View table: Equipment_Items

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Table structure:

  • Name - String
  • Advanced - Boolean
  • Variant - Boolean
  • Category - String
  • SubCategory - String
  • Shop - List of String
  • Short - Wikitext
  • Fluff - Wikitext
  • Description - Wikitext
  • Benefit - Wikitext
  • Note - Wikitext
  • CostGp - Float
  • Cost - Wikitext
  • Weight - Wikitext
  • CraftDC - Integer
  • CraftType - Wikitext
  • OGL - String

This table has 122 rows altogether.

Recreate data.

Page Name Advanced Variant Category SubCategory Shop Short Fluff Description Benefit Note CostGp Cost Weight CraftDC CraftType OGL
Equipment/Ache and Ague Relief Ache and Ague Relief No No Alchemy Cure Alchemist Apothecary

Relieves minor aches and pains for 1d4 hours

Relieves minor aches and pains for 1d4 hours (no HP gain).

0.0

1 sp

½ lb.

Equipment/Acid Acid No No Alchemy Weapon Alchemist

Thrown splash weapon dealing 1d6 acid damage

You can throw a flask of acid as a splash weapon with a range increment of 10 feet.

0.0

10 gp

1 lb.

15

alchemy

Equipment/Anti-diarrhea Anti-diarrhea No No Alchemy Cure Alchemist Apothecary

Cures diarrhea

Cures diarrhea. Takes 3d20 minutes to take effect.

0.0

5 cp

½ lb.

Equipment/Anti-nausea Anti-nausea No No Alchemy Cure Alchemist Apothecary

Reduces Sickened condition by 1 for 2 hours

Prevents nausea.

Takes 1d10 minutes to take effect. Reduces an existing Sickened condition by 1 for 2 hours. Does not stack.

0.0

5 cp

½ lb.

Equipment/Antiseptic Ointment Antiseptic Ointment No No Alchemy Cure Alchemist Apothecary

Grants +2 bonus to saves vs infection

Helps reduce the chance of wounds becoming infected.

Grants a +2 bonus to saves vs infection.

0.0

5 cp

½ lb.

Equipment/Armor Spikes Armor Spikes No No Armors Extra armorsmith armorer

Armor spikes deal extra piercing damage (see Spiked Armor) on a successful grapple attack.

You can also make a regular melee attack (or off-hand attack) with the spikes, and they count as a light weapon in this case. (You can’t also make an attack with armor spikes if you have already made an attack with another off-hand weapon, and vice versa.) The spikes count as a martial weapon. If you are not proficient with them, you take a –4 penalty on grapple checks when you try to use them.

An enhancement bonus to a suit of armor does not improve the spikes’ effectiveness, but the spikes can be made into magic weapons in their own right.

50.0

50 gp

+10 lbs.

Equipment/Arrow Arrows, common (20) No No Weapons Ammunition armorer bowyer

Unless indicated otherwise, arrows come in a leather quiver that holds 20 arrows.

A standard (common) arrow used as a melee weapon is treated as a light improvised weapon (–4 penalty on attack rolls) and deals damage as a dagger of its size (critical multiplier ×2).

0.0

1 gp

3 lbs.

Equipment/Backpack Backpack No No Clothing Containers Adventurer Store General Store Tailor

Contains about 2 cubic feet

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.

Also see Masterwork Backpack.

0.0

2 gp

2 lbs.

UE
Equipment/Banded Mail Banded Mail No No Armors Heavy armorsmith armorer

Banded mail is made up of overlapping strips of metal, fastened to a sturdy backing of leather and chain. The size of the metal plates, interconnected metal bands, and layers of underlying armor make it a more significant defense than similar armors, like scale mail or splint mail.

250.0

250 gp

35 lbs.

17

Armor

Equipment/Basic Dungeoneering Package Dungeoneering Package, Basic No No Dungeoneering Package Adventurer Store

Various items useful in a dungeon

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.

0.0

15 gp

24 lbs.

Equipment/Bastard Sword Sword, Bastard No No Weapons Exotic armorer weaponsmith

A bastard sword is about 4 feet in length, making it too large to use in one hand without special training.

If you are proficient with another one-handed or two-handed sword, you can use a bastard sword two-handed.

0.0

35 gp

6 lbs.

18

Weapons

Equipment/Battleaxe Axe, Battle No No Weapons Martial armorer weaponsmith

The handle of this axe is long enough that you can wield it one-handed or two-handed. The head may have one blade or two, with blade shapes ranging from half-moons to squared edges like narrower versions of woodcutting axes. The wooden haft may be protected and strengthened with metal bands called langets.

0.0

10 gp

6 lbs.

