Actions

Equipment/Tools & Kits

From Titan's Teeth

< Equipment

Camping and Survival

Item Cost Weight Short
Cooking Kit 3 gp 16 lbs.

Cooking Kit

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.

Crafting Kits

Item Cost Weight Short
Alchemist's Lab 200 gp 40 lbs. +2 bonus on Craft (alchemy) checks.
Alchemist's Lab, Portable 75 gp 20 lbs. Allows Craft (alchemy) checks to be performed.
Artisan's Tools 5 gp 5 lbs. Needed to perform Craft skill checks.
Artisan's Tools, Masterwork 55 gp 5 lbs. +2 bonus on Craft checks.
Knitting Kit 1 gp 1/4 lbs. Used for knitting or crocheting.

Alchemist's Lab

Benefit: 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.

Alchemist's Lab, Portable

Benefit: This compact version of a full-sized alchemist’s lab provides no bonus, but is portable.

Artisan's Tools

Benefit: 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.

Artisan's Tools, Masterwork

Benefit: These tools serve the same purpose as artisan’s tools, but masterwork artisan’s tools are the perfect tools for the job, so you get a +2 circumstance bonus on Craft checks made with them.

Knitting Kit

Benefit: An assortment of needles and tools suitable for knitting or crocheting in a cloth carrying case. Knitting needles can be used as improvised weapons, doing 1d2+Strength damage.

Healing Kits

Item Cost Weight Short
Antidote Kit 100 gp 3 lbs. +3 bonus on Heal checks made to treat poison.
Healer's Kit 50 gp 1 lbs. +2 bonus on Heal checks.
Surgeon's Tools 20 gp 5 lbs. +3 bonus on Heal checks to treat wounds and deadly wounds.

Antidote Kit

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.

Benefit: It grants a +3 circumstance bonus on Heal checks made to treat poison. An antidote kit is exhausted after 10 uses.

Healer's Kit

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

Surgeon's Tools

Benefit: When used in conjunction with a healer’s kit, surgeon’s tools raise the kit’s bonus to a +3 circumstance bonus on Heal checks to treat wounds or deadly wounds.

Magic Kits

Item Cost Weight Short
Holy Symbol, Gold 100 gp 1 lb.
Holy Symbol, Iron 5 gp 1 lb.
Holy Symbol, Silver 25 gp 1 lb.
Holy Symbol, Wooden 1 gp
Holy Water 25 gp 1 lb.
Spell Component Pouch 3 gp 2 lbs. Contains an assortment of minor material components and focuses.

Holy Symbol, Gold

Each religion has its own holy symbol. The material used to make the holy symbol has no effect on its powers, though a religion may place special significance on a particular material.

Holy Symbol, Iron

Each religion has its own holy symbol. The material used to make the holy symbol has no effect on its powers, though a religion may place special significance on a particular material.

Holy Symbol, Silver

Each religion has its own holy symbol. The material used to make the holy symbol has no effect on its powers, though a religion may place special significance on a particular material.

Holy Symbol, Wooden

Each religion has its own holy symbol. The material used to make the holy symbol has no effect on its powers, though a religion may place special significance on a particular material.

Holy Water

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.

Spell Component Pouch

This pouch contains an assortment of material components. It is assumed to contain all kinds of material components and focuses, except for items with a specific cost above 1 sp, or items which wouldn't fit in a pouch.

A spell component pouch is exhausted after 20 uses. Focuses can be kept after casting, meaning that reusing a focus after the first use does not exhaust a use. Once emptied, you are left with a Belt Pouch

Subterfuge Kits

Item Cost Weight Short
Disguise Kit 50 gp 8 lbs. +2 bonus on Disguise checks.
Thieves' Tools 30 gp 1 lb. Needed to perform Disable Device skill checks.
Thieves' Tools, Masterwork 100 gp 2 lbs. +2 bonus on Disable Device checks.

Disguise Kit

This kit contains tools like makeup and fake facial hair.

Benefit: Provides a +2 circumstance bonus on Disguise checks. A disguise kit is exhausted after 10 uses.

Thieves' Tools

Benefit: This kit contains lockpicks and other tools you need to use the Disable Device skill.

Note: Without these tools, you must use improvised tools, and you take a –2 circumstance penalty on Disable Device checks.

Thieves' Tools, Masterwork

Benefit: This kit contains extra tools and tools of better make, which grant a +2 circumstance bonus on Disable Device checks.

Writing

Item Cost Weight Short
Ink 8 gp 1 ounce of black ink.
Ink, Colored 16 gp 1 ounce of non-black ink.
Inkpen 1 sp
Paper 4 sp 1 sheet
Parchment 2 sp 1 sheet
Scroll Case 1 gp ½ lb. Holds 4 scrolls or maps.
Sealing Wax 1 gp 1 lb.
Signet Ring 5 gp

Ink

This vial contains 1 ounce of black ink.

Ink, Colored

This vial contains 1 ounce of non-black ink.

Inkpen

This is a wooden stylus with a metal tip that retains a small amount of ink after you dip it in a vial of ink.

Paper

One sheet of ordinary paper typically measuring 9 inches by 6 inches. Unsuitable for making magical scrolls.

Note: Hardness 0, 1 hit point, and a break DC of 5.

Parchment

This sheet of thin, treated animal skin is a durable writing surface and is suitable for making magic scrolls.

Note: Hardness 0, 2 hit points, and a break DC of 5.

Scroll Case

A leather or wooden 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. A scroll case is not watertight, and must still be protected from the elements.

Note: Hardness 2 for leather or 5 for wood, 2 hit points, break DC 15.

Sealing Wax

This stick of red wax is used to seal envelopes, often using an impression from a signet ring as proof they were sent by you.

Signet Ring

This ring has an embossed design, typically a family crest or official icon. You press a signet ring into softened wax to leave an impression of this symbol.