Home >Equipment >Goods and Services >

Locks, Keys, Tools & Kits



This page includes locks, chains, keys, manacles, tools, and various tool kits. Click a link below to go to that table.

Chains, Keys, Locks, and Manacles | Tools & Kits | Individual Tools | Torture Implements

Chains, Keys, Locks, and Manacles

Chains
Item Price Weight Source
Chain (10 ft.) 30 gp 2 lbs. PRG:UE
Chains, breakaway 65 gp 2 lbs. PRG:UE
Chain belt 15 gp 1/4 lb. PRG:ARG

Keys
Item Price Weight Source
Key, copy 1 gp PPC:AA
Key blank, wax 15 gp 1/2 lb. PRG:UE
Key, skeleton 85 gp PRG:UE

Locks
Item Price Weight Source
Lock, simple 20 gp 1 lb. PRG:UE
Lock, average 40 gp 1 lb. PRG:UE
Lock, good 80 gp 1 lb. PRG:UE
Lock, superior 150 gp 1 lb. PRG:UE

Manacles
Item Price Weight Source
Manacles, common 15 gp 2 lbs. PRG:UE
Manacles, false 65 gp 2 lbs. PRG:UE
Manacles, masterwork 50 gp 2 lbs. PRG:UE
Manacles, mithral 2,015 gp 2 lbs. PRG:UE
Manacles, quickcatch 180 gp 3 lbs. PPC:MTT
Manacle barbs +15 gp 1 lb. PRG:ARG
Fetters 15 gp 2 lbs. PRG:ARG
Fetters, masterwork 50 gp 2 lbs. PRG:ARG

Chain

Source PRG:CRB

This is a 10 ft. length of standard chain. Chain has hardness 10 and 5 hit points. It can be burst with a DC 26 Strength check.

Back to Top

Chain, Breakaway

Source PPC:AA

These masterwork chains are easy to break, even though they look like normal chains (Perception DC 25 to notice the difference). A DC 10 Strength check breaks them instantly.

Back to Top

Chain Belt

Source PRG:ARG

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.

Back to Top

Fetters

Source PRG:ARG

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.

Back to Top

Key, Copy

Source PPC:AA

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).

Back to Top

Key, Skeleton

Source PPC:AA

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.

Back to Top

Key, Wax Blank

Source PPC:AA

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.

Back to Top

Lock

Source PRG:CRB

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).

Back to Top

Manacles

Source PRG:CRB

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

 

Expanded Information

Source: PCS: POTH

Manacles are detailed on page 68 of UE. The specifics of their effects are largely left to the GM’s discretion, due in large part to manacles’ versatility. However, for their most common uses, GMs might employ the following effects.

Fetters: These manacles are specifically designed to fit around the ankles, and use the same rules for breaking, escape, and cost relative to size. A creature in fetters is entangled and can move at only 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.

Frontal Restraint: A creature whose wrists are bound with manacles can wield only one melee weapon or shield in combat (the weapon may be a two-handed weapon). It cannot make use of ranged weapons, except for crossbows (but even these cannot be reloaded by the bound creature). Any attack the creature makes while manacled takes a –4 penalty. The creature can attempt skill checks using its hands, but at a –5 penalty (–15 on Disable Device checks to pick the lock of manacles the creature is wearing).

Rear Restraint: Manacles might be employed to keep a creature’s hands behind its back. In such cases, the creature cannot use its hands to effectively employ any weapon or shield. The creature can attempt to use its hands to perform a skill, but at a –10 penalty (–25 on Disable Device checks to pick the lock of manacles the creature is wearing). While manacled, a creature can attempt to flip its arms beneath its legs, bringing its hands in front of itself. This requires a successful DC 25 Escape Artist check (a separate Escape Artist check is then required to escape the manacles).

Restraining Two Individuals: Two creatures might share one set of manacles. While manacled together, the manacled individuals must remain adjacent to one another. If they are not working together, they are both treated as grappled. If they are working together, they can move together in the same round (using the movement speed of the slower creature). A manacled creature can forfeit its turn during combat to mimic the other manacled creature’s movements, allowing that creature to act as if unrestrained.

Back to Top

Manacles, Quickcatch

Source PPC:MTT

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.

Back to Top

Manacle Barbs

Source PRG:ARG

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.

Back to Top

Tool Kits

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.

Kits
Item Price Weight Source
Kit, alchemist’s 40 gp 24 lbs.2 PRG:UE
Kit, Animal call 1 sp ?
Kit, alchemy crafting 25 gp 5 lbs. PRG:UE
Kit, antidote 100 gp 3 lbs. PRG:UE
Kit, barbarian’s 9 gp 26 lbs.2 PRG:UE
Kit, bard’s 41 gp 33-1/2 lbs.2 PRG:UE
Kit, bounty hunter’s (common) 105 gp 15 lbs. PPC:MTT
Kit, bounty hunter’s (superior) 380 gp 24 lbs. PPC:MTT
Kit, breaker’s 353 gp 40 lbs.2 DHB
Kit, campsite 12 gp 80 lbs. PRG:UE
Kit, cavalier’s 23 gp 112 lbs.2 PRG:UE
Kit, climber’s 80 gp 5 lbs.1 PRG:UE
Kit, chirurgeon’s 400 gp 4 lbs. PRG:UE
Kit, chronicler’s 40 gp 4-1/2 lbs. PRG:UE
Kit, cleric’s 16 gp 32 lbs.2 PRG:UE
Kit, cooking 3 gp 16 lbs. PRG:UE
Kit, disguise 50 gp 8 lbs.1 PRG:UE
Kit, diver’s 121 gp 38 lbs.2 DHB
Kit, dragonslayer’s 485 gp 64 lbs. PRG:UE
Kit, druid’s 14 gp 44 lbs.2 PRG:UE
Kit, dungeoneering kit, common 15 gp 25 lbs. PRG:UE
Kit, dungeoneering kit, deluxe 130 gp 15 lbs. PRG:UE
Kit, entertainer’s 5 sp 3 lbs. PRG:UE
Kit, fighter’s 9 gp 29 lbs.2 PRG:UE
Kit, fishing 5 sp 3 lbs. PRG:UE
Kit, forger’s 200 gp 6 lbs. PRG:UE
Kit, gambler’s kit, common 75 gp 5 lbs. PRG:UE
Kit, gambler’s kit, cheating 300 gp 5 lbs. PRG:UE
Kit, gear maintenance 5 gp 2 lbs. PRG:UE
Kit, ghost hunter’s 670 gp 22 lbs. PPC:USH
Kit, gravedigger’s 265 gp 22 lbs. PPC:USH
Kit, grooming 1 gp 2 lbs.1 PRG:UE
Kit, gunslinger’s 26 gp 31 lbs. PRG:UE
Kit, gunsmith’s 15 gp 2 lbs. PRG:UE
Kit, harvester’s 65 gp PPC:P&P
Kit, healer’s 50 gp 1 lb. PRG:UE
Kit, infiltration 140 gp 15 lbs. PPC:PSP
Kit, inquisitor’s 30 gp 34 lbs.2 PRG:UE
Kit, juggler’s 15 gp 10 lbs.1 PRG:UE
Kit, knight’s 751 gp 17 lbs. DsH
Kit, leeching 5 gp 5 lbs. PRG:UE
Kit, light 170 gp 6 lbs. PPC:USH
Kit, magi 22 gp 31 lbs.2 PRG:UE
Kit, mess 2 sp 1 lb. PRG:UE
Kit, monk’s 8 gp 22 lbs.2 PRG:UE
Kit, mapmaker’s 10 gp 2 lbs. PRG:UE
Kit, melee contingency 150 gp 14 lbs. PPC:MTT
Kit, midwife’s 10 gp 2 lbs. PRG:UE
Kit, noble’s excursion 371 gp 242 lbs. PRG:UW
Kit, oracle’s 9 gp 29 lbs.2 PRG:UE
Kit, paladin’s 11 gp 30 lbs.2 PRG:UE
Kit, pathfinder’s 12 gp 22 lbs. PRG:UE
Kit, perfume 40 gp 10 lbs. PRG:UI
Kit, pyramid buster’s 310 gp 8 lbs. PPC:USH
Kit, pyrography 1 gp 2 lbs. PRG:UE
Kit, ranger’s 9 gp 28 lbs.2 PRG:UE
Kit, riding kit, common 16 gp 54 lbs. PRG:UE
Kit, riding kit, exotic mount 36 gp 59 lbs. PRG:UE
Kit, rogue’s 50 gp 37 lbs.2 PRG:UE
Kit, scrivener’s 2 gp 1 lb. PRG:UE
Kit, seance 290 gp 12 lbs. PPC:USH
Kit, shaving 15 sp 1/2 lb. PRG:UE
Kit, shifter’s 9 gp 37 lbs. PRG:UW
Kit, skeleton slayer’s 120 gp 32 lbs. PPC:USH
Kit, snakebite 20 gp 1/2 lb. PRG:UW
Kit, sorcerer’s 8 gp 19 lbs.2 PRG:UE
Kit, spelunking 174 gp 32 lbs. PRG:UE
Kit, summoner’s 8 gp 19 lbs.2 PRG:UE
Kit, survival kit, common 5 gp 4 lbs. 4 PRG:UE
Kit, survival kit, masterwork 50 gp 5 lbs. PRG:UE
Kit, symptom 25 gp 5 lbs. PRG:UE
Kit, tanner’s 10 gp 5 lbs. PRG:UW
Kit, tracker’s 563 gp 33 lbs. DsH
Kit, trailscent 10 gp 5 lb. PRG:ARG
Kit, trapper’s 263 gp 90 lbs.2 DHB
Kit, trickster’s 474 gp 23 lbs. DsH
Kit, troll slayer’s 30 gp 17 lbs. PRG:UE
Kit, undead slayer’s 402 gp 7 lbs. PRG:UE
Kit, undeath aid 500 gp 1/2 lb. PPC:USH
Kit, vampire slayer’s 500 gp 8 lbs. PRG:ARG
Kit, veterinarian’s 10 gp 20 lbs. PRG:UE
Kit, vigilante’s 8 gp 22 lbs. PRG:UI
Kit, warpriest’s 16 gp 31 lbs. PRG:ACG
Kit, witch’s 21 gp 21 lbs.2 PRG:UE
Kit, wizard’s 21 gp 21 lbs.2 PRG:UE
Kit, zombie slayer’s 170 gp 31 lbs. PPC:USH
Thieves’ Ring 300 gp DHB
Tools
Item Price Weight Source
Tools, Artisan’s, common 5 gp 5 lbs. PRG:UE
Tools, Artisan’s, masterwork 55 gp 5 lbs. PRG:UE
Tools, Surgeon’s 20 gp 5 lbs.1 PRG:UE
Thieves’ tools, common 30 gp 1 lb. PRG:UE
Thieves’ tools, concealable 190 gp 1/2 lb. PRG:UI
Thieves’ tools, masterwork 100 gp 2 lbs. PRG:UE
Thieves’ tools, extenders (common) 70 gp 3 lbs. DHB
Thieves’ tools, extenders (mithral) 820 gp 1–1/2 lbs. DHB

