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List of Adventuring Gear

Adventurer's Pack

0
PFS: Standard
150
1

Source: Player Core pg. 287

This item is the starter kit for an adventurer, containing the essential items for exploration and survival. The Bulk value is for the entire pack together, but see the descriptions of individual items as necessary.

The pack contains the following items: a backpack, a bedroll, 10 pieces of chalk, flint and steel, 50 feet of rope, 2 weeks’ rations, soap, 5 torches, and a waterskin.

Alchemist's Lab

0
PFS: Standard
500
6
2

Source: Player Core pg. 287

You need an alchemist’s lab to Craft alchemical items during downtime.

<p>Alchemist’s Lab</p>

Source Player Core pg. 287

Price 5 gp

Hands 2

Bulk 6

<p>Alchemist’s Lab (Expanded)</p>

Source Player Core pg. 287

Price 55 gp

Hands 2

Bulk 6


An expanded alchemist’s lab gives a +1 item bonus to Crafting checks to create alchemical items.

Alchemist's Lab (Expanded)

3
PFS: Standard
5500
6
2

Source: Player Core pg. 287

You need an alchemist’s lab to Craft alchemical items during downtime.

<p>Alchemist’s Lab</p>

Source Player Core pg. 287

Price 5 gp

Hands 2

Bulk 6

<p>Alchemist’s Lab (Expanded)</p>

Source Player Core pg. 287

Price 55 gp

Hands 2

Bulk 6


An expanded alchemist’s lab gives a +1 item bonus to Crafting checks to create alchemical items.

Alchemist's Toolkit

0
PFS: Standard
300
1
-1

Source: Player Core pg. 287

This mobile collection of vials and chemicals can be used for simple alchemical tasks. If you wear your alchemist’s toolkit, you can draw and replace them as part of the action that uses them.

Artisan's Toolkit

0
PFS: Standard
400
2

Source: Player Core pg. 287

You need this toolkit to create items from raw materials with the Craft skill. Different sets are needed for different work, as determined by the GM; for example, a blacksmith’s toolkit differs from a woodworker’s toolkit. If you wear your artisan’s toolkit, you can draw and replace it as part of the action that uses it.

<p>Artisan’s Toolkit</p>

Source Player Core pg. 287

Price 4 gp

Bulk 2

<p>Artisan’s Toolkit (Sterling)</p>

Source Player Core pg. 287

Price 50 gp

Bulk 2


A sterling artisan’s toolkit gives you a +1 item bonus to the check.

Artisan's Toolkit (Sterling)

3
PFS: Standard
5000
2

Source: Player Core pg. 287

You need this toolkit to create items from raw materials with the Craft skill. Different sets are needed for different work, as determined by the GM; for example, a blacksmith’s toolkit differs from a woodworker’s toolkit. If you wear your artisan’s toolkit, you can draw and replace it as part of the action that uses it.

<p>Artisan’s Toolkit</p>

Source Player Core pg. 287

Price 4 gp

Bulk 2

<p>Artisan’s Toolkit (Sterling)</p>

Source Player Core pg. 287

Price 50 gp

Bulk 2


A sterling artisan’s toolkit gives you a +1 item bonus to the check.

Backpack

0
PFS: Standard
10
0

Source: Player Core pg. 287

A backpack holds up to 4 Bulk of items, and the first 2 Bulk of these items don’t count against your Bulk limits. If you’re carrying or stowing the pack rather than wearing it on your back, its Bulk is light instead of negligible.

Barding

0
0.1

Source: Player Core pg. 295

You can purchase special armor for animals, called barding (shown on Table 6–18). All animals have a trained proficiency rank in light barding, and combat-trained animals are trained in heavy barding. Barding uses the same rules as armor except for the following. The Price and Bulk of barding depend on the animal’s size. Unlike for a suit of armor, barding’s Strength entry is listed as a modifier, not a score. Barding can’t be etched with magic runes, though special magical barding might be available.

Barding

SizeBardingPriceAC BonusDex CapCheck PenaltySpeed PenaltyBulkStrength
LightSmall or Medium10 gp+1+5-1-5 ft.2+3
Large20 gp+1+5-1-5 ft.4+3
HeavySmall or Medium (Level 2)25 gp+3+3-3-10 ft.4+5
Large (Level 3)50 gp+3+3-3-10 ft.8+5
<p>Barding (Light; Small or Medium)</p>

Source Player Core pg. 295

Price 10 gp

Bulk 2

<p>Barding (Light; Large)</p>

Source Player Core pg. 295

Price 20 gp

Bulk 4

<p>Barding (Heavy; Small or Medium)</p>

Source Player Core pg. 295

Price 25 gp

Bulk 4

<p>Barding (Heavy; Large)</p>

Source Player Core pg. 295

Price 50 gp

Bulk 8

Barding (Heavy; Large)

0
PFS: Standard
5000
8

Source: Player Core pg. 295

You can purchase special armor for animals, called barding (shown on Table 6–18). All animals have a trained proficiency rank in light barding, and combat-trained animals are trained in heavy barding. Barding uses the same rules as armor except for the following. The Price and Bulk of barding depend on the animal’s size. Unlike for a suit of armor, barding’s Strength entry is listed as a modifier, not a score. Barding can’t be etched with magic runes, though special magical barding might be available.

Barding

SizeBardingPriceAC BonusDex CapCheck PenaltySpeed PenaltyBulkStrength
LightSmall or Medium10 gp+1+5-1-5 ft.2+3
Large20 gp+1+5-1-5 ft.4+3
HeavySmall or Medium (Level 2)25 gp+3+3-3-10 ft.4+5
Large (Level 3)50 gp+3+3-3-10 ft.8+5
<p>Barding (Light; Small or Medium)</p>

Source Player Core pg. 295

Price 10 gp

Bulk 2

<p>Barding (Light; Large)</p>

Source Player Core pg. 295

Price 20 gp

Bulk 4

<p>Barding (Heavy; Small or Medium)</p>

Source Player Core pg. 295

Price 25 gp

Bulk 4

<p>Barding (Heavy; Large)</p>

Source Player Core pg. 295

Price 50 gp

Bulk 8

Barding (Heavy; Small or Medium)

2
PFS: Standard
2500
4

Source: Player Core pg. 295

You can purchase special armor for animals, called barding (shown on Table 6–18). All animals have a trained proficiency rank in light barding, and combat-trained animals are trained in heavy barding. Barding uses the same rules as armor except for the following. The Price and Bulk of barding depend on the animal’s size. Unlike for a suit of armor, barding’s Strength entry is listed as a modifier, not a score. Barding can’t be etched with magic runes, though special magical barding might be available.

Barding

SizeBardingPriceAC BonusDex CapCheck PenaltySpeed PenaltyBulkStrength
LightSmall or Medium10 gp+1+5-1-5 ft.2+3
Large20 gp+1+5-1-5 ft.4+3
HeavySmall or Medium (Level 2)25 gp+3+3-3-10 ft.4+5
Large (Level 3)50 gp+3+3-3-10 ft.8+5
<p>Barding (Light; Small or Medium)</p>

Source Player Core pg. 295

Price 10 gp

Bulk 2

<p>Barding (Light; Large)</p>

Source Player Core pg. 295

Price 20 gp

Bulk 4

<p>Barding (Heavy; Small or Medium)</p>

Source Player Core pg. 295

Price 25 gp

Bulk 4

<p>Barding (Heavy; Large)</p>

Source Player Core pg. 295

Price 50 gp

Bulk 8

Barding (Light; Large)

0
PFS: Standard
2000
4

Source: Player Core pg. 295

You can purchase special armor for animals, called barding (shown on Table 6–18). All animals have a trained proficiency rank in light barding, and combat-trained animals are trained in heavy barding. Barding uses the same rules as armor except for the following. The Price and Bulk of barding depend on the animal’s size. Unlike for a suit of armor, barding’s Strength entry is listed as a modifier, not a score. Barding can’t be etched with magic runes, though special magical barding might be available.

Barding

SizeBardingPriceAC BonusDex CapCheck PenaltySpeed PenaltyBulkStrength
LightSmall or Medium10 gp+1+5-1-5 ft.2+3
Large20 gp+1+5-1-5 ft.4+3
HeavySmall or Medium (Level 2)25 gp+3+3-3-10 ft.4+5
Large (Level 3)50 gp+3+3-3-10 ft.8+5
<p>Barding (Light; Small or Medium)</p>

Source Player Core pg. 295

Price 10 gp

Bulk 2

<p>Barding (Light; Large)</p>

Source Player Core pg. 295

Price 20 gp

Bulk 4

<p>Barding (Heavy; Small or Medium)</p>

Source Player Core pg. 295

Price 25 gp

Bulk 4

<p>Barding (Heavy; Large)</p>

Source Player Core pg. 295

Price 50 gp

Bulk 8

Barding (Light; Small or Medium)

0
PFS: Standard
1000
2

Source: Player Core pg. 295

You can purchase special armor for animals, called barding (shown on Table 6–18). All animals have a trained proficiency rank in light barding, and combat-trained animals are trained in heavy barding. Barding uses the same rules as armor except for the following. The Price and Bulk of barding depend on the animal’s size. Unlike for a suit of armor, barding’s Strength entry is listed as a modifier, not a score. Barding can’t be etched with magic runes, though special magical barding might be available.