Equipment/Bear Trap Bear Trap No No Survival Hunting Adventurer Store Blacksmith Hunter Mechanist

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

Type mechanical; Perception DC 15; Disable Device DC 20

Trigger location; Reset manual

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

0.0

50 gp

2 lbs.

UE
Equipment/Bedroll Bedroll No No Camping Comfort Adventurer Store General Store Tailor

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.

0.0

1 sp

5 lbs.

Equipment/Bell Bell No No Dungeoneering Misc Adventurer Store Instrument Maker Mechanist

This handbell can produce only one loud note.

0.0

1 gp

UE
Equipment/Belt Pouch Belt Pouch No No Clothing Containers General Store Tailor

Contains about 1/5 cubic feet or 10 lb.

A belt pouch is crafted of soft cloth or leather. They typically hold up to 10 lb. or 1/5 cubic ft. of items.

0.0

1 gp

½ lb.

UE
Equipment/Blanket Blanket No No Camping Comfort Adventurer Store General Store Tailor

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.

0.0

5 sp

3 lbs.

Equipment/Blister Balm Blister Balm No No Alchemy Cure Alchemist Apothecary

Helps to heal blisters

Helps to heal blisters.

0.0

5 cp

½ lb.

Equipment/Brass Knuckles Brass Knuckles No No Weapons Light armorer black market weaponsmith

These close combat weapons are designed to fit comfortably around the knuckles, narrowing the contact area and therefore magnifying the amount of force delivered by a punch.

Brass knuckles allow you to deal lethal damage.

Drawback: You may hold, but not wield, a weapon or other object in a hand wearing brass knuckles. You may cast a spell with a somatic component while wearing brass knuckles if you make a concentration check (DC 10 + the level of the spell you’re casting).

1.0

1 gp

1 lb.

12

Weapons

APG
Equipment/Breastplate Breastplate No No Armors Medium armorsmith armorer

A breastplate protects a wearer’s torso with a single piece of sculpted metal, similar to the core piece of a suit of full plate. Despite its sturdiness, its inflexibility and open back make it inferior to complete suits of metal armor, but still an improvement over most non-metal armors.

200.0

200 gp

30 lbs.

16

Armor

Equipment/Buckler Buckler No No Armors Shield armorsmith armorer

This small metal shield is worn strapped to your forearm.

You can use a bow or crossbow without penalty while carrying it.

You can also use your shield arm to wield a weapon (whether you are using an offhand weapon or using your off hand to help wield a two-handed weapon), but you take a –1 penalty on attack rolls while doing so. This penalty stacks with those that may apply for fighting with your off hand and for fighting with two weapons.

In any case, if you use a weapon in your off hand, you lose the buckler’s Armor Class bonus until your next turn.

You can cast a spell with somatic components using your shield arm, but you lose the buckler’s Armor Class bonus until your next turn.

You can’t make a shield bash with a buckler.

0.0

5 gp

5 lbs.

11

Armor

Equipment/Burn Relief Ointment Burn Relief Ointment No No Alchemy Cure Alchemist Apothecary

Heals 1 fire damage

Helps provide relief to burns.

Heals 1 fire damage. Each fire-based injury can only benefit from Burn Relief Ointment once.

0.0

1 sp

½ lb.

Equipment/Candle Candle No No Dungeoneering Lighting General Store

Dim light for 5 feet, 1 hour.

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.

0.0

1 cp

Equipment/Canvas Canvas No No Camping Misc Adventurer Store General Store Tailor

One square yard of canvas.

0.0

1 sp

1 lb.

Equipment/Chain Shirt Chain Shirt No No Armors Light armorsmith armorer

Covering the torso, this shirt is made up of thousands of interlocking metal rings.

0.0

100 gp

25 lbs.

14

Armor

Equipment/Chainmail Armor Chainmail Armor No No Armors Medium armorsmith armorer

Unlike a chain shirt, which covers only the chest, chainmail protects the wearer with a complete mesh of chain links that cover the torso and arms, and extends below the waist. Multiple interconnected pieces offer additional protection over vital areas. The suit includes gauntlets.

0.0

150 gp

40 lbs.

16

Armor

Equipment/Chalk Chalk No No Dungeoneering Tools Adventurer Store Cartographer Wizard

1 piece

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.

0.0

1 cp

Equipment/Cough Suppresant Cough Suppresant No No Alchemy Cure Alchemist Apothecary

Suppresses coughs for 1d6 hours and relieves sore throats.

Suppresses coughs for 1d6 hours, relieves sore throats.

0.0

5 cp

½ lb.

Equipment/Crossbow Bolt Crossbow Bolts (10) No No Weapons Ammunition armorer bowyer

Bolts come in a case or quiver that holds 10 bolts (or 5 for a repeating crossbow).

