Rules / Gear & Supply / Adventuring Gear
Adventuring Gear
All items are level 0 unless a higher level is given. A number in parentheses after an item's name means its price is for that many, though its Bulk is for one. Items marked Consumable can be replenished with a Supply Check once every carried use is gone. Every item here is also in the Gear compendium, ready to drag onto a sheet.
Containers
| Item | Price | Bulk | Hands | Description |
|---|---|---|---|---|
| Adventurer's pack Consumable | 7 sp | 2 | — | Starter kit: backpack, bedroll, 2 belt pouches, 10 chalk, flint and steel, 50 ft rope, 2 weeks' rations, soap, 5 torches, waterskin. Bulk is for the whole pack. |
| Backpack | 1 sp | — | — | Holds up to 4 Bulk. Light Bulk when carried rather than worn. |
| Bandolier | 1 sp | — | — | Holds 8 light items within easy reach; a toolkit stored here can be drawn as part of using it. Light Bulk when not worn. |
| Belt pouch | 4 cp | — | — | Holds up to 4 light items. |
| Chest | 6 sp | 2 | 2 | Wooden chest holding up to 8 Bulk. |
| Sack (5) | 1 cp | L | 1 | Holds up to 8 Bulk; with 2 Bulk or less it can hang from a belt. |
| Saddlebags | 2 sp | L | 2 | A pair holding 3 Bulk each. 1 Bulk when carried instead of mounted. |
| Satchel | 1 sp | — | 2 | Holds up to 2 Bulk; light Bulk when not worn. |
| Scroll case | 1 sp | — | 2 | Protects scrolls and maps. |
| Sheath | 1 cp | — | — | Carries a weapon at your side. |
| Vial | 5 cp | — | 1 | Holds 1 ounce of liquid. |
Tools & Kits
| Item | Price | Bulk | Hands | Description |
|---|---|---|---|---|
| Alchemist's tools | 5 gp | 2 | 2 | A portable laboratory of glassware and reagents needed to craft alchemical items. |
| Expanded alchemist's tools (level 3) | 55 gp | 2 | 2 | As alchemist's tools; +1 item bonus to Crafting alchemical items. |
| Artisan's tools | 4 gp | 2 | 2 | Tools for one trade (smithing, woodworking…), needed to Craft from raw materials. |
| Sterling artisan's tools (level 3) | 50 gp | 2 | 2 | As artisan's tools; +1 item bonus to Crafting checks. |
| Climbing kit Consumable | 5 sp | 1 | 2 | Rope, pulleys, pitons, hammer, hook and crampons for one climber. Anchored climbing at half speed (minimum 5 ft); DC 5 flat check to avoid falling on a critical failure. |
| Extreme climbing kit (level 3) Consumable | 40 gp | 1 | 2 | As climbing kit; +1 item bonus to Athletics to Climb. |
| Compass | 1 gp | — | 1 | Needed to navigate without a −2 penalty (where magnetic fields are uniform). |
| Lensatic compass (level 3) | 20 gp | — | 1 | +1 item bonus to navigate. |
| Cookware | 1 gp | 2 | 2 | Pots and utensils for trail cooking. |
| Crowbar | 5 sp | L | 2 | Needed to pry things open without a −2 penalty to Force Open. |
| Levered crowbar (level 3) | 20 gp | L | 2 | +1 item bonus to Force Open anything pryable. |
| Disguise kit Consumable | 2 gp | L | 2 | Cosmetics, false hair and wigs used to set up disguises. |
| Elite disguise kit (level 3) Consumable | 40 gp | L | 2 | +1 item bonus to disguise checks. |
| Fishing tackle Consumable | 8 sp | 1 | 2 | Collapsible pole, line, hooks, lures and net. |
| Professional fishing tackle (level 3) Consumable | 20 gp | 1 | 2 | +1 item bonus to fishing checks. |
| Flint and steel | 5 cp | — | 2 | Starts a fire given time (at least 3 actions, usually longer). |
| Grappling hook | 1 sp | L | 1 | Throw it with a rope tied on to make a climb easier: anchor it with a secret attack roll against a DC set by the target (usually 20 or more). On a critical failure it seems secure but gives way partway up. |
| Hammer | 1 sp | L | 1 | For nails, pitons and breaking things. |
| Healer's tools | 5 gp | 1 | 2 | Needed for Medicine to give first aid or treat wounds, poison and disease. |
| Expanded healer's tools (level 3) | 50 gp | 1 | 2 | +1 item bonus to those Medicine checks. |
