Items/Mundane Items

This document lists the various non-magic items that exist for an adventurer. While magic items may provide a powerful tool for an adventurer.

Backpack, Common
Price: 2 gp; Weight 2 lb

A common backpack, usually made of leather, contains one storage space of 2 cubic feet fastened closed with a buckled strap. A backpack may be donned or removed as a move action. Drawing an item from a backpack is not a quick process as it requires a full-round action to retrieve an item, may adventurers supplement this with a belt-pouch or bandolier for more urgent items.

Backpack, Masterwork
Price: 50 gp; Weight 4 lb

Similar to the common backpack, a masterwork backpack features additional straps and pockets to help better distribute the weight of carried goods. When wearing a masterwork backpack you may treat your strength score as +1 higher when calculating carrying capacity. A masterwork backpack is more difficult to equip and remove requiring a standard action to don and remove.

Bandolier
Price: 5 sp; Weight -

This leather belt can be worn over one shoulder or as a belt, containing small loops or pouches for holding up to eight objects the size of a flask, potion, or dagger. Due to the ease of access a bandolier provides, objects may be drawn from it similarly as a weapon and may be drawn as a free action if the wearer possesses the quick draw feat or similar ability.

Bedroll
Price: 1 sp; Weight 5 lb

A camping implement consisting of two sheets sewn together to provide a bag for sleeping in. Able to be rolled up into a tight coil for transport, a bedroll provides a +2 circumstance bonus to saving throws fortitude against cold weather while sleeping within it.

Belt Pouch
Price: 1 gp; Weight ½ lb

A leather or cloth pouch with a cord to cinch it shut and tie to your belt. It is large enough to hold 200 coins, two rations, or 4 potions. Retrieving an item from a belt pouch is a move action.

Chalk
Price: 1 cp; Weight -

A single piece of white chalk to mark surfaces such as wood, metal or stone.

Compass
Price: 10 gp; Weight ½ lb

A compass that points to magnetic north, granting the bearer a +2 circumstance bonus to survival checks made to avoid becoming lost.

Cooking Kit
Price: 3 gp; Weight 16 lb

This kit contains various implements for cooking, such as a iron pot, iron skillet, a ladle, a skewer, a cutting board, a chef’s knife, a tripod for the port, and a tinder. The kit also contains a selection of simple seasonings; all component pieces may fit within the pot for easier storage.

Cot
Price: 1 gp; Weight 30 lb

An elevated camp bed usually made of wood and canvas, primarily utilized when the ground would be wet or too uncomfortable for a simple bedroll.

Crowbar
Price: 2 gp; Weight 5 lb

A durable metal tool primarily used to help pry objects open. This item provides a +2 circumstance bonus on strength checks made to force open a door, chest, or similar object.

Hammock
Price: 1 sp; Weight 2 lb

A blanket or net attached to ropes, allowing it to be gun from a branch or two trees to sleep above the ground. Climbing into or out of a hammock is a full-round action. A creature may make a DC 10 acrobatics check to attempt to climb out of the hammock as a move action, but failure causes the creature to fall out of the hammock and fall prone.

Kit, Armor Patch
Price: 10 gp; Weight 3 lb

This kit contains sturdy stitching materials, adhesives, and patches of leather and chain that can be used to plug up holes, mend tears, and hold together armor that has been put to the test and come out the other side worse for wear.

An armor patch kit may be applied during a short rest. A creature cannot apply an armor patch kit to armor that it is currently wearing, but may apply one to armor worn by another creature without removing it. When a creature applies an armor patch kit, it must make a Profession skill check (armorsmith, leatherworker, or weaver, as appropriate for the type of armor being repaired) with a DC of 10 + the armor’s AC bonus (using the lower value if the armor has the broken condition); on a failure, the armor patch kit is wasted.

If an armor patch kit is applied to armor with the broken condition, it is restored to half its hit points + 1. If an armor patch kit is applied to armor that is damaged but does not have the broken condition, it regains 1d8 hit points. For each degree of success on the Profession check, increase the hit points regained by 1d8 (this includes if the armor was initially broken).

Kit, Field Surgery
Price: 50 gp; Weight 1 lb

This bulky pouch is usually worn on the belt or with a strap over the shoulder, and contains a collection of bandages, styptics, needles, thread and other useful supplies for adventurers needing to tend to injuries in the field. The supplies themselves are relatively easy to come by and inexpensive to replace, but the watertight pouch is designed to keep them clean, dry, and easily accessible. When making a Medic check, it takes no additional action to use supplies from a field surgery kit.

