Like a crowbar this versatile tool is designed to help pry open whatever the user desires opened and it has a bladed end. A dagbar grants a +2 circumstance bonus on Strength checks made to force open a door or chest. If a dagbar is used in combat, treat it as a one-handed improvised weapon that deals bludgeoning or slashing damage equal to that of a club of its size.
Empty Weight: 6 lb; Cost: 5 GP;
The Personal Gear Item functions a lot like the lifestyles rule set on a smaller scale. Each of the Personal Gear options comes with a backpack and several nebulous items. From the Basics, adventures can draw simple items like a water-skin, or rope, things that costs less than the maintenance cost a number of time at the GMs digression. Periodically after use the GM will require players to replenish their packs paying only the maintenance cost when in towns.
Any Item drawn from the Personal Gear Item must be approved by the GM and reasonably fit within a pack. Each of the higher tier choices allows adventurers to draw from other types of items as well.
The purpose of this item is to simplify the tracking of simple everyday items that would likely be carried by a PC.
A small waterskin sewn into a bandolier with a flexible reed straw for hands-free drinking. A potion drinking pouch can hold the contents of one potion or tincture.
Filling a potion drinking pouch is a full-round action.
A wearer can consume the stored potion as a swift action that does not provoke attacks of opportunity and does not require a free hand.
A potion drinking pouch otherwise functions as a normal bandolier, but has only 4 storage slots instead of the usual 8.
A character can wear up to two potion drinking pouches at the same time. If two potion drinking pouches are worn, consuming a potion from either pouch requires a move action instead of a swift action.
Empty Weight: 1 lb; Capacity: 1 Potion/Tincture, 4 slots; Cost: 5 GP;