Adventuring Gear Cost Weight
Area map 50 gp 2 lbs.
Backpack (empty) 2 gp 2 lbs.1
Backpack, masterwork (empty) 50 gp 2 lbs.1
Barbed vest 10 gp 4 lbs.
Barrel (empty) 2 gp 30 lbs.
Basket (empty) 4 sp 1 lb.
Bedroll 1 sp 5 lbs.1
Bell 1 gp
Blanket 2 sp 1 lb.1
Blanket, winter 5 sp 3 lbs.1
Block and tackle 5 gp 5 lbs.
Bottle, glass 2 gp 1 lb.
Breakaway chains 65 gp 2 lbs.
Bucket (empty) 5 sp 2 lbs.
Buoy, common 5 sp 16 lbs.
Buoy, superior 10 gp 30 lbs.
Butterfly net 5 gp 2 lbs.1
Caltrops 1 gp 2 lbs.
Candle 1 cp
Canvas (sq. yd.) 1 sp 1 lb.
Case, map or scroll 1 gp ½ lb.
Chain (10 ft.) 30 gp 2 lbs.
Chalk, 1 piece 1 cp
Chalkboard 1 gp 2 lbs.
Chest
Small 2 gp 25 lbs.
Medium 5 gp 50 lbs.
Large 10 gp 100 lbs.
Huge 25 gp 250 lbs.
Collapsible plank 4 sp 10 lbs.
Coffin, common 10 gp 30 lbs.1
Coffin, ornate 100 gp 50 lbs.1
Combat scabbard 1 gp 1 lb.
Copy of a key 1 gp
Crowbar 2 gp 5 lbs.
Earplugs 3 cp
False-bottomed chest 52 gp 25 lbs.
False-bottomed cup 1 gp
False-bottomed scabbard 45 gp 1 lb.
False manacles 65 gp 2 lbs.
Firewood (per day) 1 cp 20 lbs.
Fishhook 1 sp
Fishing net, 25 sq. ft. 4 gp 5 lbs.
Flask (empty) 3 cp 1-½ lbs.
Flint and steel 1 gp
Folding chair 2 gp 10 lbs.1
Folding ladder 2 gp 16 lbs.
Grappling arrow 1 gp ½ lb.
Grappling hook 1 gp 4 lbs.
Hammer 5 sp 2 lbs.
Hammock 1 sp 3 lbs.1
Helmet candle 2 gp 4 lbs.
Hollowed pommel 5 gp
Hourglass (1 hour) 25 gp 1 lb.
Hourglass (1 minute) 20 gp ½ lb.
Hourglass (6 seconds) 10 gp
Ink (1 oz. vial) 8 gp
Inkpen 1 sp
Iron spike 5 cp 1 lb.
Jug, clay 3 cp 9 lbs.
Ladder, 10-foot 2 sp 20 lbs.
Lamp, common 1 sp 1 lb.
Lantern, bullseye 12 gp 3 lbs.
Lantern, hooded 7 gp 2 lbs.
Lantern, waterproof +5 gp
Lock
Simple 20 gp 1 lb.
Average 40 gp 1 lb.
Good 80 gp 1 lb.
Superior 150 gp 1 lb.
Magnet 5 sp ½ lb.
Manacles 15 gp 2 lbs.
Manacles, masterwork 50 gp 2 lbs.
Manacles, mithral 1,000 gp 2 lbs.
Marbles 1 sp 2 lbs.
Mirror, small steel 10 gp ½ lb.
Mug/Tankard, clay 2 cp 1 lbs.
Oil (1-pint flask) 1 sp 1 lbs.
Paper (sheet) 4 sp
Parchment (sheet) 2 sp
Perfume/Cologne 5 gp
Periscope 20 gp 4 lbs.
Pick, miner's 3 gp 10 lbs.
Pickle extractor 2 cp 2 lbs.
Pitcher, clay 2 cp 5 lbs.
Piton 1 sp ½ lb.
Pocket watch 250 gp 1 lb.
Poison pill ring +20 gp
Pole, 10-foot 5 cp 8 lbs.
Pot, iron 8 sp 4 lbs.
Pouch, belt (empty) 1 gp ½ lb.1
Powder 1 cp ½ lb.
Prosthetic arm 10 gp 3 lbs.1
Prosthetic foot 1 gp 2 lbs.1
Prosthetic hand 1 gp 1 lbs.1
Prosthetic leg 20 gp 6 lbs.1
Pump water canister 75 gp 5 lbs.
Ram, portable 10 gp 20 lbs.
Rations, trail (per day) 5 sp 1 lb.1
Rice paper (sheet) 5 cp
Rope, hemp (50 ft.) 1 gp 10 lbs.
Rope, silk (50 ft.) 10 gp 5 lbs.
Rope, spider's silk (50 ft.) 100 gp 4 lbs.
Sack (empty) 1 sp ½ lb.1
Scroll case 1 gp ½ lb.
Sealing wax 1 gp 1 lbs.
Sewing needle 5 sp
Shaving kit 15 sp ½ lb.
Shield sconce 1 gp ½ lb.
Shovel or spade 2 gp 8 lbs.
Signal horn 1 gp 2 lbs.1
Signal whistle 8 sp
Signal whistle, silent 9 sp
Signet ring 5 gp
Skeleton key 85 gp
Sledge 1 gp 10 lbs.
Smoked goggles 10 gp
Soap (per lb.) 5 sp 1 lb.
Spear thrower 1 gp 1 lb.
Spyglass 1,000 gp 1 lb.
Stationary 1 gp
Stove can 10 gp 1 lb.
String or twine (50 ft.) 1 cp ½ lb.
Swarmsuit 20 gp 10 lbs.1
Tattoo 1 cp-20 gp
Tent
Small (1 person, 20 min) 10 gp 5 lbs.1
Medium (2 people, 30 min) 15 gp 10 lbs.1
Large (4 people, 45 min) 30 gp 20 lbs.1
Pavillion (10 people, 90 min) 100 gp 50 lbs.1
Thurible 50 gp 3 lbs.
Tobacco 1 gp 2 lbs.
Torch 1 cp 1 lb.
Vial, ink or potion 1 gp
Vial, iron 1 sp 1 lb.
Wandermeal (per serving) 1 cp ½ lb.
Water clock 1,000 gp 200 lbs.
Waterproof bag 5 sp ½ lb.
Waterskin 1 gp 4 lbs.1
Wax key blank 15 gp ½ lb.
Weapon cord 1 sp
Whetstone 2 cp 1 lbs.
Wrist sheath 1 gp. 1 lb.1
Wrist sheath, spring loaded 5 gp 1 lb.1

Special Substances and Items Cost Weight Craft DC
Acid (flask) 10 gp 1 lb. 15
Alchemical grease 5 gp 1 lb. 15
Alchemical solvent (vial) 20 gp ½ lb. 20
Alchemist's fire (flask) 20 gp 1 lb. 20
Alchemist's kindness 1 gp 20
Alkali flask 15 gp 1 lb. 20
Antiplague (vial) 50 gp 25
Antitoxin (vial) 50 gp 25
Beast lure 30 gp ½ lb. 20
Bladeguard 40 gp 15
Bloodblock 25 gp 25
Bodybalm 25 gp 25
Casting plaster 5 sp 5 lbs.
Distilled terrap sap 30 gp ½ lb. 15
Everburning torch 110 gp 1 lb.
Firebreather's oil 5 gp 15
Firework, roman candle 5 gp 20
Firework, paper candle 1 gp 20
Firework, skyrocket 50 gp 1 lb. 25
Firework, starfountain 500 gp 100 lbs. 25
Flash powder 50 gp 20
Fuse grenade 100 gp 1 lb. 25
Glowing ink (vial) 5 gp 15
Invisible ink
Simple 2 gp 15
Average 10 gp 20
Good 25 gp 20
Superior 75 gp 25
Itching powder 60 gp 2 lbs. 25
Holy water (flask) 25 gp 1 lb.
Light detector 1 gp 10
Liquid ice (flask) 40 gp 2 lbs. 25
Marker dye 15 gp 1 lb. 15
Musk 40 gp ½ lb. 20
Nushadir (vial) 10 gp 1 lb. 20
Scent cloak 20 gp 2 lbs. 20
Smelling salts 25 gp 25
Smoke pellet 25 gp 20
Smokestick 20 gp ½ lb. 20
Sneezing powder (pouch) 60 gp 2 lbs. 25
Soothe syrup 25 gp ½ lb. 15
Sunrod 2 gp 1 lb. 25
Tanglefoot bag 50 gp 4 lbs. 25
Thunderstone 30 gp 1 lb. 25
Tindertwig 1 gp 20
Vermin repellent 5 gp 20
Water purification sponge 25 gp 1 lb. 15
Weapon blanch, adamantine 100 gp ½ lb. 25
Weapon blanch, cold iron 20 gp ½ lb. 20
Weapon blanch, silver 5 gp ½ lb. 20

Tools and Skill Kits Cost Weight
Abacus 2 gp 2 lbs.
Alchemist's kit 25 gp 5 lbs.
Alchemist's lab 200 gp 40 lbs.
Alchemist's lab, portable 75 gp 20 lbs.
Anvil 5 gp 10-100 lbs.
Artisan's tools 5 gp 5 lbs.
Artisan's tools, masterwork 55 gp 5 lbs.
Astrolabe 100 gp 6 lbs.
Balancing pole 8 sp 12 lbs.
Bear trap 2 gp 10 lbs.
Bellows 1 gp 3 lbs.
Cauldron 1 gp 5 lbs.
Climber's kit 80 gp 5 lbs.1
Compass 10 gp ½ lb.
Cooking kit 1 gp 2 lbs.
Disguise kit 50 gp 8 lbs.1
Doctor's mask 50 gp 2 lb.
Doctor's outfit 150 gp 6 lbs.
Drill 5 sp 1 lb.
Eyeglasses 5 gp
Flotation device 1 gp 2 lbs.1
Footprint book 50 gp 3 lbs.
Fortune-teller's deck, common 1 gp ½ lb.
Fortune-teller's deck, quality 25 gp 1 lb.
Fortune-teller's deck, masterwork 50 gp 1 lb.
Healer's kit 50 gp 1 lb.
Holly and mistletoe
Holy book 10-100 gp ½-5 lbs.
Holy symbol, wooden 1 gp
Holy symbol, silver 25 gp 1 lb.
Juggler's kit 15 gp 10 lbs.1
Leeching kit 5 gp 5 lbs.
Magnifying glass 100 gp
Map maker's kit 10 gp 2 lbs.
Musical instrument, common 5 gp 3 lbs.1
Musical instrument, masterwork 100 gp 3 lbs.1
Portable altar 250 gp 40 lbs.
Portrait book 10 gp 3 lbs.
Printing press (1-page) 250 gp 150 lbs.
Pulley 2 gp 10 lbs.
Saw 4 cp 2 lbs.
Sawback sword +5 gp
Scale, merchant's 2 gp 1 lb.
Sextant 500 gp 2 lbs.
Spell component pouch 5 gp 2 lbs.
Spellbook, traveling (blank) 15 gp 1 lb.
Spellbook, wizard's (blank) 30 gp 3 lbs.
Stretcher 1 gp 10 lbs.
Surgeon's tools 20 gp 5 lbs.1
Swim fins 1 sp 5 lbs.1
Symptom kit 25 gp 5 lbs.
Thermometer 25 gp 1 lb.
Thieves' tools 30 gp 1 lb.
Thieves' tools, masterwork 100 gp 2 lbs.
Tool, masterwork 50 gp 1 lb.
Trespasser's boot 8 sp 2 lbs.

