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Design: Rick Swan Editing: Elizabeth Danforth Black and White Art: Terry Dykstra Color Art: Julie ... - page 121 / 157

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A

can contain any single creature, so long as the creature fits inside the

circle. Physical attacks and most spells have no effect on a string cage. The creature

trapped inside can't move it. A or a

spell destroys the device, as will a . A creature contained in a string cage can escape

by using dimension door, teleport, or a similar spell. Only the person who originally formed the circle can separate the ends and free the

creature inside. Otherwise, a ends separate automatically. A

lasts for 3-12 (3d4) hours, at which time the can be used only once per day.

The

looks like the thorn of a plant,

about three inches long. It is dry and smooth to the touch. If pricked by the thorn, a creature must make a saving throw vs. paralyzation. Failure means the creature falls into a deep slumber. The creature will not waken until attacked or strongly roused. Noises, even those of battle, will not awaken the sleeping creature. Each thorn can be used but

once. Only 1-8 thorns will be found at any one time. A

can be projected by

a blowgun.

To help him thrive in a variety of environments, the ranger has developed a wide range of specialized equipment. This chapter describes some of the more useful items, along with some of the more unusual.

Table 57 lists costs and weights of clothing, transport, and miscellaneous equipment. Table 58 provides similar information for weapons; see Chapter 6 of

for the meaning of weapon size, speed factors, and type.

This desert robe is made of lightweight fabric and covers the entire body. Typical colors include brown, gold, black, and white. Elaborate embroidery, made of brightly colored cloth strips or gold thread, often decorates the hem. A silken or cotton sash ties the aba at the waist.

In deserts and other dry climates, such garments help prevent evaporation, allowing the wearer to retain more moisture and function more comfortably. Assuming adequate water, a character wearing a desert robe is no more likely to suffer heat exhaustion on days of extreme heat than a normal person would on days of moderate temperatures. Note that desert robes don't help in areas of high humidity; in humid environments, as much skin should be exposed as possible to encourage cooling from the evaporation of perspiration.

Designed for protection against extreme cold, the arctic coat is a knee- length single-piece garment with a billowing hood. The long sleeves allow the wearer to warm his hands by drawing them inside and holding them against his chest. Arctic coats are usually made of thick bear fur, lined with seal skin for comfort. An arctic coat keeps

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