Tools and Kits
From Titan's Teeth
< EquipmentMain > Equipment > Tools |
Crafting
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.
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.
Masterwork Artisan's Tools
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.
Portable Alchemist's Lab
This compact version of a full-sized alchemist’s lab provides no bonus, but is portable.
Healing
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.
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.
Security
Average Lock
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).
Good Lock
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).
Manacles
Manacles can bind a Medium creature. A manacled creature can use the Escape Artist skill to slip free (DC 30). Breaking the manacles requires a Strength check (DC 26). Manacles have hardness 10 and 10 hit points.
For the same price, you can buy manacles for a Small creature. For a Large creature, manacles cost 10 times the indicated amount, and for a Huge creature, 100 times the indicated amount. Gargantuan, Colossal, Tiny, Diminutive, and Fine creatures can be held only by specially made manacles, which cost at least 100 times the indicated amount.
Masterwork Manacles
Manacles can bind a Medium creature. A manacled creature can use the Escape Artist skill to slip free (DC 35). Breaking the manacles requires a Strength check (DC 28). Manacles have hardness 10 and 10 hit points.
For the same price, you can buy manacles for a Small creature. For a Large creature, manacles cost 10 times the indicated amount, and for a Huge creature, 100 times the indicated amount. Gargantuan, Colossal, Tiny, Diminutive, and Fine creatures can be held only by specially made manacles, which cost at least 100 times the indicated amount.
Simple Lock
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 20).
Superior Lock
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 40).
Subterfuge
Disguise Kit
This kit contains tools like makeup and fake facial hair.
Masterwork Thieves' Tools
Benefit: This kit contains extra tools and tools of better make, which grant a +2 circumstance bonus on Disable Device checks.
Thieves' Tools
This kit contains lockpicks and other tools you need to use the Disable Device skill.
Timing
Hourglass (one hour)
The hourglass takes 1 hour to empty the sand from the upper chamber.
Hourglass (one minute)
The hourglass takes 1 minute (10 rounds) to empty the sand from the upper chamber.
Hourglass (six seconds)
The hourglass takes 6 seconds (1 round) to empty the sand from the upper chamber.
Water Clock
This large, bulky contrivance gives the time accurately to within half an hour per day since it was last set. It requires a source of water, and it must be kept still because it marks time by the regulated flow of droplets of water.
Writing
Ink
This vial contains 1 ounce of 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.
Map Tube
A bronze tube easily holds a single map or scroll; you can cram more inside, but retrieving any of them becomes a full-round action rather than a move action. A tightly closed tube is watertight, but it takes 1 full-round action to tightly screw or unscrew the cap.
You must destroy the tube to damage its contents (hardness 2 for leather or 5 for wood, 2 hit points, break DC 15).
Paper
A sheet of ordinary paper typically measures 9 inches by 6 inches and is unsuitable for making magical scrolls.
It has 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.
It has 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 (hardness 2 for leather or 5 for wood, 2 hit points, break DC 15). A scroll case is not watertight, and must still be protected from the elements.
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.