View table: Equipment
< Cargo tablesTable structure:
- Name - Wikitext
- Category - Wikitext
- SubCategory - Wikitext
- CraftDC - Integer
- CraftType - Wikitext
- Cost - Wikitext
- CostGp - Integer
- GL - Integer
- Weight - Wikitext
- Stones - Wikitext
- Short - Wikitext
- Fluff - Wikitext
- Description - Wikitext
- Benefit - Wikitext
- Note - Wikitext
- Hidden - Boolean
This table has 226 rows altogether.
Page | Name | Category | SubCategory | CraftDC | CraftType | Cost | CostGp | GL | Weight | Stones | Short | Fluff | Description | Benefit | Note | Hidden |
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Equipment/Alchemist's Lab | Alchemist's Lab | Kit | Crafting | 200 gp | 1 | 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. | |||||||
Equipment/Animal Feed | Animal Feed | Animals | Supplies | 5 cp | 1 | 10 lbs. | — | Per day | Horses, donkeys, mules, and ponies can graze to sustain themselves when docile, but while traveling it is necessary to provide feed. If you have a riding dog, you have to feed it meat. | No | ||||||
Equipment/Antidote Kit | Antidote Kit | Kit | Healing | 100 gp | 1 | 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. | ||||||
Equipment/Artisan's Outfit | Artisan's Outfit | Clothing | Outfits | 1 gp | 1 | 4 lbs. | — | — | 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. | No | ||||||
Equipment/Artisan's Tools | Artisan's Tools | Kit | Crafting | 5 gp | 1 | 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. | |||||||
Equipment/Backpack | Backpack | Clothing | Containers | 2 gp | 1 | 2 lbs. | — | Contains about 2 cubic feet | 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. Also see Masterwork Backpack. |
No | ||||||
Equipment/Bandolier | Bandolier | Clothing | Containers | 5 sp | 1 | ½ lb. | — | Holds 8 tiny items | This leather belt is worn over one shoulder and runs diagonally across the chest and back. 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). | 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. | No | |||||
Equipment/Basic Climbing Package | Climbing Package, Basic | Package | Dungeoneering | 5 gp | 1 | 39½ lbs. | — | Hemp rope and pitons | A hammer and 15 pitons, 150 feet of hemp rope. | No | ||||||
Equipment/Basic Dungeoneering Package | Dungeoneering Package, Basic | Package | Dungeoneering | 15 gp | 1 | 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. | |||||||
Equipment/Bear Trap | Bear Trap | Survival | Hunting | 50 gp | 1 | 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. |
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Equipment/Bedroll | Bedroll | Camping | Comfort | 1 sp | 1 | 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. | |||||||
Equipment/Belt Pouch | Belt Pouch | Clothing | Containers | 1 gp | 1 | ½ lb. | — | Contains about 1/5 cubic feet or 10 lb. | A belt pouch is crafted of soft cloth or leather. They typically hold up to 10 lb. or 1/5 cubic ft. of items. | No | ||||||
Equipment/Bit and bridle | Bit and bridle | Animals | Gear | 2 gp | 1 | 1 lb. | — | — | A bridle is a piece of equipment used to direct a horse. The bridle includes both the headstall that holds a bit that goes in the mouth of a horse, and the reins that are attached to the bit. | No | ||||||
Equipment/Blanket | Blanket | Camping | Comfort | 5 sp | 1 | 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. | |||||||
Equipment/Block And Tackle | Block And Tackle | Dungeoneering | Climbing | 5 gp | 1 | 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. | No | ||||||
Equipment/Bloodvine Rope | Rope, Bloodvine | Dungeoneering | Climbing | 480 gp | 1 | 2 lbs. | — | 20-foot length. | This 20-foot long, 1/2 inch thick, length of rope has hardness 5, 10 hit points and can be burst with a DC 30 Strength check. It has a max load of 700 lbs. The alchemical treatment used to create bloodvine rope grants it a fire resistance of 5. The DC to escape hemp rope bonds is equal to 20 + the CMB of the creature that tied the bonds. If the DC to escape is higher than 20 + the tying creatures CMB, the tied up creature cannot escape from the bonds, even with a natural 20 on the check. |
