Table: Goods and Services
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Adventuring Gear
Some of the pieces of adventuring gear found on Table: Goods and Services are described below, along with any special benefits they confer. Some of the items descriptions were taken from other sources as they were not included in the Pathfinder Core Rules.
Adventurer's Sash
Source Seekers of Secrets 42
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.
Area Map
Source Adventurer's Armory 5
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.Arrow, grappling
Source Adventurer's Armory 7
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 5
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.Backpack (empty)
A standard backpack is constructed of water resistant, reinforced leather and holds 1 cubic ft. or 60 lbs. of gear.
Backpack, Masterwork
Source Adventurer's Armory 6
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.Bag, waterproof
Source Adventurer's Armory 8
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.Banner/Standard
Source Ultimate Equipment Guide Volume 1 by Mongoose Publishing Seen especially among members of an order, banners are rectangular, square or triangular-shaped cloth with the symbol of the order the character belongs to, or the symbol of his god, appearing upon them. By itself, a banner has little effect but, when carried by a paladin, it can inspire others when it is seen in a large combat. A standard bearer customarily carries a banner but sometimes the paladin himself carries it. In oriental cultures, the banner is strapped to the warrior’s back to free his hands for combat. Common banners are nothing more than symbols but sacred banners have special effects for paladins. A paladin can pour positive energy into a sacred banner by spending lay on hands uses. Doing so results in his aura of courage extending an additional 10 feet per use expended for a number of rounds equal to his paladin level. A sacred banner must be blessed by a cleric of the paladin’s religion (or alignment) in a simple ceremony. |
Barrel (empty)
A common barrel is constructed of wood with metal ring reinforcements and holds 10 cubic ft. or 650 lb. of materials.
Basket (empty)
A common basket is constructed of wicker and holds 2 cubic ft. or 20 lbs. of materials.
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.Belt, Potion
Source: More Ultimate Equipment by Mongoose Publishing. Holding up to 10 vials for easy access, the potion belt allows an adventurer to down vital concoctions during pitched battle. One potion may be removed and drunk from a potion belt as a free action each round. |
Blanket, common
Source Adventurer's Armory 6
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 6
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.Bottle, glass
A glass bottle holds 1/2 pint and weighs 1.5 lb. when full.Bucket (empty)
A simple bucket holds 1 cubic ft. or up to 65 lb. of liquid or material and when full.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.
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.
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.
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: -
Canvas
Per square yard.Cards, Harrow Deck
Source Adventurer's Armory 7, Curse of the Crimson Throne Player's Guide 12, Pathfinder Campaign Setting 213
This is a traditional fortunetelling deck of cards used by Varisian soothsayers and seers. Some Harrow decks are elaborately illustrated, but most are parchment or paper cards with hand-painted images. Harrow decks are often handed down through generations and treated with utmost care by their users as a result.Case, map or scroll
A wood and bone tube used for holding scrolls or maps.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 6
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 6
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
Charcoal
Source Seekers of Secrets 42
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 Adventurer's Armory 6
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.Chest, false-bottomed
Source Adventurer's Armory 6
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.Crowbar
A crowbar grants a +2 circumstance bonus on Strength checks made to force open a door or chest. If used in combat, treat a crowbar as a one-handed improvised weapon that deals bludgeoning damage equal to that of a club of its size.
Cup, false-bottomed
Source Adventurer's Armory 6
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.Earplugs
Source Adventurer's Armory 6
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.Firewood (per day)
Fishhook
Fishing net (25 sq. ft.)
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.
Flask
A flask holds 1 pint of liquid and weighs 1 lb. when full.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.
Grappling Hook
Throwing a grappling hook requires a ranged attack roll, treating the hook as a thrown weapon with a range increment of 10 feet. Objects with ample places to catch the hook are AC 5.
Hammer
If a hammer is used in combat, treat it as a one-handed improvised weapon that deals bludgeoning damage equal to that of a spiked gauntlet of its size.
Hammock
Source Adventurer's Armory 7
Climbing into or out of a hammock is a full-round action. A successful DC 5 Dexterity check reduces this to a move action.Harpy Musk
Source Rise of the Runelords Player's Guide 12
The reek of this doubtful cure-all proves useful at scaring off Varisian goblins. If smeared on a surface or used as a thrown weapon, the musk fills a 30-foot area with the stink of harpies for 1 minute. Any Varisian goblin who enters the area must make a DC 14 Will save or be shaken for 1 minute.Helmet Candle
Source Adventurer's Armory 7
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.Helmet, Lantern
Source: Ultimate Equipment Volume 1 by Mongoose Publishing. It is an eternal problem for dungeon-delving adventurer parties who are comprised almost entirely of fighters and other combat-orientated individuals – who holds the lantern so the whole party can see in lightless tunnels, when everyone is holding both weapon and shield? The lantern helmet is a deceptively simple device that mounts a hooded lantern on a somewhat precarious structure above a character’s head. This can either be worn directly on a naked head or be adjusted to perch on top of an existing helm. In all ways, the lantern helmet functions as a hooded lantern. Price: 19 gp; Weight: 3 lb. |
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.
Horn, signal
Source Adventurer's Armory 8
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 (DC 0) up to a quarter-mile distant. For each quarter mile beyond, Perception checks to hear the horn suffer a –1 penalty.Hourglass
Source Adventurer's Armory 7
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.
Inkpen
Jewelry, false
Source Rise of the Runelords Player's Guide 12
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.
Key, copy
Source Adventurer's Armory 6
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 8
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 9
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.Ladder, 10-foot
Ladder, folding
Source Adventurer's Armory 6
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 7
Meant to shelter its flame from both water and wind, this lantern treats severe winds as strong winds, windstorms as severe winds, and hurricanes as windstorms for the purpose of determining whether they extinguish its flame. It holds enough air to burn underwater for 5 rounds before going dark.Lock
The DC to open a lock with the Disable Device skill depends on the lock's quality: simple (DC 20), average (DC 25), good (DC 30), or superior (DC 40).
Magnet
Source Adventurer's Armory 7
Handheld magnets are relatively weak and are mainly used to detect or pull iron, mithral, or adamantine at a short range. This hand-sized horseshoe magnet can lift up to a 3-pound iron weight.Manacles, Standard and Masterwork
Manacles can bind a Medium creature. A manacled creature can use the Escape Artist skill to slip free (DC 30, or DC 35 for masterwork manacles). Breaking the manacles requires a Strength check (DC 26, or DC 28 for masterwork manacles). Manacles have hardness 10 and 10 hit points.
Most manacles have locks; add the cost of the lock you want to the cost of the manacles.
For the same cost, you can buy manacles for a Small creature. For a Large creature, manacles cost 10 times the indicated amount, and for a Huge creature, 100 times the indicated amount. Gargantuan, Colossal, Tiny, Diminutive, and Fine creatures can be held only by specially made manacles, which cost at least 100 times the indicated amount.
Manacles, false
Source Adventurer's Armory 6
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 7
These bindings are more difficult to break than standard bindings and are particularly useful against lycanthropes. They have hardness 15, 30 hit points, and a break DC of 30.Marbles
Source Adventurer's Armory 7
Like caltrops, marbles can be used to slow down opponents; 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.Mirror (small steel)
Mug/Tankard, clay
Oil
| A pint of oil burns for 6 hours in a lantern or lamp. You can also use
a flask of oil as a splash weapon. Use the rules for alchemist's fire
(see Special Substances and Items on Table: Goods and Services), except
that it takes a full-round action to prepare a flask with a fuse. Once
it is thrown, there is a 50% chance of the flask igniting successfully.
You can pour a pint of oil on the ground to cover an area 5 feet square, provided that the surface is smooth. If lit, the oil burns for 2 rounds and deals 1d3 points of fire damage to each creature in the area. |
Pantograph
Source Seekers of Secrets 42
This metal framework of parallel strips is used to duplicate drawings, allowing enlarging (up to twice the original size) or shrinking (down to half the original size) of the copy in the process. The pantograph is anchored, then fitted with a stylus and a writing implement such as chalk, an ink pen, or a pencil. As the stylus is traced over the drawing or other item to be duplicated, the pantograph reproduces the motions, creating a copy. While handy for making quick, accurate copies of ancient carvings, runes, and drawings, a pantograph is unable to produce a convincing forgery. More elaborate and expensive pantographs allow even larger or smaller copies to be made, or multiple copies to be made at the same time.Paper (sheet)
Source Adventurer's Armory 7
Ordinary paper typically measures 9 inches by 6 inches and is unsuitable for making magical scrolls. It has hardness 0, 1 hit point, and break DC 5.Paper, rice
Source Adventurer's Armory 8
This variety of paper is made of rice or tree bark. It has hardness 0, 1 hit point, and break DC 2.Parchment (sheet)
Perfume/Cologne
Source Adventurer's Armory 7, Curse of the Crimson Throne Player's Guide 13, Pathfinder Campaign Setting 213
Perfume or cologne may (at the GM’s discretion) provide a +1 circumstance bonus on several Charismabased skill checks.Pick (miner's)
If a miner's pick is used in combat, treat it as a two-handed improvised weapon that deals piercing damage equal to that of a heavy pick of its size.Pickle Extractor
Source Adventurer's Armory 7
A pickle extractor is little more than a spike stuck through the end of a stick, used mainly by goblins to grab things at the bottom of a barrel.Pitcher, clay
Piton
Did you know?
