Adventuring Gear
Many heroes count on items like these to survive and prosper.
Area map
Source Ultimate Equipment pg. 56, Adventurer's Armory pg. 19
Price 50 gp; Weight 2 lbs.
Category Adventuring Gear
Description
A geographically relevant map grants a user a +1 circumstance bonus on Survival checks made to navigate in the wilderness. It also can be used to grant the same bonus on Knowledge (dungeoneering) checks made to navigate underground.
Astrolabe
Source Ultimate Equipment pg. 56, Pathfinder #51: The Hungry Storm pg. 67, Pirates of the Inner Sea pg. 21, Advanced Player's Guide pg. 184, Adventurer's Armory pg. 19
Price 1,000 gp; Weight 6 lbs.
Category Adventuring Gear
Description
This device consists of a flat disc upon which two other discs are mounted. The mounted discs can rotate on a central axis, allowing them to spin and move as days pass. The bottom disc represents the latitude of the user; an astrolabe is useless if the user is outside the preset latitude. The upper disc represents the sky, and is filled with astronomical features. Anyone can be shown how to use an astrolabe at night to determine the date and time (which takes 1 minute). When using an astrolabe, you can make a Survival check using your Intelligence modifier instead of your Wisdom modifier to avoid becoming lost.
Blanket
Source Ultimate Equipment pg. 56, Adventurer's Armory pg. 19, PRPG Core Rulebook pg. 158, Advanced Player's Guide pg. 181
Price 5 sp; Weight 3 lbs.
Category Adventuring Gear
Description
This warm, woven blanket has straps so it can be rolled up and tied. Blankets are often used in conjunction with bedrolls to provide additional warmth or a ground cushion.
侧边栏:
Backpack, Masterwork: This backpack has numerous pockets for storing various items that might be needed while adventuring.
Hooks are included for attaching items such as canteens, pouches, other small bags, or even a rolled-up blanket. It has padded bands that strap across the chest and the waist to distribute its weight more evenly. Like a common backpack, it can hold about 2 cubic feet of materials in its main container. When wearing a masterwork backpack, treat your Strength score as +1 higher than normal when calculating your carrying capacity.
Block and tackle
Source Ultimate Equipment pg. 56, Advanced Player's Guide pg. 185, PRPG Core Rulebook pg. 158, Adventurer's Armory pg. 19
Price 5 gp; Weight 5 lbs.
Category Adventuring Gear
Description
Whether it is used to hoist treasure from a pit or move supplies, a simple block-and-tackle pulley, when it is properly secured, adds a +5 circumstance bonus on Strength checks to lift heavy objects. Securing the pulley requires 1 minute.
Breakaway chains
Source Ultimate Equipment pg. 56, Adventurer's Armory pg. 19
Price 65 gp; Weight 2 lbs.
Category Adventuring Gear
Description
These masterwork chains are easy to break, even though they look like normal chains (Perception DC 25 to notice the difference). A DC 10 Strength check breaks them instantly.
Chest: The common wooden chest comes in several sizes, including small (2 cubic feet, 1 hit point, break DC 17), medium (4 cubic feet, 15 hp, break DC 23), large (6 cubic feet, 30 hit points, break DC 29), and huge (8 cubic feet, 50 hit points, break DC 35). Most include a simple inset lock.
Chest
Source Ultimate Equipment pg. 56, Adventurer's Armory pg. 19, Advanced Player's Guide pg. 181
Price 25 gp (huge), 10 gp (large), 5 gp (medium), 2 gp (small); Weight 250 lbs. (huge), 100 lbs. (large), 50 lbs. (medium), 25 lbs. (small)
Description
The common wooden chest comes in several sizes, including small (2 cubic feet, 1 hit point, break DC 17), medium (4 cubic feet, 15 hp, break DC 23), large (6 cubic feet, 30 hit points, break DC 29), and huge (8 cubic feet, 50 hit points, break DC 35). Most include a simple inset lock.
