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    Adventuring Gear

    This page includes all types of supplies which are of use when adventuring or surviving in the wilderness including food, drink, and various forms of illumination.

    Comfort and Shelter | Hunting and Fishing | Misc. Outdoors Gear | Illuminations | Food and Drink

    Comfort and Shelter

    Comfort and Shelter
    Item Price Weight Source
    Bathtub, collapsible 15 gp 20 lbs.1 UE
    Bedroll 1 sp 5 lbs.1 UE
    Blanket 5 sp 3 lbs.1 UE
    Chair, folding 2 gp 10 lbs.1 UE
    Cot 1 gp 30 lbs.1 UE
    Hammock 1 sp 3 lbs.1 UE
    Soap 1 cp 1/2 lb. UE
    Tent, small 10 gp 20 lbs.1 UE
    Tent, medium 15 gp 30 lbs.1 UE
    Tent, large 30 gp 40 lbs.1 UE
    Tent, pavilion 100 gp 50 lbs.1 UE
    Tent, hanging 20 gp 15 lbs. ARG

    Comfort and Shelter

    Bathtub, Collapsible

    Price 15 gp; Weight 20 lbs.

    After 10 minutes of assembly, this collection of wooden slats provides support for a cylindrical watertight canvas cloth. It can hold enough water to allow 1 Medium creature to bathe in comfort without any of the risks that might come from entering lakes, rivers, or other bodies of water.

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    Bedroll

    Price 1 sp; Weight 5 lbs.

    This consists of two woolen sheets sewn together along the bottom and one side to create a bag for sleeping in. Some have cloth straps along the open side so the bedroll can be tied closed while you are sleeping. It can be rolled and tied into a tight coil for storage or transport. Most people use a blanket with the bedroll to stay warm or provide a ground cushion.

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    Blanket

    Source Advanced Player's Guide

    Price 5 sp; Weight 3 lbs.

    This warm, woven blanket has straps so it can be rolled up and tied. Blankets are often used in conjunction with bedrolls to provide additional warmth or a ground cushion.

    Winter blanket This is a fur blanket large enough for one person. Source Core Rulebook

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    Chair, Folding

    Price 2 gp; Weight 10 lbs.

    This simple folding chair has a wooden frame and canvas seat and back, making it easy to transport and set up wherever you wish. It folds up easily and fits in a handy carrying bag. The chair can support up to 250 pounds with ease.

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    Cot

    Price 1 gp; Weight 30 lbs.

    This elevated camp bed is made of wood and canvas, and is particularly useful when the ground is wet or rocky. It is large enough for a full-grown human, but folds down into a 4-foot-by-9-inch cylindrical bag.

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    Hammock

    Source Adventurer's Armory

    Price 1 sp; Weight 3 lbs.

    This blanket or net is attached to strong ropes, allowing you to hang it from a heavy branch or two trees and sleep above the ground. Climbing into or out of a hammock is a full-round action. A successful DC 5 Dexterity check reduces this to a move action.

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    Soap

    Source Adventurer's Armory

    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.

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    Tent

    Source Advanced Player's Guide

    Tents come in a variety of sizes and accommodate between one and 10 people. Two Small creatures count as a Medium creature, and one Large creature counts as two Medium creatures. Packing up a tent takes half as long as assembling it.

    Small/Normal: A small tent holds one Medium creature and takes 20 minutes to assemble.

    Medium: A medium tent holds two creatures and takes 30 minutes to assemble.

    Large: A large tent holds four creatures and takes 45 minutes to assemble.

    Pavilion: A huge open-air canopy, plus stakes, poles, and ropes. A pavilion holds 10 creatures and takes 90 minutes to assemble. Pavilion tents are large enough to accommodate a small fire in the center.

    Hanging Tent A hanging tent is a small tent (able to comfortably house a single Medium creature) with a teardrop shape, which hangs from a sturdy anchor rope. The rope can be tied to a tree limb, grappling hook, or even a piton hammered into a cliff side. Hanging tents are used primarily in mountainous terrain (where no flat surface may be available for camping) and swamps (where no dry ground may be available). Climbing in or out of a hanging tent is a full-round action that requires a DC 10 Climb check. Failure indicates another attempt must be made, while failure by 5 or more indicates the camper has fallen from the tent. Source Advanced Race Guide

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    Hunting and Fishing Gear

    Hunting and Fishing
    Item Price Weight Source
    Fishhook 1 sp UE
    Net, bell 2 gp 2 lbs. UE
    Net, butterfly 5 gp 2 lbs.1 UE
    Netting, camouflage 20 gp 5 lbs. UE
    Net, fishing 4 gp 5 lbs. UE
    Scent cloak 20 gp 2 lbs./20 AA
    Trap, bear 2 gp 10 lbs. AA

    Hunting and Fishing

    Fishhook

    Source Core Rulebook

    Price 1 sp; Weight

    This metal hook is little more than a stiff, bent needle.

