Adventuring Gear

From Epic Path
Jump to navigation Jump to search

This is a list of all the adventuring gear available in the game, either for sale, or as craftable items. Note that a wide variety of Miscellaneous Equipment exists as well, which encompasses the less common gear adventurers might be interested in.

Animal Glue   [edit]

  • Cost: 5 sp
  • Weight: 0.5 lbs

This simple glue is created by extensively boiling animal skin, bones, hooves, horn, and tendons until they turn into a ocher syrup that cools when it hardens. Before you use animal glue, you must heat it until it liquefies. You normally apply it with a brush and hold the pieces together for a minute, at which point it is cooled and hardened. The glue is sufficient to coat 1 square foot of surface, or (because of waste and spills) up to 40 smaller applications of approximately 2 square inches each. Pulling apart a large glued surface (at least 1 square foot) requires a DC 19 Might check. Pulling apart a small glued surface (anything less than 1 square foot) requires a DC 15 Might check. Animal glue slowly dissolves in water, reducing the DC needed to break it by 1 per 10 minutes. It softens if heated, even with steam, reducing the Might skill DC needed to break it by 1 per minute.

Backpack   [edit]

  • Cost: 5 gp
  • Weight: 2 lbs

This backpack has numerous pockets for storing items that might be needed while adventuring. Hooks are included for attaching items such as canteens, pouches, or even a rolled-up blanket. It has padded bands that strap across the chest and the waist to distribute its weight more evenly. It can hold about 2 cubic feet of material in its main container.

Bag, Waterproof   [edit]

  • Cost: 5 sp
  • Weight: 0.5 lbs

This leather sack sealed with tar or pitch keeps delicate items from being ruined by water. Items kept inside remain relatively dry, making the bag ideal for carrying maps, scrolls, spellbooks, and the like, although the bag is not impervious and can only be completely immersed for 10 rounds before enough water seeps in to ruin such items.

Bandoleer   [edit]

  • Cost: 5 sp
  • Weight: 0.1 lbs

This leather belt is worn over one shoulder and runs diagonally across the chest and back. It has small loops or pouches for holding four objects the size of a flask, potion, wand, rod, or small dagger. You can use the "draw a weapon" action (usually a move action, or part of a move action) to take an item from a bandoleer. You can wear up to two bandoleers at the same time (any more than this and they get in each other's way and restrict your movement).

Bedroll   [edit]

  • Cost: 1 sp
  • Weight: 5 lbs

This consists of two woolen sheets sewn together along the bottom and one side to create a bag for sleeping in. Some have cloth straps along the open side so the bedroll can be tied closed while you are sleeping. It can be rolled and tied into a tight coil for storage or transport. Most people use a blanket with the bedroll to stay warm or provide a ground cushion.

Bedroll, Elven Thistledown   [edit]

  • Cost: 4 gp
  • Weight: 2 lbs

An Elven Thistledown bedroll is both lighter and more comfortable than a standard bedroll. The thistledown filling of the sheets insulates against cold but also breathes to remain comfortable in warmer climates. The filled sheets also provide some cushioning against the ground, making for a more restful sleep. Finally, the scent of the thistledown is a mild soporific, making it easier to fall asleep.

Blanket   [edit]

  • Cost: 5 sp
  • Weight: 3 lbs

This warm, woven blanket has straps so it can be rolled up and tied. Blankets are often used in conjunction with bedrolls to provide additional warmth or a ground cushion.

Book, Spellbook   [edit]

  • Cost: 15 gp
  • Weight: 5 lbs

A spellbook has 100 pages of parchment, and each spell takes up one or more pages.

Book, Spellbook (Compact)   [edit]

  • Cost: 50 gp
  • Weight: 1 lbs

The need to be able to record and travel with dozens or even hundreds of spells often forces some wizards to seek lighter spellbooks. Compact spellbooks hold only 70 pages of spells, but they weigh significantly less than an ordinary spellbook.

Candle   [edit]

  • Cost: 1 cp
  • Weight: 0.1 lbs

A candle dimly illuminates a small area, increasing the light level in a 5-foot radius by one step (darkness becomes dim light and dim light becomes bright light). A candle cannot increase the light level above bright light. A candle burns for 1 hour.

Candle Lamp   [edit]

  • Cost: 5 gp
  • Weight: 1 lbs

A candle lamp is a small lantern-like device with glass panels and a slot to hold a candle. It protects the candle from drafts and catches wax drippings. It provides the same light as a candle, but can be shuttered such that it only illuminates 1 to 3 adjacent squares. You can also use a candle lamp to keep your hands warm.

Candlestick   [edit]

  • Cost: 1 sp
  • Weight: 0.5 lbs

This saucer-like object has a flat bottom, a handle, and a spike on top. You can affix a candle onto the spike (up to 3 inches in diameter) and hold the candlestick by the handle. The flat bottom means you're able to set it down and not worry about the candle falling over and extinguishing itself. A typical candlestick is crafted from baked clay or a cheap metal such as copper, but elaborate and expensive ones exist.

Canteen   [edit]

  • Cost: 2 gp
  • Weight: 1 lbs

This hollow container is made of wood, a gourd, or metal, and carries liquid like a waterskin, but is more resistant to punctures and cuts.

Case, Scroll   [edit]

  • Cost: 1 gp
  • Weight: 0.5 lbs

A leather scroll case easily holds four scrolls; you can cram more inside, but retrieving any of them becomes a full-round action rather than a move action. You must destroy the scroll case to damage its contents (Sunder DC of 15, requiring 1 success). A scroll case is watertight, protecting its contents from the elements.

Chalk (1 piece)   [edit]

  • Cost: 1 cp
  • Weight: 0.1 lbs

This fat piece of white chalk easily marks wood, metal, or stone. It is very difficult to see on lighter-colored surfaces, and will not mark smooth or slippery surfaces. It will also stop marking if it gets wet, but will work just fine once it dries out again. You can write with it for about 24 hours before it is expended. Chalk also comes in other colors than white, but these are rarer and more expensive.

Charcoal (1 stick)   [edit]

  • Cost: 5 sp
  • Weight: 0.1 lbs

Sticks of charcoal are useful for marking floors and walls, writing on paper or parchment, and making rubbings of engravings or other markings. In a pinch, they can even be burned to stay warm. A good quality rubbing generally takes 1 minute per sheet of paper. Charcoal, like chalk, doesn't mark well on very smooth surfaces, nor does it mark while wet (though it will work again once it dries out).

Cloak, Patchwork   [edit]

  • Cost: 1 gp
  • Weight: 2 lbs

These cloaks are popular among traveling bards, and each patchwork cloak is unique. The patches represent where the traveler has been, and often the performer uses them to recall specific stories from his repertoire. When a bard retires or dies, he often bequeaths his cloak to a young entertainer he mentored or admired.

Cloak, Reversible   [edit]

  • Cost: 20 gp
  • Weight: 4 lbs

This cloak has an outer layer of fabric and an inner layer of a different color. They are worn for the sake of fashion, in theater performances, or to aid a quick appearance change as part of a disguise. The price varies depending on the cloak's quality, with the low end being a simple linen cloak and the high end being made of silk or decorated with fur trim. Those who are disguise-minded may mix the two — a tattered, natty outside surface with a princely, satiny inside surface can serve its wearer well in nearly any setting.

Compass   [edit]

  • Cost: 10 gp
  • Weight: 0.5 lbs

An ordinary compass that points to the magnetic north pole grants you a +2 circumstance bonus on Survival checks made to avoid becoming lost. You can also use it to grant the same bonus on Knowledge (Dungeoneering) checks made to navigate underground.

