Rifle +1, +14/+9, Dmg: 1d8+6, Crit: x4, Range: 90 ft.
+10 ft. range
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Name | Menge | Preis (Gold) | Gewicht (lbs.) | Sonstiges |
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Rifle +1 | 1 | 2575 | 6 | Dmg: 1d8, Crit: x4, Range: 80 ft. Missfire: 1, Capacity: 1, B and P
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Revolver | 1 | 2000 | 4 | 1d6, Crit: ×4, Range: 20 ft. Missfire: 1, Capacity: 6, B and P |
Leather Armor +1 | 1 | 1160 | 7,5 | AC +3, Max Dexbonus +6, Penalty 0 |
Belt of incredible dexterity +2 | 1 | 4000 | 1 | +2 Dexterity |
Headband of inspired wisdom +2 | 1 | 4000 | 1 | +2 Wisdom |
Cloak of resistance +1 | 1 | 1000 | 1 | Flecks of silver or steel are often sown amid the fabric of these magical cloaks. This garment offers magic protection in the form of a +1 to +5 resistance bonus on all saving throws (Fortitude, Reflex, and Will). |
All tools vest | 1 | 1800 | 5 | This well-made leather vest bears numerous shiny metal buttons, which stud a number of bulging pockets.
Once per day, as a standard action, the wearer can speak the vest’s command word and order it to bring forth all the standard tools required to make checks for any one Craft skill. These tools appear in the countless pockets of the vest or, if too heavy, on the floor, on a nearby shelf, on a workbench, or in a toolbox or cupboard that appears nearby. Once summoned, they remain for 24 hours or until another creature touches them, whichever comes first.
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Handy Haversack | 1 | 4000 | 5 | A backpack of this sort appears to be well made, well used, and quite ordinary. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a bag of holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a move action, but it does not provoke the attacks of opportunity that retrieving a stored item usually does.
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Feather Step slippers | 1 | 2000 | 1 | Once per day for 10 minutes, these fine silken slippers allow their wearer to ignore the adverse movement effects of difficult terrain as if subject to the feather step spell, including granting the ability to take 5-foot steps in difficult terrain. |
Gunsmith’s kit | 1 | 15 | 2 (0) | This small kit has all the tools a person needs to create, repair, and restore firearms, except for the necessary raw materials. Without such a kit, you cannot properly construct or provide upkeep for firearms. |
Dolch | 1 | 2 | 1 | 1d3 19-20/x3, Range: 10 ft., P or S | |
Masterwork Tool | 1 | 50 | 1 (0) | | |
Loaded Dice | 1 | 60 | - | DC 25 | |
Bandolier | 1 | 0,5 | - | | |
Concealing Pocket | 1 | 1000 | - | This 4-inch-square cloth pocket has no powers unless it is sewn onto a garment (which takes 1d4 minutes).
Once sewn, it changes its appearance to match the garment. Any magic item inside it cannot be magically detected, as if protected by magic aura. Hiding an item in the pocket gives the garment's wearer a +5 competence bonus on Sleight of Hand checks to conceal the item. The pocket can be removed from the garment with a DC 10 Heal check or an appropriate Craft check such as Craft (cloth) or Craft (leather); failing this roll by 5 or more gives the pocket the broken condition.
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Sonstiges | - | 28gp 7sp | - (0) | 2 Sunrods, 3 Flaschen Bier, 1 Flasche Whiskey, 2 Laib Brot, Käse, 2 Sticks Charcoal, 5 Sheets Paper, Mess Kit, Cold Weather Outfit, 1 Invisibility, 1 Spider Climb ,1 Cats Grace ,2 Cure moderate Wounds | |