Tuesday, December 4, 2018

Staff of the Serpent

Staff of the Serpent


Moderate Transmutation; CL 9th

Slot:
Weight: 1 lb.

DESCRIPTION

This unassuming short wooden staff is smooth to the touch and faintly warm, as though it possesses a living pulse beneath its surface. The head of the staff is intricately carved in the likeness of a hooded cobra, its flared hood framing a poised, watchful face with bared fangs. The craftsmanship is unnervingly lifelike - the eyes seem to catch the light, and faint scale-like patterns ripple subtly beneath the grain of the wood when held for too long.

When grasped firmly, the wielder can feel a slow, rhythmic thrum within the staff, like a heartbeat just beneath the surface. The carved cobra’s hood seems to flex ever so slightly, as though reacting to unseen movement, reinforcing the unsettling impression that the staff is not entirely dormant.

Up to five times per day, the wielder may speak a command word to transform the staff into a Large Viper. As the transformation begins, the carved cobra head softens and elongates, the wood flowing like living muscle and sinew as the entire staff rapidly reshapes into a serpent. The creature appears in an adjacent square and obeys the wielder’s spoken commands to the best of its animal intelligence. The serpent remains for up to 10 minutes per use, or until dismissed (a free action requiring a command word).

If the serpent is reduced to 0 hit points or fewer, it instantly reverts to staff form. In this state, the cobra carving appears cracked and dulled, and the staff cannot be activated again for 48 hours, though it otherwise remains intact.

The serpent functions as a summoned creature, though it is not extraplanar and cannot be dismissed by effects that target summoned creatures.

LARGE VIPER FORM

Size/Type: Large Animal
Hit Dice: 3d8 (13 hp)
Initiative: +7
Speed: 20 ft. (4 squares), climb 20 ft., swim 20 ft.
Armor Class: 15 (–1 size, +3 Dex, +3 natural), touch 12, flat-footed 12
Base Attack/Grapple: +2/+6
Attack: Bite +4 melee (1d4 plus poison)
Full Attack: Bite +4 melee (1d4 plus poison)
Space/Reach: 10 ft./5 ft.
Special Attacks: Poison
Special Qualities: Scent
Saves: Fort +3, Ref +6, Will +2
Abilities: Str 10, Dex 17, Con 11, Int 1, Wis 12, Cha 2
Skills: Balance +11, Climb +11, Hide +8, Listen +5, Spot +6, Swim +8
Feats: Improved Initiative, Weapon Finesse
Challenge Rating: 2

Skills: Snakes have a +4 racial bonus on Hide, Listen, and Spot checks and a +8 racial bonus on Balance and Climb checks. A snake can always choose to take 10 on Climb checks, even if rushed or threatened. It may use either Strength or Dexterity for Climb checks, whichever is higher. It also has a +8 racial bonus on Swim checks and may take 10 even when distracted or endangered, and can run while swimming in a straight line.

COMBAT

Vipers rely on their venomous bite to dispatch prey quickly or deter threats.

Poison (Ex): Injury; Fortitude DC 11; initial and secondary damage 1d6 Constitution. The save DC is Constitution-based.

CONSTRUCTION

Requirements: Craft Wondrous Item, polymorph, summon nature’s ally III
Cost: 8,437 gp 5 sp + 675 XP
Price: 16,875 gp

Special Ingredients: The dried fang of a Large Viper, powdered and infused into the staff during crafting, and a length of shed serpent skin wrapped around the staff during its final enchantment.

LORE

The Staff of the Serpent is believed to have originated in ancient marshlands where druids and hedge-witches sought companionship with the more feared creatures of the wild. Rather than dominate beasts through magic, these practitioners forged pacts - binding willing spirits of serpents into wooden vessels so they might act as both weapon and ally.

Some traditions claim the serpent within each staff is not merely a construct of magic, but the lingering echo of a real creature - one that remembers hunger, warmth, and the thrill of striking prey. This has led to whispered superstitions that overuse of the staff can “awaken” the serpent’s will, causing it to hesitate or act with unsettling independence.

