Tricks of the Trade

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Armor Cracker

An armor cracker is a small, hollow, metal bead containing a tightly compressed iron spring. Invented by a clever goblin skirmisher for use against heavily armored dwarf troops, the armor cracker is an invaluable tool in any rogue’s arsenal. With a successful unarmed melee attack the rogue can jam the armor cracker into the joints or seams of a heavily armored opponent – the impact causes the bead to expand, separating armor plates to create a vulnerable area. A suit of armor affected by an armor cracker has its armor bonus reduced by -2. A second armor cracker reduces the armor bonus by another point, with additional armor crackers having no further effect. Removing an armor cracker in combat is a full-round action requiring a Strength check (DC 15) – outside of combat, it can be removed with a successful Craft (armorsmith) check (DC 15). Armor crackers have no effect on padded, leather, studded leather or chain shirt armor. Each armor cracker can be used only once, whether or not the unarmed attack was successful.

Armor Cracker: 2 gp

Armor Crippler

An armor crippler is a reinforced length of rigid steel with heavy magnets on each end. With a successful unarmed attack, the crippler can be placed across the joints of an armored opponent, reducing his mobility and combat effectiveness – if the attack roll fails but is within the opponent’s armor bonus, the crippler has attached itself harmlessly to an armor plate. If placed across an elbow or shoulder joint, the victim receives a -2 circumstance penalty to attack and damage rolls and a -1 circumstance penalty to armor class – a second crippler increases the penalties to -3 and -2 respectively. If placed on a hip or knee joint, the opponent’s movement rate is reduced to one-half and they suffer a -2 penalty to armor class – a second crippler causes the victim to lose his Dexterity bonus to armor class. An armor crippler can be removed in combat with a full-round action and a successful Strength check (DC 15). Outside of combat, it can be removed with a Craft (armorsmith) check (DC 15). Armor cripplers have no effect on non-metallic armors. An armor crippler is ruined after one successful use.

Armor Crippler 5 gp, 1/2 lb.

Ashen Powder

Few city folk have the ability to track effectively, aiding a rogue greatly in his ability to evade pursuit. Unfortunately, town guards often have animals to help in this regard. A tenacious pursuit by hunting hounds can tax even the most agile thief. Ashen powder is a mixture of gem dust and chimney ashes meant to be scattered behind a running figure. When a creature that tracks by scent comes across a handful of ashen powder, it must make a Fortitude saving throw (DC 17). Failure causes three points of damage from the gem dust and the loss of the scent special quality until the creature receives three days of natural healing (or magical healing of any kind).

Ashen Powder 20 gp

Bag, Snapdragon

A snapdragon bag is an unassuming-looking, brown leather sack, the inside of which is lined with four spring-loaded metal ribs. When the bag is thrown in the face of an opponent with a successful ranged attack, the sudden impact releases the spring-loaded ribs, which snap forward to enclose the victim’s head, unless he can avoid the trap with a successful Reflex save (DC 13). A victim enclosed by the snapdragon bag is rendered blind until he either removes it with a Strength check (DC 13), or inflicts two points of damage on it with a slashing weapon (requires a full-round action, or the victim suffers half the damage himself). A snapdragon bag can be reset with a full-round action.

Bag, Snapdragon 5 gp, 1 lb

Bag of Glass

One of the simplest props that a troupe of actors often requires is one that simulates wealth. The bag of glass fits that need nicely – it contains a variety of different kinds of colored glass, cut to resemble gemstones. These can be handled during performances, scattered about the stage or pasted onto costumes as required. Additionally, a character can drop a real gem into the bag, shake it up and make it difficult (Search DC 25) to find. A bag of glass contains anywhere between 50 and 100 colored glass gems of various sizes.

Bag of Glass 10 gp, 1 lb

Balls, Juggling

These come as a set of five brightly-colored balls balanced for juggling. Usable by anyone with a rank in Perform (juggling), these balls are eye-catching and increase the amount of money a character can make each day by 5 sp per hour of performing. Juggling is only effective in this way for two hours per day. If the juggler possesses the sneak attack class ability, he may throw one of these balls at a target within 30 feet and, assuming the attack hits, inflict one point of bludgeoning damage, plus normal sneak attack damage. This attack only works once per encounter and, because it relies on surprise, must be made before combat begins.

