Equipment Charts
Alchemic Consumables
| Alchemic Consumables | Cost | Bulk | Description |
|---|---|---|---|
| Alchemist’s Fire Flask | 5 GP | L | When poured or thrown, it catches objects on fire. It ignites on contact with air. |
| Acid Flask | 5 GP | L | About 12 oz of acid. |
| Dose of Medicine | 5 GP | L | A single dose of medicine. This represents general medical supplies, tonics, herbs, and/or remedies. |
| Oil/Grease Flask | 5 GP | L | About 12 oz of flammable oil or grease. |
| Smokestick | 5 GP | L | Acts like a smoke signal. |
| Tanglefoot Bag | 5 GP | L | Bag of glue |
| Thunderstone | 5 GP | L | Flashbang stone |
| Tindertwig | 5 GP | L | Flint + tinder all in one. Poke a flammable object and it will spark. |
| Holy Water | 5 GP | L | A flask of blessed water. Burns undead, corrupt, and unholy creatures. |
| Profane Water | 5 GP | L | A flask of cursed water. Burns holy creatures. |
Light Sources
| Light Sources | Cost | Bulk | Description |
|---|---|---|---|
| Candle (x10) | 1 GP | L | Each candle burns for about 4 hours without outside interference. It sheds a 10 feet radius of light. |
| Torch | 1 GP | 1 | A stick with one end wrapped in cloth and pitch. A lit torch burns for about a half hour and sheds a 30 feet radius of light. Goes out in a strong wind. |
| Lantern | 10 GP | 1 | An oil lamp. Protected from the wind. Lasts for 3 hours per dose of oil. It sheds a 30 feet radius of light or a 60 feet cone of light. |
| Magic Torch | 500 GP | 1 | Lasts indefinitely. Can be snuffed out and relit. It sheds a 30 feet radius of light. |
| Sun Crystal | 500 GP | L | A gem that sheds a 100 feet radius bright light for 3 rounds once vigorously shook. |
Containers
| Containers | Cost | Bulk | Description |
|---|---|---|---|
| Backpack | 5 GP | 1 | Also covers things like saddlebags, rucksacks, etc. It can store 10 bulk of items, not exceeding ~1 cubic feet. |
| Pouch | 1 GP | L | Storable on a belt. Also covers sacks. It can store 2 bulk of items that can fit in your hand. |
| Barrel / Casket | 10 GP | 3 (empty) | Can hold about 30 gallons. |
| Chest | 10 GP | 2 | An empty lockable chest. About 5 x 2 x 5 feet. Can store about 10 bulk worth of items. |
| Bucket | 1 GP | 1 | A large metal or wooden bucket. Can hold about 4 gallons of liquid. |
| Waterskin | 1 GP | L | A sealable bladder made for traveling. It can hold about 1 gallon of liquid. |
Martial Aids
| Martial Aids | Cost | Bulk | Description |
|---|---|---|---|
| Globe of Marbles | 5 GP | 1 | A glass globe filled with small metal or glass beads, enough to cover 10 feet square. Creatures that enter the area fall prone if they fail a Challenging (DC 20) Reflex save. |
| Caltrops | 20 GP | L | Enough to cover a 5 feet square. Any creature who enters such a square is subject to an attack roll (1d20 + 15). If they are hit they take 1d6 points of piercing damage and they are Impaired 1. Spreading caltrops takes 1 action. |
Tools
| Tools | Cost | Bulk | Description |
|---|---|---|---|
| Bell | 1 GP | L | A hand bell with a clapper. Useful for signaling others. |
| Canvas (per 5 sq. yds.) | 1 GP | 1 | This is the price for an unworked bolt of fabric. This also covers similar fabrics. |
| Chain (10 feet.) | 3 GP | 1 | This describes a linked chain but can also cover similar metal chains. |
| Lock | 5 GP | L | DC 15. +100 GP for every 5 DC above 15. Max DC of 30. |
