• DM

    Level Base Attack Bonus Fort Save Ref Save Will Save Special Sneak
    1 +0 +0 +2 +0 Chameleon Cloak, Antimagical Nature 2d4
    2 +1 +0 +3 +0 Trapfinding 2d4
    3 +2 +1 +3 +1 Combo I 2d6
    4 +3 +1 +4 +1 Evasion 2d6
    5 +3 +1 +4 +1 Shadow Walk 3d6
    6 +4 +2 +5 +2 Temporal Boost 4d6
    7 +5 +2 +5 +2 Weapon Strike 4d8
    8 +6/+1 +2 +6 +2 Combo II 4d8
    9 +6/+1 +3 +6 +3 Improved Chameleon Cloak 6d8
    10 +7/+2 +3 +7 +3 Energy Diffusion 6d8
    11 +8/+3 +3 +7 +3 6d10
    12 +9/+4 +4 +8 +4 Temporal Acceleration 8d10
    13 +9/+4 +4 +8 +4 Combo III 8d10
    14 +10/+5 +4 +9 +4 Gravity Abeyance 8d10
    15 +11/+6/+1 +5 +9 +5 Joint Strike 10d10
    16 +12/+7/+2 +5 +10 +5 Temporal Plateau 10d10
    17 +12/+7/+2 +5 +10 +5 10d10
    18 +13/+8/+3 +6 +11 +6 Master of Shadows 12d12
    19 +14/+9/+4 +6 +11 +6 Combo IV 12d12
    20 +15/+10/+5 +6 +12 +6 Kinetic Diffusion 12d12
    21 +15/+10/+5 +7 +12 +7 14d12
    22 +16/+11/+6/+1 +7 +13 +7 Sensory Overdrive 14d12
    23 +17/+12/+7/+2 +7 +13 +7 14d12
    24 +18/+13/+8/+3 +8 +14 +8 Temporal Fury 16d12
    25 +18/+13/+8/+3 +8 +14 +8 16d12
    26 +19/+14/+9/+4 +8 +15 +8 Breach the Unbreachable 16d12
    27 +20/+15/+10/+5 +9 +15 +9 18d12
    28 +21/+16/+11/+6/+1 +9 +16 +9 Pandimensional Pilferer 18d12
    29 +21/+16/+11/+6/+1 +9 +16 +9 18d12
    30 +22/+17/+12/+7/+2 +10 +17 +10 Autocrit 20d12

    thief (aka sneakypants) - in 10e, i’ve taken a different approach with the thief.  in older systems, the thief is one of the gear-based classes - constantly on the lookout for items which increase their ability to “not be seen” (thank you John Cleese). They’d spend ages upgrading their gear, seeking out items like Rings of Mind shielding and Cloaks of invisibility, only to have them go POOF at the first mordenkainen’s disjunction or spellfire explosion.

    in 10e, thieves are innately antimagical.  they don’t use magic items (at least in the traditional sense) because they just wouldn’t work for 'em if they tried.  which is not to say that thieves are alltogether IMMUNE to magic, merely that they radiate so much antimagic that they only take a single point of damage per damage dice of the spell (if its a damage effect).  accordingly, healing magics only restore one hit point per die as well.  they tend not to carry potions of cure light wounds.

    the whole concept of the thief is to NOT GET HIT in the first place.  thieves aren’t supposed to stand up in combat, go toe to toe with a fighter, or let the wizard target them from afar.  they are also supposed to be the class that bends over backward being cautious when dealing with traps and treasure.  in all things, the thief’s core concept is AVOID taking damage - and so, according to that logic - any thief failing to do his job and avoid trap or detection deserves what he gets (whether that be a sword in the guts, a fireball to the nose or a long trip down a spiked pit).

    this sounds harder to play than you might think, and it does require a bit of “leeway” from the dungeonmaster - who, unlike in traditional games, needs to rethink how his monsters just “happen” to see the thief as open for attack.