Collapsible plank
Source Ultimate Equipment pg. 56, Adventurer's Armory pg. 19
Price 4 sp; Weight 10 lbs.
Category Adventuring Gear
Description
Hinged in two places, collapsible planks can hold 250 pounds before breaking. The 10-foot-long plank folds down into a 3-foot-by-1-foot-by-6-inch bundle. Folding or unfolding it is a standard action.
Coffin: A plain coffin is made of simple wood and has a loose, flat lid that can be nailed onto it. An ornate coffin is favored by aristocratic families for displaying their dead, and include upholstered cloth liners and a hinged lid.
Coffin
Source Ultimate Equipment pg. 56, Adventurer's Armory pg. 19, Pathfinder Campaign Setting pg. 213
Price 10 gp (common), 100 gp (ornate); Weight 30 lbs. (common), 50 lbs. (ornate)
Description
A plain coffin is made of simple wood and has a loose, flat lid that can be nailed onto it. Ornate coffins are favored by aristocratic families for displaying their dead, and include upholstered cloth liners and a hinged lid.
Combat scabbard
Source Adventurer's Armory pg. 19
Price 1 gp; Weight 1 lbs.
Category Adventuring Gear
Description
This scabbard is an improvised weapon designed to allow you to remove it from your belt as a swift action when drawing the weapon it contains. Taking the Equipment Trick feat (see page 22) for a scabbard gives you additional combat options for using a scabbard. For the purpose of fighter weapon groups, a scabbard for a heavy blade is considered a hammer, and a scabbard for a light blade is considered a close weapon.
Copy of a key
Source Ultimate Equipment pg. 56, Adventurer's Armory pg. 19
Price 1 gp; Weight —
Category Adventuring Gear
Description
An artisan can make a working copy of a key in an hour (making a duplicate that looks exactly like the original requires a skilled smith, a DC 25 Craft check, and 1 day).
Earplugs
Source Ultimate Equipment pg. 56, Advanced Player's Guide pg. 181, Adventurer's Armory pg. 19
Price 3 cp; Weight —
Category Adventuring Gear
Description
Made of waxed cotton or cork, earplugs give you a +2 circumstance bonus on saves against effects that require hearing, but also cause a –5 penalty on hearing-based Perception checks.
False-bottomed chest
Source Ultimate Equipment pg. 56, Adventurer's Armory pg. 19
Price 52 gp; Weight 25 lbs.
Category Adventuring Gear
Description
These chests are typically used by smugglers transporting contraband or those with treasures they would prefer to keep hidden. The secret compartment in this chest is approximately 1 inch deep. Different styles open from the inside, from the underside, or through the back. Detecting the compartment requires a DC 20 Perception check.
False-bottomed cup
Source Ultimate Equipment pg. 56, Adventurer's Armory pg. 19
Price 1 gp; Weight —
Category Adventuring Gear
Description
The tiny compartment in the thick bottom of this cup is an excellent place to store a small item or substance. The most insidious are designed with a weighted catch that opens when the cup is tilted back, releasing the hidden substance into the contents of the cup. Spotting the secret compartment in an empty cup requires a DC 15 Perception check.
False-bottomed scabbard
Source Ultimate Equipment pg. 56, Adventurer's Armory pg. 19
Price 45 gp; Weight 1 lb.
Category Adventuring Gear
Description
The space at the bottom of this sword scabbard is just large enough to hold a potion flask. Some are accessed from the outside; others open on the inside with a secret catch at the top end. Finding the secret compartment requires a DC 25 Perception check, or DC 20 if you can compare the sword’s length to that of the scabbard.
侧边栏:
False Manacles: These manacles are nearly indistinguishable from standard manacles upon inspection (Perception DC 25). A wearer who knows the location of the secret catch can open them as a standard action; otherwise they act like masterwork manacles. Some appear to be of common quality, though false manacles are always masterwork.
