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equipment_charts [2024/12/25 00:11] scottequipment_charts [2024/12/25 00:19] (current) scott
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 | Magic Torch | 500 GP | 1 | Lasts indefinitely. Can be snuffed out and relit. It sheds a 30 feet radius of light. | | Magic Torch | 500 GP | 1 | Lasts indefinitely. Can be snuffed out and relit. It sheds a 30 feet radius of light. |
 | Sun Crystal | 500 GP | L | A gem that sheds a 100 feet radius bright light for 3 rounds once vigorously shook. | | Sun Crystal | 500 GP | L | A gem that sheds a 100 feet radius bright light for 3 rounds once vigorously shook. |
 +===== Containers =====
  
 ^ Containers ^ Cost ^ Bulk ^ Description ^ ^ Containers ^ Cost ^ Bulk ^ Description ^
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 | Compass | 5 GP | L | Used to determine the direction of true north. Only functions on planes with a consistent magnetic field. | | Compass | 5 GP | L | Used to determine the direction of true north. Only functions on planes with a consistent magnetic field. |
 | Astrolabe | 10 GP | 2 | Used to navigate, determining latitude and longitude. | | Astrolabe | 10 GP | 2 | Used to navigate, determining latitude and longitude. |
 +**Note:** Remember, most simple tools are available by “buying” them via your [[sundries|Sundries]].
 +
 ===== Kits ===== ===== Kits =====
  
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 | Sled/Icy Terrain (per day) | | - | Travel on icy terrain. Typically big enough for 1 or 2 people and provisions. | | Sled/Icy Terrain (per day) | | - | Travel on icy terrain. Typically big enough for 1 or 2 people and provisions. |
 | Road or Gate Toll | 1 GP | - | Typical price for 1 person to travel through protected lands or upon a private road per day. | | Road or Gate Toll | 1 GP | - | Typical price for 1 person to travel through protected lands or upon a private road per day. |
 +**Note:** Travel prices are listed on a per-person basis. They assume you will be traveling with your equipment.
 +
 +===== Riding Animals =====
 +^ Riding Animals ^ Cost ^ Bulk ^ Description ^
 +| Horse, Standard | 100 GP | - | Riding horses, donkeys, mules, etc. |
 +| Horse, Greater | 500 GP | - | Warhorse, Clydesdales, Destriers, Draft Horses |
 +
 +===== Clothes and Accessories =====
 +^ Clothes and Accessories ^ Cost ^ Bulk ^ Description ^
 +| Jewelry | 5 GP | L | Non-magical rings, necklaces, amulets, bracelets, etc. For embellishments. |
 +| Winter Clothes | 1 GP | 1 | Furs, cloaks, shawls, jackets, snow-proof boots, etc. |
 +| Fancy Outfit | 10 GP | 1 | Suitable for noble courts and high-class parties. |
 +
 +===== Thrown Items =====
 +^ Thrown Items ^ Cost ^ Damage Dice ^ Damage Type ^ Critical Effect ^ Qualities ^
 +| Alchemist’s Fire | 5 GP | 1d8 | Fire | 3 Persistent Fire | - |
 +| Acid Flask | 5 GP | 1d8 | Acid | 3 Persistent Acid | - |
 +| Oil/Grease Flask | 5 GP | - | - | - | Inflicts fire vulnerability for 3 rounds on hit. Creates a 5 feet area of difficult terrain where it hits. |
 +| Holy Water | 5 GP | 1d8 | Divine (holy) | - | This only affects unholy, corrupt, and undead creatures. |
 +| Profane Water | 5 GP | 1d8 | Divine (unholy) | - | This only affects holy creatures. |
 +| Tanglefoot Bag | 5 GP | - | - | - | Inflicts entangled for 3 rounds. The DC to escape is 15. |
 +| Thunderstone | 5 GP | - | - | Effect lasts 3 rounds. | Inflicts blind and deafened for 1 round. |
 +| Globe of Marbles | 5 GP | - | - | - | Creates a 10 feet area of slippery terrain. Creatures that enter the area fall prone if they fail a Challenging (DC 20) Reflex save. |
 +
 +==== Throwing Alchemical Flasks ====
 +Alchemical items that are thrown count as the “flask” weapon. Not all deal damage, some simply have an effect on hit. All such weapons are destroyed upon use. You need to roll to hit a creature but if you’re just targeting a square in your range the AC is typically Trivial (10). In such cases you don’t need to roll unless the outcome is in question or there are extenuating circumstances.
 +
 +===== Services =====
 +^ Service ^ Cost ^ Bulk ^ Description ^
 +| Hireling, Unskilled | 1 GP | - | Labor that does not require advanced or special training. Often manual labor though things like cooking, cleaning, basic administrative work, etc are also covered. |
 +| Hireling, Skilled | 3 GP | - | Labor that requires special or formal training, often with certification or licenses. Doctors, lawyers, accountants, heraldic consultants, etc. |
 +| Messenger | 1 GP | - | Covers ~8 hours of a messenger traveling to a destination. (Often on horseback.) |
 +| Spellcasting | Varies | - | 25 GP x the spellcaster’s level per casting of a spell. Cantrips cost 5 GP to cast. This assumes an academic or commercial setting. |
 +| Bodyguard / Mercenary | 5 GP | - | For a day’s protection or service. (They typically use “guard” stats in the bestiary.) |
 +**Note:** These services cover ~6-8 hours of labor unless otherwise stated.
 +

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