    the 10e thief is a master of camoflage.  he comes equipped with many more tools, allowing him to avoid combat at all costs - or, put in a different way, only start combat at a time of his own choosing. using a miniature telescoping mirror, he can peer under doors (or drill a small hole thru the door) to see an opportune time to crack open the entryway and get “set up” for an upcoming combat.  his alchemically-designed Chameleon-cloak defaults to the color of the stonework walls in his current surroundings.  he is not designed to take the abuse of direct combat, and so looks for a choice spot to hide himself and protect/aid his party when the time comes.  he’ll be the rooftop sniper, picking his targets with deadly accuracy - and never from the same spot twice.

    true thieves are so far outside of the “society” of men, their very existance is questioned - much like the Ninja in old japan, or the NSA (or MIB, if you prefer) in Modern America.  A stranger will never see your face twice, if he sees you at all.  those readers who enjoy reading things like the poor mans james bond, improvised booby traps and the like would enjoy playing a 10e thief.

    so what, you may be wondering, does the Thief use treasure for ? surely, in a game based upon killing monsters and swiping their treasure, the notable thief has to find SOME things they can use… and you’d be right.  while they have very little use for traditional magic items, thieves are ALL about gear.  they still want and lust for gold, just like other adventurers… but magic items claimed by a thief are typically taken back to his guild - there to be transformed by the alchemical masters into things he or she CAN use, often to lethal effect.

    certain of the most common, least-secret items devised for thieves have gone public in the past.  Tanglefoot bags, alchemical fire and whatnot are not available in most general stores across the realm. of course, the guild alchemists who first allowed this to happen met a slow and grisly end, but this only spurred on the Guildmasters to develop better items for the “brotherhood of the shadow”.  No thief, no matter how aligned or what the mission, will allow thief gear into the hands of the non-initiated - nor reveal the whereabouts of the shops and guilds.  There may be no “honor” among thieves, but there IS a code - which cannot be broken.

    thief concept items :
    Implantables - items designed to be reverse-pickpocketed prior to or during combat.  these items can be magical, as the “magic” portion of the effect won’t take place for d4 rounds after the thief lets go of the item (when its magic kicks back in).  initially i thought of things like Cursed Arrow Attraction shields and weapon magnets, but the concept quickly grows to things that shut down tactical advantages of other classes.  (how hard would it be for a wizard to find a sulphur ball (secretly hid on his person) with a silence spell on it ?)  things like a steel-to-rubber charm, antimagic beads, fumble beads, unholy/profane holy symbols, faerie fire oils, glitterdust grenades, chigger-balls, sneezing/choking/itching powder, soverign glue flasks, etc)

    transparent missile weapons - so nearly invisible they can’t be tracked back to their source
    autogarrotes - necklace of strangulation type efx you throw like a boomerang - ends whip around target and link, then begin reducing
    bondo quickweld metal paste - quickhardening metal used like spackle on enemy armor joints/visor holes/scabbarded weapons, etc
    burrowing arrowheads - made from worms/beetles/green slime/whatever
    contact explosives - fun at parties, something they touch explodes and may be ruined - moist w/ether or alcohol, explosive when dry
    flash grenades - think they’re in old oriental adventures, very useful against enemy archers
    cursed shuriken - curse magic is dormant when held by thief - wakes while stuck in target

    ((dwarf note : should probably classify them into minor / major / extreme / epic level nuisances, so they can be dispelled by a caster.  which is not to say they’re easily neutralized, only that if your wiz/cleric/caster spends the first 3 or 4 rounds of combat dealing with thiefly nuisances, thats 3 or 4 rounds he’s not chucking spells at your party…and since a dispel would only work on KNOWN nuisances, ones that hadn’t been noticed or triggered yet would be immune to said dispel.  just like you can’t dispel an illusion on the other side of a door.  also note that since thief nuisance attacks use antimagical triggers, they’ll still take effect no matter the precautions taken by said target)

    thief combat skills ? :

    combo I - allows the thief to combine items in new and dangerous ways.  a common use for this skill is to envenomate shrapnel grenades or combine lesser items (like alchemical fire) with a common fuse to generate more intense fire (and damage)

