Adventuring Gear

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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 and a close 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 (Sunder DC of 12, requiring 1 success). 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 has the Sunder weapon property 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 property also increases the wielder's CMB by +2 for purposes of Sunder combat maneuvers. A crowbar cannot be enchanted magically unless it is masterwork, and even then, it is treated as an improvised weapon if used in combat.


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: -

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 2
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
A 50-Foot Hemp Rope 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|Folding Pot 2 10 iron pot (saves 2 lbs)
Rope, Silk 3.5 10 rope, hemp (saves 6.5 lbs)
Lightstone (Average) 0.5 10 torches (saves 9.5 lbs)
5 Rations, Elven Trail 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

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

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 Craft (alchemy) checks.


Kit, Climber's

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

These crampons, pitons, ropes, and other tools give you a +2 circumstance bonus on Climb checks.


Kit, Cooking

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

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

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

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


Kit, Forgery

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

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


Kit, Gear Maintenance

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

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, and a few buttons.


Kit, Grooming

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

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

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

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

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

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.


Kit, Riding

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

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.

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

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

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 climb check DC is 1. If the ladder is not being steadied, the climb DC is 5.

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


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

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

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

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 (Masterwork)

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

This high-quality instrument grants a +2 circumstance bonus on Perform checks made to perform with the instrument.


Oil, Lamp

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

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.


Outfit, Common Clothes

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

Common clothing is of poor quality, usually made of burlap or scraps of fabric scavenged from other sources. It frequently has poorly made seams, and signs of wear. It is unsightly, and characters wearing common clothing will stand out in affluent areas as being poor, and possibly be told to leave the area by the local watch. However, in poor areas, characters in common clothing will fit right in. An outfit of common clothes consists of:

Item Weight (lbs) Cost (GP)
Clothes, Common 5 sp 1 lb
Shoes, Common 8 sp 1 lb

Common clothing is not durable enough to survive adventuring for very long. Characters who live active lifestyles should expect gaping holes, ripped seams or even lost sleeves after a week or two of rough living. Furthermore, common clothing provides little protection against the elements, heat or cold, causing the DC for saving throws against environmental effects to be 1 higher than the normal.


Outfit, Fancy Clothes

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

Fancy clothing is designed for fitting in with upper society and noble folk. As such, it is decorative and favors style over comfort. It is frequently hot, itchy and sometimes even awkward to wear. However, you will look marvelous.

An outfit of fancy clothing consists of:

Item Weight (lbs) Cost (GP)
Belt, Fancy 3 gp 0.1 lbs
Boots, Fancy 18 gp 2 lbs
Clothes, Fancy 10 gp 7 lbs
Scarf, Decorative 1 gp 0.1 lbs
Vest, Fancy 4 gp 1 lb


Many tailors have realized that noblemen and wealthy merchants rarely wear the same outfit more than once or twice, and as a result, construct the outfits with more delicate fabrics, or intricate, if fragile, stitching. While the 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 come 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.


Outfit, Fancy Clothes (Cold Weather)

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

An outfit of fancy clothes designed to withstand cold weather while looking fabulous at the same time. The outfit consists of many layers of highly embroidered, finely tailored clothes, trimmed in fur, lace and an enormous sense of self-worth. It consists of:

Item Weight (lbs) Cost (GP)
Belt, Fancy 3 gp 0.1 lbs
Boots, Fancy 18 gp 2 lbs
Cloak, Fur-Trimmed* 25 gp 4 lbs
Clothes, Fancy (Cold Weather)* 12 gp 13 lbs
Coat, Fancy (Cold Weather)* 20 gp 6 lbs
Gloves, Fancy (Cold Weather)* 8 gp 1 lb
Scarf, Decorative 1 gp 0.1 lbs
Vest, Fancy 4 gp 1 lb

In cold environments, each article of clothing marked with an asterisk (*) provides 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). A character wearing the complete outfit gains a total circumstance bonus of +4 to saves against environmental cold effects, and can reduce any cold damage caused by the environment by a total of 4 points. However, while wearing the cold-weather gloves, climb checks, acrobatics checks and any other dex-based action requiring fine manipulation or a good grip are at -2 to the check.