Clothing Cost Weight
Artisan's outfit 1 gp 4 lbs.1
Cleats 5 gp 2 lbs.1
Cleric's vestments 5 gp 6 lbs.1
Cold-weather outfit 8 gp 7 lbs.1
Courtier's outfit 30 gp 6 lbs.1
Entertainer's outfit 3 gp 4 lbs.1
Explorer's outfit 10 gp 8 lbs.1
Furs 12 gp 5 lbs.1
Hat 1 sp-50 gp ½-2 lbs.
Hot weather outfit 8 gp 4 lbs.1
Jewelry varies varies
Mask 1 sp-50 gp 1 lb.1
Monk's outfit 5 gp 2 lbs.1
Noble's outfit 75 gp 10 lbs.1
Peasant's outfit 1 sp 2 lbs.1
Pickpocket's outfit 5 gp 3 lbs.1
Royal outfit 200 gp 15 lbs.1
Scarf 1 sp-5 gp ½ lb.1
Scarf, pocketed 8 gp ½ lb.1
Scarf, reinforced 10 gp 1 lb.1
Scholar's outfit 5 gp 6 lbs.1
Snowshoes 5 gp 4 lbs.1
Tear-away clothing +5 gp varies1
Traveler's outfit 1 gp 5 lbs.1
Vest 1 sp-50 gp ½ lb.1
Wig 5 gp-500 gp ½-4 lbs.1

Food, Drink, and Lodging Cost Weight
Ale
Gallon 2 sp 8 lbs.
Mug 4 cp 1 lb.
Banquet (per person) 10 gp
Bread, loaf of 2 cp ½ lb.
Cheese, hunk of 1 sp ½ lb.
Coffee (cup) 1 cp ½ lb.
Dwarven stout (mug) 4 cp ½ lb.
Garlic 1 sp 1 lb.
Grog (mug) 2 cp ½ lb.
Inn stay (per day)
Good 2 gp
Common 5 sp
Poor 2 sp
Meals (per day)
Good 5 sp
Common 3 sp
Poor 1 sp
Mead (mug) 5 cp ½ lb.
Meat, chunk of 3 sp ½ lb.
Stabling (per day) 5 sp
Tea (cup) 2 cp ½ lb.
Wine
Common (pitcher) 2 sp 6 lbs.
Fine (bottle) 10 gp 1-½ lbs.

Animals and Related Gear Cost Weight
Animal harness 2 gp 2 lbs.
Barding
Medium creature x22 x12
Large creature x42 x22
Bat 5 gp 1 lb.
Bit and bridle 2 gp 1 lb.
Cage
Diminutive or Fine 2 gp 2 lbs.
Tiny 2 gp 5 lbs.
Small or Medium 15 gp 60 lbs.
Large 30 gp 240 lbs.
Huge 60 gp 960 lbs.
Canary 4 cp ½ lb.
Capybara 1 gp 50 lbs.
Cat 3 cp 8 lbs.
Dog, guard 25 gp 90 lbs.
Dog, riding 150 gp 120 lbs.
Dog sled 20 gp 300 lbs.
Elephant 1,000 gp 5 tons
Falcon 40 gp 2 lbs.
Falconry gauntlet 10 gp 1 lb.
Feed (per day) 5 cp 10 lbs.
Hawk 18 gp 20 lbs.
Horse
Horse, heavy war 300 gp 1,200 lbs.
Horse, heavy 200 gp 1,000 lbs.
Horse, light war 110 gp 900 lbs.
Horse, light 75 gp 600 lbs.
Pony, war 45 gp 600 lbs.
Pony 30 gp 600 lbs.
Lizard 5 cp
Monkey 3 gp 5 lbs.
Owl 10 gp 1 lb.
Pack animal
Donkey/mule 8 gp 600 lbs.
Ox 15 gp 1 ton
Yak 24 gp 2 tons
Pseudodragon 200 gp 7 lbs.
Rat 1 cp 1 lb.
Rat, dire 5 gp 50 lbs.
Raven 2 gp 3 lbs.
Saddle
Military 20 gp 30 lbs.
Pack 5 gp 15 lbs.
Riding 10 gp 25 lbs.
Saddle, Exotic
Military 60 gp 40 lbs.
Pack 15 gp 20 lbs.
Riding 30 gp 30 lbs.
Saddlebags 4 gp 8 lbs.
Snake, constrictor 5 gp 60 lbs.
Snake, viper 5 gp ½ lb.
Stirge 20 gp 1 lb.
Toad 2 cp ½ lb.
Toad, poison dart 10 gp ½ lb.
Weasel 2 gp ½ lb.

Transport Cost Weight
Carriage 100 gp 600 lbs.
Cart 15 gp 200 lbs.
Galley 30,000 gp
Keelboat 3,000 gp
Longship 10,000 gp
Rowboat 50 gp 100 lbs.
Oar 2 gp 10 lbs.
Sailing ship 10,000 gp
Sled 20 gp 300 lbs.
Wagon 35 gp 400 lbs.
Warship 25,000 gp

Entertainment Items Cost Weight
Board games 1 sp-10 gp 2 lbs.
Bowling set 5 sp-10 gp 15 lbs.
Kites 1 sp-2,000 gp 1-5 lbs.
Loaded dice, average 10 gp
Loaded dice, superior 50 gp
Marked cards 1 gp 1 lb.
Puzzle box 1 gp-1,000 gp 1-5 lbs.

Black Market Items Cost Weight
Allnight 75 gp
Barbarian chew 1 gp
Belladonna 1 gp
Clear ear 15 gp
Duskmoss 5 sp
Flayleaf 20 gp 2 lbs.
Pesh 20 gp
Wolfsbane 5 sp
Woundweal 100 gp

Service Cost
Coach cab 3 cp per mile
Hireling, trained 3 sp per day
Hireling, untrained 1 sp per day
Messenger 2 cp per mile
Road or gate toll 1 cp
Ship's passage 1 sp per mile
Spellcasting Caster level x spell level x 10 gp3
1: These items weigh one-quarter this amount when made for Small characters. Containers for Small characters also carry one-quarter the normal amount.
2: Relative to similar armor made for a Medium humanoid.
3: See spell description for additional costs. If the additional costs put the spell's total cost above 3,000 gp, that spell is not generally available. Use a spell level of ½ for 0-level spells to calculate the cost.
Item Weight Holds or Carries
Dry Goods
Backpack 2 lb.1 2 cubic ft./60 lb.1
Barrel 30 lb. 10 cubic ft./650 lb.4
Basket 1 lb. 2 cubic ft./20 lb.
Bucket 2 lb. 1 cubic ft./65 lb.5
Chest, small 25 lb. 2 cubic ft./200 lb.
Chest, medium 50 lb. 4 cubic ft./400 lb.
Chest, large 100 lb. 6 cubic ft./600 lb.
Chest, huge 250 lb. 8 cubic ft./800 lb.
Pouch, belt ½ lb.1 1/5 cubic ft./10 lb.1
Sack ½ lb.1 1 cubic ft./60 lb.1
Saddlebags 8 lb. 5 cubic ft./250 lb.
Liquids
Bottle, glass ½ pint/1.5 lb.
Flask 1 pint/1 lb.
Jug, clay 1 lb. 1 gallon/8 lb.
Mug/tankard, clay 1 pint/1 lb.
Pitcher, clay 1 lb. ½ gallon/4 lb.
Pot, iron 2 lb. 1 gallon/8 lb.
Pump water canister 5 lbs. 4 gallons/32 lbs.
Vial, ink or potion 1 ounce/—
Waterskin ½ gallon/4 lb.1
Vehicles
Cart 200 lb. ½ ton
Sled 300 lb. 1 ton
Wagon 400 lb. 2 tons
4: A barrel filled with liquid holds about 75 gallons.
5: A bucket filled with liquid holds about 7 gallons.

Adventuring Gear

Area Map: 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.

Backpack, Masterwork: This backpack has numerous pockets for storing various 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.

Barbed Vest: Thin leather flaps keep the hundreds of tiny, fishhook-like needles dotting the surface of this black vest from harming you while you wear it. However, any creature that injures you with a natural or unarmed attack must make a DC 15 Reflex save or take 1 point of damage. If a creature swallows you it takes 1 point of damage each round until it either spits you up, you escape, or you die (at which point the vest has sustained enough damage to no longer serve as a threat). The vest can only be worn over light armor or no armor.

Blanket: This warm, woven blanket has straps so it can be rolled up and tied.

Breakaway Chains: These masterwork chains are easy to break, even though they look like normal chains (Perception DC 25 to notice the difference). A DC 10 Strength check breaks them instantly.

Buoy, Common: A buoy is used to mark a specific spot in lakes, rivers, or similar bodies of water making it possible for you to return to that location a later date. Each includes a float (typically an air-filled bladder or sealed gourd), a 200-foot length of twine, and 15-pound stone used as an anchor. The float is usually painted a vivid color, and may have a small flag to attract attention. Though anchor buoys prove quite resilient to normal weather and tides, they offer little challenge to intelligent creatures determined to sabotage them.

Buoy, Superior: This buoy has a spherical or ovoid hollow metal float typically copper, a length of chain rather than twine, and a metal anchor rather than a weight. It is otherwise the same as a common buoy.

Butterfly Net: One end of this 6-foot-long pole supports a wide metal hoop covered by a thin mesh net. You can use this to sift objects out from material capable of passing through the net such as sand or water. You can also use a butterfly net to capture Fine or Diminutive creatures as if it were a net (weapon), though you don't need to re-fold the butterfly net if you miss, and you use the handle of the butterfly net like you would the rope of a net weapon.

