Friday, February 8, 2013

Thieve's Tools

Thieves' Tools of Stealth

These magical thieves' tools are a great boon to any thief or rogue. They do not appear to be made of metal, but instead appear to be constructed of a very dark, hard substance, perhaps obsidian. While they are magical, no means of detecting magic can reveal this fact. 
Property:  The tools confer an increase in skill dice to a rogue's open locks and remove traps rolls.
Property (Attuned):  The greatest power of the tools is revealed when they are placed inside their case, and the case is touched to the user's skin. The case magically melds into the individual's body. There the tools safely remain, until the owner concentrates on bringing them to the surface. If a rogue is slain while the tools are melded with his skin, the tools reemerge.
A thief's tool set usually includes the following equipment: one set (universal lock picks, prybar, waxed cord with two hooks and six thin steel spikes. whipsaw, cutters, two small black velvet bags., black leather gloves and mask, iron grapnel with 2·foot shank and end-ring), and 30 gp.
Source: Polyhedron Newszine 82
GP Value: 750

Rogue's Key

A rogue's key, when touched to a lock, causes the outer casing of the lock to become transparent. 
Property:  This greatly aids the rogue in performing lock-picking skills, adding a +3 bonus to the chances of success.  Note that this key only works on locks; it cannot turn an entire chest transparent in order to see what's inside it. A rogue's key is usable only by a rogue character.
Source: DRAGON Magazine 200
GP Value: 500


This curved stiletto is Alakabon of the Legion's favorite weapon, she calls it the eviscerator. 
Property:  +1 on attack and damage rolls. In combat, it can be used to slice the back of a man's hand, requiring a roll at -2. If the attack succeeds, cuts through the tendons, making it impossible for the creature to grasp a weapon. Eviscerator also becomes warm to the touch if a magical trap is within 5 feet.
Source:  Rogue's Gallery
GP Value: 650

Potion of Master Thievery

This potion gives the thief a temporary increase in levels if he or she has fewer than 13 levels of
experience. The number of levels gained depend on the thief's level, as shown below.
Level of Imbiber
Levels Bestowed
Added Hit Points
Increase in each Skill
The thief acts as if at the experience level bestowed by the magic of the potion. Damage sustained is taken first from magically gained temporary extra hit points. So far as thieving skills are concerned, the potion affects these all equally by the increase shown. The effects of this potion last for 5d6 rounds.
Source: The Complete Thief's Handbook
GP Value: 370

No comments:

Post a Comment