| Hourglass | 3 gp | L | 1 | Measures time by falling sand. |
| Magnifying glass (level 3) | 40 gp | — | 1 | +1 item bonus to Perception to notice minute details. |
| Material component pouch | 5 sp | L | 1 | Holds spell material components, restocked during rest. |
| Merchant's scale | 2 sp | L | 2 | Weighs coins and goods. |
| Musical instrument (handheld) | 8 sp | 1 | 2 | Fiddle, flute, lute, drum and similar. |
| Musical instrument (virtuoso handheld) (level 3) | 50 gp | 1 | 2 | +1 item bonus to Perform with it. |
| Musical instrument (heavy) | 2 gp | 16 | 2 | Large drums, keyboards and the like; played stationary. |
| Musical instrument (virtuoso heavy) (level 3) | 100 gp | 16 | 2 | +1 item bonus to Perform with it. |
| Repair kit Consumable | 2 gp | 1 | 2 | Portable anvil, tongs, whetstone and oils to Repair with Crafting. |
| Superb repair kit (level 3) Consumable | 25 gp | 1 | 2 | +1 item bonus to Repair. |
| Snare kit | 5 gp | 2 | 2 | Tools and materials to Craft snares. |
| Specialist snare kit (level 3) | 55 gp | 2 | 2 | +1 item bonus to Craft snares. |
| Spyglass | 20 gp | L | 2 | See eight times farther than normal. |
| Fine spyglass (level 4) | 80 gp | L | 2 | +1 item bonus to Perception for distant details. |
| Ten-foot pole | 1 cp | 1 | 2 | Seek a square up to 10 ft away. Too flimsy to be a weapon. |
| Thieves' tools | 3 gp | L | 2 | Needed to Pick Locks and Disable some Devices. |
| Infiltrator thieves' tools (level 3) | 50 gp | L | 2 | +1 item bonus to Pick Locks and Disable Devices. |
| Tool (long) | 1 gp | 1 | 2 | Hoe, shovel or sledge; improvised weapon (1d6). |
| Tool (short) | 4 sp | L | 1 | Hand drill, ice hook or trowel; used in one or two hands. Improvised weapon (1d4, damage type as the GM decides). |
| Writing set | 1 gp | L | 2 | Paper, ink, quill, wax and seal for letters and scrolls. |
Light Sources
| Item | Price | Bulk | Hands | Description |
|---|---|---|---|---|
| Candle (10) Consumable | 1 cp | — | 1 | Dim light in 10 ft for 8 hours. |
| Lantern (bull's-eye) | 1 gp | 1 | 1 | Bright light in a 60-ft cone (dim 60 ft beyond). Burns 1 pint of oil per 6 hours. |
| Lantern (hooded) | 7 sp | L | 1 | Bright light 30 ft (dim 30 ft beyond); shutters open or close with an Interact. 1 pint of oil per 6 hours. |
| Torch Consumable | 1 cp | L | 1 | Burns for 1 hour. Bright light 20 ft (dim 20 ft beyond). Improvised weapon: 1d4 bludgeoning + 1 fire. |
Clothing
| Item | Price | Bulk | Hands | Description |
|---|---|---|---|---|
| Clothing (ordinary) | 1 sp | — | — | Simple functional garments. |
| Clothing (explorer's) | 1 sp | L | — | Sturdy traveling clothes that can be reinforced like light protection. |
| Clothing (fine) | 2 gp | L | — | Expensive attire suitable for high society. |
| Clothing (high-fashion fine) (level 3) | 55 gp | L | — | +1 item bonus to Make an Impression on nobles and the upper class. |
| Clothing (winter) | 4 sp | L | — | Negates severe cold and treats extreme cold as severe. |
Food & Water
| Item | Price | Bulk | Hands | Description |
|---|---|---|---|---|
| Rations (1 week) Consumable | 4 sp | L | 1 | Preserved food and water for a week. |
| Waterskin | 5 cp | L | 1 | A day's water for a Small or Medium creature; 1 Bulk when full. |
Consumables
| Item | Price | Bulk | Hands | Description |
|---|---|---|---|---|
| Caltrops Consumable | 3 sp | L | 1 | Scatter in an adjacent square (Interact). The first creature entering makes a DC 14 Acrobatics check or takes 1d4 piercing + 1 persistent bleed and −5 ft Speed while bleeding. Spending an Interact action to pluck them free lowers the DC to stop the bleeding. Once they deal damage, enough are ruined that the square is safe and they can't be salvaged; if they never dealt damage, they can be picked up and reused. |
| Chalk (10) Consumable | 1 cp | — | 1 | For marking surfaces and leaving signs. |
