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General Equipment

Weapons, armor, and magical items do not cover everything required for extended travel or dangerous work. The following tables contain mundane goods, field supplies, specialized kits, ammunition, clothing, containers, and other equipment commonly purchased by adventurers.

Prices represent finished goods made from ordinary materials. Prices for elemental portions, special textiles, rare hides, and other unusual crafting materials are established separately. Container weights are empty weights unless stated otherwise. Equipment is sized for a Medium creature unless its description states otherwise.

For rules on how much a creature can carry before that weight becomes a problem, see Encumbrance.

For rules on how far a group can move, how roads and terrain affect travel, and how food and water matter on the road, see Travel and Exploration.

Clothing and Personal Gear

Item Cost Weight
Outfit, Casual 0.5 gp 2.5 lbs.
Outfit, Traveller's 2 gp 4 lbs.
Outfit, Cold-Weather 3 gp 8 lbs.
Cloak, Simple 0.2 gp 2 lbs.
Cloak, Heavy 0.75 gp 5 lbs.
Boots, Pair 0.5 gp 2 lbs.
Gloves, Pair 0.1 gp 0.25 lbs.
Belt 0.1 gp 0.25 lbs.
Apron or Work Smock 0.1 gp 1 lb.
Hat or Hood 0.1 gp 0.25 lbs.
Gaiters, Pair 0.2 gp 0.5 lbs.
Snowshoes, Pair 0.5 gp 4 lbs.

Outfit, Casual: A simple set of locally appropriate clothing such as trousers, a skirt, a shirt, a tunic, or a dress. It does not include substantial weather protection or specialized storage.

Outfit, Traveller's: A durable set of layered clothing with good boots, gaiters, gloves, a hood, interior pockets, and both light and heavy outer layers. It protects the wearer during travel through moderately hot or cold environments.

Outfit, Cold-Weather: A heavily insulated outfit incorporating layered wool, fur, leather, mittens, a lined hood, and protected boots. It is intended for sustained travel through severe cold and does not include snowshoes.

Cloak, Simple: A light cloth outer garment that provides modest protection from sun, wind, rain, and dust.

Cloak, Heavy: A thick woolen or fur-lined cloak suitable for cold nights and poor weather. It can also serve as an improvised blanket.

Boots, Pair: Durable fitted footwear suitable for prolonged walking. Specialized riding, climbing, or cold-weather boots are included in the appropriate outfit or kit.

Gloves, Pair: Cloth or leather hand coverings that protect against weather, abrasion, and ordinary manual work.

Belt: A simple leather or woven belt used to fit clothing and support one or two light pouches or sheaths. It lacks the organization of a storage belt.

Apron or Work Smock: A replaceable outer layer that protects clothing during cooking, crafting, medical work, and other dirty tasks.

Hat or Hood: A simple fitted head covering that protects against sun, dust, rain, or mild cold.

Gaiters, Pair: Covers fastened around the lower legs and tops of the boots to keep out mud, stones, snow, and brush.

Snowshoes, Pair: Broad frames with a cord or hide lattice that distribute the wearer's weight across deep snow. They make travel over suitable snow possible but are cumbersome on ordinary ground.

Packs, Containers, and Storage

Item Cost Weight
Barrel, Large 2 gp 100 lbs.
Barrel, Small 1 gp 15 lbs.
Basket, Storage 0.5 gp 5 lbs.
Basket, Hand 0.05 gp 1 lb.
Bottle, Fifth 0.02 gp 0.5 lbs.
Bottle, Handle 0.03 gp 1.5 lbs.
Vial 0.01 gp 0.1 lbs.
Flask 0.02 gp 0.25 lbs.
Waterskin 0.1 gp 0.25 lbs.
Cup or Mug 0.02 gp 0.25 lbs.
Bucket 0.1 gp 2 lbs.
Pouch, Small 0.05 gp 0.1 lbs.
Pouch, Large 0.1 gp 0.25 lbs.
Sack 0.05 gp 0.5 lbs.
Pack, Cloth 0.2 gp 2 lbs.
Haversack 1 gp 3 lbs.
Belt, Storage 5 gp 2 lbs.
Belt, Potion 5 gp 1 lb.
Case, Documents 0.5 gp 0.25 lbs.
Chest, Wooden 1 gp 25 lbs.
Lockbox 1 gp 8 lbs.