Caltrops: 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.


Candle: 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.

Chain: Chain has hardness 10 and 5 hit points. It can be burst with a DC 26 Strength check.

Chalkboard: A wooden frame approximately the same size as a large book surrounds this thinly sliced piece of polished black stone. Rubbing a simple damp cloth over the slate erases anything scribed with chalk on its surface.

Chest: The common wooden chest comes in several sizes, including small (2 cubic feet, 1 hit point, Break DC 17), medium (4 cubic feet, 15 hp, Break DC 23), large (6 cubic feet, 30 hit points, Break DC 29), and huge (8 cubic feet, 50 hit points, Break DC 35). Most include a simple inset lock.

Collapsible Plank: Hinged in two places, collapsible planks can hold 250 pounds before breaking. The 10-foot-long plank folds down into a 3-foot-by-1-foot-by-6- inch bundle. Folding or unfolding it is a standard action.

Coffin: A plain coffin is made of simple wood and has a loose, flat lid that can be nailed onto it. An ornate coffin is favored by aristocratic families for displaying their dead, and include upholstered cloth liners and a hinged lid.

Copy of a Key: A craftsman can make a working copy of a key in an hour (making a duplicate that looks exactly like the original requires a skilled smith, a DC 25 Craft check, and one day).

Crowbar: A crowbar grants a +2 circumstance bonus on Strength checks made to force open a door or chest. If 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.

Earplugs: Made of waxed cotton or cork, earplugs give you a +2 circumstance bonus on saves against effects that require hearing but also cause a -5 penalty on hearing-based Perception checks.

False-Bottomed Chest: The secret compartment in this chest is approximately 1 inch thick. Different styles open from the inside, from the underside, or through the back. Detecting the compartment is a DC 20 Perception check.

False-Bottomed Cup: The tiny compartment in the thick bottom of this cup is an excellent place to store a small item or substance. The most insidious are designed with a weighted catch that opens when the cup is tilted back, releasing the hidden substance hidden into the contents of the cup. Spotting the secret compartment in an empty cup is a DC 15 Perception check.

False-Bottomed Scabbard: The space at the bottom of this sword scabbard is just large enough to hold a potion flask. Some are accessed from the outside; others open on the inside with a secret catch at the top end. Finding the secret compartment requires a DC 25 Perception check, or DC 20 if you can compare the sword's length to that of the scabbard.

False Manacles: These manacles are nearly indistinguishable from standard manacles upon inspection (Perception DC 25). A wearer who knows the location of the secret catch can open them as a standard action; otherwise they act like masterwork manacles. Some appear to be of common quality, though false manacles are always masterwork.

Flint and Steel: Lighting a torch with flint and steel is a full-round action, and lighting any other fire with them takes at least that long.

Folding Chair: This simple folding chair has a wooden frame and canvas seat and back. It folds up easily and fits in a handy carrying bag. The chair can support up to 250 pounds with ease.

Folding Ladder: The hook, pole, and rungs of this 10-foot ladder are hinged, allowing you to fold it into a 3-foot-by-1-foot-by-1-foot bundle. Folding or unfolding it is a standard action.

Grappling Arrow: This small grappling hook is designed to be tied to a silk rope and fired from a bow. When fired, it has a range increment of 30 feet. An equivalent item exists for crossbows.

Grappling Hook: Throwing a grappling hook requires a ranged attack roll, treating the hook as a thrown weapon with a range increment of 10 feet. Objects with ample places to catch the hook are AC 5.

Hammer: 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.

Helmet Candle: These devices consist of a helmet with a short, thin spike on top upon which a candle is stuck, freeing your hands for other tasks.

Hollowed Pommel: Depending on the weapon, a hollow pommel may hold something as large as a flask or as small as a rolled piece of paper. Detecting a hollow pommel is a DC 15 Perception check.

Hourglass: The standard hourglass takes 1 hour to empty the sand from the upper chamber; larger and smaller timers exist which mark off time in increments as short as 6 seconds.

Iron Spike: This foot-long iron spike is used to keep doors open or closed and to secure ropes for climbing. Hearing a spike being hammered in requires a DC 5 Perception check.

Ink: Ink in colors other than black costs twice as much.

Jug, Clay: This basic jug is fitted with a stopper and holds 1 gallon of liquid.

Lamp, Common: 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.

Lantern, Bullseye: 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.

Lantern, Hooded: 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.

Lantern, Waterproof: Meant to shelter its flame from both water and wind, this lantern treats severe winds as strong winds, windstorms as severe winds, and hurricanes as windstorms for the purpose of determining whether they extinguish its flame. It holds enough air to burn underwater for 5 rounds before going dark.

Lock: The DC to open a lock with the Disable Device skill depends on the lock's quality: simple (DC 20), average (DC 25), good (DC 30), or superior (DC 40).

Magnet: Handheld magnets are relatively weak and are mainly used to detect or pull iron, mithral, or adamantine at a short range. This hand-sized horseshoe magnet can lift up to a 3-pound iron weight.

Manacles, Standard and Masterwork: Manacles can bind a Medium creature. A manacled creature can use the Escape Artist skill to slip free (DC 30, or DC 35 for masterwork manacles). Breaking the manacles requires a Strength check (DC 26, or DC 28 for masterwork manacles). Manacles have hardness 10 and 10 hit points.

Most manacles have locks; add the cost of the lock you want to the cost of the manacles.

For the same cost, 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.


Manacles, Mithral: These bindings are more difficult to break than standard bindings and are particularly useful against lycanthropes. They have hardness 15, 30 hit points, and a break DC of 30.

Marbles: Like caltrops, marbles can be used to slow down opponents. One 2-pound bag of marbles covers an area 5 feet square. A creature entering a square with marbles scattered on it must make a DC 10 Reflex save or fall prone (the creature's stability bonus to trip applies to this save). Any creature moving at half speed or slower can pick its way through a square of marbles with no trouble.

Oil: 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.


Paper: Ordinary paper typically measures 9 inches by 6 inches and is unsuitable for making magical scrolls. It has hardness 0, 1 hit point, and break DC 5.

Perfume/Cologne: Perfume or cologne may (at the GM's discretion) provide a +1 circumstance bonus on several Charisma-based skill checks.

Periscope: This 2-foot-long metal tube has right angles at each end with mirrors inside; if you look in one end, you can see out the other end, allowing you safely peer over obstacles, around corners, or into small spaces your head wouldn't fit. When using a periscope, the end of the tube counts as a Diminutive object, making it much less likely an observed creature notices you; if you have total concealment from the creature except for the end of the periscope, use the tube's Diminutive size modifier for your Stealth instead of your own size modifier. Distortion from the mirrors gives you a -4 penalty on Perception checks while looking through the periscope. Though the tube is fairly sturdy (hardness 5, 2 hit points), the mirrors inside are fragile (hardness 1, 1 hit point), and any damage that gets through the tube's hardness applies to the tube and the mirrors.

Pick, Miner's: 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.

Pickle Extractor: A pickle extractor is little more than a spike stuck through the end of a stick, used mainly by goblins to grab things at the bottom of a barrel.

Pocket Watch: This miniature clock is small enough to carry.

Poison Pill Ring: This ring has a tiny compartment under the setting, typically used to hold poison. Opening and closing a ring is a move action; doing so unseen requires a DC 20 Sleight of Hand check.

Powder: Powdered chalk, flour, and similar materials are popular with adventurers for their utility in pinpointing invisible creatures. Throwing a bag of powder into a square is an attack against AC 5, and momentarily reveals if there is an invisible creature there. A much more effective method is to spread powder on a surface (which takes 1 full round) and look for footprints.

Prosthetic: People who lose hands, arms, legs, or feet in combat sometimes replace them with prosthetics: realistic simulations of their missing limbs. Usually carved of wood and painted to match the wearer's skin tone, these items have limited functionality, allowing a legless person to walk at half speed, or enabling an armless person to hold a shield in a fixed position, but little more. Clever individuals have been known to create small compartments in their prosthetics, just large enough to hold very small objects. A prosthetic hand or foot can hold an item with negligible weight, while a prosthetic limb can hold up to 1 or 2 pounds.

Pump Water Canister: This metal container holds up to 4 gallons of water. As a standard action that provokes attacks of opportunity, you can use the hand pump and hose at the top to spray water up to 10 feet away. Pumping uses 1 gallon of water for every round of

Ram, Portable: This iron-shod wooden beam gives you a +2 circumstance bonus on Strength checks made to break open a door and allows a second person to help, automatically increasing your bonus by 2.

Rice Paper: This variety of paper is made of rice or tree bark. It has hardness 0, 1 hit point, and break DC 2.

Rope, Hemp: This rope has 2 hit points and can be burst with a DC 23 Strength check.

Rope, Silk: This rope has 4 hit points and can be burst with a DC 24 Strength check.

Rope, Spider's Silk: Rare to virtually nonexistent on the surface world, spider's silk rope is woven of strands of silk from monstrous spiders by goblin slaves in the employ of the drow. As such it is commonly used by the dark elves, though shorter spider's silk rope scraps (generally no more than 10 feet long) frequently appear among goblins. Spider's silk rope has 6 hit points and can be burst with a DC 25 Strength check.

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 water-tight.

Shaving Kit: A shaving kit contains a straight razor, a whetstone, a small mirror, a brush, a cup, and enough shaving powder to last a Medium humanoid 50 shaves.

Shield Sconce: This metal frame holds a torch and straps to the front of a light, heavy, or tower shield.

Shovel: If a shovel is used in combat, treat it as a one-handed improvised weapon that deals bludgeoning damage equal to that of a club of its size.

Signal Horn: Sounding a horn requires a DC 10 Perform (wind instruments) check and can convey concepts such as "Attack!", "Help!", "Advance!", "Retreat!", "Fire!", and, "Alarm!" The report of a signal horn can be clearly heard (Perception DC 0) up to a half-mile distant. For each quarter-mile beyond, Perception checks to hear the horn suffer a -1 penalty.

Signal Whistle: With a DC 5 Perform (wind instruments) check you can use a whistle to signal the same sorts of situations as signal horns. A whistle's piercing report can be clearly heard (Perception DC 0) up to a quarter-mile away. For each quarter-mile beyond, Perception checks to hear a whistle suffer a -2 penalty.

Silent whistles that only animals and other creatures with keen hearing can hear also exist.


