Navigation

    Equipment‎ > ‎Goods and Services‎ > ‎

    Books, Paper, & Writing Supplies

    Books | Inks and Writing Utensils | Things to Write, Paint, or Draw On | Other Writing Supplies and Tools

    Books

    Books, paper, and writing supplies also includes inks, quills, chalk, chalkboards, and other equipment either for writing, to store written things, or similar items.

    Books
    Item Price Weight Source
    Book, adventurer's chronicle 50 gp 1 lb. ISWG
    Book, arcane family workbook 300 gp 3 lbs. ARG
    Book, blue 5 gp 1 lb. UE
    Book, cypher 150 gp 2 lbs. UE
    Book, footprints 50 gp 3 lbs. APG
    Book, heritage 50 gp 2 lbs. UE
    Book, journal 10 gp 1 lb. UE
    Book, obsession log 25 gp 1 lb. ARG
    Book, of letters 50 gp 3 lbs. UE
    Book, portrait 10 gp 3 lbs. APG
    Book, dream prophecies 75 gp 10 lbs. AA
    Book, traveler's dictionary 50 gp 2 lbs. UE
    Book, Dungeon Guide ("Grave Journal") 4,600 gp ? DHB
    Book, Dungeon Guide ("Observations of the Drowned City") 3,500 gp ? DHB
    Book, Dungeon Guide ("A Thread Of Silver") 6,700 gp ? DHB
    Spellbook 15 gp 3 lbs. CRB
    Spellbook, compact 50 gp 1 lb. ARG
    Spellbook, traveling 10 gp 1 lb. AA
    Inks and Writing Utensils
    Item Price Weight Source
    Chalk (1 piece) 1 cp CRB
    Charcoal (1 stick) 5 sp SOS
    Ink 8 gp UE
    Ink, Ghost 25 gp —/20 SOS
    Ink, glowing (vial) 5 gp AA
    Ink, invisible (simple) 2 gp AA
    Ink, invisible (average) 10 gp AA
    Ink, invisible (good) 25 gp AA
    Ink, invisible (superior) 75 gp AA
    Ink, stink 5 gp 1 lb. ARG
    Ink, stink (Arcane) special 1 lb. ARG
    Ink, fire 1 gp ?? ARG
    Inkpen 1 sp CRB
    Things to Write, Paint, or Draw On
    Item Price Weight Source
    Chalkboard 1 gp 2 lbs. APG
    Paper (1 sheet) 4 sp APG / AA
    Paper, rice (1 sheet) 5 cp APG / AA
    Parchment (1 sheet) 2 sp APG / CRB
    Stationery 1 gp AA
    Other Writing Supplies and Tools
    Item Price Weight Source
    Case, map or scroll 1 gp 1/2 lb. CRB / APG
    Pantograph ? ? SOS
    Printing press (1 page) 250 gp 150 lbs. AA
    Sealing wax 1 gp 1 lb. CRB

    Books

    Book

    Adventurer's Chronicle Numerous volumes and editions of the Adventurer's Chronicles exist. When used as a reference (an action that typically takes 1d4 full rounds of searching the text), an Adventurer's Chronicle grants a +2 circumstance bonus on a specific Knowledge check. Each Adventurer's Chronicle grants this bonus to a different type of Knowledge, but regardless of which type that particular chronicle is focused on, the overall cost of the book remains the same. Source Inner Sea World Guide *Are you looking for the official Pathfinder Roleplaying Game version of this item? Click here to find it!

    Arcane Family Workbook The elven predilection for becoming wizards and the social benefits that elven wizards enjoy often encourages families to dedicate themselves to wizardly studies for multiple generations. Older elven wizards take note of their own insights into the secrets of arcane magic and compile these thoughts with the ideas of earlier generations to form family workbooks. When used as a reference (an action that typically takes 1d4 full rounds of searching the text), an arcane family workbook grants a +2 circumstance bonus on a Spellcraft checks. This bonus increases to +4 if 1d4 hours are spent referencing the book. Source Advanced Race Guide

    Blue Book This book details the seedier entertainment establishments in one major city. It contains the names of brothels, burlesque houses, and gambling halls in that city. By consulting the book for 1 hour, for the next 24 hours you gain a +2 circumstance bonus on Knowledge (local), Bluff, and Diplomacy checks to gather or use information in that city. At the GM's discretion, you can use it in settlements near that city for a +1 bonus. Price 5 gp; Weight 1 lb.

