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Frostburn Gear

Page history last edited by PBworks 17 years, 5 months ago

Weapons

 

 

 

Glot: The glot is a specially balanced sphere ofmetal designed to be thrown

low to the ground. It then skips and bounces across the ground with
little reduction in velocity to strike its target. Ifthe ground between you and

your target is solid, flat, and relatively free of obstructions, the glot’s
range increment increases to 20 feet. If the ground is also icy,
the glot skips even more readily over the frozen ground and its range

increment increases to 30 feet.If you use a glot to attack an airborne target,

its range increment is always 10 feet.
You can make ranged trip attacks with a thrown glot.

 

Goad: A goad is a long, thin wooden pole mounted with
a heavy stone or metal weight and a large spike at one end.
Primarily intended as a tool to direct the movement of large
animals, a goad makes an excellent weapon in a pinch. When
you attack with a goad, you must decide if you are attacking
with the spike to deal piercing damage or the weight to
deal bludgeoning damage. The fl exibility of the goad’s shaft
absorbs much of the force behind blows made with the bludgeoning
head, and all bludgeoning damage dealt by a goad is
nonlethal as a result. Piercing damage remains lethal.
If you are profi cient with its use, the goad grants a +2
circumstance bonus on all Handle Animal checks made
against animals of Huge size or larger.


Harpoon: The harpoon is a broad-bladed spear forged
with barbs. The shaft of the harpoon has a trailing rope
attached to control harpooned opponents. Though designed
for hunting whales and other large sea creatures, the harpoon
can be used on dry land. If it deals damage, the harpoon lodges in an opponent
who fails a Refl ex saving throw (DC 10 + the damage dealt).
A harpooned creature moves at only half speed and cannot
charge or run. If you control the trailing rope by succeeding
on an opposed Strength check while holding it, the
harpooned creature can move only within the limits that
the rope allows (the trailing rope is 30 feet long). If the harpooned
creature attempts to cast a spell, it must succeed on
a DC 15 Concentration check or lose the spell.
The harpooned creature can pull the harpoon from
its wound if it has two free hands and takes a full-round
action to do so, but it deals damage to itself equal to the initial
damage the harpoon dealt. A character who succeeds
on a DC 15 Heal check can remove a harpoon without
further damage.

 

Ice Axe: More tool than weapon, the ice axe has a sharp
metal head that is perpendicular to the shaft and has a spiked
handle. It grants a +1 circumstance bonus on Climb checks
in mountainous and/or icy terrain, even if you do not possess
the Exotic Weapon Profi ciency (ice axe) feat. If you do
possess this feat, the bonus increases to a +4 circumstancebonus.

An ice axe may be used as a martial weapon, but
takes a –2 penalty on attack rolls in this case.

 

 

Icechucker: The icechucker appears to be a large crossbow
at a casual glance, larger even than a heavy crossbow.
Its launching mechanism is designed to fi re large shards of
ice (usually icicles) rather than regular crossbow bolts. You
draw an icechucker back by pulling on a thick lever on the
underside of the weapon. Loading an icechucker is a fullround
action that provokes attacks of opportunity.
If icicles aren’t handy to load into an icechucker, it can
also be used to fi re a javelin, dealing the same damage

 

 

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Iuak: An iuak is a heavily weighted machete-shaped blade,
usually made of bone or stone. While it makes an excellent
weapon, its primary purpose is to cut through and destroy
ice and other hard materials. If used against an object, an iuak
ignores the fi rst 3 points of hardness possessed by the object.


Razor Skipdisk: A razor skipdisk is a fl at, circular disk
of metal with a razor-sharp rim. One surface of the razor
skipdisk is slightly convex and smooth, while the other is
concave with a small knob protruding from the center. You
attack with a razor skipdisk by gripping the knob and then
hurling it so the convex surface skips and slides across the
ground toward its target. If the ground between you and your
target is solid, fl at, and relatively free of obstructions, the razor
skipdisk’s range increment increases to 20 feet. If the ground
is also icy, the razor skipdisk skips even more readily over the frozen ground

and its range increment increases to 30 feet.
If you use a razor skipdisk to attack an airborne target, its
range increment is always 10 feet.


Ritiik: A ritiik is a spearlike weapon with an additional
hooklike blade protruding from the base of the spear head.
When you successfully hit a target with a ritiik, you can
twist the weapon and hook this blade into the target’s fl esh
if the target fails a Refl ex saving throw (DC 10 + the damage
dealt). If you hook the target, you can immediately make a
trip attack against the target. If you fail, you can let go of the
ritiik to avoid the retaliatory trip attack.
The damaged creature can pull the ritiik from its wound
if it has two free hands and takes a full-round action to do
so, but it deals damage to itself equal to the initial damage
the ritiik dealt. A character who succeeds on a DC 15 Heal
check can remove a ritiik without further damage.