Crowbar   [edit]

  • Cost: 2 gp
  • Weight: 5 lbs

A crowbar is a simple iron bar bent to offer a levering hook on one end. A crowbar has the Sunder weapon quality allowing it to be used to perform the Sunder combat maneuver on the seams, joints or hinges of a sized-large or smaller object made from any material. If the object has no seams, joints or hinges, a crowbar provides no benefit. Note that the Sunder weapon quality also increases the wielder's Maneuver Offense by +2 for purposes of Sunder combat maneuvers. A crowbar can be enchanted magically, but it is still treated as an improvised weapon if used in combat.

Cup   [edit]

  • Cost: 1 gp
  • Weight: 0.1 lbs

A simple wooden cup for drinking beverages.

Fishhook   [edit]

  • Cost: 1 sp
  • Weight: 0.1 lbs

This metal hook is little more than a stiff, bent needle.

Flask   [edit]

  • Cost: 2 gp
  • Weight: 0.2 lbs

A metal container (usually bronze) with a cap that screws on, sealing liquids inside. Good for transporting a tasty beverage to a better location for, um, beveraging. A flask holds 1 pint of liquid and weighs 1.5 lbs. when full.

Flask, Hip   [edit]

  • Cost: 4 gp
  • Weight: 0.2 lbs

A hip flask is a smaller flask that is curved to better fit on a belt. It only holds half a pint of liquid, but weighs only one pound when full.

Flint and Steel   [edit]

  • Cost: 1 gp
  • Weight: 0.1 lbs

A rod of steel and a bar of flint. When the bar is scraped against the flint, it produces sparks which will start a fire if they land on any flammable kindling. Lighting a torch with a flint and steel is a full-round action. Lighting any other fire with them takes at least that long. Requires both hands and a patient stubbornness.

Grappling Hook   [edit]

  • Cost: 1 gp
  • Weight: 4 lbs

A standard iron grappling hook, which can (and should) be attached to a rope (sold separately).

Throwing a grappling hook requires a ranged attack roll, treating the hook as a thrown weapon with a range increment of 10 feet. If a silk rope is attached instead of a hemp rope, the range increment improves to 15 feet, and if a spider silk rope is used, the range increment improves to 20.

Objects with ample places to catch the hook have an AC of 5, while spaces with little or no protrusions to catch upon can have an AC as high as 25. Spaces which have been actively warded against grappling hooks, or treated with magic or alchemy to repel attempts to climb them might have an AC as high as 50.

Grappling Hook, Mithril   [edit]

  • Cost: 1,001 gp
  • Weight: 2 lbs

A mithril grappling hook, which is both lighter and stronger than a standard grappling hook, can (and should) be attached to a rope (sold separately).

Throwing a grappling hook requires a ranged attack roll, treating the hook as a thrown weapon with a range increment of 20 feet. If a silk rope is attached instead of a hemp rope, the range increment improves to 30 feet, and if a spider silk rope is used, the range increment improves to 40.

Objects with ample places to catch the hook have an AC of 5, while spaces with little or no protrusions to catch upon can have an AC as high as 25. Spaces which have been actively warded against grappling hooks, or treated with magic or alchemy to repel attempts to climb them might have an AC as high as 50.

Holy Symbol   [edit]

  • Cost: 5 gp
  • Weight: 1 lbs

A holy symbol focuses divine energy and is used by clerics and paladins. Each religion has its own holy symbol. The holy symbol is usually a finely sculpted foci, with reliefs and symbols representing the various aspects and domains of the deity that it symbolizes.

Note that worshipers of evil gods also use holy symbols, though the good-aligned folk insist on calling them "unholy" symbols. They're still holy to the god and its followers, even when they're "evil" (assuming you're willing to buy into such small-minded societal labeling).

Horn, Signal   [edit]

  • Cost: 1 gp
  • Weight: 2 lbs

This simple brass horn is belled out at one end, with a simple mouthpiece on the other. It has no bends, twists, keys, or finger holes for altering pitch. Instead, the horn's pitch is altered through the breath control and skill of the player. Sounding a horn requires a DC 10 Perform (wind instruments) check and can convey concepts such as "Attack!", "Help!", "Advance!", "Retreat!", "Fire!", and, "Alarm!" The report of a signal horn can be clearly heard (Perception DC 0) up to a half-mile distant. For each quarter-mile beyond, Perception checks to hear the horn suffer a -1 penalty.

Ink   [edit]

  • Cost: 1 gp
  • Weight: 0.2 lbs

This vial contains 1 ounce of ink, suitable for writing words, drawing pictures, or general doodling. Paper and quill pen not included. Most users will end up with as much ink on their fingers and face as on any page. 1 ounce of ink is enough to fill 100 pages with whatever, with enough leftover to permanently stain your favorite white shirt. Ink in colors other than black costs twice as much.

Key Blank, Wax   [edit]

  • Cost: 15 gp
  • Weight: 0.5 lbs

This two-sided case contains a soft wax that readily takes and keeps an impression of an object pressed between the two halves, creating an excellent mold of the item. A skilled artisan may then make a copy of the item from the mold (and destroying the mold in the process). Making an impression surreptitiously requires a DC 25 Sleight of Hand check.

Key, Copy   [edit]

  • Cost: 1 gp
  • Weight: 0.1 lbs

A craftsman can make a working copy of a key in an hour. However, making a duplicate that looks exactly like the original requires a skilled blacksmith, a DC 25 Craft check, and one day.

Key, Skeleton   [edit]

  • Cost: 85 gp
  • Weight: 0.1 lbs

Many door locks have a similar design and thus can be unlocked by a similar key. A skeleton key may be tried on any standard door lock that uses a key, even if you don't have the Disable Device skill. You use the key's Disable Device bonus of +10 rather than your own total; you cannot take 10 when using a skeleton key. The key only gets one roll for any particular lock. If the roll fails, the key is unable to open or close that lock. Inferior skeleton keys may only have a +5 bonus.

Kit, Adventurer's   [edit]

  • Cost: 12 gp
  • Weight: 44 lbs

Some characters may wish to skip the step of searching through a 700+ item list of potential gear, and are eager to begin their career of monster home invasion. The Adventurer's Kit is a basic set of equipment adequate for camping in the wilderness or in a dungeon. Every item in the kit is purchasable separately, but is collected as a kit for convenience. It contains:

Item Weight (lbs) Cost (GP)
Backpack 2 5
Bedroll 5 0.1
3 Belt Pouches 1.5 3
2 Sacks 1 0.2
Flint and Steel 0.1 1
Iron Pot 4 0.8
Mess Kit 1 0.2
Hemp Rope (50 feet) 10 1
Soap 0.5 0.1
10 Torches 10 0.1
5 days of Trail Rations 5 2.5
Waterskin 4 1
Totals 44.1 12

Note that some characters may feel a 44-pound backpack is prohibitively heavy. Such characters should consider some of the substitutions listed below to reduce weight at the cost of added cost. Some of the substitutions below assume that lay magic items are available to starting characters. Consult your GM to ensure that these items are available in your campaign before purchasing them. Note that none of the items listed below are part of an Adventurer's Kit. They must be purchased separately. However, most merchants will allow these substitutions to be done without haggling over the 'restocking fees' of removing items from a standard Adventurer's Kit to substitute in others.

