View table: Base_Items
< Cargo tables
Table structure:
- Name - String
- SortName - String
- UrlName - String
- ItemType - List of String
- ItemSubType - List of String
- TreasureUse - String
- Tags - List of String
- Price - Float
- PrettyPrice - Text
- Weight - Float
- PrettyWeight - Text
- Short - Wikitext
- Fluff - Wikitext
- Description - Wikitext
- Benefit - Wikitext
- Note - Wikitext
- CraftRequirements - Wikitext
- CraftDC - Integer
- CraftSkill - String
- CraftCost - Float
- Source - List of String
- Campaigns - List of String
This table has 257 rows altogether.
| Page | Name | SortName | UrlName | ItemType | ItemSubType | TreasureUse | Tags | Price | PrettyPrice | Weight | PrettyWeight | Short | Fluff | Description | Benefit | Note | CraftRequirements | CraftDC | CraftSkill | CraftCost | Source | Campaigns |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Equipment/Acid | Acid | Acid | Acid | Alchemy | Weapons | Consumable | 10.0 | 10 gp | 1.0 | 1 lb. | Thrown splash weapon dealing 1d6 acid damage | You can throw a flask of acid as a splash weapon with a range increment of 10 feet. A direct hit deals 1d6 points of acid damage. Every creature within 5 feet of the point where the acid hits takes 1 point of acid damage from the splash. |
15 | alchemy | 3.3 | Core | All | |||||
| Equipment/Alchemical Cement | Alchemical Cement | Alchemical Cement | AlchemicalCement | Alchemy | Materials | Consumable | 5.0 | 5 gp | 2.0 | 2 lbs. | Hardens to stone over a period of hours | You mix this fine gray powder with water and a cubic foot of sand or gravel to form a durable stone-like material. Until it cures, it has the consistency of thick mud, and you must hold it in place (typically with a frame of earth or wood) if you want it to harden in a specific shape. It takes 1d10+10 minutes for the cement to partially cure, gaining hardness 2 and 5 hit points per inch of thickness. After 1d6 hours the cement is fully cured and as hard as true stone. |
15 | alchemy | 1.6 | CtAPD | All | |||||
| Equipment/Alchemist's Fire | Alchemist's Fire | Alchemist's Fire | AlchemistsFire | Alchemy | Weapons | Consumable | 20.0 | 20 gp | 1.0 | 1 lb. | Thrown splash weapon dealing 1d6 fire damage | You can throw a flask of alchemist’s fire as a splash weapon with a range increment of 10 feet. A direct hit deals 1d6 points of fire damage. Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of damage. If desired, the target can use a full-round action to attempt to extinguish the flames before taking this additional damage. Extinguishing the flames requires a DC 15 Reflex save. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a lake or magically extinguishing the flames automatically smothers the fire. |
20 | alchemy | 6.6 | Core | All | |||||
| Equipment/Alchemist's Frost | Alchemist's Frost | Alchemist's Frost | AlchemistsFrost | Alchemy | Weapons | Consumable | 20.0 | 20 gp | 1.0 | 1 lb. | Thrown splash weapon dealing 1d6 cold damage | You can throw a flask of alchemist’s frost as a splash weapon with a range increment of 10 feet. A direct hit deals 1d6 points of cold damage. Every creature within 5 feet of the point where the flask hits takes 1 point of cold damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of damage. If desired, the target can use a full-round action to attempt to brush of the frost before taking this additional damage. Removing the frost requires a DC 15 Reflex save. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a lake or otherwise washing down automatically removes the frost. |
20 | alchemy | 6.6 | Core • P6S | All | |||||
| Equipment/Alchemist's Kindness | Alchemist's Kindness | Alchemist's Kindness | AlchemistsKindness | Alchemy | Medicines | Consumable | 1.0 | 1 gp | 0.0 | - | Cures hangovers | Favored by young rakes and other well-to-do inebriates, this crystalline powder resembles salt. Mixed with water, it makes a fizzing cocktail that eliminates the effects of a hangover within 10 minutes of drinking it. |
20 | alchemy | 0.3 | CtAPD | All | |||||
| Equipment/Alchemist's Lab | Alchemist's Lab | Alchemist's Lab | AlchemistsLab | Tools_and_Kits | Crafting | Gear | 200.0 | 200 gp | 40.0 | 40 lbs. | +2 bonus on Craft (alchemy) checks | This lab is used for making alchemical items, and provides a +2 circumstance bonus on Craft (alchemy) checks. It has no bearing on the costs related to the Craft (alchemy) skill. | 66.67 | Core | All | |||||||
| Equipment/Antidote Kit | Antidote Kit | Antidote Kit | AntidoteKit | Tools_and_Kits | Healing | Gear | 100.0 | 100 gp | 3.0 | 3 lbs. | +3 bonus on Heal checks made to treat poison | This small box contains a wide variety of remedies and treatments against not only specific poisons but also their most common methods of delivery, including such things as purgatives to eliminate ingested toxins. | It grants a +3 circumstance bonus on Heal checks made to treat poison. An antidote kit is exhausted after 10 uses. | 33.33 | Core | All | ||||||
| Equipment/Antiplague | Antiplague | Antiplague | Antiplague | Alchemy | Medicines | Consumable | 50.0 | 50 gp | 0.0 | - | Gain +5 bonus to saving throws against disease | If you drink a vial of this foul-tasting, milky tonic, you gain a +5 alchemical bonus on Fortitude saving throws against disease for the next hour. If already infected, you may also make two saving throws (without the +5 bonus) that day and use the better result. |
25 | alchemy | 16.6 | UE | All | |||||
| Equipment/Antitoxin | Antitoxin | Antitoxin | Antitoxin | Alchemy | Medicines | Consumable | 50.0 | 50 gp | 0.0 | - | Gain +5 bonus to saving throws against poison | If you drink a vial of antitoxin, you get a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour. | 25 | alchemy | 16.6 | Core | All | |||||
| Equipment/Armor Spikes | Armor Spikes | Armor Spikes | ArmorSpikes | Armors | Protection | 50.0 | 50 gp | 10.0 | 10 lbs. | — | Armor spikes deal extra piercing damage (see Armor Spikes (weapon)) on a successful grapple attack. 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.) The spikes count as a martial weapon. If you are not proficient with them, you take a –4 penalty on grapple checks when you try to use them. |