    Jointstrike - similar to called shot, used to “stun” a body part

    Weaponstrike - called shot vs targets weapon.  or how effective is your bow/sword with soverign glue on the string/blade  🙂

    shadow walk - slink into shadowed spaces like magic

  • DM

    Name Description
    Chameleon Cloak Alchemically-designed Chameleon-cloak defaults to the color of the stonework walls in his current surroundings. Grants the wearer a +10 to their stealth
    Improved Chameleon Cloak Grants the wearer a +20 to their stealth
    Combo I-IV allows the thief to combine items in new and dangerous ways. a common use for this skill is to envenomate shrapnel grenades or combine lesser items (like alchemical fire) with a common fuse to generate more intense fire (and damage) Not certain on how to “grow” this ability, dwarf’s concept is: Minor – Major – Extreme – Epic
    Jointstrike similar to called shot, used to “stun” a body part
    Weaponstrike called shot vs targets weapon. or how effective is your bow/sword with soverign glue on the string/blade 🙂
    Innate Energy Resistance I / Antimagical Nature in 10e, thieves are innately antimagical. they don’t use magic items (at least in the traditional sense) because they just wouldn’t work for 'em if they tried. which is not to say that thieves are alltogether IMMUNE to magic, merely that they radiate so much antimagic that they only take a single point of damage per damage dice of the spell (if its a damage effect). accordingly, healing magics only restore one hit point per die as well. they tend not to carry potions of cure light wounds.
    Innate Energy Resistance II / Energy Diffusion at 10th level, gains access to advanced energy resistance, giving him same kind of damage diffusion to chemical or partial energy based attacks (alchemical acid, the other half of dragon breath weapons, etc)
    Innate Energy Resistance III / Kinetic Diffusion at 20th level, actually gains damage diffusion against nonmagical attacks (like weapon hits, falling damage)
    Adrenaline Control I / Temporal Boost learns how to “rev up” his adrenaline, granting double speed and haste effect for 2d4 rounds
    Adrenaline Control II / Temporal Acceleration permanent haste effect as everything becomes amped speech, sleep, EVERYTHING… can, with difficulty, slow himself down for 2d4 rounds
    Adrenaline Control III / Temporal Fury hits triple speed, if spotted at all appears as a blur
    Temporal Plateau can temporarily “escape” from slower battlefield onto a temporal subplane, challenging solitary other speeded being (under haste effect, thieves) to meet him there for one on one combat
    Shadow Walk slink into shadowed spaces like magic
    Gravity Abeyance using mental faculties that rarely get developed, you can temporarily alter the effect of gravity on your person, allowing you to run across walls and ceilings, leap onto rooftops from the street and yes, even pull a Neo and hurdle great distances (3x your normal movement rate) that shouldn’t be humanly possible
    Master of Shadows finesse becomes your trademark, as you learn to finely manipulate shadowshifting so you can literally reach into a shadowed space (like a locked, trapped, chest) and pull out its contents at your whim. what’s more, you’ve developed the fine art of stashing gear, items and whatnot into shadowspace hidey holes that only YOU can get to. you’re now the reason DM’s get cranky and start putting continual light bullets everywhere.
    Breach the Unbreachable imagine for a moment there was a spell, like Legend Lore or Stone Tell that worked specifically on locks, traps, secret doors and the like. you have developed such synergy with those types of accoutrements that their secrets are laid bare to you with a simple touch. merely running your hand along a wall lets you feel if a secret door is present, where it is and how to open it. hidden traps spill their secrets on how to disarm their workings. locks provide you a mental image of how the key appears, and what lies on the other side of them. you can, in all likelihood, steal from even the extradimensional robes of rolandites merely by timing when to risk reaching in and grabbing something.
    Sensory Overdrive ahh treasure, your beloved mistress… that which you love most of all. at this stage, you’ve become so enamored with the sweet sweet vagaries of loot that you know it by sight, by taste, by touch and by smell. yes, you can smell hidden treasure, a golden bloodhound. you can hear coins dropping and know how much and how many of which type. you can taste the difference in false or disguised goodies, and appraise the value of an item merely by glancing at it.
    Pandimensional Pilferer your penultimate power sees you questing for the most elusive of iconic creatures : an Ancient PHAZE Dragon. conquering this foe will allow the alchemical masters to craft your last, best defense against any and everything trying to harm you, a suit of draconic armor so pliable it feels like you’re wearing mist… which is how you appear, if anyone ever manages to catch a look at you. for all intents and purposes, you’re ALWAYS phased, except the exact moment when you choose to solidify and attack, then you rubberband back to a phased state. it’d take a phenominally timed critical AND a lot of luck to even graze you now (unless they’re out of phase too 😉
    Autocrit – new name needed having spent your entire life learning weak spots in creatures and armor, every single time you land a hit it’s upgraded to a crit automatically. coupled with your previous gifts, you’ve become the ultimate rogue/sniper who’s feared by literally ALL. kings, emperors, high priests and every monster in the book, you give nightmares to 'em all. “is he in my vault, hiding in my closet, waiting for me to visit the loo, where is the sneakypants ???”
  • DM

