Tuesday, February 09, 2010

What's In Your Backpack? Part III

Welcome back to our third installment of “What’s In Your Backback?” That backpack (and all that cool stuff in it), just got a lot more useful!

Remember, according to page 221 of the Player’s Handbook®, the Standard Adventurer’s Kit contains the following: a backpack, a bedroll, flint and steel, a belt pouch, two sunrods, ten days’ worth of trail rations, 50 feet of hemp rope, and a waterskin.

Continuing this series, let’s take a look at the next two items on the list: the Sunrod, and Trail Rations.

Sunrod

Standard Adventurer’s Kit

Property:

Club: You can use this item to strike an opponent in combat. Treat the Sunrod as a Club when determining damage. After three successful attacks, the Sunrod breaks and becomes useless.

Power:

(Encounter): Standard Action. Smash the end of your Sunrod into your opponent’s face. Make a Basic Melee Attack roll. If the attack succeeds, the Sunrod does 1 point of damage and the opponent is Dazed until the end of the opponent’s next turn. The Sunrod is destroyed by this action.

Some DMs might prefer a campaign with less magic. As a result, Sunrods may not be available in such campaigns. When this is the case, substitute two Torches for the Sunrods and reduce the cost of the Standard Adventurer’s Kit accordingly. Here’s a look at the Torch:

Torch

Standard Adventurer’s Kit

Property:

Club: You can use this item to strike an opponent in combat. Treat the Torch as a Club when determining damage. After three successful attacks, the Torch breaks and becomes useless unless it is bound together with cord or similar material.

Power:

(Encounter): Standard Action. Smash the end of your Torch into your opponent’s face. Make a Basic Melee Attack roll. If the attack succeeds, the Torch does 1 point of fire damage and the opponent is Dazed until the end of his next turn. The Torch is extinguished by this action.

Trail Rations

Standard Adventurer’s Kit

Property:

Bait: Mix Trail Rations with a small portion of water to make a bait. Any creature with the Beast type must make a DC 15 Insight check to avoid delaying his turn to investigate the bait.

Power:

(Encounter): Requirement: One day’s worth of ground up Trail Rations. Standard Action. Make a Basic Ranged Attack roll in order to blow the Trail Ration power into your opponent’s face (close blast 1). If the attack hits, it does no damage, but the opponent is Blinded until the end of his next turn. A successful attack with this item uses up the Trail Ration

For our final installment on the Standard Adventurer’s Kit, we’ll cover the Hemp Rope and the Waterskin.

Until next time…

Game excellently with one another.

No comments:

Post a Comment