Balls, Juggling 8 gp, 2 lb.

Bird’s Tongue:

A bird’s tongue is a simple, circular membrane stretched across a coin-sized metal ring. When placed at the back of the throat it raises a voice by an octave. The wearer gains a +2 competence bonus to Disguise skill checks.

Bird's Tongue 3 gp

Blackface:

This cream paste is darkened through charcoal and sepia ink. Safe to apply in moderate amounts, blackface dyes the skin of any user jet black for four hours per application. This color is extremely helpful for blending in with shadows, adding a +2 circumstance bonus to Hide checks when shadows are a prevalent factor. Only magical cleaning can remove blackface before its time limit elapses. Each jar holds enough paste for five applications.

Blackface (per jar) 50 gp, 1 lb.

Bodysuit, Silk:

Highly expensive, but strangely soothing to wear, the silk bodysuit is the equipment of choice for the master rogue. Constructed of refined, hard-wearing black silk, the bodysuit both aids a rogue in staying within shadows and also moving with extreme quietness. While worn, the silk bodysuit provides a +1 circumstance bonus to all Hide and Move Silently checks. However, if a character wears any type of armor or carries more than a light load, these benefits are lost.

Bodysuit, Silk 225 gp, 1 lb

Caltrops

Caltrops resemble large, metal jacks with sharpened points rather than balls on the ends of their arms. They are essentially iron spikes designed so that one point is always facing up. You can scatter them on the ground in the hope that enemies step on them or are at least forced to slow down to avoid them. One bag of caltrops covers an area five feet square. Each time a creature moves into an area covered by caltrops (or spends a round fighting while standing in such an area), the creature may step on one. The caltrops make an attack roll (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 caltrops succeed at the attack, the creature has stepped on one. The caltrop deals 1 point of damage and the creature’s speed is reduced by one-half because its foot is wounded. This movement penalty lasts for one day, until the creature is successfully treated with the Heal skill (DC 15), or until it receives at least one point of magical curing. 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. The DM judges the effectiveness of caltrops against unusual opponents.

Caltrops (per bag) 1 gp, 2 lb

Camouflage Makeup

A simple layer of paint or a properly administered dye can change a simple set of clothing or armor into a disguise suitable for use in wild terrain. Camouflage makeup can be applied to a suit of armor, set of clothes or even directly to a character’s face, hands and other exposed parts. Applying makeup requires 10 minutes of work and a Disguise check (DC 15). If successful, the makeup grants a +1 circumstance bonus to all Hide checks for 1d4 hours, after which the makeup becomes smeared and useless. Enough makeup is supplied for 10 uses.

Camouflage Makeup 10 gp, 1 lb

Dramatic Make-up:

Used by stage performers to over-accentuate their facial expressions, allowing their body language to be better seen over a distance, skilled artists can use the same materials to add emphasis up close as well. A bard using dramatic make-up properly (which requires a Disguise check (DC 15) made by the bard or someone else) adds a +1 circumstance bonus to all Charisma-based skill checks for one hour after application. After this duration, the make-up has faded sufficiently that reapplication will be necessary. Dramatic make-up can only be used for three hours a day without irritating the skin and rendering it ineffective. Each set of dramatic make-up contains enough for 10 applications.

Dramatic Make-up 50 gp, 1 lb.

False Faces Kit:

This bardic item is normally used on stage, allowing the user to quickly change disguises during pauses in a play or production. The speed and efficiency of a false faces kit can be used by the less scrupulous for a rapid identity change on the run. Consisting of assembled disguises stored in protective sections of a slender wooden case, the false faces kit only provides three different facial disguises (determined by the Games Master), but each can be applied in only 1d3 minutes. Because the disguise is only to the user’s face, relying on it alone carries a -2 circumstance penalty to Disguise checks.

