Rogue of Loki

(Loki’s Shadow / Trickster’s Blade)

Those who seal a contract with Loki, god of mischief, chaos, and deception, become resourceful rogues with a supernatural affinity for locks, shadows, deception, and sudden violence.

A Rogue of Loki is a jack of all trades, combining thief craft, combat tricks, disguises, practical chemistry, and innate supernatural Gifts granted through Loki’s favor. These Gifts require no spellbook, memorization, verbal components, or material components.

Rogues of Loki excel in dungeons, cities, and ruins, using a broad range of skills to find clever solutions wherever locks, traps, secrets, or deception stand in their way.

Requirements

A Rogue who deliberately embraces a lawful ethos, permanently abandons Loki, or repeatedly violates the terms of the pact may temporarily or permanently lose access to Loki’s Gifts.

Core Progression

LevelXP NeededHD (d6)Title
102Shadow Apprentice
22,2503Lockghost
34,5004Foxblade
49,0005Vaultwhisper
518,0006Trickster
635,0007Chaosknife
770,0008Shadowstep
8125,0009Loki’s Blade
9200,00010Master of Locks
10300,00011Loki’s Chosen
11500,00012Loki’s Chosen
12750,00013Loki’s Chosen

After 12th level, each additional level requires +250,000 XP and grants +2 hit points.

Weapons & Combat

Weapon Proficiencies

A Rogue of Loki begins with 4 weapon proficiency slots.

The Rogue gains one additional weapon proficiency slot every 3 levels.

Each weapon proficiency and additional proficiency option costs 1 proficiency point (one slot). Specialization requires proficiency in the weapon; Double Specialization requires specialization in that weapon.

Favored weapons include:

Additional proficiency options include:

Weapon Specialization

A Rogue of Loki may specialize in either the dagger or short sword.

Specialization grants:

Double Weapon Specialization

Prerequisite: Weapon Specialization

Double Specialization replaces the normal specialization hit and damage bonuses with the following totals. The specialization attack rate remains unchanged:

Two-Weapon Fighting

When fighting with two daggers or similarly small weapons, the Rogue may use the following modes:

Offensive Mode: Attack with the primary weapon the normal number of times and make one additional attack with the secondary weapon.

Balanced Mode: Attack with the primary weapon the normal number of times and defend with the secondary weapon, reducing the Rogue’s AC by 2.

Defensive Mode: Parry with both weapons, making no attacks and reducing the Rogue’s AC by 4.

The Rogue must be proficient with both weapons.

Find Weakness

The Rogue spends 1 round analyzing a target in combat. At the end of the round, roll 4d6 against Intelligence or Perception. A total equal to or less than the chosen score succeeds.

On success, the Rogue gains +4 to hit against the studied target. The bonus remains +4 until the first successful hit using it. That hit starts the countdown:

The bonus applies to all attacks against that target in each round. Once started, the countdown advances every round, even on a miss or a round with no attacks.

The bonus stacks with Lethal Strike and other applicable attack bonuses. Another successful analysis refreshes it to +4 and resets the countdown; repeated analyses never stack. The bonus ends when the battle ends.

During analysis, the Rogue may also perform one simple action, such as drinking a potion or coating a weapon with poison.

Lethal Strike

Lethal Strike replaces the traditional Thief backstab ability.

When attacking from behind, against an unaware or surprised opponent, or under a Gift that creates a Lethal Strike opportunity, the Rogue gains:

These bonuses apply to every attack that round for which the positional or awareness requirement is met. There is no once-per-round limit. A Gift that allows only the next attack retains that restriction.

Damage examples: +2 at 1st level, +10 at 5th level, and +20 at 10th level.

Lethal Strike is a flat damage bonus rather than a multiplier.

Garrote

The garrote is a specialized Rogue weapon used to silently subdue or kill a victim.

A garrote attack may normally be attempted only against a target who is surprised, unaware, helpless, or successfully approached from behind.

Garrote Material

Attack and Damage

The Rogue uses Dexterity instead of Strength with a garrote. The Rogue’s Dexterity attack adjustment applies to the attack roll and, if positive, is also added to garrote damage.

On a successful hit, the Rogue establishes the garrote and immediately deals:

1d6 + Dexterity adjustment damage

A successful initial garrote attack may qualify for Lethal Strike.

Subdual damage is tracked separately from lethal damage. When accumulated subdual damage equals or exceeds current hit points, the victim falls unconscious. Further soft-garrote damage does not automatically become lethal.