For 1 inch thick, costs 560gp and weights 4 lbs., and has hardness 5, 12 hit points and can be burst with a DC 42 Strength check. Max Load 3680 lbs. | Yes | |||||
Equipment/Bottle of Fine Wine | Wine, Fine, Bottle | Food | Drinks | 3 gp | 1 | 3 lbs. | — | 5 drinks, DC 2 | A bottle of fine wine. It may be made from fermented fruit juice, usually grapes, but also sometimes berries, apples, or even rice (sake). In colder climates, wine is often mulled with fruit, spices, honey, and almonds and served as a warming beverage during the winter. | Contains 5 drinks and is DC 2 for the Drinking rules. | No | |||||
Equipment/Bottle of Wine | Wine, Common, Bottle | Food | Drinks | 3 sp | 1 | 3 lbs. | — | 5 drinks, DC 2 | A bottle of unremarkable common wine. It may be made from fermented fruit juice, usually grapes, but also sometimes berries, apples, or even rice (sake). In colder climates, wine is often mulled with fruit, spices, honey, and almonds and served as a warming beverage during the winter. | Contains 5 drinks and is DC 2 for the Drinking rules. | No | |||||
Equipment/Bullseye Lantern | Lantern, Bullseye | Dungeoneering | Lighting | 12 gp | 1 | 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. |
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Equipment/Burglar's Outfit | Burglar's Outfit | Clothing | Outfits | 5 gp | 1 | 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. | No | ||||||
Equipment/Caltrops | Caltrops | Dungeoneering | Misc | 1 gp | 1 | 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. |
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Equipment/Candle | Candle | Dungeoneering | Lighting | 1 cp | 1 | — | — | 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. | No | ||||||
Equipment/Canvas | Canvas | Camping | Misc | 1 sp | 1 | 1 lb. | — | — | One square yard of canvas. | |||||||
Equipment/Cave Fisher Cord | Rope, Cave Fisher Cord | Dungeoneering | Climbing | 80 gp | 1 | 2 lbs. | — | 20-foot length. | Woven from the silk of the deadly cave fisher, this rope is dangerous to harvest and difficult to craft but of special value to adventurers. | This 20-foot long length of rope has 5 hit points and can be burst with a DC 25 Strength check. It has a max load of 350 lbs. Cave fisher cord has proven more aerodynamic than other types of rope and provides a +1 bonus to any check that involves throwing or launching the rope, including grappling hook throwing checks. The DC to escape hemp rope bonds is equal to 20 + the CMB of the creature that tied the bonds. If the DC to escape is higher than 20 + the tying creatures CMB, the tied up creature cannot escape from the bonds, even with a natural 20 on the check. |
Yes | |||||
Equipment/Chalk | Chalk | Dungeoneering | Tools | 1 cp | 1 | — | — | 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. | No | ||||||
Equipment/Climber’s Kit | Climber's Kit | Dungeoneering | Climbing | 80 gp | 1 | 5 lbs. | — | +2 bonus on Climb checks | These crampons, pitons, ropes, and other tools give you a +2 circumstance bonus on Climb checks. | No | ||||||
Equipment/Climbing Hammer | Hammer, Climbing | Dungeoneering | Climbing | 5 sp | 1 | 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. |
No | ||||||
Equipment/Cold-Weather Outfit | Cold-Weather Outfit | Clothing | Outfits | 8 gp | 1 | 7 lbs. | — | +5 on Fort saves vs cold weather | This outfit includes a wool coat, linen shirt, wool cap, heavy cloak, thick pants or skirt, and boots. | This outfit grants a +5 circumstance bonus on Fortitude saving throws against exposure to cold weather. | No | |||||
Equipment/Colored Ink | Ink, Colored | Kit | Writing | 16 gp | 1 | — | — | 1 ounce of non-black ink. | This vial contains 1 ounce of non-black ink. | No | ||||||
