Adventurer's Gear

Item Price Weight
Basic Adventurer’s Kit 5.8 gp 16 lb
Standard Adventurer’s Kit 15 gp 33 lb.
Advanced Adventurer’s Kit 29.4 gp 34 lb
Air Bladder 15 gp .1 lb
Ammunition
* Arrows (30) 1 gp 3 lb.
* Crossbow Bolts (20) 1 gp 2 lb.
* Sling Bullets (20) 1 gp 5 lb.
Arcane Implement
* Orb 15 gp 2 lb.
* Rod 12 gp 2 lb.
* Staff 5 gp 4 lb.
* Wand 7 gp
Arcane Signet Ring 150gp
Arm Sling 3 cp
Assayer’s Kit 25 gp 2 lbs
Backpack
* Basic 2 gp 2 lb.
* Equipment Frame 10 gp 5 lbs
* Rucksack 1 gp 1 lb
Bag 11 cp .1 lb
Bag, Wizard’s 30 gp 5 lbs
Balm 10 gp .1 lbs
Bandages
* 1” squares, 100 2 sp
* 2” strip, 50 yards 1 gp
Bandolier
* Single 1 gp ½ lb
* Double 2 gp 1 lb.
Bath Oil (per pint) 1 gp .1 lb
Bedroll 1 sp 5 lb
W/ Wool Padding 2 sp 7 lb
Bell 1 gp .1 lb
Pouch, Belt, Small 1 gp 1/2 lb.
Belt Pouch, Large 2 gp 1½ lbs
Birdcage 2-5 gp
Blade Boots 15 gp
Blanket 5-8 sp 3 lb
* Winter 5 sp 3 lbs
Block and Tackle 5 gp 5 lb
Bolt Case 1 gp 1 lb
Books (blank), Paper – Regular
* 25 pages 12 gp
* 50 pages 25 gp
* 75 pages 37 gp
* 100 pages 50 gp
* 200 pages 600 gp
* 500 pages 1450 gp
Books (blank), Paper – Tome
* 25 pages 25 gp
* 50 pages 50 gp
* 75 pages 75 gp
* 100 pages 100 gp
* 200 pages 200 gp
* 500 pages 500 gp
Books (blank), Parchment – Regular
* 25 pages 10 gp
* 50 pages 20 gp
* 75 pages 40 gp
* 100 pages 80 gp
* 200 pages 160 gp
* 500 pages 400 gp
Books (blank), Parchment – Tome
* 25 pages 20 gp
* 50 pages 40 gp
* 75 pages 80 gp
* 100 pages 160 gp
* 200 pages 320 gp
* 500 pages 800 gp
Bookcase, Portable 275 gp 50 lb
Book Lock
* Fair 10 gp
* Good 20 gp
* Excellent 30 gp
* Steel Link Strap 5 gp
Bottle, Flask 3 sp .1 lb
Candle 1 cp
Candle Snuffer 1 sp 4 lbs
Canvas (per sq yard) 4 sp 2 lbs
Cages
* Bamboo 8 gp 3 lbs
* Brass 12 gp 7 lbs
Cask 5 sp
Cathole Tool 5 gp 6 lbs
Chain (per ft)
* Heavy 3 gp 3 lbs
* Light 1 gp 1 lb
* Medium 2 gp 2 lbs
* Fine, Small 2 gp .1 lb
Chalk 1 cp .1 lb
Charcoal (10 lbs) 1 gp 10 lbs
Chest (empty)
* Large 1 gp 25 lbs
* Small 1 gp 10 lbs
Chisels (set of 12)
* Wood 12 gp 1 lb
* Stone 120 gp 2 lbs
Clawed Gloves 20 gp
Climber’s Kit 2 gp 11 lb.
* Grappling Hook 1 gp 4 lb.
* Hammer 5 sp 2 lb.
* Pitons (10) 5 sp 5 lb.
Climbing Spikes (10) 5 sp
Coal (10 lbs) 10 gp 10 lbs
Comb 1 sp
Crutch 6 gp 2 lbs
W/ Armpit Rest 7 gp 3 lbs
Crowbar 1-2 gp 2 lbs
Dice
* Loaded 4 gp
* Regular 5 sp
Disguise Kit 20 gp 5 lbs
Everburning Torch 50 gp 1 lb.
False Scabbard 12 gp
Field Glass 25 gp 1 lb
File, Paper 1 sp .1 lb
File, Metal 2 gp .1 lb
Fishhooks 1 sp .1 lb
Fishing Net,(10 ft sq) 4 gp 5 lbs
Fishing Tackle 10 gp 1 lb
Flask (empty) 3 cp 1 lb.
Flint and Steel 1 gp
Glass Bottle 10 gp .1 lb
Glasscutter 120 gp
Glowstone 200 gp .5 lb
Glue (2 oz pot) 2 gp .2 lb
Grindstone 5 gp 15 lbs
Hacksaw 2 gp 2 lbs
Hairbrush 7 sp
