Difference between revisions of "Equipment of Arkadia"

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=== Animals and Hirelings ===
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=== Animals and Hirelings ===
 
=== Animals and Hirelings ===

Revision as of 22:14, 8 November 2012

The frost-rimed kingdom of Arkadia has its own treasures, and boasts of tools for adventurous souls that other, warmer climes lack. Here are some of the implements of adventure a traveler in Arkadia might treasure.


Contents

Clothing

Fur cloak

Cost: 25 gp

This heavy cloak of bear or wolf fur helps war off the bitter chill of Arkadia. Wearing a fur cloak grants a +5 circumstance bonus on Fortitude saving throws against exposure to cold weather. A fur cloak can be worn over a cold weather outfit; in this case the circumstance bonuses granted by each item stack, granting a total +10 circumstance bonus on Fortitude saving throws against exposure to cold weather. Note that this bonus does not stack with bonuses supplied by the special clothing in the Frostburn sourcebook.

Mink cloak

Cost: 200 gp

This luxurious cloak of purest white fur is edged and mantled with mink, presenting an astonishing display of nobility. This cloak provides all the material benefits of a fur cloak, while fulfilling the "jewelry" requirements demanded by noble's and courtier's outfits in order to be effective.

Grooming Kit

Cost: 50 gp Weight. 3 lb.

This kit holds such niceties as a small hand mirror, a razor, cotton thread for hair removal, a generous amount of soap, lotions, perfumes, sticks for tooth cleaning, makeup, and toiletries usable by either sex. It is the perfect tool for appearing well-groomed and presentable even under harsh conditions, and provides a +2 bonus to Diplomacy checks if used daily. One kit contains enough supplies for twenty day's worth of grooming.

Alchemical Substances

Healing Balm

Cost: 10 gp Weight: -

This white, slightly salty-smelling salve provides a +5 bonus to any attempt to stabilize a creatures using a Heal check. It is good for one use only.

Firebomb

Cost: 100 gp Damage: 2d6 Blast Radius: 10 ft Range Increment: 10 ft. Weight: 1 lb. Damage Type: Fire

This small crystal vial is one of the most dangerous explosives known to alchemy. It must be lit before throwing it; lighting a firebomb fuse requires a move action. A direct hit deals 2d6 fire damage. Each creature within 10 feet of the point where the firebomb hits takes 2 points of damage. On the round following a direct hit, the target takes an additional 2d6 damage. If desired, the target can take a full-round action to attempt to extinguish the flames before taking the additional damage. Extinguishing the flames required a DC 20 Reflex save. Rolling on the ground provides a +2 to the save. Magically extinguishing the flames automatically smothers the fire.

Musk Perfume

Cost: 250 gp Weight: -

This rich, musky perfume, primary composed of ambergris and aromatic herbs, provides both a calming and alluring atmosphere around its user. Many health benefits are ascribed to this perfume as well, as it wards off harmful vapors.

A vial of musk perfume provides 20 doses; each dose lasts one day. The wearer of musk perfume gains a +2 circumstance bonus to Fortitude saves vs. effects that would render the target sickened, shaken, nauseated, or frightened. Attempts to track the wearer of this perfume gain a +2 circumstance bonus.

Tools

Alamanac

Cost: 50 gp Weight: 3lbs.

Whether a table of genealogy, a diagram of geomantic formulae, or a logarithmic table, this book is the perfect tool for answering thorny questions of knowledge. Each almanac is tailored to a specific Knowledge skill, and provides a +2 bonus to Knowledge checks regarding that skill alone.

Journal

Cost: 10 gp Weight: 1 lbs.

This is a small 25-page cloth bound journal, roughly a quarter the size of a spellbook or almanac. It can be secured with a lock, a clasp, or even a simple leather thong or silk ribbon.



Animals and Hirelings

Kabarin Steed

Cost: 350 gp

This magnificent black horse has been bred for the wilds of Arkadia. Hardy, sure-footed, and resilient, it is the perfect steed to take into the wilds. This horse can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.

Hit Dice: 3d8+8 (31 hp)Init: +1 Speed: 60 ft. AC: 15 Base Attack +2 Attack: Hoof -1 melee (1d4+2) Full Attack: 2 hooves -1 melee (1d4+2) Special Qualities: Low-light vision, Scent Saves: Fort +7, Ref +4, Will +2 Abilities: Str 16, Dex 15, Con 17, Int 2, Wis 12, Cha 6 Skills: Listen +4, Spot +4 Feats: Endurance, Cold Resistance, Run


Vanakya Charger

Cost: 1600 gp

These horses are most commonly a deep chestnut with a nearly crimson undercoat, but rare (and expensive) white breeds exist. The broad chest and feathered legs of the breed make for a stunning mount well suited for war on the Arkadian battlefield. The Vanakya is a terror on the battlefield, capable of carrying its rider into devastating charges. This horse can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.


Hit Dice: 4d8+13 (34 hp) Init: +1 Speed: 50 ft. AC: 16, 3 Base Attack +3, Attack: Hoof +8 melee (1d6+6) Full Attack: 2 hooves +8 melee (1d6+6) and bite +1 melee (1d4+4) Special Qualities: Low-light vision, scent Saves: Fort +7, Ref +5, Will +2 Abilities: Str 20, Dex 15, Con 19, Int 2, Wis 13, Cha 6 Skills: Listen +5, Spot +4 Feats: Endurance, Cold Resistance, Run

Nayazi Wolfhound

Cost: 300 gp

These massive, heavily furred, nearly bearlike dogs are known for their intense loyalty and intelligence.

Hit Dice: 2d8+6 (15 hp)Init: +2 Speed: 40 ft. (8 squares) Armor Class: 18, Base Attack/Grapple: +1/+3 Attack: Bite +3 melee (1d6+3) Special Qualities: Low-light vision, scent Saves: Fort +5, Ref +5, Will +1 Abilities: Str 17, Dex 17, Con 19, Int 2, Wis 12, Cha 6 Skills: Jump +8, Listen +5, Spot +5, Swim +3, Survival +1* Feats: Alertness, Track, Thrall Bred