Beyond armor and weapons, a character can carry a whole variety of gear, from rations (to sustain him on long travels), to rope (which is useful in countless circumstances).
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Back to Top— No weight, or no weight worth noting. 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 1/2 for 0-level spells to calculate the cost. * A mount wearing heavy armor moves at only triple its normal speed when running instead of quadruple. Alchemical Items: Characters with the Craft (alchemy) skill can create these items, and they are usually available in the same places where you can buy alchemical items. Animals: These are the common mounts and animals available in most cities. Some markets might have additional creatures available, such as camels or even griffons, depending on the terrain. Such additional choices are up to GM discretion. Black market items: Not every adventurer approves of these things, but some consider them invaluable. Clothing: All characters begin play with one outfit, valued at 10 gp or less. Additional outfits can be purchased normally. Transport: The prices listed are to purchase the vehicle. These prices generally exclude crew or animals. |
Equipment Descriptions
Note: Some descriptions were taken from other sources as they were not included in the Pathfinder Core Rules.
Abacus
Source Advanced Player's Guide
This device helps users perform mathematical calculations.
Acid
You can throw a flask of acid as a splash weapon 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.
A common flask of acid has many uses as an alchemical power component, particularly with attack spells.
- Acid Arrow (M): The spell’s acid lasts 1 round longer than normal.
- Acid Fog (M): The fog’s radius and height increase by 5 feet.
- Acid Splash (F): The spell deals +1 point of damage.
- Acid Splash (M): The spell lasts 1 round longer than normal.
- Dispel Magic (M): Using acid as a material component while attempting to dispel or counterspell a spell or effect with the earth subtype gives you a +2 bonus on your dispel check. This bonus applies whether you are using dispel magic, greater dispel magic, or some other spell that you can use for counterspelling (for example, if you have the Improved Counterspell feat).
- Grease (M): The grease is acidic and deals 1 point of acid damage per round to any creature in the area or holding the greased object.
- Wall of Ice (M): For each flask of acid used as a power component, you may designate one 10-foot square of ice wall that, if broken through, deals 1d6 acid damage in addition to the normal cold damage.
An alchemical power component is an alchemical item used as a material component or focus for a spell in order to alter or augment the spell’s normal effects. What follows is a sample of these effects; your GM may allow other combinations.
Spells followed by an (M) expend the alchemical item as a material component;
Spells followed by an (F) use the item as a focus and do not expend it.
In both cases, the alchemical item does not have its normal effect and does not affect any other parameters of the spell. You cannot use the same item as both a focus and a material component at the same time.
Make a ranged attack against an unoccupied grid intersection (AC 5 plus range penalties.)
You Hit: Creatures in all adjacent squares are dealt splash damage. No creatures take direct hit damage.
You Miss: First, roll 1d8 to determine the misdirection of the throw.
1 - Falls short (straight line towards the thrower.)
2 through 8 - Count around the target creature or grid intersection in a clockwise direction.
Then, count a number of squares in the indicated direction equal to the number of range increments thrown. The thrown object lands that number of spaces away from the target.
Finally, the item deals splash damage (if any) to all creatures in the square it lands in and in all adjacent squares.
Alchemical Grease
Source Advanced Player's Guide
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 grease is good for augmenting spells affecting or creating surfaces.
- Grease (M): Increase the Reflex save DC for affected creatures and the Escape Artist bonus for greased armor by 1.
- Sleet Storm (M): Increase the Acrobatics DC by 1.
- Wall of Iron (M): For each pot of grease used as a power component, you may designate one 10-foot square of iron wall as being slippery (+5 to Climb DCs).
- Wall of Stone (M): For each pot of grease used as a power component, you may designate one 10-foot square of the spell’s stone wall as being slippery (+5 to Climb DCs).
An alchemical power component is an alchemical item used as a material component or focus for a spell in order to alter or augment the spell’s normal effects. What follows is a sample of these effects; your GM may allow other combinations.
Spells followed by an (M) expend the alchemical item as a material component;
Spells followed by an (F) use the item as a focus and do not expend it.
In both cases, the alchemical item does not have its normal effect and does not affect any other parameters of the spell. You cannot use the same item as both a focus and a material component at the same time.
Alchemical Solvent
Source Advanced Player's Guide
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 Kindness
Source Advanced Player's Guide
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 thin 10 minutes of drinking it.
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
Source Adventurer's Armory
This compact version of a full-sized alchemist’s lab provides a +1 circumstance bonus on Craft (alchemy) checks.
Alkali Flask
Source Advanced Player's Guide
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.
Make a ranged attack against an unoccupied grid intersection (AC 5 plus range penalties.)
You Hit: Creatures in all adjacent squares are dealt splash damage. No creatures take direct hit damage.
You Miss: First, roll 1d8 to determine the misdirection of the throw.
1 - Falls short (straight line towards the thrower.)
2 through 8 - Count around the target creature or grid intersection in a clockwise direction.
Then, count a number of squares in the indicated direction equal to the number of range increments thrown. The thrown object lands that number of spaces away from the target.
Finally, the item deals splash damage (if any) to all creatures in the square it lands in and in all adjacent squares.
Alkali Salt
Source Dungeon Denizens Revisited
These tiny granules can be dissolved in water, creating a slimy material used to coat metallic items such as weapons or armor. Such a coating neutralizes the metal-eating acid of black puddings and gray oozes, protecting the item from 1d3 contacts with an ooze’s acidic touch.
Antiplague
Source Advanced Player's Guide
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.
Certain healing spells have greater effects when used with antiplague.
- Heroes’ Feast (M): For each vial of antiplague used as a power component, one creature eating the feast gains the benefits of antiplague for 12 hours. Antiplague’s normally foul taste does not change the taste of the feast.
- Remove Disease (M): Add +2 on your caster level check to cure diseases on the target.
An alchemical power component is an alchemical item used as a material component or focus for a spell in order to alter or augment the spell’s normal effects. What follows is a sample of these effects; your GM may allow other combinations.
Spells followed by an (M) expend the alchemical item as a material component;
Spells followed by an (F) use the item as a focus and do not expend it.
In both cases, the alchemical item does not have its normal effect and does not affect any other parameters of the spell. You cannot use the same item as both a focus and a material component at the same time.
