Equipment
GOODS AND SERVICES
Table: Goods and Services
Adventuring Gear:
Item |
Cost |
Weight |
Backpack (empty) |
2 gp |
2 lb.1 |
Barrel (empty) |
2 gp |
30 lb. |
Basket (empty) |
4 sp |
1 lb. |
Bedroll |
1 sp |
5 lb.1 |
Bell |
1 gp |
— |
Blanket, winter |
5 sp |
3 lb.1 |
Block and tackle |
5 gp |
5 lb. |
Bottle, wine glass |
2 gp |
— |
Bucket (empty) |
5 sp |
2 lb. |
Caltrops |
1 gp |
2 lb. |
Candle |
1 cp |
— |
Canvas (sq. yd.) |
1 sp |
1 lb. |
Case, map or scroll |
1 gp |
1/2 lb. |
Chain (10 ft.) |
30 gp |
2 lb. |
Chalk, 1 piece |
1 cp |
— |
Chest (empty) |
2 gp |
25 lb. |
Crowbar |
2 gp |
5 lb. |
Firewood (per day) |
1 cp |
20 lb. |
Fishhook |
1 sp |
— |
Fishing net, 25 sq. ft. |
4 gp |
5 lb. |
Flask (empty) |
3 cp |
1-1/2 lb. |
Flint and steel |
1 gp |
— |
Grappling hook |
1 gp |
4 lb. |
Hammer |
5 sp |
2 lb. |
Ink (1 oz. vial) |
8 gp |
— |
Inkpen |
1 sp |
— |
Jug, clay |
3 cp |
9 lb. |
Ladder, 10-foot |
5 cp |
20 lb. |
Lamp, common |
1 sp |
1 lb. |
Lantern, bullseye |
12 gp |
3 lb. |
Lantern, hooded |
7 gp |
2 lb. |
Lock |
|
1 lb. |
Very simple
|
20 gp |
1 lb. |
Average
|
40 gp |
1 lb. |
Good
|
80 gp |
1 lb. |
Amazing
|
150 gp |
1 lb. |
Manacles |
15 gp |
2 lb. |
Manacles, masterwork |
50 gp |
2 lb. |
Mirror, small steel |
10 gp |
1/2 lb. |
Mug/Tankard, clay |
2 cp |
1 lb. |
Oil (1-pint flask) |
1 sp |
1 lb. |
Paper (sheet) |
4 sp |
— |
Parchment (sheet) |
2 sp |
— |
Pick, miner’s |
3 gp |
10 lb. |
Pitcher, clay |
2 cp |
5 lb. |
Piton |
1 sp |
1/2 lb. |
Pole 10-foot |
2 sp |
8 lb. |
Pot, iron |
5 sp |
10 lb. |
Pouch, belt (empty) |
1 gp |
1/2 lb.1 |
Ram, portable |
10 gp |
20 lb. |
Rations, trail (per day) |
5 sp |
1 lb.1 |
Rope, hempen (50 ft.) |
1 gp |
10 lb. |
Rope, silk (50 ft.) |
10 gp |
5 lb. |
Sack (empty) |
1 sp |
1/2 lb.1 |
Sealing wax |
1 gp |
1 lb. |
Sewing needle |
5 sp |
— |
Signal whistle |
8 sp |
— |
Signet ring |
5 gp |
— |
Sledge |
1 gp |
10 lb. |
Soap (per lb.) |
5 sp |
1 lb. |
Spade or shovel |
2 gp |
8 lb. |
Spyglass |
1000 gp |
1 lb. |
Tent |
10 gp |
20 lb.1 |
Torch |
1 cp |
1 lb. |
Vial ink or potion |
1 gp |
1/10 lb. |
Waterskin |
1 gp |
4 lb.1 |
Whetstone |
2 cp |
1 lb. |
|
? |
Special Substances and Items:
Item |
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:
Item |
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 |
1000 gp |
200 lb. |
Clothing:
Item |
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 |
Food, Drink, and Lodging:
Item |
Cost |
Weight |
Ale |
|
|
Gallon |
2 sp |
