Adventuring Gear

This includes all types of supplies used for adventuring and surviving outdoors - including food, drink, and various forms of illuminations.

Comfort and Shelter

Bathtub, Collapsible: After 10 minutes of assembly, this collection of wooden slats provides support for a cylindrical watertight canvas cloth. It can hold enough water to allow 1 Medium creature to bathe in comfort without any of the risks that might come from entering lakes, rivers, or other bodies of water.

Bedroll: This consists of two woolen sheets sewn together along the bottom and one side to create a bag for sleeping in. Some have cloth straps along the open side so the bedroll can be tied closed while you are sleeping. It can be rolled and tied into a tight coil for storage or transport. Most people use a blanket with the bedroll to stay warm or provide a ground cushion.

Blanket: 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.

Chair, Folding: 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.

Cot: This elevated camp bed is made of wood and canvas, and is particularly useful when the ground is wet or rocky. It is large enough for a full-grown human, but folds down into a 4-foot-by-9-inch cylindrical bag.

Hammock: 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 Acrobatics check reduces this to a move action.

Soap: You can use this thick block of soap to scrub clothes, pots, linens, or anything else that might be dirty. A bar of soap has approximately 50 uses.

Tent: Tents come in a variety of sizes and accommodate between one and 10 people. Two Small creatures count as a Medium creature, and one Large creature counts as two Medium creatures. Packing up a tent takes half as long as assembling it.

Small/Normal: A small tent holds one Medium creature and takes 20 minutes to assemble.

Medium: A medium tent holds two creatures and takes 30 minutes to assemble.

Large: A large tent holds four creatures and takes 45 minutes to assemble.

Pavilion: A huge open-air canopy, plus stakes, poles, and ropes. A pavilion holds 10 creatures and takes 90 minutes to assemble. Pavilion tents are large enough to accommodate a small fire in the center.

Hanging Tent: A hanging tent is a small tent (able to comfortably house a single Medium creature) with a teardrop shape, which hangs from a sturdy anchor rope. The rope can be tied to a tree limb, grappling hook, or even a piton hammered into a cliff side. Hanging tents are used primarily in mountainous terrain (where no flat surface may be available for camping) and swamps (where no dry ground may be available). Climbing in or out of a hanging tent is a full-round action that requires a DC 10 Acrobatics check. Failure indicates another attempt must be made, while failure by 5 or more indicates the camper has fallen from the tent.

Hunting and Fishing Gear

Fishhook: This metal hook is little more than a stiff, bent needle.

Net, Bell: Copper bells hang at each the corners of this 5-foot-by-5-foot wire net. A bell net is designed to blanket gear while you sleep, hunt, cook, or otherwise can’t give it your full attention, raising an alarm if your possessions are disturbed. Creatures attempting to access gear protected by a bell net must succeed at a DC 25 Stealth check to avoid chiming the bells. Hearing the chiming bells of a bell net requires a DC 0 Awareness check. Because the many bells chime when you move, traveling with a bell net gives you a –2 penalty on Stealth checks.

Net, Butterfly: One end of this 6-foot-long pole supports a wide metal hoop covered by a thin mesh net. You can use this to sift objects from material capable of passing through the net, such as sand or water. You can also use a butterfly net to capture Fine or Diminutive creatures as if it were a net (weapon), though you don’t need to re-fold the butterfly net if you miss, and you use the handle of the butterfly net like you would the rope of a net weapon.

Netting, Camouflage: This loose mesh of twine and varicolored cloth is used to disguise the presence of creatures or large objects. Camouflage netting must be manufactured to provide camouflage in a single type of terrain, such as snow, sand, forest, grass, swamp, urban, or water. When you hide under the netting in the appropriate terrain, you gain a +4 circumstance bonus on Stealth checks as long as you remain immobile and prone. Covering up with camouflage netting is a full-round action requiring a DC 10 Stealth check (failure means you do not cover yourself correctly with the netting and do not gain its bonus on Stealth checks). You have the entangled condition when using the netting, except your Dexterity penalty does not affect your initiative or Stealth checks. Taking off camouflage netting is a move action, or a swift action if combined with a move action to stand up from a prone position.

You may spend 1 minute covering an object with camouflage netting. Make a Stealth check with a –10 penalty and use the total as the Stealth check result for the object. Creatures who fail a Perception check against this Stealth DC do not recognize what the object is and usually treat it as a natural part of the terrain. For example, you can conceal a wagon as a rock or patch of brush. Covering a Large object requires two nets. Covering a Huge or Gargantuan object requires five nets and takes 10 minutes of work, and the Stealth check penalty is –20 instead of –10. Camouflaging a Colossal object depends on its shape but generally requires at least 10 camouflage nets and takes 1 hour of work, and the Stealth check penalty is –30 instead of –10.

