Adventuring Gear: Difference between revisions
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{{EquipmentPageAid|Cloak, Patchwork}} | {{EquipmentPageAid|Cloak, Patchwork}} | ||
{{EquipmentPageAid|Cloak, Reversible}} | |||
===Compass=== | ===Compass=== | ||
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Lighting a torch with a flint and steel is a full-round action. Lighting any other fire with them takes at least that long. | Lighting a torch with a flint and steel is a full-round action. Lighting any other fire with them takes at least that long. | ||
===Holy Symbol=== | ===Holy Symbol=== | ||
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Many door locks have a similar design and thus can be unlocked by a similar key. A skeleton key may be tried on any standard door lock that uses a key, even if you don't have the Disable Device skill. You use the key's Disable Device bonus of +10 rather than your own total; you cannot take 10 when using a skeleton key. The key only gets one roll for any particular lock. If the roll fails, the key is unable to open or close that lock. Inferior skeleton keys may only have a +5 bonus. | Many door locks have a similar design and thus can be unlocked by a similar key. A skeleton key may be tried on any standard door lock that uses a key, even if you don't have the Disable Device skill. You use the key's Disable Device bonus of +10 rather than your own total; you cannot take 10 when using a skeleton key. The key only gets one roll for any particular lock. If the roll fails, the key is unable to open or close that lock. Inferior skeleton keys may only have a +5 bonus. | ||
===Kit, Adventurer's=== | ===Kit, Adventurer's=== | ||
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Many tailors have realized that noblemen and wealthy merchants rarely wear the same outfit more than once or twice, and as a result, construct the outfits with more delicate fabrics, or intricate, if fragile, stitching. While the tailors are by no means skimping on the quality of the clothes, they are focusing their efforts on improving the clothes' appearance, instead of spending time reinforcing seams, padding areas of high wear, or allowing for broader ranges of motion. If the wearer looks great, they'll come purchase more clothing. If the embroidery frays, stitching comes loose, or seams pull apart after wearing it a few times, well, the clientele they seek would never know, since they'll have long since thrown it away in favor of something new. | Many tailors have realized that noblemen and wealthy merchants rarely wear the same outfit more than once or twice, and as a result, construct the outfits with more delicate fabrics, or intricate, if fragile, stitching. While the tailors are by no means skimping on the quality of the clothes, they are focusing their efforts on improving the clothes' appearance, instead of spending time reinforcing seams, padding areas of high wear, or allowing for broader ranges of motion. If the wearer looks great, they'll come purchase more clothing. If the embroidery frays, stitching comes loose, or seams pull apart after wearing it a few times, well, the clientele they seek would never know, since they'll have long since thrown it away in favor of something new. | ||
{{EquipmentPageAid|Outfit, Sturdy Clothes}} | |||
{{EquipmentPageAid|Outfit, Sturdy Cold-Weather Clothes}} | |||
{{EquipmentPageAid|Outfit, Sturdy Hot-Weather Clothes}} | |||
===Parchment (1 page)=== | ===Parchment (1 page)=== | ||
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A sack is a cloth bag that weighs 1/2 lb. empty and holds 1 cubic ft. or 60 lbs. of contents full. | A sack is a cloth bag that weighs 1/2 lb. empty and holds 1 cubic ft. or 60 lbs. of contents full. | ||
===Scarf, Pocketed=== | ===Scarf, Pocketed=== | ||
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'''Note:''' Magic properties and bonuses can never stack. Getting shield spikes of defending seems like a great idea, but the defensive bonus from the shield spikes will not stack with the armor bonus of the armor. Additionally, properties that grant bonuses when wielded only count during rounds in which the shield spikes are actually being used to attack, not simply while the shield is worn. | '''Note:''' Magic properties and bonuses can never stack. Getting shield spikes of defending seems like a great idea, but the defensive bonus from the shield spikes will not stack with the armor bonus of the armor. Additionally, properties that grant bonuses when wielded only count during rounds in which the shield spikes are actually being used to attack, not simply while the shield is worn. | ||
===Shovel, Folding=== | ===Shovel, Folding=== | ||
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Hunter's Traps serve as trap foci for [[Ranger|Rangers]] with the Trapper class feature. | Hunter's Traps serve as trap foci for [[Ranger|Rangers]] with the Trapper class feature. | ||
===Vial, Glass=== | ===Vial, Glass=== |