Equipment/Dungeoneering
From Titan's Teeth
< EquipmentDungeon Tools
Item | Cost | Weight | Short |
---|---|---|---|
Chalk | 1 cp | — | 1 piece |
Crowbar | 2 gp | 5 lbs. | +2 on Strength to force open a door or chest |
Hammer | 5 sp | 2 lbs. | — |
Pick, Mining | 3 gp | 10 lbs. | — |
Pole, ten foot | 1 gp | 10 lbs. | — |
Ram, Portable | 10 gp | 20 lbs. | +2 on Strength to break open door, and allow aid |
Sledge | 1 gp | 10 lbs. | — |
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.
Crowbar
This versatile tool is designed to help pry open whatever the user desires.
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.
Hammer
Benefit: 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.
Pick, Mining
Benefit: 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.
Pole, ten foot
The ten foot pole is often used to poke walls, ceilings, and floors in an effort to uncover hidden hazards.
Ram, Portable
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.
Climbing
Item | Cost | Weight | Short |
---|---|---|---|
Block And Tackle | 5 gp | 5 lbs. | +5 on Strength to lift heavy objects |
Climber's Kit | 80 gp | 5 lbs. | +2 bonus on Climb checks |
Grappling Hook | 1 gp | 4 lbs. | — |
Hammer, Climbing | 5 sp | 2 lbs. | — |
Ladder | 2 sp | 20 lbs. | 10-foot |
Piton | 1 sp | ½ lb. | — |
Rope, Hemp | 1 gp | 10 lbs. | 50-foot length. |
Rope, Silk | 10 gp | 5 lbs. | 50-foot length. |
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.
Climber's Kit
Benefit: These crampons, pitons, ropes, and other tools give you a +2 circumstance bonus on Climb checks.
Grappling Hook
Benefit: 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.
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.
Hammer, Climbing
Benefit: A leather loop is attached to the haft, which can be wrapped around the wrist to prevent the hammer being dropped.
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.
Piton
Solid iron piton which can be hammered into rock, iron or dirt to hold ropes, or jammed in to hold doors open.
Rope, Hemp
Benefit: This 50-foot, 1/2 inch thick, length of rope has 2 hit points and can be burst with a DC 24 Strength check. It has a max load of 300 lbs.
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.
For 3/8 inch thick: costs 7.5 sp, weights 7 lbs., has 1 hit point and can be burst with a DC 18 Strength check. Max Load 130 lbs.
For 3/4 inch thick: costs 1 gp 2.5 sp, weights 12 lbs., has 2 hit points and can be burst with a DC 30 Strength check. Max Load 700 lbs.
For 1 inch thick: costs 1.5 gp, weights 17 lbs., has 3 hit point and can be burst with a DC 36 Strength check. Max Load 1,600 lbs.
Rope, Silk
Benefit: This 50-foot, 1/4 inch thick, length of silk rope has 4 hit points and can be broken with a DC 24 Strength check. It has a max load of 300 lbs.
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.
For 1/2 inch thick: costs 25 gp, weights 10 lbs., has 5 hit points and can be burst with a DC 36 Strength check. Max Load 1600 lbs.
Lighting
Item | Cost | Weight | Short |
---|---|---|---|
Candle | 1 cp | — | Dim light for 5 feet, 1 hour. |
Firewood | 1 cp | 20 lbs. | 1 day's worth. |
Flint And Steel | 1 gp | — | — |
Lamp | 1 sp | 1 lb. | 15-foot radius, 6 hours |
Lantern, Bullseye | 12 gp | 3 lbs. | 60-feet cone, 6 hours |
Lantern, Hooded | 7 gp | 2 lbs. | 30-feet radius, 6 hours |
Oil | 1 sp | 1 lb. | 1-pint flask |
Torch | 1 cp | 1 lb. | 20-foot radius, 1 hour |
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.
Firewood
This bundle of dry wood includes twigs and logs, enough to keep a fire going for 1 day. If camp is moved, a new campfire will need to be set up, and thus a full pile is still needed every day.
One cord of firewood is a pile that is cut and stacked and measures 4' wide x 4' high x 8' long, and weighs ~3000 lbs for oak. A cord of firewood will heat 400 sq. ft. of housing for a year.
Flint And Steel
Lighting a torch with f lint and steel is a full-round action, and lighting any other fire with them takes at least that long.
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.
Lantern, Bullseye
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.
Lantern, Hooded
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.
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.
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.
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.
Miscellaneous
Item | Cost | Weight | Short |
---|---|---|---|
Caltrops | 1 gp | 2 lbs. | Damages enemies moving through square. |
Sack | 1 sp | ½ lb. | Holds 1 cubic ft. or 60 lbs. |
Twine | 1 cp | ½ lb. | 50 ft. length. |
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.
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.
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.
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.
String or twine has hardness 0, 1 hit point, and a break DC of 14.