A creature with the scent ability ignores the effect of camouflage netting and makes checks against your actual Stealth roll when in scent range. Any creature within 10 feet of a Large or larger object hidden by camouflage netting automatically recognizes it as an object covered in camouflage.

Net, Fishing: This net measures 5 feet by 5 feet, and can be used to cover a pit or to block Tiny or larger creatures from entering an area.

Scent Cloak: This collection of coarsely ground spices, seeds, and alchemical reagents overrides your scent, increasing the DC of tracking you by scent by +10 for 24 hours. Because you still have a smell, creatures with scent can still detect and pinpoint if you are cloaked; they just can’t identify your smell as something unique. Washing for 1 full round removes the scent cloak.

Trap, Bear: Although intended for trapping large animals, bear traps work as well for trapping humanoids or monsters. The hinged jaws of the trap are attached to a chain, which in turn is secured to a spike driven into the ground to ensure that the victim cannot simply crawl away. Prying open the jaws or pulling the spike from the ground requires a DC 26 Strength check.

Bear Trap

Type mechanical; Perception DC 15; Disable Device DC 20

Effects

Trigger location; Reset manual

Effect Atk +10 melee (2d6+3); sharp jaws spring shut around the creature’s ankle and halve the creature’s base speed (or hold the creature immobile if the trap is attached to a solid object); the creature can escape with a DC 20 Stealth check to disable the trap, DC 22 Acrobatics check to escape the trap, or DC 26 Strength check to force it open.

Miscellaneous Outdoors Gear

Compass: An ordinary compass that points to the magnetic north pole grants you a +2 circumstance bonus on Knowledge (Wilderness) checks made to avoid becoming lost. You can also use it to grant the same bonus on Knowledge (Dungeons) checks made to navigate underground.

Map: A geographically relevant map grants a user a +1 circumstance bonus on Knowledge (Wilderness) checks made to navigate in the wilderness. It also can be used to grant the same bonus on Knowledge (Dungeons) checks made to navigate underground.

Small Mirror: A small steel mirror.

Rope, Hemp (50 ft.): The DC to escape hemp rope bonds is equal to 20 + the Strength or Dexterity (whichever is higher) of the creature that tied the bonds. Ropes do not need to make a check every round to maintain the pin. If the DC to escape is higher than 20 + the tying creatures Strength or Dexterity (whichever is higher), the tied up creature cannot escape from the bonds, even with a natural 20 on the check. This rope has 2 hit points and can be burst with a DC 23 Strength check.

Star Chart: Many half-elves live in large cities or communities where they find it difficult to commune with nature. While some go on long sojourns to the wilderness, others spend their evenings on high, lonely rooftops, gazing at the stars. These lonely souls use star charts to track the movement of the stars and other celestial bodies. Anyone referencing one of these charts on a clear night can attempt a DC 20 Knowledge (Astronomy) check to determine her approximate location and the month. In addition, these charts grant a +2 circumstance bonus on Knowledge (Wilderness) checks made to avoid getting lost at night with a clear sky.

Horn, Powder: Typically crafted from hollowed-out animal horn, but increasingly crafted from metal in a wide variety of shapes, a powder horn can hold up to 10 doses of black powder. A powder horn protects black powder stored within in it from exposure to fire, electricity, , and water, and the narrow end of the horn is useful in funneling the expensive powder carefully into the barrel of a firearm. This is used for early firearms.

Horn, Signal: Sounding this horn can convey concepts such as “Attack!”, “Help!”, “Advance!”, “Retreat!”, “Fire!”, and, “Alarm!” The report of a signal horn can be clearly heard (Awareness DC 0) up to a half-mile distant. For each quarter-mile beyond, Awareness checks to hear the horn suffer a –1 penalty.

Illuminations

Candle: A candle dimly illuminates a small area, lighting a radius of 1 square. A candle burns for 1 hour. You can carry a candle in one hand.

Lamp: A common lamp illuminates a small area, providing normal light in a 3 square radius. A lamp burns for 6 hours on 1 pint of oil. You can carry a lamp in one hand.

Sunrod: This 1-foot-long, gold-tipped, iron rod glows brightly when struck as a standard action. It sheds light in a 6 square radius. It glows for 6 hours, after which the gold tip is burned out and worthless.

