This page includes locks, chains, keys, manacles, tools, and various tool kits. Click a link below to go to that table.
While undines dress sparingly, they often wear 10-foot-long belts of fine linked chain about their waists. The belts contain hinged links to which the wearer can affix various objects such as tools, small weapons, and other valuables, including links of silver and platinum, or small hammered plates of gold set with gems. If worn properly, the belt can hold up to 30 pounds of small items. A swimming undine can unwrap the belt as swift action if she needs to remove it to decrease her weight load.
Fetters are manacles fitted around the ankles rather than the wrists, and use the same rules for breaking, escape, and cost relative to size. A creature in fetters is entangled and can only move at half speed. In addition, a fettered creature must succeed at a DC 15 Acrobatics check to move more than its (reduced) speed in a round. If it fails the check by 5 or more, the creature falls prone.
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).
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.
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.
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 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.
False Manacles 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. Source PPC:AA
Mithral Manacles 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. Source PPC:AA
Price 180 gp; Weight 3 lbs.
These masterwork manacles are designed to swiftly secure a restrained creature. The price includes a quick-release mechanism that, when attached to a belt or pack, allows you to retrieve the quickcatch manacles with one hand as a swift action.
Quickcatch manacles include a good lock that locks automatically when the manacles are applied. When you take the tie up action in a grapple, you can lock your opponent in quickcatch manacles instead of using rope. The quickcatch manacles must be sized appropriately for your opponent. Quickcatch manacles can be constructed for creatures of different sizes using the same multipliers as ordinary manacles.
Barbs added to these manacles wound a captive who does more than move slowly and with care. A creature secured in barbed manacles takes 1 point of piercing damage if it takes more than a single move action during a round. Rough movement of any kind, such as being struck in combat or falling prone, likewise causes 1 point of damage. Attempting to break out of barbed manacles with a Strength check deals 1d4 points of piercing damage to the captive regardless of the success of the attempt.
Fetters can also be fitted with barbs, but the wearer can avoid damage by not taking actions that involve moving its legs. Hobgoblins often use such fetters to secure artisans to their worktables. Securing a captive with multiple sets of manacles and/or fetters doesn't cause additional damage.
This section includes several kits of preselected gear for each character class or for specific adventuring purposes (dungeoneering, spelunking, and so on). GMs can use these kits to quickly round out an NPC's gear. Players can use them to equip new PCs in a hurry or as a shorthand for providing gear for cohorts, followers, minions, and hirelings. The listed price for the kit includes a small discount for purchasing these items as a group. Items in a kit that are used up, destroyed, or lost cost the full price to replace.
Each of the tools below serves a distinct and unique purpose.
1 These items weigh one-quarter this amount when made for Small characters.
Price 2 gp; Weight 2 lbs.
This device helps you perform mathematical calculations.
Price 50 gp; Weight 40 lbs.
This training contraption consists of a stout, 7-foot-tall wooden pillar with spring-powered wood-and-brass arms jutting sideways at different heights. When the springs are wound, the arms wave erratically through the area within 10 feet of the pillar. The arms don't swing with sufficient force to cause damage, but you can practice your acrobatic technique by moving up to and around the pillar while the arms are in motion, attempting to avoid being tagged. The mechanism operates for 10 minutes before winding down. The entire contraption can be dismantled and stowed in a chest the size of a large foot locker for transport.
Using the pillar to hone your acrobatic techniques requires 1 hour of practice and a DC 20 Acrobatics check. If you succeed at the check, you gain a +2 circumstance bonus on Acrobatics checks to avoid attacks of opportunity provoked by moving out of or through an opponent's threatened area. This bonus lasts for 24 hours or until you fail an Acrobatics check.
Price 250 gp; Weight 40 lbs.
Portable altars are typically made of wood and are ornately carved and decorated with the religious iconography of a specific religion. The top of the altar lifts up, and items such as candles, incense, and oil can be stored within. These altars are modest, but give traveling priests a center from which to say their daily prayers, perform minor rituals, or preach to an assembled crowd.
Price 5 gp; Weight 10–100 lbs.
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 much heavier and larger (100 pounds) than farrier anvils (50 pounds), which in turn are much bigger than silver- or goldsmith anvils (10 pounds). Many metalworking tasks are impossible without the proper anvil.
Price 30 gp; Weight 10 lbs.
This collection of flexible strips of wood, durable shims, and thin cords allows you to prop open the buckles, padding, and plates of armor for easy entry. If you take at least 15 minutes preparing an empty suit of armor with an armor truss, you are considered to have help in putting on the armor and can don the armor in the time it usually takes to don the armor hastily without worsening armor check penalties or decreasing armor bonuses.
Price 1 gp; Weight 1/2 lb.
Price 1,000 gp; Weight 6 lbs.
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.
Price 1 gp; Weight 3 lbs.
Price 5 gp; Weight 5 lbs.
Whether it is used to hoist treasure from a pit or move supplies, a simple block-and-tackle pulley, when it is properly secured, adds a +5 circumstance bonus on Strength checks to lift heavy objects. Securing the pulley requires 1 minute.
Price 200 gp; Weight 60 lbs.
When staked down with eight pitons (four on each side of the gap), this rope and slat bridge can support up to 1,500 pounds and span a 30-foot gap. It rolls up into a parcel that can be carried slung over the back or by a pack animal. Convincing an animal to cross a portable bridge requires the come or heel trick.
A buoy is used to mark a specific spot in a lake, river, or similar body of water, making it possible for you to return to that location at a later date.
A common buoy includes a float (typically an air-filled bladder or sealed gourd), a 200-foot length of twine, and a 15-pound stone used as an anchor. The float is usually painted a vivid color, and may have a small flag to attract attention. Though anchor buoys prove quite resilient to normal weather and tides, they offer little challenge to intelligent creatures determined to sabotage them.
A superior buoy has a spherical or ovoid hollow metal float (typically copper), a length of chain rather than twine, and a metal anchor rather than a weight.
Price 200 gp; Weight 4 lbs.