A crossbow bolt used as a melee weapon is treated as a light improvised weapon (–4 penalty on attack rolls) and deals damage as a dagger of its size (crit ×2).

0.0

1 gp

1 lb.

Equipment/Curved Dagger Dagger, Curved No No Weapons Martial armorer weaponsmith

A kukri is a curved blade, about 1 foot in length.

0.0

8 gp

2 lbs.

15

Weapons

Equipment/Dagger Dagger No No Weapons Simple armorer weaponsmith

A dagger has a blade that is about 1 foot in length.

You get a +2 bonus on Sleight of Hand skill checks made to conceal a dagger on your body.

0.0

2 gp

1 lb.

12

Weapons

Equipment/Darkleaf Bodysuit Darkleaf Bodysuit No Yes Armors Light Adventurer Store

Darkleaf cloth is a special form of flexible material made by weaving together leaves and thin strips of bark from darkwood trees, then treating the resulting fabric with special alchemical processes. The resulting material is tough as cured hide but much lighter, making it an excellent material from which to create armor.

775.0

775 gp

10 lbs.

13

Armor

Equipment/Darkleaf Lamellar Armor Darkleaf Lamellar Armor No Yes Armors Medium Adventurer Store

Darkleaf cloth is a special form of flexible material made by weaving together leaves and thin strips of bark from darkwood trees, then treating the resulting fabric with special alchemical processes. The resulting material is tough as cured hide but much lighter, making it an excellent material from which to create armor.

Based on Hide Armor

1,500.0

1,500 gp

12.5 lb.

14

Armor

Equipment/Digestive Aid Digestive Aid No No Alchemy Cure Alchemist Apothecary

Provides relief for digestive issues

Provides relief for digestive issues such as heartburn, gas, and bloating.

0.0

5 cp

½ lb.

Equipment/Dueling Dagger Dagger, Dueling No No Weapons Martial armorer weaponsmith

This dagger is used in the off hand to block attacks.

When you fight defensively or take a Defensive Stance while wielding a dueling dagger, your bonus to AC increases by 1. This benefit applies even if you did not attack with the dueling dagger.

If you aren’t proficient with a dueling dagger, you treat it as a dagger and gain no special benefits.

Any effects that apply to daggers apply to dueling daggers.

0.0

12 gp

1 lb.

15

Weapons

AA2
Equipment/Fishhook Fishhook No No Survival Hunting

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

0.0

1 sp

Equipment/Flint And Steel Flint And Steel No No Dungeoneering Lighting Adventurer Store Blacksmith General Store

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

0.0

1 gp

Equipment/Full Plate Armor Full Plate Armor No No Armors Heavy armorsmith armorer

This metal suit comprises multiple pieces of interconnected and overlaying metal plates, incorporating the benefits of numerous types of lesser armor. A complete suit of full plate (or platemail, as it is often called) includes gauntlets, heavy leather boots, a visored helmet, and a thick layer of padding that is worn underneath the armor.

Each suit of full plate must be individually fitted to its owner by a master armorsmith, although a captured suit can be resized to fit a new owner at a cost of 200 to 800 (2d4 100) gold pieces.

1,500.0

1,500 gp

50 lbs.

19

Armor

Equipment/Garrote Garrote No No Weapons Exotic Black Market

In order to use a garrote, your opponent must be helpless or unaware of you. You must make a Grapple combat maneuver check (though you avoid the –4 penalty for not having two hands free) to successfully begin garroting your opponent. Sneak attack damage does not apply to a garrote. Your garroted opponent must make a concentration check (DC 20 + your CMB + number of spell points used) to cast a spell with a verbal component, use a command word item, or use any magic requiring speech. You gain the following additional option when grappling with a garrote.

Choke: You cut off your target’s air supply so he has to hold his breath (see Suffocation for additional information). Any round you do not maintain the choke, your opponent can take a breath and restart when he has to begin making Constitution checks.

3.0

3 gp

1 lb.

17

Weapons

AA1
Equipment/Good Pipeweed Pipeweed, Good No No Alchemy Drug Apothecary General Store Merchant

Smoked in pipe

One bowl lasts approximately 1 hour while active, but may last up to 4 hours while sedentary/studying.

One dose weighs 1 drachm or 1/96 lb.

0.0

1 sp/dose

Equipment/Grappling Hook Grappling Hook No No Dungeoneering Climbing Adventurer Store Black Market Blacksmith

Throwing a grappling hook requires a ranged attack roll, treating the hook as a thrown weapon with a range increment of 10 feet. Throwing the grappling hook into a specific square requires hitting AC 5. Successfully throwing over a wall or onto a roof (larger than 1 square) requires hitting AC 0.

