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  1. The following items that are listed below are commonly found items within shops, sometimes inns and (rarely) on wandering merchants, each depends on what item it is and where it can be find. There will be a note on where they can be found how common or rare an item is. Those items are commonly known used for all, or beings that wish to get from point A to point b safely, adventurers to help them live or at least get good start on whatever trip they’re talking for proof for themselves and whatnot.
  2.  
  3. ----
  4.  
  5. Standard Adventurer's Kit
  6.  
  7. This kit consists of basic items that the average adventurer needs.
  8.  
  9. Contains: Backpack, Bedroll, Belt Pouch, Flint & Steel, Hooded Lantern with three pints of Oil, Trail Rations for seven days, Sack, and Waterskin
  10.  
  11. Cost: 16 gold coins; Weight: 24
  12.  
  13. Arctic/Jungle/Desert/Dark Camouflage (Only found in general shops in;
  14.  
  15. This kit consists of loose-fitting garments and jars of impermanent paint. Its items are colored in a pure white and various shades of gray, different levels of green from light green to dark green, different colors of browns and yellows and darkest and dullest black, (each of which is a different set). The clothing can be worn over armor and the paint applied to any portion of the body. When in an arctic, snow-covered, dense jungle, waste land of desert, night or low-light areas terrains; characters using those kits gain a +4 circumstance bonus on Hide checks. Circumstances may change a terrain's usual appearance, illumination and creatures with dark-vision, rendering the kits useless. Camouflage kits are exhausted after ten uses. Each use lasts until the garments are removed and the paint is washed away.
  16.  
  17. Cost 50 gold coins; Weight 5lb
  18.  
  19. ----
  20.  
  21. Bolt Magazine (most commonly found in Cyborgs of Eternity, but sometimes found as an uncommon item outside of there).
  22.  
  23. Bolt Magazine: A bolt magazine is a rectangular cartridge fashioned from carefully shaped steel components and holds twenty crossbow bolts in a five by four arrangement. Bolt magazines are the feeding mechanism for crossbow repeater modules. The reloading time required for repeater crossbows is greatly diminished when preparing extra repeater modules before combat, allowing the wielder to simply replace an empty bolt magazine for another. Loose bolt magazines are for sale in most areas with sufficient technological advancement.
  24.  
  25. Price: 50 gold coins; Weight: 1lb
  26.  
  27. ----
  28.  
  29. Bowstring
  30.  
  31. This is simply a replacement string for your bow should the string become damaged or worn. It is strung onto your bow the same way as the original string. You must purchase the correct string for your bow. A shortbow string will not fit onto a longbow, and the other way around. The longbow string will fit on a composite longbow, and the shortbow string will fit on a composite shortbow.
  32.  
  33. Longbow Cost: 1 silver coin Weight: -
  34. Shortbow Cost: 8 copper coins Weight: -
  35. Crossbow Cost: 1 silver coin Weight: -
  36.  
  37. ----
  38.  
  39. K9 Whistle (uncommon to see in shops)
  40.  
  41. A k9 whistle is constructed to sound at a particular pitch that is particularly shrill to any and all k9 like mons ears, (doesn't matter if they're mons or morphs). When the whistle is blown, any k9-like beings within a one mile radius that succeeds at a DC 10 Listen check hears the whistle and can determine its direction. With a DC 20 Listen check, the k9 can also accurately estimate the approximate distance that the sound came from. The sound is too high pitched for most other common races to hear, but many creatures and savage monsters can easily detect the sound, including direction and approximate distance.
  42.  
  43. Cost: 6 gold coins
  44.  
  45. ----
  46.  
  47. Eye Patch (most general shops)
  48.  
  49. A mundane piece of cloth that’s were made to be worn over the eye. It can be used to cover a missing or curious looking eye. When wearing an eye patch over your dominant eye (the same side as your dominant hand, if you have no preference, assume the character is right handed), the character takes a -2 on spot checks, and -1 on all ranged attacks.
  50.  
  51. Cost: 5 gold coin; Weight: .2lbs
  52.  
  53. (Side note)
  54.  
  55. Variant rule: Light sensitivity
  56.  
  57. Eye patches can be used, by people with two working eyes, as a means of preserving vision.
  58.  
  59. After the patch has been worn for twenty four hours, if the user is in shadowy illumination, the character can move the eye patch from one eye to the other, using a standard action. Doing this allows the character to see as though he were in bright lighting, to represent his night adjusted eye. However, if the character, while using this ability, is exposed to bright light, he will suffer day blindness, as though he were drow. This effect can be canceled simply by switching eyes again. Removing the eye patch ends the effect completely.