Individual or Special Tools

Each of the tools below serves a distinct and unique purpose.

Item Price Weight Source
Abacus 2 gp 2 lbs. PRG:UE
Acrobat’s pillar 50 gp 40 lbs. PPC:MTT
Anvil 5 gp 10–100 lbs. PRG:UE
Armor truss 30 gp 10 lbs. PPC:MTT
Arrow, grappling 1 gp 1/2 lb. PRG:UE
Astrolabe 1,000 gp 6 lbs. PRG:UE
Bellows 1 gp 3 lbs. PRG:UE
Block and tackle 5 gp 5 lbs. PRG:UE
Boline 10 gp 2 lbs. PPC:AA2
Dissipating fan 150 gp 6 lbs. PPC:AA2
Bridge, portable 200 gp 60 lbs. PRG:UE
Buoy, common 5 sp 16 lbs. PRG:UE
Buoy, superior 10 gp 30 lbs. PRG:UE
Cap, tinker 200 gp 4 lbs.. DHB
Cap, vigil 400 gp 4 lbs. DHB
Cosmogram 200 gp 1/2 lb. PPC:PotS
Crowbar 2 gp 5 lbs. PRG:UE
Drill 5 sp 1 lb. PRG:UE
Ear trumpet 5 gp 2 lbs. PRG:UE
Earplugs 3 cp PRG:UE
Filter hood 10 gp 4 lbs.1 PRG:UE
Flint and steel 1 gp PRG:UE
Glass cutter 5 gp PRG:UE
Glove, Metal 120 gp 10 lbs. DHB
Goggles, smoked 10 gp PRG:UE
Hammer 5 sp 2 lbs. PRG:UE
Handle harness 25 gp 10 lbs. PPC:MTT
Hook, grappling, common 1 gp 4 lbs. PRG:UE
Hook, grappling, mithral 1,001 gp 2 lbs. PRG:UE
Hourglass (1 hour) 25 gp 1 lb. PRG:APG
Hourglass (1 minute) 20 gp 1/2 lb. PRG:APG
Hourglass (6 seconds) 10 gp PRG:APG
Lab, alchemist’s 200 gp 40 lbs. PRG:UE
Lab, alchemist’s (portable) 75 gp 20 lbs. PRG:UE
Crucible 20 gp 30 lbs. PPC:AM
Filter 5 gp 1/2 lb. PPC:AM
Retort 2 gp 1/2 lb. PPC:AM
Ladder 2 sp 20 lbs. PRG:UE
Ladder, folding 2 gp 16 lbs. PRG:UE
Lure, fake area map 25 gp PPC:KoG
Lure, fake coins 5 gp PPC:KoG
Orrery, Calculating tellurium 2 lbs. 200 gp PPC:PotS
Orrery, Standard 5 lbs. 750 gp PPC:PotS
Orrery, Grand 12 lbs. 1,000 gp PPC:PotS
Orrery, Calculating standard 5 lbs. 1,500 gp PPC:PotS
Orrery, Calculating grand 12 lbs. 2,000 gp PPC:PotS
Periscope 20 gp 4 lbs. PRG:UE
Piton 1 sp 1/2 lb. PRG:UE
Plank, collapsible 4 sp 10 lbs. PRG:UE
Pole 5 cp 8 lbs. PRG:UE
Pole, balancing 8 sp 12 lbs. PRG:UE
Pole, folding 2 sp 10 lbs. PRG:UE
Portable terrarium 100 gp 4 lbs. PPC:AA2
Ram, Portable 10 gp 20 lbs. PRG:UE
Saw 4 cp 2 lbs. PRG:UE
Sawback sword +5 gp PRG:UE
Scabbard, false-bottomed 45 gp 1 lb. PRG:UE
Scale, merchant’s 2 gp 1 lb. PRG:UE
Sewing needle 5 sp PRG:UE
Sextant 500 gp 2 lbs. PRG:UE
Shears (small) 5 sp 1/2 lb. PPC:AA2
Shears (lopping) 3 gp 8 lbs. PPC:AA2
Shears (adamantine) 3,003 gp 8 lbs. PPC:AA2
Shield sconce 1 gp 1/2 lb. PRG:UE
Shovel, common 2 gp 8 lbs. PRG:UE
Shovel, folding 10 gp 12 lbs. PRG:UE
Sledge 1 gp 10 lbs. PRG:UE
Spike, iron 5 cp 1 lb. PRG:UE
Spyglass 1,000 gp 1 lb. PRG:UE
Stretcher 1 gp 10 lbs. PRG:UE
Surefoot training blocks 50 gp 25 lbs. PPC:MTT
Telescope (x10 magnification/+2) 2,000 gp 12 lbs. PPC:PotS
Telescope (x50 magnification/+4) 4,000 gp 23 lbs. PPC:PotS
Telescope (x250 magnification/+6) 8,000 gp 44 lbs. PPC:PotS
Tool, masterwork 50 gp 1 lb. PRG:UE
Trap, bear 2 gp 10 lbs. PRG:UE
Trap, bear (offset) 3 gp 10 lbs. PPC:AA2
Trap, bear (sawtooth) 1,800 gp 20 lbs. PPC:AA2
Trap, decoy pressure switch 60 gp PPC:KoG
Trap, decoy trap door 120 gp PPC:KoG
Trap, decoy trip wire 25 gp PPC:KoG
Trap, trapped disguise kit 50 gp 8 lbs. PPC:KoG
Trap, trapped scroll case 40 gp 1 lb. PPC:KoG
Umbrella/parasol 2 gp 3 lbs. PRG:UE
Waster (training weapon) 1 gp varies PPC:MTT

1 These items weigh one-quarter this amount when made for Small characters.

Back to Top

Abacus

Price 2 gp; Weight 2 lbs.

This device helps you perform mathematical calculations.

Back to Top

Acrobat’s Pillar

Source PRG:CRB

Price 50 gp; Weight 40 lbs.

DESCRIPTION

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.

Back to Top

Altar, Portable

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.

Back to Top

Anvil

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.

Back to Top

Armor Truss

Source PPC:MTT

Price 30 gp; Weight 10 lbs.

DESCRIPTION

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.

Back to Top

Arrow, Grappling

Price 1 gp; Weight 1/2 lb.

This small grappling hook is designed to be tied to a silk rope and fired from a bow. When fired, it has a range increment of 30 feet. An equivalent item exists for crossbows.

Back to Top

Astrolabe

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.

Back to Top

Bellows

Price 1 gp; Weight 3 lbs.

Bellows are useful for starting fires, providing a +1 circumstance bonus on Survival checks to start or maintain fires.

Back to Top

Block and Tackle

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.

Back to Top

Boline

Source PPC:AA2

Price 10 gp; Weight 2 lbs.

Bolines are hook-shaped knives commonly used by herbalists and spellcasters to harvest ingredients for their craft. A boline’s blade is typically 5 inches long, and is too small and irregular to use as a weapon. You can use a boline to finely slice the herbs in a healer’s kit, so you can treat deadly wounds with only a single use from a healer’s kit rather than two uses.

