Rancher?s Market

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Animals and Related Gear[edit]

Farm Animals[edit]

Item			Cost	Weight
Bat			5 gp	*
Cat			3 cp	*
Canary			4 cp	*
Chicken			1 gp	*
Cow			10 gp	*
Dog, guard		25 gp	*
Donkey or mule		8 gp	*
Elephant		1000 gp	*
Falcon			40 gp	*
Goat or Sheep		7,5 gp	*
Hawk			18 gp	*
Lizard 			5 cp	*
Ox			15 gp	*
Owl			10 gp	*
Pig			5 gp	*
Rat			1 cp	*
Raven			2 gp	*
Snake, Constrictor	5 gp	*
Snake, Viper		5 gp	*
Toad (Common)		2 cp	*
Toad (Vision)		10 gp	*
Weasel			2 gp	*
Yak			24 gp	*

Riding Animals[edit]

Item				Cost	Weight
Coursor 			x2	*	(Racing Horse)
Destrier 			x2	*	(Battle Horse)
Filly 				x0,25	*	(Young Horse)
Hack 				x0,5	*	(Old Horse, no more feat training possible)
Horse, exceptional		+150 gp	*	(increase one Attribute by 2, or gain one Steed Feat)
Horse, heavy			200 gp	*	
Horse, heavy, purebreed		250 gp	*	(Midlunder, Khard)
Horse, Iosan			350 gp	*	(Special elvish breed; heavy horse)
Horse, light			75 gp	*	
Horse, light, purebreed		100 gp	*	(Caspian, Idrian Bronco, Khossite, Tordoran)
Palfrey 			x2	*	(Trick Horse)
Pony				30 gp	*
Riding Bison			300 gp	*	(Trollkin mount)
Warhorse			x3	*
Warpony, Rhulic 		100 gp	*	(Dwarven mount)
Workhorse			x2	*

Saddles[edit]

Item				Cost	Weight
Saddle, Bounty Hunter’s		120 gp	60 lb.	sturdy backrest features body straps (Escape Artist DC 30 or Strength check DC 25 to break free)
Saddle, Bounty Hunter’s, Exot.	150 gp	75 lb.	see Saddle, Bounty Hunter’s
Saddle, Flapper			15 gp	30 lb.	framework of cloth, that can be folded to rest behind rider or pulled up to form shelter
Saddle, Flapper, Exotic		25 gp	40 lb.	see Saddle, Flapper
Saddle, Gloom March		50 gp	70 lb.	+2 bonus to Intimidate checks.
Saddle, Gloom March, Exotic	100 gp	90 lb.	see Saddle, Gloom March
Saddle, Jingle			120 gp	30 lb.	normal riding saddle covered with expensive forms of (arcane-) decoration
Saddle, Jingle, Exotic		300 gp	40 lb.	see Saddle, Jingle
Saddle, Ladder			15 gp	27 lb.	Small characters that want to ride larger mounts use ladder saddles
Saddle, Ladder, Exotic		25 gp	32 lb.	see Saddle, Ladder
Saddle, Military		20 gp	30 lb.	
Saddle, Military, Exotic	60 gp	40 lb.	see Saddle, Military
Saddle, Pack			5 gp	15 lb.	
Saddle, Pack, Exotic		15 gp	20 lb.	see Saddle, Pack
Saddle, Riding			10 gp	25 lb.	
Saddle, Riding, Exotic		30 gp	30 lb.	see Saddle, Riding
Saddle, Sentry Rider’s		70 gp	50 lb.	+3 to ride for jumping obstacles and +5 to ride for hanging on during greater speeds.
Saddle, Sentry Rider’s, Exot.	150 gp	65 lb.	see Saddle, Sentry Rider’s
Saddle, Worship			100 gp	30 lb.	cleric gains a +1 to Charisma based checks when mounted
Saddle, Worship, Exotic		250 gp	40 lb.	see Saddle, Worship

Barding[edit]

Item			Cost	Weight
Medium creature		x2	x1
Horse			x3	x1
Large creature		x4	x2

Accessories[edit]

Item			Cost	Weight
Bit and bridle		2 gp	1 lb.	
Caparison		15 gp	7 lb.	
Feedbag			1 gp	5 lb.	
Hoof Barbs, set		12 gp	4 lb.	+2 dmg to hoof attack
Horse Grooming Kit	1 gp	4 lb.	
Horseshoes, set		4 gp	8 lb.	
Saddlebags		4 gp	8 lb.	
Stirrups		2 gp	2 lb.	
Spurs			5 gp	1 lb.	
Wormer Tonic, flask	0,5 gp	0,1 lb.

