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Equipment Shop
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Equipment
Adventuring Gear | ||
Item | Cost | Weight |
Acid (flask) | 10gp | * |
Alchemist's Fire (flask) | 20gp | * |
Antitoxin (vial) | 50gp | * |
Backpack (empty) | 2gp | 2lbs |
Barrel (empty) | 2gp | 30lbs |
Basket (empty) | 4sp | 1lb |
Bedroll | 1sp | 5lbs |
Bell | 1sp | * |
Blanket, winter | 5sp | 3lbs |
Block and tackle | 5gp | 5lbs |
Bottle (empty) | 2gp | * |
Bucket (empty) | 5sp | 2lbs |
Caltrops | 1gp | 2lbs |
Candle | 1cp | * |
Canvas (sq yd.) | 1sp | 1lb |
Case, map or scroll | 1gp | 1/2lb |
Chain (10 ft.) | 30gp | 2lbs |
Chalk, 1 piece | 1cp | * |
Chest (empty) | 2gp | 25lbs |
Crowbar | 2gp | 5lbs |
Firewood (per day) | 1cp | 20lbs |
Fishhook | 1sp | * |
Fishing net 25 sq ft. | 4gp | 5lbs |
Flask | 3cp | * |
Flint and steel | 1gp | * |
Grappling hook | 1gp | 4lbs |
Hammer | 5sp | 2lbs |
Ink (1 oz. vial) | 8gp | * |
Inkpen | 1sp | * |
Jug, clay | 3cp | 9lbs |
Ladder, 10-foot | 5cp | 20lbs |
Lamp, common | 1sp | 1lb |
Lantern, bullseye | 12gp | 3lbs |
Lantern, hooded | 7gp | 2lbs |
Lock, very simple | 20gp | 1lb |
Lock, Average | 40gp | 1lb |
Lock, Good | 80gp | 1lb |
Lock, Amazing | 150gp | 1lb |
Manacles | 15gp | 2lbs |
Manacles, masterwork | 50gp | 2lbs |
Mirror, small steel | 10gp | 1/2lb |
Mug/tankard, clay | 2cp | 1lb |
Oil (1-pint flask) | 1sp | 1lb |
Paper (sheet) | 4sp | * |
Parchment (sheet) | 2sp | * |
Pick, miner's | 3gp | 10lbs |
Pitcher, clay | 2cp | 5lbs |
Piton | 1sp | 1/2lb |
Pole, 10-foot | 2sp | 8lbs |
Pot, iron | 5sp | 10lbs |
Pouch, belt | 1gp | 3lbs |
Ram, portable | 10gp | 20lbs |
Rations, trail (per day) | 5sp | 1lb |
Rope, hemp (50 ft) | 1gp | 10lbs |
Rope, silk (50 ft) | 10gp | 5lbs |
Sack (empty) | 1sp | 1/2lb |
Sealing wax | 1gp | 1lb |
Sewing needle | 5sp | * |
Signal whistle | 5sp | ** |
Signet ring | 5gp | * |
Sledge | 1gp | 10lbs |
Soap (per lb) | 5sp | 1lb |
Spade or Shovel | 2gp | 8lbs |
Spyglass | 1,000gp | 1lb |
Tent | 10gp | 20lbs |
Torch | 1cp | 1lb |
Vial, ink or potion | 1gp | * |
Waterskin | 1gp | 4lbs |
Whetstone | 2cp | 1lb |
Class Tools and Skill Kits | ||
Item | Cost | Weight |
Alchemist's Lab | 500gp | 40lbs |
Artisan's tools | 5gp | 5lbs |
Artisan's tools, masterwork | 55gp | 5lbs |
Climber's kit | 80gp | 5lbs |
Disguise kit | 50gp | 8lbs |
Healer's kit | 50gp | 1lb |
Holly and mistletoe | - | * |
Holy symbol, wooden | 1gp | ** |
Holy symbol, silver | 25gp | 1lb |
Hourglass | 25gp | 1lb |
Magnifying glass | 100gp | * |
Tool, masterwork | +50gp | * |
Musical instrument, common | 5gp | 3lbs |
Musical instrument, masterwork | 100gp | 3lbs |
Scale, merchant's | 2gp | 1lb |
Spell component pouch | 5gp | 3lbs |
Spellbook, wizard (blank) | 15gp | 3lbs |
Thieves' tools | 30gp | 1lb |
Thieves' tools, masterwork | 100gp | 2lbs |
Water clock | 1,000gp | 200lbs |
Clothing | ||
Item | Cost | Weight |
Artisan's outfit | 1gp | 4lbs |
Cleric's vestments | 5gp | 6lbs |
Cold weather outfit | 8gp | 7lbs |
Courtier's outfit | 30gp | 6lbs |
Entertainer's outfit | 3gp | 4lbs |
Explorer's outfit | 10gp | 8lbs |