| Disguise kit (replacement cosmetics) Consumable | 1 sp | — | — | Refills a disguise kit. |
| Elite cosmetics (level 3) Consumable | 5 gp | — | — | Refills an elite disguise kit. |
| Oil (1 pint) Consumable | 1 cp | — | 2 | Lantern fuel. Or prepare (Interact) and throw as a ranged attack: on a hit it splatters the creature or a single 5-foot square, and a DC 10 flat check ignites it for 1d6 fire damage. |
| Piton Consumable | 1 cp | — | 1 | Hammered anchor; a roped piton stops a full fall on a critical failure while climbing. |
| Soap Consumable | 2 cp | — | 1 | For washing. |
| Thieves' tools (replacement picks) Consumable | 3 sp | — | — | Fixes broken thieves' tools without a Repair action. |
| Infiltrator picks (level 3) Consumable | 3 gp | — | — | Replacement picks for infiltrator tools. |
| Writing set (extra ink & paper) Consumable | 1 sp | — | — | Refills a writing set. |
Mounts & Tack
| Item | Price | Bulk | Hands | Description |
|---|---|---|---|---|
| Tack | 4 gp | 1 | — | Saddle, bridle and stirrups for a mount; 2 Bulk when carried. |
General
| Item | Price | Bulk | Hands | Description |
|---|---|---|---|---|
| Basic crafter's book | 1 sp | L | 2 | Formulas for crafting common items. |
| Bedroll | 1 cp | L | — | A padded roll for sleeping outdoors. |
| Chain (10 feet) | 4 gp | 1 | 2 | Iron chain for binding, securing or climbing. |
| Formula book (blank) | 1 gp | 1 | 1 | Holds up to 100 formulas. |
| Holly and mistletoe | 0 cp | — | 1 | A nature focus, held in one hand. |
| Ladder (10-foot) | 3 cp | 3 | 2 | A wooden ladder. |
| Lock (poor) | 2 sp | — | 2 | Picking: 2 successes at DC 15 Thievery. |
| Lock (simple) (level 1) | 2 gp | — | 2 | Picking: 3 successes at DC 20. |
| Lock (average) (level 3) | 15 gp | — | 2 | Picking: 4 successes at DC 25. |
| Lock (good) (level 9) | 200 gp | — | 2 | Picking: 5 successes at DC 30. |
| Lock (superior) (level 17) | 4500 gp | — | 2 | Picking: 6 successes at DC 40. |
| Manacles (poor) | 3 sp | — | 2 | Apply to a helpless or willing creature (10–30 s). Legs: −15 ft Speed; wrists: DC 5 flat check or MANIPULATE actions fail; bound to an object: immobilized. The DC may be higher if bound especially tightly; for creatures with more or fewer limbs, the GM decides what manacles do. Escape: 2 successes at DC 17 Thievery. |
| Manacles (simple) (level 1) | 3 gp | — | 2 | As poor manacles; escape 3 successes at DC 22. |
| Manacles (average) (level 3) | 20 gp | — | 2 | As poor manacles; escape 4 successes at DC 27. |
| Manacles (good) (level 9) | 250 gp | — | 2 | As poor manacles; escape 5 successes at DC 32. |
| Manacles (superior) (level 17) | 5000 gp | — | 2 | As poor manacles; escape 6 successes at DC 42. |
| Mirror | 1 gp | — | 1 | A small reflective surface. |
| Mug | 1 cp | — | 1 | A drinking vessel. |
| Religious symbol (wooden) | 1 sp | L | 1 | A divine focus, held in one hand. |
| Religious symbol (silver) | 2 gp | L | 1 | A divine focus, held in one hand. |
| Religious text | 1 gp | L | 1 | Scripture usable as a divine focus. |
| Rope (50 ft) | 5 sp | L | 2 | Standard adventuring rope. |
| Scholarly journal | 0 gp | L | 1 | Uncommon. 1 minute of reference gives +1 item bonus to Recall Knowledge on its narrow topic; a compendium (5× price, 2 hands) covers a broad topic. Price and availability set by the GM. |
| Signal whistle | 8 cp | — | 1 | Audible up to half a mile over open ground. |
| Spellbook (blank) | 1 gp | 1 | 1 | Holds up to 100 spells. |
| Survey map | 0 gp | L | 1 | Uncommon. +1 item bonus to Survival and Recall Knowledge about the mapped location; an atlas costs 5× and needs 2 hands. Price and availability set by the GM. |
| Tent (pup) | 8 sp | L | 2 | Shelters one. |
| Tent (four-person) | 5 gp | 1 | 2 | Shelters four. |
| Tent (pavilion) (level 2) | 40 gp | 12 | 2 | A large tent for a dozen or more. |