Barding

SizeBardingPriceAC BonusDex CapCheck PenaltySpeed PenaltyBulkStrength
LightSmall or Medium10 gp+1+5-1-5 ft.2+3
Large20 gp+1+5-1-5 ft.4+3
HeavySmall or Medium (Level 2)25 gp+3+3-3-10 ft.4+5
Large (Level 3)50 gp+3+3-3-10 ft.8+5
<p>Barding (Light; Small or Medium)</p>

Source Player Core pg. 295

Price 10 gp

Bulk 2

<p>Barding (Light; Large)</p>

Source Player Core pg. 295

Price 20 gp

Bulk 4

<p>Barding (Heavy; Small or Medium)</p>

Source Player Core pg. 295

Price 25 gp

Bulk 4

<p>Barding (Heavy; Large)</p>

Source Player Core pg. 295

Price 50 gp

Bulk 8

Basic Crafter's Book

0
PFS: Standard
10
0.1
2

Source: Player Core pg. 287

This book contains formulas for Crafting the 0-level common items in this chapter.

Bedroll

0
PFS: Standard
2
0.1

Source: Player Core pg. 287

Brass Ear

0
PFS: Standard
100
0
1

Source: Player Core pg. 287

A brass ear is a short, flared tube with one end narrow enough to comfortably fit against the ear canal. When using it to listen through a door, window, thin wall, or similar barrier, if the barrier would normally increase the DC of your Perception check to hear sounds on the other side, the DC increases by only half as much as normal. It’s not suitable for improving your hearing in general, a role better served by a hearing aids.

Caltrops

0
PFS: Standard
30
0.1
1

Source: Player Core pg. 287

These four-pronged metal spikes can damage a creature’s feet. You can scatter caltrops in an empty square adjacent to you with an Interact action. The first creature that moves into that square must succeed at a DC 14 Acrobatics check or take 1d4 piercing damage and 1 persistent bleed damage. A creature taking persistent bleed damage from caltrops takes a –5-foot penalty to its Speed. Spending an Interact action to pluck the caltrops free reduces the DC to stop the bleeding. Once a creature takes damage from caltrops, enough are ruined that other creatures moving into the square are safe. Deployed caltrops can be salvaged and reused if no creatures took damage from them. Otherwise, enough are ruined that they can’t be salvaged.

Candle

0
PFS: Standard
1
0
1

Source: Player Core pg. 287

A lit candle sheds dim light in a 10-foot radius for 8 hours.

Chain

0
PFS: Standard
400
1
2

Source: Player Core pg. 287

Chalk

0
PFS: Standard
1
0
1

Source: Player Core pg. 287

Chest

0
PFS: Standard
60
2
2

Source: Player Core pg. 287

A wooden chest can hold up to 8 Bulk of items.

Climbing Kit

0
PFS: Standard
50
1
2

Source: Player Core pg. 287

This satchel includes 50 feet of rope, pulleys, a dozen pitons, a hammer, a grappling hook, and one set of crampons. Climbing kits allow you to attach yourself to the wall you’re Climbing, moving half as quickly as usual (minimum 5 feet) but letting you attempt a DC 5 flat check whenever you critically fail to prevent a fall. A single kit has only enough materials for one climber; each climber needs their own kit. If you wear your climbing kit, you can access it as part of a Climb action.

<p>Climbing Kit</p>

Source Player Core pg. 287

Price 5 sp

Hands 2

Bulk 1

<p>Climbing Kit (Extreme)</p>

Source Player Core pg. 287

Price 40 gp

Hands 2

Bulk 1


You gain a +1 item bonus to Athletics checks to Climb while using an extreme climbing kit.

Climbing Kit (Extreme)

3
PFS: Standard
4000
1
2

Source: Player Core pg. 287

This satchel includes 50 feet of rope, pulleys, a dozen pitons, a hammer, a grappling hook, and one set of crampons. Climbing kits allow you to attach yourself to the wall you’re Climbing, moving half as quickly as usual (minimum 5 feet) but letting you attempt a DC 5 flat check whenever you critically fail to prevent a fall. A single kit has only enough materials for one climber; each climber needs their own kit. If you wear your climbing kit, you can access it as part of a Climb action.

<p>Climbing Kit</p>

Source Player Core pg. 287

Price 5 sp

Hands 2

Bulk 1

<p>Climbing Kit (Extreme)</p>

Source Player Core pg. 287

Price 40 gp

Hands 2

Bulk 1


You gain a +1 item bonus to Athletics checks to Climb while using an extreme climbing kit.

Clothing

0
0

Source: Player Core pg. 287

Ordinary clothing is functional with basic tailoring, such as peasant garb, monk’s robes, or work clothes.

More expensive finery or clothes for specific climes cost more.

<p>Clothing (Ordinary)</p>

Source Player Core pg. 287

Price 1 sp

<p>Clothing (Explorer’s)</p>

Source Player Core pg. 287

Price 1 sp

Bulk L


Explorer’s clothing is sturdy enough that it can be reinforced to protect you, even though it isn’t a suit of armor. It comes in many forms, though the most common sorts look like clerical vestments, monk’s garments, or wizard’s robes, as members of all three classes are likely to avoid wearing armor. For more information on explorer’s clothing, see its entry in the armor category.

<p>Clothing (Fine)</p>

Source Player Core pg. 287

Price 2 gp

Bulk L

<p>Clothing (High-Fashion Fine)</p>

Source Player Core pg. 287

Price 55 gp

Bulk L

<p>Clothing (Winter)</p>

Source Player Core pg. 287

Price 4 sp

Bulk L

Clothing (Explorer's)

0
PFS: Standard
10
0.1

Source: Player Core pg. 287

Ordinary clothing is functional with basic tailoring, such as peasant garb, monk’s robes, or work clothes.

More expensive finery or clothes for specific climes cost more.

<p>Clothing (Ordinary)</p>

Source Player Core pg. 287

Price 1 sp

<p>Clothing (Explorer’s)</p>

Source Player Core pg. 287

Price 1 sp

Bulk L


Explorer’s clothing is sturdy enough that it can be reinforced to protect you, even though it isn’t a suit of armor. It comes in many forms, though the most common sorts look like clerical vestments, monk’s garments, or wizard’s robes, as members of all three classes are likely to avoid wearing armor. For more information on explorer’s clothing, see its entry in the armor category.

<p>Clothing (Fine)</p>

Source Player Core pg. 287

Price 2 gp

Bulk L

<p>Clothing (High-Fashion Fine)</p>

Source Player Core pg. 287

Price 55 gp

Bulk L

<p>Clothing (Winter)</p>

Source Player Core pg. 287

Price 4 sp

Bulk L

Clothing (Fine)

0
PFS: Standard
200
0.1

Source: Player Core pg. 287

Ordinary clothing is functional with basic tailoring, such as peasant garb, monk’s robes, or work clothes.

More expensive finery or clothes for specific climes cost more.

<p>Clothing (Ordinary)</p>

Source Player Core pg. 287

Price 1 sp

<p>Clothing (Explorer’s)</p>

Source Player Core pg. 287

Price 1 sp

Bulk L


Explorer’s clothing is sturdy enough that it can be reinforced to protect you, even though it isn’t a suit of armor. It comes in many forms, though the most common sorts look like clerical vestments, monk’s garments, or wizard’s robes, as members of all three classes are likely to avoid wearing armor. For more information on explorer’s clothing, see its entry in the armor category.

<p>Clothing (Fine)</p>

Source Player Core pg. 287

Price 2 gp

Bulk L

<p>Clothing (High-Fashion Fine)</p>

Source Player Core pg. 287

Price 55 gp

Bulk L

<p>Clothing (Winter)</p>

Source Player Core pg. 287

Price 4 sp

Bulk L

Clothing (High-Fashion Fine)

3
PFS: Standard
5500
0.1

Source: Player Core pg. 287

Ordinary clothing is functional with basic tailoring, such as peasant garb, monk’s robes, or work clothes.

More expensive finery or clothes for specific climes cost more.

<p>Clothing (Ordinary)</p>

Source Player Core pg. 287

Price 1 sp

<p>Clothing (Explorer’s)</p>

Source Player Core pg. 287

Price 1 sp

Bulk L


Explorer’s clothing is sturdy enough that it can be reinforced to protect you, even though it isn’t a suit of armor. It comes in many forms, though the most common sorts look like clerical vestments, monk’s garments, or wizard’s robes, as members of all three classes are likely to avoid wearing armor. For more information on explorer’s clothing, see its entry in the armor category.

<p>Clothing (Fine)</p>

Source Player Core pg. 287

Price 2 gp

Bulk L

<p>Clothing (High-Fashion Fine)</p>

Source Player Core pg. 287

Price 55 gp

Bulk L

<p>Clothing (Winter)</p>

Source Player Core pg. 287

Price 4 sp

Bulk L

Clothing (Ordinary)

0
PFS: Standard
10
0

Source: Player Core pg. 287

Ordinary clothing is functional with basic tailoring, such as peasant garb, monk’s robes, or work clothes.

More expensive finery or clothes for specific climes cost more.

<p>Clothing (Ordinary)</p>

Source Player Core pg. 287

Price 1 sp

<p>Clothing (Explorer’s)</p>

Source Player Core pg. 287

Price 1 sp

Bulk L


Explorer’s clothing is sturdy enough that it can be reinforced to protect you, even though it isn’t a suit of armor. It comes in many forms, though the most common sorts look like clerical vestments, monk’s garments, or wizard’s robes, as members of all three classes are likely to avoid wearing armor. For more information on explorer’s clothing, see its entry in the armor category.

