Unwritten Legends: Equipment
Unwritten Legends: The Equipment



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Equipment List:
Below is the compiled and complete equipment list of everything available in the cities of the Known world. Page refrences are given if possible. For additions to the list seek GM approval or assume it does not exist.


GOODS AND SERVICES - ADVENTURING GEAR
ITEM COST WEIGHT
Animial Call 20 gp -
Armor Maintenance Kit 1 gp 1 lb
Ascender/Slider 20 gp 1 lb
Backpack (empty) 2 gp 2 lb
Barrel (Empty) 2 gp 30 lb
Basket (Empty) 4 sp 1 lb
Bedroll 1 sp 5 lb
Bell 1 gp *
Blanket, Winter 5 sp 3 lb
Block and tackle 5 gp 5 lb
Bucket (Empty) 5 sp 2 lb
Banner/Standard 30 gp + 10 lb
Book, False 30 gp 2 lb
Bolt Cutter 6 gp 5 lb
Brewmaker, Dwarven 40 gp 5 lb
Caltrops 1 gp 2 lb
Candle 1 cp *
Canvas (sq. yd.) 1 sp 1 lb
Case, Map or Scroll 1 gp 5 lb
Chain (10 ft.) 50 gp 2 lb
Chalk, 1 piece 1 cp *
Chest (Empty) 2 gp 25 lb
Crowbar 2 gp 5 lb
Candelabra, Silver 4 Candle 10 gp 0.5 lb
Candelabra, Gold 4 Candle 25 gp 1 lb
Candelabra, Silver 8 Candle 20 gp 1 lb
Candelabra, Gold 8 Candle 35 gp 2 lb
Candelabra, Silver 16 Candle 25 gp 3 lb
Candelabra, Gold 16 Candle 45 gp 6 lb
Candle Mold 12 sp 5 lb
Candle, insectbane 1 sp -
Crane, Portable - STR 22 30 gp 75 lb
Crane, Portable - STR 24 60 gp 120 lb
Crane, Portable - STR 28 120 gp 250 lb
Ear Plugs 3 sp -
Finger Blades 20 gp -
Flotation Bags 5 gp 1 lb
Fowler's Snare 20 gp 5 lb
Firewood (per day) 1 cp 20 lb
Fishhook 1 sp *
Fishing Net, 25 sp. ft. 4 gp 5 lb
Flask 3 cp *
Flint and Steel 1 gp *
Grappling Hook 1 gp 4 lb
Game Board, Portable 1 gp+ 1 lb
Glass Cutter 2 gp 1 lb
Grappling Hook, Collapsible 3 gp 2 lb
Grappling Ladder - 10' 40 gp 8 lb
Hammer 5 sp 2 lb
Hacksaw - Common 5 gp 1 lb
Hacksaw - Superior 20 gp 1 lb
Heat Mat 45 gp -
Holy Text 40 gp+ 3 lb+
Housebreaker Harness 20 gp 1 lb
Ink (1 oz. vial) 8 gp *
Ink Pen 1 sp *
Ice Axe 10 gp 5 lb
Insect Netting 200 gp 5 lb
Jeweler's Loupe 20 gp -
Jug, Clay 3 cp 9 lb
Keg - Hand Keg 5 sp 10 lb
Keg - Hand Cask 1 gp 20 lb
Ladder, 10-foot 5 gp 20 lb
Lamp, Common 1 sp 1 lb
Lantern, Bullseye 12 gp 3 lb
Lantern, Hooded 7 gp 2 lb
Lock, Very Simple 40 gp 1 lb
Lock, Average 80 gp 1 lb
Lock, Good 160 gp 1 lb
Lock, Amazing 300 gp 1 lb
Lantern, Fog-Cutter 20 gp 3 lb
Leash and Muzzle - Diminutive 2 sp -
Leash and Muzzle - Tiny 4 sp -
Leash and Muzzle - Small 6 sp -
Leash and Muzzle - Medium 8 sp -
Magnet, Small 10 gp 1 lb
Marbles 1 sp 0.5 lb
Mess Kit 6 sp 1 lb
Mill, Hand 2 gp 1 lb
Money Belt 4 gp -
Music Box 35 gp -
Manacles 15 gp 2 lb
Manacles, Masterwork 50 gp 2 lb
Mirror, Small Steel 10 gp 0.5 lb
Mug/Tankard, Clay 2 cp 1 lb
Net, butterfly 10 gp 0.25 lb
Oil (1-pint flask) 1 sp 1 lb
Pack, Framed 50 gp 2 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 0.5 lb
Pole, 10-foot 5 sp 8 lb
Pole, 11-foot 5.5 sp 8.8 lb
Pouch, Belt 1 gp 3 lb
Percolator 1 gp 1 lb
Periscope 20 gp 2 lb
Pestle and Morter 5 gp 1 lb
Pully 5 gp 1 lb
Quiver Scabbard 10 gp 2 lb
Ram, Portable 10 gp 20 lb
Rations, Trail (per day) 5 sp 1 lb
Rope, Elven (50 ft) 50 gp 2.5 lb
Rope, Hemp (50 ft) 1 gp 10 lb
Rope, silk (50 ft) 10 gp 5 lb
Sack (Empty) 1 sp 0.5 lb
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 1000 gp 1 lb
Saw, Folding 2 gp 2 lb
Shoes, Silent 10 gp 1 lb
Shriek Rock 3 gp 0.25 lb
Skis and Poles 15 gp 6 lb
Slate Board 5 gp 1 lb
Snorkel 1 gp 0.5 lb
Snow Goggles 2 gp -
Snowshoes 15 gp 8 lb
Sparker 2 gp -
Spider Poles 35 gp 8 lb
Sprayer 15 gp 4 lb
Springwall 60 gp 1 lb
Stilts 5 gp 8 lb
Strange 25 gp 1 lb
Table Case, Folding 5 gp 5 lb
Tarp 5 gp 30 lb
Teepee 60 gp 100 lb
Tent, One-Person 5 gp 10 lb
Tent, Four-Person 20 gp 40 lb
Tent, Pavilion 100 gp 300 lb
Tent 10 gp 20 lb
Thieving Helmet 10 gp 1 lb
Torch 1 cp 1 lb
Tools, Farm - Hoe 3 gp 2 lb
Tools, Farm - Billhook 5 gp 2 lb
Tools, Farm - Post-hole Digger 4 gp 8 lb
Tools, Farm - Pitchfork 2 gp 4 lb
Tools, Farm - Rake 1 gp 3 lb
Tongs, Metal 3 gp 4 lb
Tree Stand 15 gp 5 lb
Tree Tent, Elven 30 gp 5 lb
Twine, Roll (50') 1 sp -
Vail, Ink or Potion 1 gp *
Water, Lawful/Chaotic 25 gp 1 lb
Wick, Candle (50') 2 sp -
Winch, Portable - STR 18 20 gp 20 lb
Winch, Portable - STR 20 40 gp 40 lb
Winch, Portable - STR 22 80 gp 80 lb
Waterskin 1 gp 4 lb
Whetstone 2 cp 1 lb
GOODS AND SERVICES - CLASS TOOLS AND SKILL KITS
ITEM COST WEIGHT
Alchemist's Lab 500 gp 40 lb
Artisan's Tools 5 gp 5 lb
Climber's Kit 80 gp 5 lb
Desguise Kit 50 gp 8 lb
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
Library 1,000 gp+ 600 lbs
Magnifying Glass 100 gp *
Musical Instrument, Common 5 gp 3 lb
Musical instrument, Masterwork 100 gp 3 lb
Scale, Merchant's 2 gp 1 lb
Spell Component Pouch 5 gp 3 lb
Thieves' Tools 30 gp 1 lb
Thieves' Tools, Masterwork 100 gp 2 lb
Water Clock 1,000 gp 200 lb
GOODS AND SERVICES - SLAVES
ITEM COST WEIGHT
Member of opposite sex, attractive 240 gp varies
Member of opposite sex, beautiful 1000 gp varies
Worker, field 50 gp varies
Worker, mine 25 gp varies
Old, crippled, etc 1 gp varies
Warrior, expendable 10 gp varies
Gladiator, expendable 20 gp varies
Servant, house 75 gp varies
GOODS AND SERVICES - Clothing
ITEM COST WEIGHT
Artisan's Outfit 1 gp 4 lb
Cleric's Vestments 5 gp 6 lb
Cold Weather Outfit 8 gp 7 lb
Courtier's Outfit 30 gp 6 lb
Entertainer's Outfit 3 gp 4 lb
Explorer's Outfit 10 gp 8 lb
Noble's Outfit 75 gp 10 lb
Peasant's outfit 1 sp 2 lb
Royal Outfit 200 gp 15 lb
Scholar's Outfit 5 gp 6 lb
Traveler's Outfit 1 gp 5 lb
Star Robes 750 gp 8 lb
Traveling Cloak 12 gp 2 lb
Starlight Cloth Outfit 100gp 5 lb
GOODS AND SERVICES - FOOD, DRINK, AND LODGING
ITEM COST WEIGHT
Ale, Gallon 2 sp 8 lb
Ale, Mug 4 cp 1 lb
Banquet (per person) 10 gp --
Bread, per Loaf 2 cp 0.5 lb
Cheese, Hunk of 1 sp 0.5 lb
Good Inn Stay (per day) 2 gp --
Common Inn Stay (per day) 5 sp --
Poor Inn Stay (per day) 2 sp --
Good Meals (per day) 5 sp --
Common Meals (per day) 3 sp --
Poor Meals (per day) 1 sp --
Meat, Chunk of 3 sp 0.5 lb
Rations, trail (per day) 5 sp 1 lb
Common Wine Pitcher 2 sp 6 lb
Fine Wine Bottle 10 gp 1.5 lb
Waybread (per 5 days) 5 sp 1 lb
Elven Wine (gal) 500 gp 2 lb
Fey Wine (gal) 300 gp 2 lb
Dwarf Mine Rations (per 10 days) 5 sp 6 lb
Halfling Trail Bread (1 meal) 5 gp 1 lb
Grondiel's Chicken Soup (1 meal) 1 gp 1 lb
Moonmoss Pudding (1 meal) 15 sp 1 lb
Zumzum Cakes (1 meal) 5 gp 1 lb
GOODS AND SERVICES - MOUNTS AND RELATED GEAR
ITEM COST WEIGHT
Barding, Medium-Size Creature x2 x1
Barding, Large Creature x4 x2
Bit and Bridle 2 gp 1 lb
Cart 15 gp 200 lb
Dog, Riding 150 gp --
Donkey 8 gp --
Mule 24 gp --
Feed, Grain 1 sp 1 lb
Feed, Hay 5 cp 1 lb
Horse, Courser 2,000 gp --
Horse, Destrier 8,000 gp --
Horse, Draft 1,000 gp --
Horse, Hackney 200 gp --
Horse, Jennet 1,000 gp --
Horse, Palfrey 2,000 gp --
Horse, Rouncy 500 gp --
Horse, Sumpter 50 gp --
Horse, Screwbald 100 gp --
Pack Saddle 5 gp 15 lb
Saddle 10 gp 25 lb
Exotic Pack Saddle 15 gp 20 lb
Exotic Saddle 30 gp 30 lb
Saddlebags 4 gp 8 lb
Sled 20 gp 300 lb
Stabling (per day) 1 gp --
Wagon 35 gp 400 lb
SACRED GEAR
ITEM COST WEIGHT
Alter Case, Spruce 20 gp 5 lb
Alter Case, Granit 40 gp 40 lb
Alther Cloth, Linen 15 gp *
Alther Cloth, Velvet 30 gp *
Alther Cloth, Silk 35 gp *
Alther Cloth, Gold Brocade 40 gp *
Alter Cloth, Dyed +5 gp *
Alther Cloth, Small 3 gp *
Aspergillum, Iron 5 gp 3 lb
Aspergillum, Silver 20 gp 3 lb
Aspergillum, Gold 45 gp 3 lb
Brazier, Large, Bronze 30 gp 75 lb
Brazier, Large, Silver 70 gp 80 lb
Brazier, Large, Gold 110 gp 160 lb
Brazier, Medium, Bronze 17 gp 25 lb
Brazier, Medium, Silver 30 gp 30 lb
Brazier, Medium, Gold 180 gp 60 lb
Brazier, Field, Bronze 4 gp 5 lb
Brazier, Field, Silver 15 gp 6 lb
Candelabra, 8-Candle, Silver 20 gp 1 lb
Candelabra, 8-Candle, Gold 35 gp 2 lb
Candelabra, 16-Candle, Silver 25 gp 3 lb
Candelabra, 16-Candle, Gold 45 gp 6 lb
Candle, temple (per ft.) 1 gp 0.5 lb
Candle, 12-hour 5 sp 4 lb
Candle, Timekeeping 1 gp 4 lb
Candle, Vigil 10 gp 2 lb
Candlestick, Silver 12 gp 1 lb
Candlestick, Gold 20 gp 2 lb
Candlestick, Handheld, Silver 5 sp 1/2 lb
Candlestick, Handheld, Gold 3 gp 1 lb
Censer, Brass 1 gp 1 lb
Censer, Silver 3 gp 2 lb
Censer, Gold 5 gp 4 lb
Incense, Common 5 gp 1 lb
Incense, Exotic 15 gp *
Holy Symbol, Bronze 10 gp 1 lb
Holy Symbol, Gold 50 gp 2 lb
Prayer Book or Scripture 10 gp 3 lb
Prayer Book or Scripture, Compact 15 gp 1 lb
Snuffing Bell 6 gp 4 lb
MUNDANE ARCANE GEAR
ITEM COST WEIGHT
Arcane Lab 500 gp 40 lb
Arcane Library 10,000 gp 600 lb+
Books, Pages, Protection and Slips varies varies
Carrier, Fine Familiar 8 gp 8 lb
Carrier, Diminutive Familiar 15 gp 18 lb
Carrier, Tiny Familiar 30 gp 40 lb
Carrier, Small Familiar 60 gp 90 lb
Carrier, Medium Familiar 120 gp 200 lb
Protable Writing Desk 30 gp 8 lb
Reading Lamp 15 gp 3 lb
Scroll Organizer 5 gp 0.5 lb
Secret Component Compartment 15 gp -
Secret Component Pocket 5 gp -
SPECIAL AND SUPERIOR ITEMS
ITEM COST WEIGHT
Acid 10 gp -
Alchemist's Fire 20 gp -
Antitoxin 50 gp -
Arrow, bolt, or bullet, silvered 1 gp -
Bandoleer 5 sp 1/2 lb
Bandoleer, Masterwork 5 gp 1/2 lb
Blend Cream 50 1 lb
Candle, Focusing 100gp 1 lb
Charm, axiomatic/anarchic 60 gp 1 lb
Charm, cold iron 60 gp 1 lb
Charm, combination 100 gp 1 lb
Charm, holy/unholy 60 gp 1 lb
Charm, silver 150 gp 1 lb
Chess Set (Common) 2 gp 4 lb
Chess Set (Fine) 25 gp 7 lb
Dagger, Silvered 10 gp -
Disappearing Ink 5 gp -
Dragonblood Elixir see chart 0.5 lbs
Dragonhide Mantle 3,800 gp see desc.
Draught, axiomatic/anarchic 100 gp -
Draught, cold iron 150 gp -
Draught, combination 300 gp -
Draught, holy/unholy 100 gp -
Draught, silver 200 gp -
Draughts Set 1 gp 2 lb
Elven instrument 100 gp 3 lb
Flashpellet 50 gp -
Forest camouflage kit, masterwork 50 gp 8 lb
Glowpowder 50 gp -
Glitterbright 5 gp -
Hammock 1 sp 2 lb
Healer's Balm 10 gp -
Healing Salve 250 gp -
Holy Water 50 gp -
Lockslip Grease 50 gp -
Masking perfume 100 gp -
Masterwork equipment varies -
Mighty Composite (Long or Short) Bow (per +1 Str bonus) +100 gp -
Mighty Short Bow (per +1 Str bonus) +80 gp -
Mighty Long Bow (per +1 Str bonus) +40 gp -
Mighty Elf Bow (per +1 Str bonus) +60 gp -
Mighty hand crossbow (per +1 Str bonus) +160 gp -
Mighty light crossbow (per +1 Str bonus) +80 gp -
Mighty heavy crossbow (per +1 Str bonus) +160 gp -
Old Men's Bones Set 2 sp 1 lb
Phantom Ink, Firelight 10 gp -
Phantom Ink, Magical Light 10 gp -
Phantom Ink, Moonlight 10 gp -
Phantom Ink, Starlight 10 gp -
Potion Belt 1 gp 1 lb
Potion Belt, Masterwork 60 gp 1 lb
Pot, Iron 5 sp 10 lb
Red Wriggler 1 gp 1 lb
Scentbreaker 5 gp -
Smokestick 20 gp -
Snortawake 25 gp -
Softfoot 50 gp 1 lb
Spiderlilly Essence 75 gp -
Star lantern 100 gp 1 lb
Stinktar 50 gp 1 lb
Sunrod 2 gp 1 lb
Suregrip 20 gp -
Talis Deck 2 gp 1/4 lb
Tanglefoot Bag 50 gp 1 lb
Thunderstone 30 gp 0.5 lb
Tinder Twig 1 gp -




