Tools And Clothing

Table 1: Special Substances, Tools, and Clothing

Special Substances and Items Cost Weight
Acid (flask) 10 gp 1 lb.
Alchemist’s fire (flask) 20 gp 1 lb.
Antitoxin (vial) 50 gp
Everburning torch 110 gp 1 lb.
Holy water (flask) 25 gp 1 lb.
Smokestick 20 gp 1/2 lb.
Sunrod 2 gp 1 lb.
Tanglefoot bag 50 gp 4 lb.
Thunderstone 30 gp 1 lb.
Tindertwig 1 gp
Tools and Skill Kits Cost Weight
Alchemist’s lab 500 gp 40 lb.
Artisan’s tools 5 gp 5 lb.
Artisan’s tools, masterwork 55 gp 5 lb.
Climber’s kit 80 gp 5 lb.1
Disguise kit 50 gp 8 lb.1
Healer’s kit 50 gp 1 lb.
Holly and mistletoe
Holy symbol, wooden 1 gp
Holy symbol, silver 25 gp 1 lb.
Hourglass 25 gp 1 lb.
Magnifying glass 100 gp
Musical instrument, common 5 gp 3 lb.1
Musical instrument, masterwork 100 gp 3 lb.1
Scale, merchant’s 2 gp 1 lb.
Spell component pouch 5 gp 2 lb.
Spellbook, wizard’s (blank) 15 gp 3 lb.
Thieves’ tools 30 gp 1 lb.
Thieves’ tools, masterwork 100 gp 2 lb.
Tool, masterwork 50 gp 1 lb.
Water clock 1,000 gp 200 lb.
Clothing Cost Weight
Artisan’s outfit 1 gp 4 lb.1
Cleric’s vestments 5 gp 6 lb.1
Cold weather outfit 8 gp 7 lb.1
Courtier’s outfit 30 gp 6 lb.1
Entertainer’s outfit 3 gp 4 lb.1
Explorer’s outfit 10 gp 8 lb.1
Monk’s outfit 5 gp 2 lb.1
Noble’s outfit 75 gp 10 lb.1
Peasant’s outfit 1 sp 2 lb.1
Royal outfit 200 gp 15 lb.1
Scholar’s outfit 5 gp 6 lb.1
Traveler’s outfit 1 gp 5 lb.1

— No weight, or no weight worth noting.

1 These items weigh one-quarter this amount when made for Small characters. Containers for Small characters also carry one-quarter the normal amount.

Special Substances and Items

Any of these substances except for the everburning torch and holy water can be made by a character with the Craft (alchemy) skill.

Acid: A character can throw a flask of acid as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet. A direct hit deals 1d6 points of acid damage. Every creature within 5 feet of the point where the acid hits takes 1 point of acid damage from the splash.

Alchemist’s Fire: A character can throw a flask of alchemist’s fire as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet.

A direct hit deals 1d6 points of fire damage. Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of damage. If desired, the target can use a full-round action to attempt to extinguish the flames before taking this additional damage. Extinguishing the flames requires a DC 15 Reflex save. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a lake or magically extinguishing the flames automatically smothers the fire.

Antitoxin: Anyone who drinks antitoxin gets a +5 resistance bonus on Fortitude saving throws against poison for 1 hour.

Everburning Torch: This otherwise normal torch has a continual flame spell cast upon it. An everburning torch clearly illuminates a 20-foot radius and provides shadowy illumination out to a 40-foot radius.

Holy Water: Holy water damages undead creatures and evil outsiders almost as if it were acid. A flask of holy water can be thrown as a splash weapon.

Treat this attack as a ranged touch attack with a range increment of 10 feet. A flask breaks if thrown against the body of a corporeal creature, but to use it against an incorporeal creature, the character must open the flask and pour the holy water out onto the target. Thus, a character can douse an incorporeal creature with holy water only if he is adjacent to it. Doing so is a ranged touch attack that does not provoke attacks of opportunity.

A direct hit by a flask of holy water deals 2d4 points of damage to an undead creature or an evil outsider. Each such creature within 5 feet of the point where the flask hits takes 1 point of damage from the splash.

Temples to good deities sell holy water at cost (making no profit).