Hammers/Mallets
* Chisel 4 gp 3 lbs
* Nail Removal 3 gp 1 lb
* Peg-Mallet 8 gp 3 lbs
* Spike 5 gp 2 lbs
* Stone-Mallet 10 gp 5 lbs
Hammock 5 gp 15 lbs
Healing Kit 25 gp 5 lbs
Healer’s Bag 6 gp 2 lbs
Herbal Medication 10 gp .1 lb
Hoe
* Iron Head 3 gp 5 lbs
* Steel Head 5 gp 5 lbs
Holy symbol 10 gp 1 lb.
Horn, Signal 8 sp .1 lb
Hourglass 25 gp 1 lb
Hunter’s Kit 50 gp 5 lb.
Ink (2 oz) 1 gp .1 lb
Identification Papers, Standard 2 gp
Identification Papers, with Portrait 5 gp
Ink, Disappearing 5 gp .1 lb
Inquisitive’s Kit 40 gp 4 lb.
Journeybread (10 days) 50 gp 1 lb.
Keymaking Set 60 gp 2 lb
Lantern
* Beacon 150 gp 50 lbs
* Bullseye 12 gp 3 lbs
* Hooded 7 gp 2 lbs
* Fog-cutter 15 gp 3 lbs
* Spelunker 20 gp 2 lbs
* Waterproof 50 gp 2 lbs
Leather Strap 1 sp .1 lb
Letter of Marque 500 gp
Life Shroud 40 gp .5 lb
Listening Cone, Brass 2 gp
Lock
* Fair 50 gp 1 lb.
* Good 100 gp 1 lb
* Poor 20 gp 1 lb
Magnifying Glass 100 gp .1 lb
Manacles (pair & key) 5 gp
Map or Scroll Case
* Bone 5 gp .5 lb
* Leather 15 sp .5 lb
Mask 1 sp
Mess Kit 8 gp 3 lbs
Mirror
* Hand 15 gp .1 lb
* Small Metal 10 gp .1 lb
Nail of Sealing 40 gp .1 lb
Nose-Squeezer 1 gp .5 lbs
Oil of Flesh Returned 200 gp
Provision Bag 3 gp 2 lbs
Quiver 8 sp 1 lb
Rations, Trail (per day) 5 sp 1 lb.
Razor 1 gp
Repair & Cleaning Kit
* Weapons 5 gp 1.5 lbs
* Armor 10 gp 1.5 lbs
Ritual Book 50 gp 3 lb.
Ritual Components Varies
Rope, Hempen (50 ft.) 1 gp 10 lb.
Rope, Silk (per 50 ft) 10 gp 5 lb.
Rope Ladder (per 4’) 1 sp 5 lbs
Sachet, Perfumed 3 gp .1 lb
Scabbard, Sword
* Bastard 2 gp 3 lb
* Long 1 gp 2 lb
* Short 15 sp 1 lb
Sheath
* Dagger 10 sp .5 lb
* Knife 7 sp .5 lb
Scissors 5 sp .1 lb
Signal Whistle 8 sp .1 lb
Signet Ring or Personal Seal 5 gp .1 lb
Soap (bar) 1 sp 1 lb
Spellbook 50 gp 3 lb.
Spellshard 100 gp 1/2 lb.
Strap, Belt (per dozen)
* Long 1 gp .5 lb
* Medium 12 sp .3 lb
* Short 7 sp .1 lb
Sun Goggles 1 gp
Sunrods 2 gp 1 lb.
Survival Kit 10 gp 3 lbs
Tent
* Bell 4 gp 5 lbs
* Bundle 20 gp 10 lbs
* Large 25 gp 20 lbs
* Pavilion 100 gp 50 lbs
* Pyramid 15 gp 10 lbs
* Small 5 gp 10 lbs
* Wedge 5 gp 3 lbs
Thieves’ Tools 20 gp 1 lb.
Torch 1 sp 1 lb.
Tourniquet 1 sp .5 lb
Traps/Snares
* Lobster 5 gp 1 lb
* Eel 3 gp 1 lb
* Small Bird 1 gp 3 lbs
* Large Bird 3 gp 5 lbs
* Rabbit 4 gp 3 lbs
* Boar 7 gp 8 lbs
* Bear 12 gp 15 lbs
* Lethal 10 gp 2 lbs
Traveling Papers 2 sp
Tree Bed 8 gp 8 lbs
W/Pitched Roof 10 gp 8 lbs
Tree Seat 15 gp 10 lbs
Vial (empty)
* Ceramic 1 gp .1 lb
* Crystal 1-4 gp .1 lb
* Metal 2-4 gp .1 lb
Unguent of Blindsight 9,000 gp
Unguent of Darkvision 350 gp
Vision Sand 75 gp .5 lb
Walking Stick 3 gp+ 2 lbs
Whetstone 1 gp .1 lb
Whistle 1 gp .1 lb
* Animal Call 1 gp .1 lb
Waterskin, One Gallon 1 gp 2 lb.
Waterskin, Three gallon 2 gp 4.5 lb
Wrist Sheath 3 sp