Antitoxin
If you drink a vial of antitoxin, you get a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.
Like antiplague, antitoxin can augment certain healing spells.
- Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
An alchemical power component is an alchemical item used as a material component or focus for a spell in order to alter or augment the spell’s normal effects. What follows is a sample of these effects; your GM may allow other combinations.
Spells followed by an (M) expend the alchemical item as a material component;
Spells followed by an (F) use the item as a focus and do not expend it.
In both cases, the alchemical item does not have its normal effect and does not affect any other parameters of the spell. You cannot use the same item as both a focus and a material component at the same time.
Altar, Portable
Source Adventurer's Armory
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.
Animal, Amphibian, Toad (Common)
Source Adventurer's Armory
This Diminutive amphibian is primarily kept as a familiar. Toads live in most temperate and warm environments, and eat insects.
Animal, Amphibian, Toad (Vision)
Source Adventurer's Armory
These animals are found in areas of the Mwangi Expanse. 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 Mwangi produce venomless offspring.
Animal, Bird, Canary
Source Adventurer's Armory
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.
Animal, Bird, Falcon
Source Adventurer's Armory
This Tiny, long-winged hawk is a popular hunting bird for nobility throughout Avistan, especially in Andoran. Falcons are technically a subset of hawks but are considered more “noble.” Ownership is denied to commoners in many nations with hierarchical monarchies.
Animal, Bird, Hawk
Source Adventurer's Armory
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. Suppliers in Taldor and Cheliax sell the finest specimens.
Animal, Bird, Owl (Common)
Source Adventurer's Armory
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 on Golarion.
Animal, Bird, Owl (Verduran)
Source Adventurer's Armory
Owls from the Verduran Forest have a distinct “ruffled feather” look on their heads, making them look like sleepy professors in the daytime.
Animal, Bird, Raven
Source Adventurer's Armory
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 around the Inner Sea. The ravens of Pezzack are said to be particularly clever; the Chelish governor is happy to export them, hoping they may somehow contribute to sedition abroad.
Animal, Egg
Source Hippogriff: Pathfinder Roleplaying Game Bestiary 2, © 2010, Paizo Publishing, LLC
For those beasts that are hatched from eggs, buying one as an egg is the cheapest means of procuring one. Additionally, being with the creature from the moment it hatches will help beast and owner bond. However, successfully raising an egg, keeping it viable until the creature within does hatch, is a difficult business, particularly with some of the more exotic beasts which require unusual and specific circumstances to incubate.
Type of egg:
- Hippogriff: 200 gp*
Animal, Cat, Cat (Common)
Source Adventurer's Armory
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 Golarion, and strays occupy most cities—finding a free cat should pose little challenge.
Animal, Cat, Cat (Osirion Wise-eye)
Source Adventurer's Armory
Osirion wise-eye cats are prized for their stature and deep blue eyes.
Animal, Dog, Guard
Source Adventurer's Armory
This Small dog is bred strictly for combat; breeders favor strength, a thick body, and a low center of gravity. Combat-trained dogs are sold in most large cities in the Inner Sea region. They are popular as sport fighters in Cheliax, though the best specimens are bred in Molthune, where they are used as special infantry.
Animal, Dog, Riding Dog
Source Adventurer's Armory
This Medium dog is bred for carrying Small riders. Breeders select dogs with strong backs, endurance, and a loyal disposition and train them for riding and combat before sale. Reputable breeders can be found in Absalom, Almas, and Katapesh.
Animal, Elephant
Source Adventurer's Armory
These Huge animals are exceptionally strong and are quick learners. They are trained for battle and labor by the Zenj people of the Mwangi Expanse. Most known elephants come from the Mwangi Expanse and represent one of the few steady income sources for Sargava. Their upkeep is exorbitant, so only the richest Inner Sea citizens can afford to house one.
Animal, Horse, Horse/Pony
Source Adventurer's Armory
This Large quadruped is used as a mount and pack animal. Horses can be trained for war but otherwise are skittish around battle. Cheliax and Qadira both produce top quality horses, though they can be purchased in any decent sized city in the Inner Sea.
- 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 war-training.
Animal, Lizard, Lizard (Common)
Source Adventurer's Armory
These Tiny animals can be found in all warm regions of Avistan and Garund and are often quite colorful. They eat insects and have the ability to walk up walls and hang upside down.
Animal, Lizard, Lizard (Nex Gecko)
Source Adventurer's Armory
Geckos from Nex are said to be especially intelligent for their kind, even before they become familiars.
Animal, Magical Beast, Pseudodragon
Source Adventurer's Armory
Found in temperate forests across the Inner Sea region, pseudodragons are intelligent enough that Andorens consider their sale slavery. A handful of pseudodragons offer themselves for hire to adventurers; Absalom is the only place to find pseudodragons that are legitimately for hire.
Animal, Magical Beast, Stirge
Source Adventurer's Armory
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.
Animal, Pack Animal, Donkey/Mule
Source Adventurer's Armory
Working animals are universal, but the animal type varies according to local availability. Elephants carry goods in much of the Mwangi Expanse. Yaks pull loads in mountainous regions. In many other parts of the Inner Sea, donkeys, mules, and oxen pull carts or plows. The donkey market in Katapesh is particularly brisk.
Animal, Primate, Monkey
Source Adventurer's Armory
These Tiny animals are herbivorous and can be found in warm forests and jungles throughout Garund. Monkeys can grasp and carry objects that weigh under a pound. Trained “familiar capuchins” can be purchased in Azir.
Animal, Rodent, Bat (Common)
Source Adventurer's Armory
Bats are Diminutive nocturnal rodent fliers that eat insects and fruit. They rely primarily on sound to navigate rather than sight. They can be found all over Golarion and are absent only in desert and arctic regions. Some cultures keep bat houses near towns and villages to control insect problems.
Animal, Rodent, Bat (Uskwood)
Bats from the Uskwood in Nidal are noted for their matte black fur and large size.
Animal, Rodent, Rat (Common)
Source Adventurer's Armory
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.
Animal, Rodent, Rat (Alkenstar Blue)
Source Adventurer's Armory
The famous blue rats of Alkenstar are sold primarily in Katapesh and Nex.