The grappling hook can also be used as an light melee weapon dealing 1d6 piercing damage. The grappling hook is usually an improvised weapon, inflicting a -4 penalty to throw or use as a melee weapon.

Also see the Weapon entry for Grappling Hook.

0.0

1 gp

4 lbs.

Equipment/Greatsword Sword, Great No No Weapons Martial armorer weaponsmith

This immense two-handed sword is about 5 feet in length. A greatsword may have a dulled lower blade that can be gripped.

0.0

50 gp

8 lbs.

Equipment/Half-Plate Armor Half-Plate Armor No No Armors Heavy

Half-plate armor combines elements of full plate and chainmail, incorporating several sizable plates of sculpted metal with an underlying mesh of chain links. While this suit protects vital areas with several layers of armor, it is not sculpted to a single individual’s frame, reducing its wearer’s mobility even more than a suit of full plate. Half-plate armor includes gauntlets and a helm.

600.0

600 gp

50 lbs.

18

Armor

Equipment/Half-Plate Armor Half-Plate Armor No No Armors Heavy

Half-plate armor combines elements of full plate and chainmail, incorporating several sizable plates of sculpted metal with an underlying mesh of chain links. While this suit protects vital areas with several layers of armor, it is not sculpted to a single individual’s frame, reducing its wearer’s mobility even more than a suit of full plate. Half-plate armor includes gauntlets and a helm.

600.0

600 gp

50 lbs.

18

Armor

Equipment/Hammer Hammer No No Dungeoneering Tools Adventurer Store Blacksmith General Store

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.

0.0

5 sp

2 lbs.

Equipment/Hand Crossbow Hand Crossbow No No Weapons Exotic armorer black market bowyer

You can shoot, but not load, a hand crossbow with one hand at no penalty. You can shoot a hand crossbow with each hand, but you take a penalty on attack rolls as if attacking with two light weapons.

Loading a hand crossbow is a move action that provokes attacks of opportunity.

100.0

100 gp

2 lbs.

18

Weapons

Equipment/Handaxe Axe, Hand No No Weapons Martial armorer weaponsmith

This one-handed axe is short (roughly 1 foot long) and designed for use with one hand. Unlike throwing axes, it is not well balanced for a graceful tumbling motion, and is instead heavier at its head. Tomahawks, war hatchets, and other such names usually refer to hand axes.

0.0

6 gp

3 lbs.

15

Weapons

Equipment/Heavy Crossbow Crossbow, Heavy No No Weapons Ranged armorer bowyer

Loading a heavy crossbow is a full-round action that provokes attacks of opportunity.

You draw a heavy crossbow back by turning a small winch. Normally, operating a heavy crossbow requires two hands. However, you can shoot, but not load, a heavy crossbow with one hand at a –4 penalty on attack rolls. You can shoot a heavy crossbow with each hand, but you take a penalty on attack rolls as if attacking with two one-handed weapons. This penalty is cumulative with the penalty for one-handed firing.

0.0

50 gp

8 lbs.

Equipment/Heavy Shield Shield Bash, Heavy No No Weapons Misc

You can bash an opponent with a shield, using it as an off-hand weapon.

If you use your shield as a weapon, you lose its AC bonus until your next turn.

An enhancement bonus on a shield does not improve the effectiveness of a shield bash made with it, but the shield can be made into a magic weapon in its own right.

0.0

Equipment/Heavy Shield Shield Bash, Heavy No No Weapons Misc

You can bash an opponent with a shield, using it as an off-hand weapon.

If you use your shield as a weapon, you lose its AC bonus until your next turn.

An enhancement bonus on a shield does not improve the effectiveness of a shield bash made with it, but the shield can be made into a magic weapon in its own right.

0.0

Equipment/Heavy Shield Shield Bash, Heavy No No Weapons Misc

You can bash an opponent with a shield, using it as an off-hand weapon.

If you use your shield as a weapon, you lose its AC bonus until your next turn.

An enhancement bonus on a shield does not improve the effectiveness of a shield bash made with it, but the shield can be made into a magic weapon in its own right.

0.0

Equipment/Heavy Steel Shield Heavy Shield, Steel No No Armors Shield armorsmith armorer

A heavy shield made from steel.

You can bash an opponent with a light shield. See Heavy Shield for the damage dealt by a shield bash.

0.0

20 gp

15 lbs.

12

Armor

Equipment/Heavy Wooden Shield Heavy Shield, Wooden No No Armors Shield armorsmith armorer

A heavy shield made from wood.

You can bash an opponent with a light shield. See Heavy Shield for the damage dealt by a shield bash.

0.0

7 gp

10 lbs.