Barrel, Large: A reinforced wooden barrel holding approximately 60 gallons. A full barrel of liquid weighs approximately 580 lbs.; a half-full barrel weighs approximately 340 lbs.

Barrel, Small: A shelf-sized barrel holding approximately 2.5 gallons. It weighs approximately 35 lbs. when filled with liquid.

Basket, Storage: A large woven basket for bulk goods, laundry, harvested plants, or other dry materials. It does not protect its contents from water.

Basket, Hand: A small handled basket used to carry food, gathered plants, and household goods.

Bottle, Fifth: A stoppered ceramic or glass bottle holding approximately one fifth of a gallon. It weighs approximately 2 lbs. when filled with a liquid of similar density to water.

Bottle, Handle: A large stoppered bottle holding approximately half a gallon. It weighs approximately 5.5 lbs. when filled with a liquid of similar density to water.

Vial: A small stoppered container holding approximately one ounce. Vials are commonly used for samples, ink, medicine, poison, and concentrated alchemical substances.

Flask: A compact container holding approximately one pint. It may be made from ceramic, glass, or metal.

Waterskin: A sealed leather container holding approximately half a gallon. It weighs approximately 4.25 lbs. when filled with water.

Cup or Mug: A durable wooden, ceramic, or metal drinking vessel.

Bucket: A wooden or metal container with a carrying handle that holds approximately three gallons. It weighs approximately 26 lbs. when filled with water.

Pouch, Small: A drawstring or flap pouch for coins, spell components, ammunition, or other small objects.

Pouch, Large: A belt-mounted or shoulder-carried pouch large enough for several hand-sized objects.

Sack: A simple cloth or leather bag holding approximately one cubic foot. It must be carried or tied to another piece of equipment.

Pack, Cloth: An inexpensive shoulder pack holding approximately one cubic foot. It lacks the reinforced straps, compartments, and attachment points of a haversack.

Haversack: A reinforced leather pack holding approximately 1.5 cubic feet. External straps and loops allow a bedroll, blanket, lantern, rope, or similar equipment to be attached to it.

Belt, Storage: A reinforced belt fitted with numerous organized pouches. Spell components, lock picks, and similarly small tools stored in the belt can be retrieved as part of the action that uses them.

Belt, Potion: A padded belt holding as many as six potions or grenades. Drawing and drinking or throwing a stored potion is a free action.

Case, Documents: A tightly sealed leather tube that protects rolled maps, papers, scrolls, and similar documents from ordinary rain and splashing water. It can be attached to a belt or haversack.

Chest, Wooden: A reinforced storage chest holding approximately eight cubic feet. It has handles and a hasp but does not include a lock.

Lockbox: A small reinforced wooden or metal box holding approximately half a cubic foot. It includes a hasp suitable for a separate lock but is not itself especially difficult to break.

Camping, Shelter, and Provisions

Item Cost Weight
Bedroll, Common 0.2 gp 5 lbs.
Bedroll, Fine 1 gp 10 lbs.
Blanket 0.2 gp 4 lbs.
Tarpaulin 0.5 gp 8 lbs.
Tent, Small 2 gp 15 lbs.
Tent, Large 6 gp 40 lbs.
Cooking Kit 0.5 gp 8 lbs.
Mess Kit 0.2 gp 1 lb.
Soap 0.02 gp 0.25 lbs.
Bandages, 5 Uses 0.05 gp 0.25 lbs.

Bedroll, Common: A padded linen sleeping mat. Without a tent, using it reduces the chance of receiving a poor night's sleep to 20%. With a tent, it removes that chance under ordinary conditions. It can be attached to a haversack.

Bedroll, Fine: A thick, well-fitted sleeping roll made from padded textile, leather, and other comfortable materials. It removes the ordinary chance of receiving a poor night's sleep, even without a tent. It can be attached to a haversack.

Blanket: A heavy woven blanket that prevents ordinary ill effects from sleeping in cold weather and may provide additional protection in more severe environments.

Tarpaulin: A large waxed or oiled sheet with reinforced edges and tie points. It can cover equipment, collect rain, serve as a ground cloth, or form an improvised shelter.