In climbing, a piton (pronounced Pee'-ton, also called a pin or peg) is a metal spike (usually steel) that is driven into a crack or seam in the rock with a hammer, and which acts as an anchor to protect the climber against the consequences of a fall, or to assist progress in aid climbing. Pitons are equipped with an eye hole or a ring to which a carabiner is attached; the carabiner can then be directly or indirectly attached (through more equipment) to a climbing rope.
Repeated hammering and extraction of pitons damages the rock.
Plank, collapsible
Source Adventurer's Armory 6
Hinged in two places, collapsible planks can hold 250 pounds before breaking. The 10-foot-long plank folds down into a 3-foot-by-1-foot-by-6- inch bundle. Folding or unfolding it is a standard action.Pole (10-foot)
Pommel, hollow
Source Adventurer's Armory 7
Depending on the weapon, a hollow pommel may hold something as large as a flask or as small as a rolled piece of paper. Detecting a hollow pommel is a DC 15 Perception check.Pot, iron
Pouch (belt)
A belt pouch is crafted of soft cloth or leather. They typically hold up to 10 lb. or 1/5 cubic ft. of items.Powder
Source Adventurer's Armory 7
Powdered chalk, flour, and similar materials are popular with adventurers for their utility in pinpointing invisible creatures. Throwing a bag of powder into a square is an attack against AC 5, and momentarily reveals if there is an invisible creature there. A much more effective method is to spread powder on a surface (which takes 1 full round) and look for footprints.Prosthetic (arm, hand, foot, leg)
Source Adventurer's Armory 7
People who lose hands, arms, legs, or feet in combat sometimes replace them with prosthetics: realistic simulations of their missing limbs. Usually carved of wood and painted to match the wearer’s skin tone, these items have limited functionality, allowing a legless person to walk at half speed, or enabling an armless person to hold a shield in a fixed position, but little more. Clever individuals have been known to create small compartments in their prosthetics, just large enough to hold very small objects. A prosthetic hand or foot can hold an item with negligible weight, while a prosthetic limb can hold up to 1 or 2 pounds.Pump Water Canister
Source Adventurer's Armory 7
This metal container holds up to 4 gallons of water. As a standard action, you can use the hand pump and hose at the top to spray water up to 10 feet away. Pumping uses 1 gallon of water for every round of use and can extinguish nonmagical fires in 1 square. A full canister weighs 37 pounds.Quieting Needles
Source Pathfinder #29 12
A set of quieting needles costs 25 gp. Inserted into a corpse’s heart, lungs, and other organs, the needles can be well hidden inside a slain body with a minute of work and a Sleight of Hand check — the result of this Sleight of Hand check determines the Heal check DC to notice the use of quieting needles on a corpse. This Heal check gains a cumulative +1 bonus for each day the body has been allowed to decay, as the presence of the needles grows increasingly obvious as the flesh rots away. A body pierced with quieting needles can be brought back to life as normal via raise dead, but upon being restored to life, the victim immediately begins suffering from the fact that his major organs are perforated by hidden needles. This grisly fate can even strike someone brought back to life via resurrection or true resurrection if the body itself was intact and the needles were thus hidden. (Casting resurrection or true resurrection with only a fragment of the body or no body, forcing the spell to rebuild the body as appropriate, is a surefire way to avoid having the victim come back to life with the needles still inside him.) A creature brought back to life with quieting needles inside him is immediately struck with pain and must make a DC 25 Fortitude save each round to avoid being nauseated from the pain and suffering 1d6 points of Constitution damage. A successful Fortitude save negates the nauseated condition and reduces the Constitution damage to 1. Removing quieting needles from a dead body takes 1d6+6 rounds (and a DC 20 Heal check if the process is to leave the body in a condition where raise dead is still viable). Removing quieting needles from a freshly restored living body causes 2d6 points of damage per round the procedure continues, with a successful DC 25 Heal check reducing damage caused that round to 2. The use of quieting needles is relatively uncommon, meant as much to punish enemies for attempting to raise dead allies and force them to waste the resources on such expensive magic as well as to cause the restored creature agonizing pain—using quieting needles is an evil act that is as illegal as murder in most civilized regions.Ram, Portable
This iron-shod wooden beam gives you a +2 circumstance bonus on Strength checks made to break open a door and allows a second person to help, automatically increasing your bonus by 2.
Rations, (trail, per day)
Ring, poison pill
Source Adventurer's Armory 7
This ring has a tiny compartment under the setting, typically used to hold poison. Opening and closing a ring is a move action; doing so unseen requires a DC 20 Sleight of Hand check.Rope (hemp)
Just So You Know...
Rope (silk)
This rope has 4 hit points and can be burst with a DC 24 Strength check.
Sack (empty)
A sack is a cloth bag that weighs 1/2 lb. empty and holds 1 cubic ft. or 60 lbs. of contents full.Scabbard, combat
Source Adventurer's Armory 6
This scabbard is designed to allow you to remove it from your belt as a swift action when drawing the weapon it contains. Taking the Equipment Trick feat (see page 22) for a scabbard gives you additional combat options for using a scabbard. For the purpose of fighter weapon groups, a scabbard for a heavy blade is considered a hammer, and a scabbard for a light blade is considered a close weapon.Scabbard, false-bottomed
Source Adventurer's Armory 6
The space at the bottom of this sword scabbard is just large enough to hold a potion flask. Some are accessed from the outside; others open on the inside with a secret catch at the top end. Finding the secret compartment requires a DC 25 Perception check, or DC 20 if you can compare the sword’s length to that of the scabbard.Scroll Case
Source Adventurer's Armory 8
A leather or wooden scroll case easily holds four scrolls; you can cram more inside but retrieving any of them becomes a full-round action rather than a move action. You must destroy the scroll case to damage its contents (hardness 2 for leather or 5 for wood, 2 hit points, break DC 15).Sealing wax
Sewing needle
Sextant
Source Adventurer's Armory 8
A sextant is used to determine your latitude. Using a sextant with an astrolabe gives you a +1 circumstance bonus on Survival checks made to prevent getting lost.Shaving Kit
Source Adventurer's Armory 8
A shaving kit contains a straight razor, a whetstone, a small mirror, a brush, a cup, and enough shaving powder to last a Medium humanoid 50 shaves.Shield Sconce
Source Adventurer's Armory 8
This metal frame holds a torch and straps to the front of a light, heavy, or tower shield.Shovel
Source Adventurer's Armory 8
This tool lets you dig a pit at a rate of 2 cubic feet per minute.Signal whistle
Signet ring
Sledge
Soap
Source Adventurer's Armory 8
You can use this thick block of soap to scrub clothes, pots, linens, or anything else that might be dirty. A bar of soap has approximately 50 uses.Spear-Thrower
Source Adventurer's Armory 8
This is little more than a handle with a cup, loop, or spur to hold the butt of a dart, javelin, or shortspear. Using a spear-thrower to throw such a weapon doubles the projectile’s range increment. Setting a weapon into a spear-thrower is a move action; by taking the Rapid Reload (spear-thrower) feat, you reduce this to a free action.Spellbook, traveling
Source Adventurer's Armory 11
A traveling spellbook is lighter and less cumbersome than its full-size counterpart. It has 50 pages.Spike, iron
Source Adventurer's Armory 7
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.Spyglass
Objects viewed through a spyglass are magnified to twice their size. Characters using a spyglass take a –1 penalty on Perception skill checks per 20 feet of distance to the target, if the target is visible.