Back to Top

Dissipating Fan

Source PPC:AA2

Price 150 gp; Weight 6 lbs.

This large wood-and-canvas fan is 2 feet wide and ideal for quickly dispersing smoke or other harmful gases.

While waving a dissipating fan, you gain a +2 circumstance bonus on Fortitude saving throws to avoid taking nonlethal damage from heat exposure and to avoid the effects of smoke inhalation. You can use a dissipating fan to clear non-magical smoke, fog, or similar vapors from your square or an adjacent square as a full-round action—although dense smoke or fog in the surrounding area eventually refills the space (how long this takes depends on the source and the size of the area, at the GM’s discretion). When folded and closed, a dissipating fan is the size of a thick walking stick.

Some dissipating fans are decorated with paint or elaborate embroidery, and have a higher price to reflect their adornment.

Back to Top

Portable Terrarium

Source PPC:AA2

Price 100 gp; Weight 4 lbs.

This small glass enclosure is 1 foot wide, 1 foot tall, and reinforced with a wooden or metal frame. Tiny air holes in the lid allow living creatures inside the portable terrarium to breathe, and the interior can be outfitted with a variety of substrates and other materials the creatures might require. A portable terrarium is usually fitted with straps so it can be tied to a pack.

Diminutive and smaller creatures, such as some familiars, can be safely carried within a portable terrarium and have total cover while inside it. Healers and botanists often store living plants in these containers; a successful DC 12 Knowledge (nature) check is required to transplant a plant into a portable terrarium, and most plants can live in a portable terrarium indefinitely so long as they are properly tended.

Back to Top

Shears

Small- Weight 1/2 lb. Price 5 sp; Lopping- Weight 8 lbs. Price 3 gp; Adamantine- Weight 8 lbs. Price 3,003 gp

Shears are used to quickly cut through items by snipping them between two sharp blades fitted with a spring to allow the jaws to open again after closing. Small shears can be used in one hand and are often used to trim hair, cut cloth, or perform other delicate cutting work. Lopping shears are 3 feet long and must be used in two hands; they are commonly used by farmers or gardeners to cut hedges and branches.

Adamantine shears are lopping shears with sharpened adamantine blades that can snip through nearly any material.

You can use adamantine shears to cut through bars, chains, grates, or similar items, dealing damage to such objects as though using a scimitar and bypassing hardness less than 20.

On any item the adamantine shears can fit around (such as a chain or iron bar, but not an iron door), using adamantine shears provides a +10 bonus on your Strength check to break or burst it.

Back to Top

Bridge, Portable

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.

Back to Top

Buoy

Type Price Weight
Common 5 gp 16 lbs.
Superior 10 gp 30 lbs.

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.

Back to Top

Cap, Tinker’s

Source DHB

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).

Back to Top

Cap, Vigil

Source DHB

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.

Shades: With the mirrors tucked aside, the shades provide a +2 circumstance bonus on saving throws against effects that blind or dazzle.

Back to Top

Cosmogram

Source PPC:PotS

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%.

Back to Top

Crowbar

Price 2 gp; Weight 5 lbs.

This versatile tool is designed to help pry open whatever the user desires. A crowbar grants a +2 circumstance bonus on Strength checks made to force open a door or chest. If it is used in combat, treat a crowbar as a one-handed improvised weapon that deals bludgeoning damage equal to that of a club of its size.

Back to Top

Earplugs

Price 3 cp; Weight

Made of waxed cotton or cork, earplugs give you a +2 circumstance bonus on saves against effects that require hearing, but also cause a –5 penalty on hearing-based Perception checks.

Back to Top

Filter Hood

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.

Back to Top

Flint and Steel

Price 1 gp; Weight

Lighting a torch with a flint and steel is a full-round action. Lighting any other fire with them takes at least that long.

Back to Top

Glass Cutter

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.

Back to Top

Glove, Metal

Source DHB

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.

Back to Top

Goggles, Smoked

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).

Back to Top

Hammer

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.

Back to Top

Handle Harness

Source PPC:MTT

Price 25 gp; Weight 10 lbs.

DESCRIPTION

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.

Back to Top

Hook, Grappling

Type Price Weight
Common 1 gp 4 lbs.
Mithral 2,001 gp 2 lbs.

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.

Back to Top

Hourglass

Type Price Weight
1 hour 25 gp 1 lb.
1 minute 20 gp 1/2 lb.
6 seconds 10 gp

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.

Back to Top

Kit, Alchemist’s

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.

Back to Top

Kit, Animal call

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.

Back to Top

Kit, Alchemy Crafting

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.”)

Back to Top

Kit, Antidote

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.

Back to Top

Kit, Arcanist’s

Source PRG:ACG

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.

Back to Top

Kit, Barbarian’s

Price 9 gp; Weight 26 lbs.

This kit includes a backpack, a belt pouch, a blanket, a flint and steel, an iron pot, rope, soap, torches (10), trail rations (5 days), and a waterskin.

Back to Top

Kit, Bard’s

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.

Back to Top

Kit, Bloodrager’s

Source PRG:ACG

Price 9 gp; Weight 27 lbs.

This kit includes a backpack, a blanket, a belt pouch, a flint and steel, an iron pot, soap, torches (10), trail rations (5 days), and a waterskin.

Kit, Bounty Hunter’s

Source PPC:MTT

Price varies; Weight varies

DESCRIPTION

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.

Back to Top

Kit, Brawler’s

Source PRG:ACG

Price 9 gp; Weight 36-1/2 lbs.

This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, rope, torches (10), trail rations (5 days), and a waterskin.

Back to Top

Kit, Breaker’s

Source DHB

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

Back to Top

Kit, Campsite

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.

Back to Top

Kit, Cavalier’s

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.

Back to Top

Kit, Chirurgeon’s

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.

Back to Top

Kit, Chronicler’s

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.

Back to Top

Kit, Cleric’s

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.

Back to Top

Kit, Climber’s

Price 80 gp; Weight 5 lbs.

These crampons, pitons, ropes, and other tools give you a +2 circumstance bonus on Climb checks.

Back to Top

Kit, Cooking

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.

Back to Top

Kit, Courtesan’s

Source PRG:ACG

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.

Back to Top

Kit, Disguise

Price 50 gp; Weight 8 lbs.

This kit contains tools like makeup and fake facial hair, and provides a +2 circumstance bonus on Disguise checks. A disguise kit is exhausted after 10 uses.

Back to Top

Kit, Diver’s

Source DHB

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.

Back to Top

Kit, Dragonslayer’s

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.

Back to Top

Kit, Druid’s

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.

Back to Top

Kit, Dungeoneering

Type Price Weight
Common 15 gp 25 lbs.
Deluxe 130 gp 15 lbs.

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.

Back to Top

Kit, Entertainer’s

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.

Back to Top

Kit, Fighter’s

Price 9 gp; Weight 29 lbs.

This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin.

Back to Top

Kit, Fishing

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).

Back to Top

Kit, Forger’s

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.

Back to Top

Kit, Gambler’s

Type Price Weight
Common 75 gp 5 lbs.
Cheating 300 gp 5 lbs.

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.

Back to Top

Kit, Gear Maintenance

Price 5 gp; Weight 2 lbs.

This kit contains metal polish, a small file, a leather paring knife, conditioning oil for leather, two soft cloths, extra leather straps, a sewing needle, and a few buttons.

Back to Top

Kit, Ghost Hunter’s

Source USH

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.

Back to Top

Kit, Gravedigger’s

Source USH

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.

Back to Top

Kit, Grooming

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.

Back to Top

Kit, Gunslinger’s

Price 26 gp; Weight 31 lbs.

This includes a backpack, a bedroll, a belt pouch, a flint and steel, a gunsmith’s kit, an iron pot, a mess kit, a powder horn, rope, torches (10), trail rations (5 days), and a waterskin.

Back to Top

Kit, Gunsmith’s

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.

Back to Top

Kit, Harvester’s

Source PPC:P&P

Price 65 gp; Weight

DESCRIPTION

This set of surgical tools includes everything needed to quickly and safely harvest the venom from a dead creature. This kit includes forceps, a pair of surgical retractors, a scalpel, small but sturdy metal containers for the harvested venom, a sponge, a surgical hook, and a tiny mallet, all tucked into a leather pouch with a loop for hooking onto the wearer’s belt. A harvester’s kit provides a +2 circumstance bonus on Survival checks to successfully harvest poison from a creature.

A harvester’s kit is exhausted after 10 uses.

Back to Top

Kit, Healer’s

Price 50 gp; Weight 1 lb.

This collection of bandages and herbs provides a +2 circumstance bonus on Heal checks. A healer’s kit is exhausted after 10 uses.

Back to Top

Kit, Hunter’s

Source PRG:ACG

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.

Back to Top

Kit, Infiltration

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.

Back to Top

Kit, Inquisitor’s

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.

Back to Top

Kit, Investigator’s

Source PRG:ACG

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.