Control

When the initial attack succeeds, determine the Rogue’s Control:

Control = modified attack roll - number required to hit, to a minimum of 0. Include attack bonuses in the roll; do not also subtract them from the required number.

Maximum Control is 5.

Example: if the Rogue needs a 14 to hit and rolls 18, the garrote begins with Control 4.

Maintaining the garrote occupies both hands and replaces all normal attacks that round. Garrote damage is dealt automatically once each round. Lethal Strike applies only to the initial attack.

Effects on the Victim

A garroted victim:

A non-verbal magic item, innate magical power, or natural supernatural ability may still be attempted, but the victim must first save vs. Paralyzation. Failure means the victim cannot activate the ability that round.

Escape

A victim whose level or Hit Dice exceeds one-half the Rogue’s level, rounded down, may attempt to escape once each round.

To Struggle Free, the victim saves vs. Paralyzation with a penalty equal to the Rogue’s current Control. Success breaks the hold.

A victim whose Strength is greater than the Rogue’s may instead Bash Free. The victim makes the same saving throw, but gains +1 for every 3 points of Strength by which the victim exceeds the Rogue. The Control penalty still applies.

A creature whose level or Hit Dice is one-half the Rogue’s level or less, rounded down, receives no normal escape attempt once the garrote is successfully established. A stronger victim may still attempt Bash Free once each round regardless of this level limit. Extraordinary escape methods and outside assistance may also work.

Rope of Climbing

A Rope of Climbing used as a garrote grants +2 to the attack roll and +2 Control after a successful hit. Control may exceed the normal maximum of 5 only at the DM’s discretion.

Creatures without a vulnerable neck or similar anatomy, as well as creatures vastly larger than the Rogue, may be immune to garroting.

Chemical Master

The Rogue may spend one weapon proficiency slot to learn Chemical Master: the practical manufacture of poisons, powders, incendiaries, explosives, smoke compounds, and other criminal chemistry.

Chemical Master is not magical.

Creating a compound requires the proper ingredients, an Alchemist/Poisoner Kit, a suitable place to work, and time.

Recipes

When Chemical Master is learned, the Rogue learns one recipe. The Rogue learns one additional recipe each time a Rogue level is gained.

A recipe must be known before the Rogue can manufacture that compound. Additional recipes may also be purchased, stolen, discovered, or taught at the DM’s discretion.

Compound Strength

A compound’s Strength is based on the Rogue’s level:

Compound Strength = one-half Rogue level, rounded up, to a maximum of 6.

Rogue LevelCompound Strength
1–21
3–42
5–63
7–84
9–105
11+6

Making Compounds

A normal batch requires:

Fire bombs and explosive grenades cost double the normal material cost.

With proper tools, ingredients, and working conditions, no roll is normally required. A Dexterity or proficiency check may be required when rushing, improvising ingredients, using poor tools, brewing while traveling, or working under dangerous conditions. Failure wastes the materials; a severe failure may expose the Rogue to the compound.

Recipe List

RecipeDeliveryEffect
Blinding PowderThrown, 10 ftMissile attack; on hit, save vs. Poison or blinded for 1d4 rounds + Compound Strength.
Explosive GrenadeThrown, 30 ftExplodes in a 10-ft radius, dealing 1d6 damage per Strength; save vs. Breath Weapon for half. Extremely loud.
Fire BombThrown, 30 ftBursts into burning alchemical fire. Deals 1d6 fire damage per Strength on a direct hit; adjacent creatures save vs. Breath Weapon for half. Burning material may ignite flammable objects.
FireworkThrown or launched, 60 ftBright flash, colored burst, and loud report. Used for signals, distractions, illumination, or frightening animals; normally causes no meaningful damage.
Flash BombThrown, 30 ftCreatures in a 10-ft radius that can see the flash save vs. Paralyzation or are blinded for 1 round per Strength.
Killing PoisonInjurySave vs. Poison or take 1d6 damage per Strength. If poison damage equals or exceeds Constitution, make a second save vs. Poison or die.
Mind Poison: IntelligenceIngestionSave vs. Poison or lose Intelligence equal to Strength for 1 turn per Strength.
Mind Poison: WisdomIngestionSave vs. Poison or lose Wisdom equal to Strength for 1 turn per Strength.
Nerve PoisonInjurySave vs. Poison or lose Dexterity equal to Strength for 1 turn per Strength. At Dexterity 3 or less, movement is halved; at 0, the victim is paralyzed for the remaining duration.
Sleeping DraughtIngestionSave vs. Poison or fall asleep for 1 turn per Strength if Hit Dice are no greater than twice Strength; stronger creatures instead suffer -2 to attacks, saves, and initiative for that duration.
Smoke BombThrown, 30 ftCreates smoke in a 10-ft radius per Strength for 1 round per Strength.
Weakening PoisonInjurySave vs. Poison or lose Strength equal to Compound Strength for 1 turn per Strength.

