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Dungeoneering

From Titan's Teeth

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Climbing

Block And Tackle

Benefit: Whether it is used to hoist treasure from a pit or move supplies, a simple block-and-tackle pulley, when it is properly secured, adds a +5 circumstance bonus on Strength checks to lift heavy objects. Securing the pulley requires 1 minute.

Price 5 gp Weight 5 lbs.

Climber's Kit

Benefit: These crampons, pitons, ropes, and other tools give you a +2 circumstance bonus on Climb checks.

Price 80 gp Weight 5 lbs.

Climbing Hammer

A leather loop is attached to the haft, which can be wrapped around the wrist to prevent the hammer being dropped.

Note: If a hammer is used in combat, treat it as a one-handed improvised weapon that deals bludgeoning damage equal to that of a Spiked Gauntlet of its size.

Price 5 sp Weight 2 lbs.

Grappling Hook

Throwing a grappling hook requires a ranged attack roll, treating the hook as a thrown weapon with a range increment of 10 feet. Throwing the grappling hook into a specific square requires hitting AC 5. Successfully throwing over a wall or onto a roof (larger than 1 square) requires hitting AC 0.

Note: The grappling hook can also be used as an light melee weapon dealing 1d6 piercing damage. The grappling hook is usually an improvised weapon, inflicting a -4 penalty to throw or use as a melee weapon.

Also see the Weapon entry for Grappling Hook, Weapon.

Price 1 gp Weight 4 lbs.

Hemp Rope

This 50-foot length of rope has 2 hit points and can be burst with a DC 23 Strength check.

The DC to escape hemp rope bonds is equal to 20 + the CMB of the creature that tied the bonds. If the DC to escape is higher than 20 + the tying creatures CMB, the tied up creature cannot escape from the bonds, even with a natural 20 on the check.

Price 1 gp Weight 10 lbs.

Ladder

10-foot ladder.

Price 2 sp Weight 20 lbs.

Piton

Solid iron piton which can be hammered into rock, iron or dirt to hold ropes, or jammed in to hold doors open.

Price 1 sp Weight ½ lb.

Silk Rope

This 50-foot length of silk rope has 4 hit points and can be broken with a DC 24 Strength check.

The DC to escape hemp rope bonds is equal to 20 + the CMB of the creature that tied the bonds. If the DC to escape is higher than 20 + the tying creatures CMB, the tied up creature cannot escape from the bonds, even with a natural 20 on the check.

Price 10 gp Weight 5 lbs.

Container

Backpack

This leather knapsack has one large pocket that closes with a buckled strap and holds about 2 cubic feet of material. Some may have one or more smaller pockets on the sides.

Price 2 gp Weight 2 lbs.

Masterwork Backpack

This backpack has numerous pockets for storing items that might be needed while adventuring. Hooks are included for attaching items such as canteens, pouches, or even a rolled-up blanket. It has padded bands that strap across the chest and the waist to distribute its weight more evenly. Like a common backpack, it can hold about 2 cubic feet of material in its main container. When wearing a masterwork backpack, treat your Strength score as +1 higher than normal when calculating your carrying capacity.

Price 50 gp Weight 4 lbs.

Vial

A vial is made out of glass or steel and holds 1 ounce of liquid.

Price 1 gp Weight -

Lighting

Bullseye Lantern

A bullseye lantern provides normal light in a 60-foot cone and increases the light level by one step in the area beyond that, out to a 120-foot cone (darkness becomes dim light and dim light becomes normal light). A bullseye lantern does not increase the light level in normal light or bright light.

A lantern burns for 6 hours on one pint of oil.

You can carry a lantern in one hand.

Price 12 gp Weight 3 lbs.

Candle

A candle dimly illuminates a small area, increasing the light level in a 5-foot radius by one step (darkness becomes dim light and dim light becomes normal light). A candle cannot increase the light level above normal light. A candle burns for 1 hour.

Price 1 cp Weight -

Flask of Oil

A pint of oil burns for 6 hours in a lantern or lamp.

You can also use a flask of oil 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. Once it is thrown, there is a 50% chance of the flask igniting successfully.

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 1d3 points of fire damage to each creature in the area.

Price 1 sp Weight 1 lb.

Flint And Steel

Lighting a torch with flint and steel is a full-round action, and lighting any other fire with them takes at least that long.

Price 1 gp Weight -

Hooded Lantern

A hooded lantern sheds normal light in a 30-foot radius and increases the light level by one step for an additional 30 feet beyond that area (darkness becomes dim light and dim light becomes normal light). A hooded lantern does not increase the light level in normal light or bright light.