An enhancement bonus to a suit of armor does not improve the spikes’ effectiveness, but the spikes can be made into magic weapons in their own right. | ||||||||||
| Equipment/Armor Spikes, Weapon | Armor Spikes | Armor Spikes | ArmorSpikes | Weapons | Weapon | 50.0 | 50 gp | 10.0 | 10 lbs. | — | You can have spikes added to your armor, which allow you to deal extra piercing damage on a successful grapple attack. | You can 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. | If you are not proficient with martial weapons, you take a –4 penalty on grapple checks when you try to use armor spikes. An enhancement bonus to a suit of armor does not improve the spikes’ effectiveness, but the spikes can be made into magic weapons in their own right. |
Core | All | |||||||
| Equipment/Artisan's outfit | Artisan's outfit | Artisan's outfit | Artisansoutfit | Clothing | Outfits | Gear | 1.0 | 1 gp | 4.0 | 4 lbs. | Artisan’s clothing is well made from simple but durable cloth, appropriate for those who must work in various specialized and often manual trades, such as baking, carpentry, and other middleclass professions. This outfit includes a shirt with buttons, a skirt or pants with a drawstring, shoes, and perhaps a cap or hat. It may also include a belt or a leather or cloth apron for carrying tools. | 0.33 | Core | All | ||||||||
| Equipment/Artisan's Tools | Artisan's Tools | Artisan's Tools | ArtisansTools | Tools_and_Kits | Crafting | Gear | 5.0 | 5 gp | 5.0 | 5 lbs. | Needed to perform Craft skill checks | These special tools include the items needed to pursue any single craft. Without them, you have to use improvised tools (–2 penalty on Craft checks), if you can do the job at all. | 1.67 | Core | All | |||||||
| Equipment/Average Lock | Average Lock | Lock, Average | AverageLock | Tools_and_Kits | Security | Gear | 40.0 | 40 gp | 1.0 | 1 lb. | DC 25 | This can be a padlock, an inset lock in a door or chest, or any other type of keyed lock. Picking open the lock requires a Disable Device skill check (DC 25). | 13.33 | Core | All | |||||||
| Equipment/Backpack | Backpack | Backpack | Backpack | Dungeoneering | Container | Gear | 2.0 | 2 gp | 2.0 | 2 lbs. | Holds about 2 cubic feet of material | 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. | 0.67 | Core | All | |||||||
| Equipment/Banded Mail | Banded Mail | Banded Mail | BandedMail | Armors | Protection | 250.0 | 250 gp | 35.0 | 35 lbs. | — | Banded mail is made up of overlapping strips of metal, fastened to a sturdy backing of leather and chain. The size of the metal plates, interconnected metal bands, and layers of underlying armor make it a more significant defense than similar armors, like scale mail or splint mail. | Core | All | |||||||||
| Equipment/Basic Climbing Package | Basic Climbing Package | Climbing Package, Basic | BasicClimbingPackage | Equipment_Packages | Dungeoneering | Gear | 5.0 | 5 gp | 39.5 | 40 lbs. | Hemp rope and pitons | A Climbing Hammer and 15 Pitons, 150 feet of Hemp Rope. | 1.67 | Core | All | |||||||
| Equipment/Basic Dungeoneering Package | Basic Dungeoneering Package | Dungeoneering Package, Basic | BasicDungeoneeringPackage | Equipment_Packages | Dungeoneering | Gear | 15.0 | 15 gp | 24.0 | 24 lbs. | Various items useful in a dungeon | Two Candles, Chalk, a Hammer and four Pitons, 50 feet of Hemp Rope, a Hooded Lantern with 5 flasks of oil, two Sacks, two Torches, and four Tindertwigs. | 5.0 | Core | All | |||||||
| Equipment/Bastard Sword | Bastard Sword | Sword, Bastard | BastardSword | Weapons | Weapon | 35.0 | 35 gp | 6.0 | 6 lbs. | two-handed proficiency(swords) | A bastard sword is about 4 feet in length, making it too large to use in one hand without special training. | If you are proficient with another one-handed or two-handed sword, you can use a bastard sword two-handed. | Core | All | ||||||||
| Equipment/Battleaxe | Battleaxe | Axe, Battle | Battleaxe | Weapons | Weapon | 10.0 | 10 gp | 6.0 | 6 lbs. | — | The handle of this axe is long enough that you can wield it one-handed or two-handed. The head may have one blade or two, with blade shapes ranging from half-moons to squared edges like narrower versions of woodcutting axes. The wooden haft may be protected and strengthened with metal bands called langets. | Core | All | |||||||||
| Equipment/Bear Trap | Bear Trap | Bear Trap | BearTrap | Overland_Survival | Hunting | Gear | 50.0 | 50 gp | 2.0 | 2 lbs. | Although intended for trapping large animals, bear traps work as well for trapping humanoids or monsters. The hinged jaws of the trap are attached to a chain, which in turn is secured to a spike driven into the ground to ensure that the victim cannot simply crawl away. Prying open the jaws or pulling the spike from the ground requires a DC 20 Strength check. Type mechanical; Perception DC 15; Disable Device DC 20 Trigger location; Reset manual Effects Sharp jaws (atk +10 melee 2d6+3); sharp jaws spring shut around the creature’s ankle and halve the creature’s base speed (or hold the creature immobile if the trap is attached to a solid object); the creature can escape with a DC 20 Disable Device check, DC 22 Escape Artist check, or DC 26 Strength check. |
16.67 | Core • UE | All | ||||||||
| Equipment/Bedroll | Bedroll | Bedroll | Bedroll | Camping_Gear | Comfort | Gear | 0.1 | 1 sp | 5.0 | 5 lbs. | This consists of two woolen sheets sewn together along the bottom and one side to create a bag for sleeping in. Some have cloth straps along the open side so the bedroll can be tied closed while you are sleeping. It can be rolled and tied into a tight coil for storage or transport. Most people use a blanket with the bedroll to stay warm or provide a ground cushion. | 0.03 | Core | All | ||||||||
| Equipment/Bell | Bell | Bell | Bell | Dungeoneering | Misc | Gear | 1.0 | 1 gp | 0.0 | - | This handbell can produce only one loud note. | 0.33 | Core | All | ||||||||
| Equipment/Blacklight Oil | Blacklight Oil | Blacklight Oil | BlacklightOil | Alchemy | Tools | Consumable | 10.0 | 10 gp | 1.0 | 1 lb. | Lantern throws only dim light, but in greater radius. | Blacklight oil is pressed from the fat of creatures with natural abilities to hide in shadow, including those with natural abilities of displacement. | The light produced by a lantern burning blacklight oil only provides dim illumination, but it goes out to three times the lantern’s normal range. This allows creatures with low-light vision to see normally, and the dim light is less obvious from far away than normal lantern light would be. | 20 | alchemy | 3.3 | KKSAS | All | ||||