Stationary
Source Adventurer's Armory 8
Generally used only by the wealthy, fancy stationary is a finer-quality 9-inch-by-6-inch paper, often embossed or engraved with the owner’s personal seal.Stove Can
Source Adventurer's Armory 8
This little metal container holds a waxy fuel that creates enough heat to cook with but only as much light as a candle. To snuff the flame, close the metal lid on the container; it cools enough that it can be carried in a few minutes. Each lasts 5 hours (enough to cook about 10 meals).String/twine
Source Adventurer's Armory 8
Sold in balls or spools of 50 feet, string and twine are useful for rigging traps and alarms and are a vital component of grappling bolts and arrows. String or twine has hardness 0, 1 hit point, and break DC 14.Talisman, necrotic
Source Pathfinder Campaign Setting 213
These unholy symbols have been desecrated by clerics of Urgathoa and imbued with negative energy. When worn by an undead creature with an Intelligence score, a necrotic talisman provides +1 channel resistance.Tattoo
Source Adventurer's Armory 8
The cost of a tattoo depends on the quality, size, and number of colors used. A coin-sized tattoo in blue ink that will blur over a decade may cost 1 cp, a hand-sized one in black ink that won’t fade costs 1 sp, and a tattoo covering an entire back takes several sessions and costs 10 gp. Each additional color costs as much as a single tattoo of its size.Tent
Source Adventurer's Armory 8
Tents come in a variety of sizes and accommodate between one and 10 people. Pavilion tents are large enough to accommodate a small fire in the center.A tent designed to shelter one Medium-size humanoid.
Large: A large tent that can comfortably fit four Medium-size humanoids.
Pavilion: A huge open-air canopy, plus stakes, poles, and ropes. It can comfortably fit twenty Medium-size humanoids underneath.
Thurible
Source Adventurer's Armory 8, Pathfinder #8 61
When filled with coal and common herbs worth 2 sp, this miniature brazier fills an area 30 feet in diameter with light smoke for 1 hour. Any creature in the area of this smoke gains a +2 circumstance bonus on Fortitude saves to resist inhaled diseases.Torch
A torch burns for 1 hour, shedding normal light in a 20-foot radius and increasing the light level by one step for an additional 20 feet beyond that area (darkness becomes dim light and dim light becomes normal light). A torch does not increase the light level in normal light or bright light. If a torch is used in combat, treat it as a one-handed improvised weapon that deals bludgeoning damage equal to that of a gauntlet of its size, plus 1 point of fire damage.
Unguent of Revivification
Source Pathfinder Campaign Setting 213
The preservation of dead flesh is important in undead-friendly Geb. Geb’s elite commonly use this alchemical ointment as a cheaper alternative to gentle repose to give their undead flesh the blush of life. A single dose staves off the decomposition of dead flesh for 1d6 days. It cannot reverse decay that is already present and has no effect on the time limit for raising creatures from the dead.Varisian Idol
Source Curse of the Crimson Throne Player's Guide 13, Rise of the Runelords Player's Guide 132
These depictions of forgotten spirits can be used to augment summoning magic. If used as an additional material component for any summon monster or summon nature’s ally spell, the summoned creature has an additional +2 hit points per Hit Die.Vial
A vial is made out of glass or steel and holds 1 ounce of liquid.
Vial, iron (empty)
Source Adventurer's Armory 7
This metal potion bottle has hardness 5, 3 hit points, and break DC 14.Wandermeal
Source Adventurer's Armory 8
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.Watch, pocket
Source Adventurer's Armory 7
This miniature clock is small enough to carry.Water Clock
This large, bulky contrivance gives the time accurately to within half an hour per day since it was last set. It requires a source of water, and it must be kept still because it marks time by the regulated flow of droplets of water.
Waterskin
A water or wineskin holds 1/2 gallon of liquid and weighs 4 lb when full.Weapon Cord
Source Adventurer's Armory 9
Weapon cords are leather straps that attach your weapon to your wrist, typically about 2 feet long. If you drop your weapon or are disarmed, you can recover it as a swift action, and it never moves any further away from you than an adjacent square. However, you cannot switch to a different weapon without first untying the cord (a full-round action) or cutting it (a move action or an attack, hardness 0, 0 hp).Whetstone
Source Adventurer's Armory 9
Honing a blade with a whetstone requires about 15 minutes of work and grants the weapon a +1 bonus on your damage roll the first time you hit with it. This only works on nonmagical blades.Whistle
Source Adventurer's Armory 9
Also known as a signal whistle, a whistle’s piercing report can be clearly heard (DC 0) up to half a mile away. With a DC 5 Perform (wind instruments) check you can use it to signal the same sorts of situations as signal horns (see page 8). For each additional quarter mile, Perception checks to hear a whistle suffer a –2 penalty.Whistle, silent
Source Adventurer's Armory 9
Only animals and other creatures with keen hearing can hear this whistle.Wrist Sheath
Source Adventurer's Armory 9
This is a sheath designed to be strapped to your forearm and hidden under a long sleeve. The sheath can hold one light weapon, ranged weapon, or wand that weighs less than 1 pound. Alternatively, you may store up to 1 pound of ammunition in a wrist sheath. As a move action, you can bend your wrist to cause some or all of these items to drop into your hand. You have a +2 bonus on Sleight of Hand checks made to oppose the Perception check of someone observing or frisking you regarding items in the sheath. You can only wear one wrist sheath per arm.Wrist Sheath, spring loaded
Source Adventurer's Armory 9
This item works like a standard wrist sheath, but releasing an item from it is an immediate action. Preparing the sheath for this use requires cranking the sheath’s tiny gears and springs into place (a fullround action that provokes an attack of opportunity).Special Substances and Items
Characters with the Craft (alchemy) skill can create these items, and they are usually available in the same places where you can buy the alchemical items listed in the Pathfinder RPG Core Rulebook.
Acid
| You can throw a flask of acid as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet. A direct hit deals 1d6 points of acid damage. Every creature within 5 feet of the point where the acid hits takes 1 point of acid damage from the splash. |
Alchemical Grease
Source Adventurer's Armory 9
Each pot of this slick black goo has sufficient contents to cover one Medium or two Small creatures. If you coat yourself in alchemical grease, you gain a +5 alchemical bonus on Escape Artist checks, on combat maneuver checks made to escape a grapple, and to your CMD to avoid being grappled; this lasts 4 hours or until you wash it off.Alchemical Solvent
Source Adventurer's Armory 9
This bubbling purple gel eats through adhesives. Each vial can cover a single 5-foot square. It destroys normal adhesives (such as tar, tree sap, or glue) in a single round but takes 1d4+1 rounds to deal with more powerful adhesives (tanglefoot bags, spider webbing, and so on). It has no affect on fully magical adhesives, including sovereign glue.Alchemist's Fire
You can throw a flask of alchemist's fire as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet. A direct hit deals 1d6 points of fire damage. Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of damage. If desired, the target can use a full-round action to attempt to extinguish the flames before taking this additional damage. Extinguishing the flames requires a DC 15 Reflex save. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a lake or magically extinguishing the flames automatically smothers the fire. |
Alkali Flask
|
Source Dungeon Denizens Revisited 19 This is a flask of caustic liquid that reacts with an ooze’s natural acids. You can throw an alkali flask as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet. A direct hit deals 1d6 points of acid damage. Every creature within 5 feet of the point where the acid hits takes 1 point of acid damage from the splash. Oozes and other acid-based creatures take double damage from the flask. |
Alkali Salt
Source Dungeon Denizens Revisited 19
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 Adventurer's Armory 9
If you drink a vial of this foul tasting, milky tonic, you gain a +5 alchemical bonus on Fortitudes saving throws against disease for the next hour. If already infected, you may also make two saving throws (without the +5 bonus) that day and use the better result.Antitoxin
If you drink a vial of antitoxin, you get a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.
