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2E Adventuring GearThere are inventors, and there are gnomes, and I say gnomes do it the best. Not to mention, their amusing to watch, and those big noses!!! Hah! I've managed to find my way into a couple a workshops here an there and find some really exciting stuff. Take a look at these wild inventions. Clock Work Figurine These constructs are extremely intelligent and some may even communicate in the common tongue. A clock work figurine is highly resilient to damage and makes saving throws at a +4 bonus. In addition, all figurines have a base of AC 1 and may damage creatures that normally require magical weapons to hit. They are assumed to have all of the abilites of their living counterparts in addition to any heightened abilites built into their new bodies. Clock work constructs do not fatigue and do not require sleep. Clock work constructs that become damaged may be repaired by any blacksmith of average talent. Constructs that are reduced to 0hp must be taken to a priest of Gond to be repaired. A clock work construct may not be 'resurrected' if it is reduced to -20hp. Birds Clock work birds are the most common constructs. Their natural abilites of flight coupled with their economical size make them a practical choice for this technology. Clock work birds come in the form of ravens, owls, hawks and even parrots. Ravens and parrots have limited speech capabilites and are therefore favored. All birds have an extra HD above that listed in the Montrous Manual and do normal damage. Insects Clock work insects are another favorite. Their diminutive size poses a challenge to the craftsmen and can be useful for infiltrating small spaces. These constructs are the least intelligent of any created. They can follow simple, basic commands such as: "get the keys", "push the button" or "retrieve the diamond." These constructs have 1/2HD regardless of what type of insect they are fashioned after. They can be assumed to have a Str 3 and Int 5. Mammals Clock work mammals cover a broad range of animals from the very small (rats, mice, squirrels) to the very large (bears, wolves, panthers). These constructs are extremely lethal in combat. They have extremely sharp claws and teeth as well as weighing close to twice that of a living creature. Mammals have one extra hp per HD listed in the Montrous Manual. In addition, the damage of the constructs is increased to the next higher dice. Fish Clock work fish are the rarest of these creations. They are impractical as companions and must be made of special materials to prevent them from rusting and sinking to the bottom of the sea. No clock work fish has ever been able to speak. They are however extremely efficient swimmers and can swim at speeds one and half time sthat of similar fish. Gnomish Ocular Enhancer Ocular Enhancers are not without their flaws. If they are ever jarred significantly, such as parrying with a bow or dropped from over 6', the lenses will become misaligned. Aligning the lenses requires a successful engineering proficiency check or an Aim(Dex) check with a -6 penalty. Sharp Scabbard In game terms, any sword stored in a sharp scabbard gains a +1 to damage on the first three attacks after it is drawn. Due to the sharpening effect of the scabbard, it is impossible to quick draw the sword. It takes one full round to draw the weapon regardless of any fast-draw proficiency. Tisel Cord(Eight Cord) Weapons Harness The weapons harness can be customized to almost any specification. The following description is the most common: two short swords, criss-crossed on back; longsword, vertical on back; two daggers, horizontal along small of the back; six darts, three along each breast; six darts' three under each arm; two daggers, mounted vertical and upside down under breast darts; four daggers, two per hip; and two knives, one per thigh. This setup can be customized with alternate weapons. Common variances include: throwing stars in place of darts; three shortswords or three longswords on the back; chakram on the hip; or pouches filled with caltrops on the hips. It is almost a given that a person employing a weapons harness will be carrying daggers in their boots as well as on their forearms, but these are not part of the weapons harness. If the swords are removed, it is possible to hide the harness and all of its weapons under a cloak or cape.
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