| Equipment/Bladed Scarf | Bladed Scarf | Bladed Scarf | BladedScarf | Weapons | Weapon | 12.0 | 12 gp | 2.0 | 2 lbs. | Weapon Qualities, Weapon Qualities, Weapon Qualities | The skill required in using bladed scarves effectively and not revealing their deadly nature makes them exotic weapons. If you are proficient with a bladed scarf, you deal 1d4 points of slashing damage to any creature that makes a successful grapple check against you while you wield the scarf. |
Core • ISWG | All | |||||||||
| Equipment/Bladed Scarf | Bladed Scarf | Bladed Scarf | BladedScarf | Weapons | Weapon | 12.0 | 12 gp | 2.0 | 2 lbs. | disarm, finesse, trip | The skill required in using bladed scarves effectively and not revealing their deadly nature makes them exotic weapons. If you are proficient with a bladed scarf, you deal 1d4 points of slashing damage to any creature that makes a successful grapple check against you while you wield the scarf. |
Core • ISWG | All | |||||||||
| Equipment/Bladesharp | Bladesharp | Bladesharp | Bladesharp | Alchemy | Tools | Consumable | 1,000.0 | 1,000 gp | 1.0 | 1 lb. | Increase a weapon's threat range by 1 | A fragile, chalk-like, bloodred stone pressed from ground rocks, ash, and glass. | A slashing or piercing weapon sharpened for one hour on a bladesharp has its threat range increased by +1 for one combat (the bonus is added after all other increases, including those gained from being keen or the wielder having the Improved Critical feat). A bladesharp can be used five times before it crumbles into useless dust. |
20 | alchemy | 333.33 | KKSAS | All | ||||
| Equipment/Blanket | Blanket | Blanket | Blanket | Camping_Gear | Comfort | Gear | 0.5 | 5 sp | 3.0 | 3 lbs. | This warm, woven blanket has straps so it can be rolled up and tied. Blankets are often used in conjunction with bedrolls to provide additional warmth or a ground cushion. | 0.17 | Core | All | ||||||||
| Equipment/Block and Tackle | Block And Tackle | Block And Tackle | BlockAndTackle | Dungeoneering | Climbing | Gear | 5.0 | 5 gp | 5.0 | 5 lbs. | +5 on Strength to lift heavy objects | Whether it is used to hoist treasure from a pit or move supplies, a simple block-and-tackle pulley, when it is properly secured, adds a +5 circumstance bonus on Strength checks to lift heavy objects. Securing the pulley requires 1 minute. | 1.67 | Core | All | |||||||
| Equipment/Bloodbind | Bloodbind | Bloodbind | Bloodbind | Alchemy | Medicines | Consumable | 1.0 | 1 gp | 0.0 | - | +1 bonus to effective level for natural healing | Bloodbind is a cloth bandage that has been soaked in healing herbs and alchemical materials. | A target given a fresh bloodbind on an injury gains a +1 alchemical bonus to his effective level when determining the number of hit points recovered that day from natural healing or any heal check. A successful Heal check (DC 15) increases this to a +2 alchemical bonus. | 20 | alchemy | 0.33 | KKSAS | All | ||||
| Equipment/Blue Salve | Blue Salve | Blue Salve | BlueSalve | Alchemy | Medicines | Consumable | 10.0 | 10 gp | 1.0 | 1 lb. | Heal 1d4 acid or fire damage | Made from a combination of waxes and animal additives, blue salve is a topical treatment for burns. | An application of blue salve heals 1d4 hp of acid or fire damage to a living creature. An individual can recover a maximum of 4 hp of fire or acid damage per day from blue salve applications. All salves have a shelf life of three months — after that they lose efficacy. In additional to all normal methods for identifying alchemical items, salves can be identified with a DC 10 Heal check. |
25 | alchemy | 3.33 | KKSAS | All | ||||
| Equipment/Boilwort | Boilwort | Boilwort | Boilwort | Alchemy | Medicines | Consumable | 20.0 | 20 gp | 0.0 | - | +5 to Fortitude save to resist damage from disease | A collection of herbs and roots that is pressed into a small block for transportation. | It must be mixed with boiling water to make an infusion before being ingested. If taken while hot, boilwort gives any creature that is already suffering from a disease a +5 alchemical bonus to a Fortitude save (or to the Heal check of an attending caregiver) made to resist taking damage from the disease. A single dose of boilwort each day maintains this bonus. If ingested when cold (including just eating a block as a standard action), the bonus it grants is only +2. Turning a block of boilwort into a drinkable hot infusion normally takes five minutes over an appropriate source of heat. It can be done in two minutes with a Brazier Mug. |
18 | alchemy | 6.67 | KKSAS | All | ||||
| Equipment/Bolas | Bolas | Bolas | Bolas | Weapons | Weapon | 5.0 | 5 gp | 2.0 | 2 lbs. | nonlethal, thrown, trip | A bolas is a pair of wooden, stone, or metal weights connected by a thin rope or cord. | You can whirl and throw this weapon to make a ranged Trip attack against an opponent. You can’t be tripped during your own trip attempt when using a bolas. | Core | All | ||||||||
| Equipment/Boompot | Boompot | Boompot | Boompot | Alchemy | Weapons | Consumable | 25.0 | 25 gp | 0.0 | - | Throw to daze or dazzle targets in 30 ft radius | A boompot is a variant on alchemist’s fire that creates a bright, sudden flash of light and fire plus a loud explosion. | Any target within 30 feet that can see the explosion is dazzled and must make a DC 13 Fortitude save or be dazed for 1 round. If thrown, a boompot has a range increment of 10 feet. |
15 | alchemy | 8.33 | KKSAS | All | ||||
| Equipment/Brass Knuckles | Brass Knuckles | Brass Knuckles | BrassKnuckles | Weapons | Weapon | 1.0 | 1 gp | 1.0 | 1 lb. | monk | These close combat weapons are designed to fit comfortably around the knuckles, narrowing the contact area and therefore magnifying the amount of force delivered by a punch. | Brass knuckles allow you to deal lethal damage. | You may hold, but not wield, a weapon or other object in a hand wearing brass knuckles. You may cast a spell with a somatic component while wearing brass knuckles if you make a concentration check (DC 10 + the level of the spell you’re casting). | Core • APG | All | |||||||