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    Fishing net (25 sq. ft.)

    Source Core Rulebook

    A net for fishing.

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    Fishing Tackle

    Source Core Rulebook

    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.

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    Net

    Bell Net Copper bells hang at each the corners of this 5-foot-by-5-foot wire net. A bell net is designed to blanket gear while you sleep, hunt, cook, or otherwise can't give it your full attention, raising an alarm if your possessions are disturbed. Creatures attempting to access gear protected by a bell net must succeed at a DC 25 Sleight of Hand check to avoid chiming the bells. Hearing the chiming bells of a bell net requires a DC 0 Perception check. Because the many bells chime when you move, traveling with a bell net gives you a –2 penalty on Stealth checks. Price 2 gp; Weight 2 lbs.

    Butterfly net One end of this 6-foot-long pole supports a wide metal hoop covered by a thin mesh net. You can use this to sift objects from material capable of passing through the net, such as sand or water. You can also use a butterfly net to capture Fine or Diminutive creatures as if it were a net (weapon), though you don't need to re-fold the butterfly net if you miss, and you use the handle of the butterfly net like you would the rope of a net weapon. Price 5 gp; Weight 2 lbs.

    Fishing net This net measures 5 feet by 5 feet, and can be used to cover a pit or to block Tiny or larger creatures from entering an area. Price 4 gp; Weight 5 lbs.

    Camouflage netting This loose mesh of twine and varicolored cloth is used to disguise the presence of creatures or large objects. Camouflage netting must be manufactured to provide camouflage in a single type of terrain, such as snow, sand, forest, grass, swamp, urban, or water. When you hide under the netting in the appropriate terrain, you gain a +4 circumstance bonus on Stealth checks as long as you remain immobile and prone. Covering up with camouflage netting is a full-round action requiring a DC 10 Survival check (failure means you do not cover yourself correctly with the netting and do not gain its bonus on Stealth checks). You have the entangled condition when using the netting, except your Dexterity penalty does not affect your initiative or Stealth checks. Taking off camouflage netting is a move action, or a swift action if combined with a move action to stand up from a prone position.

    You may spend 1 minute covering an object with camouflage netting. Make a Survival check with a –10 penalty and use the total as the Stealth check result for the object. Creatures who fail a Perception check against this Stealth DC do not recognize what the object is and usually treat it as a natural part of the terrain. For example, you can conceal a wagon as a rock or patch of brush. Covering a Large object requires two nets. Covering a Huge or Gargantuan object requires five nets and takes 10 minutes of work, and the Survival check penalty is –20 instead of –10. Camouflaging a Colossal object depends on its shape but generally requires at least 10 camouflage nets and takes 1 hour of work, and the Survival check penalty is –30 instead of –10.

    A creature with the scent ability ignores the effect of camouflage netting and makes checks against your actual Stealth roll when in scent range. Any creature within 10 feet of a Large or larger object hidden by camouflage netting automatically recognizes it as an object covered in camouflage. Price 20 gp; Weight 5 lbs.

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    Misc. Outdoors Gear

    Misc. Outdoors Gear
    Item Price Weight Source
    Air bladder 1 sp 1/2 lb. UE
    Animal glue 5 sp 1/2 lb. UE
    Bell 1 gp CRB
    Buoy, common 5 sp 16 lbs. CRB
    Buoy, superior 10 gp 30 lbs. CRB
    Compass 10 gp 1/2 lb. UE
    Heatstone 20 gp 1 lb. ISWG
    Map 50 gp 2 lbs. UE
    Mirror, small steel 10 gp 1/2 lb. CRB
    Rope, hemp (50 ft.) 1 gp 10 lbs. UE
    Rope, silk (50 ft.) 10 gp 5 lbs. UE
    Rope, spider's silk (50 ft.) 100 gp 4 lbs. UE
    Star Charts 200 gp 1/2 lb. ARG
    String or twine (50 ft.) 1 cp 1/2 lb. UE
    Horn, powder 3 gp 1 lb. UE
    Horn, signal 1 gp 2 lbs.1 UE
    Whistle, signal 8 sp UE
    Whistle, silent 9 sp UE

    Misc. Outdoors Gear

    Air Bladder

    Price 1 sp; Weight 1/2 lb.

