Field Equipment Pack (3.5e Equipment)

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Author: Sulacu (talk)
Date Created: April 12, 2015
Status: Complete
Editing: Clarity edits only please
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Field Equipment Pack[edit]

For some weird reason, lots of adventurers set out in rag-tag groups from one of the material's many taverns without even considering how poorly they're prepared to brave the dangers of the wilderness, as though faraway minds guide their actions without any fear of consequence. Fortunately, certain proprietors specialize in getting novice adventurers ready for the road. For those that like to be properly prepared, there's the field equipment pack, perfectly suited to the individual.


Basic Field Equipment Pack[edit]

For only 50 gp, you can be fully geared for any wilderness trek or beginner's dungeon crawl. A basic field equipment pack weighs 40 pounds when fully stocked and includes gear listed below.

  • A sturdy yet lightweight backpack with one main compartment, two side pockets and multiple utility sections, external straps and loops. Value 10 gp; weight 2 lb.
  • One bedroll suited for a Medium creature, usually strapped to the top of the backpack. Not terribly comfortable, but it will keep you warm. Value 1 gp; weight 2 lb.
  • A strong, lightweight canvas for camouflage (+2 Hide in natural areas when not moving) or protection against the weather (+2 to any checks against weather hazards). 4 square yards. Value 2 gp; weight 2 lb.
  • A utility ax or machete, attached to the pack through a side loop. Base damage 1d6 (slashing). Critical properties ×2. This item is a tool for gathering wood and cutting through thick brambles, and counts as an improvised weapon. Value 1 gp; weight 2 lb.
  • A flint and steel for making fires. Value 1 gp; weight —
  • Three tindertwigs for emergencies or when it's wet. Value 3 gp; weight —
  • A hooded lantern. Value 7 gp; weight 3 lb.
  • Crude lamp oil in 2 pint bottles, enough for 12 hours of lamplight, or for coating 2 five foot squares (or Medium creatures) in oil. Value 2 sp; weight 2 lb.
  • 4 pitons for climbing rugged and difficult surfaces. Value 4 sp; weight 2 lb.
  • Pre-prepared trail rations containing sufficient energy-rich food to sustain one person for 7 days. Value 35 sp; weight 7 lb.
  • 50 ft. of hempen rope. Value 1 gp; weight 10 lb.
  • Scroll case for documents (such as military maps, mission-relevant data, military credentials, etcetera). Value 1 gp; weight —.
  • A sewing and repair kit, including sewing needles, several forms of thread, as well as wax and adhesive. Value 3 gp; weight 1 lb.
  • Hygiene and washing aid such as soap, a razorblade, etcetera. Value 5 gp; weight 1 lb.
  • Medicinal kit containing 1 lb. of rubbing alcohol, clean bandaging and various healing tools. Enough for 10 Heal checks. Value 10 gp; weight 2 lb.
  • A toughened waterskin fashioned from animal hide, enough to hold two liters of liquid. Value 1 gp; weight 4 lb. (full)

Beginner's Discount: Many adventurer guilds throughout the kingdoms support beginning adventurers. Those of little experience may be eligible for bonus packages when picking a field equipment pack. A 1st-level character licensed to an adventuring guild may purchase or start out with a basic field equipment pack for half price (25 gp). A character may only receive a beginner's discount on the same item once.


Journeyman's Field Equipment Pack[edit]

For those experienced trailblazers that need a little more kit to survive the dangers of the wild outdoors, there is the journeyman field equipment pack.

The journeyman field equipment pack costs 500 gp and weighs 40 pounds when fully stocked and includes the gear listed below.

