Caltrops:
A caltrop is a four-pronged iron 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 might step on one. The caltrops make an
attack roll (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
caltrops succeed on the attack, the creature has stepped on one. The caltrop
deals 1 point of damage, and the creature’s speed is reduced by one-half
because its foot is wounded. This movement penalty lasts for 24 hours, or until
the creature is successfully treated with a DC 15 Heal check, or until it
receives at least 1 point of magical curing. 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 be effective against unusual opponents.
Candle:
A candle dimly illuminates a 5-foot radius and burns for 1 hour.
Chain:
Chain has hardness 10 and 5 hit points. It can be burst with a DC 26 Strength
check.
Crowbar:
A crowbar it grants a +2 circumstance bonus on Strength checks made for such
purposes. 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.
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 successfully requires a Use Rope check (DC 10, +2 per 10 feet of
distance thrown).
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.
Ink:
This is black ink. You can buy ink in other colors, but it costs twice as much.
Jug,
Clay: This basic
ceramic jug is fitted with a stopper and holds 1 gallon of liquid.
Lamp,
Common: A lamp
clearly illuminates a 15-foot radius, provides shadowy illumination out to a
30-foot radius, and burns for 6 hours on a pint of oil. You can carry a lamp in
one hand.
Lantern,
Bullseye: A bullseye
lantern provides clear illumination in a 60-foot cone and shadowy illumination
in a 120-foot cone. It burns for 6 hours on a pint of oil. You can carry a
bullseye lantern in one hand.
Lantern,
Hooded: A hooded
lantern clearly illuminates a 30-foot radius and provides shadowy illumination
in a 60-foot radius. It burns for 6 hours on a pint of oil. You can carry a
hooded lantern in one hand.
Lock:
The DC to open a lock with the Open Lock skill depends on the lock’s quality:
simple (DC 20), average (DC 25), good (DC 30), or superior (DC 40).
Manacles
and Manacles, 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 ten times the indicated amount, and for a Huge creature,
one hundred times this amount. Gargantuan, Colossal, Tiny, Diminutive, and Fine
creatures can be held only by specially made manacles.
Oil:
A pint of oil burns for 6 hours in a lantern. You can use a flask of oil as a
splash weapon. Use the rules for alchemist’s fire, 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.
Ram,
Portable: This
iron-shod wooden beam gives you a +2 circumstance bonus on Strength checks made
to break open a door and it allows a second person to help you without having to
roll, increasing your bonus by 2.
Rope,
Hempen: 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. It is so supple that it
provides a +2 circumstance bonus on Use Rope checks.
Spyglass:
Objects viewed through a spyglass are magnified to twice their size.
Torch:
A torch burns for 1 hour, clearly illuminating a 20-foot radius and providing
shadowy illumination out to a 40- foot radius. If a torch is used in combat,
treat it as a one-handed improvised weapon that deals bludgeoning damage equal
to that of a gauntlet of its size, plus 1 point of fire damage.
Vial:
A vial holds 1 ounce of liquid. The stoppered container usually is no more than
1 inch wide and 3 inches high.
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 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 upon it. An everburning
torch clearly illuminates a 20-foot radius and provides shadowy illumination out
to a 40-foot radius.
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).
Smokestick:
This alchemically treated wooden stick instantly creates thick, opaque smoke
when ignited. 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.
Sunrod:
This 1-foot-long, gold-tipped, iron rod glows brightly when struck. It clearly
illuminates a 30-foot radius and provides shadowy illumination in a 60-foot
radius. It glows for 6 hours, after which the gold tip is burned out and
worthless.
Tanglefoot
Bag: 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 the 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. A character capable of spellcasting who is bound by the goo must make a
DC 15 Concentration check to cast a 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
Alchemist’s
Lab: An alchemist’s
lab always has the perfect tool for making alchemical items, so it 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 (above), 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: This is the
perfect tool for climbing and gives 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 ten uses.
Healer’s
Kit: It is the
perfect tool for healing and provides a +2 circumstance bonus on Heal checks. A
healer’s kit is exhausted after ten uses.