| Manacles | 5 GP | 1 | DC 15 to escape. +100 GP for every 5 DC above 15. Max DC of 30. |
| Whistle | 1 GP | L | A small metal whistle that produces a sharp note. Useful for getting people's attention. |
| Farming / Mining Tools | 1 GP | 1 | This covers hand tools like shovels, hoes, picks, lumber axes, etc. |
| Hand Saw | 1 GP | 1 | A small saw suitable for cutting wood. |
| Magnifying Glass | 10 GP | L | A hand-sized magnifying glass. |
| Hand Mirror | 5 GP | L | A hand-sized mirror. |
| Telescope | 50 GP | 1 | This covers things like spyglass, binoculars, etc. A typical naval spyglass of the day is capable of about 70x magnification. |
| Crowbar | 1 GP | 1 | A length of metal bent at one end designed to apply leverage against closed doors, chests, walls, and other obstacles. |
| Hammer | 1 GP | 1 | A hand hammer or mallet. Not strong enough to be a real weapon. |
| Nails (50) | 1 GP | 1 | This is the price for about 50 metal nails suitable for crafting. |
| Chalk (5 sticks) | 1 GP | L | This is the price for 5 sticks of chalk suitable for marking stone or a chalkboard. |
| Ladder | 2 GP | 3 | This is the price for a 10 feet wooden hinged ladder. This can fold in the middle for a more stable 5 feet ladder. |
| Multitool | 50 GP | 1 | This fist-sized complex tool can fold out many extending arms. It can serve in place of any mundane toolkit, though it can never be used on checks that have a DC greater than 15. |
| Rope (Common) | 5 GP | 1 | 100 feet of ~1” diameter manila hemp rope. It can support ~700 lbs safely. |
| Rope (Fine) | 100 GP | 1 | 100 feet of ~1” diameter finely woven rope. It can support ~2,000 lbs safely. Such rope is normally woven of special materials like spider silk, special elven weaves, and other supernatural material. |
| Talisman Paper | 100 GP | L | A roll of magically prepared parchment. Used to scribe scrolls. |
| Bar of Soap | 1 GP | L | This is about 8 oz of soap. |
| Ink and Pen | 5 GP | L | A vial of ink and a quill pen. Good for writing ~50 pages. |
| Parchment (10 sheets) | 1 GP | L | This covers most forms of simply produced paper. (Roughly 8.5 x 11 inches.) |
| Hourglass | 5 GP | 1 | A device for measuring the passage of time, though it only works when held still. Uses falling sand. Tracks 1 hour. |
| Musical Instrument | 10 GP | 1 | Covers personal, hand-held instruments (lutes, horns, violins, small drums, etc). |
| Merchant’s Scale | 5 GP | 1 | For measuring comparative weight between 2 items. Typically maxes out at about 5 lbs. |
| Grappling Hook | 1 GP | 1 | A four-pronged anchor, designed to be tied to a length of rope to aid in climbing. Does not include rope. |
| Grapple Arrow/Bolt | 5 GP | 1 | A special projectile used to launch a length of rope a great distance. To use it you must shoot it at a piece of terrain that could be snagged by a grappling hook. Does not include rope. |
| Portable Ram | 10 GP | 4 | A metal-capped length of timber with handles along its length. Used to break down doors and weak walls. |
| Compass | 5 GP | L | Used to determine the direction of true north. Only functions on planes with a consistent magnetic field. |
| Astrolabe | 10 GP | 2 | Used to navigate, determining latitude and longitude. |
Note: Remember, most simple tools are available by “buying” them via your Sundries.
