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Ladder, 10ft | This item is a straight, simple wooden ladder. |
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Common lamp | A lamp clearly illuminates a 15-foot radius, provides shadowy illumination out to a 30-foot radius, and burns for 6 hours on a pint of oil. It burns with a more even flame than a torch but, unlike a lantern, it uses an open flame and it can spill easily, a fact that makes it too dangerous for most adventuring. You can carry a lamp in one hand. |
Bullseye lantern | A bullseye lantern has only a single shutter. Its other sides are highly polished inside to reflect the light in a single direction. A bullseye lantern provides clear illumination in a 60-foot cone and shadowy illumination in a 120-foot cone. It burns for 6 hours on a pint of oil. You can carry a bullseye lantern in one hand. |
Hooded lantern | A hooded lantern has shuttered or hinged sides. It clearly illuminates a 30-foot radius and provides shadowy illumination in a 60-foot radius. It burns for 6 hours on a pint of oil. You can carry a hooded lantern in one hand. |
Lock | A lock is worked with a large, bulky key. The DC to open a lock with the Open Lock skill depends on the lock's quality: simple (DC 20), average (DC 25), good (DC 30), or superior (DC 40). |
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Manacles | A manacled creature can use the Escape Artist skill to slip free (DC 30 for standard, DC 35 for masterwork). Breaking the manacles requires a Str check (DC 26 for standard, DC 28 for masterwork). Manacles have a hardness 10 and 10 hit points. Most manacles have locks; add the cost of the lock you want to the cost of the manacles. The price listed is to restrain medium-sized creatures. For small creatures, they're the same price; large creatures, the price is 10x that for medium; for huge creatures, 100x. Gargantuan, colossal, tiny, diminutive, and fine creatures can be held only by specially-made manacles. |
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Mirror, small steel | A polished steel mirror is handy when you want to look around corners, signal friends with reflected sunlight, keep an eye on a medusa, make sure that you look good enough to present yourself to the queen, or examine wounds that you've received on hard-to-see parts of your body. |
Mug or tankard, clay |
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Oil, 1pt | A pint of oil burns for 6 hours in a lantern. You can 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 the 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 burs for 2 rounds and deals 1d3 points of fire damage to each creature in the area. |
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Paper, 1 sheet | A sheet of standard paper is made from cloth fibers. |
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Parchment, 1 sheet | A sheet of parchment is a piece of goat hide or sheepskin that has been prepared for writing on. |
Pick, miner's | |
Pitcher, clay | |
Piton | When a wall doesn't offer handholds and footholds, you can make your own. A piton is a steel spike with an eye through which you can loop a rope (uses the Climb skill). |
Pole, 10ft | When you suspect a trap, you can put the end of your 10-foot pole through that hole in the wall instead of reaching in with your hand. |
Pot, iron | |
Pouch, belt | This leather pouch straps to your belt. It's good for holding small items. |
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Ram, portable | This iron-shod wooden beam is the perfect tool for battering down a door. Not only does it give you a +2 circumstance bonus on Str checks made to break open a door, but it allows a second person to help you without having to roll, increasing your bonus by another 2. |
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Rations, trail | Trail rations are compact, dry, high-energy foods suitable for travel, such as jerky, dried fruit, hardtack, and nuts. |
Rope, hempen | This rope has 2 hit points and can be burst with a DC 23 Str check. |
Rope, silk | This rope has 4 hit points and can be burst with a DC 24 Str check. It is so supple that it provides a +2 circumstance bonus on Use Rope checks. |
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Sack | This item is made of burlap or a similar material and has a drawstring so it can be closed. |
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Sealing wax | |
Sewing needle | |
Signal whistle | |
Signet ring | Each signet ring has a distinctive design carved into it. When you press this ring into warm sealing wax, you leave an identifying mark. |
Sledge | The two-handed, iron-headed hammer is good for smashing open treasure chests. |
Soap, 1lb | |
Spade/shovel | |
