diff --git a/data/yaml/deprecated/tmp-gear-to-yaml.py b/data/yaml/deprecated/tmp-gear-to-yaml.py new file mode 100644 index 0000000..894e555 --- /dev/null +++ b/data/yaml/deprecated/tmp-gear-to-yaml.py @@ -0,0 +1,52 @@ + +import sqlite3 +import yaml + + +def main(): + conn = sqlite3.connect('../../pf2.db') + + conn.row_factory = sqlite3.Row + c = conn.cursor() + c.execute("select * from gear;") + res = [dict(row) for row in c.fetchall()] + + for i in res: + if i['hands'] == None or i['hands'] == '': + i['hands'] = 0 + + reslist = [] + for i in res: + if i['descr'] == '': + i['descr'] = None + tmp = { + "name": i['name'], + 'level': int(i['level']), + "price_gp": i['price'], + "bulk": i['bulk'], + "descr": i['descr'], + 'hands': int(i['hands']), + "source": [ + { + 'abbr': 'CRB', + 'page_start': int(i['sources_pages']), + 'page_stop': int(i['sources_pages']) + }, + ], + "traits": None + } + reslist.append(tmp) + + # print(reslist) + + tmpd = {'gear': reslist} + + # now dump to yaml + final = yaml.safe_dump(tmpd, allow_unicode=True) + with open('tmp-gear.yaml', 'w') as f: + f.write(final) + + # NOTE the 4 traits were added by hand manually to the final tmp-gear.yaml and not via this script + +if __name__ == '__main__': + main() diff --git a/data/yaml/gear.yaml b/data/yaml/gear.yaml new file mode 100644 index 0000000..e11631a --- /dev/null +++ b/data/yaml/gear.yaml @@ -0,0 +1,1419 @@ +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