Miscellaneous Items

Miscellaneous Items:

Item Cost Weight
Bandolier, MW 60 GP 1 lb
Binoculars 500 GP ½ lb
Cable (50 ft) 25 GP 2 lb
Cablespool 125 GP 2 lb
(with cable) 175 GP 6 lb
Camouflage Netting ― ―
Tiny or smaller 5 GP 1 lb
Small or Medium 25 GP 3 lb
Large 100 GP 10 lb
Huge 200 GP 30 lb
Gargantuan 500 GP 100 lb
Colossal 1,000 gp 300 lb.
Collapsible Pole 20 GP 8 lb
Earthsilk Jersey 150 GP 2 lb
Earthsilk Rope (50 ft) 12 GP 7 lb
Electric Cooler 100 GP 30 lb
Electric Heater 100 GP 10 lb
Expandable Pole 10 GP 5 lb
Food Cooler 75 GP 30 lb
Food Refrigerator 200 GP 300 lb
Harness 20 GP 2 lb
Earthsilk Rope (50 ft) 12 GP 7 lb
Glowtube, flood 30 GP 2 lb
Glowtube, lantern 20 GP 3 lb
Glowtube, standard 15 GP 1.5 lb
Mechanical Burgler ― ―
(Type I) 2000 GP 3 lb
(Type II) 2500 GP 3 lb
(Type III) 3000 GP 3 lb
(Type IV) 4000 GP 3 lb
Radio, Command 1000 GP 100 lb
Radio, Crystal 5 GP ―
Radio, Headset 150 GP ½ lb
Radio, Relay 125 GP 2 lb
Radio, Squad 250 GP 15 lb
Radio, Transmitter 750 100 lb
Rubber Ball 3 GP ―
Rubbing Kit 5 GP 1 lb
Solar Array 500 GP 50 lb
Spyglass 250 GP ½ lb
Zippo 5 GP ―

Bandolier, Masterwork: Holds 10 objects grenade size or smaller, which can be pulled out as a Swift action.
Binoculars: A set of lenses in two adjustable linked tubes. Binoculars reduce the range penalty for Spot checks to –1 for every 50 feet (instead of –1 for every 10 feet). Using binoculars for Spot checks takes five times as long as making the check unaided. Due to the binocular vision, you see more at once, giving a +2 circumstance bonus to Spot checks while using them.
Cable: Desmodu make a metal cord that is thinner, stronger, and lighter than even silk rope. It is too thin for most creatures to climb easily (Climb DC 20), but desmodus using a cable can climb at their normal climb speed. The cable has a snap ring at each end so that it can be quickly attached to or detached from a piton, spike, grappling hook, or other item without a Use Rope check.

The cable has 10 hit points and hardness 5. It can be broken with a successful Strength check (DC 32). Its stiffness, however, imposes a –2 circumstance penalty on use Rope checks.
Cablespool: This gadget carries 100 feet of cable (see above) in an enclosed reel. The reel is spring-wound and can pull in all 100 feet of cable in 1 round (pulling with a Strength score of 16). It can be set to reel or unreel the cable automatically as the user climbs, or to act as a brake, allowing the user to jump down 100 feet without harm.
Camoflage Netting: On the battlefield, characters are often required to conceal themselves from sight—sometimes without a handy rock or tree to hide behind. Camouflage netting is specially crafted to allow characters to accomplish exactly this task. It is basically a large blanket mottled in colors appropriate to the climate and terrain, sometimes incorporating foliage, branches, and other materials.

Camouflage netting is made in a specific size and to match a specific climate/terrain type. It allows a character of the specified size or smaller to attempt a Hide check in the specified climate/terrain type even though the character does not have cover or concealment. It only functions as long as the character remains stationary—moving even as little as 5 feet negates the netting’s effect. It also allows an object of the specified size or smaller to be hidden (an object’s base Hide check modifier is –5 plus any modifier for size; see page 76 of the Player’s Handbook). Camouflage netting used in a climate/terrain combination that it isn’t designed for has no effect.
The possible climate/terrain combinations for camouflage netting are as follows:
• Cold deserts
• Cold forests
• Cold hills/mountains
• Cold marshes
• Cold plains
• Temperate deserts
• Temperate forests
• Temperate hills/mountains
• Temperate marshes
• Temperate plains
• Warm deserts
• Warm forests
• Warm hills/mountains
• Warm marshes
• Warm plains
• Aquatic
• Underground