Skeleton Key: Many door locks have a similar design and thus can be unlocked by a similar key. A skeleton key may be tried on any standard door lock that uses a key, even if you don't have the Disable Device skill. You use the key's Disable Device bonus of +10 rather than your own total; you cannot take 10 when using a skeleton key. The key only gets one roll for any particular lock. If the roll fails, the key is unable to open or close that lock. Inferior skeleton keys may only have a +5 bonus.

Smoked Goggles: These spectacles have lenses made of smoked glass that help protect against creatures with gaze attacks. You are always treated as averting your gaze when dealing with gaze attacks, and you gain a +8 circumstance bonus on saving throws against visual-based attacks (any attack that a blind creature would be immune to). You have a -4 penalty on Perception checks while wearing the goggles, and all opponents are treated as having concealment (20% miss chance).

Soap: You can use this thick block of soap to scrub clothes, pots, linens, or anything else that might be dirty. A bar of soap has approximately 50 uses.

Spear-Thrower: This is little more than a handle with a cup, loop, or spur to hold the butt of a dart, javelin, or shortspear. Using a spear-thrower to throw such a weapon doubles the projectile's range increment. Setting a weapon into a spear-thrower is a move action; by taking the Rapid Reload (spear-thrower) feat, you reduce this to a free action.

Spyglass: Objects viewed through a spyglass are magnified to twice their size. Characters using a spyglass take a -1 penalty on Perception skill checks per 20 feet of distance to the target, if the target is visible.

Stationary: Generally used only by the wealthy, fancy stationary is a finer-quality 9-inch-by-6-inch paper, often embossed or engraved with the owner's personal seal.

Stove Can: This little metal container holds a waxy fuel that creates enough heat to cook with but only as much light as a candle. To snuff the flame, close the metal lid on the container; it cools enough that it can be carried in a few minutes. Each lasts 5 hours (enough to cook about 10 meals).

String or Twine: Sold in balls or spools of 50 feet, string and twine are useful for rigging traps and alarms and are a vital component of grappling bolts and arrows. String or twine has hardness 0, 1 hit point, and Break DC 14.

Swarmsuit: These heavy and overlapping layers of clothing, coupled with a wide hat outfitted with a dense, veil-like netting around its brim makes it all but impossible for Diminutive and Fine creatures to make physical contact with your body. Wearing a swarmsuit cuts your speed in half, but gives you DR 10/— against swarms of Fine creatures and DR 5/— against swarms of Diminutive creatures.

Tattoo: The cost of a tattoo depends on the quality, size, and number of colors used. A coin-sized tattoo in blue ink that will blur over a decade may cost 1 cp, a hand-sized one in black ink that won't fade costs 1 sp, and a tattoo covering an entire back takes several sessions and costs 10 gp. Each additional color costs as much as a single tattoo of its size.

Tent: Tents come in a variety of sizes and accommodate between one and 10 people. A small tent holds one Medium creature and takes 20 minutes to assemble, a medium tent holds two creatures and takes 30 minutes, a large tent holds four creatures and takes 45 minutes, and a pavilion holds 10 creatures and takes 90 minutes (two Small creatures count as a Medium creature, and one Large creature counts as two Medium creatures). Pavilion tents are large enough to accommodate a small fire in the center. Packing up a tent takes half as long as assembling it.

Thurible: When filled with coal and common herbs worth 2 sp, this miniature brazier fills an area 30 feet in diameter with light smoke for 1 hour. Any creature in the area of this smoke gains a +2 circumstance bonus on Fortitude saves to resist inhaled diseases.

Tobacco: These crushed and shredded leaves range in color from peppery red to black; users can either smoke or chew them. Tobacco users experience a certain level of calm and are more easily able to shrug off hunger pangs. Tobacco is addictive (Fort DC 10 to resist), and long-term users suffer Constitution damage.

Torch: A torch burns for 1 hour, shedding normal light in a 20-foot radius and increasing the light level by one step for an additional 20 feet beyond that area (darkness becomes dim light and dim light becomes normal light). A torch does not increase the light level in normal light or bright light. 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.

Vial: A vial is made out of glass and holds 1 ounce of liquid.

Vial, Iron: This metal potion bottle has hardness 5, 3 hit points, and break DC 14.

Wandermeal: This tough, dried cake is a halfling invention made from flour, water, and spices. Wandermeal keeps for months without spoiling, travels well, and fills the belly. However, eating it for over a week without other nutrients requires the eater to make a daily Fortitude saving throw (DC 15 + 1 for each additional day) or be sickened. The effect ends 1 day after more nutritious food is eaten.

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.

Waterproof Bag: This leather sack sealed with tar or pitch keeps delicate items from being ruined by water. Items kept inside remain relatively dry, making the bag ideal for carrying maps, scrolls, spellbooks, and the like, although the bag is not impervious and can only be completely immersed for 10 rounds before enough water seeps in to ruin such items.

Wax Key Blank: This two-sided case contains a soft wax that readily takes and keeps an impression of an object pressed between the two halves, creating an excellent mold of the item. A skilled artisan may then make a copy of the item from the mold (and destroying the mold in the process). Making an impression surreptitiously requires a DC 25 Sleight of Hand check.

Weapon Cord: Weapon cords are 2-foot-long leather straps that attach your weapon to your wrist. If you drop your weapon or are disarmed, you can recover it as a swift action, and it never moves any further away from you than an adjacent square. However, you cannot switch to a different weapon without first untying the cord (a full-round action) or cutting it (a move action or an attack, hardness 0, 0 hp). Unlike a locked gauntlet, you can still use a hand with a weapon cord, though a dangling weapon may interfere with finer actions.

Whetstone: Honing a blade with a whetstone requires about 15 minutes of work and grants the weapon a +1 bonus on your damage roll the first time you hit with it. This only works on nonmagical blades.

Wrist Sheath: This is a sheath designed to be strapped to your forearm and hidden under a long sleeve. The sheath can hold one forearm-length item such as a dagger, dart, or wand, or up to five arrows or crossbow bolts. As a move action, you can bend your wrist to cause some or all of these items to drop into your hand (provoking attacks of opportunity as normal). You have a +2 bonus on Sleight of Hand checks made to oppose the Perception check of someone observing or frisking you regarding items in the sheath. You can only wear one wrist sheath per arm.

Wrist Sheath, Spring Loaded: This item works like a standard wrist sheath, but releasing an item from it is a swift action. Preparing the sheath for this use requires cranking the sheath's tiny gears and springs into place (a full-round action that provokes an attack of opportunity).

Special Substances and Items

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 point where the acid hits takes 1 point of acid damage from the splash.

Alchemical Grease: Each pot of this slick black goo has sufficient contents to cover one Medium or two Small creatures. If you coat yourself in alchemical grease, you gain a +5 alchemical bonus on Escape Artist checks, on combat maneuver checks made to escape a grapple, and to your CMD to avoid being grappled; this lasts 4 hours or until you wash it off.

Alchemical Solvent: This bubbling purple gel eats through adhesives. Each vial can cover a single 5-foot square. It destroys normal adhesives (such as tar, tree sap, or glue) in a single round but takes 1d4+1 rounds to deal with more powerful adhesives (tanglefoot bags, spider webbing, and so on). It has no affect on fully magical adhesives, including sovereign glue.

Alchemist's Fire: You can throw a flask of alchemist's fire 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 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.


Alchemist's Kindness: Favored by young rakes and others of means, this is a crystalline powder resembling salt. Mixed with water, it makes a fizzing cocktail that eliminates the effects of a hangover within 10 minutes of drinking it.

Alkali Flask: This flask of caustic liquid reacts with an ooze's natural acids. You can throw an alkali flask as a splash weapon with a range increment of 10 feet. Against non-ooze creatures, an alkali flask functions as a normal flask of acid. Against oozes and other acid-based creatures, the alkali flask inflicts double damage.

Antiplague: 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.

Antitoxin: If you drink a vial of antitoxin, you get a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.

Beast Lure: This light brown oil works similar to musk (see below) but attracts one specific kind of creature (dogs, giant bees, and so on).

Bladeguard: This clear resin protects a weapon from harmful attacks from oozes, rust monsters, and similar effects that corrode or melt weapons, rendering the weapon immune for 24 hours. One pot can coat one two-handed weapon, two one-handed or light weapons, or 50 ammunition items. Applying it takes 1 full round. Immersing the weapon in water or similar liquid washes it off.

Bloodblock: This gooey, pinkish substance helps treat wounds. Using a dose gives you a +5 alchemical bonus on Heal checks for providing first aid, treating wounds made by caltrops or similar objects, or treating deadly wounds. A dose of bloodblock ends a bleed effect as if you had made a DC 15 Heal check. When treating deadly wounds, using a dose of bloodblock counts as one use of a healer's kit (and grants the +5 bonus stated above).

Bodybalm: When this pungent yellow powder is boiled in water and given to a creature to drink, it provides the attending healer a +5 alchemical bonus on Heal checks for providing long-term care, treating poison, and treating disease.

Casting Plaster: 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 splint for a broken bone. Hardened plaster has hardness 1 and 5 hp per inch of thickness. A 5-pound clay pot of plaster can cover about five square feet of flat space to a depth of one inch, five Medium forearm or lower-leg casts, or two full-arm or full-leg casts.

Distilled Terrap Sap: When first opened, this sealed jar releases such an overwhelmingly antiseptic odor that it covers other smells until it disperses (1d6 rounds after opening). Creatures within 20 feet of the jar get a +5 alchemical bonus on all saves against scent-based attacks while the sap's odor remains, but they automatically fail any scent-based Perception checks during that time.

Everburning Torch: This otherwise normal torch has a continual flame spell cast on it. This causes it to shed light like an ordinary torch, but it does not emit heat or deal fire damage if used as a weapon.

Firebreather's Oil: This bitter liquid is harder to ignite than common oil but burns quickly at a low temperature, making it ideal for exotic performers. You may spit a mouthful of firebreather's oil past an open flame (such as a candle, tindertwig, or torch) to ignite it, creating a brief burst of fire. If you use it to attack, the attack is a ranged touch attack with a maximum range of 5 feet that deals 1d3 points of fire damage. If you roll a 1 on your attack roll, you accidentally inhale or swallow some of the burning fuel; you take 1d6 points of fire damage and are nauseated for 1 round. A bottle of firebreather's oil holds enough for 10 mouthfuls; taking a mouthful from the bottle is a standard action (the Rapid Reload feat reduces this to a move action).

