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Therran Equipment Lists

 

This page lists all mundane weapons, armour, and equipment available in Therra, including poisons and special material components.

Source Books:
AEG = Arms and Equipment Guide
BoED = Book of Exalted Deeds
BoVD = Book of Vial Darkness
CAdv = Complete Adventurer
CM = Complete Mage
CS = Complete Scoundrel
CW = Complete Warrior
DMG = Dungeon Master's Guide
DotF = Defenders of the Faith
DoU = Drow of the Underdark
Drac = Draconomicon
DS = Dungeonscape
EPsH = Expanded Psionics Handbook
FB = Frostburn
FCHoA = Fiendish Codex - Hordes of the Abyss
FRCS = Forgotten Realms Campaign Setting
GW = Ghostwalk
HoB = Heroes of Battle
LM = Libris Mortis
LoM = Lords of Madness
MM5 = Monster Manual 5
MoF = Magic of Faerun
MotW = Masters of the Wild
OA = Oriental Adventures
PHB = Player's Handbook
PlaH = Planar Handbook
RoDR = Races of the Dragon
RoF = Races of Faerun
RoS = Races of Stone
RoW = Races of the Wild
SaF = Sword and Fist
Sand = Sandstorm
SaS = Song and Silence
SK = Serpent Kingdoms
SS = Savage Species
SW = Stormwrack
TaB = Tome and Blood
UD = Underdark 

Adventuring Gear
Armour
Clothing
Drugs
Hidden Spaces
Living Items
Mounts and Related Gear
Poisons and Ravages
Siege Engines and Ship Weapons
Special Substances and Items
Spell Components
Tools and Skill Kits
Torture and Execution Devices
Vehicles and Transport
Weapons

Adventuring Gear:

Name

Cost

Weight

Notes

Source
Animal Call 20 - Mimics specific animal, +1 to Survival checks when hunting that animal AEG
Armour Lubricant

40

1
Reduces armour check penalty by 1 for 1D4 hours

RoF
Armour Maintenance Kit 1 1 +2 to Craft (armoursmithing) checks to repair armour AEG
Ascender/Slider 20 1 +1 to Climb checks when using a single rope, can make controlled falls AEG
Backpack 2 2 nil PHB
Ball, Rubber

3

-
nil

DS
Banner/Standard 30+ 10 +2 to checks to Spot be seen from a distance AEG
Barbed Wire (50 ft) 75 35 DC 10 Ref save or suffer 1D3 damage when crossing AEG
Barrel 2 30 nil PHB
Basket 0.4 1 nil PHB
Bedroll 0.1 5 nil PHB
Bell 1 - nil PHB
Blanket, Winter 0.5 3 nil PHB
Block and Tackle 5 5 nil PHB
Bolt Cutters 6 5 15+Str damage to objects 1 inch thick or less AEG
Book, False 30 2 Hollowed out middle to secret small items AEG
Bottle, Wine 2 - nil PHB
Brazier, Field Bronze 4 5 nil DotF
Brazier, Field Silver 15 6 nil DotF
Brazier, Large Bronze 30 75 nil DotF
Brazier, Large Gold 110 160 nil DotF
Brazier, Large Silver 70 80 nil DotF
Brazier, Medium Bronze 17 25 nil DotF
Brazier, Medium Gold 70 60 nil DotF
Brazier, Medium Silver 30 30 nil DotF
Breathing Hood

70

5
+8 save vs inhaled poisons, and protection against bad air

DoU
Brewmaker, Dwarven 40 5 Creates thin beer in 1 week AEG
Bucket 0.5 2 nil PHB
Cage, Diminutive 10 13 10 hardness, 10 hp AEG
Cage, Tiny 15 25 10 hardness, 15 hp AEG
Cage, Small 25 75 10 hardness, 30 hp AEG
Cage, Medium 50 100 10 hardness, 30 hp AEG
Cage, Large 75 200 10 hardness, 30 hp AEG
Caltrops 1 2 Covers 5 ft square, BAB +0, damage 1 point plus half speed for 24 hours PHB
Caltrops, Crystal

150

2
As caltrops and release a sleep gas

RoF
Camouflage Netting, Colossal

1000

300
Hide being or object in specific climate/terrain if stationary

HoB
Camouflage Netting, Gargantuan 500 100 Hide being or object in specific climate/terrain if stationary