Tent, Small: A weather-resistant fabric shelter with poles, stakes, and lines. It sleeps two Medium creatures and removes ordinary exposure to wind and rain when properly erected.

Tent, Large: A substantial shelter with poles, stakes, and lines. It sleeps six Medium creatures or provides a protected working area for a smaller group.

Cooking Kit: A nesting pot, pan, small griddle, knife, spoon, fork, and basic utensils. It permits meals to be prepared with Bushcraft or Craft (Meal) wherever a suitable fire is available.

Mess Kit: A compact bowl, plate, cup, and set of eating utensils intended for one person.

Soap: A small block of rendered soap used for washing people, clothing, cookware, and medical instruments.

Bandages, 5 Uses: Clean folded cloth suitable for binding wounds or padding splints. Bandages contain no medicines and do not replace a healing kit when one is required.

Meal Ingredients and Supplies

The following table can also be added to the General Equipment page. Meal Ingredients represent one serving of ordinary fresh or preserved food suitable for cooking; their specific contents may be selected when purchased without changing their cost or effect.

Item Cost Weight
Meal Ingredients, 1 Serving 0.1 gp 1 lb.
Spices, 10 Uses 0.5 gp 0.1 lbs.
Rations, Trail, 1 Day 0.5 gp 1.5 lbs.

Meal Ingredients, 1 Serving: Ordinary meat, grain, vegetables, fruit, cooking fat, or similar food sufficient to prepare one substantial meal for a Medium creature. A Small creature consumes half a serving.

Spices, 10 Uses: Salt, dried herbs, ground seeds, preserved aromatics, and other seasonings packed for travel. One use seasons one serving of Meal Ingredients or allows one day of Trail Rations to be used with Craft (Meal).

Rations, Trail, 1 Day: One day of preserved food for a Medium creature. Trail Rations can serve as Craft (Meal) ingredients only when prepared with Spices; a Small creature consumes half as much.

Light and Fire

Item Cost Weight
Candles, 6 0.05 gp 0.25 lbs.
Torches, 5 0.05 gp 5 lbs.
Flint and Steel 0.5 gp Negligible
Lamp, Oil 0.02 gp 0.5 lbs.
Lantern, Directional 0.5 gp 2.5 lbs.
Lantern, Radial 0.25 gp 1.5 lbs.
Oil, Pint 0.1 gp 1 lb.
Shine Stick 1 gp 0.1 lbs.

Candles, 6: Wax or tallow candles with woven wicks. Each candle burns for approximately two hours and produces bright light within 5 feet and shadowy light for another 10 feet.

Torches, 5: Wooden shafts wrapped with treated fibre. Each torch burns for approximately one hour and produces bright light within 20 feet and shadowy light for another 40 feet.

Flint and Steel: A prepared shard of flint and a hardened steel striker. It grants a +4 circumstance bonus to Bushcraft checks made to start a fire under suitable conditions.

Lamp, Oil: A simple filled lamp with a reservoir, spout, and wick. It produces bright light within 10 feet and shadowy light for another 20 feet.

Lantern, Directional: A shuttered lantern with a polished reflector or lens. It projects bright light in a 90-degree cone to 60 feet and shadowy light for another 120 feet, but produces no useful light in other directions.

Lantern, Radial: A protected lantern that casts light in every direction. It produces bright light within 20 feet and shadowy light for another 40 feet.

Oil, Pint: Sixteen ounces of common lamp oil. One pint fuels a lamp or lantern for approximately 32 hours. Oil suitable for alchemical weapons or other specialized purposes must be purchased separately.

Shine Stick: A sealed metal stick activated by striking it against a hard surface. It produces bright light within 30 feet and shadowy light for another 30 feet for six hours. Once activated, it cannot be extinguished or reused.

Climbing and Exploration

Item Cost Weight
Rope, Simple, 50 ft. 0.5 gp 10 lbs.
Rope, Exotic, 50 ft. 5 gp 5 lbs.
Grappling Hook 1 gp 1.5 lbs.
Pitons, 10 0.2 gp 5 lbs.
Climbing Kit 15 gp 5 lbs.
Crowbar 0.2 gp 5 lbs.
Hammer 0.1 gp 2 lbs.
Shovel 0.3 gp 8 lbs.
Pick 0.5 gp 10 lbs.
Hand Saw 0.3 gp 2 lbs.
Pole, 10 ft. 0.05 gp 8 lbs.
Block and Tackle 2 gp 10 lbs.
Ladder, 10 ft. 0.2 gp 20 lbs.
Chalk, 20 Pieces 0.02 gp 0.5 lbs.
Fishing Tackle 0.5 gp 2 lbs.
Fishing Line and Hooks 0.1 gp 0.25 lbs.

