Advanced Players Guide | Rules | Gear | Goods and Services

Goods and Services

Adventurers are always looking for equipment that gives them an advantage—their very survival depends on it.

Adventuring Gear

The following special gear supplements that listed in the Pathfinder RPG Core Rulebook.

Table: Goods and Services

Table: Goods and Services
Adventuring GearCostWeight
Backpack, masterwork50 gp4 lbs.1
Barbed vest10 gp4 lbs.
Blanket2 sp1 lb.1
Buoy, common5 sp16 lbs.
Buoy, superior10 gp30 lbs.
Butterfly net5 gp2 lbs.1
Chalkboard1 gp2 lbs.
Chest, small2 gp25 lbs.
Chest, medium5 gp50 lbs.
Chest, large10 gp100 lbs.
Chest, huge25 gp250 lbs.
Earplugs3 cp
Hourglass, 1 hour25 gp1 lb.
Hourglass, 1 minute20 gp1/2 lb.
Hourglass, 6 seconds10 gp
Iron spike5 cp1 lb.
Magnet5 sp1/2 lb.
Marbles1 sp2 lbs.
Paper (sheet)4 sp
Periscope20 gp4 lbs.
Poison pill ring+20 gp
Powder1 cp1/2 lb.
Rice paper (sheet)5 cp
Rope, spider's silk (50 ft.)100 gp4 lbs.
Scroll case1 gp1/2 lb.
Signal horn1 gp2 lbs.1
Smoked goggles10 gp
String or twine (50 ft.)1 cp1/2 lb.
Swarmsuit20 gp10 lbs.1
Tattoo1 cp–20 gp
Tent, small10 gp20 lbs.1
Tent, medium15 gp30 lbs.1
Tent, large30 gp40 lbs.1
Tent, pavilion100 gp50 lbs.1
Weapon cord1 sp
Whistle, signal (or silent)8 sp (9 sp)

Backpack, Masterwork

Aura:
CLl:
Price: 50 gp
Weight: 4 lbs.1

This backpack has numerous pockets for storing various items that might be needed while adventuring. Hooks are included for attaching items such as canteens, pouches, or even a rolled-up blanket. It has padded bands that strap across the chest and the waist to distribute its weight more evenly. Like a common backpack, it can hold about 2 cubic feet of material in its main container. When wearing a masterwork backpack, treat your Strength score as +1 higher than normal when calculating your carrying capacity.

Barbed Vest

Aura:
CLl:
Price: 10 gp
Weight: 4 lbs.

Thin leather flaps keep the hundreds of tiny, fishhook-like needles dotting the surface of this black vest from harming you while you wear it. However, any creature that injures you with a natural or unarmed attack must make a DC 15 Reflex save or take 1 point of damage. If a creature swallows you it takes 1 point of damage each round until it either spits you up, you escape, or you die (at which point the vest has sustained enough damage to no longer serve as a threat). The vest can only be worn over light armor or no armor.

Blanket

Aura:
CLl:
Price: 2 sp
Weight: 1 lb.1

This warm, woven blanket has straps so it can be rolled up and tied.

Buoy, Common

Aura:
CLl:
Price: 5 sp
Weight: 16 lbs.

A buoy is used to mark a specific spot in lakes, rivers, or similar bodies of water making it possible for you to return to that location a later date. Each includes a float (typically an air-filled bladder or sealed gourd), a 200-foot length of twine, and 15-pound stone used as an anchor. The float is usually painted a vivid color, and may have a small flag to attract attention. Though anchor buoys prove quite resilient to normal weather and tides, they offer little challenge to intelligent creatures determined to sabotage them.

Buoy, Superior

Aura:
CLl:
Price: 10 gp
Weight: 30 lbs.

This buoy has a spherical or ovoid hollow metal float typically copper, a length of chain rather than twine, and a metal anchor rather than a weight. It is otherwise the same as a common buoy.

Butterfly Net

Aura:
CLl:
Price: 5 gp
Weight: 2 lbs.1

One end of this 6-foot-long pole supports a wide metal hoop covered by a thin mesh net. You can use this to sift objects out from material capable of passing through the net such as sand or water. You can also use a butterfly net to capture Fine or Diminutive creatures as if it were a net (weapon), though you don't need to re-fold the butterfly net if you miss, and you use the handle of the butterfly net like you would the rope of a net weapon.