Air Bladder: Made from a pig’s bladder or other such material, it holds enough air to breath underwater for one encounter.

Ammunition: Arrows come in a quiver that holds thirty, crossbow bolts come in a case that holds twenty, and sling bullets come in a pouch that holds twenty. Ammunition is used up when you fire it from a projectile weapon.

Arcane Implement: Wizards use orbs, staffs, or wands as focus items for their spells, while warlocks use rods or wands. Using a nonmagical implement confers no benefit. You can purchase a magic implement to gain an enhancement bonus to attack rolls and damage rolls with your arcane powers. A staff implement can also function as a quarterstaff.

Arcane Signet Ring: These golden or silver rings are created for members of the dragonmarked houses as a means of identification. Each ring contains intricate patterns that become visible only when worn by the person for whom it was constructed.

Assayer’s Kit: This kit contains weights and a merchant’s scale, used to accurately determine the weight of precious objects from gold to gemstones.

Backpack, Equipment Frame: holds 200 lbs.

Backpack, Rucksack: holds 75 lbs.

Bag: holds 25 lbs.

Bag, Wizard’s: holds 25 uses of components for rituals in a waterproof container.

Balm: This ointment takes 1 minute to apply and heals 1d6 hit points. Only one balm can be applied to a character per day.

Bandages: Each 1” strip takes one round to apply and heals 1 hit point. A character cannot be healed for more than one healing surge worth of hit points through the use of bandages per day.

Bandolier: Holds 5 flasks each. A character cannot wear two single bandoliers (some of the flasks will be inaccessible).

Blade Boots: Treat the blade as a dagger.