Many tailors have realized that noblemen and wealthy merchants rarely wear the same outfit more than once or twice, and as a result, construct the outfits with more delicate fabrics, or intricate, if fragile, stitching. While the 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 come 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.


Outfit, Fancy Clothes (Formal)

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

When fancy clothes aren't really enough, and you need to impress a king or emperor, or dine with all your smug noble-born neighbors and show them what real affluence looks like, there's the formal fancy clothes outfit. This outfit consists of:

Item Weight (lbs) Cost (GP)
Belt, Fancy 3 gp 0.1 lbs
Boots, Fancy 18 gp 2 lbs
Cloak, Fancy (Formal) 80 gp 3 lbs
Clothes, Fancy (Formal) 30 gp 10 lbs
Coat, Fancy (Formal) 15 gp 2 lbs
Gloves, Fancy (Formal) 4 gp 0.1 lbs
Scarf, Decorative 1 gp 0.1 lbs
Vest, Fancy 4 gp 1 lb

While wearing an outfit of fancy formal clothing, characters receive a +2 circumstance bonus to Diplomacy and Bluff checks.

Many tailors have realized that noblemen and wealthy merchants rarely wear the same outfit more than once or twice, and as a result, construct the outfits with more delicate fabrics, or intricate, if fragile, stitching. While the 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 come 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.


Outfit, Fancy Clothes (Hot Weather)

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

A hot-weather outfit of fancy clothing is one of the most challenging products a tailor can attempt. The outfit must look great to any audience, while simultaneously failing to cause heatstroke in the wearer with its absurd layers of un-breathable cloth. A hot-weather outfit of fancy clothing consists of:

Item Weight (lbs) Cost (GP)
Belt, Fancy 3 gp 0.1 lbs
Clothes, Fancy (Hot Weather)* 10 gp 2 lbs
Shoes, Fancy* 12 gp 1.5 lbs
Vest, Fancy 4 gp 1 lb

In hot environments, each article of clothing marked with an asterisk (*) provides 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). A character wearing the complete outfit gains a total circumstance bonus of +2 to saves against environmental heat effects, and can reduce any heat damage caused by the environment by a total of 2 points.

Many tailors have realized that noblemen and wealthy merchants rarely wear the same outfit more than once or twice, and as a result, construct the outfits with more delicate fabrics, or intricate, if fragile, stitching. While the 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 come 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.


Outfit, Sturdy Clothes

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

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. An outfit of sturdy clothes consists of:

Item Weight (lbs) Cost (GP)
Belt, Sturdy 1.5 gp 0.1 lbs
Boots, Sturdy 2 gp 2 lbs
Cloak, Sturdy 1 gp 2 lbs
Clothes, Sturdy 1 gp 2 lbs
Hat, Sturdy 5 gp 0.1 lbs
Vest, Sturdy 5 gp 1 lb

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.


Outfit, Sturdy Clothes (Cold Weather)

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

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.

A cold-weather outfit of sturdy clothes consists of:

Item Weight (lbs) Cost (GP)
Belt, Sturdy 1.5 gp 0.1 lbs
Boots, Sturdy 2 gp 2 lbs
Cloak, Sturdy 1 gp 2 lbs
Clothes, Sturdy (Cold Weather)* 1 gp 8 lbs
Coat, Sturdy (Cold-Weather)* 4 gp 5 lbs
Gloves, Sturdy (Cold Weather)* 1.5 gp 0.1 lbs
Hat, Sturdy 5 gp 0.1 lbs
Scarf (Cold Weather)* 1.5 sp 0.1 lbs
Vest, Sturdy 5 gp 1 lb

In cold environments, each article of clothing marked with an asterisk (*) provides 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). A character wearing the complete outfit gains a total circumstance bonus of +4 to saves against environmental cold effects, and can reduce any cold damage caused by the environment by a total of 4 points. However, while wearing the cold-weather gloves, climb checks, acrobatics checks and any other dex-based action requiring fine manipulation or a good grip are at -2 to the check.


Outfit, Sturdy Clothes (Hot Weather)

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

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.