| Equipment/Brazier Mug | Brazier Mug | Brazier Mug | BrazierMug | Alchemy | Tools | Consumable | 1.0 | 1 gp | 1.0 | 1 lb. | Heats content to nearly boiling | A brazier mug includes a trailing cord connected to alchemical compounds sandwiched between two earthenware layers of a hefty mug. | When the cord is pulled the alchemical compounds mix and heat, bringing the inner layer of the earthenware to a temperature just short of boiling. This is often used to provide a simple hot meal or tea while adventuring in places where a fire is unadvisable (or impossible). Each brazier mug works only once, staying warm for 1–4 hours. It is possible to built brazier mugs as canteens, and transport a liquid within them. |
15 | alchemy | 0.33 | KKSAS | All | ||||
| Equipment/Breastplate | Breastplate | Breastplate | Breastplate | Armors | Protection | 200.0 | 200 gp | 30.0 | 30 lbs. | — | A breastplate protects a wearer’s torso with a single piece of sculpted metal, similar to the core piece of a suit of full plate. Despite its sturdiness, its inflexibility and open back make it inferior to complete suits of metal armor, but still an improvement over most non-metal armors. | Core | All | |||||||||
| Equipment/Buckler | Buckler | Buckler | Buckler | Armors | Protection | 5.0 | 5 gp | 5.0 | 5 lbs. | — | This small metal shield is worn strapped to your forearm. | You can use a bow or crossbow without penalty while carrying it. You can also use your shield arm to wield a weapon (whether you are using an offhand weapon or using your off hand to help wield a two-handed weapon), but you take a –1 penalty on attack rolls while doing so. This penalty stacks with those that may apply for fighting with your off hand and for fighting with two weapons. In any case, if you use a weapon in your off hand, you lose the buckler’s Armor Class bonus until your next turn. You can cast a spell with somatic components using your shield arm, but you lose the buckler’s Armor Class bonus until your next turn. You can’t make a shield bash with a buckler. |
Core | All | ||||||||
| Equipment/Bullseye Lantern | Bullseye Lantern | Lantern, Bullseye | BullseyeLantern | Dungeoneering | Lighting | Gear | 12.0 | 12 gp | 3.0 | 3 lbs. | 60-feet cone, 6 hours | 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 one pint of oil. You can carry a lantern in one hand. |
4.0 | Core | All | |||||||
| Equipment/Burglar's outfit | Burglar's outfit | Burglar's outfit | Burglarsoutfit | Clothing | Outfits | Gear | 5.0 | 5 gp | 5.0 | 5 lbs. | This outfit consists of fitted pants, a shirt, a hooded reversible cloak, soft leather boots, and a face mask, all in dark or neutral colors. The outfit’s few buttons and rivets are wrapped in dull, dark cloth to avoid jingling or reflecting light. A number of loops and shallow pockets are also worked into the outfit, providing ample spaces for stashing small tools or weapons. | 1.67 | Core | All | ||||||||
| Equipment/Caltrops | Caltrops | Caltrops | Caltrops | Dungeoneering | Misc | Gear | 1.0 | 1 gp | 2.0 | 2 lbs. | Damages enemies moving through square | A caltrop is a four-pronged metal spike crafted so that one prong faces up no matter how the caltrop comes to rest. You scatter caltrops on the ground in the hope that your enemies step on them or are at least forced to slow down to avoid them. One 2-pound bag of caltrops covers an area 5 feet square. | Each time a creature moves into an area covered by caltrops (or spends a round fighting while standing in such an area), it runs the risk of stepping on one. Make an attack roll for the caltrops (base attack bonus +0) against the creature. For this attack, the creature’s shield, armor, and deflection bonuses do not count. If the creature is wearing shoes or other footwear, it gets a +2 armor bonus to AC. If the attack succeeds, the creature has stepped on a caltrop. The caltrop deals 1 point of damage, and the creature’s speed is reduced by half because its foot is wounded. This movement penalty lasts for 24 hours, until the creature is successfully treated with a DC 15 Heal check, or until it receives at least 1 point of magical healing. A charging or running creature must immediately stop if it steps on a caltrop. Any creature moving at half speed or slower can pick its way through a bed of caltrops with no trouble. Caltrops may not work against unusual opponents. |
0.33 | Core | All | ||||||
| Equipment/Candle | Candle | Candle | Candle | Dungeoneering | Lighting | Gear | 0.01 | 1 cp | 0.0 | - | Dim light for 5 feet, 1 hour | 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. | 0.0 | Core | All | |||||||
| Equipment/Canvas | Canvas | Canvas | Canvas | Camping_Gear | Misc | Gear | 0.1 | 1 sp | 1.0 | 1 lb. | One square yard of canvas. | 0.03 | Core | All | ||||||||
| Equipment/Casting Plaster | Casting Plaster | Casting Plaster | CastingPlaster | Alchemy | Materials | Consumable | 0.5 | 5 sp | 5.0 | 5 lbs. | Create casts or fill cracks | This white, dry powder mixes with water to form a paste, which hardens over the course of an hour to create a solid material. It can be used to make casts of footprints or carvings, fill in gaps or cracks in walls, or (if applied over a cloth wrapping) create a cast for a broken bone. Hardened plaster has hardness 1 and 5 hit points per inch of thickness. A 5-pound clay pot of plaster can cover about 5 square feet of flat space to a depth of 1 inch, five Medium forearm or lower-leg casts, two Medium full-arm or full-leg casts, or twice as many casts for a Small creature. |
0.17 | CtAPD | All | |||||||
| Equipment/Chain | Chain | Chain | Chain | Dungeoneering | Misc | Gear | 30.0 | 30 gp | 2.0 | 2 lbs. | 10-feet length | This chain is made of interlocking metal links roughly an inch long, and thick enough to bear large amounts of weight. It has hardness 10 and 5 hit points. It can be burst with a DC 26 Strength check. Price and weight is for 10 feet of chain. |
10.0 | Core | All | |||||||
| Equipment/Chain Shirt | Chain Shirt | Chain Shirt | ChainShirt | Armors | Protection | 100.0 | 100 gp | 25.0 | 25 lbs. | — | Covering the torso, this shirt is made up of thousands of interlocking metal rings. | Core | All | |||||||||
