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smeagol
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« on: July 05, 2008, 11:14:39 AM »

New Illegal Equipment

Clothing, tear-away: This is a set of clothing worn as a disguise. Each set consists of a robe, or tunic/trousers combination, or dress, or other principal elements of an ensemble. These items look in every way like a normal set of clothing but are lightweight (1 lb. for the whole outfit) and can be torn off with a simple movement. Such clothing is ideal for a quick change into another suit.

Grappling Hook, Collapsible: This small grappling hook has flat, retractable tines that fold out to create a working hook. It functions exactly like a normal grappling hook, except that it increases the DC by +4 for Search checks to find it when folded up and hidden among a person’s garments.

Grappling Ladder: This is a pre-made rope ladder with two small grappling hooks on one end. The given price and weight is per 10 feet of ladder. Once the grappling ladder is in place, it reduces the DC for any Climb check above 10 to 10.


Grenades: Note: the secret of this alchemical weapon was lost when the sahir disappeared from Eredane. It could be rediscovered, though...

These weapons consist of an irritating or concealing ingredient sealed in porcelain or some other container that is small and easy to break. The grenades do not explode, but burst when thrown against the ground or into the face of an opponent. There are four standard types of grenades:
   Dust: This grenade is thrown into the face of an opponent. All targets are treated as AC 14. (Grenades ignore the AC value of armor but must hit the upper chest or face area of an opponent.) On a successful attack roll, the grenade bursts in a cloud of dust. The opponent gets a reflex saving throw. If he makes the roll, he is unaffected (though covered by a light layer of dust). If he fails the roll, he is blinded for 1d6 rounds.
   Flash powder: When this grenade is thrown into a fire, it explodes in a brilliant flash of light, blinding everyone who is looking in that direction. The blindness lasts 1d3 rounds. If the DM does not know where a character is looking, that character must make a will saving throw. If the character is more than 10 feet away from the fire, he gets a +2 bonus to the roll; more than 20 feet away, a +4 bonus. Maximum range for the effect of the flash powder grenade is 30 feet.
   Pepper: This grenade is thrown into the face of an opponent just like a dust grenade. If the attack roll is successful, the pepper gets into the character's eyes and up his nose. The affected character must make a fortitude saving throw. If he fails the roll, he is incapacitated for 1d6 rounds due to choking and sneezing.
   Smoke: This grenade can be thrown against the ground or into a fire. When thrown against the ground, it creates a smoky area equivalent to light fog in a 5-foot radius. (If the ninja has his back to a forest or other escape route and has enemies to his front, he may throw a smoke grenade in front of him to give him a moment of distraction, allowing him a round to flee and make a hide in shadows roll.) When thrown into a fire, a smoke grenade creates a smoky area equivalent to dense fog in a 10-foot radius.

   All grenades are fragile. If a character carrying these items falls 10 feet or more and suffers damage, the player must roll 16 or better on a reflex saving throw for each grenade carried. If the roll fails, the grenade bursts and is useless, but unless it was being carried near the character's face, it will do no harm.
   
Ladder, folding: This is a hinged ladder or rope ladder with hooks at one end. It is used for quick escapes or covert intrusions.

Marbles: About two dozen assorted glass, flawed rock crystal, or clay spheres in a leather pouch. They are commonly used as toys but are also useful as a non- damaging alternative to caltrops. One bag covers an area 5 feet square. Creatures moving through or fighting in the area must make Balance checks (DC 15). A creature that fails is unable to move for 1 round (or may fall; see the Balance skill description in the Player’s Handbook).

Pepper Dust: fugitives often use this old trick that allows them to foil any pursuit led by scent-relying beasts (usually dogs).

