GOODS AND SERVICES
Of course, characters need more than just weapons and armor. Table 7-8: Goods and Services provides costs and weights for dozens of other items, and costs for a variety of services that characters can purchase.
Table 7–8: Goods and Services
| Item | Cost | Weight |
|---|---|---|
| ▼Adventuring Gear(66) | ||
| Backpack (empty) | 2 gp | 2 lb.1 |
| Barrel (empty) | 2 gp | 30 lb. |
| Basket (empty) | 4 sp | 1 lb. |
| Bedroll | 1 sp | 5 lb.1 |
| Bell | 1 gp | — |
| Blanket, winter | 5 sp | 3 lb.1 |
| Block and tackle | 5 gp | 5 lb. |
| Bottle, wine, glass | 2 gp | — |
| Bucket (empty) | 5 sp | 2 lb. |
| Caltrops | 1 gp | 2 lb. |
| Candle | 1 cp | — |
| Canvas (sq. yd.) | 1 sp | 1 lb. |
| Case, map or scroll | 1 gp | 1/2 lb. |
| Chain (10 ft.) | 30 gp | 2 lb. |
| Chalk, 1 piece | 1 cp | — |
| Chest (empty) | 2 gp | 25 lb. |
| Crowbar | 2 gp | 5 lb. |
| Firewood (per day) | 1 cp | 20 lb. |
| Fishhook | 1 sp | — |
| Fishing net, 25 sq. ft. | 4 gp | 5 lb. |
| Flask (empty) | 3 cp | 1-1/2 lb. |
| Flint and steel | 1 gp | — |
| Grappling hook | 1 gp | 4 lb. |
| Hammer | 5 sp | 2 lb. |
| Ink (1 oz. vial) | 8 gp | — |
| Inkpen | 1 sp | — |
| Jug, clay | 3 cp | 9 lb. |
| Ladder, 10-foot | 5 cp | 20 lb. |
| Lamp, common | 1 sp | 1 lb. |
| Lantern, bullseye | 12 gp | 3 lb. |
| Lantern, hooded | 7 gp | 2 lb. |
| Lock, very simple | 20 gp | 1 lb. |
| Lock, average | 40 gp | 1 lb. |
| Lock, good | 80 gp | 1 lb. |
| Lock, amazing | 150 gp | 1 lb. |
| Manacles | 15 gp | 2 lb. |
| Manacles, masterwork | 50 gp | 2 lb. |
| Mirror, small steel | 10 gp | 1/2 lb. |
| Mug/Tankard, clay | 2 cp | 1 lb. |
| Oil (1-pint flask) | 1 sp | 1 lb. |
| Paper (sheet) | 4 sp | — |
| Parchment (sheet) | 2 sp | — |
| Pick, miner's | 3 gp | 10 lb. |
| Pitcher, clay | 2 cp | 5 lb. |
| Piton | 1 sp | 1/2 lb. |
| Pole, 10-foot | 2 sp | 8 lb. |
| Pot, iron | 5 sp | 10 lb. |
| Pouch, belt (empty) | 1 gp | 1/2 lb.1 |
| Ram, portable | 10 gp | 20 lb. |
| Rations, trail (per day) | 5 sp | 1 lb.1 |
| Rope, hempen (50 ft.) | 1 gp | 10 lb. |
| Rope, silk (50 ft.) | 10 gp | 5 lb. |
| Sack (empty) | 1 sp | 1/2 lb.1 |
| Sealing wax | 1 gp | 1 lb. |
| Sewing needle | 5 sp | — |
| Signal whistle | 8 sp | — |
| Signet ring | 5 gp | — |
| Sledge | 1 gp | 10 lb. |
| Soap (per lb.) | 5 sp | 1 lb. |
| Spade or shovel | 2 gp | 8 lb. |
| Spyglass | 1,000 gp | 1 lb. |
| Tent | 10 gp | 20 lb.1 |
| Torch | 1 cp | 1 lb. |
| Vial, ink or potion | 1 gp | 1/10 lb. |
| Waterskin | 1 gp | 4 lb.1 |
| Whetstone | 2 cp | 1 lb. |
| ▼Special Substances and Items(10) | ||
| Acid (flask) | 10 gp | 1 lb. |
| Alchemist's fire (flask) | 20 gp | 1 lb. |
| Antitoxin (vial) | 50 gp | — |
| Everburning torch | 110 gp | 1 lb. |
| Holy water (flask) | 25 gp | 1 lb. |
| Smokestick | 20 gp | 1/2 lb. |
| Sunrod | 2 gp | 1 lb. |
| Tanglefoot bag | 50 gp | 4 lb. |
| Thunderstone | 30 gp | 1 lb. |
| Tindertwig | 1 gp | — |
| ▼Tools and Skill Kits(20) | ||
| Alchemist's lab | 500 gp | 40 lb. |
| Artisan's tools | 5 gp | 5 lb. |
| Artisan's tools, masterwork | 55 gp | 5 lb. |
| Climber's kit | 80 gp | 5 lb.1 |
| Disguise kit | 50 gp | 8 lb.1 |
| Healer's kit | 50 gp | 1 lb. |
| Holly and mistletoe | — | — |
| Holy symbol, wooden | 1 gp | — |
| Holy symbol, silver | 25 gp | 1 lb. |
| Hourglass | 25 gp | 1 lb. |
| Magnifying glass | 100 gp | — |
| Musical instrument, common | 5 gp | 3 lb.1 |