    updated gear straight from @dwarf I am sure this will be tweaked, but out here for all to see/comment…

    10e - new thief gear. strengths are generally minor (efx lvl 1-3), major (efx lvl 4-5), extreme (efx lvl 6-7), or epic (efx lvl 8-10)

    General items :

    Antimagic curtain - nearly invisible netting which blocks incoming spells - normally used to protect friendly casters or hide
    Hole drill - as you might imagine, this is used to silently drill peepholes in walls and doors
    Lockpicks - hasn’t changed since the days of basic
    Regeneration patch - alchemical restorative triggers self-regeneration, healing 4d8+14 damage as it regrows and returns the body to its formerly whole state.
    Regenerrection patch - exceedingly rare restorative that can actually reactivate dead cells and return someone to life, limning them in a golden glow during the 15 minute process.
    Spellfurnace lantern - miniaturized Spellfurnace allows the rogue to recharge his items in the field by feeding it magic items, which are consumed (place the lantern atop the item to be charged, feed magical items/devices into the top and the lantern condenses and purifies the energy which streams out below)
    Sustenance patch - combination of vitamins and stimulants provides instant rest and abates hunger for 12 hours
    Telescoping mirror - small metal hand mirror on telescoping rod
    Wound patch, minor - alchemical restorative gives you back 1d8+1 HP
    Wound patch, major - alchemical restorative gives you back 2d10+10 HP
    Wound patch, extreme - alchemical restorative gives you back 5d10+10 HP
    Wound patch, epic - alchemical restorative gives you back 20d10+20
    X-ray loupe (radioactive) - lets the thief see outlines and skeletons thru clothing, doors and other solid objects less than 6" thick

    Implantables : (most have a standard effective duration of 1 turn / 10 rounds)

    Charm : Corrupt Summmoning (strength) - causes summoned creatures to attack summoner, opening a hole in protective magics that might prevent this
    Charm : Cursed Blinking - one of the more annoying implantables, this fetish triggers in the midst of its wearer’s action, usually at the worst possible moment. fighters blink sideways behind their friend when they crit, wizards blink facing the wall as their spell goes off, clerics blink over to touch and heal an opponent. and its always comical when someone blinks upside down in midair…
    Charm : Deprotection (value) - causes a penalty to AC and saving throws for the wearer
    Charm : Energy Vulnerability - renders wearer especially vulnerable to whatever energy type matches the charm (double damage, though resistance would grant a 50% reprieve and former immunity would just cancel out to normal damage)
    Charm : Fumbler - crafted from the bones of Luck Eaters, this charm causes the wearer to fumble his weapon every time he attacks unsuccessfully and misses his target. also known as the Butterfingers Charm.
    Charm : Orbsight - this tiny fetish shifts the ocular inputs of the target to an all-encompassing overhead view of the battlefield… might prove useful to a general, but to a combatant its a disaster, as each of his attacks are targeted randomly (trying to gauge distance and intent from an eagles point of view, while still in control of your doll-like arms and legs is quite, quite disorienting)
    Charm : Steel to rubber - equally effective on weapons and armor, nothing is more amusing to see a warrior trying to kill another with a rubber two-handed sword