8 lb. |
Mug |
4 cp |
1 lb. |
Banquet (per person) |
10 gp |
— |
Bread, per loaf |
2 cp |
1/2 lb. |
Cheese, hunk of |
1 sp |
1/2 lb. |
Inn stay (per day) |
|
|
Good |
2 gp |
— |
Common |
5 sp |
— |
Poor |
2 sp |
— |
Meals (per day) |
|
|
Good |
5 sp |
— |
Common |
3 sp |
— |
Poor |
1 sp |
— |
Meat, chunk of |
3 sp |
1/2 lb. |
Wine |
|
|
Common (pitcher) |
2 sp |
6 lb. |
Fine (bottle) |
10 gp |
1-1/2 lb. |
|
? |
Mounts and Related Gear:
Item |
Cost |
Weight |
Barding |
|
|
Medium creature |
x2 |
x1 |
Large creature |
x4 |
x2 |
Bit and bridle |
2 gp |
1 lb. |
Dog, guard |
25 gp |
— |
Dog, riding |
150 gp |
— |
Donkey or mule |
8 gp |
— |
Feed (per day) |
5 cp |
10 lb. |
Horse |
|
|
Horse, heavy |
200 gp |
— |
Horse, light |
75 gp |
— |
Pony |
30 gp |
— |
Warhorse, heavy |
400 gp |
— |
Warhorse, light |
150 gp |
— |
Warpony |
100 gp |
— |
Saddle |
|
|
Military |
20 gp |
30 lb. |
Pack |
5 gp |
15 lb. |
Riding |
10 gp |
25 lb. |
Saddle, Exotic |
|
|
Military |
60 gp |
40 lb. |
Pack |
15 gp |
20 lb. |
Riding |
30 gp |
30 lb. |
Saddlebags |
4 gp |
8 lb. |
Stabling (per day) |
5 sp |
— |
Transport:
Item |
Cost |
Weight |
Carriage |
100 gp |
600 lb. |
Cart |
15 gp |
200 lb. |
Galley |
30,000 gp |
— |
Keelboat |
3,000 gp |
— |
Longship |
10,000 gp |
— |
Rowboat |
50 gp |
100 lb. |
Oar |
2 gp |
10 lb. |
Sailing ship |
10,000 gp |
— |
Sled |
20 gp |
300 lb. |
Wagon |
35 gp |
400 lb. |
Warship |
25,000 gp |
— |
Spellcasting and Services:
Service |
Cost |
Coach cab |
3 cp per mile |
Hireling, trained |
3 sp per day |
Hireling, untrained |
1 sp per day |
Messenger |
2 cp per mile |
Road or gate toll |
1 cp |
Ship’s passage |
1 sp per mile |
Spell, 0-level |
Caster level x 5 gp2 |
Spell, 1st-level |
Caster level x 10 gp2 |
Spell, 2nd-level |
Caster level x 20 gp2 |
Spell, 3rd-level |
Caster level x 30 gp2 |
Spell, 4th-level |
Caster level x 40 gp2 |
Spell, 5th-level |
Caster level x 50 gp2 |
Spell, 6th-level |
Caster level x 60 gp2 |
Spell, 7th-level |
Caster level x 70 gp2 |
Spell, 8th-level |
Caster level x 80 gp2 |
Spell, 9th-level |
Caster level x 90 gp2 |
|
— 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.
2 See spell description for additional costs. If the
additional costs put the spell’s total cost above 3,000 gp,
that spell is not generally available.
ADVENTURING GEAR
Few of the pieces of adventuring gear found on
Table: Goods and Services are described below, along with any
special benefits they confer on the user (“you”).
