Adventuring Gear: Difference between revisions

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** '''Skill:''' Profession (Tanner)
** '''Skill:''' Profession (Tanner)
** '''Check DC:''' 15
** '''Check DC:''' 15
This simple glue is created by extensively boiling animal skin, bones, hooves, horn, and tendons until they turn into a ochre 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 15 Strength check. Pulling apart a small glued surface (anything less than 1 square foot) requires a DC 10 Strength check. Animal glue slowly dissolves in water, reducing the Strength DC needed to break it by 1 per 10 minutes. It softens if heated, even with steam, reducing the Strength DC needed to break it by 1 per minute.




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** '''Skill:''' Profession (Weaponsmith)
** '''Skill:''' Profession (Weaponsmith)
** '''Check DC:''' 10
** '''Check DC:''' 10
Armor spikes deal 1 extra point of piercing damage when you deal damage during a grapple. The spikes count as a martial weapon. If you are not proficient with them, you take a –4 penalty on grapple checks if choose to apply this extra damage. You can also make a regular melee attack (or off-hand attack) with the spikes, and they count as a light weapon in this case. (You can't also make an attack with armor spikes if you have already made an attack with another off-hand weapon, and vice versa.) An enhancement bonus to a suit of armor does not improve the spikes' effectiveness, but the spikes can be enchanted as a magic weapon in their own right.
'''Note:''' Properties and bonuses can never stack. Getting armor spikes of defending seems like a great idea, but the defensive bonus from the armor spikes will not stack with the armor bonus of the armor. Additionally, properties that grant bonuses when wielded only count during rounds in which the armor spikes are actually being used as a weapon or in a grapple, not simply while the armor is worn.




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** '''Skill:''' Profession (Leathersmith)
** '''Skill:''' Profession (Leathersmith)
** '''Check DC:''' 15
** '''Check DC:''' 15
This leather knapsack has one large pocket that closes with a buckled strap and holds about 2 cubic feet of material. Some may have one or more smaller pockets on the sides.




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** '''Skill:''' Profession (Leathersmith)
** '''Skill:''' Profession (Leathersmith)
** '''Check DC:''' 35
** '''Check DC:''' 35
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. Like a common backpack, it can hold about 2 cubic feet of material in its main container. When wearing a masterwork backpack, treat your Strength score as +1 higher than normal when calculating your carrying capacity.




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** '''Skill:''' Profession (Leathersmith)
** '''Skill:''' Profession (Leathersmith)
** '''Check DC:''' 15
** '''Check DC:''' 15
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.




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** '''Skill:''' Profession (Leathersmith)
** '''Skill:''' Profession (Leathersmith)
** '''Check DC:''' 5
** '''Check DC:''' 5
This leather belt is worn over one shoulder and runs diagonally across the chest and back. It has small loops or pouches for holding eight objects the size of a flask or small dagger. You can use the "retrieve a stored item" action to take an item from a bandolier. You can wear up to two bandoliers at the same time (any more than this and they get in each other's way and restrict your movement).




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** '''Skill:''' Profession (Weaver)
** '''Skill:''' Profession (Weaver)
** '''Check DC:''' 5
** '''Check DC:''' 5
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.




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** '''Skill:''' Profession (Weaver)
** '''Skill:''' Profession (Weaver)
** '''Check DC:''' 25
** '''Check DC:''' 25
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.




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** '''Skill:''' Profession (Leathersmith)
** '''Skill:''' Profession (Leathersmith)
** '''Check DC:''' 5
** '''Check DC:''' 5
This thick leather belt is useful for holding up trousers as well as hanging pouches or canteens off of hooks attached to it.  It has a simple iron belt buckle, and the leather is unadorned, though adequately reinforced to prevent wear.




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** '''Skill:''' Profession (Weaver)
** '''Skill:''' Profession (Weaver)
** '''Check DC:''' 5
** '''Check DC:''' 5
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.




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** '''Skill:''' Profession (Bookbinder), Knowledge (Arcana)
** '''Skill:''' Profession (Bookbinder), Knowledge (Arcana)
** '''Check DC:''' 20, 20
** '''Check DC:''' 20, 20
A spellbook has 100 pages of parchment, and each spell takes up one page per spell level (one page each for 0-level spells).




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** '''Skill:''' Profession (Bookbinder), Knowledge (Arcana)
** '''Skill:''' Profession (Bookbinder), Knowledge (Arcana)
** '''Check DC:''' 25, 20
** '''Check DC:''' 25, 20
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.




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** '''Skill:''' Profession (Bookbinder), Knowledge (Arcana)
** '''Skill:''' Profession (Bookbinder), Knowledge (Arcana)
** '''Check DC:''' 25, 20
** '''Check DC:''' 25, 20
A traveling spellbook is lighter and less cumbersome than its full-size counterpart. It has 50 pages.




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** '''Skill:''' Profession (Cobbler)
** '''Skill:''' Profession (Cobbler)
** '''Check DC:''' 15
** '''Check DC:''' 15
These thick leather boots have been softened to flex and conform to the wearer, and come up to the mid-calf.  The soles are hard leather with metal studs for treads.  Small eyelets have been added to allow heat and water to escape, though this also means they are not waterproof.




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** '''Skill:''' Profession (Farmer)
** '''Skill:''' Profession (Farmer)
** '''Check DC:''' 5
** '''Check DC:''' 5
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 normal light). A candle cannot increase the light level above normal light. A candle burns for 1 hour.




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** '''Skill:''' Profession (Glass Smith)
** '''Skill:''' Profession (Glass Smith)
** '''Check DC:''' 10
** '''Check DC:''' 10
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 use a candle lamp to keep your hands warm.




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** '''Skill:''' Profession (Blacksmith)
** '''Skill:''' Profession (Blacksmith)
** '''Check DC:''' 5
** '''Check DC:''' 5
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.




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** '''Skill:''' Profession (Carpenter)
** '''Skill:''' Profession (Carpenter)
** '''Check DC:''' 15
** '''Check DC:''' 15
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.




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** '''Skill:''' Profession (Leathersmith)
** '''Skill:''' Profession (Leathersmith)
** '''Check DC:''' 15
** '''Check DC:''' 15
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 (hardness 2, 2 hit points, break DC 15). A scroll case is watertight, protecting its contents from the elements.




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** '''Skill:''' Profession (Miner)
** '''Skill:''' Profession (Miner)
** '''Check DC:''' 5
** '''Check DC:''' 5
This fat piece of white chalk easily marks wood, metal, or stone. You can write with it for about 24 hours before it is expended. Chalk also comes in other colors, but these are rarer and can be more expensive.




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** '''Skill:''' Profession (Miner)
** '''Skill:''' Profession (Miner)
** '''Check DC:''' 5
** '''Check DC:''' 5
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.