Chalkboard

Aura:
CLl:
Price: 1 gp
Weight: 2 lbs.

A wooden frame approximately the same size as a large book surrounds this thinly sliced piece of polished black stone. Rubbing a simple damp cloth over the slate erases anything scribed with chalk on its surface.

Chest

Aura:
CLl:
Price:
Weight:

The common wooden chest comes in several sizes, including small (2 cubic feet, 1 hit point, Break DC 17), medium (4 cubic feet, 15 hp, Break DC 23), large (6 cubic feet, 30 hit points, Break DC 29), and huge (8 cubic feet, 50 hit points, Break DC 35). Most include a simple inset lock.

Earplugs

Aura:
CLl:
Price: 3 cp
Weight: —

Made of waxed cotton or cork, earplugs give you a +2 circumstance bonus on saves against effects that require hearing but also cause a –5 penalty on hearing-based Perception checks.

Hourglass

Aura:
CLl:
Price:
Weight:

The standard hourglass takes 1 hour to empty the sand from the upper chamber; larger and smaller timers exist which mark off time in increments as short as 6 seconds.

Iron Spike

Aura:
CLl:
Price: 5 cp
Weight: 1 lb.

This foot-long iron spike is used to keep doors open or closed and to secure ropes for climbing. Hearing a spike being hammered in requires a DC 5 Perception check.

Magnet

Aura:
CLl:
Price: 5 sp
Weight: 1/2 lb.

Handheld magnets are relatively weak and are mainly used to detect or pull iron, mithral, or adamantine at a short range. This hand-sized horseshoe magnet can lift up to a 3-pound iron weight.

Marbles

Aura:
CLl:
Price: 1 sp
Weight: 2 lbs.

Like caltrops, marbles can be used to slow down opponents. One 2-pound bag of marbles covers an area 5 feet square. A creature entering a square with marbles scattered on it must make a DC 10 Reflex save or fall prone (the creature's stability bonus to trip applies to this save). Any creature moving at half speed or slower can pick its way through a square of marbles with no trouble.

Paper

Aura:
CLl:
Price: 4 sp/sheet
Weight: —

Ordinary paper typically measures 9 inches by 6 inches and is unsuitable for making magical scrolls. It has hardness 0, 1 hit point, and break DC 5.

Periscope

Aura:
CLl:
Price: 20 gp
Weight: 4 lbs.

This 2-foot-long metal tube has right angles at each end with mirrors inside; if you look in one end, you can see out the other end, allowing you safely peer over obstacles, around corners, or into small spaces your head wouldn't fit. When using a periscope, the end of the tube counts as a Diminutive object, making it much less likely an observed creature notices you; if you have total concealment from the creature except for the end of the periscope, use the tube's Diminutive size modifier for your Stealth instead of your own size modifier. Distortion from the mirrors gives you a –4 penalty on Perception checks while looking through the periscope. Though the tube is fairly sturdy (hardness 5, 2 hit points), the mirrors inside are fragile (hardness 1, 1 hit point), and any damage that gets through the tube's hardness applies to the tube and the mirrors.

Poison Pill Ring

Aura:
CLl:
Price: +20 gp
Weight: —

This ring has a tiny compartment under the setting, typically used to hold poison. Opening and closing a ring is a move action; doing so unseen requires a DC 20 Sleight of Hand check.

Powder

Aura:
CLl:
Price: 1 cp
Weight: 1/2 lb.

Powdered chalk, flour, and similar materials are popular with adventurers for their utility in pinpointing invisible creatures. Throwing a bag of powder into a square is an attack against AC 5, and momentarily reveals if there is an invisible creature there. A much more effective method is to spread powder on a surface (which takes 1 full round) and look for footprints.

Rice Paper

Aura:
CLl:
Price: 5 cp/sheet
Weight: —

This variety of paper is made of rice or tree bark. It has hardness 0, 1 hit point, and break DC 2.

Rope, Spider's Silk

Aura:
CLl:
Price: 100 gp/50 ft.
Weight: 4 lbs.

