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Tools and Lockpicks

Usable by scouts. These magical tools replace a scout's normal set. Tools are used for Opening Locks and Removing Traps. These tools only give their magical benefits to scouts. "Thieves' Tools" were fundamental to the former character class of thief, and this group of items may be expanded on for a scenario or campaign in which the class still exists.

Tools +N

Level N. These tools add 10N% to Opening Locks and Removing Traps.

Tools of Alertness +N

Level N. A scout working with these +N tools has only one-half his normal chance of being surprised.

All Thumbs Tools -N

Level 1. Cursed-12. In addition to being -N tools, any failed Remove Traps roll automatically triggers the trap.

Hidden Tools +N

Level N+1. These tools +N are also protected by a clerical Conceal Object prayer, making them difficult to find.

Tools of Speed +N

Level N+1. With these tools, a scout can open locks in half the time normally required. Simple locks that can be opened in one melee round can be opened at a rate of two per round if they are within 1" of one another.

Stealthy Tools +N

Level N+1. A scout has only half his usual chance of being detected while using these +N tools. This benefit applies only to the sounds or other effects resulting from use of the tools; it does not, for example, affect the scout's usual Hide or Move Quietly rolls.

Tools of Wizard's Bane +N

Level N+1. These +N tools can also pick Wizard Locks and cast the mage spell Dispel Magic against magical traps, including Explosive Runes and Magical Trap. The level of the tools is 6+2N for the level-vs-level battles. Using the spells has a burnout chance, suggested at 10-15%; failing the burnout ruins the tools.

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Last Modified on September 25,1995.

ammulder@princeton.edu