Rope, Simple, 50 ft.: One-inch hemp, jute, or similar fibre rope that safely supports approximately 800 lbs. under ordinary conditions.

Rope, Exotic, 50 ft.: Half-inch rope woven from silk, extraordinary fur, or another exceptionally strong fibre. It supports approximately 800 lbs. while weighing half as much as simple rope.

Grappling Hook: A three-pronged metal hook with an eye for attaching rope. Securing it to a distant object requires a ranged attack against AC 10 at 10 feet, increasing by 5 for every additional 5 feet. An unsuitable surface may further increase the AC.

Pitons, 10: Metal spikes that can be hammered into cracks to anchor ropes, secure doors, or mark a route. A piton must be recovered to be reused.

Climbing Kit: A fitted pack containing pitons, small hooks, an ice axe, a hammer, a harness, and other climbing hardware, but no rope. It grants a +5 circumstance bonus to Acrobatics checks made to climb and makes some otherwise impossible climbs possible.

Crowbar: A reinforced metal bar used for leverage. It grants a +2 circumstance bonus to appropriate Strength checks made to pry something open or shift a secured object.

Hammer: A general-purpose metal-headed hammer suitable for driving nails, stakes, and pitons. It is a tool rather than a properly balanced weapon.

Shovel: A broad metal or reinforced wooden blade on a long handle, used for moving earth, gravel, snow, and debris.

Pick: A heavy pointed tool used to break hard soil, stone, masonry, or ice. It is not balanced or reinforced as a weapon.

Hand Saw: A toothed metal blade with a wooden grip, used to cut boards, branches, and other manageable pieces of wood.

Pole, 10 ft.: A long wooden pole used to test floors, measure depth, push objects, or manipulate suspected hazards from a distance.

Block and Tackle: A system of ropes, hooks, and pulleys. When securely anchored and properly rigged, it allows a character to pull or lift as though their carrying capacity were four times greater, although the object moves slowly and only along the rigged path.

Ladder, 10 ft.: A rigid wooden ladder capable of supporting two Medium creatures at once under ordinary conditions.

Chalk, 20 Pieces: A small box of chalk suitable for temporary marks on stone, wood, and other rough surfaces.

Fishing Tackle: A basic pole, line, hooks, weights, floats, and simple lures. It grants a +4 circumstance bonus to Bushcraft checks made to catch fish where fish are present.

Fishing Line and Hooks: Replacement line, hooks, weights, and floats sufficient to replenish or improvise basic fishing equipment. It lacks the pole and organized tackle of a full kit.

Tools and Kits

Item Cost Weight
Alchemy Kit 35 gp 15 lbs.
Alchemy Kit Refill 15 gp 5 lbs.
Healing Kit, Basic 0.1 gp 0.25 lbs.
Healing Kit, Superior 0.5 gp 0.5 lbs.
Healing Kit, Elite 100 gp 1 lb.
Tool Kit 5 gp 8 lbs.
Sewing Kit 0.1 gp 0.25 lbs.
Lock-Picking Kit 5 gp 0.5 lbs.
Disguise Kit 5 gp 5 lbs.
Navigation Kit 10 gp 3 lbs.
Whetstone 0.02 gp 1 lb.

Alchemy Kit: A fitted field case containing burners, simple glassware, scales, tools, vials, and other equipment used for Craft (Alchemy). A newly purchased Alchemy Kit also contains 10 Average-quality elemental portions. The element of each portion is chosen when the kit is purchased, and the portions do not need to share the same element. For example, a kit might contain 4 Fire, 3 Water, 2 Air, and 1 Force portion. Elemental portions are consumed normally when used, but the kit itself remains usable and can be replenished with loose portions or an Alchemy Kit Refill.