Pin Ring: This simple weapon is a ring with a flip-up lid, below which is a needle capable of delivering a dose of poison (or knock-out drug, etc.)  to the target. The pin simply sits in a small reservoir of liquid drug or toxin: since administration of the poison/drug is rather haphazard here, the victim receives a bonus of + 2 to any saving throw against its effects. An attack with a pin ring takes a -4 penalty to the attack roll because it must strike exposed  flesh  -  the  pin  will  not administer poison through any significant thickness of clothing. A strike to the neck is the time-honored way of making sure the toxin gets into the bloodstream quickly.

Rope, Elven: Elven rope is finer than silk, and rumored to be made from spider silk, giving it lightweight and extreme resistance. It has 4 hit points and can be burst with a successful Strength check (DC 25). It is so supple that it grants a +3 circumstance bonus on Use Rope checks. It weighs half the normal weight. Any Tainted creature bound by such rope loses a number of Strength points equal to its CR.

Rope, light: This rope made of silk, horsehair, or human woman's hair is favored for its lightweight.

Sheath, Boot: A boot sheath is easily concealed, making it useful for those who want to appear unarmed. Boot sheaths can hold only Small or Tiny bladed weapons. Characters attempting to conceal an item in a boot sheath gain a +4 bonus on their Pick Pocket check (opposed by either Spot or Search, depending on the situation). If the character using the boot sheath does not have ranks in Pick Pocket, noticing the boot sheath requires a successful Spot or Search check (DC 10).

Sheath, Wrist: This sheath fits along the inside of the forearm, allowing weapons stored inside it to be drawn quickly. A wrist sheath can hold one Tiny weapon, such as a dagger, or one wand. Weapons of unusual shape, like a bladed gauntlet, do not fit into a wrist sheath regardless of their size. Drawing or replacing the contents of  a wrist sheath is a move- equivalent action.

Shoes, Silent: These are soft, padded shoes that absorb sound effectively. Despite the padding, the soles are made from tough, stretchy leather that holds up to abuse. They grant a +1 circumstance bonus on Move Silently checks.

Snorkel: A 1-foot-long slender tube that allows you to breathe while submerged. You can remain underwater indefinitely as long as you stay just under the surface.

Spider Poles: This assortment of metal poles can be collapsed into a small, lightweight bundle. Each pole is hollow, 1 foot long and 3/4 inch thick. When unfolded, the poles snap into a variety of positions, stance bonus on Climb checks. They may also grant a bonus in other situations if assembled in an appropriate manner (DM’s discretion).

Springwall: This device consists of a very thin wire mesh that is tightly wrapped up into a ball roughly the size of a fist. When the ball is thrown and strikes a hard surface, it springs open, creating a flexible metal mesh wall 10 feet high and 10 feet wide (hardness 0, 5 hp). The extremely thin mesh is difficult to see (Spot check DC 20). A creature who walks or runs into the mesh must make a Reflex save (DC 15) to avoid being entangled as if by a net (see Chapter 7 of the Player’s Handbook). Once the springwall has been used in this manner, it cannot be used again.
   
Vaulting pole: This collapsible pole is used for vaulting over obstacles (or for other purposes). Under normal circumstances, the pole is about 6 feet long. The wielder can telescope it out to 15 feet and lock it into place at the new length.

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smeagol
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« Reply #1 on: July 05, 2008, 11:16:38 AM »

New items

Carrying these items is not illegal, but greatly enhances a group's chances for wilderness survival.

Animal Call: Crafted out of bone, metal, or wood, these special whistles are designed to mimic a specific animal voice—usually game animals and birds. An animal call provides a +1 circumstance bonus on Wilderness Lore checks when hunting for food. Calls exist only for creatures that are type “animal.”

Fishing Tackle: More than a mere fishhook, this set includes birch poles, silk line, sinkers, hooks, lures, and tackle box. It grants a +1 circumstance bonus on Wilderness Lore checks when gathering food around bodies of water that contain fish.

Fowler’s Snare: This is a specially designed snare, used for capturing birds and other small flying game. It grants a +1 circumstance bonus on Wilderness Lore checks when attempting to trap these sorts of creatures.