    Book of Letters This portfolio contains examples of official letters along with proper forms of address, etiquette, and turns of phrase. Used by bureaucrats, diplomats, and clerks, it's also useful for counterfeiting official correspondence. It provides a +2 circumstance bonus on Diplomacy checks when dealing with city officials and a +2 circumstance bonus on Linguistics checks when creating forgeries. A book of letters is only accurate for a particular region, such as a country or even a town, and only provides its bonus relating to that region. Price 50 gp; Weight 3 lbs.

    Cypher Books These books, always sold in identical pairs, contain numbered grids on each page which simply and easily catalog random lists of words. This allows a user to write messages which substitute letters and numbers that reference the page, row, and column of a particular word found within the cypher book. A creature without access to the appropriate cypher book takes a –10 penalty on Linguistic checks made to decipher each page of a coded message. Writing a message using the cipher takes 10 times as long as writing an uncoded message, and decoding it with the cipher book takes as much time as writing the original coded message. Price 150 gp; Weight 2 lbs.

    Dream Prophecies Book This is the religious text of a group who worship the ideals of cleanliness and sexual abstinence. It details the extremely strict dietary, sexual, and clothing restrictions which followers must follow. Source Adventurer's Armory *Are you looking for the official Pathfinder Roleplaying Game version of this item? Click here to find it!

    Footprints Book This 50-page tome contains accurate drawings of various common animal, humanoid, and monster tracks, as well as notes on stride length, tread depth, and similarly useful information. The book gives you a +2 circumstance bonus to identify a creature by its tracks, though the use of shoes makes identifying many humanoids difficult or impossible. Though the book can’t help you identify unique individuals, it can help you tell an ogre footprint from a troll footprint, or an elf's track from an orc's. Books sold in different areas may have different footprints, depending on what creatures are common to that location. Source Advanced Player's Guide

    Holy Text This is the religious text of a particular religion, with a title, text, and detailed rites specific to that faith. The cheap variety is a small, light book with no illustrations, printed or written on thin paper, and with a cover made of canvas or thin leather. A typical holy text for an experienced adventuring priest is durable, with a leather cover, chapter illustrations, quality paper; it costs 25 gp and weighs 2 pounds. The most expensive versions have detailed illustrations, gilded initials and border decorations, covers made of fine leather, wood, or even metal, and are often oversized and difficult to carry around. Price 1–100 gp; Weight 1–20 lbs.

    Journal This is a blank, lightweight book with an oilskin cover. It has 50 paper pages. Price 10 gp; Weight 1 lb.

    Heritage Book This collection of genealogical tables, descriptions of common traits found in particular noble families, heraldry, scurrilous rumors, and ancestral deeds provides readers with a great deal of insight into the aristocracy. Consulting this book grants a +2 circumstance bonus on Knowledge (nobility) checks. Price 50 gp; Weight 2 lbs.

    Obsession Log Gnomes use these small books to record information about their obsessions. When a gnome consults her obsession log (taking 1 minute), she gains a +2 circumstance bonus on the next Craft or Profession check she makes, as long as that skill was the one chosen for her obsessive racial trait. Source Advanced Race Guide

    Portrait Book This 100-page book contains face drawings of male and female dwarves, elves, gnomes, half-elves, half-orcs, halflings, and humans. By selecting an appropriate drawing and adding hair, beard, or other small features such as moles or scars, even a poor artist can quickly create a reasonable likeness of a specific person— for example, an inquisitor making wanted posters of a half-elven witch. Source Advanced Player's Guide

    Traveler's Dictionary Each of these books references a specific language and has two sections. The first presents a wide variety of useful phrases and words in Common (arranged by category) followed by a phonetic representation of the same in the language that the book deals with. The second section provides an alphabetical (by phonetic spelling) collection of words and phrases in the second language and their approximate Common translation. Using this book does not grant a bonus on rolls to communicate, but at the GM's discretion it can negate or reduce a penalty if the other creature is patient enough to wait for the translation. Price 50 gp; Weight 2 lbs.