Back to Top

Kit, Juggler’s

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.

Back to Top

Kit, Knight’s

Source PPC:DSH

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.

Back to Top

Kit, Leeching

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.

Back to Top

Kit, Light

Source USH

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.

Back to Top

Kit, Magus’s

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.

Back to Top

Kit, Mapmaker’s

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.

Back to Top

Kit, Melee Contingency

Source PPC:MTT

Price 150 gp; Weight 14 lbs.

DESCRIPTION

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.

Back to Top

Kit, Mess

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.

Back to Top

Kit, Midwife’s

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.

Back to Top

Kit, Monk’s

Price 8 gp; Weight 22 lbs.

This kit includes a backpack, a belt pouch, a blanket, rope, soap, torches (10), trail rations (5 days), and a waterskin.

Back to Top

Kit, Noble’s Excursion

Price 371 gp; Weight 242 lbs.

DESCRIPTION

This extravagant, ridiculous, and mostly ineffective kit is touted by nobles seeking to venture into the wilderness. It consists of a complex banner (depicting a family crest or symbol of the presiding noble), four bedrolls (for servants), four blankets (for servants), two cots (for nobles), two winter blankets (for nobles), 10 cups of coffee, a royal outfit, two large tents, and a pavilion tent.

Anyone with a modicum of wilderness experience should recognize that the kit’s contents are of little use on a prolonged journey. Oftentimes, the actual necessities of wilderness survival are left to the servants to handle.

Back to Top

Kit, Oracle’s

Price 9 gp; Weight 29 lbs.

This kit includes a backpack, a bedroll, a belt pouch, candles (10), a flint and steel, an iron pot, mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin.

Back to Top

Kit, Paladin’s

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.

Back to Top

Kit, Pathfinder’s

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.

Back to Top

Kit, Perfume

Source PRG:UI

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.

Back to Top

Kit, Pyramid Buster’s

Source USH

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.

Back to Top

Kit, Pyrography

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.

Back to Top

Kit, Ranger’s

Price 9 gp; Weight 28 lbs.

This includes a backpack, a bedroll, a belt pouch, a flint and steel, iron pot, mess kit, rope, torches (10), trail rations (5 days), and a waterskin.

Back to Top

Kit, Riding

Type Price Weight
Common 16 gp 54 lbs.
Exotic Mount 36 gp 59 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.

Back to Top

Kit, Rogue’s

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.

Back to Top

Kit, Scrivener’s

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.

Back to Top

Kit, Seance

Source USH

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.

Back to Top

Kit, Shaving

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.

Back to Top

Kit, Shifter’s

Price 9 gp; Weight 37 lbs.

DESCRIPTION

This kit includes a backpack, a blanket, a flint and steel, an iron pot, a mess kit, rope, torches (10), trail rations (5 days), and a waterskin.

Back to Top

Kit, Signal Kite

Source PRG:ARG

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.

Back to Top

Kit, Skald’s

Source PRG:ACG

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.

Back to Top

Kit, Skeleton Slayer’s

Source USH

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.

Back to Top

Kit, Slayer’s

Source PRG:ACG

Price 22 gp; Weight 43-1/2 lbs.

This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, manacles, a mess kit, rope, torches (10), trail rations (5 days), and a waterskin.

Back to Top

Kit, Shaman’s

Source PRG:ACG

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.

Back to Top

Kit, Snakebite

Price 20 gp; Weight 1/2 lb.

DESCRIPTION

This kit contains three pliable suction cups, a constrictor strap, a tiny razor, and several vials of snake antivenom. When suffering a poison that was delivered by the bite attack of a snake (or other ophidian creature, such as a serpentfolk), as a full-round action, you can use this kit to gain a +4 circumstance bonus on the ongoing Fortitude saving throws against that poison. A snakebite kit is exhausted after 10 uses.

Back to Top

Kit, Sorcerer’s

Price 8 gp; Weight 19 lbs.

This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin.

Back to Top

Kit, Spelunking

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.

Back to Top

Kit, Summoner’s

Price 8 gp; Weight 19 lbs.

This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin.

Back to Top

Kit, Survival

Type Price Weight
Common 5 gp 4 lbs.
Masterwork 50 gp 5 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.

Back to Top

Kit, Swashbuckler’s

Source PRG:ACG

Price 9 gp; Weight 42 lbs.

This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin.

Back to Top

Kit, Symptom

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.

Back to Top

Kit, Tanner’s

Price 10 gp; Weight 5 lbs.

DESCRIPTION

This kit contains a fleshing knife, a bottle of tanning solution, a small tanning board, and a leather apron. If you use this kit to harvest and tan an animal’s hide, you receive a +5 circumstance bonus on Craft checks to create leather items such as belts, boots, cloaks, clothing, gloves, or hide or leather armor. A kit contains enough tanning solution to create a total of 150 pounds of leather items.

Back to Top

Kit, Trailscent

Source PRG:ARG

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.

Back to Top

Kit, Tracker’s

Source PPC:DSH

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.

Back to Top

Kit, Trapper’s

Source DHB

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

Back to Top

Kit, Trickster’s

Source PPC:DSH

Price 474 gp; Weight 23 lbs.

For those brave enough to match wits with draconic intellects, this kit can help a dragonslayer sneak into or out of a dragon’s lair or trick a dragon should the interloper be discovered.

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.

Back to Top

Kit, Troll Slayer’s

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.

Back to Top

Kit, Undead Slayer’s

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.

Back to Top

Kit, Undeath Aid

Source USH

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.

Back to Top

Kit, Vampire Slayer’s

Source PRG:ARG

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.

Back to Top

Kit, Veterinarian’s

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.

Back to Top

Kit, Vigilante’s

Source PRG:UI

Price 8 gp; Weight 22 lbs.

This kit includes a backpack, a belt pouch, a blanket, torches (10), trail rations (5 days), and a waterskin.

Back to Top

Kit, Warpriest’s

Source PRG:ACG

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.

Back to Top

Kit, Witch’s

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.

Back to Top

Kit, Wizard’s

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.

Back to Top

Kit, Zombie Slayer’s

Source USH

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.

Back to Top

Lab, Alchemist’s

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: This compact version of a full-sized alchemist’s lab provides a +1 circumstance bonus on Craft (alchemy) checks.

Portable alchemist’s lab Price 75 gp; Weight 20 lbs.

Other Alchemical Tools

Source PPC:AM

  • Crucible Price 20 gp; Weight 30 lbs. Description A crucible is a type of vessel that can be heated to extreme temperatures for the purpose of inducing special alchemical reactions. A portable crucible is a cylinder 12 inches tall and 18 inches in diameter that weighs 3 pounds; it has the same price as a full-sized crucible. Use of a crucible requires a heat source.
  • Filter Price 5 sp; Weight 1/2 lb. Description A specialized paper filter is used in alchemy because it can be adjusted to capture different substances according to the type of reagents used to prime it. Alchemical filters are single-use only.
  • Retort Price 2 gp; Weight 1/2 lb. Description A retort is a pair of flasks attached to one another by a bent connector called an alembic. When one flask is heated, gaseous products pass through the alembic and condense in the other flask.

Back to Top

Musical Instrument

Type Price Weight
Common 5 gp 3 lbs.
Masterwork 100 gp 3 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.

  • Masterwork Musical Instrument: This high-quality instrument grants a +2 circumstance bonus on Perform checks made to perform with the instrument.

Back to Top

Orrery

Source PPC:PotS

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.

  • A tellurion models a single planet and any moons it may have.
  • A standard orrery tracks the inner planets of a system and their moons.
  • A grand orrery tracks all the known planets of a system and their moons.
  • A calculating orrery is an orrery that indicates with rotating numerals on each arm the current distance between each body and its star (or its planet, in the case of moons), increasing the circumstance bonus on relevant skill checks to +4.

Back to Top

Parasol

Type Price Weight
Parasol 1 gp 2 lbs.
Umbrella 2 gp 3 lbs.

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.

  • Umbrella: An umbrella is a heavier, waterproof parasol made of oiled or waxed cloth. It is intended to keep you dry in the rain or snow, but can still protect against sunlight just like a standard parasol.

Back to Top

Pole, Balancing

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.

Back to Top

Pouch, Spell Component

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.

Back to Top

Scale, Merchant’s

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.

Back to Top

Stretcher

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.

Back to Top

Sunderblock

Source PPC:MTT

Price 35 gp; Weight 2 lbs.

DESCRIPTION

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.

Back to Top

Surefoot Training Blocks

Source PPC:MTT

Price 50 gp; Weight 25 lbs.

DESCRIPTION

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.

Back to Top

Telescope

Source PPC:PotS

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.

Back to Top

Thieves’ Ring

Source DHB

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.

Back to Top

Tool, Masterwork

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).

Back to Top

Tools, Artisan’s

Type Price Weight
Common 5 gp 5 lbs.
Masterwork 55 gp 5 lbs.

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.

  • Masterwork Artisan’s Tools: These tools serve the same purpose as artisan’s tools, but masterwork artisan’s tools are the perfect tools for the job, so you get a +2 circumstance bonus on Craft checks made with them.