| Musical instrument, masterwork | 100 gp | 3 lb.1 |
| Scale, merchant's | 2 gp | 1 lb. |
| Spell component pouch | 5 gp | 2 lb. |
| Spellbook, wizard's (blank) | 15 gp | 3 lb. |
| Thieves' tools | 30 gp | 1 lb. |
| Thieves' tools, masterwork | 100 gp | 2 lb. |
| Tool, masterwork | 50 gp | 1 lb. |
| Water clock | 1,000 gp | 200 lb. |
| ▼Clothing(12) | ||
| Artisan's outfit | 1 gp | 4 lb.1 |
| Cleric's vestments | 5 gp | 6 lb.1 |
| Cold weather outfit | 8 gp | 7 lb.1 |
| Courtier's outfit | 30 gp | 6 lb.1 |
| Entertainer's outfit | 3 gp | 4 lb.1 |
| Explorer's outfit | 10 gp | 8 lb.1 |
| Monk's outfit | 5 gp | 2 lb.1 |
| Noble's outfit | 75 gp | 10 lb.1 |
| Peasant's outfit | 1 sp | 2 lb.1 |
| Royal outfit | 200 gp | 15 lb.1 |
| Scholar's outfit | 5 gp | 6 lb.1 |
| Traveler's outfit | 1 gp | 5 lb.1 |
| ▼Food, Drink, and Lodging(14) | ||
| Ale, gallon | 2 sp | 8 lb. |
| Ale, mug | 4 cp | 1 lb. |
| Banquet (per person) | 10 gp | — |
| Bread, per loaf | 2 cp | 1/2 lb. |
| Cheese, hunk of | 1 sp | 1/2 lb. |
| Inn stay (per day), good | 2 gp | — |
| Inn stay (per day), common | 5 sp | — |
| Inn stay (per day), poor | 2 sp | — |
| Meals (per day), good | 5 sp | — |
| Meals (per day), common | 3 sp | — |
| Meals (per day), poor | 1 sp | — |
| Meat, chunk of | 3 sp | 1/2 lb. |
| Wine, common (pitcher) | 2 sp | 6 lb. |
| Wine, fine (bottle) | 10 gp | 1-1/2 lb. |
| ▼Mounts and Related Gear(21) | ||
| Barding (medium creature) | ×2 | ×1 |
| Barding (large creature) | ×4 | ×2 |
| Bit and bridle | 2 gp | 1 lb. |
| Dog, guard | 25 gp | — |
| Dog, riding | 150 gp | — |
| Donkey or mule | 8 gp | — |
| Feed (per day) | 5 cp | 10 lb. |
| Horse, heavy | 200 gp | — |
| Horse, light | 75 gp | — |
| Pony | 30 gp | — |
| Warhorse, heavy | 400 gp | — |
| Warhorse, light | 150 gp | — |
| Warpony | 100 gp | — |
| Saddle, military | 20 gp | 30 lb. |
| Saddle, pack | 5 gp | 15 lb. |
| Saddle, riding | 10 gp | 25 lb. |
| Saddle, exotic military | 60 gp | 40 lb. |
| Saddle, exotic pack | 15 gp | 20 lb. |
| Saddle, exotic riding | 30 gp | 30 lb. |
| Saddlebags | 4 gp | 8 lb. |
| Stabling (per day) | 5 sp | — |
| ▼Transport(11) | ||
| Carriage | 100 gp | 600 lb. |
| Cart | 15 gp | 200 lb. |
| Galley | 30,000 gp | — |
| Keelboat | 3,000 gp | — |
| Longship | 10,000 gp | — |
| Oar | 2 gp | 10 lb. |
| Rowboat | 50 gp | 100 lb. |
| Sailing ship | 10,000 gp | — |
| Sled | 20 gp | 300 lb. |
| Wagon | 35 gp | 400 lb. |
| Warship | 25,000 gp | — |
| ▼Spellcasting and Services(16) | ||
| Coach cab | 3 cp per mile | — |
| Hireling, trained | 3 sp per day | — |
| Hireling, untrained | 1 sp per day | — |
| Messenger | 2 cp per mile | — |
| Road or gate toll | 1 cp | — |
| Ship's passage | 1 sp per mile | — |
| Spell, 0-level | Caster level × 5 gp2 | — |
| Spell, 1st-level | Caster level × 10 gp2 | — |
| Spell, 2nd-level | Caster level × 20 gp2 | — |
| Spell, 3rd-level | Caster level × 30 gp2 | — |
| Spell, 4th-level | Caster level × 40 gp2 | — |
| Spell, 5th-level | Caster level × 50 gp2 | — |
| Spell, 6th-level | Caster level × 60 gp2 | — |
| Spell, 7th-level | Caster level × 70 gp2 | — |
| Spell, 8th-level | Caster level × 80 gp2 | — |
| Spell, 9th-level | Caster level × 90 gp2 | — |
170 items shown
1These items weigh one-quarter this amount when made for Small characters. Containers for Small characters also carry one-quarter the normal amount.