    Back to Top

    Book, Dungeon Guide

    While mundane and magical research are paramount to the planning stages of any expedition, the ultimate prize in dungeon research is undoubtedly a dungeon guide. Each of these valuable books is about a different dungeon of either wide-spread or local fame, and contains all manner of convoluted hints and ideas about its supposed locale—sometimes even maps. A dungeoneering group in possession of such a rare and unusual boon has a much better chance of seeing the light of day once again after its expedition.

    Vast dungeons, megalithic towers, and submerged tombs are the focus of generations of scholarship and research. Any number of books have been written about these forsaken places—most, it must be said, scribed by sages who haven't been within a hundred miles of the sites in question. After all, few adventurers have the time or inclination to write scholarly tomes about their experiences, so it falls to researchers and chroniclers to piece together dungeon guides. To do so, they draw on books of lore and accounts of dungeons before the sites became the abodes of monsters, scour the diaries and reminiscences of retired adventurers, consult extraplanar intelligences, and fill in the gaps with wild guesswork.

    Dungeon guides vary in their reliability. Some read like tour guides of famous dungeons, dwelling on gory tales of monsters and exaggerated claims about treasure. Others are obsessive collections of picayune details, with hundreds of pages on honored animal cremation rituals or gnome pottery. Truly reliable guides are extremely rare, and some dungeon guides have become legends in their own right.

    A dungeon guide serves two functions. First, adventurers can consult it to obtain information regarding specific areas of the dungeon. Second, a dungeon guide can provide its reader bonuses on up to three skill checks. Anyone can consult the guide for information on the dungeon, but only readers who possess ranks in the skill associated with the text can benefit from the guide's skill bonuses.

    Consulting A Guide

    A PC may consult a dungeon guide whenever he enters a new room or area of the dungeon to learn more about his current location, similar to how one gains information by making a Knowledge check. Consulting a dungeon guide takes 10 minutes, and a dungeon guide may only be consulted once in a given area. A dungeon guide only makes sense in context, and thus cannot be consulted outside of the relevant dungeon except for the briefest and most general information about the dungeon in question.

    When a PC consults a dungeon guide, the GM makes an accuracy check for the guide by secretly rolling a d20 and adding the guide's accuracy modifier to the roll. The GM then compares the result of the accuracy check to the DC of the information being sought (see the Accuracy Check DCs table). A GM may modify these DCs at her discretion. If the result is equal to or greater than the accuracy check DC, the GM should give the PC a clue or some knowledge about an aspect of the area in question. For example, the book might mention some historical detail of the room's original purpose, how to disarm an obstructive mechanism, where an exit leads, or if the area is a good place to rest.

    If the dungeon guide's accuracy check fails by 4 or less, the book doesn't have any relevant information on the area in question. If the dungeon guide fails the check by 5 or more, the GM should provide the PC with seemingly true information that is actually inaccurate or dangerous in some way. For example, the guide might reveal that there is a trap in the room, but give the wrong location for it.

    If a PC possesses ranks in the dungeon guide's associated skill, he may attempt a skill check with the associated skill each time he consults the guide. If his check surpasses the guide's associated skill DC, the guide receives a +2 bonus on its next accuracy check and the PC cannot receive inaccurate information from the guide should it fail this accuracy check by 5 or more (in this case the PC simply receives no pertinent information from consulting the text that time).