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** '''Skill:''' Profession (Tailor)
** '''Skill:''' Profession (Tailor)
** '''Check DC:''' 30
** '''Check DC:''' 30
A fancy formal cloak made of silks or other fine cloths is not intended to protect or keep the wearer warm, but rather to make the wearer look good.  Formal fancy cloaks are usually embroidered with metallic threads, including ambergold or bloodsilver, and can also use ribs or rings in their construction to make them flow in unexpected ways.  These cloaks are not designed for heavy wear, and many noblemen wear them only a few times before discarding them. As a result, it is not uncommon for them to wear out quickly, as the tailors creating them don't bother reinforcing areas of high wear.




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** '''Skill:''' Profession (Tailor)
** '''Skill:''' Profession (Tailor)
** '''Check DC:''' 25
** '''Check DC:''' 25
A fur-trimmed cloak is both stylish and warm.  Depending on the tailor, they can be quite durable outerwear, making them decent adventuring clothing.  In cold environments, wearers gain a +1 circumstance bonus to saves against environmental cold effects, and can reduce any cold damage caused by the environment by 1 point.  Both the saving throw bonus and damage reduction are cumulative with other cold weather clothing, though you cannot wear two of the same cold-weather items (e.g. two sets of clothes).




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** '''Skill:''' Profession (Tailor)
** '''Skill:''' Profession (Tailor)
** '''Check DC:''' 10
** '''Check DC:''' 10
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.




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** '''Skill:''' Profession (Tailor)
** '''Skill:''' Profession (Tailor)
** '''Check DC:''' 15
** '''Check DC:''' 15
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.




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** '''Skill:''' Profession (Tailor)
** '''Skill:''' Profession (Tailor)
** '''Check DC:''' 10
** '''Check DC:''' 10
This cloak is a simple woolen cloak, sturdy enough to cut the wind and withstand daily use.  It is attached at the neck by a simple metal pin.




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** '''Skill:''' Profession (Tailor)
** '''Skill:''' Profession (Tailor)
** '''Check DC:''' 10
** '''Check DC:''' 10
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.




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** '''Skill:''' Profession (Tailor)
** '''Skill:''' Profession (Tailor)
** '''Check DC:''' 10
** '''Check DC:''' 10
Cold weather sturdy clothes are durable, comfortable clothes intended to withstand colder climates.  In cold environments, wearers gain a +1 circumstance bonus to saves against environmental cold effects, and can reduce any cold damage caused by the environment by 1 point.  Both the saving throw bonus and damage reduction are cumulative with other cold weather clothing, though you cannot wear two of the same cold-weather items (e.g. two sets of clothes).




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** '''Skill:''' Profession (Tailor)
** '''Skill:''' Profession (Tailor)
** '''Check DC:''' 10
** '''Check DC:''' 10
Hot weather sturdy clothing provides durable, comfortable clothing intended to withstand hot climates.  In hot environments, wearers gain a +1 circumstance bonus to saves against environmental heat effects, and can reduce any heat damage caused by the environment by 1 point.  Both the saving throw bonus and damage reduction are cumulative with other hot weather clothing, though you cannot wear two of the same hot-weather items (e.g. two sets of clothes).




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** '''Skill:''' Profession (Tailor)
** '''Skill:''' Profession (Tailor)
** '''Check DC:''' 15
** '''Check DC:''' 15
A heavy wool coat, sturdily constructed, to provide a comfortable extra layer in cold weather.  In cold environments, wearers gain a +1 circumstance bonus to saves against environmental cold effects, and can reduce any cold damage caused by the environment by 1 point.  Both the saving throw bonus and damage reduction are cumulative with other cold weather clothing, though you cannot wear two of the same cold-weather items (e.g. two sets of clothes).




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** '''Skill:''' Profession (Tailor)
** '''Skill:''' Profession (Tailor)
** '''Check DC:''' 15
** '''Check DC:''' 15
This coat is designed to be fashionable and presentable when in the company of society's upper class.  While it is not as flamboyant as many of the clothes commissioned by the noble elite, it is attractive clothing that has the added benefit of being well-constructed and more comfortable than the noble clothing it is meant to emulate. Unlike fancy clothing, a sturdy formal coat can be expected to last for years as long as some reasonable amount of care is taken to protect it from spills and tears.




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** '''Skill:''' Profession (Blacksmith)
** '''Skill:''' Profession (Blacksmith)
** '''Check DC:''' 20
** '''Check DC:''' 20
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.




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** '''Skill:''' Profession (Blacksmith)
** '''Skill:''' Profession (Blacksmith)
** '''Check DC:''' 5
** '''Check DC:''' 5
A crowbar is a simple iron bar bent to offer a levering hook on one end.  A crowbar improves a character's chance of breaking open a locked or stuck door, chest or other opening, increasing their effective strength by +4 for purposes of the check.




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** '''Skill:''' Profession (Carpenter)
** '''Skill:''' Profession (Carpenter)
** '''Check DC:''' 5
** '''Check DC:''' 5
A simple wooden cup for drinking beverages.




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** '''Skill:''' Profession (Blacksmith)
** '''Skill:''' Profession (Blacksmith)
** '''Check DC:''' 10
** '''Check DC:''' 10
This metal hook is little more than a stiff, bent needle.




===Flask===
===Flask===
* '''Cost:''' 3 cp
* '''Cost:''' 3 cp
* '''Weight:''' 1.5 lbs
* '''Weight:''' 1.5 lbs (when filled)
* '''Craftable?''' Yes
* '''Craftable?''' Yes
** '''Skill:''' Profession (Blacksmith)
** '''Skill:''' Profession (Blacksmith)
** '''Check DC:''' 10
** '''Check DC:''' 10
A flask holds 1 pint of liquid and weighs 1.5 lbs. when full.




===Flask, Hip===
===Flask, Hip===
* '''Cost:''' 1 gp
* '''Cost:''' 1 gp
* '''Weight:''' 0.5 lbs
* '''Weight:''' 1 lb
* '''Craftable?''' Yes
* '''Craftable?''' Yes
** '''Skill:''' Profession (Blacksmith)
** '''Skill:''' Profession (Blacksmith)
** '''Check DC:''' 15
** '''Check DC:''' 15
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.




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** '''Skill:''' Profession (Blacksmith), Survival
** '''Skill:''' Profession (Blacksmith), Survival
** '''Check DC:''' 5, 5
** '''Check DC:''' 5, 5
Lighting a torch with a flint and steel is a full-round action. Lighting any other fire with them takes at least that long.




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** '''Skill:''' Profession (Tailor)
** '''Skill:''' Profession (Tailor)
** '''Check DC:''' 15
** '''Check DC:''' 15
Cold weather sturdy gloves provide protection for the hands against cold environments.  In cold environments, wearers gain a +1 circumstance bonus to saves against environmental cold effects, and can reduce any cold damage caused by the environment by 1 point.  Both the saving throw bonus and damage reduction are cumulative with other cold weather clothing, though you cannot wear two of the same cold-weather items (e.g. two sets of clothes).
While wearing these gloves, climb checks, acrobatics checks and any other dex-based action requiring fine manipulation or a good grip are at -2 to the check.




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** '''Skill:''' Profession (Leathersmith)
** '''Skill:''' Profession (Leathersmith)
** '''Check DC:''' 15
** '''Check DC:''' 15
A sturdy hat is designed to keep the sun off the wearer, and provide some minor protection from the elements for the wearer's head. Sturdy hats are both comfortable and well-made, making them excellent adventuring accessories.




