Desert Gear (Mundane)

Alchemical Items

Price 3 sp; Weight —; Craft DC 10
Small nuggets of compressed fibers, resins, and dung, fuel pellets give off very little smoke when burned. Each pellet burns for 10 minutes, providing enough heat to boil water, and can be lit as a move action

Price 10 gp; Weight —; Craft DC 15
This tablet of compressed herbs and potent alchemical reagents can purify tainted, brackish, muddy, or alkaline water in order to make it drinkable. If used to purify water that is diseased or poisonous, each tablet reduces the save DC by 1 (to a maximum reduction of 5) for any disease or poison present in the water. A single purification pellet can affect up to 1 gallon of tainted water.

Price 1 gp; Weight —; Craft DC 15
These tablets of pressed salt help stave off dehydration. Taking a salt tablet once every 24 hours grants you a +2 circumstance bonus on saving throws to avoid heatstroke and on Constitution checks to avoid thirst.

Price 5 gp; Weight 1 lb.; Craft DC 15
This alchemically fused powder ball creates a plume of brightly colored smoke when lit. While the smoke is not thick enough to significantly impair vision, it is clearly visible up to 1d6 miles away under average conditions, and may be visible at greater distances in ideal conditions. Many desert clans use particular signature colors of smoke to indicate their allegiance, or use smoke signals with specific colors or in a pattern of sequential colors to convey coded messages.

Price 10 gp; Weight 1/2 lb.; Craft DC 20
Each application of this alchemical solution, typically compounded from substances found in desert flowers, fruits, and roots, heals 1d4 points of nonlethal damage that the target has taken from heat exposure. If you succeed at a DC 20 Heal check while applying sun cream, you may add your Wisdom modifier to the nonlethal damage healed. A creature cannot benefit from more than one application of sun cream in a 24-hour period.

Cost 50 gp; Weight 1lb; Craft DC 25
This metallic paint is applied with a brush to the outside of a suit of armor (requiring 1 minute to apply), producing a shiny surface that reflects the light of the sun to reduce the effects of hot weather on the wearer. For 24 hours after applying armorbright to a suit of armor, you gain a +2 bonus on Fortitude saving throws to avoid heat dangers. Armorbright is not effective in hot environments with no sun, such as the Elemental Plane of Fire.

Cost 10 gp; Weight 1/2 lb.; Craft DC 15
This powder is a mixture of salt, dried herbs, and extracts of desert plants. Adding it to water increases your body’s retention of fl uid and helps counteract the effects of dehydration. One packet of deep draught is enough for 1 gallon of solution, which grants a +5 bonus on the Heal check to treat dehydration.

Cost 200 gp; Weight 1 lb.; Craft DC 25
This deadly supernatural substance can be used as a splash weapon. A direct hit deals 2d6 points of dessication damage (2d8 points to plants or elementals with the water subtype).
Every creature within 5 feet of the point where the flask hits takes 1d4 points of dessication damage from the splash (1d6 points to plants or elementals with the water subtype).
Liquid salt is always carried in a glass container.

Cost 50 gp; Weight 1 lb.; Craft DC 15
Slumber sand is a supernatural hazard, but Yerbiran alchemists make a substance that mimics the hazard’s effects. A target struck by a flask of slumber sand must make a DC 15 Fortitude save or fall asleep for 1 minute. Slumber sand affects only a creature struck by it, and creatures with 5 or more Hit Dice have immunity to the effect.
Slumber sand is more effective when a flask of it is used as an optional material component for sleep, deep slumber, or symbol of sleep. When so used, the total Hit Dice of creatures affected increases by 2 (the symbol of sleep affects creatures of up to 12 HD), and the DC for the Will saving throw increases by +1.

Adventuring Gear

Price 3 gp; Weight 1 lb.
A burner is a metal or ceramic cylinder, open at the top and perforated with air holes along the sides, often with sliding vents to open or close these apertures as the fire inside requires. A burner is used to burn fuel pellets at night without giving off light that would reveal the user’s position to unfriendly eyes in the wide, empty desert lands. In places where charcoal is a popular fuel, burners are made of heavier-gauge metal. Lit coals can be banked with ashes and kept hot, either for later ignition or simply so the burner can serve as an improvised radiant heater.