2See spell description for additional costs. If the additional costs put the spell's total cost above 3,000 gp, that spell is not generally available, except by the DM's permission.
ADVENTURING GEAR
Adventurers face all sorts of challenges and difficulties, and the right gear can make the difference between a successful adventure and failure. Most of this gear is basic equipment that might come in handy regardless of a character's skills or class.
A few of the pieces of adventuring gear found on Table 7-8: Goods and Services (page 128) are described below, along with any special benefits they confer on the user ("you"). For objects with hardness and hit points, see Smashing an Object, page 165.
Backpack: A backpack is a leather pack carried on the back, typically with straps to secure it.
Bedroll: You never know where you're going to sleep, and a bedroll helps you get better sleep in a hayloft or on the cold ground. A bedroll consists of bedding and a blanket thin enough to be rolled up and tied. In an emergency, it can double as a stretcher.
Blanket, Winter: A thick, quilted, wool blanket made to keep you warm in cold weather.
Caltrops: A caltrop is a four-pronged iron spike crafted so that one prong faces up no matter how the caltrop comes to rest. You scatter caltrops on the ground in the hope that your enemies step on them or are at least forced to slow down to avoid them. One 2-pound bag of caltrops covers an area 5 feet square.
Each time a creature moves into an area covered by caltrops (or spends a round fighting while standing in such an area), it might step on one. The caltrops make an attack roll (base attack bonus +0) against the creature. For this attack, the creature's shield, armor, and deflection bonuses do not count. (Deflection averts blows as they approach, but it does not prevent a creature from touching something dangerous.) If the creature is wearing shoes or other footwear, it gets a +2 armor bonus to AC. If the caltrops succeed on the attack, the creature has stepped on one. The caltrop deals 1 point of damage, and the creature's speed is reduced by one-half because its foot is wounded. This movement penalty lasts for 24 hours, or until the creature is successfully treated with a DC 15 Heal check, or until it receives at least 1 point of magical curing. A charging or running creature must immediately stop if it steps on a caltrop. Any creature moving at half speed or slower can pick its way through a bed of caltrops with no trouble.
The DM judges the effectiveness of caltrops against unusual opponents. A Small monstrous centipede, for example, can slither through an area containing caltrops with no chance of hurting itself, and a fire giant wearing fire giant-sized boots is immune to normal-size caltrops. (They just get stuck in the soles of his boots.)
Candle: A candle dimly illuminates a 5-foot radius and burns for 1 hour. See page 164 for more rules on illumination.
Case, Map or Scroll: This capped leather or tin tube holds rolled pieces of parchment or paper.
Chain: Chain has hardness 10 and 5 hit points. It can be burst with a DC 26 Strength check.
Crowbar: This iron bar is made for levering closed items open. A crowbar is the perfect tool for prying open doors or chests, shattering chains, and the like, and it grants a +2 circumstance bonus on Strength checks made for such purposes. If used in combat, treat a crowbar as a one-handed improvised weapon (see page 113) that deals bludgeoning damage equal to that of a club of its size.
Flask: This ceramic, glass, or metal container is fitted with a tight stopper and holds 1 pint of liquid.
Flint and Steel: Striking steel and flint together creates sparks. By knocking sparks into tinder, you can create a small flame. Lighting a torch with flint and steel is a full-round action, and lighting any other fire with them takes at least that long.
Grappling Hook: When tied to the end of a rope, a grappling hook can secure the rope to a battlement, window ledge, tree limb, or other protrusion. Throwing a grappling hook successfully requires a Use Rope check (DC 10, +2 per 10 feet of distance thrown).
Hammer: This one-handed hammer with an iron head is useful for pounding pitons into a wall. If a hammer is used in combat, treat it as a one-handed improvised weapon (see page 113) that deals bludgeoning damage equal to that of a spiked gauntlet of its size.
Ink: This is black ink. You can buy ink in other colors, but it costs twice as much.
Inkpen: An inkpen is a wooden stick with a special tip on the end. The tip draws ink in when dipped in a vial and leaves an ink trail when drawn across a surface.
Jug, Clay: This basic ceramic jug is fitted with a stopper and holds 1 gallon of liquid.
Ladder, 10-foot: This item is a straight, simple wooden ladder.
Lamp, Common: A lamp clearly illuminates a 15-foot radius, provides shadowy illumination out to a 30-foot radius, and burns for 6 hours on a pint of oil. It burns with a more even flame than a torch, but, unlike a lantern, it uses an open flame and it can spill easily, a fact that makes it too dangerous for most adventuring. You can carry a lamp in one hand. See page 164 for more rules on illumination.
Lantern, Bullseye: A bullseye lantern has only a single shutter. Its other sides are highly polished inside to reflect the light in a single direction. A bullseye lantern provides clear illumination in a 60-foot cone and shadowy illumination in a 120-foot cone. It burns for 6 hours on a pint of oil. You can carry a bullseye lantern in one hand. See page 164 for more rules on illumination.
Lantern, Hooded: A hooded lantern has shuttered or hinged sides. It clearly illuminates a 30-foot radius and provides shadowy illumination in a 60-foot radius. It burns for 6 hours on a pint of oil. You can carry a hooded lantern in one hand. See page 164 for more rules on illumination.