In darker circles, particularly among assassins and cultists, the staff is prized not just for its utility but for its symbolism. A coiled serpent hidden within something mundane is seen as a perfect metaphor for concealed lethality. Such wielders often decorate their staffs with etched scales, fanged motifs, or ritual carvings, reinforcing the belief that the boundary between tool and creature is thinner than most would care to admit.

Luck’s Folly

Luck's Folly


Aura moderate abjuration and transmutation; CL 8th
Slot ring; Price 20,000 gp; Weight —

DESCRIPTION
This silvery ring bears an engraved eight-pointed star, the symbol of chaos. While worn, it grants the wearer a +1 luck bonus to Armor Class.

If worn by a creature of chaotic alignment (CG, CN, or CE), the ring’s deeper magic awakens. A chaotic wearer may activate the ring as a swift action a number of times per day equal to his Charisma modifier (minimum 1). Each activation produces a random effect, determined by the DM rolling 1d10 on the table below.

The effect lasts for 1 hour or until the ring is activated again, whichever comes first. A new result immediately replaces any previous effect.

The wearer has no control over which effect occurs.

Chaotic Fortune Effects (1d10)
  1. Luck bonus to AC increases to +3 (replacing the normal +1 bonus)
  2. +3 luck bonus on all saving throws
  3. +3 luck bonus on attack rolls and weapon damage rolls
  4. +3 luck bonus on the wearer’s highest skill modifier (DM determines ties randomly)
  5. +3 enhancement bonus to a random ability score (roll 1d6)
  6. –3 penalty to AC (this overrides and replaces the normal +1 bonus)
  7. –3 penalty on all saving throws
  8. –3 penalty on attack rolls and weapon damage rolls
  9. –3 penalty on the wearer’s highest skill modifier (DM determines ties randomly)
  10. –3 penalty to a random ability score (roll 1d6)
Special Rules
Bonuses and penalties from the ring are luck bonuses unless otherwise noted.
Ability score increases are enhancement bonuses; penalties are untyped penalties.
If a penalty reduces an ability score to 0, the wearer suffers the normal effects.
The “highest skill modifier” is determined at the time of activation and includes all current modifiers.

CONSTRUCTION
Requirements Craft Wondrous Item, protection from chaos, bestow curse, cat's grace (or similar ability-enhancing spell);
Cost 10,000 gp + 800 XP

Chest of Obfuscation

Chest of Obfuscation

Aura moderate conjuration; CL 9th
Slot —; Price 48,000 gp; Weight 85 lb.

DESCRIPTION
This large, iron-bound chest is constructed from sturdy oak and elm, measuring 30 inches high, 60 inches wide, and 20 inches deep (approximately 21 cubic feet of storage capacity). Despite its mundane appearance, it possesses a powerful extradimensional function.

When the owner speaks the chest’s command word, the entire chest (along with all contents) vanishes instantly, transported into a small, private pocket within the Ethereal Plane. While stored in this manner, the chest is inaccessible to all creatures and effects on the Material Plane.

Speaking the command word again causes the chest to reappear within 2 feet of the owner, in the nearest available space capable of supporting it. This function operates regardless of distance, provided the owner remains on the same plane as the chest’s origin.

This ability functions regardless of distance, so long as the owner is on the Material Plane. The chest’s magic specifically allows it to transit between the Material Plane and its private pocket within the Ethereal Plane.

However, the chest cannot be called to or from any other plane. If the owner is not on the Material Plane, the chest does not respond to its command word.

The chest holds breathable air when sealed. A Medium creature trapped inside has enough air to survive for approximately 70 minutes. After this time, suffocation rules apply (see Dungeon Master’s Guide).
Speaking the command word backward causes the chest to become magically locked (as arcane lock). While locked in this manner, the chest cannot be opened except by:
  • Repeating the command word backward,
  • A successful knock spell, or
  • A targeted dispel magic (caster level check DC 21).
The chest is keyed to a specific owner at creation and does not respond to command words spoken by others.