Different delivery methods for a poison may be learned as separate recipe variations at the DM’s discretion.

Thief Skills

Use the standard AD&D 1st Edition Thief skill percentage tables.

All other Thief skills use the normal percentages unless modified by Dexterity, race, equipment, or another effect.

A Rogue may use the normal unlimited Thief skill first and reserve supernatural Gifts for situations where failure is unacceptable.

Tracking

A Rogue of Loki possesses limited tracking ability in dungeon, town, and city terrains.

Outdoors

Base chance:

7% + 7% per Rogue level

Examples:

Apply normal Ranger modifiers for terrain, weather, age of tracks, number of creatures, concealment, and other environmental conditions.

The Rogue must normally move at half speed while tracking.

Underground and Urban Tracking

Use approximately two-thirds of the Ranger’s normal chance for the situation.

A Rogue does not necessarily track like a wilderness hunter.

Instead, the Rogue may notice:

This allows the ability to function naturally in dungeons, cities, ruins, and other environments.

Loki’s Gifts

Loki’s Gifts are supernatural abilities learned by the Rogue as the character advances.

They are not spells and cannot be interrupted as spells can.

They require:

The Rogue learns a limited number of Gifts from each tier.

The numbers listed under each tier indicate how many Gifts of that tier the Rogue knows, not how many times they may be used.

Favor Points

Loki’s Gifts are activated using Favor Points.

Each Gift costs Favor Points equal to its tier:

The Rogue may spend Favor Points freely among any Gifts the character knows.

Unless a Gift specifically says otherwise, the same Gift may be used repeatedly as long as the Rogue has sufficient Favor Points remaining.

Favor Points are normally restored after sufficient rest and appropriate observance of the Rogue’s pact with Loki.

Particularly significant offerings, acts of deception, thefts, tricks, or services performed in Loki’s name may restore additional Favor Points at the DM’s discretion.

Gifts Known & Favor Point Progression

Level1st2nd3rd4th5thFavor Points
12————3
23————5
331———8
432———11
5421——15
6432——20
74321—25
85432—30
95432136
105543242
115543248
125543352

Gifts by Tier

First TierSecond TierThird TierFourth TierFifth Tier
Decipher of the TricksterBorrowed FaceBlind AttackFalse ShadowsFumble
First BloodDetect LieContract FamiliarGreater Shadow StepMischief Awakened
Leave No TrailDisarmShadow DodgeLoki’s JestSkinchanger
Loki’s KeyGreater Loki’s KeySlip the NooseShadow FormThe Trickster’s Lie
Silent StepHamstringTrickster’s MarkTrickster’s FogUber Shadow Step
Sleight of HandShadow StepTrickster’s Swap ItemUber Loki’s KeyUnseen Killer
Trickster’s DodgeShadow VeilTrickster’s VoiceWalk Between Stones
Trickster’s Trap FindingTrickster’s Seal
Vanish from Sight
Witch-Sight

First-Tier Gifts

Decipher of the Trickster

Range: Self

Duration: 1 turn

The Rogue can read written languages, codes, inscriptions, and ancient scripts.

This does not automatically allow the Rogue to speak an unfamiliar language.

First Blood

Range: Self

Duration: 1 round

The Rogue gains +3 initiative for the next combat round.

Leave No Trail

Range: Self
Duration: 1 turn per level

The Rogue leaves no normal footprints, tracks, scent trail, or obvious signs of passage.

Loki’s Key

Range: Touch
Duration: 1 round

Automatically opens one normal non-magical lock.

Exceptionally complex, magically protected, cursed, or artifact-level locks may be immune at the DM’s discretion.

Silent Step

Range: Self
Duration: 1 turn per level

The Rogue’s footsteps and physical movement become completely silent.

The Rogue’s voice, weapon impacts, falling objects, and environmental disturbances remain audible.

Sleight of Hand

Range: Touch Duration: 1 round

The Rogue automatically succeeds at one normal Pick Pockets or minor theft attempt.

