1420 lines
43 KiB
YAML
1420 lines
43 KiB
YAML
|
gear:
|
||
|
- bulk: 0.0
|
||
|
descr: Plants of supernatural significance provide a primal focus for primal spellcasters,
|
||
|
such as druids, when using certain abilities and casting some spells. A bundle
|
||
|
of holly and mistletoe must be held in one hand to use it. Other primal foci exist
|
||
|
for druids focused on other aspects of nature.
|
||
|
hands: 1
|
||
|
level: 0
|
||
|
name: Holly and Mistletoe
|
||
|
price_gp: 0.0
|
||
|
source:
|
||
|
- abbr: CRB
|
||
|
page_start: 290
|
||
|
page_stop: 290
|
||
|
traits: null
|
||
|
- bulk: 0.1
|
||
|
descr: null
|
||
|
hands: 0
|
||
|
level: 0
|
||
|
name: Bedroll
|
||
|
price_gp: 0.01
|
||
|
source:
|
||
|
- abbr: CRB
|
||
|
page_start: 288
|
||
|
page_stop: 288
|
||
|
traits: null
|
||
|
- bulk: 0.0
|
||
|
descr: A lit candle sheds dim light in a 10-foot radius.
|
||
|
hands: 1
|
||
|
level: 0
|
||
|
name: Candle
|
||
|
price_gp: 0.01
|
||
|
source:
|
||
|
- abbr: CRB
|
||
|
page_start: 289
|
||
|
page_stop: 289
|
||
|
traits: null
|
||
|
- bulk: 0.0
|
||
|
descr: null
|
||
|
hands: 1
|
||
|
level: 0
|
||
|
name: Chalk
|
||
|
price_gp: 0.01
|
||
|
source:
|
||
|
- abbr: CRB
|
||
|
page_start: 288
|
||
|
page_stop: 288
|
||
|
traits: null
|
||
|
- bulk: 0.0
|
||
|
descr: null
|
||
|
hands: 1
|
||
|
level: 0
|
||
|
name: Mug
|
||
|
price_gp: 0.01
|
||
|
source:
|
||
|
- abbr: CRB
|
||
|
page_start: 288
|
||
|
page_stop: 288
|
||
|
traits: null
|
||
|
- bulk: 0.0
|
||
|
descr: You can use oil to fuel lanterns, but you can also set a pint of oil aflame
|
||
|
and throw it. You must first spend an Interact action preparing the oil, then
|
||
|
throw it with another action as a ranged attack. If you hit, it splatters on the
|
||
|
creature or in a single 5-foot square you target. You must succeed at a DC 10
|
||
|
flat check for the oil to ignite successfully when it hits. If the oil ignites,
|
||
|
the target takes 1d6 fire damage.
|
||
|
hands: 2
|
||
|
level: 0
|
||
|
name: Oil
|
||
|
price_gp: 0.01
|
||
|
source:
|
||
|
- abbr: CRB
|
||
|
page_start: 291
|
||
|
page_stop: 291
|
||
|
traits: null
|
||
|
- bulk: 0.0
|
||
|
descr: These small spikes can be used as anchors to make climbing easier. To affix
|
||
|
a piton, you must hold it in one hand and use a hammer to drive it in with your
|
||
|
other hand. You can attach a rope to the hammered piton so that you don't fall
|
||
|
all the way to the ground on a critical failure while Climbing.
|
||
|
hands: 1
|
||
|
level: 0
|
||
|
name: Piton
|
||
|
price_gp: 0.01
|
||
|
source:
|
||
|
- abbr: CRB
|
||
|
page_start: 291
|
||
|
page_stop: 291
|
||
|
traits: null
|
||
|
- bulk: 0.1
|
||
|
descr: A sack can hold up to 8 Bulk worth of items. A sack containing 2 Bulk or
|
||
|
less can be worn on the body, usually tucked into a belt. You can carry a sack
|
||
|
with one hand, but must use two hands to transfer items in and out.
|
||
|
hands: 1
|
||
|
level: 0
|
||
|
name: Sack
|
||
|
price_gp: 0.01
|
||
|
source:
|
||
|
- abbr: CRB
|
||
|
page_start: 291
|
||
|
page_stop: 291
|
||
|
traits: null
|
||
|
- bulk: 0.0
|
||
|
descr: A sheath or scabbard lets you easily carry a weapon on your person.
|
||
|
hands: 0
|
||
|
level: 0
|
||
|
name: Sheath
|
||
|
price_gp: 0.01
|
||
|
source:
|
||
|
- abbr: CRB
|
||
|
page_start: 291
|
||
|
page_stop: 291
|
||
|
traits: null
|
||
|
- bulk: 1.0
|
||
|
descr: When wielding this long pole, you can use Seek to search a square up to 10
|
||
|
feet away. The pole is not sturdy enough to use as a weapon.
|
||
|
hands: 2
|
||
|
level: 0
|
||
|
name: Ten-Foot Pole
|
||
|
price_gp: 0.01
|
||
|
source:
|
||
|
- abbr: CRB
|
||
|
page_start: 291
|
||
|
page_stop: 291
|
||
|
traits: null
|
||
|
- bulk: 0.1
|
||
|
descr: A torch sheds bright light in a 20-foot radius (and dim light to the next
|
||
|
20 feet). It can be used as an improvised weapon that deals 1d4 bludgeoning damage
|
||
|
plus 1 fire damage.
|
||
|
hands: 1
|
||
|
level: 0
|
||
|
name: Torch
|
||
|
price_gp: 0.01
|
||
|
source:
|
||
|
- abbr: CRB
|
||
|
page_start: 292
|
||
|
page_stop: 292
|
||
|
traits: null
|
||
|
- bulk: 0.0
|
||
|
descr: null
|
||
|
hands: 1
|
||
|
level: 0
|
||
|
name: Soap
|
||
|
price_gp: 0.02
|
||
|
source:
|
||
|
- abbr: CRB
|
||
|
page_start: 288
|
||
|
page_stop: 288
|
||
|
traits: null
|
||
|
- bulk: 3.0
|
||
|
descr: null
|
||
|
hands: 2
|
||
|
level: 0
|
||
|
name: Ladder
|
||
|
price_gp: 0.03
|
||
|
source:
|
||
|
- abbr: CRB
|
||
|
page_start: 288
|
||
|
page_stop: 288
|
||
|
traits: null
|
||
|
- bulk: 0.0
|
||
|
descr: A belt pouch holds up to four items of light Bulk.
|
||
|
hands: 0
|
||
|
level: 0
|
||
|
name: Belt Pouch
|
||
|
price_gp: 0.04
|
||
|
source:
|
||
|
- abbr: CRB
|
||
|
page_start: 289
|
||
|
page_stop: 289
|
||
|
traits: null
|
||
|
- bulk: 0.0
|
||
|
descr: Flint and steel are useful in creating a fire if you have the time to catch
|
||
|
a spark, though using them is typically too time-consuming to be practical during
|
||
|
an encounter. Even in ideal conditions, using flint and steel to light a flame
|
||
|
requires using at least 3 actions, and often significantly longer.
|
||
|
hands: 2
|
||
|
level: 0
|
||
|
name: Flint and Steel
|
||
|
price_gp: 0.05
|
||
|
source:
|
||
|
- abbr: CRB
|
||
|
page_start: 290
|
||
|
page_stop: 290
|
||
|
traits: null
|
||
|
- bulk: 0.0
|
||
|
descr: A simple glass vial holds up to 1 ounce of liquid.
|
||
|
hands: 1
|
||
|
level: 0
|
||
|
name: Vial
|
||
|
price_gp: 0.05
|
||
|
source:
|
||
|
- abbr: CRB
|
||
|
page_start: 292
|
||
|
page_stop: 292
|
||
|
traits: null
|
||
|
- bulk: 0.1
|
||
|
descr: When it's full, a waterskin has 1 Bulk and contains roughly 1 day's worth
|
||
|
of water for a Small or Medium creature.