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** '''Skill:''' Profession (Artist)
** '''Skill:''' Profession (Artist)
** '''Check DC:''' 15
** '''Check DC:''' 15
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).




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** '''Skill:''' Profession (Blacksmith), Knowledge (Religion)
** '''Skill:''' Profession (Blacksmith), Knowledge (Religion)
** '''Check DC:''' 10, 20
** '''Check DC:''' 10, 20
Holy water damages undead creatures and evil outsiders almost as if it were acid. A flask of holy water can be thrown as a splash weapon.
Treat this attack as a ranged touch attack with a range increment of 10 feet. A flask breaks if thrown against the body of a corporeal creature, but to use it against an incorporeal creature, you must open the flask and pour the holy water out onto the target. Thus, you can douse an incorporeal creature with holy water only if you are adjacent to it. Doing so is a ranged touch attack that does not provoke attacks of opportunity.
A direct hit by a flask of holy water deals 2d4 points of damage to an undead creature or an evil outsider. Each such creature within 5 feet of the point where the flask hits takes 1 point of damage from the splash.
Temples to good deities sell holy water at cost (making no profit). Holy water is made using the bless water spell.




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** '''Skill:''' Profession (Weaponsmith)
** '''Skill:''' Profession (Weaponsmith)
** '''Check DC:''' 10
** '''Check DC:''' 10
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. Objects with ample places to catch the hook have an AC of 5.  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.




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** '''Skill:''' Profession (Weaponsmith)
** '''Skill:''' Profession (Weaponsmith)
** '''Check DC:''' 30
** '''Check DC:''' 30
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 10 feet. Objects with ample places to catch the hook have an AC of 5.  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.




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** '''Skill:''' Profession (Tanner)
** '''Skill:''' Profession (Tanner)
** '''Check DC:''' 5
** '''Check DC:''' 5
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.




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** '''Skill:''' Profession (Bookbinder)
** '''Skill:''' Profession (Bookbinder)
** '''Check DC:''' 5
** '''Check DC:''' 5
This vial contains 1 ounce of ink. Ink in colors other than black costs twice as much.




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** '''Skill:''' Profession (Carpenter), Profession (Farmer)
** '''Skill:''' Profession (Carpenter), Profession (Farmer)
** '''Check DC:''' 5, 10
** '''Check DC:''' 5, 10
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.




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** '''Skill:''' Profession (Locksmith)
** '''Skill:''' Profession (Locksmith)
** '''Check DC:''' 10
** '''Check DC:''' 10
A craftsman can make a working copy of a key in an hour (making a duplicate that looks exactly like the original requires a skilled smith, a DC 25 Craft check, and one day).




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** '''Skill:''' Profession (Locksmith)
** '''Skill:''' Profession (Locksmith)
** '''Check DC:''' 15
** '''Check DC:''' 15
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.




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** '''Skill:''' Profession (Tailor)
** '''Skill:''' Profession (Tailor)
** '''Check DC:''' 5
** '''Check DC:''' 5
This heavy pleated skirt is usually worn by men. Most have a specific design or pattern that represents allegiance to a particular clan or other social group.




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** '''Skill:''' -
** '''Skill:''' -
** '''Check DC:''' -
** '''Check DC:''' -
This is a basic set of equipment adequate to camping in the wilderness or in a dungeon.  It contains a [[#Backpack|backpack]], [[#Bedroll|bedroll]], 3 [[#Pouch, Belt|belt pouches]], 2 [[#Sack|sacks]], [[#Flint and Steel|flint and steel]], an [[#Pot, Iron|iron pot]], a [[#Kit, Mess|mess kit]], 50 feet of [[#Rope, Hemp|hemp rope]], a [[#Soap|bar of soap]], 10 [[#Torch|torches]], 5 days' worth of [[#Trail Rations|trail rations]] and a [[#Waterskin|waterskin]].  Characters wishing to substitute some items for others should use the individual item costs and weights to determine the cost and weight differences.




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** '''Skill:''' Profession (Glass Smith)  
** '''Skill:''' Profession (Glass Smith)  
** '''Check DC:''' 10
** '''Check DC:''' 10
A common lamp illuminates a small area, providing normal light in a 15-foot radius and increasing the light level by one step for an additional 15 feet beyond that area (darkness becomes dim light and dim light becomes normal light). A lamp does not increase the light level in normal light or bright light. A lamp burns for 6 hours on 1 pint of oil. You can carry a lamp in one hand.




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** '''Skill:''' Profession (Glass Smith)  
** '''Skill:''' Profession (Glass Smith)  
** '''Check DC:''' 15
** '''Check DC:''' 15
A bullseye lantern provides normal light in a 60-foot cone and increases the light level by one step in the area beyond that, out to a 120-foot cone (darkness becomes dim light and dim light becomes normal light). A bullseye lantern does not increase the light level in normal light or bright light. A lantern burns for 6 hours on 1 pint of oil. You can carry a lantern in one hand.




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** '''Skill:''' Profession (Glass Smith)
** '''Skill:''' Profession (Glass Smith)
** '''Check DC:''' 15
** '''Check DC:''' 15
A hooded lantern sheds normal light in a 30-foot radius and increases the light level by one step for an additional 30 feet beyond that area (darkness becomes dim light and dim light becomes normal light). A hooded lantern does not increase the light level in normal light or bright light. A lantern burns for 6 hours on 1 pint of oil. You can carry a lantern in one hand.




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** '''Skill:''' Profession (Scrivener)  
** '''Skill:''' Profession (Scrivener)  
** '''Check DC:''' 15
** '''Check DC:''' 15
A geographically relevant map 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.




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** '''Skill:''' Profession (Blacksmith)  
** '''Skill:''' Profession (Blacksmith)  
** '''Check DC:''' 10
** '''Check DC:''' 10
A small steel mirror, highly polished to reflect nearby things.  Useful for shaving or dealing with gaze attacks.




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** '''Skill:''' Profession (Sailor)  
** '''Skill:''' Profession (Sailor)  
** '''Check DC:''' 5
** '''Check DC:''' 5
Hemp ropes are sturdy enough to hold up to 500 pounds of weight suspended from them, and can be used to reduce the DC of [[Climb]] checks on steep or vertical surfaces.
The DC to escape hemp rope bonds is equal to 20 + the CR of the creature that tied the bonds. Ropes do not need to make a check every round to maintain the pin. Hemp rope has 2 hit points and can be burst with a DC 23 Strength check.




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** '''Skill:''' Profession (Weaver)  
** '''Skill:''' Profession (Weaver)  
** '''Check DC:''' 15
** '''Check DC:''' 15
Silk ropes are both lighter and stronger than hemp ropes, but are consequently more expensive.  A silk rope can hold up to 800 pounds of weight suspended from them, and can reduce the DC of [[Climb]] checks on steep or vertical surfaces.
This 50-foot length of silk rope has 4 hit points and can be broken with a DC 24 Strength check.




