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Gear


Source: Paizo Blog, Paizo Publishing, LLC
  Acid
 PRICE:  10 GP
DESCRIPTION
This is a thrown weapon with a range increment of 10 feet. Make a ranged touch attack. If you hit, the target takes 1d6 points of acid damage. Acid damage ignores the hardness of most stone and metal objects.

 

Adventurer's Kit


 PRICE:  7 GP
DESCRIPTION
This bundle of gear includes all of the basic equipment that most adventurers need: a backpack, a bedroll, a belt pouch, a sack, a set of clothes, torches (10), trail rations (5 days), and a waterskin.

 

Alchemist's Fire


 PRICE:  20 GP
DESCRIPTION
This is a thrown weapon with a range increment of 10 feet. Make a ranged touch attack. If you hit, the target takes 1d6 points of fire damage. The target must spend its next turn putting out the fire (DC 15 Reflex save) or take 1d6 fire damage (the fire then burns out).

 

Antitoxin


 PRICE:  50 GP
DESCRIPTION
If you drink a vial of antitoxin (a standard action), you get a +5 bonus on Fortitude saving throws against poison for 1 hour.

 

Backpack


 PRICE:  2 GP
DESCRIPTION
A backpack is made of leather and canvas. It has a flap at the top that closes with a buckle, and straps underneath to hold a bedroll. It can hold about 3 cubic feet of stuff. You can put on or take off a backpack as a move action.

 

Bedroll


 PRICE:  1 SP
DESCRIPTION
This is a heavy blanket for sleeping. It is wide enough that you can fold it in two, sleep on half of it, and pull the other half over you. You can roll it up tightly to carry it easily, or tie it under a backpack.

 

Belt Pouch


 PRICE:  1 GP
DESCRIPTION
This is a leather container a little bigger than a clenched fist. It has a strap and a button to keep it closed. It can hold about 50 coins.

  Bloodblock
 PRICE:  25 GP
DESCRIPTION
This gooey, pinkish substance helps treat wounds and stop bleeding. Using a dose gives you a +5 bonus on Heal checks to provide first aid or treat deadly wounds.

 

Caltrops


 PRICE:  1 GP
DESCRIPTION
You can scatter these in a 5-foot square as a standard action. Each round, make a +0 touch attack roll against each creature that moves or fights in the area. If it hits, the creature takes 1 point of damage and moves at half speed until healed.

 

Candle


 PRICE:  1 CP
DESCRIPTION
A candle dimly illuminates a small area, increasing the light level in a 5-foot radius by one category. A candle cannot increase the light level above normal light. A candle burns for 1 hour.

 

Chalk


 PRICE:  1 GP
DESCRIPTION
Adventurers use chalk to mark the location of traps and secret doors and directions to the way out of a dungeon. A typical piece of chalk is about 3 inches long and lasts for about 300 words or 300 feet of lines.

  Climber's Kit
 PRICE:  80 GP
DESCRIPTION
These crampons, pitons, ropes, and tools give you a +2 bonus on Climb checks.

 

Crowbar


 PRICE:  2 GP
DESCRIPTION
A crowbar gives you a +2 bonus on Strength checks made to force open a door or chest. You can use it like a club, but take a –4 penalty on your attack roll if you do.

 

Flint and Steel


 PRICE:  1 GP
DESCRIPTION
You strike flint against a piece of steel to make sparks so you can start a fire. Lighting a torch, campfire, or other combustible items with flint and steel is a full-round action.

 

Grappling Hook


 PRICE:  1 GP
DESCRIPTION
You can use a grappling hook with a rope instead of tying the rope to a piton or outcropping. You can throw a grappling hook to catch onto an object by making a ranged attack roll against Armor Class 10.

 

Holy Symbol


 PRICE:  1 GP/25 GP
DESCRIPTION
A holy symbol focuses divine power. If you’re a cleric, you must hold your holy symbol to use your channel energy ability. Each religion has its own holy symbol. A wooden holy symbol costs 1 gp, and a silver one costs 25 gp.

 

Holy Water


 PRICE:  25 GP
DESCRIPTION
Holy water is a thrown weapon with a range increment of 10 feet that burns undead like acid. Make a ranged touch attack. If you hit, the undead takes 2d4 points of damage. Holy water does no damage to creatures that aren’t undead.

 

Horse


 PRICE:  75 GP
DESCRIPTION
A horse is suitable as a mount for a human, dwarf, or elf. You can use one as a pack horse to carry equipment and treasure. Horses usually refuse to go indoors or underground.

 

Lantern


 PRICE:  7 GP
DESCRIPTION
A lantern sheds normal light in a 30-foot radius and increases the light level by one category for 30 feet beyond that area. A lantern burns for 6 hours on 1 pint of oil. You can carry a lantern in one hand.