Firework, Roman Candle: When lit, this foot-long wooden tube launches a flaming pyrotechnic "candle" every round for 4 rounds. The projectiles deal 1 point of nonlethal damage and 1 point of fire damage if they hit; on a critical hit, the target is also blinded for 1 round. The projectiles shed light as candles for 1 round and have a range increment of 5 feet. Attacking with a Roman candle is a ranged touch attack and always has a -4 nonproficiency penalty.

Firework, Paper Candle: This finger-sized explosive detonates noisily 1 round after lighting. Anyone in the same square as a paper candle when it explodes must make a DC 15 Fortitude save or be dazzled for 1d4 rounds.

Firework, Skyrocket: When lit, this foot-long wooden tube begins to shake and emit a handful of white sparks, shedding light as a torch. One round later it takes flight, moving at speed 90 for 1d6 rounds before loudly exploding in an burst of light and sound, dealing 2d6 points of fire damage in a 10-foot burst (DC 15 Reflex save for half ). Anyone who takes damage from the explosion is either blinded or deafened (there is a 50% chance of either) for 1 round.

Firework, Starfountain: This tree-stump-sized bundle of tubes immediately begins to emit arcs of multi-colored sparks when lit. Starting 1d6 rounds after lighting, it loudly releases brightly colored streaks of tiny flaming particles for 4 full rounds. Outdoors, these particles soar far up into the sky before dispersing. Indoors or in a closed area, the ricocheting fireworks deal 1d6 points of fire damage each round in a 20-foot spread (DC 15 Reflex save for half). Creatures who fail their save are blinded for 1d4 rounds and deafened for 1 hour.

Flash Powder: This coarse gray powder ignites and burns almost instantly if exposed to flame, significant friction, or even a simple force such as throwing it against a floor (a standard action). Creatures within the 10-foot-radius burst are blinded for 1 round (Fortitude DC 13 negates).

Fuse Grenade: This hollow clay container holds a small charge of explosive power and a slow burning fuse. Lighting the fuse is a move action; 1d3 rounds later the grenade explodes, dealing 2d6 bludgeoning damage and 1d6 fire damage in a 10-foot burst (DC 15 Reflex save for half). You throw a fuse grenade as if it were a splash weapon.

Glowing Ink: Glowing ink emits a faint but steady light (typically red or green) that allows you to read it even in normal darkness. You have a +2 bonus on Perception checks to locate objects with glowing ink. Mixing glowing ink with marker dye (see below) makes the dye glow in the dark until it fades.

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.

Temples to good deities sell holy water at cost (making no profit). Holy water is made using the bless water spell.


Invisible Ink: Messages written with invisible ink only become visible under specific circumstances. Revealing the secret message with the proper triggering agent is a full-round action per page of text.

Simple: This ink is keyed to a single, fairly common trigger, such heat or vinegar. A successful DC 20 Craft (alchemy) check takes 1 hour and reveals the message without the proper trigger.

Average: This ink is keyed to either two common triggers or one uncommon trigger, such as blood or acid. A successful DC 25 Craft (alchemy) check takes 1 hour and reveals the message without the proper trigger.

Good: This ink is keyed to either two uncommon triggers or one rare trigger, such as a specific vintage of wine or a specific kind of monster's blood. A successful DC 30 Craft (alchemy) check takes 1 hour and reveals the message without the proper trigger.

Superior: This ink is keyed to either two rare triggers or one unique trigger, such as the blood of a specific person. A successful DC 35 Craft (alchemy) check takes 1 hour and reveals the message without the proper trigger.


Itching Powder: This fine gray powder causes targets to suffer from uncontrollable itching until they spend at least 1 round washing it off. Throwing a packet of itching powder is a splash attack with a range increment of 10 feet. Anyone standing on the square of impact must succeed on a DC 12 Fortitude save to resist the powder, while those in adjacent squares must make a DC 8 Fortitude save. Creatures that fail the save take a -2 penalty on attack rolls, saving throws, skill checks, and ability checks.

Light Detector: This hand-sized metal plate is covered with a thin layer of light-sensitive transparent paste. If exposed to light, the paste darkens and becomes opaque, depending on the amount of light. Bright light causes it to fully darken in 1 round, normal light in 3 rounds, dim light in 10 rounds. It is mainly used by creatures with darkvision to determine if creatures have recently passed through an area carrying light. The plate is sold wrapped in a thick black cloth to prevent accidental light exposure from ruining the plate.

Liquid Ice: Also known as "alchemist's ice," this sealed jar of crystalline blue fluid immediately starts to evaporate once opened. During the next 1d6 rounds, you can use it to freeze a liquid or to coat an object in a thin layer of ice. You can also throw liquid ice as a splash weapon. A direct hit deals 1d6 points of cold damage; creatures within 5 feet of where it hits take 1 point of cold damage from the splash.

Marker Dye: This dye (available in several colors) creates an obvious stain wherever splashed. Washing has no effect for the first 72 hours (though magic can erase it), but it fades completely after 2 weeks. You can throw it as a splash weapon.

Musk: This emerald-colored adhesive is a concoction made from animal glands, urine, and other powerful scents combined with a strong alchemical binding agent that is difficult to wash off. A target splashed with it smells like weak prey to predators. Creatures with the scent ability can detect a marked creature at five times the normal range, note its direction as a free action, pinpoint it when it is within 25 feet, and track it by scent with a +5 bonus on its Survival checks. Immersion in water within 1 round of exposure washes it off; otherwise the effect decreases by one range increment per day (four times normal range after 1 day, three times range after 2 days, and so on) until the creature is again at normal scent levels.

Nushadir: Normally stored in the form of small, salty pellets in a dry container, this reagent can be mixed with a flask of water and stored safely. Nushadir neutralizes acid; a vial of pellets or a flask of nushadir-water is enough to render a cubic foot of acid safe to touch in 1 minute, though this is usually too slow to prevent damage from a thrown vial of acid or the contents of a large monster's gullet. Nushadir vapors are slightly irritating to the eyes, nose, and mouth, causing nausea for 1d4 rounds after close exposure (Fortitude DC 10 negates).

Scent Cloak: This collection of coarsely ground spices, seeds, and alchemical reagents overrides your scent, increasing the DC of tracking you by scent by +10 for 24 hours. Because you still have a smell, creatures with scent can still detect and pinpoint if you are cloaked; they just can't identify your smell as something unique. Washing for 1 full round removes the scent cloak.

Smelling Salts: These sharply scented gray crystals cause people inhaling them to regain consciousness. Smelling salts grant you a new saving throw to resist any spell or effect that has already rendered you unconscious or staggered. If exposed to smelling salts while dying, you immediately become conscious and staggered, but must still make stabilization checks each round; if you perform any standard action (or any other strenuous action) you take 1 point of damage after completing the act and fall unconscious again. A container of smelling salts has dozens of uses if stoppered after each use, but depletes in a matter of hours if left opened.

Smoke Pellet: This small clay sphere contains two alchemical substances separated by a thin barrier. When you break the sphere, the substances mingle and fill a 5-foot square with a cloud of foul but harmless yellow smoke. The smoke pellet acts as a smokestick, except the smoke only lasts for 1 round before dispersing. You may throw a smoke pellet as a ranged touch attack with a range increment of 10 feet.

Smokestick: This alchemically treated wooden stick instantly creates thick, opaque smoke when burned. The smoke fills a 10-foot cube (treat the effect as a fog cloud spell, except that a moderate or stronger wind dissipates the smoke in 1 round). The stick is consumed after 1 round, and the smoke dissipates naturally after 1 minute.

Sneezing Powder: This coarse yellowish-red powder is a splash weapon that causes uncontrollable sneezing for 1d4+1 rounds. Anyone standing in the square of impact must succeed on a DC 12 Fortitude save to resist the powder, while those in adjacent squares must make DC 8 Fortitude saves. Creatures affected by sneezing powder must make a DC 10 Fortitude save every round for the duration or be staggered until their next turn.

Soothe Syrup: This sweet and wholesome-tasting blue liquid creates a sense of warmth and comfort. Soothe syrup coats your stomach and makes it much more difficult for you to succumb to queasiness. For 1 hour after drinking soothe syrup you gain a +5 alchemical bonus on saving throws made to resist effects that would make you nauseated or sickened.

Sunrod: This 1-foot-long, gold-tipped, iron rod glows brightly when struck as a standard action. It 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 sunrod does not increase the light level in normal light or bright light. It glows for 6 hours, after which the gold tip is burned out and worthless.

Tanglefoot Bag: A tanglefoot bag is a small sack filled with tar, resin, and other sticky substances. When you throw a tanglefoot bag at a creature (as a ranged touch attack with a range increment of 10 feet), the bag comes apart and 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 Dexterity and must make a DC 15 Reflex 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 is not stuck to the floor, but it must make a DC 15 Reflex save or be unable to fly (assuming it uses its wings to fly) and 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 Strength 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 to 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 (including flying) at half speed. If the entangled creature attempts to cast a spell, it must make concentration check with a DC of 15 + the spell's level or be unable to cast the 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 spread must make a DC 15 Fortitude 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.


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.

Vermin Repellent: This vile-smelling white paste keeps vermin at bay if spread on the skin. Normal-sized (Fine) vermin avoid you. Swarms of vermin must make a DC 15 Fortitude saving throw in order to enter your square. Once applied, vermin repellent remains effective for 4 hours or until you spend 1 round washing it off.

Water Purification Sponge: This fist-sized blue sponge absorbs up to 1 pint of water; squeezing the water out of the sponge purifies it, making it safe for drinking, washing, and similar activities. Filling and emptying the sponge is a full-round action. Each sponge can cleanse 25 pints of water before becoming useless.

Weapon Blanch: These alchemical powders have a gritty consistency. When poured on a weapon and placed over a hot flame for a full round, they melt and form a temporary coating on the weapon. The blanching gives the weapon the ability to bypass one kind of material-based damage reduction, such as adamantine, cold iron, or silver. The blanching remains effective until the weapon makes a successful attack. Each dose of blanching can coat one weapon or up to 10 pieces of ammunition. Only one kind of weapon blanch can be on a weapon at one time, though a weapon made of one special material (such as adamantine) can have a different material blanch (such as silver), and counts as both materials for the first successful hit.

Tools and Skill Kits

Abacus: This device helps users perform mathematical calculations.

Alchemist's Kit: An alchemist with an alchemist's kit is assumed to have all the material components needed for his extracts, mutagens, and bombs, except for those components that have a specific cost. An alchemist's kit provides no bonuses on Craft (alchemy) checks.

Alchemist's Lab: 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. Without this lab, a character with the Craft (alchemy) skill is assumed to have enough tools to use the skill but not enough to get the +2 bonus that the lab provides.