Rare to virtually nonexistent on the surface world, spider's silk rope is woven of strands of silk from monstrous spiders by goblin slaves in the employ of the drow. As such it is commonly used by the dark elves, though shorter spider's silk rope scraps (generally no more than 10 feet long) frequently appear among goblins. Spider's silk rope has 6 hit points and can be burst with a DC 25 Strength check.

Scroll Case

Aura:
CLl:
Price: 1 gp
Weight: 1/2 lb.

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 water-tight.

Signal Horn

Aura:
CLl:
Price: 1 gp
Weight: 2 lbs.1

Sounding a horn requires a DC 10 Perform (wind instruments) check and can convey concepts such as “Attack!”, “Help!”, “Advance!”, “Retreat!”, “Fire!”, and, “Alarm!” The report of a signal horn can be clearly heard (Perception DC 0) up to a half-mile distant. For each quarter-mile beyond, Perception checks to hear the horn suffer a –1 penalty.

Smoked Goggles

Aura:
CLl:
Price: 10 gp
Weight: —

These spectacles have lenses made of smoked glass that help protect against creatures with gaze attacks. You are always treated as averting your gaze when dealing with gaze attacks, and you gain a +8 circumstance bonus on saving throws against visual-based attacks (any attack that a blind creature would be immune to). You have a –4 penalty on Perception checks while wearing the goggles, and all opponents are treated as having concealment (20% miss chance).

String or Twine

Aura:
CLl:
Price: 1 cp/50 ft.
Weight: 1/2 lb.

Sold in balls or spools of 50 feet, string and twine are useful for rigging traps and alarms and are a vital component of grappling bolts and arrows. String or twine has hardness 0, 1 hit point, and Break DC 14.

Swarmsuit

Aura:
CLl:
Price: 20 gp
Weight: 10 lbs.1

These heavy and overlapping layers of clothing, coupled with a wide hat outfitted with a dense, veil-like netting around its brim makes it all but impossible for Diminutive and Fine creatures to make physical contact with your body. Wearing a swarmsuit cuts your speed in half, but gives you DR 10/— against swarms of Fine creatures and DR 5/— against swarms of Diminutive creatures.

Tattoo

Aura:
CLl:
Price: 1 cp–20 gp
Weight: —

The cost of a tattoo depends on the quality, size, and number of colors used. A coin-sized tattoo in blue ink that will blur over a decade may cost 1 cp, a hand-sized one in black ink that won't fade costs 1 sp, and a tattoo covering an entire back takes several sessions and costs 10 gp. Each additional color costs as much as a single tattoo of its size.

Tent

Aura:
CLl:
Price:
Weight:

Tents come in a variety of sizes and accommodate between one and 10 people. A small tent holds one Medium creature and takes 20 minutes to assemble, a medium tent holds two creatures and takes 30 minutes, a large tent holds four creatures and takes 45 minutes, and a pavilion holds 10 creatures and takes 90 minutes (two Small creatures count as a Medium creature, and one Large creature counts as two Medium creatures). Pavilion tents are large enough to accommodate a small fire in the center. Packing up a tent takes half as long as assembling it.

Weapon Cord

Aura:
CLl:
Price: 1 sp
Weight: —

Weapon cords are 2-foot-long leather straps that attach your weapon to your wrist. If you drop your weapon or are disarmed, you can recover it as a swift action, and it never moves any further away from you than an adjacent square. However, you cannot switch to a different weapon without first untying the cord (a full-round action) or cutting it (a move action or an attack, hardness 0, 0 hp). Unlike a locked gauntlet, you can still use a hand with a weapon cord, though a dangling weapon may interfere with finer actions.

Whistle, Signal

Aura:
CLl:
Price: 8 sp (9 sp)/or silent
Weight: —

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 suffer a –2 penalty.

Silent whistles that only animals and other creatures with keen hearing can hear also exist.

Special Substances and Items

Any of these substances can be made by a character with the Craft (alchemy) skill.