| Equipment/Chain-Hammer | Chain-Hammer | Hammer, Chain | ChainHammer | Weapons | Weapon | 35.0 | 35 gp | 8.0 | 8 lbs. | double, sunder, thrown with easy retrieval | This pair of hammers is linked by a loose chain. While the two hammers are balanced to wield in melee together, the chain is long enough that you can throw one hammer a short distance and then pull it back. | Pulling the chain to retrieve the thrown hammer is a move action. The chain-hammer’s maximum throwing range is 10 feet. Dwarf rangers are fond of using chain-hammers, often using a locked gauntlet to make sure one of the hammers remains secure. When you use a chain hammer, you get a +2 bonus on Combat Maneuver Checks to sunder attempts. |
Core • AA2 | All | ||||||||
| Equipment/Chainmail Armor | Chainmail Armor | Chainmail Armor | ChainmailArmor | Armors | Protection | 150.0 | 150 gp | 40.0 | 40 lbs. | — | Unlike a chain shirt, which covers only the chest, chainmail protects the wearer with a complete mesh of chain links that cover the torso and arms, and extends below the waist. Multiple interconnected pieces offer additional protection over vital areas. The suit includes gauntlets. | Core | All | |||||||||
| Equipment/Chalk | Chalk | Chalk | Chalk | Dungeoneering | Tools | Gear | 0.01 | 1 cp | 0.0 | - | 1 piece | 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. | 0.0 | Core | All | |||||||
| Equipment/Cleric's vestments | Cleric's vestments | Cleric's vestments | Clericsvestments | Clothing | Outfits | Gear | 5.0 | 5 gp | 6.0 | 6 lbs. | These ceremonial clothes are worn when performing priestly functions within a church or temple, and aren’t well suited to adventuring. A cleric’s vestments typically include a cassock, stole, and surplice. The colors usually correspond to the deity worshiped, and while some priests may choose elaborate embroidery with ecclesiastical themes, others find merit in humble simplicity. | 1.67 | Core | All | ||||||||
| Equipment/Climber's Kit | Climber's Kit | Climber's Kit | ClimbersKit | Dungeoneering | Climbing | Gear | 80.0 | 80 gp | 5.0 | 5 lbs. | +2 bonus on Climb checks | These crampons, pitons, ropes, and other tools give you a +2 circumstance bonus on Climb checks. | 26.67 | Core | All | |||||||
| Equipment/Climbing Hammer | Climbing Hammer | Hammer, Climbing | ClimbingHammer | Dungeoneering | Climbing | Gear | 0.5 | 5 sp | 2.0 | 2 lbs. | A leather loop is attached to the haft, which can be wrapped around the wrist to prevent the hammer being dropped. | If a hammer is used in combat, treat it as a one-handed improvised weapon that deals bludgeoning damage equal to that of a Spiked Gauntlet of its size. | 0.17 | Core | All | |||||||
| Equipment/Clocktinder | Clocktinder | Clocktinder | Clocktinder | Alchemy | Tools | Consumable | 2.0 | 2 gp | 0.0 | - | Works as a fuse | A clocktinder looks very much like a tindertwig and functions similarly. However, rather than bursting into flame, a piece of clocktinder struck against a hard surface merely smolders slowly from top to bottom — a process that takes 10 rounds — then finishes with a burst of flame at the end of that time. It’s possible to tie multiple clocktinders together so the first sets off the second, the second sets off the third, and so on. Shorter times can be achieved by cutting a clocktinder into a shorter stick. Changing the number of rounds one or more section of clocktinder will burn requires a DC 10 Craft (alchemy), Craft (traps), or Disable Device check. (If the total time is more than a minute of delay, the DC increases to 15). If the check fails by 4 or less, the clocktinder burns to an end 1d12 minus 1d6 rounds early (minimum 1). If it fails by 5 or more, the clocktinder fizzles out prior to reaching the end of its burn. Wrapping the far end of a piece of clocktinder to a vial of alchemist’s fire, boompot, dragonrod, or fog bomb sets off the attached device when the clocktinder bursts into flame. |
0.67 | KKSAS | All | |||||||
| Equipment/Club | Club | Club | Club | Weapons | Weapon | 0.0 | — | 3.0 | 3 lbs. | thrown | This weapon is usually just a shaped piece of wood, sometimes with a few nails or studs embedded in it. | Core | All | |||||||||
| Equipment/Cold-weather outfit | Cold-weather outfit | Cold-weather outfit | Coldweatheroutfit | Clothing | Outfits | Gear | 8.0 | 8 gp | 7.0 | 7 lbs. | +5 bonus on Fortitude saves to resist cold weather | This outfit is designed for mountaineering or hunting and traveling in icy climates. It includes a coat of wool or thick animal fur, a linen shirt, a wool cap, a heavy cloak, a heavy skirt or pants, and waterproof leather boots. In some regions, the outfit may be composed primarily of fur and animal pelts. This outfit grants a +5 circumstance bonus on Fortitude saving throws against exposure to cold weather. | 2.67 | Core | All | |||||||
| Equipment/Common Arrows | Common Arrows | Arrows, Common (20) | CommonArrows | Weapons | Weapon | 1.0 | 1 gp | 3.0 | 3 lbs. | — | Unless indicated otherwise, arrows come in a leather quiver that holds 20 arrows. | A standard (common) arrow used as a melee weapon is treated as a light improvised weapon (–4 penalty on attack rolls) and deals damage as a dagger of its size (critical multiplier ×2). | Core | All | ||||||||
| Equipment/Common Crossbow Bolts | Common Crossbow Bolts | Crossbow Bolts, Common (10) | CommonCrossbowBolts | Weapons | Weapon | 1.0 | 1 gp | 1.0 | 1 lb. | — | Bolts come in a case or quiver that holds 10 bolts (or 5 for a repeating crossbow). | A crossbow bolt used as a melee weapon is treated as a light improvised weapon (–4 penalty on attack rolls) and deals damage as a dagger of its size (crit ×2). | Core | All | ||||||||
| Equipment/Common Sling Bullets | Common Sling Bullets | Sling Bullets, Common (10) | CommonSlingBullets | Weapons | Weapon | 0.1 | 1 sp | 5.0 | 5 lbs. | — | Bullets come in a leather pouch that holds 10 bullets. | Core | All | |||||||||
| Equipment/Compass | Compass | Compass | Compass | Overland_Survival | Travel | Gear | 10.0 | 10 gp | 0.5 | ½ lb. | +2 bonus on Survival and Knowledge (dungeoneering) to navigate | 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. | 3.33 | Core | All | |||||||