A hot-weather outfit of sturdy clothes consists of:

Item Weight (lbs) Cost (GP)
Belt, Sturdy 1.5 gp 0.1 lbs
Clothes, Sturdy (Hot Weather)* 1 gp 1 lb
Shoes, Sturdy* 2 gp 2 lbs

In hot environments, each article of clothing marked with an asterisk (*) provides 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). A character wearing the complete outfit gains a total circumstance bonus of +2 to saves against environmental heat effects, and can reduce any heat damage caused by the environment by a total of 2 points.


Parchment (1 page)

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

This sheet of thin paper is a durable writing surface and is suitable for making magic scrolls. It has a Sunder DC of 5, requiring only 1 success to destroy.


Parchment, Fine (1 page)

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

Generally used only by the wealthy, this 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

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

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

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

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

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

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

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

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

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

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.


Pot, Iron

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

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

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

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

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

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, divine focuses, and focuses that wouldn't fit in a pouch.


Quill, Writing

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

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 (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

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


Scarf (Cold Weather)

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

This is a scarf knitted from wool yarn. It is fluffy and warm, though of questionable fashion. 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 scarves).


Scarf, Pocketed

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

An elaborate design disguises several small pockets on one side of this scarf. This scarf grants you a +4 bonus on Sleight of Hand checks made to hide objects on your body. This bonus does not stack with the bonus wearing heavy clothing provides but does stack with bonuses for attempting to hide small objects.


Scarf, Reinforced

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

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 20, requiring 1 success to break.


Sewing Needle

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

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


Shield Spikes

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

Shield spikes deal 1 extra point of piercing damage when you deal damage with a shield bash attack. As with a shield used for bashing, the spikes count as a martial weapon which can be used to make close attacks (such as when swallowed). Heavy shields, war shields and tower shields count as 1-handed weapons, while light shields and bucklers count as light weapons, when used to bash. If you are not proficient with them, you take a –4 penalty on attack rolls if choose to apply this extra damage. An enhancement bonus to a shield 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 shield spikes of defending seems like a great idea, but the defensive bonus from the shield 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 shield spikes are actually being used to attack, not simply while the shield is worn.


Shoes, Sturdy

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

Sturdy shoes are well-made, low-cut shoes, providing a comfortable walking shoe that is durable enough to withstand the rigors of an active adventuring lifestyle. While not as protective as boots, shoes are much cooler in 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 pairs of sturdy shoes).

And before anyone asks, the pair of shoes provide the bonuses. You do not get a separate bonus for each shoe, and you don't get any bonus for only wearing one shoe.


Shovel, Folding

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

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

  • Cost: 1 sp
  • 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

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

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

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 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 a Sunder DC of 5, requiring 1 success to break.


Tabard

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

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

  • 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

This tool is perfect for its intended job. It grants a +2 circumstance bonus on a related skill check (if any). The bonuses provided by multiple masterwork items do not stack.

Several common items already count as masterwork tools for particular skills. These are the climber's kit, disguise kit, healer's kit, masterwork musical instrument, and masterwork thieves' tools. Therefore, there is no masterwork climber's kit, masterwork 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 masterwork tool-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 +2 circumstance 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 +2 circumstance 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 masterwork tools for other skills at the listed cost. The circumstance bonus for such a tool should never be more than +2. 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 Appraise checks for detailed items).


Tools, Thieves'

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

This kit contains lockpicks and other tools you need to use the Disable Device skill. Without these tools, you must use improvised tools, and you take a –2 circumstance penalty on Disable Device checks.


Tools, Thieves' (Masterwork)

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

This kit contains extra tools and tools of better make than traditional Thieves' Tools, which grant a +2 circumstance bonus on Disable Device checks.


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

Much like hats, vests appear in almost all cultures. Though the basic design remains the same, they vary wildly in cut, color, and function. The difference between court vests and dancing vests is quite striking.

Generally speaking, a vest is a sleeveless waistcoat, worn over a shirt (if any) but under a coat (if any) and buttoned up the front. A vest will sometimes have small pockets in the front panels on each side of the chest.


Vial, Glass

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

A vial is made out of glass and holds 1 ounce of liquid.


Vial, Iron

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

This metal potion bottle has a Sunder DC of 15, and requires 2 successes to destroy.


Waterskin

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

A water or wineskin holds 1/2 gallon of liquid and weighs 4 lb when full.


Wax, Sealing

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

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

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

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 –2 penalty.