Caltrops: A caltrop is a four-pronged iron spike
crafted so that one prong faces up no matter how the caltrop
comes to rest. You scatter caltrops on the ground in the hope
that your enemies step on them or are at least forced to slow
down to avoid them. One 2- pound bag of caltrops covers an area 5
feet square.
Each time a creature moves into an area covered by caltrops
(or spends a round fighting while standing in such an area), it
might step on one. The caltrops make an attack roll (base attack
bonus +0) against the creature. For this attack, the
creature’s shield, armor, and deflection bonuses do not
count. If the creature is wearing shoes or other footwear, it
gets a +2 armor bonus to AC. If the caltrops succeed on the
attack, the creature has stepped on one. The caltrop deals 1
point of damage, and the creature’s speed is reduced by
one-half because its foot is wounded. This movement penalty lasts
for 24 hours, or until the creature is successfully treated with
a DC 15 Heal check, or until it receives at least 1 point of
magical curing. A charging or running creature must immediately
stop if it steps on a caltrop. Any creature moving at half speed
or slower can pick its way through a bed of caltrops with no
trouble.
Caltrops may not be effective against unusual opponents.
Candle: A candle dimly illuminates a 5-foot radius and
burns for 1 hour.
Chain: Chain has hardness 10 and 5 hit points. It can
be burst with a DC 26 Strength check.
Crowbar: A crowbar it grants a +2 circumstance bonus on
Strength checks made for such purposes. If used in combat, treat
a crowbar as a one-handed improvised weapon that deals
bludgeoning damage equal to that of a club of its size.
Flint and Steel: Lighting a torch with flint and steel
is a full-round action, and lighting any other fire with them
takes at least that long.
Grappling Hook: Throwing a grappling hook successfully
requires a Use Rope check (DC 10, +2 per 10 feet of distance
thrown).
Hammer: If a hammer is used in combat, treat it as a
one-handed improvised weapon that deals bludgeoning damage equal
to that of a spiked gauntlet of its size.
Ink: This is black ink. You can buy ink in other
colors, but it costs twice as much.
Jug, Clay: This basic ceramic jug is fitted with a
stopper and holds 1 gallon of liquid.
Lamp, Common: A lamp clearly illuminates a 15-foot
radius, provides shadowy illumination out to a 30-foot radius,
and burns for 6 hours on a pint of oil. You can carry a lamp in
one hand.
Lantern, Bullseye: A bullseye lantern provides clear
illumination in a 60-foot cone and shadowy illumination in a
120-foot cone. It burns for 6 hours on a pint of oil. You can
carry a bullseye lantern in one hand.
Lantern, Hooded: A hooded lantern clearly illuminates a
30-foot radius and provides shadowy illumination in a 60-foot
radius. It burns for 6 hours on a pint of oil. You can carry a
hooded lantern in one hand.
Lock: The DC to open a lock with the Open Lock skill
depends on the lock’s quality: simple (DC 20), average (DC
25), good (DC 30), or superior (DC 40).
Manacles and Manacles, Masterwork: Manacles can bind a
Medium creature. A manacled creature can use the Escape Artist
skill to slip free (DC 30, or DC 35 for masterwork manacles).
Breaking the manacles requires a Strength check (DC 26, or DC 28
for masterwork manacles). Manacles have hardness 10 and 10 hit
points.
Most manacles have locks; add the cost of the lock you want to
the cost of the manacles.
For the same cost, you can buy manacles for a Small creature.
For a Large creature, manacles cost ten times the indicated
amount, and for a Huge creature, one hundred times this amount.
Gargantuan, Colossal, Tiny, Diminutive, and Fine creatures can be
held only by specially made manacles.
Oil: A pint of oil burns for 6 hours in a lantern. You
can use a flask of oil as a splash weapon. Use the rules for
alchemist’s fire, except that it takes a full round action
to prepare a flask with a fuse. Once it is thrown, there is a 50%
chance of the flask igniting successfully.
You can pour a pint of oil on the ground to cover an area 5
feet square, provided that the surface is smooth. If lit, the oil
burns for 2 rounds and deals 1d3 points of fire damage to each
creature in the area.