Price 12 gp; Weight 5 lbs.
This 30-foot length of rope is braided with musk-cured strips of snakeskin from a variety of desert serpents, and is typically laid out in a 5-foot-radius circle around the edge of a tent or around a sleeping creature. When it’s laid out in this way, common snakes crawling across the desert floor often mistake the serpent line for another snake and shy away from crossing it. Ordinary venomous snakes approaching a serpent line must succeed at a DC 10 Will save or turn away from it, though if they notice potential prey within the serpent line, they may continue to lurk nearby. At the GM’s discretion, an exceptionally aggressive or hungry snake may gain a +2 circumstance bonus on its saving throw. Snakes that are magically controlled ignore a serpent line.

Price 50 gp; Weight 20 lbs.
This simple kit uses the sun and the ambient heat to evaporate pure water from body or cooking waste, salt lakes, poisonous plant saps, and so on. This “solar still” consists of a sheet of glass fastened at an angle into a frame, with a lip and a small spout (the components are packed separately and assembled when needed). The bottom and sides of the frame are covered with black oilcloth, the edges sealed with grease or tar to make it watertight. To use the still, pour the dirty water into the bottom of the container, then place the glass lid on top.
The water evaporates and condenses on the underside of the glass surface, where it runs down and collects in the lip, dripping through the spout and producing about 1 gallon of water per day (if the container is filled to capacity).

Price 1 gp, Weight
A filter mask is a fi ne cloth mesh, usually of silk or cotton, that covers your mouth and nose. Cords or straps fasten the cloth around the back of your head to provide a good seal. A filter mask grants a +2 bonus on saves against gas-based effects. It negates the effects of suffocation from dust and sand, as well as the effects of supernatural or magic dust (such as slumber sand) for up to 4 hours. After this time, the mesh is clogged with grit and can no longer allow air to pass through freely. A clogged filter mask requires thorough laundering before it can be reused, but most travelers simply replace it with fresh fabric.

Price 3 gp, Weight 2 lb.
The simplest form of portable shade, a parasol can range from an animal hide draped over a crude framework to a collapsible construction of textile and metal. The typical parasol described here is made of stretched canvas over wood or bone. A parasol offers immunity to sun glare and limited protection from heat dangers and some sun hazards. It also grants a +1 bonus on Fortitude saves against dehydration.

Price 80 gp; Weight 5 lbs.
When a storm scours the land, the best defense is to escape. Burrowing into the ground is one way to do this, but sand is loose and diffi cult to stabilize. This handy device enables you to create a burrow beneath the sand, in which you can rest while waiting for the storm to pass. A sand tube looks something like an open-ended sleeping bag, made of treated hide attached to a number of collapsible hoops. After digging a small hole in the sand to get started, you shove one end of this apparatus inside the hole and expand the hoops to stiffen it into a tube. More sand can then be dug from the buried end (usually you crawl partway into the tube and use your hands) and removed through the tube, which is shoved more deeply into the tunnel as digging progresses. In normal sand, it takes 10 minutes of digging to fully bury a sand tube. When fully buried, a sand tube can hold one Medium humanoid. A flap fastens over the exposed end to provide shade and protection from duststorms and sandstorms.

Price 10 gp; Weight
This item, made of thin slabs of mica or volcanic glass affi xed to curved frames, can protect your eyes from being dazzled by bright light, such as glare. If you are already dazzled when you don the lenses, you are treated as if you had entered an area of shade; you recover from the dazzled condition 1 hour if you continue to wear the lenses.


Price +100 gp; Weight -5 lbs.
Armor vents can be built into a suit of medium or heavy armor to allow for better ventilation and reduce the wearer’s fatigue in hot environs.
The vents can be slid open at the discretion of the user to ensure proper air flow during the day and then closed up at night to better preserve heat. A suit of armor with armor vents imposes only a –2 penalty (instead of –4) on Fortitude saves to avoid taking nonlethal damage from heat exposure, but also has 10 fewer hit points than normal because of its more intricate construction.