<p>Clothing (Fine)</p>

Source Player Core pg. 287

Price 2 gp

Bulk L

<p>Clothing (High-Fashion Fine)</p>

Source Player Core pg. 287

Price 55 gp

Bulk L

<p>Clothing (Winter)</p>

Source Player Core pg. 287

Price 4 sp

Bulk L

Clothing (Winter)

0
PFS: Standard
40
0.1

Source: Player Core pg. 287

Ordinary clothing is functional with basic tailoring, such as peasant garb, monk’s robes, or work clothes.

More expensive finery or clothes for specific climes cost more.

<p>Clothing (Ordinary)</p>

Source Player Core pg. 287

Price 1 sp

<p>Clothing (Explorer’s)</p>

Source Player Core pg. 287

Price 1 sp

Bulk L


Explorer’s clothing is sturdy enough that it can be reinforced to protect you, even though it isn’t a suit of armor. It comes in many forms, though the most common sorts look like clerical vestments, monk’s garments, or wizard’s robes, as members of all three classes are likely to avoid wearing armor. For more information on explorer’s clothing, see its entry in the armor category.

<p>Clothing (Fine)</p>

Source Player Core pg. 287

Price 2 gp

Bulk L

<p>Clothing (High-Fashion Fine)</p>

Source Player Core pg. 287

Price 55 gp

Bulk L

<p>Clothing (Winter)</p>

Source Player Core pg. 287

Price 4 sp

Bulk L

Compass

0
PFS: Standard
100
0
1

Source: Player Core pg. 288

A compass helps you Sense Direction or navigate, provided you’re in a location with uniform magnetic fields. Without a compass, you take a –2 item penalty to these checks (similar to using a shoddy item).

<p>Compass</p>

Source Player Core pg. 288

Price 1 gp

Hands 1

<p>Compass (Lensatic)</p>

Source Player Core pg. 288

Price 20 gp

Hands 1


A lensatic compass gives you a +1 item bonus to these checks.

Compass (Lensatic)

3
PFS: Standard
2000
0
1

Source: Player Core pg. 288

A compass helps you Sense Direction or navigate, provided you’re in a location with uniform magnetic fields. Without a compass, you take a –2 item penalty to these checks (similar to using a shoddy item).

<p>Compass</p>

Source Player Core pg. 288

Price 1 gp

Hands 1

<p>Compass (Lensatic)</p>

Source Player Core pg. 288

Price 20 gp

Hands 1


A lensatic compass gives you a +1 item bonus to these checks.

Concealed Sheath

3
PFS: Standard
2500
0

Source: Player Core pg. 288

This leather sheath is large enough to hold an item of up to light Bulk and is typically used for daggers, wands, thieves’ toolkits, and similar objects. You can affix it to the inside of a boot, under a bracer or sleeve, or in other inconspicuous locations to gain a +1 item bonus to Stealth checks and DCs to hide or conceal the item within.

Cookware

0
PFS: Standard
100
2
2

Source: Player Core pg. 288

Crowbar

0
PFS: Standard
50
0.1
2

Source: Player Core pg. 288

When Forcing Open an object that doesn’t have an easy grip, a crowbar makes it easier to gain the necessary leverage. Without a crowbar, prying something open takes a –2 item penalty to the Athletics check to Force Open.

<p>Crowbar</p>

Source Player Core pg. 288

Price 5 sp

Hands 2

Bulk L

<p>Crowbar (Levered)</p>

Source Player Core pg. 288

Price 20 gp

Hands 2

Bulk L


A levered crowbar grants you a +1 item bonus to Athletics checks to Force Open anything that can be pried open.

Crowbar (Levered)

3
PFS: Standard
2000
0.1
2

Source: Player Core pg. 288

When Forcing Open an object that doesn’t have an easy grip, a crowbar makes it easier to gain the necessary leverage. Without a crowbar, prying something open takes a –2 item penalty to the Athletics check to Force Open.

<p>Crowbar</p>

Source Player Core pg. 288

Price 5 sp

Hands 2

Bulk L

<p>Crowbar (Levered)</p>

Source Player Core pg. 288

Price 20 gp

Hands 2

Bulk L


A levered crowbar grants you a +1 item bonus to Athletics checks to Force Open anything that can be pried open.

Detective's Kit

3
PFS: Standard
2500
2
-1

Source: Player Core pg. 288

This leather satchel contains empty vials, a pair of tweezers, a supply of small linen cloths, a set of brass calipers and a knotted string for measuring distances, several pieces of chalk, a pen, and a blank notebook for keeping notes. Every component of a detective’s kit is of exceeding quality, and thus a detective’s kit adds a +1 item bonus to checks to investigate a crime scene, a clue, or similar details. Like other tool kits, a detective’s kit uses one hand if wearing the kit and two hands otherwise.

Disguise Kit

0
PFS: Standard
200
0.1
2

Source: Player Core pg. 288

This small wooden box contains cosmetics, false facial hair, spirit gum, and a few simple wigs. You usually need a disguise kit to set up a disguise in order to Impersonate someone using the Deception skill. If you’ve crafted a large number of disguises, you can replenish your cosmetics supply with replacement cosmetics suitable for the type of your disguise kit. You can draw and replace a worn disguise kit as part of the action that uses it.

<p>Disguise Kit</p>

Source Player Core pg. 288

Price 2 gp

Hands 2

Bulk L

<p>Disguise Kit (Replacement Cosmetics)</p>

Source Player Core pg. 288

Price 1 sp

<p>Disguise Kit (Elite)</p>

Source Player Core pg. 288

Price 40 gp

Hands 2

Bulk L


An elite disguise kit adds a +1 item bonus to relevant checks.

<p>Disguise Kit (Elite Cosmetics)</p>

Source Player Core pg. 288

Price 5 sp

Disguise Kit (Elite Cosmetics)

3
PFS: Standard
50
0.1

Source: Player Core pg. 288

This small wooden box contains cosmetics, false facial hair, spirit gum, and a few simple wigs. You usually need a disguise kit to set up a disguise in order to Impersonate someone using the Deception skill. If you’ve crafted a large number of disguises, you can replenish your cosmetics supply with replacement cosmetics suitable for the type of your disguise kit. You can draw and replace a worn disguise kit as part of the action that uses it.

<p>Disguise Kit</p>

Source Player Core pg. 288

Price 2 gp

Hands 2

Bulk L

<p>Disguise Kit (Replacement Cosmetics)</p>

Source Player Core pg. 288

Price 1 sp

<p>Disguise Kit (Elite)</p>

Source Player Core pg. 288

Price 40 gp

Hands 2

Bulk L


An elite disguise kit adds a +1 item bonus to relevant checks.

<p>Disguise Kit (Elite Cosmetics)</p>

Source Player Core pg. 288

Price 5 sp

Disguise Kit (Elite)

3
PFS: Standard
4000
0.1
2

Source: Player Core pg. 288

This small wooden box contains cosmetics, false facial hair, spirit gum, and a few simple wigs. You usually need a disguise kit to set up a disguise in order to Impersonate someone using the Deception skill. If you’ve crafted a large number of disguises, you can replenish your cosmetics supply with replacement cosmetics suitable for the type of your disguise kit. You can draw and replace a worn disguise kit as part of the action that uses it.

<p>Disguise Kit</p>

Source Player Core pg. 288

Price 2 gp

Hands 2

Bulk L

<p>Disguise Kit (Replacement Cosmetics)</p>

Source Player Core pg. 288

Price 1 sp

<p>Disguise Kit (Elite)</p>

Source Player Core pg. 288

Price 40 gp

Hands 2

Bulk L


An elite disguise kit adds a +1 item bonus to relevant checks.

<p>Disguise Kit (Elite Cosmetics)</p>

Source Player Core pg. 288

Price 5 sp

Disguise Kit (Replacement Cosmetics)

0
PFS: Standard
10
0.1

Source: Player Core pg. 288

This small wooden box contains cosmetics, false facial hair, spirit gum, and a few simple wigs. You usually need a disguise kit to set up a disguise in order to Impersonate someone using the Deception skill. If you’ve crafted a large number of disguises, you can replenish your cosmetics supply with replacement cosmetics suitable for the type of your disguise kit. You can draw and replace a worn disguise kit as part of the action that uses it.

<p>Disguise Kit</p>

Source Player Core pg. 288

Price 2 gp

Hands 2

Bulk L

<p>Disguise Kit (Replacement Cosmetics)</p>

Source Player Core pg. 288

Price 1 sp

<p>Disguise Kit (Elite)</p>

Source Player Core pg. 288

Price 40 gp

Hands 2

Bulk L


An elite disguise kit adds a +1 item bonus to relevant checks.

<p>Disguise Kit (Elite Cosmetics)</p>

Source Player Core pg. 288

Price 5 sp

Dueling Cape

0
PFS: Standard
50
0.1
1

Source: Player Core pg. 288

You can pull a dueling cape you’re wearing from your shoulder and wrap it around your arm with an Interact action. While wielding the dueling cape this way, the cape uses that arm and hand, and you can’t hold anything else in that hand. While you do so, you can spend an action to hold it in a protective position, giving you a +1 circumstance bonus to AC and to Deception checks to Feint until the start of your next turn.

Fishing Tackle

0
PFS: Standard
80
1
2

Source: Player Core pg. 288

This kit include a collapsible fishing pole, fishhooks, line, lures, and a fishing net.

<p>Fishing Tackle</p>

Source Player Core pg. 288

Price 8 sp

Hands 2

Bulk 1

<p>Fishing Tackle (Professional)</p>

Source Player Core pg. 288

Price 20 gp

Hands 2

Bulk 1


Professional fishing tackle grants a +1 item bonus to checks to fish.