Magically protected objects, impossible physical situations, or an item being directly guarded may still require adjudication by the DM.

Trickster’s Dodge

Range: Self

Duration: One attack

The Rogue may halve the damage of one physical attack. Invoke this Gift when the attack hits, before damage is rolled.

Trickster’s Trap Finding

Range: 30 feet
Duration: 1 round

The Rogue immediately senses the presence and approximate location of traps within range.

The ability does not necessarily reveal the exact mechanism or method of disarming the trap.

Vanish from Sight

Range: Self
Duration: 1 round per level, or until the Rogue attacks

The Rogue becomes invisible when walking behind an object or dropping a flash or smoke bomb.

The effect immediately ends if the Rogue makes an attack.

Witch-Sight

Range: 30 feet

Duration: 1 turn

The Rogue perceives magical auras, enchanted objects, active spells, supernatural wards, and similar effects within range.

The Gift reveals the presence and general strength of magic but does not automatically identify exact spell effects or command words.

Second-Tier Gifts

Borrowed Face

Range: Self
Duration: 1 turn per level

The Rogue alters facial features, complexion, hair, apparent age, and other minor physical characteristics to resemble another person.

The resemblance can be close, but is not an exact copy. The person being imitated must be about the same height and weight as the Rogue.

Observers may make a saving throw vs. Spell to see through the disguise.

The Gift does not change the Rogue’s combat abilities.

Detect Lie

Range: 30 feet
Duration: 1 turn

The Rogue senses when one creature within range deliberately speaks a lie that the Rogue can hear and understand.

The Gift does not reveal the truth behind the lie. Honest mistakes, statements the speaker believes to be true, omissions, and evasive answers do not register as lies.

Disarm

Range: Melee weapon reach

Duration: Instantaneous

The Rogue makes a special attack intended to knock, twist, or steal a weapon from an opponent’s grasp.

Use the campaign’s normal disarm procedure, with appropriate bonuses for the Rogue’s supernatural skill.

Greater Loki’s Key

Range: Touch

Duration: 1 round

A stronger supernatural unlocking ability.

Loki’s Key may open:

Magical wards or exceptionally powerful seals may resist the effect.

Hamstring

Range: Melee weapon reach

Duration: 1d4 turns

The Rogue makes a precision attack against an opponent’s leg or movement.

On a successful hit:

On failure, movement is reduced to half for the duration.

Creatures without appropriate anatomy may be immune.

Magical healing ends the Hamstring effect and restores normal movement.

Shadow Step

Range: 30 feet

Duration: Instantaneous

The Rogue instantly moves through shadow to another visible shadow or area of dim light within range.

This movement:

If Shadow Step places the Rogue behind or unseen by an opponent, the Rogue’s next successful melee attack that round qualifies for Lethal Strike.

Shadow Veil

Range: Self

Duration: 1 turn per level, or until the Rogue attacks

The Rogue becomes invisible.

The effect ends if the Rogue attacks.

Trickster’s Seal

Range: Touch

Duration: 1 hour per level

The Rogue supernaturally seals a door, chest, gate, container, or similar object.

The object cannot normally be opened without breaking it, dispelling the effect, or using an appropriate supernatural unlocking ability.

The Rogue may dismiss the seal at any time.

Third-Tier Gifts

Blind Attack

Range: Melee weapon reach

Duration: 2d4 rounds

The Rogue makes a precision strike intended to temporarily blind an opponent.

On a successful hit:

Failure causes blindness for the duration.

Creatures without vulnerable eyes or similar sensory organs may be immune. If the rogue misses an attack, no gift points are used.

Contract Familiar

Range: 10 feet
Duration: Permanent until slain, dismissed, or lost

The Rogue enters into a contract with one supernatural familiar associated with Loki.

Familiar Types

FamiliarAlignmentPowers
NissaNeutralElven starlight vision, Speak with Animals, assistance with making physical items
Nis ApChaotic NeutralMinor telekinesis, expert pickpocketing, infravision
AlpEvilSleep, paralysis of sleeping creatures, Fear

Shared Abilities and Statistics

Nissa

Nis Ap

Alp

The Rogue may have only one contracted familiar at a time.

If the familiar dies or is permanently lost, another may be obtained only after a significant offering, quest, or service to Loki.

Shadow Dodge

Range: Self

Duration: One area attack or effect

The Rogue partially slips into shadow when caught in an area attack or other effect allowing a saving throw for half damage.

If the Rogue:

Shadow Dodge affects only the Rogue.