Folding chair
Source Ultimate Equipment pg. 56, Adventurer's Armory pg. 19
Price 2 gp; Weight 10 lbs.
Category Adventuring Gear
Description
This simple folding chair has a wooden frame and canvas seat and back, making it easy to transport and set up wherever you wish. It folds up easily and fits in a handy carrying bag. The chair can support up to 250 pounds with ease.
Folding ladder
Source Ultimate Equipment pg. 56, Adventurer's Armory pg. 19
Price 2 gp; Weight 16 lbs.
Category Adventuring Gear
Description
The hook, pole, and rungs of this 10-foot ladder are hinged, allowing you to fold it into a 3-foot-by-1-foot-by-1-foot bundle. Folding or unfolding it is a standard action.
侧边栏
Grappling Arrow: This small grappling hook is designed to be tied to a silk rope and fired from a bow. When fired, it has a range increment of 30 feet. An equivalent item exists for crossbows.
Hammock
Source Ultimate Equipment pg. 57, Adventurer's Armory pg. 19
Price 1 sp; Weight 3 lbs.
Category Adventuring Gear
Description
This blanket or net is attached to strong ropes, allowing you to hang it from a heavy branch or two trees and sleep above the ground. Climbing into or out of a hammock is a full-round action. A successful DC 5 Dexterity check reduces this to a move action.
PFS:The Harrow deck may be used if it is an actual Harrow deck. Any alternative means to simulate the Harrow deck usage, such as a normal deck of cards or dice, is not legal
Harrow deck
Source Ultimate Equipment pg. 57, Curse of the Crimson Throne Player's Guide pg. 12, Pathfinder Campaign Setting pg. 213, Adventurer's Armory pg. 19, Inner Sea World Guide pg. 293
Price 100 gp; Weight —
Category Entertainment
Description
This is a traditional fortune-telling deck of cards used by soothsayers and seers. Some harrow decks are elaborately illustrated, but most are parchment or paper cards with hand-painted images. Harrow decks are often handed down through generations and treated with utmost care by their users as a result.
Harrow Deck: This is a traditional fortunetelling deck of cards used by Varisian soothsayers and seers. Some Harrow decks are elaborately illustrated, but most are parchment or paper cards with hand-painted images. Harrow decks are often handed down through generations and treated with utmost care by their users as a result.
Helmet candle
Source Ultimate Equipment pg. 57, Adventurer's Armory pg. 19
Price 2 gp; Weight 4 lbs
Category Adventuring Gear
Description
This device consists of a helmet with a short, thin spike on top upon which a candle is stuck, freeing your hands for other tasks.
Hollowed pommel
Source Ultimate Equipment pg. 57, Adventurer's Armory pg. 19
Price 5 gp; Weight —
Category Adventuring Gear
Description
Depending on the weapon, a hollow pommel may hold something as large as a flask or as small as a rolled piece of paper. Detecting a hollow pommel requires a DC 15 Perception check.
Hourglass
Source PRPG Core Rulebook pg. 158
Price 25 gp; Weight 1 lb.
Category Adventuring Gear
Description
From Nethys: No description was provided for this entry.
Hourglass
Source Ultimate Equipment pg. 57, Adventurer's Armory pg. 19, Advanced Player's Guide pg. 181
Price 25 gp (1 hour), 20 gp (1 minute), 10 gp (6 seconds); Weight 1 lb. (1 hour), 1/2 lb. (1 minute), — (6 seconds)
Description
The standard hourglass takes 1 hour to empty the sand from the upper chamber; smaller ones that mark time more precisely are also readily available, in 1-minute and 6-second sizes. Hourglasses tracking more than an hour are rare.
Hourglass: The standard hourglass takes 1 hour to empty the sand from the upper chamber; larger and smaller timers exist which mark off time in increments as short as 6 seconds.
Iron spike
Source Ultimate Equipment pg. 57, Advanced Player's Guide pg. 181, Adventurer's Armory pg. 19
Price 5 cp; Weight 1 lb.