Alchemist's Lab, Portable: This compact version of a full-sized alchemist's lab provides a +1 circumstance bonus on Craft (alchemy) checks.

Anvil: While anvil sizes vary depending on the type of smithing for which they are used, all anvils have the same basic shape and construction. Blacksmith anvils are typically much heavier and larger (100 pounds) than farrier anvils (50 pounds), and they in turn are much bigger than silver- or goldsmith anvils (10 pounds). Many metalworking tasks are impossible without the proper anvil.

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.

Artisan's Tools, Masterwork: 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.

Astrolabe: This device consists of a flat disc upon which two other discs are mounted. The mounted discs can rotate on a central axis, allowing them to spin and move as days pass. The bottom disc represents the latitude of the user; the upper disc represents the sky, and is filled with astronomical features. Anyone can be shown how to use an astrolabe at night to determine the date and time (which takes 1 minute). An astrolabe grants a +2 circumstance on Knowledge (geography) and Survival checks to navigate in the wilderness (and on Profession [sailor] checks to navigate at sea).

Balancing Pole: These flexible poles range from 15-30 feet in length and, when used properly, help you keep your balance when crossing narrow walkways. Using a balancing pole grants you a +1 circumstance bonus on Acrobatics checks made to traverse a narrow surface.

Bear Trap CR 1
Type mechanical; Perception DC 15; Disable Device DC 20
effects
Trigger location; Reset manual
Effect 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
Bear Trap: 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.

Bellows: Bellows are useful for starting fires, providing a +1 circumstance bonus on appropriate Survival checks.

Cauldron: This iron pot may have a hook for hanging over a fire, but versions intended for traveling usually have three or four legs to let it stand over a fire. It holds approximately one gallon, and can be used for cooking, potion-making, and other similar activities.

Climber's Kit: These crampons, pitons, ropes, and tools give you a +2 circumstance bonus on Climb checks.

Compass: An ordinary compass that points to the magnetic north pole grants its user a +2 circumstance bonus on Survival checks made to avoid becoming lost. It also can be used to grant the same bonus on Knowledge (dungeoneering) checks made to navigate underground.

Cooking Kit: Cooking kits are portable, collapsible pots and pans that double as a set of four bowls and plates, all fitting together in a compact package.

Disguise Kit: The kit is the perfect tool for disguise and provides a +2 circumstance bonus on Disguise checks. A disguise kit is exhausted after 10 uses.

Doctor's Mask: This mask gives you a +1 circumstance bonus on Fortitude saves made against airborne toxins and scent-based effects. In some areas, it is a minor crime to wear a doctor's mask in public if you are not a healer or physician.

Doctor's Outfit: Any creature wearing this outfit gains a +2 circumstance bonus on Fortitude saves made to resist contact diseases.

Drill: A drill can create a 1-inch-diameter hole in stone, wood, or metal as a standard action. Harder materials wear down or break the drill more quickly. Hearing the sound of drilling requires a DC 15 Perception check.

Eyeglasses: Also known as spectacles, eyeglasses compensate for poor vision or magnify small details.

Flotation Device: Usually composed of an inflated animal bladder sealed with pitch, a held flotation device adds a +1 circumstance bonus on Swim checks.

Footprint Book: This 50-page tome contains accurate drawings of various common animal, humanoid, and monster tracks, as well as notes on stride length, tread depth, and similarly useful information. The book gives you a +2 circumstance bonus to identify a creature by its tracks, though the use of shoes makes identifying many humanoids difficult or impossible. Though the book can't help you identify unique individuals, it can help you tell an ogre footprint from a troll footprint, or an elf 's track from an orc's. Books sold in different areas may have different footprints, depending on what creatures are common to that location.

Fortune-Teller's Deck: This deck of illustrated cards is used by those in tune with the spirit world to predict the future—and by charlatans to take money from gullible or desperate people. A common deck only has simple drawings on parchment scraps or simple wooden plaques. A quality fortune-teller's deck is usually of quality wooden plaques with painted color images; it is suitable as a focus for the augury spell, and provides a +1 circumstance bonus on Profession (fortune-teller), Profession (medium), and similar Profession checks. A masterwork fortune-teller's deck may be wood, ivory, or even metal, with painted or carved images and often highlighted with gold inlays or tiny gems; it has all the benefits of a quality deck, except it provides a +2 circumstance bonus on the listed skill checks.

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

Holly and Mistletoe: Druids commonly use these plants as divine focuses when casting spells.

Holy Book: These books detail the beliefs, rituals, restrictions, and histories of various faiths. Their size, quality, and level of detail vary from faith to faith; some are simple hand-written collections, others large tomes filled with illuminations and woodcuts.

Holy Symbol, Silver or Wooden: A holy symbol focuses positive energy and is used by good clerics and paladins (or by neutral clerics who want to cast good spells or channel positive energy). Each religion has its own holy symbol.

Unholy Symbols: An unholy symbol is like a holy symbol except that it focuses negative energy and is used by evil clerics (or by neutral clerics who want to cast evil spells or channel negative energy).


Juggler's Kit: A juggler's kit includes multiple sets of well-balanced objects, such as balls, clubs, knives, rings, and torches.

Leeching Kit: This sturdy ceramic jar has a heavy lid with a few tiny holes to let air in. It is normally half-filled with water and contains four adult leeches, each about 6 inches long. A leeching kit grants a +2 circumstance bonus on Heal checks to treat poison. Used for medicinal bloodletting, a leech can survive for 6 months between feedings.

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 a magnifying glass requires bright light, such 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.

Map Maker's Kit: This small kit contains a simple slate with a grid carved into its surface and a number of different colored pieces of chalk. Anyone using this kit to draw a map as they travel receives a +2 circumstance bonus on Survival skill checks to avoid becoming lost.

Musical Instrument, Common or Masterwork: A masterwork instrument grants a +2 circumstance bonus on Perform checks involving its use.

Portable Altar: Portable altars are typically made of wood and are ornately carved and decorated. The top of the altar lifts up, and items such as candles, incense, and oil can be stored within.

Portrait Book: This 100-page book contains face drawings of male and female dwarves, elves, gnomes, half-elves, half-orcs, halflings, and humans. By selecting an appropriate drawing and adding hair, beard, or other small features such as moles or scars, even a poor artist can quickly create a reasonable likeness of a specific person— for example, an inquisitor making wanted posters of a half-elven witch.

Printing Press: A hand-cranked press uses a plate on which all of the text on a page is carved in reverse. Changing the plate is a simple process, but creating a new one is expensive and labor-intensive. The press prints one page at a time, at a rate of about five pages per minute. A stationer then needs to cut and trim the pages and bind the book.

Pulley: A simple block-and-tackle pulley, when properly secured, adds a +5 circumstance bonus on Strength checks to lift heavy objects. Securing the pulley requires 1 minute.

Saw: You can insert a saw between a door and its frame to cut through wooden bolts or bars, dealing 5 hit points per round plus your Strength modifier to the sawed object as a full-round action. Hearing the sawing requires a DC 10 Perception check. Saws used to cut ice on rivers have a point on the end to break through the ice before cutting.

Sawback Sword: This is a modification to any light or heavy blade rather than a unique weapon type. The saw blade on the back of the sword lets you use it to perform crude carpentry.

Scale, Merchant's: A merchant's scale grants a +2 circumstance bonus on Appraise checks involving items that are valued by weight, including anything made of precious metals.

Sextant: A sextant is used to determine your latitude. A sextant grants a +4 circumstance bonus on Survival checks made to navigate while above ground.

Spell Component Pouch: 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.

Spellbook, Traveling: A traveling spellbook is lighter and less cumbersome than its full-size counterpart. It has 50 pages.

Spellbook, Wizard's: A spellbook has 100 pages of parchment, and each spell takes up one page per spell level (one page each for 0-level spells).

Stretcher: A stretcher allows two people to share the burden of carrying one heavy object. You can also use it to drag a load you couldn't carry on your own. A stretcher holds up to 300 pounds.

Surgeon's Tools: When in conjunction with a healer's kit, surgeon's tools raise the kit's bonus to a +3 circumstance bonus on Heal checks.

Swim Fins: Swim fins add 10 feet to your swimming speed but reduce your base speed to 5 feet. Donning or doffing swim fins requires 5 rounds.

Symptom Kit: This small wooden box has many tiny compartments filled with items useful if you want to feign a sickness as well as a handy reference book outlining common indicators for some of the more feared virulent diseases. The kit includes such things as false pustules, pills that cause the person chewing them to foam at the mouth, and herbal concoctions designed to induce fevers or vomiting. Using a symptom kit grants you a +5 circumstances bonus on Disguise checks made for the purpose of simulating illness. A symptom kit is exhausted after 10 uses.

Thermometer: This foot-long tube has marks for the freezing temperature of seawater, a moderate spring day in most temperate regions, and the boiling temperature of fresh water. Temperatures much below the freezing point or above the boiling point break the device.

Thieves' Tools: This kit contains lockpicks and other tools you need to use the Disable Device skill. Without these tools, you must use improvised tools, and you take a -2 circumstance penalty on Disable Device checks.

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

Tool, Masterwork: This well-made item is the perfect tool for the job. It grants a +2 circumstance bonus on a related skill check (if any). Bonuses provided by multiple masterwork items do not stack.

Trespasser's Boot CR ½
Type mechanical; Perception DC 20; Disable Device DC 20
effects
Trigger location; Reset manual
Effect pit spikes (Atk +10 melee, 2d4); spikes hold the target in place; the trap can be escaped with a DC 20 Disable Device check, DC 20 Escape Artist check, or DC 24 Strength check
Trespasser's Boot: Consisting of a small wooden frame with inward-pointing barbed spikes, this trap is placed in a shallow pit just deep enough for a Medium-sized character's lower leg. When someone steps in the square, the boot catches and holds her leg. The target takes damage if she tries to move or if a Disable Device attempt to free her fails by 5 or more.

Clothing

All characters begin play with one outfit, valued at 10 gp or less. Additional outfits can be purchased normally.

Artisan's Outfit: 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.

Cleats: Useful on any terrain where traction may be a concern, cleats are shoes with spikes or hooks attached to the soles. Cleats reduce the penalty for walking over slick surfaces by 50%; for example, walking across ice normally costs 2 squares for every square of movement, but with cleats it costs only 1.5 squares for every square. Cleats cause damage to any type of finished flooring.

Cleric's Vestments: These clothes are for performing priestly functions, not for adventuring. Cleric's vestments typically include a cassock, stole, and surplice.