  Liquid Ice
 PRICE:  40 GP
DESCRIPTION
You can use this crystalline blue fluid to freeze liquid or as a thrown weapon with a range increment of 10 feet. If thrown, make a ranged touch attack. If you hit, the target takes 1d6 points of cold damage.

  Magnet
 PRICE:  5 SP
DESCRIPTION
This handheld iron magnet is relatively weak and is mainly used to detect or pull iron or steel objects. It can lift up to 3 pounds of ironor steel.

  Masterwork Thieve's Tools
 PRICE:  100 GP
DESCRIPTION
When you use this high-quality set of thieves’ tools instead of a normal kit, you get a +2 bonus on Disable Device checks.

 

Mirror


 PRICE:  10 GP
DESCRIPTION
This polished steel mirror is useful for looking around corners without sticking your head out. A typical mirror is about 4 inches across.

 

Oil


 PRICE:  1 SP
DESCRIPTION
This 1-pint flask of oil is used for lanterns. You can pour it on the ground to make a 5-foot-square slippery area. If lit, it burns for 2 rounds and does 1d3 points of fire damage each round. It doesn’t explode if you try to throw it like alchemist’s fire.

 

Piton


 PRICE:  1 SP
DESCRIPTION
Pitons are small iron spikes that you hammer into the floor or wall. You can use them to hold doors open or closed, tie ropes to them, or use them to hold tents in place.

 

Pole


 PRICE:  5 CP
DESCRIPTION
This is a 10-foot-long wooden pole, useful for poking the ground ahead of you to check for traps or quicksand.

  Portable Ram
 PRICE:  10 GP
DESCRIPTION
This iron-shod wooden beam gives you a +2 bonus on STR checks to open doors. One ally can help you break down the door with it. If your ally succeeds at a DC 10 STR check, you add +2 to your STR check to break down the door.

 

Rope


 PRICE:  1 GP
DESCRIPTION
This 50-foot length of rope is sturdy and durable. You can cut it by dealing 2 points of damage to it. If you are tied up, you can burst the rope with a DC 23 STR check.

 

Sack


 PRICE:  1 SP
DESCRIPTION
This is a large canvas sack with a heavy drawstring to keep it closed. It holds about 2 cubic feet of stuff. You can tie a sack to your belt or to a backpack.

 

Saw

 PRICE:  4 CP
DESCRIPTION
This small handsaw is used to cut wood or ice. As a standard action, you can cut through wooden bolts or bars, dealing 5 + STR hit points to the object. Hearing the sawing is a DC 10 Perception check.

 

Smokestick

 PRICE:  20 GP
DESCRIPTION
This alchemical stick creates a 10-foot cube of thick smoke. Anything in the smoke has concealment. You can light and throw it as a standard action (10-foot range increment). The smoke disperses after 1 minute.

 

Spellbook


 PRICE:  15 GP
DESCRIPTION
A spellbook has 100 pages. Each spell takes up one page per spell level. If you are a wizard, you start the game with a spellbook containing all the spells you know, and you must have your spellbook to prepare your spells.

  Spyglass
 PRICE:  1,000 GP
DESCRIPTION
This device makes it easier to see distant objects and creatures. When using a spyglass, your Perception check penalty for looking long distances is only –1 for every 20 feet instead of a –1 for every 10 feet.

 

Thieve's Tools


 PRICE:  30 GP
DESCRIPTION
You need this lockpicking kit to use the Disable Device skill. If you don’t have thieves’ tools, you must use improvised tools like a bent wire and a dagger, which gives you a –2 penalty on Disable Device checks.

 Thunderstone
 PRICE:  30 GP
DESCRIPTION
This alchemical stone makes a loud noise when it hits. Throw it as a ranged touch attack (20-foot range increment) against a 5-foot square (AC 5). Creatures within 10 feet are deafened for one hour (Fort DC 15 to resist).

 Tindertwig
 PRICE:  1 GP
DESCRIPTION
This alchemical wooden match ignites when you strike it against a rough surface. Lighting a torch with a tindertwig is a standard action (rather than a full-round action). Lighting any other fire with one is at least a standard action.

 

Torch


 PRICE:  1 CP
DESCRIPTION
A torch sheds normal light in a 20-foot radius and increases the light level by one category for 20 feet beyond that area. It burns for 1 hour. If you use a torch like a club, you have a –4 attack roll penalty (1d3 damage +1 fire damage).

 

Trail Rations


 PRICE:  5 SP
DESCRIPTION
These rations provide a day’s worth of food for an adult dwarf, elf, or human. It can be stored for a long time without spoiling. Trail rations typically consist of beef jerky, hard cheese, hard biscuits, and dried fruit.

 

Waterskin


 PRICE:  1 GP
DESCRIPTION
A waterskin is a sealed container that can hold a half gallon of water, ale, wine, or other liquid without leaking.