    Table: Accuracy Check DCs
    DC Task
    20 Determine a mechanism's function
    20 Determine whether an area is a safe place to rest
    25 Fill in the next area of the map
    25 Get a hint on how to solve a puzzle
    20 Get a vague idea of nearby rooms
    10 + creature's CR Identify a commonly encountered dungeon denizen
    10 Identify a room's original purpose
    10 + trap's CR Locate a hidden trap
    15 Locate a nearby source of food or water

    Improving Skill Checks

    Each dungeon guide can grant bonuses on up to three very specific skill checks both in and out of the dungeon. A PC who has ranks in the guide's associated skill can attempt a check with that skill while using the guide, which takes 1 minute. If she succeeds, she gains a circumstance bonus on one of the guide's listed skill checks (the amount of the bonus is listed with each skill), which the PC must make within 10 minutes. Failure indicates that the guide doesn't include helpful details pertaining to that specific check or that the PC was unable to understand the guide well enough to gain a bonus from it at that time. A PC cannot try again to improve a skill check, though she can attempt to gain the skill bonus on a different check. For example, a PC who fails to gain a bonus from her dungeon guide on dismantling a wooden trap may try to improve a later check with a different wooden trap. A PC cannot gain more than one bonus from a dungeon guide at a time.

    Example Dungeon Guides

    The following examples are but a few of the dungeon guides the PCs might encounter while adventuring. Each of these guides is keyed to a specific dungeon, and can be a great boon to PCs delving into such sites. GMs can create their own dungeon guides by referencing these examples, which use the following format.

    • Title: Either the title of the dungeon guide or the name most commonly associated with the text if it lacks a title.
    • Price: The cost of a dungeon guide if it is available for purchase. A character may resell a dungeon guide for half of this amount.
    • Accuracy: The accuracy bonus of the dungeon guide. This value is added to the guide's accuracy checks.
    • Associated Skill (DC): A skill keyed to the dungeon guide and the DC of the skill check. If the character consulting the dungeon guide succeeds at an optional check for this skill, there's no chance he'll receive misleading information should the guide fail its accuracy check by 5 or more. A PC must succeed at an associated skill check in order to benefit from a guide's skill bonuses.
    • Description: A description and brief history of the dungeon guide and which dungeon or dungeons it covers.
    • Skill Bonuses: The kinds of skill checks bolstered by referencing the guide, the circumstances in which the skill checks must be made, and the bonuses granted on these checks.

    Grave Journal

    Source Dungeoneer's Handbook

    Price 4,600 gp; Accuracy +6; Associated Skill Knowledge (religion) (DC 25)

    DESCRIPTION

    This long-lost tome contains the detailed accounts of the mysterious and terrible things found when exploring a haunted burial ground centuries ago.

    SKILL BONUSES

    Observations of the Drowned City

    Source Dungeoneer's Handbook

    Price 3,500 gp; Accuracy +5; Associated Skill Knowledge (geography) (DC 25)

    DESCRIPTION

    Compiled from the recovered diaries of a clerk, this waterproof volume is a useful guide to those exploring the drowned city. Most of the information is dated, but the sketched maps and descriptions of major buildings remain useful.

    SKILL BONUSES

    A Thread Of Silver

    Source Dungeoneer's Handbook

    Price 6,700 gp; Accuracy +7; Associated Skill Knowledge (engineering) (DC 25)

    DESCRIPTION

    This thick leather-bound book was stolen by unknown hands, and describes one of the earliest surveys of a famous mountain and nearby ruins. Assassins brutally hunt down anyone with a copy.

    SKILL BONUSES

    GM Tips

    A GM may be hesitant to include dungeon guides in her campaign, since at first glance they might seem to eliminate the natural thrill and mystery of the dungeon by providing PCs with plenty of hints. This is not the purpose of dungeon guides, however—they should never give away all of a GM's secrets, but instead should be used to plant additional details, histories, and intrigue into the party's explorations. In addition, a dungeon guide always has some gaps in its knowledge, and won't include details on new dungeon additions or inhabitants that have moved in since the guide was written.

    Back to Top

    Spellbook

    Source Core Rulebook

    A spellbook has 100 pages of parchment, and each spell takes up one page per spell level (one page each for 0-level spells).