Category Adventuring Gear
Description
This foot-long iron spike is used to keep doors open or closed and to secure ropes for climbing. Hearing a spike being hammered in requires a DC 5 Perception check.
Iron vial
Source Ultimate Equipment pg. 57, Adventurer's Armory pg. 19
Price 1 sp; Weight 1 lb.
Category Adventuring Gear
Description
This metal potion bottle has hardness 5, 3 hit points, and a break DC of 14.
Lantern, Waterproof: Meant to shelter its flame from both water and wind, this lantern treats severe winds as strong winds, windstorms as severe winds, and hurricanes as windstorms for the purpose of determining whether they extinguish its flame. It holds enough air to burn underwater for 5 rounds before going dark.
Magnet
Source Ultimate Equipment pg. 57, Advanced Player's Guide pg. 181, Adventurer's Armory pg. 19
Price 5 sp; Weight 1/2 lb.
Category Adventuring Gear
Description
Handheld magnets are relatively weak and are mainly used to detect or pull iron, mithral, or adamantine at a short range. They are not powerful enough to tug metal over significant distances or aid in disarming creatures wielding metal weapons. This hand-sized horseshoe magnet can lift up to a 3-pound iron weight.
侧边栏
Marbles
Source Ultimate Equipment pg. 57, Advanced Player's Guide pg. 181, Adventurer's Armory pg. 19
Price 1 sp; Weight 2 lbs.
Category Adventuring Gear
Description
Marbles can be used to slow opponents. One 2-pound bag of marbles covers an area 5 feet square. A creature entering a square with marbles scattered on it must succeed at a DC 10 Reflex save or fall prone (the creature’s stability bonus to trip applies to this save). Any creature moving at half speed or slower can pick its way through a square of marbles with no trouble.
新东西
Mithral manacles
Source Adventurer's Armory pg. 19
Price 1,000 gp; Weight 2 lbs.
Category Adventuring Gear
Description
These bindings are more difficult to break than standard bindings and are particularly useful against lycanthropes. They have hardness 15, 30 hit points, and a break DC of 30.
Paper: Ordinary paper typically measures 9 inches by 6 inches and is unsuitable for making magical scrolls. It has hardness 0, 1 hit point, and break DC 5.
Paper (sheet)
Source Ultimate Equipment pg. 57, Adventurer's Armory pg. 19, PRPG Core Rulebook pg. 158, Advanced Player's Guide pg. 181
Price 4 sp; Weight —
Category Adventuring Gear
Description
A sheet of ordinary paper typically measures 9 inches by 6 inches and is unsuitable for making magical scrolls. It has hardness 0, 1 hit point, and a break DC of 5.
Perfume/cologne
Source Ultimate Equipment pg. 57, Adventurer's Armory pg. 19
Price 5 gp; Weight —
Category Adventuring Gear
Description
Most perfumes and colognes are derived from the essential oils of flowers. Perfume or cologne may (at the GM’s discretion) provide a +1 circumstance bonus on several Charisma-based skill checks.
新东西
Pickle extractor
Source Adventurer's Armory pg. 19
Price 2 cp; Weight 2 lbs.
Category Adventuring Gear
Description
A pickle extractor is little more than a spike stuck through the end of a stick, used mainly by goblins to grab things at the bottom of a barrel.
Pocket watch
Source Adventurer's Armory pg. 19
Price 250 gp; Weight 1 lb.
Category Adventuring Gear
Description
This miniature clock is small enough to carry.
侧边栏
Poison pill ring
Source Ultimate Equipment pg. 57, Adventurer's Armory pg. 19, Advanced Player's Guide pg. 181
Price +20 gp; Weight —
Category Adventuring Gear
Description
This ring has a tiny compartment under the setting, typically used to hold poison. Opening and closing a ring is a move action; doing so unseen requires a DC 20 Sleight of Hand check.