Back to Top

Tools, Surgeon’s

Price 20 gp; Weight 5 lbs.

When used in conjunction with a healer’s kit, surgeon’s tools raise the kit’s bonus to a +3 circumstance bonus on Heal checks to treat wounds or deadly wounds.

Back to Top

Tools, Thieves’

Type Price Weight
Common 30 gp 1 lb.
Concealable 190 gp 1/2 lb.
Masterwork 100 gp 2 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.

  • Masterwork Thieves’ Tools: Price 100 gp; Weight 2 lbs.; This kit contains extra tools and tools of better make, which grant a +2 circumstance bonus on Disable Device checks.
  • Concealable Thieves’ Tools: Price 190 gp; Weight 1/2 lb.; Smaller and made of stronger materials than most thieves’ tools, the items in this kit are much easier to conceal. You gain a +4 bonus on Sleight of Hand skill checks to conceal these tools on your body. They otherwise function as masterwork thieves tools (granting a +2 circumstance bonus on Disable Device checks). Source PRG:UI

Back to Top

Tools, Thieves’ Extenders

Source DHB

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.)

Back to Top

Waster

Source PPC:MTT

Price 1 gp; Weight varies

DESCRIPTION

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.

Back to Top

Trap, Bear

Bear Trap CR 1

Price 2 gp; Weight 10 lbs.

Type mechanical; Locate Perception DC 15; Disarm Disable Device DC 20; Trigger location; Reset manual

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.

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.

Offset Bear Trap CR 1/2

Weight 10 lbs.; Price 3 gp

Type mechanical; Notice Perception DC 15; Disable Disable Device DC 20

Trigger location; Reset manual

Effect Atk +10 melee (1d6+2); jaws spring shut around the creature’s ankle and hold the creature immobile; the creature can escape with a DC 20 Disable Device check, DC 24 Escape Artist check, or DC 28 Strength check.

An offset bear trap is a specialized variety of a bear trap constructed with offset jaws coated in resin.

It inflicts less damage on captured creatures but holds them more securely, and is therefore primarily used by trappers or bounty hunters who do not want to risk killing their prey. Offset bear traps are almost always secured to the ground by a heavy spike and chain so the captured creature can’t wander far.

Sawtooth Bear Trap CR 5

Weight 20 lbs.; Price 1,800 gp

Type mechanical; Notice Perception DC 25; Disable Disable Device DC 25

Trigger location; Reset manual

Effect Atk +15 melee (3d6+9); serrated 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 25 Disable Device check, DC 28 Escape Artist check, or DC 32 Strength check.

A sawtooth bear trap has vicious jaws and tighter springs.

Used primarily against humanoids or monsters rather than animals, sawtooth bear traps are often painted in camouflaged colors to blend in with the trap site. Most include locking plates over the spring mechanisms to prevent tampering by intelligent victims.

Back to Top

Decoy Triggers

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.

Trap, Decoy Pressure Switch

Price 60 gp; Weight

Type mechanical; Perception DC 12; Sense Motive DC 24

EFFECTS

Trap Perception DC +6, CR Modifier: +2

Back to Top

Trap, Decoy Trap Door

Price 120 gp; Weight

Type mechanical; Perception DC 10; Sense Motive DC 28

EFFECTS

Trap Perception DC +9, CR Modifier: +3

Back to Top

Trap, Decoy Tripwire

Price 25 gp; Weight

Type mechanical; Perception DC 15; Sense Motive DC 20

EFFECTS

Trap Perception DC +3, CR Modifier: +1

Back to Top

Trap, Trapped Disguise Kit

DESCRIPTION

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.

Type mechanical; Perception DC 25; Disable Device DC 25

EFFECTS

Trigger touch; Reset repair; Effect scent mark; never miss; onset delayed (1 round)

Back to Top

Trap, Trapped Scroll Case

DESCRIPTION

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.

Type mechanical; Perception DC 20; Disable Device DC 20

EFFECTS

Trigger touch; Reset none Effect poison gas (Ungol dust)

Back to Top

Lures

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.

Lure, Fake Area Map

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.

Back to Top

Lure, Fake Coins

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.

Back to Top

Torture Implements

Table: Torture Implements
Item Price Weight Source
Heretic’s fork 10 gp 1 lb. PRG:HA
Iron maiden 500 gp 300 lbs. PRG:HA
Rack 300 gp 500 lbs. PRG:HA
Rat cage 5 gp 15 lbs. PRG:HA
Thumbscrew 15 gp 1 lb. PRG:HA
Thumbscrew, masterwork 50 gp 1 lb. PRG:HA
Trephine 20 gp 1 lb. PRG:HA

Source PRG:HA

Note Each act of torture shifts the torturer’s alignment one step toward evil, and it counts as a willful evil act for the purpose of effects like atonement.

Heretic’s Fork

Source PRG:HA

DESCRIPTION

Price 10 gp; Weight 1 lb.

Note Each act of torture shifts the torturer’s alignment one step toward evil, and it counts as a willful evil act for the purpose of effects like atonement.

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.

Back to Top

Iron Maiden

Source PRG:HA

DESCRIPTION

Price 500 gp; Weight 300 lbs.

Note Each act of torture shifts the torturer’s alignment one step toward evil, and it counts as a willful evil act for the purpose of effects like atonement.

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.

Back to Top

Rack

Source PRG:HA

DESCRIPTION

Price 300 gp; Weight 500 lbs.

Note Each act of torture shifts the torturer’s alignment one step toward evil, and it counts as a willful evil act for the purpose of effects like atonement.

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.

Back to Top

Rat Cage

Source PRG:HA

DESCRIPTION

Price 5 gp; Weight 15 lbs.

Note Each act of torture shifts the torturer’s alignment one step toward evil, and it counts as a willful evil act for the purpose of effects like atonement.

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.

Back to Top

Thumbscrew

Source PRG:HA

DESCRIPTION

Common Price 15 gp; Weight 1 lb.; Masterwork Price 50 gp; Weight 1 lb.

Note Each act of torture shifts the torturer’s alignment one step toward evil, and it counts as a willful evil act for the purpose of effects like atonement.

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).

Trephine

Source PRG:HA

DESCRIPTION

Price 20 gp; Weight 1 lb.

Note Each act of torture shifts the torturer’s alignment one step toward evil, and it counts as a willful evil act for the purpose of effects like atonement.

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.

Back to Top

+++

Alchemical weapons are designed to harm others or are substances applied to other weapons, though they may have additional uses. Each of these substances can be made with the Craft (alchemy) skill.

(Simple)
Light Melee Weapons
Price Dmg Critical Range Weight1 Type2 Special Source
Liquid blade 40 gp 1d6 19–20/×2 2 lbs. P fragile, see text UE
(Simple)
One-Handed Melee Weapons
Price Dmg Critical Range Weight1 Type2 Special Source
Flame fountain firework 100 gp 1d8 ×2 fire see text UE
(Simple)
Ranged Weapons/Other
Price Dmg Critical Range Weight1 Type2 Special Source
Acid 10 gp 1d6 ×2 10 ft. 1 lb. acid splash UE
Alchemist’s fire 20 gp 1d6 ×2 10 ft. 1 lb. fire splash UE
Alkali flask 15 gp 1d6 ×2 10 ft. 1 lb. acid splash, see text UE
Bottled lightning 40 gp 1d8/1 ×2 20 ft. 1 lb. electricity / sonic see text UE
Burst jar 35 gp 1 10 ft. 1 lb. sonic splash, see text UE
Firecracker 10 gp 1d2+1 nonlethal adjacent ? deafens (see text) AM
Firecracker, spirit 30 gp 1d4+1 adjacent affects incorporeal only blinds (see text) AM
Firework, banshee ballerina 75 gp 10 ft. sonic area, see text UE
Firework, dancing peonies 50 gp 1 special 1/2 lb. fire see text AM
Firework, jumping jenny 15 gp 1 adjacent fire see text AM
Firework, paper candle 1 gp 10 ft. see text UE
Firework, skydragon 300 gp 2d6 ? ft. 10 lbs. fire line effect (see text) AM
Firework, skyrocket 50 gp 2d6 10 ft. 1 lb. fire areas UE
Firework, sparking pinwheel 60 gp 1 special 1 lb. fire blinds, dazzles, see text AM
Firework, star candle 5 gp 1/1 blindness 5 ft. fire/nonlethal see text UE
Firework, starfountain 500 gp 1d6 10 ft. 100 lbs. fire area UE
Gel, shard 25 gp 1d4 ×2 10 ft. 1 lb. P splash UE
Ghast retch flask 50 gp 10 ft. 1 lb. poison splash, see text UE
Grenade, Fuse 100 gp 2d6/1d6 ×2 10 ft. 1 lb. B/fire area, see text UE
Holy water 25 gp 2d4 ×2 10 ft. 1 lb. splash, see text UE
Liquid ice 40 gp 1d6 ×2 10 ft. 2 lbs. cold splash UE
Oil, keros 5 gp 1d3 ×2 5 ft. fire see text UE
Pellet grenade, iron 50 gp 1d6/1d6/1d6 10 ft. 1 lb. B/P/fire area, see text UE
Pellet grenade, silver 70 gp 1d6/1d6/1d6 10 ft. 1 lb. B/P/fire area, see text UE
Pellet grenade, cold iron 100 gp 1d6/1d6/1d6 10 ft. 1 lb. B/P/fire area, see text UE
Pellet grenade, adamantine 150 gp 1d6/1d6/1d6 10 ft. 1 lb. B/P/fire area, see text UE
Powder, flash 50 gp 10 ft. light area, see text UE
Powder, itching 60 gp 10 ft. 2 lbs. poison splash, see text UE
Powder, sneezing 60 gp 10 ft. 2 lbs. poison splash, see text UE
Tangleburn bag 150 gp 1d6 10 ft. 5 lbs. fire entangle, see text UE
Tanglefoot bag 50 gp 10 ft. 4 lbs. entangle UE
Thunderstone 30 gp 20 ft. 1 lb. sonic area, see text UE
Special Cost Weight Craft DC Source
Dust Knuckles 25 gp 1/2 lb. 20 ACG
Dust Knuckle vials (4 standard vials) 5 gp 15 ACG
Dust Knuckle vials (4 diamond dust vials) 25 gp 25 ACG
Holy weapon balm 30 gp 1/2 lb. 20 ACG

