Additional Allowed Items:

(Remember, armor and weapons for small creatures weigh half as much for medium. Medium weights are listed below)

Battle Cloak – +1 AC, 1 lb, 5gp (occupies shield slot)
Chitin Armor – Light, +2 AC, +7 max Dex, -1 armor check, 5% arcane spell failure, 10 lb, 20gp
Shield, gauntlet – +2 AC, -2 armor check, 35% arcane spell failure, 20 lb, 50gp

Hammer, throwing – Light Exotic, 1d6 dmg (1d4 small), x2 crit, 20 ft range, 2lb, bludgeoning, 30gp

Fire Beetle Lamp – 10gp
Rope, Earthsilk 50 ft – 12gp
Sundark Goggles – 10gp

Battle Cloak: This shield is not a shield in the typical sense, but rather a special cloak that can be used to foil an opponent’s attacks. You cannot use a battle cloak to make a shield bash attack, but a user can use it to make a disarm attempt. When using a battle cloak, you gain a +4 bonus on opposed attack rolls made to disarm an enemy (including the roll to avoid being disarmed if such an attempt fails). When used in combat, a battlecloak occupies a hand just as a light shield does, allowing you to carry other items in that hand but not wield a weapon with it. Battlecloaks are retrieved and readied just like other shields.

Chitin Armor: This armor, created from the chitin of large beetles, consists of a few chitin plates protecting the shoulders, head, and abdomen, supplemented by bone at the forearm and shin.

Fire Beetle Lamp: This lamp uses the luminous gland located above each eye of a fire beetle as its light source. Thanks to a special alchemical treatment, a fire beetle lamp shines as brightly as a common lamp (bright illumination out to 15 feet, shadowy illumination to 30 feet) and lasts for 6 days after creation. (Most fire beetle lamps are put into service immediately upon creation, but some unscrupulous merchants sell lamps after they have been used for a few days.) Kobold miners use these lamps when they need to see more than darkvision typically allows, specifically when color might be important.

Hammer, Throwing: Essentially a light hammer that has been carefully balanced for throwing, the throwing hammer is a favorite weapon of dwarf rangers.

Rope, Earthsilk: In addition to being used for clothing, earthsilk fibers can be woven together to form a strong, thin rope that finds common use in many dwarf cities. Earthsilk rope feels similar to silk ropes made in the surface world but is roughly twice as thick, putting it between silk and hempen ropes in bulk and ease of use. It is stronger even than silk rope, however, and can bear heavier loads without breaking. Earthsilk rope has hardness 1, 10 hit points, and can be burst with a DC 26 Strength check.

Shield, Gauntlet: A favorite of divine spellcasters, this exotic shield is a heavy steel shield built with a special bracing gauntlet. The special gauntlet allows you to carry other items in your shield hand (such as material spell components), although you cannot use weapons with it. The shield hand is likewise free to perform somatic spell components.

Sundark Goggles: The smoked lenses of these goggles block light. They are typically fixed into a band of canvas that clasps together at the back to keep the goggles from falling off. Sundark goggles negate the dazzled condition experienced by a creature with light sensitivity while in bright illumination. As a side effect, they grant the wearer a +2 circumstance bonus on saving throws against gaze attacks. A creature wearing sundark goggles can’t use a gaze attack, since other creatures can’t see its eyes. Creatures without low-light vision or darkvision that wear sundark goggles take a –2 penalty on Search and Spot checks.


The Realm of Zerata Ravillen