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Welcome > Documentation > Base rules > Equipment

Equipment

Acid (Flask)

Alchemist's Fire (Flask)

Alchemist's Lab

Ale (Gallon)

Ale (Mug)

Alexandrite

Amber

Amethyst

Amulet

Antitoxin (Vial)

Aquamarine

Armor Spikes

deals extra piercing damage on a successful grapple attack

Arrow

Arrows (20)

Arrows (50)

Arsenic

Ingested DC 13, Init.:1 CON, Sec.:1d8 CON

Art

Artisan's Outfit

Artisan's Tools (Armorsmithing)

Artisan's Tools (Blacksmithing)

Artisan's Tools (Bowmaking)

Artisan's Tools (Carpentry)

Artisan's Tools (Leatherworking)

Artisan's Tools (Painting)

Artisan's Tools (Pottery)

Artisan's Tools (Sculpting)

Artisan's Tools (Shipmaking)

Artisan's Tools (Stonemasonry)

Artisan's Tools (Trapmaking)

Artisan's Tools (Weaponsmithing)

Artisan's Tools (Woodworking)

Axe, Orc Double

Axe, Throwing

Azurite

Backpack

Ballista

120' Range, 3d8 damage, 19-20 Critical, 1 man crew

Banded Agate

Banded Mail

Banquet (Per Person)

Barding (Banded Mail)

Barding (Breastplate)

Barding (Chainmail)

Barding (Chain Shirt)

Barding (Full Plate)

Barding (Half-Plate)

Barding (Hide)

Barding (Leather)

Barding (Padded)

Barding (Scale Mail)

Barding (Splint Mail)

Barding (Studded Leather)

Barrel

Basket

Battleaxe

Bedroll

Bell

Belt

Bit and Bridle

Black adder venom

Injury DC 11, Init.:1d6 CON, Sec.:1d6 CON

Black lotus extract

Contact DC 20, Init.:3d6 CON / 3d6 CON

Black Opal

Black Pearl

Black Star Sapphire

Blanket (Winter)

Block and Tackle

Bloodroot

Injury DC 12, Init.:0, Sec.:1d4 CON + 1d3 WIS

Bloodstone

Blue Diamond

Blue Quartz

Blue Sapphire

Blue Star Sapphire

Blue whinnis

Injury DC 14, Init.:1 CON, Sec.:unconsciousness

Blue-White Diamond

Bolas

Bolt, Crossbow

Bolt, Crossbow/Repeating

Bolts, Crossbow (10)

Bolts, Crossbow (50)

Bolts, Repeating, Crossbow (5)

Bolts, Repeating, Crossbow (50)

Boots

Bottle (Glass/Wine)

Bracelets

Bracers

Bread (Loaf)

Breastplate

Brooch

Brown Diamond

Brown-Green Garnet

Bucket

Buckler

Bullet, Sling

Bullets, Sling (10)

Bullets, Sling (50)

Burnt othur fumes

Inhaled DC 18, Init.:1 CON (permanent), Sec.:3d6 CON

Caltrops

Canary Diamond

Candle

Canvas (Sq. Yd.)

Cape

Carnelian

Carriage

Cart

Case (Map or Scroll)

Catapult (Heavy)

200' Range, 6d6 damage, 4 man crew

Catapult (Light)

150' Range, 4d6 damage, 2 man crew

Chain, Spiked

Chain (10 Ft.)

Chainmail

Chain Shirt

Chalcedony

Chalk (1 piece)

Cheese (Hunk)

Chest

Chicken

Chrysoberyl

Chrysoprase

Cinnamon (Per Lb.)

Citrine

Clearest Bright Green Emerald

Cleric's Vestments

Climber's Kit

Cloak

Cloves (Per Lb.)

Club

Coin (Copper)

Coin (Gold)

Coin (Platinum)

Coin (Silver)

Coins (Copper, 10)

Coins (Copper, 5)

Coins (Gold, 10)

Coins (Gold, 100)

Coins (Gold, 1000)

Coins (Gold, 20)

Coins (Gold, 200)

Coins (Gold, 5)

Coins (Gold, 50)

Coins (Gold, 500)

Coins (Gold, 5000)

Coins (Mixed, 10)

Coins (Mixed, 100)

Coins (Mixed, 1000)

Coins (Platinum, 10)

Coins (Platinum, 100)

Coins (Platinum, 5)

Coins (Silver, 10)

Coins (Silver, 100)

Coins (Silver, 5)

Coins (Silver, 50)

Cold Weather Outfit

+5 circumstance bonus on Fort saves vs cold

Composite +0 Longbow STR0

Composite +0 Shortbow STR0

Composite Longbow STR

Composite Shortbow STR

Copper (Per Lb.)