Slip the Noose

Range: Self
Duration: Instantaneous

The Rogue slips free of ropes, manacles, chains, a grapple, a net, or similar restraint.

Non-magical restraints are escaped automatically. Magical restraints or effects specifically intended to prevent teleportation or supernatural escape may require a saving throw vs. Spell or may prevent the Gift entirely, at the DM’s discretion.

After escaping, the Rogue may immediately move up to 10 feet if movement is possible.

Trickster’s Mark

Range: Touch
Duration: 1 hour per Rogue level

The Rogue secretly places an invisible supernatural mark on one creature or object.

While the mark lasts and remains on the same plane, the Rogue knows the general direction of the marked target. If the target is within 100 feet per Rogue level, the Rogue also knows its approximate distance.

The mark is invisible to normal sight but may be detected as faint magic. Only one Trickster’s Mark may be active at a time; placing a new mark ends the previous one.

Trickster’s Swap Item

Range: 10 feet
Duration: Instantaneous; unnoticed for 1 round on a failed save

The Rogue exchanges one item they hold with an item of similar weight held or carried by a target within range. The target’s weapon may be exchanged, even while it is being wielded.

The target makes a saving throw vs. Spell. On a failed save, the target does not notice the exchange for 1 round. On a successful save, the target notices immediately.

The exchanged items remain in their new locations after the Gift ends.

Trickster’s Voice

Range: 60 feet
Duration: 1 turn per level

The Rogue projects their voice so that it appears to come from a creature, object, or point within range.

The Rogue may speak through the chosen point in any voice they can imitate. The Gift changes the apparent source of the voice but does not grant knowledge of unfamiliar languages.

A listener who suspects the deception may save vs. Spell to recognize that the voice is being projected.

Fourth-Tier Gifts

False Shadows

Range: Self

Duration: 2 rounds per level

Several illusory duplicates of the Rogue appear and move unpredictably.

Attacks against the Rogue may strike a duplicate instead.

The effect otherwise functions similarly to Mirror Image.

Greater Shadow Step

Range: 20 feet per level

Duration: Instantaneous

The Rogue disappears into one shadow and emerges from another point within range.

Line of sight is not required, although the Rogue must have a reasonable idea of the destination.

The Rogue may pass through walls, doors, barriers, pits, and occupied spaces during the movement.

The destination must contain shadow, darkness, or dim light.

If the Rogue sees the destination and intended target before Greater Shadow Step, the next melee attack against that target in the same round qualifies for Lethal Strike.

Loki’s Jest

Range: 30 feet

Duration: 1d4 rounds

The Rogue twists the perceptions of enemies within a small area.

Affected creatures must save vs. Spell or become confused, distracted, or act unpredictably for the duration.

The DM may use the standard Confusion table or an appropriate simplified equivalent.

Shadow Form

Range: Self

Duration: 1 round per level

The Rogue becomes partially insubstantial.

Shadow Form reduces Armor Class by 4 for the duration.

Shadow Form does not allow passage through solid objects.

Trickster’s Fog

Range: 60 feet
Duration: 1 turn

The Rogue creates a bank of unnatural fog centered on any point within range.

The fog spreads roughly 20 feet in radius and heavily obscures vision.

The Rogue may cause fear in creatures within the fog whose combined Hit Dice do not exceed the Rogue’s level. Each selected creature must save vs. Spell or flee from the fog in fear for the remainder of the Gift’s duration.

Normal wind may disperse the fog at the DM’s discretion. If the fog is dispersed, its fear effect ends.

Uber Loki’s Key

Range: Touch
Activation Time: 1 round
Duration: Instantaneous opening; ward suppression lasts 1 turn

The Rogue opens a warded door, chest, book, or similar object and deactivates its magical wards or glyphs. Wards on a floor may also be deactivated; the floor itself is not opened.

The Rogue chooses to dispel a temporary ward permanently or suppress it for 1 turn. Permanent magical wards can only be suppressed and always reactivate after 1 turn.

Fifth-Tier Gifts

Fumble

Range: 30 feet, or melee weapon reach when delivered through an attack

Duration: 1 round

The Rogue twists luck against an opponent.

The target must save vs. Spell.

On failure, the target suffers one major mishap, such as:

The exact mishap may be determined by the DM according to circumstances.

Mischief Awakened

Range: 60 feet

Duration: 1 round per level

The Rogue temporarily brings one unattended object within range to life.

The object may move, attack, manipulate its surroundings, or perform simple commands according to its size and form.