HoB
Camouflage Netting, Huge 200 30 Hide being or object in specific climate/terrain if stationary

HoB
Camouflage Netting, Large 100 10 Hide being or object in specific climate/terrain if stationary

HoB
Camouflage Netting, Small or Medium 25 3 Hide being or object in specific climate/terrain if stationary

HoB
Camouflage Netting, Tiny or Smaller 5 1 Hide being or object in specific climate/terrain if stationary

HoB
Candelabra, Four, Gold 25 1 10 ft for 1 hour AEG
Candelabra, Four, Silver 10 0.5 10 ft for 1 hour AEG
Candelabra, Eight, Gold 20 1 15 ft for 1 hour AEG
Candelabra, Eight, Silver 35 2 15 ft for 1 hour AEG
Candelabra, Sixteen, Gold 45 6 20 ft for 1 hour AEG
Candelabra, Sixteen, Silver 25 3 20 ft for 1 hour AEG
Candle 0.01 - 5 ft for 1 hour PHB
Candle, Insectbane 0.1 - Nonmonstrous vermin will not approach within 5 ft, lasts 1 hour AEG
Candle Mold 12 5 Used to make candles AEG
Candlestick, Gold 20 2 nil DotF
Candlestick, Handheld Gold 3 1 nil DotF
Candlestick, Handheld Silver 0.5 0.5 nil DotF
Candlestick, Silver 12 1 nil DotF
Candle, Temple (per ft)

1

0.5
2 hours per inch

DotF
Candle, Timekeeping

1

0.25
Lasts 12 hours and has marks indicating time passage

DotF
Candle, Twelve-Hour

0.5

0.25
Lasts 12 hours

DotF
Canvas (sq yd) 0.1 1 nil PHB
Cargo Kite

150

50
Allows flying creature to tow along 250 lbs

RoW
Carry Net

10

5
Holds 100 lbs, used by raptorans

RoW
Case, Map or Scroll 1 0.5 nil PHB
Chain (10 ft) 30 2 Hardness 10, 5 hp, DC 26 Str check PHB
Chalk, 1 Piece 0.01 - nil PHB
Chalk, Finder's

5

-
Makes marks that fade but can be Searched for

DS
Chess Set (common) 2 4 nil FRCS
Chess Set (fine) 25 7 nil FRCS
Chest 2 25 nil PHB
Cinnabar Eye Cusps

50

-
Enhance vision in areas of faerzress

DoU
Crampons

5

1
+2 bonus to Balance checks on ice, +2 to Climb checks, -10 ft speed not on ice/snow

FB
Crane, Portable, Str 22 30 75 nil AEG
Crane, Portable, Str 24 60 120 nil AEG
Crane, Portable, Str 28 120 250 nil AEG
Crowbar 2 5 +2 to Str checks to pry open things PHB
Desk Clock

25

8
nil

GW
Distillation Kit

50

20
Distills up to 1 gallon of water per day

Sand
Draughts Set 1 2 nil FRCS
Drill, Adamantine

200

1
Ignores 20 points of hardness

DS
Drill, Iron

10

1
Ignores 10 points of hardness

DS
Drill, Normal

5

7
Pentrates 6 inches of stone per hour, usable as improvised club or shortspear

Sand
Drill, Wood

5

1
Ignores 5 points of hardness

DS
Drogue Wing

300

30
Falling wearer may glide and negate falling damage with proper conditions

RoF
Earplugs 0.3 - +1 to saves vs sonic effects, -4 to Listen checks AEG
Elven Harp, Great

1500

150
+1 bonus on Perform checks in addition to materwork bonus

RoW
Elven Harp, Hand

150

2
+1 bonus on Perform checks in addition to materwork bonus

RoW
Elven Harp, Lap

350

4
+1 bonus on Perform checks in addition to materwork bonus

RoW
Ether Harness 20 2 +2 to Use Ropes checks during ether cyclones PlaH
Filter Mask

1

-
+2 to saves against gases, megates suffocation effects of dust and sand and effects of magic dusts that require breathing in, lasts 4 hours