Fishing Tackle (Professional)

3
PFS: Standard
2000
1
2

Source: Player Core pg. 288

This kit include a collapsible fishing pole, fishhooks, line, lures, and a fishing net.

<p>Fishing Tackle</p>

Source Player Core pg. 288

Price 8 sp

Hands 2

Bulk 1

<p>Fishing Tackle (Professional)</p>

Source Player Core pg. 288

Price 20 gp

Hands 2

Bulk 1


Professional fishing tackle grants a +1 item bonus to checks to fish.

Flint and Steel

0
PFS: Standard
5
0
2

Source: Player Core pg. 288

Flint and steel are useful in creating a fire if you have the time to catch a spark, though using them is typically too time-consuming to be practical during an encounter. Even in ideal conditions, using flint and steel to light a flame requires using at least 3 actions, and often significantly longer.

Formula Book (Blank)

0
PFS: Standard
100
0.1
1

Source: Player Core pg. 288

A formula book holds the formulas necessary to make items other than the common equipment from this chapter; characters of the alchemist class typically get one for free. Each formula book can hold the formulas for up to 100 different items. Formulas can also appear on parchment sheets, tablets, and almost any other medium; there’s no need for you to copy them into a specific book as long as you can keep them on hand to reference them.

Grappling Hook

0
PFS: Standard
10
0.1
1

Source: Player Core pg. 288

You can throw a grappling hook with a rope tied to it to make a climb easier. To anchor a grappling hook, make a ranged attack roll using your simple weapon proficiency against a DC depending on the target, typically at least DC 20. This attack has the secret trait. On a success, your hook has a firm hold, but on a critical failure, the hook seems like it will hold but actually falls when you’re partway up.

Hammer

0
PFS: Standard
10
0.1
1

Source: Player Core pg. 288

Healer's Toolkit

0
PFS: Standard
500
1

Source: Player Core pg. 288

This kit of bandages, herbs, and suturing tools is necessary for Medicine checks to Administer First Aid, Treat Disease, Treat Poison, or Treat Wounds. If you wear your healer’s toolkit, you can draw and replace them as part of the action that uses them.

<p>Healer’s Toolkit</p>

Source Player Core pg. 288

Price 5 gp

Bulk 1

<p>Healer’s Toolkit (Expanded)</p>

Source Player Core pg. 288

Price 50 gp

Bulk 1


Expanded healer’s toolkits provide a +1 item bonus to such checks.

Healer's Toolkit (Expanded)

3
PFS: Standard
5000
1

Source: Player Core pg. 288

This kit of bandages, herbs, and suturing tools is necessary for Medicine checks to Administer First Aid, Treat Disease, Treat Poison, or Treat Wounds. If you wear your healer’s toolkit, you can draw and replace them as part of the action that uses them.

<p>Healer’s Toolkit</p>

Source Player Core pg. 288

Price 5 gp

Bulk 1

<p>Healer’s Toolkit (Expanded)</p>

Source Player Core pg. 288

Price 50 gp

Bulk 1


Expanded healer’s toolkits provide a +1 item bonus to such checks.

Hourglass

0
PFS: Standard
300
0.1
1

Source: Player Core pg. 288

Ladder (10 ft.)

0
PFS: Standard
3
3
2

Source: Player Core pg. 288

Lantern

0
0

Source: Player Core pg. 288

A lantern sheds bright light and requires 1 pint of oil to function for 6 hours.

<p>Lantern (Bull’s-Eye)</p>

Source Player Core pg. 288

Price 1 gp

Hands 1

Bulk 1


A bull’s-eye lantern emits its light in a 60-foot cone (and dim light in the next 60 feet).

<p>Lantern (Hooded)</p>

Source Player Core pg. 288

Price 7 sp

Hands 1

Bulk L


A hooded lantern sheds light in a 30-foot radius (and dim light in the next 30 feet) and is equipped with shutters, which you can close to block the light. Closing or opening the shutters takes an Interact action.

Lantern (Bull's-Eye)

0
PFS: Standard
100
1
1

Source: Player Core pg. 288

A lantern sheds bright light and requires 1 pint of oil to function for 6 hours.

<p>Lantern (Bull’s-Eye)</p>

Source Player Core pg. 288

Price 1 gp

Hands 1

Bulk 1


A bull’s-eye lantern emits its light in a 60-foot cone (and dim light in the next 60 feet).

<p>Lantern (Hooded)</p>

Source Player Core pg. 288

Price 7 sp

Hands 1

Bulk L


A hooded lantern sheds light in a 30-foot radius (and dim light in the next 30 feet) and is equipped with shutters, which you can close to block the light. Closing or opening the shutters takes an Interact action.

Lantern (Hooded)

0
PFS: Standard
70
0.1
1

Source: Player Core pg. 288

A lantern sheds bright light and requires 1 pint of oil to function for 6 hours.

<p>Lantern (Bull’s-Eye)</p>

Source Player Core pg. 288

Price 1 gp

Hands 1

Bulk 1


A bull’s-eye lantern emits its light in a 60-foot cone (and dim light in the next 60 feet).

<p>Lantern (Hooded)</p>

Source Player Core pg. 288

Price 7 sp

Hands 1

Bulk L


A hooded lantern sheds light in a 30-foot radius (and dim light in the next 30 feet) and is equipped with shutters, which you can close to block the light. Closing or opening the shutters takes an Interact action.

Lock

0
0

Source: Player Core pg. 288

Picking a poor lock requires two successful DC 15 Thievery checks, a simple lock requires three successful DC 20 Thievery checks, an average lock requires four successes at DC 25, a good lock requires five successes at DC 30, and a superior lock six successes at DC 40.

<p>Lock (Poor)</p>

Source Player Core pg. 288

Price 2 sp

Hands 2

<p>Lock (Simple)</p>

Source Player Core pg. 288

Price 2 gp

Hands 2

<p>Lock (Average)</p>

Source Player Core pg. 288

Price 15 gp

Hands 2

<p>Lock (Good)</p>

Source Player Core pg. 288

Price 200 gp

Hands 2

<p>Lock (Superior)</p>

Source Player Core pg. 288

Price 4,500 gp

Hands 2

Lock (Average)

3
PFS: Standard
1500
0
2

Source: Player Core pg. 288

Picking a poor lock requires two successful DC 15 Thievery checks, a simple lock requires three successful DC 20 Thievery checks, an average lock requires four successes at DC 25, a good lock requires five successes at DC 30, and a superior lock six successes at DC 40.

<p>Lock (Poor)</p>

Source Player Core pg. 288

Price 2 sp

Hands 2

<p>Lock (Simple)</p>

Source Player Core pg. 288

Price 2 gp

Hands 2

<p>Lock (Average)</p>

Source Player Core pg. 288

Price 15 gp

Hands 2

<p>Lock (Good)</p>

Source Player Core pg. 288

Price 200 gp

Hands 2

<p>Lock (Superior)</p>

Source Player Core pg. 288

Price 4,500 gp

Hands 2

Lock (Good)

9
PFS: Standard
20000
0
2

Source: Player Core pg. 288

Picking a poor lock requires two successful DC 15 Thievery checks, a simple lock requires three successful DC 20 Thievery checks, an average lock requires four successes at DC 25, a good lock requires five successes at DC 30, and a superior lock six successes at DC 40.

<p>Lock (Poor)</p>

Source Player Core pg. 288

Price 2 sp

Hands 2

<p>Lock (Simple)</p>

Source Player Core pg. 288

Price 2 gp

Hands 2

<p>Lock (Average)</p>

Source Player Core pg. 288

Price 15 gp

Hands 2

<p>Lock (Good)</p>

Source Player Core pg. 288

Price 200 gp

Hands 2

<p>Lock (Superior)</p>

Source Player Core pg. 288

Price 4,500 gp

Hands 2

Lock (Poor)

0
PFS: Standard
20
0
2

Source: Player Core pg. 288

Picking a poor lock requires two successful DC 15 Thievery checks, a simple lock requires three successful DC 20 Thievery checks, an average lock requires four successes at DC 25, a good lock requires five successes at DC 30, and a superior lock six successes at DC 40.

<p>Lock (Poor)</p>

Source Player Core pg. 288

Price 2 sp

Hands 2

<p>Lock (Simple)</p>

Source Player Core pg. 288

Price 2 gp

Hands 2

<p>Lock (Average)</p>

Source Player Core pg. 288

Price 15 gp

Hands 2

<p>Lock (Good)</p>

Source Player Core pg. 288

Price 200 gp

Hands 2

<p>Lock (Superior)</p>

Source Player Core pg. 288

Price 4,500 gp

Hands 2

Lock (Simple)

1
PFS: Standard
200
0
2

Source: Player Core pg. 288

Picking a poor lock requires two successful DC 15 Thievery checks, a simple lock requires three successful DC 20 Thievery checks, an average lock requires four successes at DC 25, a good lock requires five successes at DC 30, and a superior lock six successes at DC 40.

<p>Lock (Poor)</p>

Source Player Core pg. 288

Price 2 sp

Hands 2

<p>Lock (Simple)</p>

Source Player Core pg. 288

Price 2 gp

Hands 2

<p>Lock (Average)</p>

Source Player Core pg. 288

Price 15 gp

Hands 2

<p>Lock (Good)</p>

Source Player Core pg. 288

Price 200 gp

Hands 2

<p>Lock (Superior)</p>

Source Player Core pg. 288

Price 4,500 gp

Hands 2

Lock (Superior)

17
PFS: Standard
450000
0
2

Source: Player Core pg. 288

Picking a poor lock requires two successful DC 15 Thievery checks, a simple lock requires three successful DC 20 Thievery checks, an average lock requires four successes at DC 25, a good lock requires five successes at DC 30, and a superior lock six successes at DC 40.