12

Armor

Equipment/Hemp Rope Rope, Hemp No No Dungeoneering Climbing Adventurer Store General Store

50-foot length.

This 50-foot, 1/2 inch thick, length of rope has 2 hit points and can be burst with a DC 24 Strength check. It has a max load of 300 lbs.

The DC to escape hemp rope bonds is equal to 20 + the CMB of the creature that tied the bonds. If the DC to escape is higher than 20 + the tying creatures CMB, the tied up creature cannot escape from the bonds, even with a natural 20 on the check.

For 1/4 inch thick: costs 5 sp, weights 5 lbs., has 1 hit point and can be burst with a DC 12 Strength check. Max Load 60 lbs.

For 3/8 inch thick: costs 7.5 sp, weights 7 lbs., has 1 hit point and can be burst with a DC 18 Strength check. Max Load 130 lbs.

For 3/4 inch thick: costs 1 gp 2.5 sp, weights 12 lbs., has 2 hit points and can be burst with a DC 30 Strength check. Max Load 700 lbs.

For 1 inch thick: costs 1.5 gp, weights 17 lbs., has 3 hit point and can be burst with a DC 36 Strength check. Max Load 1,600 lbs.

0.0

1 gp

10 lbs.

Equipment/Hide Armor Hide Armor No No Armors Medium armorsmith armorer

Hide armor is made from the tanned skin of particularly thick-hided beasts, stitched with either multiple overlapping layers of crude leather or exterior pieces of leather stuffed with padding or fur. Damage to the armor is typically repaired by restitching gashes or adding new pieces of hide, giving the most heavily used suits a distinctively patchwork quality.

15.0

15 gp

25 lbs.

14

Armor

Equipment/Hooded Lantern Lantern, Hooded No No Dungeoneering Lighting Adventurer Store Black Market Blacksmith

30-feet radius, 6 hours

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.

0.0

7 gp

2 lbs.

Equipment/Horn Lamellar Armor Horn Lamellar Armor No No Armors Medium armorsmith armorer

Lamellar is a type of armor in which small plates of horn are strung together in parallel rows using fine cord. Lamellar armor can be crafted into various shapes, including partial pieces such as breastplates, greaves, or even entire coats.

100.0

100 gp

30 lbs.

15

Armor

UE
Equipment/Insect Repellent and Bite Relief Insect Repellent and Bite Relief No No Alchemy Cure Alchemist Apothecary

Repels insects and provides relief from insect bites.

Repels tiny or smaller insects for 1d4 hours, also provides relief from existing bites.

0.0

5 cp

½ lb.

Equipment/Javelin Javelin No No Weapons Ranged armorer bowyer

A javelin is a thin throwing spear.

Since a javelin is not designed for melee, you are treated as non-proficient with it and take a –4 penalty on attack rolls if you use a javelin as a melee weapon.

0.0

1 gp

2 lbs.

Equipment/Kriegsmesser Sword, Kriegsmesser No No Weapons Martial armorer weaponsmith

This sword has one curved, sharp edge like a scimitar, with the back edge unsharpened and either flat or slightly curved. Its weight is greater toward the end, making it better for chopping rather than stabbing.

0.0

75 gp

8 lbs.

15

Weapons

Equipment/Laxative Laxative No No Alchemy Poison Alchemist Apothecary

Causes moderate diarrhea

{| class="wikitable"

|- ! Type !! Fort DC !! Onset !! Frequency !! Effect !! Cure |- | ingested || 16 || 1d6 minutes || 1d6 minutes || First becomes Sickened then Stunned. || 2 consecutive saves |}

Effect When the first save is failed you gain Sickened 1 as your stomach starts causing distress. For each following failed save your Sickened increases by one. If you fail a save while Sickened 4, you lose control of your bowels and are Stunned for 1d3 minutes as the purging occurs.

The poison leaves your system when you enter the purging state.

As soon as the state of stomach distress reached Sickened 2 or higher, you can voluntarily enter the purging state (for the above mentioned 1d3 minutes) in order to end the effect of the poison.

0.0

1 sp

½ lb.

Equipment/Leather Armor Leather Armor No No Armors Light armorsmith armorer

‌Leather armor is made up of multiple overlapping pieces of leather, boiled to increase their natural toughness and then deliberately stitched together. Although not as sturdy as metal armor, the flexibility it allows wearers makes it among the most widely used types of armor.

10.0

10 gp

15 lbs.

12

Armor

Equipment/Leather Lamellar Armor Leather Lamellar Armor No No Armors Light armorsmith armorer

Lamellar is a type of armor in which small plates of various types of materials are strung together in parallel rows using fine cord. Lamellar plates can be constructed from lacquered leather, horn, or even stone, though suits of iron and steel are the most common. Lamellar armor can be crafted into various shapes, including partial pieces such as breastplates, greaves, or even entire coats. The properties of specific suits and pieces of lamellar armor are determined by their material.