| Equipment/Composite Longbow | Composite Longbow | Longbow, Composite | CompositeLongbow | Weapons | Weapon | 100.0 | 100 gp | 3.0 | 3 lbs. | composite | At almost 5 feet in height, a composite longbow is made from horn, wood, and sinew laminated together to allow for a greater draw strength. | Each point of Strength bonus granted by the composite quality adds 100 gp to its cost. For purposes of most feats and talents, a composite longbow is treated as if it were a longbow. If you have a penalty for low Strength, apply it to damage rolls when you use a composite longbow. You can use a composite longbow while mounted. A composite longbow fires arrows. |
Core | All | ||||||||
| Equipment/Composite Shortbow | Composite Shortbow | Shortbow, Composite | CompositeShortbow | Weapons | Weapon | 75.0 | 75 gp | 2.0 | 2 lbs. | composite | At about 3 feet in height, a composite shortbowis made from horn, wood, and sinew laminated together to allow for a greater draw strength. | Each point of Strength bonus granted by the composite quality adds 75 gp to its cost. For purposes of most feats and talents, a composite shortbowis treated as if it were a shortbow. If you have a penalty for low Strength, apply it to damage rolls when you use a composite shortbow. You can use a composite shortbow while mounted. A composite shortbow fires arrows. |
Core | All | ||||||||
| Equipment/Composite Shortbow | Composite Shortbow | Shortbow, Composite | CompositeShortbow | Weapons | Weapon | 75.0 | 75 gp | 2.0 | 2 lbs. | Weapon Qualities | At about 3 feet in height, a composite shortbowis made from horn, wood, and sinew laminated together to allow for a greater draw strength. | Each point of Strength bonus granted by the composite quality adds 75 gp to its cost. For purposes of most feats and talents, a composite shortbowis treated as if it were a shortbow. If you have a penalty for low Strength, apply it to damage rolls when you use a composite shortbow. You can use a composite shortbow while mounted. A composite shortbow fires arrows. |
Core | All | ||||||||
| Equipment/Cooking Kit | Cooking Kit | Cooking Kit | CookingKit | Camping_Gear | Cooking | Gear | 3.0 | 3 gp | 16.0 | 16 lbs. | 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 |
1.0 | Core | All | ||||||||
| Equipment/Cot | Cot | Cot | Cot | Camping_Gear | Comfort | Gear | 1.0 | 1 gp | 30.0 | 30 lbs. | This elevated camp bed is made of wood and canvas, and is particularly useful when the ground is wet or rocky. It is large enough for a full-grown human, but folds down into a 4-foot-by-9-inch cylindrical bag. | 0.33 | Core | All | ||||||||
| Equipment/Courtier's outfit | Courtier's outfit | Courtier's outfit | Courtiersoutfit | Clothing | Outfits | Gear | 30.0 | 30 gp | 6.0 | 6 lbs. | This outfit includes tailored clothes in whatever fashion happens to be current in noble courts of that region. Anyone trying to influence nobles or courtiers while wearing street dress will have a hard time of it (–2 penalty on Charisma-based skill checks to influence such individuals). If you wear this outfit without jewelry (costing an additional 50 gp), you look like an out-of-place commoner. | 10.0 | Core | All | ||||||||
| Equipment/Crowbar | Crowbar | Crowbar | Crowbar | Dungeoneering | Tools | Gear | 2.0 | 2 gp | 5.0 | 5 lbs. | +2 on Strength to force open a door or chest | This versatile tool is designed to help pry open whatever the user desires. | A crowbar grants a +2 circumstance bonus on Strength checks made to force open a door or chest. | If it is used in combat, treat a crowbar as a one-handed improvised weapon that deals bludgeoning damage equal to that of a club of its size. | 0.67 | Core | All | |||||
| Equipment/Dagger | Dagger | Dagger | Dagger | Weapons | Weapon | 2.0 | 2 gp | 1.0 | 1 lb. | thrown | A dagger has a blade that is about 1 foot in length. | You get a +2 bonus on Sleight of Hand skill checks made to conceal a dagger on your body. | Core | All | ||||||||
| Equipment/Dagger | Dagger | Dagger | Dagger | Weapons | Weapon | 2.0 | 2 gp | 1.0 | 1 lb. | Weapon Qualities | A dagger has a blade that is about 1 foot in length. | You get a +2 bonus on Sleight of Hand skill checks made to conceal a dagger on your body. | Core | All | ||||||||
| Equipment/Dart | Dart | Dart | Dart | Weapons | Weapon | 0.5 | 5 sp | 0.5 | ½ lb. | thrown | Darts are missile weapons, designed to fly such that a sharp, often weighted point will strike first. They can be distinguished from javelins by fletching (i.e., feathers on the tail) and a shaft that is shorter and/or more flexible, and from arrows by the fact that they are not of the right length to use with a normal bow. | Core | All | |||||||||
| Equipment/Deluxe Climbing Package | Deluxe Climbing Package | Climbing Package, Deluxe | DeluxeClimbingPackage | Equipment_Packages | Dungeoneering | Gear | 113.0 | 113 gp | 33.5 | 34 lbs. | Silk rope, pitons, grappling hook, climber's kit | A Climbing Hammer and 15 Pitons, 150 feet of Silk Rope, a Grappling Hook, and a Climber's Kit. | 37.67 | Core | All | |||||||
| Equipment/Deluxe Dungeoneering Package | Deluxe Dungeoneering Package | Dungeoneering Package, Deluxe | DeluxeDungeoneeringPackage | Equipment_Packages | Dungeoneering | Gear | 130.0 | 130 gp | 14.0 | 14 lbs. | Like basic kit, but upgraded with alchemy and magic | Two Candles, Chalk, a Hammer and four Pitons, 50 feet of Silk Rope, two Sacks, three Sunrods, four Tindertwigs, and an Everburning Torch. | 43.33 | Core | All | |||||||
| Equipment/Dire Flail | Dire Flail | Flail, Dire | DireFlail | Weapons | Weapon | 90.0 | 90 gp | 10.0 | 10 lbs. | disarm, double, trip | A dire flail consists of two spheres of spiked iron dangling from chains at opposite ends of a long haft. This weapon excels at short but powerful strikes, and is typically swung in a constant churning motion. The wielder of a dire flail must have great strength, both to use the weapon effectively and to keep from tiring out. | Core | All | |||||||||
| Equipment/Disguise Kit | Disguise Kit | Disguise Kit | DisguiseKit | Tools_and_Kits | Subterfuge | Gear | 50.0 | 50 gp | 8.0 | 8 lbs. | +2 bonus on Disguise checks | This kit contains tools like makeup and fake facial hair. | Provides a +2 circumstance bonus on Disguise checks. A disguise kit is exhausted after 10 uses. | 16.67 | Core | All | ||||||
