Adventuring Gear, Substances & Tools
This page covers adventuring gear, alchemical substances and items, and tools and skill kits. See Weapons and Armor for combat equipment, and Clothing, Mounts & Services for the remaining goods categories.
Goods And Services (Part 1)
Table: Goods and Services
Adventuring Gear
Item| Cost| Weight
Backpack (empty)| 2 gp| 2 lbs.1
Barrel (empty)| 2 gp| 30 lbs.
Basket (empty)| 4 sp| 1 lb.
Bedroll| 1 sp| 5 lbs.1
Bell| 1 gp| –
Blanket, winter| 5 sp| 3 lbs.1
Block and tackle| 5 gp| 5 lbs.
Bottle, glass| 2 gp| 1 lb.
Bucket (empty)| 5 sp| 2 lbs.
Caltrops| 1 gp| 2 lbs.
Candle| 1 cp| –
Canvas (sq. yd.)| 1 sp| 1 lb.
Case, map or scroll| 1 gp| 1/2 lb.
Chain (10 ft.)| 30 gp| 2 lbs.
Chalk, 1 piece| 1 cp| –
Chest (empty)| 2 gp| 25 lbs.
Crowbar| 2 gp| 5 lbs.
Firewood (per day)| 1 cp| 20 lbs.
Fishhook| 1 sp| –
Fishing net, 25 sq. ft.| 4 gp| 5 lbs.
Flask (empty)| 3 cp| 1-1/2 lbs.
Flint and steel| 1 gp| –
Grappling hook| 1 gp| 4 lbs.
Hammer| 5 sp| 2 lbs.
Hourglass| 25 gp| 1 lb.
Ink (1 oz. vial)| 8 gp| –
Inkpen| 1 sp| –
Jug, clay| 3 cp| 9 lbs.
Ladder, 10-foot| 2 sp| 20 lbs.
Lamp, common| 1 sp| 1 lb.
Lantern, bullseye| 12 gp| 3 lbs.
Lantern, hooded| 7 gp| 2 lbs.
Lock
Simple| 20 gp| 1 lb.
Average| 40 gp| 1 lb.
Good| 80 gp| 1 lb.
Superior| 150 gp| 1 lb.
Manacles| 15 gp| 2 lbs.
Manacles, masterwork| 50 gp| 2 lbs.
Mirror, small steel| 10 gp| 1/2 lb.
Mug/Tankard, clay| 2 cp| 1 lb.
Oil (1-pint flask)| 1 sp| 1 lb.
Paper (sheet)| 4 sp| –
Parchment (sheet)| 2 sp| –
Pick, miner’s| 3 gp| 10 lbs.
Pitcher, clay| 2 cp| 5 lbs.
Piton| 1 sp| 1/2 lb.
Pole, 10-foot| 5 cp| 8 lbs.
Pot, iron| 8 sp| 4 lbs.
Pouch, belt (empty)| 1 gp| 1/2 lb.1
Ram, portable| 10 gp| 20 lbs.
Rations, trail (per day)| 5 sp| 1 lb.1
Rope, hemp (50 ft.)| 1 gp| 10 lbs.
Rope, silk (50 ft.)| 10 gp| 5 lbs.
Sack (empty)| 1 sp| 1/2 lb.1
Sealing wax| 1 gp| 1 lb.
Sewing needle| 5 sp| –
Shovel or spade| 2 gp| 8 lbs.
Signal whistle| 8 sp| –
Signet ring| 5 gp| –
Sledge| 1 gp| 10 lbs.
Soap (per lb.)| 5 sp| 1 lb.
Spyglass| 1,000 gp| 1 lb.
Tent| 10 gp| 20 lbs.1
Torch| 1 cp| 1 lb.
Vial, ink or potion| 1 gp| –
Water clock| 1,000 gp| 200 lbs.
Waterskin| 1 gp| 4 lbs.1
Whetstone| 2 cp| 1 lb.
Special Substances and Items
Item| Cost| Weight
Acid (flask)| 10 gp| 1 lb.
Alchemist’s fire (flask)| 20 gp| 1 lb.
Antitoxin (vial)| 50 gp| –
Everburning torch| 110 gp| 1 lb.