|
||
|
hands: 1
|
||
|
level: 0
|
||
|
name: Waterskin
|
||
|
price_gp: 0.05
|
||
|
source:
|
||
|
- abbr: CRB
|
||
|
page_start: 292
|
||
|
page_stop: 292
|
||
|
traits: null
|
||
|
- bulk: 0.0
|
||
|
descr: When sounded, a signal whistle can be heard clearly up to half a mile away
|
||
|
across open terrain.
|
||
|
hands: 1
|
||
|
level: 0
|
||
|
name: Signal Whistle
|
||
|
price_gp: 0.08
|
||
|
source:
|
||
|
- abbr: CRB
|
||
|
page_start: 291
|
||
|
page_stop: 291
|
||
|
traits: null
|
||
|
- bulk: 0.0
|
||
|
descr: A backpack holds up to 4 Bulk of items. If you're carrying or stowing the
|
||
|
pack rather than wearing it on your back, its bulk is light instead of negligible.
|
||
|
hands: 0
|
||
|
level: 0
|
||
|
name: Backpack
|
||
|
price_gp: 0.1
|
||
|
source:
|
||
|
- abbr: CRB
|
||
|
page_start: 289
|
||
|
page_stop: 289
|
||
|
traits: null
|
||
|
- bulk: 0.0
|
||
|
descr: A bandolier holds up to eight items of light Bulk within easy reach and is
|
||
|
usually used for alchemical items or potions. If you are carrying or stowing a
|
||
|
bandolier rather than wearing it around your chest, it has light Bulk instead
|
||
|
of negligible. A bandolier can be dedicated to a full set of tools, such as healer's
|
||
|
tools, allowing you to draw the tools as part of the action that requires them.
|
||
|
hands: 0
|
||
|
level: 0
|
||
|
name: Bandolier
|
||
|
price_gp: 0.1
|
||
|
source:
|
||
|
- abbr: CRB
|
||
|
page_start: 289
|
||
|
page_stop: 289
|
||
|
traits: null
|
||
|
- bulk: 0.1
|
||
|
descr: This book contains the formulas (page 293) for Crafting the common items
|
||
|
in this chapter.
|
||
|
hands: 2
|
||
|
level: 0
|
||
|
name: Basic Crafter's Book
|
||
|
price_gp: 0.1
|
||
|
source:
|
||
|
- abbr: CRB
|
||
|
page_start: 289
|
||
|
page_stop: 289
|
||
|
traits: null
|
||
|
- bulk: 0.1
|
||
|
descr: Explorer's clothing is sturdy enough that it can be reinforced to protect
|
||
|
you, even though it isn't a suit of armor. It comes in many forms, though the
|
||
|
most common sorts look like clerical vestments, monk's garments, or wizard's robes,
|
||
|
as members of all three classes are likely to avoid wearing armor. For more information
|
||
|
on explorer's clothing, see pages 275--76.
|
||
|
hands: 0
|
||
|
level: 0
|
||
|
name: Clothing (Explorer's)
|
||
|
price_gp: 0.1
|
||
|
source:
|
||
|
- abbr: CRB
|
||
|
page_start: 287
|
||
|
page_stop: 287
|
||
|
traits: null
|
||
|
- bulk: 0.0
|
||
|
descr: Ordinary clothing is functional with basic tailoring, such as peasant garb,
|
||
|
monk's robes, or work clothes.
|
||
|
hands: 0
|
||
|
level: 0
|
||
|
name: Clothing (Oridinary)
|
||
|
price_gp: 0.1
|
||
|
source:
|
||
|
- abbr: CRB
|
||
|
page_start: 287
|
||
|
page_stop: 287
|
||
|
traits: null
|
||
|
- bulk: 0.0
|
||
|
descr: This small wooden box contains cosmetics, false facial hair, spirit gum,
|
||
|
and a few simple wigs. You usually need a disguise kit to set up a disguise in
|
||
|
order to Impersonate someone using the Deception skill. An elite disguise kit
|
||
|
adds a +1 item bonus to relevant checks. If you've crafted a large number of disguises,
|
||
|
you can replenish your cosmetics supply with replacement cosmetics suitable for
|
||
|
the type of your disguise kit.
|
||
|
hands: 0
|
||
|
level: 0
|
||
|
name: Disguise Kit (Replacement Cosmetics)
|
||
|
price_gp: 0.1
|
||
|
source:
|
||
|
- abbr: CRB
|
||
|
page_start: 290
|
||
|
page_stop: 290
|
||
|
traits: null
|
||
|
- bulk: 0.1
|
||
|
descr: You can throw a grappling hook with a rope tied to it to make a climb easier.
|
||
|
To anchor a grappling hook, make an attack roll with the secret trait against
|
||
|
a DC depending on the target, typically at least DC 20. On a success, your hook
|
||
|
has a firm hold, but on a critical failure, the hook seems like it will hold but
|
||
|
actually falls when you're partway up.
|
||
|
hands: 1
|
||
|
level: 0
|
||
|
name: Grappling Hook
|
||
|
price_gp: 0.1
|
||
|
source:
|
||
|
- abbr: CRB
|
||
|
page_start: 290
|
||
|
page_stop: 290
|
||
|
traits: null
|
||
|
- bulk: 0.1
|
||
|
descr: null
|
||
|
hands: 1
|
||
|
level: 0
|
||
|
name: Hammer
|
||
|
price_gp: 0.1
|
||
|
source:
|
||
|
- abbr: CRB
|
||
|
page_start: 288
|
||
|
page_stop: 288
|
||
|
traits: null
|
||
|
- bulk: 0.1
|
||
|
descr: This piece of wood or silver is emblazoned with an image representing a deity.
|
||
|
Some divine spellcasters, such as clerics, can use a religious symbol of their
|
||
|
deity as a divine focus to use certain abilities and cast some spells. A religious
|
||
|
symbol must be held in one hand to use it.
|
||
|
hands: 1
|
||
|
level: 0
|
||
|
name: Religious Symbol (Wooden)
|
||
|
price_gp: 0.1
|
||
|
source:
|
||
|
- abbr: CRB
|
||
|
page_start: 291
|
||
|
page_stop: 291
|
||
|
traits: null
|
||
|
- bulk: 0.0
|
||
|
descr: A satchel can hold up to 2 Bulk worth of items. If you are carrying or stowing
|
||
|
a satchel rather than wearing it over your shoulder, it counts as light Bulk instead
|
||
|
of negligible.
|
||
|
hands: 2
|
||
|
level: 0
|
||
|
name: Satchel
|
||
|
price_gp: 0.1
|
||
|
source:
|
||
|
- abbr: CRB
|
||
|
page_start: 291
|
||
|
page_stop: 291
|
||
|
traits: null
|
||
|
- bulk: 0.0
|
||
|
descr: Scrolls, maps, and other rolled documents are stored in scroll cases for
|
||
|
safe transport.
|
||
|
hands: 2
|
||
|
level: 0
|
||
|
name: Scroll Case
|
||
|
price_gp: 0.1
|
||
|
source:
|
||
|
- abbr: CRB
|
||
|
page_start: 291
|
||
|
page_stop: 291
|
||
|
traits: null
|
||
|
- bulk: 0.0
|
||
|
descr: Using a writing set, you can draft correspondence and scribe scrolls. A set
|
||
|
includes stationery, including a variety of paper and parchment, as well as ink,
|
||
|
a quill or inkpen, sealing wax, and a simple seal. If you've written a large amount,
|
||
|
you can refill your kit with extra ink and paper.
|
||
|
hands: 0
|
||
|
level: 0
|
||
|
name: Writing Set (Extra Ink and Paper)
|
||
|
price_gp: 0.1
|
||
|
source:
|
||
|
- abbr: CRB
|
||
|
page_start: 292
|
||
|
page_stop: 292
|
||
|
traits: null
|
||
|
- bulk: 0.0
|
||
|
descr: Picking a poor lock requires two successful DC 15 Thievery checks.
