Adventuring Gear: Difference between revisions

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{{EquipmentPageAid|Cloak, Patchwork}}
{{EquipmentPageAid|Cloak, Patchwork}}


===Cloak, Reversible===
{{EquipmentPageAid|Cloak, Reversible}}
* '''Cost:''' 50 gp
* '''Weight:''' 4 lbs
* '''Craftable?''' Yes
** '''Skill:''' Profession (Tailor)
** '''Check DC:''' 15
 
This cloak has an outer layer of fabric and an inner layer of a different color. They are worn for the sake of fashion, in theater performances, or to aid a quick appearance change as part of a disguise. The price varies depending on the cloak's quality, with the low end being a simple linen cloak and the high end being made of silk or decorated with fur trim.
 
===Clothes, Sturdy (Cold Weather)===
* '''Cost:''' 1 gp
* '''Weight:''' 8 lbs
* '''Craftable?''' Yes
** '''Skill:''' Profession (Tailor)
** '''Check DC:''' 10
 
Cold weather sturdy clothes are durable, comfortable clothes intended to withstand colder climates.  In cold environments, wearers gain a +1 circumstance bonus to saves against environmental cold effects, and can reduce any cold damage caused by the environment by 1 point.  Both the saving throw bonus and damage reduction are cumulative with other cold weather clothing, though you cannot wear two of the same cold-weather items (e.g. two sets of clothes).
 
===Clothes, Sturdy (Hot Weather)===
* '''Cost:''' 1 gp
* '''Weight:''' 1 lb
* '''Craftable?''' Yes
** '''Skill:''' Profession (Tailor)
** '''Check DC:''' 10
 
Hot weather sturdy clothing provides durable, comfortable clothing intended to withstand hot climates.  In hot environments, wearers gain a +1 circumstance bonus to saves against environmental heat effects, and can reduce any heat damage caused by the environment by 1 point.  Both the saving throw bonus and damage reduction are cumulative with other hot weather clothing, though you cannot wear two of the same hot-weather items (e.g. two sets of clothes).
 
===Coat, Sturdy (Cold-Weather)===
* '''Cost:''' 4 gp
* '''Weight:''' 5 lbs
* '''Craftable?''' Yes
** '''Skill:''' Profession (Tailor)
** '''Check DC:''' 15
 
A heavy wool coat, sturdily constructed, to provide a comfortable extra layer in cold weather.  In cold environments, wearers gain a +1 circumstance bonus to saves against environmental cold effects, and can reduce any cold damage caused by the environment by 1 point.  Both the saving throw bonus and damage reduction are cumulative with other cold weather clothing, though you cannot wear two of the same cold-weather items (e.g. two sets of clothes).
 
===Coat, Sturdy (Formal)===
* '''Cost:''' 2 gp
* '''Weight:''' 1 lb
* '''Craftable?''' Yes
** '''Skill:''' Profession (Tailor)
** '''Check DC:''' 15
 
This coat is designed to be fashionable and presentable when in the company of society's upper class.  While it is not as flamboyant as many of the clothes commissioned by the noble elite, it is attractive clothing that has the added benefit of being well-constructed and more comfortable than the noble clothing it is meant to emulate. Unlike fancy clothing, a sturdy formal coat can be expected to last for years as long as some reasonable amount of care is taken to protect it from spills and tears.


===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.
===Gloves, Sturdy (Cold Weather)===
* '''Cost:''' 15 sp
* '''Weight:''' 0.1 lbs
* '''Craftable?''' Yes
** '''Skill:''' Profession (Tailor)
** '''Check DC:''' 15
Cold weather sturdy gloves provide protection for the hands against cold environments.  In cold environments, wearers gain a +1 circumstance bonus to saves against environmental cold effects, and can reduce any cold damage caused by the environment by 1 point.  Both the saving throw bonus and damage reduction are cumulative with other cold weather clothing, though you cannot wear two of the same cold-weather items (e.g. two sets of clothes).
While wearing these gloves, climb checks, acrobatics checks and any other dex-based action requiring fine manipulation or a good grip are at -2 to the check.
===Hat, Sturdy===
* '''Cost:''' 5 gp
* '''Weight:''' 0.1 lbs
* '''Craftable?''' Yes
** '''Skill:''' Profession (Leathersmith)
** '''Check DC:''' 15
A sturdy hat is designed to keep the sun off the wearer, and provide some minor protection from the elements for the wearer's head. Sturdy hats are both comfortable and well-made, making them excellent adventuring accessories.