Goods & Services[edit]

Item			Cost	Weight
Feed (per day)		5 cp	10 lb.
Stabling (per day)	5 sp	—
Feat Training		150 gp	—	(Courser, Destrier, Palfrey, Warhorse & Workhorse max x1; Filly max x4; other max x2)

Horse Templates[edit]

Regional Templates[edit]

  • Caspian
Attributes: +2 Wis, +2 Cha, -2 Dex
Saves: -
Feats: -
  • Idrian Bronco
Attributes: +2 Dex, -2 Wis
Saves: -
Feats: Sure-Footed
  • Iosan
Attributes: +2 Dex, -2 Con
Saves: -
Feats: Dodge
Special: +2 racial bonus to Listen, Spot, +2 racial save against scrying and greater scrying spells
  • Khard
Attributes: +2 Str, -2 Wis
Saves: -
Feats: Heavy Burden
  • Kossite
Attributes: +2 Con, -2 Cha
Saves: -
Feats: Increased Stamina
  • Midlunder
Attributes: -
Saves: +1 Fort
Feats: Toughness
  • Tordoran
Attributes: -
Saves: +1 Will
Feats: Fast Movement

Other Templates[edit]

  • Coursor
Attributes: +2 Dex
Saves: -
Feats: Fast Movement
Special: +1 HD
  • Destrier
Attributes: +2 Str
Saves: -
Feats: Rear Kick
Special: +1 HD
  • Filly
Attributes: -2 Str, Dex, Con, -1 Int, Wis
Saves: -
Feats: -
Special: -1 HD, -1 Skill Point
  • Hack
Attributes: -2 Str, Dex, Con, +1 Int, Wis
Saves: -
Feats: -
Special: +1 HD, +1 Skill Point
  • Palfrey
Attributes: +2 Int
Saves: -
Feats: Trick Riding
Special: +1 HD
  • Warhorse
Attributes: +2 Str, Con, +1 Wis
Saves:
Feats: Fearless
Special: +1 HD, +1 natural AC, +1 Skill Point, Natural Attack Training (no -4 to hit pen)
  • Workhorse
Attributes: +2 Con
Saves: -
Feats: Heavy Burden
Special: +1 HD

Special Steeds[edit]

  • Riding Bison

Size: Large Animal, Hit Dice: 5d8+15 (37 Hit Points),Initiative: + 0 (+0 Dex), Speed: 40 feet, AC: 13 (-1 Size, +0 Dex, +4 Natural), Attacks: Gore +8 melee (1d8+9), Face/Reach: 5 feet by 10 feet / 5 feet, Special Attacks: Trample, Special Qualities: Scent, Saves: Fort +7, Ref +4,Will +2, Skills: Listen +7, Spot +5, Abilities: Str 22, Dex 11, Con 16, Int 2, Wis 10, Cha 6, Feats: Alertness, Endurance, Climate/Terrain: Any Land, Organization: Solitary or Herd (12-20), Challenge Rating: 2, Treasure: None, Alignment: Always Neutral, Market Price: 600 gp.

Trample (Ex): A riding bison can, as a Full Action each turn, run over an opponent that is of Medium Size or smaller, dealing 2d8+8 points of damage. A Reflex Save at DC 20 halves the damage. Trampled creatures may forego the Saving Throw to make an Attack of Opportunity on the elephant but suffer a -4 penalty on the attack roll.

Steed Feats[edit]

  • SRD Feats Available to Steeds

This list indicates which Feats from the standard game steeds may choose an their classification.

    • Alertness [General]
    • Dodge [General]
    • Endurance [General]
    • Great Fortitude [General]
    • Improved Initiative [General]
    • Iron Will [General]
    • Lightning Reflexes [General]
    • Mobility [General]
    • Run [General]
    • Toughness [General]
  • Fearless [Battle]

Benefit: This steed is not spooked by loud noises, fire, the smell of blood or other battle hazards. It suffers no penalties to its actions on the battlefield for unusual circumstances of this nature. Additionally, it a +4 bonus to resist to Fear effects.

  • Fight in Harness [Battle]

Benefit: Despite the dangers of fighting while harnessed to a chariot, wagon, or cart, sometimes a steed must defend itself on the battlefield or from natural predators under such circumstances. With this Feat, the steed takes no negative penalties for fighting in a harness. Normal: An animal attempting to fight in a harness without this Feat suffers a -4 penalty to all attack rolls, loses its Dexterity Bonus, and must make a Reflex Save each round it attempts to fight. Failure causes its to take Id6 points of damage in addition to any harm done it by its attacker.

  • Lead Change [Dressage]

Prerequisites: Dexterity 14+, Sure-Footed Benefit: The flying lead change is an intricate movement performed while the horse is in full motion. When done every stride it looks like the horse is skipping, leaping from one place to another on shifting ground and seeking purchase. This Feat is used to avoid treacherous terrain, adjusting the horses’ stride as it runs in order to seek solid ground amid dangerous obstacles. Steeds using this Feat ignore any penalties for rough or dangerous terrain.