False Faces Kit 150 gp, 3 lb

Flash Dragon:

Flash dragons were originally developed by alchemists as a showpiece for entertainers. When this egg-sized orb of compressed powder is thrown into a fire it flashes into the shape of a 10-foot-tall dragon with a 20-foot wingspan. The flash of white light lasts only an instant but leaves a bright dragon-shaped spot in the vision of all who view it. Creatures within 20 feet of the flash’s centre must make a Reflex save (DC 12) or suffer a –1 penalty on attack rolls for 1d4 rounds. Although dragons are the most common shapes created by the .ash, other shapes can be designed. Simple religious symbols, runes, skulls and stars are not uncommon. Creating more complex shapes may require larger or multiple flash dragons but have no additional effects beyond those listed above. Creating a flash dragon requires an Alchemy skill check (DC 20).

Flash Dragon 20 gp, 1/2 lb.

Gypsy’s Net:

Both a weapon and an article of clothing, a gypsy’s net is woven from fine wool, incorporates delicate bells and is laced with threads of braided steel. These nets, commonly worn as skirts or kilts, also come with a removable chain hem edged in tiny hooks and blades. To use a gypsy’s net, the wearer must possess both a rank of Perform (net dancing) and the Exotic Weapon Proficiency (net) feat. The whirling, acrobatic fighting style of a gypsy net wielder is impressive to behold, counting as the performance needed to use bardic music. A special maneuver is available to users of the gypsy’s net. During any rounds spent folding the net to be cast again, the hem of blades and hooks allows the wielder to make slashing attacks for 1d4 damage. This type of attack does not interfere with folding the net, which occurs at the same time. In all other ways, a gypsy’s net acts as a net when used in combat.

Gypsy's Net 80 gp, 8 lb.

Clay and Wax Box:

Usually stored in a small iron case, this box consists of a pair of soft wax plates and a packet of fast-hardening clay. To use a clay and wax box, a key is placed between the plates and the case is closed. When opened again, an imprint of both sides of the key remains behind. When clay is poured through a small hole in one side of the case, a false key is created. This clay key is crude, fragile and only usable once, but it provides a +10 circumstance bonus to an Open Lock check made against a lock the original key would open.

Clay and Wax Box: 90 gp; 2 lb.

Clay: 5 gp.

Cloak, Hangman’s

A hangman’s cloak is a modification that can be added to any hooded cloak. It is nothing more than a thin loop of wire that runs along the edge of the hood and trails out very slightly from the back of the cloak. When the hood is thrown over a victim’s head after a successful grapple attempt, it can be pulled tight, sealing the victim inside. The victim is rendered blind and must immediately make a Fortitude save (DC 10 +1 per attacker’s remaining unarmed melee attacks) or fall unconscious. Each round, the victim and attacker continue to make opposed grapple checks – should the victim win, he escapes the cloak and is no longer grappled or blind. If the attacker wins, the victim must attempt another Fortitude save, with a cumulative +1 increase to the DC for each round he remains within the hood. Rogues who wear hangman’s cloaks would do well to be cautious, since they are as vulnerable as anyone to the effects of the hidden weapon they wear.

Cloak, Hangman’s: 15 gp; 5 lb.

Compartment Book

Large books can be specially hollowed out to create a secret compartment where a cunning rogue can hide small valuables, which may escape detection if he is caught. A compartment book has space enough to hold any object no larger than eight inches long by five inches wide. Wise rogues often combine this book with a secure lock to further protect their valuables and dissuade casual investigation.

Compartment Book: 10 gp; 2 lb.

Contact Paper

Contact paper is a simple tool that spies and couriers use to smuggle important documents. One side of a sheet of contact paper is simply a blank piece of normal parchment, or any other type of paper, suitable for writing and completely mundane in every way. The other side, however, is a perfectly smooth surface coated with an undetectable chemical that becomes mildly adhesive when damp – when applied to another piece of paper, the chemical sticks, covering it completely. Applying a sheet of contact paper requires two rounds and a successful Forgery skill check (DC 15) – the Forgery check result, plus a +5 circumstance bonus, sets the Search and Spot check DC for those investigating contact papered documents. The adhesive loses its consistency after one day and peels away easily.