===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.
===Kilt===
* '''Cost:''' 2 sp
* '''Weight:''' 1 lb
* '''Craftable?''' Yes
** '''Skill:''' Profession (Tailor)
** '''Check DC:''' 5
This heavy pleated skirt is usually worn by men. Most have a specific design or pattern that represents allegiance to a particular clan or other social group.


===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.


===Outfit, Sturdy Clothes===
{{EquipmentPageAid|Outfit, Sturdy Clothes}}
* '''Cost:''' 15 gp, 5 sp
* '''Weight:''' 7.2 lbs
* '''Craftable?''' No
** '''Skill:''' -
** '''Check DC:''' -


Player characters begin play with an outfit of sturdy clothes for free. However, they may decide that a second (or third, or fourth) outfit would be nice to have, for variety's sake.  An outfit of sturdy clothes consists of:
{{EquipmentPageAid|Outfit, Sturdy Cold-Weather Clothes}}


:{| border="0" cellpadding="1" style="text-align:left"
{{EquipmentPageAid|Outfit, Sturdy Hot-Weather Clothes}}
! Item || Weight (lbs) || Cost (GP)
|-
| [[Adventuring Gear#Belt, Sturdy|Belt, Sturdy]] || align="right" | 1.5 gp || align="right" | 0.1 lbs
|-
| [[Adventuring Gear#Boots, Sturdy|Boots, Sturdy]] || align="right" | 2 gp || align="right" | 2 lbs
|-
| [[Adventuring Gear#Cloak, Sturdy|Cloak, Sturdy]] || align="right" | 1 gp || align="right" | 2 lbs
|-
| [[Adventuring Gear#Clothes, Sturdy|Clothes, Sturdy]] || align="right" | 1 gp || align="right" | 2 lbs
|-
| [[Adventuring Gear#Hat, Sturdy|Hat, Sturdy]] || align="right" | 5 gp || align="right" | 0.1 lbs
|-
| [[Adventuring Gear#Vest, Sturdy|Vest, Sturdy]] || align="right" | 5 gp || align="right" | 1 lb
|}
 
Sturdy clothes are well-made simple clothes common to people not looking to impress anyone, but instead seeking clothing that is durable and comfortable.  Sturdy clothes often have additional material added to reinforce areas of high wear, making them ideal for adventurers exploring uncivilized areas.
 
===Outfit, Sturdy Clothes (Cold Weather)===
* '''Cost:''' 27 gp, 5 sp
* '''Weight:''' 18.4 lbs
* '''Craftable?''' No
** '''Skill:''' -
** '''Check DC:''' -
 
Sturdy clothes are well-made simple clothes common to people not looking to impress anyone, but instead seeking clothing that is durable and comfortable.  Sturdy clothes often have additional material added to reinforce areas of high wear, making them ideal for adventurers exploring uncivilized areas.
 
A cold-weather outfit of sturdy clothes consists of:
 
:{| border="0" cellpadding="1" style="text-align:left"
! Item || Weight (lbs) || Cost (GP)
|-
| [[Adventuring Gear#Belt, Sturdy|Belt, Sturdy]] || align="right" | 1.5 gp || align="right" | 0.1 lbs
|-
| [[Adventuring Gear#Boots, Sturdy|Boots, Sturdy]] || align="right" | 2 gp || align="right" | 2 lbs
|-
| [[Adventuring Gear#Cloak, Sturdy|Cloak, Sturdy]] || align="right" | 1 gp || align="right" | 2 lbs
|-
| [[Adventuring Gear#Clothes, Sturdy (Cold Weather)|Clothes, Sturdy (Cold Weather)]]* || align="right" | 1 gp || align="right" | 8 lbs
|-
| [[Adventuring Gear#Coat, Sturdy (Cold-Weather)|Coat, Sturdy (Cold-Weather)]]* || align="right" | 4 gp || align="right" | 5 lbs
|-
| [[Adventuring Gear#Gloves, Sturdy (Cold Weather)|Gloves, Sturdy (Cold Weather)]]* || align="right" | 1.5 gp || align="right" | 0.1 lbs
|-
| [[Adventuring Gear#Hat, Sturdy|Hat, Sturdy]] || align="right" | 5 gp || align="right" | 0.1 lbs
|-
| [[Adventuring Gear#Scarf (Cold Weather)|Scarf (Cold Weather)]]* || align="right" | 1.5 sp || align="right" | 0.1 lbs
|-
| [[Adventuring Gear#Vest, Sturdy|Vest, Sturdy]] || align="right" | 5 gp || align="right" | 1 lb
|}
 
In cold environments, each article of clothing marked with an asterisk (*) provides a +1 circumstance bonus to saves against environmental cold effects, and can reduce any cold damage caused by the environment by 1 point.  Both the saving throw bonus and damage reduction are cumulative with other cold weather clothing, though you cannot wear two of the same cold-weather items (e.g. two sets of clothes).  A character wearing the complete outfit gains a total circumstance bonus of +4 to saves against environmental cold effects, and can reduce any cold damage caused by the environment by a total of 4 points.  However, while wearing the cold-weather gloves, climb checks, acrobatics checks and any other dex-based action requiring fine manipulation or a good grip are at -2 to the check.
 