Ram, Portable: This iron-shod wooden beam gives you a
+2 circumstance bonus on Strength checks made to break open a
door and it allows a second person to help you without having to
roll, increasing your bonus by 2.
Rope, Hempen: This rope has 2 hit points and can be
burst with a DC 23 Strength check.
Rope, Silk: This rope has 4 hit points and can be burst
with a DC 24 Strength check. It is so supple that it provides a
+2 circumstance bonus on Use Rope checks.
Spyglass: Objects viewed through a spyglass are
magnified to twice their size.
Torch: A torch burns for 1 hour, clearly illuminating a
20-foot radius and providing shadowy illumination out to a 40-
foot radius. If a torch is used in combat, treat it as a
one-handed improvised weapon that deals bludgeoning damage equal
to that of a gauntlet of its size, plus 1 point of fire
damage.
Vial: A vial holds 1 ounce of liquid. The stoppered
container usually is no more than 1 inch wide and 3 inches
high.
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: You 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: You 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: If you drink antitoxin, you get a +5
alchemical 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, you must open the flask and pour
the holy water out onto the target. Thus, you can douse an
incorporeal creature with holy water only if you are 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 you throw 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 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: You 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 you don’t need to hit a specific target, you 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 always has the perfect tool for making
alchemical items, so it provides a +2 circumstance bonus on Craft
(alchemy) checks. It has no bearing on the costs related to the
Craft (alchemy) skill. Without this lab, a character with the
Craft (alchemy) skill is assumed to have enough tools to use the
skill but not enough to get the +2 bonus that the lab
provides.
Artisan’s Tools: These special tools include the
items needed to pursue any craft. Without them, you have to use
improvised tools (–2 penalty on Craft checks), if you 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 you
get a +2 circumstance bonus on Craft checks made with them.
Climber’s Kit: This is the perfect tool for
climbing and gives you 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.
Healer’s Kit: It is the perfect tool for healing
and provides a +2 circumstance bonus on Heal checks. A
healer’s kit is exhausted after ten uses.
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 +2 circumstance bonus on Perform checks
involving its use.
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 focuses needed for spellcasting, except for those components
that have a specific cost, divine focuses, and focuses that
wouldn’t fit in a pouch.
Spellbook, Wizard’s (Blank): A spellbook has 100
pages of parchment, and each spell takes up one page per spell
level (one page each for 0-level spells).
Thieves’ Tools: This kit contains the tools you
need to use the Disable Device and Open Lock skills. Without
these tools, you must improvise tools, and you take a –2
circumstance penalty on Disable Device and Open Locks checks.
Thieves’ Tools, Masterwork: This kit contains
extra tools and tools of better make, which grant a +2
circumstance bonus on Disable Device and Open Lock checks.
Tool, Masterwork: This well-made item is the perfect
tool for the job. It grants a +2 circumstance bonus on a related
skill check (if any). 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.
CLOTHING
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 you wear this outfit without
jewelry (costing an additional 50 gp), you look 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 you 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 you 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 you maximum
mobility, and it’s made of high-quality fabric. You 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, above) 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.
FOOD, DRINK, AND LODGING
Inn: Poor accommodations at an inn
amount to a place on the floor near the hearth. Common
accommodations consist of a place on a raised, heated floor, the
use of a blanket and a pillow. Good accommodations consist of a
small, private room with one bed, some amenities, and a covered
chamber pot in the corner.
Meals: Poor meals might be composed of bread, baked
turnips, onions, and water. Common meals might consist of bread,
chicken stew, carrots, and watered-down ale or wine. Good meals
might be composed of bread and pastries, beef, peas, and ale or
wine.
MOUNTS AND RELATED GEAR
Barding, Medium Creature and Large
Creature: Barding is a type of armor that covers the head,
neck, chest, body, and possibly legs of a horse or other mount.