Sand
Finder's Glass

400

0.5
Large bonus to find marks left by finder's chalk

DS
Fingerblades 20 -  +1 to Sleight of Hand checks to pick pockets AEG
Fireproof Parchment (sheet) 0.8 - Does not catch fire PlaH
Fireproof Clothing +50 - Does not catch fire PlaH
Firewood (per day) 0.01 20 nil PHB
Fishhook 0.1 - nil PHB
Fishing Net, 25 ft sq 4 5 nil PHB
Fishing Tackle 20 5 +1 to Survival checks to gather food around bodies of water that contain fish AEG
Flask 0.03 1.5 nil PHB
Flint and Steel 1 - 1 full round to light a torch PHB
Float Bladder

10

3
Keep afloat 1 Medium creature, -2 to Swim checks if deflated or punctured

SW
Flotation Bags 2 2  +4 to Swim checks to remain on surface, -4 to Swim checks to move underwater DS
Flour Pouch

0.1

-
Can coat invisible creatures to note their position

DS
Footsaw Trap

700

15
Clamps around victim's foot and saws into it if the victim moves

RoF
Fowler's Snare 20 5 +1 to Survival checks when catching fowl AEG
Game Board, Portable 2+ 1 nil AEG
Glass Cutter 2 1 DC 15 Dex or Open Locks check to use quietly, makes hole 3-16 inches in diameter AEG
Grappling Hook 1 4 nil PHB
Grappling Hook, Collapsable 3 2 +4 to DC of Search checks to find hidden on a person AEG
Grappling Hook, Mithral

1000

2
Can be thrown farther

DS
Grappling Ladder (10 ft) 40 8 DC for any Climb check above 10 reduced to 10 DS
Grappling Ladder, Silk and Mithral

650

4
Easier to seat than standard ladders

DS
Gravity Tent 25 40 Sleeps 4-8 in non-gravity environment PlaH
Guest Cloak

15

1
Glow brightly to darkvision, handed out by drow to visitors

DoU
Hacksaw, Adamantine

600

1
Lasts 40 rounds, ignores 25 points of hardness, 1 damage/round

DS
Hacksaw, Common  5 1 Lasts 20 rounds, ignores hardness of normal metals, 1 damage/2 rounds DS
Hacksaw, Superior 20 1 Lasts 40 rounds, ignores hardness of normal metals, 1 damage/2 rounds DS
Hammer 0.5 2 nil PHB
Hammock 0.5 1 nil AEG
Hat Bicorne

50

1
nil

SW
Hat, Tricorne

15

1
nil

SW
Heat Mat 45 - Can withstand hot items being placed upon it AEG
Holy Text 10+ 3+ nil AEG
Honey Leather, 10 ft Square Tent 120 20 +4 to Survival checks against severe weather RoW
Honey Leather, 20 ft Square Tent 240 40 +4 to Survival checks against severe weather RoW
Honey Leather, Big Tarpaulin 40 1 +1 to Survival checks against severe weather, +2 if staionary RoW
Honey Leather, Medium Pup Tent 60 5 +4 to Survival checks against severe weather RoW
Honey Leather, Small Pup Tent 30 2 +4 to Survival checks against severe weather RoW
Honey Leather, Small Tarpaulin 15 0.25 +1 to Survival checks against severe weather, +2 if staionary RoW
Housebreaker Harness 20 2 +1 to Climb and Move Silently checks, -2 to Balance, Escape Artist, Hide, Jump, Sleight of Hand, and Tumble checks AEG
Hut, Portable

125

75
Improvised shelter taking 15 minutes to set up or tear down, 10 ft square

FB
Ink (1 vial) 8 - nil PHB
Inkpen 0.1 - nil PHB
Insect Netting 5 1 Keeps away Fine vermin AEG
Jeweler's Loup 20 - +1 to Appraise checks involving gems, jewelry, or detailed artwork AEG
Jug, Clay 0.3 9 nil PHB
Keg, Cask 1 20 nil AEG
Keg, Hand 0.5 10 nil AEG
Ladder, 10 ft 0.05 20 nil PHB
Lamp, Common 0.1 1 15 ft for 6 hours PHB
Lantern, Bullseye 12 3 60 ft cone for 6 hours PHB
Lantern, Fog-Cutter 20 3 40 ft long and 10 ft wide cone regardless of fog or mist for 6 hours AEG
Lantern, Hooded 7 2 30 ft for 6 hours PHB
Lard

0.2

10
Coat floor for grease effect or coat self for +5 bonus to Escape Artist checks and grapple checks to resist or escape grapples