Monk's outfit | 5gp | 2lbs |
Noble's outfit | 75gp | 10lbs |
Peasant's outfit | 1sp | 2lbs |
Royal outfit | 200gp | 15lbs |
Scholar's outfit | 5gp | 6lbs |
Traveler's outfit | 1gp | 5lbs |
Mounts and Related Gear | ||
Item | Cost | Weight |
Barding Medium-size creature | x2 | x1 |
Large creature | x4 | x2 |
Bit and bridle | 2gp | 1lb |
Cart | 15gp | 200lbs |
Dog, riding | 150gp | - |
Donkey or mule | 8gp | - |
Feed (per day) | 5cp | 10lbs |
Horse, heavy | 200gp | - |
Horse, light | 75gp | - |
Pony | 30gp | - |
Warhorse, heavy | 400gp | - |
Warhorse, light | 150gp | - |
Warpony | 100gp | - |
Saddle Military | 20gp | 30lbs |
Pack | 5gp | 15lbs |
Riding | 10gp | 25lbs |
Saddle, Exotic Military | 60gp | 40lbs |
Pack | 15gp | 15lbs |
Riding | 30gp | 30lbs |
Saddlebags | 4gp | 8lbs |
Sled | 20gp | 300lbs |
Stabling (per day) | 5sp | - |
Wagon | 35gp | 400lbs |
Adventuring Gear
Acid Throw a flask of acid as a grenadelike weapon.
Alchemist's Fire Alchemist's fire is a sticky, adhesive substance that ignites when exposed to air. Throw a flask of alchemist's fire as a grenadelike weapon.On the round following a direct hit, the target takes an additional 1d6 points of damage. The target can take a full-round action to attempt to extinguish the flames before taking this additional damage. It takes a successful Reflex saving throw (DC 15) to extinguish the flames. Rolling on the ground allows the character a +2 bonus. Leaping into a lake or magically extinguishing the flames automatically smothers the flames.
Antitoxin After drinking antitoxin, a character gets a +5 alchemical bonus on all Fortitude saving throws against poison for 1 hour.
Caltrops Caltrops resemble large metal jacks with sharpened points rather than balls on the ends of their arms. They are essentially iron spikes designed so that one point is always facing up. Scatter them on the ground in the hope that enemies step on them or are at least forced to slow down to avoid them. One bag of caltrops (the 2-pound unit listed on Table: Goods and Services) 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), the creature may step on one. The caltrops make an attack roll (base attack bonus +0) against the creature. For this attack, the creature's shield, armor, and deflection bonus do not count. (Deflection averts blows as they approach, but it does not prevent a character from touching something dangerous.) If the creature is wearing shoes or other footwear, it gets a +2 armor bonus to AC. :If the caltrops succeed at the attack, the creature has stepped on one. The caltrop deals 1 point of damage, and the creature's speed is reduced by one-half because its foot is wounded. This movement penalty lasts for 1 day, until the creature is successfully treated with the Heal skill (DC 15), or until it receives at least 1 point of magical curing. 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.The DM judges the effectiveness of caltrops against unusual opponents.
Candle A candle clearly illuminates a 5-foot radius and burns for 1 hour.
Chain Chain has a hardness of 10 and 5 hit points. It can be burst with a Strength check (DC 26).