Acid

Price 10 gp; Weight 1 lb.

DESCRIPTION

You can throw a flask of acid as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet. A direct hit deals 1d6 points of acid damage. Every creature within 5 feet of the point where the acid hits takes 1 point of acid damage from the splash.

Back to Top

Alchemist’s Fire

Price 20 gp; Weight 1 lb.

DESCRIPTION

Alchemist’s fire is a mix of several volatile liquids that ignite when exposed to air. You can throw a flask of alchemist’s fire as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet.

A direct hit deals 1d6 points of fire damage. Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of damage. If desired, the target can use a full-round action to attempt to extinguish the flames before taking this additional damage. Extinguishing the flames requires a DC 15 Reflex save. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a large body of water or magically extinguishing the flames automatically smothers the fire.

CONSTRUCTION REQUIREMENTS

Skill(s) Craft (alchemy) DC 20.

Back to Top

Alkali Flask

Price 15 gp; Weight 1 lb.

DESCRIPTION

This flask of caustic liquid reacts with an ooze’s natural acids. You can throw an alkali flask as a splash weapon with a range increment of 10 feet. Against non-ooze creatures, an alkali flask functions as a normal flask of acid. Against oozes and other acid-based creatures, the alkali flask inflicts double damage.

CONSTRUCTION REQUIREMENTS

Skill(s) Craft (alchemy) DC 20.

Back to Top

Bottled Lightning

Price 40 gp; Weight 1 lb.

DESCRIPTION

Electricity crackles along a metal filament inside this small glass bottle. You can open the bottle as a standard action, unleashing a small bolt of lightning toward an enemy within 20 feet of you. This is a ranged touch attack that deals 1d8 points of electricity damage. Any creature in a line between you and the target (including the target) takes 1 point of sonic damage from the terrific clap of thunder the bolt generates (Reflex DC 15 negates).

CONSTRUCTION REQUIREMENTS

Skill(s) Craft (alchemy) DC 25.

Back to Top

Burst Jar

Price 35 gp; Weight 1 lb.

DESCRIPTION

This simple clay pot has two sealed, airtight inner chambers containing alchemical liquids. The jar is thrown as a splash weapon. It shatters on impact, covering the target with a mixture of the two liquids. One round later on your turn, the liquids react and explode with concussive force. The target takes 1 point of sonic damage, is deafened for 1d4 rounds, and must make a DC 12 Fortitude save or be stunned for 1 round. Creatures within 5 feet of the explosion take 1 point of sonic damage. The target can use a full-round action to scrape or wash off the liquid before it detonates, depositing the material in its square or an adjacent square; the material detonates as normal, though the original target only takes damage as if it were within 5 feet of the explosion.

CONSTRUCTION REQUIREMENTS

Skill(s) Craft (alchemy) DC 25.

Back to Top

Dust Knuckles

Source Advanced Class Guide

Price 25 gp; Weight 1/2 lb.

This fingerless leather glove includes four small pouches sewn along the knuckle line into which you can insert tiny vials of brittle glass sealed with wax. You can fill the vials with ground glass or poison. When you punch someone in the face, the vials shatter, releasing their contents into the target’s face and eyes.

Dust knuckle Vials, standard (5 gp): These vials are used with dust knuckle vials and are filled with powdered glass and sealed with wax. When you punch someone in the face, the vials shatter, releasing their contents into the target’s face and eyes.

Dust knuckle Vials, diamond dust (25 gp): These vials are filled with finely ground mineral crystals. When you shatter a vial with your punch, the target you hit must succeed at a DC 20 Reflex save to shield its eyes or be temporarily blinded for 1 round.

Back to Top

Flash Powder

Price 50 gp; Weight

DESCRIPTION

This coarse gray powder ignites and burns almost instantly if exposed to flame, significant friction, or even simple force such as throwing it against a floor (a standard action). Creatures within a 10-foot-radius burst are blinded for 1 round (Fortitude DC 13 negates).

CONSTRUCTION REQUIREMENTS

Skill(s) Craft (alchemy) DC 20.

Back to Top

Fuse Grenade

Price 100 gp; Weight 1 lb.

DESCRIPTION

This hollow clay container holds a small charge of black power and a slow-burning fuse. Lighting the fuse is a move action; 1d3 rounds later the grenade explodes, dealing 2d6 points of bludgeoning damage and 1d6 points of fire damage in a 10-foot-radius burst (Reflex DC 15 halves). You throw a fuse grenade as if it were a splash weapon.

CONSTRUCTION REQUIREMENTS

Skill(s) Craft (alchemy) DC 25.

Back to Top

Ghast Retch Flask

Price 50 gp; Weight 1 lb.

DESCRIPTION

Harvested and concentrated from the remains of slain ghasts, this foul-smelling powder is kept in tightly sealed flasks. It is thrown as a splash weapon and the flask breaks on impact, releasing noxious dust. The target is nauseated for 1 round and sickened for 3 rounds after that. A successful DC 12 Fortitude save prevents the nauseated condition, but not the sickened condition. Creatures within 5 feet of where the flask hits are sickened for 1 round. This is a poison effect.

CONSTRUCTION REQUIREMENTS

Skill(s) Craft (alchemy) DC 20.

Back to Top

Holy Water

Price 25 gp; Weight 1 lb.

DESCRIPTION

Holy water damages undead creatures and evil outsiders almost as if it were acid. A flask of holy water can be thrown as a splash weapon.

Treat this attack as a ranged touch attack with a range increment of 10 feet. A flask breaks if thrown against the body of a corporeal creature, but to use it against an incorporeal creature, you must open the flask and pour the holy water out onto the target. Thus, you can douse an incorporeal creature with holy water only if you are adjacent to it. Doing so is a ranged touch attack that does not provoke attacks of opportunity.

A direct hit by a flask of holy water deals 2d4 points of damage to an undead creature or an evil outsider. Each such creature within 5 feet of the point where the flask hits takes 1 point of damage from the splash.

Temples to good deities sell holy water at cost (making no profit).

CONSTRUCTION REQUIREMENTS

Holy water is made using the bless water spell.

Back to Top

Holy Weapon Balm

Source Advanced Class Guide

Price 30 gp; Weight 1/2 lb.

This violet balm comes in a small ceramic pot. When applied to a weapon as a standard action, it forms a transparent coating. Weapons coated in this balm deal an additional 2d4 points of damage to undead or evil outsiders. A creature affected by the balm must succeed at a DC 10 Reflex save or take an additional 1d4 points of damage the following round. Any non-magical weapon coated with the balm affects incorporeal undead or evil outsiders as if it were a magic weapon. Any magic weapon coated with the balm affects incorporeal undead or evil outsiders as if the weapon had the ghost touch special ability. The balm remains effective until you make a successful attack with the weapon or until 1 minute has passed, whichever is sooner. Each dose of balm can coat one weapon or 10 pieces of ammunition.

Back to Top

Itching Powder

Price 60 gp; Weight 2 lbs.

DESCRIPTION

This fine gray powder causes targets to suffer from uncontrollable itching until they spend at least 1 round washing it off. Throwing a packet of itching powder is a splash attack with a range increment of 10 feet. Anyone standing on the square of impact must succeed at a DC 12 Fortitude save to resist the powder, while those in adjacent squares must make a DC 8 Fortitude save. Creatures that fail the save take a –2 penalty on attack rolls, saving throws, skill checks, and ability checks until they wash the powder off. This is a poison effect.

CONSTRUCTION REQUIREMENTS

Skill(s) Craft (alchemy) DC 25.