A field surgery kit contains enough supplies for 10 uses before needing to be replenished, a process which takes at least 1 hour and access to common supplies such as clean, dry cloth to tear into strips for making bandages.

When attempting a Medic check to Provide First Aid, Provide Long-Term Care, or Treat Deadly Wounds, expending a use from a field surgery kit grants a +2 equipment bonus to the check.

A creature may instead expend two uses from the field surgery kit when attempting a Medic check to Treat Deadly Wounds to add its Wisdom modifier to the hit points restored an additional time for each degree of success.

Medicine Pouch
Price: 1 gp; Weight 1 lb

This small pouch contains a honeycomb-like wooden frame that divides it into 8 small compartments, each large enough to hold a potion or other small vial or flask. The wooden frame protects the contents from jostling and sudden impacts, and the wearer never needs to worry about the contents being damaged from ordinary activity unless the pouch is the target of a Sunder combat maneuver or is otherwise dealt damage directly.

Retrieving an item from a medicine pouch is a move action, but if the wearer possesses the Quick Draw feat or a similar ability retrieving an item is a free action that can be combined with its activation (such as making a Medic skill check, administering a drug, or applying poison to a weapon).

Rations
Price: 5 sp; Weight 1 lb

Each ration contains one day’s worth of food. This food usually is a form of hard tack, jerky, and dried fruit. It can go for months without spoiling as long as it remains dry.

Rope(50 ft.)
Price: 1  gp; Weight 10 lb

50 foot length of hempen rope. This rope has 2 hit points, and can be burst with a DC 23 strength check. A rope may be tied into knots or cut into smaller segments, but is sold by default in lengths of 50 feet.

Spyglass
Price: 100 gp; Weight 5 lb This object allows a creature peering through it to reduce the penalties to perception by ½. A more powerful version can be bought for 200 gp to improve this to ¼ penalty.

Tools, Surgery
Price: 20 gp; Weight 5 lb

This set of precision tools, which include tiny blades, suture needles, and grasping tongs, assist the user in specialized applications of the Medic skill. Surgery tools must be cleaned after each use or the bonus they provide is halved.

When attempting a Medic check to Remove Foreign Object, Prevent Recovery, or Torture, these tools grant a +2 equipment bonus to the check.

Torch, Wooden
Price 1 gp; Weight  1lb

A torch when lit sheds normal light within a 20 foot radius, raising the light level by one step for 20 feet beyond this (darkness becomes dim light, dim light becomes normal). This cannot raise the light level beyond normal.

A torch is normally composed of the wooden handle and a flammable material attached to the end, intended to burn slowly, leaving the handle relatively untouched, allowing continual burning for 1 hour before more material must be applied. Lighting a torch takes at least 30 seconds, though can be sped up if another source of flame is nearby.

Weapon Cords
Price: 1 gp; Weight 1 lb

Weapon cords are 5 foot long leather straps, or metal chains, that may be attached to a weapon and to your wrist. If you drop your weapon or you are disarmed you may recover it as a swift action and may never move further away than the maximum length of the cord.

A weapon cord may also be used to make throw weapon attack with easy retrieval. When throwing a weapon you may throw the weapon up to the maximum length of the weapon cord squares away, doing so resolves the attack as normal and allows the weapon to be immediately retrieved as a free action. Weapon cords may be up to 15 feet long but incur an additional 10 gp cost for every 5 feet beyond the normal 5 foot length. Cords beyond 15 feet become too heavy and unwieldy to effectively throw a weapon with.

Whetstone, Basic
Price: 1 gp; Weight 1 lb

A whetstone allows you to sharpen a blade. When applied to a slashing or piercing weapon it allows the weapon to ignore up to 1 point of natural armor an enemy possesses. This effect only lasts for the next 10 attacks made with the weapon, after which it must be sharpened again.

Wrist Sheath
Price: 1 gp; Weight 1 lb

A sheath designed to be strapped to one’s forearm and hidden under a long sleeve. It can hold one item such as a dagger, flask, potion, or even up to five arrows or bolts. As a swift action you can bend your wrist to cause some or all items contained within to drop into your hand (without provoking attacks of opportunity). This item grants a +2 bonus to sleight of hand to conceal an item in a wrist sheath. A creature with quick draw or similar ability can retrieve items as a free action.