Item Weight (lbs) Cost (GP) Replaces
Bedroll, Elven Thistledown 2 4 Bedroll (saves 3 lbs)
Portable Fire (150° F) 1 30 -
Pot, Folding 2 10 Iron Pot (saves 2 lbs)
Rope, Silk (50 feet) 3.5 10 Rope, Hemp (saves 6.5 lbs)
Lightstone (Average) 0.5 10 Torches (saves 9.5 lbs)
5 Elven Trail Rations 0.5 10 Trail Rations (save 4.5 lbs)
Water Stone 0.1 15 Waterskin (saves 3.9 lbs)

A full kit that includes all of these substitutions would cost 95 gold, 4 silver and 1 copper, but would only weigh 15.7 pounds.


Kit, Alchemy Crafting   [edit]

  • Cost: 25 gp
  • Weight: 5 lbs

An alchemist with an alchemy crafting kit is assumed to have all the material components needed for his extracts, mutagens, and bombs, except for those components that have a specific cost. An alchemy crafting kit provides no bonuses on Profession (Alchemist) checks.

Kit, Climber's   [edit]

  • Cost: 40 gp
  • Weight: 5 lbs

These crampons, pitons, harnesses, and other tools give you a +2 circumstance bonus on both Movement checks to climb and Might checks to catch yourself. Does not include rope. Which seems like a rip-off.

Kit, Cooking   [edit]

  • Cost: 3 gp
  • Weight: 16 lbs

This kit contains an iron pot, an iron skillet, a ladle, a skewer, a wooden cutting board, a cutting knife, an iron tripod for the pot, a packet of tinder, and a small selection of local or otherwise easy to find seasonings. You can attach the skewer to the tripod for roasting small game animals. All the component pieces (except the skillet) fit within the pot for easy storage and transport.

Kit, Fishing   [edit]

  • Cost: 5 sp
  • Weight: 3 lbs

This kit includes a simple fishing pole and a small box that contains fishing tackle (hooks, lines, sinkers, floats, and lures).

Kit, Forgery   [edit]

  • Cost: 200 gp
  • Weight: 6 lbs

These inks, pens, papers, templates for certificates, and tools for modifying or copying official seals facilitate the creation of counterfeit documents. It grants a +2 circumstance bonus on Spycraft checks made for the purpose of making forgeries.

Kit, Gear Maintenance   [edit]

  • Cost: 5 gp
  • Weight: 2 lbs

This kit contains metal polish, a small file, a leather paring knife, conditioning oil for leather, two soft cloths, extra leather straps, a sewing needle, a few buttons, and some truly ugly checkered cloth for patching holes in pants.

Kit, Grooming   [edit]

  • Cost: 1 gp
  • Weight: 2 lbs

This pouch of toiletries includes a comb, scissors, a nail file, a sponge, a hairbrush, a miniature mirror, soap, a chewing stick, and tooth powder.

Kit, Healer's   [edit]

  • Cost: 50 gp
  • Weight: 1 lbs

This collection of bandages and herbs provides a +2 circumstance bonus on Heal checks. A healer's kit is exhausted after 10 uses.

Kit, Mess   [edit]

  • Cost: 2 sp
  • Weight: 1 lbs

Why use your hands when you can get one of these? This kit includes a plate, bowl, cup, fork, knife, and spoon, made of wood, horn, or tin. Each item has a handle or small hole, and can be tied together using the included leather cord. Seems odd they call it a mess kit, when the bigger mess would happen without one.

Kit, Riding   [edit]

  • Cost: 17 gp
  • Weight: 57 lbs

This kit includes a bit and bridle, a saddle, a saddle blanket, saddlebags, and 2 days' worth of feed for a mount. The weight can be lightened 10 pounds by discarding the feed. Your mount probably won't appreciate this, though.

There is no kit available for exotic mounts. Characters wishing to outfit such a mount must identify the appropriate equipment, based on the type and size of the mount, and purchase that equipment individually.

Ladder, Folding   [edit]

  • Cost: 2 gp
  • Weight: 16 lbs

This is a wooden ladder, outfitted with hinges and struts which reinforce the folding areas when unfolded. The ladder is 15 feet tall when unfolded, but must be leaned against a steady surface. If someone is steadying the ladder while someone else climbs it, the Movement check DC is 1. If the ladder is not being steadied, the Movement DC is 5.

While folded, the ladder is 3 feet x 2 feet x 2 feet, which is still quite bulky, but can easily be attached to a pack animal.

Lamp   [edit]

  • Cost: 1 sp
  • Weight: 1 lbs

A common oil lamp that illuminates a small area, providing bright light in a 15-foot radius and dim light for an additional 15 feet beyond that area. A lamp burns for 6 hours on 1 pint of oil. You can carry a lamp in one hand.

Lamp Oil   [edit]

  • Cost: 1 sp
  • Weight: 1 lbs

A pint of lamp oil burns for 6 hours in a common lantern or lamp. You can also use a flask of lamp oil as a splash weapon. Use the rules for alchemist's fire, except that it takes a full-round action to prepare a flask with a fuse. Once it is thrown, there is a 50% chance of the flask igniting successfully.

You can pour a pint of oil on the ground to cover an area 5 feet square, provided that the surface is smooth. If lit, the oil burns for 2 rounds and deals 1d3 points of fire damage to each creature in the area.

Lantern, Bullseye   [edit]

  • Cost: 12 gp
  • Weight: 3 lbs

A bullseye lantern provides bright light in a 60-foot cone and dim light in the area beyond that, out to a 120-foot cone. A lantern burns for 6 hours on 1 pint of oil. You can carry a lantern in one hand.

Lantern, Hooded   [edit]

  • Cost: 7 gp
  • Weight: 2 lbs

A hooded lantern sheds bright light in a 30-foot radius and dim light for an additional 30 feet beyond that area. It features a shutter (the hood) which allows the light to be hidden very quickly, without extinguishing the lantern. A lantern burns for 6 hours on 1 pint of oil. You can carry a lantern in one hand.

Magic Wand   [edit]

  • Cost: 25 gp
  • Weight: 0.5 lbs

This finely carved shaft of wood is approximately 11 inches long, and 3/4ths of an inch in diameter at the base, tapering to a mere 3/8ths of an inch in diameter at the tip. It is made from the branch of a laurel tree and is only slightly flexible. It may or may not have a hippogryph feather in its core, since there is no visual indication that such a thing might be inside it. While wielded in one hand, a magic wand grants the wielder access to their Implement Bonus class feature, if they have one. A magic wand does not threaten squares within reach of the wielder, nor can it be used as a weapon (even as an improvised weapon) since it is too delicate for such roughhousing. Magic wands help the wielder harness the powers of the universe. It is not as clumsy or as random as a dagger, but an elegant weapon for a more civilized age.

While this wand does not provide any other effects besides enabling the wielder's Implement bonus (if they have one), there are many enchanted Magic Wands available that provide additional benefits, though they are significantly more expensive.

Map   [edit]

  • Cost: 50 gp
  • Weight: 0.5 lbs

A geographically relevant map (i.e. one depicting the region you're actually interested in) grants a user a +1 circumstance bonus on Survival checks made to navigate in the wilderness. It also can be used to grant the same bonus on Knowledge (Dungeoneering) checks made to navigate underground. Different maps must be purchased for different areas. Some maps may provide greater detail for smaller areas, providing a larger circumstance bonus, at GM discretion.

Maps are difficult to come by, and must be hand-drawn by someone who has thoroughly explored the area in question, which is why they are so expensive.

Mirror, Small Steel   [edit]

  • Cost: 10 gp
  • Weight: 0.5 lbs

A small steel mirror, highly polished to reflect nearby things. Useful for shaving or dealing with gaze attacks.