Skinchanger

Range: Self
Duration: 1 hour per level

The Rogue transforms into another living physical form, functioning similarly to Polymorph Self.

The Rogue may copy the physical appearance of a person previously seen, male or female, and may assume a form of almost any race.

The Rogue retains personality and intelligence but gains appropriate physical characteristics of the assumed form. Copying a person does not grant that person’s memories, knowledge, or learned abilities.

The Trickster’s Lie

Range: 120 feet

Duration: Concentration, plus 2 rounds after concentration ends

The Rogue creates a powerful visual and auditory illusion at any point within range.

The illusion may include creatures, objects, terrain, structures, movement, and sound.

Creatures interacting directly with the illusion may receive a saving throw to disbelieve it.

Uber Shadow Step

Range: Same plane of existence

Duration: Instantaneous

The Rogue enters shadow and reappears at a distant location on the same plane.

The destination must be a location the Rogue knows, has previously visited, or can clearly visualize.

Uber Shadow Step functions similarly to Teleport but only for the rogue.

The normal risks for an inaccurate or poorly known destination may apply.

Unseen Killer

Range: Self

Duration: 1 round per level

The Rogue becomes invisible.

Unlike lesser forms of invisibility, attacking does not end the effect.

Walk Between Stones

Range: Self

Duration: Instantaneous

The Rogue passes through solid stone, masonry, wood, or similar non-magical material.

The Rogue may move through up to 10 feet of solid material per level.

The Rogue must emerge into an open space.

Magically protected barriers may prevent passage.

Contract With Loki

The Rogue’s supernatural abilities are part of an ongoing pact.

The Rogue is expected to occasionally:

Minor failures do not automatically strip the Rogue of all powers.

However, deliberately rejecting Loki, permanently adopting a lawful philosophy, or repeatedly violating the spirit of the pact may cause Loki to suppress some or all Gifts.

Loki may also respond to failures or insults with strange complications, mischievous consequences, misleading omens, or temporary alterations to the Rogue’s powers rather than simply removing them.

The Rogue of Loki is strongest when the player approaches problems through stealth, cleverness, mobility, deception, and opportunistic violence rather than direct combat.

Guild Equipment

ItemCostWeight
Master Lockpick Set (+15% Open Locks)150 sp1 lb
Concealed Lockpick Set (+5%)30 sp¼ lb
Glass Cutter15 sp¼ lb
Collapsible Pry Bar12 sp2 lb
Hand Drill & Bits25 sp2 lb
Skeleton Key Set20 sp½ lb
Listening Cone5 sp½ lb
Small Inspection Mirror8 sp¼ lb
Disguise Kit50 sp3 lb
Reversible Cloak15 sp3 lb
Dark Lantern12 sp2 lb
Folding Grapple25 sp3 lb
Climbing Claws, set20 sp2 lb
Soft-Soled Thief Boots25 sp2 lb
Caltrops, pouch5 sp2 lb
Marbles, pouch1 sp1 lb
Spring Dart Mechanism20 sp1 lb
Dye Bomb8 sp½ lb

Cords, Wires & Garrotes

ItemCostWeight
Soft Garrote Cord2 sp—
Silk Garrote Cord8 sp—
Garrote Wire10 sp—
Fine Chain Garrote25 sp¼ lb
Silk Cord, 50 ft20 sp2 lb
Climbing Line, 50 ft10 sp3 lb
Trip Wire, 50 ft5 sp½ lb
Snare Wire, 25 ft4 sp½ lb
Weighted Cord5 sp1 lb

Anything marked — is too light to matter individually for normal encumbrance.

Powders & Chemicals

ItemCostWeight
Blinding Powder, 1 use10 sp—
Sneezing Powder, 1 use5 sp—
Itching Powder, 1 use2 sp—
Sleeping Powder, 1 use20 sp—
Tracking Dust, 1 pouch5 sp¼ lb
Slick Powder, 1 pouch8 sp½ lb
Adhesive Compound, flask15 sp1 lb
Acid Flask20 sp1 lb
Alchemist/Poisoner Kit100 sp10 lb

Bombs & Gimmicks

ItemCostWeight
Smoke Bomb10 sp½ lb
Flash Bomb15 sp½ lb
Thunder Bomb20 sp1 lb
Fire Bomb15 sp1 lb
Explosive Grenade40 sp1 lb
Firework, small2 sp¼ lb
Firework, signal rocket5 sp½ lb
Firework, large burst10 sp1 lb