Price 1.000 gp; Armor Bonus 2; Maximum Dex 6; ACP 0; Spell Failure 10%; Speed 30 ft; Weight 3 lbs.
The desert is home to many birds, especially vultures. These creatures spend hours circling in the bright sunlight and baking updrafts of the desert, and their plumage helps protect them and keep them cool. Some clever waste-dwellers collect feathers and sew them onto a framework to create lightweight protection. Collecting so many feathers can take months, and considerable expertise is needed to create the garment, so feather cloaks are the purview of the wealthy and powerful. A feather cloak covers your torso and upper legs, having a broadbrimmed cap to protect the head.
This type of armor does not impose the usual –4 penalty on Fortitude saves against damage dealt by hot environments and on checks to avoid heatstroke.

Price 400 gp; Armor Bonus 1; Maximum Dex 8; ACP 0; Spell Failure 5%; Speed 30 ft; Weight 6 lbs.
Although the desert does not support silkworms, some inhabitants of the waste have access to this exotic fabric through trade. This sheer material is perfect for clothing in hot environments, and it can be used for armor. Silk swathes are nothing more than elaborately wrapped cloth strips. Air trapped between layers allows the skin to respire, while the material itself absorbs moisture readily and dries quickly. The wrapped layers are surprisingly effective against weapon blows.
However, donning this armor is time-consuming and difficult, taking as long and following the same rules as for donning full plate. Silk swathes do not impose the usual –4 penalty on Fortitude saves against damage dealt by hot environments and on checks to avoid heatstroke.

Price 50 gp; Armor Bonus 3; Maximum Dex 4; ACP -3; Spell Failure 30%; Speed —; Weight 30 lbs.
This tall, oval shield is made of animal hide stretched tightly over a wood or bone framework and reinforced with strips of hide. It is relatively lightweight while still providing cover as a tower shield does. By giving up your attacks for the round, you gain total cover. The shield does not, however, provide cover against targeted spells; a spellcaster can target the shield. Since it is made of lighter material than a tower shield, you take only a –1 penalty on attack rolls while wielding a hide shield in combat. You cannot bash with a hide shield, nor can you use your shield hand for anything else.


Type Exotic Light; Price 20 gp; Damage 1d6 (S+P); Critical 18-20/x2; Range —; Weight 2 lbs.
This light, exotic melee weapon has a quarter-circle
blade that is equally sharp on both the inner and outer edges. The blade is about 6 inches long and looks very much like an eagle’s claw enlarged and forged in steel. The handle of an eagle’s claw is slightly curved with a hole at the end to facilitate the use of a fi nger (middle or index) in wielding the weapon, allowing you to instantly swing the blade between differing grips. You get a +1 bonus on Sleight of Hand checks made to conceal an eagle’s claw on your body.

Type Exotic Light; Price 45 gp; Damage 1d6 (P); Critical 20/x3; Range —; Weight 2 lbs.
In its most basic definition, a fingerblade is a double-edged short sword. However, this weapon is customized to your hand. The hilt is something like a hand crossbow grip. It fi ts snugly in the palm of your hand such that your attack motion with the weapon is akin to a punch. Held correctly, a fingerblade becomes an extension of your forefinger, allowing maximized control. When an attack is properly executed, the hilt pushes into the palm so that no slippage occurs and maximum force is transferred into the thrust. If you are profi cient with a fingerblade, you deal an extra 1d6 points of damage to a foe who is flat-footed on the first round of combat. Creatures with immunity to extra damage from critical hits and sneak attacks are not subject to this extra damage.

Type Exotic Two-Handed; Price 18 gp; Damage 1d8 (S); Critical 20/x3; Range —; Weight 20 lbs.
Consisting of a staff with a half-disc blade on either end, the crescent scythe is a variation of the standard glaive. The edge of the blade is perpendicular to the shaft, allowing you to whirl the weapon in deadly circles. When used in conjunction with the Whirlwind Attack feat, a crescent scythe deals an extra 1 point of damage.

Type Exotic Ranged; Price 10 gp; Damage 1d4 (B); Critical 20/x2; Range 20 ft; Weight 2 lbs.
This weapon is a lightweight throwing stick, flat and curved, that returns to you if it misses its target. It does not deal much damage, but it has good range, and being able to retrieve it is useful. Boomerangs are used mainly for hunting birds and other small creature



Desert Gear (Mundane)

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