The weight and price of camouflage netting depends on the largest size of creature the netting can accommodate.
Collapsible Pole: This 2-foot-long wooden pole is composed of six telescoping sections that allow it to extend to a length of 12 feet. Each section can be turned to lock it in place to prevent the pole from collapsing prematurely. The pole can be partially extended to 4 feet, 6 feet, 8 feet, or 10 feet. You can use the pole to jam doors, pass objects across pits, spring traps, or serve any other needed function. The thinnest section of a collapsible pole can be inserted into a second pole, creating a sturdy pole of up to 22 feet in length. Expanding or collapsing a pole is a full-round action.
Earthsilk Jersey: One material the dwarves developed early on in their society was earthsilk. The basis of the material is an odd fungus known as maiden’s hair. It grows long, thin, silken tendrils that hang down from the main mass and collect moisture from the damp underground air. The fungus itself is time consuming to harvest, because it is very tough and difficult to cut despite its delicate appearance. Once the fungus is harvested, the long, thin tendrils are removed and used as thread or light yarn. This thread is called earthsilk, and it can be woven into a fabric that rivals the fi nest silks of the surface world for feel and sheen, though it is far heavier and coarser than any elven silk made. Earthsilk fabric is a staple of the dwarven wardrobe, and nearly every subterra-nean dwarf owns at least one earthsilk jersey, typically worn in place of an ordinary tunic under a vest or armor.

An earthsilk jersey retains the fibers’ natural toughness, providing its wearer with damage reduction 1/slashing or bludgeoning. It may be worn under another type of armor. Once crafted, earthsilk fabric is durable unless torn. If the wearer of an earthsilk jersey takes a critical hit that deals piercing damage, the garment is torn and does not provide damage reduction unless it is repaired.
Earthsilk Rope: In addition to being used for clothing, earthsilk fibers can be woven together to form a strong, thin rope that finds common use in many dwarf cities. Earthsilk rope feels similar to silk ropes made in the surface world but is roughly twice as thick, putting it between silk and hempen ropes in bulk and ease of use. It is stronger even than silk rope, however, and can bear heavier loads without breaking.
Earthsilk rope has hardness 1, 10 hit points, and can be burst with a DC 26 Strength check.
Electric Cooler: An air conditioner that runs off a Mk-2 or -3 power cell, typically. Makes a 20’ area comfortable in the heat, assuming it’s a confined area. This can run 12 hours off of a Mk-2 cell or roughly two days off a Mk-3.
Electric Heater: A heater than runs off a Mk-2 or -3 power cell, typically. Makes a 20’ area comfortable in the cold, assuming it’s a confined area. This can run 12 hours off of a Mk-2 cell or roughly two days off a Mk-3.
Expandable Pole: This sturdy but hollow bamboo rod is 1 foot long and capped at each end. By removing the caps, the user can slide out up to five additional sections from each tip. When extended and rotated into “locked” position (a move-equivalent action), each of these sections adds 1 foot to the total length of the rod. Since each end can produce the same number of extensions, the pole can be set at any 1-foot increment up to 11 feet. The usual settings are 5 feet, 7 feet, 9 feet, and 11 feet. Collapsing the pole back to its original 1-foot length requires twisting each section to unlock it, then sliding it back inside the next larger piece (a move-equivalent action).