Alchemy Kit Refill: A packaged collection of 10 Average-quality elemental portions used to replenish an Alchemy Kit. The element of each portion is chosen when the refill is purchased, and the portions do not need to share the same element. A refill contains no tools or permanent equipment and cannot function as an Alchemy Kit by itself.

Healing Kit, Basic: Clean bandages, thread, needles, disinfectant, and simple medicine sufficient for one basic use of the Heal skill. The kit is consumed after that use.

Healing Kit, Superior: Better instruments, dressings, antidotes, and medicine sufficient for one use. It grants a +4 circumstance bonus to the associated Heal check and is consumed afterward.

Healing Kit, Elite: Excellent instruments and a broad selection of rare medicines, antidotes, and two Excellent Life portions suitable for the most difficult applications of Heal. It grants a +10 circumstance bonus to the associated Heal check and is consumed afterward. If a rule only requires the kit to diagnose a wound, injury, disease, or other affliction, the kit is not consumed.

Tool Kit: A portable collection of hammers, files, pliers, probes, drivers, measuring tools, wire, and other precision implements. It allows Craft (Tinker) to be used away from a permanent workshop. The kit contains tools but does not provide the standard or elemental ingredients consumed when constructing a gadget.

Sewing Kit: Needles, pins, thread, a thimble, small scissors, wax, and patches. It permits ordinary field repairs to clothing and other textile goods.

Lock-Picking Kit: Picks, tension tools, probes, wire, and narrow gripping tools. It permits attempts to open conventional locks without their keys.

Disguise Kit: Cosmetics, dyes, false hair, adhesives, padding, and small tools sufficient for ten physical disguises. It grants a +4 circumstance bonus to Disguise checks for which its contents are applicable. One use is consumed for each disguise prepared.

Navigation Kit: A protected compass, measuring cord, straightedge, dividers, basic local charts, and writing tools. It grants a +4 circumstance bonus to bushcraft checks made to navigate or create an accurate route map. Missing or grossly inaccurate charts can prevent the bonus from applying.

Whetstone: A shaped abrasive stone used to maintain ordinary blades and edged tools. Routine sharpening is assumed and does not grant a combat bonus.

Writing and Signaling

Item Cost Weight
Ink, Vial 0.05 gp 0.25 lbs.
Ink Pen or Brush 0.1 gp Negligible
Paper, Sheet 0.04 gp Negligible
Paper, Ream 4 gp 1 lb.
Parchment, Sheet 0.02 gp Negligible
Sealing Wax 0.05 gp 0.25 lbs.
Whistle 0.05 gp Negligible
Bell, Hand 0.1 gp 0.25 lbs.
Mirror, Signal 1 gp 0.5 lbs.

Ink, Vial: Four ounces of ordinary writing ink in a tightly sealed vial. Unusual colors, waterproof formulations, and magical inks may cost more.

Ink Pen or Brush: A reusable pen or fine brush designed for writing or illustration with liquid ink.

Paper, Sheet: A sheet of ordinary paper approximately one foot wide and one and a half feet long.

Paper, Ream: One hundred sheets of ordinary paper packaged to protect them from casual handling.

Parchment, Sheet: A durable prepared skin suitable for writing. It is less uniform than paper but resists rough handling and damp conditions somewhat better.

Sealing Wax: Colored wax sufficient to seal approximately twenty folded letters or document cases. A personal seal or signet is not included.

Whistle: A small metal, ceramic, or wooden whistle that produces a piercing sound audible at considerable distance under quiet conditions.

Bell, Hand: A small handheld bell. It can also be tied to a line, door, animal, or piece of equipment as a simple audible signal.

Mirror, Signal: A durable polished-metal mirror with a sighting hole. In sunlight, it can transmit visible flashes across several miles when line of sight is unobstructed. It also functions as an ordinary personal mirror.

Restraints and Security

Item Cost Weight
Manacles 5 gp 4 lbs.
Chain, 10 ft. 1 gp 10 lbs.
Lock, Simple 1 gp 0.5 lbs.
Lock, Good 5 gp 0.5 lbs.

Manacles: Hinged or linked metal restraints fitted around a creature's wrists or ankles. They include a simple lock and short connecting chain. Manacles are made for a particular size category and may not securely fit substantially different creatures.

Chain, 10 ft.: A length of general-purpose iron chain suitable for hauling, securing objects, or connecting restraints. It safely supports approximately 1,500 lbs. under ordinary conditions.

