.
Cost: 5 S.C.A fine powder containing a deadly mix of toxins, fungi, and bacteria.
It can lead to agonizing sickness and organ failure when it enters the bloodstream.
Apply the powder to any piercing weapon to deliver the toxin to the creature.
when the creature is hit, in addition to the normal damage. It must make a Fortitude save CL 15.
On a failure, the creature is Poisend. at the start of its turn it must reroll the Fortitude save.
On a failure it gains +1DA for all its skill checks on that turn.
when succeeding three times in total after gain the Poisoned condition the effect ends.
You can use a portable ram to break down doors or walls.
When doing so, you gain a +4 bonus on the Athletics skill check.
One other character can help you use the ram, giving you +1A on this check.
A fine feather of a bird to write with.
Cost: 12 C.C.Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.
This counts as one meal.
Rations last for 45 days before expiring.
15 meters (50ft.) of rope, whether made of hemp or silk, can be snap with a CL 18 athletics skill check.
Can be rolled up and attached to a backpack without counting as an item slot used.
A one person sleeping bed, can be rolled up and attached to a backpack without counting as an item slot used.
Cost: 60 C.C.Essential for arcane spell users, the tome contains up to a
100 blank pages suitable for recording Arcane spells
Objects viewed through a spyglass are magnified to twice their size and gives a +2 on perception skill checks.
Cost: 80 C.C.A simple and portable canvas shelter, a tent has space for two medium creatures.
It takes 10 minutes to setup or break down the tent, and counts as a sheltered location.
This small container holds flint, fire steel, and tinder (usually dry cloth soaked in lighter oil) used to kindle a fire.
Using it to light a torch--or anything else with abundant, exposed fuel--it takes a main action to use.
Lighting any other fire takes 1 minute.
A torch burns for 1 hour, providing bright light in a 6 meters (20ft.) radius and dim light for an additional 6 meters (20ft.). If you make a melee attack with a burning torch and hit, it deals 1 Bludgeoning + 1 D6 fire damage.
Cost: 10 C.C.A vial of High quality writing ink
Cost: 10 S.C.As a main action, you can splash the contents of this vial onto a creature within 1.5 meters (5ft.) of you, or throw the vial up to 6 meters (20 ft.), shattering it on impact.
In both cases, make a ranged for throwing or melee attack for splashing it against a target,
On a hit, the target takes 2 D6 acid damage and must make a Fortitude save CL 12 or gain the burning condition.
The damage done by this leaves permanent scars.
Cost: 30 C.C.This sticky, adhesive fluid ignites when exposed to air.
As an main action, you can throw this flask up to 6 meters (20 ft.), shattering it on impact.
Make a ranged attack against a creature or object, treating the alchemist's fire as an improvised weapon.
On a hit, the target takes 1 D4 fire damage at the start of each of its turns.
A creature can end this damage by using its main action to make a CL. 10 Reflex save check to extinguish the flames.
adding water to the Alchmist fire will spread the fire by the amount of water used, up to a radius of 6 meters (20ft.)
Cost: 3 S.C. 70 C.C.A creature that drinks this vial of liquid gains +2A on saving throws against poison for 1 hour. It confers no benefit to undead or constructs.
Cost: 25 C.C.As an main action, you can splash the contents of this flask onto a creature within 1.5 meters (5 ft.) of you or throw it up to 6 meters (20ft.), shattering it on impact.
In either case, make a ranged attack when throwing it or melee attack when splashing it against a target creature, treating the holy water as an improvised weapon.
If the target is a fiend or undead, it takes 2 D6 radiant damage.
Oil usually comes in a clay flask that holds 1 liquid item.
As an main action, you can splash the oil in this flask onto a creature within 1.5 meters (5 ft.) of you or throw it up to 6 meters (20 ft.), shattering it on impact.
Make a ranged attack when throwing it or melee attack when splashing it against a targeted creature or object, treating the oil as an improvised weapon.
On a hit, the target is covered in oil.