DS
Leash and Muzzle, Diminutive 0.2 - Masterwork version costs +20 gp and grants +1 to Handle Animal checks AEG
Leash and Muzzle, Tiny 0.4 - Masterwork version costs +20 gp and grants +1 to Handle Animal checks AEG
Leash and Muzzle, Small 0.6 - Masterwork version costs +20 gp and grants +1 to Handle Animal checks AEG
Leash and Muzzle, Medium 0.8 - Masterwork version costs +20 gp and grants +1 to Handle Animal checks AEG
Lock, Very Simple 20 1 DC 20 PHB
Lock, Average 40 1 DC 25 PHB
Lock, Good 80 1 DC 30 PHB
Lock, Superior 150 1 DC 40 PHB
Magnet, Small 20 2 nil DS
Manacles 15 2 DC 30 to escape, DC 26 to break PHB
Manacles, Adamantine 2000 5 DC 35 to escape, DC 52 to break

DS
Manacles, Masterwork 50 2 DC 35 to escape, DC 28 to break PHB
Marbles 0.2 2 Balance check 15 to move through or fight in area, 5 ft square AEG
Mess Kit 0.6 1 nil AEG
Mill, Hand 2 1 nil AEG
Mirror, Small Steel 10 0.5 nil PHB
Mister

150

-
Delivers poison or potion with 5 ft range

DoU
Mobile Brace

10

3
Staff extends and locks from 5-11 ft and can support 400 lbs

RoF
Money Belt 4 - DC to pick pockets is +5, holds 50 coins AEG
Mug/Tankard, Clay 0.02 1 nil PHB
Music Box 35 - nil AEG
Net, Butterfly 10 0.25 Treat as net, with +2 bonus to capture Tiny or smaller creatures AEG
Oil (flask) 0.1 1 5 ft square, 1D3 damage for 2 rounds PHB
Oilskin Suit

10

10
nil

SW
Paper (sheet) 0.4 - nil PHB
Parasol

3

2
+1 to Fort saves against dehydration, immunity to sun glare, limited protection from heat damage and sun hazards

Sand
Parchment (sheet) 0.2 - nil PHB
Percolator 1 1 nil AEG
Periscope, Hand 50 2 nil DS
Pestle and Mortar 5 1 nil AEG
Pick, Miner's 3 10 nil PHB
Pitcher, Clay 0.02 5 nil PHB
Piton 0.1 0.5 nil PHB
Pole, 10 ft 0.2 8 nil PHB
Pole, Collapsible

20

.8
2 ft pole can extend to 12 ft.

DS
Pot, Iron 0.5 10 nil PHB
Potion Belt 1 1 Holds 6 potions or vials, retrieving is a swift action FRCS
Potion Belt, Masterwork 60 1 Holds 10 potions or vials, retrieving is a swift action FRCS
Potion Bladder (underdark)

25

0.5
Allows drinking of potion without provoking AoO

DoU
Potion Bladder (underwater)

2

0.1
Allows potions to be drunk underwater easily

RoF
Pouch, Belt 1 0.5 nil PHB
Pulley 5 1 750 lb maximum load AEG
Quiver Scabbard 10 2 Quiver has a hidden scabbard capable of holding a Medium sized light weapon, +6 to DC of Search check to find the hidden weapon AEG
Ram, Portable 10 20 +2 to Str to break open a door, allows 2nd person to aid wihout rolling PHB
Rations, Trail (per day) 0.5 1 nil PHB
Rope Climber

15

3
Assists climbing up a rope (but not down), +5 to Climb checks but ascend at half normal climbing speed

RoF
Rope, Elven (20 ft) 50 5 DC 25 to burst, +3 to Use Rope checks AEG
Rope, Hempen (50 ft) 1 10 DC 23 to break PHB
Rope, Silk (50 ft) 10 5 DC 24 to break, +2 to Use Rope checks PHB
Sack 0.1 0.5 nil PHB
Sand Tube

80

5
Allows you to burrow into the sand and stay there, avoiding storms

Sand
Sashling

10

1
+2 to Sleight of Hand checks made to hide small objects on your body

RoW
Saw, Folding 2 2 Cuts 4 inches of soft wood or 2 inches of hard wood per round AEG
Scroll Organizer 5 0.5 Holds 15 scrolls TaB
Sealing Wax 1 1 nil PHB
Sewing Needle 0.5 - nil PHB
Sextant