  60.  
  61. --
  62.  
  63. Glasses (Can only be found in the Celestial Empire)
  64.  
  65. A strange invention from the far off lands, these ground glass bifocals promise to aid those afflicted with Farsightedness and Nearsightedness. They are mounted on bronze-plated-iron frames, for durability. These can only be purchased from specific craftsmen, and they are extremely expensive, but anyone who wears them swears by them.
  66.  
  67. Glasses correct for one level of vision impairment. So, a character with moderate farsightedness would see as though they had minor far sightedness. Masterwork glasses made specific for the character can correct completely their vision problem.
  68.  
  69. Characters wearing their glasses do not gain the benefits of their level of vision impairment, but rather gain the benefits from the level that the glasses correct to. So, a major nearsighted character with masterwork glasses would gain no benefits while wearing glasses and a moderate farsighted character with normal glasses would likewise gain no benefits, since minor farsightedness grants no benefits.
  70.  
  71. If a nearsighted character wears glasses that were meant for a farsighted character, they act as though they were completely nearsighted. The same goes for a farsighted person wearing glasses for nearsighted people.
  72.  
  73. If a character with glasses walks in the rain, they act as though they were not wearing glasses at all. If they walk in steam, they are blinded by the steam collecting on their glasses. While simple prestidigitation spells are sufficient to keep glasses clear of non-magical effects, glasses can also be enchanted with spells like True sight or dark vision if the wearer is going to be venturing into places where magical impairments can be expected
  74.  
  75. Cost: 500 gold coins, Masterwork: 1500 gold coins; Weight: .1lb to .5lb
  76.  
  77. ----
  78.  
  79. Grappling Hook Launcher (only found in weapon shops, is uncommon to find one)
  80.  
  81. This device looks like a crossbow with a thick stock and no prod (bow part). It uses a strong internal spring to launch a grappling hook long distances. The hook is attached to a rope that is mounted underneath the stock, which uncoils when fired.
  82.  
  83. The Launcher has a max range of 50 feet. It weighs 8lbs without rope, 18lbs with hempen rope, and 13lbs with silk rope.
  84.  
  85. To use it you must make a ranged attack, just like a crossbow. The DC is simply a touch attack for a stationary object, which is DC 4. It is very easy to use. (Of course, it might be fun to shoot something that isn't stationary, heh)
  86.  
  87. The Launcher makes a loud kaPWING sound that is easy to hear. Listen DC -5
  88.  
  89. Reloading the hook into the launcher takes a move action. Rewinding the rope takes 5 rounds, and requires a DC 10 use rope check.
  90.  
  91. ---
  92.  
  93. Ink Pen (any general shop)
  94.  
  95. This item is basically a quill and bottle of ink all in one! This item makes it easier to carry around a working, writing utensil that rarely leaks, so you don't get your precious Bag of Holding all messy.
  96.  
  97. Weight- Equal to 2oz. (Ink) (so you need 8 of these to equal a pound.)
  98.  
  99. Average Price per pen - 9 gold coins
  100.  
  101. Exotic ink color price- add 8 gold coins to regular cost (Black is standard, examples would be Red, blue, green, etc.)
  102.  
  103. Refill - 8 gold coins, 16 gold coins to refill an Exotic ink color.
  104.  
  105. (Side note)
  106.  
  107. Shops with inks normally have sighs that normally say this:
  108.  
  109. "The Ink Pen is for the most prestigious of adventurer's who wish to excel in carrying capacity, the optimal use of storage space and keeping clean those costly garb. Order yours today!"
  110.  
  111. ---
  112.  
  113. Match cord (can be commonly found for one of them, the other two can be found in a weapon shop).
  114.  
  115. A match cord is a hemp or flax cord, boiled in a pot of water and ash to allow the match to slowly smoulder. It was used as ignition for black powder weapons, as well as being a general-purpose source of heat and fire that you could carry with you all day long.
  116.  
  117. Match cord can be slow burning or fast burning, depending on the type of chemicals the match cord is boiled with. Match cord can also be known as black match, which is a type of match cord impregnated with black powder, often used as a fast-burning fuse for cannon and the like.
  118.  
  119. As with a flint and steel, lighting a torch or fire with a match cord is a full-round action.
  120.  
  121. A one-foot length of standard match cord would cost around 2 cp.
  122.  