Holy water (flask)| 25 gp| 1 lb.
Smokestick| 20 gp| 1/2 lb.
Sunrod| 2 gp| 1 lb.
Tanglefoot bag| 50 gp| 4 lbs.
Thunderstone| 30 gp| 1 lb.
Tindertwig| 1 gp| –
Tools and Skill Kits
Item| Cost| Weight
Alchemist’s lab| 200 gp| 40 lbs.
Artisan’s tools| 5 gp| 5 lbs.
Artisan’s tools, masterwork| 55 gp| 5 lbs.
Climber’s kit| 80 gp| 5 lbs.1
Disguise kit| 50 gp| 8 lbs.1
Healer’s kit| 50 gp| 1 lb.
Holly and mistletoe| --| –
Holy symbol, wooden| 1 gp| –
Holy symbol, silver| 25 gp| 1 lb.
Magnifying glass| 100 gp| –
Musical instrument, common| 5 gp| 3 lbs.1
Musical instrument, masterwork| 100 gp| 3 lbs.1
Scale, merchant’s| 2 gp| 1 lb.
Spell component pouch| 5 gp| 2 lbs.
Spellbook, wizard’s (blank)| 15 gp| 3 lbs.
Thieves’ tools| 30 gp| 1 lb.
Thieves’ tools, masterwork| 100 gp| 2 lbs.
Tool, masterwork| 50 gp| 1 lb.
Clothing
Item| Cost| Weight
Artisan’s outfit| 1 gp| 4 lbs.1
Cleric’s vestments| 5 gp| 6 lbs.1
Cold-weather outfit| 8 gp| 7 lbs.1
Courtier’s outfit| 30 gp| 6 lbs.1
Entertainer’s outfit| 3 gp| 4 lbs.1
Explorer’s outfit| 10 gp| 8 lbs.1
Monk’s outfit| 5 gp| 2 lbs.1
Noble’s outfit| 75 gp| 10 lbs.1
Peasant’s outfit| 1 sp| 2 lbs.1
Royal outfit| 200 gp| 15 lbs.1
Scholar’s outfit| 5 gp| 6 lbs.1
Traveler’s outfit| 1 gp| 5 lbs.1
Food, Drink, and Lodging
Item| Cost| Weight
Ale
Gallon| 2 sp| 8 lbs.
Mug| 4 cp| 1 lb.
Banquet (per person)| 10 gp| –
Bread, loaf of| 2 cp| 1/2 lb.
Cheese, hunk of| 1 sp| 1/2 lb.
Inn stay (per day)
Good| 2 gp| –
Common| 5 sp| –
Poor| 2 sp| –
Meals (per day)
Good| 5 sp| –
Common| 3 sp| –
Poor| 1 sp| –
Meat, chunk of| 3 sp| 1/2 lb.
Wine
Common (pitcher)| 2 sp| 6 lbs.
Fine (bottle)| 10 gp| 1-1/2 lbs.
Mounts and Related Gear
Item| Cost| Weight
Barding
Medium creature| ×22| ×12
Large creature| ×42| ×22
Bit and bridle| 2 gp| 1 lb.
Dog, guard| 25 gp| –
Dog, riding| 150 gp| –
Donkey or mule| 8 gp| –
Feed (per day)| 5 cp| 10 lbs.
Horse
Horse, heavy| 200 gp| –
Horse, heavy (combat trained)| 300 gp| –
Horse, light| 75 gp| –
Horse, light (combat trained)| 110 gp| –
Pony| 30 gp| –
Pony (combat trained)| 45 gp| –
Saddle
Military| 20 gp| 30 lbs.
Pack| 5 gp| 15 lbs.
Riding| 10 gp| 25 lbs.
Saddle, Exotic
Military| 60 gp| 40 lbs.
Pack| 15 gp| 20 lbs.
Riding| 30 gp| 30 lbs.
Saddlebags| 4 gp| 8 lbs.
Stabling (per day)| 5 sp| –
Transport
Item| Cost| Weight
Carriage| 100 gp| 600 lbs.
Cart| 15 gp| 200 lbs.