Kits
| Kits | Cost | Bulk | Description |
|---|---|---|---|
| Sewing Kit | 1 GP | 2 | Needle, thread, yarn, scraps of fabric, etc. Good for producing/repairing ~10 articles of typical clothing or blankets. |
| Climbing Kit | 5 GP | 2 | Pitons, common rope, climbing harness, etc., for 1 person. |
| Salting Kit | 5 GP | 2 | Supplies for making jerky and preserves. Good for preserving ~100 lbs of food. |
| Disguise Kit | 10 GP | 2 | A pack with makeup, false facial features, hair dyes, etc. Good for ~20 unique disguises. |
| Thieves’ Tools | 50 GP | 1 | A collection of lockpicks, glass cutters, long-nosed pliers, etc. |
| Medical Kit | 50 GP | 2 | A collection of bandages, gauze, vials of ointment, swabs, and a needle and thread for sutures. This has 10 doses of medicine as well. |
| Alchemist’s Tools | 50 GP | 3 | A mortar and pestle, some brewing glassware, and brewing stand. This does not include crafting materials, just the tools. |
| Weapon Maintenance Kit | 50 GP | 3 | Whetstones, oil, tools, cleaning cloth, etc. This is required for repairing weapons and can repair ~10 weapons before it is expended. |
| Portable Forge | 50 GP | 4 | A forge that’s the size of a barrel. It can reach the high heats required for most forging. |
| Fishing Kit | 2 GP | 2 | A kit containing a fishing rod and line, tools for preparing fish, bait, etc. Good for catching ~50 fish. |
| Firestarter Kit | 1 GP | L | Flint and tinder. Enough to light ~100 fires. |
Food and Cookware
| Food and Cookware | Cost | Bulk | Description |
|---|---|---|---|
| Ale / Beer (per gallon) | 8 GP | 2 | 5 GP if it’s on discount. About 1 GP per pint. |
| Bottle of Wine (Common) | 12 GP | 1 | About 24 oz of your average wine. |
| Bottle of Wine (Fancy) | 100 GP | 1 | About 24 oz of fine, aged, sophisticated wine. |
| Mug/Tankard (x3) | 1 GP | L | Other common drinking vessels. |
| Cooking Vessel | 1 GP | 1 | Larger cookware like pots, pans, serving plates, teapots, etc. |
| Mess Kit | 3 GP | 1 | A metal plate, small skillet, utensils, a coffee cup. It can be packed tightly and is quite hearty. |
| Survival Ration (1 week) | 2 GP | 1 | Essentially hardtack with a bit of dried salted meat. |
| Meal (Cheap) for 2 | 1 GP | - | A basic meal for 2. |
| Meal (Fancy) for 1 | 5-10 GP | - | A fancy meal per person. |
| Feed (1 week) | 2 GP | 5 | Per animal. Typically used for a horse but appropriate for a working dog or two. |
Shelter and Housing
| Shelter and Housing | Cost | Bulk | Description |
|---|---|---|---|
| Tent, small (personal) | 5 GP | 1 | A small canvas tent held up with rope or small poles and open on the ground. Normally suitable for 1 person or 2 in a pinch. |
| Tent, medium | 10 GP | 2 | A canvas tent, suspended using poles, that is suitable for 3-5 people. |
| Tent, large | 50 GP | 5 | This is a small pavilion able to be set up by a group of people. Sleeps ~10 people. |
| Hammock | 5 GP | 1 | A length of canvas or webbing designed to be hung between 2 trees. Useful for when you don’t want to sleep on the ground. |
| Bedroll | 1 GP | 1 | Blankets, a pillow, a mat, and other sleeping accouterments for 1 person traveling. Can be rolled together for travel convenience. |
| Inn, Common (per day) | 1 GP | - | Price for a bed. Room is probably shared or is in a common space. |
| Inn, Fancy (per day) | 10 GP | - | Price for a private room per person. |
Travel & Transport
| Travel & Transport | Cost | Bulk | Description |
|---|---|---|---|
| Carriage or Wagon (per mile) | 1 GP | - | Carriage or cart for transport. |
| Rowboat/Lake Transport (per mile) | 1 GP | - | Travel on a rowboat or other small watercraft. This price is also suitable for travel across a lake or other small body of calm water. |
| Keelboat/River Transport (per day) | 5 GP | - | Travel on a medium ship. This price is also suitable for travel on a river. You can often work off some of your travel price if you are skilled. |
| Galley/Open Ocean Transport (per day) | 10 GP | - | Travel on a large commercial or military ship. This price is also suitable for travel on the open ocean. You can often work off some of your travel price if you are skilled. |
| Sled/Icy Terrain (per day) | - | Travel on icy terrain. Typically big enough for 1 or 2 people and provisions. | |
| Road or Gate Toll | 1 GP | - | Typical price for 1 person to travel through protected lands or upon a private road per day. |
Note: Travel prices are listed on a per-person basis. They assume you will be traveling with your equipment.