Contact Paper: 1 gp per sheet.

Disguise Kit, Waterproof:

This functions identically to the standard disguise kit, except that the components contained within are designed to remain functional even during prolonged immersion. It also includes such useful props as green hair dye and false webbing for fingers and toes.

Disguise Kit, Waterproof: 250 gp; 8 lb.

Ear Blade:

This is a simple blade attached to a bracket that sits uncomfortably behind the ear of a rogue. Though extremely difficult to operate with skill, ear blades are designed to cut the rope of the hangman’s noose as it begins to constrict around a character’s neck. They rarely work as advertised but a small chance is certainly better than none. A rigorous search of the character will quickly reveal the ear blades, while the casual glance of a Spot check (DC 15) may also reveal them – bald-headed characters will find their ear blades spotted immediately. If a character is ever hanged while wearing an ear blade, he may make a Reflex save (DC 30) to maneuver the blade so that it cuts the rope and sets him free.

Ear Blade: 15 gp.

Erasing Broom:

An erasing broom is a section of feathered wicker or straw bound with cord around a short, wooden handle. In the hands of someone with five or more ranks in Hide, an erasing broom can impose a -2 circumstance penalty to anyone attempting to visually track the user. An erasing broom is too light and fragile to be an effective weapon.

Erasing Broom: 25 gp; 1 lb.

False Knife:

A false knife is a dull-bladed dagger with a hollow hilt. The blade does not extend into the hilt. Instead, it is supported by a weak spring – when the dagger strikes a target, the blade sinks into the hilt, dealing one point of subdual damage, then springs back out when pressure is released. It is useful both in stage productions and in false assassinations, where a rogue might wish to leave his ‘victim’ unharmed. The handles of some false knives are filled with bladders of thick red dye – when the blade strikes home, the bladders burst, causing a spray of fake blood. A false knife adds a +3 circumstance bonus to Bluff checks involving false assassinations and a blood packet adds an additional +2. The reservoir can also be filled with any contact poison and inflicted through a hollow-bladed weapon as a touch attack.

False Knife: 5 gp; ½ lb.

False Tooth:

A false tooth is simply a hollow bone carved in the rough shape of a tooth. A false tooth is useful for hiding very small objects, like tiny scraps of paper, or a thin garrote wire. The wearer’s Disguise check determines the Spot DC to notice a false tooth and the wearer gains a +5 circumstance bonus to this check.

False Tooth: 2 gp.

Finger Blade:

While most thieves have to rely on a dagger to separate a target’s purse from his belt, the skilled rogue will look to use finger blades. Attached to a ring worn near the knuckle of any finger, this blade sits snugly between outstretched fingers where it will be hidden until needed. A rogue using a finger blade to steal a purse or pouch gains a +1 circumstance bonus to his Pick Pocket check.

Finger Blade: 4 sp.

Glass Cutter

Only the very richest, and thus most successful, thieves will aspire to owning one of these wondrous devices. Padded with sound absorbing cloth, the wooden cone of the glass cutter conceals a diamond-tipped scoring blade wound by a handle. When placed against glass, a rogue merely need turn the handle, gently scoring the glass until a complete circular hole is cut, wide enough to allow the passage of arm and hand to snatch valuables or unlock windows. By placing an adhesive on the surface of the wooden cone, a rogue can ensure that the cut glass does not accidentally slip from the cutter and break. The glass cutter is silent in use and requires a character spend 1d6 rounds operating it to break through any glass surface no more than a quarter of an inch thick. A Dexterity or Pick Pockets check (DC 15) is then made to determine whether the cut glass slips from the cutter and breaks, thus creating noise. The use of adhesive will cause this check to automatically succeed.

Glass Cutter: 10 gp; 1 lb.