    Antimagic bead - pearl sized gemstone that radiates 5’r antimagic for 10 rounds, typically hidden on enemy spellcasters
    Bondo Quickweld Metal Paste - a favorite item for combating platemail, this paste instantly fuses two metal surfaces together. rogues are particularly fond of using this on the rear brim of helmets as they spin ‘em around backwards, slathering it inside a tin bucket or applying it to scabbards before battle.
    Contact explosive - a popular item to drop in backpacks and hanging hoods, this small sphere of unstable compounds detonates for 2d6 damage and blows the victim 20’ in a random direction. Can also be triggered by impact.
    Dimensional Claymore - FRONT TOWARD ENEMY, only once activated its intangible until detonation. Any creature possessing magic, even a potion or running cantrip, makes its ghostly form begin to solidify as it draws near - detonating with a fire and shrapnel explosion (other energy types do exist) for 8d6 fire and 8d6 kinetic damage.
    Dimensional Keyhole - looking like a pair of 4x4 inch patches of black cloth, these are favored by rogue/assassins because anything passing into one patch instantly emerges from the other. typically hidden inside clothing or bedclothes, they make backstabbing something you can deploy from the comfort of your hidey hole (typically stuck to a wall or target dummy on the rogue side)
    Expired Firebreath Potion - poured in your enemies food or drink, or merely swapped out for one of their healing potions, this spoiled potion turns them into a painfully shortlived bottle rocket as flames erupt out of whatever orifice they clench least. 10d10 damage, no save.
    Grenade : Ink Thinner - wanna see a wizard cry ? Drop this in his backpack or near his spellbook/scrolls. 10’ radius misty burst guaranteed to coat everything he holds dearest. Wiser mages will start wrapping their books in wineskins from now on.
    Magnet, Monster - can be used offensively or defensively, draws 90% of monster attacks (if possible, obviously) to the wearer. defensively, you can put it on your tank to keep heat off the casters - if they can take it, that is.
    Magnet, Vermin - like stinkbait for catfish, this attracts any and all bugs, rodents and pests in a 200’ radius to the victim. Especially potent when used with bee/hornet/chigger grenades.
    Magnet, weapon - draws ANY airborne weapon matching its type to the body of the victim, in typical squishy fashion - nullifying both criticals and fumbles (unless the crit was already aimed at the victim). attacks matching the magnet type gain an effective +4 to hit.
    Micro-ioun stone : Spell Nullifier - tiny compacted crystal of concentrated antimagic nullify the next 10 levels of spells generated/cast by the victim
    Silenced sulphur - common fireball spellcasting component treated with Oil of Silence - causing the mage to go utterly quiet until he manages to remove the oil from his hands
    Unholy symbol - radiates enough unholy energy to prevent good-aligned priests from accessing spells higher than 2nd lvl. no effect on evil casters, obviously.

    Weapons :