Galley| 30,000 gp| –
Keelboat| 3,000 gp| –
Longship| 10,000 gp| –
Rowboat| 50 gp| 100 lbs.
Oar| 2 gp| 10 lbs.
Sailing ship| 10,000 gp| –
Sled| 20 gp| 300 lbs.
Wagon| 35 gp| 400 lbs.
Warship| 25,000 gp| –
Spellcasting and Services
Service| Cost
Coach cab| 3 cp per mile
Hireling, trained| 3 sp per day
Hireling, untrained| 1 sp per day
Messenger| 2 cp per mile
Road or gate toll| 1 cp
Ship’s passage| 1 sp per mile
Spellcasting| Caster level × spell level × 10 gp3
– No weight, or no weight worth noting.
1 These items weigh one-quarter this amount when made for Small characters. Containers for Small characters also carry one-quarter the normal amount.
2 Relative to similar armor made for a Medium humanoid.
3 See spell description for additional costs. If the additional costs put the spell’s total cost above 3,000 gp, that spell is not generally available. Use a spell level of 1/2 for 0-level spells to calculate the cost.
Adventuring Gear
Some of the pieces of adventuring gear found on Table: Goods and Services are described below, along with any special benefits they confer on the user (“you”).
Backpack
This leather knapsack has one large pocket that closes with a buckled strap and holds about 2 cubic feet of material. Some may have one or more smaller pockets on the sides.
Barrel
This is a sturdy wooden barrel with a tight-fitting lid, banded with metal.
Basket
This large basket has a lid and holds about 2 cubic feet.
Bedroll
This consists of two woolen sheets sewn together along the bottom and one side to create a bag for sleeping in. Some have cloth straps along the open side so the bedroll can be tied closed while you are sleeping. It can be rolled and tied into a tight coil for storage or transport. Most people use a blanket with the bedroll to stay warm or provide a ground cushion.
Bell
This handbell can produce only one loud note.
Belt Pouch
A typical leather or cloth belt pouch has a leather cord to cinch it shut and another to tie it to your belt. It is large enough to hold 100-200 coins or two apples.
Blanket
This warm, woven blanket has straps so it can be rolled up and tied. Blankets are often used in conjunction with bedrolls to provide additional warmth or a ground cushion.
Block and Tackle
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.
Bottle
This glass bottle holds about a pint and includes a cork.
Bucket
A typical bucket has a rope handle and can hold 1-2 gallons of liquid.
Caltrops
A caltrop is a four-pronged metal spike crafted so that one prong faces up no matter how the caltrop comes to rest. You scatter caltrops on the ground in the hope that your enemies step on them or are at least forced to slow down to avoid them. One 2-pound bag of caltrops covers an area 5 feet square.
Each time a creature moves into an area covered by caltrops (or spends a round fighting while standing in such an area), it runs the risk of stepping on one. Make an attack roll for the caltrops (base attack bonus +0) against the creature. For this attack, the creature’s shield, armor, and deflection bonuses do not count. If the creature is wearing shoes or other footwear, it gets a +2 armor bonus to AC. If the attack succeeds, the creature has stepped on a caltrop. The caltrop deals 1 point of damage, and the creature’s speed is reduced by half because its foot is wounded. This movement penalty lasts for 24 hours, until the creature is successfully treated with a DC 15 Heal check, or until it receives at least 1 point of magical healing. A charging or running creature must immediately stop if it steps on a caltrop. Any creature moving at half speed or slower can pick its way through a bed of caltrops with no trouble.
Caltrops may not work against unusual opponents.
Candle
A candle dimly illuminates a small area, increasing the light level in a 5-foot radius by one step (darkness becomes dim light and dim light becomes normal light). A candle cannot increase the light level above normal light. A candle burns for 1 hour.
Canvas
This square yard of heavy cloth is suitable for painting, for covering items in a rainstorm, for creating a sail, or as an improvised bag. It is not waterproof but can be treated with oil, wax, or resin to make it water-resistant.
Chain
Chain has hardness 10 and 5 hit points. It can be burst with a DC 26 Strength check.