Arrow, bleeding
Source Elves of Golarion 22
This sharpened hollow tube looks like it was originally a narrow proboscis on some giant insect, but it actually comes from a strange carnivorous plant. A bleeding arrow deals normal damage plus 1 point of bleed when it hits a creature.Arrow, durable
Source Elves of Golarion 22
These arrows are tightly wrapped in strands of some kind of alchemical glue. Durable arrows don’t break due to normal use, whether or not they hit their target; unless the arrow goes missing, an archer can retrieve and reuse a durable arrow again and again. Durable arrows can be broken in other ways (such as deliberate snapping, hitting a fire elemental, and so on). If crafted with magic (such as bane), the magic only lasts for one use of the arrow, but the nonmagical arrow can still be reused or imbued with magic again.Arrow, dye
Source Elves of Golarion 22
This arrow ends in a crystalline bubble. Firing a dye arrow is a ranged touch attack; a creature struck by a dye arrow takes no damage but is splashed with black, blue, green, or red marker dye (see Pathfinder Chronicles Campaign Setting 213) sufficient to coat about 1 square foot.Arrow, lodestone
Source Elves of Golarion 22
This heavy iron arrowhead is sealed with an alchemical resin; pulling a small string (a move action) breaks the seal and activates the reaction in the arrowhead, greatly increasing its magnetic properties. You gain a +4 bonus on attack rolls when firing a lodestone arrow at a target wearing a significant amount of metal armor (at least chain mail or a metal shield) or made of metal, but the magnetized arrow only deals half damage. In areas with a lot of magnetic metal, the attack bonus may drop to 0 or even become a penalty as competing sources steer the arrow away from your intended target. The increased magnetism fades 1 round after you activate it, after which time it is a normal arrow.Arrow, pheromone
Source Elves of Golarion 22
The arrowhead of this arrow is coated with potent substances that react to blood and sweat, releasing strong aromas that most predators recognize as tasty injured prey and other creatures perceive as merely unpleasant. Any creature with the scent ability gains a +2 bonus on attack and damage rolls made against a target marked with a pheromone arrow. This effect lasts for 1 hour or until the target spends 1 minute washing.Arrow, raining
Source Elves of Golarion 23
This thick-shafted arrow contains a reservoir of holy water and is designed to burst on impact, hitting the target and splashing nearby creatures as if you had thrown the vial. A raining arrow has a –2 penalty on attack rolls due to its weight.Arrow, slow burn
Source Elves of Golarion 23
Behind the head of this arrow is a small receptacle of alchemical material that heats up when exposed to air and eventually bursts into flame; barbs on the arrowhead pierce the pouch when it hits a target. On your turn, 1 round after impact, the burst of flame deals 1d6 points of fire damage to the target. The extra weight of this arrowhead gives you a –1 penalty on attack rolls with the arrow.Arrow, splintercloud
Source Elves of Golarion 23
The shaft of this arrow is formed of numerous small bone fragments painstakingly glued together. When fired they tear themselves apart, forming a 5-foot burst of razor-sharp bones that deals 1d3 points of piercing damage (Reflex DC 18 negates).Arrow, tanglefoot
Source Elves of Golarion 23
This arrow is topped with a small bottle containing a small quantity of tanglefoot goo. You fire a tangleshot arrow as a ranged touch attack; the arrow deals no damage when it hits, but the target is splashed with the alchemical adhesive. The reduced amount of the glue means this arrow is less effective than an actual tanglefoot bag (DC 10 Reflex save, DC 12 Strength check to break, 10 points of slashing damage to cut through, DC 10 Concentration check). The weight of a tangleshot arrow reduces its range increment to half normal. Elves use this to slow or stop fleeing opponents or to capture animals without killing them.Arrow, trip
Source Elves of Golarion 23
This squat arrow has a large, bulbous, metal tip that expands and flattens in flight. If the arrow hits, it makes a trip attack against the target with a CMB of +5; the target falls prone if it fails its check, but if it succeeds it cannot attempt to trip you in return.Beast Scent
Source Seekers of Secrets 42
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.Bladeguard
Source Adventurer's Armory 9
This clear resin protects a weapon from harmful attacks from oozes, rust monsters, and similar things, rendering the weapon immune for 24 hours. One pot can coat one single two-handed weapon, two one-handed or light weapons, or 50 ammunition items. Applying it takes 1 full round. Immersing the weapon in water or similar liquid washes it off.Bloodblock
Source Adventurer's Armory 9
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 9
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.Distilled Terrap Sap
Source Adventurer's Armory 10
When first opened, this sealed jar releases such an overwhelmingly antiseptic odor that it covers other smells until it disperses (1d6 rounds after opening). Creatures within 20 feet of the jar get a +5 alchemical bonus on all saves against scentbased attacks while the sap’s odor remains, but they automatically fail any scent-based Perception checks during that time.Everburning Torch
This otherwise normal torch has a continual flame spell cast on it. This causes it to shed light like an ordinary torch, but it does not emit heat or deal fire damage if used as a weapon.
Firework, Desnan Candle
Source Adventurer's Armory 10
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 10
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 10
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 10
This tree-stump-sized bundle of tubes immediately begins to emit arcs of multi-colored sparks when lit. Starting 1d6 rounds after lighting, it loudly releases brightly colored streaks of tiny flaming particles for 4 full rounds. Outdoors, these particles soar far up into the sky before dispersing. Indoors or in a closed area, the ricocheting fireworks deal 1d6 points of fire damage each round in a 20-foot spread (DC 15 Reflex save for half ). Creatures who fail their save are blinded for 1d4 rounds and deafened for 1 hour.Flash Powder
Source Adventurer's Armory 10
This coarse gray powder ignites and burns almost instantly if exposed to flame, significant friction, or even a simple force such as throwing it against a floor (a standard action). Creatures within the 10-foot burst must save (Fortitude DC 13 negates) or be blinded for 1 round.Fuse Grenade
Source Adventurer's Armory 10
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.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
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.
Ink, ghost
Source Seekers of Secrets 43
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 10
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 10
Messages written with invisible ink only become visible under specific circumstances. Revealing the secret message with the proper triggering agent is a full-round action per page of text. Simple: This ink is keyed to a single, fairly common trigger, such heat or vinegar. A successful DC 20 Craft (alchemy) check takes 1 hour and reveals the message without the proper trigger. Average: This ink is keyed to either two common triggers or one uncommon trigger, such as blood or acid. A successful DC 25 Craft (alchemy) check takes 1 hour and reveals the message without the proper trigger. Good: This ink is keyed to either two uncommon triggers or one rare trigger, such as a specific vintage of wine or a specific kind of monster’s blood. A successful DC 30 Craft (alchemy) check takes 1 hour and reveals the message without the proper trigger. Superior: This ink is keyed to either two rare triggers or one unique trigger, such as the blood of a specific person. A successful DC 35 Craft (alchemy) check takes 1 hour and reveals the message without the proper trigger.Itching Powder
Source Adventurer's Armory 10
This fine gray powder causes targets to suffer from uncontrollable itching until they spend at least 1 round washing it off. Throwing a packet of itching powder is a splash attack with a range increment of 10 feet. Anyone standing on the square of impact must succeed on a DC 12 Fortitude save to resist the powder, while those in adjacent squares must make a DC 8 Fortitude save. Creatures that fail the save take a –2 penalty on attack rolls, saving throws, skill checks, and ability checks.Kaava Musk
Source Adventurer's Armory 10
This emerald-colored adhesive is a concoction made from animal glands, urine, and other powerful scents combined with a strong alchemical binding agent that is difficult to wash off. A target splashed with it smells like weak prey to predators. Creatures with the scent ability can detect a marked creature at five times the normal range, note its direction as a free action, pinpoint it when it is within 25 feet, and track it by scent with a +5 bonus on its Survival checks. Immersion in water within 1 round of exposure washes it off; otherwise the effect decreases by one range increment per day (four times normal range after 1 day, three times range after 2 days, and so on) until the creature is again at normal scent levels.Keros Oil
Source Adventurer's Armory 11
Also known as firebreather’s oil, this bitter liquid is harder to ignite than common oil but burns quickly at a low temperature, making it ideal for exotic performers. You may spit a mouthful of keros oil past an open flame (such as a candle, tindertwig, or torch) to ignite it, creating a brief burst of fire. If you use it to attack, the attack is a ranged touch attack with a maximum range of 5 feet that deals 1d3 points of fire damage. If you roll a 1 on your attack roll, you accidentally inhale or swallow some of the burning fuel; you take 1d6 points of fire damage and are nauseated for 1 round. A bottle of keros oil holds enough for 10 mouthfuls; taking a mouthful from the bottle is a standard action (the Rapid Reload feat reduces this to a move action).Liquid Ice
Source Adventurer's Armory 11
This sealed jar of crystalline blue fluid immediately starts to evaporate once opened. During the next 1d6 rounds, you can use it to freeze a liquid or to coat an object in a thin layer of ice. You can also throw liquid ice as a splash weapon. A direct hit deals 1d6 points of cold damage; creatures within 5 feet of where it hits take 1 point of cold damage from the splash.Marker Die
Source Adventurer's Armory 11, Pathfinder Campaign Setting 213
This dye (available in several colors) creates an obvious stain wherever splashed. Washing has no effect for the first 72 hours (though magic can erase it), but it fades completely after 2 weeks. You can throw it as a splash weapon.Ooze Grease
Source Dungeon Denizens Revisited 19
This alchemical concoction can be spread over a Medium or Small creature’s body as a full-round action. It provides a +5 alchemical bonus on Escape Artist checks, CMD checks to avoid a grapple, and Reflex saves to avoid an ooze’s improved grab or engulf abilities, but gives a –5 penalty to disarm checks, grapple checks to start or maintain a grapple or pin, and other checks that may be hindered by a loose grip (such as Climb). One application lasts for up to 1 hour and can be removed with soap and water.Perfume/Cologne
Perfume and cologne are common accessories for those who hope to avoid
offending through scent. More expensive scents are available in finer
quarters of any city. Rare perfumes and colognes are sold in vials
containing 10 applications, with a single dose lasting for 24 hours
during which its wearer gains a +2 circumstance bonus on Diplomacy
checks against targets of her own race. Exotic perfumes grant a +2
circumstance bonus on all Diplomacy checks.