Torch: A torch burns for 1 hour, shedding normal light in a 4 square radius. If a torch is used in combat, treat it as a club for the purpose of damage, adding 1d4 point of fire damage. Torches can be bought as an everburning variant which costs 110 G instead, and doesn't burn out due to its light not being fire-based and it thus can't gain the bonus fire damage or give off heat.

Beverages (Alcoholic)

All of these beverages can make a character drunk, and being drunk lasts a number of minutes equal to their Constitution. After the duration ends, the character must make a Constitution check (DC 8 + minutes drunk) and on a failure the consumer is fatigued.

Absinthe: This green alcoholic drink, made from wormwood, is rumored to enhance creativity, which makes it a favored beverage of artists and eccentrics. It also has the ability to dull psychics, making one immune to psychic spells and preventing them from using psychic spells or mind reading abilities. This has the downside of causing them to be dazed unless otherwise attacked, snapping them out of their absinthe high.

Ale: The listed prices are for a tavern or restaurant in an average city. When more mugs have been consumed than the consumer's Constitution, they receive a +2 bonus on all Strength skill checks and a +2 bonus on melee attack/damage, however they're drunk and take a -2 penalty to all Wisdom based skill checks.

Mead: This alcoholic beverage is made by fermenting honey and water. It may be flavored with spices, fruit, or hops. When more mugs have been consumed than the consumer's Constitution, they receive a +2 bonus on all Charisma skill checks, however they're drunk and take a -2 penalty to all Strength or Dexterity based skill checks.

Wine: The listed prices are for a tavern or restaurant in an average city. When more glasses have been consumed than the consumer's Constitution, they receive a +3 bonus on all Charisma skill checks, however they're drunk and take a -3 penalty to all Strength or Dexterity based skill checks.

Whisky: The listed prices are for a tavern or restaurant in an average city. When more shots have been consumed than the consumer's Constitution, they receive a +1 bonus on Strength, Constitution, and Charisma, however they're drunk and take a -1 penalty to Dexterity, Intelligence, and Wisdom.

Beverages (Nonalcoholic)

Coffee: This drink is brewed by pouring boiling water through crushed, roasted coffee beans. A very strong form is potent enough to reduce the penalties from the fatigued condition from –2 to –1 for 1 minute. This doesn't change the penalty if the character is or becomes exhausted.

The listed prices are for a tavern or restaurant in an average city.

Milk: Milk is a nutritious liquid created by mammals, in particular cows, goats, sheep, and horses. Fresh milk is thick and tends to separate. Often, the cream is allowed to rise to the top and then skimmed off, with the remainder served as a beverage.

Tea: A popular beverage in most civilized regions, tea is usually served with milk, sugar, or spices.

The listed prices are for a tavern or restaurant in an average city.

Foodstuff

Bread: The listed prices are for one loaf in a tavern or restaurant in an average city.

Cheese: The listed prices are for one hunk of cheese in a tavern or restaurant in an average city.

Chocolate: This dark, bitter treat can be consumed as a solid or melted and added to a beverage such as milk. In some lands it is mixed with sugar or chilies.

Honey: This golden liquid is used as a sweetener. It naturally resists spoilage, and if stored in a sealed wooden, glass, or ceramic container it can be used to preserve fruit, nuts, meat, or even leather for decades.

Ice Cream: This exotic dessert is made with milk and cream, often flavored with fruit or mint. Because it quickly melts at room temperature, it must be made fresh from snow or ice, or maintained at a low temperature, such as in a cold cellar or with alchemy or magic. This limitation means it is expensive and in most lands it is only available during certain seasons. The listed price is for a large scoop (1 cup).

Common Meal: Common meals might consist of bread, chicken stew, carrots, and watered-down ale or wine.

Meat: The listed prices are for a tavern or restaurant in an average city.

Rations, Trail: The listed price is for a day’s worth of food. This bland food is usually some kind of hard tack, jerky, and dried fruit, though the contents vary from region to region and the race of those creating it. As long as it stays dry, it can go for months without spoiling.

Yogurt: This thick, fermented milk has a tangier taste than unprocessed milk. It may be sweetened with fruit, honey, or jam; blended with chopped herbs and oil to create a sauce; or mixed with water and salt, sugar, fruit, or mint as a drink.

Alchemical Items

All of these alchemical items can be crafted by making successful Artisan (Alchemy) checks.

Alchemist's Fire: You can throw a flask of Alchemist's Fire at a range of 2 squares. A direct hit deals 1d6 fire damage, and everyone adjacent to the square directly hit takes 1 point of fire damage if the attack would also hit their Reflex Defense. If the hit bypasses the Reflex Defense of the original target by 5 or more they catch on fire.