Mug/Tankard, Clay   [edit]

  • Cost: 2 cp
  • Weight: 1 lbs

A clay mug or tankard. Larger than a cup, smaller than a jug. Just right for a morning coffee or an afternoon ale. As kiln-hardened clay, it can stand up to quite a bit of abuse as well. Some models also feature a handy handle you can grab while drinking, or use to tie to your belt while carrying. Will the technological marvels never cease?

Musical Instrument   [edit]

  • Cost: 5 gp
  • Weight: 3 lbs

If you want to perform using a Perform skill associated with a musical instrument (keyboard, percussion, string, or wind), you must have an appropriate musical instrument; otherwise you can't use the skill. The listed cost and weight is for a typical small instrument you could carry by hand, such as a drum, lyre, bell, harp, or flute; larger instruments such as a cello or piano are of course larger and more expensive.

Musical Instrument (Superior)   [edit]

  • Cost: 170 gp
  • Weight: 3 lbs

A fine example of a small musical instrument, made by a master artist. While it has no notable lineage as a great instrument, nor was it manufactured by a recognized name in the instrument-making craft, this is nonetheless a solid, high-quality instrument that any performer would be proud to make use of. Performing with this instrument grants a +1 competence bonus on the appropriate Perform checks.

Outfit, Elegant Clothes   [edit]

  • Cost: 150 gp
  • Weight: 11 lbs

Elegant clothing consists of the finest fashion that the greatest tailors in the land are capable of offering to their exclusive clientele. Elegant clothes are the cladding of the social elite — the noblemen, the most successful merchants, and the longest-lived crime bosses. Characters wishing to swirl cocktails and exchange pleasantries with the bluebloods of the land must wrap themselves in its customs first, beginning with a great set of clothing.

Elegant clothes are created from only the most Corinthian of leathers, stitched with gossamer threads of stretched beliefs. Powdered moonlight is spread onto linings and tiny sequins, made from the tears of virgins, adorn the folds and sweeps of these artistic works. Lesser enchantments sculpt the form of the wearer into the most perfect version of themselves, while the very ideas of elegance, whimsy, or supremacy are projected magically into the minds of those who look upon you. Exotic furs taken from the rarest of beasts from the furthest lands adorn the edges, and each shadow is carefully calculated to suggest that even more opulence is nearby, if only the light of the world were brave enough to show it.

Elegant clothing provides a +2 circumstance bonus to a single Bluff, Diplomacy, Intimidate, or Sense Motive check you make with anyone of the Lesser Nobility, Middle Nobility, or Upper Nobility lifestyles, if this is the first time they have seen you wear this particular outfit. Furthermore, elegant clothing is the only clothing that nobles and the elite accept as 'normal' — anything less suggests you are an outsider, unable or unwilling to fit in. Even a brunch or a brief meeting for tea might necessitate a new outfit, for those who take their social lives seriously.

While elegant clothing offers no penalties when worn in lower-class neighborhoods, you had best have quite a few guards with you if you venture into the bad parts of town dressed like this. An entire gang could stay drunk for a month, simply by pawning a single outfit of elegant clothing, assuming there's not too many blood stains on it.

Many tailors have realized that noblemen and wealthy merchants rarely wear the same outfit more than once or twice, and as a result, they construct these outfits with more delicate fabrics, or intricate, if fragile, stitching. These tailors are by no means skimping on the quality of the clothes, they are focusing their efforts on improving the clothes' appearance, instead of spending time reinforcing seams, padding areas of high wear, or allowing for broader ranges of motion. If the wearer looks great, they'll return to the tailor's shop to purchase more clothing. If the embroidery frays, stitching comes loose, or seams pull apart after wearing it a few times, well, the clientele they seek would never know, since they'll have long since thrown it away in favor of something new.

Note: Outfits that are actively being worn weigh nothing. The listed weight is only applicable when the outfit is being carried or stored. Characters may only wear one outfit at a time.

Outfit, Elegant Cold-Weather Clothes   [edit]

  • Cost: 180 gp
  • Weight: 16 lbs

Where most cold-weather clothing uses layers, padding, and down fill to keep the wearer warm, elegant cold-weather clothes go in another direction. By wrapping the wearer tightly in thick, but conforming fabrics, the wearer is shielded from any wind, while having the added benefit of being so uncomfortable that they barely notice the cold any more. As everyone knows, the only thing you need to remember about surviving cold weather is that you should look great all the time. And really, "surviving"? Come on. You have people for that.

Cold-weather clothing provides 4 points of ER to the wearer, but only to resist the effects of environmental cold. Damaging effects caused by creatures, hazards, magic, or other phenomena completely ignore this resistance. In addition, the cold-weather clothing provides a +1 circumstance bonus to saving throws made to resist effects caused by environmental cold.

Wearing Cold Weather clothes in Hot Weather, or Hot Weather clothes in Cold Weather, makes the character Vulnerable to all environmental damage they would normally suffer. So don't do that.

Elegant clothing provides a +2 circumstance bonus to a single Bluff, Diplomacy, Intimidate, or Sense Motive check you make with anyone of the Lesser Nobility, Middle Nobility, or Upper Nobility lifestyles, if this is the first time they have seen you wear this particular outfit. Furthermore, elegant clothing is the only clothing that nobles and the elite accept as 'normal' — anything less suggests you are an outsider, unable or unwilling to fit in. Even a brunch or a brief meeting for tea might necessitate a new outfit, for those who take their social lives seriously.

While elegant clothing offers no penalties when worn in lower-class neighborhoods, you had best have quite a few guards with you if you venture into the bad parts of town dressed like this. An entire gang could stay drunk for a month, simply by pawning a single outfit of elegant clothing, assuming there's not too many blood stains on it.

Many tailors have realized that noblemen and wealthy merchants rarely wear the same outfit more than once or twice, and as a result, they construct these outfits with more delicate fabrics, or intricate, if fragile, stitching. These tailors are by no means skimping on the quality of the clothes, they are focusing their efforts on improving the clothes' appearance, instead of spending time reinforcing seams, padding areas of high wear, or allowing for broader ranges of motion. If the wearer looks great, they'll return to the tailor's shop to purchase more clothing. If the embroidery frays, stitching comes loose, or seams pull apart after wearing it a few times, well, the clientele they seek would never know, since they'll have long since thrown it away in favor of something new.

Note: Outfits that are actively being worn weigh nothing. The listed weight is only applicable when the outfit is being carried or stored. Characters may only wear one outfit at a time.

Outfit, Elegant Hot-Weather Clothes   [edit]

  • Cost: 120 gp
  • Weight: 6 lbs

Elegant clothing specifically fashioned for hot-weather climates is not a thing worn by the bashful or pious. These clothes employ the thinnest silks that cling to the wearer's body, revealing everything without actually uncovering anything. Ambergold torcs tie the fabric to the form, enhancing lines and accentuating curves. Thin chains of exotic metals drape suggestively, while sequins and jewels artfully establish a facade of opacity that might just prevent any public indecency from occurring, assuming you're not back-lit. Subtle magics create just enough of a breeze around you to keep you refreshed, billowing your hair invitingly, and allowing only a slight sheen of sweat to make your skin glisten just perfectly.

Similar outfits are also available for women.

Elegant clothing provides a +2 circumstance bonus to a single Bluff, Diplomacy, Intimidate, or Sense Motive check you make with anyone of the Lesser Nobility, Middle Nobility, or Upper Nobility lifestyles, if this is the first time they have seen you wear this particular outfit. Furthermore, elegant clothing is the only clothing that nobles and the elite accept as 'normal' — anything less suggests you are an outsider, unable or unwilling to fit in. Even a brunch or a brief meeting for tea might necessitate a new outfit, for those who take their social lives seriously.