Animal Call: Crafted out of bone, metal or wood, these special whistles are designed to mimic a specific animal voice -- usually game animals and birds. An animal call provides a +1 circumstance bonus on Survival checks when hunting for food. Calls exist only for creatures that are type "animal."

Armor Maintenance Kit: Composed of polishes, rags, replacement fasteners, wire brushes, and leather strips, this kit is indispensable in keeping armor in top form. An armor maintenance kit grants a +2 circumstance bonus on Craft (armorsmithing) checks to repair armor.

Ascender/Slider: This cleverly designed ratchet wraps around ropes and assists climbing and descending. By clicking a small switch, the ratchet prevents movement either up or down the rope. This grants a +1 circumstance bonus on Climb checks using a single rope. You can also slide down a rope with this divice, which allows rapid movement -- basically a controlled fall. It requires a successful Strength Check (DC15) to hold on when performing this maneuver. A failure means you fall.

Backpack: A leather pack carried on the back, typically with straps to secure it.

Banner/Standard: A banner is a large cloth emblazoned ith a heraldic device. It is used to display a personal, family, or royal crest, or as identification on the battlefield. the price given is for a simple banner made from cotton and cheaper materials -- the fancier the banner, the higher the cost.
A banner grants a +2 cercumstance bonus on Spot checks to be seem from a distance.

Barbed Wire: This is a roll of barbed steel wire designed to keep things in or out. A creature trying to cross barbed wire must make a successful Reflex save (DC 10) or take 1d3 points of damage and be tripped. A pair of thick gloves is necessary to set up barbed wire. A handler who does not have gloves needs to succeed on a Dexterity check (DC5) each round or take 1d2 points of damage. Building a barbed wire obstacle takes 1d4+6 hours, including anchor posts.

Barrel: A barrel.

Basket: A basket.

Bedroll: Adventures never know where they're going to sleep, and bedrolls help them get better sleep in haylofts or on the cold ground. A bedroll is bedding and a blanket thin enough to be rolled up and tied. In an emergency, it can double as a stretcher.

Bell: A bell.

Blanket, Winter: A thick, quilted, wool blanket.

Bolt Cutters: This cutting tool can cut through chains, thin metal, and iron bars. When used against objects (usually metal) that are no thicker that 1 inch in diameter, bolt cutters deal 15 points of damage to that item, including any modifier for Strength. Bolt cutters cannot be used effectively as a weapon (other than as a clumsy club).

Books, Pages, Slips, and Protection: The written word and the records of those that have come before us is more valuable than gold in these times. Morso because spells and incantations exist on their pages. Books and spellbooks use the same rules, spellbooks just have a minimum requirement to take magical energies. To take said energies, a spellbook must be created with no cover less valuable than leather, and pages of value not less than Parchment. The skill in parenthesis is the skill used to make the DC checks to assemble the given component. (Note: treaments and materials not listed here are not available, regardless of printing in MoF or CA.)

Bindings and Coverings (Bookbinding)
Cover Weight Hardness Hit Points Cost DC
Paper, soft 0.5 lb. 0 +1 1 gp 10
Paper, hard 1 lb. 0 +1 2 gp 10
Leather 1 lb. 2 +0 5 gp 12
Wood, thin 1 lb. 3 +1 20 gp 12
Metal, copper/silver 5 lb. 5 +4 100 gp 15
Metal, gold 5 lb. 5 +4 1000 gp 15
Metal, admantium/mithril 5 lb. 7 +5 10,000 gp 15
Metal, steel/iron 5 lb. 7 +5 200 gp 15
Dragonhide 2 lb. 4 +3 500 gp 15
Slipcase +1 lb. as matl as matl as matl / 2 12

Pages (100) (Bookbinding or Scribe)
Material Weight Hardness Hit Points Cost DC
Paper, cheap pulp 1 lb. 0 0 4 sp 10
Paper, pulp 1 lb. 0 0 8 sp 10
Paper, fine pulp 1 lb. 0 0 3 gp 10
Parchment 2 lb. 0 +1 10 gp 12
Paper, linen 2 lb. 0 +2 20 gp 15
Vellum 2 lb. 0 +3 50 gp 15
Bone or Ivory 4 lb. 0 +4 100 gp 20
Foil, copper 20 lb. 1 +8 200 gp 20
Foil, silver 20 lb. 1 +8 400 gp 20
Foil, gold 20 lb. 1 +8 1000 gp 20
Foil, mithril/adamantium 20 lb. 5 +16 25,000 gp 25

Treatments (Alchemy)
Method Effect Cost DC
Basic Treatment durability against handling, mold, moisture, and stains 200 gp 20
Resistant (Minor) resistance 3 against acid, cold, electricity, OR fire 1,000 gp 20
Resistant (Major) resistance 6 against acid, cold, electricity, OR fire 5,000 gp 25
Glammered * looks/feels not >25% different in any dimension 10,000 gp 30
Pungent * Touch Fort save DC 20 or nauseated, effect lingers 4 rounds 2,000 gp 30
Waterproof * impervious to damage from immersion / exposure to water (not cold) 500 gp 20

* = arcane casters only with Alchemy check.

Book, False: This feature can be added to another book. It is a book with a hollowed-out middle section. It comes with a clasp and very simple lock (Open Lock check DC 20)). The false book forms a very tight seal when closed, making the interior space waterproof and allowing it to float.

Brewmaker, Dwarven: Treasured among dwarven warriors in the field, the brewmaker is a pressurized container that vaguely resembles a percolator. When water, hops, and other ingredients are added, it creates a thin beer in only a week. the taste is dredful, but thirsty soldiers take what they can get. The fortitude save to resist intoxication from the beer has a DC of 10.

Caltrops: Caltrops resemble large metal jacks with sharpened points rather than balls on the ends of their arms. They are essentially iron spikes designed so that one point is always facing up. You scatter them on the ground in the hope that your enemies step on them or are at least forced to slow down to avoid them. One bag of caltrops (the 2-pound unit listed on Table 7-7: Goods and Services) 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), the creature may 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 bonus do not count. (Deflection averts blows as they approach you, but it does not prevent you 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 at the attack, the crature has stepped on one. The caltrop deals 1 point of damage, and the creature's speed is reduced by one-half becuase its foot is wounded. This movement penalty lasts for 1 day, until the creature is successfully treated with athe Heal skill (DC 15), or until it receives at least 1 point of magical curing. A charging or running 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 giant centipede, for example, can scramble among the caltrops with no chance of hurting itself, and a fire giant wearing fire-giant-size boots is immune to normal-size caltrops. (They just get stuck in the soles of his boots.)

Candle: A candle clearly illuminates a 5-foot radius and burns for 1 hour.
Temple candles are ecclesiastical candles. They are made of wax and are 1 to 6 feet long, averaging consistently about 3 inches in diameter. Temple candles burn for 2 hours per inch of length, which can aid in measuring the passage of time underground.
A timekeeping candle is a 12-hour candle (6 inches long) inscribed to indicate the passage of hours.
A vigil candle, made of wax mingled with aromatic herbs, burns for 8 hours. A character with the Heal skill who burns a bigil candle through the night when tending an injured person gives a +1 circumstance bonus on Heal checks.

Candelabra: Candelabras are designed to hold four, eight, or sixteen candles in an aesthetically pleasing arrangement. Four candles illuminate a 10-foot radius, eight candles illuminate a 15-foot radius, while sixteen candles illuminate a 20-foot radius.

Candle Mold: There are several different versions of these large wooden molds. A single mold can form eight tapers, two pillar candles, or twelve votive candles. The mold does not come with wax. It requires Craft (Candlemaking) to use properly.

Candle, Insectbane: This heavily scented candle smells pleasant to humans and humanoids but is repellent to insects. Nonmonstrous vermin will not approach within a 5-foot radius of a burning candle. It burns for 1 hour.

Canvas: A square yard of canvas.

Case, Map or Scroll: A capped leather or tin tube for holding rolled pieces of parchment or paper.

Chain: Chain has a hardness of 10 and 5 hit points. It can be burst with a Strength check (DC 26).