Back to Top

Keros Oil

Price 5 gp; Weight

DESCRIPTION

Also known as firebreather’s oil, this bitter liquid is harder to ignite than common oil but burns quickly at a low temperature, making it ideal for exotic performers such as fire-spinners and flame-spitters. You may spit a mouthful of keros oil past an open flame (such as a candle, tindertwig, or torch) to ignite it, creating a brief burst of fire. If you use it to attack, the attack is a ranged touch attack with a maximum range of 5 feet that deals 1d3 points of fire damage. If you roll a 1 on your attack roll, you accidentally inhale or swallow some of the burning fuel; you take 1d6 points of fire damage and are nauseated for 1 round. A bottle of keros oil holds enough for 10 mouthfuls; taking a mouthful from the bottle is a standard action (the Rapid Reload feat reduces this to a move action).

CONSTRUCTION REQUIREMENTS

Skill(s) Craft (alchemy) DC 15.

Back to Top

Liquid Blade

Price 40 gp; Weight 2 lbs.

DESCRIPTION

You can empty the contents of this palm-sized metal tube with a quick flick of your wrist (a move action), causing the bubbling transparent liquid within to instantly solidify into a jagged crystalline blade. By holding the tube, you can then use the crystalline blade as if it were a Medium short sword with the fragile quality. The blade lasts for 10 minutes, after which it evaporates, leaving nothing behind but the tube. You can add one dose of poison to the liquid in the bottle, which acts like applying a dose of poison to a weapon except it is a full-round action; when the liquid turns into a solid blade, the weapon includes one application of that poison. When the blade evaporates, the poison does so as well.

CONSTRUCTION REQUIREMENTS

Skill(s) Craft (alchemy) DC 15.

Back to Top

Liquid Ice

Price 40 gp; Weight 2 lbs.

DESCRIPTION

Also known as “alchemist’s ice,” this sealed jar contains crystalline blue fluid that immediately starts to hiss and evaporate once opened. During the 1d6 rounds after it is opened but before it evaporates completely, you can use it to freeze a liquid or to coat an object in a thin layer of ice. You can also throw liquid ice as a splash weapon. A direct hit deals 1d6 points of cold damage; creatures within 5 feet of where it hits take 1 point of cold damage from the splash.

CONSTRUCTION REQUIREMENTS

Skill(s) Craft (alchemy) DC 25.

Back to Top

Pellet Grenade

Type Price Weight Source
Iron 50 gp 1 lb. UE
Silver 70 gp 1 lb. UE
Cold iron 100 gp 1 lb. UE
Adamantine 150 gp 1 lb. UE

DESCRIPTION

This variant of a fuse grenade has most of the black powder replaced with metal pellets. When it explodes, it deals 1d6 points of bludgeoning damage, 1d6 points of piercing damage, and 1d6 points of fire damage in a 10-foot-radius burst (Reflex DC 15 halves). A typical pellet grenade uses iron pellets, but they can instead be packed with silver, cold iron, or adamantine, bypassing damage reduction as appropriate to that material type. Like ammunition, the pellets are destroyed after one use.

CONSTRUCTION REQUIREMENTS

Skill(s) Craft (alchemy) DC 25.

Back to Top

Shard Gel

Price 25 gp; Weight 1 lb.

DESCRIPTION

This vivid green gel instantly crystallizes into needle-like shards upon contact with the air. You can throw a flask of shard gel as a splash weapon. A direct hit deals 1d4 points of piercing damage as the shards penetrate the target’s flesh. The target’s square and each square adjacent to it are covered in shards that function like caltrops. The caltrops last for 5 rounds before dissolving into harmless green sludge. Any effect that deals sonic damage to an area (such as sound burst or shout) immediately destroys all gel shards in that area.

CONSTRUCTION REQUIREMENTS

Skill(s) Craft (alchemy) DC 20.

Back to Top

Sneezing Powder

Price 60 gp; Weight 2 lbs.

DESCRIPTION

This coarse yellowish-red powder is a splash weapon that causes uncontrollable sneezing for 1d4+1 rounds. Anyone standing in the square of impact must succeed at a DC 12 Fortitude save to resist the powder, while those in adjacent squares must make DC 8 Fortitude saves. Creatures affected by sneezing powder must make a DC 10 Fortitude save every round for the duration or be staggered until their next turn. This is a poison effect.

CONSTRUCTION REQUIREMENTS

Skill(s) Craft (alchemy) DC 25.

Back to Top

Tangleburn Bag

Price 150 gp; Weight 5 lbs.

DESCRIPTION

This sack contains tanglefoot bag materials and alchemical powders that burn at a high temperature. It functions like a tanglefoot bag, plus a direct hit on a creature deals 1d6 points of fire damage, and the creature must make a DC 20 Reflex save or catch on fire. If it catches on fire, for the next 2 rounds extinguishing the flames is a DC 25 Reflex save instead of a DC 15 save, and using water to extinguish the flames creates a burst of burning material equivalent to alchemist’s fire making a direct hit on the target (including splash damage). After the initial 2 rounds, the flames may be extinguished as normal.

CONSTRUCTION REQUIREMENTS

Skill(s) Craft (alchemy) DC 30.

Back to Top

Tanglefoot Bag

Price 50 gp; Weight 4 lbs.

DESCRIPTION

A tanglefoot bag is a small sack filled with tar, resin, and other sticky substances. When you throw a tanglefoot bag at a creature (as a ranged touch attack with a range increment of 10 feet), the bag comes apart and goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. Huge or larger creatures are unaffected by a tanglefoot bag. A flying creature is not stuck to the floor, but it must make a DC 15 Reflex save or be unable to fly (assuming it uses its wings to fly) and fall to the ground. A tanglefoot bag does not function underwater.

A creature that is glued to the floor (or unable to fly) can break free by making a DC 17 Strength check or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. If the entangled creature attempts to cast a spell, it must make a concentration check with a DC of 15 + the spell’s level or be unable to cast the spell. The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness. An application of universal solvent to a stuck creature dissolves the alchemical goo immediately.

CONSTRUCTION REQUIREMENTS

Skill(s) Craft (alchemy) DC 25.

Back to Top

Thunderstone

Price 30 gp; Weight 1 lb.

DESCRIPTION

You can throw this stone as a ranged attack with a range increment of 20 feet. When it strikes a hard surface (or is struck hard), it creates a deafening bang that is treated as a sonic attack. Each creature within a 10-foot-radius spread must make a DC 15 Fortitude save or be deafened for 1 hour. A deafened creature, in addition to the obvious effects, takes a –4 penalty on initiative and has a 20% chance to miscast and lose any spell with a verbal component that it tries to cast.

Since you don’t need to hit a specific target, you can simply aim at a particular 5-foot square. Treat the target square as AC 5.

CONSTRUCTION REQUIREMENTS

Skill(s) Craft (alchemy) DC 25.

Fireworks

Note! Not all of the fireworks listed below work the same way. Some were created prior to release of the Alchemy Manual. You will know these instances because they include a “CONSTRUCTION REQUIREMENTS” section and no “Recipe” information.

Unless otherwise noted in an item’s description, the following rules apply to all fireworks. Fireworks are alchemical weapons.

Before a firework can detonate, it must be ignited, which is typically done by lighting its fuse. You can light a firework’s fuse by using flint and steel (a full-round action); using a tindertwig (a move action followed by a standard action); casting spark (a standard action); or using a torch, candle, flaming weapon, or other open fire (a standard action). If a firework must be thrown or set down to function, treat this as a separate action.

Misfires: When a firework misfires, its charges detonate in an undesirable and often destructive manner. A misfiring firework explodes in a 5-foot-radius burst. Creatures and objects in the area are blinded for 1d4 rounds and take 1d6 points of fire damage for every 100 gp of the firework’s price (minimum 1d6). A successful Reflex save halves the damage and a successful Fortitude save reduces the blindness condition to 1 round; the DC of these saves is equal to the Craft DC of the firework – 10 (minimum 1). Certain fireworks may cause less or more destructive effects, at the GM’s discretion.

Standing Fireworks: Some fireworks must be set down on a stable surface to function properly. You can set a firework down safely as a move action that provokes attacks of opportunity, or drop it as a free action and hope it lands upright (50% chance that the firework tips over and falls on its side). A creature can tip over an adjacent standing firework as a move action or as part of a charge, provoking attacks of opportunity either way. When a standing firework tips over, there is a 50% chance that it immediately misfires. An undetonated, tipped standing firework can be reset as a move action that provokes attacks of opportunity; a tipped, lit standing firework misfires if it detonates.

Advanced Firework Techniques

Characters who possess ranks in the Craft (alchemy) skill can use the following advanced techniques to improve their fireworks.

Fuse Lengths: Fireworks often have a slow-burning fuse, which allows the user to get away to a safe distance. A character with 3 or more ranks in Craft (alchemy) can increase the fuse length of a firework (a full-round action) to cause a 1- to 2-round delay between ignition and detonation. A character with 6 or more ranks in Craft (alchemy) can adjust the fuse length to create up to a 1-minute delay.

Lighting Multiple Fuses: A character with 5 or more ranks in Craft (alchemy) can light a number of fireworks within reach equal to 1 + her Dexterity modifier as a full-round action.