    Used by swimmers for longer dives, this bladder is similar to a waterskin, but is relatively airtight. If inflated, it holds enough air to sustain a Medium creature for 1 round or a Small creature for 2 rounds.

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    Animal Glue

    Price 5 sp; Weight 1/2 lb.

    This simple glue is created by extensively boiling animal skin, bones, hooves, horn, and tendons until they turn into a ochre syrup that cools when it hardens. Before you use animal glue, you must heat it until it liquefies. You normally apply it with a brush and hold the pieces together for a minute, at which point it is cooled and hardened. The glue is sufficient to coat 1 square foot of surface, or (because of waste and spills) up to 40 smaller applications of approximately 2 square inches each. Pulling apart a large glued surface (at least 1 square foot) requires a DC 15 Strength check. Pulling apart a small glued surface (anything less than 1 square foot) requires a DC 10 Strength check. Animal glue slowly dissolves in water, reducing the Strength DC needed to break it by 1 per 10 minutes. It softens if heated, even with steam, reducing the Strength DC needed to break it by 1 per minute.

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    Compass

    Source Advanced Player's Guide

    Price 10 gp; Weight 1/2 lb.

    An ordinary compass that points to the magnetic north pole grants you a +2 circumstance bonus on Survival checks made to avoid becoming lost. You can also use it to grant the same bonus on Knowledge (dungeoneering) checks made to navigate underground.

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    Flotation Device

    Source Adventurer's Armory

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

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    Heatstone

    Source Inner Sea World Guide

    Alchemically treated to enhance their natural heat-generating properties, these round or ovoid stones of volcanic glass provide enough heat to keep chambers warm in the coldest winter. One heatstone keeps a 20-foot-square area comfortably warm even in extreme cold (below –20° F), or a 40-foot-square area in severe cold (between –20° F and 0° F). A single heatstone is activated by striking it against any hard surface, after which point it continues to provide heat for 24 hours. An active heatstone does not give off enough heat to cook food or cause damage.

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    Horn, signal

    Source Advanced Player's Guide

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

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    Map

    Source Adventurer's Armory

    A geographically relevant map grants a user a +1 circumstance bonus on Survival checks made to navigate in the wilderness. It also can be used to grant the same bonus on Knowledge (dungeoneering) checks made to navigate underground.

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    Mirror

    Source Core Rulebook

    A small steel mirror.

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    Rope

    Hempen The DC to escape hemp rope bonds 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. Price 1 gp; Weight 10 lbs.

    FYI: The Equipment Trick feat provides a number of options for using this item in combat.

    Silk Rope This 50-foot length of silk rope has 4 hit points and can be broken with a DC 24 Strength check. Price 10 gp; Weight 5 lbs.

    Spider's Silk Rope This 50-foot length of rope is woven of strands of silk from monstrous spiders. Rare to virtually nonexistent on the surface world, it is commonly used by the dark elves, though shorter spider's silk rope scraps (generally no more than 10 feet long) occasionally appear among goblins. Spider's silk rope has 6 hit points and can be broken with a DC 25 Strength check. Price 100 gp; Weight 4 lbs.

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    Star Charts

    Source Advanced Race Guide

    Many half-elves live in large cities or communities where they find it difficult to commune with nature. While some go on long sojourns to the wilderness, others spend their evenings on high, lonely rooftops, gazing at the stars. These lonely souls use star charts to track the movement of the stars and other celestial bodies. Anyone referencing one of these charts on a clear night can attempt a DC 20 Knowledge (geography) check to determine her approximate location and the month. In addition, these charts grant a +2 circumstance bonus on Survival checks made to avoid getting lost at night with a clear sky.

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    String or Twine

    Price 1 cp; Weight 1/2 lb.

    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 a break DC of 14.

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    Trap, Bear

    Source Advanced Player's Guide

    Although intended for trapping large animals, bear traps work as well for trapping humanoids or monsters. The hinged jaws of the trap are attached to a chain, which in turn is secured to a spike driven into the ground to ensure that the victim cannot simply crawl away. Prying open the jaws or pulling the spike from the ground requires a DC 20 Strength check.

    Type mechanical; Perception DC 15; Disable Device DC 20

    Trigger location; Reset manual

    Effects Sharp jaws (atk +10 melee 2d6+3); sharp jaws spring shut around the creature’s ankle and halve the creature’s base speed (or hold the creature immobile if the trap is attached to a solid object); the creature can escape with a DC 20 Disable Device check, DC 22 Escape Artist check, or DC 26 Strength check.

