![]() feet for 5 hours, for when you really want to cover an exit. Silver Holy Symbol (Players Handbook: 25 GP):Ĭan repel nasties and if it comes down to it can be sharpened or melted down into weapon form for werewolf hunting.Ĭreates a spike stone effect over 200 sq. Powder of the Black Viel (Complete Adventurer 750 GP):Ĭreates a blinding cloud effect for 1d4 rounds in a 10 by 10 cube, just like the magicians do! Masterwork Manacles (Players Handbook 50 GP):įorcing a strength check of 28 and an escape artist check of 35, few will be escaping these bonds, especially when used in conjunction with an amazing lock (as mentioned above). Forcing a balance check of 15, this can topple near every medium-sized foe you encounter (because seriously, who puts points in balance?). The destroyer of Frenzied Beserkers everywhere. Insectbane Candle (Arms and Equipment 1 SP):įor 1 silver piece no vermin will approach you within 5ft. and bypass their damage reduction can make the difference between a happy or sad ending. And being able to detect them within 60ft. You know what Barons love even more than dogs? Golems. Golembane Scarab (Dungeon Masters Guide 2,500 GP):ĭetect Golems within 60’ and bypass their damage reduction. destroys invisibility or hide checks upon burst within 10 ft. Glitter Stone (Magic Item Compendium 450 GP): Healing Belt (Magic Item Compendium 750GP):Ĭombine this with your Belt of Hidden Pouches for 1125GP, and get yourself three heals per day! Defensiveįew individuals in a fantasy realm can make an open lock check of 40.ĭust of Appearance (Dungeon Masters Guide 1,800 GP):ĭestroys blur, displacement and other visual effects for 5 minutes upon thrown. With it never wearing you down (it's max weight would ever be 15 pounds), this is the foundation of your utility belt. Hidden behind each pocket are two additional pockets (which function as the original 10) and can only be accessed by a secret command word (I suggest a word in Druidic, because who really knows Druidic?). Now the 10 pockets can only hold up to 1/2 cubic space or 5 pounds and no object larger than 6 inches but every item inside weighs 1/10th the original. This little beauty contains 10 pockets which function as mini bags of holding. Basic Utility Beltīelt of Hidden Pouches (Races of the Wild 5,000 GP): If you do not have darkvision (or just low-light vision if you intend to stay aboveground), then you probably will want to invest in some lanterns or torches. Light sources are not included, since many races do not need them, or only require minimal light. It includes most things that an adventurer will need to keep going for a few days in the wild, without having to resort to hunting or scavenging. ![]() You will have to add those onto the total costs yourself.ĭescription: This is a basic starting package for characters. Note: Does not include light sources, since some races do not need them. Backpack (2 gp, 2 lbs.) Bedroll (1 sp, 5 lbs.) scrollcase (1 gp, 1/2 lb.) Flint and Steel (1 gp) beltpouch (1 gp, 1/2 lb.) 4 days trail rations (2 gp, 4 lbs.) 50' silk rope (10 gp, 5 lbs.) sack (1 sp, 1/2 lb.) sewing needle (5 sp) 2 waterskins (2 gp, 8 lbs.) whetstone (2 cp, 1 lb.).
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