Animal, Rodent, Rat (Dire)
Source Adventurer's Armory
Dire rats are vicious scavengers in the wild. However, dire rats raised in captivity can be trained as loyal pets and protectors. Oppara is home to the primary breeders of domesticated dire rats. 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.
Animal, Rodent, Donkey Rat
Source Adventurer's Armory
These Tiny white rodents (also called capybaras) are native to the Varisian coast. They are common pets and livestock throughout the southern lands.
Animal, Rodent, Weasel
Source Adventurer's Armory
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.
Animal, Snake, Constrictor
Source Adventurer's Armory
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.
Animal, Snake, Viper (poisonnous)
Source Adventurer's Armory
This tiny reptile eats small animals and can be found in most temperate and warm environments around Golarion. The bite is painful but not especially dangerous to the average adventurer.
Animal Gear, Bit & Bridle
A bridle is a piece of equipment used to direct a horse. The bridle includes both the headstall that holds a bit that goes in the mouth of a horse, and the reins that are attached to the bit.
Animal Gear, Enraging Whip
Source Dungeon Denizens Revisited
This whip has small caltrops or metal barbs woven into its length and a quartet of metal whistles attached to the fall; when snapped, the whistle sounds like screaming owlbear young. An owlbear’s rider uses this noise to enrage the monster, prodding it to attack the nearest creature. Anyone who attacks an owlbear with such a whip draws its attack in preference to all other targets.
Animal Gear, Falconry Gauntlet
Source Adventurer's Armory
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.
Animal Gear, Harness
Source Adventurer's Armory
This leather or hemp harness allows a holder to restrain and control a domesticated animal. A harness is standard equipment for anyone trying to teach an animal tricks with the Handle Animal skill. 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.
Animal Gear, Incubation Stove
Source Dungeon Denizens Revisited
Designed by dwarves, this iron pot-bellied stove is about the size of a halfling. It burns wood, coal, dung, or fungus stalks, and has a large moveable compartment on the outside to hold maturing owlbear eggs. The stoves need constant attention to maintain the right temperature, else the eggs get cooked rather than incubated. Some variations have a spring- or crank-turned device that turns the eggs.
Animal Gear, Saddle (exotic)
An exotic saddle is designed for an unusual mount. Exotic saddles come in military, pack, and riding styles.
Animal Gear, 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.
Animal Gear, Saddle (pack)
A pack saddle holds gear and supplies, but not a rider. It holds as much gear as the mount can carry.
Animal Gear, Saddle (riding)
If you are knocked unconscious while in a riding saddle, you have a 50% chance to stay in the saddle.
Animal Gear, Owlbear Blinders
Source Dungeon Denizens Revisited
Used in siege warfare, these blinders restrict the owlbear's vision to directly where its head is pointing, helping to stop the owlbear from getting distracted and allowing the rider to focus its attention. This gives the rider a +2 equipment bonus to Ride checks made to control the owlbear, but gives the owlbear a –2 penalty to Perception checks.
Animal Gear, Saddlebags
Saddlebags weigh 8 lbs and hold up to 5 cubic ft. or 250 lb. of gear.
Empty Weight: 8 lb. Capacity: 5 cubic ft./250 lb.
Animal Gear, Stabling
A place to keep your horse or mount while you are gallivanting around town.
Animal Gear, Barding, Thorny breastplate
Source Dungeon Denizens Revisited
This barding is covered in thick metal spikes and is designed to protect the owlbear’s chest, shoulders, and neck, while leaving the limbs mostly free for moving and attacking. It provides a +5 armor bonus to AC, reduces the owlbear’s speed to 20 feet, and adds +1d8 piercing damage to its grapple attacks.
Anvil
Source Advanced Player's Guide
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.
Arrow, Grappling
Source Adventurer's Armory
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.
Astrolabe
Source Adventurer's Armory
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; an astrolabe is useless if the user is outside the preset latitude. 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). When using an astrolabe, you can make a Survival check using your Intelligence modifier instead of your Wisdom modifier to avoid becoming lost.
Astrolabe
Source Advanced Player's Guide
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).
Backpack, Standard
A standard backpack is constructed of water resistant, reinforced leather and holds 1 cubic ft. or 60 lbs. of gear.
Empty Weight: 2 lb.1 Capacity: 1 cubic ft./60 lb.1
When made for Medium characters. Weighs one-quarter the normal amount when made for Small characters. Weighs twice the normal amount when made for Large characters. Containers carry one-quarter the normal amount when made for Small characters.
Backpack, Masterwork
Source Adventurer's Armory
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, other small bags, 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 materials in its main container. When wearing a masterwork backpack, treat your Strength score as +1 higher than normal when calculating your carrying capacity.
Empty Weight: 2 lb.1 Capacity: 1 cubic ft./60 lb.1
When made for Medium characters. Weighs one-quarter the normal amount when made for Small characters. Weighs twice the normal amount when made for Large characters. Containers carry one-quarter the normal amount when made for Small characters.
Bag, waterproof
Source Adventurer's Armory
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.
Barding
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 Table: Armor and Shields.
Armor for a horse (a Large non-humanoid creature) costs four times as much as human armor (a Medium humanoid creature) and also weighs twice as much (see Table: Armor for Unusual Creatures). 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 the figures given on Table: Donning Armor. A barded animal cannot be used to carry any load other than a rider and normal saddlebags.
| Barding | Movement Modifier | ||
| (40 ft) | (50 ft.) | (60 ft.) | |
| Medium | 30 ft. | 35 ft. | 40 ft. |
| Heavy | 30 ft.* | 35 ft.* | 40 ft.* |
Barrel (empty)
A common barrel is constructed of wood with metal ring reinforcements and holds 10 cubic ft. or 650 lb. of materials. A barrel filled with liquid holds about 75 gallons.
Empty Weight: 30 lb. Capacity: 10 cubic ft./650 lb.
Barbed Vest
Source Advanced Player's Guide
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. Any 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.
Basket (empty)
A common basket is constructed of wicker and holds 2 cubic ft. or 20 lbs. of materials.
Empty Weight: 1 lb. Capacity: 2 cubic ft./20 lb.