Equipment/Comfort Rations | Comfort Rations | Food | Rations | 1 gp | 1 | 5 lbs. | — | +1 Will saves (8 hours), grants Soul comfort 1, spoils after 1 week | The listed price is for a day’s worth of food. In addition to an assortment of bread and dried meats, this ration pack contains various sweets and fresh fruit, though the contents vary from region to region and the race of those creating it. As long as it stays dry, it can last for a week without spoiling. | Grants a +1 gear bonus to Will saves for 8 hours. Counts as a level 1 Soul comfort source. |
You can only benefit from 1 food source each day. | No | ||||
Equipment/Compass | Compass | Survival | Travel | 10 gp | 1 | 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. | |||||||
Equipment/Cooking Kit | Cooking Kit | Kit | Camping | 3 gp | 1 | 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. |
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Equipment/Cot | Cot | Camping | Comfort | 1 gp | 1 | 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. | No | ||||||
Equipment/Courtesan's Outfit | Courtesan's Outfit | Clothing | Outfits | 8 gp | 1 | 4 lbs. | — | — | This outfit includes fine silk or satin garments tailored to complement your figure. In addition, the outfit contains a loose shawl or robe with several discreet pockets for items such as perfume, massage oils, or even a small dagger. |
No | ||||||
Equipment/Courtier's Outfit | Courtier's Outfit | Clothing | Outfits | 8 gp | 1 | 7 lbs. | — | Looks representable in noble circles | This outfit includes fancy, tailored clothes in whatever fashion happens to be the current style in the courts of the nobles. | 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. | No | |||||
Equipment/Crowbar | Crowbar | Dungeoneering | Tools | 2 gp | 1 | 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. |
No | |||||
Equipment/Deluxe Climbing Package | Climbing Package, Deluxe | Package | Dungeoneering | 113 gp | 1 | 33½ lbs. | — | Silk rope, pitons, grappling hook, climber's kit | A hammer and 15 pitons, 150 feet of silk rope, a grappling hook, and a climber’s kit. | |||||||
Equipment/Deluxe Dungeoneering Package | Dungeoneering Package, Deluxe | Package | Dungeoneering | 130 gp | 1 | 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. | |||||||
Equipment/Dilettante's Outfit | Dilettante's Outfit | Clothing | Outfits | 8 gp | 1 | 7 lbs. | — | +2 Sleight of Hand to conceal small objects | These clothes consist of sturdy boots, a pair of stout linen pants or skirt, a cloth shirt, leather gloves, a hat and cloak, and numerous belts, straps, and accessories (such as scarves, a vest, bits of rope or twine, and bandoleers). These items are generally mismatched, each having been selected as “superior” from some other set of clothing, and are rife with pockets and small hidey-holes. | It grants the wearer a +2 circumstance bonus on Sleight of Hand checks made to conceal a small object on her body. | No | |||||
Equipment/Disguise Kit | Disguise Kit | Kit | Subterfuge | 50 gp | 1 | 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. | ||||||
Equipment/Doctor's Outfit | Doctor's Outfit | Clothing | Outfits | 8 gp | 1 | 7 lbs. | — | +2 on Fortitude to resist contact diseases | Any creature wearing this outfit gains a +2 circumstance bonus on Fortitude saves made to resist contact diseases. | No | ||||||
Equipment/Elvish Wanderbread | Elvish Wanderbread | Food | Rations | 5 gp | 1 | ¼ lb. | — | Grants Food comfort 1, doesn't spoil | The listed price is for a day’s worth of food. A light whitish bread bakes by the old elves of the Leysol empire for soldier's or explorer's on the march. Even a small amount is filling and leaves a sense of fulfilment. Usually not found outside the remaining elvish enclaves. | Counts as a level 1 Food comfort source. | You can only benefit from 1 food source each day. | No | ||||