CONSTRUCTION
Requirements Craft Wondrous Item, Leomund’s Secret Chest, dimension door, arcane lock; Cost 24,000 gp + 1,920 XP

LORE

The first of these chests is said to have been commissioned by a paranoid arcanist who trusted neither vault nor servant nor spell that could be countered by mortal hands. Having once been robbed while traveling between cities, he sought a solution that would place his valuables somewhere no thief could reach, no matter how skilled or well-prepared. Drawing upon principles similar to those found in Leomund’s Secret Chest but refining them to eliminate the need for a secondary focus, he devised a singular container that could vanish entirely from the world at a word. The result was not merely a chest, but a private absence - a space defined as much by what could not reach it as by what it could hold.

Over time, the Chest of Obfuscation found favor among less scrupulous individuals. Smugglers, assassins, and certain well-dressed nobles with too many secrets began to prize its ability to make inconvenient truths simply… not present. Entire ledgers of incriminating dealings, forbidden relics, and even living cargo have been hidden within its silent extradimensional refuge. In darker circles, it is whispered that some owners deliberately leave rivals alive within the chest, sealing it and allowing time to do what blades cannot - a slow, airless erasure. The chest does not judge what it contains, nor does it remember. It simply removes.

Despite its usefulness, the chest has earned a reputation for unsettling reliability. Unlike many enchanted items, it offers no flair, no glow, no whisper of arcane presence beyond the faint tug of conjuration magic. It appears mundane - stubbornly, convincingly mundane - until the moment it is not there at all. Veteran adventurers speak of a peculiar unease when relying on it, as though placing something inside is less like storing it and more like surrendering it to a patient void. Some claim that, on rare occasions, the chest returns a fraction of a second later than expected… and that in that sliver of delay, something inside has shifted in ways no mere absence should allow.

Acorn of the Typhlotic Dead

Acorn of the Typhlotic Dead

Wondrous Item

Aura: Faint Abjuration
Caster Level: 1st
Slot:
Price: 2,000 gp
Weight:

This small, shriveled acorn is darkened to a near-black hue, its surface etched with faint, naturally occurring grooves that resemble closed eyes. When held in the hand, it feels slightly warm and faintly damp, as though freshly fallen from some unseen and unnatural tree.

While held, the bearer is continuously affected as though under the effects of hide from undead (Will negates if interacting). This effect is constant but immediately ends if the acorn leaves the bearer’s possession. The magic is subtle and passive, requiring no command word or activation.

The acorn’s power is suppressed if it is planted in soil, submerged in consecrated water, or exposed to direct sunlight for a full uninterrupted day, rendering it nonmagical until it spends a full night in darkness again. Despite its simplicity, the acorn does not function for undead creatures, nor can it be used to mask undead from other undead.

Construction
Requirements: Craft Wondrous Item, hide from undead
Cost: 1,000 gp, 80 XP
Ingredients: A naturally fallen acorn harvested at midnight from a tree growing in unhallowed or funerary ground, soaked in grave-soil slurry for three consecutive nights

Lore

Among hedge practitioners and rural mystics, these acorns are often attributed to Wood Witches - solitary figures who cultivate quiet groves at the edges of graveyards, battlefields, or plague pits. It is said that such trees grow twisted not from corruption, but from familiarity with death, their roots threading through bones and forgotten things. The acorns they produce are not inherently evil, but they are undeniably touched by the stillness of the grave.

The name Typhlotic is an old and rarely used term meaning “blindness,” referring not to the bearer, but to the dead themselves. To the undead, the wielder becomes something indistinct - neither fully alive nor truly absent, like a memory that refuses to take shape. Many who rely on such acorns describe an unsettling sensation while holding them, as though they themselves are being overlooked by the world in subtle, intangible ways.

Despite their utility, these acorns carry a quiet reputation. Some whisper that prolonged use dulls the presence of the soul, making one harder not just for the dead to perceive, but for the living to truly notice. Whether this is superstition or a deeper truth is unknown, but many seasoned adventurers make a habit of only using such items when absolutely necessary - and never for longer than they must.

Robe of Random Items

Robe of Random Items


Aura
Moderate transmutation; CL 9th
Slot body; Price 5,000 gp; Weight 1 lb.

This well-worn, many-pocketed robe appears unremarkable at first glance, though closer inspection reveals twenty small, carefully stitched pockets arranged along its inner lining. Each pocket is deep despite its size, its interior space subtly warped by transmutative magic. When the wearer reaches into a pocket, they may draw forth a small, mundane object no larger than a human fist.

