Professional Documents
Culture Documents
Ropes
Rope, hempen (50 ft.) 10 lb. 25 cp
Rope, silk (50 ft.) 5 lb. 2 gp
Rope, elven (50 ft.) 5 lb. 10 gp
Rope, Earthsilk (50 ft.) 7 lb. 25 gp
Chain (10 ft.) 2 lb. 3 gp
Barbed wire (50 ft.) 35 lb. 20 gp
Twine, roll (50 ft.) — 20 cp
Wick, candle (50 ft.) — 2 sp
Ladder, 10-foot 20 lb. 80 cp
Ladder (10-foot), Collapsing 12 lb. 25 sp
Grappling ladder (10 ft.) 8 lb. 15 gp
Pole, 10-foot 8 lb. 40 cp
Writing
Chalk, 1 piece — 1 cp
Slate board 1 lb. 1 sp
Sealing wax 1 lb. 1 sp
Ink (1 oz. vial) — 10 cp
Fountain pen — 1 sp
Inkpen — 20 cp
Paper, Rag — 1 cp
Paper, Good — 5 cp
Paper, Large schematic sized — 15 cp
Parchment (sheet) — 3 cp
Canvas (sq. yd.) 1 lb. 50 cp
Book (Blank) 3 lb. 3 sp
Book, false 2 lb. 2 gp
Source of light
Candle — 10 cp (Per 6)
Candle, insectbane — 1 sp (Per 6)
Candelabra, four-candle
- Silver 1/2 lb. 20 sp
- Gold 1 lb. 5 gp
Candelabra, eight-candle
- Silver 1 lb. 50 sp
- Gold 2 lb. 15 gp
Candelabra, sixteen-candle
- Silver 3 lb. 2 gp
- Gold 6 lb. 40 gp
Lamp, common 1 lb. 60 cp
Lantern, bullseye 3 lb. 4 gp
Lantern, hooded 2 lb. 80 sp
Lantern, Hearthfire 2 lb. 1 gp
Lantern, Magnified bullseye 3 lb. 15 gp
Lantern, fog-cutter 3 lb. 12 gp
Oil (1-pint flask) 1 lb. 20 cp
Torch 1 lb. 2 cp
Launching flare 1 lb. 10 gp
Portable flare launcher 6 lb. 5 gp
Shelter
Tent, one-person 10 lb. 1 gp
Tent, two-person 20 lb.1 5 gp
Tent, four-person 40 lb. 15 gp
Tent, ten-person 50 lb. 35 gp
Tent, pavilion 300 lb. 100 gp
Tree tent, elven 5 lb. 20 gp
Teepee 100 lb. 40 gp
Tarp (Per metre) 30 lb. 20 sp
Insect netting 5 lb. 50 gp
Springwall 1 lb. 5 gp
Campsite tools
Bedroll 5 lb.1 10 sp
Blanket, winter 3 lb.1 50 gp
Hammock 1 lb. 30 sp
Chair, Collapsible 5 lb. 2 gp
Table case, folding 5 lb. 4 gp
Spider poles 8 lb. 15 gp
Tree stand 5 lb. 10 gp
Stilts 8 lb. 1 gp
Firewood (per day) 20 lb. 2 cp
Rations, trail (per day) 1 lb.1 20 sp
Security
Lock 1 lb.
- Very simple 1 lb. 50 sp
- Average 1 lb. 5 gp
- Good 1 lb. 65 gp
- Amazing 1 lb. 125 gp
Manacles 2 lb. 5 gp
Manacles, masterwork 2 lb. 40 gp
Cage
- Diminutive 13 lb. 1 gp
- Tiny 25 lb. 5 gp
- Small 75 lb. 20 gp
- Medium-size 100 lb. 50 gp
- Large 200 lb. 100 gp
Leash and muzzle
- Diminutive — 2 sp
- Tiny — 20 sp
- Small — 50 sp
- Medium-size — 80 sp
Religious
Holy symbol, wooden — 50 cp
Holy symbol, silver 1 lb. 20 gp
Holy text 3 lb.+ 10 gp+
Ascendant/Deity Figurine 1-2 lb. 5 gp +
Ascendant/Deity Talisman 1/2 lb. 50 sp
Survival Tools
Animal Call —
Block and tackle 5 lb. 5 sp
Fishhook — 20 cp
Fishing tackle 5 lb. 10 gp
Fishing net, 25 sq. ft. 5 lb. 10 sp
Fowler’s snare 5 lb. 10 gp
Net, butterfly 1/4 lb. 5 gp
Flint and steel — 50 cp
Sparker — 5 sp
Flintstriker — 1 gp
Snorkel 1/2 lb. 1 gp
Flotation bags 1 lb. 5 gp
Inflatable raft pack 11 lb. 55 gp
Oar, collapsible 2 lb. 3 gp
Skis and poles 6 lb. 5 gp
Climbing Tools
Grappling hook 4 lb. 50 sp