|
||
|
hands: 2
|
||
|
level: 0
|
||
|
name: Lock (Poor)
|
||
|
price_gp: 0.2
|
||
|
source:
|
||
|
- abbr: CRB
|
||
|
page_start: 290
|
||
|
page_stop: 290
|
||
|
traits: null
|
||
|
- bulk: 0.1
|
||
|
descr: null
|
||
|
hands: 2
|
||
|
level: 0
|
||
|
name: Merchant's Scale
|
||
|
price_gp: 0.2
|
||
|
source:
|
||
|
- abbr: CRB
|
||
|
page_start: 288
|
||
|
page_stop: 288
|
||
|
traits: null
|
||
|
- bulk: 0.1
|
||
|
descr: Saddlebags come in a pair. Each can hold up to 3 Bulk of items. The Bulk
|
||
|
value given is for saddlebags worn by a mount. If you are carrying or stowing
|
||
|
saddlebags, they count as 1 Bulk instead of light Bulk.
|
||
|
hands: 2
|
||
|
level: 0
|
||
|
name: Saddlebags
|
||
|
price_gp: 0.2
|
||
|
source:
|
||
|
- abbr: CRB
|
||
|
page_start: 291
|
||
|
page_stop: 291
|
||
|
traits: null
|
||
|
- bulk: 0.1
|
||
|
descr: These four-pronged metal spikes can cause damage to a creature's feet. You
|
||
|
can scatter caltrops in an empty square adjacent to you with an Interact action.
|
||
|
The first creature that moves into that square must succeed at a DC 14 Acrobatics
|
||
|
check or take 1d4 piercing damage and 1 persistent bleed damage. A creature taking
|
||
|
persistent bleed damage from caltrops takes a 5-foot penalty to its Speed. Spending
|
||
|
an Interact action to pluck the caltrops free reduces the DC to stop the bleeding.
|
||
|
Once a creature takes damage from caltrops, enough caltrops are ruined that other
|
||
|
creatures moving into the square are safe. Deployed caltrops can be salvaged and
|
||
|
reused if no creatures took damage from them. Otherwise, enough caltrops are ruined
|
||
|
that they can't be salvaged.
|
||
|
hands: 1
|
||
|
level: 0
|
||
|
name: Caltrops
|
||
|
price_gp: 0.3
|
||
|
source:
|
||
|
- abbr: CRB
|
||
|
page_start: 289
|
||
|
page_stop: 289
|
||
|
traits: null
|
||
|
- bulk: 0.0
|
||
|
descr: You can manacle someone who is willing or otherwise at your mercy as an exploration
|
||
|
activity taking 10--30 seconds depending on the creature's size and how many manacles
|
||
|
you apply. A two-legged creature with its legs bound takes a 15-foot circumstance
|
||
|
penalty to its Speeds, and a two-handed creature with its wrists bound has to
|
||
|
succeed at a DC 5 flat check any time it uses a manipulate action or else that
|
||
|
action fails. This DC may be higher depending on how tightly the manacles constrain
|
||
|
the hands. A creature bound to a stationary object is immobilized. For creatures
|
||
|
with more or fewer limbs, the GM determines what effect manacles have, if any.
|
||
|
Freeing a creature from poor manacles requires two successful DC 17 Thievery checks.
|
||
|
hands: 2
|
||
|
level: 0
|
||
|
name: Manacles (Poor)
|
||
|
price_gp: 0.3
|
||
|
source:
|
||
|
- abbr: CRB
|
||
|
page_start: 290
|
||
|
page_stop: 290
|
||
|
traits: null
|
||
|
- bulk: 0.0
|
||
|
descr: You need thieves' tools to Pick Locks or Disable Devices (of some types)
|
||
|
using the Thievery skill. If your thieves' tools are broken, you can repair them
|
||
|
by replacing the lock picks with replacement picks appropriate to your tools;
|
||
|
this doesn't require using the Repair action.
|
||
|
hands: 0
|
||
|
level: 0
|
||
|
name: Thieves' Tools (Replacement Picks)
|
||
|
price_gp: 0.3
|
||
|
source:
|
||
|
- abbr: CRB
|
||
|
page_start: 291
|
||
|
page_stop: 291
|
||
|
traits: null
|
||
|
- bulk: 0.1
|
||
|
descr: Winter clothing allows you to negate the damage from severe environmental
|
||
|
cold and reduce the damage from extreme cold to that of severe cold.
|
||
|
hands: 0
|
||
|
level: 0
|
||
|
name: Clothing (Winter)
|
||
|
price_gp: 0.4
|
||
|
source:
|
||
|
- abbr: CRB
|
||
|
page_start: 287
|
||
|
page_stop: 287
|
||
|
traits: null
|
||
|
- bulk: 0.1
|
||
|
descr: null
|
||
|
hands: 1
|
||
|
level: 0
|
||
|
name: Rations
|
||
|
price_gp: 0.4
|
||
|
source:
|
||
|
- abbr: CRB
|
||
|
page_start: 288
|
||
|
page_stop: 288
|
||
|
traits: null
|
||
|
- bulk: 0.1
|
||
|
descr: This entry is a catchall for basic hand tools that don't have a specific
|
||
|
adventuring purpose. A hoe, shovel, or sledgehammer is a long tool, and a hand
|
||
|
drill, ice hook, or trowel is a short tool. A tool can usually be used as an improvised
|
||
|
weapon, dealing 1d4 damage for a short tool or 1d6 for a long tool. The GM determines
|
||
|
the damage type that's appropriate or adjusts the damage if needed.
|
||
|
hands: 1
|
||
|
level: 0
|
||
|
name: Tool (Short)
|
||
|
price_gp: 0.4
|
||
|
source:
|
||
|
- abbr: CRB
|
||
|
page_start: 292
|
||
|
page_stop: 292
|
||
|
traits: null
|
||
|
- bulk: 1.0
|
||
|
descr: This satchel includes 50 feet of rope, pulleys, a dozen pitons, a hammer,
|
||
|
a grappling hook, and one set of crampons. Climbing kits allow you to attach yourself
|
||
|
to the wall you're Climbing, moving half as quickly as usual (minimum 5 feet)
|
||
|
but letting you attempt a DC 5 flat check whenever you critically fail to prevent
|
||
|
a fall. A single kit has only enough materials for one climber; each climber needs
|
||
|
their own kit.
|
||
|
hands: 2
|
||
|
level: 0
|
||
|
name: Climbing Kit
|
||
|
price_gp: 0.5
|
||
|
source:
|
||
|
- abbr: CRB
|
||
|
page_start: 287
|
||
|
page_stop: 287
|
||
|
traits: null
|
||
|
- bulk: 1.0
|
||
|
descr: This satchel includes 50 feet of rope, pulleys, a dozen pitons, a hammer,
|
||
|
a grappling hook, and one set of crampons. Climbing kits allow you to attach yourself
|
||
|
to the wall you're Climbing, moving half as quickly as usual (minimum 5 feet)
|
||
|
but letting you attempt a DC 5 flat check whenever you critically fail to prevent
|
||
|
a fall. You gain a +1 item bonus to Athletics checks to Climb while using an extreme
|
||
|
climbing kit. A single kit has only enough materials for one climber; each climber
|
||
|
needs their own kit.
|
||
|
hands: 2
|
||
|
level: 3
|
||
|
name: Climbing Kit (Extreme)
|
||
|
price_gp: 40.0
|
||
|
source:
|
||
|
- abbr: CRB
|
||
|
page_start: 287
|
||
|
page_stop: 287
|
||
|
traits: null
|
||
|
- bulk: 0.1
|
||
|
descr: When Forcing Open an object that doesn't have an easy grip, a crowbar makes
|
||
|
it easier to gain the necessary leverage. Without a crowbar, prying something
|
||
|
open takes a -2 item penalty to the Athletics check to Force Open (similar to
|
||
|
using a shoddy item).
