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Items List

Offensive Objects

Ordinary objects that are necessary for the use of offensive abilities

  • Melee weapons: These items are necessary for characters to engage in melee combat. Example melee weapons from a European human cultural region would be swords, spears, axes, maces, flails, and daggers.
  • Ranged weapons: These items are necessary for characters to engage in ranged combat. Example ranged weapons from a European human cultural region are bows, crossbows, and throwing daggers.
  • Specialized weapon: These weapons have a special advantage and are necessary to engage in combat using the special weapon ability. Examples include strange fantasy weapon like double ended swords (advantage: can attack with both ends as if attacking with two weapons), less common regional weapons like slings (advantage: a ranged weapon that can be used while holding a shield) and bullwhips (advantage: a weapon that can also be used as a tool to grab onto nearby items and people), and fantasy versions of modern weapons like guns (advantage: multiple shots before reloading).

Specialty objects that grant an additional bonus

  • Magic weapon: Three times a day you count as prepared when using this object to make a physical attack.
  • Ring of punching: Three times a day you count as prepared when using this object to make a physical attack.
  • Boots of kicking: Three times a day you count as prepared when using this object to make a physical attack.
  • Bane weapons: Choose a specific race/species (for example, human, dragon, or demon). You are always prepared when you use this object to make an attack against a member of that race/species.

 

Defensive Objects

Ordinary objects that are necessary for the use of defensive abilities

  • Magical outfit: This item is necessary for characters to use magical outfit defensive training against magical attacks.
  • Staff: This item is necessary for characters to use staff defensive training against magical attacks.
  • Heavy armor: This item is necessary for characters to use heavy armor defensive training against physical attacks.
  • Shield: This item is necessary for characters to use shield defensive training against physical attacks.

Specialty objects that grant an additional bonus

  • Magic armor: Three times a day you count as prepared when using this object to physically defend.
  • Magic shield: Three times a day you count as prepared when using this object to physically defend.
  • Amulet of avoidance: Three times a day the wearer of this object counts as prepared when physically defending using dodging.
  • Enchanted magical outfit: Three times a day you count as prepared when using this object to magically defend.
  • Enchanted staff: Three times a day you count as prepared when using this object to magically defend.
  • Amulet of aversion: Three times a day the wearer of this object counts as prepared when magically defending using deflection.

 

Useful Objects

Ordinary items

  • A few coins: This is enough money to pay for an ordinary item, a few meals, or minor services (such as being ferried across a river).
  • Backpack: Allows you to carry things.
  • Bed roll: Something to sleep on.
  • Blanket: Something to keep you warm.
  • Soap: Allows you to clean things.
  • Fire-starting kit: Allows you to start fires. ­
  • Rations for a few days: Enough food for a few days.
  • Waterskin: Contains enough water for one day.
  • Rope: Allows you to climb up or down. Standard length is fifty feet.
  • Rope ladder: Shorter than a rope, but easier to climb.
  • Grappling hook: This can be thrown up to grab onto things.
  • Hammer and pitons: A hammer and metal spikes (pitons) that allow you to make an attachment point in a stable surface (rock or wood).
  • Twine: Used to tie smaller objects together and make things like snares.
  • Lamp: Allows people to see in the dark. Can be put or blown out.
  • Torch: Allows people to see in the dark. Can be put or blown out.
  • Pen, ink, and paper: Allows you to write or sketch things down.
  • Chalk: Allows you to mark objects in your environment.
  • Crafting tools: Required to repair or create complex objects with the craft skill.
  • Crafting materials: Required to create complex objects with the craft skill.
  • Crowbar: Allows you to force objects open without picking the lock.
  • Shovel: Allows you to dig.
  • Set of glass jars: Allows you to contain liquids and objects.
  • Performance equipment: The equipment needed for one type of performance. This can include a musical instrument, theatrical costuming, juggling balls, and dancing shoes.
  • Professional equipment: These are the tools and equipment necessary to carry out one profession.
  • Lockpicks: These tools are required for picking locks.
  • Disguise kit: The clothing, wigs, and make-up needed to make physical disguises.
  • Holy symbol: Required for clerics to cast divine spells as experts.
  • Spell components: Required for mages with the spell component limitation.
  • Alchemy kit: This is a portable kit for creating alchemical items and is required to use the alchemist and magical alchemy abilities (see rogue training list).
  • Four uses of a basic alchemical item: Choose a basic alchemical item, such as smoke bombs, flasks of grease, bottles of acid, acid-neutralizer, flammable liquids, fire suppressants, sleeping drafts, glue, tar bombs, solvent (dissolves and breaks down things like glue and grease), stink bombs, mild poisons (enough to sicken, but probably not kill a person), and simple antidotes (will cure mild poisons). You have four uses of this.
  • Mount: This is an animal you can ride. A mount must be larger than the rider. Possibilities include dogs, ponies, horses, camels, and donkeys. If you have a mount you also possess a saddle, tack, and all of the basic equipment necessary to ride and care for your mount.

Specialty items

  • Bag of coin: This is enough money to buy a magical item, throw a splendid party, or pay for a significant service (such as chartering a ship for multiple days).
  • Impressive outfit: While wearing this you always count as prepared when trying to impress someone with your status or wealth. This outfit is easily damaged.
  • Everburning lamp or torch: Allows people to see in the dark. Can’t be put out, but can be covered.
  • Spyglass: While using this item you always count as prepared when using the perception skill to see something at a distance.
  • Magnifying glass: While using this item you always count as prepared when using the perception skill to see something up close.
  • Ear trumpet: While using this item you always count as prepared when using the perception skill to hear something, but loud sounds will be painful.
  • Ring of luck: Once per day reroll a single roll.
  • Medical supplies: Three times a day you count as prepared when you take a moment to heal or treat another.
  • Four uses of an advanced alchemical item: Choose an advanced alchemical item such as, fireworks, animal scents (to lure or repel specific animals), alchemical fire, fire extinguishers, hallucinogens, truth serum, deadly poisons, tricky antitoxins, grenades, and bottled lightning. You have four uses of this.
  • Advanced crafting tools: Three times a day you count as prepared when using the craft skill to repair an object.
  • Advanced crafting materials: Three times a day you count as prepared when using the craft skill to create an object.
  • Set of books: Choose a knowledge skill. That is the topic of the books. Whenever you take the time to consult the books you count as prepared on a knowledge roll about their topic.
  • Ring of knowledge: Choose a knowledge skill. Three times a day you count as prepared when you use that skill.
  • Ring of social skill: Choose a social skill. Three times a day you count as prepared when you use that skill.
  • Ring of awareness: Choose an awareness skill. Three times a day you count as prepared when you use that skill.
  • Ring of strength: Choose a strength skill. Three times a day you count as prepared when you use that skill.
  • Ring of dexterity: Choose a dexterity skill. Three times a day you count as prepared when you use that skill.

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