Chalk: A piece of chalk.

Charm, anarchic: The anarchic charm commonly looks like a swirling mass of ribbons tied to a colorful leather cord. An anarchic charm can be used to perform a touch attack against a creature vulnerable to chaos. The touch deals 1d6 points of damage to the creature. The charm must make a Fort save (no bonus) DC 8 or be consumed. In addition the target must suceed a DC 14 + damage taken Will save or be shaken for 1d4 rounds. All charms are DC 15 craft (alchemy) to create.

Charm, axiomatic: The opposite of anarchic charms, axiomatic charms are usually geometric shapes secured to a fine steel chain. An axiomatic charm can be used to perform a touch attack against a creature vulnerable to law. The touch deals 1d6 points of damage to the creature. The charm must make a Fort save (no bonus) DC 8 or be consumed. In addition the target must suceed a DC 14 + damage taken Will save or be shaken for 1d4 rounds.

Charm, cold iron: Cold iron lends itself well to charms and draughts used against fey and or demons. Often shaped like a horseshoe, a cold iron charm can be used to perform a touch attack against a creature vulnerable to cold iron. The touch deals 1d6 points of damage to the creature. The charm must make a Fort save (no bonus) DC 8 or be consumed. In addition the target must suceed a DC 14 + damage taken Will save or be shaken for 1d4 rounds.

Charm, combination: These charms combine the properties of a metal (silver or cold iron) with an aligned charm. A combination charm can be used to perform a touch attack against a creature vulnerable to either one or both of the items materials. The touch deals 1d6 points of damage to the creature. The charm must make a Fort save (no bonus) DC 8 or be consumed. In addition the target must suceed a DC 14 + damage taken Will save or be shaken for 1d4 rounds.

Charm, holy: The standard wooden holy symbol worn by clerics and paladins is also effective against evil creatures such as demons and undead when properly consecrated by one of faith. In addition to serving as a devine focus, a holy charm can be used to perform a touch attack against a creature vulnerable to good. The touch deals 1d6 points of damage to the creature. The charm must make a Fort save (no bonus) DC 8 or be consumed. In addition the target must suceed a DC 14 + damage taken Will save or be shaken for 1d4 rounds.

Charm, silver: Alchemists use silver in charms and draughts as protection against devils and the like. A silver charm can be used to perform a touch attack against a creature vulnerable to silver. The touch deals 1d6 points of damage to the creature. The charm must make a Fort save (no bonus) DC 8 or be consumed. In addition the target must suceed a DC 14 + damage taken Will save or be shaken for 1d4 rounds.

Charm, unholy: Unholy charms function exactly like holy symbols except in reverse. An unholy charm can be used to perform a touch attack against a creature vulnerable to evil. The touch deals 1d6 points of damage to the creature. The charm must make a Fort save (no bonus) DC 8 or be consumed. In addition the target must suceed a DC 14 + damage taken Will save or be shaken for 1d4 rounds.

Chest: A chest. Empty.

Crane, Portable: This small crane can be broken down into several parts for easy transportation. It must be assembled and bolted into place to be used effectively. There are different "strengths" available to purchase -- the equivalent of a person with Str 22 (lift/drag 1,040 lb.), 24 (lift/drag 1,400 lbs.), or 28 (lift/drag 2,400 lb.).

Crowbar: An iron bar for levering things open.

Draught, anarchic: This elixar contains a odd bits of random things, in an oil, water, vinegarette. Its color changes every time, and the taste is hard to place. An anarchic draught provides the imbider with a +2 alchemical bonus on saves made against spells and abilities of creatures vulnerable to chaos. The effect lasts for 1 hour.

Draught, axiomatic: Alchemists use a secret process to create a axiomatic draught using a specific recipe. The taste is the same every time, despite the clear color. An axiomatic draught provides the imbider with a +2 alchemical bonus on saves made against spells and abilities of creatures vulnerable to law. The effect lasts for 1 hour.

Draught, cold iron: This elixar contains small particles of cold iron with rare herbs and oils. It has a bluish tinge to it and an unplesant metallic aftertaste. A cold iron draught provides the imbider with a +2 alchemical bonus on saves made against spells and abilities of creatures vulnerable to cold iron. The effect lasts for 1 hour.

Draught, combination: This druaght mixes the properties of a metal draught (silver, cold iron) with that of an aligned draught. A Combination draught provides the imbider with a +2 alchemical bonus on saves made against spells and abilities of creatures vulnerable to one or both of the materials it is made out of. The effect lasts for 1 hour.

Draught, holy: A mixture of rare herbs and specially prepared holy water, the holy draught serves as a staple for those that battle the undead. It tastes sweet, almost cloyingly so. A holy draught provides the imbider with a +2 alchemical bonus on saves made against spells and abilities of creatures vulnerable to good. The effect lasts for 1 hour.

Draught, unholy: Unholy draughts function like holy draughts, but in reverse. An unholy draught provides the imbider with a +2 alchemical bonus on saves made against spells and abilities of creatures vulnerable to evil. The effect lasts for 1 hour.

Draught, silver: This swirling mixture of silver dust in a sweet oil give it a glittery appearance. It is useful against some of the weaker devils. A silver draught provides the imbider with a +2 alchemical bonus on saves made against spells and abilities of creatures vulnerable to silver. The effect lasts for 1 hour.

Ear Plug: Made from solid sponge or cork, earplugs grant a +1 circumstance bonus on saves against sonic attacks, but they alos impose a -4 penalty on Listen Checks when worn.

Flask: A ceramic, glass, or metal container fitted with a tight stopper. It holds 1 pint of liquid.

Finger Blade: These are very short razor-sharp blades that fit over the fingers. they are used to cut through purse strings or garments and grant a +1 circumstance bonus on Slight of Hand rolls made to pick pockets. They are too short to be used as effective weapons, causing only scratches at most.

Firewood: Wood for fires, or burning.

Fishhook: A hook for fishing.

Fishnet: A net for fishing. Twenty-five square feet.

Flint and Steel: Striking the 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.

Flotation Bags: These are inflateable animal bladders sewn to lightweight leather for strength. Flotation bags grant a +2 circumstance bonus on Swim Checks to remain on the surface. The bags impose a -2 circumstance penalty on checks when underwater, as the swimmer has to fight the bag's tendency to float. it takes a full round to inflate flotation bags and a standard action to delfate them.

Fowler's Snare: This is a specially designed snare used for capturing birds and other small flying game. It grants a +1 circumstance bonus on Survival Checks when attempting to trap these sorts of creatures.

Game Board, Portal: This is a small foldable wooden board and pieces for games such as chess, checkers, backgammon, go, and the like. Higher prices indicate better quality for all the pieces.

Glass Cutter: This special device lets you cut through glass panes without cracking or shattering them in the process. The glass cutter makes a circular hole anywhere from 3 inches to 16 inches in diameter. To use it quietly, making a Dexterity check (DC 15). If the check fails, the glass shatters with a loud crash (+2 circumstance bonus on Listen Checks to hear it). You can make an Open Lock check instead if you trained in that skill.

Grappling Hook: Tied to the end of a rope, the hook can secure the rope to battlements, windows, tree libms, and so forth.

Grappling Hook, Collapsible: This small grappling hook has flat, retractable tines that fold out to create a working hook. It functions exactly like a normal grappling hook, except that it increases the DC by +4 for Search checks to find it when folded up and hidden among a person's garments.

Grappling Ladder: This is a premade rope ladder with two small grappling hooks on one end. The given price and weight is per 10 feet of ladder. Once the grappling ladder is in place, it reduces the DC for any Climb check above 10 to 10.

Hacksaw: This blade is designed to cut through thin metal. It ignores the hardness of any normal metal objects (excluding exotic metals like mithral or adamantine) that it is cutting, but deals only 1 point of damage per 2 rounds of sawing. A common blade lasts for 20 rounds, while a superior blade lasts for 40 rounds.

Hammer: A one-handed hammer with an iron head that is useful for pounding pitons into a wall.

Hammock: An innovation from the land of Maztica, a hammock is a hemp or linen blanket with sturdy cords woven into it so that it can be strung up between two trees or other vertical supports.

Heat Mat: This 1-foot-by-1-foot square mat is made of heat-absorbing materials. It can withstand temperatures of up to 1,200 degrees Fahrenheit, even when a hot item is placed directly on it, and will not catch fire. The mat does get uncomfortably hot and is not suitable as a protective layer of clothing. It is mostly found in alchemists' and wizards' laboratories.

Holy Text: This is a nonmagical religious text, containing scriptures, stories, and teachings of a particular faith. This price given is for a very simply copy, with few, if any, illuminations. Fancier versions increase drastically in price.

Hourglass: A glass vial that passes sand through it from an upper chamber to a lower chamber. The device can be flipped upside down to repeat the process. It takes 30 minutes for the sand to run from one into the other, plus or minus one minute. Error is cumulative.

Housebreaker Harness: Designed exclusively for second-story breaking and entering, this harness is made of pliable black leather and reduces the amount of noise made from loose metal items clanging together. It grants a +1 circumstance bonus on Climb and Move Silently checks while worn but imposes a -2 penalty on Balance, Escape Artist, Hide, Jump, Slight of Hands, and Tumble Checks.

Ice Axe: More tool than weapon, the ice axe has a sharp metal head that is perpendicular to the shaft and has a spiked handle. It grants a +1 circumstance bonus on Climb checks in mountainous and/or icy terrain. If used as a weapon, treat as a hand axe with a -2 penalty on attack rolls.

Ink: This is black ink. You can buy ink in other colors, but it costs twice as much.

Inkpen: 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.

Insect Netting: This is a 10-foot-by-20-foot rectangle of very light woven fabric designed to keep small insects from getting through. If properly set up, it keeps away mosquitoes, bees, and other ordinary vermin. It does not prevent monstrous vermin from getting through. See the beekeeper's outfit for more information.

Jeweler's Loupe: This magnifying eyepiece grants a +1 circumstance bonus on Appraise checks when inspecting things very closely, such as gems, jewelry or artwork.

Jug, Clay: A basic ceramic jug fitted with a stopper. It holds 1 gallon of liquid.

Keg: A container for liquids, especially wine and ale. One person can easily carry the hand keg, while a cask usually requires two when full.

Ladder, 10-foot: A straight, simple wooden ladder.

Lamp, Common: A lamp clearly illuminates things in a 15-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, making it too dangerous for most adventuring. You can carry a lamp in one hand.

Lantern, Bullseye: A bullseye lantern has only a single shutter, with its other sides being highly polished inside to reflect the light in a single direction. It illuminates a cone 60 feet long and 20 feet wide at the end, and it burns for 6 hours on a pint of oil. You can carry a lantern in one hand.

Lantern, Fog-Cutter: This bullseye lantern has a special amber lens that allows light to reach farther through mist, fog, and smoke than that from regular lanterns. It illuminates a cone 40 feet long and 10 feet wide at the end, regardless of fog or mist, and it burns for 6 hours on a pint of oil. You can carry a lantern in one hand.

Lantern, Hooded: A hooded lantern is a standard lantern with shuttered or hinged sides. You can carry a lantern in one hand. It clearly illuminates a 30-foot radius and burns for 6 hours on a pint of oil.

Leash and Muzzle: Made to fit creature of various sizes, this is necessary equipment for training animals. Masterwork versions are also available that grant a +1 circumstance bonus on Handle Animal checks, increasing the price by 20 gp (regardless of size).

Library: A library is made up of 'lots' of books. Each lot is approximately enough to fill up six bookshelves that are five feet wide and ten feet tall. That is approximately the 600 lbs of weight above (but not including the shelves) and is roughly 100 books. A basic library is one lot of books and provides a +2 circumstance bonus on a single Knowledge skill, for example (arcane), (religion), or other Knowledge specialization. Alternately a basic library may be of General knowledge books and may grant a +1 circumstance bonus on all Knowledge checks. A bacic library lot costs 1,000gp.
For more advanced research and larger bonuses, the library needs to be larger and more specific. A comprehensive library on a subject takes up three lots, and provide a +5 circumstance on a single knowledge skill (they cannot be made General). Each lot cost 5,000 gp and 3 are needed for a total of 15,000 gp.
Even more advanced libraries may be collected, known as master libraries, and they provide a +10 circumstance on a single knowledge skill (they cannot be general). Six lots of books are needed, each lot costing 20,000 gp, or 120,000gp total. These are rare and always in high demand, so the price is often inflated above this.
Circumstance bonuses do not stack. Books cannot be made of 'masterwork quality' and instead use the rules above. A single book provids no bonus, other than it may or may not contain the answer you are looking for, since a knowledge check is not a check to whether a given book has the answer, but if you are able to find it.