Flask A ceramic, glass, or metal container fitted with a tight stopper. It holds 1 pint of liquid.
Flint and Steel Striking the steel and flint together creates sparks. By knocking sparks into tinder, a character can create a small flame. Lighting a torch with flint and steel is a full-round action, and lighting any other fire with them takes at least that long.
Ink This is black ink. Ink in other colors costs twice as much.
Jug, Clay A basic ceramic jug fitted with a stopper. It holds 1 gallon of liquid.
Lamp, Common A lamp clearly illuminates things in a 15-foot radius and burns for 6 hours on a pint of oil. It burns with a more even flame than a torch, but, unlike a lantern, it uses an open flame and it can spill easily, making it too dangerous for most adventuring. A lamp can be carried in one hand.
Lantern, Bullseye A bullseye lantern has only a single shutter, with its other sides being highly polished inside to reflect the light in a single direction. It illuminates a cone 60 feet long and 20 feet wide at the end, and it burns for 6 hours on a pint of oil. A lantern can be carried in one hand.
Lantern, Hooded A hooded lantern is a standard lantern with shuttered or hinged sides. A lantern can be carried in one hand. It clearly illuminates a 30-foot radius and burns for 6 hours on a pint of oil.
Lock A lock is worked with a large, bulky key. The DC to open this kind of lock with the Open Locks skill depends on the lock's quality: very simple (DC 20), average (DC 25), good (DC 30), amazingly good (DC 40).
Manacles and Manacles, Masterwork: These manacles can bind a Medium-size creature. The manacled character can use the Escape Artist skill to slip free (DC 30, or DC 35 for masterwork manacles). To break the manacles requires success at a Strength check (DC 26, or DC 28 for masterwork manacles). Manacles have a hardness of 10 and 10 hit points. Most manacles have locks; add the cost of the lock to the cost of the manacles.
For the same price, one can buy manacles for Small creatures. For Large creatures, manacles cost ten times this amount, and for Huge creatures, one hundred times this amount. Gargantuan, Colossal, Tiny, Diminutive, and Fine creatures can only be held by specially made manacles.
Oil A pint of oil burns for 6 hours in a lantern. Use a flask of oil as a grenadelike 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 only a 50% chance that the flask ignites successfully.A pint of oil poured on the ground covers an area 5 feet square (provided the surface is smooth). If lit, the oil burns for 2 rounds and deals 1d3 points of damage to each creature in the area.
Piton When a wall doesn't offer handholds and footholds, a climber can make his or her own. A piton is a steel spike with an eye through which a rope can be looped.
Ram, Portable This iron-shod wooden beam is the perfect tool for battering down doors. Not only does it provide a +2 circumstance bonus on a Strength check to break open a door, but it allows a second person to help without having to roll, adding another +2 to the check.
Rope, Hemp This rope has 2 hit points and can be burst with a successful Strength check (DC 23).
Rope, Silk This rope has 4 hit points and can be burst with a successful Strength check (DC 24). It is so supple that it adds a +2 circumstance bonus to Use Rope checks.
Spyglass Objects viewed through a spyglass are magnified to twice their size.
Tent This simple tent sleeps two.
Torch A wooden rod capped with twisted flax soaked in tallow or a similar item. A torch clearly illuminates a 20-foot radius and burns for 1 hour.
Vial A ceramic, glass, or metal vial fitted with a tight stopper. The stoppered container usually is no more than 1 inch wide and 3 inches high. It holds 1 ounce of liquid.
Class Tool and Skill Kits
Alchemist's Lab This includes beakers, bottles, mixing and measuring equipment and a miscellany of chemicals and substances. This is the perfect tool for the job and so adds a +2 circumstance bonus to Alchemy checks, but it has no bearing on the costs related to the Alchemy skill. Without this lab, a character with the Alchemy skill is assumed to have enough tools to use the skill but not enough to get the +2 bonus that the lab provides.
Artisan's Tools This is the set of special tools needed for any craft. Without these tools, a character has to use improvised tools (-2 penalty on the Craft check) if the job can be done at all.
