Outdoor Gear - Miscellaneous

Air Bladder

Used by swimmers for longer dives, this bladder is similar to a waterskin, but is relatively airtight. If inflated, it holds enough air to sustain a Medium creature for 1 round or a Small creature for 2 rounds.

Animal Glue

This simple glue is created by extensively boiling animal skin, bones, hooves, horn, and tendons until they turn into a ochre syrup that cools when it hardens. Before you use animal glue, you must heat it until it liquefies. You normally apply it with a brush and hold the pieces together for a minute, at which point it is cooled and hardened. The glue is sufficient to coat 1 square foot of surface, or (because of waste and spills) up to 40 smaller applications of approximately 2 square inches each. Pulling apart a large glued surface (at least 1 square foot) requires a DC 15 Strength check. Pulling apart a small glued surface (anything less than 1 square foot) requires a DC 10 Strength check. Animal glue slowly dissolves in water, reducing the Strength DC needed to break it by 1 per 10 minutes. It softens if heated, even with steam, reducing the Strength DC needed to break it by 1 per minute.

Compass

An ordinary compass that points to the magnetic north pole grants you a +2 circumstance bonus on Survival checks made to avoid becoming lost. You can also use it to grant the same bonus on Knowledge (dungeoneering) checks made to navigate underground.

Flotation Device

Usually composed of an inflated animal bladder sealed with pitch, a held flotation device adds a +1 circumstance bonus on Swim checks.

Heatstone

Alchemically treated to enhance their natural heat-generating properties, these round or ovoid stones of volcanic glass provide enough heat to keep chambers warm in the coldest winter. One heatstone keeps a 20-foot-square area comfortably warm even in extreme cold (below –20° F), or a 40-foot-square area in severe cold (between –20° F and 0° F). A single heatstone is activated by striking it against any hard surface, after which point it continues to provide heat for 24 hours. An active heatstone does not give off enough heat to cook food or cause damage.

Mirror

A small steel mirror.

Horn, signal

Sounding a horn requires a DC 10 Entertain (wind instruments) check and can convey concepts such as “Attack!”, “Help!”, “Advance!”, “Retreat!”, “Fire!”, and, “Alarm!” The report of a signal horn can be clearly heard (Perception DC 0) up to a half-mile distant. For each quarter-mile beyond, Perception checks to hear the horn suffer a –1 penalty.

Map

A geographically relevant map grants a user a +2 circumstance bonus on Survival checks made to navigate in the wilderness. It also can be used to grant the same bonus on Knowledge (dungeoneering) checks made to navigate underground.

Rope

Hempen The DC to escape hemp rope bonds is equal to 20 + the CMB of the creature that tied the bonds. Ropes do not need to make a check every round to maintain the pin. 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. This rope has 2 hit points and can be burst with a DC 23 Strength check. Price 1 gp; Weight 10 lbs.

Silk Rope This 50-foot length of silk rope has 4 hit points and can be broken with a DC 24 Strength check. Price 10 gp; Weight 5 lbs.

Bloodvine Rope This 50-foot length of tough, lightweight rope is made from alchemically treated bloodvine, a rare scarlet-colored vine that grows only in warm jungle environments. Though prized by climbers for its durability, bloodvine can also be used to bind creatures. Bloodvine rope has a hardness of 5 and 10 hit points, and can be broken with a DC 30 Strength check. A creature bound by bloodvine rope can escape with a DC 35 Escape Artist check or a DC 30 Strength check. The DC to create bloodvine rope with Craft (alchemy) is 30. Price 200 gp; Weight 5 lbs. Source Advanced Class Guide

Spider's Silk Rope This 50-foot length of rope is woven of strands of silk from monstrous spiders. Rare to virtually nonexistent on the surface world, it is commonly used by the dark elves, though shorter spider's silk rope scraps (generally no more than 10 feet long) occasionally appear among goblins. Spider's silk rope has 6 hit points and can be broken with a DC 25 Strength check. Price 100 gp; Weight 4 lbs.

Star Charts

Many half-elves live in large cities or communities where they find it difficult to commune with nature. While some go on long sojourns to the wilderness, others spend their evenings on high, lonely rooftops, gazing at the stars. These lonely souls use star charts to track the movement of the stars and other celestial bodies. Anyone referencing one of these charts on a clear night can attempt a DC 20 Knowledge (geography) check to determine her approximate location and the month. In addition, these charts grant a +4 circumstance bonus on Survival checks made to avoid getting lost at night with a clear sky.

String or Twine

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.

Whistle

Beast Whistle

This small wooden whistle emits a high-pitched sound like that of a signal whistle, except the signal is audible only to a specific type of creature—other types of creatures hear only a quiet hissing sound. Beast whistles come in six different varieties: avian, canine, feline, rodent, reptile, and ungulate (other varieties may be available at the GM's discretion). Animals and magical beasts that match a beast whistle's type can hear the whistle as a human hears a signal whistle. Creatures that fit into multiple categories (such as griffons) can usually hear the call of multiple types of whistles, though magical beasts who don't fit into any of the above categories cannot hear a beast whistle. Beast whistles don't function underwater, except if surrounded by an air bubble or similar effect, though creatures underwater may hear a beast whistle sounded from above the surface if they are close enough.

Signal Whistle

With a DC 5 Perform (wind instruments) check, you can use a whistle to signal the same sorts of situations as signal horns. A whistle's piercing report can be clearly heard (Perception DC 0) up to a quarter-mile away. For each quarter-mile beyond, Perception checks to hear a whistle take a –2 penalty. Silent whistles that only animals and other creatures with keen hearing can hear also exist.

Silent Whistle

Only animals and other creatures with keen hearing can hear this whistle.