Hand Tools
- Hammer (light, 1 gp)
- Mining pick (1 slot, 2 gp)
- Sledgehammer (1 slot, 2 gp)
- Shovel (1 slot, 2 gp)
- Crowbar (1 slot, 2 gp)
- Grappling hook (light, 25 gp)
- 10' pole (1 slot, 1 sp)
- 10' ladder (2 slots, 5 sp)
- Block and tackle (1 slot, 5 gp, rope not included)
- Portable ram (3 slots, 4 gp, wielded by 1 or 2 people, +A on feats of strength to force things open or smash them)
Toolkits
- Adventuring
- Healer's kit (1 slot, 10 gp, 10 stock)
- Explorer's kit (1 slot, 5 gp, tinderbox, whetstone, mess kit, 4 bedrolls, tarp and ground-cloth, ball of cord, etc)
- Navigator's kit (1 slot, 25 gp, compass, sextant, paper, etc)
- Fishing gear (1 slot, 1 gp)
- Climbing kit (1 slot, 25 gp, climbing pick, crampons, gloves, climbing harness; pitons and rope sold separately)
- When anchoring with rope and spikes as you advance, limits falls to 25'; 1 spike per 25' climbed)
- Tent (2 slots, 20 gp, sleeps 5)
- Heavy blanket (1 slot, 2 gp, cold-weather suitable)
Crafting
- Cooking kit (1 slot, 5 gp; pots and pans, spices, utensils, spit, tinderbox)
- Craftsman's kit
- Cheap (1 slot, 10 gp, e.g. carver, tailor, carpenter, leatherworker, mason / stonecarver)
- Expensive (1 slot, 25 gp, e.g. smith, jeweler, painter, mechanic)
- Writing kit (light, 10 gp, supply of paper, inks, pens, sealing wax, blotter)
- Portable forge (3 slots, ??? gp, requires coal, tools not included)
Skullduggery
- Thieves' Tools (1 slot, 25 gp, 12 stock; picks, wire, candle, scalpel, hook, eyepiece, tiny mirror, chalk, putty, tiny hammer and chisel, oil can, etc)
- Disguise Kit (1 slot, 25 gp, putty, dyes, makeup, accessories, forged documents, etc)
- Forgery Kit (1 slot, 15 gp, fake seals and wax, paper, ink, aging stains, eyepiece, candle, manipulators, etc)
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Restraints & Impediments
- Caltrops (1 slot, 1 gp, covers four 5' x 5' areas, 1 action per 5' square covered, Dex save (if aware) or 1d4 damage and halt, Heavy armor or equivalent is immune)
- Bear trap (1 slot, 5 gp)
- Manacles (1 slot, 2 gp, usually made to fit a Medium-sized humanoid, 10x cost and 2x weight per increase in Size)
- Lock and key (light, 10 gp (cheap), 20 gp (decent), or more)
Writing
- Paper (1 sp per sheet)
- Book (light (small journal) or 1 slot (tome), 5 or 20 gp)
- Scroll case (light, 1 gp)
- Signet ring (weightless, 5+ gp)
Measuring & Observing
- Hourglass (light, 25 gp)
- Magnifying glass (light, 100 gp)
- Spyglass (light, 1000 gp)
- Merchant's balance (light, 5 gp)
- Mirror (steel 5 gp, silver 25 gp, light, hand-sized)
- Abacus (light, 2 gp)
- Signal whistle (weightless, 1 gp)
- Hand bell, bullroarer (light, 1 gp)
- Semaphore flag (1 slot, 1 gp)
Entertainment
- Dice (weightless, 5 sp)
- Gaming set (light, 1 gp; chess, etc)
- Deck of cards (weightless, 1 gp)
- Musical instrument
- Simple (light, 2 gp, wooden pipes, small drum, etc)
- Quality (1 slot, 30+ gp (up to 100 gp for decoration and quality), drum, lute, lyre, horn, viol, dulcimer, shamisen, bagpipes, etc)
Magical Paraphernalia
Panoply
Implement
Small (wand, orb, amulet, holy symbol, etc; light, 10 gp)
Large (as mace, staff, dagger, etc; 10 gp or as weapon)
Improved: 1 spell vessel (+50 gp), 2 spell vessel (+500 gp), 3 spell vessel (+5,000 gp), 4 spell vessel (+50,000 gp). Vessels are crafted to specific spells.