While elegant clothing offers no penalties when worn in lower-class neighborhoods, you had best have quite a few guards with you if you venture into the bad parts of town dressed like this. An entire gang could stay drunk for a month, simply by pawning a single outfit of elegant clothing, assuming there's not too many blood stains on it.

Hot-weather clothing grants 4 points of ER to the wearer, but only to resist the effects of environmental heat. Damaging effects caused by creatures, hazards, magic, or other phenomena completely ignore this resistance. In addition, the hot-weather clothing provides a +1 circumstance bonus to saving throws made to resist effects caused by environmental heat.

Wearing Cold Weather clothes in Hot Weather, or Hot Weather clothes in Cold Weather, makes the character Vulnerable to all environmental damage they would normally suffer. So don't do that.

Many tailors have realized that noblemen and wealthy merchants rarely wear the same outfit more than once or twice, and as a result, they construct these outfits with more delicate fabrics, or intricate, if fragile, stitching. These tailors are by no means skimping on the quality of the clothes, they are focusing their efforts on improving the clothes' appearance, instead of spending time reinforcing seams, padding areas of high wear, or allowing for broader ranges of motion. If the wearer looks great, they'll return to the tailor's shop to purchase more clothing. If the embroidery frays, stitching comes loose, or seams pull apart after wearing it a few times, well, the clientele they seek would never know, since they'll have long since thrown it away in favor of something new.

Note: Outfits that are actively being worn weigh nothing. The listed weight is only applicable when the outfit is being carried or stored. Characters may only wear one outfit at a time.

Outfit, Formal Clothes   [edit]

  • Cost: 40 gp
  • Weight: 10 lbs

Formal clothing is designed to allow the wearer to fit in, at least in appearance, with members of the Comfortable or Wealthy lifestyles. These clothes offer more embellishments, and make use of finer materials than Sturdy Clothes. While not as over-the-top as Elegant Clothes, they still favor style over comfort to a certain degree, and are considerably more bulky than the simpler clothing worn day-to-day by most common folks.

It is not unreasonable for people of nearly any non-noble lifestyle to have at least one formal outfit, if only for holidays and special occasions. Of course, those at the lowest scale of economic well-being can't afford such a luxury.

Formal clothing offers no bonuses or penalties for interacting with anyone at any social strata. Those in the poorest neighborhoods may view your choice of clothing as a sign of a fat purse in need of lightening, while those at the highest social strata might sniff into their scented handkerchiefs when you pass nearby, to avoid breathing your air. However, in all cases, each will see you as a person who cannot be completely disregarded without cause.

Unfortunately, formal clothing is ill-suited for daily wear, and certainly isn't made to withstand the hardships of adventuring. Those extra layers of reinforcement in high-wear areas of sturdy clothing have been replaced with frilly lace sleeves, or fold-over leather cuffs. The extra buttons and straps that the tailor added serve to accentuate the wearer's form, rather than strengthen the clothing against tears. Characters that choose to wear formal clothing all the time can expect to need to buy new outfits at least once per month, and more frequently if they find themselves wading waist-deep through bogs.

Players are encouraged to describe their outfits. Formal clothes tend to make use of higher quality fabrics, lace, silks, embroideries, and embellishments. But they are still too common of origin to include the truly exotic dweomermetals or rare furs.

Note: Outfits that are actively being worn weigh nothing. The listed weight is only applicable when the outfit is being carried or stored. Characters may only wear one outfit at a time.

Outfit, Formal Cold-Weather Clothes   [edit]

  • Cost: 70 gp
  • Weight: 18 lbs

This is an outfit of formal clothing which has been specifically designed to help the wearer endure extremes of cold weather. Like other formal outfits, it emphasizes style over comfort, and lacks the durability of sturdy clothing. Formal clothing utilizes nice materials, such as silk, embroidery, lace, thread-of-gold, and other luxurious fabrics, in order to embolden the appearance of the wearer to any onlookers.

Formal clothing offers no bonuses or penalties for interacting with anyone at any social strata. Those in the poorest neighborhoods may view your choice of clothing as a sign of a fat purse in need of lightening, while those at the highest social strata might sniff into their scented handkerchiefs when you pass nearby, to avoid breathing your air. However, in all cases, each will see you as a person who cannot be completely disregarded without cause.

Cold-weather clothing provides 4 points of ER to the wearer, but only to resist the effects of environmental cold. Damaging effects caused by creatures, hazards, magic, or other phenomena completely ignore this resistance. In addition, the cold-weather clothing provides a +1 circumstance bonus to saving throws made to resist effects caused by environmental cold.

Wearing Cold Weather clothes in Hot Weather, or Hot Weather clothes in Cold Weather, makes the character Vulnerable to all environmental damage they would normally suffer. So don't do that.

Players are encouraged to describe their outfits. Formal clothes tend to make use of higher quality fabrics, lace, silks, embroideries, and embellishments. But they are still too common of origin to include the truly exotic dweomermetals or rare furs.

Note: Outfits that are actively being worn weigh nothing. The listed weight is only applicable when the outfit is being carried or stored. Characters may only wear one outfit at a time.

Outfit, Formal Hot-Weather Clothes   [edit]

  • Cost: 35 gp
  • Weight: 7 lbs

This outfit of formal clothes is designed to keep the wearer looking great while also hiding the fact that they're being boiled alive in the sweltering heat. While not as actually comfortable as the hot-weather sturdy clothing, formal clothing lets the wearer look good, and die of heat stroke in the knowledge that everyone who witnesses their death will be impressed with their fashion choices.

Formal clothing designed for hot weather employs lighter fabrics, hosiery, poofy designs, strategically placed slits, and other tricks to allow the wearer to keep modestly cooler than their surroundings might otherwise allow. Practically speaking, the clothing provides 4 points of ER to the wearer, but only to resist the effects of environmental heat. Damaging effects caused by creatures, hazards, magic, or other phenomena completely ignore this resistance. In addition, the hot-weather clothing provides a +1 circumstance bonus to saving throws made to resist effects caused by environmental heat.

Wearing Cold Weather clothes in Hot Weather, or Hot Weather clothes in Cold Weather, makes the character Vulnerable to all environmental damage they would normally suffer. So don't do that.

Formal clothing offers no bonuses or penalties for interacting with anyone at any social strata. Those in the poorest neighborhoods may view your choice of clothing as a sign of a fat purse in need of lightening, while those at the highest social strata might sniff into their scented handkerchiefs when you pass nearby, to avoid breathing your air. However, in all cases, each will see you as a person who cannot be completely disregarded without cause.

Players are encouraged to describe their outfits. Formal clothes tend to make use of higher quality fabrics, lace, silks, embroideries, and embellishments. But they are still too common of origin to include the truly exotic dweomermetals or rare furs.

Note: Outfits that are actively being worn weigh nothing. The listed weight is only applicable when the outfit is being carried or stored. Characters may only wear one outfit at a time.

Outfit, Sturdy Clothes   [edit]

  • Cost: 10 gp
  • Weight: 6 lbs

Player characters begin play with an outfit of sturdy clothes for free. However, they may decide that a second (or third, or fourth) outfit would be nice to have, for variety's sake. Sturdy clothes are well-made simple clothes common to people not looking to impress anyone, but instead seeking clothing that is durable and comfortable. Sturdy clothes often have additional material added to reinforce areas of high wear, making them ideal for adventurers exploring uncivilized areas.