Special Substances and Items

Special Substances and ItemsCostWeightCraft DC
Alchemical grease5 gp1 lb.15
Alchemical solvent (vial)20 gp1/2 lb.20
Alchemist's kindness1 gp20
Alkali flask15 gp1 lb.20
Antiplague (vial)50 gp25
Bladeguard40 gp15
Bloodblock25 gp25
Casting plaster5 sp5 lbs.
Flash powder50 gp20
Light detector1 gp10
Liquid ice (flask)40 gp2 lbs.25
Nushadir (vial)10 gp1 lb.20
Smelling salts25 gp25
Smoke pellet25 gp20
Sneezing powder (pouch)60 gp2 lbs.25
Soothe syrup25 gp1/2 lb.15
Weapon blanch, adamantine100 gp1/2 lb.25
Weapon blanch, cold iron20 gp1/2 lb.20
Weapon blanch, silver5 gp1/2 lb.20

Alchemical Grease

Aura:
CLl:
Price: 5 gp
Weight: 1 lb.

Each pot of this slick black goo has sufficient contents to cover one Medium or two Small creatures. If you coat yourself in alchemical grease, you gain a +5 alchemical bonus on Escape Artist checks, on combat maneuver checks made to escape a grapple, and to your CMD to avoid being grappled; this lasts 4 hours or until you wash it off.

Alchemical Solvent

Aura:
CLl:
Price: 20 gp/vial
Weight: 1/2 lb.

This bubbling purple gel eats through adhesives. Each vial can cover a single 5-foot square. It destroys normal adhesives (such as tar, tree sap, or glue) in a single round but takes 1d4+1 rounds to deal with more powerful adhesives (tanglefoot bags, spider webbing, and so on). It has no affect on fully magical adhesives, including sovereign glue.

Alchemist's Kindness

Aura:
CLl:
Price: 1 gp
Weight: —

Favored by young rakes and others of means, this is a crystalline powder resembling salt. Mixed with water, it makes a fizzing cocktail that eliminates the effects of a hangover within 10 minutes of drinking it.

Alkali Flask

Aura:
CLl:
Price: 15 gp
Weight: 1 lb.

This flask of caustic liquid reacts with an ooze's natural acids. You can throw an alkali flask as a splash weapon with a range increment of 10 feet. Against non-ooze creatures, an alkali flask functions as a normal flask of acid. Against oozes and other acid-based creatures, the alkali flask inflicts double damage.

Antiplague

Aura:
CLl:
Price: 50 gp/vial
Weight: —

If you drink a vial of this foul-tasting, milky tonic, you gain a +5 alchemical bonus on Fortitude saving throws against disease for the next hour. If already infected, you may also make two saving throws (without the +5 bonus) that day and use the better result.

Bladeguard

Aura:
CLl:
Price: 40 gp
Weight: —

This clear resin protects a weapon from harmful attacks from oozes, rust monsters, and similar effects that corrode or melt weapons, rendering the weapon immune for 24 hours. One pot can coat one two-handed weapon, two one-handed or light weapons, or 50 ammunition items. Applying it takes 1 full round. Immersing the weapon in water or similar liquid washes it off.

Bloodblock

Aura:
CLl:
Price: 25 gp
Weight: —

This gooey, pinkish substance helps treat wounds. Using a dose gives you a +5 alchemical bonus on Heal checks for providing first aid, treating wounds made by caltrops or similar objects, or treating deadly wounds. A dose of bloodblock ends a bleed effect as if you had made a DC 15 Heal check. When treating deadly wounds, using a dose of bloodblock counts as one use of a healer's kit (and grants the +5 bonus stated above).

Casting Plaster

Aura:
CLl:
Price: 5 sp
Weight: 5 lbs.

This white, dry powder mixes with water to form a paste, which hardens over the course of an hour to create a solid material. It can be used to make casts of footprints or carvings, fill in gaps or cracks in walls, or (if applied over a cloth wrapping) create a splint for a broken bone. Hardened plaster has hardness 1 and 5 hp per inch of thickness. A 5-pound clay pot of plaster can cover about five square feet of flat space to a depth of one inch, five Medium forearm or lower-leg casts, or two full-arm or full-leg casts.

Flash Powder

Aura:
CLl:
Price: 50 gp
Weight: —

This coarse gray powder ignites and burns almost instantly if exposed to flame, significant friction, or even a simple force such as throwing it against a floor (a standard action). Creatures within the 10-foot-radius burst are blinded for 1 round (Fortitude DC 13 negates).