Garb
Raiment (weightless, worn, clothing, 10 gp)
Vestments (weightless, worn, clothing; or as armor, 10 gp)
Improved: 1 enhancement (+50 gp), 2 enhancements (+500 gp), 3 enhancements (+5,000 gp), 4 enhancements (+50,000 gp). Enhancements are permanently worked into the raiment.
Deflection (+2 defense for the first enhancement, +1 defense for each additional enhancement)
Preservation (+A to save against (enhancements) spells per Long Rest; chosen before rolling the save)
Barrier (gain (Power+enhancements) tHP when you cast a spell)
Contingency (precast up to (enhancements) self- or touch-range spells, naming triggers that will activate them; triggers must relate to your own actions or status, not external things, and activate afterward; these spells can be dispelled or disrupted like any other lingering enchantment)
Ravage (each enhancement gives your spells +1 damage per die to a single damage type)
Pocket (store (enhancements) slots of gear weightlessly in extradimensional raiment pocket(s)
Fortune (after a Long Rest, roll a d20 and keep its value. You may swap this value for a d20 roll you make or which is made against you during the following day, after rolling)
Talisman (weightless or 1 enc; cannot normally be purchased)
Components
Ritual Components (value and weight measured in coin)
Ritual Kit (1 enc, 6 stock, d4 usage; using a higher level kit then necessary increases usage die 1 step per kit level)
Apprentice (Power 0-2, 25 gp)
An apprentice kit can be replenished through time and effort, buying or foraging for base components and ceremonially preparing them. Each week spent in a settlement with a Modest or better lifestyle, or in the wilderness with Wildcraft 1+, restores 1 stock to a depleted apprentice ritual kit, or 5 gp toward assembling one from scratch.
Journeyman (Power 3-4, 250 gp)
Some Fonts of Power may be harvested for materials to replenish stock.
Master (Power 5+, 2500 gp)
Rare Fonts of Power may be harvested for materials to replenish stock.
Vessels (inscribing binding sigils for a spell takes 1 hour and the use of a ritual kit of suitable level for the spell's minimum Power)
Scroll (light, fragile, holds 1 spell, 5 sp)
Small Durable Vessel (figurine, crystal, runestone, etc) (light, 5 gp)
Tome (1 slot, fragile, holds 10 spells, 20 gp)
Large Durable Vessel (skull, idol, tablet; 2 slots, 30 gp, holds 10 spells)
Spells, Consumables, Demi-Vessels, Magic Items, and Sanctum Features
See Arcane Research.
Alchemics
Alchemy
Tools
Alchemist's kit (1 slot, 50 gp, vials, burners, tubing, etc; reagents not included)
Alchemist's lab (20 slots packed up, 200 gp, doubles daily production of alchemic items, required for advanced formulas, keeps up to 10 doses of alchemical products fresh indefinitely)
Reagents (40 gp of materials is light, with the Alchemist feat, spend with a kit or lab to create alchemic products)
Alchemics (drugs, poisons, etc)
Lifestyle
Tiers
Wretched (5 cp / day, 1.5 gp / month; peons)
Take -1 HP per level. Wretched counts as a Poor Condition for healing and recovery.
Take +D on resistance against poison, disease, and fatigue.
You can only keep 3 expensive items (>= 1 gp) in good condition, the rest as broken, pawned, or stolen.
Each mount, livestock, pack animal, and land conveyance counts as an expensive item. Small watercraft count as expensive items, and bigger ones cannot be owned.
Meager (1 sp / day, 3 gp / month; manual laborers, peddlers)
You can only keep 6 expensive items in good condition.
Modest (1 gp / day, 30 gp / month; craftsmen)
The care, feed, and stabling of a small handful of mounts, livestock, or pack animals is covered.
Adequate (4 gp / day, 120 gp / month; yeoman, skilled craftsman)
+1 natural healing per day in civilized locations at this level or above.
Prosperous (10 gp / day, 300 gp / month; gentry, merchants, master craftsmen)
The care, feed, and stabling of your households's mounts, conveyances, a herd of livestock or pack animals, etc is covered.
Affluent (40 gp / day, 1200 gp / month; barons, merchant princes)
Sumptuous (200 gp / day, 6000 gp / month; dukes, princes)
Luxuriant (2000 gp / day, 60,000 gp / month; kings)
Opulent (???; emperors)
Temporary Lifestyle
To pass as a higher tier for a little while (a set of clothes, paying to move in the right circles, etc), you must buy a week's worth of the given lifestyle level.