Hilt, Blast Cap

A blast cap hilt is a modification that, when attached to a dagger blade, greatly heightens the potency of sneak attacks. The blast cap hilt is a hollow dagger hilt with a tiny thunderstone hidden within and a plunger trigger on the pommel – depressing the plunger, as a free action, causes the thunderstone to explode, sending a wave of energy into the weapon’s blade. With a successful sneak attack and activation of the blast cap, a rogue inflicts 1 additional point of damage per die of sneak attack. Reloading a blast cap hilt requires a full round. The blast cap hilt must be loaded with a new thunderstone each time it is used.

Hilt, Blast Cap: Original Weapon +15 gp; special rules; +1lb.

Hilt, Removable

A removable hilt is a simple device that can be attached to any dagger-length blade. The blade attaches to the hilt by means of two sets of tiny clamps – with the press of a button, the clamps release and the blade comes free of the hilt. On a successful critical hit or sneak attack, as a free action, a rogue can activate the removable hilt, leaving the blade of his weapon imbedded in the target. Targets so injured suffer normal dagger damage (1d4, with no bonuses) on the following round and one point of damage each round after that until the blade is removed. A successful Heal check (DC 15) removes the blade without causing additional harm – a blade can also be removed with a successful Strength check (DC 15), but doing so inflicts 1d4 points of damage.

A dagger equipped with a removable hilt inflicts ½ damage with a thrown attack and cannot be used in conjunction with a ranged sneak attack, as the blade snaps free upon shock of impact.

Hilt, Removable: Original Weapon +5 gp; special rules; +1 lb.

Hollow-Bladed Weapon:

These take the form of any piercing weapon, but they are most commonly found as daggers or short swords. Made to simulate stabbing someone by having the end of the blade collapse back into the rest of the weapon, these items have a reservoir and sponge inside the hilt or handle that squirts fake blood onto the ‘wound’. On stage this can be quite dramatic, but hollow-bladed weapons have another use in the hands of assassins. The reservoir can be filled with any contact poison and inflicted through a hollow-bladed weapon as a touch attack. A hollow-bladed weapon adds a +3 circumstance bonus to Bluff checks involving false assassinations and a blood packet adds an additional +2.

Hollow-Bladed Weapon x5 1 x2 Piercing

Horn, Speaking:

Similar to a listening cone but in reverse, the speaking horn is a simple wood or leather cone designed to amplify a character’s voice. A character using a speaking horn can be clearly heard up to 10 times his Constitution score in yards.

Speaking Horn: 4 gp; ½ lb.

Horse Nails

A rogue on foot is easily caught by enemies on horseback. Unless, that is, the rogue throws down these specialized caltrops while he is running. Large enough to be avoided by Medium size or smaller creatures, horse nails are designed to drive a long, thin spike up into the foot of any heavy being that steps on it with more than 400 pounds of force. A single bag of horse nails will adequately cover a 10-foot by 10-foot area. Horse nails inflict two points of damage, but otherwise are treated as caltrops. Horse nails will affect creatures normally immune to caltrops due to size, such as fire giants with thick-soled shoes.

Horse Nails: 30 gp per bag; 3 lb.

Jailbreak Tools

A specialized set of thieves’ tools designed to deal with jail cell bars and heavy masonry, a rogue equipped with these can create enough of a hole in a stone wall or a metal door to make an Escape Artist check (DC 30) in 10 minutes. In circumstances where a rogue cannot access a lock to open, jailbreak tools allow at least a chance of egress.

Jailbreak Tools: 60 gp; 2 lb.

Lantern, Stage:

Stage lanterns are used to enhance dramatic performances by shedding colored light in specific shapes through the use of tinted shutters. In addition to their mundane uses, stage lanterns can transmit messages, send signals over vast distances or communicate in series with other lantern users. In fact, an entire language exists that can only be ‘spoken’ through specific combinations of shutters and lamp motions. This language (Lampspeak) must be learnt as normal, but it allows essentially full communication at line-of-sight range without making any noise at all.

Lantern, Stage: 75 gp; 4 lb.

Listening Cone

A simple but highly useful device, this is a hollow cone made of wood or paper, though some may also be constructed out of shell. When placed against a door or wall, the listening cone amplifies muffled sounds, allowing a rogue to eavesdrop on conversations he may otherwise not be privy to. A listening cone grants a +1 circumstance bonus to all Listen checks made directly through doors and walls.

