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You need all sorts of items both while exploring and in downtime, from rations to climbing gear to fancy clothing.

Gear Statistics

Entries for gear use the following categories. Any name with a number after it in parentheses indicates that the item’s Price is for the indicated quantity. All items listed in this chapter are level 0 unless the item name is followed by a higher item level in parentheses.


This is the Price to buy this item from a merchant.


This measures how heavy and cumbersome the item is to carry. Containers can hold the listed amount of bulk, but some items might not fit due to their dimensions.


This lists how many hands it takes to wield the item effectively. Most items that require two hands can be carried in only one hand, but you must spend an Interact action to change your grip in order to use the item. The GM may determine that an item is too big to carry in one hand (or even two hands, for particularly large items).

Adventuring Gear Descriptions

These items follow special rules or require more detail.

Adventuring Gear
Item Price Bulk Hands
Alchemist’s Tools 60 sp 2 2
Expert (lvl 2) 250 sp 2 2
Master (lvl 7) 3,750 sp 2 2
Artisan’s Tools 50 sp 8 2
Expert (lvl 2) 200 sp 8 2
Master (lvl  7) 3,000 sp 8 2
Backpack 1 sp
Basic crafter’s book 1 sp
Bedroll 1 cp
Belt Pouch 4 cp
Caltrops 3 sp
Candle (10) 1 cp
Chain (10 feet) 40 sp
Chalk (10) 1 cp
Chest 6 sp
Climbing Kit 5 sp
Expert (lvl 2) 150 sp
Ordinary 1 sp
Fine 20 sp
Winter 4 sp
Crowbar, expert (lvl 2)
Disguise kit
Replacement cosmetics
Expert kit (lvl 2)
Expert cosmetics (lvl 2)
Master kit (lvl 7)
Master cosmetics (lvl 7)
Fishing Tackle
Expert (lvl 2)
Flint and steel
Formula book (blank)
Grappling hook
Healer’s tools
Expert (lvl 2)
Holly and mistletoe
Ladder (10-foot)
Expert (lvl 2)
Master (lvl 2)
Magnifying glass, expert
Expert (lvl 2)
Master (lvl 7)
Material component pouch
Merchant’s scale
Musical Instrument
Expert (lvl 2)
Master (lvl 7)
Expert (lvl 2)
Master (lvl 7)
Oil (1 pint)
Rations (1 day)
Religious Symbol
Religious text
Repair kit
Expert (lvl 2)
Hemp (5o feet)
Silk (50 feet)
Sack (5)
Scroll case
Signal whistle
Snare kit
Expert (lvl 2)
Master (lvl 7)
Spellbook (blank)
Expert (lvl 4)
Ten-foot pole
Pavilion (level 2)
Thieves’ Tools
Replacement picks
Expert tools (lvl 2)
Expert picks (lvl 2)
Master tools (lvl 7)
Master picks (lvl 7)
Long tool
Short tool
Torch (10)
Writing set
Extra ink and paper

Alchemist’s Tools

These beakers and chemicals can be used to set up a mobile alchemical laboratory. Expert-quality alchemist’s tools give a +1 item bonus to Crafting checks to create alchemical items, and master-quality ones give a +2 item bonus.

Artisan’s Tools

You can create items from raw materials using artisan’s tools. This involves using the Crafting skill to Craft the items. Expert artisan’s tools give you a +1 item bonus to the check, and master tools give you a +2 item bonus.

Different sets might be needed for different kinds of work, as determined by the GM; for example, blacksmith’s tools differ from woodworker’s tools.


A backpack can hold up to 4 Bulk worth of items. If you are carrying or stowing a backpack rather than wearing it on your back, it has light Bulk instead of negligible.

Basic Crafter’s Book

This book contains the formulas for all the common items in this chapter.

Belt Pouch

A belt pouch can hold up to 4 items of light Bulk.


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 bleed damage from caltrops is hampered 5. 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 to be used again if no creatures took damage from them. Otherwise, enough caltrops are ruined that they can’t be salvaged.


A lit candle sheds dim light in a 5-foot radius.


A wooden chest can hold up to 8 Bulk worth of items.

Climbing Kit

This satchel includes 50 feet of hemp rope, some 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 utilizing an expert climbing kit. A single kit has only enough materials for one climber; each climber needs their own kit.


Ordinary clothing is functional and decently tailored, such as peasant garb, monk’s robes, traveler’s attire, or work clothes. Fine clothing suits a noble or royal, made with expensive fabrics, precious metals, and intricate patterns.

