pathfinder-2-sqlite-MIRROR/data/yaml/gear.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