Holy
Symbol, Silver or Wooden: A
holy symbol focuses positive energy. A cleric or paladin uses it as the focus
for his spells and as a tool for turning undead. 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 command
undead).
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 light as bright 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 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 (Blank): 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 the tools you need to use the Disable Device and Open Lock skills.
Without these tools, you must improvise tools, and you take a –2 circumstance
penalty on Disable Device and Open Locks checks.
Thieves’
Tools, Masterwork:
This kit contains extra tools and tools of better make, which grant a +2
circumstance bonus on Disable Device and Open Lock 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 used toward the same skill check do not stack.
Water
Clock: This large,
bulky contrivance gives the time accurate 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.
CLOTHING
Artisan’s Outfit: This
outfit includes a shirt with buttons, a skirt or pants with a drawstring, shoes,
and perhaps a cap or hat. It may also include a belt or a leather or cloth apron
for carrying tools.
Cleric’s Vestments: These
ecclesiastical clothes are for performing priestly functions, not for
adventuring.
Cold Weather Outfit:
A cold weather outfit includes a wool coat, linen shirt, wool cap, heavy cloak,
thick pants or skirt, and
boots. This outfit grants a
+5 circumstance bonus on Fortitude saving throws against exposure to cold
weather.
Courtier’s Outfit:
This outfit includes fancy, tailored clothes in whatever fashion happens to be
the current style in the courts of the nobles. Anyone trying to influence nobles
or courtiers while wearing street dress will have a hard time of it (–2
penalty on Charisma-based skill checks to influence such individuals). If you
wear this outfit without jewelry (costing an additional 50 gp), you look like an
out-of-place commoner.
Entertainer’s Outfit:
This set of flashy, perhaps even gaudy, clothes is for entertaining. While the
outfit looks whimsical, its practical design lets you tumble, dance, walk a
tightrope, or just run (if the audience turns ugly).
Explorer’s Outfit:
This is a full set of clothes for someone who never knows what to expect. It
includes sturdy boots, leather breeches or a skirt, a belt, a shirt (perhaps
with a vest or jacket), gloves, and a cloak. Rather than a leather skirt, a
leather overtunic may be worn over a cloth skirt. The clothes have plenty of
pockets (especially the cloak). The outfit also includes any extra items you
might need, such as a scarf or a wide-brimmed hat.
Monk’s Outfit:
This simple outfit includes sandals, loose breeches, and a loose shirt, and is
all bound together with sashes. The outfit is designed to give you maximum
mobility, and it’s made of high-quality fabric. You can hide small weapons in
pockets hidden in the folds, and the sashes are strong enough to serve as short
ropes.
Noble’s Outfit:
This set of clothes is designed specifically to be expensive and to show it.
Precious metals and gems are worked into the clothing. To fit into the noble
crowd, every would-be noble also needs a signet ring (see Adventuring Gear,
above) and jewelry (worth at least 100 gp).
Peasant’s Outfit:
This set of clothes consists of a loose shirt and baggy breeches, or a loose
shirt and skirt or overdress. Cloth wrappings are used for shoes.
Royal Outfit:
This is just the clothing, not the royal scepter, crown, ring, and other
accoutrements. Royal clothes are ostentatious, with gems, gold, silk, and fur in
abundance.
Scholar’s Outfit: Perfect
for a scholar, this outfit includes a robe, a belt, a cap, soft shoes, and
possibly a cloak.
Traveler’s Outfit:
This set of clothes consists of boots, a wool skirt or breeches, a sturdy belt,
a shirt (perhaps with a vest or jacket), and an ample cloak with a hood.
FOOD, DRINK, AND LODGING
Inn:
Poor accommodations at an inn amount to a place on the floor near the hearth.
Common accommodations consist of a place on a raised, heated floor, the use of a
blanket and a pillow. Good accommodations consist of a small, private room with
one bed, some amenities, and a covered chamber pot in the corner.
Meals:
Poor meals might be composed of bread, baked turnips, onions, and water. Common
meals might consist of bread, chicken stew, carrots, and watered-down ale or
wine. Good meals might be composed of bread and pastries, beef, peas, and ale or
wine.