Winter clothing grants a +1 item bonus to Survival checks to Survive in the Wild when enduring cold.


A compass gives you a +1 item bonus to Survival checks to navigate, provided you’re in a location with uniform magnetic fields.

Crowbar, Expert

This item grants you a +1 item bonus to Athletics checks to Break Open anything that can be pried open.

Disguise Kit

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. A disguise kit of expert quality adds a +1 item bonus to relevant checks, and a master disguise kit adds a +2 item bonus. If you’ve crafted a large number of disguises, you can replenish your cosmetics supply with replacement cosmetics of a level of quality that matches that of your disguise kit.

Fishing Tackle

This kit include a collapsible fishing pole, fishhooks, line, lures, and a fishing net. Expert-quality fishing tackle grants a +1 item bonus to checks to fish.

Flint And Steel

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 possible during an encounter. Even in ideal conditions, using flint and steel to light a flame requires at least 3 actions, and often significantly longer.

Formula Book

A formula book holds formulas necessary to make items other than the common equipment from this chapter.

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, and there’s no need for you to copy them into a specific book as long as you can reference them.

Healer’s Tools

This kit of bandages, herbs, and suturing tools is necessary for Medicine checks to Administer First Aid, Treat a Disease, or Treat a Poison. Expert-quality healer’s tools provide a +1 item bonus to such checks.

holly and misTleToe Plants of supernatural significance provide a divine focus for some primal spellcasters, such as druids, to use certain abilities and cast some spells. A bundle of holly and mistletoe must be held in one hand to use it.


A lantern sheds bright light and requires 1 pint of oil to function for 6 hours. A bull’s-eye lantern emits its light in a 60-foot cone. A hooded lantern sheds light in a 30-foot radius and is equipped with shutters, which you can close to block the light. Closing or opening the shutters takes an Interact action and requires you to have one hand free.


Picking a standard lock requires three successful DC 20 Thievery checks. An expert-quality lock requires four successes at DC 25, and a master lock requires five successes at DC 30.

Magnifying Glass, Expert

This handheld lens gives you a +1 item bonus to Perception checks to notice minute details of documents, fabric, and the like.


Binding a creature in manacles requires one successful touch attack to bind each wrist or ankle. A creature is normally untrained with manacle touch attacks. A two-legged creature with its legs bound is hampered 15, 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. A creature bound to a stationary object is immobile. For creatures with more or fewer limbs, the GM determines what effect manacles have, if any.

Freeing a creature from manacles requires three successful DC 22 Thievery checks to Pick the Lock. Expert-quality manacles require four successes at DC 27, and master-quality manacles require five successes at DC 32.

Material Component Pouch

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.

Musical Instrument

Handheld instruments include bagpipes, a small set of chimes, small drums, fiddles and viols, flutes and recorders, small harps, lutes, trumpets, and similar-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. An expert instrument gives a +1 item bonus to Performance checks using that instrument, and a master instrument gives a +2 item bonus.


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 touch 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.


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.

Religious Symbol

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.

Religious Text

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.

Repair Kit

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. An expert repair kit gives you a +1 item bonus to the check.


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 you must use two hands to transfer items in and out.


Saddlebags come in a pair. Each can hold up to 3 Bulk worth of items. The Bulk value given is for saddlebags worn by a mount. If you are carrying or stowing saddlebags, they counts as 1 Bulk instead of light Bulk.


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.

Scroll Case

Scrolls, maps, and other rolled documents are stored in scroll cases for safe transport.


A sheath or scabbard lets you easily carry a weapon on your person.

Signal Whistle

When sounded, a signal whistle can be heard clearly up to half a mile away in open country.

Snare Kit

This kit contains tools and ingredients for creating snares.

A snare kit allows you to Craft snares using the Crafting skill. An expert snare kit gives you a +1 item bonus to the check and a master kit gives you a +2 item bonus.


A spellbook holds the written knowledge necessary to learn and prepare various spells, a necessity for wizards and a useful luxury for other spellcasters looking to discover additional spells. Each spellbook can hold up to 100 spells. The Price listed is for a blank spellbook.


A typical spyglass lets you see things eight times farther than normal. A spyglass of expert quality adds a +1 item bonus to Perception checks to notice details at a distance.


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 worn tack. If carried, the Bulk increases to 2.

Ten-Foot Pole

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.

Thieves’ Tools

You need thieves’ tools to Pick Locks or Disable Devices (of some types) using the Thievery skill. Thieves’ tools of expert quality add a +1 item bonus to checks to Pick Locks and Disable Devices, and master thieves’ tools add a +2 item bonus. Replacement picks are necessary when your tools break as a result of a critical failure on a Thievery check.