0.0

60 gp

25 lbs.

14

Armor

UE
Equipment/Leather Lamellar Cuirass Leather Lamellar Cuirass No No Armors Light armorsmith armorer

Lamellar is a type of armor in which small plates of various types of materials are strung together in parallel rows using fine cord. Lamellar plates can be constructed from lacquered leather, horn, or even stone, though suits of iron and steel are the most common. Lamellar armor can be crafted into various shapes, including partial pieces such as breastplates, greaves, or even entire coats. The properties of specific suits and pieces of lamellar armor are determined by their material.

This armor consists of a light breastplate and shoulder guards made from lacquered leather plates bound together and fitted over a silk shirt.

15.0

15 gp

8 lbs.

12

Armor

UE
Equipment/Lice and Flea Wash Lice and Flea Wash No No Alchemy Cure Alchemist Apothecary

Use of this wash will cure infestations of Lice and Fleas.

Use of this wash will cure infestations of Lice and Fleas.

0.0

5 cp

½ lb.

Equipment/Light Crossbow Crossbow, Light No No Weapons Ranged armorer black market bowyer

Loading a light crossbow is a compromising move action.

You draw a light crossbow back by pulling a lever. Normally, operating a light crossbow requires two hands. However, you can shoot, but not load, a light crossbow with one hand at a –2 penalty on attack rolls. You can shoot a light crossbow with each hand, but you take a penalty on attack rolls as if attacking with two light weapons. This penalty is cumulative with the penalty for one-handed firing.

0.0

35 gp

4 lbs.

Equipment/Light Pick Pick, Light No No Weapons Martial armorer weaponsmith

This weapon, adapted from the pickaxe tool, has a head with a slightly curved, armorpiercing spike and a hammerlike counterweight.

4.0

4 gp

3 lbs.

15

Weapons

Equipment/Longbow Bow, Long No No Weapons Ranged armorer bowyer

At almost 5 feet in height, a longbow is made up of one solid piece of carefully curved wood.

A longbow can’t be used while mounted.

If you have a penalty for low Strength, apply it to damage rolls when you use a longbow.

A longbow fires arrows.

0.0

75 gp

3 lbs.

Equipment/Longsword Sword, Long No No Weapons Martial armorer weaponsmith

This sword is about 3½ feet in length.

0.0

15 gp

4 lbs.

Equipment/Masterwork Banded Mail Masterwork Banded Mail No Yes Armors Heavy Adventurer Store Armor Smith Armorer

Banded mail is made up of overlapping strips of metal, fastened to a sturdy backing of leather and chain. The size of the metal plates, interconnected metal bands, and layers of underlying armor make it a more significant defense than similar armors, like scale mail or splint mail.

400.0

400 gp

35 lbs.

19

Armor

Equipment/Masterwork Breastplate Masterwork Breastplate No Yes Armors Medium Adventurer Store Armor Smith Armorer

A breastplate protects a wearer’s torso with a single piece of sculpted metal, similar to the core piece of a suit of full plate. Despite its sturdiness, its inflexibility and open back make it inferior to complete suits of metal armor, but still an improvement over most non-metal armors.

350.0

350 gp

30 lbs.

18

Armor

Equipment/Masterwork Chain Shirt Masterwork Chain Shirt No Yes Armors Light Adventurer Store Armor Smith Armorer

Covering the torso, this shirt is made up of thousands of interlocking metal rings.

250.0

250 gp

25 lbs.

16

Armor

Equipment/Masterwork Half-Plate Armor Masterwork Half-Plate Armor No Yes Armors Heavy Adventurer Store Armor Smith Armorer

Half-plate armor combines elements of full plate and chainmail, incorporating several sizable plates of sculpted metal with an underlying mesh of chain links. While this suit protects vital areas with several layers of armor, it is not sculpted to a single individual’s frame, reducing its wearer’s mobility even more than a suit of full plate. Half-plate armor includes gauntlets and a helm.

750.0

750 gp

50 lbs.

20

Armor

Equipment/Masterwork Studded Leather Armor Masterwork Studded Leather Armor No Yes Armors Light Adventurer Store Armor Smith Armorer

‌An improved form of leather armor, studded leather armor is covered with dozens of metal protuberances. While these rounded studs offer little defense individually, in the numbers they are arrayed in upon such armor, they help catch lethal edges and channel them away from vital spots. The rigidity caused by the additional metal does, however, result in less mobility than is afforded by a suit of normal leather armor.