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** '''Skill:''' Profession (Farmer)  
** '''Skill:''' Profession (Farmer)  
** '''Check DC:''' 5
** '''Check DC:''' 5
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.




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** '''Skill:''' Profession (Weaver)  
** '''Skill:''' Profession (Weaver)  
** '''Check DC:''' 5
** '''Check DC:''' 5
Sold in balls or spools of 50 feet, string and twine are useful for rigging traps and alarms and are a vital component of grappling bolts and arrows. String or twine has hardness 0, 1 hit point, and a break DC of 14.




Line 855: Line 995:
** '''Skill:''' Profession (Tailor)  
** '''Skill:''' Profession (Tailor)  
** '''Check DC:''' 15
** '''Check DC:''' 15
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 large tent holds four creatures and takes 45 minutes to assemble.




Line 863: Line 1,007:
** '''Skill:''' Profession (Tailor)  
** '''Skill:''' Profession (Tailor)  
** '''Check DC:''' 10
** '''Check DC:''' 10
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 medium tent holds two creatures and takes 30 minutes to assemble.




Line 871: Line 1,019:
** '''Skill:''' Profession (Tailor)  
** '''Skill:''' Profession (Tailor)  
** '''Check DC:''' 20
** '''Check DC:''' 20
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 huge open-air canopy, plus stakes, poles, and ropes. A pavilion holds 10 creatures and takes 90 minutes to assemble. Pavilion tents are large enough to accommodate a small fire in the center.




Line 879: Line 1,031:
** '''Skill:''' Profession (Tailor)  
** '''Skill:''' Profession (Tailor)  
** '''Check DC:''' 10
** '''Check DC:''' 10
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 small tent holds one Medium creature and takes 20 minutes to assemble.




Line 911: Line 1,067:
** '''Skill:''' Survival
** '''Skill:''' Survival
** '''Check DC:''' 5
** '''Check DC:''' 5
A torch burns for 1 hour, shedding normal light in a 20-foot radius and increasing the light level by one step for an additional 20 feet beyond that area (darkness becomes dim light and dim light becomes normal light). A torch does not increase the light level in normal light or bright light. If a torch is used in combat, treat it as a one-handed improvised weapon that deals bludgeoning damage equal to that of a gauntlet of its size, plus 1 point of fire damage.




Line 919: Line 1,077:
** '''Skill:''' Profession (Trapper)  
** '''Skill:''' Profession (Trapper)  
** '''Check DC:''' 15
** '''Check DC:''' 15
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 Strength check. Creatures with greater than animal intelligence can take twenty on this check as a full-round action, or use the escape artist skill versus a DC of 10 to escape them 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 [[Ranger|Rangers]] with the Trapper class feature.





Revision as of 19:15, 19 June 2015


Adventuring Gear

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

  • Cost: 5 sp
  • Weight: 0.5 lbs
  • Craftable? Yes
    • Skill: Profession (Tanner)
    • Check DC: 15

This simple glue is created by extensively boiling animal skin, bones, hooves, horn, and tendons until they turn into a ochre 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 15 Strength check. Pulling apart a small glued surface (anything less than 1 square foot) requires a DC 10 Strength check. Animal glue slowly dissolves in water, reducing the Strength DC needed to break it by 1 per 10 minutes. It softens if heated, even with steam, reducing the Strength DC needed to break it by 1 per minute.


Armor Spikes

  • Cost: 50 gp
  • Weight: 10 lbs
  • Craftable? Yes
    • Skill: Profession (Weaponsmith)
    • Check DC: 10

Armor spikes deal 1 extra point of piercing damage when you deal damage during a grapple. The spikes count as a martial weapon. If you are not proficient with them, you take a –4 penalty on grapple checks if choose to apply this extra damage. You can also make a regular melee attack (or off-hand attack) with the spikes, and they count as a light weapon in this case. (You can't also make an attack with armor spikes if you have already made an attack with another off-hand weapon, and vice versa.) An enhancement bonus to a suit of armor does not improve the spikes' effectiveness, but the spikes can be enchanted as a magic weapon in their own right.

Note: Properties and bonuses can never stack. Getting armor spikes of defending seems like a great idea, but the defensive bonus from the armor spikes will not stack with the armor bonus of the armor. Additionally, properties that grant bonuses when wielded only count during rounds in which the armor spikes are actually being used as a weapon or in a grapple, not simply while the armor is worn.


Backpack, Common

  • Cost: 2 gp
  • Weight: 2 lbs
  • Craftable? Yes
    • Skill: Profession (Leathersmith)
    • Check DC: 15

This leather knapsack has one large pocket that closes with a buckled strap and holds about 2 cubic feet of material. Some may have one or more smaller pockets on the sides.


Backpack, Masterwork

  • Cost: 50 gp
  • Weight: 4 lbs
  • Craftable? Yes
    • Skill: Profession (Leathersmith)
    • Check DC: 35

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. Like a common backpack, it can hold about 2 cubic feet of material in its main container. When wearing a masterwork backpack, treat your Strength score as +1 higher than normal when calculating your carrying capacity.


Bag, Waterproof

  • Cost: 5 sp
  • Weight: 0.5 lbs
  • Craftable? Yes
    • Skill: Profession (Leathersmith)
    • Check DC: 15

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

  • Cost: 5 sp
  • Weight: 0.1 lbs
  • Craftable? Yes
    • Skill: Profession (Leathersmith)
    • Check DC: 5

This leather belt is worn over one shoulder and runs diagonally across the chest and back. It has small loops or pouches for holding eight objects the size of a flask or small dagger. You can use the "retrieve a stored item" action to take an item from a bandolier. You can wear up to two bandoliers at the same time (any more than this and they get in each other's way and restrict your movement).


Bedroll

  • Cost: 1 sp
  • Weight: 5 lbs
  • Craftable? Yes
    • Skill: Profession (Weaver)
    • Check DC: 5

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

  • Cost: 4 gp
  • Weight: 2 lbs
  • Craftable? Yes
    • Skill: Profession (Weaver)
    • Check DC: 25

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.


Belt, Sturdy

  • Cost: 15 sp
  • Weight: 0.1 lbs
  • Craftable? Yes
    • Skill: Profession (Leathersmith)
    • Check DC: 5

This thick leather belt is useful for holding up trousers as well as hanging pouches or canteens off of hooks attached to it. It has a simple iron belt buckle, and the leather is unadorned, though adequately reinforced to prevent wear.


Blanket

  • Cost: 5 sp
  • Weight: 3 lbs
  • Craftable? Yes
    • Skill: Profession (Weaver)
    • Check DC: 5

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

  • Cost: 15 gp
  • Weight: 3 lbs
  • Craftable? Yes
    • Skill: Profession (Bookbinder), Knowledge (Arcana)
    • Check DC: 20, 20

A spellbook has 100 pages of parchment, and each spell takes up one page per spell level (one page each for 0-level spells).


Book, Spellbook (Compact)

  • Cost: 50 gp
  • Weight: 1 lb
  • Craftable? Yes
    • Skill: Profession (Bookbinder), Knowledge (Arcana)
    • Check DC: 25, 20

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.