<p>Lock (Poor)</p>

Source Player Core pg. 288

Price 2 sp

Hands 2

<p>Lock (Simple)</p>

Source Player Core pg. 288

Price 2 gp

Hands 2

<p>Lock (Average)</p>

Source Player Core pg. 288

Price 15 gp

Hands 2

<p>Lock (Good)</p>

Source Player Core pg. 288

Price 200 gp

Hands 2

<p>Lock (Superior)</p>

Source Player Core pg. 288

Price 4,500 gp

Hands 2

Magnifying Glass

3
PFS: Standard
4000
0
1

Source: Player Core pg. 288

This quality handheld lens gives you a +1 item bonus to Perception checks to notice minute details of documents, fabric, and the like.

Manacles

0
0

Source: Player Core pg. 288

You can manacle someone who is willing or otherwise at your mercy as an exploration activity taking 10–30 seconds depending on the creature’s size and how many manacles you apply. A two-legged creature with its legs bound takes a –15-foot circumstance penalty to its Speeds, and a two-handed creature with its wrists bound has to succeed at a DC 5 flat check any time it uses a manipulate action or else that action fails. This DC may be higher depending on how tightly the manacles constrain the hands. A creature bound to a stationary object is immobilized. For creatures with more or fewer limbs, the GM determines what effect manacles have, if any. Freeing a creature from poor manacles requires two successful DC 17 Thievery checks, simple manacles requires three successes at DC 22, average manacles require four successes at DC 27, good manacles require five successes at DC 32, and superior manacles require six successes at DC 42.

<p>Manacles (Poor)</p>

Source Player Core pg. 288

Price 3 sp

Hands 2

<p>Manacles (Simple)</p>

Source Player Core pg. 288

Price 3 gp

Hands 2

<p>Manacles (Average)</p>

Source Player Core pg. 288

Price 20 gp

Hands 2

<p>Manacles (Good)</p>

Source Player Core pg. 288

Price 250 gp

Hands 2

<p>Manacles (Superior)</p>

Source Player Core pg. 288

Price 5,000 gp

Hands 2

Manacles (Average)

3
PFS: Standard
2000
0
2

Source: Player Core pg. 288

You can manacle someone who is willing or otherwise at your mercy as an exploration activity taking 10–30 seconds depending on the creature’s size and how many manacles you apply. A two-legged creature with its legs bound takes a –15-foot circumstance penalty to its Speeds, and a two-handed creature with its wrists bound has to succeed at a DC 5 flat check any time it uses a manipulate action or else that action fails. This DC may be higher depending on how tightly the manacles constrain the hands. A creature bound to a stationary object is immobilized. For creatures with more or fewer limbs, the GM determines what effect manacles have, if any. Freeing a creature from poor manacles requires two successful DC 17 Thievery checks, simple manacles requires three successes at DC 22, average manacles require four successes at DC 27, good manacles require five successes at DC 32, and superior manacles require six successes at DC 42.

<p>Manacles (Poor)</p>

Source Player Core pg. 288

Price 3 sp

Hands 2

<p>Manacles (Simple)</p>

Source Player Core pg. 288

Price 3 gp

Hands 2

<p>Manacles (Average)</p>

Source Player Core pg. 288

Price 20 gp

Hands 2

<p>Manacles (Good)</p>

Source Player Core pg. 288

Price 250 gp

Hands 2

<p>Manacles (Superior)</p>

Source Player Core pg. 288

Price 5,000 gp

Hands 2

Manacles (Good)

9
PFS: Standard
25000
0
2

Source: Player Core pg. 288

You can manacle someone who is willing or otherwise at your mercy as an exploration activity taking 10–30 seconds depending on the creature’s size and how many manacles you apply. A two-legged creature with its legs bound takes a –15-foot circumstance penalty to its Speeds, and a two-handed creature with its wrists bound has to succeed at a DC 5 flat check any time it uses a manipulate action or else that action fails. This DC may be higher depending on how tightly the manacles constrain the hands. A creature bound to a stationary object is immobilized. For creatures with more or fewer limbs, the GM determines what effect manacles have, if any. Freeing a creature from poor manacles requires two successful DC 17 Thievery checks, simple manacles requires three successes at DC 22, average manacles require four successes at DC 27, good manacles require five successes at DC 32, and superior manacles require six successes at DC 42.

<p>Manacles (Poor)</p>

Source Player Core pg. 288

Price 3 sp

Hands 2

<p>Manacles (Simple)</p>

Source Player Core pg. 288

Price 3 gp

Hands 2

<p>Manacles (Average)</p>

Source Player Core pg. 288

Price 20 gp

Hands 2

<p>Manacles (Good)</p>

Source Player Core pg. 288

Price 250 gp

Hands 2

<p>Manacles (Superior)</p>

Source Player Core pg. 288

Price 5,000 gp

Hands 2

Manacles (Poor)

0
PFS: Standard
30
0
2

Source: Player Core pg. 288

You can manacle someone who is willing or otherwise at your mercy as an exploration activity taking 10–30 seconds depending on the creature’s size and how many manacles you apply. A two-legged creature with its legs bound takes a –15-foot circumstance penalty to its Speeds, and a two-handed creature with its wrists bound has to succeed at a DC 5 flat check any time it uses a manipulate action or else that action fails. This DC may be higher depending on how tightly the manacles constrain the hands. A creature bound to a stationary object is immobilized. For creatures with more or fewer limbs, the GM determines what effect manacles have, if any. Freeing a creature from poor manacles requires two successful DC 17 Thievery checks, simple manacles requires three successes at DC 22, average manacles require four successes at DC 27, good manacles require five successes at DC 32, and superior manacles require six successes at DC 42.

<p>Manacles (Poor)</p>

Source Player Core pg. 288

Price 3 sp

Hands 2

<p>Manacles (Simple)</p>

Source Player Core pg. 288

Price 3 gp

Hands 2

<p>Manacles (Average)</p>

Source Player Core pg. 288

Price 20 gp

Hands 2

<p>Manacles (Good)</p>

Source Player Core pg. 288

Price 250 gp

Hands 2

<p>Manacles (Superior)</p>

Source Player Core pg. 288

Price 5,000 gp

Hands 2

Manacles (Simple)

1
PFS: Standard
300
0
2

Source: Player Core pg. 288

You can manacle someone who is willing or otherwise at your mercy as an exploration activity taking 10–30 seconds depending on the creature’s size and how many manacles you apply. A two-legged creature with its legs bound takes a –15-foot circumstance penalty to its Speeds, and a two-handed creature with its wrists bound has to succeed at a DC 5 flat check any time it uses a manipulate action or else that action fails. This DC may be higher depending on how tightly the manacles constrain the hands. A creature bound to a stationary object is immobilized. For creatures with more or fewer limbs, the GM determines what effect manacles have, if any. Freeing a creature from poor manacles requires two successful DC 17 Thievery checks, simple manacles requires three successes at DC 22, average manacles require four successes at DC 27, good manacles require five successes at DC 32, and superior manacles require six successes at DC 42.

<p>Manacles (Poor)</p>

Source Player Core pg. 288

Price 3 sp

Hands 2

<p>Manacles (Simple)</p>

Source Player Core pg. 288

Price 3 gp

Hands 2

<p>Manacles (Average)</p>

Source Player Core pg. 288

Price 20 gp

Hands 2

<p>Manacles (Good)</p>

Source Player Core pg. 288

Price 250 gp

Hands 2

<p>Manacles (Superior)</p>

Source Player Core pg. 288

Price 5,000 gp

Hands 2

Manacles (Superior)

17
PFS: Standard
500000
0
2

Source: Player Core pg. 288

You can manacle someone who is willing or otherwise at your mercy as an exploration activity taking 10–30 seconds depending on the creature’s size and how many manacles you apply. A two-legged creature with its legs bound takes a –15-foot circumstance penalty to its Speeds, and a two-handed creature with its wrists bound has to succeed at a DC 5 flat check any time it uses a manipulate action or else that action fails. This DC may be higher depending on how tightly the manacles constrain the hands. A creature bound to a stationary object is immobilized. For creatures with more or fewer limbs, the GM determines what effect manacles have, if any. Freeing a creature from poor manacles requires two successful DC 17 Thievery checks, simple manacles requires three successes at DC 22, average manacles require four successes at DC 27, good manacles require five successes at DC 32, and superior manacles require six successes at DC 42.

<p>Manacles (Poor)</p>

Source Player Core pg. 288

Price 3 sp

Hands 2

<p>Manacles (Simple)</p>

Source Player Core pg. 288

Price 3 gp

Hands 2

<p>Manacles (Average)</p>

Source Player Core pg. 288

Price 20 gp

Hands 2

<p>Manacles (Good)</p>

Source Player Core pg. 288

Price 250 gp

Hands 2

<p>Manacles (Superior)</p>

Source Player Core pg. 288

Price 5,000 gp

Hands 2

Merchant's Scale

0
PFS: Standard
20
0.1
2

Source: Player Core pg. 290

Mirror

0
PFS: Standard
100
0
1

Source: Player Core pg. 290

Mug

0
PFS: Standard
1
0
1

Source: Player Core pg. 290

Musical Instrument

0
0

Source: Player Core pg. 290

Handheld instruments include bagpipes, a small set of chimes, small drums, fiddles and viols, flutes and recorders, small harps, lutes, trumpets, and similarly sized instruments. The GM might rule that an especially large handheld instrument (like a tuba) has greater Bulk. Heavy instruments such as large drums, a full set of chimes, and keyboard instruments are less portable and generally need to be stationary while being played.