250

10
+2 bonus to Knowledge (geography) checks to set and hold course

SW
Shoes, Silent 10 1 +1 to Move Silently checks AEG
Shriek Rock 3 0.25 Shriek when thrown, Listen DC is -5 to hear the rock AEG
Signal Whistle 0.8 - nil PHB
Signet Ring 5 - nil PHB
Skates

10

3
Full movement across ice with 5 ranks of Balance

FB
Skis and Poles 15 6 Allows full movement across snow and ice, allows run on grades FB
Slate Board 5 1 nil AEG
Sledge 1 10 nil PHB
Snorkel 1 0.5 1 ft long AEG
Snow Goggles 2 - +2 to saves vs snow blilndness, bright light, or spells that target vision indirectly, -4 to Spot and Search checks FB
Snowshoes 15 8 Snow of any depth is considered a minor impediment FB
Soap (per lb) 0.5 1 nil PHB
Spade or Shovel 2 8 nil PHB
Sparker 2 - Standard action to light a torch, 10 uses AEG
Spider Kit

110

5
Pads allow +2 bonus to Climb checks, legs allow climber to stop and free up his hands

DoU
Spider Poles 35 8 Forms 10 ft high ladder that can bear 200 lbs, +1 to Climb checks AEG
Spike, Iron

0.1

1
nil

DS
Sprayer 15 4 Holds 3 pumps, sprays liquid in cloud 10 ft square AEG
Springwall 60 1 Springs into a wall that is hard to see and can entangle anyone running into it AEG
Spyglass 1000 1 nil PHB
Stilts 5 8 Balance DC 5 to use, 20 ft speed, +10 gp and +5 DC for each additional foot of height AEG
Stoneburners

5

1
Uses stoneburn acid to provide +2 bonus to Climb checks

DoU
Sun Lenses

10

-
Protects from being dazzled by bright light

Sand
Swimming Goggles

15

0.5
Extends vision in clear water

SW
Table Case, Folding 5 5 nil AEG
Talis Deck 2 0.25 nil FRCS
Tarp 5 30 nil AEG
Teepee 60 100 Sleeps eight Medium humanoids AEG
Tent, Four Person 20 40 nil AEG
Tent, One Person 5 10 nil AEG
Tent, Pavillion 100 300 Open air canopy, can accommodate 25 Medium humanoids AEG
Tent, Two Person 10 20 nil PHB
Thieving Helmet 10 1 +1 to Listen checks AEG
Tools, Farming, Billhook 5 2 nil AEG
Tools, Farming, Hoe 3 2 nil AEG
Tools, Farming, Pitchfork 2 4 nil AEG
Tools, Farming, Post-hole Digger 4 8 nil AEG
Tools, Farming, Rake 1 3 nil AEG
Tongs, Metal 3 4 nil AEG
Torch 0.01 1 20 ft for 1 hour PHB
Tree Stand 15 5 +2 to Hide checks in dense leaves against searchers on the ground, doubles spot range AEG
Tree Tent, Elven 30 5 +1 to Hide checks from being spotted from the ground, one-person tent suspended in trees AEG
Twine, Roll (50 ft) 0.1 - nil AEG
Vial, Ink or Potion 1 0.1 nil PHB
Wagon Shield, Sniper

100

40
Protects wagons and other open topped vehicles, slits for firing

RoF
Wagon Shield, Standard

75

40
Protects wagons and other open topped vehicles

RoF
Wand Bracer

300

5
Holds up to 5 wands, calls a wand into your hand as a swift action (full round action to reset)

DS
Waterproof Ink (vial) 6 - Write underwater PlaH
Waterskin 1 4 nil PHB
Weight Suit 20 100 Counters penalties in light gravity environments PlaH
Whetstone 0.02 1 nil PHB
Wick, Candle (50 ft) 0.2 - 1 inch burns in 30 seconds, may be used as a fuse AEG
Winch, Portable, Str 18 20 20 nil AEG
Winch, Portable, Str 20 40 40 nil AEG
Winch, Portable, Str 22 80 80 nil AEG

Armour:

Name

Type

Cost

AC

Dex

Check

Spell

Spd (30)

Spd (20)