Lock: A lock is worked with a large, bulty key. The DC to open this kindof lock with the Open Locks skill depends on the lock's quality: very simple (DC 20), average (DC 25), good (DC 30), amazingling good (DC 40).

Magnet, Small: This small magnet can be used to attack loose metal items or sticks to ferrous objects. It is only powerful enough to attack metal that weighs 3 ounces or less.

Marbles: About two dozen assorted glass, flawed rock crystal, or clay spheres in a leather pouch. Commonly used as a toy, but also useful for checking the slope in a dungeon corridor (just set one down and see which way it rolls), or as a nondamaging alternative to caltrops. One bag covers an area 5 feet square. Creatures moving through or fighting in the area must make Balance checks (DC 15) or be unable to move for 1 round (or they may fall; see the Balance skill description in the Player's Handbook).

Manacles and Manacles, Masterwork: These manacles can bind a Medium-size creature. The manacled character can use the Escape Artist skill to slip free (DC 30, or DC 35 for masterwork manacles). To break the manacles requires success at a Strength check (DC 26, or DC 28 for masterwork manacles). Manacles have a hardness of 10 and 10 hit points. Most manacles have locks; add teh cost of the lock you want to the cost of the manacles.
For the same price, one can buy manacles for Small creatures. For Large creatures, manacles cost ten times this amount, and for Huge creatures, one hundred times this amount. Gargantuan, Colossal, Tiny, Diminuitive, and Fine creatures can only be held by specially made manacles.

Mess Kit: This lightweight metal kit contains a bowl, plate, fork, spoon, and cup.

Mill, Hand: This small handheld device grinds up grains, beans, and spices.

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 medua, 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.

Money Belt: This cloth pouch is designed to be worn under clothing and can hold up to 50 coins. The Slight of Hands checks DC to take something from a money blet is +5 higher than normal.

Mug: A mug or tankard, made out of clay.

Music Box: A tiny box with a small handle that, when turned, produces delicate music (a single song). The precise skill to create one usually means it is made from the finest metals and covered with gems.

Net, Butterfly: This is a slender rod witha metal hoop on one end, covered by a sack made from insect netting. It's used to capture ordinary flying insects, vermin, and small birds without harming them. It requires no proficiency to use a butterfly net, which grants a +2 circumstance bonus on attack rolls to capture creatures that are Tiny or Smaller. Treat this as a net in all respect, except that it is not thrown.

Oil: A pint of oil burns for 6 hours in a lantern. You can use a flask of oil as a gernadelike weapon. 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 only a 50% chance that the flask ignites successfully.
You can pour a pint of oil on the ground to cover an area 5 feet square (provided the surface is smooth). If lit, the oil burns for 2 rounds and deals 1d3 points of damage to each creature in the area.

Pack, Framed: This pack distributes weight better than usual. It reduces encumberance, but things are harder to get out. The framed pack reduces the weight of it and everything it is carrying by 10% for the purposes of encumberance. Retreiving something from the framed pack is a full round action.

Paper: A white sheet of paper made from cloth fibers.

Parchment: Goat hide or sheepskin prepared for writing on.

Percolator: Considered the most important part of a mess kit, a percolator boils water to make coffee and other, more exotic hot drinks. If used in desperation as a weapon, the contents of a full boiling percolator deal 1d3 points of heat damage (max range 5 feet).

Periscope: This is a small handheld periscope, about a foot long, that allows you to look over obstacle or around corners without exposing yourself to danger.

Pestle and Mortar: A stone bowl and crusher used to grind material down to powder. It is vital for using the Alchemy skill and for creating potions.

Pick, Miner's: A pick belonging to a miner, for mining. For use in mines. Which is underground, not a posessive.

Pitcher: A vassel of clay for pouring liquid out of and into another vassel, traditionally a glass or cup. Not a person on a mound in a sports competition.

Piton: When a wall doesn't offer you handholds and footholds, you can make your own. A piton is a steel spike with an eye through which you can loop a rope.

Pole, 10-foot: When you suspect a trap, you'd rather put the end of your 10-foot pole through a hole in a wll than your hand.

Pole, 11-foot: For things you wouldn't touch with a 10-foot pole.

Pot, Iron: An iron pot for cooking in.

Pouch, Belt: This leather pouch straps to your belt. It's good for holding things that you may need in a hurry, such as potions.

Pully: A sturdy wooden pully with a metal hook-and-eye for hanging. The eye can withstand a load of up to 750 pounds before breaking.

Quiver Scabbard: Cleverly designed, this quiver (for either arrows or bolts) has a hidden scabbard that can hold a relatively flat weapon of size small or smaller such as a shortsword, handaxe, or dagger. In increases the Search check DC by +6 to locate a weapon hidden within.

Ram, Portable: This iron-shod wodden beam is the perfect tool for battering down doors. Not only does it give you a +2 circumstance bonus on your Strength check to break open a door, but it allows a second person to help you without having to roll, adding another +2 to your check.

Rations, Trail: Trail rations are compact, dry, high-energy foods suitable for travel, such as jerky, dried fruit, hardtack, and nuts.

Rope, Elven: Elven rope is fner than silk. It has 4 hit points and can be burst with a successful Strength check (DC 25). It is so supple that it grants a +3 circumstance bonus on Use Rope checks. Coils of Elven rope are sold in 50-foot lengths and are extremely rare outside of elven lands.

Rope, Hemp: This rope has 2 hit points and can be burst with a successful Strength check (DC 23).

Rope, Silk: This rope has 4 hit points and can be busrt with a successful Strength check (DC 24). It is so supple that it adds a +2 circumstance bonus to Use Rope check.

Sack: A drawstring sack made of burlap or a similar material.

Saw, Folding: This camp saw breaks down itno one slender package for easy carrying. It cuts through 4 inches of soft wood or 2 inches of hard wood per round. A folding saw is ineffective as a weapon.

Sealing Wax: Not ceiling wax. Sealing wax. For use on seals. To keep them together. As in not come apart. Yes, come.

Sewing Needle: For use with a piece of string, for joining one or more pieces of clothing or fabric assessories to themselves or other pieces of clothing or fabric assessories. Such as buttons, ribbons, bells. Not a needles used in the practice of law.

Shoes, Silent: These are soft, padded shoes that absorb sound effectively. Despite the padding, the soles are made from tough, stretchy leather taht hold up to abuse. They grant a +1 circumstance bonus on Move Silently checks.

Shriek Rock: Created by halfling artisans, these flat stones have carefully drilled holes that cause loud, high-pitched "shriek" when thrown hard. The sound is as loud as a human screaming in a shrilling voice. Listen checks to hear shriek rocks in flight are at DC -5, modified as normal by distance and interventing obstacles. A shriek rock has a 50% chance to be destroyed or lost when thrown.

Signal Whistle: A single note musical instrument developed by unimaginative conductors who wanted their musical compositions to be boring. Also for use by small children lost in the woods to summon hungry bears.

Skis and Poles: Skis allow full movement across snow and icy surfaces but cannot be used at all on any other terrain. Downhill speed can be as a run (x4) on slight grades or as run (x5) on severe grades. It takes a full-round action to don and to remove skis.

Signet Ring: Your signet ring has a unique design carved into it. When you press this ring into warm sealing wax, you leave an identifying mark.

Slate Board: This is a 1-foot-square piece of slate, used for writing on with chalk.

Sledge: A two-handed, iron-headed hammer that is good for smashing open treasure chests.

Snorkel: A 1-foot-long slender tube that allows you to breathe while submerged. You can remain underwater indefinitely as long as you stay just under the surface (this is part of the swimming kit)

Snow Goggles: These wooden goggles have a thin horizontal slit in the middle. They grant a +2 circumstance bonus on saves to resist blinding effects, including snow blindness, extremely bright light or spells that target vision indirectly (such as sunburst but not blindness). While wearing snow goggles, you incure a -4 circumstance penalty on Spot and Search checks.

Snowshoes: These allow the wearer to move at 2/3 normal speed across snow and ice. Snowshoes take 1 minute to don and a full-round action to remove.

Soap: This one writes itself. Render fat. Skim off the gelatin. Add lye. Make soap. Developed by ancient peoples who noticed that when they washed their clothing downriver from hills that human sacrafices had been performed on, that they suddzed (sp), or formed a white milky discharge. This got their clothes cleaner, and now through the sacrafices of those first people, we have clean clothes. Yes, with enough soap, we can blow up just about anything.

Spade or Shovel: There will be no racial slurs in this game. Oh, I bet you think you're pretty smart don't ye Trebeck! Ohhhh! With yer greasy hair and yer daygo mustache! What did I just get done saying about racial slurs.

Sparker: This consists of flint and steel set in a wire hinge. Lighting a torch with a sparker takes a standard action. A sparker can be used ten times before it needs replacing.

Spider Poles: This assortment of metal poless can be collapsed into a small, lightweight bundle. each pole is hollow, 1 foot long and 3/4 inch thick. When unfolded, the poles snap into a variety of positions, forming a semirigid ladder 10 feet high or an articulated fame 5 feet square. The poles can withstand up to 200 pounds of weight before the structure collapses and is ruined.
Using spider poles as a ladder grants a +1 circumstance bonus on Climb checks. They may alos grant a bonus in other situations if assembled in an appropriate manner (DM's discretion).

Sprayer: This is a small storage drum attached to a large handle and pump. The drum is filled with liquid, usually water, although oil and holy water are commonly used as well (acid is a poor choice, as it eats away the container in a six rounds). When pumped (a standard action) the sprayer creates a dense cloud of vapor 10 feet long, they will coat a 5ft x 10ft section of wall or floor as they settle. Because the particles are so fine, the cloud lasts only a moment and does not drift to adjacent squares. The drum can be filled with a quarter of a gallon of liquid (32 ounces or 32 vials worth) which is enough for 8 pumps.

Springwall: This gnome-crafted device consists of a very thin wire mesh that is tighly wrapped up into a ball roughly the size of a fist. When the ball is thrown and strikes a hard surface, it springs open, creating a flexible metal mesh wall 10 feet high and 10 feet wide (hardenss 0, 5 hp). The extremely thin mesh is difficult to see (Spot check DC20). A creature who walks or runs into the mesh must make a Reflex save (DC15) to avoid being entangled as if by a net. Once the springwall has been used in this manner, it cannot be used again.

Spyglass: Objects viewed through a spyglass are magnified to twice their size.

Star Robes The most breathtaking item of an elf's wardrobe, star robes have been described as 'woven starlight'. tailored from gossamer thread, star robes immeadietly command attention at any social gathering.

Starlight Cloth Outfit This silken fabric of a dark color (forest green, midnight blue, etc) is shot through with silvery threads that seems to catch and reflect light, making the cloth look as though it were dappled with hundreds of tiny silver stars. Starlight cloth seems to shimmer and glow faintly in moonligh or starligh.

Stilts: These wooden stilts strap to your legs, increasing your height by 2 feet. They require a successful Balance check (DC5) to use effectively. You can also buy taller stilts: For each additional foot in height, increase the balance check DC by 5 and add 10 gp to the cost. Base spead while using stilts is 20 feet (Small creatures actually benefit from the longer strides). You cannot run on stilts.

Strange: A folding cover held above your head to keep the water off. When collapsed the cloth collapses about the shaft used to hold it over ones head. When extended, the cloth forms a shallow dome like shape about 5 ft. in diameter. Provides a +1 quality bonus to survival checks or Fort saves involving staying dry, if the DC is low.

Table Case, Folding: A 2-foot-by-2-foot suitcase that doubles as a folding table, this is commonly used by street performers, fences, and con artists.

Tarp: This is a 10-foot-square piece of sturdy canvas with metal eyelets in the corners and edges.

Teepee: Used primarily by nomads, a teepee provides excellent shelter against the elements. it takes 1 hour to set up and half an hour to take down. A typical teepee provides enough room to comfortably fit eight medium-sized humanoids. It requires a horse, donkey or Mule (or wagon) to transport effectively.

Tent: There are several different kinds of tents:
One Person - A tent designed to shelter one medium-size humanoid
Standard - This simple tent sleeps two.
Four Person - A large tent that cna comfortably fit four medium-sized humanoids.
Pavilion - A huge open-air canopy, plus stakes, poles, and ropes. It can comfortably fit twenty Medium-size humanoids underneath.

Thieving Helmet: This specially designed helmet has metal funnels around the ears, which grant a +1 circumstance bonus on Listen checks.

Tongs, Metal: These are 1-foot-long metal tongs used to pick up objects without tuching them directly.