Grappling hook, collapsible 2 lb. 3 gp
Piton 1/2 lb. 1 sp
Ascender/slider 1 lb. 4 gp
Housebreaker harness 2 lb. 20 gp
Ice axe 5 lb. 5 gp
Pulley 1 lb. 1 gp
Crane, portable
- Str 22 75 lb. 30 gp
- Str 24 120 lb. 60 gp
- Str 28 250 lb. 120 gp
Winch, portable
- Str 18 20 lb. 15 gp
- Str 20 40 lb. 30 gp
- Str 22 80 lb. 45 gp
Other Tools
Armor maintenance kit 1 lb. 1 gp
Whetstone 1 lb. 25 cp
Tools, farming
- Hoe 2 lb. 30 cp
- Billhook 2 lb. 25 cp
- Post-hole digger 8 lb. 50 cp
- Pitchfork 4 lb. 30 cp
- Rake 3 lb. 20 cp
Pick, miner’s 10 lb. 25 cp
Sewing needle — 15 cp
Candle mold 5 lb. 5 sp
Crowbar 5 lb. 75 sp
Hammer 2 lb. 25 cp
Hacksaw
- Common 1 lb. 2 sp
- Superior 1 lb. 2 gp
Saw, folding 2 lb. 1 gp
Saw, collapsing 3 lb. 3 gp
Spade or shovel 8 lb. 20 cp
Shovel, collapsing 7 lb. 1 sp
Hand-pump 2 lb. 2 gp
Bolt cutters 5 lb. 5 sp
Glass cutter 1 lb. 2 gp
Mechanik's wrench 5 lb. 20 gp
Sprayer 4 lb. 5 gp
Jeweler’s loupe — 10 gp
Periscope 2 lb. 10 gp
Spyglass 1 lb. 5 gp
Field Glass 1 lb. 20 gp
Spyglass, collapsing 1 lb. 15 gp
Mess kit 1 lb. 4 sp
Percolator 1 lb. 1 gp
Mill, hand 1 lb. 50 cp
Pestle and mortar 1 lb. 5 sp
Heat mat — 40 gp
Tongs, metal 4 lb. 10 sp
Brewmaker, dwarven 5 lb. 40 gp
Signal whistle — 3 sp
Sledge 10 lb. 25 sp
Earplugs — 1 sp
Finger blades — 20 gp
Magnet, small 1 lb. 10 gp
Glue (Water Soluble) 1 lb. 5 sp
Ivona's Bonding Resin (Super glue) 1/2 lb. 2 gp
Vanity / Games
Banner/standard 10 lb. 25+ gp
Bell — 1 sp
Mirror, small steel 1/2 lb. 10 gp
Music box — 35 gp
Pocket watch 1/2 lb. 100+ gp
Signet ring — 10 gp
Soap (per lb.) 1 lb. 2 sp
Deck of cards (various games) 1/2 lb. 50 cp - 10 gp
Dice, Gambling (various types) 1/4 lb. 25 cp - 5 gp
Game board, portable 1 lb. 75 cp +
Marbles 2 lb. 3 sp
Combat
Caltrops 2 lb. 1 gp
Ram, portable 20 lb. 10 gp
Shriek rock 1/4 lb. 50 sp
Tools and skill kits Weight New Cost
Alchemist’s lab 40 lb. 500 gp
Artisan’s tools 5 lb. 1 gp
Artisan’s tools, masterwork 5 lb. 50 gp
Anvil 30 lb. 20 gp
Foundry Tools 20 - 200 lb. 250 - 1000 gp
Portable Forge 50 lb. 300 gp
Steam plant, Portable 20 lb. 235 gp
Tool, masterwork 1 lb. 50 gp
20 (CL 3) (Cure
Carvalo's wound cleanser 2 lb. Flask 250 gp Moderate Wounds)
20 (CL 5) (Ranks 8)
Corben's essential elixir 1/2 lb. Vial 450 gp (Cure serious wounds)
16 (CL 3) (Ranks 6) (Cure
Corben's invigorating elixir 1/2 lb. Vial 180 gp Moderate wounds)
24 (CL 7) (Ranks 10)
Corben's healing elixir 1/2 lb. Vial 750 gp (Cure Critical Wounds)
12 (CL 1) (Ranks 4)
Corben's wound closer 1/2 lb. Vial 30 gp (Cure Light Wounds)
18 (CL 3) (Ranks 6) (Cure
Solovin's Seal 1/2 lb. Vial (3 doses) 5 gp Moderate Wounds)
Devices
Capsule Retainer - - 100 gp
Alchemical Tooth - - 300 gp
Weapon Capsule Retainer - - 100 gp
Triple Weapon Capsule Retainer - - 450 gp
Note. Not all alchemical substances can be used in capsule form. And those that are often have a weaker effect.