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    Whistle

    Signal Whistle With a DC 5 Perform (wind instruments) check, you can use a whistle to signal the same sorts of situations as signal horns. A whistle's piercing report can be clearly heard (Perception DC 0) up to a quarter-mile away. For each quarter-mile beyond, Perception checks to hear a whistle take a –2 penalty. Silent whistles that only animals and other creatures with keen hearing can hear also exist. Price 8 sp; Weight

    Silent Whistle Only animals and other creatures with keen hearing can hear this whistle. Price 9 sp; Weight

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    This section includes various forms of illuminations, fireworks, and firewood.

    Illumination Form
    Item Price Weight Source
    Candle 1 cp UE
    Candle, helmet 2 gp 4 lbs UE
    Candle, insectbane

    ??
    Candle lamp 5 gp 1 lb. UE
    Candlestick 1 cp 1/2 lb. UE
    Darkflare 1 gp Faction Guide
    Firewood (per day) 1 cp 20 lbs. UE
    Lamp 1 sp 1 lb. UE
    Lamp, celestial 300 gp 2 lbs. ARG
    Lantern, bullseye 12 gp 3 lbs. UE
    Lantern, darklight 20 gp 3 lbs. ARG
    Lantern, hooded 7 gp 2 lbs. UE
    Lantern, miner's 15 gp 2 lbs. PSFG
    Lantern, waterproof +5 gp UE
    Moonrod 10 gp 1 lb. ARG
    Sunrod 2 gp 1 lb. CRB
    Thurible 50 gp 3 lbs. UE
    Torch 1 cp 1 lb. UE
    Torch, everburning 110 gp 1 lb. UE

    Illuminations

    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. Price 1 cp; Weight

    Helmet Candle This device consists of a helmet with a short, thin spike on top upon which a candle is stuck, freeing your hands for other tasks. Price 2 gp; Weight 4 lbs.

    Insectbane Candle This heavily scented candle smells pleasant to humans and humanoids but is repellent to insects. Non-monstrous vermin will not approach within a 5-foot radius of a burning candle. It burns for 1 hour. Price: 1 sp; Weight: -

    Candle Lamp A candle lamp is a small lanternlike device with glass panels and a slot to hold a candle. It protects the candle from drafts and catches wax drippings. It provides the same light as a candle, but can be shuttered such that it only illuminates 1 to 3 adjacent squares. You can use a candle lamp to keep your hands warm. Price 5 gp; Weight 1 lb.

    Candlestick This saucerlike object has a flat bottom, a handle, and a spike on top. You can affix a candle onto the spike (up to 3 inches in diameter) and hold the candlestick by the handle. The flat bottom means you're able to set it down and not worry about the candle falling over and extinguishing itself. A typical candlestick is crafted from baked clay or a cheap metal such as copper, but elaborate and expensive ones exist. Price 1 cp; Weight 1/2 lb.

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    Darkflare

    Source Pathfinder Chronicles: Faction Guide

    Created by the drow-hunters, this alchemical flare explodes in black sparks 1 round after lighting. Any creature in the same square as a darkflare when it explodes must make a DC 15 Fortitude save or be unable to see with darkvision for 1d10 rounds. Affected creatures can still see in normal light with no penalty. A darkflare has no effect on creatures without darkvision. The DC to create a darkflare with Craft (alchemy) is 20.

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    Firewood

    Source Core Rulebook

    Price (per day) 1 cp; Weight 20 lbs.

    This bundle of dry wood includes twigs and logs.

    Lamp

    Source Core Rulebook

    Price 1 sp; Weight 1 lb.

    A common 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 1 pint of oil. You can carry a lamp in one hand.

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    Lamp, Celestial

    Source Advanced Race Guide

    This polished lantern contains a continual flame and sheds light as a common lamp. If its font of consecrated crystal and metalwork is filled with holy water, the lamp's light is sanctified for 24 hours, adding a +1 bonus to the save DC of channeled positive energy or energy channeled to harm evil outsiders within a 30-foot radius.

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    Lantern

    Bullseye Lantern 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 1 pint of oil. You can carry a lantern in one hand. Price 12 gp; Weight 3 lbs.

    Darklight Lantern This lantern does not burn oil, but instead burns shadowcloy. When shadowcloy is used as its fuel, this lantern creates a strange, hazy darkness that decreases the light level for 30 feet around it by one step. Unlike when shadowcloy is thrown at a single target, this haze does not decrease natural darkness to supernatural darkness. One flask of shadowcloy fuels a darklight lantern for 1 minute. Source Advanced Race Guide

    Hooded Lantern 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 1 pint of oil. You can carry a lantern in one hand. Price 7 gp; Weight 2 lbs.

