Miscellaneous Equipment (CNH)

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Ninja make use of many specialized gadgets and weapons to perform their missions.
==Description of Equipment==
Clothing, ninja night-suit: This is the outfit worn by ninja on intrusion missions. It consists of close-fitting trousers and tunic, split-toed footwear, gloves, and a hood.
Each ninja night-suit is designed to blend into a specific background. When worn against the correct background, the night-suit gives the wearer +10% to his hide in shadows roll.
The standard night-suit is black with a hint of red. It provides its hide in shadows bonus when the character is in the equivalent of "night, full moon" or "night, no moon" lighting, as described in Chapter 13 of the Player's Handbook. In short, if the light is worse than twilight, the night-suit provides its benefits. The reddish tinge to the night-suit makes it harder to detect blood on the costume, which in turn makes it harder for a witness to determine that a ninja has been injured.
The wilderness night-suit is a camouflage pattern of brown and green. It provides its hide in shadows bonus when the character is surrounded by foliage—typically, in the woods—regardless of lighting conditions.
The arctic night-suit is white. It provides its hide in shadows bonus when the character is in snow or dense fog. The character can make his hide in shadows roll in such circumstances even when there are no shadows, if he remains still.
Other types of night-suits can be specially made for special circumstances. If a team must break into a palace where everything is decorated in red, it makes sense for the members to wear night-suits in the same color.
Note: Ninja do not commonly wear night-suits under their normal clothing or carry them around on ordinary missions. The possibility that someone will search a ninja or his baggage and find the telltale costume is too great. Night-suits are worn only when ninja are leaving a safe house for a specific intrusion mission and then returning to a safe house where they can change back into normal clothing. A 1st-level ninja automatically receive one standard black night-suit in addition to his starting gold.
Clothing, tear-away: This is a set of clothing worn by ninja as a disguise. Each set consists of a robe, or tunic/trousers combination, or dress, or other principal elements of an ensemble. These items look in every way like a normal set of clothing but are lightweight (1 lb. for the whole outfit) and can be torn off with a simple movement (no Strength roll necessary). Such clothing is ideal for a quick change into another costume or into the ninja night-suit.
Eggshell grenades: These weapons consist of an irritating or concealing ingredient sealed in an eggshell, a paper packet, a nutshell, or some other container that is small and easy to break. The grenades do not explode, but burst when thrown against the ground or into the face of an opponent. There are four standard types of eggshell grenades:
Dust: This grenade is thrown into the face of an opponent. All targets are treated as AC 6. (Eggshell grenades ignore the AC value of armor but must hit the upper chest or face area of an opponent.) On a successful attack roll, the grenade bursts in a cloud of dust. The opponent gets a saving throw vs. poison. If he makes the roll, he is unaffected (though covered by a light layer of dust). If he fails the roll, he is blinded for 1d6 rounds.
Flash powder: When this grenade is thrown into a fire, it explodes in a brilliant flash of light, blinding everyone who is looking in that direction. The blindness lasts 1d3 rounds. If the DM does not know where a character is looking, that character must make a saving throw vs. petrification. If the character is more than 10 feet away from the fire, he gets a +2 bonus to the roll; more than 20 feet away, a +4 bonus. Maximum range for the effect of the flash powder grenade is 30 feet.
Pepper: This grenade is thrown into the face of an opponent just like a dust grenade. If the attack roll is successful, the pepper gets into the character's eyes and up his nose. The affected character must make a saving throw vs. poison. If he fails the roll, he is incapacitated for 1d6 rounds due to choking and sneezing.
Smoke: This grenade can be thrown against the ground or into a fire. When thrown against the ground, it creates a smoky area equivalent to light fog in a 5-foot radius. (If the ninja has his back to a forest or other escape route and has enemies to his front, he may throw a smoke grenade in front of him to give him a moment of distraction, allowing him a round to flee and make a hide in shadows roll.) When thrown into a fire, a smoke grenade creates a smoky area equivalent to dense fog in a 10-foot radius.
All eggshell grenades are fragile. If a character carrying these items falls 10 feet or more and suffers damage, the player must roll 16 or better on a saving throw vs. crushing blow (as a bone or ivory object) for each grenade carried (Dungeon Master Guide, Chapter 6). If the roll fails, the grenade bursts and is useless, but unless it was being carried near the character's face, it will do no harm.
Hito washi (human eagle): This is a primitive sort of hang glider made of wood, bamboo, paper, and fabric. Medieval aeronautics being a crude science, hito washi are unreliable and dangerous.
The ninja straps himself into the hito washi and launches from a high place (an altitude of at least 100 feet). Immediately on launching, the character must make a Giant Kite Flying proficiency check. If he fails, he falls straight to the ground and takes normal falling damage for that distance. (The character is unable to benefit from any proficiency or talent that keeps him from falling, as he is strapped rigid into a framework and unable to twist his body to avoid or mitigate the damage.)
If the character survives the liftoff, he can fly the hito washi in the direction he was pointed when he took off. For every 20 feet forward he travels, he loses 1 foot of altitude. (He can lose more altitude if he chooses.)
Every time the character maneuvers to change direction, he must make another Giant Kite Flying proficiency check or immediately crash to the ground, taking normal falling damage for the full distance he descended from the time he took off. A successful roll means he has changed to the correct direction.
Landing follows the same rules as changing direction. When the ground is close enough, the ninja maneuvers to land, but a failed roll means he crashes into the ground and takes full damage for the entire distance of his descent from the time he first took off.
The hito washi is used by ninja who have no better flight spells or magical items available and who must make an aerial intrusion. Ninja sometimes launch from portable towers to get over the walls of a citadel or encampment, or may launch from a nearby hilltop or mountain.