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.


A torch sheds bright light in a 20-foot radius. It can be used as an improvised weapon that deals 1d4 bludgeoning damage plus 1 fire damage.


A simple glass vial holds up to 1 ounce of liquid.

Writing Set

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.


Formulas are instructions that can be used to Craft items, typically kept in a formula book. You can usually read a formula as long as you can read the language the formula is written in, though you might lack the skill to Craft the item.

Often, alchemists and crafting guilds use obscure languages or create codes to protect their formulas from rivals.

You can buy common formulas at the listed Price, or hire an NPC to show you their formula book for the same Price. A purchased formula is typically a schematic on rolled-up parchment of light Bulk. You can copy a formula into your formula book in 1 hour, either from a schematic or directly from someone else’s formula book. If you have a formula, you can make a copy at minimal cost, but you can’t Craft a formula using the Crafting skill. If you can find them at all, formulas for uncommon items and rare items are usually significantly more valuable.

Items With Multiple Versions

If an item has multiple versions of different levels, you need the formula for each version. For example, if you have the formula for a type I bag of holding, you need to acquire a separate formula to be able to Craft a type II bag of holding. The GM might determine that you can acquire a different version more easily or at a lower Price.

Reverse-Engineering Formulas

If you have an item, you can attempt to reverse-engineer its formula. This uses the Craft activity, and takes the same amount of time as creating the item from a formula. You must disassemble the item during the base downtime. The item’s disassembled parts are worth half its Price in raw materials and can’t be reassembled unless you successfully reverse-engineer the formula or acquire the formula another way. Reassembling the item from the formula works just like Crafting it from scratch.

After the base downtime, you attempt a Crafting check against the same DC it would take to Craft the item. If you succeed, you Craft the formula at its Price (and can keep working to reduce the Price as normal). If you fail, you’re left with raw materials and no formula. If you critically fail, you also waste 10% of the raw materials you’d normally be able to salvage.


The services listed on Table 6–14 describe expenditures for services and consumables, such as staying at an inn or having someone work for you.


Paid laborers can provide services for you. Unskilled hirelings can do simple grunt work, and are untrained using most skills. Skilled hirelings have expert proficiency in a particular skill. Hirelings are level 0. If a skill check is needed, an untrained hireling has a +0 modifier, while a skilled hireling has a +4 modifier in their area of expertise and +0 for other skill checks. Hirelings’ rates double if they’re going adventuring with you, and they hide from danger rather than fighting on your behalf.


The costs to hire transportation include standard travel with no amenities. Most transit services provide basic sleeping arrangements, and some provide meals at the rates listed on Table 6–14. Arranging transportation into dangerous lands can be more expensive or impossible.


Spellcasting services, listed on Table 6–16, are uncommon.

Having a spell cast on your behalf requires finding a spellcaster who knows that spell and is willing to cast it to your specifications. It can be hard to find someone who can cast higher-level spells, and uncommon or rare spells typically cost 50–100% more, if you can find someone who knows them at all. Spells that take a long time to cast (over 1 minute) usually cost 25% more. You must pay any cost listed in the spell in addition to the Price on the table.

Cost of Living

Table 6–15 shows how much it costs to get by for various amounts of downtime. This covers room and board, dues, taxes, and other fees.


Prices are listed for both renting an animal for a task or trip and purchasing one outright. You usually need to pay for rentals up front, and if the seller believes the animal might be in danger, they typically require a deposit equal to the

Price of the animal. Most animals panic in battle. When combat begins, a mount becomes frightened 4 and has the fleeing condition as long as it’s frightened. If you successfully Handle your Animal using Nature, you can keep it from fleeing, though this doesn’t remove its frightened condition. If the animal is attacked or damaged, it returns to frightened 4 and is fleeing, with the same exceptions.

Warhorses and warponies are trained for combat. They don’t become frightened at the start of combat or when attacked or damaged.


You can purchase special armor for animals, called barding. Any animal is considered to be trained in light barding, and combat-trained animals are trained in heavy barding. The Price and Bulk of barding depend on the animal’s size. Guard dogs are Small, riding dogs and ponies are Medium, and horses and pack animals are Large. For creatures of other sizes, adjust the numbers from the closest category as normal.

Unlike a suit of armor, barding doesn’t have a Dexterity modifier cap. Barding can’t have magic runes, though special magical barding might be available. Barding otherwise uses the same rules as armor.