    Compact Spellbook The need to be able to record and travel with dozens or even hundreds of spells often forces some wizards to seek lighter spellbooks. Compact spellbooks hold only 70 pages of spells, but they weigh significantly less than an ordinary spellbook. Source Advanced Race Guide

    Traveling Spellbook A traveling spellbook is lighter and less cumbersome than its full-size counterpart. It has 50 pages. Source Adventurer's Armory

    Back to Top

    Inks and Writing Utensils

    Ink

    Source Core Rulebook

    This vial contains 1 ounce of ink. Ink in colors other than black costs twice as much. Price 8 gp; Weight

    Back to Top

    Ink, Fire

    Source Advanced Race Guide

    This rich yellow ink reacts with a creature's body heat to create a flickering, flame-like glow. It takes 10 minutes to apply fire ink, and 1 dose covers an approximately hand-sized area. Once applied, the ink glows as a candle for 24 hours. Four or more doses applied to the same part of the body glow as a torch for 24 hours. The alchemical reaction of the ink to the target's skin and body heat is painful and irritating, giving the target the sickened condition while the glow lasts. A DC 15 Heal check can temporarily soothe these sensations, negating the sickened condition for 1 hour. Creatures immune or resistant to fire are immune to this sickening effect. Ifrits are especially known for their fondness for fire ink, and ifrit fire-dancers often decorate their skin with flaming designs before performing. A concentrated version of the ink costs 10 times as much and can be used to make permanently glowing tattoos.

    Back to Top

    Ink, Ghost

    Source Seekers of Secrets

    Pale blue when wet, ghost ink quickly dries to near transparency 1 minute after application. Ghost ink is most often used to blaze trails and mark locations in a subtle manner. The pigment shines with a warm red glow under the light shed by fire beetle glands and sunrods, but under optimal normal conditions (such as a pale surface like parchment or a plaster wall) can only be noticed with a successful DC 25 Perception check. One vial of ghost ink is the size of a potion vial and sufficient for writing a page’s worth of characters.

    Back to Top

    Ink, Glowing

    Source Adventurer's Armory

    Glowing ink emits a faint but steady light (typically red or green) that allows you to read it even in normal darkness. You have a +2 bonus on Perception checks to locate objects with glowing ink. Mixing glowing ink with marker dye (see below) makes the dye glow in the dark until it fades.

    Back to Top

    Ink, Invisible

    Source Adventurer's Armory

    Messages written with invisible ink only become visible under specific circumstances. Revealing the secret message with the proper triggering agent is a full-round action per page of text.

    • Simple: Create Craft (alchemy) DC 15; This ink is keyed to a single, fairly common trigger, such heat or vinegar. A successful DC 20 Craft (alchemy) check takes 1 hour and reveals the message without the proper trigger.
    • Average: Create Craft (alchemy) DC 20; This ink is keyed to either two common triggers or one uncommon trigger, such as blood or acid. A successful DC 25 Craft (alchemy) check takes 1 hour and reveals the message without the proper trigger.
    • Good: Create Craft (alchemy) DC 20; This ink is keyed to either two uncommon triggers or one rare trigger, such as a specific vintage of wine or a specific kind of monster’s blood. A successful DC 30 Craft (alchemy) check takes 1 hour and reveals the message without the proper trigger.
    • Superior: Create Craft (alchemy) DC 25; This ink is keyed to either two rare triggers or one unique trigger, such as the blood of a specific person. A successful DC 35 Craft (alchemy) check takes 1 hour and reveals the message without the proper trigger.

    Back to Top

    Ink, Stink

    Source Advanced Race Guide

    Stink ink is a special, pungent, musk-based ink that allows its user to encode information with smell rather than visually. Stink ink dries clear but its sharp, extremely localized smell can be picked out by those with sensitive enough noses to make it possible to read by sense of smell. Only creatures with the keen senses trait or scent ability can read stink ink without aid of some form of magic. Reading or writing something with stink ink takes twice as long as going through the same amount of information written in normal ink.