E.g. to attend a gala and portray yourself as Prosperous, you'd need to spend 70 gp to deck yourself out, hire a servant, bring an adequate gift, etc.
Gain d4 usage, 2 stock of the lifestyle. A use is either a notable event (going to a party, schmoozing, etc) or a week of routine / intermittent passing.
Afterward, the clothes will get worn, the luxuries pawned, etc.
Clothing
Once the first week of Lifestyle is paid for, you have suitable clothing for day-to-day life at your station.
A single suit of fancy garb for your station (suitable for fancy parties, ceremonies, etc) costs (10 x daily Lifestyle).
Hirelings
Hirelings
Mercenaries (per soldier; won't go delving or face other major perils, but will guard camp, escort through the wilderness, fight in battles, etc)
Irregular, levy, goon (3 gp / month)
Light infantry (6 gp / month)
Heavy infantry (12 gp / month)
Light archers, slingers (9 gp / month)
Longbow archers, crossbowmen (18 gp / month)
Light cavalry (30 gp / month)
Horse archers (45 gp / month)
Medium cavalry (45 gp / month)
Heavy cavalry (60 gp / month)
Specialists
Alchemist (250 gp / month)
Can act as an assistant in arcane research.
Animal Trainer (25 - 250 gp / month)
Basic price for a trainer who handles one ordinary type of beast, higher for more fantastical creatures.
Armorer (75 gp / month, produces 40 gp of arms and armor a month, given a workshop and materials, and can maintain 60 troops worth of gear)
For +40 gp / month, can be set up with a journeymen and pair of apprentices, or +80 for two sets, each doubling the armorer's output / maintenance.
Engineer (250 gp / month)
1 engineer is required for the duration of a construction project for every 100,000 gp or fraction thereof in its value.
Healer (has the Healer feat(s), pay as if they were a caster (see below), providing a Cure Wounds, Cure Malady, etc; more skilled healers are rarer, just as with sorcerers and theurges)
Medic (25gp / month)
Has the Healer 1 feat
Mariner (rower 3 gp / month, sailor 6 gp / month, navigator 25 gp / month, captain 100 gp / month)
Criminals (footpad / killer (1st level rogue) 25 gp / month, spy (4th level rogue) 125 gp / month)
Entertainer / rumor-monger / publicist (25 gp / month)
Sage (500+ gp / month, each has individual areas of focus, time required varies with the question(s) posed; simpler questions may require less than a month)
Caster (per spell cast, assuming a sufficiently powerful caster can be found for hire: cantrip 1 gp, 1st 10 gp, 2nd 40 gp, 3rd 75 gp, 4th 325 gp, 5th 1250 gp, 6th 4500 gp)
Powerful casters may charge greater fees, simply to not be bothered by those seeking lesser spells.
Land Transport
Land Transport
Beasts of Burden
Burden-beast (elephant, yeddim, bantha) (500 gp, Vigor 20, huge)
Heavy draft animal (draft-goat, horse, ox, bull-scarab) (40 gp, Vigor 15, large, 2x carrying cap)
Medium draft animal (draft-goat, horse, camel, mule) (20 gp, Vigor 12, medium, 2x carrying cap)
Light draft animal (donkey, pack-goat) (8 gp, Vigor 12, medium)
Mounts
Heavy war mount (goat, scarab, horse) (700 gp)
Medium war mount (goat, scarab, horse, camel) (250 gp)
Medium riding mount (goat, horse, camel) (40 gp)
Light war mount (oryx, horse, camel) (150 gp)
Light riding mount (oryx, horse, camel) (75 gp)
Mount Accessories
Common tack, harness, and saddle (5 gp for medium or large mount)
War saddle (20 gp for medium or large beast)
Exotic saddle (60 gp for unusual or huge beasts)
Saddlebags (5 gp)
Barding (light / medium / heavy defense, 4 x (1 + Size above medium) cost, 2 x (Size above medium) weight)
Caparison (20 gp)
Conveyances
Cart / Wagon
Small (25 gp, roads and flat ground only, 2 wheeled, +1x carry cap to 1 or 2 medium draft animals, 1/2 speed, or 1/4 if heavily encumbered)