Each time an item is produced, there is a 20% chance that the object is particularly useful to the wearer’s current situation, as determined by the DM. Otherwise, the item is harmlessly random, though still thematically appropriate to whatever strange logic governs the robe. The DM is encouraged to determine results creatively - flipping through a book, rolling on improvised tables, or simply choosing the first fitting idea. Examples include: “chicken” yielding an egg, “desert” yielding sand, or “oak” yielding an acorn. All items are nonmagical, inert, and never alive.

When using the “flip and point” method, the following informal guidelines help preserve the robe’s chaotic intent while keeping results usable at the table. The first clearly identifiable noun seen on the page should be used, rather than searching for an ideal result. Verbs or abstract concepts should not be stretched into objects; if such a word is indicated, the DM instead provides a simple, symbolic representation (for example, “justice” might yield a small set of scales or a scrap of parchment bearing a crude legal seal). These guidelines are not strict rules, but serve to maintain fairness and spontaneity in play.

Each of the robe’s twenty pockets may produce one item per lunar cycle. Once emptied, a pocket remains inert until the next full moon, at which time all pockets replenish simultaneously. The robe does not produce items larger than a human fist, nor does it create anything of significant value, danger, or complexity beyond simple mundane objects.

Lore
The Robe of Random Items is widely believed to have originated from an eccentric transmuter who sought to capture the essence of possibility itself - not in grand or destructive ways, but in the small, overlooked details of the world. Frustrated by the rigidity of spellcraft, the creator instead wove chance and intuition into cloth, creating a garment that rewarded creativity over predictability.

Travelers’ tales speak of wearers surviving dire circumstances through improbable luck: a sailor producing a cork to plug a leak, a prisoner retrieving a sliver of metal to pick a lock, or a starving wanderer pulling forth a handful of edible seeds. Skeptics dismiss these stories as exaggeration, yet the robe’s quiet usefulness continues to earn it a place among practical adventurers.

Despite its whimsical nature, the robe has also been the subject of philosophical debate among arcanists. Some claim it does not create items at all, but rather draws them from unrealized possibilities - fragments of moments that might have been. Others insist it is merely a clever enchantment designed to mimic fate. Whatever the truth, those who wear the robe often develop a strange habit: trusting that, somehow, they will have what they need when it matters most.

Construction
Requirements Craft Wondrous Item, fabricate; Cost 2,500 gp, 200 XP

Nipping Purse

Nipping Purse


Aura
faint Illusion; CL 4th
Slot —; Price 2,500 gp; Weight ¼ lb

This small, worn leather purse bears a tarnished brass clasp and appears capable of holding roughly twenty coins. Its brown hide is creased and weathered from long use, with a subtle, almost reptilian texture. Despite its modest size, the purse functions as an extradimensional container, capable of holding up to 500 coins while never weighing more than ¼ pound.

The purse is warded against theft with a reactive enchantment tied to its owner. If removed without consent, the clasp snaps open and the purse emits a loud, repeating cry of “Thief!” in the primary language of its owner. At the same time, the interior reveals a disturbing row of small, human-like teeth set into pink, fleshy gums. The purse attempts to bite its holder once per round (+5 melee touch attack), dealing 1d4 points of piercing damage on a successful hit. The purse ceases all hostile behavior immediately when returned to its rightful owner.

Curiously, not all Nipping Purses are crafted with perfect arcane alignment. In many examples — especially older or hastily enchanted ones — the biting mechanism does not fully integrate with the physical clasp. Instead of replacing the purse’s opening, the enchantment manifests as a secondary, semi-independent “jaw” just within the interior. These flawed constructions result in a purse that appears to have both a mundane clasp and a lurking, animate mouth beneath it. While less elegant in design, such purses are no less effective, and some claim the misalignment makes them more unpredictable — and more vicious.

The purse itself has hardness 2 and 5 hit points. If destroyed, its extradimensional space collapses harmlessly, scattering its contents at the point of destruction.

Construction
Requirements Craft Wondrous Item, magic mouth, shrink item; Cost 1,250 gp, 100 XP, plus a finely crafted leather purse treated with alchemical preservatives worth 50 gp and the preserved jawbone of a Tiny predator (such as a weasel or similar creature) integrated into the lining during enchantment.