|
||
|
hands: 2
|
||
|
level: 0
|
||
|
name: Crowbar
|
||
|
price_gp: 0.5
|
||
|
source:
|
||
|
- abbr: CRB
|
||
|
page_start: 290
|
||
|
page_stop: 290
|
||
|
traits: null
|
||
|
- bulk: 0.1
|
||
|
descr: This pouch contains material components for those spells that require them.
|
||
|
Though the components are used up over time, you can refill spent components during
|
||
|
your daily preparations.
|
||
|
hands: 1
|
||
|
level: 0
|
||
|
name: Material Component Pouch
|
||
|
price_gp: 0.5
|
||
|
source:
|
||
|
- abbr: CRB
|
||
|
page_start: 290
|
||
|
page_stop: 290
|
||
|
traits: null
|
||
|
- bulk: 0.1
|
||
|
descr: null
|
||
|
hands: 2
|
||
|
level: 0
|
||
|
name: Rope
|
||
|
price_gp: 0.5
|
||
|
source:
|
||
|
- abbr: CRB
|
||
|
page_start: 288
|
||
|
page_stop: 288
|
||
|
traits: null
|
||
|
- bulk: 2.0
|
||
|
descr: A wooden chest can hold up to 8 Bulk of items.
|
||
|
hands: 2
|
||
|
level: 0
|
||
|
name: Chest
|
||
|
price_gp: 0.6
|
||
|
source:
|
||
|
- abbr: CRB
|
||
|
page_start: 289
|
||
|
page_stop: 289
|
||
|
traits: null
|
||
|
- bulk: 2.0
|
||
|
descr: 'This item is the starter kit for an adventurer, containing the essential
|
||
|
items for exploration and survival. The Bulk value is for the entire pack together,
|
||
|
but see the descriptions of individual items as necessary. \n\n The pack contains
|
||
|
the following items: backpack (containing the other goods), bedroll, two belt
|
||
|
pouches, 10 pieces of chalk, flint and steel, 50 feet of rope, 2 weeks'' rations,
|
||
|
soap, 5 torches, and a waterskin.'
|
||
|
hands: 0
|
||
|
level: 0
|
||
|
name: Adventurer's Pack
|
||
|
price_gp: 0.7
|
||
|
source:
|
||
|
- abbr: CRB
|
||
|
page_start: 289
|
||
|
page_stop: 289
|
||
|
traits: null
|
||
|
- bulk: 0.1
|
||
|
descr: A lantern sheds bright light and requires 1 pint of oil to function for 6
|
||
|
hours. \n\n A hooded lantern sheds light in a 30-foot radius (and dim light in
|
||
|
the next 30 feet) and is equipped with shutters, which you can close to block
|
||
|
the light. Closing or opening the shutters takes an Interact action.
|
||
|
hands: 1
|
||
|
level: 0
|
||
|
name: Lantern (Hooded)
|
||
|
price_gp: 0.7
|
||
|
source:
|
||
|
- abbr: CRB
|
||
|
page_start: 290
|
||
|
page_stop: 290
|
||
|
traits: null
|
||
|
- bulk: 1.0
|
||
|
descr: This kit include a collapsible fishing pole, fishhooks, line, lures, and
|
||
|
a fishing net.
|
||
|
hands: 2
|
||
|
level: 0
|
||
|
name: Fishing Tackle
|
||
|
price_gp: 0.8
|
||
|
source:
|
||
|
- abbr: CRB
|
||
|
page_start: 290
|
||
|
page_stop: 290
|
||
|
traits: null
|
||
|
- bulk: 1.0
|
||
|
descr: Handheld instruments include bagpipes, a small set of chimes, small drums,
|
||
|
fiddles and viols, flutes and recorders, small harps, lutes, trumpets, and similarly
|
||
|
sized instruments. The GM might rule that an especially large handheld instrument
|
||
|
(like a tuba) has greater Bulk.
|
||
|
hands: 2
|
||
|
level: 0
|
||
|
name: Musical Instrument (Handheld)
|
||
|
price_gp: 0.8
|
||
|
source:
|
||
|
- abbr: CRB
|
||
|
page_start: 290
|
||
|
page_stop: 290
|
||
|
traits: null
|
||
|
- bulk: 0.1
|
||
|
descr: null
|
||
|
hands: 2
|
||
|
level: 0
|
||
|
name: Tent (Pup)
|
||
|
price_gp: 0.8
|
||
|
source:
|
||
|
- abbr: CRB
|
||
|
page_start: 288
|
||
|
page_stop: 288
|
||
|
traits: null
|
||
|
- bulk: 0.1
|
||
|
descr: A compass helps you Sense Direction or navigate, provided you're in a location
|
||
|
with uniform magnetic fields. Without a compass, you take a --2 item penalty to
|
||
|
these checks (similar to using a shoddy item).
|
||
|
hands: 1
|
||
|
level: 0
|
||
|
name: Compass
|
||
|
price_gp: 1.0
|
||
|
source:
|
||
|
- abbr: CRB
|
||
|
page_start: 290
|
||
|
page_stop: 290
|
||
|
traits: null
|
||
|
- bulk: 2.0
|
||
|
descr: null
|
||
|
hands: 2
|
||
|
level: 0
|
||
|
name: Cookware
|
||
|
price_gp: 1.0
|
||
|
source:
|
||
|
- abbr: CRB
|
||
|
page_start: 288
|
||
|
page_stop: 288
|
||
|
traits: null
|
||
|
- bulk: 1.0
|
||
|
descr: A formula book holds the formulas necessary to make items other than the
|
||
|
common equipment from this chapter; alchemists typically get one for free. Each
|
||
|
formula book can hold the formulas for up to 100 different items. Formulas can
|
||
|
also appear on parchment sheets, tablets, and almost any other medium; there's
|
||
|
no need for you to copy them into a specific book as long as you can keep them
|
||
|
on hand to reference them.
|
||
|
hands: 1
|
||
|
level: 0
|
||
|
name: Formula Book (Blank)
|
||
|
price_gp: 1.0
|
||
|
source:
|
||
|
- abbr: CRB
|
||
|
page_start: 290
|
||
|
page_stop: 290
|
||
|
traits: null
|
||
|
- bulk: 1.0
|
||
|
descr: A lantern sheds bright light and requires 1 pint of oil to function for 6
|
||
|
hours. \n\n A bull's-eye lantern emits its light in a 60-foot cone (and dim light
|
||
|
in the next 60 feet).
|
||
|
hands: 1
|
||
|
level: 0
|
||
|
name: Lantern (Bull's-Eye)
|
||
|
price_gp: 1.0
|
||
|
source:
|
||
|
- abbr: CRB
|
||
|
page_start: 290
|
||
|
page_stop: 290
|
||
|
traits: null
|
||
|
- bulk: 0.0
|
||
|
descr: null
|
||
|
hands: 1
|
||
|
level: 0
|
||
|
name: Mirror
|
||
|
price_gp: 1.0
|
||
|
source:
|
||
|
- abbr: CRB
|
||
|
page_start: 288
|
||
|
page_stop: 288
|
||
|
traits: null
|
||
|
- bulk: 0.1
|
||
|
descr: This manuscript contains scripture of a particular religion. Some divine
|
||
|
spellcasters, such as clerics, can use a religious text as a divine focus to use
|
||
|
certain abilities and cast some spells. A religious text must be held in one hand
|
||
|
to use it.
|
||
|
hands: 1
|
||
|
level: 0
|
||
|
name: Religious Text
|
||
|
price_gp: 1.0
|
||
|
source:
|
||
|
- abbr: CRB
|
||
|
page_start: 291
|
||
|
page_stop: 291
|
||
|
traits: null
|
||
|
- bulk: 1.0
|
||
|
descr: A spellbook holds the written knowledge necessary to learn and prepare various
|
||
|
spells, a necessity for wizards (who typically get one for free) and a useful
|
||
|
luxury for other spellcasters looking to learn additional spells. Each spellbook
|
||
|
can hold up to 100 spells. The Price listed is for a blank spellbook.
