Language manual: 20gp
This item is written in common and one other language (decided upon purchase) and is intended as a language course to teach another how to speak a language. It contains instructions on normal speech, common slang and a basic dictionary of the other language along with a lesson plan intended to be all someone needs to speak, read and write another language. It it not perfect: some spoken words and pronnounciation may be off, but the reader will be able to speak another language at a basic level via reading this manual for three hours a day for two weeks. Better mastery will come after a further two weeks, meaning the character will be functionally proficient after a month.
Pterios’ Strap Crossbow.
This small crossbow is fitted with a strap to one of the Pterios’ legs and can be reloaded with the other leg and fired with a squeeze of the Pterios’s foot talon. It is smaller than other crossbows. The weapon can be adapted for use by other races on their forearms to be fired with a hand squeeze. A Pterios with any crossbow proficiency is proficient with a Pterios’ Strap Crossbow. It is an exotic weapon for other races.
Stats wise, a Pterios Strap Crossbow is counted as a light crossbow of one size less than the creature it is made for, but reloads as a special swift action. (This swift action can be taken in the same round as a quickened spell)
For a medium size creature the stats for their Pteios Strap Crossbow are as follows:
Pterios Strap Crossbow: price: 30 gp
Range: 80 ft
Weight: 2 lbs.
Damage type: P
Tengu War Sword
This sword can be used in one or two hands. It has a curved blade designed to increase cutting potential.
|Price: 50 gp | Small: 1d6 | Medium: 2d4 |Crit: 1920/×2 | Weight: 4 lbs. | Damage: S|
Steel claws are a half gauntlet that bears three long blades from the back of the hand and are strapped at the forearm to provide balance and stability. Unlike the tekko kagi the blades are thin, long and straight. The forearm strap allows for greater force to be put on the blades. Equipping or removing a steel claw is a full round action. Wielding two steel claws incurs a 5% arcane spell failure. Using any skill that requires fine detail is impossible with a hand wearing a steel claw.
|Price: 20 gp | Small: 1d6 | Medium: 2d4 |Crit: 1920/×2 | Weight: 2 lbs. | Damage: S or P|
These claws are attached to a glove and wriststrap and fit over a Thaarians talons more intimately than a Steel Claw. Wearing a vice talon on each hand incurs a 5% arcane spell failure chance and a -2 to any skills requiring fine detail.
|Price: 10 gp | Small: 1d3 | Medium: 1d4 |Crit: 1820/×2 | Weight: 1 lbs. | Damage: S or P|
Bladespears are composed of two parts. One part a bladed weapon and another part a quarterstaff.
Near any bladed weapon can be attached to the tip via a followed handle and a screw and clip mechanism, but it will always work as either a Polearm (choice when creation i.e spear, longspear, glaive, etc, DM judge based on the blade part), a bladed weapon (such as a Dagger, Shortsword, Longsword, Bastard Sword, etc), or a quarterstaff.
The weapon can be wielded as a polearm when combined or detatched to function as either the blade of a quarterstaff.
The time to detatch the blade from the shaft is a standard action.
The time to attach the shaft with the blade is a full round action.
Stats: As bladed weapon, plus reach.
Price: As bladed weapon, plus 5gp for the fitting.
Enchanting a Bladespear is done via enchanting the blade only, but the shaft must be masterwork. Once seperated the shaft funtions as a nonmagical masterwork quarterstaff. However when attached it gains the benefit of the base enchantment (such as +2) but not any other enchantment (such as flaming).
New Equipment materials:
Thickweave, Hardened Coral, Aquatic Hide, Fishscale.
Thickweave is a specially stitched type of clothing that is woven from layers of alchemically treated cloth which makes the clothing quite soft on the inside and treated to harder layers on the outside.
While it does not confer an AC bonus on its own, it is hardy enough to carry an enchantment that confers AC.
Cost: 50gp for a medium creature.
Thickweave isn’t classed as armour at all, so mages and monks may wear it without penalty.
Aquatic Hide: Waterhide armours use the hides of whales, porpoises and feral sharks to create armour after certain treatments. This type of armor is an option for all leather type armours.
Aquatic Hide armours do not apply their armour check penalties to swimming checks and are bouyant so do not cause the wearer to sink. Otherwise they are treated the same as leather armours and require no special treatment for general use.
Aquatic Hide armours however do not take hot dry weather well. In extremely hot dry conditions (deserts etc) Aquatic hide armours will require being wet with water for 15 minutes per day to continue to function, otherwise they gain the broken condition until they can be soaked in water for an hour.
Cost for Aquatic Hide armour is normal in Sahark lands as well as other aquatic races lands. On the surface is can only rarely be found around coastal communities and costs double the listed value (price doubled before masterwork costs).
Fishscale: This is a new material that uses the scales of giant fish species to create armours akin to chain and scale and is an option for all chain and scale type armour. These types of armour have highly reduced swim penalties, are bouyant and are lighter than the metal equivalents, however still effect the land movement of the wearer due to the toughening of the scales outside water.
Effects: Weight is reduced by 50%.
armour check penalty is at -1
Treat armour check penalties for swimming as 50% of the modified value, fishscale armour counts as light for swimming speed movement.
Fishscale armour requires being wet with water daily for 15 minutes or it has its check penalty increased by 1 per day of no treatment. After 3 days it will gain the broken condition.
Cost of Fishscale armour is normal in Sahark lands as well as other aquatic races lands. On the surface is can only rarely be found around coastal communities and costs double the listed value (price doubled before masterwork costs).
Special: Masterwork Fishscale armour can be treated by alchemical formulae to prevent the scales from toughening outside water, making the armour count as light in regard to all movement speed. This process costs 200gp in alchemical reagents and requires 12 hours of soaking the armor in the alchemical forumae for to absorb.
Hardened Coral Armour is a new material for non-chain metal based armours such as breastplates and platemail.
Hardened Coral armours come in the full green to blue spectrum, some rare examples can even have red spots or be deep red.. though these examples have an increased cost (up to double). Most examples are a shade of aquamarine.
Hardened Coral Armour is crafted from certain corals and is treated by a special alchemical mixture once crafted into shape. This material can be used to craft armours that require large plates (such as banded mail, platemail, etc)
Functionally, Hardened Coral armour works as standard with the following conditions:
Weight is reduced by 50% and the coral is bouyant and allows swimming. Additionally armour check swimming penalty is reduced by 50%
Hardened Coral armour counts as one weight category lighter for the purposes of movement etc.
Hardened Coral armour requires being wet with water daily for 15 minutes or it has its check penalty increased by 1 per day of no treatment. After 3 days it will crumble at edges etc and gain the broken condition and can only be repaired with either magic or with more treated coral.
Cost for hardened Coral armour is 1000gp for medium armors and 2000gp for heavy in Sahark lands as well as other aquatic races lands. On the surface is can only rarely be found around coastal communities and costs 2000gp for medium armors and 3000gp for heavy.
Hardened Coral shields cost 1000gp in aquatic lands and 2000gp on land. Other items cost 250gp/lb in aquatic lands and 500gp/lb on the surface.