Lock: A lock is worked with a large, bulky key. The DC to open a lock with the Open Lock skill depends on the lock's quality: simple (DC 20), average (DC 25), good (DC 30), or superior (DC 40).
Manacles and Manacles, Masterwork: The manacles detailed on Table 7-8: Goods and Services can bind a Medium creature. A manacled creature can use the Escape Artist skill to slip free (DC 30, or DC 35 for masterwork manacles). Breaking the manacles requires a Strength check (DC 26, or DC 28 for masterwork manacles).
126
Manacles have hardness 10 and 10 hit points. Most manacles have locks; add the cost of the lock you want to the cost of the manacles.
For the same cost, you can buy manacles for a Small creature. For a Large creature, manacles cost ten times the indicated amount, and for a Huge creature, one hundred times this amount. Gargantuan, Colossal, Tiny, Diminutive, and Fine creatures can be held only by specially made manacles.
Mirror, Small Steel: A polished steel mirror is handy when you want to look around corners, signal friends with reflected sunlight, keep an eye on a medusa, make sure that you look good enough to present yourself to the queen, or examine wounds that you've received on hard-to-see parts of your body.
Oil: A pint of oil burns for 6 hours in a lantern. You can use a flask of oil as a splash weapon (see Throw Splash Weapon, page 158). 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.
Paper: A sheet of standard paper is made from cloth fibers.
Parchment: A sheet of parchment is a piece of goat hide or sheepskin that has been prepared for writing on.
Piton: When a wall doesn't offer handholds and footholds, you can make your own. A piton is a steel spike with an eye through which you can loop a rope. (See the Climb skill, page 69).
Pole, 10-foot: When you suspect a trap, you can put the end of your 10-foot pole through that hole in the wall instead of reaching in with your hand.
Pouch, Belt: This leather pouch straps to your belt. It's good for holding small items.
Ram, Portable: This iron-shod wooden beam is the perfect tool for battering down a door. Not only does it gives you a +2 circumstance bonus on Strength checks made to break open a door and it allows a second person to help you without having to roll, increasing your bonus by 2 (see Breaking Items, page 167).
Rations, Trail: Trail rations are compact, dry, high-energy foods suitable for travel, such as jerky, dried fruit, hardtack, and nuts.
Rope, Hempen: This rope has 2 hit points and can be burst with a DC 23 Strength check.
Rope, Silk: This rope has 4 hit points and can be burst with a DC 24 Strength check. It is so supple that it provides a +2 circumstance bonus on Use Rope checks.
Sack: This item is made of burlap or a similar material and has a drawstring so it can be closed.
Signet Ring: Each signet ring has a distinctive design carved into it. When you press this ring into warm sealing wax, you leave an identifying mark.
Sledge: This two-handed, iron-headed hammer is good for smashing open treasure chests.
Spyglass: Objects viewed through a spyglass are magnified to twice their size.
Tent: This simple tent sleeps two.
Torch: A typical torch is a wooden rod capped with a twisted flax soaked in tallow. A torch burns for 1 hour, clearly illuminating a 20-foot radius and providing shadowy illumination out to a 40-foot radius. See page 164 for more rules on illumination. If a torch is used in combat, treat it as a one-handed improvised weapon (see page 113) that deals bludgeoning damage equal to that of a gauntlet of its size, plus 1 point of fire damage.
Vial: This ceramic, glass, or metal vial is fitted with a tight stopper and holds 1 ounce of liquid. The stoppered container usually is no more than 1 inch wide and 3 inches high.
Waterskin: A waterskin is a leather pouch with a narrow neck that is used for holding water.
SPECIAL SUBSTANCES AND ITEMS
These special substances are prized by adventurers. Any of them except for the everburning torch and holy water can be made by a character with the Craft (alchemy) skill (page 70).
Acid: You can throw a flask of acid as a splash weapon (see Throw Splash Weapon, page 158). Treat this attack as a ranged touch attack with a range increment of 10 feet. A direct hit deals 1d6 points of acid damage. Every creature within 5 feet of the point where the acid hits takes 1 point of acid damage from the splash.
Alchemist's Fire: Alchemist's fire is sticky, adhesive substance that ignites when exposed to air. You can throw a flask of alchemist's fire as a splash weapon (see Throw Splash Weapon, page 158). Treat this attack as a ranged touch attack with a range increment of 10 feet.
A direct hit deals 1d6 points of fire damage. Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of damage. If desired, the target can use a full-round action to attempt to extinguish the flames before taking this additional damage. Extinguishing the flames requires a DC 15 Reflex save. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a lake or magically extinguishing the flames automatically smothers the fire.
Antitoxin: If you drink antitoxin, you get a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.
Everburning Torch: This otherwise normal torch has a continual flame spell cast upon it. An everburning torch clearly illuminates a 20-foot radius and provides shadowy illumination out to a 40-foot radius. See page 164 for more rules on illumination.
Holy Water: Holy water damages undead creatures and evil outsiders almost as if it were acid. A flask of holy water can be thrown as a splash weapon (see Throw Splash Weapon, page 158). Treat this attack as a ranged touch attack with a range increment of 10 feet. A flask breaks if thrown against the body of a corporeal creature, but to use it against an incorporeal creature, you must open the flask and pour the holy water out onto the target. Thus, you can douse an incorporeal creature with holy water only if you are adjacent to it. Doing so is a ranged touch attack that does not provoke attacks of opportunity.