Riding Animals
| Riding Animals | Cost | Bulk | Description |
|---|---|---|---|
| Horse, Standard | 100 GP | - | Riding horses, donkeys, mules, etc. |
| Horse, Greater | 500 GP | - | Warhorse, Clydesdales, Destriers, Draft Horses |
Clothes and Accessories
| Clothes and Accessories | Cost | Bulk | Description |
|---|---|---|---|
| Jewelry | 5 GP | L | Non-magical rings, necklaces, amulets, bracelets, etc. For embellishments. |
| Winter Clothes | 1 GP | 1 | Furs, cloaks, shawls, jackets, snow-proof boots, etc. |
| Fancy Outfit | 10 GP | 1 | Suitable for noble courts and high-class parties. |
Thrown Items
| Thrown Items | Cost | Damage Dice | Damage Type | Critical Effect | Qualities |
|---|---|---|---|---|---|
| Alchemist’s Fire | 5 GP | 1d8 | Fire | 3 Persistent Fire | - |
| Acid Flask | 5 GP | 1d8 | Acid | 3 Persistent Acid | - |
| Oil/Grease Flask | 5 GP | - | - | - | Inflicts fire vulnerability for 3 rounds on hit. Creates a 5 feet area of difficult terrain where it hits. |
| Holy Water | 5 GP | 1d8 | Divine (holy) | - | This only affects unholy, corrupt, and undead creatures. |
| Profane Water | 5 GP | 1d8 | Divine (unholy) | - | This only affects holy creatures. |
| Tanglefoot Bag | 5 GP | - | - | - | Inflicts entangled for 3 rounds. The DC to escape is 15. |
| Thunderstone | 5 GP | - | - | Effect lasts 3 rounds. | Inflicts blind and deafened for 1 round. |
| Globe of Marbles | 5 GP | - | - | - | Creates a 10 feet area of slippery terrain. Creatures that enter the area fall prone if they fail a Challenging (DC 20) Reflex save. |
Throwing Alchemical Flasks
Alchemical items that are thrown count as the “flask” weapon. Not all deal damage, some simply have an effect on hit. All such weapons are destroyed upon use. You need to roll to hit a creature but if you’re just targeting a square in your range the AC is typically Trivial (10). In such cases you don’t need to roll unless the outcome is in question or there are extenuating circumstances.
Services
| Service | Cost | Bulk | Description |
|---|---|---|---|
| Hireling, Unskilled | 1 GP | - | Labor that does not require advanced or special training. Often manual labor though things like cooking, cleaning, basic administrative work, etc are also covered. |
| Hireling, Skilled | 3 GP | - | Labor that requires special or formal training, often with certification or licenses. Doctors, lawyers, accountants, heraldic consultants, etc. |
| Messenger | 1 GP | - | Covers ~8 hours of a messenger traveling to a destination. (Often on horseback.) |
| Spellcasting | Varies | - | 25 GP x the spellcaster’s level per casting of a spell. Cantrips cost 5 GP to cast. This assumes an academic or commercial setting. |
| Bodyguard / Mercenary | 5 GP | - | For a day’s protection or service. (They typically use “guard” stats in the bestiary.) |
Note: These services cover ~6-8 hours of labor unless otherwise stated.