Tools, Farming: Typical farming and gardening tools often found in the hands of commoners. They have wooden shafts or handles and iron heads (typically hardness 5, 5 hp). If used as wepaons, they impose a -4 nonproficiency penalty on attack rolls.

Torch: A wooden rod capped with twisted flax soaked in tallow or a similar item. A torch clearly illuminates a 20-foot radius and burns for 1 hour.

Traveling Cloak A greyish green garment that no elf traveling can do without. Despite its thinness, the cloak is quite durable, as warm as a winter blanket, and as light as a sleeping gown. It is waterproof and mildly fire resistant, able to withstand up to 3 points of fire damage without catching fire itself. It is also strangely comfortable to sleep in.

Tree Stand: This portable platform gives hunters a stable surface above the ground. In dense leaves, the tree stand provides a +2 circumstance bonus on Hide checks against anyone on the ground and doubles the range of vision.

Tree Tent, Elven: A cleverly designed and very comfortable one-person tent that suspends itself in the branches of trees. due to its coloration and shape it grants a +1 circumstance bonus on Hide checks against being spotted from the ground.

Twine, Roll: A roll fo sturdy twine. It has 0 hardness and 1 hp. When tightly wrapped around an object, it has the same strength as hemp rope (0 hardness, 2 hp per inch)

Vial: A ceramic, glass, or metal vial fitted with a tight stopper. The stoppered container usually is no more than 1 inch wide and 3 inches high. It holds 1 ounce of liquid.

Whetstone: A stone, when whetted, will sharpen a steel, iron, or other ferrous or nonferrous metal blade. As in keep sharp. Reverse the dulling through a process known as sharpening. Prestep number one for making with the stabby.

Wick, Candle: This is treated wick for creating candle. In addition, it can be used as a timing device or fuse. One inch of wick burns in 30 seconds. the flame is as strong as that of a candle, so it is easily snuffed out by wind, rain, and the like.

Winch: This is a hand-cranked winch, plus 50 feet of hemp rope (or wire) and a small hok. To be effective, the winch must be bolted or nailed down to a secure surface. there are different "strengths" that one can purcahse -- the equivalent of a person with Str 18 (lift/drag 600 pounds), 20 (lift/drag 800 pounds), or 22 (lift/drag 1,040 pounds).



Class Tools and Skill Kits

Alchemist's Lab: This includes beakers, bottles, mixing and measuring equipment and a miscellany of chemicals and substances. This is the perfect tool for the job and so adds a +2 circumstance bonus to Alchemy checks, but it has no bearing on the costs related to the Alchemy skill. Without this lab, a character with the 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: This is the set of special tools needed for any craft. Without these tools, you have to use improvised tools (-2 penalty on your Craft check) if you can do the job at all.

Climber's Kit: Special pitons, boot tips, gloves, and a harness that aids in all sorts of climbing. This is the perfect tools for climbing and gives you a +2 circumstance bonus to Climb checks.

Disguise Kit: A bag containing cosmetics, hair dye, and small physical props. This is the perfect tool for disguise and adds a +2 circumstance bonus to Disguise checks. It's exhausted after ten uses.

Healer's Kit This kit is full of herbs, salves, bandages and other useful materials. It is required tool for anyone attempting a Heal check. Performing the Heal skill without it is a -4 skill check, and performing the heal skill with an improvised kit (torn up shirt, dirt, pointy stick) is -3 to -1 (GM discretion). It's exhausted after ten uses.

Holly and Mistletoe: Sprigs of holly and mistletoe are used by druids as the default divine focus for druid spells. Holly and mistletoe plants are easily found in wooded areas by druids, and springs from them are harvested essentially for free.

Holy Symbol, Bronze, Gold, Silver or Wooden: A holy symbol focuses positive energy. Clerics use them as the focuses for their spells and as tools 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, same for Gold or Bronze.
Unholly 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 useful as a substitute for flint, steel, and tinder when starting fires (though it takes light as bright as direct sunlight to fucs, tinder to light, and at least a full-round action to light a fire with a magnifying glass). It grants you 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 fifes, recorders, lutes, mandolins, and shalms. A masterwork instrument is of superior make. It adds a +2 circumstance bonus to Perform checks and serves as a mark of status.

Scale, Merchant's: This scale includes a small balance and pans and a suitable assortment of weights. A scale grants you a _2 circumstance bonus to Appraise checks involving items that are valued by weight, including anything made of precious metals.

Spell Component Pouch: A small, watertight leather belt pouch with many small compartments. A spellcaster with a spell component pouch is assumed to have all the material components and focuses she needs except those that have a listed cost, divine focuses, or focuses that wouldn't fit in a pouch (such as the natural pool that a durid needs to look into to cast scrying).

Thieves' Tools: These are 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 have to improvise tools, and you suffer a -2 circumstance penalty on your Disable Device and Open Locks checks.

Thieves' Tools, Masterwork: This kit contains extra tools and tools of better make, granting you a +2 circumstance bonus on Disable Device and Open Lock checks.

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.



SLAVES

Owning slaves is, at best, a neutral act, just like owning any other piece of property. It is the treatment that matters. Treating them like a human being, with dignity, respect, and care (like you would want to be treated) is neutral. Mistreating them is evil.

Slaves: Price of purchase depends on the market and the slave being bought, see chart.



CLOTHING

Different characters may want different outfits for various occasions. A beginning character is assumed to have an artisan's, entertainer's, explorer's, peasant's, scholar's, or traveler's outfit. This first outfit is free of cost and does not count against the amount of weight a character can carry.

Artisan's Outfit: A shirt with button's a skirt or pants with a drawstring, shoes, and perhaps a cap or hat. this outfit may include a belt of a leather or cloth apron for carrying tools.

Cleric's Vestments: Ecclesiastical clothes for performing priestly functions, not for adventuring.

Cold Weather Outfit: A wool coat, linen shirt, wool cap, heavy cloak, thick pants or skirt, and boots. When wearing a cold weather outfit, add a +5 circumstance bonus to Fortitude saving throws against exposure to cold weather.

Courtier's Outfit: Fancy, tailored clothes is 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. Without jewelry (costing perhaps an additional 50 gp), you look like an out-of-place commoner.

Entertainer's Outfit: A set of flashy, perhaps even gaudy, clothes 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 instead 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.

Nobel's Outfit:
Peasant's Outfit: A loose shirt and baggy breeches, or a loose shirt and skirt or overdress. Cloth wrappings are used for shoes.

Royal Outfit: Thisis just the clothes, not the royal scepter, crown, ring, and other accounterments. Royal clothes are ostentatious, with gems, gold, silk, and fur in abundance.

Scholar's Outfit: A robe, a belt, a cap, soft shoes, and possibly a cloak.

Traveler's Outfit: Boot, 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 are 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 are 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 compased of bread and pasteries, beef, peas and ale or wine.

Waterskin: A leather pouch with a narrow neck that is used for holding water.

Waybread: A small loaf of this salty bread is enough to sustain an adventurer for a full day, as if he had eaten his fill of trail rations. Taking much less space than ordinary provisions, elf travellers and scouts opt for waybread when they are in a hurry and know they cannot delay to hunt or forage. It is advisable to have water around to wash it down, as it is a bit dry.

Dwarf Mine Rations: A hefty sack filled with nuts, vegtables, and dried mushrooms grown exclusively underground. They have the consistency of gravel, and some say they taste just like it. A save vs. Will DC 12 must be made after eating them for all non-dwarves if one wishes to continue eating them.

Halfling Trail Bread: This recipe makes ten servings of spicy, dry bread. A serving eaten with water provides sustenance equivelant to a normal meal. They remain fresh for six months. This makes them excellent rations for those on the move, or as stockpiles against seiges or famine. Alchemy create DC 15.

Grondiel's Chicken Soup: This recipe produces six servings of healthy, thick, hearty soup that remains fresh for up to half a week. Those who eat a serving of it gain a +4 alchemical bonus to any Fortitude saving throw made to resist catching any disease during the next 8 hours. Alchemy create DC 21.

Moonmoss Pudding: The recipe produces four servings of sweet fruity pudding that actually glows in the dark. Moonmoss pudding is a favorite of many halfling children. This pudding provides a short-lived boost of energy for one hour after it is eaten, granting a +1 alchemical bonus to Initiative checks made during the time. Moonmoss pudding stays fresh for a day. Alchemy create DC 15.

Zumzum Cakes This recipe produces four small buttery pastries with a minty aftertaste. A zumzum cake remains fresh for a tenday, and increases the body's natural healing rate. Someone who eats a zumzum cake followed by 8 hours of bed rest regains hit points as if she had bed rest for a full 24 hours. Alchemy create 21.

Elven Wine It is extremely rare to find this wine outside elven shops. Elves find it a rare delicacy fit for a relaxed night under the stars, non-elves find it mildly dangerous. Non-elves roll a fortitude save DC 20, or become completely drunk after one serving (one shot) and suffer double penalties as if they were into wounds on all their rolls, the effects take one hour to exit the system, or half that if exercising. The hangover is no better, Lasting 12 + 1d6 hours after the drink is taken at half penalties. Dwarves complain the taste is too much like dandelions.

Fey Wine Non-elves who sip this report it is a magic drink or potion. For elves, they get drunk on it like whiskey, and non-elves must make a similar save to Elven Wine, or fall into a stumbling daze, until he sleeps it off. While in the daze no action can be taken other than to wander and stagger. On waking, they are at -2 to all actions for 2d4 hours.

Ale: By the gallon or by the mug, would any other ale taste so aley? Ale, an alcoholic beverage brewed especially by rapid fermentation from an infusion of malt with the addition of hops. Infusion is a big word, but it still fits in a mug or in a gallon. The density does not change, only the volume of the container in which it is put. Flavor is unaffected by transfer between volumetric variable containers.

Banquet: By paying for a banquet per person it is much more easier to calculate your total cost. Take the number of people attending the banquet, and multiply that by the cost per person. The product is the total cost of the whole banquet. Unless your banquet is for one person, in which case the total cost equals the cost of the banquet per person. Do not divide by zero. Banquets for the square root of negative one are imaginary banquest and paid for with monopoly money.

Bread: Ask the baker to pinch off a loaf and see what you get. You will get either a stinky pile of poo or a wheat/flour/sugar/yeast mixture levened with temperature and a chemical reaction.

Cheese: There a fine line between a hunk and a pile, and paying for this hunk of cheese will be just that. Hunky. Cheese, an early TL 2 biotech, which is created through the coagulation, compression and usually aging of curd of milk strained or seperated from whey. Who discovered that first? Yuck.

Common Wine: Wine for everyone, including the common man, usually red, to be shared by all in the final communal sacrament of the community's control of the means of production by the prolitariat. Common wine is served in a pitcher (see above) and considers bottles elitist, all common wines prepare for the day when they will rise up against their bottle oppressors and seize the means of production some time in October. Fine wine is served in a bottle and always looks down on the common wine.



MOUNTS AND RELATED GEAR

Horses and other mounts let you travel faster and more easily. See the Easy Travel Table of Horse Sense that puts all this in an easy to use table that tells you your per day travel rate, cost in gp, and feed (hay and grain) required. When determining cost of weight per day, add both entries together under any work level or an animal. Example, a donkey doing heavy work requires both 11# of hay AND 5.5# of grain, and that costs a total of 1.1gp per day.

Barding, Medium-Size Creature and Large Creature: Barding is simply some type of armor covering the head, neck, chest, body, and possibly legs of a horse. Heavier types provide better protection at the expense of lower speed. Barding comes in most of the types of armor. As with any nonhumanoid Large creature, a horse's armor costs four times what a human's (a humanoid Medium-size creature's) armor costs and also weighs twice as much as the armor. (If the barding is for a pony, which is Medium-size, the cost is only double, and the weight is the same)
Medium or heavy barding slow mounts.
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 normal armor. Barded animals cannot be used to carry any load other than the rider and normal saddlebags. Because of this, a mounted warrior often leads a second mount for carrying gear and supplies.

Bit and Bridle: The bit is a sharpened piece of metal used for boring holes or cutting holes through material. A Bridle is the significant other that the groomdle is saddled with for the rest of his life. Or at least until death.

Cart: A two-wheeled vehicle drawn by a single horse (or other beast of burden). It comes with a harness. Weight capacity is 72 stones.

Dog, Riding: This Medium-size dog is specially trained to carry a Small humanoid rider (and not a dwarf). It is brave in combat like a warhouse. You take no damage when you fall from a riding dog.