Chalk
This fat piece of white chalk easily marks wood, metal, or stone. You can write with it for about 24 hours before it is expended. Chalk also comes in other colors, but these are rarer and can be more expensive.
Chest
A common small wooden chest (2 cubic feet, 1 hit point, break DC 17). Most include a simple inset lock.
Crowbar
A crowbar grants a +2 circumstance bonus on Strength checks made to force open a door or chest. If used in combat, treat a crowbar as a one-handed improvised weapon that deals bludgeoning damage equal to that of a club of its size.
Firewood
This bundle of dry wood includes twigs and logs.
Fishhook
This metal hook is little more than a stiff, bent needle.
Fishing Net
This net measures 5 feet by 5 feet, and can be used to cover a pit or to block Tiny or larger creatures from entering an area.
Flask
This glass bottle holds 1 pint. It is relatively fragile and breaks if thrown at a creature or hard surface. Flasks may be simple blown glass, or they may be elaborate affairs embossed with family crests and other artwork.
Flint and Steel
Lighting a torch with flint and steel is a full-round action, and lighting any other fire with them takes at least that long.
Grappling Hook
Throwing a grappling hook requires a ranged attack roll, treating the hook as a thrown weapon with a range increment of 10 feet. Objects with ample places to catch the hook are AC 5.
Hammer
If a hammer is used in combat, treat it as a one-handed improvised weapon that deals bludgeoning damage equal to that of a spiked gauntlet of its size.
Hourglass
The standard hourglass takes 1 hour to empty the sand from the upper chamber.
Ink
Ink in colors other than black costs twice as much.
Inkpen
This is a wooden stylus with a metal tip that retains a small amount of ink after you dip it in a vial of ink.
Jug, Clay
This basic jug is fitted with a stopper and holds 1 gallon of liquid.
Ladder
This simple 10-foot ladder consists of two long boards with wooden steps nailed into them at 1-foot increments.
Lamp, Common
A lamp illuminates a small area, providing normal light in a 15-foot radius and increasing the light level by one step for an additional 15 feet beyond that area (darkness becomes dim light and dim light becomes normal light). A lamp does not increase the light level in normal light or bright light. A lamp burns for 6 hours on one pint of oil. You can carry a lamp in one hand.
Lantern, Bullseye
A bullseye lantern provides normal light in a 60-foot cone and increases the light level by one step in the area beyond that, out to a 120-foot cone (darkness becomes dim light and dim light becomes normal light). A bullseye lantern does not increase the light level in normal light or bright light. A lantern burns for 6 hours on one pint of oil. You can carry a lantern in one hand.
Lantern, Hooded
A hooded lantern sheds normal light in a 30-foot radius and increases the light level by one step for an additional 30 feet beyond that area (darkness becomes dim light and dim light becomes normal light). A hooded lantern does not increase the light level in normal light or bright light. A lantern burns for 6 hours on one pint of oil. You can carry a lantern in one hand.
Lock
The DC to open a lock with the Disable Device skill depends on the lock’s quality: simple (DC 20), average (DC 25), good (DC 30), or superior (DC 40).
Manacles, Standard and Masterwork
Manacles can bind a Medium creature. A manacled creature can use the Escape Artist skill to slip free (DC 30, or DC 35 for masterwork manacles). Breaking the manacles requires a Strength check (DC 26, or DC 28 for masterwork manacles). Manacles have hardness 10 and 10 hit points.
Most manacles have locks; add the cost of the lock you want to the cost of the manacles.
For the same cost, you can buy manacles for a Small creature. For a Large creature, manacles cost 10 times the indicated amount, and for a Huge creature, 100 times the indicated amount. Gargantuan, Colossal, Tiny, Diminutive, and Fine creatures can be held only by specially made manacles, which cost at least 100 times the indicated amount.
Mirror
This hand-held mirror is about a foot across. Unlike many higher-quality glass mirrors, this one is made out of polished steel and sturdy enough that you can drop it without risk of breakage.
Mug/Tankard
Whether it is a simple pottery cup or an elaborate drinking stein with a handle and decorative lid that flips up, this cup may be used to hold any sort of beverage. Tankards are commonly made out of clay or tin.