Lore

The earliest Nipping Purses were devised by cautious merchants and hedge enchanters seeking a simple deterrent against pickpockets. Initial designs relied solely on audible alarms, but these proved insufficient against determined thieves. The addition of a biting mechanism marked a turning point, transforming the item from a nuisance into a genuine hazard.

Over time, variations in craftsmanship led to a range of peculiar behaviors. Some purses integrated their enchantments flawlessly, with the clasp itself forming a seamless, tooth-lined maw. Others, however, developed a strange duality — a mundane exterior concealing a second, animate mouth beneath. Whether this is the result of flawed technique, unstable reagents, or something more willful within the magic itself remains a matter of debate among arcanists.

Collectors and criminals alike have come to recognize the distinctive sound of a Nipping Purse in action. In crowded markets and shadowed alleys, the sudden cry of “Thief!” followed by yelped pain is often enough to scatter would-be pickpockets. Yet some seasoned thieves whisper that the older, imperfect purses — the ones with “two mouths” — are the ones to fear most, for they do not always bite where one expects.

Item Familiar: The Verdant Touch

Item Familiar: The Verdant Touch


Aura
moderate transmutation and conjuration; CL 12th
Slot —; Weight 5 lbs.

DESCRIPTION

The Verdant Touch appears to be a slightly bent length of thick ivy vine, roughly 4 feet long and 3 inches in diameter. Its surface is supple yet resilient, with vibrant green leaves sprouting along its length. The staff is alive - its leaves slowly turn toward sunlight, and faint pulses of vitality can be felt through its grip like a steady heartbeat.

Legends claim these staffs are not crafted, but grown - gifts bestowed by ancient woodland powers, whether benevolent deities, primal spirits, or something older still. Each Verdant Touch is unique, forming a bond with a single wielder who nurtures it as much as it empowers them.

To any wielder lacking the Item Familiar feat, the Verdant Touch functions only as a +1 quarterstaff with no additional abilities. When bonded as an item familiar, however, the staff awakens and grows in power alongside its master, unlocking deeper druidic magic as the wielder advances.

ACTIVATION

The Verdant Touch is wielded as a staff and activated by command word. All spell-like abilities are usable a number of times per day equal to:

(Wielder’s Charisma modifier + Druid level)
(minimum 1 use per day per ability)

Caster level equals the wielder’s druid level.

PROGRESSION OF POWER

The Verdant Touch evolves as its bonded wielder increases in level:

  • Level 1
    Functions as a +1 quarterstaff
    Detect Magic at will
  • Level 4
    Gains access to: Entangle or Goodberry
  • Level 7
    Enhances to +2 quarterstaff
    Gains: Barkskin or Tree Shape
  • Level 10
    Gains: Plant Growth or Speak with Plants
  • Level 13
    Enhances to +3 quarterstaff
    Gains: Antiplant Shell or Command Plants
  • Level 16
    Gains: Commune with Nature or Tree Stride
  • Level 19
    Enhances to +4 quarterstaff
    Gains: Liveoak or Transport via Plants

The wielder chooses which spell to use at activation if multiple options are available at that level.

SPECIAL INTERACTIONS

  • Goodberry: Berries physically grow along the staff’s vines when this ability is used. These berries function identically to those created by the spell.
  • Liveoak: When activated, the staff transforms into the animated tree as per the spell. If the resulting creature is destroyed, the staff reverts to inert form and cannot be used for 24 hours, losing all magical properties during that time.

CONSTRUCTION

Requirements Craft Staff, Item Familiar feat, creator must be a druid of at least 12th level; spells: entangle, goodberry, barkskin, tree shape, plant growth, speak with plants, command plants, commune with nature, tree stride, liveoak, transport via plants
Cost to Create 36,000 gp, 2,880 XP, plus special materials (see below)

SPECIAL MATERIALS & RITUAL

Creation of the Verdant Touch cannot be completed through standard crafting alone. The following components are required:

  • A living vine harvested under a full moon from an ancient forest untouched by civilization
  • Water from a natural spring blessed or awakened by druidic magic
  • A seed from a treant or similarly awakened plant creature
  • A 7-day ritual in which the creator must remain in uninterrupted communion with nature

If any step is interrupted, the vine withers and the process must begin anew.