Book, Spellbook (Traveling)

  • Cost: 10 gp
  • Weight: 1 lb
  • Craftable? Yes
    • Skill: Profession (Bookbinder), Knowledge (Arcana)
    • Check DC: 25, 20

A traveling spellbook is lighter and less cumbersome than its full-size counterpart. It has 50 pages.


Boots, Sturdy

  • Cost: 2 gp
  • Weight: 2 lbs
  • Craftable? Yes
    • Skill: Profession (Cobbler)
    • Check DC: 15

These thick leather boots have been softened to flex and conform to the wearer, and come up to the mid-calf. The soles are hard leather with metal studs for treads. Small eyelets have been added to allow heat and water to escape, though this also means they are not waterproof.


Candle

  • Cost: 1 cp
  • Weight: 0.1 lbs
  • Craftable? Yes
    • Skill: Profession (Farmer)
    • Check DC: 5

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 normal light). A candle cannot increase the light level above normal light. A candle burns for 1 hour.


Candle Lamp

  • Cost: 5 gp
  • Weight: 1 lb
  • Craftable? Yes
    • Skill: Profession (Glass Smith)
    • Check DC: 10

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 use a candle lamp to keep your hands warm.


Candlestick

  • Cost: 1 cp
  • Weight: 0.5 lbs
  • Craftable? Yes
    • Skill: Profession (Blacksmith)
    • Check DC: 5

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

  • Cost: 2 gp
  • Weight: 1 lb
  • Craftable? Yes
    • Skill: Profession (Carpenter)
    • Check DC: 15

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

  • Cost: 1 gp
  • Weight: 0.5 lbs
  • Craftable? Yes
    • Skill: Profession (Leathersmith)
    • Check DC: 15

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 (hardness 2, 2 hit points, break DC 15). A scroll case is watertight, protecting its contents from the elements.


Chalk (1 piece)

  • Cost: 1 cp
  • Weight: 0.1 lbs
  • Craftable? Yes
    • Skill: Profession (Miner)
    • Check DC: 5

This fat piece of white chalk easily marks wood, metal, or stone. You can write with it for about 24 hours before it is expended. Chalk also comes in other colors, but these are rarer and can be more expensive.


Charcoal (1 stick)

  • Cost: 5 sp
  • Weight: 0.1 lbs
  • Craftable? Yes
    • Skill: Profession (Miner)
    • Check DC: 5

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.


Cloak, Fancy (Formal)

  • Cost: 80 gp
  • Weight: 3 lbs
  • Craftable? Yes
    • Skill: Profession (Tailor)
    • Check DC: 30

A fancy formal cloak made of silks or other fine cloths is not intended to protect or keep the wearer warm, but rather to make the wearer look good. Formal fancy cloaks are usually embroidered with metallic threads, including ambergold or bloodsilver, and can also use ribs or rings in their construction to make them flow in unexpected ways. These cloaks are not designed for heavy wear, and many noblemen wear them only a few times before discarding them. As a result, it is not uncommon for them to wear out quickly, as the tailors creating them don't bother reinforcing areas of high wear.


Cloak, Fur-Trimmed

  • Cost: 25 gp
  • Weight: 4 lbs
  • Craftable? Yes
    • Skill: Profession (Tailor)
    • Check DC: 25

A fur-trimmed cloak is both stylish and warm. Depending on the tailor, they can be quite durable outerwear, making them decent adventuring clothing. In cold environments, wearers gain a +1 circumstance bonus to saves against environmental cold effects, and can reduce any cold damage caused by the environment by 1 point. Both the saving throw bonus and damage reduction are cumulative with other cold weather clothing, though you cannot wear two of the same cold-weather items (e.g. two sets of clothes).


Cloak, Patchwork

  • Cost: 1 gp
  • Weight: 2 lbs
  • Craftable? Yes
    • Skill: Profession (Tailor)
    • Check DC: 10

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

  • Cost: 50 gp
  • Weight: 4 lbs
  • Craftable? Yes
    • Skill: Profession (Tailor)
    • Check DC: 15

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.


Cloak, Sturdy

  • Cost: 1 gp
  • Weight: 2 lbs
  • Craftable? Yes
    • Skill: Profession (Tailor)
    • Check DC: 10

This cloak is a simple woolen cloak, sturdy enough to cut the wind and withstand daily use. It is attached at the neck by a simple metal pin.


Clothes, Sturdy

  • Cost: 1 gp
  • Weight: 2 lbs
  • Craftable? Yes
    • Skill: Profession (Tailor)
    • Check DC: 10

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.


Clothes, Sturdy (Cold Weather)

  • Cost: 1 gp
  • Weight: 8 lbs
  • Craftable? Yes
    • Skill: Profession (Tailor)
    • Check DC: 10

Cold weather sturdy clothes are durable, comfortable clothes intended to withstand colder climates. In cold environments, wearers gain a +1 circumstance bonus to saves against environmental cold effects, and can reduce any cold damage caused by the environment by 1 point. Both the saving throw bonus and damage reduction are cumulative with other cold weather clothing, though you cannot wear two of the same cold-weather items (e.g. two sets of clothes).


Clothes, Sturdy (Hot Weather)

  • Cost: 1 gp
  • Weight: 1 lb
  • Craftable? Yes
    • Skill: Profession (Tailor)
    • Check DC: 10

Hot weather sturdy clothing provides durable, comfortable clothing intended to withstand hot climates. In hot environments, wearers gain a +1 circumstance bonus to saves against environmental heat effects, and can reduce any heat damage caused by the environment by 1 point. Both the saving throw bonus and damage reduction are cumulative with other hot weather clothing, though you cannot wear two of the same hot-weather items (e.g. two sets of clothes).


Coat, Sturdy (Cold-Weather)

  • Cost: 4 gp
  • Weight: 5 lbs
  • Craftable? Yes
    • Skill: Profession (Tailor)
    • Check DC: 15

A heavy wool coat, sturdily constructed, to provide a comfortable extra layer in cold weather. In cold environments, wearers gain a +1 circumstance bonus to saves against environmental cold effects, and can reduce any cold damage caused by the environment by 1 point. Both the saving throw bonus and damage reduction are cumulative with other cold weather clothing, though you cannot wear two of the same cold-weather items (e.g. two sets of clothes).


Coat, Sturdy (Formal)

  • Cost: 2 gp
  • Weight: 1 lb
  • Craftable? Yes
    • Skill: Profession (Tailor)
    • Check DC: 15

This coat is designed to be fashionable and presentable when in the company of society's upper class. While it is not as flamboyant as many of the clothes commissioned by the noble elite, it is attractive clothing that has the added benefit of being well-constructed and more comfortable than the noble clothing it is meant to emulate. Unlike fancy clothing, a sturdy formal coat can be expected to last for years as long as some reasonable amount of care is taken to protect it from spills and tears.