Smokestick: This alchemically treated wooden stick instantly creates thick, opaque smoke when ignited. The smoke fills a 10-foot cube (treat the effect as a fog cloud spell, except that a moderate or stronger wind dissipates the smoke in 1 round). The stick is consumed after 1 round, and the smoke dissipates naturally.

Sunrod: This 1-foot-long, gold-tipped iron rod glows brightly when struck. It clearly illuminates a 30-foot radius and provides shadowy illumination in a 60-foot radius. It glows for 6 hours, after which the gold tip is burned out and worthless.

Tanglefoot Bag: When a character throws a tanglefoot bag at a creature (as a ranged touch attack with a range increment of 10 feet), the bag comes apart and the goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air. An entangled creature takes a -2 penalty on attack rolls and a -4 penalty to Dexterity-related checks and saves and must make a DC 15 Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. Huge or larger creatures are unaffected by a tanglefoot bag. A flying creature is not stuck to the floor, but it must make a DC 15 Reflex save or be unable to fly (assuming it uses its wings to fly) and fall to the ground. A tanglefoot bag does not function underwater.

A creature that is glued to the floor (or unable to fly) can break free by making a DC 17 Strength check or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. A character capable of spellcasting who is bound by the goo must make a DC 15 Concentration check to cast a spell. The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness. An application of universal solvent to a stuck creature dissolves the alchemical goo immediately.

Thunderstone: A character can throw this stone as a ranged attack with a range increment of 20 feet. When it strikes a hard surface (or is struck hard), it creates a deafening bang that is treated as a sonic attack. Each creature within a 10-foot-radius spread must make a DC 15 Fortitude save or be deafened for 1 hour. A deafened creature, in addition to the obvious effects, takes a -4 penalty on initiative and has a 20% chance to miscast and lose any spell with a verbal component that it tries to cast.

Since the thrower doesn’t need to hit a specific target, he can simply aim at a particular 5-foot square. Treat the target square as AC 5.

Tindertwig: The alchemical substance on the end of this small, wooden stick ignites when struck against a rough surface. Creating a flame with a tindertwig is much faster than creating a flame with flint and steel (or a magnifying glass) and tinder. Lighting a torch with a tindertwig is a standard action (rather than a full-round action), and lighting any other fire with one is at least a standard action.

Tools and Skill Kits

Alchemist’s Lab: An alchemist’s lab is required to make most alchemical items. It has no bearing on the costs related to the Craft (alchemy) skill. Without this lab, a character with the Craft (alchemy) skill is limited to making items with a DC of 10 or less.

Artisan’s Tools: These special tools include the items needed to pursue any craft. Without them, a character must use improvised tools (-2 penalty on Craft checks), if he can do the job at all.

Artisan’s Tools, Masterwork: These tools serve the same purpose as artisan’s tools (above), but masterwork artisan’s tools are the perfect tools for the job, so the character gets a +1 or greater circumstance bonus on Craft checks made with them (see Mastercrafting).

Climber’s Kit: This is the perfect tool for climbing and provides a +2 circumstance bonus on Climb checks.

Disguise Kit: The kit is the perfect tool for disguise and provides a +2 circumstance bonus on Disguise checks. A disguise kit is exhausted after ten uses, but can be refilled by spending 5 gp per use.

Healer’s Kit: A healer's kit is required for most uses of the Heal skill. A healer’s kit is exhausted after ten uses, but can be refilled by spending 5 gp per use (a character who makes a DC 15 Knowledge (nature) or Survival check can refill it for half that, provided he can gather herbs and other items.

Holy Symbol, Silver or Wooden: A holy symbol focuses positive energy. A cleric or paladin uses it as the focus for his spells and as a tool for turning undead. Each religion has its own holy symbol.

Unholy Symbols: An unholy symbol is like a holy symbol except that it focuses negative energy and is used by evil clerics (or by neutral clerics who want to cast evil spells or command undead).

Magnifying Glass: This simple lens allows a closer look at small objects. It is also useful as a substitute for flint and steel when starting fires. Lighting a fire with a magnifying glass requires light as bright as sunlight to focus, tinder to ignite, and at least a full-round action. A magnifying glass grants a +2 circumstance bonus on Appraise checks involving any item that is small or highly detailed.