Source Pathfinder Campaign Setting 213
Scent Cloak
Source Adventurer's Armory 11
This collection of coarsely ground spices, seeds, and alchemical reagents overrides your scent, increasing the DC of tracking you by scent by +10 for 24 hours. Because you still have a smell, creatures with scent can still detect and pinpoint if you are cloaked; they just can’t identify your smell as something unique. Washing for 1 full round removes the scent cloak.Silversheen
Source Qadira: Gateway to the East 25
Blades made of this special metal count as alchemical silver weapons and are immune to rust, including that of rust monsters, the rusting grasp spell, and so on. They are always masterwork weapons—most often scimitars or longswords; the listed price includes the cost of the masterwork bonus.
Requirements Craft (alchemy) 5 ranks, Craft (weaponsmithing) 5 ranks; Price +750 gp
Smoke Pellet
Source Adventurer's Armory 11
This small clay sphere contains two alchemical substances separated by a thin barrier. When you break the sphere, the substances mingle and fill a 5-foot square with a cloud of foul but harmless yellow smoke. The smoke pellet acts as a smokestick, except the smoke only lasts for 1 round before dispersing. You may throw a smoke pellet as a ranged touch attack with a range increment of 10 feet.Smokestick
This alchemically treated wooden stick instantly creates thick, opaque smoke when burned. The smoke fills a 10-foot cube (treat the effect as a fog cloud spell, except that a moderate or stronger wind dissipates the smoke in 1 round). The stick is consumed after 1 round, and the smoke dissipates naturally after 1 minute.
Sneezing Powder
Source Adventurer's Armory 11
This coarse yellowishred powder is a splash weapon that causes uncontrollable sneezing for 1d4+1 rounds. Anyone standing on the square of impact must succeed on a DC 12 Fortitude save to resist the powder, while those in an adjacent square must make a DC 8 Fortitude save. Creatures affected by sneezing powder must make a DC 10 Fortitude save every round or be staggered that round.Sunrod
This 1-foot-long, gold-tipped, iron rod glows brightly when struck as a standard action. It sheds normal light in a 30-foot radius and increases the light level by one step for an additional 30 feet beyond that area (darkness becomes dim light and dim light becomes normal light). A sunrod does not increase the light level in normal light or bright light. It glows for 6 hours, after which the gold tip is burned out and worthless.
Tanglefoot Bag
A tanglefoot bag is a small sack filled with tar, resin, and other sticky substances. When you throw a tanglefoot bag at a creature (as a ranged touch attack with a range increment of 10 feet), the bag comes apart and goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. Huge or larger creatures are unaffected by a tanglefoot bag. A flying creature is not stuck to the floor, but it must make a DC 15 Reflex save or be unable to fly (assuming it uses its wings to fly) and fall to the ground. A tanglefoot bag does not function underwater.
A creature that is glued to the floor (or unable to fly) can break free by making a DC 17 Strength check or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. If the entangled creature attempts to cast a spell, it must make concentration check with a DC of 15 + the spell's level or be unable to cast the spell. The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness. An application of universal solvent to a stuck creature dissolves the alchemical goo immediately.
Thunderstone
You can throw this stone as a ranged attack with a range increment of 20 feet. When it strikes a hard surface (or is struck hard), it creates a deafening bang that is treated as a sonic attack. Each creature within a 10-foot-radius spread must make a DC 15 Fortitude save or be deafened for 1 hour. A deafened creature, in addition to the obvious effects, takes a –4 penalty on initiative and has a 20% chance to miscast and lose any spell with a verbal component that it tries to cast.
Since you don't need to hit a specific target, you can simply aim at a particular 5-foot square. Treat the target square as AC 5.
Tindertwig
The alchemical substance on the end of this small, wooden stick ignites when struck against a rough surface. Creating a flame with a tindertwig is much faster than creating a flame with flint and steel (or a magnifying glass) and tinder. Lighting a torch with a tindertwig is a standard action (rather than a full-round action), and lighting any other fire with one is at least a standard action.
Troll Styptic
Source Seekers of Secrets 43
A witch’s brew of troll blood, powdered plant extracts, and alchemical binders, troll styptic is intended as a field treatment for wounds and bleeding, particularly where magical healing is not available. This powder is stored in small packets, and when applied directly to wounds grants a living creature fast healing 2 for 2d4 rounds, as well as closing any open wounds the subject has or receives while the styptic is active, preventing ongoing damage from bleeding. This is a painful cure and requires the target to make a DC 15 Fortitude save to avoid being sickened for the duration of the fast healing.Unguent of Revivification
The preservation of dead flesh is important in undead-friendly Geb. Geb’s elite commonly use this alchemical ointment as a cheaper alternative to gentle repose to give their undead flesh the blush of life. A single dose staves off the decomposition of dead flesh for 1d6 days. It cannot reverse decay that is already present and has no effect on the time limit for raising creatures from the dead.
Source Pathfinder Campaign Setting 213
Vermin Repellent
Source Adventurer's Armory 11
This vile-smelling white paste keeps vermin at bay if spread on the skin. Normal-sized (Fine) vermin avoid you. Swarms of vermin must make a DC 15 Fortitude saving throw in order to enter your square. Once applied, vermin repellent remains effective for 4 hours or until you spend 1 round washing it off.Water Purification Sponge
Source Adventurer's Armory 11
This fist-sized blue sponge absorbs up to 1 pint of water; squeezing the water out of the sponge purifies it, making it safe for drinking, washing, and similar activities. Filling and emptying the sponge is a full-round action. Each sponge can cleanse 25 pints of water before becoming useless.Tools and Kits
These items are particularly useful to characters with certain skills and class abilities.
Abacus
Source Adventurer's Armory 11
This device helps users perform mathematical calculations.Alchemist's Lab
Alchemist's Lab, Portable
Source Adventurer's Armory 11
This compact version of a full-sized alchemist’s lab provides a +1 circumstance bonus on Craft (alchemy) checks.Altar, portable
Source Adventurer's Armory 12
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.Anvil
Source Adventurer's Armory 11
While anvil sizes vary depending on the type of smithing for which they are used, all anvils have the same basic shape and construction. Blacksmith anvils are typically much heavier and larger (100 pounds) than farrier anvils (50 pounds), and they in turn are much bigger than silver- or goldsmith anvils (10 pounds). Many metalworking tasks are impossible without the proper anvil.Artisan's Tools
These special tools include the items needed to pursue any craft. Without them, you have to use improvised tools (–2 penalty on Craft checks), if you can do the job at all.
Artisan's Tools, Masterwork
These tools serve the same purpose as artisan's tools, but masterwork artisan's tools are the perfect tools for the job, so you get a +2 circumstance bonus on Craft checks made with them.
Bellows
Source Adventurer's Armory 12
Bellows are useful for starting fires, providing a +1 circumstance bonus on appropriate Survival checks.Climber's Kit
These crampons, pitons, ropes, and tools give you a +2 circumstance bonus on Climb checks.
Compass
Source Adventurer's Armory 12
An ordinary compass that points to the magnetic north pole grants its user a +2 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.Cooking Kit
Source Adventurer's Armory 12
Cooking kits are portable, collapsible pots and pans that double as a set of four bowls and plates, all fitting together in a compact package.Disguise Kit
The kit is the perfect tool for disguise and provides a +2 circumstance bonus on Disguise checks. A disguise kit is exhausted after 10 uses.
Doctor's Mask
Source Adventurer's Armory 12, Curse of the Crimson Throne Player's Guide 12, Pathfinder #8 61
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.Doctor's Outfit
Source Adventurer's Armory 12, Pathfinder #8 61
Any creature wearing this outfit gains a +2 circumstance bonus on Fortitude saves made to resist contact diseases.Drill
Source Adventurer's Armory 12
A drill can create a 1-inch-diameter hole in stone, wood, or metal. Harder materials wear down or break the drill more quickly. Hearing the sound of drilling requires a DC 15 Perception check.Eyeglasses
Source Adventurer's Armory 12
Also known as spectacles, eyeglasses compensate for poor vision or magnify small details.Flotation Device
Source Adventurer's Armory 12
Usually composed of an inflated animal bladder sealed with pitch, a held flotation device adds a +1 circumstance bonus on Swim checks.Healer's Kit
This collection of bandages and herbs provides a +2 circumstance bonus on Heal checks. A healer's kit is exhausted after 10 uses.
Holly and Mistletoe
Druids commonly use these plants as divine focuses when casting spells.
Holy Symbol, Silver or Wooden
A holy symbol focuses positive energy and is used by good clerics and paladins (or by neutral clerics who want to cast good spells or channel positive energy). Each religion has its own holy symbol.
Unholy Symbols: An unholy symbol is like a holy symbol except that it focuses negative energy and is used by evil clerics (or by neutral clerics who want to cast evil spells or channel negative energy).