Equipment/Entertainer's Outfit | Entertainer's Outfit | Clothing | Outfits | 3 gp | 1 | 4 lbs. | — | — | This set of flashy—perhaps even gaudy—clothes is for entertaining. While the outfit looks whimsical, its practical design lets you tumble, dance, walk a tightrope, or just run (if the audience turns ugly). | No | ||||||
Equipment/Explorer's Outfit | Explorer's Outfit | Clothing | Outfits | 10 gp | 1 | 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. |
No | ||||||
Equipment/Firewood | Firewood | Dungeoneering | Lighting | 1 cp | 1 | 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. |
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Equipment/Fishhook | Fishhook | Survival | Hunting | 1 sp | 1 | — | — | — | This metal hook is little more than a stiff, bent needle. | |||||||
Equipment/Fishing Net | Net, Fishing | Survival | Hunting | 20 gp | 1 | 5 lbs. | — | 5 feet square. | A net for fishing made from twine. | A fishing net provides a +2 bonus to Survival checks when foraging and hunting for food. A fishing net can be used in place of a net weapon but wielders suffer the standard -4 penalty for using an improvised weapon in combat. | No | |||||
Equipment/Fishing Tackle | Fishing Tackle | Survival | Hunting | 20 gp | 1 | 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. | ||||||
Equipment/Flint And Steel | Flint And Steel | Dungeoneering | Lighting | 1 gp | 1 | — | — | — | Lighting a torch with f lint and steel is a full-round action, and lighting any other fire with them takes at least that long. | |||||||
Equipment/Folding Chair | Chair, Folding | Camping | Comfort | 2 gp | 1 | 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. | |||||||
Equipment/Glass of Fine Wine | Wine, Fine, Glass | Services | Drinks | 6 sp | 1 | — | — | 2 drinks, DC 2 | A glass of fine wine. It may be made from fermented fruit juice, usually grapes, but also sometimes berries, apples, or even rice (sake). In colder climates, wine is often mulled with fruit, spices, honey, and almonds and served as a warming beverage during the winter. | Contains 2 drinks and is DC 2 for the Drinking rules. | No | |||||
Equipment/Glass of Good Wine | Wine, Good, Glass | Services | Drinks | 1 sp | 1 | — | — | 2 drinks, DC 2 | A glass of fine wine. It may be made from fermented fruit juice, usually grapes, but also sometimes berries, apples, or even rice (sake). In colder climates, wine is often mulled with fruit, spices, honey, and almonds and served as a warming beverage during the winter. | Contains 2 drinks and is DC 2 for the Drinking rules. | No | |||||
Equipment/Golden Holy Symbol | Holy Symbol, Gold | Kit | Magic | 100 gp | 1 | 1 lb. | — | — | 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. | No | ||||||
Equipment/Grappling Hook | Grappling Hook | Dungeoneering | Climbing | 1 gp | 1 | 4 lbs. | — | — | Throwing a grappling hook requires a ranged attack roll, treating the hook as a thrown weapon with a range increment of 10 feet. Throwing the grappling hook into a specific square requires hitting AC 5. Successfully throwing over a wall or onto a roof (larger than 1 square) requires hitting AC 0. The grappling hook can also be used as an light melee weapon dealing 1d6 piercing damage. The grappling hook is usually an improvised weapon, inflicting a -4 penalty to throw or use as a melee weapon. Also see the Weapon entry for Grappling Hook. |
No | ||||||
Equipment/Grooming Kit | Grooming Kit | Camping | Grooming | 1 gp | 1 | 2 lbs. | — | — | A comb, scissors, a nail file, a sponge, a hairbrush, a miniature mirror, soap, a chewing stick, and tooth powder. | |||||||
Equipment/Hammer | Hammer | Dungeoneering | Tools | 5 sp | 1 | 2 lbs. | — | — | 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. | |||||||