A lantern burns for 6 hours on one pint of oil.

You can carry a lantern in one hand.

Price 7 gp Weight 2 lbs.

Lamp

A lamp illuminates a small area, providing normal light in a 15-foot radius and increasing the light level by one step for an additional 15 feet beyond that area (darkness becomes dim light and dim light becomes normal light). A lamp does not increase the light level in normal light or bright light.

A lamp burns for 6 hours on one pint of oil.

You can carry a lamp in one hand.

Price 1 sp Weight 1 lb.

Torch

A torch burns for 1 hour, shedding normal light in a 20-foot radius and increasing the light level by one step for an additional 20 feet beyond that area (darkness becomes dim light and dim light becomes normal light). A torch does not increase the light level in normal light or bright light.

Note: If a torch is used in combat, treat it as a one-handed improvised weapon that deals bludgeoning damage equal to that of a gauntlet of its size, plus 1 point of fire damage.

Price 1 cp Weight 1 lb.

Misc

Bell

This handbell can produce only one loud note.

Price 1 gp Weight -

Caltrops

A caltrop is a four-pronged metal spike crafted so that one prong faces up no matter how the caltrop comes to rest. You scatter caltrops on the ground in the hope that your enemies step on them or are at least forced to slow down to avoid them. One 2-pound bag of caltrops covers an area 5 feet square.

Benefit: Each time a creature moves into an area covered by caltrops (or spends a round fighting while standing in such an area), it runs the risk of stepping on one. Make an attack roll for the caltrops (base attack bonus +0) against the creature. For this attack, the creature’s shield, armor, and deflection bonuses do not count. If the creature is wearing shoes or other footwear, it gets a +2 armor bonus to AC. If the attack succeeds, the creature has stepped on a caltrop.

The caltrop deals 1 point of damage, and the creature’s speed is reduced by half because its foot is wounded. This movement penalty lasts for 24 hours, until the creature is successfully treated with a DC 15 Heal check, or until it receives at least 1 point of magical healing.

A charging or running creature must immediately stop if it steps on a caltrop. Any creature moving at half speed or slower can pick its way through a bed of caltrops with no trouble.

Caltrops may not work against unusual opponents.

Price 1 gp Weight 2 lbs.

Chain

This chain is made of interlocking metal links roughly an inch long, and thick enough to bear large amounts of weight. It has hardness 10 and 5 hit points. It can be burst with a DC 26 Strength check.

Price and weight is for 10 feet of chain.

Price 30 gp Weight 2 lbs.

Sack

A sack is a cloth bag that weighs 1/2 lb. empty and holds 1 cubic ft. or 60 lbs. of contents full.

Weighs one-quarter the normal amount when made for Small characters. Weighs twice the normal amount when made for Large characters. Containers carry one-quarter the normal amount when made for Small characters.

Price 1 sp Weight ½ lb.

Twine

Sold in balls or spools of 50 feet, string and twine are useful for rigging traps and alarms and are a vital component of grappling bolts and arrows.

Note: String or twine has hardness 0, 1 hit point, and a break DC of 14.

Price 1 cp Weight ½ lb.

Tools

Chalk

This fat piece of white chalk easily marks wood, metal, or stone. You can write with it for about 24 hours before it is expended. Chalk also comes in other colors, but these are rarer and can be more expensive.

Price 1 cp Weight -

Crowbar

This versatile tool is designed to help pry open whatever the user desires.

Benefit: A crowbar grants a +2 circumstance bonus on Strength checks made to force open a door or chest.

Note: If it is used in combat, treat a crowbar as a one-handed improvised weapon that deals bludgeoning damage equal to that of a club of its size.

Price 2 gp Weight 5 lbs.

Hammer

Note: If a hammer is used in combat, treat it as a one-handed improvised weapon that deals bludgeoning damage equal to that of a spiked gauntlet of its size.

Price 5 sp Weight 2 lbs.

Mining Pick

Note: If a miner’s pick is used in combat, treat it as a two-handed improvised weapon that deals piercing damage equal to that of a heavy pick of its size.

Price 3 gp Weight 10 lbs.

Portable Ram

Benefit: This iron-shod wooden beam gives you a +2 circumstance bonus on Strength checks made to break open a door and allows a second person to help, automatically increasing your bonus by 2.

Price 10 gp Weight 20 lbs.

Sledge Hammer

Price 1 gp Weight 10 lbs.

Ten Foot Pole

The ten foot pole is often used to poke walls, ceilings, and floors in an effort to uncover hidden hazards.

Price 1 gp Weight 10 lbs.