This expertly crafted helmet has several small arms that hold magnifying lenses near the wearer's face. They're kept in place by locking hinges and crude gyroscopes that compensate for normal head movements. While the lenses are properly aligned, the wearer gains a +2 circumstance bonus on Appraise and Craft checks involving items that are small or highly detailed and on sight-based Perception checks when she uses an action to inspect something within 5 feet. However, the arms become misaligned if the wearer falls prone or is grappled, or if the helmet is damaged (hardness 5, 2 hit points). If the arms are misaligned, they lose their usefulness until readjusted (a full-round action that provokes attacks of opportunity).
Price 400 gp; Weight 4 lbs.
A vigil cap is built like a tinker's cap, but with shades and wide-view mirrors instead of magnifying lenses. The helmet's arms can be adjusted (as a full-round action that provokes attacks of opportunity) into one of the following modes at a given time:
All-Around Perspective: When properly angled, the mirrors grant the wearer a better view of his surroundings and attacking foes. In this mode, the helmet grants a +2 circumstance bonus on reactive sight-based Perception checks.
Indirect Observation: Intended to protect against gaze attacks, this mode combines shades positioned to block forward vision with mirrors angled to let the wearer see around him. Any time he would normally have to attempt a saving throw against a gaze attack, there is a 75% chance he doesn't need to attempt the save. Because of the wearer's obscured vision, however, all foes gain partial concealment (10% miss chance) against him.
Price 200 gp; Weight 1/2 lbs.
This eldritch chart describes part of the unfathomably vast shape of the physical universe and the subtler motions of the stars. A cosmogram grants a +1 circumstance bonus on Knowledge (geography) checks relating to stars and on Survival checks to navigate the void of space between star systems. A cosmogram can be consulted while using an orrery as a focus for augury. Doing so increases the chance of a successful reading by 2%.
Price 3 cp; Weight —
Price 10 gp; Weight 4 lbs.
This snug leather hood has built-in goggles and a filtration tube containing sponges. A filter hood uses your helm slot and imposes a –2 penalty on hearing- and sight-based Perception checks. While the sponges are moist, the hood grants you a +2 resistance bonus on saving throws against inhaled poisons and other airborne attacks that require you to breathe them. Moistening the sponges with water is a standard action. The sponges dry out after 1d4 × 10 minutes and should be thoroughly rinsed after each use.
Price 1 gp; Weight —
Price 5 gp; Weight —
This small metal rod has a tiny sharp wheel on one end and a bulb on the other. You score the glass with the wheel and tap it with the bulb to break it. If you succeed at a DC 15 Sleight of Hand check, you can break the glass very quietly (DC 15 Perception check to hear). Most thieves use glue paper with a glass cutter to reduce noise and capture glass fragments.
Price 120 gp; Weight 10 lbs.
This thick iron gauntlet is more an encasing than a piece of armor. It has only a few moving joints, and the position of its fingers and wrist must be adjusted and locked into place before the wielder can properly slip it over her arm. When wearing a metal glove, it is impossible to manipulate one's digits (meaning the wearer cannot hold anything in that hand), but that hand and forearm are completely protected from injury, making it easy to reach into a trapped hole or a deadly animal's cage. Any trap or creature attempting to damage an arm wearing a metal glove must break through the glove before reaching the wearer. Heavy objects that would normally crush the wearer's hand rest harmlessly on the glove instead, likely trapping the item but allowing her to pull her hand out as normal. A metal glove has hardness 10 and 15 hit points, and can withstand 2,000 pounds of pressure before crumpling. It does not protect the wearer from injury to other parts of her body.
Price 10 gp; Weight —
These spectacles have lenses made of smoked glass that help protect against creatures with gaze attacks. You are always treated as averting your gaze when dealing with gaze attacks, and you gain a +8 circumstance bonus on saving throws against visual-based attacks (any attack that a blind creature would be immune to). You take a –4 penalty on Perception checks while wearing the goggles, and all opponents are treated as having concealment (20% miss chance).
Price 5 sp; Weight 2 lbs.
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.
Price 25 gp; Weight 10 lbs.
This wood-and-leather harness fits over clothing or armor and provides small handles and footrests across your back and along the sides of your legs and arms. While wearing a handle harness, you automatically succeed at checks to aid an adjacent ally of your size or smaller with Climb or Ride checks, or Acrobatics checks to balance on narrow surfaces or uneven ground. A handle harness's ungainly construction gives you a –2 penalty on Escape Artist checks.
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 have an AC of 5.
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.
Price 40 gp; Weight 24 lbs.
This kit includes an alchemy crafting kit, a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin. The kit does not contain a formula book because an alchemist begins play with a formula book and does not need to purchase one.
Price 1 sp; Weight —
These reed or bamboo whistles mimic the calls of various wild animals. Each whistle is keyed to a specific type of animal and a specific call (usually signaling the availability of food or a mate to draw the animal closer). Using the correct whistle gives you a +2 bonus on Survival checks to track animals of the specific animal type or to get along in the wild.
Price 25 gp; Weight 5 lbs.
An alchemist with an alchemy crafting kit is assumed to have all the material components needed for his extracts, mutagens, and bombs, except for those components that have a specific cost. An alchemy crafting kit provides no bonuses on Craft (alchemy) checks. (This item was previously called an “alchemist's kit”, and was renamed to avoid confusion with the set of adventuring gear called an “alchemist's kit.”)
Price 100 gp; Weight 3 lbs.
This small box contains a wide variety of remedies and treatments against not only specific poisons but also their most common methods of delivery, including such things as purgatives to eliminate ingested toxins. It grants a +3 circumstance bonus on Heal checks made to treat poison. An antidote kit is exhausted after 10 uses.
Price 21 gp; Weight 34 lbs.
This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin. The kit does not contain a spellbook because an arcanist begins play with a spellbook and does not need to purchase one.
Price 9 gp; Weight 26 lbs.
Price 41 gp; Weight 33-1/2 lbs.
This includes a backpack, a bedroll, a belt pouch, a common musical instrument, a flint and steel, ink, an inkpen, an iron pot, a journal, a mess kit, a mirror, rope, soap, torches (10), trail rations (5 days), and a waterskin.