A direct hit by a flask of holy water deals 2d4 points of damage to an undead creature or an evil outsider. Each such creature within 5 feet of the point where the flask hits takes 1 point of damage from the splash.
Temples to good deities sell holy water at cost (making no profit) because the clerics are happy to supply people with what they need to battle evil.
Smokestick: This alchemically treated wooden stick instantly creates thick, opaque smoke when ignited. The smoke fills a 10-foot cube (treat the effect as a fog cloud spell, except that a moderate or stronger wind dissipates the smoke in 1 round). The stick is consumed after 1 round, and the smoke dissipates naturally.
Sunrod: This 1-foot-long, gold-tipped, iron rod glows brightly when struck. It clearly illuminates a 30-foot radius and provides shadowy illumination in a 60-foot radius. It glows for 6 hours, after which the gold tip is burned out and worthless. See pages 164 for more rules on illumination.
Tanglefoot Bag: This round leather bag is full of alchemical goo. When you throw a tanglefoot bag at a creature (as a ranged touch attack with a range increment of 10 feet), the bag comes apart and the goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. Huge or larger creatures are unaffected by a tanglefoot bag. A flying creature is not stuck to the floor, but it must make a DC 15 Reflex save or be unable to fly (assuming it uses its wings to fly) and fall to the ground. A tanglefoot bag does not function underwater.
A creature that is glued to the floor (or unable to fly) can break free by making a DC 17 Strength check or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. A character capable of spellcasting who is bound by the goo must make a DC 15 Concentration check to cast a spell. The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness. An application of universal solvent (see the DM's guide) to a stuck creature dissolves the alchemical goo immediately.
Thunderstone: You can throw this stone as a ranged attack with a range increment of 20 feet. When it strikes a hard surface (or is struck hard), it creates a deafening bang that is treated as a sonic attack. Each creature within a 10-foot-radius spread must make a DC 15 Fortitude save or be deafened for 1 hour. A deafened creature, in addition to the obvious effects, takes a –4 penalty on initiative and has a 20% chance to miscast and lose any spell with a verbal component that it tries to cast.
Since you don't need to hit a specific target, you can simply aim at a particular 5-foot square. Treat the target square as AC 5; if you miss, see Throw Splash Weapon, page 158, to determine where the thunderstone lands.
Tindertwig: The alchemical substance on the end of this small, wooden stick ignites when struck against a rough surface. Creating a flame with a tindertwig is much faster than creating a flame with flint and steel (or a magnifying glass) and tinder. Lighting a torch with a tindertwig is a standard action (rather than a full-round action), and lighting any other fire with one is at least a standard action.
TOOLS AND SKILL KITS
This equipment is particularly useful if you have certain skills or are of a certain class.
Alchemist's Lab: This set of equipment includes beakers, bottles, mixing and measuring containers, and a miscellany of chemicals and substances. An alchemist's lab always has the perfect tool for making alchemical items, so it provides a +2 circumstance bonus on Craft (alchemy) checks. It has no bearing on the costs related to the Craft (alchemy) skill (page 70). Without this lab, a character with the Craft (alchemy) skill is assumed to have enough tools to use the skill but not enough to get the +2 bonus that the lab provides.
Artisan's Tools: These special tools include the items needed to pursue any craft. Without them, you have to use improvised tools (–2 penalty on Craft checks), if you can do the job at all.
Artisan's Tools, Masterwork: These tools serve the same purpose as artisan's tools (above), but masterwork artisan's tools are the finest available, granting a +2 circumstance bonus on Craft checks.
Climber's Kit: A climber's kit includes special pitons, boot tips, gloves, and a harness that aids in all sorts of climbing. This is the perfect tool for climbing and gives you a +2 circumstance bonus on Climb checks.
Disguise Kit: This bag contains cosmetics, hair dye, and small physical props. The kit is the perfect tool for disguise and provides a +2 circumstance bonus on Disguise checks. A disguise kit is exhausted after ten uses.
Healer's Kit: This kit is full of herbs, salves, bandages and other useful materials. It is the perfect tool for healing and provides a +2 circumstance bonus on Heal checks. A healer's kit is exhausted after ten uses.
Holly and Mistletoe: Sprigs of holly and mistletoe are used by druids as the default divine focus for druid spells. Druids can easily find these plants in wooded areas and then harvest sprigs from them essentially for free.
Holy Symbol, Silver or Wooden: A holy symbol focuses positive energy. A cleric or paladin uses it as the focus for his spells and as a tool for turning undead. Each religion has its own holy symbol, and a sun symbol is the default holy symbol for clerics not associated with any particular religion.
A silver holy symbol works no better than a wooden one, but it serves as a mark of status for the wielder.
Unholy Symbols: An unholy symbol is like a holy symbol except that it focuses negative energy and is used by evil clerics (or by neutral clerics who want to cast evil spells or command undead). A skull is the default unholy symbol for clerics not associated with any particular religion.
Magnifying Glass: This simple lens allows a closer look at small objects. It is also useful as a substitute for flint and steel when starting fires. Lighting a fire with a magnifying glass requires light as bright as sunlight to focus, tinder to ignite, and at least a full-round action. A magnifying glass grants a +2 circumstance bonus on Appraise checks involving any item that is small or highly detailed, such as a gem.