Sugliin: The infamous sugliin was created by primitive
tribes more to strike terror into the hearts of their enemies
rather than to be an effective weapon. This massive polearm
consists of several sets of sharpened caribou and/or megaloceros
antlers affi xed to a long wooden shaft. You attack with
the sugliin as if it were a massive axe or scythe, slashing and
chopping at the targets with great arcs. This weapon is so
unwieldy and heavy that making a single attack with it is a
full-round action. Sugliins are favored weapons for low-level
characters who want to deal huge amounts of damage and lack the skill to

make additional attacks; higher-level characters
only rarely use sugliins due to their awkwardness. The
Sugliin Mastery feat (see page 50) allows a character to make
attacks with this massive weapon normally.
A sugliin has reach. You can strike opponents 10 feet away
with it, but you can’t use it against an adjacent foe.


Tigerskull Club: The smilodon’s skull is remarkably sturdy;
it would have to be, to absorb the impacts of its terrible bite.
Many primitive tribes have capitalized on this fact of nature
and use smilodon skulls to fashion tigerskull clubs. A tigerskull
club consists of a smilodon’s skull (sans lower jaw) lashed to a
short length of wood. The twin sabers of the skull’s upper jaw
then function as a highly effective picklike weapon.
Disarm and trip attacks made with a tigerskull club gain
a +2 circumstance bonus. If you fail to trip your opponent,
you may choose to drop your tigerskull club to avoid the
retaliatory trip attack.

 

 

 

 

 

 

 

 

 

Gear

 

 

Crampons: Crampons consist of a set of metal spikes
and hooks that lash on to boots and gauntlets to assist in
climbing or walking across icy surfaces. While you wear
crampons, you gain a +2 circumstance bonus on any Balance
checks made to avoid slipping on an icy surface, and a
+2 circumstance bonus on Climb checks.
Crampons impose a –10 ft. penalty to speed when not
walking on snow or ice.


Fur Clothing: Fur clothing consists of thick layers of
animal furs designed to be worn over a regular set of clothing
or armor. Wearing fur clothing grants a +5 circumstance
bonus on Fortitude saving throws against exposure to cold
weather. Fur clothing can be worn over a cold weather
outfi t; in this case the circumstance bonuses granted by
each item stack, granting a total +10 circumstance bonus on
Fortitude saving throws against exposure to cold weather.
Fur clothing is cumbersome to wear. Although the furs do
not provide an appreciable armor bonus, they do increase your
total armor check penalty for any armor worn by 2 points.

 

Hut, Portable: A portable hut consists of a wooden
framework that can be quickly assembled into a hut-shaped
frame that covers a 10-foot square. The frame’s base consists
of several iron spikes that can be driven through holes in the
frame to affi x the hut frame to the ground; further stability
is granted by several rope supports that extend out 15 feet
from the hut’s edge. Once the frame is in place, you simply
attach the leather and fur wrappings over the outside of the
wall and lash them directly to the frame to fi nish building
the hut. A portable hut provides excellent shelter in the
wilderness; assembling or disassembling a portable hut
only takes 15 minutes of work. A portable hut serves as an
improvised shelter.

Skates: Skates allow full movement across icy surfaces for
anyone with at least 5 ranks of Balance, but cannot be used
at all on any other terrain.


Skis and Poles: Skis allow full movement across snow
and icy surfaces but cannot be used at all on any other terrain.
Downhill speed can be as a run (×4) on slight grades or
as a run (×5) on severe grades. It takes a full-round action to
don or to remove skis.


Snow Goggles: These wooden goggles have a thin horizontal
slit in the middle. They grant a +2 circumstance bonus
on saving throws to resist blinding effects, including snow
blindness, extremely bright light, or spells that target vision
indirectly (such as sunburst but not blindness). While wearing
snow goggles, you incur a –4 circumstance penalty on Spot
and Search checks.


Snowshoes: These allow the wearer to move across snow
and ice with increased speed. Snow of any depth is considered
a minor impediment (see page 12). Snowshoes take 1
minute to don and a full-round action to remove.


Winter Fullcloth: This is a heavily quilted undergarment
that is worn underneath regular clothing to protect
the wearer against cold.
Winter fullcloth is considered part of the cold weather
outfi t described in the Player’s Handbook. If worn by itself, it
grants a +1 circumstance bonus on Fortitude saving throws
against exposure to cold weather.

 

 

 

 

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