Spyglass | Objects viewed through a spyglass are magnified to twice their size. |
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Tent | This simple tent sleeps two. |
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Torch | A typical torch is a wooden rod capped with twisted flax soaked in tallow. A torch burns for 1 hour, clearly illuminating a 20-foot radius and providing shadowy illumination out to a 40-foot radius. If a torch is used in combat, treat it as a one-handed improvised weapon that deals bludgeoning damage equal to that of a gauntlet of its size, plus 1 point of fire damage (if lit). |
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Vial | This ceramic, glass, or metal vial is fitted with a tight stopper and holds 1 ounce of liquid. The stoppered container usually is no more than 1 inch wide and 3 inches high. |
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Waterskin | A waterskin is a leather pouch with a narrow neck that is used for holding water. |
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Whetstone |
Acid | You can throw a flask of acid as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet. A direct hit deals 1d6 points of acid damage. Every creature within 5 feet of the impact point takes 1 point of acid damage from the splash. |
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Alchemist's fire | Alchemist's fire is a sticky, adhesive substance that ignites when exposed to air. You can throw a flask of it as a splash weapon; treat this attack as a ranged touch attack with an increment of 10 feet. A direct hit deals 1d6 points of fire damage. Every creature within 5 feet of the impact point takes 1 point of fire damage from the splash. On the round following the 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 with a +2 bonus on the save. Leaping into a lake or magically extinguishing the flames automatically smothers the fire. |
Antitoxin | If you drink antitoxin, you get a +5 alchemical bonus on Fort saves against poison for 1 hour. |
Everburning torch | This otherwise normal torch has a continuous flame spell cast upon it. An everburning torch clearly illuminates a 20-foot radius and provides shadowy illumination out to a 40-foot radius. |
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 evil outsider. Each such creature within 5 feet of the impact point takes 1 point of damage from the splash. Temples to good deities sell holy water at cost (making no profit) because the clerics are happy to supply people with what they need to battle evil. |
Smokestick | This alchemically-treated wooden stick instantly creates thick, opaque smoke when ignited. The smoke fills a 10-foot cube. The stick is consumed after 1 round and the smoke dissipates naturally. |
Sunrod | This 1-foot-long, gold-tipped, iron rod glows brightly when struck. It clearly illuminates a 30-foot radius and provides shadowy illumination in a 60-foot radius. It glows for 6 hours, after which the gold tip is burned out and worthless. |
Tanglefoot bag | This round leather bag is full of alchemical goo. When you throw a tanglefoot bag at a creature (as a ranged touch attack with an increment of 10 feet), the bag comes apart and the goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air. An entangled creature takes a -2 penalty on attack rolls and a -4 penalty to Dex and must make a DC 15 Ref save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. Huge or larger creatures are unaffected by a tanglefoot bag; a flying creature with wings is not stuck to the floor, but must make a DC 15 Ref save or be unable to fly and will fall to the ground. A tanglefoot bag does not function underwater. A creature that is glued to the floor (or unable to fly) can break free by making a DC 17 Str check or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need t make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move at half speed. A character capable of spellcasting who is bound by the goo must make a DC 15 Con check to cast a spell. The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness. An application of universal solvent to a stuck creature dissolves the alchemical goo immediately. |
Thunderstone | You can throw this stone as a ranged attack with a range increment of 20 feet. When it strikes a hard surface (or is struck hard), it creates a deafening bang that is treated as a sonic attack. Each creature within a 10-foot radius must make a DC 15 Fort save or be deafened for 1 hour. A deafened creature, in addition to the obvious effects, takes a -4 penalty on initiative and has a 20% chance to miscast and lose any spell with a verbal component that it tries to cast. Since you don't need to hit a specific target, you can simply aim at a particular 5-foot square. Treat the target square as AC 5; if you miss, determine where the thunderstone lands as though it was a splash weapon. |