Lock, Simple: An ordinary keyed padlock suitable for a chest, door, chain, or set of restraints. Opening it without the key requires a DC 15 Lock Picking check.

Lock, Good: A precisely made keyed lock with protected internal components. Opening it without the key requires a DC 25 Lock Picking check.

Ammunition and Weapon Support

Item Cost Weight
Arrows, 20 1 gp 3 lbs.
Crossbow Bolts, 20 1 gp 3 lbs.
Sling Bullets, Clay or Stone, 20 0.05 gp 5 lbs.
Sling Bullets, Metal, 20 0.5 gp 5 lbs.
Bowstring, Replacement 0.1 gp Negligible
Quiver 0.5 gp 1 lb.
Bolt Case 0.5 gp 1 lb.
Sling-Bullet Pouch 0.1 gp 0.25 lbs.
Weapon Sheath 0.1 gp 0.25 lbs.
Scabbard, Full 0.5 gp 1.5 lbs.
Weapon Sling 0.2 gp 0.5 lbs.
Gear Harness 1 gp 2 lbs.

Arrows, 20: Twenty straight wooden shafts with fletching, nocks, and ordinary metal heads. A quiver is not included.

Crossbow Bolts, 20: Twenty short, heavy shafts with fletching and ordinary metal heads. A bolt case is not included.

Sling Bullets, Clay or Stone, 20: Twenty consistently shaped clay or stone projectiles. They are easier to carry and more predictable than stones gathered from the ground.

Sling Bullets, Metal, 20: Twenty cast metal projectiles of consistent weight and shape. They use the normal statistics of sling ammunition unless another rule states otherwise.

Bowstring, Replacement: A waxed string of linen, hemp, silk, sinew, or another strong fibre, fitted for a particular bow. Replacing a broken string requires one minute under ordinary conditions.

Quiver: A rigid leather or woven container holding as many as twenty arrows while protecting their shafts and fletching.

Bolt Case: A rigid case holding as many as twenty crossbow bolts. Its internal divisions prevent the bolts from shifting or damaging one another.

Sling-Bullet Pouch: A reinforced belt pouch holding as many as twenty sling bullets while leaving them readily accessible.

Weapon Sheath: A simple fitted covering for a dagger, short blade, hand axe, or similarly compact weapon. It protects the wearer and weapon but provides little structural protection.

Scabbard, Full: A rigid, lined, and fitted enclosure for a sword or other long-bladed weapon. It protects the edge, keeps the weapon secure, and prevents the blade from injuring the wearer.

Weapon Sling: An adjustable strap that secures a bow, crossbow, pole weapon, shield, or other cumbersome item across the body when it is not being wielded.

Gear Harness: A system of shoulder, chest, and waist straps fitted with reinforced attachment points. It secures scabbards, pouches, rope, tools, and other carried equipment without changing their weight or normal retrieval time.

Animal Equipment

Item Cost Weight
Saddle, Riding 5 gp 25 lbs.
Saddle, Pack 3 gp 20 lbs.
Saddlebags, Pair 1 gp 8 lbs.
Bridle and Reins 0.5 gp 1 lb.
Animal Harness 2 gp 10 lbs.
Animal Feed, One Day 0.05 gp 10 lbs.

Saddle, Riding: A shaped leather saddle with padding, straps, and stirrups, fitted to a particular general type and size of riding animal.

Saddle, Pack: A rigid saddle designed to distribute cargo across an animal's back. It cannot be comfortably ridden for extended periods.

Saddlebags, Pair: Balanced leather bags fitted across a riding or pack saddle. Together they hold approximately four cubic feet.

Bridle and Reins: A fitted headstall, bit or noseband, and reins used to direct a trained riding or draft animal.

Animal Harness: A padded system of straps, collars, traces, and fittings that allows a trained animal to pull a cart, wagon, plough, or similar load.

Animal Feed, One Day: Grain, hay, dried fruit, or other preserved feed sufficient for one day for a typical Large riding or draft animal. Animals able to graze may not require purchased feed when suitable forage and time are available.

Experimental Outfitting

Experimental Outfitting combines ordinary construction with unusual designs, treatments, or semi-magical materials. The listed base costs cover ordinary materials and labor. The market prices of graded elemental portions and special textiles are added separately when such materials are required.