    Arrow, animator - affects target struck with Animate Object effect, which targets closest being and attacks for 6 rounds. particularly fun to use on fighters in platemail
    Arrow, hellfire - 10d6 points of burn, half infernal and half elemental.
    Arrow, of the ram - 3d10 kinetic damage, plus equal number of feet knocked back/away from archer. fun on bridges
    Arrow, potion killer - basically a powerful sonic explosion (5’r) that’s tuned too high for humanoid ears, shatters all types of glass and weak crystal (decanters and the like) as well as cracks/pops small stoppered containers like wine bottles. guaranteed to earn you an asskicking if used in taverns.
    Arrow, slow - counters haste efx or slows target struck as per spell (single move OR std attack action, -1 to atk, AC and DEX saves, half move rate)
    Arrow, transparent - nearly invisible shaft makes it damn near impossible to see/track in flight… and thus, determine the location of the shooter
    Arrowhead, burrowing : death beetle - weaker cousins of the Agony Beetle, the death beetle burrows under the skin deep into the muscles of a living host, where it exudes a necrotizing agent that causes a loss of 1 DEX point per round. Typically, unless a target can kill or dig out the parasitic beetle in the first 6 rounds, it won’t have enough fine muscle control left to do so later. If a target reaches 0 dex, he’s necrotic enough to expire. Note : healing efx, even big ohm merely heals the wound and damage - resetting the countdown to destruction, as the beetle remains alive and well inside the host 😆
    Arrowhead, burrowing : green slime - this aggressive strain of green slime (from 2e) spreads like wildfire in biotissue, converting a creature to slime in d4 rounds unless burned away or destroyed with cure disease efx
    Arrowhead, burrowing : kyuss worm - this evil of evils releases a kyuss worm into the hosts bloodstream - where it reaches the brain of the host in d4 rounds and devours INT points until it kills the host, which instantly converts to a Son of Kyuss. Particularly effective with INT poisons, but sometimes backfires because they still see the thief as FOOD 😉
    Autogarrote - loop of silk you drop over target’s head or other sensitive area. snaps closed and begins to squeeze w/str of 20
    Creeping Ice, flask - one of the immobilizers, causes flash freezing as ice crawls up a target. Must make 3 successful DC15 STR checks or be encapsulated, 3d8 dam/rnd
    Grenade, bee - releases a small cloud of angry bees on target, doing 1d6 damage for 3 rounds
    Grenade, chigger - concentration check to do anything but scratch for 1 round, 5’r
    Grenade, flash - fort save, DC or be blinded for 2 rounds. 20’r
    Grenade, hornet - releases medium cloud of angry hornets, 1d6 damage for 5 rounds to target and all in 10’r
    Grenade, web - creates a sticky, gluey mess on target creature/space and each square surrounding it. efx as spell Web
    Grenade, diminution - affects everyone in a 10’r with a shrinking effect - Fort save or lose a size category
    Grenade, scorpion - disburses ball of 10 small scorpions onto solitary target, which attack for d4 rounds @ d2 damage + d2 CON damage, poison dc 12 (p287-MM)
    Grenade, slippery - thoroughly greases all targets in 10’r - dex check to move or act for next 4 rounds. targets cannot be grappled
    Grenade, visibility - creates a 20’r cloud of glowing dust, which coats all targets visible or not
    Powder, choking - a flask of this powder, when thrown at a target or spread in the air, creates a 20’r cloud of throat-tickling fibers that prevent breathing or speech (DC 20 CON) for 3 rounds REGARDLESS if the target leaves the cloud (they persist in hair and clothing). immersion or breathing thru a damp cloth works, tho
    Shuriken, cursed - a popular toy to use on boss monsters, the cursed shuriken works as a thrown weapon OR implantable. stick it in their shield, or hide it under their backpack… still takes effect. common curses are : inability to find sought-after gear (or where is the potion ?), having allies step in the way of your swings, inability to sleep (and regain spells), inability to magically heal, and my personal favorite : persistent flammability (where every flame near you makes you catch fire). actually, ALL cursed items are valuable to 10e thieves - being magical in nature, they’re suppressed while YOU hold it. drop it on someone you don’t like and a few rounds later, they’re having a bad day 🙂
    Shuriken, unflying - great for using on dragons, nullifies their ability to get or stay airborne for d10 rounds.

    Poisons : most are standard 2e poisons, with their common name listed off to the right. new ones are :
    Gaseous Form - pour it on your arrow and turn people into farts. no additional damage, but removes them effectively from combat. lasts 3d8 rounds
    Unheroism - causes temporary XP loss, 1d4 levels worth for 2d10 rounds
    Superunheroism - like unheroism but 1d6+1 levels worth for 2d10 rounds
    Vulnerability to weapon type - removes invulnerability or causes weapons of that type to do extra 4 points of damage per hit

  • DM

    ok, class table posted in first post.