If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil per turn for the remaing duration of the dried oil. You can also pour a flask of oil on the ground to cover a 1.5 meter (5ft.) radius area, provided that the surface is level.
If lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area.
A creature can take this damage only once per turn.
A small vial of oily liquid derived from rare and venomous plants.
It is potent enough to cause convulsions and cardiac arrest on skin contact.
When a creature comes in contact with the liquid, it must make a Fortitude save of CL 15.
On a failure, the creature will gain +1DA on all CON skill checks until washed of with clean water with a Main action.
When applied, it only last after the first contact, before loosing its potensy.
Use: Apply the oil to weapons or traps, such as doorknobs or handles. Use gloves to handle it safely and prevent accidental poisoning.
Cost: 2 S.C. 50 C.C.A small vial filled with a concentrated tincture made from lethal nightshade berries.
Use: Administer the poison by adding a drop to food or drink. Be cautious, as this poison can also harm allies if not handled properly.
When ingested the creature must make a Fortitude save depending on the amount:
A small amount CL 13, A sip or a single bite CL 16, Half the contant of the vial CL 19, The whole vial CL 22.
On a failure the following happens:
the creature is Poisened, takes 1 D4 poison damage every minute, has a blured vision and can no longer see more then 1.5 meters (5ft.), can only speak in slurred words.
when poisoned for more then 1 minute. the creature is Paralyzed.
after 10 minutes the creature start to have convulsions.
A Medicine skill check of the same CL as the amount ingested can remove the effect.
Cost: 50 S.C.A potent liquid concoction made from rare herbs and alchemical substances.
When consumed the creature must make a Fortitude save of CL 15.
On a failure, it induces hallucinations and gain +1DA on insight and perception skill checks.
A character who drinks the magical red fluid in this vial regains
10 **D10 + 10 hit points.
Drinking or administering a potion takes a main action.
A character who drinks the magical red fluid in this vial regains
8 D8 + 8 hit points.
Drinking or administering a potion takes a main action.
A character who drinks the magical red fluid in this vial regains
4 D4 + 4 hit points.
Drinking or administering a potion takes a main action.
A character who drinks the magical red fluid in this vial regains
6 D6 + 6 hit points.
Drinking or administering a potion takes a main action.
A character who drinks the magical red fluid in this vial regains
all its hit points.
Drinking or administering a potion takes a main action.
A character who drinks the magical red fluid in this vial regains
10 D10 + 10 spirit points.
Drinking or administering a potion takes a main action.
A character who drinks the magical red fluid in this vial regains
8 D8 + 8 spirit points.
Drinking or administering a potion takes a main action.
A character who drinks the magical blue fluid in this vial regains
4 D4 + 4 spirit points.
Drinking or administering a potion takes a main action.
A character who drinks the magical red fluid in this vial regains
6 D6 + 6 spirit points.
Drinking or administering a potion takes a main action.
A character who drinks the magical red fluid in this vial regains
12 D12 + 12 spirit points.
Drinking or administering a potion takes a main action.
A character who drinks the magical green fluid in this vial removes four point of exhaustion.
Drinking or administering a potion takes a main action.
A character who drinks the magical green fluid in this vial removes three point of exhaustion.
Drinking or administering a potion takes a main action.
A character who drinks the magical green fluid in this vial removes one point of exhaustion.
Drinking or administering a potion takes a main action.
A character who drinks the magical green fluid in this vial removes five point of exhaustion.
Drinking or administering a potion takes a main action.
A character who drinks the magical green fluid in this vial removes two point of exhaustion.
Drinking or administering a potion takes a main action.
You can use the Cytotoxic venom in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the Venom takes a main action. A creature hit by the Venomous weapon or ammunition must make a CL 10 Fortitude save or take an additional 1 D4 Venom damage and the Cytotoxic venom effect.
Once applied, the Venom loses its potency after 1 minute.
Cytotoxic venom effect
Cytotoxic venom kills cells.
This venom is known to severely damage skin and underlying tissues, often leading to disabilities in the victim.