    Back to Top

    Ink, Stink (Arcane)

    Source Advanced Race Guide

    Most common among ratfolk alchemists, arcane stink ink is used to inscribe formulae or spells into formula books and spellbooks. Like normal stink ink, the arcane version can only be read by creatures with the scent ability (although read magic works normally on spells and arcane formulae inscribed with stink ink). Using arcane stink ink to inscribe a spell or formula into a book costs +10% of the normal amount.

    Other Writing Tools/Utensils

    Inkpen

    Price 1 sp; Weight

    This is a wooden stylus with a metal tip that retains a small amount of ink after you dip it in a vial of ink.

    Back to Top

    Chalk

    Source Core Rulebook

    Price 1 cp; Weight

    This fat piece of white chalk easily marks wood, metal, or stone. You can write with it for about 24 hours before it is expended. Chalk also comes in other colors, but these are rarer and can be more expensive.

    Back to Top

    Charcoal

    Source Seekers of Secrets

    Sticks of charcoal are useful for marking floors and walls, writing on paper or parchment, and making rubbings of engravings or other markings. In a pinch, they can even be burned to stay warm. A good quality rubbing generally takes 1 minute per sheet of paper.

    Back to Top

    Inkpen

    Source Core Rulebook

    Price 1 sp; Weight —

    This is a wooden stylus with a metal tip that retains a small amount of ink after you dip it in a vial of ink.

    Things to Write On

    Canvas

    Price 1 sp/sq. yd.; Weight 1 lb.

    This square yard of heavy cloth is suitable for painting, for covering items in a rainstorm, for creating a sail, or as an improvised bag. It is not waterproof but can be treated with oil, wax, or resin to make it water-resistant.

    Back to Top

    Chalkboard

    Source Advanced Player's Guide

    Price 1 gp; Weight 2 lbs.

    A wooden frame approximately the same size as a large book surrounds this thinly sliced piece of polished black stone. Rubbing a simple damp cloth over the slate erases anything scribed with chalk on its surface.

    Back to Top

    Paper

    Price (per sheet) 4 sp; Weight —

    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.

    Glue Paper This 1-foot-square piece of paper is coated on one side with a weak glue or sticky material such as tree sap or even honey. It is stored folded in half. If you apply glue paper to a window before you break it, the broken pieces stick to the glue rather than noisily falling to the ground. Glue paper is good for a single use. 

    Price 1 sp; Weight

    Rice Paper 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.

    Price (per sheet) 5 cp; Weight

    Back to Top

    Parchment

    Price (per sheet) 2 sp; Weight

    This sheet of thin, treated animal skin is a durable writing surface and is suitable for making magic scrolls. It has hardness 0, 2 hit points, and a break DC of 5.

    Back to Top

    Stationery

    Source Adventurer's Armory

    Price 1 gp; Weight

    Generally used only by the wealthy, fancy stationery is a finer-quality 9-inch-by-6-inch paper, often embossed or engraved with the owner’s personal seal.

    Other

    Pantograph

    Source Seekers of Secrets

    This metal framework of parallel strips is used to duplicate drawings, allowing enlarging (up to twice the original size) or shrinking (down to half the original size) of the copy in the process. The pantograph is anchored, then fitted with a stylus and a writing implement such as chalk, an ink pen, or a pencil. As the stylus is traced over the drawing or other item to be duplicated, the pantograph reproduces the motions, creating a copy. While handy for making quick, accurate copies of ancient carvings, runes, and drawings, a pantograph is unable to produce a convincing forgery. More elaborate and expensive pantographs allow even larger or smaller copies to be made, or multiple copies to be made at the same time.

    Back to Top

    Printing Press

    Source Adventurer's Armory

    A hand-cranked press uses a plate on which all of the text on a page is carved in reverse. Changing the plate is a simple process, but creating a new one is expensive and labor-intensive. The press prints one page at a time, at a rate of about five pages per minute. A stationer then needs to cut and trim the pages and bind the book.

    Back to Top

    Case, Map or Scroll

    Source Advanced Player's Guide

    A bone, 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 water-tight.

    Back to Top

    Wax, Sealing

    Source Core Rulebook

    Solid wax used for sealing scroll tubes or scrolls together.

    Back to Top