Oil
A pint of oil burns for 6 hours in a lantern or lamp. You can also use a flask of oil as a splash weapon. Use the rules for alchemist’s fire (see Special Substances and Items on Table: Goods and Services), except that it takes a full-round action to prepare a flask with a fuse. Once it is thrown, there is a 50% chance of the flask igniting successfully.
You can pour a pint of oil on the ground to cover an area 5 feet square, provided that the surface is smooth. If lit, the oil burns for 2 rounds and deals 1d3 points of fire damage to each creature in the area.
Parchment
This sheet of thin, treated animal skin is a durable writing surface and is suitable for making magic scrolls. It has hardness 0, 2 hit points, and a break DC of 5.
Paper
A sheet of ordinary paper typically measures 9 inches by 6 inches and is unsuitable for making magical scrolls. It has hardness 0, 1 hit point, and a break DC of 5.
Pick, Miner’s
If a miner’s pick is used in combat, treat it as a two-handed improvised weapon that deals piercing damage equal to that of a heavy pick of its size.
Pitcher
This basic clay pitcher has a handle and an open top with a groove for easy pouring. It holds 1/2 gallon of liquid. The listed weight is for a pitcher filled with water, wine, or ale; empty, it weighs about 1/2 pound.
Piton
A piton is an iron spike with a loop or ring on the end so you can tie a rope to it.
Pole
This 10-foot length of wood is useful for probing pits, flagstones, and murky liquids from a safe distance.
Pot
This 8-inch-diameter iron pot is sturdy and has feet, a lid, and a rounded handle. It can hold enough stew to feed one hungry human for one meal. A mithral pot is lighter and food rarely sticks to it.
Ram, Portable
This iron-shod wooden beam gives you a +2 circumstance bonus on Strength checks made to break open a door and allows a second person to help, automatically increasing your bonus by 2.
Rope, Hemp
This rope has 2 hit points and can be burst with a DC 23 Strength check.
Rope, Silk
This rope has 4 hit points and can be burst with a DC 24 Strength check.
Sack
This heavy canvas sack, useful for carrying adventuring gear and other supplies, holds about 4 cubic feet. A leather thong threaded through loops at the bag’s end allows it to be tied shut easily.
Scroll Case
A leather or wooden scroll case easily holds four scrolls; you can cram more inside, but retrieving any of them becomes a full-round action rather than a move action. You must destroy the scroll case to damage its contents (hardness 2 for leather or 5 for wood, 2 hit points, break DC 15). A scroll case is not watertight, and must still be protected from the elements.
Sealing Wax
This stick of red wax is used to seal envelopes, often using an impression from a signet ring as proof they were sent by you.
Sewing Needle
This needle allows you to stitch together cloth, canvas, or thin leather.
Shovel
If a shovel is used in combat, treat it as a one-handed improvised weapon that deals bludgeoning damage equal to that of a club of its size.
Signal Whistle
With a DC 5 Perform (wind instruments) check, you can use a whistle to signal the same sorts of situations as signal horns. A whistle’s piercing report can be clearly heard (Perception DC 0) up to a quarter-mile away. For each quarter-mile beyond, Perception checks to hear a whistle take a -2 penalty. Silent whistles that only animals and other creatures with keen hearing can hear also exist.
Signet Ring
This ring has an embossed design, typically a family crest or official icon. You press a signet ring into softened wax to leave an impression of this symbol.
Sledge
This heavy, two-handed hammer is normally used in carpentry and other construction tasks, and is also useful for driving in tent stakes to help secure campsites in areas with strong winds. If used in combat, treat it as an improvised earth breaker (see page 27).
Soap
Most soap is made from animal fat and lye derived from ashes. You can use this thick block of soap to scrub clothes, pots, linens, adventurers, or anything else that might be dirty. A bar of soap has approximately 50 uses.
Spyglass
Objects viewed through a spyglass are magnified to twice their size. Characters using a spyglass take a -1 penalty on Perception skill checks per 20 feet of distance to the target, if the target is visible.
Tent
A small tents. Holds one Medium creature and takes 20 minutes to assemble. Packing up a tent takes half as long as assembling it.
