Difference between revisions of "Equipment/Dungeoneering"

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== Packages ==
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== Dungeon Tools ==
== Dungeon Tools ==

Revision as of 18:45, 26 August 2021

Main > Equipment > Dungeoneering

Packages

Item Cost Weight Short
Dungeoneering Package, Basic 15 gp 24 lbs. Various items useful in a dungeon

Dungeoneering Package, Basic

Two candles, chalk, a hammer and four pitons, 50 feet of hemp rope, a hooded lantern with 5 flasks of oil, two sacks, two torches, and four tindertwigs.

Dungeon Tools

Item Cost Weight Short
Chalk 1 cp 1 piece
Hammer 5 sp 2 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.

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.

Climbing

Item Cost Weight Short
Grappling Hook 1 gp 4 lbs.
Piton 1 sp ½ lb.
Rope, Hemp 1 gp 10 lbs. 50-foot length.

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.

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.

Note: For 1/4 inch thick: costs 5 sp, weights 5 lbs., has 1 hit point and can be burst with a DC 12 Strength check. Max Load 60 lbs.

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.

Lighting

Item Cost Weight Short
Candle 1 cp Dim light for 5 feet, 1 hour.
Flint And Steel 1 gp
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.

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.

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
Bell 1 gp
Sack 1 sp ½ lb. Holds 1 cubic ft. or 60 lbs.
Twine 1 cp ½ lb. 50 ft. length.

Bell

This handbell can produce only one loud note.

Sack

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

Note: 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

Benefit: 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.