Equipment/Hammock | Hammock | Camping | Comfort | 1 sp | 1 | 3 lbs. | — | — | This blanket or net is attached to strong ropes, allowing you to hang it from a heavy branch or two trees and sleep above the ground. Climbing into or out of a hammock is a full-round action. A successful DC 5 Dexterity check reduces this to a move action. |
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Equipment/Healer's Kit | Healer's Kit | Kit | Healing | 50 gp | 1 | 1 lbs. | — | +2 bonus on Heal checks. | This collection of bandages and herbs provides a +2 circumstance bonus on Heal checks. A healer’s kit is exhausted after 10 uses. | |||||||
Equipment/Hearty Rations | Hearty Rations | Food | Rations | 1 gp | 1 | 5 lbs. | — | +1 Fortitude saves (8 hours), grants Food comfort 1, spoils after 1 week | The listed price is for a day’s worth of food. This ration pack contains a variety of fresh bread, cooked meats and vegetables, though the contents vary from region to region and the race of those creating it. As long as it stays dry, it can last for a week without spoiling. | Grants a +1 gear bonus to Fortitude saves for 8 hours. Counts as a level 1 Food comfort source. |
You can only benefit from 1 food source each day. | No | ||||
Equipment/Heavy War Horse | War Horse, Heavy | Animals | Horses | 2000 gp | 1 | — | — | The largest of the warhorses, the destrier carries knights in battles, tournaments, and jousts. | Heavy warhorses are bred and trained for war. They are often are outfitted with heavy barding, but fight just as fiercely even without the armor. | No | ||||||
Equipment/Heavy Work Horse | Work Horse, Heavy | Animals | Horses | 240 gp | 1 | — | — | Large horse for drawing wagons | A large horse bred to be a working animal doing hard tasks such as plowing or hauling wagons. | Draft horses are often used as portage animals, pulling significant loads across great distances. | No | |||||
Equipment/Hemp Rope | Rope, Hemp | Dungeoneering | Climbing | 1 gp | 1 | 10 lbs. | — | 50-foot length. | This 50-foot, 1/2 inch thick, length of rope has 2 hit points and can be burst with a DC 24 Strength check. It has a max load of 300 lbs. The DC to escape hemp rope bonds is equal to 20 + the CMB of the creature that tied the bonds. If the DC to escape is higher than 20 + the tying creatures CMB, the tied up creature cannot escape from the bonds, even with a natural 20 on the check. |
For 1/4 inch thick: costs 5 sp, weights 5 lbs., has 1 hit point and can be burst with a DC 12 Strength check. Max Load 60 lbs. For 3/8 inch thick: costs 7.5 sp, weights 7 lbs., has 1 hit point and can be burst with a DC 18 Strength check. Max Load 130 lbs. For 3/4 inch thick: costs 1 gp 2.5 sp, weights 12 lbs., has 2 hit points and can be burst with a DC 30 Strength check. Max Load 700 lbs. For 1 inch thick: costs 1.5 gp, weights 17 lbs., has 3 hit point and can be burst with a DC 36 Strength check. Max Load 1,600 lbs. |
No | |||||
Equipment/Holy Water | Holy Water | Kit | Magic | 25 gp | 1 | 1 lb. | — | — | 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. |
No | ||||||
Equipment/Hooded Lantern | Lantern, Hooded | Dungeoneering | Lighting | 7 gp | 1 | 2 lbs. | — | 30-feet radius, 6 hours | 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 one pint of oil. You can carry a lantern in one hand. |
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Equipment/Hot Weather Outfit | Hot Weather Outfit | Clothing | Outfits | 8 gp | 1 | 4 lbs. | — | +2 on Fort saves vs hot weather | Covering your body from head to foot in light, airy cloth keeps you cooler than baring your skin to the sun. This outfit typically consists of a loose linen robe and either a turban or loose head covering and veil. | The outfit provides a +2 bonus on Fortitude saves to resist warm or hot weather. This does not stack with any bonuses gained from the Survival skill. | No | |||||
Equipment/Ink | Ink | Kit | Writing | 8 gp | 1 | — | — | 1 ounce of black ink. | This vial contains 1 ounce of black ink. | No | ||||||