|
||
|
hands: 1
|
||
|
level: 0
|
||
|
name: Spellbook (Blank)
|
||
|
price_gp: 1.0
|
||
|
source:
|
||
|
- abbr: CRB
|
||
|
page_start: 291
|
||
|
page_stop: 291
|
||
|
traits: null
|
||
|
- bulk: 1.0
|
||
|
descr: This entry is a catchall for basic hand tools that don't have a specific
|
||
|
adventuring purpose. A hoe, shovel, or sledgehammer is a long tool, and a hand
|
||
|
drill, ice hook, or trowel is a short tool. A tool can usually be used as an improvised
|
||
|
weapon, dealing 1d4 damage for a short tool or 1d6 for a long tool. The GM determines
|
||
|
the damage type that's appropriate or adjusts the damage if needed.
|
||
|
hands: 2
|
||
|
level: 0
|
||
|
name: Tool (Long)
|
||
|
price_gp: 1.0
|
||
|
source:
|
||
|
- abbr: CRB
|
||
|
page_start: 292
|
||
|
page_stop: 292
|
||
|
traits: null
|
||
|
- bulk: 0.1
|
||
|
descr: Using a writing set, you can draft correspondence and scribe scrolls. A set
|
||
|
includes stationery, including a variety of paper and parchment, as well as ink,
|
||
|
a quill or inkpen, sealing wax, and a simple seal. If you've written a large amount,
|
||
|
you can refill your kit with extra ink and paper.Writing SetItem 0Source Core
|
||
|
Rulebook pg. 292Price 1 gpHands 2; Bulk LWriting Set (Extra Ink and Paper)Item
|
||
|
0Source Core Rulebook pg. 292Price 1 sp
|
||
|
hands: 2
|
||
|
level: 0
|
||
|
name: Writing Set
|
||
|
price_gp: 1.0
|
||
|
source:
|
||
|
- abbr: CRB
|
||
|
page_start: 292
|
||
|
page_stop: 292
|
||
|
traits: null
|
||
|
- bulk: 0.1
|
||
|
descr: Fine clothing, suitable for a noble or royal, is made with expensive fabrics,
|
||
|
precious metals, and intricate patterns.
|
||
|
hands: 0
|
||
|
level: 0
|
||
|
name: Clothing (Fine)
|
||
|
price_gp: 2.0
|
||
|
source:
|
||
|
- abbr: CRB
|
||
|
page_start: 287
|
||
|
page_stop: 287
|
||
|
traits: null
|
||
|
- bulk: 0.1
|
||
|
descr: This small wooden box contains cosmetics, false facial hair, spirit gum,
|
||
|
and a few simple wigs. You usually need a disguise kit to set up a disguise in
|
||
|
order to Impersonate someone using the Deception skill. An elite disguise kit
|
||
|
adds a +1 item bonus to relevant checks. If you've crafted a large number of disguises,
|
||
|
you can replenish your cosmetics supply with replacement cosmetics suitable for
|
||
|
the type of your disguise kit.
|
||
|
hands: 2
|
||
|
level: 0
|
||
|
name: Disguise Kit
|
||
|
price_gp: 2.0
|
||
|
source:
|
||
|
- abbr: CRB
|
||
|
page_start: 290
|
||
|
page_stop: 290
|
||
|
traits: null
|
||
|
- bulk: 16.0
|
||
|
descr: Handheld instruments include bagpipes, a small set of chimes, small drums,
|
||
|
fiddles and viols, flutes and recorders, small harps, lutes, trumpets, and similarly
|
||
|
sized instruments. The GM might rule that an especially large handheld instrument
|
||
|
(like a tuba) has greater Bulk. Heavy instruments such as large drums, a full
|
||
|
set of chimes, and keyboard instruments are less portable and generally need to
|
||
|
be stationary while played.
|
||
|
hands: 2
|
||
|
level: 0
|
||
|
name: Musical Instrument (Heavy)
|
||
|
price_gp: 2.0
|
||
|
source:
|
||
|
- abbr: CRB
|
||
|
page_start: 290
|
||
|
page_stop: 290
|
||
|
traits: null
|
||
|
- bulk: 0.1
|
||
|
descr: This piece of wood or silver is emblazoned with an image representing a deity.
|
||
|
Some divine spellcasters, such as clerics, can use a religious symbol of their
|
||
|
deity as a divine focus to use certain abilities and cast some spells. A religious
|
||
|
symbol must be held in one hand to use it.
|
||
|
hands: 1
|
||
|
level: 0
|
||
|
name: Religious Symbol (Silver)
|
||
|
price_gp: 2.0
|
||
|
source:
|
||
|
- abbr: CRB
|
||
|
page_start: 291
|
||
|
page_stop: 291
|
||
|
traits: null
|
||
|
- bulk: 1.0
|
||
|
descr: A repair kit allows you to perform simple repairs while traveling. It contains
|
||
|
a portable anvil, tongs, woodworking tools, a whetstone, and oils for conditioning
|
||
|
leather and wood. You can use a repair kit to Repair items using the Crafting
|
||
|
skill.
|
||
|
hands: 2
|
||
|
level: 0
|
||
|
name: Repair Kit
|
||
|
price_gp: 2.0
|
||
|
source:
|
||
|
- abbr: CRB
|
||
|
page_start: 291
|
||
|
page_stop: 291
|
||
|
traits: null
|
||
|
- bulk: 0.1
|
||
|
descr: null
|
||
|
hands: 1
|
||
|
level: 0
|
||
|
name: Hourglass
|
||
|
price_gp: 3.0
|
||
|
source:
|
||
|
- abbr: CRB
|
||
|
page_start: 288
|
||
|
page_stop: 288
|
||
|
traits: null
|
||
|
- bulk: 0.1
|
||
|
descr: You need thieves' tools to Pick Locks or Disable Devices (of some types)
|
||
|
using the Thievery skill. If your thieves' tools are broken, you can repair them
|
||
|
by replacing the lock picks with replacement picks appropriate to your tools;
|
||
|
this doesn't require using the Repair action.
|
||
|
hands: 2
|
||
|
level: 0
|
||
|
name: Thieves' Tools
|
||
|
price_gp: 3.0
|
||
|
source:
|
||
|
- abbr: CRB
|
||
|
page_start: 291
|
||
|
page_stop: 291
|
||
|
traits: null
|
||
|
- bulk: 2.0
|
||
|
descr: You need these tools to create items from raw materials with the Craft skill.
|
||
|
Different sets are needed for different work, as determined by the GM; for example,
|
||
|
blacksmith's tools differ from woodworker's tools.
|
||
|
hands: 2
|
||
|
level: 0
|
||
|
name: Artisan's Tools
|
||
|
price_gp: 4.0
|
||
|
source:
|
||
|
- abbr: CRB
|
||
|
page_start: 289
|
||
|
page_stop: 289
|
||
|
traits: null
|
||
|
- bulk: 1.0
|
||
|
descr: null
|
||
|
hands: 2
|
||
|
level: 0
|
||
|
name: Chain
|
||
|
price_gp: 4.0
|
||
|
source:
|
||
|
- abbr: CRB
|
||
|
page_start: 288
|
||
|
page_stop: 288
|
||
|
traits: null
|
||
|
- bulk: 1.0
|
||
|
descr: Tack includes all the gear required to outfit a riding animal, including
|
||
|
a saddle, bit and bridle, and stirrups if necessary. Especially large or oddly
|
||
|
shaped animals might require specialty saddles. These can be more expensive or
|
||
|
hard to find, as determined by the GM. The Bulk value given is for tack worn by
|
||
|
a creature. If carried, the Bulk increases to 2.
|
||
|
hands: 0
|
||
|
level: 0
|
||
|
name: Tack
|
||
|
price_gp: 4.0
|
||
|
source:
|
||
|
- abbr: CRB
|
||
|
page_start: 291
|
||
|
page_stop: 291
|
||
|
traits: null
|
||
|
- bulk: 2.0
|
||
|
descr: These beakers and chemicals can be used to set up a mobile alchemical laboratory.