| Equipment/Double Axe | Double Axe | Axe, Double | DoubleAxe | Weapons | Weapon | 60.0 | 60 gp | 15.0 | 15 lbs. | double | A cruel weapon with blades placed at opposite ends of a long haft, a double axe is a double weapon. Because of the blades at either end of the axe, the wielder must hold a double axe in the middle of its haft, and utilize a weaving, slashing fighting style more akin to that of a quarterstaff than to that of a greataxe or battleaxe. | Core | All | |||||||||
| Equipment/Dueling Dagger | Dueling Dagger | Dagger, Dueling | DuelingDagger | Weapons | Weapon | 12.0 | 12 gp | 1.0 | 1 lb. | thrown, increase AC when fighting defensively | This dagger is used in the off hand to block attacks. | When you fight defensively or use Combat Expertise while wielding a dueling dagger, your bonus to AC increases by 1. This benefit applies even if you did not attack with the dueling dagger. | If you aren’t proficient with a dueling dagger, you treat it as a dagger and gain no special benefits. Any effects that apply to daggers apply to dueling daggers. |
Core • AA2 | All | |||||||
| Equipment/Dueling Sword | Dueling Sword | Sword, Dueling | DuelingSword | Weapons | Weapon | 20.0 | 20 gp | 3.0 | 3 lbs. | finesse, proficiency(longswords) | These slightly curved swords measure just over 3 feet in length. | If you are proficient with the longsword this weapon can be used as a longsword. | Core • UC | All | ||||||||
| Equipment/Dwarven Longaxe | Dwarven Longaxe | Axe, Dwarven Long | Weapons | Weapon | 50.0 | 50 gp | 14.0 | 14 lbs. | reach | These ornate and heavy blades are mounted atop a long, steel-shod haft for greater reach. | Core • ARG | All | ||||||||||
| Equipment/Dwarven Longaxe | Dwarven Longaxe | Axe, Dwarven Long | DwarvenLongaxe | Weapons | Weapon | 50.0 | 50 gp | 14.0 | 14 lbs. | reach | These ornate and heavy blades are mounted atop a long, steel-shod haft for greater reach. | Core • ARG | All | |||||||||
| Equipment/Dwarven Longhammer | Dwarven Longhammer | Hammer, Dwarven Long | DwarvenLonghammer | Weapons | Weapon | 70.0 | 70 gp | 20.0 | 20 lbs. | reach, shove, sunder | These heavy-headed bludgeons are often carved or cast with monstrous faces or drilled with tiny holes to create a menacing whistling as they are swung through the air. | When you use a dwarven longhammer, you get a +2 bonus on Combat Maneuver Checks to bull rush and reposition attempts, when using the weapon in question. This uses the weapon’s reach (if different from your own). When you use a dwarven longhammer, you get a +2 bonus on Combat Maneuver Checks to sunder attempts. |
Core • ARG | All | ||||||||
| Equipment/Dwarven Urgrosh | Dwarven Urgrosh | Dwarven Urgrosh | DwarvenUrgrosh | Weapons | Weapon | 50.0 | 50 gp | 12.0 | 12 lbs. | brace, double | A dwarven urgrosh is a double weapon—an axe head and a spear point on opposite ends of a long haft. | The urgrosh’s axe head is a slashing weapon that deals 1d8 points of damage. Its spear head is a piercing weapon that deals 1d6 points of damage. You can use either head as the primary weapon. The other becomes the off-hand weapon. If you use an urgrosh against a charging character, the spear head is the part of the weapon that deals damage. |
Core | All | ||||||||
| Equipment/Dwarven Waraxe | Dwarven Waraxe | Axe, Dwarven War | DwarvenWaraxe | Weapons | Weapon | 30.0 | 30 gp | 8.0 | 8 lbs. | two-handed proficiency(axes) | A dwarven waraxe has a large, ornate head mounted to a thick handle, making it too large to use in one hand without special training. | If you are proficient with another one-handed or two-handed axe, you can use a dwarven waraxe two-handed. | Core | All | ||||||||
| Equipment/Entertainer's outfit | Entertainer's outfit | Entertainer's outfit | Entertainersoutfit | Clothing | Outfits | Gear | 3.0 | 3 gp | 4.0 | 4 lbs. | This set of flashy—perhaps even gaudy— clothes is meant for entertaining. Entertainer’s outfits come in a wide range of styles, from scandalous to flattering to absurd. While the outfit looks whimsical, its practical design does nothing to inhibit your ability to tumble, dance, walk a tightrope, or run (if the audience turns ugly). | 1.0 | Core | All | ||||||||
| Equipment/Explorer's outfit | Explorer's outfit | Explorer's outfit | Explorersoutfit | Clothing | Outfits | Gear | 10.0 | 10 gp | 8.0 | 8 lbs. | This set of clothes is for someone who never knows what to expect. It includes sturdy boots, leather breeches or a skirt, a belt, a shirt (perhaps with a vest or jacket), gloves, and a cloak. Rather than a leather skirt, a leather overtunic may be worn over a cloth skirt. The clothes have plenty of pockets (especially the cloak). The outfit also includes any extra accessories you might need, such as a scarf or a wide-brimmed hat. | 3.33 | Core | All | ||||||||
| Equipment/Falchion | Falchion | Sword, Falchion | Falchion | Weapons | Weapon | 75.0 | 75 gp | 8.0 | 8 lbs. | — | This sword has one curved, sharp edge like a scimitar, with the back edge unsharpened and either flat or slightly curved. Its weight is greater toward the end, making it better for chopping rather than stabbing. | Core | All | |||||||||
| Equipment/Fauchard | Fauchard | Polearm, Fauchard | Fauchard | Weapons | Weapon | 14.0 | 14 gp | 10.0 | 10 lbs. | Weapon Qualities, Weapon Qualities | Like a glaive, the fauchard is a curved blade at the end of a pole. However, the cutting edge of a fauchard is along the concave side, like that of a sickle or scythe. | Core • AA2 | All | |||||||||
| Equipment/Fauchard | Fauchard | Polearm, Fauchard | Fauchard | Weapons | Weapon | 14.0 | 14 gp | 10.0 | 10 lbs. | reach, trip | Like a glaive, the fauchard is a curved blade at the end of a pole. However, the cutting edge of a fauchard is along the concave side, like that of a sickle or scythe. | Core • AA2 | All | |||||||||
| Equipment/Firewood | Firewood | Firewood | Firewood | Camping_Gear | Cooking | Gear | 0.01 | 1 cp | 20.0 | 20 lbs. | 1 day's worth | This bundle of dry wood includes twigs and logs, enough to keep a fire going for 1 day. If camp is moved, a new campfire will need to be set up, and thus a full pile is still needed every day. One cord of firewood is a pile that is cut and stacked and measures 4' wide x 4' high x 8' long, and weighs ~3000 lbs for oak. A cord of firewood will heat 400 sq. ft. of housing for a year. |