Damage Splash
1d6 1
1d10 1
1d10 1
1d10 1
1d6 + 1d3cha (DC16)
(Permanent) 1
1d3 0
Stuns for drinker for 2 rounds. +12 climb, +6 grapple, +6 str to lift heavy. -10 disable / forgery / open lock / sleight. 1d4+1 m
1 hour. +4 concentration, Int skills, will saves vs mind affecting. -2 spot and sense motive.
Fort save dc18 or vertigo for 1d4 rounds. Forces dex check on actions (dc18) or take -4 to actions.
Smash 2 earrings together to cause 5ft Reflex (dc15) or dazzled and deafen for 1 round. Also 1d4 fire damage.
After 5mins 10ft radius of +2 concentation / knowledge. -4 spot and sense motive. Burns for hour.
Covers 5ft. Walking through causes reflex DC15. -2 per additional 10ft moved. Falling causes 1d4 damage for 5 rounds.
+2 NA for 6 hours. -2 cha for 6 hours. -4 for 18hours after. Can be used once every 24 hours. Doesn't work if NA 2+
Negates 60 points of electric damage. Lasts 50 minutes. Jar provides enough for 1 medium creature.
See clearly in 30ft of mist/fog. Negating concealment bonuses. -4 to atk, dmg, skill, saving, ac while in light equal to dayligh
Apply to shoes. After 1 min provides +10 to move silently. Lasts 1 min on hard surfaces. 5 min on soft surfaces. ILLEGAL ITE
Obsuring mist for 5 minutes. -20 listen to hear inside the mist. Requires 1 gallon of water.
Anti Lycanthrope tonic. To resist transforming.
Can use times equal to con mod in 2 weeks or addicted. 1d4+2 str for 2 hours. DC14 or 1d3 dex damage. Possibly ILLEGAL
Fills 10by10ft in 3 rounds. Disperses in 1 round of mild wind. Breathing creatures take fort (DC18). Initial 1 con. Secondary
Single target or 20ft cone. Blinded and Sneezing for 2d4 rounds. Stops spell casting. Single target get no save. Area gets refl
Fills 20by20ft in 5 rounds. All with sight or smell take -6 to skill and atk rolls. 50% spell failure. Fort DC18 to half. Penalities
Stops locate spells being blocked. -6 will vs scrying attempts. Requires 1 min to dry. Affective for 1 month.
20ft area. +1 to Alchemy, Appraise, Decipher Script, Forgery, Scry, and Search. Lasts 1 hour.
20ft area. Provides double healing from resting. Lasts 8 hours. Stacks with effects from heal.
Move x5 when running. Lasts 10+conmod rounds. Stacks with run feat.
Lets user hold breath for 3 rounds per con rather than 2 per con. If used after holding breath. X1.5 remaining rounds.
Healing
+5 bonus vs poison for hour.
+5 bonus vs poison for hour. Cause 3d4 minutes of nauseated. (DC14) Reduce to sickened.
Cure Parasitic Infections. (95% success)
Cure Paralysis (After 2d4 minutes). Nauseated (2d4x10 minutes)
+12 bonus vs poison for hour. Cure 2 str or con damage from poison if taken before secondary effect.
+8 bonus vs poison for hour. Cures the effects of tatzylwurm viper poison.
+8 bonus vs poison for hour. Cure 1 str or con damage from poison if taken before secondary effect.
Healing
Convert 1d6 lethal to non-Lethal. Second Cure 1d3+2 non lethal. (DC14) 1d3 wis.
1d6. Second 1d6+3. (DC16) 1d6 dex.
1d8+1 (After 1d4+1 minutes)
2d8+6 Non-lethal Or Converts 2d3. Secondary removes fatigue or lessens exhausted. (DC14) 1d3 dex.
Triples natural healing rate over 8 hours. Still recovers if rest is interrupted.
Allows quick use of alchemical item or poison in capsule form. Effects user.
Allows quick use of alchemical item or poison in capsule form. Effects user. DC30 to find tooth.
Allows quick use of alchemical item or poison on weapons in capsule form.
Allows quick use of alchemical item or poison on weapons in capsule form. Holds 3 capsules.
a weaker effect.
amage. Area gets reflex DC18. Single gets none.
our or water.
Doesn't work if NA 2+
DC18). Initial 1 con. Secondary unconcious for 10d6 minutes. Woken creatures take -4 skill, atk, AC, reflex.