Adventuring Gear
The following special gear supplements that listed in the Pathfinder RPG Core Rulebook.
Table: Goods and Services
Adventuring Gear | Cost | Weight |
---|---|---|
Backpack, masterwork | 50 gp | 4 lbs.1 |
Barbed vest | 10 gp | 4 lbs. |
Blanket | 2 sp | 1 lb.1 |
Buoy, common | 5 sp | 16 lbs. |
Buoy, superior | 10 gp | 30 lbs. |
Butterfly net | 5 gp | 2 lbs.1 |
Chalkboard | 1 gp | 2 lbs. |
Chest, small | 2 gp | 25 lbs. |
Chest, medium | 5 gp | 50 lbs. |
Chest, large | 10 gp | 100 lbs. |
Chest, huge | 25 gp | 250 lbs. |
Earplugs | 3 cp | — |
Hourglass, 1 hour | 25 gp | 1 lb. |
Hourglass, 1 minute | 20 gp | 1/2 lb. |
Hourglass, 6 seconds | 10 gp | — |
Iron spike | 5 cp | 1 lb. |
Magnet | 5 sp | 1/2 lb. |
Marbles | 1 sp | 2 lbs. |
Paper (sheet) | 4 sp | — |
Periscope | 20 gp | 4 lbs. |
Poison pill ring | +20 gp | — |
Powder | 1 cp | 1/2 lb. |
Rice paper (sheet) | 5 cp | — |
Rope, spider's silk (50 ft.) | 100 gp | 4 lbs. |
Scroll case | 1 gp | 1/2 lb. |
Signal horn | 1 gp | 2 lbs.1 |
Smoked goggles | 10 gp | — |
String or twine (50 ft.) | 1 cp | 1/2 lb. |
Swarmsuit | 20 gp | 10 lbs.1 |
Tattoo | 1 cp–20 gp | — |
Tent, small | 10 gp | 20 lbs.1 |
Tent, medium | 15 gp | 30 lbs.1 |
Tent, large | 30 gp | 40 lbs.1 |
Tent, pavilion | 100 gp | 50 lbs.1 |
Weapon cord | 1 sp | — |
Whistle, signal (or silent) | 8 sp (9 sp) | — |
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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).
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.
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.
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.
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.
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.