0.0 | Core | All | |||||||
| Equipment/Fishhook | Fishhook | Fishhook | Fishhook | Overland_Survival | Hunting | Gear | 0.1 | 1 sp | 0.0 | - | This metal hook is little more than a stiff, bent needle. | 0.03 | Core | All | ||||||||
| Equipment/Fishing Net | Fishing Net | Fishing Net | FishingNet | Overland_Survival | Hunting | Gear | 4.0 | 4 gp | 5.0 | 5 lbs. | 5 feet square | This net measures 5 feet by 5 feet, and can be used to cover a pit or to block Tiny or larger creatures from entering an area. | 1.33 | Core | All | |||||||
| Equipment/Fishing Tackle | Fishing Tackle | Fishing Tackle | FishingTackle | Overland_Survival | Hunting | Gear | 20.0 | 20 gp | 5.0 | 5 lbs. | +1 bonus on Survival when fishing for food | More than a mere fishhook, this set includes birch poles, silk line, sinkers, hooks, lures, and tackle box. | It grants a +1 circumstance bonus on Survival checks when gathering food around bodies of water that contain fish. | 6.67 | Core | All | ||||||
| Equipment/Flask of Oil | Flask of Oil | Oil, Flask of | FlaskofOil | Dungeoneering | Lighting | Gear | 0.1 | 1 sp | 1.0 | 1 lb. | 1-pint flask | A pint of oil burns for 6 hours in a lantern or lamp. You can also use a flask of 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. |
0.03 | Core | All | |||||||
| Equipment/Flight Arrows | Flight Arrows | Arrows, Flight (20) | FlightArrows | Weapons | Weapon | 2.0 | 2 gp | 3.0 | 3 lbs. | — | These arrows have light shafts and special fletching to give them greater range. A flight arrow’s range increment is 20 feet greater with longbows and 10 feet greater with shortbows. They deal damage as if one size category smaller. | Core • UE | All | |||||||||
| Equipment/Flint And Steel | Flint And Steel | Flint And Steel | FlintAndSteel | Dungeoneering | Lighting | Gear | 1.0 | 1 gp | 0.0 | - | Lighting a torch with flint and steel is a full-round action, and lighting any other fire with them takes at least that long. | 0.33 | Core | All | ||||||||
| Equipment/Folding Chair | Folding Chair | Folding Chair | FoldingChair | Camping_Gear | Comfort | Gear | 2.0 | 2 gp | 10.0 | 10 lbs. | This simple folding chair has a wooden frame and canvas seat and back, making it easy to transport and set up wherever you wish. It folds up easily and fits in a handy carrying bag. The chair can support up to 250 pounds with ease. | 0.67 | Core | All | ||||||||
| Equipment/Full Plate Armor | Full Plate Armor | Full Plate Armor | FullPlateArmor | Armors | Protection | 1,500.0 | 1,500 gp | 50.0 | 50 lbs. | — | This metal suit comprises multiple pieces of interconnected and overlaying metal plates, incorporating the benefits of numerous types of lesser armor. A complete suit of full plate (or platemail, as it is often called) includes gauntlets, heavy leather boots, a visored helmet, and a thick layer of padding that is worn underneath the armor. | Each suit of full plate must be individually fitted to its owner by a master armorsmith, although a captured suit can be resized to fit a new owner at a cost of 200 to 800 (2d4 100) gold pieces. | Core | All | ||||||||
| Equipment/Furs | Furs | Furs | Furs | Clothing | Accessories | Gear | 12.0 | 12 gp | 5.0 | 5 lbs. | +2 bonus on Fortitude saves to resist cold weather | The most basic of cold-weather gear, animal furs serve to keep their wearers warm. Wearing enough fur to cover the body provides a +2 bonus on Fortitude saves to resist cold weather. This does not stack with any bonuses gained from the Survival skill. Furs may supplement another outfit. | 4.0 | Core • UE | All | |||||||
| Equipment/Garrote | Garrote | Garrote | Weapons | Weapon | 3.0 | 3 gp | 1.0 | 1 lb. | grapple | In order to use a garrote, your opponent must be helpless or unaware of you. You must make a Grapple combat maneuver check (though you avoid the –4 penalty for not having two hands free) to successfully begin garroting your opponent. Sneak attack damage does not apply to a garrote. Your garroted opponent must make a concentration check (DC 20 + your CMB + number of spell points used) to cast a spell with a verbal component, use a command word item, or use any magic requiring speech. You gain the following additional option when grappling with a garrote. Choke: You cut off your target’s air supply so he has to hold his breath (see Suffocation for additional information). Any round you do not maintain the choke, your opponent can take a breath and restart when he has to begin making Constitution checks. |
Core | All | ||||||||||
| Equipment/Garrote | Garrote | Garrote | Garrote | Weapons | Weapon | 3.0 | 3 gp | 1.0 | 1 lb. | grapple | In order to use a garrote, your opponent must be helpless or unaware of you. You must make a Grapple combat maneuver check (though you avoid the –4 penalty for not having two hands free) to successfully begin garroting your opponent. Sneak attack damage does not apply to a garrote. Your garroted opponent must make a concentration check (DC 20 + your CMB + number of spell points used) to cast a spell with a verbal component, use a command word item, or use any magic requiring speech. You gain the following additional option when grappling with a garrote. Choke: You cut off your target’s air supply so he has to hold his breath (see Suffocation for additional information). Any round you do not maintain the choke, your opponent can take a breath and restart when he has to begin making Constitution checks. |
Core | All | |||||||||
| Equipment/Glaive | Glaive | Polearm, Glaive | Glaive | Weapons | Weapon | 8.0 | 8 gp | 10.0 | 10 lbs. | reach | A glaive is composed of a simple blade mounted on the end of a pole about 7 feet in length. | Core | All | |||||||||
| Equipment/Good Lock | Good Lock | Lock, Good | GoodLock | Tools_and_Kits | Security | Gear | 80.0 | 80 gp | 1.0 | 1 lb. | DC 30 | This can be a padlock, an inset lock in a door or chest, or any other type of keyed lock. Picking open the lock requires a Disable Device skill check (DC 30). | 26.67 | Core | All |