Powder
Source Ultimate Equipment pg. 57, Adventurer's Armory pg. 19, Pathfinder Society Field Guide pg. 48, Advanced Player's Guide pg. 183
Price 1 cp; Weight 1/2 lb.
Category Adventuring Gear
Description
Powdered chalk, flour, and similar materials are popular with adventurers for their utility in pinpointing invisible creatures. Throwing a bag of powder into a square is an attack against AC 5, and momentarily reveals whether an invisible creature is there. A much more effective method is to spread powder on a surface (which takes 1 full round) and look for footprints.
Prosthetic: People who lose hands, arms, legs, or feet in combat sometimes replace them with prosthetics: realistic simulations of their missing limbs. Usually carved of wood and painted to match the wearer’s skin tone, these items have limited functionality, allowing a legless person to walk at half speed, or enabling an armless person to hold a shield in a fixed position, but little more. Clever individuals have been known to create small compartments in their prosthetics, just large enough to hold very small objects. A prosthetic hand or foot can hold an item with negligible weight, while a prosthetic limb can hold up to 1 or 2 pounds.
Prosthetic
Source Ultimate Equipment pg. 57, Pirates of the Inner Sea pg. 21, Adventurer's Armory pg. 19
Price 10 gp (arm), 1 gp (foot), 1 gp (hand), 20 gp (leg); Weight 3 lbs. (arm), 2 lbs. (foot), 1 lb. (hand), 6 lbs. (leg)
Description
People who lose hands, arms, legs, or feet in combat sometimes replace them with prosthetics: realistic simulations of their missing limbs. Usually carved of wood and painted to match the wearer’s skin tone, these items have limited functionality, allowing a legless person to walk at half speed, or enabling an armless person to hold a shield in a fixed position, but little more. Clever individuals have been known to create small compartments in their prosthetics, just large enough to hold very small objects. A prosthetic hand or foot can hold an item with negligible weight, while a prosthetic limb can hold up to 1 or 2 pounds.
新东西
Pump water canister
Source Adventurer's Armory pg. 19
Price 75 gp; Weight 5 lbs.
Category Adventuring Gear
Description
This metal container holds 4 gallons of water. As a standard action that provokes attacks of opportunity, you can use the hand pump and hose at the top to spray water up to 10 feet away. Pumping uses 1 gallon of water for every round of use and can extinguish nonmagical fires in 1 square. A full canister weighs 37 pounds.
Rice Paper: This variety of paper is made of rice or tree bark. It has hardness 0, 1 hit point, and break DC 2.
Rice paper (sheet)
Source Ultimate Equipment pg. 57, Advanced Player's Guide pg. 183, Adventurer's Armory pg. 19
Price 5 cp; Weight —
Category Adventuring Gear
Description
This sheet of paper is made of rice, straw, or tree bark. It has hardness 0, 1 hit point, and a break DC of 2.
Scroll case
Source Ultimate Equipment pg. 57, PRPG Core Rulebook pg. 158, Adventurer's Armory pg. 19, Advanced Player's Guide pg. 183
Price 1 gp; Weight 1/2 lb.
Category Adventuring Gear
Description
A leather or wooden scroll case easily holds four scrolls; you can cram more inside, but retrieving any of them becomes a full-round action rather than a move action. You must destroy the scroll case to damage its contents (hardness 2 for leather or 5 for wood, 2 hit points, break DC 15). A scroll case is not watertight, and must still be protected from the elements.
侧边栏:
Sextant
Source Ultimate Equipment pg. 57, Adventurer's Armory pg. 19, Advanced Player's Guide pg. 185, Pirates of the Inner Sea pg. 21
Price 500 gp; Weight 2 lbs.
Category Adventuring Gear
Description
A sextant is used to determine your latitude. Using a sextant with an astrolabe gives you a +4 circumstance bonus on Survival checks made to prevent getting lost.
UE服饰/AA冒险装备
Shaving kit
Source Ultimate Equipment pg. 57, Adventurer's Armory pg. 19
Price 15 sp; Weight 1/2 lb.