175.0

175 gp

20 lbs.

15

Armor

Equipment/Mess Kit Mess Kit No No Camping Comfort Adventurer Store Blacksmith Carpenter General Store

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.

0.0

2 sp

1 lb.

UE
Equipment/Messer Sword, Messer No No Weapons Martial armorer weaponsmith

This curved sword is shorter than a longsword and longer than a shortsword. Only the outer edge is sharp, and the back is flat, giving the blade a triangular cross-section.

Also known as a scimitar or a saber.

0.0

15 gp

4 lbs.

15

Weapons

Equipment/Mithral Breastplate Mithral Breastplate No Yes Armors Light Adventurer Store Armor Smith Armorer

Mithral is a very rare silvery, glistening metal that is lighter than steel but just as hard.

4,200.0

4,200 gp

15 lbs.

18

Armor

Equipment/Mithral Shirt Mithral Shirt No Yes Armors Light Adventurer Store Armor Smith Armorer

Mithral is a very rare silvery, glistening metal that is lighter than steel but just as hard.

1,100.0

1,100 gp

12.5 lb.

16

Armor

Equipment/Morningstar Morningstar No No Weapons Simple armorer weaponsmith

A morningstar is a spiked metal ball, affixed to the top of a long handle.

0.0

8 gp

6 lbs.

12

Weapons

Equipment/Oil Oil No No Dungeoneering Lighting Adventurer Store Alchemist Black Market General Store

1-pint flask

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, 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.

0.0

1 sp

1 lb.

Equipment/Padded Armor Padded Armor No No Armors Light armorsmith armorer

More than simple clothing, padded armor combines heavy, quilted cloth and layers of densely packed stuffing to create a cheap and basic protection. It is typically worn by those not intending to face lethal combat or those who wish their maneuverability to be impacted as little as possible.

5.0

5 gp

10 lbs.

11

Armor

Equipment/Pipeweed Pipeweed No No Alchemy Drug Apothecary General Store Merchant

Smoked in pipe

One bowl lasts approximately 1 hour while active, but may last up to 4 hours while sedentary/studying.

One dose weighs 1 drachm or 1/96 lb.

0.0

5 cp/dose

Equipment/Piton Piton No No Dungeoneering Climbing Adventurer Store Black Market Blacksmith

Solid iron piton which can be hammered into rock, iron or dirt to hold ropes, or jammed in to hold doors open.

0.0

1 sp

½ lb.

Equipment/Purging Compound Purging Compound No No Alchemy Poison Alchemist Apothecary

Induces vomiting, gain a +4 save vs ingested poisons

{| class="wikitable"

|- ! Type !! Fort DC !! Onset !! Frequency !! Effect !! Cure |- | ingested || 10 || immediate || — || Sickened 2 for 1 minute. || 2 consecutive saves |}

Effect Sickened 2 for 1 minute.

A creature under the effects of the Purging Compound may choose to vomit. This takes 1 round during which the creature can perform no other actions. This grants a +4 bonus to saving throws against any ingested poisons which were ingested before the creature vomited.

A creature that can take no actions automatically vomits, unless the creature is Paralyzed or suspended in a state where bodily functions do not occur (such as paralyzed). If the creature is merely paralyzed, an ally can induce vomiting by spending a full-round action, with messy results.

0.0

1 sp

½ lb.

Equipment/Rapier Rapier No No Weapons Martial armorer weaponsmith

Rapier is a loose term for a type of large, slender, sharply pointed sword. With such design features, the rapier is optimized to be a thrusting weapon and favored among duelists.

20.0

20 gp

2 lbs.

16

Weapons

Equipment/Sack Sack No No Dungeoneering Misc Adventurer Store Black Market General Store

Holds 1 cubic ft. or 60 lbs.

A sack is a cloth bag that weighs 1/2 lb. empty and holds 1 cubic ft. or 60 lbs. of contents full.

Weighs one-quarter the normal amount when made for Small characters. Weighs twice the normal amount when made for Large characters. Containers carry one-quarter the normal amount when made for Small characters.

0.0

1 sp

½ lb.

Equipment/Sap Sap No No Weapons Martial Black Market

This weapon consists of a soft wrapping around a hard, dense core, typically a leather sheath around a lead rod. The head is wider than the handle and designed to spread out the force of the blow, making it less likely to draw blood or break bones.

1.0

1 gp

2 lbs.

14

Weapons

Equipment/Scale Mail Armor Scale Mail Armor No No Armors Medium armorsmith armorer

Scale mail is made up of dozens of small, overlapping metal plates. Similar to both splint mail and banded mail, scalemail has a flexible arrangement of scales in an attempt to avoid hindering the wearer’s mobility, but at the expense of omitting additional protective layers of armor. A suit of scale mail includes gauntlets.