Beast Lure
Source Adventurer's Armory
This light brown oil works similar to Kaava musk (see below) but attracts one specific kind of creature (dogs, giant bees, and so on).
Beast Scent
Source Seekers of Secrets
This is a mixture of scent gland extracts and aromatic herbs that serves as both attractor and olfactory camouflage. It masks the natural scent of a creature with an appealing if pungent musk that is alluring to most animals. Beast-scent provides a +2 circumstance bonus to Handle Animal and wild empathy checks and a –5 penalty to attempts to track the wearer by his original scent. If the tracking creature is following the smell of beast-scent itself, track checks are made at a +10 circumstance bonus instead. A single vial of beast-scent masks the scent of one Medium creature or two smaller creatures; larger creatures require proportionally more to gain the item’s benefits. Beast-scent is rendered inert after 1 hour of exposure to air. Applying a vial is a full-round action that provokes attacks of opportunity.
Bedroll
A bedroll constructed of a layer of durable outer cloth sewn to a softer inner cloth and rolls up and ties to a conveniently carry-able size.
Bell
A common bell.
Bellows
Source Advanced Player's Guide
Bellows are useful for starting fires, providing a +1 circumstance bonus on appropriate Survival checks.
Blackfingers Paste
Source Pathfinder Campaign Setting: Rival Guide.
Developed by followers of Norgorbor, this inky paste aids unskilled poison-users. When smeared on the fingers, a dose of blackfingers paste prevents accidental poisoning while applying poison to a weapon, as if the user possessed the poison use ability. A single dose of blackfingers paste lasts for 1d6 hours, but the black stains the stuff creates on the user’s fingers lasts for days. A single dose of this alchemical item costs 50 gp.
Bladeguard
Source Advanced Player's Guide
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.
Weapons and armor aren’t the only things bladeguard protects.
- Wall of Iron (M): For each pot of bladeguard used as a power component, you may designate one 10-foot square of iron wall that has acid resistance 10 and immunity to rusting attacks.
An alchemical power component is an alchemical item used as a material component or focus for a spell in order to alter or augment the spell’s normal effects. What follows is a sample of these effects; your GM may allow other combinations.
Spells followed by an (M) expend the alchemical item as a material component;
Spells followed by an (F) use the item as a focus and do not expend it.
In both cases, the alchemical item does not have its normal effect and does not affect any other parameters of the spell. You cannot use the same item as both a focus and a material component at the same time.
Blanket, Common
Source Advanced Player's Guide
This warm, woven blanket has straps so it can be rolled up and tied.
Blanket, Winter
This is a fur blanket large enough for one person.
Block and tackle
Source Adventurer's Armory
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.
Bloodblock
Source Advanced Player's Guide
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
Source Adventurer's Armory
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.
Book, Pathfinder Chronicle
Numerous volumes and editions of the Pathfinder Chronicles exist. When used as a reference (an action that typically takes 1d4 full rounds of searching the text), a Pathfinder Chronicle grants a +2 circumstance bonus on a specific Knowledge check. Each Pathfinder Chronicle grants this bonus to a different type of Knowledge, but regardless of which type that particular chronicle is focused on, the overall cost of the book remains the same.
Book, Footprint Book
Source Advanced Player's Guide
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.
Book, Portrait Book
Source Advanced Player's Guide
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.
Book, Prophecies of Kalistrade
Source Adventurer's Armory
This is the most frequently published book in Druma. It details the extremely strict dietary, sexual, and clothing restrictions followers must follow.
Book, Spellbook, Wizards Traveling
Source Adventurer's Armory
A traveling spellbook is lighter and less cumbersome than its full-size counterpart. It has 50 pages.
Book, 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).
Bottle, Glass
A glass bottle holds 1/2 pint and weighs 1.5 lb. when full.
Empty Weight: - Capacity: 1/2 pint / 1/5 lb.
Bucket (empty)
A simple bucket holds 1 cubic ft. or up to 65 lb. of liquid or material and when full. A bucket filled with liquid holds about 7 gallons.
Empty Weight: 2 lb. Capacity: 1 cubic ft./65 lb.
Buoy, Common
Source Advanced Player's Guide
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 f lag 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
Source Advanced Player's Guide
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
Source Advanced Player's Guide
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.
Cage
Source Adventurer's Armory
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.
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.
Candle, Helmet
Source Adventurer's Armory
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.
Candle, Insectbane
This heavily scented candle smells pleasant to humans and humanoids but is repellent to insects. Non-monstrous vermin will not approach within a 5-foot radius of a burning candle. It burns for 1 hour.
Price: 1 sp; Weight: -
Candle Mold
There are several different versions of these large wooden molds. A single mold can form eight tapers, two pillar candles, or twelve votive candles. The mold does not come with wax. It requires Craft (candlemaking) to use properly.
Price: 12 sp; Weight: 5 lb.
Candelabra
Candelabras are designed to hold four, eight, or sixteen candles in an aesthetically pleasing arrangement. Four candles illuminate a 10-foot radius, eight candles illuminate a 15-foot radius, while sixteen candles illuminate a 20-foot radius.
Price: 10/20/25 gp; Weight: .5/1/3 lb.
Canvas
Canvas is an extremely heavy-duty plain-woven fabric used for making sails, tents, marquees, backpacks, and other items for which sturdiness is required. It is also popularly used by artists as a painting surface, typically stretched across a wooden frame. The cost shown is per square yard.
Case, Map or Scroll
A wood and bone tube used for holding scrolls or maps.
Cauldron
Source Advanced Player's Guide
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.
Chain
Chain has hardness 10 and 5 hit points. It can be burst with a DC 26 Strength check.
Chain, Breakaway
Source Adventurer's Armory
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.
Chair, Folding
Source Adventurer's Armory
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.
Chalk
1 piece of writing chalk.
Chalkboard
Source Advanced Player's Guide
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.
Charcoal
Source Seekers of Secrets
Sticks of charcoal are useful for marking floors and walls, writing on paper or parchment, and making rubbings of engravings or other markings. In a pinch, they can even be burned to stay warm. A good quality rubbing generally takes 1 minute per sheet of paper.
Chest (Empty)
Source Advanced Player's Guide
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.
Small: Empty Weight: 25 lb. Capacity: 2 cubic ft./200 lb.