Juggler's Kit
Source Adventurer's Armory 12
A juggler’s kit includes multiple sets of well-balanced objects, such as balls, clubs, knives, rings, and torches.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.
Musical Instrument, Common or Masterwork
A masterwork instrument grants a +2 circumstance bonus on Perform checks involving its use.
Pantograph
Source Seekers of Secrets 42
This metal framework of parallel strips is used to duplicate drawings, allowing enlarging (up to twice the original size) or shrinking (down to half the original size) of the copy in the process. The pantograph is anchored, then fitted with a stylus and a writing implement such as chalk, an ink pen, or a pencil. As the stylus is traced over the drawing or other item to be duplicated, the pantograph reproduces the motions, creating a copy. While handy for making quick, accurate copies of ancient carvings, runes, and drawings, a pantograph is unable to produce a convincing forgery. More elaborate and expensive pantographs allow even larger or smaller copies to be made, or multiple copies to be made at the same time.
Pole, balancing
Source Adventurer's Armory 12
These flexible poles range from 15–30 feet in length and, when used properly, help you keep your balance when crossing narrow walkways. Using a balancing pole grants you a +1 circumstance bonus on Acrobatics checks made to traverse a narrow surface.Printing Press
Source Adventurer's Armory 12
A hand-cranked press uses a plate on which all of the text on a page is carved in reverse. Changing the plate is a simple process, but creating a new one is expensive and labor-intensive. The press prints one page at a time, at a rate of about five pages per minute. A stationer then needs to cut and trim the pages and bind the book.Prophecies of Kalistrade
Source Adventurer's Armory 12
This is the most frequently published book in Druma. It details the extremely strict dietary, sexual, and clothing restrictions followers must follow.Saw
Source Adventurer's Armory 12
You can insert a saw between a door and its frame to cut through wooden bolts or bars, dealing 5 hit points per round plus your Strength modifier to the sawed object as a fullround action. Hearing the sawing requires a DC 10 Perception check. Saws used to cut ice on rivers have a point on the end to break through the ice before cutting.Sawback Sword
Source Adventurer's Armory 12
This is a modification to any light or heavy blade rather than a unique weapon type. The saw blade on the back of the sword lets you use it to perform crude carpentry.Scale, Merchant's
A merchant's scale grants a +2 circumstance bonus on Appraise checks involving items that are valued by weight, including anything made of precious metals.
Spell Component Pouch
A spellcaster with a spell component pouch is assumed to have all the material components and focuses needed for spellcasting, except for those components that have a specific cost, divine focuses, and focuses that wouldn't fit in a pouch.
Spellbook, Wizard's
A spellbook has 100 pages of parchment, and each spell takes up one page per spell level (one page each for 0-level spells).
Stretcher
Source Adventurer's Armory 12
A stretcher allows two people to share the burden of carrying one heavy object. You can also use it to drag a load you couldn’t carry on your own. A stretcher holds up to 300 pounds.Surgeon's Tools
Source Adventurer's Armory 13, Pathfinder #8 61
When in conjunction with a healer’s kit, surgeon’s tools raise the kit’s bonus to a +3 circumstance bonus on Heal checks.Swim Fins
Source Adventurer's Armory 13
Swim fins add 10 feet to your swimming speed but reduce your base speed to 5 feet. Donning or doffing swim fins requires 5 rounds.Talisman, Necrotic
Source Pathfinder Campaign Setting 213
Thermometer
Source Adventurer's Armory 13
This foot-long tube has marks for the freezing temperature of seawater, a moderate spring day in Absalom, and the boiling temperature of melted ice. Temperatures much below the freezing point or above the boiling point break the device.Trespasser's Boot
Source Adventurer's Armory 13
Consisting of a small wooden frame with inward-pointing barbed spikes, this trap is placed in a shallow pit just deep enough for a Medium-sized character’s lower leg. When someone steps in the square, the boot catches and holds her leg. The target takes damage if she tries to move or if a Disable Device attempt to free her fails by 5 or more.
Trespasser's BootType mechanical; Perception DC 20; Disable Device DC 20
Trigger location; Reset manual
Effects pit spikes (Atk +10 melee, 2d4); spikes hold the target in place; the trap can be escaped with a DC 20 Disable Device check, DC 20 Escape Artist check, or DC 24 Strength check.
Thieves' Tools
This kit contains lockpicks and other tools you need to use the Disable Device skill. Without these tools, you must use improvised tools, and you take a –2 circumstance penalty on Disable Device checks.
Thieves' Tools, Masterwork
This kit contains extra tools and tools of better make, which grant a +2 circumstance bonus on Disable Device checks.
Tool, Masterwork
This well-made item is the perfect tool for the job. It grants a +2 circumstance bonus on a related skill check (if any). Bonuses provided by multiple masterwork items do not stack.
Trap, bear
Source Adventurer's Armory 12
Although intended for trapping large animals, bear traps work as well for trapping humanoids or monsters. The hinged jaws of the trap are attached to a chain, which in turn is secured to a spike driven into the ground to ensure that the victim cannot simply crawl away. Prying open the jaws or pulling the spike from the ground requires a DC 26 Strength check.Wand of Misery
Source Adventurer's Armory 13, Pathfinder #8 61
This simply carved but sturdy 3-foot-long wooden cane is used to scrutinize plague victims. The wand permits the plague doctor to determine a patient’s condition, diagnosing his maladies through his reactions to various pokes and prods, often opening infected sores and wounds for inspection. These tools have the same statistics as clubs.Clothing
All characters begin play with one outfit, valued at 10 gp or less. Additional outfits can be purchased normally.
Adventurers Sash
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.
Source Seekers of Secrets 42
Artisan's Outfit
This outfit includes a shirt with buttons, a skirt or pants with a drawstring, shoes, and perhaps a cap or hat. It may also include a belt or a leather or cloth apron for carrying tools.
Cleats
Source Adventurer's Armory 13
Useful on any terrain where traction may be a concern, cleats are shoes with spikes or hooks attached to the soles. Cleats reduce the penalty for walking over slick surfaces by 50%; for example, walking across ice normally costs 2 squares for every square of movement, but with cleats it costs only 1.5 squares for every square. Cleats cause damage to any type of finished flooring.Cleric's Vestments
These clothes are for performing priestly functions, not for adventuring. Cleric's vestments typically include a cassock, stole, and surplice.
Cold-Weather Outfit
This outfit includes a wool coat, linen shirt, wool cap, heavy cloak, thick pants or skirt, and boots. This outfit grants a +5 circumstance bonus on Fortitude saving throws against exposure to cold weather.
Courtier's Outfit
This outfit includes fancy, tailored clothes in whatever fashion happens to be the current style in the courts of the nobles. Anyone trying to influence nobles or courtiers while wearing street dress will have a hard time 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.
Entertainer's Outfit
This set of flashy—perhaps even gaudy—clothes is for entertaining. While the outfit looks whimsical, its practical design lets you tumble, dance, walk a tightrope, or just run (if the audience turns ugly).
Explorer's Outfit
This set of clothes is for someone who never knows what to expect. It includes sturdy boots, leather breeches or a skirt, a belt, a shirt (perhaps with a vest or jacket), gloves, and a cloak. Rather than a leather skirt, a leather overtunic may be worn over a cloth skirt. The clothes have plenty of pockets (especially the cloak). The outfit also includes any extra accessories you might need, such as a scarf or a wide-brimmed hat.
Furs
Source Adventurer's Armory 13
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 Survival.Hats
Source Adventurer's Armory 13
Hats of various styles appear in all cultures. Ranging from the turban to the tricorn to the furred cap, a hat can be a simple covering for the head. Particular hats are sometimes mandatory for social or religious sects.Hot Weather Outfit
Source Adventurer's Armory 13
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 Survival.Jewelry
Source Adventurer's Armory 13
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.Mask
Source Adventurer's Armory 13
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.Monk's Outfit
This simple outfit includes sandals, loose breeches, and a loose shirt, and is bound together with sashes. The outfit is designed to give you maximum mobility, and it's made of high-quality fabric. You can conceal small weapons in pockets hidden in the folds, and the sashes are strong enough to serve as short ropes.
Noble's Outfit
These clothes are designed specifically to be expensive and gaudy. Precious metals and gems are worked into the clothing. A would-be noble also needs a signet ring and jewelry (worth at least 100 gp) to accessorize this outfit.
Peasant's Outfit
This set of clothes consists of a loose shirt and baggy breeches, or a loose shirt and skirt or overdress. Cloth wrappings are used for shoes.
Pickpocket's Outfit
Source Adventurer's Armory 13
Outfitted with concealed pockets, this clothing gives you a +2 bonus on hiding small objects on your person.Royal Outfit
This is just the clothing, not the royal scepter, crown, ring, and other accoutrements. Royal clothes are ostentatious, with gems, gold, silk, and fur in abundance.