A virtuoso instrument is more finely made and gives a +1 item bonus to Performance checks using that instrument.

<p>Musical Instrument (Handheld)</p>

Source Player Core pg. 290

Price 8 sp

Hands 2

Bulk 1

<p>Musical Instrument (Virtuoso Handheld)</p>

Source Player Core pg. 290

Price 50 gp

Hands 2

Bulk 1

<p>Musical Instrument (Heavy)</p>

Source Player Core pg. 290

Price 2 gp

Hands 2

Bulk 16

<p>Musical Instrument (Virtuoso Heavy)</p>

Source Player Core pg. 290

Price 100 gp

Hands 2

Bulk 16

Musical Instrument (Handheld)

0
PFS: Standard
80
1
2

Source: Player Core pg. 290

Handheld instruments include bagpipes, a small set of chimes, small drums, fiddles and viols, flutes and recorders, small harps, lutes, trumpets, and similarly sized instruments. The GM might rule that an especially large handheld instrument (like a tuba) has greater Bulk. Heavy instruments such as large drums, a full set of chimes, and keyboard instruments are less portable and generally need to be stationary while being played.

A virtuoso instrument is more finely made and gives a +1 item bonus to Performance checks using that instrument.

<p>Musical Instrument (Handheld)</p>

Source Player Core pg. 290

Price 8 sp

Hands 2

Bulk 1

<p>Musical Instrument (Virtuoso Handheld)</p>

Source Player Core pg. 290

Price 50 gp

Hands 2

Bulk 1

<p>Musical Instrument (Heavy)</p>

Source Player Core pg. 290

Price 2 gp

Hands 2

Bulk 16

<p>Musical Instrument (Virtuoso Heavy)</p>

Source Player Core pg. 290

Price 100 gp

Hands 2

Bulk 16

Musical Instrument (Heavy)

0
PFS: Standard
200
16
2

Source: Player Core pg. 290

Handheld instruments include bagpipes, a small set of chimes, small drums, fiddles and viols, flutes and recorders, small harps, lutes, trumpets, and similarly sized instruments. The GM might rule that an especially large handheld instrument (like a tuba) has greater Bulk. Heavy instruments such as large drums, a full set of chimes, and keyboard instruments are less portable and generally need to be stationary while being played.

A virtuoso instrument is more finely made and gives a +1 item bonus to Performance checks using that instrument.

<p>Musical Instrument (Handheld)</p>

Source Player Core pg. 290

Price 8 sp

Hands 2

Bulk 1

<p>Musical Instrument (Virtuoso Handheld)</p>

Source Player Core pg. 290

Price 50 gp

Hands 2

Bulk 1

<p>Musical Instrument (Heavy)</p>

Source Player Core pg. 290

Price 2 gp

Hands 2

Bulk 16

<p>Musical Instrument (Virtuoso Heavy)</p>

Source Player Core pg. 290

Price 100 gp

Hands 2

Bulk 16

Musical Instrument (Virtuoso Handheld)

3
PFS: Standard
5000
1
2

Source: Player Core pg. 290

Handheld instruments include bagpipes, a small set of chimes, small drums, fiddles and viols, flutes and recorders, small harps, lutes, trumpets, and similarly sized instruments. The GM might rule that an especially large handheld instrument (like a tuba) has greater Bulk. Heavy instruments such as large drums, a full set of chimes, and keyboard instruments are less portable and generally need to be stationary while being played.

A virtuoso instrument is more finely made and gives a +1 item bonus to Performance checks using that instrument.

<p>Musical Instrument (Handheld)</p>

Source Player Core pg. 290

Price 8 sp

Hands 2

Bulk 1

<p>Musical Instrument (Virtuoso Handheld)</p>

Source Player Core pg. 290

Price 50 gp

Hands 2

Bulk 1

<p>Musical Instrument (Heavy)</p>

Source Player Core pg. 290

Price 2 gp

Hands 2

Bulk 16

<p>Musical Instrument (Virtuoso Heavy)</p>

Source Player Core pg. 290

Price 100 gp

Hands 2

Bulk 16

Musical Instrument (Virtuoso Heavy)

3
PFS: Standard
10000
16
2

Source: Player Core pg. 290

Handheld instruments include bagpipes, a small set of chimes, small drums, fiddles and viols, flutes and recorders, small harps, lutes, trumpets, and similarly sized instruments. The GM might rule that an especially large handheld instrument (like a tuba) has greater Bulk. Heavy instruments such as large drums, a full set of chimes, and keyboard instruments are less portable and generally need to be stationary while being played.

A virtuoso instrument is more finely made and gives a +1 item bonus to Performance checks using that instrument.

<p>Musical Instrument (Handheld)</p>

Source Player Core pg. 290

Price 8 sp

Hands 2

Bulk 1

<p>Musical Instrument (Virtuoso Handheld)</p>

Source Player Core pg. 290

Price 50 gp

Hands 2

Bulk 1

<p>Musical Instrument (Heavy)</p>

Source Player Core pg. 290

Price 2 gp

Hands 2

Bulk 16

<p>Musical Instrument (Virtuoso Heavy)</p>

Source Player Core pg. 290

Price 100 gp

Hands 2

Bulk 16

Net

0
PFS: Standard
100
1
2

Source: Player Core pg. 290

You can use a net either on its own or attached to a rope. When attached to a rope, you can use the net to Grapple a Medium or smaller creature up to 10 feet away (instead of only adjacent creatures). You can continue to Grapple to keep your hold on the target so long as the target remains within 10 feet and you continue to hold the net. The grabbed creature gains a +2 circumstance bonus to Escape unless you are adjacent to them, and it can attempt a DC 16 Athletics check to Force Open the net entirely. Once the target is no longer grabbed, the net is unwieldy until refolded with an Interact action with the concentrate trait that requires two hands; if used without being refolded, Grapple checks made with the net take a –2 penalty.

When the net is unattached, you can attempt a ranged attack roll using your simple weapon proficiency against a Medium or smaller creature within 20 feet. On a hit, the target is off-guard and takes a –10-foot circumstance penalty to its Speeds until it Escapes, and on a critical hit, it’s also immobilized until it Escapes. The Escape DC is 16. A creature adjacent to the target can Interact to remove the net.

Oil

0
PFS: Standard
1
0
2

Source: Player Core pg. 290

You can use oil to fuel lanterns, but you can also set a pint of oil aflame and throw it. You must first spend an Interact action preparing the oil, then throw it with another action as a ranged attack. If you hit, it splatters on the creature or in a single 5-foot square you target. You must succeed at a DC 10 flat check for the oil to ignite successfully when it hits. If the oil ignites, the target takes 1d6 fire damage.

Parrying Scabbard

0
PFS: Standard
50
0.1
1

Source: Player Core pg. 290

You can draw this reinforced sheath during the same Interact action you use to draw the weapon it holds, wielding the weapon in one hand and the scabbard in your other. A parrying scabbard can be used for your defense much like a weapon with the parry trait: you can spend an action to position it defensively, gaining a +1 circumstance bonus to AC until the start of your next turn. Parrying scabbards are available for any sword that can be wielded in one hand.

Periscope

2
PFS: Standard
2500
0.1
2

Source: Player Core pg. 290

This is a 2-foot-long tube with two angled mirrors, one at each end. When the mirrors are aligned correctly, you can look around obstacles while remaining behind cover. This doesn’t provide a sufficient line of effect to target creatures around corners.

Piton

0
PFS: Standard
1
0
1

Source: Player Core pg. 290

These small spikes can be used as anchors to make climbing easier. To affix a piton, you must hold it in one hand and use a hammer to drive it in with your other hand. You can attach a rope to the hammered piton so that you don’t fall all the way to the ground on a critical failure while Climbing.

Primal Symbol

0
PFS: Standard
0
0
1

Source: Player Core pg. 290

Primal spellcasters, especially druids, often wear adornments of natural materials to symbolize their connection to nature, such as rings of woven plants, tokens made from animal parts, or other symbols related to a druidic order or nature philosophy.

Rations

0
PFS: Standard
40
0.1
1

Source: Player Core pg. 290

Religious Symbol

0
0

Source: Player Core pg. 290

This piece of wood or silver is emblazoned with an image representing a deity. Some divine spellcasters, such as clerics, can use a religious symbol to use certain abilities. A religious symbol can be worn on the body on a chain or pin, or can be held.

<p>Religious Symbol (Wooden)</p>

Source Player Core pg. 290

Price 1 sp

Hands 1

Bulk L

<p>Religious Symbol (Silver)</p>

Source Player Core pg. 290

Price 2 gp

Hands 1

Bulk L

Religious Symbol (Silver)

0
PFS: Standard
200
0.1
1

Source: Player Core pg. 290

This piece of wood or silver is emblazoned with an image representing a deity. Some divine spellcasters, such as clerics, can use a religious symbol to use certain abilities. A religious symbol can be worn on the body on a chain or pin, or can be held.

<p>Religious Symbol (Wooden)</p>

Source Player Core pg. 290

Price 1 sp

Hands 1

Bulk L

<p>Religious Symbol (Silver)</p>

Source Player Core pg. 290

Price 2 gp

Hands 1

Bulk L

Religious Symbol (Wooden)

0
PFS: Standard
10
0.1
1

Source: Player Core pg. 290

This piece of wood or silver is emblazoned with an image representing a deity. Some divine spellcasters, such as clerics, can use a religious symbol to use certain abilities. A religious symbol can be worn on the body on a chain or pin, or can be held.