The primary function of this device is to bridge holes or gaps and anchor ropes for descent into pits and shafts. How far the pole is extended determines how much weight it can bear: It can hold 150 pounds at 5 feet, 120 pounds at 7 feet, 100 pounds at 9 feet, or 50 pounds at 11 feet. Halflings and gnomes in particular find this a useful piece of dungeoneering equipment.
Food Cooler: A food cooler is a chest a yard long and a foot and a half tall and wide. It can be powered by a Mk-2 cell for one day, or a MK-3 for 3 days. Objects stored in the cooler become Cold. The cooler may also be used to keep things preserved or prevent them from decaying.
Food Refridgerator: It’s a fridge and is thus rather large and heavy. It can be powered by a Mk-2 cell for one day, or a MK-3 for 3 days. Objects stored in the fridge become Cold. The fridge may also be used to keep things preserved or prevent them from decaying.
Glowtube, flood: A larger version of the standard tube, with a massive lens with a full-sized removable Mk-1 crystal inside. A flood glowtube runs for 12 hours on a single charge and is recharged as normal. Practically a handheld spotlight, this item projects a bright beam 100 feet long and 50 feet across at its end. You can carry a lamp in one hand. Once per encounter a glowtube can be used to attack targets in its range with a DC equal to 10 + BAB + Dex. On a successful save the targets are merely dazzled, but on a failed save the targets are blinded. This effect lasts for 1d4 rounds.
Glowtube, lantern: A lantern working similar to the other models. It clearly illuminates a 30-foot radius and provides shadowy illumination in a 60-foot radius, and runs for a day on a Mk-1 power crystal. You can carry a lamp in one hand.
Glowtube, standard: A tube of bakelite with a light-emitting deep-crystal lens powered by a Mk-1 Power Crystal. A standard glowtube can run for a day on a single Mk-1 power crystal. This heavy metal flashlight projects a beam 30 feet long and 15 feet across at its end. You can carry a lamp in one hand and can easily be affixed to a weapon as a move action. Once per encounter a glowtube can be used to attack targets in its range with a DC equal to 10 + 1/2 BAB + Dex. On a successful save the targets are merely dazzled, but on a failed save the targets are blinded. This effect lasts for 1d4 rounds.
Harness: Straps crisscross the front and back of the user’s body to keep the harness from slipping off. Has hooks and hooks for lots of stuff. Each harness is fitted with rings, hooks, and ties for carrying weapons and equipment. A reinforced hook hangs near the waist for carrying a cablespool.
Mechanical Burglar: Another gnome invention, the mechanical burglar is a tiny, clockwork device that automatically picks mechanical locks. (It cannot bypass magic locks.) The device is a sophisticated mechanism
in which springs extend and retract tiny metal probes to manipulate a lock’s inner workings.

To use the mechanical burglar, the owner simply winds it up and inserts it into the lock where the key would normally fi t. The device is not silent; it ticks, whirs, and pings the whole time it is working. A mechanical burglar takes 1d10 rounds to pick a lock.

The quality of the device determines how complex a lock it can open, according to the following table.
Type Lock Complexity
I Very simple (DC 20)
II Very simple (DC 20) or average (DC 25)
III Very simple (DC 20), average (DC 25), or good (DC 30)
IV Very simple (DC 20), average (DC 25), good (DC 30), or amazing (DC 35)

To maintain the device, the owner must keep it dry, oil it occasionally, and protect it from impact. Failure to take proper care of the mechanical burglar causes it to cease functioning until repaired, which costs half of
its original cost. The mechanical burglar only works on traditional key locks and padlocks.
Promethium: An oil refined from coal and petroleum under the ground and the Duranta claim it has great potential. A pint of promethium burns for 6 hours in a lantern. You can use a flask of promethium as a splash weapon. Use the rules for alchemist’s fire, except that it takes a full round action to prepare a flask with a fuse. Promethium pings faintly of Necromancy and Transmutation magic.