Scarf
Source Adventurer's Armory 13
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.Scarf, Pocketed
Source Adventurer's Armory 13, Curse of the Crimson Throne Player's Guide 13, Pathfinder Campaign Setting 213, Rise of the Runelords Player's Guide 12
An elaborate design disguises several small pockets on one side of this scarf. This scarf grants you a +4 bonus on Sleight of Hand checks made to hide objects on your body. This bonus does not stack with the bonus wearing heavy clothing provides but does stack with bonuses for attempting to hide small objects.Scarf, Reinforced
Source Adventurer's Armory 13, Curse of the Crimson Throne Player's Guide 13, Pathfinder Campaign Setting 213, Rise of the Runelords Player's Guide 12
One side of this 8-foot-long scarf is reinforced with chain links and metal plates. While not enough to provide a benefit to Armor Class, these versatile scarves can be used like a length of chain to climb short distances or bind an enemy. A reinforced scarf has hardness 10 and 4 hit points. It can be burst with a DC 24 Strength check.Scholar's Outfit
Perfect for a scholar, this outfit includes a robe, a belt, a cap, soft shoes, and possibly a cloak.
Snowshoes
Source Adventurer's Armory 14
These high-tension nets of rope or sinew in wooden frames which are lashed to the feet spread your weight across the snow, making you much less likely to break through the crust and rendering walking much easier. Snowshoes reduce the penalty for walking through heavy snow by 50%; for example, if moving through snow normally costs you 2 squares of movement per square traveled, snowshoes reduce this cost to 1.5 squares per square traveled.Tear-Away Clothing
Source Adventurer's Armory 14
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.Traveler's Outfit
This set of clothes consists of boots, a wool skirt or breeches, a sturdy belt, a shirt (perhaps with a vest or jacket), and an ample cloak with a hood.
Vest
Source Adventurer's Armory 14
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.Wig
Source Adventurer's Armory 14
False hair comes in many forms, from the severe coif of a judge to the towering confection adorning a noble to the simple curls worn by a housewife whose hair is thinning. Wigs can be found for sale in any major city and can be specialordered in most towns. As they are usually made of hair, the available colors are likely limited by the locally predominant hair color, but others can be obtained by applying dye.Food, Drink, and Lodging
The listed prices are for a tavern or restaurant in an average city.
Ale
- Gallon
- Mug
Caydenbrew
Source Adventurer's Armory 14
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.Coffee
Source Adventurer's Armory 14
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.Coffee, Mwangi
Source Adventurer's Armory 14
Coffee brewed “Mwangi style” has a wine-like acid taste that is too strong for a novice palate.Corentyn Wine
Source Adventurer's Armory 14
Red and white wines grown in the salt spray of Corentyn have a sweet–tart flavor valued by nobles throughout Cheliax.Dwarven Stout
Source Adventurer's Armory 14
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.Grog
Source Adventurer's Armory 14
A foul mix of different alcohols and whatever’s handy, grog was invented by pirates and sailors and never managed to crawl far onto land. Grog is no one’s first choice of drink, but anyone who’s spent enough time on a ship has had at least a taste.Inn
Poor accommodations at an inn amount to a place on the floor near the hearth. Common accommodations consist of a place on a raised, heated floor and the use of a blanket and a pillow. Good accommodations consist of a small, private room with one bed, some amenities, and a covered chamber pot in the corner.
- 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.
Kahve
Source Adventurer's Armory 14
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.Mead, Linnorm
Source Adventurer's Armory 14
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.Meal
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.
Meat (chunk)
Oldlaw Whiskey
Source Adventurer's Armory 14
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.Rumboozle
Source Adventurer's Armory 14
A potent drink featuring rum, wine, ale, eggs, sugar, and spices, rumboozle is served warm in finer taverns around the Inner Sea.Tea
Source Adventurer's Armory 14
A popular beverage in most civilized regions of the Inner Sea, tea is usually served with milk, sugar, or spices.Tea, Ceremonial
Source Adventurer's Armory 14
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.Wine
- Common (pitcher)
- Fine (bottle)
Mounts, Pets, Livestock and Related Gear
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.
Barding, Medium Creature and Large Creature
Barding is a type of armor that covers the head, neck, chest, body, and possibly legs of a horse or other mount. Barding made of medium or heavy armor provides better protection than light barding, but at the expense of speed. Barding can be made of any of the armor types found on 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 | Modifier | ||
|---|---|---|---|
| (40 ft) | (50 ft.) | (60 ft.) | |
| Medium | 30 ft. | 35 ft. | 40 ft. |
| Heavy | 30 ft.* | 35 ft.* | 40 ft.* |
| * A mount wearing heavy armor moves at only triple its normal speed when running instead of quadruple. | |||
Bat
Source Adventurer's Armory 15
These Diminutive rodents are nocturnal fliers that eat insects and fruit. They rely primarily on sound to navigate rather than sight. They can be found all over Golarion and are absent only in desert and arctic regions. Some cultures keep bat houses near towns and villages to control insect problems. Bats from the Uskwood in Nidal are noted for their matte black fur and large size.Bird, canary
Source Adventurer's Armory 15
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.Bird, eagle
These Large birds of prey, when domesticated and used by a skilled falconer, can aid in hunting or even carry messages. Price: 50 gp |
Section 15: Copyright Notice
Bird, falcon
Source Adventurer's Armory 15
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.Bird, hawk
Source Adventurer's Armory 15
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.Bird, owl
Source Adventurer's Armory 16
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. Owls from the Verduran Forest have a distinct “ruffled feather” look on their heads, making them look like sleepy professors in the daytime.Bird, raven
Source Adventurer's Armory 16
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.Bit & Bridle
Cage
Source Adventurer's Armory 15
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.Cat
Source Adventurer's Armory 15
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. Osirion wise-eyes are prized for their stature and deep blue eyes.Dog, combat-trained
Source Adventurer's Armory 15
This Medium 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.Dog, riding
Source Adventurer's Armory 15
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.Dog Sled
Source Adventurer's Armory 15
This sled is several feet long and is designed to be pulled over snow and ice by a team of trained riding dogs. Most sleds have runners at the back for a musher to stand on. A dog sled can carry up to the carrying capacity of all the dogs that pull it.Donkey Rat
Source Adventurer's Armory 15
These Tiny white rodents (also called capybaras) are native to the Varisian coast. They are common pets and livestock throughout the southern lands.Eggs
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:
|
Section 15: Copyright Notice
Elephant
Source Adventurer's Armory 15
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.Enraging Whip
Source Dungeon Denizens Revisited 37
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.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.
Gauntlet, falconry
Source Adventurer's Armory 15
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.Harness, animal
Source Adventurer's Armory 14
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.Horse or Pony
Source Adventurer's Armory 15
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 decentsized 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 combat training.
Incubation Stove
Source Dungeon Denizens Revisited 37
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.Lizard
Source Adventurer's Armory 15
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. Geckos from Nex are said to be especially intelligent for their kind, even before they become familiars.Monkey
Source Adventurer's Armory 16
These Tiny animals are herbivorous and can be found in warm forests and jungles throughout Garund. They can grasp and carry objects that weigh under a pound. Trained “familiar capuchins” can be purchased in Azir.Owlbear Blinders
Source Dungeon Denizens Revisited 36
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.Pack Animal (Donkey or Mule)
Source Adventurer's Armory 16
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.Pseudodragon
Source Adventurer's Armory 16
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.Rat
Source Adventurer's Armory 16
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. The famous blue rats of Alkenstar are sold primarily in Katapesh and Nex.Rat, Dire
Source Adventurer's Armory 16
These Small animals 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.Saddle (exotic)
An exotic saddle is designed for an unusual mount. Exotic saddles come in military, pack, and riding styles.
Saddle (military)
This saddle braces the rider, providing a +2 circumstance bonus on Ride checks related to staying in the saddle. If you're knocked unconscious while in a military saddle, you have a 75% chance to stay in the saddle.
Saddle (pack)
A pack saddle holds gear and supplies, but not a rider. It holds as much gear as the mount can carry.
Saddle (riding)
If you are knocked unconscious while in a riding saddle, you have a 50% chance to stay in the saddle.
Saddlebags
Saddlebags weigh 8 lbs and hold up to 5 cubic ft. or 250 lb. of gear.
Snake, Constrictor
Source Adventurer's Armory 16
These Medium reptiles are found chiefly in warm climates. Somewhat aggressive, constrictors squeeze their prey to death before consuming it. Due to their size, these snakes are less popular for traveling spellcasters, but they can be quite helpful in a laboratory.Snake, Viper
Source Adventurer's Armory 16
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.Stabling
A place to keep your horse or mount while you are gallivanting around town.