Torch
A torch burns for 1 hour, shedding normal light in a 20-foot radius and increasing the light level by one step for an additional 20 feet beyond that area (darkness becomes dim light and dim light becomes normal light). A torch does not increase the light level in normal light or bright light. If a torch is used in combat, treat it as a one-handed improvised weapon that deals bludgeoning damage equal to that of a gauntlet of its size, plus 1 point of fire damage.
Trail Rations
The listed price is for a day’s worth of food. This bland food is usually some kind of hard tack, jerky, and dried fruit, though the contents vary from region to region and the race of those creating it. As long as it stays dry, it can go for months without spoiling.
Vial
A vial is made out of glass or steel and holds 1 ounce of liquid.
Water Clock
This large, bulky contrivance gives the time accurately to within half an hour per day since it was last set. It requires a source of water, and it must be kept still because it marks time by the regulated flow of droplets of water.
Waterskin
This bag is made of an animal bladder or treated leather. It is watertight and holds about 1/2 gallon of liquid. The listed weight is for a waterskin full of water; empty, it weighs about 2 pounds.
Whetstone
A whetstone allows you to sharpen a blade by sliding it against the stone at a precise angle. Honing a blade with a whetstone requires about 15 minutes of work and grants the weapon a +1 bonus on your damage roll the first time you hit with it. This only works on nonmagical blades.
Special Substances and Items
Any of these substances except for the everburning torch and holy water can be made by a character with the Craft (alchemy) skill.
Acid
You can throw a flask of acid as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet. A direct hit deals 1d6 points of acid damage. Every creature within 5 feet of the point where the acid hits takes 1 point of acid damage from the splash.
Alchemist’s Fire
You can throw a flask of alchemist’s fire as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet.
A direct hit deals 1d6 points of fire damage. Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of damage. If desired, the target can use a full-round action to attempt to extinguish the flames before taking this additional damage. Extinguishing the flames requires a DC 15 Reflex save. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a lake or magically extinguishing the flames automatically smothers the fire.
Antitoxin
If you drink a vial of antitoxin, you get a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.
Everburning Torch
This otherwise normal torch has a continual flame spell cast on it. This causes it to shed light like an ordinary torch, but it does not emit heat or deal fire damage if used as a weapon.
Holy Water
Holy water damages undead creatures and evil outsiders almost as if it were acid. A flask of holy water can be thrown as a splash weapon.
Treat this attack as a ranged touch attack with a range increment of 10 feet. A flask breaks if thrown against the body of a corporeal creature, but to use it against an incorporeal creature, you must open the flask and pour the holy water out onto the target. Thus, you can douse an incorporeal creature with holy water only if you are adjacent to it. Doing so is a ranged touch attack that does not provoke attacks of opportunity.
A direct hit by a flask of holy water deals 2d4 points of damage to an undead creature or an evil outsider. Each such creature within 5 feet of the point where the flask hits takes 1 point of damage from the splash.
Temples to good deities sell holy water at cost (making no profit). Holy water is made using the bless water spell.
Smokestick
This alchemically treated wooden stick instantly creates thick, opaque smoke when burned. The smoke fills a 10-foot cube (treat the effect as a fog cloud spell, except that a moderate or stronger wind dissipates the smoke in 1 round). The stick is consumed after 1 round, and the smoke dissipates naturally after 1 minute.
Sunrod
This 1-foot-long, gold-tipped, iron rod glows brightly when struck as a standard action. It sheds normal light in a 30-foot radius and increases the light level by one step for an additional 30 feet beyond that area (darkness becomes dim light and dim light becomes normal light). A sunrod does not increase the light level in normal light or bright light. It glows for 6 hours, after which the gold tip is burned out and worthless.
Tanglefoot Bag
A tanglefoot bag is a small sack filled with tar, resin, and other sticky substances. When you throw a tanglefoot bag at a creature (as a ranged touch attack with a range increment of 10 feet), the bag comes apart and goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air. An entangled creature takes a -2 penalty on attack rolls and a -4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. Huge or larger creatures are unaffected by a tanglefoot bag. A flying creature is not stuck to the floor, but it must make a DC 15 Reflex save or be unable to fly (assuming it uses its wings to fly) and fall to the ground. A tanglefoot bag does not function underwater.