  • Great Leap [General]

Benefit: The horse has a +4 Bonus to all Jump checks, and che ability to Take 10 whenever jumping mundane obstacles.

  • Half Pass [Dressage]

Prerequisites: Dexterity 15 + Benefit: The half pass is a dressage movement and is very acrobatic in nature. With this Feat, the steed is capable of a sudden shift sideways while continuing forward in an open trot or canter. This sudden shift is unpredictable and can allow the animal to avoid blows. The steed and its rider receive a +4 Dodge Bonus to Armor class caused by Attacks of Opportunity. Circumstances which make the steed lose its Dexterity Bonus to Armor Class (if any) also cost it this Dodge Bonus.

  • Heavy Burden [General]

Benefit: This animal is used to the burdens of life and has been trained to bear them with as little trouble as possible. A steed with this Feat understands how to economize its movements and use its stamina most effectively, even on long trips or when overburdened. The steed can carry half again its normal burden without penalty.

  • Improved Charge [Battle]

Benefit: The horse does not suffer a penalty to its Armor Class for charging. It and its rider may both attack from the same charge.

  • Increased Stamina [General]

Benefit: When the horse takes this Feat, it can ride up to two hours longer per day without suffering any negative effects. This Feat can be taken twice. Its effects are cumulative.

  • Massive Blow [Battle]

Prerequisites: Improved Charge Benefit: By hurling its entire body upon its attacker, the mount is able to knock its opponent off guard, pushing the target back with incredible force as per a Bull Rush. This attack does not require a charge but does count as a Full Attack Action. When the steed performs a Massive Blow, it does not provoke an Attack of Opportunity from the defender, and it may push the target back IO feet rather than 5 .

  • Pirouette [Dressage]

Prerequisites: Half Pass Benefit: The dangerous and difficult pirouette is a complete 360-degree turn in a steed’s canter, altering the course of its direction without losing any of its speed or impact. If the steed possesses this Feat, its charge does not have to be in a straight line, so long as it covers the requisite distance.

  • Rear Kick [Battle]

Benefit: If the steed is stationary, it can kick with its hind feet, making a single attack at +I to hit. This kick deals 2d8 + the Strength Bonus of the animal in damage. The target of a successful rear Kick must make a Fort Save at DC 15 + the Strength Bonus of the steed or be knocked back 5 feet.

  • Safe Haven [Battle]

Benefit: The horse has an instinctive grasp of its rider’s condition and can carry him or her to safety even if the rider is unconscious or otherwise unable to control the steed’s actions. The horse will carry a rider to a place where the horse feels safe (a barn, a nearby grotto or house where the horse was treated well), taking its passenger off the battlefield before he or she can be killed.

  • Shoulder In [Dressage]

Prerequisite: Improved Charge Benefit: With this Feat, the steed performs a slanted lateral movement with the shoulder leading. While running or trotting, it uses its weight and momentum to pass against its attacker, keeping his or her weapon tied up so that it cannot harm the steed or its rider. The Shoulder In Feat allows the steed to move through an area without provoking an Attack of Opportunity. The steed’s opponent in that area takes Id4 points of damage if a successful attack roll is made by the steed.

  • Sole Rider [General]

Benefit: The steed is exceptionally loyal and has attached itself very faithfully to one rider. That rider gets an additional +4 Synergy Bonus to his or her Ride Skill checks while on this horse. Any other riders must make a Ride check at D C I ~or be thrown. This horse cannot be sold except for stud because once this Feat is purchased the steed will never be an effective riding horse for anyone save the Sole Rider that it has chosen.

  • Sure-Footed [General]

Benefit: With this Feat, the steed no longer needs to make Dexterity checks to perform simple maneuvers on difficult terrain. It can simply Take IO on all low jumps, flat-out runs, or other common maneuvers while on even marshy or rocky terrain.

  • Trick Riding [General]

Benefit: This feat encompasses all sorts of minor tricks - spinning, rearing, acrobatic abilities - but has no real bonus. It will allow the steed to perform any number of small tricks (such as coming when whistled for, pawing numbers on the ground, or other feats of seeming intelligence) with ease, on the rider’s command (or without a rider, if given hand signals from nearby).

  • Way Home [General]

Benefit: If this horse is ever stolen, lost, or deliberately left in safe haven, it will eventually find its way home to its master (wherever he or she may be). This is not a magical teleport skill, but it does allow the horse uncanny tracking powers and the ability to sense its master. Within two to four weeks, the horse will track its owner down and be reunited. Horses that are mistreated or legitimately sold will not use this ability to “find the way home.”