Tindertwig | The alchemical substance on the end of this small, wooden stick ignites when struck against a rough surface. Creating a flame with a tindertwig is much faster than creating a flame with flint and steel (or a magnifying glass) and tinder. Lighting a torch with a tindertwig is a standard action (rather than a full-round action) and lighting any other fire with one is at least a standard action. |
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Alchemist's Lab | This set of equipment includes beakers, bottles, mixing and measuring containers, and a miscellany of chemicals and substances. An alchemist's lab always has the perfect tools for making alchemical items, so it provides a +2 bonus on Craft (alchemy) checks. |
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Artisan's Tools | These special tools include the items needed to pursue any craft. Without them, you have to use improvised tools (-2 penalty on Craft checks), if you can do the job at all. Masterwork tools serve the same purpose, but are the perfect tools for the job, so you get a +2 circumstance bonus on Craft checks. |
Climber's Kit | A climber's kit includes special pitons, boot tips, gloves, and a harness that aids in all sorts of climbing. This is the perfect tool for climbing and gives you a +2 bonus on Climb checks. |
Disguise Kit | This bag contains cosmetics, hair dye, and small physical props. The kit is the perfect tool for disguise and provides a +2 bonus on Disguise checks. A kit is exhausted after 10 uses. |
Healer's Kit | This kit is full of herbs, salves, bandages, and other useful materials. It is the perfect tool for healing and provides a +2 bonus on Heal checks. It is exhausted after 10 uses. |
Holly and Mistletoe | Sprigs of holly and mistletoe are used by druids as the default divine focus for druid spells. Druids can easily find these plants in wooded areas and then harvest sprigs from them essentially for free. |
Holy Symbol, Silver or Wooden | A holy symbol focuses positive energy. A cleric or paladin uses it as the focus for his spells and as a tool for turning undead. Each religion has its own holy symbol, and a sun symbol is the default holy symbol for clerics not associated with any religion. A silver symbol works no better than a wooden one, but it serves as a mark of status for the wielder. Unholy Symbols are holy symbols except that they focus negative energy and are used by evil clerics (or by neutral clerics who want to cast evil spells or command undead). A skull is the default unholy symbol for clerics not associated with any particular religion. |
Hourglass | |
Magnifying Glass | This simple lens allows a closer look at small objects. It is also useful as a substitute for flint and steel when starting fires. Lighting a fire with magnifying glass requires light as bright as sunlight to focus, tinder to ignite, and at least a full-round action. A magnifying glass grants a +2 circumstance bonus on Appraise checks involving any item that is small or highly detailed, such as a gem. |
Musical Instrument | Popular instruments include the fife, recorder, lute, mandolin, and shawm. A masterwork instrument grants a +2 circumstance bonus on Perform checks involving its use and serves as a mark of status. |
Scale, Merchant's | This scale includes a small balance and pans, plus a suitable assortment of weights. A scale grants a +2 circumstance bonus on Appraise checks involving items that are valued by weight, including anything made of precious metals. |
Spell Component Pouch | This small, watertight leather belt pouch has many compartments. A spellcaster with a spell component pouch is assumed to have all the material components and focuses needed for spellcasting, except for those components that have a specific cost, divine focuses, and focuses that wouldn't fit in a pouch (such as the natural pool that a druid needs to look into to cast scrying). |
Spellbook, Wizard's (Blank) | This large, leatherbound book serves as a wizard's reference. A spellbook has 100 pages of parchment, and each spell takes up one page per spell level. |
Thief's Tools | This kit contains the tools you need to use the Disable Device and Open Lock skills. The kit includes one or more skeleton keys, long metal picks and pries, a long-nosed clamp, a small hand saw, and a small wedge and hammer. Without these tools, you must improvise tools and you take a -2 circumstance penalty on Disable Device and Open Lock checks. Masterwork kit contains extra tools and tools of better make, which grant a +2 circumstance bonus on Disable Device and Open Lock checks. |