  123. Match cord usually comes in sizable lengths- coils of say, 50 to 100 feet- though it's not unheard of for shorter lengths to be sold for more specialized uses. Match cord comes, typically, in three varieties: slow match, quick match, and black match, which burn progressively faster.
  124.  
  125. Slow match is, as suggested, the slowest form of match cord, and is usually sold cut to extremely precise lengths for precisely timed demolition (which makes them cost more; buying slow match in bulk costs the same as normal match cord). It burns at a rate of roughly six inches per round but is very difficult to light unintentionally.
  126.  
  127. Quick match is the standard match cord, burning at an average rate of two feet per round (depending on the mix, it can be as slow as one foot or as fast as three). This is the standard-use cord and as a result it is also the cheapest.
  128.  
  129. Black match is often used as a euphemism for all types of match cord, but refers specifically to the extremely quick-burning variety impregnated with black powder. The standard-mix black match burns at five feet per round, though it can be made to burn even faster, though this makes it more expensive and far more unstable.
  130.  
  131. One-foot for standard match cord (quick match) cost: 2 copper coins; Weight: 1lb
  132.  
  133. One-foot for slow match cost: 4 gold coins; Weight: 1.5lbs
  134.  
  135. One-foot for black match cost 20 gold coins; Weight: 2lb
  136.  
  137. ---
  138.  
  139. Mining Helmet (uncommonly found at weapon shops, commonly seen at mining shows and sometimes on the merchants randomly)
  140.  
  141. This is a helmet with a lamp attached to it. The lamp provides clear illumination in a 5-foot radius, and shadowy illumination in a 10-foot radius. The lamp must be refilled with oil every six hours.
  142.  
  143. Cost: 15 gold coins; Weight: 3lb
  144.  
  145. ---
  146.  
  147. Poncho (any general shops)
  148.  
  149. A poncho is a blanket term for any clothing meant to keep the wearer dry. If a character wearing a poncho is caught in the rain, they remain dry for forty rounds of exposure. If they leave the rain (Step under a tree, enter a building) the water will sheet off of them, returning to its dry state in three turns.
  150.  
  151. Cost: 8 gold coins; Weight: 2lbs
  152.  
  153. ---
  154.  
  155. Repeater Module (Only found in weapon shops, mainly in bows shops)
  156.  
  157. Repeater Module: A repeater module is a reasonably compact, complex mechanism of wood and metal operating with sophisticated springs, that can be fitted to any masterwork light or heavy crossbow and that can hold a maximum of 20 bolts at any one time. A repeater module automatically spans the crossbow string and mounts a new bolt in place after the last one is discharged, as long as there are bolts left in the module itself.
  158.  
  159. Basically, the repeater module allows you to perform a full attack action with a crossbow. When wielding a crossbow with a repeater module installed, you can make use of the Rapid Shot feat and other feats regarding ranged attacks if you have them. Loading a crossbow with a repeater module feeds the new bolts directly into a small bolt magazine imbedded in the module in a 5 by 4 arrangement.
  160.  
  161. Manually reloading a repeater module, i.e. inserting the bolts in the incorporated magazine individually, takes 1d4+1 rounds, but replacing the bolt magazine itself is a much quicker process and can be done as a standard action. Non-masterwork crossbows cannot handle the strain that a repeater module puts on the mounted bow string and take (1d4) damage every time the mechanism loads a new bolt, which is not reduced by the weapon's hardness. Attaching a repeater module onto a crossbow requires 1 minute. Removing one requires half a minute.
  162.  
  163. Despite allowing a crossbow an enhanced rate of fire, the repeater module can make the crossbow either an automatic or semi-automatic weapon.
  164.  
  165. Semi-Automatic: Looses a single bolt with a single depression of the trigger. Semi-automatic fire is a full attack action.
  166.  
  167. Automatic: Looses multiple bolts with a single depression of the trigger. Allows the wielder to fire an extra bolt at his full base attack bonus, but you can only target a single enemy this round. The extra bolt fired may be made to stack with the effects of Rapid Shot, for a total of two extra attacks if that option is used. Automatic fire is also a full attack action, because the wielder needs to brace the weapon.
  168.  
  169. Every round that a crossbow with a repeater module is used in combat, there is a 1 % chance of the mechanism stalling due to miscommunication between the crossbow and the module. If that happens, the crossbow cannot be used until the repeater module is removed and reattached properly. If a crossbow is magical, this chance of stalling disappears.
  170.  
  171. A repeater module has hardness 8 and 10 hit points.
  172.  