Sturdy clothing looks normal for any characters moving about social circles of a Modest lifestyle or less. Attempting to socialize in wealthier circles while attired in sturdy clothing will incur a -2 penalty to Bluff, Diplomacy, Intimidate, and Sense Motive. In addition, many shopkeepers and merchants in these wealthier districts will not do business with poorly-dressed ruffians.

Players are encouraged to describe their outfits, adding whatever accessories and details they wish, as long as all the parts add up to a single outfit, and the details are appropriate to common clothing of good quality. An outfit of sturdy clothing might include a wool cloak or a leather coat, and perhaps a satiny vest. It might include a large floppy hat with a feather on it, or a bandanna to keep the sweat out of your eyes, or even an orange ascot to go around your neck (if you and your gang like to solve mysteries). It might feature tall leather boots, shoes with thick soles and a reinforced toe, or a pair of wooden platform clogs for wading through mud. Of course, nicer materials, such as embroidery, lace, silk, silver buttons, or thread-of-gold, would all be the province of Outfit, Formal Clothes, or Outfit, Elegant Clothes. Furthermore, sturdy clothing is largely intended for moderate temperatures, between 45° F and 90° F. Clothes for hotter or colder weather are available separately.

Note: Outfits that are actively being worn weigh nothing. The listed weight is only applicable when the outfit is being carried or stored. Characters may only wear one outfit at a time.

Outfit, Sturdy Cold-Weather Clothes   [edit]

  • Cost: 21 gp
  • Weight: 10 lbs

In areas of persistent, cold weather, the right clothing just might save your life. Sturdy cold-weather clothing is designed for people more interested in comfort than fashion, and who probably get dirty, cold, and wet every day. The clothing consists of several layers, and also includes heavy outerwear, like a voluminous cape with a deep hood, or a thick coat, some fur-lined gloves, a knitted scarf and a warm hat. A single outfit can include numerous other accessories, from tassels to leg warmers to spikey metal bits on the toes of the boots. Sturdy clothing is often reinforced or padded, with double-stitching to ensure its durability, even in rough use. Sturdy clothing is ideal for adventuring, but it is commoner's clothing. It lacks finery, rich fabrics, fancy buttons, and other frippery that would only get lost in a dungeon somewhere anyway.

GMs using the Environmental Effects rules and running campaigns in which cold-weather is a near-constant element should permit players to have one outfit of sturdy cold-weather clothing for free, instead of the single outfit of sturdy clothing they would otherwise receive.

Cold-weather clothing provides 4 points of ER to the wearer, but only to resist the effects of environmental cold. Damaging effects caused by creatures, hazards, magic, or other phenomena completely ignore this resistance. In addition, the cold-weather clothing provides a +1 circumstance bonus to saving throws made to resist effects caused by environmental cold.

Wearing Cold Weather clothes in Hot Weather, or Hot Weather clothes in Cold Weather, makes the character Vulnerable to all environmental damage they would normally suffer. So don't do that.

Sturdy clothing looks normal for any characters moving about social circles of a Modest lifestyle or less. Attempting to socialize in wealthier circles while attired in sturdy clothing will incur a -2 penalty to Bluff, Diplomacy, Intimidate, and Sense Motive. In addition, many shopkeepers and merchants in these wealthier districts will not do business with poorly-dressed ruffians.

Note: Outfits that are actively being worn weigh nothing. The listed weight is only applicable when the outfit is being carried or stored. Characters may only wear one outfit at a time.

Outfit, Sturdy Hot-Weather Clothes   [edit]

  • Cost: 8 gp
  • Weight: 3 lbs

Sturdy hot-weather clothing is designed to keep the wearer cool in hot weather, while still providing enough covering to ensure modesty and protect the wearer from the rigors of their labor. Outfits like this often feature shorter trousers, a skirt, or a kilt, and a lightweight shirt. It may also include lightweight shoes, such as sandals. It may also include a hat, or any other common accessories that someone enduring hot temperatures might want to protect themselves from the sun's oppressive heat. Of course, players are encouraged to describe their outfits, and add details to suit their character's preferences, within reason. Sturdy outfits are the clothing of the common folk, so they don't have silk, lace, or unnecessary shiny bits, but they are sturdily built, with reinforced seams and additional fabric in high-wear areas.

GMs using the Environmental Effects rules and running campaigns in which hot-weather is a near-constant element should permit players to have one outfit of sturdy hot-weather clothing for free, instead of the single outfit of sturdy clothing they would otherwise receive.

Hot-weather clothing provides 4 points of ER to the wearer, but only to resist the effects of environmental heat. Damaging effects caused by creatures, hazards, magic, or other phenomena completely ignore this resistance. In addition, the hot-weather clothing provides a +1 circumstance bonus to saving throws made to resist effects caused by environmental heat.

Wearing Cold Weather clothes in Hot Weather, or Hot Weather clothes in Cold Weather, makes the character Vulnerable to all environmental damage they would normally suffer. So don't do that.

Sturdy clothing looks normal for any characters moving about social circles of a Modest lifestyle or less. Attempting to socialize in wealthier circles while attired in sturdy clothing will incur a -2 penalty to Bluff, Diplomacy, Intimidate, and Sense Motive. In addition, many shopkeepers and merchants in these wealthier districts will not do business with poorly-dressed ruffians.

Note: Outfits that are actively being worn weigh nothing. The listed weight is only applicable when the outfit is being carried or stored. Characters may only wear one outfit at a time.

Parchment   [edit]

  • Cost: 1 sp
  • Weight: 0.1 lbs

This is a single sheet of thin paper. It is a durable writing surface and is suitable for making magic scrolls. It has a Sunder DC of 1, requiring only 1 success to destroy.

Parchment, Fine   [edit]

  • Cost: 2 gp
  • Weight: 0.1 lbs

Generally used only by the wealthy, this single sheet of fancy parchment is a finer-quality 9-inch-by-6-inch paper, with perfectly cut edges, and a thick, linen-based surface area which takes ink easily without letting it soak too deeply in, preventing lines from blurring or bleeding on the page.

Piton   [edit]

  • Cost: 1 sp
  • Weight: 0.5 lbs

A small metal spike with a loop on the end suitable for attaching ropes, pitons are often used for climbing, though they can also be used to secure a tent to the ground, or hang a bear bag from a tree.

Pole   [edit]

  • Cost: 5 cp
  • Weight: 8 lbs

This is a standard 10-foot long wooden pole.

Poles are commonly used to probe for hidden or obscured things in nearby spaces, or to trigger location-based traps. If you vault with a pole as part of a running jump, you gain a +2 circumstance bonus on your Acrobatics check (but must let go of the pole in the process). A pole can also prop doors open or closed, serve as a place to hang a lantern or secure a bound foe, or be used as a lever to lift a heavy object up to 5 feet away.

Pole, Balancing   [edit]

  • Cost: 8 sp
  • Weight: 12 lbs

This flexible pole can be anywhere from 15 to 30 feet in length. When used properly, it helps you keep your balance when crossing narrow walkways. Using a balancing pole grants you a +1 circumstance bonus on Acrobatics checks made to traverse a narrow surface.

Poles are commonly used to probe for hidden or obscured things in nearby spaces, or to trigger location-based traps. If you vault with a pole as part of a running jump, you gain a +2 circumstance bonus on your Acrobatics check (but must let go of the pole in the process). A pole can also prop doors open or closed, serve as a place to hang a lantern or secure a bound foe, or be used as a lever to lift a heavy object up to 5 feet away.