    Miner's Lantern A smaller version of the bullseye lantern, a miner's lantern provides normal light in a 30- foot cone and increases the light level by one step in the area beyond that, out to a 60-foot cone (darkness becomes dim light and dim light becomes normal light). A miner's lantern does not increase the light level in normal light or bright light. It burns for 6 hours on 1 pint of oil. A miner's lantern comes with straps for attachment to a helmet or other piece of sturdy headgear, but it can also be carried in one hand. Source Pathfinder Society Field Guide

    Waterproof Lantern 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. Price +5 gp; Weight

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    Moonrod

    Source Advanced Race Guide

    This 1-foot-long, silver-tipped tin rod glows dimly when struck as a standard action. It sheds dim light in a 30-foot radius. However, the light given off by a moonrod is particularly easily to perceive for creatures with low-light vision. For such creatures, a moonrod increases the light level by one step (to a maximum of normal) for a 60-foot radius. It glows for 6 hours, after which the silver tip is burned out and worthless.

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    Sunrod

    Editor's Note

    Can adding additional sunrods to an area of darkness increase the light level?

    No, sunrods can never increase the light level of an area of darkness because they are not magical sources of light. In such an area, it automatically defaults to the ambient natural light level, and then reduces it one step.

    [Source]

    Source Core Rulebook

    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.

    The Equipment Trick feat provides a number of options for using this item in combat.

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    Thurible

    Price 50 gp; Weight 3 lbs.

    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.

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    Torch

    Price 1 cp; Weight 1 lb.

    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.

    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. Price 110 gp; Weight 1 lb.

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    Food and Drink

    This section includes all manner of edible goods, beverages, foodstuffs, and eating utensils and such.

    These prices are for meals and beverages in an average city or town. Unless otherwise specified, the amount received for the listed price is presumed to be a standard meal serving for a single person.

    Beverages (Alcoholic)
    Item Price Weight Source
    Absinthe 3-30 gp 1-1/2 lbs.UE
    Ale 2 sp 8 lbs. CRB
    Ale 4 cp 1 lb. CRB
    Ale, Dwarven Stout 4 cp 1/2 lb. AA
    Ale, Luglurch 1 gp
    HoG
    Ale, Luglurch 4 sp
    HoG
    Applejack 4 sp 8 lbs. UE
    Applejack 8 cp 1 lb. UE
    Baijiu 10 gp 2 lbs. UE
    Bufo 1 gp 2 lbs. UE
    Cauim 1 gp 2 lbs. UE
    Godsbrew 5 cp 1/2 lb. AA
    Grog (mug - AA; cup- PoIS) 2 cp (AA) 1 cp (PoIS) 1/2 lb. (AA) 1 lb. (PoIS) AA/PoIS
    Kumis 5 sp 1-1/2 lbs. UE
    Mead 5 cp 1/2 lb. UE
    Mead 2 gp 8 lbs. UE
    Mead, linnorm 5 cp 1/2 lb. AA
    Pulque 1 sp 1/2 lb. UE
    Rumboozle 1 sp 1/2 lb. UE
    Tepache 5 cp 1/2 lb. UE
    Whiskey, Dragon Punch 10 gp
    HoG
    Whiskey, Oldlaw

    AA
    Wine common 2 sp 6 lbs. CRB
    Wine fine 10 gp 1-1/2 lbs. CRB
    Wine, sealord 15 gp 1/2 lb. UE
    Beverages (Nonalcoholic)
    Item Price Weight Source
    Coffee, common 1 cp 1/2 lb. AA
    Coffee, exotic 3 cp 1/2 lb. UE
    Kahve 2 cp 1/2 lb. UE
    Milk 5 cp 1/2 lb. UE
    Milk, powdered 1 sp 1 lb. UE
    Tea 2 cp 1/2 lb. UE
    Tea, ceremonial 4 cp 1/2 lb. AA
    Tonic, medicinal 10 gp
    HoG
    Foods
    Item Price Weight Source
    Bread 2 cp 1/2 lb. CRB
    Caviar 50 gp UE
    Cheese 1 sp 1/2 lb. UE
    Chocolate 5 gp 1/2 lb. UE
    Fortune cookie 1 cp UE
    Haggis 1 sp 1-1/2 lbs. UE
    Honey 1 gp 1/2 lb. UE
    Ice cream 1 sp UE
    Maple syrup 1 gp 1/2 lb. UE
    Meal, banquet 10 gp CRB
    Meal, good 5 sp CRB
    Meal, common 3 sp CRB
    Meal, poor 1 sp CRB
    Meat 3 sp 1/2 lb. CRB
    Meat, street 1 cp 1/2 lb. UE
    Rations, trail 5 sp 1 lb.* UE
    Rations, Dwarven trail 2 gp 1-1/2 lbs.* UE
    Rations, Elven trail 2 gp 1 lb.* UE
    Rations, Gnome trail 2 gp 1 lb. * UE
    Rations, Halfling trail 2 gp 1/2 lb.* UE
    Rations, Orc trail 1 gp 1 lb.* UE
    Rations, Wandermeal (per serving) 1 cp 1/2 lb. AA
    Travel cake mix 1 sp 1 lb. UE
    Yogurt 1 sp 1/2 lb. UE