Price 9 gp; Weight 27 lbs.
Price varies; Weight varies
Common 105 gp 15 lbs.
Superior 380 gp 24 lbs.
This kit provides useful tools for bounty hunters. It includes basic maps showing major landmarks, caltrops, common manacles with an average lock, a net, a sap, and a 10-foot chain. Bounty hunters are notoriously individualistic, so variant kits are common. One such variant is the superior bounty hunter's kit, which replaces the common manacles with masterwork manacles and the average lock with a good lock, and includes a footprint book, a tanglefoot bag, and masterwork thieves' tools.
Price 9 gp; Weight 36-1/2 lbs.
Price 353 gp; Weight 40 lbs.
This kit contains all manner of items useful for smashing down doors, creating diversions, and blowing things up. It includes a dose of alchemist's glue, a flask of alchemist's fire, a crowbar, a drill, a fuse grenade, a glass cutter, a jetcaster, a vial of phosphorescent gel, 4 pints of oil, a portable ram, a dose of rusting powder, 5 tindertwigs, and a wire
Price 12 gp; Weight 80 lbs.
This kit is actually four bundles of gear, designed so four individuals can share the load. It consists of four bedrolls, four blankets, a day's worth of firewood, a flint and steel, a tindertwig, four mess kits, a cooking kit, and 8 days of trail rations (with the expectation that adventurers will supplement the rations with a little hunting as they travel). Adventurers expecting inclement weather should also purchase one or more tents.
Price 23 gp; Weight 112 lbs.
This includes animal feed (5 days), a backpack, a bedroll, a belt pouch, a bit and bridle, a flint and steel, an iron pot, a mess kit, a riding saddle, rope, saddlebags, soap, torches (10), trail rations (5 days), and a waterskin.
Price 400 gp; Weight 4 lbs.
This sturdy leather case straps to the waist or thigh, or can be slung over a shoulder. It consists of a leather pouch, a healer's kit, a bottle of strong brandy, a potion of cure light wounds, a vial of smelling salts, and 2 doses each of alchemist's kindness, antiplague, antitoxin, bloodblock, and soothe syrup.
Price 40 gp; Weight 4-1/2 lbs.
This bundle contains a map case, two vials of ink, two inkpens, 10 sheets of paper, two blank journals, a pound of fine powder for drying ink, and a 20-foot measuring cord. The supplies usually suffice for chronicling a single expedition of not more than 2 months' duration.
Price 16 gp; Weight 32 lbs.
This includes a backpack, a bedroll, a belt pouch, candles (10), a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol.
Price 80 gp; Weight 5 lbs.
Price 3 gp; Weight 16 lbs.
This kit contains an iron pot, an iron skillet, a ladle, a skewer, a wooden cutting board, a cutting knife, an iron tripod for the pot, a packet of tinder, and a small selection of local or otherwise easy to find seasonings. You can attach the skewer to the tripod for roasting small game animals. All the component pieces (except the skillet) fit within the pot for easy storage and transport.
Price 10 gp; Weight 5 lbs.
This kit contains items to assist a courtesan in soothing the body and mind. For the body, the kit contains a razor, scented oils and salves, fragrances, a warming pot, and a variety of appealing outfits. Books of poetry, literature, and plays—often focusing on salacious topics and full of double entendres—entertain the mind.
Price 50 gp; Weight 8 lbs.
Price 121 gp; Weight 38 lbs.
This kit is ideal for adventurers who venture into sunken ruins or half-flooded temples, and includes an air bladder, a common buoy, 30 feet of chain, a fishing net, a glass bottle, a pound of soap, three sunrods, a waterproof bag, and a waterproof hooded lantern with 3 flasks of oil.
Price 485 gp; Weight 64 lbs.
Aimed more at hired blades than seasoned adventurers, this kit provides supplemental equipment for outfitting hirelings to hunt dragons. It includes a potion of cure moderate wounds, oil of bless weapon (1 application), a longspear, a backpack, three large sacks, a sunrod, a tower shield, and 5 vials of alchemist's fire. For hunting dragons that are immune to fire, the alchemist's fire can be replaced with acid at the time of purchase, for a savings of 50 gp.
Price 14 gp; Weight 44 lbs.
This includes animal feed (5 days), a backpack, a belt pouch, a blanket, a flint and steel, holly, mistletoe, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin.
This bundle of essential supplies for exploring ruins and abandoned cities includes two candles, chalk, a hammer and four pitons, 50 feet of hemp rope, a hooded lantern with 5 flasks of oil, two sacks, two torches, and four tindertwigs. A deluxe dungeoneering kit contains two candles, chalk, a hammer and four pitons, 50 feet of silk rope, two sacks, three sunrods, four tindertwigs, and an everburning torch.
Price 5 sp; Weight 3 lbs.
This kit includes juggling balls, colored handkerchiefs, playing cards, clownish makeup, and other simple props for stage magicians and other street entertainers.
Price 9 gp; Weight 29 lbs.
Price 5 sp; Weight 3 lbs.
This kit includes a simple fishing pole and a small box that contains fishing tackle (hooks, lines, sinkers, floats, and lures).
Price 200 gp; Weight 6 lbs.
These inks, pens, papers, templates for certificates, and tools for modifying or copying official seals facilitates the creation of counterfeit documents. It grants a +2 circumstance bonus on Linguistic checks made for the purpose of making forgeries.
Particularly useful for travelers moving through areas too small or remote to support a full-time place for gambling, this small, tightly packed suitcase holds decks of cards, a betting wheel, numbered cloths, colored wooden chips, and a wide variety of other sorts of specialized equipment necessary for many different games of chance. A cheating gambler's kit is very similar, except its cards are marked and its games are rigged, giving a knowledgeable user a +4 circumstance bonus on Profession (gambler) checks when using these materials. A DC 25 Perception or DC 20 Profession (gambler) check exposes the ruse.
Price 5 gp; Weight 2 lbs.
Price 670 gp; Weight 22 lbs.