Equipment/Inkpen | Inkpen | Kit | Writing | 1 sp | 1 | — | — | — | 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. | No | ||||||
Equipment/Iron Holy Symbol | Holy Symbol, Iron | Kit | Magic | 5 gp | 1 | 1 lb. | — | — | 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. | No | ||||||
Equipment/Jennet | Jennet | Animals | Horses | 400 gp | 1 | — | — | Smaller-sized palfrey | A smaller-sized palfrey from the southern end of the empire. | Like the palfrey, the jennet rather than trotting, possesses a smooth, ambling gait which is much more comfortable for long-distance travel, thus allowing for an average higher speed. However, the jennets smaller size limits the amount of weight it can carry. | Allows to travel 42 miles per day, or 5.25 miles per hour. Normal: Most horses travel only 36 miles per day, or 4.5 miles per hour. |
No | ||||
Equipment/Knitting Kit | Knitting Kit | Kit | Crafting | 1 gp | 1 | 1/4 lbs. | — | Used for knitting or crocheting. | 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. | No | ||||||
Equipment/Ladder | Ladder | Dungeoneering | Climbing | 2 sp | 1 | 20 lbs. | — | 10-foot | 10-foot ladder. | No | ||||||
Equipment/Lamp | Lamp | Dungeoneering | Lighting | 1 sp | 1 | 1 lb. | — | 15-foot radius, 6 hours | A 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 one pint of oil. You can carry a lamp in one hand. |
No | ||||||
Equipment/Large Mug of Fine Beer | Beer, Fine, Large Mug | Services | Drinks | 2 gp | 1 | — | — | 4 drink, DC 2 | A mug of weak beer. Brewed from cereal grains — most commonly from malted barley, though wheat, maize, rice, and oats are also used. Most beers are brewed with hops, which add bitterness and other flavours. Other flavouring agents such as gruit, herbs, or fruits may be included or used instead of hops. | Contains 4 drink and is DC 2 for the Drinking rules. | No | |||||
Equipment/Large Mug of Good Beer | Beer, Good, Large Mug | Services | Drinks | 4 sp | 1 | — | — | 4drinks, DC 2 | A mug of weak beer. Brewed from cereal grains — most commonly from malted barley, though wheat, maize, rice, and oats are also used. Most beers are brewed with hops, which add bitterness and other flavours. Other flavouring agents such as gruit, herbs, or fruits may be included or used instead of hops. | Contains 4 drinks and is DC 2 for the Drinking rules. | No | |||||
Equipment/Large Mug of Strong Beer | Beer, Strong, Large Mug | Services | Drinks | 1.5 sp | 1 | — | — | 4 drink, DC 2 | A mug of weak beer. Brewed from cereal grains — most commonly from malted barley, though wheat, maize, rice, and oats are also used. Most beers are brewed with hops, which add bitterness and other flavours. Other flavouring agents such as gruit, herbs, or fruits may be included or used instead of hops. | Contains 4 drink and is DC 2 for the Drinking rules. | No | |||||
Equipment/Large Mug of Weak Beer | Beer, Weak, Large Mug | Services | Drinks | 8 cp | 1 | — | — | 4 drink, DC 0 | A mug of weak beer. Brewed from cereal grains — most commonly from malted barley, though wheat, maize, rice, and oats are also used. Most beers are brewed with hops, which add bitterness and other flavours. Other flavouring agents such as gruit, herbs, or fruits may be included or used instead of hops. | Contains 4 drink and is DC 0 for the Drinking rules. | No | |||||
Equipment/Large Tent | Tent, Large | Camping | Shelter | 30 gp | 1 | 40 lbs. | — | — | A large tent holds four creatures and takes 45 minutes to assemble. 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. |