Book, Paper: These books are of sufficient quality to be used to inscribe rituals or spells. A tome has been treated so that it has resist damage 5.

Book, Papyrus: These books cannot contain rituals or spells, but can be used as journals or for other mundane writing. A tome has been treated so that it has resist damage 5.

Bookcase, Portable: Holds 75 books.

Book lock, Fair: Thievery DC 10 to open without key.

Book lock, Good: Thievery DC 15 to open without key.

Book lock, Excellent: Thievery DC 20 to open without key.

Candle: Illuminates 2 square burst (dim). Lasts 1 hour.

Cathole Tool: This is a small shovel with a handle that is the length of a forearm.

Chest, Large: Holds 200 lbs.

Chest, Small: Holds 50 lbs.

Clawed Gloves: Grants a +2 item bonus to Athletic skill checks when climbing. Treat as daggers if used in melee combat.

Climber’s Kit: This kit includes all the items grouped beneath its entry: a grappling hook, a small hammer, and ten pitons. When you use a climber’s kit, you gain a +2 bonus to Athletics checks for climbing.

Disguise Kit: Grants a +2 item bonus to Bluff skill checks when attempting to disguise yourself as someone else.

Everburning Torch: This torch never stops burning. It sheds magical light but no heat, so you can stow it in a bag or a pouch. You can’t set fire to anything with it.

False Scabbard: The false bottom of this scabbard can hold a dagger or objects of up to approximately the same size.

Field Glass: This item grants a +2 item bonus to Perception skill checks when attempting to spot things 10 squares or more away.

Healing Kit: This item grants a +2 item bonus to Healing skill checks.

Healer’s Bag: Holds 25 uses of herbs and medicines in a watertight bag.

Holy Symbol: This is a finely crafted symbol of precious metal that clerics and paladins use as a focus for their prayers. Using a nonmagical holy symbol confers no benefit. You can purchase a magic holy symbol to gain an enhancement bonus to attack rolls and damage rolls when using your divine powers.

Hunter’s Kit: This bundle contains bottles of various animal scents, a guide to edible flora, a small knife, snares, and other useful tools. A hunter’s kit grants a +2 bonus to Nature checks made to forage.

Identification Papers: Members of the middle and upper classes in the Five Nations carry identification papers issued by their governments and notarized by House Sivis. Each set contains a description of the holder, a portrait, and other details.

Inquisitive’s Kit: This gear includes several containers made from different materials, brushes, mundane dusts, tweezers, picks, probes, a magnifying glass, ink and quills, parchment, and a small journal. An inquisitive’s kit grants a +2 bonus to Perception checks to search an area for something specific.

Journeybread: This magic bread fills the stomach and provides all necessary nutrients with only a few small bites, so you can carry food for a long journey without weighing yourself down.

Keymaking Set: Allows for the reproduction of any key on hand, given 5 minutes of time, and a +2 item bonus to the Craft (Locksmith) expertise.

Lantern, Beacon: Illuminates 15 square burst or a 10 square blast. Lasts 4 hours per flask.

Lantern, Bullseye: Illuminates 10 square blast. Lasts 8 hours per flask.

Lantern, Hooded: Illuminates 10 square burst. Lasts 8 hours per flask.

Lantern, Fog-cutter: Illuminates 15 square burst and negates concealment in the area caused by fog. Lasts 2 hours per flask.

Lantern, Spelunker: Worn on the head to allow the bearer to keep his hands free, this illuminates a 5 square burst. Lasts 8 hour per flask.

Lantern, Waterproof: Illuminates 10 square burst, cannot be doused by weather conditions or
immersion in water. Lasts 8 hours per flask.

Letter of Marque: The king of Breland issues Letters of Marque to groups exploring Xen’drik’s ruins. Travelers may visit and explore the continent freely, but those who sell Xen’drik’s treasures without the proper documentation face fines, incarceration, and forfeiture if caught.

