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Starting a new Very Low Magic setting, advice on mundane tricks/ideas.
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<blockquote data-quote="PBEM66" data-source="post: 6126343" data-attributes="member: 6727861"><p>I like to use '<strong>egg bombs</strong>', simply chicken eggs that are hollowed out and filled with flour. You can use them to uncover invisible creatures/objects, to make pursuers think you're poisoning them, or to allow a quick escape unseen. Also, the <strong>caltrop</strong> is your friend. Get bags of them and use them liberally. The same with clay <strong>marbles</strong>. </p><p></p><p>Check out <strong>screaming arrows</strong>: arrows that are veined to whine in the wind when shot. Several styles could serve as audible alarms or code. Likewise with arrows coated with sulfur and the like to create flares.</p><p></p><p><strong>Acid.</strong> You can throw a flask of acid as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet. A direct hit deals 1d6 points of acid damage. Every creature within 5 feet of the point where the acid hits takes 1 point of acid damage from the splash. Just be careful with it. Destroy chains/cells doors/siege weapons/traps/use as a missile weapon...</p><p></p><p>A <strong>hollowed dagger pommel</strong> could be used to store some emergency coinage, or bowstring, or skeleton key, or a vial of poison or acid...</p><p></p><p><strong>Thunderstones</strong> - </p><p> You can throw this stone as a ranged attack with a range increment of 20 feet. When it strikes a hard surface (or is struck hard), it creates a deafening bang that is treated as a sonic attack. Each creature within a 10-foot-radius spread must make a DC 15 Fortitude save or be deafened for 1 hour. A deafened creature, in addition to the obvious effects, takes a -4 penalty on initiative and has a 20% chance to miscast and lose any spell with a verbal component that it tries to cast. </p><p></p><p> Since you don’t need to hit a specific target, you can simply aim at a particular 5-foot square. Treat the target square as AC 5. </p><p></p><p></p><p>[h=5]Tanglefoot Bag[/h] When you throw a tanglefoot bag at a creature (as a ranged touch attack with a range increment of 10 feet), the bag comes apart and the goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air. An entangled creature takes a -2 penalty on attack rolls and a -4 penalty to Dexterity and must make a DC 15 Reflect Save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. Huge or larger creatures are unaffected by a tanglefoot bag. A flying creature is not stuck to the floor, but it must make a DC 15 Reflex save or be unable to fly (assuming it uses its wings to fly) and fall to the ground. A tanglefoot bag does not function underwater. </p><p></p><p> A creature that is glued to the floor (or unable to fly) can break free by making a DC 17 Strength check or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. A character capable of spellcasting who is bound by the goo must make a DC 15 Concentration check to cast a spell. The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness. An application of universal solvent to a stuck creature dissolves the alchemical goo immediately. </p><p></p><p></p><p>[h=5]Smokestick[/h] This alchemically treated wooden stick instantly creates thick, opaque smoke when ignited. The smoke fills a 10-foot cube (treat the effect as a fog cloud spell, except that a moderate or stronger wind dissipates the smoke in 1 round). The stick is consumed after 1 round, and the smoke dissipates naturally. </p><p></p><p> [h=5]Sunrod[/h] This 1-foot-long, gold-tipped, iron rod glows brightly when struck. It clearly illuminates a 30-foot radius and provides shadowy illumination in a 60-foot radius. It glows for 6 hours, after which the gold tip is burned out and worthless. </p><p></p><p></p><p>[h=5]Healer’s Kits[/h] It is the perfect tool for healing and provides a +2 circumstance bonus on heal checks. A healer’s kit is exhausted after ten uses. Without clerical magic, damage is harder to recover from.</p><p></p><p>You can use a scabbard with a hole at the bottom as a breathing tube, if needed.</p><p></p><p>You may be able to make a hang glider, if you need to descend a mountain in a hurry. (Take engineering skill).</p></blockquote><p></p>
[QUOTE="PBEM66, post: 6126343, member: 6727861"] I like to use '[B]egg bombs[/B]', simply chicken eggs that are hollowed out and filled with flour. You can use them to uncover invisible creatures/objects, to make pursuers think you're poisoning them, or to allow a quick escape unseen. Also, the [B]caltrop[/B] is your friend. Get bags of them and use them liberally. The same with clay [B]marbles[/B]. Check out [B]screaming arrows[/B]: arrows that are veined to whine in the wind when shot. Several styles could serve as audible alarms or code. Likewise with arrows coated with sulfur and the like to create flares. [B]Acid.[/B] You can throw a flask of acid as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet. A direct hit deals 1d6 points of acid damage. Every creature within 5 feet of the point where the acid hits takes 1 point of acid damage from the splash. Just be careful with it. Destroy chains/cells doors/siege weapons/traps/use as a missile weapon... A [B]hollowed dagger pommel[/B] could be used to store some emergency coinage, or bowstring, or skeleton key, or a vial of poison or acid... [B]Thunderstones[/B] - You can throw this stone as a ranged attack with a range increment of 20 feet. When it strikes a hard surface (or is struck hard), it creates a deafening bang that is treated as a sonic attack. Each creature within a 10-foot-radius spread must make a DC 15 Fortitude save or be deafened for 1 hour. A deafened creature, in addition to the obvious effects, takes a -4 penalty on initiative and has a 20% chance to miscast and lose any spell with a verbal component that it tries to cast. Since you don’t need to hit a specific target, you can simply aim at a particular 5-foot square. Treat the target square as AC 5. [h=5]Tanglefoot Bag[/h] When you throw a tanglefoot bag at a creature (as a ranged touch attack with a range increment of 10 feet), the bag comes apart and the goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air. An entangled creature takes a -2 penalty on attack rolls and a -4 penalty to Dexterity and must make a DC 15 Reflect Save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. Huge or larger creatures are unaffected by a tanglefoot bag. A flying creature is not stuck to the floor, but it must make a DC 15 Reflex save or be unable to fly (assuming it uses its wings to fly) and fall to the ground. A tanglefoot bag does not function underwater. A creature that is glued to the floor (or unable to fly) can break free by making a DC 17 Strength check or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. A character capable of spellcasting who is bound by the goo must make a DC 15 Concentration check to cast a spell. The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness. An application of universal solvent to a stuck creature dissolves the alchemical goo immediately. [h=5]Smokestick[/h] This alchemically treated wooden stick instantly creates thick, opaque smoke when ignited. The smoke fills a 10-foot cube (treat the effect as a fog cloud spell, except that a moderate or stronger wind dissipates the smoke in 1 round). The stick is consumed after 1 round, and the smoke dissipates naturally. [h=5]Sunrod[/h] This 1-foot-long, gold-tipped, iron rod glows brightly when struck. It clearly illuminates a 30-foot radius and provides shadowy illumination in a 60-foot radius. It glows for 6 hours, after which the gold tip is burned out and worthless. [h=5]Healer’s Kits[/h] It is the perfect tool for healing and provides a +2 circumstance bonus on heal checks. A healer’s kit is exhausted after ten uses. Without clerical magic, damage is harder to recover from. You can use a scabbard with a hole at the bottom as a breathing tube, if needed. You may be able to make a hang glider, if you need to descend a mountain in a hurry. (Take engineering skill). [/QUOTE]
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