===Outfit, Sturdy Clothes (Hot Weather)===
* '''Cost:''' 4.5 gp
* '''Weight:''' 3.1 lbs
* '''Craftable?''' No
** '''Skill:''' -
** '''Check DC:''' -
 
Sturdy clothes are well-made simple clothes common to people not looking to impress anyone, but instead seeking clothing that is durable and comfortable.  Sturdy clothes often have additional material added to reinforce areas of high wear, making them ideal for adventurers exploring uncivilized areas.
 
A hot-weather outfit of sturdy clothes consists of:
 
:{| border="0" cellpadding="1" style="text-align:left"
! Item || Weight (lbs) || Cost (GP)
|-
| [[Adventuring Gear#Belt, Sturdy|Belt, Sturdy]] || align="right" | 1.5 gp || align="right" | 0.1 lbs
|-
| [[Adventuring Gear#Clothes, Sturdy (Hot Weather)|Clothes, Sturdy (Hot Weather)]]* || align="right" | 1 gp || align="right" | 1 lb
|-
| [[Adventuring Gear#Shoes, Sturdy|Shoes, Sturdy]]* || align="right" | 2 gp || align="right" | 2 lbs
|}
 
In hot environments, each article of clothing marked with an asterisk (*) provides a +1 circumstance bonus to saves against environmental heat effects, and can reduce any heat damage caused by the environment by 1 point.  Both the saving throw bonus and damage reduction are cumulative with other hot weather clothing, though you cannot wear two of the same hot-weather items (e.g. two sets of clothes).  A character wearing the complete outfit gains a total circumstance bonus of +2 to saves against environmental heat effects, and can reduce any heat damage caused by the environment by a total of 2 points.


===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 (Cold Weather)===
* '''Cost:''' 1.5 gp
* '''Weight:''' 0.1 lbs
* '''Craftable?''' Yes
** '''Skill:''' Profession (Weaver)
** '''Check DC:''' 5
This is a scarf knitted from wool yarn.  It is fluffy and warm, though of questionable fashion.  In cold environments, wearers gain a +1 circumstance bonus to saves against environmental cold effects, and can reduce any cold damage caused by the environment by 1 point.  Both the saving throw bonus and damage reduction are cumulative with other cold weather clothing, though you cannot wear two of the same cold-weather items (e.g. two scarves).


===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.
===Shoes, Sturdy===
* '''Cost:''' 2 gp
* '''Weight:''' 2 lbs
* '''Craftable?''' Yes
** '''Skill:''' Profession (Cobbler)
** '''Check DC:''' 10
Sturdy shoes are well-made, low-cut shoes, providing a comfortable walking shoe that is durable enough to withstand the rigors of an active adventuring lifestyle.  While not as protective as boots, shoes are much cooler in hot climates.  In hot environments, wearers gain a +1 circumstance bonus to saves against environmental heat effects, and can reduce any heat damage caused by the environment by 1 point.  Both the saving throw bonus and damage reduction are cumulative with other hot weather clothing, though you cannot wear two of the same hot-weather items (e.g. two pairs of sturdy shoes).
And before anyone asks, the ''pair'' of shoes provide the bonuses. You do not get a separate bonus for each shoe, and you don't get any bonus for only wearing one shoe.


===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.
===Vest, Sturdy===
* '''Cost:''' 5 gp
* '''Weight:''' 1 lb
* '''Craftable?''' Yes
** '''Skill:''' Profession (Tailor)
** '''Check DC:''' 5
Much like hats, vests appear in almost all cultures. Though the basic design remains the same, they vary wildly in cut, color, and function. The difference between court vests and dancing vests is quite striking.
Generally speaking, a vest is a sleeveless waistcoat, worn over a shirt (if any) but under a coat (if any) and buttoned up the front.  A vest will sometimes have small pockets in the front panels on each side of the chest.


===Vial, Glass===
===Vial, Glass===

Revision as of 22:15, 20 February 2018