    Food and Drink

    Beverages (Alcoholic)

    Absinthe

    Price 3–30 gp; Weight varies

    This green alcoholic drink, made from wormwood, is rumored to enhance creativity, which makes it a favored beverage of artists and eccentrics.

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    Ale

    Source Core Rulebook

    • Gallon
    • Mug

    The listed prices are for a tavern or restaurant in an average city.

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    Ale, Dwarven Stout

    Source Adventurer's Armory

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

    The listed prices are for a tavern or restaurant in an average city.

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    Ale, Luglurch

    Source Pathfinder Player Companion: Halflings of Golarion

    Most races find this pale and frothy beer too salty to swallow, but halflings simply consider it an acquired taste. Drinking three or more cups of Luglurch in a 1-minute span gives a halfling a –2 penalty on Perception checks and a +1 bonus on Reflex saves and Acrobatics checks for 10 minutes.

    Note: Non-halflings do not receive any bonuses from this drink.

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    Applejack

    Price 8 cp–4 gp; Weight 1 lb.–8 lbs.

    This even stronger version of hard cider is typically made by allowing hard cider to freeze during the winter cold, then removing the ice to extract much of the water from the cider and concentrate the alcohol.

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    Baijiu

    Price 10 gp; Weight 2 lbs.

    This clear alcoholic beverage, distilled from sorghum, is extremely potent, and is often regarded as an acquired taste due to its corrosive flavor.

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    Bufo

    Price 1 gp; Weight 2 lbs.

    This drink is a favorite of goblins, boggards, and other primitive humanoids. It is made by soaking a poisonous toad or frog (or its eggs) in weak beer, or by “milking” these animals for their poison and mixing it with the beer (which allows the animal to be used over and over again). Some tribes use wide-mouthed jugs and leave the dead animal inside as a crunchy treat for eating once the drink is gone. A creature drunk on bufo has the dazzled condition in addition to the normal intoxication effect.

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    Cauim

    Price 1 gp; Weight 2 lbs.

    This beer-like drink, made from manioc root or corn, requires extensive chewing as part of its production.

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    Godsbrew

    Source Adventurer's Armory

    The recipe for this beer was said to be the last beer imbibed by a god before he undertook a great challenge.

    The listed prices are for a tavern or restaurant in an average city.

    *Are you looking for the official Pathfinder Roleplaying Game version of this item? Click here to find it!

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    Grog

    Source Adventurer's Armory

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

    The listed prices are for a tavern or restaurant in an average city.

    Additional Information from Pirates of the Inner SeaSailors, especially on pirate crews, often demand daily rations of alcohol. To prevent hoarding of alcohol (resulting in drunkenness and subsequent hangovers), most captains mix alcohol with water and a bit of lime or lemon juice to make grog. The water dilutes the alcohol and causes it to spoil more quickly, while the citrus juice masks the taste of spoilage and also prevents scurvy.

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    Kumis

    Price 5 sp; Weight 1-1/2 lbs.

    This alcoholic beverage, made from fermented horse milk, has approximately the same potency as typical beer. It is served cold.

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    Mead

    Price 5 CP–2 gp; Weight 1/2 lb.–8 lbs.

    This alcoholic beverage is made by fermenting honey and water. It may be flavored with spices, fruit, or hops.

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    Mead, Linnorm

    Source Adventurer's Armory

    The favorite drink of the Ulfen, this honey mead has traveled with them into the southern lands. It is sweet and strong and, according to Ulfen bards, is an indisputable aid to singing.

    The listed prices are for a tavern or restaurant in an average city.

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    Pulque

    Price 1 sp–4 sp; Weight 1/2 lb.–2 lbs.

    This nutritious milk-colored alcoholic beverage is fermented from the heart of the agave or century plant.