Listening Cone: This device grants a +2 bonus to Perception skill checks when made to hear through thin materials such as doors, windows or thin walls.

Lock, Fair: It takes a Thievery DC 15 skill check to open this lock without the key.

Lock, Good: It takes a Thievery DC 20 skill check to open this lock without the key.

Lock, Poor: It takes a Thievery DC 10 skill check to open this lock without the key.

Magnifying Glass: This item grants a +2 item bonus to Perception skill checks when make a close
inspection or search.

Manacles: A creature in manacles is treated as being grabbed. It takes an Acrobatics or Athletics skill check against a DC of 20 to escape.

Nose Squeezer: This clip shuts the nose tight. It grants a +2 item bonus against inhaled poisons and other attacks against the olfactory senses that cause nausea (such as troglodyte musk).

Provision Bag: Holds 5 lbs. or 3 days worth of food.

Repair & Cleaning Kit, Armor: This kit contains a small hammer, punch, metal scraps, buffing rosin, metal links a spool of leather thread and needle for use with repairing metal-based armor.

Repair & Cleaning Kit, Weapon: This kit contains a whetstone, buffing rosin and small hammer for use in fixing minor flaws or regular upkeep for metal weapons.

Ritual Book: Ritual casters use a ritual book to store the rituals they have mastered.

Ritual Components: These items are needed by ritual casters. You purchase as many gold pieces worth of components as you need or can afford.

Spellbook: Wizards keep the daily spells, the utility spells, and the rituals they’ve learned in a spellbook.

Spellshard: Spellshards are fragments of crystal that contain power and knowledge, usually of an arcane nature. I f your class would normally store its arcane powers in a spellbook, you can instead store your powers in a spellshard if you possess one.

All the enchantments and features available through a tome are also available through a spellshard. Members of any class can use a spellshard in place of a ritual book or a ritual scroll.

Standard Adventurer’s Kit: This kit includes all the items grouped beneath its entry on the table: a backpack, a bedroll, flint and steel, a belt pouch, two sunrods, ten days’ worth of trail rations, 50 feet of hempen rope, and a waterskin.

Sun Goggles: These goggles grant a +2 bonus to saves against blinding attacks caused by bright light.

Sunrod: This minor magic item sheds bright light to a radius of 20 squares for 4 hours before burning out.

Survival Kit: This small kit contains flint & steel, a 5 ft. square canvas tarp, fishing hooks, a spool of fishing line and a reversible fur-lined waterproof bag.

Tent, Bell: Holds one person plus campfire. Set-up time 10 minutes.

Tent, Bundle: Holds four people. Set-up time 5 minutes.

Tent, Large: Holds five people. Set-up time 30 minutes.

Tent, Pavilion: Holds ten people. Set-up time 1 hour.

Tent, Pyramid: Holds four people. Set-up time 15 minutes.

Tent, Small: Holds one person. Set-up time 5 minutes.

Tent, Wedge: Holds one person. Set-up time 1 minute.

Thieves’ Tools: To use the Thievery skill properly, you need the right picks and pries, skeleton keys, clamps, and so on. Thieves’ tools grant a +2 bonus to Thievery checks to open a lock or to disarm a trap.

Torch: Illuminates burst 3. Lasts 1 hour.

Trap/Snare: A creature that enters the trap is considered grabbed. It takes an Acrobatics or Athletics skill check DC 15 to escape (20 for a bear trap). A lethal trap deals 1d6 damage to anything it catches.

Travel Papers: Crossing national boundaries is risky without a set of notarized travel papers. Like identification papers, they include personal details about the traveler—place of residence, occupation, and destination.

Tree Bed: This is a bed suspended within or between a pair of trees with pouches and hanging strings for securing gear to the bed. A pitched roof provides cover against rain, snow or falling monsters (small size only).

Tree Seat: This wooden seat takes 5 minutes to secure within a tree, providing a superior archery or outlook position.

Vial (All types): Holds one ounce.

Adventurer's Gear

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