Large (50 gp, roads and flat ground only, 2 wheeled, +1x carry cap to 1 or 2 heavy draft animals (2 medium = 1 heavy), 1/2 speed, or 1/4 if heavily encumbered)
Bulk (200 gp, roads and flat ground only, 4 wheeled, +1x carry cap to 2 or 4 heavy draft animals (2 medium = 1 heavy), 1/2 speed, or 1/4 if heavily encumbered)
Coach / Carriage (100+ gp, roads and flat ground only, 4 wheeled, +1x carry cap to 1 or 2 heavy draft animals (2 medium = 1 heavy), 1/2 speed, or 1/4 if heavily encumbered)
Sled (as Small or Large Cart, but suitable for snow-covered ground instead)
Chariot (50+ gp, roads and flat ground only, 2 wheeled, carries up to 2 people with an equal number of medium riding mounts (2 light = 1 medium), full speed, or 1/2 speed if heavily encumbered, ranged attacks only suffer +1 range band when made from a moving chariot)
Watercraft
Watercraft
Barge
100 gp per 10' x 10' section, up to 30' x 40', river-worthy, 500 stone cargo per 10' x 10' section, raised edge, small hut or shelter, 12 mile per day rowed
Raft
1-3 days labor per 10' x 10' section, up to 30' x 40', river-worthy, 250 stone cargo per 10' x 10' section, 12 mile per day rowed
Keelboat
4000 gp, river-worthy, 20-30' long, 10-15' beam, 2-3' draft, 600 stone cargo, 36 miles per day rowed
Roofed cabin (+1000 gp)
Sailing Boat
2000 gp, 20-40' long, 10-15' beam, 2-3' draft, single mast, coast-worthy, 400 stone cargo, 72 miles per day sailed
Ship's Launch
40 gp, coast-worthy, 15-20' long, 4-5' beam, 1-2' draft, 50 stone (if portaged or loaded on a ship), 150 stone cargo, 18 miles per day rowed
Canoe / Rowboat
40 gp, river-worthy, 15' long, 5' beam, 1' draft, 5 stone (if portaged or loaded on a ship), 60 stone cargo, 18 miles per day rowed
Galley
Small: 10,000 gp, sea-worthy, 60-100' long, 10-15' beam, 2-3' draft, crew (1 captain, 20 marines, 10 sailors, 60 rowers), 2000 stone cargo, full deck, single mast, 90 miles per day sailed, 60 miles per day rowed
Armaments: up to 2 light catapults (bow and stern), naval ram (+1/3rd cost)
Large: 30,000 gp, sea-worthy, 120-150' long, 15-20' beam, 3' draft, crew (1 captain, 50 marines, 20 sailors, 180 rowers), 4000 stone cargo, full deck, single mast, 90 miles per day sailed, 50 miles per day rowed
Armaments: up to 2 light catapults (bow and stern) or 1 heavy catapult, naval ram (+1/3rd cost)
War: 60,000 gp, sea-worthy, 120-150' long, 20-30' beam, 4-6' draft, crew (1 captain, 75 marines, 30 sailors, 300 rowers), 6000 stone cargo, multi-decked, double mast, 72 miles per day sailed, 50 miles per day rowed
Armaments: up to 3 light catapults (bow and stern) or 1 heavy and 1 light catapults, naval ram (included), bow and stern towers (10- 20' square, 15' to 20' above the deck)
Longship
15,000 gp, sea-worthy, 60-80' long, 10-15' beam, 2-3' draft, crew (captain, 75 sailors) 2000 stone cargo, open deck w/ some shelter, 90 miles per day sailed, 60 miles per day rowed
Sailing Ship
Small: 10,000 gp, sea-worthy, 60-80' length, 20-30' beam, 5-8' draft, single mast, full deck, fore and aft castles, crew (captain, 12 sailors), 10,000 stone cargo, 90 miles per day sailed
Armaments: warship (+5000 gp, reinforced hull, 25 marines)
Large: 20,000 gp, sea-worthy, 100-150' length, 25-30' beam, 10-12' draft, triple mast, full decks, fore and aft castles, crew (captain, 20 sailors), 30,000 stone cargo, 72 miles per day sailed
Armaments: up to 2 light catapults or 1 heavy catapult, warship (+10,000 gp, reinforced hull, 50 marines)
Livestock
Chicken (1 sp)
Cow (10 gp)
Dog
Hunting (10 gp)
War / Guard (75 gp)
Goat (3 gp)
Hawk (20 gp)
Pig (3 gp)
Sheep (2 gp)
Ox (40 gp)
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