Coral

Courtier's Outfit

Cow

Crossbow, Hand

Crossbow, Heavy

Crossbow, Light

Crossbow, Repeating Heavy

Crossbow, Repeating Light

Crowbar

Dagger

Dagger, Punching

Dark reaver powder

Ingested DC 18, Init.:2d6 CON / 1d6 CON + 1d6 STR

Dart

Deathblade

Injury DC 20, Init.:1d6 CON, Sec.:2d6 CON

Deep Blue Spinel

Deep Green Spinel

Disguise Kit

Dog (Guard)

Dog (Riding)

Donkey

Dragon bile

Contact DC 26, Init.:3d6 STR / 0

Drow Poison

Injury DC 13, Init.:unconsciousness, Sec.:unconsciousness for 2d4 hours

Emerald

Entertainer's Outfit

Everburning Torch

Explorer's Outfit

Eye Agate

Eye Lenses

Falchion

Feed (Per Day)

Fiery Yellow Corundum

Fire Opal

Firewood (Per Day)

Fishhook

Fishing Net (25 Sq. Ft.)

Flail

Flail, Dire

Flail, Heavy

Flask (Empty)

Flint and Steel

Flour (Per Lb.)

Flurry of Blows

Flurry of Blows can not be used when armored

Freshwater (Irregular) Pearl

Full Plate

Galley

Gauntlet

Gauntlet, Locked

+10 vs. disarm

Gauntlet, Spiked

Gauntlets

Gem

Giant wasp poison

Injury DC 18, Init.:1d6 DEX, Sec.:1d6 DEX

Ginger (Per Lb.)

Glaive

Gloves

Goat

Goggles

Gold (Per Lb.)

Golden Pearl

Golden Yellow Topaz

Gold Key

Grapple

Grappling Hook

Greataxe

Greatclub

Greatsword

Greenblood oil

Injury DC 13, Init.:1 CON, Sec.:1d2 CON

Guisarme

Halberd

Half-Plate

Hammer

Hammer, Gnome Hooked

Hammer, Light

Handaxe

Hat

Headband

Healer's Kit

Helmet

Hematite

Hide

Holly and Mistletoe

Holy Symbol (Silver)

Holy Symbol (Wooden)

Holy Water (Flask)

Horse (Heavy)

Horse (Light)

Hourglass

Id moss

Ingested DC 14, Init.:1d4 INT, Sec.: 2d6 INT

Ink (1 Oz. Vial)

Inkpen

Insanity mist

Inhaled DC 15, Init.:1d4 WIS, Sec.: 2d6 WIS

Iolite

Iron (Per Lb.)

Jacinth

Jade

Jasper

Javelin

Jet

Jug (Clay)

Kama

Keelboat

Keys

Kukri

Ladder (10 Ft.)

Lamp (Common)

Lance

Lantern (Bullseye)

Lantern (Hooded)

Lapis Lazuli

Large scorpion venom

Injury DC 18, Init.:1d6 STR, Sec.:1d6 STR

Leather

Lich dust

Ingested DC 17, Init.:2d6 STR, Sec.:1d6 STR

Linen (sq. yard)

Lock (Amazing)

Lock (Average)

Lock (Good)

Lock (Very Simple)

Longbow

Longship

Longspear

Longsword

Mace, Heavy

Mace, Light

Magnifying Glass

a +2 circumstance bonus on Appraise checks involving any item that is small or highly detailed.

Malachite

Malyss root paste

Contact DC 16, Init.:1 DEX, Sec.:2d4 DEX

Manacles (Huge)

Manacles (Large)

Manacles (Masterwork/Huge)

Manacles (Masterwork/Large)

Manacles (Masterwork/Medium)

Manacles (Masterwork/Small)

Manacles (Medium)

Manacles (Small)

Mantle

Map

Meals (Common/Per Day)

Meals (Good/Per Day)

Meals (Poor/Per Day)

Meat (Chunk)

Mechanical Trap

Trap CR %

Medallion

Medium spider venom

Injury DC 14, Init.:1d4 STR, Sec.:1d4 STR

Mirror (Small/Steel)

Monk's Outfit

Moonstone

Morningstar

Moss Agate

Mug or Tankard (Clay)

Mule

Musical Instrument (Bells)

Musical Instrument (Chime)

Musical Instrument (Drum)

Musical Instrument (Fiddle)

Musical Instrument (Flute)

Musical Instrument (Gong)

Musical Instrument (Harp)

Musical Instrument (Lute)

Musical Instrument (Mandolin)

Musical Instrument (Pan Pipes)

Musical Instrument (Recorder)

Musical Instrument (Shawm)

Musical Instrument (Trumpet)

Necklace

Net

Nitharit

Contact DC 13, Init.:0, Sec.:3d6 CON

Noble's Outfit

Nunchaku

Oar

Obsidian

Oil (1 Pt. Flask)

Oil of taggit

Ingested DC 15, Init.:0, Sec.: unconsciousness

Onyx

Ox

Padded

Paper (Sheet)

Parchment (Sheet)

Peasant's Outfit

Pepper (Per Lb.)