Grenade-Delivery Ammunition

Item Cost Weight
Grenade-Delivery Arrows, 20 15 gp 4 lbs.
Grenade-Delivery Bolts, 20 15 gp 4 lbs.

Grenade-Delivery Arrows, 20: Twenty arrows fitted with small metal cradles. One separately purchased alchemical grenade can be secured to each arrow before it is fired.

Grenade-Delivery Bolts, 20: Twenty crossbow bolts fitted with small metal cradles. One separately purchased alchemical grenade can be secured to each bolt before it is fired.

On a successful attack, grenade-delivery ammunition deals its normal damage and releases the attached grenade's effect centered on the creature or square struck. A directly struck creature is also the direct target of the grenade. If the attack misses, determine the grenade's landing square as normal for a missed grenade attack. The grenade and delivery projectile are both consumed when fired. Grenades are not included in the ammunition's price or weight.

Oiled Leather Gear

Modification Cost Modifier Weight Modifier Effect
Oiled Leather +0.1 gp None +2 circumstance bonus to Move Silently

Oiled Leather: Leather gear is carefully cut, fitted, and treated so its surfaces, joints, and fittings do not scrape or creak against one another. The modification can be applied when making boots, gloves, belts, harnesses, haversacks, pouches, leather clothing, or similar worn or carried leather goods. The bonus applies while the item is worn or carried as intended. Bonuses from multiple pieces of Oiled Leather gear do not stack.

Airweight Bags

An Airweight Bag incorporates two portions of elementally aligned Air material into its seams and lining. It reduces the effective weight of objects stored inside without increasing its physical capacity.

Air Quality Cost Weight Capacity Carried Weight Reduction
Poor 1 gp plus 2 Poor Air portions 2 lbs. 1.5 cubic feet 5 lbs.
Average 1 gp plus 2 Average Air portions 2 lbs. 1.5 cubic feet 10 lbs.
Good 1 gp plus 2 Good Air portions 2 lbs. 1.5 cubic feet 20 lbs.
Excellent 1 gp plus 2 Excellent Air portions 2 lbs. 1.5 cubic feet 35 lbs.
Flawless 1 gp plus 2 Flawless Air portions 2 lbs. 1.5 cubic feet 50 lbs.

The reduction applies only to objects stored inside the bag and cannot reduce their combined effective weight below 0 lbs. The bag's own weight is unaffected. The bag does not increase in volume and cannot hold an object that does not fit through its opening. Placing one Airweight Bag inside another does not apply both reductions to the same contents; only the innermost bag containing the objects reduces their weight.

Shadeweave Garments

Shadeweave is a semi-magical textile whose fibres absorb and scatter light unevenly. Its shifting surface breaks up the wearer's outline and makes their movements more difficult to follow.

Shadeweave Quality Cost Circumstance Bonus to Conceal
Poor Base garment plus required Poor Shadeweave +1
Average Base garment plus required Average Shadeweave +2
Good Base garment plus required Good Shadeweave +4
Excellent Base garment plus required Excellent Shadeweave +5
Flawless Base garment plus required Flawless Shadeweave +7


Garment Required Shadeweave Base Cost Weight
Simple Cloak 3 units 0.2 gp 2 lbs.
Casual Outfit 4 units 0.5 gp 2.5 lbs.
Traveller's Outfit 8 units 2 gp 4 lbs.

The circumstance bonus applies while the Shadeweave garment is worn. Shadeweave does not remove the normal requirement for concealment, cover, shadows, or another suitable hiding place. Bonuses from multiple Shadeweave garments do not stack; use only the highest applicable bonus.

Equipment Size and Availability

Clothing, bedrolls, tents, saddles, restraints, and other fitted goods are normally made for a particular size category and general body plan. Unless an entry states otherwise, equipment for a Small creature weighs half as much as its Medium equivalent. Particularly unusual anatomy may require a fitted item even when the creature is otherwise the correct size.

The listed price describes the ordinary market value of an item and does not guarantee that it is available in every settlement. Common household and traveling goods can usually be found in villages and towns. Specialized kits, precision locks, experimental equipment, and goods made from graded or special materials may require a large settlement, a relevant craftsperson, or a special commission.