Shortening Fuses: A character with 2 or more ranks in Craft (alchemy) can cut a fuse so that the firework detonates at the end of her turn; however, if the wielder rolls a natural 1 on her attack roll when throwing a firework with a shortened fuse, the firework misfires in her hand.

Back to Top

Firework, Banshee Ballerina

Price 75 gp; Weight

DESCRIPTION

This small firework burns brightly and makes a loud, eerie whistling sound.

It can be thrown to target an intersection as a splash weapon. Any creatures within 5 feet of the noise are effectively deafened while they remain in the area, as even the loudest sounds they make are drowned out by the piercing sound. A banshee ballerina firework burns for 1d4+1 rounds before extinguishing itself with a quiet puff of smoke.

CONSTRUCTION REQUIREMENTS

Skill(s) Craft (alchemy) DC 30.

Back to Top

Firework, Dancing Peonies

Source Pathfinder Player Companion: Alchemy Manual

Price 50 gp; Weight 1/2 lb.

DESCRIPTION

This dinner-plate-sized packet contains three jumping jennies, each of which moves independently of the others for 1d6 rounds after the packet detonates.

CREATION

Recipe (3 black powder + 20 magnesium + 3 saltpeter)/calcination; Skill(s) Craft (alchemy) DC 18; Time 1 hour; Tools crucible; Type alchemical weapon

Back to Top

Firework, Firecracker

Source Pathfinder Player Companion: Alchemy Manual

Price 10 gp; Weight

DESCRIPTION

These small paper or cloth cylinders or spheres are filled with a tiny charge of black powder. One round after lighting a firecracker in an adjacent square, the firework detonates with a loud bang, dealing 1d2+1 points of nonlethal damage to any creatures in the square and deafening them for 1d4 rounds (Fortitude DC 11 halves damage and duration of deafness).

The bang also causes unintelligent animals within 20 feet of it to become frightened for 1d3 rounds; an animal can overcome this effect with a successful DC 11 Will save or if an adjacent ally calms the animal with a successful DC 11 Handle Animal check (an immediate action).

CREATION

Recipe (1 black powder + 1 saltpeter)/calcination; Skill(s) Craft (alchemy) DC 20; Time 10 minutes; Tools crucible; Type alchemical weapon

Back to Top

Firework, Spirit Firecracker

Source Pathfinder Player Companion: Alchemy Manual

Price 30 gp; Weight

DESCRIPTION

These firecrackers are covered in magical runes and are mixed with ghost salt.

One round after you light a spirit firecracker in an adjacent square, the firework detonates and deals 1d4+1 points of damage to incorporeal creatures in the same space. In addition, an affected incorporeal creature with light sensitivity, light blindness, or sunlight powerlessness becomes blinded for 1 round. A spirit firecracker has no effect on corporeal creatures.

CREATION

Recipe (1 black powder + 6 brimstone + 4 saltpeter + 10 silver)/calcination; Skill(s) Craft (alchemy) DC 25; Time 1 hour; Tools crucible; Type alchemical weapon

Back to Top

Firework, Flame Fountain

Price 100 gp; Weight

DESCRIPTION

This hollow metal or wooden tube contains slow-burning powder. When you light the fuse (a move action), it creates a 3-foot-long, blazing fountain of red-hot fiery sparks. You wield this fountain of sparks as if it were a heavy mace. Attacks with the fountain are melee touch attacks. The fountain deals 1d8 points of fire damage (your Strength modifier does not apply to the damage).

The fountain sheds light as a torch and can ignite combustible materials such as parchment, straw, dry sticks, and cloth. Once ignited, it lasts for 1 minute. If extinguished before this time, the remaining duration is wasted.

CONSTRUCTION REQUIREMENTS

Skill(s) Craft (alchemy) DC 25.

Back to Top

Firework, Jumping Jenny

Source Pathfinder Player Companion: Alchemy Manual

Price 15 gp; Weight

DESCRIPTION

This small, round paper packet is filled with a sparkling propellant and pierced with several irregular holes, which causes it to dance and spin as the firework burns.

One round after you light a jumping jenny, it fills its square with sparks, dealing 1 point of fire damage to creatures in that square and dazzling them for 1d2 rounds (Reflex DC 12 negates). Each round for 1d4 rounds after detonation, the jumping jenny moves into a random adjacent square.

CREATION

Recipe (1 black powder + 5 magnesium + 1 saltpeter)/calcination; Skill(s) Craft (alchemy) DC 16; Time 10 minutes; Tools crucible; Type alchemical weapon

Back to Top

Firework, Paper Candle

Price 1 gp; Weight

DESCRIPTION

This finger-sized explosive detonates noisily 1 round after lighting. Anyone in the same square as a paper candle when it explodes must make a DC 15 Fortitude save or be dazzled for 1d4 rounds.

CONSTRUCTION REQUIREMENTS

Skill(s) Craft (alchemy) DC 20.

Back to Top

Firework, Skydragon

Source Pathfinder Player Companion: Alchemy Manual

Price 300 gp; Weight 10 lbs.

DESCRIPTION

The skydragon firework is the apex of the firework artisan’s craft. Unlit, a skydragon firework looks like an unassuming tube of thin wood and colored parchment.

One round after you light a skydragon firework, the tube takes flight at a speed of 60 feet for 1d4 rounds, traveling in the direction it is pointed for the first round and changing direction randomly each round thereafter. The firework deals 2d6 points of fire damage to any creature within 10 feet of its flight path. If a skydragon’s flight path causes it to hit a solid object, the firework continues in a random direction but subtracts 30 feet from its movement for that round.

CREATION

Recipe (30 black powder + 30 magnesium + 40 phosphorus)/calcination; Skill(s) Craft (alchemy) DC 30; Time 1 day; Tools crucible; Type alchemical weapon

Back to Top

Firework, Skyrocket

Price 50 gp; Weight 1 lb.

DESCRIPTION

When lit, this foot-long wooden tube begins to shake and emit a handful of white sparks, shedding light as a torch. One round later it takes flight, moving at a speed of 90 feet for 1d6 rounds before loudly exploding in a burst of light and sound, dealing 2d6 points of fire damage in a 10-foot-radius burst (Reflex DC 15 halves). Anyone who takes damage from the explosion is either blinded or deafened (50% chance of either) for 1 round.

CONSTRUCTION REQUIREMENTS

Skill(s) Craft (alchemy) DC 25.

Back to Top

Firework, Sparking Pinwheel

Source Pathfinder Player Companion: Alchemy Manual

Price 60 gp; Weight 1 lb.

DESCRIPTION

This disk of paper or light cloth is stretched over a frame of thin wooden supports, with tubes of paper or cured hide spaced evenly around the rim. The whole firework is mounted on a spike or peg and placed on the ground.

At the end of the round when it’s lit, it spins rapidly and sheds a curtain of dazzling sparks 15 feet wide. The curtain of sparks obscures vision, granting concealment against creatures on the opposite side. A sparking pinwheel burns for 1d4+1 rounds, and any creature that begins its turn adjacent to the curtain of sparks takes 1 point of fire damage and is dazzled for 1d4 rounds (Reflex DC 14 negates). Creatures that pass through the curtain of sparks take 1d4 points of fire damage and are blinded for 1 round (a successful save halves the damage and negates the blindness). If not mounted on a solid, immobile object, a sparking pinwheel cannot spin smoothly and instead fills a single 5-foot square with a shower of sparks; its effects are otherwise unchanged for creatures adjacent to or passing through that square.

CREATION

Recipe (5 black powder + 15 magnesium + 30 phosphorus)/calcination; Skill(s) Craft (alchemy) DC 25; Time 1 hour; Tools crucible; Type alchemical weapon

Back to Top

Firework, Star Candle

Price 5 gp; Weight

DESCRIPTION

When lit, this foot-long wooden tube launches a flaming pyrotechnic “candle” every round for 4 rounds. The projectiles deal 1 point of nonlethal damage and 1 point of fire damage if they hit; on a critical hit, the target is also blinded for 1 round. The projectiles shed light as candles for 1 round and have a range increment of 5 feet. Attacking with a star candle is a ranged touch attack and always has a –4 nonproficiency penalty.

CONSTRUCTION REQUIREMENTS

Skill(s) Craft (alchemy) DC 20.

Back to Top

Firework, Starfountain

Price 500 gp; Weight 100 lbs.

DESCRIPTION

This tree stump-sized bundle of tubes immediately begins to emit arcs of multi-colored sparks when lit. Starting 1d6 rounds after lighting, it loudly releases brightly colored streaks of tiny flaming particles for 4 rounds. Outdoors, these particles soar far up into the sky before dispersing. Indoors or in a closed area, the ricocheting fireworks deal 1d6 points of fire damage each round in a 20-foot-radius spread (Reflex DC 15 halves). Creatures who fail their save are blinded for 1d4 rounds and deafened for 1 hour.

CONSTRUCTION REQUIREMENTS

Skill(s) Craft (alchemy) DC 25.