Compass

  • Cost: 10 gp
  • Weight: 0.5 lbs
  • Craftable? Yes
    • Skill: Profession (Blacksmith)
    • Check DC: 20

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

  • Cost: 2 gp
  • Weight: 5 lbs
  • Craftable? Yes
    • Skill: Profession (Blacksmith)
    • Check DC: 5

A crowbar is a simple iron bar bent to offer a levering hook on one end. A crowbar improves a character's chance of breaking open a locked or stuck door, chest or other opening, increasing their effective strength by +4 for purposes of the check.


Cup

  • Cost: 1 gp
  • Weight: 0.1 lbs
  • Craftable? Yes
    • Skill: Profession (Carpenter)
    • Check DC: 5

A simple wooden cup for drinking beverages.


Fishhook

  • Cost: 1 sp
  • Weight: 0.1 lbs
  • Craftable? Yes
    • Skill: Profession (Blacksmith)
    • Check DC: 10

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


Flask

  • Cost: 3 cp
  • Weight: 1.5 lbs (when filled)
  • Craftable? Yes
    • Skill: Profession (Blacksmith)
    • Check DC: 10

A flask holds 1 pint of liquid and weighs 1.5 lbs. when full.


Flask, Hip

  • Cost: 1 gp
  • Weight: 1 lb
  • Craftable? Yes
    • Skill: Profession (Blacksmith)
    • Check DC: 15

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

  • Cost: 1 gp
  • Weight: 0.1 lbs
  • Craftable? Yes
    • Skill: Profession (Blacksmith), Survival
    • Check DC: 5, 5

Lighting a torch with a flint and steel is a full-round action. Lighting any other fire with them takes at least that long.


Gloves, Sturdy (Cold Weather)

  • Cost: 15 sp
  • Weight: 0.1 lbs
  • Craftable? Yes
    • Skill: Profession (Tailor)
    • Check DC: 15

Cold weather sturdy gloves provide protection for the hands against cold environments. In cold environments, wearers gain a +1 circumstance bonus to saves against environmental cold effects, and can reduce any cold damage caused by the environment by 1 point. Both the saving throw bonus and damage reduction are cumulative with other cold weather clothing, though you cannot wear two of the same cold-weather items (e.g. two sets of clothes).

While wearing these gloves, climb checks, acrobatics checks and any other dex-based action requiring fine manipulation or a good grip are at -2 to the check.


Hat, Sturdy

  • Cost: 5 gp
  • Weight: 0.1 lbs
  • Craftable? Yes
    • Skill: Profession (Leathersmith)
    • Check DC: 15

A sturdy hat is designed to keep the sun off the wearer, and provide some minor protection from the elements for the wearer's head. Sturdy hats are both comfortable and well-made, making them excellent adventuring accessories.


Holy Symbol

  • Cost: 5 gp
  • Weight: 1 lb
  • Craftable? Yes
    • Skill: Profession (Artist)
    • Check DC: 15

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).


Holy Water (Flask)

  • Cost: 25 gp
  • Weight: 1 lb
  • Craftable? Yes
    • Skill: Profession (Blacksmith), Knowledge (Religion)
    • Check DC: 10, 20

Holy water damages undead creatures and evil outsiders almost as if it were acid. A flask of holy water can be thrown as a splash weapon.

Treat this attack as a ranged touch attack with a range increment of 10 feet. A flask breaks if thrown against the body of a corporeal creature, but to use it against an incorporeal creature, you must open the flask and pour the holy water out onto the target. Thus, you can douse an incorporeal creature with holy water only if you are adjacent to it. Doing so is a ranged touch attack that does not provoke attacks of opportunity.

A direct hit by a flask of holy water deals 2d4 points of damage to an undead creature or an evil outsider. Each such creature within 5 feet of the point where the flask hits takes 1 point of damage from the splash.

Temples to good deities sell holy water at cost (making no profit). Holy water is made using the bless water spell.


Hook, Grappling

  • Cost: 1 gp
  • Weight: 4 lbs
  • Craftable? Yes
    • Skill: Profession (Weaponsmith)
    • Check DC: 10

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. Objects with ample places to catch the hook have an AC of 5. 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.


Hook, Grappling (Mithril)

  • Cost: 1,001 gp
  • Weight: 2 lbs
  • Craftable? Yes
    • Skill: Profession (Weaponsmith)
    • Check DC: 30

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 10 feet. Objects with ample places to catch the hook have an AC of 5. 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.


Horn, Signal

  • Cost: 1 gp
  • Weight: 2 lbs
  • Craftable? Yes
    • Skill: Profession (Tanner)
    • Check DC: 5

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

  • Cost: 1 gp
  • Weight: 0.2 lbs
  • Craftable? Yes
    • Skill: Profession (Bookbinder)
    • Check DC: 5

This vial contains 1 ounce of ink. Ink in colors other than black costs twice as much.


Key Blank, Wax

  • Cost: 15 gp
  • Weight: 0.5 lbs
  • Craftable? Yes
    • Skill: Profession (Carpenter), Profession (Farmer)
    • Check DC: 5, 10

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

  • Cost: 1 gp
  • Weight: 0.1 lbs
  • Craftable? Yes
    • Skill: Profession (Locksmith)
    • Check DC: 10

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


Key, Skeleton

  • Cost: 85 gp
  • Weight: 0.1 lbs
  • Craftable? Yes
    • Skill: Profession (Locksmith)
    • Check DC: 15

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.


Kilt

  • Cost: 2 sp
  • Weight: 1 lb
  • Craftable? Yes
    • Skill: Profession (Tailor)
    • Check DC: 5

This heavy pleated skirt is usually worn by men. Most have a specific design or pattern that represents allegiance to a particular clan or other social group.


Kit, Adventurer's

  • Cost: 12 gp
  • Weight: 44 lbs
  • Craftable? No
    • Skill: -
    • Check DC: -

This is a basic set of equipment adequate to camping in the wilderness or in a dungeon. It contains a backpack, bedroll, 3 belt pouches, 2 sacks, flint and steel, an iron pot, a mess kit, 50 feet of hemp rope, a bar of soap, 10 torches, 5 days' worth of trail rations and a waterskin. Characters wishing to substitute some items for others should use the individual item costs and weights to determine the cost and weight differences.