Cold-Weather Outfit: 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.

Courtier's Outfit: 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 ofit (-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.

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 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.

Furs: 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.

Hats: Hats of various styles appear in all cultures. Ranging from the turban to the tricorn to the furred cap, a hat can be a simple covering for the head. Particular hats are sometimes mandatory for social or religious sects.

Hot Weather Outfit: 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.

Jewelry: The cost of jewelry varies wildly by its quality. Many cultures consciously use jewelry as a form of portable wealth, most notably in belts and bangles made from coins. A commoner's ornaments may only be worth a few copper pieces, a tradesman's a few silver pieces, and a merchant's a few gold pieces, while nobles rarely wear jewelry worth less than 100 gp.

Mask: The gala events of Arborea are where one may see the most outlandish and stylish of masks, but simpler masks may be found wherever local customs permit. They range from small bits of fabric that cover only a portion of the face to elaborate constructions that cover the entire face or head.

Monk's Outfit: 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.

Noble's Outfit: 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.

Peasant's Outfit: This set of clothes consists of a loose shirt and baggy breeches, or a loose shirt and skirt or overdress. Cloth wrappings are used for shoes.

Pickpocket's Outfit: Outfitted with concealed pockets, this clothing gives you a +2 bonus on hiding small objects on your person.

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.

Scarf: Many entertainers with a flair for the dramatic often employ seductive garb and entrancing props in their performances. Scarves of colorful cloth or transparent silk, often embroidered with elaborate scenes, are favorite accessories. Of course, they also continue to serve just as well as cold-weather accessories.

Scarf, Pocketed: An elaborate design disguises several small pockets on one side of this scarf. This scarf grants you a +4 bonus on Sleight of Hand checks made to hide objects on your body. This bonus does not stack with the bonus wearing heavy clothing provides but does stack with bonuses for attempting to hide small objects.

Scarf, Reinforced: One side of this 8-foot-long scarf is reinforced with chain links and metal plates. While not enough to provide a benefit to Armor Class, these versatile scarves can be used like a length of chain to climb short distances or bind an enemy. A reinforced scarf has hardness 10 and 4 hit points. It can be burst with a DC 24 Strength check.

Scholar's Outfit: Perfect for a scholar, this outfit includes a robe, a belt, a cap, soft shoes, and possibly a cloak.

Snowshoes: These high-tension nets of rope or sinew in wooden frames which are lashed to the feet spread your weight across the snow, making you much less likely to break through the crust and rendering walking much easier. Snowshoes reduce the penalty for walking through heavy snow by 50%; for example, if moving through snow normally costs you 2 squares of movement per square traveled, snowshoes reduce this cost to 1.5 squares per square traveled.

Tear-Away Clothing: Sneaks and thieves throughout the planes know the value of a good disguise. The ability to remove that disguise in a hurry, thus revealing the next layer of disguise, is nearly as valuable. Tear-away clothing is generally loose fitting and long to allow another layer of clothing to be worn underneath. The seams and catches on this clothing are designed to break easily, making it a simple matter (a standard action) to remove these items and walk away with none the wiser.

Traveler's Outfit: This set of clothes consists of boots, a wool skirt or breeches, a sturdy belt, a shirt (perhaps with a vest or jacket), and an ample cloak with a hood.

Vest: Much like hats, vests appear in almost all cultures. Though the basic design remains the same, they vary wildly in cut, color, and function. The difference between a court vest and a dancing vest is quite striking.

Wig: False hair comes in many forms, from the severe coif of a judge to the towering confection adorning a noble to the simple curls worn by a housewife whose hair is thinning. Wigs can be found for sale in any major city and can be special-ordered in most towns. As they are usually made of hair, the available colors are likely limited by the locally predominant hair color, but others can be obtained by applying dye.

Food, Drink, and Lodging

These prices are for meals and accommodations at establishments in an average city.

Dwarven Stout: More a family of beers than one single drink, dwarven stout is known by different names around the various clans. Dwarven stouts are dark beers characterized by a slightly burnt flavor and a foamy head; they are said to be as filling as a meal.

Garlic: These pungent white cloves serve as food and medicine and play a role in many traditional cleansing rituals. It is well established that vampires cannot abide the presence of garlic.

Grog: A foul mix of different alcohols and whatever's handy, grog was invented by pirates and sailors and never managed to crawl far onto land. Grog is no one's first choice of drink, but anyone who's spent enough time on a ship has had at least a taste.

Inn: Poor accommodations at an inn amount to a place on the floor near the hearth. Common accommodations consist of a place on a raised, heated floor and the use of a blanket and a pillow. Good accommodations consist of a small, private room with one bed, some amenities, and a covered chamber pot in the corner.

Meals: Poor meals might be composed of bread, baked turnips, onions, and water. Common meals might consist of bread, chicken stew, carrots, and watered-down ale or wine. Good meals might be composed of bread and pastries, beef, peas, and ale or wine.

Animals and Related Gear

Animal Harness: This leather or hemp harness allows a holder to restrain and control a domesticated animal. Ready-made harnesses are available in most markets for common domesticated animals such as cats, dogs, horses, and oxen, but harnesses can be made for nearly any creature.

Base Speed
Barding (40 ft.) (50 ft.) (60 ft.)
Medium 30 ft. 35 ft. 40 ft.
Heavy 30 ft.* 35 ft.* 40 ft.*
* A mount wearing heavy armor moves at only triple its normal speed when running instead of quadruple.
Barding, Medium Creature and Large Creature: 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 armor types found on Armor.

Armor for a horse (a Large nonhumanoid creature) costs four times as much as human armor (a Medium humanoid creature) and also weighs twice as much. If the barding is for a pony or other Medium mount, the cost is only double, and the weight is the same as for Medium armor worn by a humanoid. Medium or heavy barding slows a mount that wears it, as shown on the table below.

Flying mounts can't fly in medium or heavy barding.

Removing and fitting barding takes five times as long as on a humanoid creature. A barded animal cannot be used to carry any load other than a rider and normal saddlebags.


Bat: These Diminutive rodents are nocturnal fliers that eat insects and fruit. They rely primarily on sound to navigate rather than sight. They can be found all over the planes and are absent only in desert and arctic regions. Some cultures keep bat houses near towns and villages to control insect problems.

Cage: This secure, portable enclosure is used to hold creatures—generally animals, but a large enough cage can hold anything. Cages are made from iron, wood, or bamboo, depending on local customs and available materials.

Canary: These Diminutive birds usually have bright feathers and sing pleasantly. More pragmatically, they are also used in mines to detect bad air, as their small bodies are more sensitive to such things; the warning they provide gives humanoids a chance to escape before succumbing to the danger.

Capybara: These Tiny white rodents are native to coastal regions. They are common pets and livestock throughout such lands.

Cat: These Tiny animals are often kept as pets or familiars. Though small, they are excellent hunters; grain farmers usually keep cats as pest control in crop storage areas. Cats are found in most parts of the planes, and strays occupy most cities—finding a free cat should pose little challenge.

Dog Sled: This sled is several feet long and is designed to be pulled over snow and ice by a team of trained riding dogs. Most sleds have runners at the back for a musher to stand on. A dog sled can carry up to the carrying capacity of all the dogs that pull it.

Dog, Riding: This Medium dog is specially trained to carry a Small humanoid rider. It is brave in combat like a war-trained horse. Due to its smaller stature, you take no damage when you fall from a riding dog.

Donkey or Mule: Donkeys and mules are stolid in the face of danger, hardy, surefooted, and capable of carrying heavy loads over vast distances. Unlike a horse, a donkey or a mule is willing (though not eager) to enter dungeons and other strange or threatening places.

Elephant: These Huge animals are exceptionally strong and are quick learners. Their upkeep is exorbitant, so only the richest individuals can afford to house one.

Falcon: This Tiny, long-winged hawk is a popular hunting bird for nobility. Falcons are technically a subset of hawks but are considered more "noble." Ownership is denied to commoners in many nations with hierarchical monarchies.

Falconry Gauntlet: This gauntlet, made from layers of thick leather, is worn on the falconer's off hand to give a falcon a place to stand before and after a hunt. The gauntlet also has a tassel and a ring attached to the falcon's tether.

Feed: Horses, donkeys, mules, and ponies can graze to sustain themselves, but providing feed for them is better. If you have a riding dog, you have to feed it meat.

Hawk: This Tiny, short-winged raptor is also a popular hunting bird, but is associated with lower nobility and those without titles. Hawks are known for their sharp eyesight and powerful dives from the air.

Horse: A horse is suitable as a mount for a human, dwarf, elf, half-elf, or half-orc. A pony is smaller than a horse and is a suitable mount for a gnome or halfling. A combat-trained horse can be ridden into combat without danger. See the Handle Animal skill for a list of tricks known by horses and ponies with combat training.

Lizard: These Tiny animals can be found in all warm forested regions and are often quite colorful. They eat insects and have the ability to walk up walls and hang upside down.

Monkey: These Tiny animals are herbivorous and can be found in warm forests and jungles throughout the planes. They can grasp and carry objects that weigh under a pound.

Owl: These Tiny birds of prey are mainly nocturnal and are known for near-silent flight. Owls eat small animals and insects, and can be found anywhere but the coldest places.

Pseudodragon: Found in temperate forests across the planes, most often in the Outlands or Arborea, pseudodragons are intelligent enough that most people of the Upper Planes consider their sale slavery. A handful of pseudodragons offer themselves for hire to adventurers, but encountering such mercenaries is rare.

Rat: These Tiny rodents live everywhere and eat nearly anything. Despite having a reputation as disease-ridden scavengers, domesticated rats are clean, loyal creatures that make excellent familiars.

Rat, Dire: These Small animals are vicious scavengers in the wild. However, dire rats raised in captivity can be trained as loyal pets and protectors. Diverse omnivores, they are found anywhere the surrounding habitat allows them to live, including dungeons and underground. Pet dire rats do not have filth fever.

Raven: These Tiny birds are known for their intelligence, and even play games with each other in the wild. They eat insects and can be found in surprisingly varied habitats.

Saddle, Exotic: An exotic saddle is designed for an unusual mount. Exotic saddles come in military, pack, and riding styles.

Saddle, Military: This saddle braces the rider, providing a +2 circumstance bonus on Ride checks related to staying in the saddle. If you're knocked unconscious while in a military saddle, you have a 75% chance to stay in the saddle.

Saddle, Pack: A pack saddle holds gear and supplies, but not a rider. It holds as much gear as the mount can carry.

Saddle, Riding: If you are knocked unconscious while in a riding saddle, you have a 50% chance to stay in the saddle.