Pole, Folding   [edit]

  • Cost: 2 sp
  • Weight: 10 lbs

A folding pole is identical to a standard 10-foot pole, except that it can be folded up for easier storage and carrying.

Poles are commonly used to probe for hidden or obscured things in nearby spaces, or to trigger location-based traps. If you vault with a pole as part of a running jump, you gain a +2 circumstance bonus on your Acrobatics check (but must let go of the pole in the process). A pole can also prop doors open or closed, serve as a place to hang a lantern or secure a bound foe, or be used as a lever to lift a heavy object up to 5 feet away.

When folded up, the pole takes up an area of 3.5 feet x 0.5 feet x 0.5 feet.

Poncho   [edit]

  • Cost: 5 sp
  • Weight: 2 lbs

This circle of water-resistant fabric (typically wool or leather) has a hooded opening in the center, making it easy to slip it on or off and protecting your entire body from rain or snow. Like an umbrella you can wear!

Pot, Iron   [edit]

  • Cost: 8 sp
  • Weight: 4 lbs

This large pot can be used to cook approximately 1.5 gallons of food, enough to fill the bellies of six hungry humanoids for one meal. While it could also be used for potion-making and similar activities, it should probably not be used for both cooking food and making potions. ("Remember that time you made soup and Agrilor couldn't speak Common for a week? I'm thinking someone else should cook.")

Pouch, Belt   [edit]

  • Cost: 1 gp
  • Weight: 0.5 lbs

A belt pouch is crafted of soft cloth or leather. They typically hold up to 10 lb. or 1/5 cubic ft. of items.

Pouch, Spell Components   [edit]

  • Cost: 20 gp
  • Weight: 2 lbs

A spellcaster with a spell component pouch is assumed to have all the material components and focuses needed for spellcasting, except for those components that have a specific cost greater than 1 gold piece, divine focuses, and focuses that wouldn't fit in a pouch.

Quill, Writing   [edit]

  • Cost: 1 sp
  • Weight: 0.2 lbs

This is a wooden stylus that uses the tip of a bird feather as an ink nib, which can be used to write. The quill must be dipped in ink periodically to refill the reservoir in the nib to allow continued writing. Some writing quills are just large feathers without the wooden stylus, though the stylus is easier to grip and more durable. The tips will wear down over time and should be replaced every few months.

Rope, Hemp   [edit]

  • Cost: 1 gp
  • Weight: 10 lbs

This 50-foot length of hemp rope is sturdy enough to hold up to 500 pounds of weight suspended from it, and can be used to reduce the DC of Movement checks to climb, or Might checks to maintain a grip on steep or vertical surfaces.

The DC to escape hemp rope bonds is equal to 20 + the CR (challenge rating) of the creature that tied the bonds. Ropes do not need to make a check every round to maintain the pin. Hemp rope has a sunder DC of 12, and 2 points of durability.

Rope, Silk   [edit]

  • Cost: 10 gp
  • Weight: 3.5 lbs

This 50-foot length of silk rope is both lighter and stronger than a hemp rope, but is consequently more expensive. A silk rope can hold up to 800 pounds of weight suspended from them, and can reduce the DC of Movement checks to climb, or Might checks to maintain a grip on steep or vertical surfaces.

The DC to escape silk rope bonds is equal to 20 + the CR (challenge rating) of the creature that tied the bonds. Ropes do not need to make a check every round to maintain the pin. Silk rope has a sunder DC of 19, and 2 points of durability.

Rope, Spider Silk   [edit]

  • Cost: 100 gp
  • Weight: 2 lbs

This 50-foot length of rope is woven of strands of silk from monstrous spiders that has been elaborately woven, and treated with an alchemical solvent to eliminate any stickiness on its surface. It is lightweight, and considerably stronger than the traditional hempen rope, or even (normal) silk rope. A spider silk rope can hold up to 1,200 pounds of weight suspended from it, and can reduce the DC of Movement checks to climb, or Might checks to maintain a grip on steep or vertical surfaces.

Spider's silk rope can only be sundered by a slashing weapon or a weapon with the sunder weapon quality. The DC to escape spider silk rope bonds is equal to 20 + the CR (challenge rating) of the creature that tied the bonds. Ropes do not need to make a check every round to maintain the pin. Spider silk rope has a sunder DC of 19, and 2 points of durability.

This item is considered lay magic. Lay magic is a lesser form of magic item that is fairly common in a highly magical setting. Generally speaking, lay magic items may not be purchased at character creation, and they may be completely unavailable in low fantasy or magic-scarce campaign settings. Consult your GM.

Sack   [edit]

  • Cost: 1 sp
  • Weight: 0.5 lbs

A sack is a cloth bag that weighs 1/2 lb. empty and holds 1 cubic ft. or 60 lbs. of contents full.

Scarf, Pocketed   [edit]

  • Cost: 8 gp
  • Weight: 0.1 lbs

An elaborate design disguises several small pockets on one side of this scarf. This scarf grants you a +1 competence bonus on Sleight of Hand checks made to hide small objects (no larger than a dagger) on your body.

Scarf, Reinforced   [edit]

  • Cost: 10 gp
  • Weight: 4 lbs

One side of this 8-foot-long scarf is reinforced with chain links and metal plates. While not enough to provide a benefit to Armor Class, these versatile scarves can be used like a length of chain to climb short distances or bind an enemy. A reinforced scarf, when unattended, has a Sunder DC of 24, with 2 points of durability.

Sewing Needle   [edit]

  • Cost: 2 cp
  • Weight: 0.1 lbs

This needle allows you to stitch together cloth, canvas, or thin leather. Thread sold separately.

Shovel, Folding   [edit]

  • Cost: 10 gp
  • Weight: 12 lbs

This is a shovel with a locking hinge on the shaft, allowing the shovel's blade to be folded flush with the shovel's shaft for easier portability. The shaft is shorter than a full-sized shovel, but it is still quite useful for digging holes. When folded up, the shovel will easily fit into a backpack.

Soap   [edit]

  • Cost: 1 sp
  • Weight: 0.5 lbs

You can use this thick block of soap to scrub clothes, pots, linens, or anything else that might be dirty. A bar of soap has approximately 50 uses. Scented and unscented versions are available, typically using a common flower (like lavender) as the scent. If you were concerned about smelling manly, you wouldn't need soap in the first place, am I right?

Spike, Iron   [edit]

  • Cost: 5 cp
  • Weight: 1 lbs

This foot-long iron spike is used to keep doors open or closed and to secure ropes for climbing. Hearing a spike being hammered in requires a DC 5 Perception check.

Spyglass   [edit]

  • Cost: 1,000 gp
  • Weight: 1 lbs

A brass tube with glass lenses on both ends, approximately 8 inches long and 1 inch in diameter. It is not collapsible. Objects viewed through a spyglass are magnified to twice their size. Characters using a spyglass take a -1 penalty on Perception skill checks per 20 feet of distance to the target (instead of -2), if the target is visible.

String   [edit]

  • Cost: 1 cp
  • Weight: 0.5 lbs

A ball of string, measuring about 50 feet in length, if unwound. String can be used for trip-lines, sewing some very ugly seams, as the lead for a grappling hook (after you throw it, you attach a rope to the string and pull the rope through, instead of trying to throw the much heavier rope with the hook), or thousands of other uses. The fantasy-world version of duct tape, don't leave home without it.

String has a sunder DC of 5, with 1 point of durability.

Tabard   [edit]

  • Cost: 5 gp
  • Weight: 1 lbs

Often worn over armor, this outer garment is usually sleeveless and open at the sides. The broad front provides a canvas for insignias and coats of arms, making a wearer's membership in an order readily apparent.