MOUNTS AND RELATED GEAR
Barding,
Medium Creature and Large Creature: Barding is a type of armor that covers the head, neck, chest,
body, and possibly legs of a horse or other mount. Barding made of medium or
heavy armor provides better protection than light barding, but at the expense of
speed. Barding can be made of any of the armor types found on Table: Armor and
Shields.
Armor for a
horse (a Large nonhumanoid creature) costs four times as much as armor for a
human (a Medium humanoid creature) and also weighs twice as much as the armor
found on Table: Armor and Shields (see Armor for Unusual Creatures). If the
barding is for a pony or other Medium mount, the cost is only double, and the
weight is the same as for Medium armor worn by a humanoid. Medium or heavy
barding slows a mount that wears it, as shown on the table below.
|
|
————
Base Speed —––—— |
||
|
Barding |
(40
ft.) |
(50
ft.) |
(60
ft.) |
|
Medium |
30
ft. |
35
ft. |
40
ft. |
|
Heavy |
30
ft.1 |
35
ft.1 |
40
ft.1 |
|
1 A
mount wearing heavy armor moves at only triple its normal speed when
running instead of quadruple. |
|||
Flying
mounts can’t fly in medium or heavy barding.
Removing and fitting
barding takes five times as long as the figures given on Table: Donning Armor. A
barded animal cannot be used to carry any load other than the rider and normal
saddlebags.
Dog,
Riding: This Medium
dog is specially trained to carry a Small humanoid rider. It is brave in combat
like a warhorse. You take no damage when you fall from a riding dog.
Donkey
or Mule: Donkeys and
mules are stolid in the face of danger, hardy, surefooted, and capable of
carrying heavy loads over vast distances. Unlike a horse, a donkey or a mule is
willing (though not eager) to enter dungeons and other strange or threatening
places.
Feed:
Horses, donkeys, mules, and ponies can graze to sustain themselves, but
providing feed for them is much better. If you have a riding dog, you have to
feed it at least some meat.
Horse:
A horse (other than a pony) is suitable as a mount for a human, dwarf, elf,
half-elf, or half-orc. A pony is smaller than a horse and is a suitable mount
for a gnome or halfling.
Warhorses
and warponies can be ridden easily into combat. Light horses, ponies, and heavy
horses are hard to control in combat.
Saddle,
Exotic: An exotic
saddle is like a normal saddle of the same sort except that it is designed for
an unusual mount. Exotic saddles come in military, pack, and riding styles.
Saddle,
Military: A military
saddle braces the rider, providing a +2 circumstance bonus on Ride checks
related to staying in the saddle. If you’re knocked unconscious while in a
military saddle, you have a 75% chance to stay in the saddle (compared to 50%
for a riding saddle).
Saddle,
Pack: A pack saddle
holds gear and supplies, but not a rider. It holds as much gear as the mount can
carry.
Saddle,
Riding: The standard
riding saddle supports a rider.
TRANSPORT
Carriage:
This four-wheeled vehicle can transport as many as four people within an
enclosed cab, plus two drivers. In general, two horses (or other beasts of
burden) draw it. A carriage comes with the harness needed to pull it.
Cart:
This two-wheeled vehicle can be drawn by a single horse (or other beast of
burden). It comes with a harness.
Galley:
This three-masted ship has seventy oars on either side and requires a total crew
of 200. A galley is 130 feet long and 20 feet wide, and it can carry 150 tons of
cargo or 250 soldiers. For 8,000 gp more, it can be fitted with a ram and
castles with firing platforms fore, aft, and amidships. This ship cannot make
sea voyages and sticks to the coast. It moves about 4 miles per hour when being
rowed or under sail.
Keelboat:
This 50- to 75-foot-long ship is 15 to 20 feet wide and has a few oars to
supplement its single mast with a square sail. It has a crew of eight to fifteen
and can carry 40 to 50 tons of cargo or 100 soldiers. It can make sea voyages,
as well as sail down rivers (thanks to its flat bottom). It moves about 1 mile
per hour.