Listening Cone: 5 sp.

Loudfoot Paste

When buffed onto a stone or wood floor, this oily paste causes an obnoxious squeaking sound when it is walked across. Creatures passing over a floor treated with loudfoot paste suffer a –10 circumstance penalty to Move Silently checks. One jar of the paste covers a 10-foot square and requires two minutes to apply. The effects wear off after 2d6+6 creatures have walked through the area. A Spot check (DC 15) will reveal that an area treated with loudfoot paste is slightly shinier than untreated areas. If the floor surrounding a treated area has been polished or buffed, the Spot check DC becomes 25. It requires an Alchemy check (DC 25) to identify loudfoot paste on a section of floor. Creating loudfoot paste requires an Alchemy check (DC 25).

Loudfoot Paste: 25 gp; ½ lb.

Magician’s Chest:

A magician’s chest is a complex piece of equipment that contains a false bottom designed to allow access to the centre-stage trapdoor. The chest is also rigged to fall apart very easily. In addition to adding a +2 circumstance bonus to a character’s Hide attempts when he uses the box for its intended purpose, anyone can cause the box to fall apart noisily by inflicting one point of damage on it. This sudden noise causes a distraction that someone can take advantage of to make a Hide skill check. A magician’s chest costs 100 gp.

Magician’s Chest: 100 gp; 5 lb.

Manikin:

A jointed, wood and cloth doll made to resemble a featureless, humanoid creature. In its base form, a manikin is incredibly basic, lacking fingers, toes, hair or other defining characteristics. Manikins can be used as stand-ins for actors on stage during dangerous scenes with basic additions of clothing and painted-on features. Skilled disguise artists can use manikins as decoys, drawing attention away from others or luring unsuspecting victims into a trap. The DC for using Disguise to make a manikin resemble a specific individual is increased by +10 from its normal value. Manikins have a Hardness of 5, 65 hit points and a Break DC of 20.

Manikin: 180 gp; 30 lb.

Marbles:

This bag of a hundred-or-so marbles can provide a different, and sometimes amusing, alternative to cruel caltrops. One bag of marbles will cover a 10-foot square area. Any character moving into this area at more than a quarter of their base speed must make a Reflex check (DC 15) or immediately fall prone. Those running or charging into the area must make the check at DC 25 and suffer 1d4 points of subdual damage if they fail.

Marbles: 8 sp per bag; 1 lb.

Mask

A simple device and yet one a shocking number of novice thieves always seem to forget. Though many are highly elaborate, a mask need be nothing more expensive than solid black leather obscuring the wearer’s face. Any character wearing a mask will be unidentifiable if he encounters others he has never met (though he should also take care to wear nondescript clothing and wield common weapons). If he does encounter someone he knows, the mask grants a +2 circumstance bonus to his Disguise check.

Mask: 3 sp.

Nettle Cloak

No matter how wily the thief or how quick his stride, eventually everyone gets caught. A rogue wearing a nettle cloak can ensure that anyone apprehending him regrets it. When the wearer of a nettle cloak is the target of a grapple check, the long steel spikes sewn into its hem and collar drive into the attacker, causing severe pain and damage. A nettle cloak inflicts 1d6 piercing damage to a grappling creature and forces it to re-roll the initial grapple check. If this second roll is also successful, a nettle cloak has nofurther effect.

Nettle Cloak: 40 gp; 3 lb.

Parasol:

Used by circus performers as a balance aid, parasols are surprisingly effective in this role. Small umbrellas weighted around their edges to provide a counterweight, parasols are often made of resistant materials that can function admirably as small shields. While they do occupy one hand, parasols add a +2 circumstance bonus to Balance checks. When folded up, a parasol can be used as a simple weapon.

Parasol: Medium-size Simple Weapon; 150 gp; Dmg 1d6; Critical x2; Range –; Piercing/Bludgeoning; AC +1; Check -1; SF 5%; Spd –; 4 lb.