Artisan's Tools, Masterwork As artisan's tools, but these are the perfect tools for the job, so the character gets a +2 circumstance bonus on the Craft check.
Climber's Kit Special pitons, boot tips, gloves, and a harness that aids in all sorts of climbing. This is the perfect tool for climbing and provides a +2 circumstance bonus to Climb checks.
Disguise Kit A bag containing cosmetics, hair dye, and small physical props. This is the perfect tool for disguise and adds a +2 circumstance bonus to Disguise checks. It's exhausted after ten uses.
Healer's Kit This kit is full of herbs, salves, bandages and other useful materials. It is the perfect tool for anyone attempting a Heal check. It adds a +2 circumstance bonus to the check. It's exhausted after ten uses.
Holly and Mistletoe Sprigs of holly and mistletoe are used by druids as the default divine focus for druid spells. Holly and mistletoe plants are easily found in wooded areas by druids, and sprigs from them are harvested essentially for free.
Holy Symbol, Silver or Wooden A holy symbol focuses positive energy. Clerics use them as the focuses for their spells and as tools for turning undead. Each religion has its own holy symbol, and a sun symbol is the default holy symbol for clerics not associated with any particular religion.A silver holy symbol works no better than a wooden one, but it serves as a mark of status for the wielder.
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 command undead). A skull is the default unholy symbol for clerics not associated with any particular religion.
[size=14Magnifying Glass This simple lens allows a closer look at small objects. It is useful as a substitute for flint, steel, and tinder when starting fires (though it takes light as bright as direct sunlight to focus, tinder to light, and at least a full-round action to light a fire with a magnifying glass). It grants a +2 circumstance bonus on Appraise checks involving any item that is small or highly detailed, such as a gem.[/size]
Musical Instrument, Common or Masterwork Popular instruments include fifes, recorders, lutes, mandolins, and shalms. A masterwork instrument is of superior make. It adds a +2 circumstance bonus to Perform checks and serves as a mark of status.
Scale, Merchant's This scale includes a small balance and pans and a suitable assortment of weights. A scale grants a +2 circumstance bonus to Appraise checks involving items that are valued by weight, including anything made of precious metals.
Spell Component Pouch A small, watertight leather belt pouch with many small compartments. A spellcaster with a spell component pouch is assumed to have all the material components and focuses she needs except those that have a listed cost, divine focuses, or focuses that wouldn’t fit in a pouch (such as the natural pool that a druid needs to look into to cast scrying).
Spellbook, Wizard’s (Blank) A large, leatherbound book that serves as a wizard’s reference. A spellbook has 100 pages of parchment, and each spell takes up two pages per level (one page for 0-level spells).
Thieves' Tools These are the tools needed to use the Disable Device and Open Lock skills. The kit includes one or more skeleton keys, long metal picks and pries, a long-nosed clamp, a small hand saw, and a small wedge and hammer. Without these tools, a character will have to improvise tools, and suffer a -2 circumstance penalty on Disable Device and Open Locks checks.
Thieves' Tools, Masterwork This kit contains extra tools and tools of better make, granting a +2 circumstance bonus on Disable Device and Open Lock checks.
Tool, Masterwork This well-made item is the perfect tool for the job and adds a +2 circumstance bonus to a related skill check (if any). Bonuses provided by multiple masterwork items used toward the same skill check do not stack.
Water Clock This large, bulky contrivance gives the time accurate to within half an hour per day since it was last set. It requires a source of water, and it must be kept still because it marks time by the regulated flow of droplets of water. It is primarily an amusement for the wealthy and a tool for the student of arcane lore. Most people have no way to tell exact time, and there's little point in knowing that it is 2:30 P.M. if nobody else does.
Clothing
[size=14Artisan's Outfit A shirt with buttons, a skirt or pants with a drawstring, shoes, and perhaps a cap or hat. This outfit may include a belt or a leather or cloth apron for carrying tools.[/size]
Cleric's Vestments Ecclesiastical clothes for performing priestly functions, not for adventuring.