You can pour a pint of oil on the ground to cover an area 5 feet square, provided that the surface is smooth. If lit, the oil burns for 2 rounds and deals 1d4 points of fire damage to each creature in the area.
Radio, Command: A radio typically mounted in vehicles or on command posts. This has a range of 100 miles or so, but this can be doubled by a DC 10 Int check or tripled by a DC 15. A command radio can act as a relay for Headsets and the like within its radius, can be used by up to 2 operators at once. This device can run for a day off of a Mk-2 power cell, or half that if jamming.
Optional Parts:
- Pict scanner (50 GP), uses a holocube that costs/counts the same as Scriptal Focus. Holds five at a time. Takes colour or b&w pictures.
- Audio System (
50 GP): Lets you record and play sound or music using holocubes or Singing Stones in dock, holds five stones or cubes.
- Jammer System (500 GP): Let’s you jam radio within the range of the radio, counting relays but not the Int checks above. This can cover all frequencies or just the enemies. An enemy can try to burn through your jamming, which is resolved by opposed Int checks.
Radio,
Radio, Crystal: A device that uses a crystal and inexpensive materials to let anyone listen to the radio without power. It comes with headphones, as it can’t power full speakers. It can receive signals as far as 25 miles on a good day, but cannot broadcast. Often built by Amani artisans to allow anyone, poor or rich, to listen to music broadcasts.
Radio, Headset: A radio worn as a headset or attached to the chest. Has a range of 200’ (affected by things like standard radio is), but can use a squad radio to relay them to farther listeners. It runs for a day off a Mk-1 power cell, but can run for over a month with better ones.
Radio, Relay: A radio relay extends the range of allied transmissions by a half-mile and is the size of a beer bottle. They have a minour cloaking effect, granting them a +5 bonus to Hide checks when hidden. They can function for 12 hours off a Mk-1 power cell or over a month with better ones.
Radio, Squad: A big communication device worn like a backpack. Mainly used for radio but some models have can take and transmit images, record and play audio. The radio has an optimal range of 5 miles, but is usually more like three and is cut in half underground or in areas with strong interference. It runs for 12 hours off a Mk-1 power cell, but can run for over a month with better ones.
Optional Parts:
- Pict scanner (
50 GP), uses a holocube that costs/counts the same as Scriptal Focus. Holds one at a time. Takes colour or b&w pictures.
- Audio System (+50 GP): Lets you record and play sound or music using holocubes or Singing Stones in dock, holds one stone or cube.
Radio, Transmitter: A radio transmitter is a relay’s big brother and is the size of a fridge. These can boost radio ranges by 100 miles each and can run for a day off of a Mk-2 cell, or half that if jamming. These typically have two ports for power cells and a built-in solar charger, providing 1 charge per power in sunlight.
Rubbing Kit: Explorers often find carvings and runes they don’t understand. A rubbing kit allows adventurers to bring a copy of the runes with them for an expert to translate later. This kit consists of a roll of thin paper 20 feet long and 1 foot wide, as well as innumerable sticks of fine charcoal. Creating an accurate copy requires 1 minute per foot of the image captured. This process can be reduced to a full-round action, but doing so raises the DC of any checks related to the rubbing (Study, Knowledge [history], etc) by 5.
Rubber Ball: A bouncing rubber ball can give you an idea of what lies down a corridor. Simply throw the ball at a space or grid intersection as you would throw a splash weapon, though with a range increment of 30 feet. No matter where the ball lands, it bounces directly away from you, traveling half the distance it was first thrown. Then it lands and bounces again, covering half the distance of the previous bounce. The ball continues in this manner until it makes a bounce that would be less than 5 feet in length, at which time it stops bouncing and begins rolling. If the ball strikes a solid object, it reverses direction and continues rolling.
Thus, you can throw a rubber ball down a corridor to see whether or not it hits a wall and returns to you. Either way, you learn something about the length of the hallway. When you throw the ball, you can also listen carefully for other cues, especially if the ball does not return. For example, if you hear a splash, you know that a liquid obstacle lies ahead.
Solar Array: This device is a modular power generator that steals power from the sun’s ray. Suck it, sun deities. The base model is 1 square yard and will gather 5 charges per hour in sunlight and can fill up Mk-1, -2, and -3 power cells thanks to a universal power ports. Each panel adds 5 more charges per hour, but shitty weather will reduce this by half, rounding down. Solar Arrays have a hardness of 2 and 10 HP, making them somewhat better than glass, but still fragile.
Spyglass: Same as the binocular but cheaper. Lacks a bonus to Spot.
Zippo: A small brass box with built-in flint that uses promethium to produce a small flame with brightness equal to a candle. Creating a flame with a lighter is much faster than creating a flame with flint and steel (or a magnifying glass) and tinder. Lighting a torch with a zippo is a move action (rather than a full-round action), and lighting any other fire with one is at least a standard action.

A zippo can safely run for roughly 5 minutes before it heats up too much, but carries enough to run for 10 total. A zippo holds 1/2 oz of promethium and can be lit hundreds of times before flint needs replacing.

Miscellaneous Items

The Psychic War GX9900