Longship:
This 75-foot-long ship with forty oars requires a total crew of 50. It has a
single mast and a square sail, and it can carry 50 tons of cargo or 120
soldiers. A longship can make sea voyages. It moves about 3 miles per hour when
being rowed or under sail.
Rowboat:
This 8- to
12-foot-long boat holds two or three Medium passengers. It moves about 1-1/2
miles per hour.
Sailing
Ship: This larger,
seaworthy ship is 75 to 90 feet long and 20 feet wide and has a crew of 20. It
can carry 150 tons of cargo. It has square sails on its two masts and can make
sea voyages. It moves about 2 miles per hour.
Sled: This
is a wagon on runners for moving through snow and over ice. In general, two
horses (or other beasts of burden) draw it. A sled comes with the harness needed
to pull it.
Wagon:
This is a four-wheeled, open vehicle for transporting heavy loads. In general,
two horses (or other beasts of burden) draw it. A wagon comes with the harness
needed to pull it.
Warship:
This 100-foot-long
ship has a single mast, although oars can also propel it. It has a crew of 60 to
80 rowers. This ship can carry 160 soldiers, but not for long distances, since
there isn’t room for supplies to support that many people. The warship cannot
make sea voyages and sticks to the coast. It is not used for cargo. It moves
about 2-1/2 miles per hour when being rowed or under sail.
SPELLCASTING AND SERVICES
Sometimes
the best solution for a problem is to hire someone else to take care of it.
Coach
Cab: The price given
is for a ride in a coach that transports people (and light cargo) between towns.
For a ride in a cab that transports passengers within a city, 1 copper piece
usually takes you anywhere you need to go.
Hireling,
Trained: The amount
given is the typical daily wage for mercenary warriors, masons, craftsmen,
scribes, teamsters, and other trained hirelings. This value represents a minimum
wage; many such hirelings require significantly higher pay.
Hireling,
Untrained: The amount
shown is the typical daily wage for laborers, porters, cooks, maids, and other
menial workers.
Messenger:
This entry includes horse-riding messengers and runners. Those willing to carry
a message to a place they were going anyway may ask for only half the indicated
amount.
Road or
Gate Toll: A toll is
sometimes charged to cross a well-trodden, well-kept, and well-guarded road to
pay for patrols on it and for its upkeep. Occasionally, a large walled city
charges a toll to enter or exit (or sometimes just to enter).
Ship’s
Passage: Most ships
do not specialize in passengers, but many have the capability to take a few
along when transporting cargo. Double the given cost for creatures larger than
Medium or creatures that are otherwise difficult to bring aboard a ship.
Spell: The
indicated amount is how much it costs to get a spellcaster to cast a spell for
you. This cost assumes that you can go to the spellcaster and have the spell
cast at his or her convenience (generally at least 24 hours later, so that the
spellcaster has time to prepare the spell in question). If you want to bring the
spellcaster somewhere to cast a spell you need to negotiate with him or her, and
the default answer is no.
The cost
given is for a spell with no cost for a material component or focus component
and no XP cost. If the spell includes a material component, add the cost of that
component to the cost of the spell.
If the
spell has a focus component (other than a divine focus), add 1/10 the cost of
that focus to the cost of the spell. If the spell has an XP cost, add 5 gp per
XP lost.
Furthermore,
if a spell has dangerous consequences, the spellcaster will certainly require
proof that you can and will pay for dealing with any such consequences (that is,
assuming that the spellcaster even agrees to cast such a spell, which isn’t
certain). In the case of spells that transport the caster and characters over a
distance, you will likely have to pay for two castings of the spell, even if you
aren’t returning with the caster.
In
addition, not every town or village has a spellcaster of sufficient level to
cast any spell. In general, you must travel to a small town (or larger
settlement) to be reasonably assured of finding a spellcaster capable of casting
1st-level spells, a large town for 2nd-level spells, a small city for 3rd- or
4th-level spells, a large city for 5th- or 6th-level spells, and a metropolis
for 7th- or 8th-level spells. Even a metropolis isn’t guaranteed to have a
local spellcaster able to cast 9th-level spells.