Medium: Empty Weight: 50 lb. Capacity: 4 cubic ft./? lb.
Large: Empty Weight: 75 lb. Capacity: 6 cubic ft./? lb.
Huge: Empty Weight: 100 lb. Capacity: 8 cubic ft./? lb.
Chest, False-bottomed
Source Adventurer's Armory
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.
Clothing, 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.
All characters begin play with one outfit, valued at 10 gp or less. Additional outfits can be purchased normally.
Clothing, Cleric's Vestments
These clothes are for performing priestly functions, not for adventuring. Cleric's vestments typically include a cassock, stole, and surplice.
Clothing, 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.
Clothing, 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 of it (–2 penalty on Charisma-based skill checks to influence such individuals). If you wear this outfit without jewelry (costing an additional 50 gp), you look like an out-of-place commoner.
All characters begin play with one outfit, valued at 10 gp or less. Additional outfits can be purchased normally.
Clothing, Doctor's Mask
Source Adventurer's Armory
This mask gives you a +1 circumstance bonus on Fortitude saves made against airborne toxins and scent-based effects. In Korvosa, it is a minor crime to wear a doctor’s mask in public if you are not a healer or physician.
Clothing, Doctor's Outfit
Source Adventurer's Armory
Any creature wearing this outfit gains a +2 circumstance bonus on Fortitude saves made to resist contact diseases.
All characters begin play with one outfit, valued at 10 gp or less. Additional outfits can be purchased normally.
Clothing, 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).
All characters begin play with one outfit, valued at 10 gp or less. Additional outfits can be purchased normally.
Clothing, 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.
All characters begin play with one outfit, valued at 10 gp or less. Additional outfits can be purchased normally.
Clothing, Footwear, Cleats
Source Advanced Player's Guide
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.
Clothing, Footwear, Snowshoes
Source Advanced Player's Guide
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.
Clothing, Furs
Source Advanced Player's Guide
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.
Clothing, Hats
Source Adventurer's Armory
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.
Clothing, Hot Weather Outfit
Source Advanced Player's Guide
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.
Clothing, Mask
Source Adventurer's Armory
The gala events of decadent Taldor 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.
Clothing, 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.
All characters begin play with one outfit, valued at 10 gp or less. Additional outfits can be purchased normally.
Clothing, 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.
All characters begin play with one outfit, valued at 10 gp or less. Additional outfits can be purchased normally.
Clothing, 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.
All characters begin play with one outfit, valued at 10 gp or less. Additional outfits can be purchased normally.
Clothing, Pickpocket's Outfit
Source Adventurer's Armory
Outfitted with concealed pockets, this clothing gives you a +2 bonus on hiding small objects on your person.
Clothing, 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.
All characters begin play with one outfit, valued at 10 gp or less. Additional outfits can be purchased normally.
Clothing, Sash, Adventurer's
Source Seekers of Secrets
This bandoleer holds six pouches along its length and a satchel at the hip. Each pouch has a stiff leather flap that can be secured against jostling with a clasp (requiring a move action to open or close) or left unfastened for easier access. The pouches and satchel each contain a number of loops and ties for further securing equipment. The sash buckles at the shoulder, and can be freed with a sharp tug in an emergency as a move action.
Clothing, Scarf
Source Adventurer's Armory
Well known as entertainers with a flair for the dramatic, Varisians 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.
Clothing, Scarf, Pocketed
Source Adventurer's Armory
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.
Clothing, Scarf, Reinforced
Source Adventurer's Armory
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.
Clothing, Scholar's Outfit
Perfect for a scholar, this outfit includes a robe, a belt, a cap, soft shoes, and possibly a cloak.
All characters begin play with one outfit, valued at 10 gp or less. Additional outfits can be purchased normally.
Clothing, Tear-Away Clothing
Source Adventurer's Armory
Sneaks and thieves throughout Golarion 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.
Clothing, 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.
All characters begin play with one outfit, valued at 10 gp or less. Additional outfits can be purchased normally.
Clothing, Vest
Source Adventurer's Armory
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 the court vests of Taldor and the dancing vests of Varisia is quite striking.
Compass
Source Advanced Player's Guide
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.
Cup, false-bottomed
Source Adventurer's Armory
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.
Darkflare
Source Pathfinder Chronicles: Faction Guide
Created by the drow-hunting Lantern Bearers, this alchemical flare explodes in black sparks 1 round after lighting. Any creature in the same square as a darkflare when it explodes must make a DC 15 Fortitude save or be unable to see with darkvision for 1d10 rounds. Affected creatures can still see in normal light with no penalty. A darkflare has no effect on creatures without darkvision. The DC to create a darkflare with Craft (alchemy) is 20.
Earplugs
Source Advanced Player's Guide
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 hearingbased Perception checks.
Eyeglasses
Source Adventurer's Armory
Also known as spectacles, eyeglasses compensate for poor vision or magnify small details.
Fees- 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).
Firewood (per day)
Firewood for a camp fire.
Firework, Desnan Candle
Source Adventurer's Armory
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 Desnan candle is a ranged touch attack and always has a –4 nonproficiency penalty.
Firework, Paper Candle
Source Adventurer's Armory
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
Source Adventurer's Armory
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
Source Adventurer's Armory
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.
Fishhook
A hook for fishing.
Fishing net (25 sq. ft.)
A net for fishing.
Fishing Tackle
More than a mere fishhook, this set includes birch poles, silk line, sinkers, hooks, lures, and tackle box. It grants a +1 circumstance bonus on Survival checks when gathering food around bodies of water that contain fish.
Price: 20 gp; Weight: 5 lb.
Flag
Source Pathfinder Campaign Setting Inner Sea World Guide
A flag is a colorful banner that bears the heraldry or symbol of a nation or organization. A character with the Flagbearer feat who bears a flag can grant additional combat bonuses to nearby allies. Carrying a flag in combat requires a free hand.
Flask
A flask holds 1 pint of liquid and weighs 1 lb. when full.
Empty Weight: - (1 lb. full) Capacity: 1 pint/1 lb.
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.
Flotation Device
Source Adventurer's Armory
Usually composed of an inflated animal bladder sealed with pitch, a held flotation device adds a +1 circumstance bonus on Swim checks.