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    Rumboozle

    Source Adventurer's Armory

    A potent drink featuring rum, wine, ale, eggs, sugar, and spices, rumboozle is served warm in finer taverns around the Inner Sea.

    The listed prices are for a tavern or restaurant in an average city.

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    Tepache

    Price 1 sp; Weight 1/2 lb.

    This mildly alcoholic beverage is made of beer, pineapple (or other tropical fruit), sugar, and cinnamon, then fermented a few days and served cold with chili powder. It is sweet and pleasant but common only in warmer climates.

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    Whiskey, Dragon Punch Whiskey

    Source Pathfinder Player Companion: Halflings of Golarion

    According to legend, the inventor of this dark and harsh liquor actually did attack a dragon bare handed (and presumably lived to pass on the recipe). Halflings who drink four cups of Dragon Punch Whiskey in the space of an hour take a –4 penalty to Dexterity but gain a +4 alchemical bonus on saves against fear for the next 10 minutes

    Note: Non-halflings do not receive any bonuses from this drink.

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    Whiskey, Oldlaw

    Source Adventurer's Armory

    This single-malt smooth rye whiskey is a favorite of old soldiers everywhere.

    The listed prices are for a tavern or restaurant in an average city.

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    Wine

    Source Core Rulebook

    • Common (pitcher)
    • Fine (bottle)

    The listed prices are for a tavern or restaurant in an average city.

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    Wine, Sealord

    These red and white wines grown in certain coastal vineyards have a sweet–tart flavor valued by nobles in many lands. Price 15 gp; Weight 1/2 lb.

    The listed prices are for a tavern or restaurant in an average city.

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    Beverages (Nonalcoholic)

    Coffee

    Source Adventurer's Armory

    This drink is brewed by pouring boiling water through crushed, roasted coffee beans. A very strong form is potent enough to reduce the penalties from the fatigued condition from –2 to –1 for 1 hour.

    The listed prices are for a tavern or restaurant in an average city.

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    Coffee, Exotic

    Source Adventurer's Armory

    This coffee brewed has a wine-like acid taste that is too strong for a novice palate. The listed prices are for a tavern or restaurant in an average city.

    *Are you looking for the official, Pathfinder Roleplaying Game version of this item? Click here to find it!

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    Kahve

    Source Adventurer's Armory

    Also known as desert 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. The grounds left in the bottom of a cup are sometimes used for fortune-telling.

    The listed prices are for a tavern or restaurant in an average city.

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    Tonic, Medicinal

    Source Pathfinder Player Companion: Halflings of Golarion

    This mild sedative is normally used to treat insomnia, making the drinker reluctant to take hasty actions but adept at remaining still or silent. One cup of the tonic gives a halfling a –4 penalty on initiative checks for 10 minutes and a +2 alchemical bonus on Stealth checks for that time.

    Note: Non-halflings do not receive any bonuses from this drink.

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    Tea

    Source Adventurer's Armory

    A popular beverage in most civilized regions, tea is usually served with milk, sugar, or spices.

    The listed prices are for a tavern or restaurant in an average city.

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    Tea, Ceremonial

    Source Adventurer's Armory

    This dark, hot tea comes from the east, and its brewing is part of the classical tea ceremony. Knowing the proper steps of preparing and participating in a tea ceremony requires a successful DC 15 Knowledge (nobility) skill check. A ceremonial tea set includes a tray, teapot, and four tiny cups and spoons.

    The listed prices are for a tavern or restaurant in an average city.

    Foods

    Bread

    Source Core Rulebook

    The listed prices are for one loaf in a tavern or restaurant in an average city.

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    Cheese

    Source Core Rulebook

    The listed prices are for one hunk of cheese in a tavern or restaurant in an average city.

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    Meal

    Source Core Rulebook

    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.
    • Banquet A banquet meal includes several food courses, good drinks, and servants to bring the food and take away empty plates. The listed price is for having a banquet at a restaurant (though some restaurant owners can be hired to serve a banquet at a private location). The price listed above is per person. Price 10 gp; Weight

    The listed prices are for a tavern or restaurant in an average city.

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    Meat

    Source Core Rulebook

    The listed prices are for a tavern or restaurant in an average city.

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    Rations

    Source Core Rulebook

    A days worth of simple and basic food.

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    Rations, Trail

    Price 5 sp; Weight 1 lb.

    The listed price is for a day's worth of food. This bland food is usually some kind of hard tack, jerky, and dried fruit, though the contents vary from region to region and the race of those creating it. As long as it stays dry, it can go for months without spoiling.

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    Rations, Dwarven Trail

    Price 2 gp; Weight 1-1/2 lbs.