Snow Goggles: These wooden goggles have a thin horizontal slit in the middle. They grant a +2 circumstance bonus on saves to resist blinding effects, including snow blindness, extremely bright light, or spells that target vision indirectly (such as sunburst, but not blindness). While wearing snow goggles, you incur a –4 circumstance penalty on Spot and Search checks.

Snowshoes: These allow the wearer to move at 2/3 normal speed across snow and ice. Snowshoes take 1 minute to don and a full-round action to remove.

Sparker: This consists of flint and steel set in a wire hinge. Lighting a torch with a sparker takes a standard action. A sparker can be used ten times before it needs replacing.

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smeagol
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« Reply #2 on: July 05, 2008, 11:21:25 AM »

NEW WEAPONS
SIMPLE WEAPONS—MELEE
                    Cost           Damage   Critical   Range   Weight   Type
Tiny                  
Bladed boots*   15 vp            1d4            19-20/x2     —             3 lb.   Piercing

EXOTIC WEAPONS—MELEE
Tiny                  
Cat gloves*             5 vp   1d4                    x2      —                2 lb.   Slashing
Locking garrotte*   15 vp   *   *                              ---               0.5 lb.   *
Stump knife*   20 vp            1d4           x2 or special*---                  *   Piercing
Medium                  
Brass Knuckles*   25 vp      1d4additional dmg to unarmed strike   x2   --   5 lbs   Bludgeoning
EXOTIC WEAPONS, RANGED
Tiny                  
Mouth Dart*   5 vp apiece   1/ distraction*   20/x2   3 ft.   0,2 lb. apiece   Piercing, distraction*
Medium                  
Bolas, Two-Ball*   5 vp   *   *   15 ft.   3 lb.   *
Cloak, weighted*   15 vp   *   *   10 ft.   3 lb.   *
Wrist dart*   110 vp   1d3   19-20/x2   20 ft.   2 lb.   Piercing
* See Notes below.   ++ Is a double weapon

Bladed Boots: These boots feature a retractable broad steel blade in each sole, and heel-click mechanism to spring the blade. Your opponent cannot use a disarm action to disarm you of bladed boots. An attack with a bladed boot is considered an armed attack. The cost and weight given is for a pair of bladed boots. You can use the Weapon Finesse feat (see page 86 of the Players Handbook) to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a bladed boot.

Bolas, Two-Ball: A set of two-ball bolas consists of two heavy wooden spheres connected by lengths of cord. It is a ranged weapon used to trip an opponent. When you throw a set of bolas, you make a ranged touch attack against your opponent. If you hit, your opponent must succeed on a Dexterity or Strength check opposed by your Strength check or be tripped. Bolas can only trip Medium-size or smaller targets. Your opponent cannot trip you when you make a trip attack with a set of two-ball bolas.

Brass Knuckles:  this weapon is crafted to fit all sizes of hands and fingers. They can be crafted to fit the hands of small creatures. There are four finger holes, attached by a plate of brass, which extends over the user’s knuckles. This devastating weapon literally packs the punch and is often used by defenders, soldiers, and street brawlers.

Cat Glove: Cat gloves are tough yet supple leather gloves, each finger tipped with a small but sharp steel claw. These weapons are used to rake an opponent with a clawing action. Their surreptitious nature makes them a favorite weapon of some assassins and rogues. Your opponent cannot use a disarm action to disarm you of a cat glove. An attack with a cat glove is considered an armed attack. The cost and weight given is for a single glove. You can use the Weapon Finesse feat (see page 86 of the Players Handbook) to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a cat glove.