Barding made of medium or heavy armor provides better protection
than light barding, but at the expense of speed. Barding can be
made of any of the armor types found on Table: Armor and
Shields.
Armor for a horse (a Large nonhumanoid creature) costs four
times as much as armor for a human (a Medium humanoid creature)
and also weighs twice as much as the armor found on Table: Armor
and Shields (see Armor for Unusual Creatures). If the barding is
for a pony or other Medium mount, the cost is only double, and
the weight is the same as for Medium armor worn by a humanoid.
Medium or heavy barding slows a mount that wears it, as shown on
the table below.
? |
Base Speed |
Barding |
(40 ft.) |
(50 ft.) |
(60 ft.) |
Medium |
30 ft. |
35 ft. |
40 ft. |
Heavy |
30 ft.1 |
35 ft.1 |
40 ft.1 |
1 A mount wearing heavy armor moves at only
triple its normal speed
when running instead of quadruple. |
Flying mounts can’t fly in medium or heavy barding.
Removing and fitting barding takes five times as long as the
figures given on Table: Donning Armor. A barded animal cannot be
used to carry any load other than the rider and normal
saddlebags.
Dog, Riding: This Medium dog is specially trained to
carry a Small humanoid rider. It is brave in combat like a
warhorse. You take no damage when you fall from a riding dog.
Donkey or Mule: Donkeys and mules are stolid in the
face of danger, hardy, surefooted, and capable of carrying heavy
loads over vast distances. Unlike a horse, a donkey or a mule is
willing (though not eager) to enter dungeons and other strange or
threatening places.
Feed: Horses, donkeys, mules, and ponies can graze to
sustain themselves, but providing feed for them is much better.
If you have a riding dog, you have to feed it at least some
meat.
Horse: A horse (other than a pony) is suitable as a
mount for a human, dwarf, elf, half-elf, or half-orc. A pony is
smaller than a horse and is a suitable mount for a gnome or
halfling.
Warhorses and warponies can be ridden easily into combat.
Light horses, ponies, and heavy horses are hard to control in
combat.
Saddle, Exotic: An exotic saddle is like a normal
saddle of the same sort except that it is designed for an unusual
mount. Exotic saddles come in military, pack, and riding
styles.
Saddle, Military: A military saddle braces the rider,
providing a +2 circumstance bonus on Ride checks related to
staying in the saddle. If you’re knocked unconscious while
in a military saddle, you have a 75% chance to stay in the saddle
(compared to 50% for a riding saddle).
Saddle, Pack: A pack saddle holds gear and supplies,
but not a rider. It holds as much gear as the mount can
carry.
Saddle, Riding: The standard riding saddle supports a
rider.
TRANSPORT
Carriage: This four-wheeled vehicle can
transport as many as four people within an enclosed cab, plus two
drivers. In general, two horses (or other beasts of burden) draw
it. A carriage comes with the harness needed to pull it.
Cart: This two-wheeled vehicle can be drawn by a single
horse (or other beast of burden). It comes with a harness.
Galley: This three-masted ship has seventy oars on
either side and requires a total crew of 200. A galley is 130
feet long and 20 feet wide, and it can carry 150 tons of cargo or
250 soldiers. For 8,000 gp more, it can be fitted with a ram and
castles with firing platforms fore, aft, and amidships. This ship
cannot make sea voyages and sticks to the coast. It moves about 4
miles per hour when being rowed or under sail.
Keelboat: This 50- to 75-foot-long ship is 15 to 20
feet wide and has a few oars to supplement its single mast with a
square sail. It has a crew of eight to fifteen and can carry 40
to 50 tons of cargo or 100 soldiers. It can make sea voyages, as
well as sail down rivers (thanks to its flat bottom). It moves
about 1 mile per hour.
Longship: This 75-foot-long ship with forty oars
requires a total crew of 50. It has a single mast and a square
sail, and it can carry 50 tons of cargo or 120 soldiers. A
longship can make sea voyages. It moves about 3 miles per hour
when being rowed or under sail.