  173. Construction: Fashioning a repeater module requires 500 gold coins worth of base materials ranging from top quality wood and steel to a carefully calibrated system of auto loading springs. Its construction requires either a DC 25 Craft (bow making) check, or a DC 25 Knowledge (architecture and engineering) check in conjunction with a DC 20 Craft (carpentry) or Craft (metalwork) check.
  174.  
  175. Price: 1,000 gold coins. (Includes the price of its bolt magazine)
  176. Weight: 4lbs (includes the weight of its bolt magazine)
  177.  
  178. ---
  179.  
  180. The SLADRAM (normally found on wandering merchants only)
  181.  
  182. The SLADRAM (Spring-Loaded Automatic Dagger-Release Arm Mechanism) is a small, easily concealable device made for those who want to quickly draw a concealed dagger. The mechanism can hold up to 6 average daggers made for a medium sized creature, but otherwise appear as regular bracers (and are worn as such). The daggers spring into the hand of the wearer with a specific wrist movement.
  183.  
  184. Cost: 250 gold coins (daggers not included)
  185.  
  186. Effect
  187.  
  188. The Device conceals the daggers from ordinary sight; a DC 10 Search check is necessary to discover them. Grants Quick Draw to the user for daggers contained within the SLADRAM. If the wearer already has bracers confer a +1 to hit (or +2 if combined with a feint attack) in the first round in which a dagger is drawn from the device.
  189.  
  190. If the user has the sneak attack feat then it is automatically applied when SLADRAM is in use.
  191.  
  192. ---
  193.  
  194. Seal's Blubber (only found commonly in the Empire of the Icy Animals)
  195.  
  196. The collected fat of seals’ can be a good screen against cold climates. When applied all over a character’s body, it provides a +2 bonus on Fortitude saving throws against exposure to cold weather. This is in addition to the benefits of winter clothing. One jar is good for five uses and each application lasts for 24 hours.
  197.  
  198. Cost: two gold coins Weight ---
  199.  
  200. ---
  201.  
  202. Spring Sheath (normally found on wandering merchants, normally found in the Empire Cyborgs of Eternity)
  203.  
  204. Description: This device is attached to the forearm via two leather stapes. With a flick of the wrist its spring loaded action pops a dagger (or similar object) into the hand of the user. A search DC of 12 is required to discover the device with a pat down. Without semi regular maintenance the dagger 'may' accidentally release (DM's option).
  205.  
  206. Cost: 8 gold coins (cost of dagger not included)
  207.  
  208. ---
  209.  
  210. Steam Pressure Generator (Only sold at Empire Cyborgs of Eternity)
  211.  
  212. This object allows for the generation of steam pressure, it is used to power many steam weapons and other steam objects. It has a hardness 5, hit points 5 and AC 10. Each item has a specific attachment which is always compatible with this. A Steam Pressure Generator requires a personal steam engine to run.
  213.  
  214. Cost 100 gold coins; Weight 5lb
  215.  
  216. ---
  217.  
  218. Steam Engine, Personal (Only sold at Empire Cyborgs of Eternity)
  219.  
  220. This object allows for the generation of steam power, it is used to power many steam generators. It has a hardness 10, hit points 10 and AC 10. Each generator has a specific attachment which is always compatible with this. A personal steam engine uses half your backpack slot; you may still have a small pack on your back. Each personal steam engine can only power a maximum of 2 generators at any one time.
  221.  
  222. Cost 500 gold coins; Weight 15lb
  223.  
  224. ---
  225.  
  226. Traveling Duster (normally found in the Lawful Empire, rather uncommonly found outside that area)
  227.  
  228. A duster is a coat, used by horsemen to protect their outer clothes from dust. It is a long coat that stretches down to about ankle length, with a slit in the back that stretches from the hip down. A traveling duster is a duster that is more heavily re-enforced than a normal duster, with leather at all the bending points, and additional rivets on the seams. For an additional ten gold, one can have their duster reinforced even further, allowing it to act as a non-magical armor enhancements, which adds one (1) to armor class although it reduces the maximum dexterity bonus by one, and adds 5% to arcane spell failure. A duster cannot be worn over full plate armor.
  229.  
  230. Any small weapons hidden under a duster will gains a plus two (+2) against being found.
  231.  
  232. Cost: 10 gold coins; Weight: 5lbs
  233.  
  234. ---
  235.  
  236. The items below are normally found in special areas, shops or on NPCs that deal with a special set of items or have a master skill in that area, (this doesn’t mean the list above doesn’t fall under here, less clearly noted). The items will have a ‘Master level’ next to it have a better level to it when gone to a master who can do this.
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