<p>Religious Symbol (Wooden)</p>

Source Player Core pg. 290

Price 1 sp

Hands 1

Bulk L

<p>Religious Symbol (Silver)</p>

Source Player Core pg. 290

Price 2 gp

Hands 1

Bulk L

Religious Text

0
PFS: Standard
100
0.1
1

Source: Player Core pg. 290

This manuscript contains scripture of a particular religion. Some divine spellcasters, such as clerics, can use a religious text to use certain abilities. A religious text must be held in one hand to use it.

Repair Kit

0
PFS: Standard
200
1
2

Source: Player Core pg. 290

A repair toolkit allows you to perform simple repairs while traveling. It contains a portable anvil, tongs, woodworking tools, a whetstone, and oils for conditioning leather and wood. You can use a repair toolkit to Repair items using the Crafting skill. You can draw and replace a worn repair toolkit as part of the action that uses it.

<p>Repair Kit</p>

Source Player Core pg. 290

Price 2 gp

Hands 2

Bulk 1

<p>Repair Kit (Superb)</p>

Source Player Core pg. 290

Price 25 gp

Hands 2

Bulk 1


A superb repair kit gives you a +1 item bonus to the check.

Repair Kit (Superb)

3
PFS: Standard
2500
1
2

Source: Player Core pg. 290

A repair toolkit allows you to perform simple repairs while traveling. It contains a portable anvil, tongs, woodworking tools, a whetstone, and oils for conditioning leather and wood. You can use a repair toolkit to Repair items using the Crafting skill. You can draw and replace a worn repair toolkit as part of the action that uses it.

<p>Repair Kit</p>

Source Player Core pg. 290

Price 2 gp

Hands 2

Bulk 1

<p>Repair Kit (Superb)</p>

Source Player Core pg. 290

Price 25 gp

Hands 2

Bulk 1


A superb repair kit gives you a +1 item bonus to the check.

Repair Toolkit

0
0

Source: Player Core pg. 290

A repair toolkit allows you to perform simple repairs while traveling. It contains a portable anvil, tongs, woodworking tools, a whetstone, and oils for conditioning leather and wood. You can use a repair toolkit to Repair items using the Crafting skill. You can draw and replace a worn repair toolkit as part of the action that uses it.

<p>Repair Kit</p>

Source Player Core pg. 290

Price 2 gp

Hands 2

Bulk 1

<p>Repair Kit (Superb)</p>

Source Player Core pg. 290

Price 25 gp

Hands 2

Bulk 1


A superb repair kit gives you a +1 item bonus to the check.

Rope

0
PFS: Standard
50
0.1
2

Source: Player Core pg. 290

Sack

0
PFS: Standard
1
0.1
1

Source: Player Core pg. 290

A sack can hold up to 8 Bulk worth of items. A sack containing 2 Bulk or less can be worn on the body, usually tucked into a belt. You can carry a sack with one hand, but must use two hands to transfer items in and out.

Saddlebags

0
PFS: Standard
20
0.1
2

Source: Player Core pg. 290

Saddlebags come in a pair. Each can hold up to 3 Bulk of items, and the first 1 Bulk of items in each doesn’t count against your mount’s Bulk limit. The Bulk value given is for saddlebags worn by a mount. If you are carrying or stowing saddlebags, they count as 1 Bulk instead of light Bulk.

Scholarly Journal

3
PFS: Standard
Uncommon
600
0.1
1

Source: Player Core pg. 290

Scholarly journals are uncommon. Each scholarly journal is a folio on a very specific topic, such as vampires or the history of a single town or neighborhood of a city. If you spend 1 minute referencing an academic journal before attempting a skill check to Recall Knowledge about the subject, you gain a +1 item bonus to the check. A compendium of journals costs five times as much as a single journal and requires both hands to use; each compendium contains several journals and grants its bonus on a broader topic, such as all undead or a whole city. The GM determines what scholarly journals are available in any location.

<p>Scholarly Journal</p>

Source Player Core pg. 290

PFS Note All characters have access to the scholarly journal, scholarly journal compendium, survey map, and survey map atlas

Price 6 gp

Hands 1

Bulk L

<p>Scholarly Journal (Compendium)</p>

Source Player Core pg. 290

PFS Note All characters have access to the scholarly journal, scholarly journal compendium, survey map, and survey map atlas

Price 30 gp

Hands 2

Bulk L

Scholarly Journal (Compendium)

3
PFS: Standard
Uncommon
3000
0.1
2

Source: Player Core pg. 290

Scholarly journals are uncommon. Each scholarly journal is a folio on a very specific topic, such as vampires or the history of a single town or neighborhood of a city. If you spend 1 minute referencing an academic journal before attempting a skill check to Recall Knowledge about the subject, you gain a +1 item bonus to the check. A compendium of journals costs five times as much as a single journal and requires both hands to use; each compendium contains several journals and grants its bonus on a broader topic, such as all undead or a whole city. The GM determines what scholarly journals are available in any location.

<p>Scholarly Journal</p>

Source Player Core pg. 290

PFS Note All characters have access to the scholarly journal, scholarly journal compendium, survey map, and survey map atlas

Price 6 gp

Hands 1

Bulk L

<p>Scholarly Journal (Compendium)</p>

Source Player Core pg. 290

PFS Note All characters have access to the scholarly journal, scholarly journal compendium, survey map, and survey map atlas

Price 30 gp

Hands 2

Bulk L

Signal Whistle

0
PFS: Standard
8
0
1

Source: Player Core pg. 292

When sounded, a signal whistle can be heard clearly up to half a mile away across open terrain.

Soap

0
PFS: Standard
2
0
1

Source: Player Core pg. 292

Spellbook (Blank)

0
PFS: Standard
100
0.1
1

Source: Player Core pg. 292

A spellbook holds the written knowledge necessary to learn and prepare various spells, a necessity for wizards (who typically get one for free) and a useful luxury for other spellcasters looking to learn additional spells. Each spellbook can hold up to 100 spells. The Price listed is for a blank spellbook.

Spyglass

0
PFS: Standard
2000
0.1
2

Source: Player Core pg. 292

A typical spyglass lets you see eight times farther than normal.

<p>Spyglass</p>

Source Player Core pg. 292

Price 20 gp

Hands 2

Bulk L

<p>Spyglass (Fine)</p>

Source Player Core pg. 292

Price 80 gp

Hands 2

Bulk L


A fine spyglass adds a +1 item bonus to Perception checks to notice details at a distance.

Spyglass (Fine)

4
PFS: Standard
8000
0.1
2

Source: Player Core pg. 292

A typical spyglass lets you see eight times farther than normal.

<p>Spyglass</p>

Source Player Core pg. 292

Price 20 gp

Hands 2

Bulk L

<p>Spyglass (Fine)</p>

Source Player Core pg. 292

Price 80 gp

Hands 2

Bulk L


A fine spyglass adds a +1 item bonus to Perception checks to notice details at a distance.

Survey Map

3
PFS: Standard
Uncommon
1000
0.1
1

Source: Player Core pg. 292

Maps are uncommon. Most maps you can find are simple and functional. A survey map details a single location in excellent detail. One of these maps gives you a +1 item bonus to Survival checks and any skill checks to Recall Knowledge, provided the checks are related to the location detailed on the map. Maps sometimes come in atlases, containing a number of maps of the same quality, often on similar topics. An atlas costs five times as much as a single map and requires both hands to use. The GM determines what maps are available in any location.

<p>Survey Map</p>

Source Player Core pg. 292

PFS Note All characters have access to the scholarly journal, scholarly journal compendium, survey map, and survey map atlas

Price 10 gp

Hands 1

Bulk L

<p>Survey Map (Atlas)</p>

Source Player Core pg. 292

PFS Note All characters have access to the scholarly journal, scholarly journal compendium, survey map, and survey map atlas

Price 50 gp

Hands 2

Bulk L

Survey Map (Atlas)

3
PFS: Standard
Uncommon
5000
0.1
2

Source: Player Core pg. 292

Maps are uncommon. Most maps you can find are simple and functional. A survey map details a single location in excellent detail. One of these maps gives you a +1 item bonus to Survival checks and any skill checks to Recall Knowledge, provided the checks are related to the location detailed on the map. Maps sometimes come in atlases, containing a number of maps of the same quality, often on similar topics. An atlas costs five times as much as a single map and requires both hands to use. The GM determines what maps are available in any location.

<p>Survey Map</p>

Source Player Core pg. 292

PFS Note All characters have access to the scholarly journal, scholarly journal compendium, survey map, and survey map atlas

Price 10 gp

Hands 1

Bulk L

<p>Survey Map (Atlas)</p>

Source Player Core pg. 292

PFS Note All characters have access to the scholarly journal, scholarly journal compendium, survey map, and survey map atlas

Price 50 gp

Hands 2

Bulk L

Tack

0
PFS: Standard
400
1

Source: Player Core pg. 292

Tack includes all the gear required to outfit a riding animal, including a saddle, bit and bridle, and stirrups if necessary. Especially large or oddly shaped animals might require specialty saddles. These can be more expensive or hard to find, as determined by the GM. The Bulk value given is for tack worn by a creature. If carried, the Bulk increases to 2.

Ten-Foot Pole

0
PFS: Standard
1
1
2

Source: Player Core pg. 292

When wielding this long pole, you can use Seek to search a square up to 10 feet away. The pole is not sturdy enough to use as a weapon.