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Equipment/Larger Barding | Barding, Large | Animals | Gear | x4 | 1 | x2 | — | — | Barding is a type of armor that covers the head, neck, chest, body, and possibly legs of a horse or other mount. Barding made of medium or heavy armor provides better protection than light barding, but at the expense of speed. Barding can be made of any of the normal types of armor. Armor for a horse (a Large non-humanoid creature) costs four times as much as human armor (a Medium humanoid creature) and also weighs twice as much. Flying mounts can’t fly in medium or heavy barding. Removing and putting on barding takes five times as long as normal armor. |
No | ||||||
Equipment/Light War Horse | War Horse, Light | Animals | Horses | 1200 gp | 1 | — | — | The courser is a swift and strong horse, frequently ridden by knights and men-at-arms. | These light warhorses are bred for war and are favored by fast and light cavalry, scouts, and daredevil knights. | No | ||||||
Equipment/Light Work Horse | Work Horse, Light | Animals | Horses | 120 gp | 1 | — | — | Pack horse | A medium-sized horse bred for farm-work or hauling carts or working as a pack horse. | No | ||||||
Equipment/Magnum of Fine Wine | Wine, Fine, Magnum | Food | Drinks | 5 gp | 1 | 6 lbs. | — | 10 drinks, DC 2 | A magnum bottle of fine wine. It may be made from fermented fruit juice, usually grapes, but also sometimes berries, apples, or even rice (sake). In colder climates, wine is often mulled with fruit, spices, honey, and almonds and served as a warming beverage during the winter. | Contains 10 drinks and is DC 2 for the Drinking rules. | No | |||||
Equipment/Maintenance Kit | Maintenance Kit | Camping | Maintenance | 5 gp | 1 | 2 lbs. | — | Includes whetstone and other tools. | Metal polish, a small file, a leather paring knife, conditioning oil for leather, two soft cloths, extra leather straps, a sewing needle, a few buttons, and a whetstone. | |||||||
Equipment/Map | Map | Survival | Travel | 50 gp | 1 | 2 lbs. | — | +1 bonus on Survival and Knowledge (dungeoneering) to navigate | 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. | |||||||
Equipment/Masterwork Artisan's Tools | Artisan's Tools, Masterwork | Kit | Crafting | 55 gp | 1 | 5 lbs. | — | +2 bonus on Craft checks. | 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. | No | ||||||
Equipment/Masterwork Backpack | Backpack, Masterwork | Clothing | Containers | 50 gp | 1 | 4 lbs. | — | Contains about 2 cubic feet, +1 Str for carrying capacity | 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. | No | |||||
Equipment/Masterwork Thieves' Tools | Thieves' Tools, Masterwork | Kit | Subterfuge | 100 gp | 1 | 2 lbs. | — | +2 bonus on Disable Device checks. | This kit contains extra tools and tools of better make, which grant a +2 circumstance bonus on Disable Device checks. | |||||||
Equipment/Medium Barding | Barding, Medium | Animals | Gear | x2 | 1 | x1 | — | — | Barding is a type of armor that covers the head, neck, chest, body, and possibly legs of a horse or other mount. Barding made of medium or heavy armor provides better protection than light barding, but at the expense of speed. Barding can be made of any of the normal types of armor. Armor for a medium mount (a Medium non-humanoid creature) costs twice that of human armor (a Medium humanoid creature). Flying mounts can’t fly in medium or heavy barding. Removing and putting on barding takes five times as long as normal armor. |
No | ||||||
Equipment/Medium Tent | Tent, Medium | Camping | Shelter | 15 gp | 1 | 30 lbs. | — | — | A medium tent holds two creatures and takes 30 minutes to assemble. 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. |
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Equipment/Mess kit | Mess kit | Camping | Comfort | 2 sp | 1 | 1 lb. | — | — | 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. | No | ||||||
Equipment/Military Saddle | Saddle, Military | Animals | Gear | 20 gp | 1 | 30 lbs. | — | +2 Ride to checks to stay in the saddle | A military-style saddle braces the rider, providing a +2 circumstance bonus on Ride checks related to staying in the saddle. If the rider is knocked unconscious while in a military saddle, he has a 75% chance to stay in the saddle. | No | ||||||