Kit, Alchemy Crafting

  • Cost: 25 gp
  • Weight: 5 lbs
  • Craftable? Yes
    • Skill: Profession (Alchemy)
    • Check DC: 25


Kit, Climber's

  • Cost: 80 gp
  • Weight: 5 lbs
  • Craftable? No
    • Skill: -
    • Check DC: -


Kit, Cooking

  • Cost: 3 gp
  • Weight: 16 lbs
  • Craftable? Yes
    • Skill: Profession (Blacksmith)
    • Check DC: 10


Kit, Fishing

  • Cost: 5 sp
  • Weight: 3 lbs
  • Craftable? No
    • Skill: -
    • Check DC: -


Kit, Forgery

  • Cost: 200 gp
  • Weight: 6 lbs
  • Craftable? No
    • Skill: -
    • Check DC: -


Kit, Gear Maintenance

  • Cost: 5 gp
  • Weight: 2 lbs
  • Craftable? No
    • Skill: -
    • Check DC: -


Kit, Grooming

  • Cost: 1 gp
  • Weight: 2 lbs
  • Craftable? No
    • Skill: -
    • Check DC: -


Kit, Healer's

  • Cost: 50 gp
  • Weight: 1 lb
  • Craftable? No
    • Skill: -
    • Check DC: -


Kit, Mess

  • Cost: 2 sp
  • Weight: 1 lb
  • Craftable? Yes
    • Skill: Profession (Blacksmith)
    • Check DC: 10


Kit, Riding

  • Cost: 17 gp
  • Weight: 57 lbs
  • Craftable? No
    • Skill: -
    • Check DC: -


Ladder, Folding

  • Cost: 2 gp
  • Weight: 16 lbs
  • Craftable? Yes
    • Skill: Profession (Trapsmith)
    • Check DC: 15


Lamp

  • Cost: 1 sp
  • Weight: 1 lb
  • Craftable? Yes
    • Skill: Profession (Glass Smith)
    • Check DC: 10

A common lamp illuminates a small area, providing normal light in a 15-foot radius and increasing the light level by one step for an additional 15 feet beyond that area (darkness becomes dim light and dim light becomes normal light). A lamp does not increase the light level in normal light or bright light. A lamp burns for 6 hours on 1 pint of oil. You can carry a lamp in one hand.


Lantern, Bullseye

  • Cost: 12 gp
  • Weight: 3 lbs
  • Craftable? Yes
    • Skill: Profession (Glass Smith)
    • Check DC: 15

A bullseye lantern provides normal light in a 60-foot cone and increases the light level by one step in the area beyond that, out to a 120-foot cone (darkness becomes dim light and dim light becomes normal light). A bullseye lantern does not increase the light level in normal light or bright light. A lantern burns for 6 hours on 1 pint of oil. You can carry a lantern in one hand.


Lantern, Hooded

  • Cost: 7 gp
  • Weight: 2 lbs
  • Craftable? Yes
    • Skill: Profession (Glass Smith)
    • Check DC: 15

A hooded lantern sheds normal light in a 30-foot radius and increases the light level by one step for an additional 30 feet beyond that area (darkness becomes dim light and dim light becomes normal light). A hooded lantern does not increase the light level in normal light or bright light. A lantern burns for 6 hours on 1 pint of oil. You can carry a lantern in one hand.


Map

  • Cost: 50 gp
  • Weight: 0.5 lbs
  • Craftable? Yes
    • Skill: Profession (Scrivener)
    • Check DC: 15

A geographically relevant map 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.


Mirror, Small Steel

  • Cost: 10 gp
  • Weight: 0.5 lbs
  • Craftable? Yes
    • Skill: Profession (Blacksmith)
    • Check DC: 10

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


Mug/Tankard, Clay

  • Cost: 2 cp
  • Weight: 1 lbs
  • Craftable? Yes
    • Skill: Profession (Farmer)
    • Check DC: 5


Musical Instrument

  • Cost: 5 gp
  • Weight: 3 lbs
  • Craftable? Yes
    • Skill: Profession (Artist)
    • Check DC: 10


Musical Instrument (Masterwork)

  • Cost: 100 gp
  • Weight: 3 lbs
  • Craftable? Yes
    • Skill: Profession (Artist)
    • Check DC: 30


Oil, Lamp

  • Cost: 1 sp
  • Weight: 1 lb
  • Craftable? Yes
    • Skill: Profession (Butcher)
    • Check DC: 15


Outfit, Common Clothes

  • Cost: 1 gp, 3 sp
  • Weight: 2 lbs
  • Craftable? No
    • Skill: -
    • Check DC: -


Outfit, Fancy Clothes

  • Cost: 36 gp
  • Weight: 10.2 lbs
  • Craftable? No
    • Skill: -
    • Check DC: -


Outfit, Fancy Clothes (Cold Weather)

  • Cost: 91 gp
  • Weight: 27.2 lbs
  • Craftable? No
    • Skill: -
    • Check DC: -


Outfit, Fancy Clothes (Formal)

  • Cost: 155 gp
  • Weight: 18.3 lbs
  • Craftable? No
    • Skill: -
    • Check DC: -


Outfit, Fancy Clothes (Hot Weather)

  • Cost: 29 gp
  • Weight: 4.6 lbs
  • Craftable? No
    • Skill: -
    • Check DC: -


Outfit, Sturdy Clothes

  • Cost: 15 gp, 5 sp
  • Weight: 7.2 lbs
  • Craftable? No
    • Skill: -
    • Check DC: -


Outfit, Sturdy Clothes (Cold Weather)

  • Cost: 27 gp, 5 sp
  • Weight: 18.4 lbs
  • Craftable? No
    • Skill: -
    • Check DC: -


Outfit, Sturdy Clothes (Hot Weather)

  • Cost: 4.5 gp
  • Weight: 3.1 lbs
  • Craftable? No
    • Skill: -
    • Check DC: -


Parchment (1 page)

  • Cost: 1 sp
  • Weight: 0.1 lbs
  • Craftable? Yes
    • Skill: Profession (Bookbinder)
    • Check DC: 5


Parchment, Fine (1 page)

  • Cost: 2 gp
  • Weight: 0.1 lbs
  • Craftable? Yes
    • Skill: Profession (Bookbinder)
    • Check DC: 15


Piton

  • Cost: 1 sp
  • Weight: 0.5 lbs
  • Craftable? Yes
    • Skill: Profession (Blacksmith)
    • Check DC: 5


Pole

  • Cost: 5 cp
  • Weight: 8 lbs
  • Craftable? Yes
    • Skill: Profession (Woodcutter)
    • Check DC: 5


Pole, Balancing

  • Cost: 8 sp
  • Weight: 12 lbs
  • Craftable? Yes
    • Skill: Profession (Carpenter)
    • Check DC: 10


Pole, Folding

  • Cost: 2 sp
  • Weight: 10 lbs
  • Craftable? Yes
    • Skill: Profession (Trapsmith)
    • Check DC: 15


Poncho

  • Cost: 5 sp
  • Weight: 2 lbs
  • Craftable? Yes
    • Skill: Profession (Tailor)
    • Check DC: 5


Pot, Iron

  • Cost: 8 sp
  • Weight: 4 lbs
  • Craftable? Yes
    • Skill: Profession (Blacksmith)
    • Check DC: 10


Pouch, Belt

  • Cost: 1 gp
  • Weight: 0.5 lbs
  • Craftable? Yes
    • Skill: Profession (Leathersmith)
    • Check DC: 5


Pouch, Spell Components

  • Cost: 5 gp
  • Weight: 2 lbs
  • Craftable? Yes
    • Skill: Profession (Leathersmith), Knowledge (Arcana)
    • Check DC: 5, 25


Quill, Writing

  • Cost: 1 sp
  • Weight: 0.2 lbs
  • Craftable? Yes
    • Skill: Profession (Scrivener)
    • Check DC: 5


Rope, Hemp (50 ft.)