Tent, Large   [edit]

  • Cost: 30 gp
  • Weight: 40 lbs

A tent provides shelter from wind, rain, and other elements, as well as privacy. It is made of a water resistant material like wool, or waxed linen, and is held up by several poles, and pulled taut with ropes. The tension keeps the tent in place, and creates stability. Tents come in a variety of sizes and accommodate between one and 10 people. Two Small creatures count as a Medium creature, and one Large creature counts as two Medium creatures. Packing up a tent takes half as long as assembling it. A tent provides 5 points of resistance to all Environmental Effects that inflict environmental damage.

A large tent holds up to four medium-sized creatures and takes 45 minutes to assemble.

Tent, Medium   [edit]

  • Cost: 15 gp
  • Weight: 30 lbs

A tent provides shelter from wind, rain, and other elements, as well as privacy. It is made of a water resistant material like wool, or waxed linen, and is held up by several poles, and pulled taut with ropes. The tension keeps the tent in place, and creates stability. Tents come in a variety of sizes and accommodate between one and 10 people. Two Small creatures count as a Medium creature, and one Large creature counts as two Medium creatures. Packing up a tent takes half as long as assembling it. A tent provides 5 points of resistance to all Environmental Effects that inflict environmental damage.

A medium tent holds up to two medium-sized creatures and takes 30 minutes to assemble.

Tent, Pavilion   [edit]

  • Cost: 100 gp
  • Weight: 50 lbs

A tent provides shelter from wind, rain, and other elements, as well as privacy. It is made of a water resistant material like wool, or waxed linen, and is held up by several poles, and pulled taut with ropes. The tension keeps the tent in place, and creates stability. Tents come in a variety of sizes and accommodate between one and 10 people. Two Small creatures count as a Medium creature, and one Large creature counts as two Medium creatures. Packing up a tent takes half as long as assembling it. A tent provides 5 points of resistance to all Environmental Effects that inflict environmental damage.

A huge open-air canopy, plus stakes, poles, and ropes. A pavilion holds up to 10 medium-sized creatures and takes 90 minutes to assemble. Pavilion tents are large enough to accommodate a small fire in the center. And it's totally not even a fire hazard. Perfectly safe.

Tent, Small   [edit]

  • Cost: 10 gp
  • Weight: 20 lbs

A tent provides shelter from wind, rain, and other elements, as well as privacy. It is made of a water resistant material like wool, or waxed linen, and is held up by several poles, and pulled taut with ropes. The tension keeps the tent in place, and creates stability. Tents come in a variety of sizes and accommodate between one and 10 people. Two Small creatures count as a Medium creature, and one Large creature counts as two Medium creatures. Packing up a tent takes half as long as assembling it. A tent provides 5 points of resistance to all Environmental Effects that inflict environmental damage.

A small tent holds one medium-sized creature and takes 20 minutes to assemble.

Thread   [edit]

  • Cost: 3 cp
  • Weight: 0.1 lbs

Finely spun thread for sewing or repairing clothing. Can also be used as stitching thread to hold wounds closed, if no other alternatives are available. Comes in a variety of colors. Thread is also available in many metals, such as thread of gold, as well as the dweomermetals, but costs considerably more.

Tool, Superior   [edit]

  • Cost: +160 gp
  • Weight: +0 lbs

This tool is perfect for its intended job. It grants a +1 competence bonus on a related skill check (if any). The bonuses provided by multiple superior items do not stack.

Several common items already count as superior tools for particular skills. These are the climber's kit, disguise kit, healer's kit, superior musical instrument, and superior thieves' tools. Therefore, there is no superior climber's kit, superior healer's kit, and so on — those items are already the best available for general checks with the relevant skill.

Some skills have no appropriate tool or superior tool; i.e., no non-magical item exists that grants a bonus for all uses of that skill. For example, just because a certain perfume is favored by local nobles (granting a +1 competence bonus on Diplomacy checks to influence them) doesn't mean that perfume has the same effect on a member of the thieves' guild, a foreign berserker, or a medusa. Likewise, just because a fake beard woven by dwarves out of the beards of famous dwarves may grant a +1 competence bonus on Use Magic Device checks to emulate the dwarven race doesn't mean the beard has any effect on using that skill to activate elven items or paladin items, or to decipher a written spell.

Individual GMs may want to allow superior tools for other skills at the listed cost. The competence bonus for such a tool should never be more than +1. The tool should either have a limited number of uses (such as the disguise and healer's kits) or only apply to certain aspects of the skill (such as the balancing pole's bonus on Acrobatics checks to traverse a narrow surface or the magnifying glass's bonus on Barter checks for detailed items).

Torch   [edit]

  • Cost: 1 cp
  • Weight: 1 lbs

A torch burns for 1 hour, shedding bright light in a 20-foot radius and producing dim light for an additional 20 feet beyond that. If a torch is used in combat, treat it as a one-handed improvised weapon that deals bludgeoning damage equal to that of a club of its size, plus 1 point of fire damage.

Trap, Hunter's   [edit]

  • Cost: 2 gp
  • Weight: 10 lbs

Although intended for trapping large animals, bear traps work as well for trapping humanoids or monsters. The hinged jaws of the trap are attached to a chain, which in turn is secured to a spike driven into the ground to ensure that the victim cannot simply crawl away. Prying open the jaws or pulling the spike from the ground requires a DC 20 Might check. Creatures with greater than animal intelligence can take 20 on this check as a full-round action, or use the Escape Artist skill versus the same DC to escape it as a move action. (Note that rangers add their ranger level to the escape artist DC when using the Trapper class feature.)

Hunter's Traps serve as trap foci for Rangers with the Trapper class feature.

Vial, Glass   [edit]

  • Cost: 1 gp
  • Weight: 0.1 lbs

This small vial is made out of glass and holds 1 ounce of liquid. It comes with a cork to stopper the top and seal the liquid in.

Vial, Iron   [edit]

  • Cost: 1 sp
  • Weight: 1 lbs

This metal potion bottle can hold 1 ounce of liquid, and comes with a cork to stopper the top. It has a sunder DC of 17, and has 2 points of durability.

Waterskin   [edit]

  • Cost: 1 gp
  • Weight: 0.5 lbs

A water or wineskin holds half a gallon of the liquid of your choice and weighs 4.5 lbs when full. It is typically made from treated leather, or possibly from an animal's stomach or bladder, and it is squishy. However, if compressed with sufficient force, it will burst, causing any liquid inside to leak out. This can sometimes be hilarious.

Wax, Sealing   [edit]

  • Cost: 1 gp
  • Weight: 1 lbs

This is wax used for sealing letters, scrolls, tubes, and bottles. The wax must be heated to melting and then dripped onto the surface to be sealed. If sealing a paper product, like a letter or scroll, the wax can be imprinted with an insignia ring or stamp, if desired. If sealing a bottle, scroll case or other container, the wax seal makes the sealed area watertight (though it can't make the whole object watertight without using a LOT of wax).

Once cooled, the wax becomes hard and somewhat brittle. Anyone who wishes can break off the wax or split the seal with only a little effort. Once the seal is broken, the area must be cleaned of the old wax before it can be resealed with new wax.

Whistle, Signal   [edit]

  • Cost: 8 sp
  • Weight: 0.1 lbs

With a DC 5 Perform (wind instruments) check, you can use a whistle to signal the same sorts of situations as signal horns. A whistle's piercing report can be clearly heard (Perception DC 0) up to a quarter-mile away. For each quarter-mile beyond, Perception checks to hear a whistle take a -5 penalty.