  • DM

    General Items Cost (GP) Character Level
    hole drill 5 1
    lockpicks 20 1
    telescoping mirror 5 1
    wound patch 40 1
    X-ray loupe (radioactive) 600 5
    sustenance patch (as ring) 400 6
    Spellfurnace Lantern 2000 8
    regen patch 1200 10
    Antimagic curtain 2000 12
    Implantables Cost (GP) Character Level
    ---------------------------------------------- ----------- -----------------
    Charm : deprotection -1 200 1
    silenced sulphur 100 1
    Unholy symbol 20 1
    vermin magnet 50 1
    Charm : corrupt summoning (low) 400 3
    contact explosive 250 3
    Charm : deprotection -2 500 4
    Charm : cursed blinking 750 5
    Charm : fumbler 750 5
    Charm : orbsight 600 5
    Charm : vulnerability (energy) 600 5
    Micro-ioun stone : spell nullifier (10 lvls) 600 5
    arrow magnet 500 6
    bolt magnet 500 6
    bondo quickweld metal paste 750 6
    dagger magnet 500 6
    shuriken magnet 500 6
    axe magnet 1000 8
    Charm : corrupt summoning (med) 1000 8
    Charm : deprotection -3 1200 8
    Charm : steel to rubber 1200 8
    Expired firebreath potion (ouch) 1000 8
    Grenade : Ink Thinner (evil !) 750 8
    missile magnet 1000 8
    sword magnet 1000 8
    antimagic bead 1500 10
    Dimensional claymore 1500 10
    Dimensional keyhole 1500 10
    monster magnet 1500 10
    Charm : deprotection -4 1500 11
    Charm : corrupt summoning (hi) 1500 12
    Charm : deprotection -5 2000 14
    Charm : corrupt summoning (epic) 2500 16
    Weapons Cost (GP) Character Level
    Arrow : transparent 1 1
    Grenade : bee 20 1
    Grenade : chigger 15 1
    Grenade : flash 25 1
    Grenade : hornet 20 1
    Grenade : web 50 1
    Oil : faerie fire 50 1
    Powder : itching 20 1
    Powder : sneezing 15 1
    Sovereign glue : pellet 25 1
    Grenade : diminution 400 3
    Grenade : scorpion 200 3
    Grenade : slippery 150 3
    Grenade : visibility 200 3
    Arrow : animator 250 5
    Arrow : slow 400 5
    autogarrote 750 5
    burrowing arrowhead : death beetle 750 5
    burrowing arrowhead : green slime 750 5
    burrowing arrowhead : kyuss worm 750 5
    Creeping ice : flask 350 5
    Powder : choking 500 5
    Shuriken : cursed 600 5
    Shuriken : unflying 750 5
    Arrow : hellfire 1000 8
    Arrow : of the ram (see ring) 750 8
    Arrow : potion killer 2000 15
    Poisons : Cost (GP) Character Level Creature
    --------------------------------------------- ----------- ----------------- --------------
    Poison : Type A (inject, 15/0) 25 1 argenith
    Poison : Type G (ingest, 15/0) 15 1 gorgon
    Poison : Type K (contact, 5/0) 25 1 kirrist
    Poison : Type L (contact, 10/0) 35 1 lamias touch
    Poison : Type B (inject, 20/d3) 35 3 balor
    Poison : Type C (inject, 25/2d4) 75 3 cavalin
    Poison : Type D (inject, 30/2d6) 100 3 darkblade
    Poison : Type H (ingest, 20/10) 25 3 hydralin
    Poison : Type I (ingest, 30/15) 75 3 impspit
    Poison : Type M (contact, 20/5) 75 3 manticore
    Poison : gaseous form 750 5
    Poison : Type F (inject, death/0) 400 5 fatherland
    Poison : Type O (inject, paraly) 400 5 orann
    Poison : Type S (inject, sleep – save @ -4) 500 5 sandarin
    Poison : unheroism 500 5
    Poison : vulnerability bludgeoning 600 5
    Poison : vulnerability piercing 600 5
    Poison : vulnerability slashing 600 5
    Poison : Type E (inject, death/20) 600 6 Eldaran
    Poison : Type J (ingest, death/20) 400 6 jalaxin
    Poison : Type N (contact, death/25) 1000 6 nightshade
    Poison : super-unheroism 900 8
    Poison : Type P (inject, debilit) V V palanti