This sturdy satchel is the quintessential toolkit for detecting ghosts and sending them to their final slumber. This kit includes 10 candles, three flasks of holy water, one potion of lesser restoration, a crowbar, a folding shovel, four sunrods, one spiritbane spike, and a wooden holy symbol.
Price 265 gp; Weight 22 lbs.
This kit provides all the tools necessary to seal a coffin or other burial container and ensure that it stays closed. It includes 20 feet of chain, a good lock, 1 dose of alchemical cement, a folding shovel, a stubborn nail, and a leather-bound copy of a holy text.
Price 1 gp; Weight 2 lbs.
This pouch of toiletries includes a comb, scissors, a nail file, a sponge, a hairbrush, a miniature mirror, soap, a chewing stick, and tooth powder.
Price 26 gp; Weight 31 lbs.
Price 15 gp; Weight 2 lbs.
This small kit has all the tools a person needs to create, repair, and restore firearms, except for the necessary raw materials. Without such a kit, you cannot properly construct or provide upkeep for firearms.
Price 50 gp; Weight 1 lb.
Price 15 gp; Weight 43-1/2 lbs.
This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, rope, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol.
Price 140 gp; Weight 15 lbs.
This kit is useful to adventurers who must practice guile and deception in order to acquire useful information, and includes a set of caltrops, chalk, a disguise kit, an ear trumpet, fake footprint shoes, a skeleton key, and a wrist sheath. For Small creatures, the weight of an infiltration kit is 9 pounds.
Price 30 gp; Weight 34 lbs.
This kit includes a backpack, a bedroll, a belt pouch, candles (10), a cheap holy text, a flint and steel, an iron pot, manacles, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol.
Price 40 gp; Weight 37 lbs.
This kit includes an alchemy crafting kit, a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin. The kit does not contain a formula book because an investigator begins play with a formula book and does not need to purchase one.
Price 15 gp; Weight 10 lbs.
This kit includes multiple sets of well-balanced objects, such as balls, clubs, knives, rings, and torches. It provides a +1 bonus on Perform (act or comedy) checks and checks involving juggling.
Price 751 gp; Weight 17 lbs.
This kit is designed for melee-focused warriors who hope to kill or capture a dragon. It includes 50 feet of chain, a crowbar, an everburning torch, an application of fire (or frost) ward gel, fire-resistant boots, a potion of resist energy, three sacks, a shield sconce, a simple lock, and a weapon cord.
Price 5 gp; Weight 5 lbs.
This sturdy ceramic jar has a heavy lid with a few tiny holes to let air in. It is normally half-filled with water and contains four adult leeches, each about 6 inches long. A leeching kit grants you a +2 circumstance bonus on Heal checks to treat poison. Used for medicinal bloodletting, a leech can survive for 6 months between feedings.
Price 170 gp; Weight 6 lbs.
Ideal for use in subterranean environments or in combat against light-averse creatures, this small kit provides ample alchemical and magical sources of illumination. It contains an ioun torch, flash powder, a pair of sunrods, four torches, and six tindertwigs.
Price 22 gp; Weight 31 lbs.
This includes a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin. The kit does not contain a spellbook because a magus begins play with a spellbook.
Price 10 gp; Weight 2 lbs.
This small kit contains a simple slate with a grid carved into its surface and a number of differently colored pieces of chalk. If you use this kit to draw a map as you travel, you receive a +2 circumstance bonus on Survival skill checks to avoid becoming lost.
Price 150 gp; Weight 14 lbs.
This kit contains items necessary for a melee combatant to overcome the most common forms of damage resistance. The kit includes a cold iron morningstar, a silver sickle, two flasks of acid, two flasks of alchemist's fire, and two flasks of holy water.
Price 2 sp; Weight 1 lb.
This kit includes a plate, bowl, cup, fork, knife, and spoon, made of wood, horn, or tin. Each item has a handle or small hole, and can be tied together using the included leather cord.
Price 10 gp; Weight 2 lbs.
This kit is used by midwives to care for pregnant women and to deliver babies. Each kit contains herbs to treat common conditions during pregnancy, salves for aches and distended skin, swaddling cloths, a small but sharp knife for cutting an umbilical cord, powder for cleaning the newborn, bandages, a needle, and thread. Using the kit gives you a +4 circumstance bonus on Heal checks when dealing with humanoid pregnancy or birth. You may use it for other kinds pregnant or birthing creatures (such as animals or monstrous humanoids), but it only gives a +2 bonus on such Heal checks. A midwife's kit is exhausted after 10 uses.
Price 8 gp; Weight 22 lbs.
Price 9 gp; Weight 29 lbs.
Price 11 gp; Weight 30 lbs.
This kit includes a backpack, a bedroll, a belt pouch, a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol.
Price 12 gp; Weight 22 lbs.
This kit consists of a backpack, a bedroll, a belt pouch, a clay mug, a dagger, two fishhooks, a flint and steel, a sewing needle, a signal whistle, 50 feet of string, 50 feet of thread, a waterskin, a week's worth of trail rations, and a whetstone. For Small creatures, the weight of a Pathfinder's kit is 7-1/2 pounds. Leaving the bedroll and rations at camp or on a mount reduces the weight by 12 pounds for Medium creatures and by 3 pounds for Small creatures.
Price 40 gp; Weight 10 lbs.
A perfume kit consists of an atomizer and a diverse array of perfumes, scented oils, wild flowers, and herbs. Applying scents from a perfume kit takes 1 minute, and grants you a +1 circumstance bonus on Bluff, Diplomacy, Disguise, Handle Animal, Intimidate, or Perform checks, subject to GM discretion.
You must choose the type of check when you apply the fragrances.
This bonus typically doesn't apply in combat or against hostile creatures, and might not work on creatures without olfactory senses or who would be more offended than entranced by your scent. The bonus lasts for 4 hours. You can gain only one bonus from a perfume kit at a time, and the bonus from perfume does not stack with bonuses from any masterwork tools you possess for the same skill. A perfume kit is exhausted after 10 uses.
