Difference between revisions of "Equipment of Arkadia"
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Hit Dice: 4d8+13 (34 hp) Init: +1 Speed: 50 ft. AC: 16, 3 Base Attack +3, Attack: Hoof +
Hit Dice: 4d8+13 (34 hp) Init: +1 Speed: 50 ft. AC: 16, 3 Base Attack +3, Attack: Hoof +melee (1d6+6) Full Attack: 2 hooves +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
Revision as of 10:16, 9 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.
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.
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.
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.
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.
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.
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.
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.
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
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 (20 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
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 +7 melee (1d6+6) Full Attack: 2 hooves +7 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
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 +5 Feats: Alertness, Track, Thrall Bred
Cost: 100 gp/year (includes food, shelter, etc.)
Serfs are the common stock of Arkadia, often treated as no better than chattel by the nobility. They're notoriously unmotivated, but often have a knack for being helpful with common labor.
Serfs are level 1 commoners, all stats 10. They do have the Improved Aid Another feat; if a serf is actively assisting someone in a skill check, that person receives a +4 circumstance bonus (as opposed to the normal +2). No more than 5 serfs can help with a given skill check.