MARKET PRICE

72,000 gp (artifact-like progression item; value reflects full potential)

LORE

Few druids speak openly of the Verdant Touch, not out of secrecy, but reverence. These staffs are not tools - they are companions. It is said that each one contains a fragment of a primordial forest’s consciousness, a quiet awareness that observes the world through the wielder’s hands.

Some circles believe the staffs are planted, not made - grown in hidden groves where the boundary between the Material Plane and the realm of nature spirits thins. When a druid proves worthy, the staff simply appears, as though it had always been waiting.

Others tell darker stories. In blighted lands where forests have been burned or corrupted, twisted versions of the Verdant Touch have emerged - their leaves blackened, their magic warped toward decay and domination. Whether these are failures… or deliberate creations… remains a matter of quiet debate among the old orders.

3.5 D&D Equipment Kits

3.5 D&D Equipment Kits

Here are some kits for characters of all levels, using collections of stuff from the Equipment chapter of the Player’s Handbook. Magical equipment hasn’t been included here. Each item in a kit has its total weight and cost, so that you can quickly add or remove more items and keep track of what needs to be replaced.

Essentials Kits

Deluxe Essentials Kit

  • backpack 2gp, 2 lbs
  • bedroll 1sp, 5 lbs
  • 1-pint flask 3cp, 1.5 lbs
  • 7 days’ trail rations 3.5gp, 7 lbs
  • healer’s kit 50gp, 1 lb
Total Cost: 55.63gp, Weight: 16.5 lbs

Full Essentials Kit

  • backpack 2gp, 2 lbs
  • bedroll 1sp, 5 lbs
  • 1-pint flask 3cp, 1.5 lbs
  • 7 days’ trail rations 3.5gp, 7 lbs
Total Cost: 5.63gp, Weight: 15.5 lbs

Basic Essentials Kit

  • backpack 2gp, 2 lbs
  • bedroll 1sp, 5 lbs
  • 1-pint flask 3cp, 1.5 lbs
  • 3 days’ trail rations 1.5gp, 3 lbs
Total Cost: 3.63gp, Weight: 11.5 lbs

Wilderness Kits

Deluxe Wilderness Kit

  • backpack 2 gp, 2 lbs
  • hunting knife 2 gp, 1 lb
  • whetstone 2 cp, 1 lb
  • bucket 5 sp, 2 lbs
  • shovel 2 gp, 8 lbs
  • hammer 5 sp, 2 lbs
  • 36 square yards canvas 2 sp, 2 lbs
  • fishing line and hook 1 sp
  • flint and steel 1 gp
  • iron pot 5 sp, 10 lbs
  • signal whistle 8 sp
  • tent 10 gp, 20 lbs
  • waterskin 1 gp, 4 lbs
  • 2 vials antitoxin 100 gp
  • climber’s kit 80 gp, 5 lbs

Total Cost: 200.62 gp, Weight: 57 lbs

Full Wilderness Kit

  • backpack 2 gp, 2 lbs
  • hunting knife 2 gp, 1 lb
  • whetstone 2 cp, 1 lb
  • shovel 2 gp, 8 lbs
  • hammer 5 sp, 2 lbs
  • 36 square yards canvas 2 sp, 2 lbs
  • fishing line and hook 1 sp
  • flint and steel 1 gp
  • iron pot 5 sp, 10 lbs
  • tent 10 gp, 20 lbs
  • waterskin 1 gp, 4 lbs

Total Cost: 19.32 gp, Weight: 50 lbs

Basic Wilderness Kit

  • backpack 2 gp, 2 lbs
  • hunting knife 2 gp, 1 lb
  • fishing line and hook 1 sp
  • flint and steel 1 gp
  • tent 10 gp, 20 lbs
  • waterskin 1 gp, 4 lbs