Light Detector

Aura:
CLl:
Price: 1 gp
Weight: —

This hand-sized metal plate is covered with a thin layer of light-sensitive transparent paste. If exposed to light, the paste darkens and becomes opaque, depending on the amount of light. Bright light causes it to fully darken in 1 round, normal light in 3 rounds, dim light in 10 rounds. It is mainly used by creatures with darkvision to determine if creatures have recently passed through an area carrying light. The plate is sold wrapped in a thick black cloth to prevent accidental light exposure from ruining the plate.

Liquid Ice

Aura:
CLl:
Price: 40 gp/flask
Weight: 2 lbs.

Also known as “alchemist's ice,” this sealed jar of crystalline blue fluid immediately starts to evaporate once opened. During the next 1d6 rounds, you can use it to freeze a liquid or to coat an object in a thin layer of ice. You can also throw liquid ice as a splash weapon. A direct hit deals 1d6 points of cold damage; creatures within 5 feet of where it hits take 1 point of cold damage from the splash.

Nushadir

Aura:
CLl:
Price: 10 gp/vial
Weight: 1 lb.

Normally stored in the form of small, salty pellets in a dry container, this reagent can be mixed with a flask of water and stored safely. Nushadir neutralizes acid; a vial of pellets or a flask of nushadir-water is enough to render a cubic foot of acid safe to touch in 1 minute, though this is usually too slow to prevent damage from a thrown vial of acid or the contents of a large monster's gullet. Nushadir vapors are slightly irritating to the eyes, nose, and mouth, causing nausea for 1d4 rounds after close exposure (Fortitude DC 10 negates).

Smelling Salts

Aura:
CLl:
Price: 25 gp
Weight: —

These sharply scented gray crystals cause people inhaling them to regain consciousness. Smelling salts grant you a new saving throw to resist any spell or effect that has already rendered you unconscious or staggered. If exposed to smelling salts while dying, you immediately become conscious and staggered, but must still make stabilization checks each round; if you perform any standard action (or any other strenuous action) you take 1 point of damage after completing the act and fall unconscious again. A container of smelling salts has dozens of uses if stoppered after each use, but depletes in a matter of hours if left opened.

Smoke Pellet

Aura:
CLl:
Price: 25 gp
Weight: —

This small clay sphere contains two alchemical substances separated by a thin barrier. When you break the sphere, the substances mingle and fill a 5-foot square with a cloud of foul but harmless yellow smoke. The smoke pellet acts as a smokestick, except the smoke only lasts for 1 round before dispersing. You may throw a smoke pellet as a ranged touch attack with a range increment of 10 feet.

Sneezing Powder

Aura:
CLl:
Price: 60 gp/pouch
Weight: 2 lbs.

This coarse yellowish-red powder is a splash weapon that causes uncontrollable sneezing for 1d4+1 rounds. Anyone standing in the square of impact must succeed on a DC 12 Fortitude save to resist the powder, while those in adjacent squares must make DC 8 Fortitude saves. Creatures affected by sneezing powder must make a DC 10 Fortitude save every round for the duration or be staggered until their next turn.

Soothe Syrup

Aura:
CLl:
Price: 25 gp
Weight: 1/2 lb.

This sweet and wholesome-tasting blue liquid creates a sense of warmth and comfort. Soothe syrup coats your stomach and makes it much more difficult for you to succumb to queasiness. For 1 hour after drinking soothe syrup you gain a +5 alchemical bonus on saving throws made to resist effects that would make you nauseated or sickened.

Weapon Blanch

Aura:
CLl:
Price:
Weight:

These alchemical powders have a gritty consistency. When poured on a weapon and placed over a hot flame for a full round, they melt and form a temporary coating on the weapon. The blanching gives the weapon the ability to bypass one kind of material-based damage reduction, such as adamantine, cold iron, or silver. The blanching remains effective until the weapon makes a successful attack. Each dose of blanching can coat one weapon or up to 10 pieces of ammunition. Only one kind of weapon blanch can be on a weapon at one time, though a weapon made of one special material (such as adamantine) can have a different material blanch (such as silver), and counts as both materials for the first successful hit.

Tools and Skill Kits

These items are particularly useful to characters with certain skills and class abilities.

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