Musical Instrument, Common or Masterwork: Popular instruments include the fife, recorder, lute, mandolin, and shawm. A masterwork instrument grants a +2 circumstance bonus on Perform checks involving its use.
Scale, Merchant's: This scale includes a small balance and pans, plus a suitable assortment of weights. A scale grants a +2 circumstance bonus on Appraise checks involving items that are valued by weight, including anything made of precious metals.
Spell Component Pouch: This small, watertight leather belt pouch has many compartments. A spellcaster with a spell component pouch is assumed to have all the material components and focuses needed for spellcasting, except for those components that have a specific cost, divine focuses, and focuses that wouldn't fit in a pouch (such as the natural pool that a druid needs to look into to cast scrying).
Spellbook, Wizard's (Blank): This large, leatherbound book serves as a wizard's reference. A spellbook has 100 pages of parchment, and each spell takes up one page per spell level (one page each for 0-level spells). See Space in the Spellbook, page 179.
Thieves' Tools: This kit contains the tools you need to use the Disable Device and Open Lock skills. The kit includes one or more skeleton keys, long metal picks and pries, a long-nosed clamp, a small hand saw, and a small wedge and hammer. Without these tools, you must improvise tools, and you take a –2 circumstance penalty on Disable Device and Open Locks checks.
Thieves' Tools, Masterwork: This kit contains extra tools and tools of better make, which grant a +2 circumstance bonus on Disable Device and Open Lock checks.
Tool, Masterwork: This well-made item is the perfect tool for the job. It grants a +2 circumstance bonus on a related skill check (if any). Some examples of this sort of item from Table 7–8 include masterwork artisan's tools, masterwork thieves' tools, disguise kit, climber's kit, healer's kit, and masterwork musical instrument. This entry covers just about anything else. Bonuses provided by multiple masterwork items used toward the same skill check do not stack, so masterwork pitons and a masterwork climber's kit do not provide a +4 bonus if used together on a Climb check.
Water Clock: This large, bulky contrivance gives the time accurate to within half an hour per day since it was last set. It requires a source of water, and it must be kept still because it marks time by the regulated flow of droplets of water. It is primarily an amusement for the wealthy and a tool for the student of arcane lore. Most people have no way to tell exact time, and there's little point in knowing that it is 2:30 p.m. if nobody else does.
CLOTHING
Different characters may want different outfits for various occasions. A beginning character is assumed to have an artisan's, entertainer's, explorer's, monk's, peasant's, scholar's, or traveler's outfit. This first outfit is free and does not count against the amount of weight a character can carry.
Artisan's Outfit: This outfit includes a shirt with buttons, a skirt or pants with a drawstring, shoes, and perhaps a cap or hat. It may also include a belt or a leather or cloth apron for carrying tools.
Cleric's Vestments: These ecclesiastical clothes are for performing priestly functions, not for adventuring.
Cold Weather Outfit: A cold weather outfit includes a wool coat, linen shirt, wool cap, heavy cloak, thick pants or skirt, and boots. This outfit grants a +5 circumstance bonus on Fortitude saving throws against exposure to cold weather (see the DM's guide for information on cold dangers).
Courtier's Outfit: This outfit includes fancy, tailored clothes in whatever fashion happens to be the current style in the courts of the nobles. Anyone trying to influence nobles or courtiers while wearing street dress will have a hard time of it (–2 penalty on Charisma-based skill checks to influence such individuals). If you wear this outfit without jewelry (costing an additional 50 gp), you look like an out-of-place commoner.
Entertainer's Outfit: This set of flashy, perhaps even gaudy, clothes is for entertaining. While the outfit looks whimsical, its practical design lets you tumble, dance, walk a tightrope, or just run (if the audience turns ugly).
Explorer's Outfit: This is a full set of clothes for someone who never knows what to expect. It includes sturdy boots, leather breeches or a skirt, a belt, a shirt (perhaps with a vest or jacket), gloves, and a cloak. Rather than a leather skirt, a leather overtunic may be worn over a cloth skirt. The clothes have plenty of pockets (especially the cloak). The outfit also includes any extra items you might need, such as a scarf or a wide-brimmed hat.
Monk's Outfit: This simple outfit includes sandals, loose breeches, and a loose shirt, and is all bound together with sashes. The outfit is designed to give you maximum mobility, and it's made of high-quality fabric. You can hide small weapons in pockets hidden in the folds, and the sashes are strong enough to serve as short ropes.
Noble's Outfit: This set of clothes is designed specifically to be expensive and to show it. Precious metals and gems are worked into the clothing. To fit into the noble crowd, every would-be noble also needs a signet ring (see Adventuring Gear, above) and jewelry (worth at least 100 gp).
Peasant's Outfit: This set of clothes consists of a loose shirt and baggy breeches, or a loose shirt and skirt or overdress. Cloth wrappings are used for shoes.
Royal Outfit: This is just the clothing, not the royal scepter, crown, ring, and other accoutrements. Royal clothes are ostentatious, with gems, gold, silk, and fur in abundance.
Scholar's Outfit: Perfect for a scholar, this outfit includes a robe, a belt, a cap, soft shoes, and possibly a cloak.