Price 310 gp; Weight 8 lbs.
This kit contains items helpful in navigating the winding corridors of pyramids, but is also useful in other crypts and tombs. It contains three sticks of chalk, five sheets of parchment, 1 dose of synthetic mumia, a flask of alchemist's fire, a tangleburn bag, and a pair of sunrods.
Price 1 gp; Weight 2 lbs.
Also called a "woodburning kit," this set of metal needles, styluses, and brands is used to draw on leather or wood by burning it. Using the kit requires a fire source; the needle or stylus is heated in the fire and held in a thick leather handle, then used like a pen.
Price 9 gp; Weight 28 lbs.
This kit includes a bit and bridle, a saddle, a saddle blanket, saddlebags, and 2 days' worth of feed for a mount. The weight can be lightened 10 pounds by discarding the feed.
Price 50 gp; Weight 37 lbs.
This kit includes a backpack, a bedroll, a belt pouch, caltrops, chalk (10), a flint and steel, a grappling hook, an iron pot, a mess kit, a mirror, pitons (10), rope, soap, thieves' tools, torches (10), trail rations (5 days), and a waterskin.
Price 2 gp; Weight 1 lb.
This soft leather case contains a vial for holding ink, an ink pen, spare pen nibs, a small container of pigment for making ink, a tiny knife for cutting quills into pens, a blotter, and a small ruler.
Price 290 gp; Weight 12 lbs.
This stained mahogany box contains tools that aid in contacting supernatural beings either as part of an act or a genuine ritual. This kit includes a non-magical spirit planchette set (treat as a board game worth 25 gp), 10 candles, 10 candlesticks, one entertainer's outfit, one harrow deck, one magnet, 10 sticks of incense, one scroll of augury, and two scrolls of prestidigitation.
Price 15 gp; Weight 1/2 lb.
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.
Though wingless, tengus have long cast their thoughts toward the sky and flight. Built from paper glued to bamboo frames, their kites are painted with various colors and pictures. In addition to flying kites as a leisure activity, tengus also fly kites of various shades and patterns to send signal messages. Tengus have developed an extensive code of signals and can use their kites to display complex messages visible at great distances. A signal kite kit includes six small colored kites that can be hooked together in different patterns to facilitate complex messages. The kit also includes a spool and 300 feet of twine. Sending or interpreting a signal kite's message functions as described in the Bluff skill, but the sender and anyone trying to understand the message must also know Tengu.
Price 37 gp; Weight 47-1/2 lbs.
This kit includes a backpack, a bedroll, a belt pouch, a common musical instrument, a flint and steel, an iron pot, a mess kit, a mirror, rope, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin.
Price 120 gp; Weight 32 lbs.
This kit contains all the tools necessary for clearing out small packs of skeletons from tombs and crypts. It includes three flasks of acid, a club, a sling, 10 sling bullets, two flasks of holy water, a tanglefoot bag, 50 feet of hemp rope, a crowbar, and a wooden holy symbol.
Price 22 gp; Weight 43-1/2 lbs.
Price 15 gp; Weight 44 lbs.
This kit includes a backpack, a bedroll, a belt pouch, candles (10), a flint and steel, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol.
Price 8 gp; Weight 19 lbs.
Price 174 gp; Weight 32 lbs.
This kit holds equipment for exploring underground, consisting of a lantern with 4 flasks of oil, a hammer and 8 pitons, 100 feet of silk rope, a grappling hook, and a climber's kit.
Price 8 gp; Weight 19 lbs.
A survival kit provides the necessary tools for day-to-day existence in a temperate wilderness. It typically contains a flint and steel, a mess kit, two waterskins (enough to hold water for 1 person for 1 day), very basic maps showing major landmarks, and a small utility knife.
A masterwork survival kit contains higher quality gear and a guide to identifying flora and fauna. It grants you a +2 circumstance bonus on Survival checks to get along in the wild, deal with severe weather, keep from getting lost, avoid natural hazards such as quicksand, and predict the weather.
Price 9 gp; Weight 42 lbs.
Price 25 gp; Weight 5 lbs.
This small wooden box has many tiny compartments filled with items useful if you want to feign a sickness, as well as a handy reference book outlining common indicators for some of the more feared virulent diseases. The kit includes such things as false pustules, pills that cause the person chewing them to foam at the mouth, and herbal concoctions designed to induce fevers or vomiting. Using a symptom kit grants you a +5 circumstances bonus on Disguise checks made for the purpose of simulating illness. A symptom kit is exhausted after 10 uses.
This small box of specially prepared catfolk pheromones and alchemical reagents can be used to leave a small group of subtle but long-lasting scents that only catfolk can smell and decipher. Given a minute, a catfolk can create a scent mixture and apply it to a solid object, such as a tree, a wall, or even a smaller item such as a weapon or potion vial. When the catfolk does this, it leaves one of the following scent impressions: danger, food, shelter, or possession. The possession impression is always keyed to the specific catfolk using the kit, and signifies that she owns the territory or item. Other races can attempt to use this kit to create the danger, food, or shelter impression, but doing so requires a successful DC 20 Craft (alchemy) check. A catfolk can detect a particular scent applied with a trailscent kit from 30 feet away. If the scent is upwind, the range at which a catfolk can detect the scent increases to 60 feet; if it is downwind, the range drops to 15 feet. A catfolk with the scent racial quality doubles those distances. A scent impression lasts for 1 year or until it is washed away. Each kit has 10 uses.
Price 563 gp; Weight 33 lbs.
The exact location of a dragon's lair must sometimes be learned through exploration. This kit provides tools helpful in tracking a dragon back to its lair and includes an area map, a climber's kit, an elixir of swimming, an everburning torch, a footprint book, a grappling hook, a hammer, eight pitons, four sacks, and 100 feet of silk rope.
Price 263 gp; Weight 90 lbs.
This kit is particularly useful for dungeon explorers who specialize in trapping or taming whatever vile quarry they find. A trapper's kit contains an average lock, a bear trap, a container of bone paste, a Small cage, a set of manacles, a bag of marbles, 50 feet of silk rope, two tanglefoot bags, 50 feet of twine, and a wire
Price 474 gp; Weight 23 lbs.