Even if they survive the initial bite, these complications can leave the individual hindered for life.
A creature with this effect must make all STR skills with +1DA. and take 1 point of venom damage for every main action taken.
This effect last for 5 D10 days.
You can use the Hemotoxic venom in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the Venom takes a main action. A creature hit by the Venomous weapon or ammunition must make a CL 10 Fortitude save or take an additional 1 D4 Venom damage and the Hemotoxic venom effect.
Once applied, the Venom loses its potency after 1 minute.
Hemotoxic venom effected
This venom can cause blood clotting or even prevent blood clotting; either situation can be deadly. The results of this venom include cardiovascular failure, loss of an affected limb, and massive internal bleeding.
A creature with this effect must make all STR and CON skills with +1DA.
This effect last for 5 D10 days
You can use the neurotoxic venom in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the Venom takes a main action. A creature hit by the Venomous weapon or ammunition must make a CL 10 Fortitude save or take an additional 1 D4 Venom damage and the neurotoxic venom effect.
Once applied, the Venom loses its potency after 1 minute.
neurotoxic venom effect
the injected neurotoxic venom impact a creatures nervous systems. Causing muscle paralysis, damage to the brain, and loss of consciousness. This sort of venom hinders the nerve impulses around parts of the body.
Unlike hemotoxic venom, neurotoxic varieties can be delivered without a lot of pain. In fact, some people do not realize that they have been bitten until they begin feeling symptoms.
A creature with this effect has +1DA on all skill checks, takes 1 D4 venom damage on each failed saving throw, and can make a fortitude save of CL 18 at the end of its turn to remove the effect. on any critical failure, the creature falls unconscious until it succeeds the Fortitude save of this effect at the start of its turn.
You can use the Proteolytic venom in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the Venom takes a main action. A creature hit by the Venomous weapon or ammunition must make a CL 10 Fortitude save or take an additional 1 D4 Venom damage and the Proteolytic venom effect.
Once applied, the Venom loses its potency after 1 minute.
Proteolytic venom effected
The venom breaks down blood vessel walls along with muscle tissue, accelerating the death of the creature.
A creature with this effect must make all Fortitude saves with +2DA.
This effect last for 5 D10 days
A vial of common writing ink
Cost: 25 C.C.10 wooden arrows
Cost: 20 C.C.a large wooden arrow with a renforceer steel tip.
Cost: 2 S.C. 60 C.C.25 thin needles
Cost: 2 C.C.10 sharpend metal bolts
Cost: 30 C.C.5 small darts with a feathered quarrel.
Cost: 5 C.C.10 small round pebbles
Cost: 2 C.C.A cloth or leather pouch can hold up to 20 sling bullets or 50 blowgun needles, among other things.
Cost: 10 C.C.can hold up to 5 items
Cost: 25 C.C.can hold up to 12 liquid items
Cost: 1 S.C. 50 C.C.can hold up to 8 items
Cost: 1 S.C. 50 C.C.can hold up to 4 items
Cost: 25 C.C.can hold up to 2 liquid items. You can place a small item in the bottle
Cost: 4 C.C.can hold up to 5 liquid items
Cost: 10 C.C.This wooden case can hold up to 20 crossbow bolts.
Cost: 1 S.C.This cylindrical leather case can hold up to ten sheets of paper or five sheets of parchment.
Cost: 50 C.C.can hold up to 12 items
Cost: 70 C.C.A pouch for holding spell components. except for those components that have a specific cost.
Cost: 1 S.C. 60 C.C.can hold up to 4 liquid items
Cost: 40 C.C.can hold up to 6 liquid items
Cost: 1 S.C. 20 C.C.can hold up to 2 items
Cost: 3 C.C.A quiver can hold up to 20 arrows.
Cost: 60 C.C.can hold up to 4 items
Cost: 12 C.C.can hold up to 6 items
Cost: 60 C.C.can hold up to 1 liquid item
Cost: 5 C.C.can hold up to 4 liquid items
Cost: 12 C.C.