Equipment/Mining Pick | Pick, Mining | Dungeoneering | Tools | 3 gp | 1 | 10 lbs. | — | — | If a miner’s pick is used in combat, treat it as a two-handed improvised weapon that deals piercing damage equal to that of a heavy pick of its size. | No | ||||||
Equipment/Monk's Outfit | Monk's Outfit | Clothing | Outfits | 5 gp | 1 | 2 lbs. | — | — | This simple outfit includes sandals, loose breeches, and a loose shirt, and is bound together with sashes. The outfit is designed to give you maximum mobility, and it’s made of high-quality fabric. You can conceal small weapons in pockets hidden in the folds, and the sashes are strong enough to serve as short ropes. | No | ||||||
Equipment/Mug of Fine Beer | Beer, Fine, Mug | Services | Drinks | 1 gp | 1 | — | — | 2 drink, DC 2 | A mug of weak beer. Brewed from cereal grains — most commonly from malted barley, though wheat, maize, rice, and oats are also used. Most beers are brewed with hops, which add bitterness and other flavours. Other flavouring agents such as gruit, herbs, or fruits may be included or used instead of hops. | Contains 2 drink and is DC 2 for the Drinking rules. | No | |||||
Equipment/Mug of Good Beer | Beer, Good, Mug | Services | Drinks | 2 sp | 1 | — | — | 2 drinks, DC 2 | A mug of weak beer. Brewed from cereal grains — most commonly from malted barley, though wheat, maize, rice, and oats are also used. Most beers are brewed with hops, which add bitterness and other flavours. Other flavouring agents such as gruit, herbs, or fruits may be included or used instead of hops. | Contains 2 drinks and is DC 2 for the Drinking rules. | No | |||||
Equipment/Mug of Piss-poor Beer | Beer, Piss-poor, Mug | Services | Drinks | 2 cp | 1 | — | — | 2 drink, DC 0 | A mug of weak beer. Brewed from cereal grains — most commonly from malted barley, though wheat, maize, rice, and oats are also used. Most beers are brewed with hops, which add bitterness and other flavours. Other flavouring agents such as gruit, herbs, or fruits may be included or used instead of hops. | Contains 2 drink and is DC 0 for the Drinking rules. | No | |||||
Equipment/Mug of Strong Beer | Beer, Strong, Mug | Services | Drinks | 8 cp | 1 | — | — | 2 drink, DC 2 | A mug of weak beer. Brewed from cereal grains — most commonly from malted barley, though wheat, maize, rice, and oats are also used. Most beers are brewed with hops, which add bitterness and other flavours. Other flavouring agents such as gruit, herbs, or fruits may be included or used instead of hops. | Contains 2 drink and is DC 2 for the Drinking rules. | No | |||||
Equipment/Mug of Weak Beer | Beer, Weak, Mug | Services | Drinks | 4 cp | 1 | — | — | 2 drink, DC 0 | A mug of weak beer. Brewed from cereal grains — most commonly from malted barley, though wheat, maize, rice, and oats are also used. Most beers are brewed with hops, which add bitterness and other flavours. Other flavouring agents such as gruit, herbs, or fruits may be included or used instead of hops. | Contains 2 drink and is DC 0 for the Drinking rules. | No | |||||
Equipment/Noble's Outfit | Noble's Outfit | Clothing | Outfits | 75 gp | 1 | 10 lbs. | — | — | These clothes are designed specifically to be expensive and gaudy. Precious metals and gems are worked into the clothing. A would-be noble also needs a signet ring and jewelry (worth at least 100 gp) to accessorize this outfit. | No | ||||||
Equipment/Oil | Oil | Dungeoneering | Lighting | 1 sp | 1 | 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. |
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Equipment/Pack Saddle | Saddle, Pack | Animals | Gear | 5 gp | 1 | 15 lbs. | — | Holds gear and supplies, not a rider | A pack saddle holds gear and supplies, but not a rider. It holds as much gear as the mount can carry. | No |