It includes a pot of alchemical grease, a board game, five candles, a candle lamp, a common snorkel, fake footprint shoes, a grappling hook, a mirror, a periscope, a potion of eagle's splendor, two sacks, a scent cloak, 50 feet of silk rope, a smokestick, a dose of sneezing powder, five tindertwigs, and 50 feet of twine.
Price 30 gp; Weight 17 lbs.
This kit includes 1 vial of alchemist's fire, 1 flask of acid, 10 torches, one tindertwig, and 5 flasks of oil.
Price 402 gp; Weight 7 lbs.
This kit includes a wooden holy symbol, a necklace of garlic bulbs, a hammer, a wooden stake, 2 flasks of holy water, one sunrod, a potion of lesser restoration, and a potion of protection from evil.
Price 500 gp; Weight 1/2 lb.
This small leather satchel contains various alchemical remedies that treat common maladies caused by exposure to undead. An undeath aid kit contains 1 dose of each of the following alchemical remedies: antiplague, antitoxin, padzahr, soul stimulant, and twitch tonic.
This small, latched wooden case contains numerous tools and devices used in hunting and slaying vampires. It contains 10 cloves of garlic, four masterwork wooden stakes, a hammer, a silvered mirror, 4 vials of holy water, 1 application of silversheen, and a masterwork holy symbol. It also contains numerous regents and powders used for treating wounds and making wards, salves, and other concoctions. In addition to its general usefulness, when displayed, a vampire slayer's kit grants its owner a +2 bonus on all Charisma-based skill checks made to investigate or seek out vampires.
Price 25 gp; Weight 1 lb.
This item is the equivalent of a healer's kit, except its materials are especially suitable for treating common animals (cats, dogs, goats, oxen, sheep, and so on). It provides a +3 circumstance bonus on Heal checks to treat animals, but only a +1 circumstance bonus on Heal checks on other creatures. A veterinarian's kit is exhausted after 10 uses.
Price 8 gp; Weight 22 lbs.
Price 16 gp; Weight 31 lbs.
This kit includes a backpack, a bedroll, a belt pouch, a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol.
Price 21 gp; Weight 21 lbs.
This kit includes a backpack, a bedroll, a belt pouch, candles (10), chalk (10), a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin.
Price 21 gp; Weight 21 lbs.
This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin. The kit does not contain a spellbook because a wizard begins play with a spellbook and does not need to purchase one.
Price 170 gp; Weight 31 lbs.
This large satchel contains the tools needed to put down potential zombie uprisings. The kit includes a shovel, two flasks of oil, a bullseye lantern, a flask of alchemist's fire, two flasks of holy water, 50 feet of hemp rope, a crowbar, a hammer and 10 nails, two vials of antiplague, and a wooden holy symbol.
Price 200 gp; Weight 40 lbs.
This lab is used for making alchemical items, and provides a +2 circumstance bonus on Craft (alchemy) checks. It has no bearing on the costs related to the Craft (alchemy) skill. Without this lab, a character with the Craft (alchemy) skill is assumed to have enough tools to use the skill but not enough to get the +2 bonus that the lab provides.
Portable alchemist's lab Price 75 gp; Weight 20 lbs.
If you want to perform using a Perform skill associated with a musical instrument (keyboard, percussion, string, or wind), you must have an appropriate musical instrument; otherwise you can't use the skill. The listed cost and weight is for a typical small instrument you could carry by hand, such as a drum, lyre, bell, harp, or flute; larger instruments such as a cello or piano are of course larger and more expensive.
Price 100-2,000 gp; Weight 2-12 lbs.
This complex mechanism simulates the angles and relative distances between one or more bodies in a solar system in relation to the system’s star with marks or spheres on moving gears or arms. Anyone consulting an orrery gains a +2 circumstance bonus on Knowledge (geography) checks involving bodies it models and on Survival checks to navigate the void of space. An orrery can be used in combination with a sextant on a clear night to determine the time on any of the stellar bodies it models. Any orrery can be used as a focus component for the augury spell in place of that spell’s normal focus.
Orreries come in many shapes and sizes and with a variety of functions in mind.
This folding umbrella is translucent and not waterproof. It cuts down on the heat from direct sunlight. In very hot conditions where the sun is a factor (such as a desert), it gives you a +1 circumstance bonus on your hourly Fortitude saves against heat, and reduces the damage from a failed save by 1 hit point (minimum 1). It provides insufficient protection in conditions of severe or extreme heat. You must hold a parasol in one hand and use it to shade yourself from the sun. Alternatively, you can hold the parasol and use it to shade another creature of your size or smaller. The listed price is for a simple, functional parasol made of fabric or lacquered paper. A parasol used as a fashion accessory can be far more expensive, depending on the materials used, and can cost from 1 gp to 10 gp.
Price 8 sp; Weight 12 lbs.
This flexible pole can be anywhere from 15 to 30 feet in length. When used properly, it helps 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.
Poles (of all sorts) are also commonly used to probe for hidden or obscured things in nearby spaces, or to trigger location-based traps. If you vault with a pole as part of a running jump, you gain a +2 circumstance bonus on your Acrobatics check (but must let go of the pole in the process). A pole can also prop doors open or closed, serve as a place to hang a lantern or secure a bound foe, or be used as a lever to lift a heavy object up to 5 feet away.
Price 5 gp; Weight 2 lbs.
A spellcaster with a spell component pouch is assumed to have all the material components and focuses needed for spellcasting, except for components that have a specific cost, divine focuses, and focuses that wouldn't fit in a pouch. Most spell component pouches are waterproof and can be strung onto a belt or bandolier.
Price 2 gp; Weight 1 lb.
A merchant's scale is a simple lever on a fulcrum, from which two trays hang. It grants a +2 circumstance bonus on Appraise checks involving items that are valued by weight, including anything made of precious metals.
Price 1 gp; Weight 10 lbs.
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.