    Dwarven trail rations consist of smoked sausages and salted meat, rounded out with hard biscuits and dried vegetables. If you are a dwarf who subsists on nothing but these rations for at least 1 week, you can hustle or make a forced march for an additional hour without ill effects, but cannot do both in the same day. This benefit lasts until you eat a meal other than the rations or go for a full day without eating a day's worth.

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    Rations, Elven Trail

    Price 2 gp; Weight 1 lb.

    Elves favor soft trail bread made of oats mixed with other grains, berries, and nuts and sweetened with honey. They supplement this trail bread with dried fruits and nuts. If you are an elf who subsists on nothing but these rations for at least 1 week, you receive a +2 bonus on checks and saves that benefit from the Endurance feat. This benefit lasts until you eat a meal other than the rations or go for a full day without eating a day's worth.

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    Rations, Gnome Trail

    Price 2 gp; Weight 1 lb.

    Almost any preserved food can be found in gnome trail rations, which are designed to keep a wandering gnome from needing to dine on the same meal twice in a week. If you are a gnome who subsists on nothing but these rations for at least 1 week, you are treated as being 1 Hit Die higher for the purposes of spells and supernatural abilities that have variable effects based on Hit Dice, such as color spray and sleep. This does not actually improve your caster level, character level, or Hit Dice in any other way. This benefit lasts until you eat a meal other than the rations or go for a full day without eating a day's worth.

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    Rations, Halfling Trail

    Price 1 sp; Weight 1/2 lb.

    A day's worth of halfling trail rations is actually more than what a typical adventuring halfling eats in a day—a full belly strengthens a halfling's resolve. Common foods include sweetened dried fruit, aged sausage, hard sharp cheese, honey cakes, and a mixture of roasted grains, nuts, and molasses. If you are a halfling who subsists on nothing but these rations for at least 1 week, you reduce the penalty for the shaken condition from –2 to –1. This benefit lasts until you eat a meal other than the rations or go for a full day without eating a day's worth.

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    Rations, Orc Trail

    Price 1 gp; Weight 1 lb.

    A typical orc trail ration consists of coarse black bread, thin sausages as hard as leather that must be chewed slowly to soften them, dried meat of uncertain origin, and pungent peppers. If you are an orc or half-orc who subsists on nothing but these rations for at least 1 week, you add +2 to the DC to resist any Intimidate checks you make. This bonus lasts until you eat a meal other than the rations or go for a full day without eating a day's worth.

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    Rations, Wandermeal

    Source Adventurer's Armory

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

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    Food & Lodging (aka Monthly Cost of Living)

    Source Core Rulebook

    An adventurer's primary source of income is treasure, and his primary purchases are tools and items he needs to continue adventuring—spell components, weapons, magic items, potions, and the like. Yet what about things like food? Rent? Taxes? Bribes? Idle purchases?

    You can certainly handle these minor expenditures in detail during play, but tracking every time a PC pays for a room, buys water, or pays a gate tax can swiftly become obnoxious and tiresome. If you're not really into tracking these minor costs of living, you can choose to simply ignore these small payments. A more realistic and easier-to-use method is to have PCs pay a recurring cost of living tax. At the start of every game month, a PC must pay an amount of gold equal to the lifestyle bracket he wishes to live in—if he can't afford his desired bracket, he drops down to the first one he can afford.

    Destitute (0 gp/month): The PC is homeless and lives in the wilderness or on the streets. A destitute character must track every purchase, and may need to resort to Survival checks or theft to feed himself.

    Poor (3 gp/month): The PC lives in common rooms of taverns, with his parents, or in some other communal situation—this is the lifestyle of most untrained laborers and commoners. He need not track purchases of meals or taxes that cost 1 sp or less.

    Average (10 gp/month: The PC lives in his own apartment, small house, or similar location—this is the lifestyle of most trained or skilled experts or warriors. He can secure any nonmagical item worth 1 gp or less from his home in 1d10 minutes, and need not track purchases of common meals or taxes that cost 1 gp or less.

    Wealthy (100 gp/month): The PC has a sizable home or a nice suite of rooms in a fine inn. He can secure any nonmagical item worth 5 gp or less from his belongings in his home in 1d10 minutes, and need only track purchases of meals or taxes in excess of 10 gp.

    Extravagant (1,000 gp/month): The PC lives in a mansion, castle, or other extravagant home—he might even own the building in question. This is the lifestyle of most aristocrats. He can secure any non-magical item worth 25 gp or less from his belongings in his home in 1d10 minutes. He need only track purchases of meals or taxes in excess of 100 gp.

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