Food- Animal 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.
Food, Bread (loaf)
The listed prices are for a tavern or restaurant in an average city.
Food, Cheese (hunk)
The listed prices are for a tavern or restaurant in an average city.
Food- Drink, Ale
- Gallon
- Mug
The listed prices are for a tavern or restaurant in an average city.
Food- Drink, Ale, Luglurch
Source Pathfinder Player Companion: Halflings of Golarion
Most races find this pale and frothy beer too salty to swallow, but halflings simply consider it an acquired taste. Drinking three or more cups of Luglurch in a 1-minute span gives a halfling a –2 penalty on Perception checks and a +1 bonus on Reflex saves and Acrobatics checks for 10 minutes.
Note: Non-halflings do not receive any bonuses from this drink.
Food- Drink, Caydenbrew
Source Adventurer's Armory
This ale is the standard beer drunk in Absalom. The recipe was said to be the last beer Cayden Cailean had before he undertook the Test of the Starstone. The hops for this beer were originally grown on the Isle of Kortos, but the massive brewery now imports from Andoran and Taldor.
The listed prices are for a tavern or restaurant in an average city.
Food- Drink, Coffee
Source Adventurer's Armory
This drink is brewed by pouring boiling water through crushed, roasted coffee beans. Coffee is a common part of many cultures in Garund. A very strong brew called Sargavan Red is potent enough to reduce the penalties from the fatigued condition from –2 to –1 for 1 hour.
The listed prices are for a tavern or restaurant in an average city.
Food- Drink, Coffee, Mwangi
Source Adventurer's Armory
Coffee brewed “Mwangi style” has a wine-like acid taste that is too strong for a novice palate.
The listed prices are for a tavern or restaurant in an average city.
Food- Drink, Corentyn Wine
Source Adventurer's Armory
Red and white wines grown in the salt spray of Corentyn have a sweet–tart flavor valued by nobles throughout Cheliax.
The listed prices are for a tavern or restaurant in an average city.
Food- Drink, Dwarven Stout
Source Adventurer's Armory
More a family of beers than one single drink, dwarven stout is known by different names around the Inner Sea. 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.
The listed prices are for a tavern or restaurant in an average city.
Food- Drink, Grog
Source Adventurer's Armory
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.
The listed prices are for a tavern or restaurant in an average city.
Food- Drink, Kahve
Source Adventurer's Armory
Also known as Qadiran coffee, kahve is served with generous helpings of milk, sugar, and spices to counteract its natural bitterness. Kahve is drunk throughout the day, both at home and at coffeehouses around town in Qadira. The grounds left in the bottom of a cup are sometimes used for fortune-telling.
The listed prices are for a tavern or restaurant in an average city.
Food- Drink, Mead, Linnorm
Source Adventurer's Armory
The favorite drink of the Ulfen, this honey mead has traveled with them into the southern lands. It is sweet and strong and, according to Ulfen bards, is an indisputable aid to singing.
The listed prices are for a tavern or restaurant in an average city.
Food- Drink, Tonic, Lisken’s Medicinal Tonic
Source Pathfinder Player Companion: Halflings of Golarion
This mild sedative is normally used to treat insomnia, making the drinker reluctant to take hasty actions but adept at remaining still or silent. One cup of the tonic gives a halfling a –4 penalty on initiative checks for 10 minutes and a +2 alchemical bonus on Stealth checks for that time.
Note: Non-halflings do not receive any bonuses from this drink.
Food- Drink, Whiskey, Dragon Punch Whiskey
Source Pathfinder Player Companion: Halflings of Golarion
According to legend, the inventor of this dark and harsh liquor actually did attack a dragon bare handed (and presumably lived to pass on the recipe). Halflings who drink four cups of Dragon Punch Whiskey in the space of an hour take a –4 penalty to Dexterity but gain a +4 alchemical bonus on saves against fear for the next 10 minutes
Note: Non-halflings do not receive any bonuses from this drink.
Food- Drink, Oldlaw Whiskey
Source Adventurer's Armory
This single-malt whiskey is made in Molthune at a distillery that has existed longer than the country itself. The smooth rye whiskey is a favorite of old soldiers everywhere.
The listed prices are for a tavern or restaurant in an average city.
Food- Drink, Rumboozle
Source Adventurer's Armory
A potent drink featuring rum, wine, ale, eggs, sugar, and spices, rumboozle is served warm in finer taverns around the Inner Sea.
The listed prices are for a tavern or restaurant in an average city.
Food- Drink, Tea
Source Adventurer's Armory
A popular beverage in most civilized regions of the Inner Sea, tea is usually served with milk, sugar, or spices.
The listed prices are for a tavern or restaurant in an average city.
Food- Drink, Tea, Ceremonial
Source Adventurer's Armory
This dark, hot tea comes from the east, and its brewing is part of the classical tea ceremony. Knowing the proper steps of preparing and participating in a tea ceremony requires a successful DC 15 Knowledge (nobility) skill check. A ceremonial tea set includes a tray, teapot, and four tiny cups and spoons.
The listed prices are for a tavern or restaurant in an average city.
Food- Drink, Wine
- Common (pitcher)
- Fine (bottle)
The listed prices are for a tavern or restaurant in an average city.
Food- 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.
- 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.
The listed prices are for a tavern or restaurant in an average city.
Food, Meat (chunk)
The listed prices are for a tavern or restaurant in an average city.
Food- Rations, (trail, per day)
A days worth of simple and basic food.
Food, Rations, Wandermeal
Source Adventurer's Armory
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.
Food & Lodging (aka Monthly Cost of Living)
An adventurer's primary source of income is treasure, and his primary purchases are tools and items he needs to continue adventuring—spell components, weapons, magic items, potions, and the like. Yet what about things like food? Rent? Taxes? Bribes? Idle purchases?
You can certainly handle these minor expenditures in detail during play, but tracking every time a PC pays for a room, buys water, or pays a gate tax can swiftly become obnoxious and tiresome. If you're not really into tracking these minor costs of living, you can choose to simply ignore these small payments. A more realistic and easier-to-use method is to have PCs pay a recurring cost of living tax. At the start of every game month, a PC must pay an amount of gold equal to the lifestyle bracket he wishes to live in—if he can't afford his desired bracket, he drops down to the first one he can afford.