Category Kits
Description
A shaving kit contains a straight razor, a whetstone, a small mirror, a brush, a cup, and enough shaving powder to last a Medium humanoid 50 shaves.
Shield sconce
Source Ultimate Equipment pg. 57, Adventurer's Armory pg. 19
Price 1 gp; Weight 1/2 lb.
Category Adventuring Gear
Description
This metal frame holds a torch and is designed to be strapped to the front of a light, heavy, or tower shield, allowing you to carry a torch without giving up your shield or occupying your weapon hand.
Shovel: This tool lets you dig a pit at a rate of 2 cubic feet per minute.
Shovel
Source Ultimate Equipment pg. 57, Pathfinder #51: The Hungry Storm pg. 67
Price 2 gp (common), 10 gp (folding); Weight 8 lbs. (common), 12 lbs. (folding)
Description
This tool lets you dig a pit at a rate of 2 cubic feet per minute. If a shovel is used in combat, treat it as a one-handed improvised weapon that deals bludgeoning damage equal to that of a club of its size.
Folding Shovel: A folding shovel is a full-sized shovel with a sturdy sectional handle that folds into pieces no longer than the shovel blade, allowing it to fit in a smaller space such as a backpack. Converting the shovel from its folded state to usable (or vice versa) is 2 full-round actions.
Signal horn
Source Ultimate Equipment pg. 57, Adventurer's Armory pg. 19, Advanced Player's Guide pg. 183
Price 1 gp; Weight 2 lbs.
Category Adventuring Gear
Description
Sounding a horn requires a DC 10 Perform (wind instruments) check and can convey concepts such as “Attack!”, “Help!”, “Advance!”, “Retreat!”, “Fire!”, and “Alarm!” The report of a signal horn can be clearly heard (Perception DC 0) up to a half-mile distant. For each quarter-mile beyond, Perception checks to hear the horn take a –1 penalty.
侧边栏
Skeleton key
Source Ultimate Equipment pg. 57, Adventurer's Armory pg. 19
Price 85 gp; Weight —
Category Adventuring Gear
Description
Many door locks have a similar design and thus can be unlocked by a similar key. A skeleton key may be tried on any standard door lock that uses a key, even if you don’t have the Disable Device skill. You use the key’s Disable Device bonus of +10 rather than your own total; you cannot take 10 when using a skeleton key. The key only gets one roll for any particular lock. If the roll fails, the key is unable to open or close that lock. Inferior skeleton keys may only have a +5 bonus.
Soap
Source Ultimate Equipment pg. 57, Adventurer's Armory pg. 19, PRPG Core Rulebook pg. 158
Price 1 cp; Weight 1/2 lb.
Category Adventuring Gear
Description
Most soap is made from animal fat and lye derived from ashes. You can use this thick block of soap to scrub clothes, pots, linens, adventurers, or anything else that might be dirty. A bar of soap has approximately 50 uses.
新东西
Spear-thrower
Source Adventurer's Armory pg. 19
Price 1 gp; Weight 1 lb.
Category Adventuring Gear
Description
This is little more than a handle with a cup, loop, or spur to hold the butt of a dart, javelin, or shortspear. Using a spear-thrower to throw such a weapon doubles the projectile’s range increment. Setting a weapon into a spear-thrower is a move action; by taking the Rapid Reload (spear-thrower) feat, you reduce this to a free action.
Stationary: Generally used only by the wealthy, fancy stationary is a finer-quality 9-inch-by-6-inch paper, often embossed or engraved with the owner’s personal seal.
Stationery
Source Ultimate Equipment pg. 58, Adventurer's Armory pg. 19
Price 1 gp; Weight —
Category Adventuring Gear
Description
Generally used only by the wealthy, fancy stationery is a finerquality 9-inch-by-6-inch paper, often embossed or engraved with the owner’s personal seal.
Stove can
Source Ultimate Equipment pg. 58, Adventurer's Armory pg. 19
Price 10 gp; Weight 1 lb.