Price 35 gp; Weight 2 lbs.
This lumpy, lard-like, alchemical substance is designed to protect armor and weapons from dents and cracks that commonly develop in close-combat equipment. When liberally applied to armor or weapons, the material provides a greasy surface that blunts impacts, causes blades to slide aside, and strengthens the gear it is applied to. A single container holds enough sunderblock to coat a single weapon or suit of armor as a full-round action. The effects aren't pronounced enough to increase the Armor Class bonus of a suit of armor, but the hardness of armors and weapons coated with sunderblock increases by 5. This bonus lasts for 12 hours, at which point the greasy substance dries and flakes away.
Price 50 gp; Weight 25 lbs.
This collection of eight heavy wooden or metal cones, cylinders, and spheres fills an ordinary backpack. None of the shapes is precisely regular, and when stacked atop each other, they teeter precariously and easily topple. Acrobats practice by stacking these blocks in unstable configurations and attempting to balance while standing upon them.
Using surefoot training blocks to improve your balance requires 1 hour of practice and a DC 15 Acrobatics check. If you succeed at the check, you gain a +2 circumstance bonus on Climb checks and on Acrobatics checks to balance on narrow surfaces or uneven ground. This bonus lasts for 24 hours or until you fail a Climb or Acrobatics check.
Price 2,000-8,000 gp; Weight 12-44 lbs.
This basic, semi-portable telescope allows the user to see greater detail on very distant objects. Telescopes can be built to a variety of specifications, but those most often used by adventuring stargazers are listed here. A telescope grants the listed circumstance bonus (+2, +4, or +6) on Perception checks (see table above) to discern celestial bodies and on Knowledge (geography) checks to learn about the planets when used at night.
A telescope can be used to look at either terrestrial or celestial objects. Distance penalties on Perception checks for viewing objects through the telescope are divided by the telescope’s magnification. Assembling, disassembling, or significantly moving a telescope takes 1 minute.
Price 300 gp; Weight —
This slightly over-sized ring conceals a few lockpicks and other tools coiled inside its band. These discreet tools, made of a metal alloy that springs straight once the tool is removed from the band, are sufficient to attempt Disable Device checks without penalty, and long enough to pick locks on manacles fastened around the wearer's hands (once she slips off the ring). The wearer gains a +2 circumstance bonus on Sleight of Hand checks made to conceal the ring's nature from anyone searching her.
Price 50 gp; Weight 1 lb.
This tool is perfect for its intended job. It grants a +2 circumstance bonus on a related skill check (if any). The bonuses provided by multiple masterwork items do not stack.
Several common items already count as masterwork tools for particular skills. These are the alchemist's lab, climber's kit, disguise kit, healer's kit, masterwork musical instrument, and masterwork thieves' tools. Therefore, there is no masterwork climber's kit, masterwork healer's kit, and so on—those items are already the best available for general checks with the relevant skill.
Some skills have no appropriate tool or masterwork tool—no non-magical item exists that grants a bonus for all uses of that skill. For example, just because a certain perfume is favored by local nobles (granting a +2 circumstance bonus on Diplomacy checks to influence them) doesn't mean that perfume has the same effect on a member of the thieves' guild, a foreign berserker, or a medusa. Likewise, just because a fake beard woven by dwarves out of the beards of famous dwarves may grant a +2 circumstance bonus on Use Magic Device checks to emulate the dwarven race doesn't mean the beard has any effect on using that skill to activate elven items or paladin items, or to decipher a written spell.
Individual GMs may want to allow masterwork tools for other skills at the listed cost. The circumstance bonus for such a tool should never be more than +2. The tool should either have a limited number of uses (such as the disguise and healer's kits) or only apply to certain aspects of the skill (such as the balancing pole's bonus on Acrobatics checks to traverse a narrow surface or the magnifying glass's bonus on Appraise checks for detailed items).
These special tools include the items needed to pursue any single craft. Without them, you have to use improvised tools (–2 penalty on Craft checks), if you can do the job at all.
Price 20 gp; Weight 5 lbs.
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.
These long-reaching extenders can be attached to or detached from thieves' tools as a standard action, allowing the user to make Disable Device checks on devices in any space he could reach with a reach weapon. High-quality mirrors on the shafts let him see what he's doing, but he takes a –4 penalty on Disable Device checks when working on a device more than 5 feet away.
Common (70 gp; 3 lbs.), Mithral (820 gp; 1–1/2 lbs.)
Price 1 gp; Weight varies
A waster is a heavily weighted wooden practice weapon, used as a way to build endurance and expertise with a specific weapon. All wasters are designed to emulate a specific melee weapon (such as a kukri waster or a greatsword waster), and weigh twice as much as the weapons they emulate.
Using a waster to hone your combat techniques requires 1 hour of practice and a DC 15 combat maneuver check. If you succeed at the check, you gain a +2 circumstance bonus to your CMD against combat maneuvers targeting weapons you wield that match the waster your practiced with. This bonus lasts for 24 hours.
Whether it's the heaviest possible plate armor with a tower shield for cover or elegant layers of cloth that appear incapable of granting any protection, the right armor for the situation is crucial to a successful melee combatant's preparation.
Price 2 gp; Weight 10 lbs.
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.
Effect 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.
Decoy triggers are misleading mechanisms intended to divert a victim's attention from a real trap by presenting an easily found decoy. Ideally, the victim spots the fake mechanism and, in attempting to disarm or evade it, triggers the real trap.
A decoy trigger grants a bonus to the Perception DC of any trap it accessorizes—the decoy itself has an intentionally low Perception DC. Though a decoy trigger increases the CR of the trap it augments, as a standalone accessory it doesn't increase the trap's Craft DC. Instead of a Disable Device DC, decoy triggers have a Sense Motive DC. If a creature succeeds at the decoy's Sense Motive check, it immediately recognizes the decoy trigger as a fake, and the real trap loses the bonus to its Perception DC. All decoy triggers are single-use only.