Destitute (0 gp/month): The PC is homeless and lives in the wilderness or on the streets. A destitute character must track every purchase, and may need to resort to Survival checks or theft to feed himself.
Poor (3 gp/month): The PC lives in common rooms of taverns, with his parents, or in some other communal situation—this is the lifestyle of most untrained laborers and commoners. He need not track purchases of meals or taxes that cost 1 sp or less.
Average (10 gp/month: The PC lives in his own apartment, small house, or similar location—this is the lifestyle of most trained or skilled experts or warriors. He can secure any nonmagical item worth 1 gp or less from his home in 1d10 minutes, and need not track purchases of common meals or taxes that cost 1 gp or less.
Wealthy (100 gp/month): The PC has a sizable home or a nice suite of rooms in a fine inn. He can secure any nonmagical item worth 5 gp or less from his belongings in his home in 1d10 minutes, and need only track purchases of meals or taxes in excess of 10 gp.
Extravagant (1,000 gp/month): The PC lives in a mansion, castle, or other extravagant home—he might even own the building in question. This is the lifestyle of most aristocrats. He can secure any nonmagical item worth 25 gp or less from his belongings in his home in 1d10 minutes. He need only track purchases of meals or taxes in excess of 100 gp.
Game, Board
Source Adventurer's Armory
Several kinds of board games are common across the Inner Sea region. 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 Cheliax and Taldor among the elite—those in the lead get to dictate (usually symbolic) penalties for those bringing up the rear.
Game, Bowling Set
Source Adventurer's Armory
This simple 10-pins game is often complicated by irregularities in the ball, the pins, and the playing field.
Game, Cards, Fortune-Teller's Deck
Source Advanced Player's Guide
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.
Game, Cards, Harrow Deck
Source Adventurer's Armory
This is a traditional fortune-telling deck of cards used by Varisian soothsayers and seers. Each Harrow deck consists of 54 cards divided into six suits of nine cards. The six suits correspond to the six ability scores (hammer for Strength, key for Dexterity, shield for Constitution, book for Intelligence, star for Wisdom, and crown for Charisma). Each card in a suit further ties in with one of the nine alignments, corresponding to the location of the symbol on the face of the card. In addition, each card has its own unique name, independent of its suit and alignment.
It takes 2d4 minutes to perform a harrowing (an attempt to divine the future of a specific creature) with a Harrow deck. The exact results of any harrowing should be determined by the GM, who can use an actual Harrow deck to perform the divination.
If you don’t have an actual Harrow deck to draw cards from in game, but you need to determine the suit and/or alignment of a card, you can use dice to determine the result.
Roll 1d6 to determine the suit:
| d6 | Suit |
| 1 | Hammer |
| 2 | Key |
| 3 | Shield |
| 4 | Book |
| 5 | Star |
| 6 | Crown |
Roll 1d10 to determine alignment:
| d10 | Alignment |
| 1 | LG (Lawful Good) |
| 2 | NG (Neutral Good) |
| 3 | CG (Chaotic Good) |
| 4 | LN (Lawful Neutral) |
| 5 | N (Neutral) |
| 6 | CN (Chaotic Neutral) |
| 7 | LE (Lawful Evil) |
| 8 | NE (Neutral Evil) |
| 9 | CE (Chaotic Evil) |
| 10 | Roll again. |
Game, Cards (marked)
Source Adventurer's Armory
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.
Game, Dice (loaded)
Source Adventurer's Armory
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.
Game, Puzzle Box
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.
Goggles, Smoked
Source Advanced Player's Guide
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).
Grenade, Fuse
Source Adventurer's Armory
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.
Hammock
Source Adventurer's Armory
Climbing into or out of a hammock is a full-round action. A successful DC 5 Dexterity check reduces this to a move action.
Healy Myrrh
Source Qadira: Gateway to the East
When you burn this powerful resin, it fills 8,000 cubic feet with faint smoke that persists for 8 full hours. Any creatures resting or receiving long-term care in the area while the healy myrrh is active regain 1 additional hit point per level. Multiple uses of healy myrrh in a 24-hour period do not stack.
Construction Requirements Craft (alchemy) 5 ranks, Heal 5 ranks; Cost 25 gp
Herb/Plant, Allnight
Source Adventurer's Armory
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.
Herb/Plant, Bachelor Snuff
Source Adventurer's Armory
If inhaled through the nose, this sootysmelling golden powder renders humanoid males temporarily sterile without otherwise affecting their performance. A dose typically lasts 1–3 days. Long-term users of bachelor snuff tend to develop a slight, but still noticeable, gilded tinge to their teeth and nails.
Herb/Plant, Belladonna
Source Adventurer's Armory
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.
Herb/Plant, Clear Ear
Source Adventurer's Armory
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.
Herb/Plant, Flayleaf
Source Adventurer's Armory
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.
Herb/Plant, Garlic
Source Adventurer's Armory
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 (vampires cannot tolerate the strong odor of garlic and will not enter an area laced with it.)
Herb/Plant, Holly
Source Adventurer's Armory
The bright red berries of the holly tree have many uses as decorations and ritual objects. Druids harvest holly berries with specially prepared tools and during sacred times of the year.
Herb/Plant, Mistletoe
Source Adventurer's Armory
This golden-colored parasitic plant grows on many different sorts of trees. Druids harvest mistletoe with specially prepared tools and during sacred times of the year.
Herb/Plant, Holly and Mistletoe
Druids commonly use these plants as divine focuses when casting spells.
Herb/Plant, Night Tea
Source Adventurer's Armory
This frothy tea made from the bone-white, triangular leaves of the night tea plant renders a humanoid female sterile if drunk every day. In high doses, it may be able to end a pregnancy.
Herb/Plant, Pesh (Adventurer's Armory version)
Source Adventurer's Armory
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.
Note: The Gamemastery Guide has different rules for Pesh than what is included in Adventurer's Armory. Without clarification from Paizo it is up to the GM to determine which to use. See Pesh on the Afflictions page for more details regarding handling addiction and other effects.