Total Cost: 16.10 gp, Weight: 27 lbs

Dungeoneering Kits

Deluxe Dungeoneering Kit

  • backpack 2 gp, 2 lbs
  • everburning torch 110 gp, 1 lb
  • crowbar 2 gp, 5 lbs
  • 5 pitons 5 sp, 2.5 lbs
  • grappling hook 1 gp, 4 lbs
  • 50-foot silk rope 10 gp, 5 lbs
  • 3x chalk 3 cp
  • 10-foot pole 2 sp, 8 lbs
  • caltrops 1 gp, 2 lbs
  • acid 10 gp, 1 lb
  • alchemist’s fire 20 gp, 1 lb

Total Cost: 156.73 gp, Weight: 31.5 lbs

Full Dungeoneering Kit

  • backpack 2 gp, 2 lbs
  • hooded lantern 7 gp, 2 lbs
  • 4 pints of oil 4 sp, 4 lbs
  • crowbar 2 gp, 5 lbs
  • 5 pitons 5 sp, 2.5 lbs
  • grappling hook 1 gp, 4 lbs
  • 50-foot hemp rope 1 gp, 10 lbs
  • 3x chalk 3 cp
  • 10-foot pole 2 sp, 8 lbs
  • caltrops 1 gp, 2 lbs

Total Cost: 15.13 gp, Weight: 39.5 lbs

Basic Dungeoneering Kit

  • backpack 2 gp, 2 lbs
  • 10 torches 1 sp, 10 lbs
  • 5 pitons 5 sp, 2.5 lbs
  • 50-foot hemp rope 1 gp, 10 lbs
  • 3x chalk 3 cp
  • 10-foot pole 2 sp, 8 lbs

Total Cost: 3.83 gp, Weight: 32.5 lbs

Scholar’s Kits

Deluxe Scholar’s Kit

  • backpack 2 gp, 2 lbs
  • 5x candles 5 cp
  • 5x tindertwigs 5 gp
  • black, red, and blue ink 40 gp
  • quill pen 1 sp
  • 100 sheets of parchment 20 gp
  • sealing wax 1 gp, 1 lb
  • signet ring 5 gp
  • soap 5 sp, 1 lb
  • steel mirror 10 gp, 0.5 lbs
  • magnifying glass 100 gp
  • bell 1 gp
  • hourglass 25 gp, 1 lb
  • merchant’s scale 2 gp, 1 lb
  • 2 flasks holy water 50 gp, 2 lbs
  • sunrod 2 gp, 1 lb
  • wooden holy symbol 1 gp

Total Cost: 264.65 gp, Weight: 9.5 lbs

Full Scholar’s Kit

  • backpack 2 gp, 2 lbs
  • 5x candles 5 cp
  • 5x tindertwigs 5 gp
  • ink 8 gp
  • pen 1 sp
  • 50 sheets of parchment 10 gp
  • sealing wax 1 gp, 1 lb
  • signet ring 5 gp
  • soap 5 sp, 1 lb
  • steel mirror 10 gp, 0.5 lbs
  • bell 1 gp
  • 1 flask holy water 25 gp, 1 lb
  • sunrod 2 gp, 1 lb
  • wooden holy symbol 1 gp

Total Cost: 70.65 gp, Weight: 7.5 lbs

Basic Scholar’s Kit

  • backpack 2 gp, 2 lbs
  • 3x candles 3 cp
  • 1x tindertwig 1 gp
  • ink 8 gp
  • pen 1 sp
  • 10 sheets of parchment 1 gp
  • soap 5 sp, 1 lb
  • steel mirror 10 gp, 0.5 lbs
  • sunrod 2 gp, 1 lb
  • wooden holy symbol 1 gp

Total Cost: 25.63 gp, Weight: 5.5 lbs

Mount Kits

Deluxe Mount Kit

  • light warhorse 150gp
  • chain shirt barding 400gp, 50 lbs
  • bit and bridle 2gp, 1 lb
  • military saddle 20gp, 30 lbs
  • saddlebags 4gp, 8 lbs
  • 7 days’ feed 3.5sp, 70 lbs
Total Cost: 576.35gp, Mount’s Load: 159 lbs