Category Adventuring Gear
Description
This little metal container holds a waxy fuel that creates enough heat to cook with but only as much light as a candle. To snuff the flame, close the metal lid on the container; it cools enough that it can be carried in a few minutes. Each lasts 5 hours (enough to cook about 10 meals).
String or twine (50 ft.)
Source Ultimate Equipment pg. 58, Adventurer's Armory pg. 19, Pathfinder Society Field Guide pg. 48, Advanced Player's Guide pg. 183
Price 1 cp; Weight 1/2 lb.
Category Adventuring Gear
Description
Sold in balls or spools of 50 feet, string and twine are useful for rigging traps and alarms and are a vital component of grappling bolts and arrows. String or twine has hardness 0, 1 hit point, and a break DC of 14.
Tattoo
Source Ultimate Equipment pg. 58, Adventurer's Armory pg. 19, Advanced Player's Guide pg. 183, Pirates of the Inner Sea pg. 21
Price 1 cp–20 gp; Weight —
Category Adventuring Gear
Description
The price of a tattoo depends on the quality, size, and number of colors used. A coin-sized tattoo in blue ink that will blur over a decade costs 1 cp, a hand-sized one in black ink that won’t fade costs 1 sp, and a tattoo covering an entire back takes several sessions and costs 10 gp. Each additional color costs as much as a single tattoo of its size. While these prices represent the baseline, tattoos—like any other artwork—can be worth far more depending on the prestige of the artist.
Tent: Tents come in a variety of sizes and accommodate between one and 10 people. Pavilion tents are large enough to accommodate a small fire in the center.
Tent
Source PRPG Core Rulebook pg. 158
Price 10 gp; Weight 20 lbs.
Category Adventuring Gear
Description
From Nethys: No description was provided for this entry.
Tent
Source Ultimate Equipment pg. 58, Adventurer's Armory pg. 19, Advanced Player's Guide pg. 183
Price 30 gp (large), 15 gp (medium), 100 gp (pavilion), 10 gp (small); Weight 40 lbs. (large), 30 lbs. (medium), 50 lbs. (pavilion), 20 lbs. (small)
Description
Tents come in a variety of sizes and accommodate between one and 10 people. A small tent holds one Medium creature and takes 20 minutes to assemble, a medium tent holds two creatures and takes 30 minutes, a large tent holds four creatures and takes 45 minutes, and a pavilion holds 10 creatures and takes 90 minutes (two Small creatures count as a Medium creature, and one Large creature counts as two Medium creatures). Pavilion tents are large enough to accommodate a small fire in the center. Packing up a tent takes half as long as assembling it.
侧边栏:
Thurible
Source Ultimate Equipment pg. 58, Pathfinder #8: Seven Days to the Grave pg. 61, Adventurer's Armory pg. 19
Price 50 gp; Weight 3 lbs.
Category Adventuring Gear
Description
When filled with coal and common herbs worth 2 sp, this miniature brazier fills an area 30 feet in diameter with light smoke for 1 hour. Any creature in the area of this smoke gains a +2 circumstance bonus on Fortitude saves to resist inhaled diseases.
Wandermeal (per day)
Source Ultimate Equipment pg. 95, Adventurer's Armory pg. 19
Price 1 cp; Weight 1/2 lb.
Category Food/Drink
Description
This tough, dried cake is a halfling invention made from flour, water, and spices. Wandermeal keeps for months without spoiling, travels well, and fills the belly. However, eating it for over a week without other nutrients requires the eater to make a daily Fortitude saving throw (DC 15 + 1 for each additional day) or be sickened. The effect ends 1 day after more nutritious food is eaten. The listed price is for a day’s worth of food.
Waterproof bag
Source Ultimate Equipment pg. 58, Adventurer's Armory pg. 19
Price 5 sp; Weight 1/2 lb.