Donkey or Mule: The best pack animal around, a donkey or mule is stolic in the face of danger, hardy, sure-footed, and capable of carrying heavy loads over vast distances. Unlike horses, they're willing (through not eager) to enter dungeons and other strange or threatening places. A donkey is a particular size of ass. A mule is a cross breeding of a ass with a horse, and they are usually sterile. Mules count as being one size category larger for purposes of what they can carry. Grass-fed mules, asses, and ponies can carry medium loads but are slower, averaging only half that of a horse (12 miles per day). This workload could be maintained for several weeks without putting too much strain on the animal. Galloping tires out a mule or donkey like running tires out humanoids, they cannot effectively hustle.

Feed: Horses, donkeys, mules, and ponies can graze to sustain themselves, but providing feed for them (such as oats) is necessary if the animal is going to be doing anything more than grazing. If you have a riding dog, it also requires half a pound of meat a day.

Horse: The horse is the best all-around work animal and mount in common use. A horse is suitable as a mount for any medium creature. A pony is smaller than a horse. A pony is a suitable mount for any medium or small creature. Horses are the race cars of the medieval world, and are expensive to own and maintain.
Horses are primarily used for transportation or war, the ox remains the dominant type of farm animal because ironworking and stirups are still rare.
Horses, such as a well fed courser or palfrey has the endurance to trot all day, and a fast trot might cover 25 miles per hour Unfortunately, once burdened with a load or rider, average speeds decrease, and the horse would need to be rested and fed several times during the day. Feats listed here superscede the feats listed in the MM3.5.
A healthy horse traveling along reasonable roads with readily available feed (hay and grain) could carry a third of its weight and maintain a walking speed of four miles per hour for up to 10 hours a day (40 miles). If the animal must forage for grass then travel time is reduced to about six hours per day (24 miles) and the maximum burden drops to about 20% of the horse's weight. Galloping tires out a mule or donkey like running tires out humanoids, they cannot effectively hustle.
The expenses of having a horse are great. Farmers do not own their own horses or ploughs, they either rent them from their landlord or share communal ones. Only the richest noble farmers have their own. A horse requires a lot of food in order to get a useful amount of work out of it. Grass is very low in energy and a horse whose diet consists mainly of grass will be useless for work since the vast majority of its time will be needed for grazing. The preferred horse diet consists of a combination of hay, which has a higher energy content than grass, and grain. A good grain mix is 75% oats, 20% barley and 5% bran, although 100% oats is adequate. Horses also require five to 12 gallons of water per day depending on climate, workload, and animal weight. They also need two to three ounces of salt per week.
Horse rations vary by type and work. Heavy types require 50% more than light, and ponies require 50% less than light types. Those with the Endurance feat or superior draft horses, require 50% more than that (add percentages then multiply). Idle light horses require 18 pounds of hay per day; light work (walking, pulling medium loads over x1 terrain modifier) require 11 pounds of hay and 4 pounds of grain; heavy work (galloping, carrying rider, pulling heavy loads, or medium loads over less than x1 terrain modifier) requires 11 poinds of hay and grain. See the Easy Travel Table of Horse Sense. Asses require half the grain. Ponies can survive on no grain at all unless they are under a heavy workload. This food must be spread out over 2-4 feedings per day (you can't "fill it up" in the mornings and expect it to perform all day). The horse must be cooled down before feeding (it will also need a good rubdown if it has been working hard) and allowed at least one hour afterwards for digestion -- otherwise severe (sometimes fatal) indigestion can result.
To cut costs, horses can be put to pasture but there are considerations. Depending on the climate and pasture quality, a horse requires between one and three acres of grassland upon which to graze. Ponies generally require about half this. The horse must be moved to a new pasture every three to six months as manure builds up. Horses and ponies eat only grass, but asses can also eat weeds.
Horses become severely ill (sometimes fatally) if their diet is changed too quickly. A horse brought in from pasture must have its diet gradually switched from grass to hay/grain over a period of a few days before it will be ready for work.

There are many types of horses and ponies, as detailed below.

Saddle, Exotic: An exotic saddle is like a normal saddle of the same type except that it is designed for an unusual mount, such as a pegasus. Exotic saddles come in military, pack, and riding styles.

Saddle, Pack: A pack saddle holds gear and supplies, not a rider. A pack saddle holds as much gear as the mount can carry.

Saddle: The standard riding saddle supports a rider.

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. It comes with the harness needed to pull it. Weight capacity is 143 stones.

Stabling: Includes a stable, feed, and grooming for a pony or a light horse. Double cost for draft horses, double again for a warpony. Raise cost five times for war horses. Increased cost is from the need for a professional or advanced stableboy. Cost does not include guards. Superior service costs double, but reduces the likely hood of injured stablehands, overfeeding, wandering off, and colic, but superior service also sometimes demands a tip for superior rubdowns, brushing, warmth, and truthful comments and praise from a local lord.

Wagon: This is a four-wheeled, open vehicle for transporting heavy loads. In general, two horses (or other beasts or burden) draw it. It comes with the harness needed to pull it. Weight capacity is 286 stones.



SACRED GEAR

NOTE: Some items which were earlier describes as 'standard gear' are found above.

Alter Case: An alter case is a narrow box that opens to form a traveling alter. The box has room for small holy implements and vessels, a small alter cloth, and a compact prayer book (included in the price). Alter cases are commonly made from spruce or granite.

Alter Cloth: Standard white alter choths are 6 feet wide, 14 feet long, and made of linen, velvet, silk, or gold brocade. For an extra cost, they can be dyed red, blue, yellow, green, brown, or black. A small alter cloth is 2 feet square and is suitable for use on an alter case.

Aspergillum: This lightweight metal device looks like a small club or a light mace. Each contains a reservoir that can hold up to 3 pints (three flasks) of holy water. By shaking the aspergillum as a standard action, you can sprinkle one flask of holy water on a target within mell reach. This action is a ranged touch attack (which does not provoke an attack of opportunity). An aspergillum does not require any proficiency to use. Many adventures prefer using an aspergillum to dispense holy water rather than throwing or pouring out the contents of a flask.

Brazier: A brazier is a metal pan used to hold burning coals, providing heat and light and consuming incense and other items as sacrifice. This item is a convenient way to burn incense that is the material component for a spell.
A large brazier (gold, silver, or bronze) is 6 feet in diameter and very ornately carved, suitable for use in a large temple.
A medium brazier (gold, silver, or bronze) is 4 feet in diameter, often somewhat less ornate, and suitable for a chapel or shrine.
A field brazier (silver, bronze) is 18 inches in diameter and very plain, but can be easily carried and used in prayers and religious ceremonies on the road.

Candelabra: Candelabras are designed to hold eight or sixteen candles in an aesthetically pleasing arrangement. Eight candles in a candelabra illuminate a 15-foot radius, while sixteen candles illuminate a 20-foot radius.

Candlestick: Common candlesticks are about 1 foot tall and can accommodate candles from 1 to 3 inches in diameter. A hand-held candlestick is 4 inches tall and includes a small guard to keep wax from dripping onto the hand that holds it.

Censer: A censer is an elaborate box designed to hold burning incense. It swings from a chain in order to disperse the smoke from the incense more widely.

Incense: A common spell component, incense is found in most spell component pouches. For temple use, prices for a pound of common incense or an ounce of exotic incense are give above.

Prayer Book or Scriptures: Many religions have holy text of formalized prayers and rituals for use by clerics and believers. these books are about the same size and weight as spellbooks, but smaller versions are typically used by clerics who travel, whether they are adventuring across the land or visiting the sick down the street. A Cleric must have a prayer book to memorize anything other than their domain spells.
A compact prayer book or scripture is not a complete text, but fits inside an alter case.

Snuffing Bell: A snuffing bell is a 4-foot-long rod with two attachments: a wick holder to carry a flame for lighting candles, and a cup for extinguishing burning candles. A snuffing bell can be used for lighing oil or other flammables.




MUNDANE ITEMS

These items have proven popular with many arcane spellcasters.

Arcane Lab: This is similar to an alchemist's lab. It includes beakers, bottles, mixing and measuring equipment, cutting tools, and miscellaneous chemicals and substances. It's only absolutely necessary for creating golems, but many sorcerers and wizards have one for potion making and spell research. The lab grants a +2 modifier on Spellcraft checks to determie if a new spell or magic item is viable.

Arcane Library: This is a collection of at least 200 rare volumes used in spell research and magic item research. It provides no skill bonus. It is required for the two previous researches. (A traditional Library does not help because this is a spellcraft roll, not a Knowledge roll). Due to its size and cost, most wizards depend on various professional organizations to provide access to a suitable library. Booksellers in large cities and metropolises sometimes have sufficient numbers of the right books, but even then, whole libraries are seldom accumulated at once. It can take a week or more to purchase all the necessary volumes, depending on supply and available transportation. A arcane library is equivelant to two book lot.

Familiar Carrier: This is a sturdy hutch or box for safely transporting a familiar. The carrier is made of metal lined with wood and padding to cushion the familiar from impacts. It is equipped with a door that the familiar can open from inside or outside, as well as an internal latch so the familiar can lock itself in. The carier also has viewport the the familiar can shutter: It offers nine-tenths cover when unshuttered and total cover when shuttered. The carrier has hardness 10, 15 hit points, and a break DC of 23.

Portable Writing Desk: This compact wooden box folds out into a firm writing surface. It has folding legs that let you set it across your lap or porp it up on the ground. It also contains drawers for quills, ink, and other writing supplies.

Reading Lamp: Similar to a bullseye lantern, this lamp comes with an adjustable stand so you can shine the light on the document you're reading.

Scroll Organizer: This long strip of leather has an overlapping series of fifteen pockets sewn along one side, each large enough to hold a scroll of a single spell. When slipped into a pocket, only the top of a scroll shows, allowing you to scan all the titles. The outside is fitted with a clip and a sewn-in pouch so that the organizer can be rolled up into a cylinder, slipped inits own pouch, and sealed against the elements.

Secret Component Compartment/Pocket: This is a secret compartment or hidden pocket large enough to hold the component for one spell. A pocket is added to a garment while a compartment is built into a tool, weapon, or other item. The compartment or pocket must be added when the weapon is first made. Finding a secret pocket or compartment (if you dn't already know where it is) requires a successful Search check (DC 20).

Special and Superior Items

Acid: You can throw a flask of acid as a grenadelike weapon.

Alchemist's Fire: Alchemist's fire, is a sticky, adhesive substance that ignites when exposed to air. You can throw a flask of alchemical fire as a grenadelike weapon.
On the round following a direct hit, the target takes an additional 1d6 points of damage. The target can take a full round action to attempt to extinguish the flames before taking this additional damage. It takes a successful Reflex save DC 15 to extinguish the flames. Rolling on the ground allows the character a +2 bonus. Leaping into a lake or magically extinguishing the flames automatically smothers the flames.

Antitoxin: If you drink antitoxin, you get a +5 alchemical bonus on all Fortitude saves against poision for 1 hour.

Arrow, bolt, or bullet, silvered: A silvered projectile functions like a normal projectile, except that some creatures that resist damage from normal weapons, such as werewolves, can be hurt by silvered weapons.

Bandoleer: This leather belt has loops or pouches for carrying small items (up to dagger size). It is usually worn across the chest. It holds eight items.
Masterwork bandoleers hold 12 items.

Blend Cream: This pale gray cream dulls the color of flesh, fur, scales and hair. It allos those affected to better blend with background and shadow, making it easier to hide. Applying blend cream is a standard action that provokes attacks of opportunity. Blend cream provides a +1 alchemical bonus to Hide checks. The effects of blend cream last 1 hour. Blend cream gives no ability to hide in plain sight or without sufficient cover. The alchemy check DC to make Blend Cream is 20.

Candle, Focusing: This large green taper burns quickly lasting only 1 hour despite its size. While burning a focusing candle fills the air with a fresh crisp odor. The candle is a great boon to those engaged in strenuous mental activity. Characters within 20 feet of a burning candle gain a +1 circumstance bonus on Appraise, Deciper Script, Forgery, and Search checks. When making a skill check that takes more than one action to complete, the character only gains the bonus if they spend the entire duration of the check inside the radius of the focusing candle. Alchemy create DC is 25.

Dagger, Silvered: A silvered dagger functions as a normal dagger, except that some creatures that resist damage from normal weapons, such as werewolves, can be hurt by silvered weapons.

Disappearing Ink: After being used to write a message, this blue or red ink vanishes from view at the end of an hour (though ink can be made that disappears after a longer period, such as a day, 10 days, or a month). Heat (such as a candle flame) applied to the writing surface makes the ink appear again. A successful Spot or Search check (DC 20) reveals traces of the faded writing.
The Alchemy check DC to make disappearing ink is 15.