Traveler's Outfit: This set of clothes consists of boots, a wool skirt or breeches, a sturdy belt, a shirt (perhaps with a vest or jacket), and an ample cloak with a hood.
FOOD, DRINK, AND LODGING
Many travelers are lodged by guilds, churches, family, or nobility. Adventurers, however, typically pay for hospitality.
Inn: Poor accommodations at an inn amount to a place on the floor near the hearth, plus the use of a blanket if the innkeeper likes you and you're not worried about fleas. Common accommodations consist of a place on a raised, heated floor, the use of a blanket and a pillow, and the presence of a higher class of company. Good accommodations consist of a small, private room with one bed, some amenities, and a covered chamber pot in the corner.
Meals: Poor meals might be composed of bread, baked turnips, onions, and water. Common meals might consist of bread, chicken stew (easy on the chicken), carrots, and watered-down ale or wine. Good meals might be composed of bread and pastries, beef, peas, and ale or wine.
MOUNTS AND RELATED GEAR
Horses and other mounts let you travel faster and more easily.
Barding, Medium Creature and Large Creature: Barding is a type of armor that covers the head, neck, chest, body, and possibly legs of a horse or other mount. Barding made of medium or heavy armor provides better protection than light barding, but at the expense of speed. Barding can be made of any of the armor types found on Table 7–6: Armor and Shields.
Armor for a horse (a Large nonhumanoid creature) costs four times as much as armor for a human (a Medium humanoid creature) and also weighs twice as much as the armor found on Table 7–6 (see Armor for Unusual Creatures, page 123). If the barding is for a pony or other Medium mount, the cost is only double, and the weight is the same as for Medium armor worn by a humanoid.
Medium or heavy barding slows a mount that wears it, as shown on the table below.
| Barding | ———— Base Speed ———— | ||
|---|---|---|---|
| (40 ft.) | (50 ft.) | (60 ft.) | |
| Medium | 30 ft. | 35 ft. | 40 ft. |
| Heavy | 30 ft.1 | 35 ft.1 | 40 ft.1 |
Flying mounts can't fly in medium or heavy barding.
Barded animals require special attention. You must take care to prevent chafing and sores caused by the armor. The armor must be removed at night and ideally should not be put on the mount except to prepare for a battle. Removing and fitting barding takes five times as long as the figures given on Table 7–7: Donning Armor. A barded animal cannot be used to carry any load other than the rider and normal saddlebags. Because of this limitation, a mounted warrior often leads a second mount loaded with gear and supplies.
Dog, Riding: This Medium dog is specially trained to carry a Small humanoid rider. It is brave in combat like a warhorse. You take no damage when you fall from a riding dog. (See the monster guide for more information on riding dogs.)
Donkey or Mule: The best kinds of pack animals around, donkeys and mules are stolid in the face of danger, hardy, surefooted, and capable of carrying heavy loads over vast distances. Unlike a horse, a donkey or a mule is willing (though not eager) to enter dungeons and other strange or threatening places. (See the monster guide for more information on donkeys and mules.)
Feed: Horses, donkeys, mules, and ponies can graze to sustain themselves, but providing feed for them (such as oats) is much better because it provides a more concentrated form of energy, especially if the animal is exerting itself. If you have a riding dog, you have to feed it at least some meat, which may cost more or less than the given amount.
Horse: The horse is the best all-around work animal and mount in common use. A horse (other than a pony) is suitable as a mount for a human, dwarf, elf, half-elf, or half-orc. A pony is smaller than a horse and is a suitable mount for a gnome or halfling. (See the monster guide for more information on horses and ponies.)
Warhorses and warponies can be ridden easily into combat. Light horses, ponies, and heavy horses are hard to control in combat (see Mounted Combat, page 157, and the Ride skill, page 80).
Saddle, Exotic: An exotic saddle is like a normal saddle of the same sort except that it is designed for an unusual mount, such as a hippogriff. Exotic saddles come in military, pack, and riding styles.
Saddle, Military: A military saddle braces the rider, providing a +2 circumstance bonus on Ride checks related to staying in the saddle. If you're knocked unconscious while in a military saddle, you have a 75% chance to stay in the saddle (compared to 50% for a riding saddle).
Saddle, Pack: A pack saddle holds gear and supplies, but not a rider. It holds as much gear as the mount can carry. (The monster guide has notes on how much mounts can carry.)
Saddle, Riding: The standard riding saddle supports a rider.
Stabling: Includes a stable, feed, and grooming.
TRANSPORT
If you can't go where you need to by horse—whether because of excess gear or distance—you'll need some other form of transport.
Carriage: This four-wheeled vehicle can transport as many as four people within an enclosed cab, plus two drivers. In general, two horses (or other beasts of burden) draw it. A carriage comes with the harness needed to pull it.
Cart: This two-wheeled vehicle can be drawn by a single horse (or other beast of burden). It comes with a harness.
Galley: This three-masted ship has seventy oars on either side and requires a total crew of 200. A galley is 130 feet long and 20 feet wide, and it can carry 150 tons of cargo or 250 soldiers. For 8,000 gp more, it can be fitted with a ram and castles with firing platforms fore, aft, and amidships. This ship cannot make sea voyages and sticks to the coast. It moves about 4 miles per hour when being rowed or under sail.