Snake, Constrictor: These Medium reptiles are found chiefly in warm climates. Somewhat aggressive, constrictors squeeze their prey to death before consuming it. Due to their size, these snakes are less popular for traveling spellcasters, but they can be quite helpful in a laboratory.

Snake, Viper: This tiny reptile eats small animals and can be found in most temperate and warm environments. The bite is painful but not especially dangerous to the average adventurer.

Stirge: These Tiny beasts are allegedly sold for indoor defense to rich clients but more often wind up in exotic bloodsports. Despite popular conception, stirges are trainable, but they must be fed fresh blood daily or they turn on their handlers.

Toad: This Diminutive amphibian is primarily kept as a familiar. Toads live in most temperate and warm environments, and eat insects.

Toad, Poison Dart: These animals are found in warm forests and jungles. They have a psychoactive skin venom which acts as a mild hallucinogen if the toad's skin is licked,—though breeding programs for these creatures outside of their native habitats produce venomless offspring.

Weasel: These Tiny animals eat smaller animals and can be found in nearly any environment. They are clever and curious, traits that are magnified when they are kept as familiars. Many varieties of weasel exude a strong musky odor. This description also applies to similar animals, such as ferrets, minks, polecats, and stoats.

Transport

Carriage: This four-wheeled vehicle can transport as many as four people within an enclosed cab, plus two drivers. In general, two horses (or other beasts of burden) draw it. A carriage comes with the harness needed to pull it.

Cart: This two-wheeled vehicle can be drawn by a single horse (or other beast of burden). It comes with a harness.

Galley: This three-masted ship has 70 oars on either side and requires a total crew of 200. A galley is 130 feet long and 20 feet wide, and can carry 150 tons of cargo or 250 soldiers. For 8,000 gp more, it can be fitted with a ram and castles with 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 to 20 feet wide and has a few oars to supplement its single mast with a square sail. It has a crew of 8 to 15 and can carry 40 to 50 tons of cargo or 100 soldiers. It can make sea voyages, as well as sail down rivers (thanks to its flat bottom). It moves about 1 mile per hour.

Longship: This 75-foot-long ship with 40 oars requires a total crew of 50. It has a single mast and a square sail, and it can carry 50 tons of cargo or 120 soldiers. A longship can make sea voyages. It moves about 3 miles per hour when being rowed or under sail.

Rowboat: This 8- to 12-foot-long boat with two oars holds two or three Medium passengers. It moves about 1-½ miles per hour.

Sailing Ship: This large, seaworthy ship is 75 to 90 feet long and 20 feet wide, and has a crew of 20. It can carry 150 tons of cargo. It has square sails on its two masts and can make sea voyages. It moves about 2 miles per hour.

Sled: This is a wagon on runners for snow and ice travel. In general, two horses (or other beasts of burden) draw it. A sled comes with the harness needed to pull it.

Wagon: A four-wheeled, open vehicle for transporting heavy loads. Two horses (or other beasts of burden) must draw it. A wagon comes with the harness needed to pull it.

Warship: This 100-foot-long ship has a single mast, although oars can also propel it. It has a crew of 60 to 80 rowers. This ship can carry 160 soldiers, but not for long distances, since there isn't room for supplies to support that many people. The warship cannot make sea voyages and sticks to the coast. It is not used for cargo. It moves about 2-½ miles per hour when being rowed or under sail.

Entertainment Items

Board Games: Several kinds of board games are common across the planes. Siege, a deeply strategic game wherein each player tries to surround the other's pieces, is popular primarily with older adults, while more chaotic games like Wyvern's Race and Doppel are tavern favorites. Pits and Perils has become increasingly popular in Baator and Tradegate among the elite—those in the lead get to dictate (usually symbolic) penalties for those bringing up the rear.

Bowling Set: This simple 10-pins game is often complicated by irregularities in the ball, the pins, and the playing field.

Kites: Though popular in some regions, kites are rare in most of the planes. Simple kites cost only a few coppers, while ornate silken kites cost thousands of gold pieces.

Loaded Dice: Most loaded dice are weighted—a heavier substance is included opposite the desired number. You can spot marks from tampering with a die in this fashion with a DC 15 Appraise or Perception check. Higher-quality dice (such as wooden dice carved around a naturally heavy inclusion) have DCs ranging from 20 to 30.

Marked Cards: Whether bent, colored, or scratched, marked cards allow an informed user to know what's on the front of the card by viewing the mark on the back. Realizing that the cards are marked requires a DC 25 Perception check.

Puzzle Boxes: These boxes feature moving parts, secret panels, or unusual codes and locking mechanisms. Depending on the box, a Disable Device, Knowledge (engineering), Linguistics, or simple Intelligence check might open it. The DC of the check varies with the complexity of the box but is typically 15 or 20 (retry once per day). Multiple skill checks might be necessary for different stages of the puzzle. If the puzzle box was constructed with the intention that one specific person should be able to open it, that person gets a +5 circumstance bonus on the check.

Black Market Items

Not every adventurer approves of these things, but some consider them invaluable.

Allnight: This treated wafer dissolves into a chalky paste when placed under the tongue and then gives the imbiber a jolt of restless energy. It eliminates the effects of fatigue for the next 8 hours; when the drug's effect ends, the user is exhausted. Allnight makes its users jittery and unable to focus; they suffer a -2 penalty on all skill checks until its effects wear off.

Barbarian Chew: This bitter red chew comes from the dried leaves of galtroot, a stunted bush found in the Outlands. It stains the teeth dark crimson but also increases the duration of barbarian rage entered into during the next hour by 1 round.

Belladonna
Type poison, ingested; Save Fortitude DC 14
Onset 10 minute; Frequency 1/minute for 6 minutes
Effect 1d2 Str damage; Cure 1 save
Belladonna: Also known as deadly nightshade, this plant, with its distinctive greenish-purple leaves and dull black berries, has served as a cosmetic and medicine for longer than memory despite its toxicity. It can also induce vivid but usually unpleasant hallucinations, particularly ones dealing with flight. Herbalists and others trained to use it safely believe it has numerous applications, including pain relief.

Clear Ear: This green gel is poured into the user's ear and takes effect 2 hours later, enhancing senses and memory but increasing irritability. For 6 hours, the user gains a +2 alchemical bonus on Perception and Knowledge checks and a -2 penalty on all Charisma-based checks.

Duskmoss: A fuzzy growth found on the anti-Spireward faces of boulders in the Outlands near the planes of Chaos, this grey moss causes mild, peaceful hallucinations when ingested; either chewed or brewed into an herbal tea.

Flayleaf: These narrow, rust-colored leaves produce a mildly hallucinogenic smoke that also serves as powerful sedative. Users are immune to pain for 4 hours after smoking flayleaf, but during this time they take a -5 penalty on saves against mind-altering effects.

Pesh: The milk of this vibrantly green cactus, when mixed with resins and other ingredients, congeals into sticky, black chunks with an exceedingly sour taste. Though pesh comes in several different varieties, refined pesh is both the most potent and expensive type. Taking refined pesh gives a person 15 temporary hit points for 1 hour, a +2 morale bonus on saves versus fear effects for 1 day, and a -4 penalty to Dexterity and Wisdom for 1 day. Pesh is addictive (Fortitude DC 10 to resist), and long-term users suffer Dexterity and Wisdom damage.

Wolfsbane
Type poison, ingested; Save Fortitude DC 16
Onset 10 minute; Frequency 1/minute for 6 minutes
Effect 1d3 Con damage, target can attempt one save to cure a lycanthropy affliction contracted in the past hour; Cure 1 save
Wolfsbane: The root of this tall plant with blue flowers is toxic, but herbalists use it in low doses to reduce pain and regulate the heart. Folklore says it can help a victim of lycanthropy throw off the curse.

Woundweal
Type poison, injury; Save Fortitude DC 18
Onset 1 round; Frequency 1/day
Effect impaired healing; Cure 2 consecutive saves
Woundweal: This gritty black paste is a poison that interferes with an afflicted creature's ability to recover from injuries. All Heal checks applied to the creature suffer a -10 penalty. In addition, anyone using magical healing on the target must make a DC 25 caster level check to succeed.


Spellcasting and Services

Coach Cab: The price given is for a ride in a coach that transports people (and light cargo) between towns. For a ride in a cab that transports passengers within a city, 1 copper piece usually takes you anywhere you need to go.

Hireling, Trained: The amount given is the typical daily wage for mercenary warriors, masons, craftsmen, cooks, scribes, teamsters, and other trained hirelings. This value represents a minimum wage; many such hirelings require significantly higher pay.

Hireling, Untrained: The amount shown is the typical daily wage for laborers, maids, and other menial workers.

Messenger: This includes horse-riding messengers and runners. Those willing to carry a message to a place they were going anyway may ask for only half the indicated amount.

Road or Gate Toll: A toll is sometimes charged to cross a well-kept and well-guarded road to pay for patrols on it and for its upkeep. Occasionally, a large, walled city charges a toll to enter or exit (or sometimes just to enter).

Ship's Passage: Most ships do not specialize in passengers, but many have the capability to take a few along when transporting cargo. Double the given cost for creatures larger than Medium or creatures that are otherwise difficult to bring aboard a ship.

Spellcasting: The indicated amount is how much it costs to get a spellcaster to cast a spell for you. This cost assumes that you can go to the spellcaster and have the spell cast at his convenience (generally at least 24 hours later, so that the spellcaster has time to prepare the spell in question). If you want to bring the spellcaster somewhere to cast a spell you need to negotiate with him, and the default answer is no.

The cost given is for any spell that does not require a costly material component. If the spell includes a material component, add the cost of that component to the cost of the spell. If the spell has a focus component (other than a divine focus), add 1/10 the cost of that focus to the cost of the spell.

Furthermore, if a spell has dangerous consequences, the spellcaster will certainly require proof that you can and will pay for dealing with any such consequences (that is, assuming that the spellcaster even agrees to cast such a spell, which isn't certain). In the case of spells that transport the caster and characters over a distance, you will likely have to pay for two castings of the spell, even if you aren't returning with the caster.

In addition, not every town or village has a spellcaster of sufficient level to cast any spell. In general, you must travel to a small town (or larger settlement) to be reasonably assured of finding a spellcaster capable of casting 1st-level spells, a large town for 2nd-level spells, a small city for 3rd- or 4th-level spells, a large city for 5th- or 6th-level spells, and a metropolis for 7th- or 8th-level spells. Even a metropolis isn't guaranteed to have a local spellcaster able to cast 9th-level spells.