|
||
|
When you carry the tools from place to place, you keep many of the components
|
||
|
handy on your person, in pockets or bandoliers.
|
||
|
hands: 2
|
||
|
level: 0
|
||
|
name: Alchemist's Tools
|
||
|
price_gp: 5.0
|
||
|
source:
|
||
|
- abbr: CRB
|
||
|
page_start: 287
|
||
|
page_stop: 287
|
||
|
traits: null
|
||
|
- bulk: 1.0
|
||
|
descr: This kit of bandages, herbs, and suturing tools is necessary for Medicine
|
||
|
checks to Administer First Aid, Treat Disease, Treat Poison, or Treat Wounds.
|
||
|
When you carry the tools from place to place, you keep many of the components
|
||
|
handy on your person, in pockets or bandoliers.
|
||
|
hands: 2
|
||
|
level: 0
|
||
|
name: Healer's Tools
|
||
|
price_gp: 5.0
|
||
|
source:
|
||
|
- abbr: CRB
|
||
|
page_start: 290
|
||
|
page_stop: 290
|
||
|
traits: null
|
||
|
- bulk: 2.0
|
||
|
descr: This kit contains tools and materials for creating snares. A snare kit allows
|
||
|
you to Craft snares using the Crafting skill.
|
||
|
hands: 2
|
||
|
level: 0
|
||
|
name: Snare Kit
|
||
|
price_gp: 5.0
|
||
|
source:
|
||
|
- abbr: CRB
|
||
|
page_start: 291
|
||
|
page_stop: 291
|
||
|
traits: null
|
||
|
- bulk: 1.0
|
||
|
descr: null
|
||
|
hands: 2
|
||
|
level: 0
|
||
|
name: Tent (Four-Person)
|
||
|
price_gp: 5.0
|
||
|
source:
|
||
|
- abbr: CRB
|
||
|
page_start: 288
|
||
|
page_stop: 288
|
||
|
traits: null
|
||
|
- bulk: 0.1
|
||
|
descr: A typical spyglass lets you see eight times farther than normal.
|
||
|
hands: 2
|
||
|
level: 0
|
||
|
name: Spyglass
|
||
|
price_gp: 20.0
|
||
|
source:
|
||
|
- abbr: CRB
|
||
|
page_start: 291
|
||
|
page_stop: 291
|
||
|
traits: null
|
||
|
- bulk: 0.0
|
||
|
descr: This quality handheld lens gives you a +1 item bonus to Perception checks
|
||
|
to notice minute details of documents, fabric, and the like.
|
||
|
hands: 1
|
||
|
level: 0
|
||
|
name: Magnifying Glass
|
||
|
price_gp: 40.0
|
||
|
source:
|
||
|
- abbr: CRB
|
||
|
page_start: 290
|
||
|
page_stop: 290
|
||
|
traits: null
|
||
|
- bulk: 0.0
|
||
|
descr: Picking a simple lock requires three successful DC 20 Thievery checks.
|
||
|
hands: 2
|
||
|
level: 1
|
||
|
name: Lock (Simple)
|
||
|
price_gp: 2.0
|
||
|
source:
|
||
|
- abbr: CRB
|
||
|
page_start: 290
|
||
|
page_stop: 290
|
||
|
traits: null
|
||
|
- bulk: 0.0
|
||
|
descr: You can manacle someone who is willing or otherwise at your mercy as an exploration
|
||
|
activity taking 10-30 seconds depending on the creature's size and how many manacles
|
||
|
you apply. A two-legged creature with its legs bound takes a 15-foot circumstance
|
||
|
penalty to its Speeds, and a two-handed creature with its wrists bound has to
|
||
|
succeed at a DC 5 flat check any time it uses a manipulate action or else that
|
||
|
action fails. This DC may be higher depending on how tightly the manacles constrain
|
||
|
the hands. A creature bound to a stationary object is immobilized. For creatures
|
||
|
with more or fewer limbs, the GM determines what effect manacles have, if any.
|
||
|
Freeing a creature from simple manacles requires three successes at DC 22.
|
||
|
hands: 2
|
||
|
level: 1
|
||
|
name: Manacles (Simple)
|
||
|
price_gp: 3.0
|
||
|
source:
|
||
|
- abbr: CRB
|
||
|
page_start: 290
|
||
|
page_stop: 290
|
||
|
traits: null
|
||
|
- bulk: 12.0
|
||
|
descr: null
|
||
|
hands: 2
|
||
|
level: 2
|
||
|
name: Tent (Pavilion)
|
||
|
price_gp: 40.0
|
||
|
source:
|
||
|
- abbr: CRB
|
||
|
page_start: 288
|
||
|
page_stop: 288
|
||
|
traits: null
|
||
|
- bulk: 0.0
|
||
|
descr: This small wooden box contains cosmetics, false facial hair, spirit gum,
|
||
|
and a few simple wigs. You usually need a disguise kit to set up a disguise in
|
||
|
order to Impersonate someone using the Deception skill. An elite disguise kit
|
||
|
adds a +1 item bonus to relevant checks. If you've crafted a large number of disguises,
|
||
|
you can replenish your cosmetics supply with replacement cosmetics suitable for
|
||
|
the type of your disguise kit.
|
||
|
hands: 0
|
||
|
level: 3
|
||
|
name: Disguise Kit (Elite Cosmetics)
|
||
|
price_gp: 0.5
|
||
|
source:
|
||
|
- abbr: CRB
|
||
|
page_start: 290
|
||
|
page_stop: 290
|
||
|
traits: null
|
||
|
- bulk: 0.0
|
||
|
descr: You need thieves' tools to Pick Locks or Disable Devices (of some types)
|
||
|
using the Thievery skill. Infiltrator thieves' tools add a +1 item bonus to checks
|
||
|
to Pick Locks and Disable Devices. If your thieves' tools are broken, you can
|
||
|
repair them by replacing the lock picks with replacement picks appropriate to
|
||
|
your tools; this doesn't require using the Repair action.
|
||
|
hands: 0
|
||
|
level: 3
|
||
|
name: Thieve's Tools (Infiltrator Picks)
|
||
|
price_gp: 3.0
|
||
|
source:
|
||
|
- abbr: CRB
|
||
|
page_start: 291
|
||
|
page_stop: 291
|
||
|
traits: null
|
||
|
- bulk: 0.1
|
||
|
descr: Scholarly journals are uncommon. Each scholarly journal is a folio on a very
|
||
|
specific topic, such as vampires or the history of a single town or neighborhood
|
||
|
of a city. If you spend 1 minute referencing an academic journal before attempting
|
||
|
a skill check to Recall Knowledge about the subject, you gain a +1 item bonus
|
||
|
to the check.
|
||
|
hands: 1
|
||
|
level: 3
|
||
|
name: Scholarly Journal
|
||
|
price_gp: 6.0
|
||
|
source:
|
||
|
- abbr: CRB
|
||
|
page_start: 291
|
||
|
page_stop: 291
|
||
|
traits:
|
||
|
- Uncommon
|
||
|
- bulk: 0.1
|
||
|
descr: Maps are uncommon. Most maps you can find are simple and functional. A survey
|
||
|
map details a single location in excellent detail. One of these maps gives you
|
||
|
a +1 item bonus to Survival checks and any skill checks to Recall Knowledge, provided
|
||
|
the checks are related to the location detailed on the map.
|
||
|
hands: 1
|
||
|
level: 3
|
||
|
name: Survey Map
|
||
|
price_gp: 10.0
|
||
|
source:
|
||
|
- abbr: CRB
|
||
|
page_start: 291
|
||
|
page_stop: 291
|
||
|
traits:
|
||
|
- Uncommon
|
||
|
- bulk: 0.0
|
||
|
descr: Picking an average lock requires four successes at DC 25.