Cloak, weighted: This large, heavy cloak is weighted along the bottom edge with numerous small lead beads sewn into the seam. It is often used to parry with, wound around a character's off-hand to act as a buckler (+1 Armor Bonus, -1 Armor Check Penalty, 5% Arcane Spell Failure), but may also be thrown like a net to entangle opponents.
When you throw this cloak, you make a ranged touch attack against your target. The cloak's maximum range is 10 feet, and you suffer no range penalties to throw it even to its maximum range. If you hit, the target is entangled. An entangled creature suffers -2 on attack rolls and a -4 penalty on effective Dexterity. The entangled creature can only move at half speed and cannot charge or run. If the entangled creature attempts to cast a spell, it must succeed at a Concentration check (DC 15) to be able to cast the spell.
The entangled creature can escape with an Escape Artist check (DC 10) that is a full-round action. The cloak has 3 hit points and can be burst with a Strength check (DC 20, also a full-round action).
This item is only useful against creatures between Tiny and Medium size, inclusive, and needs not be folded to be thrown effectively.

Locking Garrote: Like a normal Garrotte, except that it is made to anchor against itself once it has been engaged, thus allowing an attacker to let go of their target without releasing pressure. Locking Garrottes must be masterwork.

A character employing a locking Garrotte may chose to "lock" the garrote as a free action. This action must be announced before their next (or first) grapple check is attempted. Once the Garrotte is locked, it maintains pressure on its own, using the total of the last grapple check made as its check result to continue choking the victim. After locking a garrotte an attacker may attempt to disengage from the grapple as normal. If the attacker disengages, the victim is no longer grappled, but must continue to make grapple checks every round against being choked. The Garrotte's Grapple check result is automatically the same as the check result made to lock it.

"Unlocking" a locked garrotte requires a successful Open Lock or Disable Device check against a DC equal to the grapple check to lock the garrotte. The victim themself may attempt this, but the DC is increased by 10. In addition, the victim may use the Escape Artist skill to free themselves, at the same DC.

A successful Disable Device check destroys a Locking Garrote. Escape Artist and Open Lock checks do not.

Mouth Darts: These slim, almost needle-like metal darts are concealed in the mouth, then spit at the target. Their effective range is extremely short, and they deal little damage, but they are highly useful when taking an opponent by surprise. You can fire up to three mouth darts per attack (all at the same target). Do not apply your Strength modifier to damage with this weapon. They are too small to carry the extra force that a strong character usually imparts to a thrown weapon.

Stump Knife: A stump knife is akin to a punching dagger, except that it can be securely attached to the stump of a missing forelimb. For someone proficient in its use, the stump knife becomes an extension of his body. Against foes to whom you have dealt damage during a continuous melee, the stump knife’s threat range is doubled (17–20). Your opponent cannot disarm you of a stump knife.

Wrist Dart: This miniature crossbow mechanism is mounted on a sturdy forearm bracer, and fired by means of a wire that is looped around the character's index finger. Although smaller and weaker than a hand crossbow, it utilizes the same bolts, and has the advantage that it can still be used even if the character is holding something in that hand, such as a sword. You draw a wrist dart back by hand. Loading a wrist dart is a move-equivalent action that provokes attacks of opportunity. Your opponent cannot use a disarm action to disarm you of a wrist dart.

« Last Edit: July 05, 2008, 03:57:45 PM by smeagol » Logged
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« Reply #3 on: July 05, 2008, 02:21:00 PM »

Those Brass Knuckles are a bit much. I can see a D4, or maybe giving 1.5 Str damage (like 2-handing a weapon) but a full +1d8? Most weapon enchants aren't that good.
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« Reply #4 on: July 05, 2008, 03:57:14 PM »

You're right. I'd be in favor of the simpler thing (+1d4 damage). Defenders do already a lot of damage, with the added benefit that the "tools" they carry are not seen as weapons.
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« Reply #5 on: July 05, 2008, 05:09:22 PM »

You know, another added benefit of that particular item might be that employing one would count the wielder as armed (so they wouldn't provoke attacks of opportunity) while essentially fighting unarmed. It should also be noted that employing a set of Brass Knuckles makes unarmed damage always count as Lethal Damage. (It is a weapon after all)
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« Reply #6 on: July 06, 2008, 10:25:11 AM »

I'd keep it nonlethal (IIRC, the Defender has an ability that lets him transform his punches into lethal damage) and unarmed, thus allowing the Defender the ability to strike with the brass knuckles, then grab another weapon and use it without removing the knuckles.
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« Reply #7 on: July 06, 2008, 11:59:00 AM »

Yeah, I remember that ability. What I was saying is that if a Defender wants the benifit of employing brass knuckles, they should *not* be able to do non-lethal damage with them. It's a trade off.

