Core General Equipment PL 2

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**Caltrops (PL 2)**

Caltrops are four-pronged iron spikes designed so that one prong is pointing up when the caltrop rests on a surface. A character scatters caltrops on the ground to injure opponents, or at least slow them down. One bag of twenty-five caltrops covers a single 5-foot square. Each time a creature moves through a square containing caltrops at any rate greater than half speed, or each round a creature spends fighting in such an area, the caltrops make a touch attack roll (base attack bonus +0). A caltrop deals 1 point of damage on a successful hit, and the injury reduces foot speed to half normal (a successful Treat Injury check, TN 15, or one day’s rest removes this penalty). A charging or running creature must immediately stop if it steps on a caltrop. See the avoid hazard stunt for the effect of caltrops on vehicles.

**Chain PL 2**

Chain has hardness 10 and 5 hit points. It can be burst with a TN 26 Strength check.

**Crowbar PL 2**

This iron bar is made for levering closed items open. A crowbar is the perfect tool for prying open doors or chests, shattering chains, and the like, and it grants a +2 circumstance bonus on Strength checks made for such purposes. If used in combat, treat a crowbar as a one-handed improvised weapon that deals bludgeoning damage equal to that of a club of its size.

**Flask PL 2**

This ceramic, glass, or metal container is fitted with a tight stopper and holds 1 pint of liquid.

**Grappling Hook PL 2**

When tied to the end of a rope, a grappling hook can secure the rope to a battlement, window ledge, tree limb, or other protrusion. Throwing a grappling hook successfully requires a Use Rope check (TN 10, +2 per 3 meters of distance thrown).

**Lantern, Bullseye PL 2**

A bullseye lantern has only a single shutter. Its other sides are highly polished inside to reflect the light in a single direction. A bullseye lantern provides clear illumination in a 20-meter cone and shadowy illumination in a 40-meter cone. It burns for 6 hours on a pint of oil. You can carry a bullseye lantern in one hand.

**Lantern, Hooded PL 2**

A hooded lantern has shuttered or hinged sides. It clearly illuminates a 10-meter radius and provides shadowy illumination in a 20-meter radius. It burns for 6 hours on a pint of oil. You can carry a hooded lantern in one hand.

**Lock PL 2**

A lock is worded with a large, bulky key. The TN to open a lock with the Open Lock skill depends on the lock’s quality: simple (TN 20), average (TN 25), good (TN 30), or superior (TN 40).

**Manacles, Masterwork PL 2**

The manacles can bind a Medium creature. A manacled creature can use the Escape Artist skill to slip free (TN 30, or TN 35 for masterwork manacles). Breaking the manacles requires a Strength check (TN 26, or TN 28 for masterwork manacles).

Manacles have hardness 10 and 10 hit points. Most manacles have locks; add the cost of the lock you want to the cost of the manacles. For the same cost, you can buy manacles for a Small creature. For a Large creature, manacles cost ten times the indicated amount, and for a Huge creature, one hundred times this amount. Gargantuan, Colossal, Tiny, Diminutive, and Fine creatures can be held only by specially made manacles.

**Mirror, Small Steel PL 2**

A polished steel mirror is handy when you want to look around corners, signal friends with reflected sunlight, keep an eye on a medusa, make sure that you look good enough to present yourself to the queen, or examine wounds that you’ve received on hard-to-see parts of your body.

**Rope, Silk PL 2**

This rope has 4 hit points and can be burst with a TN 24 Strength check. It is so supple that it provides a +2 circumstance bonus on Use Rope checks.

**Signet Ring PL 2**

Each signet ring has a distinctive design carved into it. When you press this ring into warm sealing wax, you leave an identifying mark.

**Spyglass PL 2**

Objects viewed through a spyglass are magnified to twice their size.