Full Mount Kit

  • light warhorse 150gp
  • leather barding 20gp, 30 lbs
  • bit and bridle 2gp, 1 lb
  • military saddle 20gp, 30 lbs
  • saddlebags 4gp, 8 lbs
  • 7 days’ feed 3.5sp, 70 lbs
Total Cost: 196.35gp, Mount’s Load: 139 lbs

Basic Mount Kit

  • light horse 75gp
  • bit and bridle 2gp, 1 lb
  • riding saddle 10gp, 25 lbs
  • saddlebags 4gp, 8 lbs
  • 7 days’ feed 3.5sp, 70 lbs
Total Cost: 91.35gp, Mount’s Load: 104 lbs

Equipment: Additional Armors

Equipment: Additional Armors

Name, Weight, Type, Cost, AC Bonus, Max Dex, Check Penalty, Spell Failure
  • Barbarian Partial Armor, Heavy 15 H 50 6 2 -3 20%
  • Barbarian Partial Armor, Light 3 L 10 2 6 0 10%
  • Barbarian Partial Armor, Medium 9 M 30 5 5 -1 15%
^ Armor made from random bits and pieces of other armors.
  • Bikini Armor, Banded Mail 7 H 500 6 1 -6 20%
  • Bikini Armor, Breastplate 6 M 400 5 3 -4 10%
  • Bikini Armor, Chain Shirt 5 L 200 4 4 -2 5%
  • Bikini Armor, Chainmail 8 M 300 5 2 -5 15%
  • Bikini Armor, Full Plate 10 H 3000 8 1 -7 25%
  • Bikini Armor, Half-Plate 8 H 1200 7 1 -6 20%
  • Bikini Armor, Hide 5 M 30 3 4 -3 5%
  • Bikini Armor, Leather 3 L 20 2 6 0 0%
  • Bikini Armor, Padded 2 L 10 1 8 0 0%
  • Bikini Armor, Scale Mail 6 M 100 4 3 -4 10%
  • Bikini Armor, Splint Mail 9 H 400 6 0 -7 25%
  • Bikini Armor, Studded Leather 4 L 50 3 5 -1 0%
This is a woman’s suit of armor in a bikini style.
  • Brass Armor 35 M 100 5 4 -3 25%
Brass armor is a light suit of armor for a knight who do not wish to be heavily burdened.
  • Chain and Leather Armor 18 L 65 3 5 -2 20%
This is a tunic made of thick but supple leather with light chain mail added in the chest, arms and skirt.
  • Chain, Light 25 L 100 4 4 -2 20%
This is light chain mail armor that only covers parts of the body, depending on user preference. Very common among elves
  • Cuirass, Bronze 15 M 150 3 3 -1 25%
  • Cuirass. Canvas 8 M 10 1 5 0 25%
  • Cuirass, Leather 10 M 20 2 3 0 25%
  • Cuirass, Linen 5 M 10 1 5 0 25%
  • Cuirass, Tin 15 M 100 2 3 -1 25%
A piece of armor consisting of breastplate and backplate fastened together.
  • Drow Plate Armor, Revealing 15 M 2000 5 4 -2 10%
This suit of plate armor is quite revealing, but gives decent protection as well.
  • Elven Half-Plate 25 M 4600 7 2 -5 30%
  • Elven Full Plate 30 M 5500 8 2 -5 30%
Like Elven Chainmail, these Elven armors are very light and exquisitely made.
  • Leather & Lace Matron’s Dress 10 L 50 2 6 0 10%
This buckled leather and lace dress protects as well as standard leather armor.
  • Mithral Breastplate 15 M 1200 5 3 -4 25%
  • Mithral Chain Shirt 10 L 1100 4 4 -2 10%
  • Mithral Full Plate 25 M 2500 8 1 -6 40%
  • Mithral Half-Plate 20 M 1600 7 0 -7 35%
  • Mithral Scale Mail 15 M 750 4 3 -3 25%
Made of Mithral that has been worked.
  • Platemail, Formfit 30 H 2000 6 4 -3 35%
Shaped metal plates riveted to very closely cover a single specific individual. Includes gauntlets, boots, and helm.

Verdant Vigil Candle

Verdant Vigil Candle Aura moderate transmutation and conjuration; CL 7th Slot —; Price 8,400 gp; Weight 1 lb. DESCRIPTION This thick candle ...