Tent

0
0

Source: Player Core pg. 292

<p>Tent (Pup)</p>

Source Player Core pg. 292

Price 8 sp

Hands 2

Bulk L

<p>Tent (Four-Person)</p>

Source Player Core pg. 292

Price 5 gp

Hands 2

Bulk 1

<p>Tent (Pavilion)</p>

Source Player Core pg. 292

Price 40 gp

Hands 2

Bulk 12

Tent (Four-Person)

0
PFS: Standard
500
1
2

Source: Player Core pg. 292

<p>Tent (Pup)</p>

Source Player Core pg. 292

Price 8 sp

Hands 2

Bulk L

<p>Tent (Four-Person)</p>

Source Player Core pg. 292

Price 5 gp

Hands 2

Bulk 1

<p>Tent (Pavilion)</p>

Source Player Core pg. 292

Price 40 gp

Hands 2

Bulk 12

Tent (Pavilion)

2
PFS: Standard
4000
12
2

Source: Player Core pg. 292

<p>Tent (Pup)</p>

Source Player Core pg. 292

Price 8 sp

Hands 2

Bulk L

<p>Tent (Four-Person)</p>

Source Player Core pg. 292

Price 5 gp

Hands 2

Bulk 1

<p>Tent (Pavilion)</p>

Source Player Core pg. 292

Price 40 gp

Hands 2

Bulk 12

Tent (Pup)

0
PFS: Standard
80
0.1
2

Source: Player Core pg. 292

<p>Tent (Pup)</p>

Source Player Core pg. 292

Price 8 sp

Hands 2

Bulk L

<p>Tent (Four-Person)</p>

Source Player Core pg. 292

Price 5 gp

Hands 2

Bulk 1

<p>Tent (Pavilion)</p>

Source Player Core pg. 292

Price 40 gp

Hands 2

Bulk 12

Thieves' Toolkit

0
PFS: Standard
300
0.1

Source: Player Core pg. 292

You need a thieves’ toolkit to Pick Locks or Disable Devices (of some types) using the Thievery skill. If your thieves’ toolkit is broken, you can repair it by replacing the lock picks with replacement picks appropriate to your toolkit; this doesn’t require using the Repair action. If you wear your thieves’ toolkit, you can draw and replace it as part of the action that uses it.

<p>Thieves’ Toolkit</p>

Source Player Core pg. 292

Price 3 gp

Bulk L

<p>Thieves’ Toolkit (Replacement Picks)</p>

Source Player Core pg. 292

Price 3 sp

<p>Thieves’ Toolkit (Infiltrator)</p>

Source Player Core pg. 292

Price 50 gp

Bulk L


An infiltrator thieves’ toolkit adds a +1 item bonus to checks to Pick Locks and Disable Devices.

<p>Thieves’ Toolkit (Infiltrator Picks)</p>

Source Player Core pg. 292

Price 3 gp

Thieves' Toolkit (Infiltrator Picks)

3
PFS: Standard
300
0.1

Source: Player Core pg. 292

You need a thieves’ toolkit to Pick Locks or Disable Devices (of some types) using the Thievery skill. If your thieves’ toolkit is broken, you can repair it by replacing the lock picks with replacement picks appropriate to your toolkit; this doesn’t require using the Repair action. If you wear your thieves’ toolkit, you can draw and replace it as part of the action that uses it.

<p>Thieves’ Toolkit</p>

Source Player Core pg. 292

Price 3 gp

Bulk L

<p>Thieves’ Toolkit (Replacement Picks)</p>

Source Player Core pg. 292

Price 3 sp

<p>Thieves’ Toolkit (Infiltrator)</p>

Source Player Core pg. 292

Price 50 gp

Bulk L


An infiltrator thieves’ toolkit adds a +1 item bonus to checks to Pick Locks and Disable Devices.

<p>Thieves’ Toolkit (Infiltrator Picks)</p>

Source Player Core pg. 292

Price 3 gp

Thieves' Toolkit (Infiltrator)

3
PFS: Standard
5000
0.1

Source: Player Core pg. 292

You need a thieves’ toolkit to Pick Locks or Disable Devices (of some types) using the Thievery skill. If your thieves’ toolkit is broken, you can repair it by replacing the lock picks with replacement picks appropriate to your toolkit; this doesn’t require using the Repair action. If you wear your thieves’ toolkit, you can draw and replace it as part of the action that uses it.

<p>Thieves’ Toolkit</p>

Source Player Core pg. 292

Price 3 gp

Bulk L

<p>Thieves’ Toolkit (Replacement Picks)</p>

Source Player Core pg. 292

Price 3 sp

<p>Thieves’ Toolkit (Infiltrator)</p>

Source Player Core pg. 292

Price 50 gp

Bulk L


An infiltrator thieves’ toolkit adds a +1 item bonus to checks to Pick Locks and Disable Devices.

<p>Thieves’ Toolkit (Infiltrator Picks)</p>

Source Player Core pg. 292

Price 3 gp

Thieves' Toolkit (Replacement Picks)

0
PFS: Standard
30
0.1

Source: Player Core pg. 292

You need a thieves’ toolkit to Pick Locks or Disable Devices (of some types) using the Thievery skill. If your thieves’ toolkit is broken, you can repair it by replacing the lock picks with replacement picks appropriate to your toolkit; this doesn’t require using the Repair action. If you wear your thieves’ toolkit, you can draw and replace it as part of the action that uses it.

<p>Thieves’ Toolkit</p>

Source Player Core pg. 292

Price 3 gp

Bulk L

<p>Thieves’ Toolkit (Replacement Picks)</p>

Source Player Core pg. 292

Price 3 sp

<p>Thieves’ Toolkit (Infiltrator)</p>

Source Player Core pg. 292

Price 50 gp

Bulk L


An infiltrator thieves’ toolkit adds a +1 item bonus to checks to Pick Locks and Disable Devices.

<p>Thieves’ Toolkit (Infiltrator Picks)</p>

Source Player Core pg. 292

Price 3 gp

Tool

0
0

Source: Player Core pg. 292

This entry is a catchall for basic hand tools that don’t have a specific adventuring purpose. A hoe, shovel, or sledgehammer is a long tool, and a hand drill, ice hook, or trowel is a short tool. A tool can usually be used as an improvised weapon, dealing 1d4 damage for a short tool or 1d6 for a long tool. The GM determines the damage type that’s appropriate or adjusts the damage if needed.

<p>Tool (Long)</p>

Source Player Core pg. 292

Price 1 gp

Hands 2

Bulk 1

<p>Tool (Short)</p>

Source Player Core pg. 292

Price 4 sp

Hands 1

Bulk L

Tool (Long)

0
PFS: Standard
100
1
2

Source: Player Core pg. 292

This entry is a catchall for basic hand tools that don’t have a specific adventuring purpose. A hoe, shovel, or sledgehammer is a long tool, and a hand drill, ice hook, or trowel is a short tool. A tool can usually be used as an improvised weapon, dealing 1d4 damage for a short tool or 1d6 for a long tool. The GM determines the damage type that’s appropriate or adjusts the damage if needed.

<p>Tool (Long)</p>

Source Player Core pg. 292

Price 1 gp

Hands 2

Bulk 1

<p>Tool (Short)</p>

Source Player Core pg. 292

Price 4 sp

Hands 1

Bulk L

Tool (Short)

0
PFS: Standard
40
0.1
1

Source: Player Core pg. 292

This entry is a catchall for basic hand tools that don’t have a specific adventuring purpose. A hoe, shovel, or sledgehammer is a long tool, and a hand drill, ice hook, or trowel is a short tool. A tool can usually be used as an improvised weapon, dealing 1d4 damage for a short tool or 1d6 for a long tool. The GM determines the damage type that’s appropriate or adjusts the damage if needed.

<p>Tool (Long)</p>

Source Player Core pg. 292

Price 1 gp

Hands 2

Bulk 1

<p>Tool (Short)</p>

Source Player Core pg. 292

Price 4 sp

Hands 1

Bulk L

Torch

0
PFS: Standard
1
0.1
1

Source: Player Core pg. 292

A torch sheds bright light in a 20-foot radius (and dim light to the next 20 feet) for 1 hour. It can be used as an improvised weapon that deals 1d4 bludgeoning damage plus 1 fire damage.

Waterskin

0
PFS: Standard
5
0.1
1

Source: Player Core pg. 292

When it’s full, a waterskin contains roughly 1 day’s worth of water for a Small or Medium creature.

Writing Set

0
PFS: Standard
100
0.1
2

Source: Player Core pg. 292

Using a writing set, you can draft correspondence and scribe scrolls. A set includes stationery, including a variety of paper and parchment, as well as ink, a quill or ink pen, sealing wax, and a simple seal. If you’ve written a large amount, you can refill your kit with extra ink and paper.

<p>Writing Set</p>

Source Player Core pg. 292

Price 1 gp

Hands 2

Bulk L

<p>Writing Set (Extra Ink and Paper)</p>

Source Player Core pg. 292

Price 1 sp

Writing Set (Extra Ink and Paper)

0
PFS: Standard
10
0.1

Source: Player Core pg. 292

Using a writing set, you can draft correspondence and scribe scrolls. A set includes stationery, including a variety of paper and parchment, as well as ink, a quill or ink pen, sealing wax, and a simple seal. If you’ve written a large amount, you can refill your kit with extra ink and paper.

<p>Writing Set</p>

Source Player Core pg. 292

Price 1 gp

Hands 2

Bulk L

<p>Writing Set (Extra Ink and Paper)</p>

Source Player Core pg. 292

Price 1 sp