  • An ultra-lightweight kevlarium backpack with one main compartment, two side pockets and multiple utility sections, external straps and loops. The journeyman backpack comes fitted with an easy access potion slot that lets you store one potion or oil for quick use (usable as a move action or part thereof). The backpack is highly wear-resistant and protects its contents against the elements up to severe cold or heat. Value 50 gp, weight 1 lb.
  • Three potions of cure light wounds. Value 150 gp; weight ½ lb.
  • One bedroll suited for a Medium creature. Value 1 gp; weight 2 lb.
  • A lightweight tent that can fit up to four average Medium creatures. Grants 1 points of cold and heat protection to any creature within (see cold or heat dangers. Setting up a tent requires a DC 15 Survival check and 5 minutes, lowering the time requirement by 1 minute for every 5 points by which you beat the check, to a minimum of 1 minute. Those who fail the check take 10 minutes. Those who lack ranks in survival take 20 minutes. The time required is divided by the number of participants, up to a maximum of 4 people (including you). Value 25 gp, weight 10 lb.
  • A strong, ultra-lightweight canvas for camouflage (+2 Hide in natural areas when not moving) or protection against the weather (+2 to any checks against weather hazards). 4 square yards. Can be put over the tent as a tarp to camouflage it and increase the cold and heat protection granted to occupants by 1 point. Value 10 gp; weight 1 lb.
  • A utility ax or machete, attached to the pack through a side loop. Base damage 1d6 (slashing). Critical properties ×2. This item is a tool for gathering wood and cutting through thick brambles, and counts as an improvised weapon. Value 1 gp; weight 2 lb.
  • A flint and steel for making fires. Value 1 gp; weight —
  • Five tindertwigs for emergencies or when it's wet. Value 5 gp; weight —
  • An everburning bullseye lantern. No need for pesky fuel. Comes with a removable end cap that blocks the light cone, allowing it to be turned on and off at will as a move action. Value 120 gp; weight 2 lb.
  • 4 pitons for climbing rugged and difficult surfaces. Value 4 sp; weight 2 lb.
  • A grappling hook. Value 1 gp; weight 4 lb.
  • A package of 30 1-oz. Wayfarer's Granola Bars capable of sustaining one person for 1 month in the field. One granola bar is magically treated to keep indefinitely, and is filled with concentrated nutrients to keep a Medium creature full for a whole day. A wayfarer's granola bar confers a +2 bonus to Constitution checks to keep walking, running or performing any strenuous activity, as well as Fortitude saves to avert colds, fevers and negative effects from weather hazards. The boosting effects of the granola bar last for 12 hours after ingestion. Value 50 gp; weight 2 lb
  • 50 ft. of silk rope. Value 10 gp; weight 5 lb.
  • High quality scroll case for documents (such as military maps, mission-relevant data, military credentials, etcetera). Includes compartment for writing tools with a fountain pen and inkwell. Outfitted with an assortment of maps from the local adventurer guild chapter, outlining landmarks and settlements and granting a +2 bonus to all Knowledge (geography) checks involving the surrounding lands in a 100-mile radius. Value 10 gp; weight 2 lb.
  • A sewing and repair kit, including sewing needles, several forms of thread, as well as wax and adhesive. Value 3 gp; weight 1 lb.
  • Hygiene and washing aid such as soap, a razorblade, etcetera. Value 5 gp; weight 1 lb.
  • Medicinal kit containing 1 lb. of rubbing alcohol, 1 oz. of antiseptive, and an antidote kit, clean bandaging and various healing tools. Counts as a masterwork skill tool for Heal checks. Enough for 20 Heal checks. You may make a DC 15 Heal check to grant yourself a +2 bonus to either disease or poison for the next 2 hours (+1 to the bonus and the number of hours for every 10 points over 15). Value 50 gp; weight 2 lb.
  • A toughened waterskin fashioned from animal hide, enough to hold two liters of liquid. Value 1 gp; weight 4 lb. (full)

Beginner's Discount: A character up to 3rd level licensed to an adventuring guild may purchase or start out with a journeyman field equipment pack for half price (250 gp). A character may only receive a beginner's discount on the same item once.


The Adventurer's Bundle[edit]

Adventuring is a sordid business sometimes, and many prospective heroes find themselves an untimely end at the hands of multifarious foes and myriad hazards. Those few that manage to last through their first year or so will undoubtably become known far and wide, and find employment in the form of quests and bounties from contractors in various circles of society. What sets an adventurer apart from a furtive rogue or play-it-loose mercenary however is that invisible thread that ties them to the very will of the world; their destiny. These special people who are destined to either reach the pinnacle of greatness or fall in a spectacular fashion are therefore aided and abetted in their search for quests that further the world's will by a global organization known as the Adventurer's Guild.

A player character that reaches level 5 may qualify for an adventurer's bundle by undergoing the Adventurer's Crucible; a trial based on an adventurer's specific area of expertise. These trials are usually simple tests of aptitude and skill, such as defeating a challenging monster, navigating a space filled with deadly traps, deciphering an ancient script, solving a difficult puzzle or performing some other feat that is appropriate for a level 5 character. The Adventurer's Crucible must be undertaken alone and is supervised by the Guild to prevent any death or permanent harm. Undertaking the Crucible in-game costs 4,000 gp, and any subsequent retries upon failure cost 1,000 gp extra. For those characters that start at level 5 or higher, the Adventurer's Crucible may be considered 'passed' by paying 5,000 gp of their wealth by level.

Any characters that have passed the Adventurer's Crucible are awarded an Adventurer's Bundle of their choice: an equipment pack of useful and high-quality items that aid their specialty and class. The base bundle contains the following:

To be done.



Back to Main Page3.5e HomebrewEquipmentAdventuring Gear

AuthorSulacu +
Identifier3.5e Equipment +
RatingUnrated +
SummaryA neatly packed assortment of goods and tools aiding in field operations and survival. +
TitleField Equipment Pack +