0.0

50 gp

30 lbs.

15

Armor

Equipment/Scroll Case Case, Scroll No No Kit Writing Adventurer Store Cartographer General Store Wizard

Holds 4 scrolls or maps.

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. A scroll case is not watertight, and must still be protected from the elements.

Hardness 2 for leather or 5 for wood, 2 hit points, break DC 15.

0.0

1 gp

½ lb.

UE
Equipment/Seasickness Relief Potion Seasickness Relief Potion No No Alchemy Cure Alchemist Apothecary

Provides relief to the symptoms of seasickness

Reduces Sickened condition caused by seasickness or other motion. The condition is reduced by 2 for 1d8 hours. Does not stack.

0.0

5 cp

½ lb.

Equipment/Shield Spikes Shield Spikes No No Armors Extra armorsmith armorer

These spikes turn a shield into a martial piercing weapon and increase the damage dealt by a shield bash as if the shield were designed for a creature one size category larger than you (see Shield Bash). You can’t put spikes on a buckler or a tower shield. Otherwise, attacking with a spiked shield is like making a shield bash attack.

An enhancement bonus on a spiked shield does not improve the effectiveness of a shield bash made with it, but a spiked shield can be made into a magic weapon in its own right.

10.0

10 gp

+5 lbs.

Equipment/Shortbow Bow, Short No No Weapons Ranged armorer bowyer

A shortbow is made up of one piece of wood, about 3 feet in length.

You can use a shortbow while mounted.

If you have a penalty for low Strength, apply it to damage rolls when you use a shortbow.

A shortbow fires arrows.

0.0

30 gp

2 lbs.

Equipment/Shortsword Sword, Short No No Weapons Martial armorer weaponsmith

‌Short swords are some of the most common weapons found in any martial society, and thus designs are extremely varied, depending on the region and creator. Most are around 2 feet in length. Their blades can be curved or straight, single- or double-edged, and wide or narrow. Hilts may be ornate or simple, with crossguards, basket hilts, or no guard at all. Such weapons are often used on their own, but can also be paired as a matched set, or used in conjunction with a dagger or longer sword.

0.0

10 gp

2 lbs.

15

Weapons

Equipment/Signal Whistle Signal Whistle No No Survival Communication Adventurer Store Black Market

With a DC 5 Perform (wind instruments) check, you can convey concepts such as “Attack!”, “Help!”, “Advance!”, “Retreat!”, “Fire!”, and, “Alarm!”. 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.

0.0

8 sp

Equipment/Skin Soother Skin Soother No No Alchemy Cure Alchemist Apothecary

Helps prevent acne and blemishes.

Canister lasts 1 week. Regular use helps prevent acne and blemishes.

0.0

1 sp

½ lb.

Equipment/Sleep Aid Sleep Aid No No Alchemy Poison Alchemist Apothecary

-4 on saves vs sleep

{| class="wikitable"

|- ! Type !! Fort DC !! Onset !! Frequency !! Effect !! Cure |- | ingested || 14 || 10 minutes || 30 minutes || -4 on saves vs sleep || 2 consecutive saves |}

Effect You receive a -4 penalty on saving throws, skill checks and ability checks the resist sleep while the poison's effect is ongoing.

0.0

5 cp

½ lb.

Equipment/Soap Soap No No Camping Grooming Adventurer Store Alchemist Apothecary General Store

You can use this thick block of soap to scrub clothes, pots, linens, or anything else that might be dirty. A bar of soap has approximately 50 uses.

0.0

25 cp

½ lb.

UE
Equipment/Sorrow's Balm Sorrow's Balm No No Alchemy Drug Merchant

Provides lucid dreams

Created from Sorrow Blossoms harvested in the Sorrow Marsh and refined in the town of Riverhaven. Gives lucid dreams. Sorrow's Balm is taken by adding it to fluid and drinking it. Red wine is prefered among the rich.

One dose weighs 1 dram or 1/96 lb.

0.0

10 gp/dose

Equipment/Spade Spade No No Kit Camping Adventurer Store Blacksmith General Store

If a spade is used in combat, treat it as a onehanded improvised weapon that deals bludgeoning damage equal to that of a club of its size.

0.0

2 gp

8 lbs.

Equipment/Spicy Pipeweed Pipeweed, Spicy No No Alchemy Drug Apothecary Merchant

Smoked in pipe, ignore fatigue

Ignore the fatigued condition while smoking. One bowl lasts approximately 1 hour while active, but may last up to 4 hours while sedentary/studying.

One dose weighs 1 drachm or 1/96 lb.

0.0

5 sp/dose

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