Dragonblood Elixir: A blood elixir is a concoction brewed from the concentrated blood of a true dragon. A blood elixir grants the drinker a +2 enhancement bonus to Strength (if brewed from a chromatic dragon) or Charisma (if a metallic dragon), as well as additional effect as noted on the table below, based on the dragon's variety. You can consume a blood elixir as a potion. Its effects last for 10 minutes, they are extraordinary, not magical. Price: See chart. Dragon part: dragon blood (1 gallon). Skill: Craft(Alchemy); weight 1 lbs.

Dragon Type Effect Price
Black darkvision 120 ft. 700 gp
Blue sound imitation * 900 gp
Brass speak with animals 400 gp
Bronze water breating 1,000 gp
Copper spider climb 700 gp
Gold polymorph # 2,000 gp
Green suggestion # 1,200 gp
Red dragon breath (fire) # 1,400 gp
Silver cloudwalking * 1,400 gp
White icewalking * 600 gp
* = Functions as the dragon ability of the same type.
# = This ability is usable only once during the duration. Its effects last until the end of the elixirs duration.

Dragonhide Mantle: A dragon's hide can be rendered flexible enough to wear as a cloak. Crafting a dragonhide mantle requires as much hide as a suit of hide armor and weights the same as a suit of hide armor. The mantle must be crafted to fit the wearer's size.
A mantle grants the wearer resistance 5 against the a type of energy; acid for black, copper, or green; cold for silver or white; electricity for blue or bronze; fire for brass, gold, or red. This resistance is extraordinary. It doesn't stack with other energy resistance of the same type for the wearer. It grants a +2 circumstance bonus on Intimidate checks against dragons. Price: 3,800 gp. Dragon Part: dragon hide.

Elven Instrument: Their love of music leads elves to create some of the finest music instruments found anywhere. Popular elven instruments are the harp, lyre, and the flute. Elven instruments are masterwork items (Elfcraft Excellent), granting a +4 quality bonus to Perform checks, and weighing 10% less.

Flash Pellet: You can throw this small alchemical bead as a gernade like weapon. When it strikes a hard surface or is struck sharply, it ignites with a bright flash. Creatures within a 10-foot radius must succeed at reflex saves (DC 15) or be blinded one round and dazzled the next. Sightless Creatures are not affected by the flash.
The Alchemy Check DC to make a flashpellet is 25.

Forest camouflage kit, masterwork: This special set of clothing and body paints that many elven hunters and warriors use when patroling in their home forests. This is the perfect tool for blending in with such environments, and the kit grants a +2 circumstance bonus to Hide checks in the forest. Winter, fall, and spring versions are also available for use in such settings.

Games: Some games of skill are detailed below, but games of chance are also popular. Wagering on any sort of game is also a favorite pastime.
Chess: Faerunian chess games pieces include kings, queens, priests (bishops), knights-errent (knights), rooks (castles), and pawns. Sets often use famous figures, such as rulers or deities, as kings. A set consists of thirty-two pieces and a board in a wooden case. A fine set has ebony and ivory pieces and a marble board. A common set is made from more humble materials, such as carved and dyed wood.
Draughts: Draughts is similar to the modern game fo checkers. A set consists of 24 clay or stone pieces and a board of alternating light and dark squares in a wooden case. The board is the same as a chessboard in pattern.
Old Man's Bones: This game is similar to the modern game of pick-up sticks. The object is to remove the bones from the pile you have dumped them into one at a time without toppling the pile. The set has 'sticks' made from bones (usually those of a fowl) and a leather or metal canister for carrying them.
Talis Deck: A deck of seventy-eight cards, typically made of laqured paper or parchment, in a wooden case. the deck is similar to the tarot deck.

Glitterbright: This sparkling liquid enhances flaws and facets in gemstones. Any Appraise or Craft (gemcutting) checks on a gem treated with a dose of glitterbright receive a +4 alchemical bonus. This effect lasts one minute. Create DC 20.

Glowpowder: This luminescent dust clings to surfaces and creatures, making them glow. The grains of powder glow about as brightly as sparks from a campfire. they don't provide illumination, but they are noticeable. When prinkled on an object or surface, the powder helps reveal edges and details, granting a +2 circumstance modifier on Search checks made on the treated area. A creature sprinkled with the powder is likewise easier to detect: Spot checks to see the creature gain a +2 circumstance modifier. An invisible creature sprinkled with the dust has only 50% concealment (20% miss chance). One applied, the dust clings and glows for 1 minute. A creature sprinkled with the powder can wash it off by taking a full-round action.
The powder usually comes in a tube that allows the contents to be blown or shaken out. Blowing out the powder is a standard action that draws an attack of opportunity and creates a 10-foot cone. It carefully sprinkled, the powder can cover 125 square feet (five 5-foot squares). It takes a full-round action to shake out enough powder to cover one 5-foot sqaure.
The alchemy check DC to make glowpowder is 20.

Healer's Balm: This smooth, sweet-smelling balm allows a healer to better soothe the effects of wounds, disease, and poision. Healer's balm provides a +1 alchemical bonus on Heal checks made to help an affected creature. The effects last 1 minute. One dose is enough to coat one medium creature. Applying it is a standard action that provokes an attack of opportunity. It can be applied as part of a standard action to administer first aid, treat a wound, or treat poision. Alchemy check DC to make is 20.

Healing Salve: Rubbing this stinky green paste into wounds promotes rapid healing. Applying the salve is ten full-round actions. One dose cures 1d4 points of damage to a living creature with one hour of rest.
The Alchemy check DC to make healing salve is 25. If you have 5 or more ranks in Profession (Herbalist), you get a +2 synergy modifier on checks to craft it.

Holy Water: Holy water damages undead and evil outsiders almost as if it were acid. Typically a flask of holy water deals 2d4 points of damage to an undead creature or evil outsider on a direct hit, or 1 point of damage from splash. Also, holy water is considered blessed, which means it has special effects on certain creatures. A flask of holy water can be thrown as a grenadelike weapon. A flask breaks if thrown against the body of a corpreal creature, but against an incorporeal creature, the flask must be opened and the holy water poured out onto it. Thus, you can only douse an incorporeal creature with holy water if you are adjacent to it. Doing so is a ranged touch attack that does not provoke attacks of opportunity.
There are also Unholy, Lawful, and Chaotic version.

Lockslip Grease: Lockslip grease is a thick reddish oil that loosens the mechanical workings of non-magical locks. The grease is effective for a short time and provides a slight edge to those attempting to pick locks. Lockslip grease provides a +1 alchemical bonus on Open Lock checks made against the affected lock for 1 minute. One dose is enough to affect one lock of any size. It cannot affect magical locks. Applying lockslip grease is a standard action that provokes opportunity attacks. Alchemy Dc to create is 20.

Masking Perfume: This alchemical formula helps to mask the natural scent of anyone wearing it for up to 3 hours. Creatures with the Scent ability can't detect the wearer by scent until he is withing 5 feet. masking perfumes also eliminates the tracking bonus the creature normally gains to track the character. A small bottle contains five applications of masking perfume (each enough for one Medium sized creature).

Masterwork Items: They are created normally, but additional benefits are available which take extra time and money as shown in the following table. A magic item must have at least one Masterwork benefit before it can be made magical, Accurate is the regular bonus for weapons, and Formfitting for armor and shields. Elfcraft and Dwarfcraft may have more than seven benefits, and can only be performed by an elf or dwarf respectively with 30 ranks in the applicable craft. Cheapwork items cannot be made magical. Average items can be combined to make Talisman items.

Masterwork Levels
Name Cost DC Modifier Time Required Benefit
Cheapwork x1/2 -5 -- -1 to strike, damage, AC, or skill with item.
Average -- -0 x1 none
Fine +100 gp +5 x1.1 1 benefit
Excellent +300 gp +10 x1.2 2 benefits
Exceptional +600 gp +15 x1.3 3 benefits, may double once
Superior +1500 gp +20 x1.4 4 benefits, may double once
Masterwork +5000 gp +25 x1.5 5 benefits, may double twice, or triple once
Masterpiece +10000 gp +30 x1.6 6 benefits, may double twice, or double and triple once
Racecraft* I +0 gp +0 x1 special
Racecraft* II +20000 gp +40 x(+0.1) 7 benefits, may triple twice or quadruple once
Racecraft* III +25000 gp +45 x(+0.2) 8 benefits, may triple twice and double once, or quadruple once

* Racecraft is limited to Elves, Dwarves, Gnomes and Halflings. Each race is limited to what they can make Racecraft, and their race replaces Race in the name. i.e. Elfcraft, Dwarfcraft, etc. Elves can make dresses, cloaks, robes, ropes, spellbooks, light and medium armor, harp, lyre, the flute, and their racial weapons. Dwarves can make medium and heavy armor, shields, weapons, armor accessories, percussion instruments, and craftwork equipment. Gnomes can make alchemical items, clothing, spellbooks, tools, wind instruments, and their racial weapons. Halflings can make household goods (blankets, pots, etc.), farm tools, string instruments, and thrown weapons. Racecraft I raises the benefit by 1 benefit level; the highest is then: 9 benefits, may triple thrice, or quadruple twice.

Elves can add fourth levels of Accurate, Balanced, Formfitting, Ornate, Light, Sharp, and Well-Crafted.
Dwarves can add fouth levels of Crushing, Fortified, Lethal, Ornate, Rugged, Sturdy, Thick, and Well-Crafted.
Gnomes can add fourth levels of Accurate, Concealable, Decorative, Forgery, Light, Ornate, Sleek, and Well-Crafted.
Halflings can add fourth levels of Comfortable, Concealable, Guard, Ornate, and Well-Crafted.