Herb/Plant, Pesh (Gamemastery Guide version)
Type ingested or inhaled; Addiction moderate, Fortitude DC 20 Price 15 gp Effects 1 hour; +1d2 alchemical bonus to Strength, –2 penalty on saves against illusions and mind-affecting effects Effect after 1 hour; 1d2 hours of fatigue Damage 1d2 Con and 1d2 Wis damage
Note: The Gamemastery Guide has different rules for Pesh than what is included in Adventurer's Armory. Without clarification from Paizo it is up to the GM to determine which to use. See Pesh on the Afflictions page for more details regarding handling addiction and other effects.
Herb/Plant, Shoanti Barbarian Chew
Source Adventurer's Armory
This bitter red chew comes from the dried leaves of galtroot, a stunted bush found in the Cinderlands. It stains the teeth dark crimson but also increases the duration of barbarian rage entered into during the next hour by 1 round.
Herb/Plant, Tobacco
Source Adventurer's Armory
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.
Herb/Plant, Wolfsbane
Source Adventurer's Armory
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.
Herb/Plant, Woundweal
Source Adventurer's Armory
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.
Type poison, injury; Save Fortitude DC 18
Onset 1 round; Frequency 1/day
Effect impaired healing (see above); Cure 2 consecutive saves
Hirelings- 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.
Hirelings- Untrained
The amount shown is the typical daily wage for laborers, maids, and other menial workers.
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).
Holy Text
This is a non-magical religious text, containing scripture, stories, and teachings of a particular faith. The price given is for a very simple copy, with few, if any, illuminations. Fancier versions increase drastically in price.
Price: 10+ gp; Weight: 3+ lb.
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.
Horn, signal
Source Advanced Player's Guide
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.
Hourglass
Source Advanced Player's Guide
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.
Ink
Ink in colors other than black costs twice as much.
Ink, Ghost
Source Seekers of Secrets
Pale blue when wet, ghost ink quickly dries to near transparency 1 minute after application. Ghost ink is most often used to blaze trails and mark locations in a subtle manner. The pigment shines with a warm red glow under the light shed by fire beetle glands and sunrods, but under optimal normal conditions (such as a pale surface like parchment or a plaster wall) can only be noticed with a successful DC 25 Perception check. One vial of ghost ink is the size of a potion vial and sufficient for writing a page’s worth of characters.
Ink, glowing
Source Adventurer's Armory
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.
Ink, invisible
Source Adventurer's Armory
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.
Inkpen
A pen for writing.
Iron Spike
Source Advanced Player's Guide
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.
Jewelry
Source Adventurer's Armory
The cost of jewelry varies wildly by its quality. Many cultures, particularly Varisians, 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.
Jewelry, false
Source Rise of the Runelords Player's Guide
Favored by rogues in statuesque Magnimar, these adornments hide tiny secret compartments. False jewelry grants a +8 bonus on Sleight of Hand checks to hide a tiny object on your person (does not stack with the bonus for hiding very small objects) and negates the +4 bonuses searchers receive when frisking you. False jewelry costs 20 gp in addition to the value of the ornament being fitted with the secret compartment.
Jug, Clay
This basic jug is fitted with a stopper and holds 1 gallon of liquid.
Empty Weight: 1 lb. Capacity: 1 gallon/8 lb.
Key, copy
Source Adventurer's Armory
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).
Key, skeleton
Source Adventurer's Armory
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.
Key, wax blank
Source Adventurer's Armory
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.
Kit, Alchemist's
Source Advanced Player's Guide
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.
Kit, Climber's
These crampons, pitons, ropes, and tools give you a +2 circumstance bonus on Climb checks.
Kit, Cooking
Source Adventurer's Armory
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.
Kit, Disguise
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.
Kit, Healer's
This collection of bandages and herbs provides a +2 circumstance bonus on Heal checks. A healer's kit is exhausted after 10 uses.
Kit, Juggler's
Source Adventurer's Armory
A juggler’s kit includes multiple sets of well-balanced objects, such as balls, clubs, knives, rings, and torches.
Kit, Leeching
Source Advanced Player's Guide
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.
Kit, Map Maker's
Source Adventurer's Armory
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.
Kit, Symptom
Source Advanced Player's Guide
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.
Kite
Though popular in Absalom, kites are rare in the rest of the Inner Sea region. Simple kites cost only a few coppers, while ornate silken kites cost thousands of gold pieces.
Ladder, 10-foot
A 10' ladder.
Ladder, folding
Source Adventurer's Armory
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.
Lamp/Lantern (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.
Lamp/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.
Lamp/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.
Lamp/Lantern (waterproof)
Source Adventurer's Armory
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.
Light Detector
Source Advanced Player's Guide
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
Source Advanced Player's Guide
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.
Liquid ice augments cold magic.
- Cone of Cold (M): The spell deals +1 point of damage per caster level.
- Gentle Repose (M): The spell’s duration increases to 2 days per level.
- Ray of Frost (F): The spell deals +1 point of damage.
- Ray of Frost (M): The spell creates an icicle of frozen water vapor that strikes the target and deals 1d3 points of piercing damage and 1 point of cold damage.
- Protection from Energy (M): If cast to ward against fire, increase the amount of fire damage absorbed by 5.
- Resist Energy (M): If cast to ward against fire, increase the fire resistance to 12. At caster level 7th, you may use two jars of liquid ice as a power component to increase the fire resistance to 24. At caster level 11th, you may use three jars as a power component to increase the fire resistance to 36.
An alchemical power component is an alchemical item used as a material component or focus for a spell in order to alter or augment the spell’s normal effects. What follows is a sample of these effects; your GM may allow other combinations.
Spells followed by an (M) expend the alchemical item as a material component;
Spells followed by an (F) use the item as a focus and do not expend it.
In both cases, the alchemical item does not have its normal effect and does not affect any other parameters of the spell. You cannot use the same item as both a focus and a material component at the same time.
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).
Lodging, Inn (Night)
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.
- 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, 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.
Magnet
Source Advanced Player's Guide
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.
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.
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, false
Source Adventurer's Armory
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.
Manacles, mithral
Source Adventurer's Armory
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.
Map (Area)
Source Adventurer's Armory
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.
Marbles
Source Advanced Player's Guide
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.
Marker Die
Source Adventurer's Armory
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