|
||
|
hands: 2
|
||
|
level: 3
|
||
|
name: Lock (Average)
|
||
|
price_gp: 15.0
|
||
|
source:
|
||
|
- abbr: CRB
|
||
|
page_start: 290
|
||
|
page_stop: 290
|
||
|
traits: null
|
||
|
- bulk: 0.1
|
||
|
descr: A compass helps you Sense Direction or navigate, provided you're in a location
|
||
|
with uniform magnetic fields. Without a compass, you take a --2 item penalty to
|
||
|
these checks (similar to using a shoddy item). A lensatic compass gives you a
|
||
|
+1 item bonus to these checks.
|
||
|
hands: 1
|
||
|
level: 3
|
||
|
name: Compass (Lensatic)
|
||
|
price_gp: 20.0
|
||
|
source:
|
||
|
- abbr: CRB
|
||
|
page_start: 290
|
||
|
page_stop: 290
|
||
|
traits: null
|
||
|
- bulk: 0.1
|
||
|
descr: 'When Forcing Open an object that doesn''t have an easy grip, a crowbar makes
|
||
|
it easier to gain the necessary leverage. Without a crowbar, prying something
|
||
|
open takes a -2 item penalty to the Athletics check to Force Open (similar to
|
||
|
using a shoddy item). A levered crowbar grants you a +1 item bonus to Athletics
|
||
|
checks to Force Open anything that can be pried open. '
|
||
|
hands: 2
|
||
|
level: 3
|
||
|
name: Crowbar (Levered)
|
||
|
price_gp: 20.0
|
||
|
source:
|
||
|
- abbr: CRB
|
||
|
page_start: 290
|
||
|
page_stop: 290
|
||
|
traits: null
|
||
|
- bulk: 1.0
|
||
|
descr: This kit include a collapsible fishing pole, fishhooks, line, lures, and
|
||
|
a fishing net. Professional fishing tackle grants a +1 item bonus to checks to
|
||
|
fish.
|
||
|
hands: 2
|
||
|
level: 3
|
||
|
name: Fishing Tackle (Professional)
|
||
|
price_gp: 20.0
|
||
|
source:
|
||
|
- abbr: CRB
|
||
|
page_start: 290
|
||
|
page_stop: 290
|
||
|
traits: null
|
||
|
- bulk: 0.0
|
||
|
descr: You can manacle someone who is willing or otherwise at your mercy as an exploration
|
||
|
activity taking 10--30 seconds depending on the creature's size and how many manacles
|
||
|
you apply. A two-legged creature with its legs bound takes a -15-foot circumstance
|
||
|
penalty to its Speeds, and a two-handed creature with its wrists bound has to
|
||
|
succeed at a DC 5 flat check any time it uses a manipulate action or else that
|
||
|
action fails. This DC may be higher depending on how tightly the manacles constrain
|
||
|
the hands. A creature bound to a stationary object is immobilized. For creatures
|
||
|
with more or fewer limbs, the GM determines what effect manacles have, if any.
|
||
|
Freeing a creature from average manacles require four successes at DC 27.
|
||
|
hands: 2
|
||
|
level: 3
|
||
|
name: Manacles (Average)
|
||
|
price_gp: 20.0
|
||
|
source:
|
||
|
- abbr: CRB
|
||
|
page_start: 290
|
||
|
page_stop: 290
|
||
|
traits: null
|
||
|
- bulk: 1.0
|
||
|
descr: A repair kit allows you to perform simple repairs while traveling. It contains
|
||
|
a portable anvil, tongs, woodworking tools, a whetstone, and oils for conditioning
|
||
|
leather and wood. You can use a repair kit to Repair items using the Crafting
|
||
|
skill. A superb repair kit gives you a +1 item bonus to the check.
|
||
|
hands: 2
|
||
|
level: 3
|
||
|
name: Repair Kit (Superb)
|
||
|
price_gp: 25.0
|
||
|
source:
|
||
|
- abbr: CRB
|
||
|
page_start: 291
|
||
|
page_stop: 291
|
||
|
traits: null
|
||
|
- bulk: 0.1
|
||
|
descr: Scholarly journals are uncommon. Each scholarly journal is a folio on a very
|
||
|
specific topic, such as vampires or the history of a single town or neighborhood
|
||
|
of a city. If you spend 1 minute referencing an academic journal before attempting
|
||
|
a skill check to Recall Knowledge about the subject, you gain a +1 item bonus
|
||
|
to the check. A compendium of journals costs five times as much as a single journal
|
||
|
and requires both hands to use; each compendium contains several journals and
|
||
|
grants its bonus on a broader topic, such as all undead or a whole city. The GM
|
||
|
determines what scholarly journals are available in any location.
|
||
|
hands: 1
|
||
|
level: 3
|
||
|
name: Scholarly Journal (Compendium)
|
||
|
price_gp: 30.0
|
||
|
source:
|
||
|
- abbr: CRB
|
||
|
page_start: 291
|
||
|
page_stop: 291
|
||
|
traits:
|
||
|
- Uncommon
|
||
|
- bulk: 0.1
|
||
|
descr: This small wooden box contains cosmetics, false facial hair, spirit gum,
|
||
|
and a few simple wigs. You usually need a disguise kit to set up a disguise in
|
||
|
order to Impersonate someone using the Deception skill. An elite disguise kit
|
||
|
adds a +1 item bonus to relevant checks. If you've crafted a large number of disguises,
|
||
|
you can replenish your cosmetics supply with replacement cosmetics suitable for
|
||
|
the type of your disguise kit.
|
||
|
hands: 0
|
||
|
level: 3
|
||
|
name: Disguise Kit (Elite)
|
||
|
price_gp: 40.0
|
||
|
source:
|
||
|
- abbr: CRB
|
||
|
page_start: 290
|
||
|
page_stop: 290
|
||
|
traits: null
|
||
|
- bulk: 2.0
|
||
|
descr: You need these tools to create items from raw materials with the Craft skill.
|
||
|
Sterling artisan's tools give you a +1 item bonus to the check. Different sets
|
||
|
are needed for different work, as determined by the GM; for example, blacksmith's
|
||
|
tools differ from woodworker's tools.
|
||
|
hands: 2
|
||
|
level: 3
|
||
|
name: Artisan's Tools (Sterling)
|
||
|
price_gp: 50.0
|
||
|
source:
|
||
|
- abbr: CRB
|
||
|
page_start: 287
|
||
|
page_stop: 287
|
||
|
traits: null
|
||
|
- bulk: 1.0
|
||
|
descr: This kit of bandages, herbs, and suturing tools is necessary for Medicine
|
||
|
checks to Administer First Aid, Treat Disease, Treat Poison, or Treat Wounds.
|
||
|
Expanded healer's tools provide a +1 item bonus to such checks. When you carry
|
||
|
the tools from place to place, you keep many of the components handy on your person,
|
||
|
in pockets or bandoliers.
|
||
|
hands: 2
|
||
|
level: 3
|
||
|
name: Healer's Tools (Expanded)
|
||
|
price_gp: 50.0
|
||
|
source:
|
||
|
- abbr: CRB
|
||
|
page_start: 290
|
||
|
page_stop: 290
|
||
|
traits: null
|
||
|
- bulk: 1.0
|
||
|
descr: Handheld instruments include bagpipes, a small set of chimes, small drums,
|
||
|
fiddles and viols, flutes and recorders, small harps, lutes, trumpets, and similarly
|
||
|
sized instruments. The GM might rule that an especially large handheld instrument
|
||
|
(like a tuba) has greater Bulk. \n\n A virtuoso instrument gives a +1 item bonus
|
||
|
to Performance checks using that instrument.