A creature that is glued to the floor (or unable to fly) can break free by making a DC 17 Strength check or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. If the entangled creature attempts to cast a spell, it must make concentration check with a DC of 15 + the spell’s level or be unable to cast the spell. The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness. An application of universal solvent to a stuck creature dissolves the alchemical goo immediately.
Thunderstone
You can throw this stone as a ranged attack with a range increment of 20 feet. When it strikes a hard surface (or is struck hard), it creates a deafening bang that is treated as a sonic attack. Each creature within a 10-foot-radius spread must make a DC 15 Fortitude save or be deafened for 1 hour. A deafened creature, in addition to the obvious effects, takes a -4 penalty on initiative and has a 20% chance to miscast and lose any spell with a verbal component that it tries to cast.
Since you don’t need to hit a specific target, you can simply aim at a particular 5-foot square. Treat the target square as AC 5.
Tindertwig
The alchemical substance on the end of this small, wooden stick ignites when struck against a rough surface. Creating a flame with a tindertwig is much faster than creating a flame with flint and steel (or a magnifying glass) and tinder. Lighting a torch with a tindertwig is a standard action (rather than a full-round action), and lighting any other fire with one is at least a standard action.
Tools and Skill Kits
These items are particularly useful to characters with certain skills and class abilities.
Alchemist’s Lab
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.
Artisan’s Tools
These special tools include the items needed to pursue any craft. Without them, you have to use improvised tools (-2 penalty on Craft checks), if you can do the job at all.
Artisan’s Tools, Masterwork
These tools serve the same purpose as artisan’s tools, but masterwork artisan’s tools are the perfect tools for the job, so you get a +2 circumstance bonus on Craft checks made with them.
Climber’s Kit
These crampons, pitons, ropes, and tools give you a +2 circumstance bonus on Climb checks.
Disguise Kit
The kit is the perfect tool for disguise and provides a +2 circumstance bonus on Disguise checks. A disguise kit is exhausted after 10 uses.
Healer’s Kit
This collection of bandages and herbs provides a +2 circumstance bonus on Heal checks. A healer’s kit is exhausted after 10 uses.
Holly and Mistletoe
Druids commonly use these plants as divine focuses when casting spells.
Holy Symbol, Silver or Wooden
A holy symbol focuses positive energy and is used by good clerics and paladins (or by neutral clerics who want to cast good spells or channel positive energy). Each religion has its own holy symbol.
Unholy Symbols
An unholy symbol is like a holy symbol except that it focuses negative energy and is used by evil clerics (or by neutral clerics who want to cast evil spells or channel negative energy).
Magnifying Glass
This simple lens allows a closer look at small objects. It is also useful as a substitute for flint and steel when starting fires. Lighting a fire with a magnifying glass requires bright light, such as sunlight to focus, tinder to ignite, and at least a full-round action. A magnifying glass grants a +2 circumstance bonus on Appraise checks involving any item that is small or highly detailed.
Musical Instrument, Common or Masterwork
A masterwork instrument grants a +2 circumstance bonus on Perform checks involving its use.
Scale, Merchant’s
A merchant’s scale grants a +2 circumstance bonus on Appraise checks involving items that are valued by weight, including anything made of precious metals.
Spell Component Pouch
A spellcaster with a spell component pouch is assumed to have all the material components and focuses needed for spellcasting, except for those components that have a specific cost, divine focuses, and focuses that wouldn’t fit in a pouch.
Spellbook, Wizard’s
A spellbook has 100 pages of parchment, and each spell takes up one page per spell level (one page each for 0-level spells).
Thieves’ Tools
This kit contains lockpicks and other tools you need to use the Disable Device skill. Without these tools, you must use improvised tools, and you take a -2 circumstance penalty on Disable Device checks.
Thieves’ Tools, Masterwork
This kit contains extra tools and tools of better make, which grant a +2 circumstance bonus on Disable Device checks.
Tool, Masterwork
This well-made item is the perfect tool for the job. It grants a +2 circumstance bonus on a related skill check (if any). Bonuses provided by multiple masterwork items do not stack.
