Adventuring Gear
Disclaimer:
Many of the items below did not have capacity information in Pathfinder so they have been copied from the 3.5 SRD (or from here) Some
of the pieces of adventuring gear found on Table: Goods and Services
are described below, along with any special benefits they confer.
Backpack (empty)
A standard backpack is constructed of water resistant, reinforced leather and costs 2gp, weighs 2 pounds, and holds 1 cubic ft. or 60 lbs. of gear.
Banner/Standard
Fan Content
This is fan-created content or a fan conversion. See here for more details. 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.
Banner: 350 gp; 10 lb.
Source: Ultimate Equipment Guide Volume 1 by Mongoose Publishing
Barrel (empty)
A common barrel is constructed of wood with metal ring reinforcements and costs 2gp, weighs 30 pounds, and holds 10 cubic ft. or 650 lb. of materials.
Basket (empty)
A common basket is constructed of wicker, costs 4sp, weighs 1 pound, 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. It costs 2gp and weighs 2 pounds.
Bell
A common bell.Belt, Potion
Fan Content
This is fan-created content or a fan conversion. See here for more details. 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. 65 gp, 1 lb.Source: More Ultimate Equipment by Mongoose Publishing.
Blanket, winter
This is a fur blanket large enough for one person.
Block and tackle
A block and tackle can be used to aid in lifting heavy objects.
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; Wt. .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; Wt. 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; Wt. -
Canvas
Per square yard.
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.
Chalk
1 piece
Chest (empty)
A wooden chest holds up to 2 cubic ft. or 200 lb. of materials.
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.
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; Wt. 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.
Helmet, Lantern
Fan Content
This is fan-created content or a fan conversion. See here for more details. 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. Cost: 19 gp; Weight: 3 lb.Source: Ultimate Equipment Volume 1 by Mongoose Publishing.
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; Wt. 3+ lb.
Hourglass
Ink
Ink in colors other than black costs twice as much.
Inkpen
Jug, Clay
This basic jug is fitted with a stopper and holds 1 gallon of liquid.
Ladder, 10-foot
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.
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).
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.
Marbles
About two dozen assorted glass, flawed rock crystal, or clay spheres in a leather pouch. They are commonly used as toys but are also useful for checking the slope in a dungeon corridor (just set one down and see which way it rolls), or as a non-damaging alternative to caltrops. One bag covers an area 5 feet square. Creatures moving through or fighting in the area must make Acrobatics checks (DC 15). A creature that fails is unable to move for 1 round (or may fall; see the Acrobatics).
The DM judges the effectiveness of marbles against unusual opponents. Creatures that are Huge or larger tend to crush the marbles into dust, while those with multiple legs can scramble along without falling. Price 2 sp; Wt. 2 lb.
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.
Paper (sheet)
Parchment (sheet)
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.
Pitcher, clay
Piton
Pole (10-foot)
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.
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)
Rope (hemp)
Just So You Know...
The DC to escape ropes is equal to 20 + the CMB of the creature that tied the bonds. Ropes do not need to make a check every round to maintain the pin. If the DC to escape is higher than 20 + the tying creatures CMB, the tied up creature cannot escape from the bonds, even with a natural 20 on the check.
This rope has 2 hit points and can be burst with a DC 23 Strength check.
Rope (silk)
This rope has 4 hit points and can be burst with a DC 24 Strength check.
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.
Sealing wax
Sewing needle
Shovel/spade
If a shovel is used in combat, treat it as a one-handed improvised
weapon that deals bludgeoning damage equal to that of a club of its
size.
Signal whistle
Signet ring
Sledge
Soap (per lb.)
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.
Tent, One-person
A tent designed to shelter one Medium-size humanoid. Price 5 gp; Wt. 10 lb.
Tent, Four-Person
A large tent that can comfortably fit four Medium-size humanoids. Price 20 gp; Wt. 40 lb.
Tent, Pavilion
A huge open-air canopy, plus stakes, poles, and ropes. It can comfortably fit twenty Medium-size humanoids underneath. Price 100 gp; Wt. 300 lb.
Torch
A torch
burns for 1 hour, shedding normal light in a 20-foot radius and
increasing the light level by one step for an additional 20 feet beyond
that area (darkness becomes dim light and dim light becomes normal
light). A torch does not increase the light level in normal light or
bright light. If a torch is used in combat, treat it as a one-handed
improvised weapon that deals bludgeoning damage equal to that of a
gauntlet of its size, plus 1 point of fire damage.
Vial
A vial is made out of glass or steel and holds 1 ounce of liquid.
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.
Whetstone