Periapt

Peridot

Phylactery

Pick, Heavy

Pick, Light

Pick (Miner's)

Pig

Pink Diamond

Pink Pearl

Pitcher (Clay)

Piton

Platinum (Per Lb.)

Pole (10 Ft.)

Pony

Pot (Iron)

Potion

Pouch (Belt)

Purple worm poison

Injury DC 24, Init.:1d6 STR, Sec.:2d6 STR

Quarterstaff

Ram

3d6 damage, 10 man crew

Ram (Portable)

Ranseur

Rapier

Rations (Trail/Per Day)

Red-Brown Spinel

Red Garnet

Red Spinel

Rhodochrosite

Rich Purple Corundum

Ring

Robe

Rock Crystal (Clear Quartz)

Rod

Rope (Hempen/50 Ft.)

Rope (Silk/50 Ft.)

Rose Quartz

Rowboat

Royal Outfit

Sack

Saddle (Exotic Military)

+2 circumstance bonus on Ride checks related to staying in the saddle

Saddle (Exotic Pack)

Saddle (Exotic Riding)

Saddle (Military)

+2 circumstance bonus on Ride checks related to staying in the saddle

Saddle (Pack)

Saddle (Riding)

Saddlebags

Saffron (Per Lb.)

Sai

Sailing Ship

Salt (Per Lb.)

Sap

Sard

Sardonyx

Sassone leaf residue

Contact DC 16, Init.:2d12 HP, Sec.:1d6 CON

Scale (Merchant's)

+2 to appraise items valued by weight

Scale Mail

Scarab

Scholar's Outfit

Scimitar

Scythe

Sealing Wax

Sewing Needle

Shadow essence

Injury DC 17, Init.:1 STR (permanent), Sec.:2d6 STR

Sheep

Shield, Heavy

Shield, Heavy

Shield, Light

Shield, Light

Shield, Tower

Tower shields can grant full cover, see text

Shieldbash (Heavy)

Shieldbash attacks are considered to be offhanded attacks

Shieldbash (Light)

Shieldbash attacks are considered to be offhanded attacks

Shirt

Shoes

Shortbow

Shortspear

Shuriken

Siangham

Sickle

Siege Tower

20 man crew

Signal Whistle

Signet Ring

Silk (sq. yard)

Silver (Per Lb.)

Silver Pearl

Sled

Sledge

Sling

Small centipede poison

Injury DC 11, Init.:1d2 DEX / 1d2 DEX

Small Key

Smokestick

Smoky Quartz

Soap (Per Lb.)

Spade or Shovel

Spear

Spellbook (Wizard's/Blank)

Spell Component

Spell Component Pouch

Spell Focus

Spiked Armor

Splint Mail

Spyglass

Stabling (Per Day)

Staff

Star Rose Quartz

Star Ruby

Striped toadstool

Ingested DC 11, Init.:1 WIS, Sec.:2d6 WIS + 1d4 INT

Studded Leather

Sunrod

Sword, Bastard

Sword, Short

Sword, Two-Bladed

Tanglefoot Bag

Tent

Terinav root

Contact DC 16, Init.:1d6 DEX, Sec.:2d6 DEX

Thieves' Tools

Thunderstone

Tiger Eye

Tindertwig

Tobacco (Per Lb.)

Torch

Touch Attack (Grapple)

Touch Attack (Ray)

Tourmaline

Traveler's Outfit

Trident

Turquoise

Unarmed Strike

Ungol dust

Inhaled DC 15, Init.:1 CHA, Sec.:1d6 CHA + 1 CHA (permanent)

Urgrosh, Dwarven

Vest

Vestment

Vial

Violet Garnet

Wagon

Wand

Waraxe, Dwarven

Warhammer

Warhorse (Heavy)

Warhorse (Light)

Warpony

Warship

Water (Pint)

Waterclock

Waterskin

Waterskin (Filled)

Wheat (Per Lb.)

Whetstone

Whip

White Opal

White Pearl

Wine (Common/Pitcher)

Wine (Fine/Bottle)

Wyvern poison

Injury DC 17, Init.:2d6 CON, Sec.:2d6 CON

Zircon