|
||
|
hands: 2
|
||
|
level: 3
|
||
|
name: Musical Instrument (Virtuoso Handheld)
|
||
|
price_gp: 50.0
|
||
|
source:
|
||
|
- abbr: CRB
|
||
|
page_start: 290
|
||
|
page_stop: 290
|
||
|
traits: null
|
||
|
- bulk: 0.1
|
||
|
descr: Maps are uncommon. Most maps you can find are simple and functional. A survey
|
||
|
map details a single location in excellent detail. One of these maps gives you
|
||
|
a +1 item bonus to Survival checks and any skill checks to Recall Knowledge, provided
|
||
|
the checks are related to the location detailed on the map. Maps sometimes come
|
||
|
in atlases, containing a number of maps of the same quality, often on similar
|
||
|
topics. An atlas costs five times as much as a single map and requires both hands
|
||
|
to use. The GM determines what maps are available in any location.
|
||
|
hands: 2
|
||
|
level: 3
|
||
|
name: Survey Map (Atlas)
|
||
|
price_gp: 50.0
|
||
|
source:
|
||
|
- abbr: CRB
|
||
|
page_start: 291
|
||
|
page_stop: 291
|
||
|
traits:
|
||
|
- Uncommon
|
||
|
- bulk: 0.1
|
||
|
descr: You need thieves' tools to Pick Locks or Disable Devices (of some types)
|
||
|
using the Thievery skill. Infiltrator thieves' tools add a +1 item bonus to checks
|
||
|
to Pick Locks and Disable Devices. If your thieves' tools are broken, you can
|
||
|
repair them by replacing the lock picks with replacement picks appropriate to
|
||
|
your tools; this doesn't require using the Repair action.
|
||
|
hands: 2
|
||
|
level: 3
|
||
|
name: Thieve's Tools (Infiltrator)
|
||
|
price_gp: 50.0
|
||
|
source:
|
||
|
- abbr: CRB
|
||
|
page_start: 291
|
||
|
page_stop: 291
|
||
|
traits: null
|
||
|
- bulk: 2.0
|
||
|
descr: These beakers and chemicals can be used to set up a mobile alchemical laboratory.
|
||
|
Expanded alchemist's tools give a +1 item bonus to Crafting checks to create alchemical
|
||
|
items. When you carry the tools from place to place, you keep many of the components
|
||
|
handy on your person, in pockets or bandoliers.
|
||
|
hands: 2
|
||
|
level: 3
|
||
|
name: Alchemist's Tools (Expanded)
|
||
|
price_gp: 55.0
|
||
|
source:
|
||
|
- abbr: CRB
|
||
|
page_start: 287
|
||
|
page_stop: 287
|
||
|
traits: null
|
||
|
- bulk: 0.1
|
||
|
descr: Fine clothing, suitable for a noble or royal, is made with expensive fabrics,
|
||
|
precious metals, and intricate patterns. You gain a +1 item bonus to checks to
|
||
|
Make an Impression on nobility or other upper-class folk while wearing high-fashion
|
||
|
fine clothing.
|
||
|
hands: 0
|
||
|
level: 3
|
||
|
name: Clothing (High-Fashion Fine)
|
||
|
price_gp: 55.0
|
||
|
source:
|
||
|
- abbr: CRB
|
||
|
page_start: 287
|
||
|
page_stop: 287
|
||
|
traits: null
|
||
|
- bulk: 2.0
|
||
|
descr: This kit contains tools and materials for creating snares. A snare kit allows
|
||
|
you to Craft snares using the Crafting skill. A specialist snare kit gives you
|
||
|
a +1 item bonus to the check.
|
||
|
hands: 2
|
||
|
level: 3
|
||
|
name: Snare Kit (Specialist)
|
||
|
price_gp: 55.0
|
||
|
source:
|
||
|
- abbr: CRB
|
||
|
page_start: 291
|
||
|
page_stop: 291
|
||
|
traits: null
|
||
|
- bulk: 16.0
|
||
|
descr: 'Handheld instruments include bagpipes, a small set of chimes, small drums,
|
||
|
fiddles and viols, flutes and recorders, small harps, lutes, trumpets, and similarly
|
||
|
sized instruments. The GM might rule that an especially large handheld instrument
|
||
|
(like a tuba) has greater Bulk. Heavy instruments such as large drums, a full
|
||
|
set of chimes, and keyboard instruments are less portable and generally need to
|
||
|
be stationary while played. \n\n A virtuoso instrument gives a +1 item bonus to
|
||
|
Performance checks using that instrument. '
|
||
|
hands: 2
|
||
|
level: 3
|
||
|
name: Musical Instrument (Virtuoso Heavy)
|
||
|
price_gp: 100.0
|
||
|
source:
|
||
|
- abbr: CRB
|
||
|
page_start: 290
|
||
|
page_stop: 290
|
||
|
traits: null
|
||
|
- bulk: 0.1
|
||
|
descr: A typical spyglass lets you see eight times farther than normal. A fine spyglass
|
||
|
adds a +1 item bonus to Perception checks to notice details at a distance.
|
||
|
hands: 2
|
||
|
level: 4
|
||
|
name: Spyglass (Fine)
|
||
|
price_gp: 80.0
|
||
|
source:
|
||
|
- abbr: CRB
|
||
|
page_start: 291
|
||
|
page_stop: 291
|
||
|
traits: null
|
||
|
- bulk: 0.0
|
||
|
descr: Picking a good lock requires five successes at DC 30.
|
||
|
hands: 2
|
||
|
level: 9
|
||
|
name: Lock (Good)
|
||
|
price_gp: 200.0
|
||
|
source:
|
||
|
- abbr: CRB
|
||
|
page_start: 290
|
||
|
page_stop: 290
|
||
|
traits: null
|
||
|
- bulk: 0.0
|
||
|
descr: You can manacle someone who is willing or otherwise at your mercy as an exploration
|
||
|
activity taking 10--30 seconds depending on the creature's size and how many manacles
|
||
|
you apply. A two-legged creature with its legs bound takes a -15-foot circumstance
|
||
|
penalty to its Speeds, and a two-handed creature with its wrists bound has to
|
||
|
succeed at a DC 5 flat check any time it uses a manipulate action or else that
|
||
|
action fails. This DC may be higher depending on how tightly the manacles constrain
|
||
|
the hands. A creature bound to a stationary object is immobilized. For creatures
|
||
|
with more or fewer limbs, the GM determines what effect manacles have, if any.
|
||
|
Freeing a creature from good manacles require five successes at DC 32.
|
||
|
hands: 2
|
||
|
level: 9
|
||
|
name: Manacles (Good)
|
||
|
price_gp: 250.0
|
||
|
source:
|
||
|
- abbr: CRB
|
||
|
page_start: 290
|
||
|
page_stop: 290
|
||
|
traits: null
|
||
|
- bulk: 0.0
|
||
|
descr: Picking a superior lock six successes at DC 40.
|
||
|
hands: 2
|
||
|
level: 17
|
||
|
name: Lock (Superior)
|
||
|
price_gp: 4500.0
|
||
|
source:
|
||
|
- abbr: CRB
|
||
|
page_start: 290
|
||
|
page_stop: 290
|
||
|
traits: null
|
||
|
- bulk: 0.0
|
||
|
descr: You can manacle someone who is willing or otherwise at your mercy as an exploration
|
||
|
activity taking 10--30 seconds depending on the creature's size and how many manacles
|
||
|
you apply. A two-legged creature with its legs bound takes a -15-foot circumstance
|
||
|
penalty to its Speeds, and a two-handed creature with its wrists bound has to
|
||
|
succeed at a DC 5 flat check any time it uses a manipulate action or else that
|
||
|
action fails. This DC may be higher depending on how tightly the manacles constrain
|
||
|
the hands. A creature bound to a stationary object is immobilized. For creatures
|
||
|
with more or fewer limbs, the GM determines what effect manacles have, if any.
|
||
|
Freeing a creature from superior manacles require six successes at DC 42.
|
||
|
hands: 2
|
||
|
level: 17
|
||
|
name: Manacles (Superior)
|
||
|
price_gp: 5000.0
|
||
|
source:
|
||
|
- abbr: CRB
|
||
|
page_start: 290
|
||
|
page_stop: 290
|
||
|
traits: null
|