Keelboat: This 50- to 75-foot-long ship is 15 to 20 feet wide and has a few oars to supplement its single mast with a square sail. It has a crew of eight to fifteen and can carry 40 to 50 tons of cargo or 100 soldiers. It can make sea voyages, as well as sail down rivers (thanks to its flat bottom). It moves about 1 mile per hour.
Longship: This 75-foot-long ship with forty oars requires a total crew of 50. It has a single mast and a square sail, and it can carry 50 tons of cargo or 120 soldiers. A longship can make sea voyages. It moves about 3 miles per hour when being rowed or under sail.
Rowboat: This 8- to 12-foot-long boat holds two or three Medium passengers. It moves about 1-1/2 miles per hour.
Sailing Ship: This larger, seaworthy ship is 75 to 90 feet long and 20 feet wide and has a crew of 20. It can carry 150 tons of cargo. It has square sails on its two masts and can make sea voyages. It moves about 2 miles per hour.
Sled: This is a wagon on runners for moving through snow and over ice. In general, two horses (or other beasts of burden) draw it. A sled comes with the harness needed to pull it.
Wagon: This is a four-wheeled, open vehicle for transporting heavy loads. In general, two horses (or other beasts of burden) draw it. A wagon comes with the harness needed to pull it.
Warship: This 100-foot-long ship has a single mast, although oars can also propel it. It has a crew of 60 to 80 rowers. This ship can carry 160 soldiers, but not for long distances, since there isn't room for supplies to support that many people. The warship cannot make sea voyages and sticks to the coast. It is not used for cargo. It moves about 2-1/2 miles per hour when being rowed or under sail.
SPELLCASTING AND SERVICES
Sometimes the best solution for a problem is to hire someone else to take care of it. Since the characters are adventurers, such a solution should be the exception rather than the rule, but there will come times when the PCs prefer to pay someone else to handle something, whether that something is to deliver a message, cast a spell, or ferry them across the sea.
Coach Cab: The price given is for a ride in a coach that transports people (and light cargo) between towns. For a ride in a cab that transports passengers within a city, 1 copper piece usually takes you anywhere you need to go.
Hireling, Trained: The amount given is the typical daily wage for mercenary warriors, masons, craftsmen, scribes, teamsters, and other trained hirelings. This value represents a minimum wage; many such hirelings require significantly higher pay (see the DM's guide for more details).
Hireling, Untrained: The amount shown is the typical daily wage for laborers, porters, cooks, maids, and other menial workers.
Messenger: This entry includes horse-riding messengers and runners. Those willing to carry a message to a place they were going anyway (a crew member on a ship, for example) may ask for only half the indicated amount.
Road or Gate Toll: A toll is sometimes charged to cross a well-trodden, well-kept, and well-guarded road to pay for patrols on it and for its upkeep. Occasionally, a large walled city charges a toll to enter or exit (or sometimes just to enter).
Ship's Passage: Most ships do not specialize in passengers, but many have the capability to take a few along when transporting cargo. Double the given cost for creatures larger than Medium or creatures that are otherwise difficult to bring aboard a ship.
Spell: The indicated amount is how much it costs to get a spellcaster to cast a spell for you. This cost assumes that you can go to the spellcaster and have the spell cast at his or her convenience (generally at least 24 hours later, so that the spellcaster has time to prepare the spell in question). If you want to bring the spellcaster somewhere to cast a spell, such as into a dungeon to cast knock on a secret door that you can't open, you need to negotiate with him or her, and the default answer is no.
The cost given is for a spell with no cost for a material component or focus component and no XP cost. If the spell includes a material component, add the cost of that component to the cost of the spell. If the spell has a focus component (other than a divine focus), add 1/10 the cost of that focus to the cost of the spell. If the spell has an XP cost, add 5 gp per XP lost. For instance, to get a 9th-level cleric to cast commune for you, you need to pay 450 gp for a 5th-level spell at caster level 9th, plus 500 gp for the 100 XP loss that the caster suffers, plus 25 gp for the holy water, for a total of 975 gp.
Furthermore, if a spell has dangerous consequences (such as contact other plane), the spellcaster will certainly require proof that you can and will pay for dealing with any such consequences (that is, assuming that the spellcaster even agrees to cast such a spell, which isn't certain). In the case of spells that transport the caster and characters over a distance (such as teleport), you will likely have to pay for two castings of the spell, even if you aren't returning with the caster.
In addition, not every town or village has a spellcaster of sufficient level to cast any spell. In general, you must travel to a small town (or larger settlement) to be reasonably assured of finding a spellcaster capable of casting 1st-level spells, a large town for 2nd-level spells, a small city for 3rd- or 4th-level spells, a large city for 5th- or 6th-level spells, and a metropolis for 7th- or 8th-level spells. Even a metropolis isn't guaranteed to have a local spellcaster able to cast 9th-level spells, so seeking out such a caster may become an adventure itself. (The DM's guide has more information on settlement sizes and demographics.)
Because you must get an actual spellcaster to cast a spell for you and can't rely on a neutral broker, money is not always sufficient to get a spell cast. If the spellcaster is opposed to you on religious, moral, or political grounds, you may not be able to get the spell you want for any price. The DM always sets the final price of any spellcasting you want to purchase.