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  Cooling Gel
  This cold blue gel can be applied to the skin. It provides a +1 resistance bonus to fire- or heat-based attacks, or heals 1d6 points of burn damage that the character has suffered, provided it is applied within an hour of the damage. Price: 100 gp.
 
  Firebane
  This thick grease provides rudimentary protection against one fire-based attack. To be effective, firebane must be smeared over the entire body. Anyone protected by the grease has fire resistance 10 while covered. The grease is only effective for half an hour. If left on the body for more than 1 hour, fireband begins to cause serious damage to the skin and deals 1 point of subdual damage per minute. Firebane can be washed off with water. Price: 50 gp.
 
  Fire Beetle Paste
  This noxious substance is a mixture of chemicals and a concentrated distillation of fire beetle glands, yielding a thick, reddish paste. It can be spread on surfaces and burns fiercely for 1d4 rounds when touched by open flame, doing 3d6 points of damage per round and halving the hardness of the object before damage is applied. It can burn through wood, stone, and even metal. One container of the paste is enough to draw a half-inch thick line 1 yard long. A container can be ignited and thrown, but the paste does not stick or splatter when used in such a manner and has the same effect as a thrown torch. Price: 50 gp.
 
  Firestone
  This small orange stone can be hurled as a grenadelike weapon. When it hits a hard surface, it bursts into a puff of flame that does 1d6 points of fire damage and ignites any flammable materials within the 5-foot square where it strikes. Price: 50 gp.
 
  Flourbag
  The flourbag is a small sack that is thrown against an opponent to break open and create a 5' diameter powdery cloud. This cloud may allow detection of invisible opponents, changing their concealment from 100% to 50%. Price: 10 gp.
 
  Leaf Armor
  Elven artisans weave suits of armor from forest leaves, which are then treated by a special alchemical process that makes them as tough and flexible as leather, with considerably less weight and encumbrance. Such suits are made in both 'springtime' and 'autumn' styles. Springtime leaf armor is vivid green while autumn leaf armor is made up of red, orange, and yellow leaves.
Spell failure chances for armors made from these treated leaves are decreased by 5%, maximum Dexterity bonus is increased by one, and armor check penalties are decreased by two. Note that armors that are primarily constructed of metal are not meaningfully affected. The only types of leaf armor that can be made are padded, leather, studded leather, and hide. Price: +850 gp.
 
  Lenaer Wood
  The Silver Valley's Lenaer trees (easily identified by their swirling gray bark, sweet sap, and thick-veined leaves shaped like seven-pointed stars) are the only source of this special wood. Lenaer wood is pale and extremely light (akin to balsa wood), and it is often used by elves for simple artistic carving. When properly cured, however, lenaer wood is extremely durable while remaining lightweight. Weapons of lenaer wood - typically staves and bows - weigh 25% less than ordinary weapons. Ranged weapons such as spears and arrows constructed of lenaer enjoy a 10-foot bonus to their range increment. For example, the range increment of a shortbow shooting lenaer arrows would be 70 feet instead of 60 feet. Price: +10 gp per pound of the item made from it (use the original, non-lenaer weight of the item as the base).
 
  Liquid Ice
  This viscous liquid becomes extremely cold on exposure to air. A vial of liquid ice can freeze the surface of up to a 10-foot by 10-foot area of water or smother a like area of fire. Used as a grenadelike weapon, a vial of liquid ice inflicts 1d6 points of cold damage on a direct hit, or 1 point of splash damage. Price: 30 gp.
 
  Masking Perfume
  This alchemical formula helps to mask the natural scent of anyone wearing it for up to 3 hours. Creatures with the Scent quality can't detect the wearer by scent until he is within 5 feet.
Masking perfume also eliminates the tracking bonus the creature normally gains to track the character (see the Monster Manual for details). A small bottle contains five applications of masking perfume (each enough for one Medium-size character). Price: 100 gp.
 
  Powdered Water
  This fine white powder sparkles faintly. An ounce, mixed with a single drop of water, becomes a gallon of drinkable water. The powder is usually put in a vessel that can contain a full gallon of water before the drop of activating liquid is added. The vessel is then shaken to agitate the mixture. It takes a full round for the gallon of water to form.
The powder must be kept in a watertight container to remain effective, but it is an easy way to transport large amounts of water over great distances. Price: 5 sp.
 
  Skunkbomb
  This item is a vial of extremely potent liquid. When thrown against a target and broken, the liquid reacts with air to create a short-lived, extremely nauseating 5' diameter cloud of gas. Targets must make a Fortitude saving throw with a DC of 12 or be nauseated for one round (see nausea in the DMG on page 85 for effects). Price: 35 gp.
 
  Slimebane
  This concoction breaks down oozes of all types (see the Monster Manual). When used as a grenadelike weapon, it does 1d6 points of damage on a successful hit and 1 point of splash damage. On the round following a direct hit, the ooze must make a Fortitude save (DC 15) or take an additional 1d6 damage. Slimebane does not affect creatures not of the ooze type. Price: 15 gp.
 
  Sneezing Powder
  This fine powder can be thrown as a grenagelike weapon. On a direct hit the target must make a Fortitude save (DC 15) or else suffer a -2 circumstance penalty to all rolls for 1d4 rounds because of sneezing and watery eyes. Creatures immune to gases or poisons are immune to sneezing powder. Price: 60 gp.
 
  Soupstone
  When dropped into a container of water, this small smooth stone turns the water into a hot, nourishing broth of a flavor chosen when the soupstone is made. A soupstone can transform up to 10 gallons of water before it becomes inert. It has no effect on water-based creatures. Price: 30 gp.
 
  Vakar
  This durable bluish-black metal can withstand extreme heat during the tempering process and exudes a strange oil. Weapons made with vakar metal receive a +1 bonus to damage. Furthermore, the oil exuded by vakar is caustic to those of elven blood, raising painful welts and dealing +2d6 points of damage to elves, +1d6 points of damage to half-elves. Price: +8,000 gp.
 
  Vapors of Sleep
  When applied to a cloth and held over the nose and mouth (or other breathing orifices), this liquid forces the target to make a Fortitude save (DC 13) or sleep as if affected by a sleep spell for 1d4 hours. The attacker must successfully grapple the target in order to use the vapors on her. A vial of the liquid can also be thrown as a grenadelike weapon. It does not cause victims to fall asleep, but they must make a Fortitude save (DC 13) on a direct hit or suffer a -2 circumstance penalty on all actions due to drowsiness and disorientation for 1d4 rounds. Price: 50 gp.
 
  Wood armor
  A cloth or leather coat reinforced with strips of wood. The armor covers the torso but leaves the limbs free for better mobility.
Source: Dragon Magazine #275
 
Cost Armor Bonus Max Dex. Armor Check Penalty Arcane Spell Failure Speed
(30 ft.)
Speed
(20 ft.)
Weight
15 gp +3 +4 -3 15% 30 ft. 20 ft. 20 lb.

 

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