Phantom Player:

A phantom player is a simple frame of wire, wood and string that allows a bard to play more than one instrument simultaneously. The phantom player is operated by means of a foot pedal and is not a subtle implement – it is almost exclusively used in conjunction with drums or cymbals. A bard who uses a phantom player gains a +2 circumstance bonus to his Perform skill checks when entertaining a crowd. The bonus also applies to the bard’s countersong ability, but does not apply to any other use of bardic music.

Phantom Player: 30 gp; 3 lb.

Pin Ring

A short, sharp pin and a reservoir mounted in the stone setting of an elegant ring, this device allows the wearer to deliver a dose of injury-type poison through a melee touch attack. Pin rings do not make handling poison any safer than normal, but any check made to keep from accidentally poisoning one’s self is made when the ring is initially loaded.

Pin Ring: 85 gp.

Pocket of Sashes:

Most stage magicians carry a number of sashes that can appear and disappear into various hidden pockets. A pocket of sashes contains 12 multicoloured sashes. One of the sashes contains within it a length of hard wire, woven into the material. This makes it suitable for use as a garrote, inflicting 1d6 damage per round to an opponent during a successful grapple.

Pocket of Sashes: 20 gp; ½ lb.

Powdered Tears

When thrown into an opponent’s eyes, this powder causes mild irritation and blurred vision. Throwing the loose powder is a ranged touch attack with a maximum range of five feet. This does not provoke attacks of opportunity. A creature struck with the dust must make a successful Reflex save (DC 14) or suffer a –1 penalty on all attack rolls, damage rolls and saving throws for 1d4+1 rounds. Failing the saving throw also causes blurred vision, resulting in all opponents being considered to have one-half concealment (20% miss chance) for the duration of the powder’s effect. Powdered tears do not affect sightless creatures. Creating a packet of powdered tears requires an Alchemy check (DC 25).

Powdered Tears: 50 gp per packet; ½ lb.

Quiver, Climber’s

Rogues often find themselves in awkward positions, such as climbing along walls and over roofs. A normal quiver in these conditions can overturn and spill its contents, revealing a rogue’s location and depriving him of ammunition at the same time. A climber’s quiver has a covered top and a cork-lined base that holds arrows (or bolts) securely. Extra straps hold the quiver tight against the body, keeping it from swinging free at inopportune moments.

Quiver, Climber’s: 50 gp; 2 lb.

Rangeglass

A spyglass with a long, sighting bar hinged to one side, a rangeglass requires an Intelligence score of 12 or higher, or four or more ranks in Knowledge (engineering), to be used effectively. By noting shadows along the sighting bar and performing a set of calculations, the user of a rangeglass can calculate the exact distance to a viewed object. A rangeglass does not make objects appear any closer and requires natural sunlight or moonlight to work.

Rangeglass: 700 gp; 2 lb.

Reversible Clothes:

Usually made as a shirt and trousers suit or a dress, reversible clothes can be pulled off extremely quickly, turned inside out and put back on with little effort. With practice, a set of reversible clothes can be inverted and worn within the space of six seconds. Both sides of reversible clothing are patterned differently and appear to be of wildly disparate styles. Performers use them for quick costume changes, while folk in less honest lines of work can use them as nearly instantaneous disguise attempts. Reversible clothes reduce the time it takes to make a Disguise check by 15 minutes and the Games Master may allow a wearer who uses reversible clothes to evade pursuers, depending on the circumstances.

Reversible Clothes: 250 gp; 5 lb.

Stronglock

This transparent fluid is a mild adhesive that is dabbed into the keyholes of locks, making them harder for would-be thieves to bypass. One hour after being applied, the stronglock increases the Open Locks DC of the keyed lock by 10. When using the appropriate key on a treated lock, a Strength check (DC 10) must be made to break loose of the adhesive. The effects of stronglock last until the lock has been opened and therefore must be reapplied each time the lock is accessed. Stronglock is sold in glass vials that have a cork with a wooden applicator. Each vial contains 10 applications, though multiple coats of stronglock have no additional effect. Creating stronglock requires an Alchemy check (DC 20).