  • Cost: 1 gp
  • Weight: 10 lbs
  • Craftable? Yes
    • Skill: Profession (Sailor)
    • Check DC: 5

Hemp ropes are sturdy enough to hold up to 500 pounds of weight suspended from them, and can be used to reduce the DC of Climb checks on steep or vertical surfaces.

The DC to escape hemp rope bonds is equal to 20 + the CR of the creature that tied the bonds. Ropes do not need to make a check every round to maintain the pin. Hemp rope has 2 hit points and can be burst with a DC 23 Strength check.


Rope, Silk (50 ft.)

  • Cost: 10 gp
  • Weight: 3.5 lbs
  • Craftable? Yes
    • Skill: Profession (Weaver)
    • Check DC: 15

Silk ropes are both lighter and stronger than hemp ropes, but are consequently more expensive. A silk rope can hold up to 800 pounds of weight suspended from them, and can reduce the DC of Climb checks on steep or vertical surfaces.

This 50-foot length of silk rope has 4 hit points and can be broken with a DC 24 Strength check.


Sack

  • Cost: 1 sp
  • Weight: 0.5 lbs
  • Craftable? Yes
    • Skill: Profession (Tailor)
    • Check DC: 5


Scarf (Cold Weather)

  • Cost: 1.5 gp
  • Weight: 0.1 lbs
  • Craftable? Yes
    • Skill: Profession (Weaver)
    • Check DC: 5


Scarf, Pocketed

  • Cost: 8 gp
  • Weight: 0.1 lbs
  • Craftable? Yes
    • Skill: Profession (Tailor)
    • Check DC: 10


Scarf, Reinforced

  • Cost: 10 gp
  • Weight: 4 lbs
  • Craftable? Yes
    • Skill: Profession (Tailor)
    • Check DC: 10


Sewing Needle

  • Cost: 5 sp
  • Weight: 0.1 lbs
  • Craftable? Yes
    • Skill: Profession (Blacksmith)
    • Check DC: 5


Shield Spikes

  • Cost: 45 gp
  • Weight: 8 lbs
  • Craftable? Yes
    • Skill: Profession (Weaponsmith)
    • Check DC: 10


Shoes, Sturdy

  • Cost: 2 gp
  • Weight: 2 lbs
  • Craftable? Yes
    • Skill: Profession (Cobbler)
    • Check DC: 10


Shovel, Folding

  • Cost: 10 gp
  • Weight: 12 lbs
  • Craftable? Yes
    • Skill: Profession (Trapsmith)
    • Check DC: 15


Soap

  • Cost: 1 cp
  • Weight: 0.5 lbs
  • Craftable? Yes
    • Skill: Profession (Farmer)
    • Check DC: 5

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.


Spike, Iron

  • Cost: 5 cp
  • Weight: 1 lb
  • Craftable? Yes
    • Skill: Profession (Blacksmith)
    • Check DC: 5


Spyglass

  • Cost: 1,000 gp
  • Weight: 1 lb
  • Craftable? Yes
    • Skill: Profession (Glass Smith)
    • Check DC: 20


String or Twine (50 ft)

  • Cost: 1 cp
  • Weight: 0.5 lbs
  • Craftable? Yes
    • Skill: Profession (Weaver)
    • Check DC: 5

Sold in balls or spools of 50 feet, string and twine are useful for rigging traps and alarms and are a vital component of grappling bolts and arrows. String or twine has hardness 0, 1 hit point, and a break DC of 14.


Tabard

  • Cost: 5 gp
  • Weight: 1 lb
  • Craftable? Yes
    • Skill: Profession (Artist)
    • Check DC: 10


Tent, Large

  • Cost: 30 gp
  • Weight: 40 lbs
  • Craftable? Yes
    • Skill: Profession (Tailor)
    • Check DC: 15

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 large tent holds four creatures and takes 45 minutes to assemble.


Tent, Medium

  • Cost: 15 gp
  • Weight: 30 lbs
  • Craftable? Yes
    • Skill: Profession (Tailor)
    • Check DC: 10

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 medium tent holds two creatures and takes 30 minutes to assemble.


Tent, Pavillion

  • Cost: 100 gp
  • Weight: 50 lbs
  • Craftable? Yes
    • Skill: Profession (Tailor)
    • Check DC: 20

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 huge open-air canopy, plus stakes, poles, and ropes. A pavilion holds 10 creatures and takes 90 minutes to assemble. Pavilion tents are large enough to accommodate a small fire in the center.


Tent, Small

  • Cost: 10 gp
  • Weight: 20 lbs
  • Craftable? Yes
    • Skill: Profession (Tailor)
    • Check DC: 10

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 small tent holds one Medium creature and takes 20 minutes to assemble.


Tool, Masterwork

  • Cost: +50 gp
  • Weight: +0 lbs
  • Craftable? Yes
    • Skill: Profession (Blacksmith)
    • Check DC: +20


Tools, Thieves'

  • Cost: 30 gp
  • Weight: 1 lbs
  • Craftable? Yes
    • Skill: Profession (Blacksmith)
    • Check DC: 15


Tools, Thieves' (Masterwork)

  • Cost: 100 gp
  • Weight: 2 lbs
  • Craftable? Yes
    • Skill: Profession (Blacksmith)
    • Check DC: 35


Torch

  • Cost: 1 cp
  • Weight: 1 lb
  • Craftable? Yes
    • Skill: Survival
    • Check DC: 5

A torch burns for 1 hour, shedding normal light in a 20-foot radius and increasing the light level by one step for an additional 20 feet beyond that area (darkness becomes dim light and dim light becomes normal light). A torch does not increase the light level in normal light or bright light. If a torch is used in combat, treat it as a one-handed improvised weapon that deals bludgeoning damage equal to that of a gauntlet of its size, plus 1 point of fire damage.


Trap, Hunter's

  • Cost: 2 gp
  • Weight: 10 lbs
  • Craftable? Yes
    • Skill: Profession (Trapper)
    • Check DC: 15

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 Strength check. Creatures with greater than animal intelligence can take twenty on this check as a full-round action, or use the escape artist skill versus a DC of 10 to escape them 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.


Vest, Sturdy

  • Cost: 5 gp
  • Weight: 1 lb
  • Craftable? Yes
    • Skill: Profession (Tailor)
    • Check DC: 5


Vial, Glass

  • Cost: 1 gp
  • Weight: 0.1 lbs
  • Craftable? Yes
    • Skill: Profession (Glass Smith)
    • Check DC: 5


Vial, Iron

  • Cost: 1 sp
  • Weight: 1 lb
  • Craftable? Yes
    • Skill: Profession (Blacksmith)
    • Check DC: 10


Waterskin

  • Cost: 1 gp
  • Weight: 4 lbs (when filled)
  • Craftable? Yes
    • Skill: Profession (Leathersmith)
    • Check DC: 10


Wax, Sealing

  • Cost: 1 gp
  • Weight: 1 lb
  • Craftable? Yes
    • Skill: Profession (Farmer)
    • Check DC: 5


Whistle, Signal

  • Cost: 8 sp
  • Weight: 0.1 lbs
  • Craftable? Yes
    • Skill: Profession (Trapper)
    • Check DC: 10