Musical Instrument, Common or Masterwork: A masterwork instrument grants a +1 or greater circumstance bonus on Perform checks made with that instrument (see Mastercrafting).

Scale, Merchant's: A scale grants a +2 circumstance bonus on Appraise checks involving items that are valued by weight, including anything made of precious metals.

Spell Component Pouch: A spellcaster with a spell component pouch is assumed to have all the material components and foci needed for spellcasting, except for those components that have a specific cost, divine foci, and foci that wouldn’t fit in a pouch.

Spellbook, Wizard’s (Blank): A spellbook has 100 pages of parchment. A spell takes up one or more pages, depending on its level: 1st-3rd, one page; 4th-6th, two pages; 7th-9th, three pages. A 0-level spell (cantrip) takes up half a page.

Thieves’ Tools: This kit contains the tools a character needs to use the Disable Device skill. Without them, he must use improvised tools (-2 penalty on Craft checks), if he can do the job at all.

Thieves’ Tools, Masterwork: This kit contains extra tools and tools of better make, which provide a +1 or greater circumstance bonus on Disable Device checks (see Mastercrafting).

Tool, Masterwork: This well-made item is the perfect tool for the job. It grants a +1 or greater circumstance bonus on a related skill check, if any (see Mastercrafting, below). Bonuses provided by multiple masterwork items used toward the same skill check do not stack.

Water Clock: This large, bulky contrivance gives the time accurate to within half an hour per day since it was last set. It requires a source of water, and it must be kept still because it marks time by the regulated flow of droplets of water.


Artisan’s Outfit: This outfit includes a shirt with buttons, a skirt or pants with a drawstring, shoes, and perhaps a cap or hat. It may also include a belt or a leather or cloth apron for carrying tools.

Cleric’s Vestments: These ecclesiastical clothes are for performing priestly functions, not for adventuring.

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

Courtier’s Outfit: This outfit includes fancy, tailored clothes in whatever fashion happens to be the current style in the courts of the nobles. Anyone trying to influence nobles or courtiers while wearing street dress will have a hard time of it (-2 penalty on Charisma-based skill checks to influence such individuals). If a character wears this outfit without jewelry (costing an additional 50 gp), he will like an out-of-place commoner.

Entertainer’s Outfit: This set of flashy, perhaps even gaudy, clothes is for entertaining. While the outfit looks whimsical, its practical design lets its wearer tumble, dance, walk a tightrope, or just run (if the audience turns ugly).

Explorer’s Outfit: This is a full set of clothes for someone who never knows what to expect. It includes sturdy boots, leather breeches or a skirt, a belt, a shirt (perhaps with a vest or jacket), gloves, and a cloak. Rather than a leather skirt, a leather overtunic may be worn over a cloth skirt. The clothes have plenty of pockets (especially the cloak). The outfit also includes any extra items a character might need, such as a scarf or a wide-brimmed hat.

Monk’s Outfit: This simple outfit includes sandals, loose breeches, and a loose shirt, and is all bound together with sashes. The outfit is designed to give its wearer maximum mobility, and it’s made of high-quality fabric. A character can hide small weapons in pockets hidden in the folds, and the sashes are strong enough to serve as short ropes.

Noble’s Outfit: This set of clothes is designed specifically to be expensive and to show it. Precious metals and gems are worked into the clothing. To fit into the noble crowd, every would-be noble also needs a signet ring (see Adventuring Gear) and jewelry (worth at least 100 gp).

Peasant’s Outfit: This set of clothes consists of a loose shirt and baggy breeches, or a loose shirt and skirt or overdress. Cloth wrappings are used for shoes.

*Royal Outfit:* This is just the clothing, not the royal scepter, crown, ring, and other accoutrements. Royal clothes are ostentatious, with gems, gold, silk, and fur in abundance.

Scholar’s Outfit: Perfect for a scholar, this outfit includes a robe, a belt, a cap, soft shoes, and possibly a cloak.

Traveler’s Outfit: This set of clothes consists of boots, a wool skirt or breeches, a sturdy belt, a shirt (perhaps with a vest or jacket), and an ample cloak with a hood.

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