Stronglock: 10 gp per vial.

Traitor’s Dust

Traitor’s dust is a fine, greasy, white powder that leaves splotches of bright blue, reminiscent of ink stains, when it comes into contact with living flesh. The splotches are incredibly stubborn and wear away only after a full week. Traitor’s dust is often used as a thief deterrent, but just as often is used by the criminals themselves to protect their valuables from their own larcenous friends. Making a batch of traitor’s dust requires an Alchemy skill check (DC 20). Each packet contains enough dust to cover a 10-foot square area.

Traitor’s Dust: 20 gp per packet; ½ lb.

Trampoline:

On stage, a trampoline can be used to provide the illusion of supernatural jumps and flight. Off stage, trampolines are of great use to anyone in need of a little aid during jumps and falls. The trampoline listed here is quite small and can be assembled or disassembled over the course of 10 minutes for easy storage. When a trampoline is used in conjunction with a running jump, it grants a +5 circumstance bonus to the Jump check and increases the maximum jump length and height by 5 feet each. If a falling individual lands on a trampoline, the fall is treated as being 10 feet shorter, reducing the damage dealt by one die.

Trampoline: 80 gp; 10 lb.

Tuning Fork:

Many musical performances hinge on the ability of the performers to consistently generate the correct notes. This can be difficult, as most instruments fall out of tune remarkably quickly when subjected to the lifestyle of a wandering bard. Fortunately, dwarven smiths long ago discovered the secrets of crafting a device of metal that always reproduces a single, perfect note when struck. These tuning forks are actually quite loud – they can be heard clearly within a 30-foot radius. Bards also use them for signaling, communicating simple commands and passing messages.

Tuning Fork: 5 gp.

Unicycle:

A contraption of wooden poles, metal gears and a single, spoked wheel, the unicycle is generally a curiosity relegated to side-shows, circus tents and fanciful parades. To use one, the rider mounts a tiny seat and pushes against a pair of small pedals revolving around a disc mounted to the unicycle’s wheel. When ridden correctly, unicycles can perform some amazingly acrobatic stunts and achieve high speeds. Each round spent riding a unicycle improves the user’s base movement by 20 feet per round and requires a Balance check (DC 15) to keep from falling off and suffering 1d4 subdual damage. Tumble checks can be made while riding a unicycle, although they suffer a -5 circumstance penalty.

Unicycle: 250 gp; 15 lb.

Vest, Burglar’s

Designed to conceal the various tools a rogue requires to exercise his more clandestine skills, a burglar’s vest also incorporates rings for climbing ropes, tear away sections to evade holds and grapples and padding to cushion impacts. Excellent all-purpose garments, burglars’ vests even maintain a streamlined image, allowing the wearer to conceal himself more effectively. A burglar’s vest provides a +1 circumstance bonus to Climb, Hide, Escape Artist and Tumble checks.

Vest, Burglar’s: 75 gp; 3 lb.

Weapon Case:

Sometimes a bard needs a backup weapon in case an encounter goes horribly wrong and combat breaks out. Unfortunately these situations often arise at the very times that a bard cannot carry a weapon with him. In recognition of this, many bards have small compartments built into their bulkier instrument cases. Any hard-sided case can have a storage slot large enough for a single Small weapon to be placed inside. Hard-sided cases are typically used for instruments that are particularly fragile, such as string instruments and woodwinds.

Weapon Case: +25 gp.

Weapon Tarnish

While many rogues may spend a great deal of effort trying to make themselves almost invisible when entering another person’s property, many forget about their weapons. A drawn knife or short sword can easily catch the light and expose an otherwise concealed rogue. This tar-like substance spreads extremely thinly on metal, dulling its gleam and yet not interfering with a blade’s sharpness. A character using weapon tarnish will not have his position betrayed by his weapon glinting in the light.  A single jar will contain enough tarnish to cover eight Tiny, four Small, two Medium-size or one Large weapon.

Weapon Tarnish: 4 gp per jar; 1 lb.