Masterwork Benefits
Benefit (Item) Description Effect
Accurate (Any Weapon) This weapon does what it is supposed to do - hit things. Benefit: Weilder gains +1 quality bonus to attack rolls.
Double: Quality bonus increases to +2.
Triple: Quality bonus increases to +3.
Quadruple: Quality bonus increases to +4.
Balanced (Any weapon or shield) A weapon or shield with above average balance makes it easier to move in combat. Benefit: While in hand and readied, weilder gains +1 quality bonus to initiative rolls.
Double: Quality bonus increases to +2.
Triple: Quality bonus increases to +3.
Quadruple: Quality bonus increases to +4.
Comfortable (Any outerwear/sleeping gear) This item does one of the following (chosen at time of creation):
Provides a quality save bonus against cold weather (and wind)
Provides a quality save bonus against hot weather (and wind)
Provides a quality save bonus against wet weather (and wind)
Benefit: The wearer gains a +3 quality bonus.
Double: The wearer gains a +6 quality bonus.
Triple: The wearer gains a +9 quality bonus.
Quadruple: The wearer gains a +12 quality bonus.
Concealable (Any item) These are easy to secret on one's person. Benefit: The bearer gains a +4 quality bonus to Sleight of Hand checks to hide the item on his person.
Double: Quality bonus increases to +8.
Triple: Quality bonus increases to +12.
Quadruple: Quality bonus increases to +16.
Crushing (Bludgeoning Weapon) This weapon beats people senseless. Benefit: In addition to normal damage, this weapon inflicts 2 points of nonlethal subdual damage with every hit. This is a quality bonus to damage.
Double: Quality bonus increases to +4.
Triple: Quality bonus increases to +8.
Quadruple: Quality bonus increases to +12.
Deadly (Any weapon) Attacks with this weapon are often decisive. Benefit: +1 threat range (after feats, and other modifiers) for weapons with x2 Critical multiplier.
Double: +1 threat range (after feats, and other modifiers) for weapons with x3 Critical multiplier.
Triple: +1 threat range (after feats, and other modifiers) for weapons with x4 Critical multiplier.
Decorative (Any item) This item is designed to impress with understated elegance and quality. Benefit: The owner gains a +1 quality bonus to Diplomacy while displaying ownership of the item.
Double: Quality bonus increases to +2.
Triple: Quality bonus increases to +3.
Quadruple: Quality bonus increases to +4.
Formfitting (Any armor) This armor is lightweight and less cumbersome than others of its type. Benefit: This armor reduces its ACP by 1, to a minimum of 0.
Double: This armor reduces its ACP by 2, to a minimum of 0.
Triple: This armor reduces its ACP by 3, to a minimum of 0.
Quadruple: This armor reduces its ACP by 4, to a minimum of 0.
Forgery (Any item) This item is intended to appear as another (often unique) item. Benefit: The DC to determine this is not a genuine item is increased by +5.
Double: The DC is increased by +10.
Triple: The DC is increased by +15.
Quadruple: The DC is increased by +20.
Fortified (Armor) Extra attention is paid to covering your vitals. This is rolled in addition to magical protection. Benefit: There is a 10% chance that any critical hit or sneak attack (or ambush) damage is negated while wearing the armor.
Double: The chance is increased to 20%.
Triple: The chance is increased to 30%.
Quadruple: The chance is increased to 40%.
Guard (Any weapon or shield) This weapon or shield is easy to use defensively. Benefit: This weilder may reduce his attack rolls by 1 for the entire round to gain an equal deflection bonus to AC for that round. If this item is a shield the bonus is doubled.
Double: The weilder may reduce his attacks by 2 for the entire round.
Triple: The weilder may reduce his attacks by 3 for the entire round.
Quadruple: The weilder may reduce his attacks by 4 for the entire round.
Increased Capacity (Any item) This holds more for the same weight. E.G. a Spellbook has more pages, a barrel holds more liquid, or a cart hauls more stuff. Benefit: The capacity is increased 25%.
Double: The capacity is increased 50%.
Triple: The capacity is increased 75%.
Lethal (Any weapon) A good hit always hurts with this weapon. Benefit: Weilder gains a +2 quality bonus to rolls to confirm a critical hit.
Double: The quality bonus increases to +4.
Triple: The quality bonus increases to +6.
Light (Any item) This item is carefully designed to perform its function without any wasted weight or bulk. Benefit: The item functions normally and has the usual number of hit points, but weight is reduced 10%.
Double: As above but weight is reduced 20%.
Triple: As above but weight is reduced 30%.
Quadruple: As above but weight is reduced 40%.
Ornate (any item) This item is heavily decorated, possibly with prescious metals and jewels. Benefit: The cost multiplier of this weapon is increased by 5. It also adds a +10 to Diplomacy checks when given as a gift.
Double: The cost multiplier of this weapon is increased by 10. It also adds a +20 to Diplomacy checks when given as a gift.
Triple: The cost multiplier of this weapon is increased by 15. It also adds a +30 to Diplomacy checks when given as a gift.
Quadruple: The cost multiplier of this weapon is increased by 20. It also adds a +40 to Diplomacy checks when given as a gift.
Rugged (Any item) This item is touh to break or wear out. Benefit: This item gains a +2 quality bonus to hardness and break DC.
Double: The quality bonus increases to +4.
Triple: The quality bonus increases to +6.
Quadruple: The quality bonus increases to +8.
Poisoned (Any weapon) This weapon has groove to more effectively hold poision. Benefit: The number of strikes the weapon may make before the poison is rubbed off is doubled.
Double: The number of strikes the weapon may make before the poison is rubbed off is tripled.
Triple: The number of strikes the weapon may make before the poison is rubbed off is quadrupled.
Sharp (Slashing or Piercing Weapon) This weapon has a fine edge on it. Benefit: Add a +1 quality bonus to all damage rolls with this weapon. This bonus is applied before modifiers.
Double: The quality bonus increases to +2.
Triple: The quality bonus increases to +3.
Quadruple: The quality bonus increases to +4.
Sleek (Any shield) This shield is lightweight and less cumbersome than others of its type. Benefit: This shield reduces its ACP by 1, to a minimum of 0.
Double: This shield reduces its ACP by 2, to a minimum of 0.
Triple: This shield reduces its ACP by 2, to a minimum of 0.
Sturdy (Any item) This item uses a robust design and quality material to ensure it will last longer. Benefit: This items quality bonus provides 50% more hit points.
Double: This quality bonus increases to 100%.
Triple: This quality bonus increases to 200%.
Quadruple: This quality bonus increases to 300%.
Thick (Any armor) This armor is absorbs more punishment so the wearer doesn't have to. This stacks with armor DR and DR/- gained from class levels. Benefit: This armor provides DR 1/-.
Double: This armor provides DR 2/-.
Triple: This armor provides DR 3/-.
Quadruple: This armor provides DR 4/-.
Threatening (Any item) This item is crafted to look nasty and intimidate. Benefit: The weilder gains a +2 quality bonus to Intimidate while displaying the item.
Double: The quality bonus increases to +4.
Triple: The quality bonus increases to +8.
Weave Adapted (Any Armor) This trait can apply to any piece of armor with an Arcane Spell Failure Chance. It cannot reduce the chance below 0%.Benefit: This armor has its ASFC reduced by 2%.
Double: This armor has its ASFC reduced by 4%.
Triple: This armor has its ASFC reduced by 8%.
Well-Crafted (Any Gear) This trait can apply to any piece of gear intended for employment with a specific skill. Benefit: This item provides a +2 quality bonus to one skill when used for its intended purpose.
Double: The quality bonus increases to +4.
Triple: The quality bonus increases to +8.
Quadruple: The quality bonus increases to +12.

Mighty (Composite Short/Long, Long, Short and Elf) Bow: A mighty bow is a bow made with an expecially heavy pull to allow a strong archer to take advantage of an above-average strength. The mighy bow allows you to add your Strength bonus damage up to the maximum bonus listed.

Mighty Crossbow (All types): A mighty crossbow takes advantage of the users strength. Hand crossbows and covered hand crossbows can use up to half of the users Strength bonus (rounded up), these weapons cannot be made stronger than that. Light, repeating, double, grapple firing, and winch crossbows can be made to use up to the users Strength bonus, these weapons cannot be made stronger than that. Heavy crossbows can use up to double the users Strength bonus, these weapons cannot be made stronger than that. They add the applicable amount of the users Strength bonus to damage.

Phantom Ink: Similar to disappearing ink, messages written with this ink vanish from view at the end of an hour and thereafter can be read only under the right kind of light. The usual types specify one of the following: firelight (which includes candles, torches, and other flames), magical light (which includes the dancing lights, lights, and continual flame spells), moonlight, and starlight (this last usually isn't discernable unless the reader has darkvision).
The Alchemy check DC to make Phantom ink is 20.

Potion Belt: This sturdy leather belt similar to a bandoleer has pockets shapped to hold potion vials and is fitted with ties or flaps to keep the potions from falling out. It holds six potions. Retrieving a potion from a potion belt is a free action once per round.
A masterwork is extremely well-made potion belt holds ten potions.

Red Wriggler: An active red wriggler is an ingenious invention that resembles a large writhing worm or centipede. In truth, a red wriggler is nothing more than a specially treated strip of fabric and twine about a foot long and no more than half an inch wide. When a red wriggler becomes wet, it becomes puffy and slimy and begins to twitch and undulate in place like a dying worm. The wriggler remains active for 3d6 rounds before the special resins finally cause the thing to melt away into an acidic yellow cloud that quickly fades. Red wrigglers are popular items for practical jokes; a gnome often hides one in someone's bathing suit or slips one into someone's drink when they aren't looking. Red wrigglers have little practical use, but their value as components for practical jokes is without bounds. Create DC 15

Scentbreaker: This small bag contains either a collection of aromatic herbs of a strongly scented alchemical mixture. Either version can confound any creature's sense of smell. You can toss the bag as a gernade like weapon with a range increment of 10 feet, or you can scatter the contents someplace where a creature tracking by scent comes across it. (It covers an area 5 feet square). Once scattered, the contents remain potent for 1 hour.
A creature can sniff the bag's contents from a direct hit, from a splash, or from sniffing the area where the contents were scattered. If struck by a direct hit, the creature must succeed at a Fortitude save (DC 18) or lose its scent ability for 1 minute. After the minute is up, the creature must make a second Fortitude save (DC 18) or lose its scent ability for another hour. Being splashed or sniffing the scattered contents has the same effect, but the save DC is 15. A direct hit or splash affects only one creature of small or larger size. The contents affect all creatures of Tine or smaller size in the 5-foot area where a bag of scentbreaker strikes.
The Alchemy check DC to make scentbreaker is 15. If you have 5 or more ranks in Profession (Herbalist), you get a +2 synergy modifier on checks to craft it.

Softfoot: Softfoot is a fine gray powder that muffles sound when applied to the bottom of a foot or boot. It provides a +1 alchemical bonus on Move Silently checks for 1 hour. One dose of Softfoot is enough to affect one pair of feet from a medium creature. More pairs of feet require more doses. Applying Softfoot is a standard action that provokes attacks of opportunity. If softfoot is applied to bare feet, the bonus is lost if footwear is donned. Likewise, if it is applied to footwear, the bonus is lost once they are removed.

Smokestick: This alchemically treated wooden stick instantly creates thick, opaque smoke when ignited. The smoke fills a 10-foot cube. The stick is consumed after 1 round, and the smoke dissipates naturally.

Snortawake: Snortawake is a pungent-smelling clear liquid that is kept in a tiny glass vial. A single dose of snortawake poured into the mouth or nose of a living creature removes 1d8 points of subdual damage. This useful liquid got its name from the highly amusing snorting noises people tend to make after they are revived from being knocked unconscious. Create DC 20.

Spiderlilly Essence: A single dose of spiderlilly essence is enough to coat a small creature. Each size increase requires twice th dosage of the previous size, and each size decreased requires only half the larger size's dosage. Spiderlilly essence is particularly noxious to most vermin (with the notable exception of spiders, who ironically cannot detect the stuff). Fine vermin avoid creatures that wear the essence, and monstrous non-spider vermin must make a Will saveing throw (DC 15) to attack the target. Once the target makes the will save, they are immune to the effects of Spiderlilly essence for an hour. Spiderlilly essence lasts for six hours, or one hour in the rain. Create DC 25.

Star lantern: A decorative lantern made of carved wood or (less often) delicately worked metal, this lantern contains a small crystal treated to produce light that illuminates a 10-foot radius for 12 hours. Elves commonly use star lanterns for decoration or to provide soft lighting in a dark forest area sufficient for their vision.

Stinktar: Stinktar is a foul substance that is said to be the most successful alchemical accident of all time. This gnome who invented stinktar was trying to perfect a non-magical love potion; instead he invented a viscous black, sticky ooze that reeks worse than a diseased ogre's cistern on a hot summer's day. Stinktar is typically carried in tiny glass vials sealed with wax; these vials can be hurled as grenadelike weapons. Stinktar has a 10-foot range increment, and deals no damage. Stinktar has no splash effect.
A creature struck by stinktar must make a Reflex saving throw (DC 15) or the tar sticks. As long as the reeking tar is stuck to the victim, he exudes a powerful stench, and his eyes constantly tear up from the fumes and make it difficult to concentrate on the task at hand. If the victim has a sense of smell, stinktar imposes a -4 penalty to Concentration, Diplomacy, Search, and Spot checks. Regardless of the victims own ability to smell, stinktar imposes a -4 penalty to Hide checks made against a creature with a sense of smell. Creatures struck by stinktar cannot use scnet ability and can be detected at four times the normal distance by other creatures with the scent ability. The effects of stinktar last for one hour. It takes one minute to scrape and lemon, orange, or tomato juice to scrape the stinktar off an effected creature or object. Create DC 25.

Sunrod: This 1-foot-long, gold tipped, iron rod glows brightly when struck. It clearly illuminates a 30-foot radius and glows for 6-hours, after which the gold tip is burned out and worthless.

Suregrip: This gluey substance improves your grip, granting a +1 alchemical bonus on any check that deals with holding onto something, including Climb checks and grappling attacks. When applied to a rope, it confers the bonus on Use Rope checks that involve tying knots or binding creatures or objects. Applied to the soles of ones footwear or feet, it confers the bonus on Balance checks made to avoid slipping. Onnce applied, suregrip lasts 1 minute.
The Alchemy check DC to make suregrip is 20.

Tanglefoot Bag: You can throw this round leather bag full of alchemical goo as a grenadelike weapon. When you throw the bag against a creature (as a ranged touch attack), the bag comes apart and the goo bursts out, entangling the target and then becoming tough and resilient on exposure to air. An entangled creature suffers a -2 penalty to attack and a -4 to effective Dexterity. The entangled creature must make a Reflex save DC 15 or be glued to the floor, unable to move. Even with a successful save, it can only move at half speed.
A character who is glued to the floor can break free with a successful Strength check DC 27 or by dealing 15 points of damage to the goo with a slashing weapon. A character trying to scrape the goo off himself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the character who hit makes a damage roll to see how much goo he scraped off. Once free, a character can move at half speed. A character capable of spellcasting who is bound by the goo must make a Concentration check DC 15 to cast a spell. The goo becomes brittle and gragile after 10 minutes.

Thunderstone: You can throw this stone as a grenadelike weapon. When it strikes a hard surface (or is struck hard), it creates a deafining bang (a sonic attack). Creatures within a 20-foot radius must make a Fortitude save DC 15 or be deafened. Deaf creatures, in additionto the obvious effects, suffer a -4 on initiative and a 20% chance to mascast and loose any spell with a verbal (V) component they try to cast.

Tinder Twig: 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 takes at least a standard action.




E M P O W E R E D _ by GURPS by Steve Jackson Games