Tool, Masterwork | This well-made item is the perfect tool for the job. It grants a +2 bonus on a related skill check (if any). Any tool in any kit can be made into a Masterwork tool. Bonuses do not stack. |
Water Clock | This large, bulky contrivance gives the time accurate 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. It is primarily an amusement for the wealthy and a tool for the student of arcane lore. Most people have no way to tell the exact time, and there's little point in knowing that it is 2:30pm if nobody else does. |
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Artisan's Outfit | This outfit includes a shirt with buttons and perhaps a cap or hat. It may also include a belt or a leather or cloth apron for carrying tools. |
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Cleric's Vestments | These ecclesiastical clothes are for performing priestly functions, not for adventuring. |
Cold Weather Outfit | A cold weather outfit includes a wool coat, linen shirt, wool cap, heavy cloak, a thick skirt, and leggings. It grants a +5 circumstance bonus on Fort saves against exposure to cold weather. |
Courtier's Outfit | This outfit includes fancy, tailored clothes in whatever fashion happens to be in the current style in the courts of the nobles. Anyone trying to influence notbles 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 50gp), you look like an out-of-place commoner. |
Entertainer's Outfit | 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). |
Explorer's Outfit | This is a full set of clothes for someone who never knows what to expect. It includes a belt, a shirt (perhaps with a vest or jacket), gloves, and a cloak. The clothes have plenty of pockets (especially the cloak). The outfit also includes any extra items you might need, such as a scarf or a wide-brimmed hat. |
Monk's Outfit | This simple outfit consists of a loose shirt bound with sashes. The outfit is designed to give you maximum mobility and it's made of high-quality fabric. You can hide small weapons in pockets hidden in the folds, and the sashes are strong enough to serve as short ropes. |
Noble's Outfit | This set of clothes is designed specifically to be expensive and to show it. Precious metals and gems are worked into the clothing. To fit into the noble crowd, every would-be noble also needs a signet ring and jewelry worth at least 100gp. |
Peasant's Outfit | This set of clothes consists of a loose shirt. |
Royal Outfit | This is just the clothing, not the royal scepter, crown, ring, and other accoutrements. Royal clothes are ostentatious, with gems, gold, silk, and fur in abundance. |
Scholar's Outfit | Perfect for a scholar, this outfit includes a robe, a belt, a cap, and possibly a cloa. |
Traveler's Outfit | This set of clothes consists of a sturdy belt, a shirt (perhaps with a vest or jacket), and an ample cloak with a hood. |
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Dog, Guard | |
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Donkey or mule | The best kinds of pack animals around, donkeys and mules are stolid in the face of danger, hardy, surefooted, and capable of carrying heavy loads over vast distances. They are willing (though not eager) to enter dungeons and other strange or threatening places. |
Feed | Donkeys and mules can graze to sustain themselves, but providing feed for them (such as oats) is much better because it provides a more concentrated form of energy, especially if the animal is exerting itself. If you have a guard dog, you have to feed it at least some meat, which may cost more or less than other types of feed. |
Saddle, Pack | A pack saddle holds gear and supplies. It holds as much gear as the mount can carry. An exotic pack saddle is designed for pack animals other than donkeys or mules. |
Saddlebag | |
Stabling | Includes a stable, feed, and grooming. |
Cart | This two-wheeled vehicle can be drawn by a single donkey or mule. It comes with a harness |
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Galley | This three-masted ship has seventy oars on either side and requires a total crew of 200. A galley is 130 feet long and 20 feet wide and it can carry 150 tons of cargo or 150 soldiers. For 8pp more, it can be fitted with a ram and castles for firing platforms fore, aft, and amidships. This ship cannot make sea voyages and sticks to the coast. It moves about 4 miles per hour when being rowed or under sail. |
Keelboat | This 50- to 75-foot-long ship is 15-20 feet wide and has a few oars to supplement its single mast with a square sail. It has a crew of 8-15 and can carry 40-50 tons of cargo or 40-50 soldiers. It can make sea voyages as well as sail down rivers (thanks to its flat bottom). It moves about 1 mile per hour. |
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