Cold Weather Outfit A wool coat, linen shirt, wool cap, heavy cloak, thick pants or skirt, and boots. When wearing a cold weather outfit, add a +5 circumstance bonus to Fortitude saving throws against exposure to cold weather.
Courtier's Outfit Fancy, tailored clothes in whatever fashion happens to be the current style in the courts of the nobles. Anyone trying to influence nobles or courtiers while wearing street dress will have a hard time of it. Without jewelry (costing perhaps an additional 50 gp), the character will look like an out-of-place commoner.
Entertainer's Outfit A set of flashy, perhaps even gaudy, clothes for entertaining. While the outfit looks whimsical, its practical design lets a character tumble, dance, walk a tightrope, or just run (if the audience turns ugly).
Explorer's Outfit This is a full set of clothes for someone who never knows what to expect. It includes 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 instead over a cloth skirt. The clothes have plenty of pockets (especially the cloak). The outfit also includes any extra items a character might need, such as a scarf or a wide-brimmed hat.
Monk's Outfit This simple outfit includes sandals, loose breeches, and a loose shirt, and is all bound together with sashes. Though it looks casual, the outfit is designed to give a character maximum mobility, and it's made of high-quality fabric. A monk can hide small weapons in pockets hidden in the folds, and the sashes are strong enough to serve as short ropes. Depending on the monk's style, the outfit may be decorated with designs that indicate lineage or philosophical outlook.
Noble's Outfit This set of clothes is designed specifically to be expensive and to show it. Precious metals and gems are worked into the clothing. To fit into the noble crowd, every would-be noble also needs a signet ring (see Adventuring Gear above) and jewelry (worth at least 100 gp, or at least appearing to be worth that much). And it would be advisable to not show up to a ball in the same noble's outfit twice.
Peasant's Outfit A loose shirt and baggy breeches, or a loose shirt and skirt or overdress. Cloth wrappings are used for shoes.
Royal Outfit This is just the clothes, not the royal scepter, crown, ring, and other accoutrements. Royal clothes are ostentatious, with gems, gold, silk, and fur in abundance.
Scholar's Outfit A robe, a belt, a cap, soft shoes, and possibly a cloak.
Traveler's Outfit Boots, a wool skirt or breeches, a sturdy belt, a shirt (perhaps with a vest or jacket), and an ample cloak with a hood.
Mounts and Related Gear
Cart A two-wheeled vehicle drawn by a single horse (or other beast of burden). It comes with a harness.
Dog, Riding This Medium-size dog is specially trained to carry a Small humanoid rider (and not a dwarf). It is brave in combat like a warhorse. No damage is taken when falling from a riding dog.
Donkey or Mule The best pack animal around, a donkey or mule is stolid in the face of danger, hardy, sure-footed, and capable of carrying heavy loads over vast distances. Unlike horses, they're willing (though not eager) to enter dungeons and other strange or threatening places.
Feed Horses, donkeys, mules, and ponies can graze to sustain themselves, but providing feed for them (such as oats) is much better because it provides a more concentrated form of energy, especially if the animal is exerting itself. Riding dogs must be fed some meat, which may cost more or less than the given amount.
Saddle, Exotic An exotic saddle is like a normal saddle of the same type except that it is designed for an unusual mount, such as a pegasus. Exotic saddles come in military, pack, and riding styles.
Saddle, Military A military saddle braces the rider, adding a +2 circumstance bonus to Ride checks related to staying in the saddle. If a character is knocked unconscious while in a military saddle, he or she has a 75% chance to stay in the saddle (compared to 50% for a riding saddle).
Saddle, Pack A pack saddle holds gear and supplies, not a rider. A pack saddle holds as much gear as the mount can carry.
Saddle, Riding The standard riding saddle supports a rider.
Sled This is a wagon on runners for moving through snow and over ice. In general, two horses (or other beasts of burden) draw it. It comes with the harness needed to pull it.
Stabling Includes a stable, feed, and grooming.
Wagon This is a four-wheeled, open vehicle for transporting heavy loads. In general, two horses (or other beasts of burden) draw it. It comes with the harness needed to pull it.
Here's the order: (UK = Undead Kobold)
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