Brass Knuckles are not designed to incapacitate (like say, a Sap is). They are designed to turn your fists into maces.


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« Reply #8 on: July 06, 2008, 03:13:57 PM »

What I was saying is that if a Defender wants the benifit of employing brass knuckles, they should *not* be able to do non-lethal damage with them. It's a trade off.

Brass Knuckles are not designed to incapacitate (like say, a Sap is). They are designed to turn your fists into maces.

This makes sense, thank you DH Grin
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« Reply #9 on: July 06, 2008, 07:00:39 PM »

You're right. I'd be in favor of the simpler thing (+1d4 damage). Defenders do already a lot of damage, with the added benefit that the "tools" they carry are not seen as weapons.

Not sure how accurate this page is http://www.dandwiki.com/wiki/MSRD:Simple_Melee_Weapons....but I do have to say that I agree with it........ it states that Brass Knuckles do +1 damage...imo +1d4 is way to much for brass Knuckles..... Spiked Gauntlets do +1d4 and thy are 2 lbs of metal with with 2 inch spikes  Grin .
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« Reply #10 on: July 08, 2008, 05:45:44 PM »

I like the idea of these items, but has a price list been created yet for the items themselves.
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« Reply #11 on: July 08, 2008, 05:56:28 PM »

Heh Heh. Price list... In Midnight... Good one.  Laugh

Seriously though, if you can't make it yourself, you'd better know the right person who owes you big. A person would be killed or enslaved for owning, making or even having drawings of most of these items.
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« Reply #12 on: October 29, 2008, 12:30:36 PM »

Heh Heh. Price list... In Midnight... Good one.  Laugh
Normally, I'd agree with you there, except for this - craft DCs. Craft checks are based on price, aren't they? So, to make this stuff, we're gonna need the prices, if only so's we can create them ourselves.
And while I'm thinking about it, I'd like to see more on this subject:
Grenades: Note: the secret of this alchemical weapon was lost when the sahir disappeared from Eredane. It could be rediscovered, though...
Through research, a lost library somewhere, just a particularly crafty individual...? How's this one supposed to work?
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« Reply #13 on: October 29, 2008, 02:17:57 PM »

Craft checks are based on price, aren't they? So, to make this stuff, we're gonna need the prices, if only so's we can create them ourselves.

Good point. Strangely, most of this stuff isn't going to be hard to make (assuming you've got the knowledge, the matreials and a workspace, of course.) What's going to drive up the price is that most of the things on the list are very, very illegal. Honestly, I'm not sure how to price it, but I'd say finding something of comparable material, size and complicated-ness on the existing equipment list would be a good place to start.

And while I'm thinking about it, I'd like to see more on this subject: Through research, a lost library somewhere, just a particularly crafty individual...? How's this one supposed to work?

Depends on the DM. I'm a fan of lost tomes, myself.
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« Reply #14 on: February 01, 2009, 07:25:33 PM »

Sweet list of cool stuff!
New Illegal Equipment

Clothing, tear-away: This is a set of clothing worn as a disguise. Each set consists of a robe, or tunic/trousers combination, or dress, or other principal elements of an ensemble. These items look in every way like a normal set of clothing but are lightweight (1 lb. for the whole outfit) and can be torn off with a simple movement. Such clothing is ideal for a quick change into another suit.

LMAO!  Usually comes in fireman, policeman, paladin, and bad bad kitty costumes

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