Rowboat: This 8- to 12-foot-long boat holds two or
three Medium passengers. It moves about 1-1/2 miles per hour.
Sailing Ship: This larger, seaworthy ship is 75 to 90
feet long and 20 feet wide and has a crew of 20. It can carry 150
tons of cargo. It has square sails on its two masts and can make
sea voyages. It moves about 2 miles per hour.
Sled: This is a wagon on runners for moving through
snow and over ice. In general, two horses (or other beasts of
burden) draw it. A sled comes with the harness needed to pull
it.
Wagon: This is a four-wheeled, open vehicle for
transporting heavy loads. In general, two horses (or other beasts
of burden) draw it. A wagon comes with the harness needed to pull
it.
Warship: This 100-foot-long ship has a single mast,
although oars can also propel it. It has a crew of 60 to 80
rowers. This ship can carry 160 soldiers, but not for long
distances, since there isn’t room for supplies to support
that many people. The warship cannot make sea voyages and sticks
to the coast. It is not used for cargo. It moves about 2-1/2
miles per hour when being rowed or under sail.
SPELLCASTING AND SERVICES
Sometimes the best solution for a problem is
to hire someone else to take care of it.
Coach Cab: The price given is for a ride in a coach
that transports people (and light cargo) between towns. For a
ride in a cab that transports passengers within a city, 1 copper
piece usually takes you anywhere you need to go.
Hireling, Trained: The amount given is the typical
daily wage for mercenary warriors, masons, craftsmen, scribes,
teamsters, and other trained hirelings. This value represents a
minimum wage; many such hirelings require significantly higher
pay.
Hireling, Untrained: The amount shown is the typical
daily wage for laborers, porters, cooks, maids, and other menial
workers.
Messenger: This entry includes horse-riding messengers
and runners. Those willing to carry a message to a place they
were going anyway may ask for only half the indicated amount.
Road or Gate Toll: A toll is sometimes charged to cross
a well-trodden, well-kept, and well-guarded road to pay for
patrols on it and for its upkeep. Occasionally, a large walled
city charges a toll to enter or exit (or sometimes just to
enter).
Ship’s Passage: Most ships do not specialize in
passengers, but many have the capability to take a few along when
transporting cargo. Double the given cost for creatures larger
than Medium or creatures that are otherwise difficult to bring
aboard a ship.
Spell: The indicated amount is how much it costs to get
a spellcaster to cast a spell for you. This cost assumes that you
can go to the spellcaster and have the spell cast at his or her
convenience (generally at least 24 hours later, so that the
spellcaster has time to prepare the spell in question). If you
want to bring the spellcaster somewhere to cast a spell you need
to negotiate with him or her, and the default answer is no.
The cost given is for a spell with no cost for a material
component or focus component and no XP cost. If the spell
includes a material component, add the cost of that component to
the cost of the spell. If the spell has a focus component (other
than a divine focus), add 1/10 the cost of that focus to the cost
of the spell. If the spell has an XP cost, add 5 gp per XP
lost.
Furthermore, if a spell has dangerous consequences, the
spellcaster will certainly require proof that you can and will
pay for dealing with any such consequences (that is, assuming
that the spellcaster even agrees to cast such a spell, which
isn’t certain). In the case of spells that transport the
caster and characters over a distance, you will likely have to
pay for two castings of the spell, even if you aren’t
returning with the caster.
In addition, not every town or village has a spellcaster of
sufficient level to cast any spell. In general, you must travel
to a small town (or larger settlement) to be reasonably assured
of finding a spellcaster capable of casting 1st-level spells, a
large town for 2nd-level spells, a small city for 3rd- or
4th-level spells, a large city for 5th- or 6th-level spells, and
a metropolis for 7th- or 8th-level spells. Even a metropolis
isn’t guaranteed to have a local spellcaster able to cast
9th-level spells.
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