Price 60 gp; Weight -
Trap Perception DC +6, CR Modifier: +2
Price 120 gp; Weight -
Trap Perception DC +9, CR Modifier: +3
Price 25 gp; Weight -
Trap Perception DC +3, CR Modifier: +1
This appears to be a normal disguise kit, except that if any of the makeup or false facial hair is applied, the victim is marked with a strong scent. This scent mark decreases the DC of tracking the victim by scent by 4. The mark can be washed off with vigorous scrubbing, but otherwise fades on its own over several days.
Trigger touch; Reset repair; Effect scent mark; never miss; onset delayed (1 round)
This seemingly innocuous scroll case contains a glass pellet filled with gaseous poison. This pellet breaks when the case is opened, filling a 5-foot square with toxic gas. This poisonous cloud disperses after 1 round.
Trigger touch; Reset none Effect poison gas (Ungol dust)
The process of luring surface dwellers into danger is known as “deep-baiting.” This practice is highly refined in kobold culture, and requires a substantial amount of psychological subtlety. Many kobold trappersuse physical lures to draw victims into such ambushes.
These lures are most often replica items, chosen to appeal to the intended prey. Because kobolds have little in-depth contact with the surface-dwelling world, their replicas lack detail, and usually don't stand up to close inspection.
Price 20 gp; Weight —
This faux-distressed piece of parchment is a crude map of the local area, with red circles and arcane gibberish scrawled on it. Intentionally made to look old and worn, it's actually a simple piece of parchment that's been singed, crumpled, and rolled in the dirt. Because the average kobold artisan's knowledge of Common is poor, any literate creature within 5 feet can identify the map as a fake. However, beyond 5 feet, a fake map requires a successful DC 25 Sense Motive check to identify it as phony.
Price 5 gp; Weight —
These rough-hewn discs of metal are covered in highly reflective, gold-colored plating, which catches the light and causes them to shimmer. At a distance greater than 5 feet, fake coins require a DC 20 Sense Motive check to identify. However, because these “coins” aren't molded and have no embellishment on either side, any creature within 5 feet can clearly identify them as spurious.
Price 10 gp; Weight 1 lb.
This device is a sharp, double-ended prong that is approximately 9 inches in length and fitted with a stout leather neckband. This nefarious device is secured on a helpless target’s neck so the prongs pierce both the underside of the victim’s chin and the victim’s chest, dealing 1d6 points of nonlethal damage when the device is attached and an additional 1d6 points of nonlethal damage if the victim begins to fall asleep, effectively keeping the victim awake indefinitely and subjecting the victim to fatigue and exhaustion through sleep deprivation. A successful DC 22 Escape Artist check allows the victim to get free of the prongs without using his arms, though the heretic’s fork remains strapped to his neck.
Price 500 gp; Weight 300 lbs.
These dreadful devices are large, stylized iron coffins lined with sharp spikes used to torture and execute unfortunate victims.
When a Small or Medium creature is forced within the iron maiden and the spiked doors are slammed shut, the creature is impaled on all sides by the iron spikes, immediately taking 3d6 points of piercing damage.
Price 300 gp; Weight 500 lbs.
The rack is one of the most infamous and feared devices in the torturer’s arsenal, capable of inflicting ruinous damage to a victim’s body. Helpless victims are splayed across the device’s frame, and each limb is lashed to a central windlass. Each turn of the crank deals a cumulative 1d6 points of nonlethal damage, up to 4d6 points of nonlethal damage on the fourth turn. Each subsequent turn after the fourth deals 4d6 points of nonlethal damage and deals 1 point of damage each to the victim’s Strength, Dexterity, and Constitution scores as it dislocates limbs, cracks cartilage, and breaks bone. Some racks are fitted with spiked wheels that puncture the victim’s body, dealing lethal damage rather than nonlethal damage. Escaping from a rack requires a successful DC 30 Escape Artist check.
Price 5 gp; Weight 15 lbs.
This specially crafted steel cage can hold up to 20 rats, and includes stout leather straps around its open end and a metal crucible for holding hot charcoal or other fuel on its top end. Torturers tightly strap the open end of the device to a helpless victim’s abdomen, insert the rats into the cage, and set the crucible’s fuel alight. In 1d10 rounds, the increasing heat causes the rats to gnaw and dig their way through the victim’s abdomen to escape, dealing 1 point of piercing damage per rat each round. A victim can wiggle free of a rat cage with a successful DC 20 Escape Artist check, though some of the voracious vermin may continue their consumption in subsequent rounds.
Common Price 15 gp; Weight 1 lb.; Masterwork Price 50 gp; Weight 1 lb.
Both a torture and restraining device, this small, metal armature consists of two parallel, spikestudded bars that close together as the user tightens the frame’s screws, crushing a victim’s thumbs between them. A victim restrained by a thumbscrew is able to move but can’t effectively wield weapons, hold items, or perform any actions or skill checks that require manual dexterity, taking a –5 penalty on all such actions and dealing 1d6 points of nonlethal damage to himself with each attempt (this doesn’t include Escape Artist attempts to escape the thumbscrew).
Spellcasters bound by thumbscrews are unable to cast spells with somatic components.
When using a thumbscrew as a torture device, the user can turn the thumbscrew’s bolt to deal 1d6 points of nonlethal damage.
Escaping from a thumbscrew requires a successful DC 28 Escape Artist check (DC 30 for a masterwork thumbscrew).
Price 20 gp; Weight 1 lb.
This surgical instrument has a serrated, circular blade that is used to bore holes into the skulls of patients to relieve cranial swelling from head trauma or, as some chirurgeons believe, release evil spirits. Use of a trephine takes 10 minutes, and deals 5 points of piercing damage to the subject creature. With a successful DC 25 Heal check, the user can heal up to 1d4 points of ability damage to any one mental ability score caused by physical trauma to the head, such as the critical called shot or debilitating blow called shot, or it can cure the severe brain trauma inflicted by the debilitating blow called shot. If the user fails the check, the subject still takes 5 points of piercing damage. If the user fails the check by 5 or more, the subject instead takes 10 points of piercing damage and 1 point of damage each to its Intelligence, Wisdom, and Charisma scores.