Stirge
Source Adventurer's Armory 16
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.Target Dummy
Source Dungeon Denizens Revisited 37
Price 2-20 gp, depending on how durable and realistic the buyer wants them to be Dummies come in various shapes and sizes depending on what creature or race the prospective owner of the owlbear wants them to hate most.Thorny breastplate
Source Dungeon Denizens Revisited 36
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.Toad, common
Source Adventurer's Armory 16
This Diminutive amphibian is primarily kept as a familiar. Toads live in most temperate and warm environments, and eat insects.Toad, Vision
Source Adventurer's Armory 16
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.Weasel
Source Adventurer's Armory 16
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.Transportation
The prices listed are to purchase the vehicle. These prices generally exclude crew or animals.
Barge
A barge is a flat-bottomed, usually rectangular boat designed for hauling cargo along inland waterways. Barges are usually simple affairs, some are no more than glorified rafts, although they can be up to 200 feet long. The larger ones usually sport an enclosed space, like a little building on one end of the ship with cots, a table, and chairs inside. Smaller barges in relatively shallow water are usually poled along by rowers.
Face 100 ft. by 40 ft.; Height 10 ft. (draft 10 ft.); Crew 10 (40 rowers); Cargo 100 tons; Cost 6,000 gp.
Carriage
This four-wheeled vehicle can transport as many as four people within an enclosed cab, plus two drivers who sit in front of the cab. In general, horses (or two other beasts of burden) draw it. A carriage comes with the harness needed to pull it. A carriage is meant for personal transport, not to haul cargo. It can carry only a limited amount of cargo, stored on the roof or tied to the back of the cab. The capacity of the roof is approximately 200 pounds.
Price: 100 gp; Weight: 600 lb. |
Section 15: Copyright Notice
Cart
This two-wheeled vehicle can be drawn by a single horse (or other beast of burden). It comes with a harness.
A cart is open-topped. The most common dray creature for a cart is a mule, which can pull the vehicle at a speed of 20 feet even if it’s fully loaded.
Chariot
This four-wheeled vehicle can transport as many as four people within an enclosed cab, plus two drivers who sit in front of the cab. In general, horses (or two other beasts of burden) draw it. A carriage comes with the harness needed to pull it. A carriage is meant for personal transport, not to haul cargo. It can carry only a limited amount of cargo, stored on the roof or tied to the back of the cab. The capacity of the roof is approximately 200 pounds.
Price: 100 gp; Weight: 600 lb. |
Section 15: Copyright Notice
Galley
This three-masted ship has 70 oars on either side and requires a total crew of 200. A galley is 130 feet long and 20 feet wide, and can carry 150 tons of cargo or 250 soldiers. For 8,000 gp more, it can be fitted with a ram and castles with firing platforms fore, aft, and amidships. This ship cannot make sea voyages and sticks to the coast. It moves about 4 miles per hour when being rowed or under sail.
Further description courtesy of the 3.0 Arms and Equipment Guide: A galley has enough flat deck space to accommodate three heavy catapults or six ballistas or light catapults. War galleys generally convert much of their cargo space into passenger space for soldiers.
Face 130 ft. by 20 ft.; Height 20 ft. (draft 15 ft.); Crew 200 (160 rowers); Cargo 150 tons (Spd wind × 10 ft. or oars 15 ft. if 75 tons or more); Cost 30,000 gp.
Image courtesy Wikipedia
Keelboat

Image courtesy Wikipedia.
Litter, Collapsing
The collapsing litter is a perennial favorite of
adventurers and can be easily carried by a normal person. A collapsing
litter consists of a dozen two-foot rods, an equal number of pins and a
harness, all wrapped inside a canvas tarp for ease of carrying. The
rods are fitted with socketed ends, allowing them to be speedily put
together and secured to one another with a pin. The rods are assembled
to construct two 12-foot long poles, which are slid into the sides of
the canvas tarp and secured to a horse or other beast of burden with
the included harness. The collapsing litter is meant to help
adventurers convey injured comrades to safety, and can hold a creature
of Medium-size or smaller. The weight limit for the tarp and assembled
poles is 400 pounds. Price: 15 gp; Weight: 20 lb. |
Section 15: Copyright Notice
Longship
This 75-foot-long ship with 40 oars requires a total crew of 50. It has a single mast and a square sail, and it can carry 50 tons of cargo or 120 soldiers. A longship can make sea voyages. It moves about 3 miles per hour when being rowed or under sail.
Oar
This is a replacement oar for an oared craft.Rowboat
This 8- to 12-foot-long boat with two oars holds two or three Medium passengers. It moves about 1-1/2 miles per hour.
Sailing Ship
This large, seaworthy ship is 75 to 90 feet long and 20 feet wide, and has a crew of 20. It can carry 150 tons of cargo. It has square sails on its two masts and can make sea voyages. It moves about 2 miles per hour.
Sled
This is a wagon on runners for snow and ice travel. In general, two horses (or other beasts of burden) draw it. A sled comes with the harness needed to pull it.
Wagon
A four-wheeled, open vehicle for transporting heavy loads. Two horses (or other beasts of burden) must draw it. A wagon comes with the harness needed to pull it.
A wagon is open-topped, so the driver and any passengers gain one-half cover behind 1 inch of wood. The most common dray creatures for the wagon are two heavy horses, which are strong enough to pull the wagon at a speed of 35 feet, even if it’s fully loaded. Wagons are the most common means for an invading army to move siege engines from place to place. A wagon can also be equipped with a heavy catapult (adding 2 tons to the wagon’s weight and eliminating the cargo capacity) or a light catapult (adding 1 ton to weight, leaving 1 ton of cargo space for ammunition).
Warship
This 100-foot-long ship has a single mast, although oars can also propel it. It has a crew of 60 to 80 rowers. This ship can carry 160 soldiers, but not for long distances, since there isn't room for supplies to support that many people. The warship cannot make sea voyages and sticks to the coast. It is not used for cargo. It moves about 2-1/2 miles per hour when being rowed or under sail.
Further description courtesy of the 3.0 Arms and Equipment Guide: A warship can accommodate two heavy catapults or four light catapults or ballistas. Four launches are used as lifeboats and troop transports (not included in the price).
Face 100 ft. by 20 ft.; Height 20 ft. (draft 15 ft.); Crew 260 (80 rowers, 160 marines); Cargo 5 tons; Cost 25,000 gp.
Hirelings, Spellcasting and Services
Sometimes the best solution to a problem is to hire someone else to take care of it.
Coach Cab
The price given is for a ride in a coach that transports people (and light cargo) between towns. For a ride in a cab that transports passengers within a city, 1 copper piece usually takes you anywhere you need to go.
Hireling, Trained
The amount given is the typical daily wage for mercenary warriors, masons, craftsmen, cooks, scribes, teamsters, and other trained hirelings. This value represents a minimum wage; many such hirelings require significantly higher pay.
Hireling, Untrained
The amount shown is the typical daily wage for laborers, maids, and other menial workers.
Messenger
This includes horse-riding messengers and runners. Those willing to carry a message to a place they were going anyway may ask for only half the indicated amount.
Road or Gate Toll
A toll is sometimes charged to cross a well-kept and well-guarded road to pay for patrols on it and for its upkeep. Occasionally, a large, walled city charges a toll to enter or exit (or sometimes just to enter).
Ship's Passage
Most ships do not specialize in passengers, but many have the capability to take a few along when transporting cargo. Double the given cost for creatures larger than Medium or creatures that are otherwise difficult to bring aboard a ship.
Spellcasting
The indicated amount is how much it costs to get a spellcaster to cast a spell for you. This cost assumes that you can go to the spellcaster and have the spell cast at his convenience (generally at least 24 hours later, so that the spellcaster has time to prepare the spell in question). If you want to bring the spellcaster somewhere to cast a spell you need to negotiate with him, and the default answer is no.
The cost given is for any spell that does not require a costly material component. If the spell includes a material component, add the cost of that component to the cost of the spell. If the spell has a focus component (other than a divine focus), add 1/10 the cost of that focus to the cost of the spell.
Furthermore, if a spell has dangerous consequences, the spellcaster will certainly require proof that you can and will pay for dealing with any such consequences (that is, assuming that the spellcaster even agrees to cast such a spell, which isn't certain). In the case of spells that transport the caster and characters over a distance, you will likely have to pay for two castings of the spell, even if you aren't returning with the caster.
In addition, not every town or village has a spellcaster of sufficient level to cast any spell. In general, you must travel to a small town (or larger settlement) to be reasonably assured of finding a spellcaster capable of casting 1st-level spells, a large town for 2nd-level spells, a small city for 3rd- or 4th-level spells, a large city for 5th- or 6th-level spells, and a metropolis for 7th- or 8th-level spells. Even a metropolis isn't guaranteed to have a local spellcaster able to cast 9th-level spells.








