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Equipment Charts

Alchemic Consumables Cost Bulk Description
Alchemist’s Fire Flask 5 GP L When poured or thrown, it catches objects on fire. It ignites on contact with air.
Acid Flask 5 GP L About 12 oz of acid.
Dose of Medicine 5 GP L A single dose of medicine. This represents general medical supplies, tonics, herbs, and/or remedies.
Oil/Grease Flask 5 GP L About 12 oz of flammable oil or grease.
Smokestick 5 GP L Acts like a smoke signal.
Tanglefoot Bag 5 GP L Bag of glue
Thunderstone 5 GP L Flashbang stone
Tindertwig 5 GP L Flint + tinder all in one. Poke a flammable object and it will spark.
Holy Water 5 GP L A flask of blessed water. Burns undead, corrupt, and unholy creatures.
Profane Water 5 GP L A flask of cursed water. Burns holy creatures.
Light Sources Cost Bulk Description
Candle (x10) 1 GP L Each candle burns for about 4 hours without outside interference. It sheds a 10 feet radius of light.
Torch 1 GP 1 A stick with one end wrapped in cloth and pitch. A lit torch burns for about a half hour and sheds a 30 feet radius of light. Goes out in a strong wind.
Lantern 10 GP 1 An oil lamp. Protected from the wind. Lasts for 3 hours per dose of oil. It sheds a 30 feet radius of light or a 60 feet cone 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.
Containers Cost Bulk Description
Backpack 5 GP 1 Also covers things like saddlebags, rucksacks, etc. It can store 10 bulk of items, not exceeding ~1 cubic feet.
Pouch 1 GP L Storable on a belt. Also covers sacks. It can store 2 bulk of items that can fit in your hand.
Barrel / Casket 10 GP 3 (empty) Can hold about 30 gallons.
Chest 10 GP 2 An empty lockable chest. About 5 x 2 x 5 feet. Can store about 10 bulk worth of items.
Bucket 1 GP 1 A large metal or wooden bucket. Can hold about 4 gallons of liquid.
Waterskin 1 GP L A sealable bladder made for traveling. It can hold about 1 gallon of liquid.
Martial Aids Cost Bulk Description
Globe of Marbles 5 GP 1 A glass globe filled with small metal or glass beads, enough to cover 10 feet square. Creatures that enter the area fall prone if they fail a Challenging (DC 20) Reflex save.
Caltrops 20 GP L Enough to cover a 5 feet square. Any creature who enters such a square is subject to an attack roll (1d20 + 15). If they are hit they take 1d6 points of piercing damage and they are Impaired 1. Spreading caltrops takes 1 action.

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