Category Adventuring Gear
Description
This leather sack sealed with tar or pitch keeps delicate items from being ruined by water. Items kept inside remain relatively dry, making the bag ideal for carrying maps, scrolls, spellbooks, and the like, although the bag is not impervious and can only be completely immersed for 10 rounds before enough water seeps in to ruin such items.
Wax key blank
Source Ultimate Equipment pg. 58, Adventurer's Armory pg. 19
Price 15 gp; Weight 1/2 lb.
Category Adventuring Gear
Description
This two-sided case contains a soft wax that readily takes and keeps an impression of an object pressed between the two halves, creating an excellent mold of the item. A skilled artisan may then make a copy of the item from the mold (destroying the mold in the process). Making an impression surreptitiously requires a DC 25 Sleight of Hand check.
Weapon cord
ErrataSource Ultimate Equipment pg. 58, Advanced Player's Guide pg. 183, Adventurer's Armory pg. 19
Price 1 sp; Weight —
Category Adventuring Gear
Description
Weapon cords are 2-foot-long leather straps that attach your weapon to your wrist. If you drop your weapon or are disarmed, you can recover it as a move action, and it never moves any farther away from you than an adjacent square. However, you cannot switch to a different weapon without first untying the cord (a full-round action) or cutting it (a move action or an attack, hardness 0, 1 hit point). Unlike with a locked gauntlet, you can still use a hand with a weapon cord, though a dangling weapon may interfere with finer actions.
Whetstone
Source Ultimate Equipment pg. 58, Adventurer's Armory pg. 19, PRPG Core Rulebook pg. 158
Price 2 cp; Weight 1 lb.
Category Adventuring Gear
Description
A whetstone allows you to sharpen a blade by sliding it against the stone at a precise angle. Honing a blade with a whetstone requires about 15 minutes of work and grants the weapon a +1 bonus on your damage roll the first time you hit with it. This only works on nonmagical blades.
侧边栏:
Whistle: Also known as a signal whistle, a whistle’s piercing report can be clearly heard (DC 0) up to half a mile away. With a DC 5 Perform (wind instruments) check you can use it to signal the same sorts of situations as signal horns (see page 8). For each additional quarter mile, Perception checks to hear a whistle suffer a –2 penalty.
Whistle
Source Ultimate Equipment pg. 57, Advanced Player's Guide pg. 183, PRPG Core Rulebook pg. 158, Adventurer's Armory pg. 19
Price 8 sp (signal), 9 sp (silent); Weight — (signal), — (silent)
Description
With a DC 5 Perform (wind instruments) check, you can use a whistle to signal the same sorts of situations as signal horns. A whistle’s piercing report can be clearly heard (Perception DC 0) up to a quarter-mile away. For each quarter-mile beyond, Perception checks to hear a whistle take a –2 penalty. Silent whistles that only animals and other creatures with keen hearing can hear also exist.
Whistle, Silent: Only animals and other creatures with keen hearing can hear this whistle.
Wrist sheath
Source Ultimate Equipment pg. 58, Adventurer's Armory pg. 19
Price 1 gp; Weight 1 lb.
Category Adventuring Gear
Description
This is a sheath designed to be strapped to your forearm and hidden under a long sleeve. The sheath can hold one forearmlength item, such as a dagger, dart, or wand, or up to five arrows or crossbow bolts. As a move action, you can bend your wrist to cause some or all of these items to drop into your hand (provoking attacks of opportunity as normal). You have a +2 bonus on Sleight of Hand checks made to oppose the Perception check of someone observing or frisking you to determine items in the sheath. You can only wear one wrist sheath per arm.
新东西
Wrist sheath (spring loaded)
Source Adventurer's Armory pg. 19
Price 5 gp; Weight 1 lb.
Category Adventuring Gear
Description
This item works like a standard wrist sheath, but releasing an item from it is a swift action. Preparing the sheath for this use requires cranking the sheath’s tiny gears and springs into place (a full-round action that provokes an attack of opportunity).