Source: Paizo Blog, Paizo Publishing, LLC
PRICE: 10 GP
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.
PRICE: 7 GP
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.
PRICE: 20 GP
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).
PRICE: 50 GP
If you drink a vial of antitoxin (a standard
action), you get a +5 bonus on Fortitude saving
throws against poison for 1 hour.
PRICE: 2 GP
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.
PRICE: 1 SP
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.
PRICE: 1 GP
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.
PRICE: 25 GP
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.
PRICE: 1 GP
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.
PRICE: 1 CP
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.
PRICE: 1 GP
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.
PRICE: 80 GP
These crampons, pitons, ropes, and tools give you a +2 bonus on
Climb checks.
PRICE: 2 GP
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.
PRICE: 1 GP
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.
PRICE: 1 GP
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.
PRICE: 1 GP/25 GP
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.
PRICE: 25 GP
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.
PRICE: 75 GP
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.
PRICE: 7 GP
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.
PRICE: 40 GP
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.
PRICE: 5 SP
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
When you use this high-quality set of thieves’ tools instead of a normal kit, you get a +2 bonus on
Disable Device checks.
PRICE: 10 GP
This polished steel mirror is useful for looking
around corners without sticking your head
out. A typical mirror is about 4 inches across.
PRICE: 1 SP
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.
PRICE: 1 SP
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.
PRICE: 5 CP
This is a 10-foot-long wooden pole, useful for
poking the ground ahead of you to check for
traps or quicksand.
PRICE: 10 GP
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.
PRICE: 1 GP
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.
PRICE: 1 SP
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.
PRICE: 4 CP
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.
PRICE: 20 GP
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.
PRICE: 15 GP
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.
PRICE: 1,000 GP
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.
PRICE: 30 GP
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.
PRICE: 30 GP
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).
PRICE: 1 GP
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.
PRICE: 1 CP
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).
PRICE: 5 SP
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.
PRICE: 1 GP
A waterskin is a sealed container that can hold
a half gallon of water, ale, wine, or other liquid
without leaking.