Kama ikada (raft): This is a small one-man raft that ninja can carry around with ease. It is normally used in conjunction with a collapsible pole such as the vaulting pole (described later).
The kama ikada can carry 300 lbs. worth of characters and equipment.
Ladder, folding: This is a hinged ladder or rope ladder with hooks at one end. It is used by ninja for quick escapes or covert intrusions (especially important when the ninja party is escorting a character who does not have ninja climbing abilities).
Mizugumo (foot pontoons): These inflatable bladders have straps to hold them on the feet. A highly trained ninja (for example, one who possesses the Water Walking proficiency) can use them to walk across still bodies of water. The character walks at a rate of 10 yards per round. His chance for success is affected by his encumbrance. A ninja on mizugumo can carry 20 lbs. of gear at his normal chance of success, but suffers a –2 penalty to his proficiency roll for every additional 20 lbs. he carries.
Because mizugumo are not widely recognized and look innocuous when not in use, ninja can often smuggle them into secure areas and then use them to cross water barriers such as moats or superheated ponds.
Powders: These are doses of ammunition for metsubishi. They come in three types: Ash, dust, and pepper. Dust and pepper behave just like dust and pepper eggshell grenades; ash behaves just like dust eggshell grenades.
Ravager potion: This is a preparation taken by NPCs with the Ravager kit (described in Chapter 3). It is a slow-acting potion, taking effect half an hour after being drunk and ending 1d3 hours later. While under the potion's influence, a character receives the following bonuses and penalties:
* He is immune to sleep and charm spells.
* He possesses two additional hit points per experience level (up to 10 levels).
* He receives a –2 modifier to individual initiative. If everyone allied with the character hasdrunk the potion, as is often the case, the modifier also applies to group initiative.
* He receives a –2 bonus to Armor Class.
At the end of the potion's effect, all benefits wear off, and the character must make a
Constitution check. If he fails the check, he collapses in a coma for 3d6 hours. If the character has sustained enough damage that the sudden loss of the extra hit points brings him down to zero hit points or fewer, he dies (no saving throw).
Rope, light: This rope made of silk, horsehair, or human woman's hair is favored by ninja for its light weight.
Shinobi-bune (ninja boat): This small canoelike boat is used by ninja on covert missions. It is light and collapsible, hence easy to carry. The standard shinobi-bune can carry about 300 lbs. and includes a paddle for propulsion.
Thirst pills: Thirst pills are nonmagical medicine. The ingredients include only normal herbs and other plant products, but making up the pills requires great skill. The pills must then age for several years before they reach their full effectiveness.
When taken once per day, in a dose of five pills, the pills prevent the user from feeling the ill effects of thirst. This can be useful when the character is making long forced marches or is trapped in a situation where she cannot or must not drink.
However, the character still suffers from dehydration—she just cannot feel the effects. The effect of the pills wears off at the end of five days. If the character is not able to drink at least a quart of fluid at that time, she begins to die of thirst. Until she gets at least a quart of liquid, she must make a saving throw vs. paralyzation every hour or die of dehydration.
Vaulting pole: This collapsible pole is used for vaulting over obstacles (or for other purposes). Under normal circumstances, the pole is about 6 feet long. The wielder can telescope it out to 15 feet and lock it into place at the new length. Rules for pole vaulting appear under the Jumping proficiency in the Player's Handbook, Chapter 5.
Yami doko (man-sized kite): This kite is large enough to carry a full-sized human aloft but differs from the hito washi in several important ways.
The yami doko is launched and flown from the ground like a kite. When it is launched, it requires a character with the Giant Kite Flying proficiency to be on the ground directing its flight, and that character must make one proficiency check for every 50 feet of altitude the kite gains, with the same results for failure as the hito washi suffers. When the controller decides to land the kite, it requires only one proficiency check to bring it down from whatever altitude it has attained.
Once the yami doko is successfully launched, its rider can cut free and glide away, flying it much as a hito washi. To do this successfully, he too must have Giant Kite Flying proficiency. The act of cutting free requires one proficiency check, as does each maneuver and attempt to land, as described for the hito washi. Note, however, that the yami doko's rate of descent is greater than that of the hito washi. For every 10 feet forward the yami doko moves, it loses 1 foot of altitude.
Yami doko are easy to spot, even when painted black, on nights with any moonlight. Use normal rules for visibility ranges (Player's Handbook, Chapter 13). Consequently, yami doko are most often used on moonless nights.
 Table 26: Miscellaneous Equipment
Item 	Cost 	Weight(lbs.)
Clothing, ninja night-suit 	5 gp 	2
Clothing, tear-away, common 	2 gp 	1
Clothing, tear-away, good 	5 gP 	1
Clothing, tear-away, fine 	30 gp 	1
Eggshell grenade, dust 	2 gp 	
Eggshell grenade, flash powder	25 gp 	
Eggshell grenade, pepper 	5 gp 	
Eggshell grenade, smoke 	25 gp 	
Hito washi (human eagle) 	75 gp 	50
Kama ikada (raft) 	20 gp 	20
Ladder, folding (per 10 feet) 	5 gp 	10
Mizugumo (foot pontoons, pair)	50 gp 	6
Powder, ash 	— 	
Powder, dust 	— 	
Powder, pepper 	1 cp 	
Ravager potion 	250 gp	1
Rope, light (50 feet) 	10 gp 	8
Shinobi-bune (ninja boat) 	30 gp 	30
Thirst pills (per 5) 	10 gp 	
Vaulting pole 	5 gp 	5
Yami doko (man-sized kite) 	100 gp	40