Weight

Notes

Source
Armour Razors

Extra

+50

-

-

-

-

-

-

+10
see weapons

UD
Armour Spikes

Extra

+50

-

-

-

-

-

-

+10
see weapons

PHB
Ashigaru Armour

Light

25

+3

+5

-1

15%

30

20

20
nil

OA
Banded Mail

Heavy

250

+6

+1

-6

35%

20

15

35
nil

PHB
Bark Armour

Light

5

+2

+5

-2

15%

30

20

15
nil

AEG
Battle Cloak, Gnome

Shield

5

+1

-

+0

0%

-

-

1
Exotic shield, +4 to disarm

RoS
Battle Plate Armour

Heavy

2500

+9

+1

-7

50%

20

15

125
Exotic armour, dwarven armour

RoS
Bondleaf Wrap

Light

1000

+1

-

-

-

30

20

2
Bonds with wearer after 24 hrs, used by elves and fey

AEG
Bone Armour

Light

20

+3

+4

-3

15%

30

20

20
nil

AEG
Breastplate

Medium

200

+5

+3

-4

25%

20

15

30
nil

PHB
Brigandine

Medium

30

+4

+2

-5

30%

20

15

40
nil

AEG
Buckler

Shield

15

+1

-

-1

5%

-

-

5
Use bow or crossbow while wearing, use melee weapon at -1

PHB
Buckler, Beetle

Shield

6600

+2

-

-1

5%

-

-

5
May be detached into beetle that deflects arrows

AEG
Buoyancy

Extra

+50

-

-

-1

-

-

-

+5
Armour check penalty not doubled for Swim checks

UD
Camouflage

Extra

+300

-

-

-

-

-

-

+2
Set for specific terrain, +2 to Hide checks in that terrain

UD
Chainmail

Medium

150

+5

+2

-5

30%

20

15

40
nil

PHB
Chain Shirt

Light

100

+4

+4

-2

20%

30

20

25
nil

PHB
Chahar-aina

Medium

75

+1

-

-1

5%

-

-

10
May be worn over padded, leather or chain shirt

OA
Chameleon Leather

Light

360

+2

+6

+0

10%

30

20

15
Masterwork, +2 to Hide checks

SK
Chitin Armour

Medium

75

+4

+4

-3

30%

20

15

20
nil

SW
Chitine Web

Light

75

+3

+6

-1

10%

30

20

10
Lasts 3 months, then loses 1 AC per month unless maintained

UD
Coral Armour

Heavy

225

+6

+1

-7

30%

20

15

40
Custom fitted, check penalty is -5 for Swim, swim speed is -10 ft

AEG
Cord Armour

Light

15

+2

+5

-1

15%

30

20

15
nil

SW
Dastana

Light

25

+1

-

-1

5%

-

-

5
May be worn with padded, leather or chain shirt

AEG
Dendritic Crystal

Heavy

2000

+9

+0

-8

40%

20

15

60
Crystals grow around wearer in 8 hours, +2 to Survival checks to track wearer, favoured by dwarves

RoF (AEG)
Dhenuka

Medium

30

+4

+1

-5

25%

20

15

25
Rhino (on Zzenduum) or elephant (in Morakki lands) hide, often enchanted

OA
Fast-Donning Straps 

Extra 

150 

-

-

-

-

-

-

-
No increase in check penalty when donning hastily 

RoS 
Feather Cloak

Light

1000

+2

+6

0

10%

30

20

3
No -4 penalty on Fort saves for hot environments or on Con checks against heatstroke

Sand
Feeler Plate

Heavy

2500

+8

+1

-6

35%

20

15

65
Exotic armour, reduces miss chance for attacks on adjacent foes by 10%

UD
Fins

Extra

+50

-

-

-

-

-

-

+2
-2 penalty to Fort saves against hot environments and to Con checks against heat strokes instead of -4

Sand
Forest Warden Shroud

Extra

+100

-

-

-

-

-

-

+2
Ignore effect of undergrowth on Move Silently and Tumble checks

RoW
Full Plate Armour

Heavy

1500

+8

+1

-6

35%

20

15

50
nil

PHB
Gauntlet, Locked

Extra

+8

-

-

special

special

-

-

+5
+10 to resist disarm, cannot use hand to cast spells

PHB
Great Armour

Heavy

1000

+7

+2

-5

40%

20

15

45
nil

OA
Half-Plate Armour

Heavy

600

+7

+0

-7

40%

20

15

50
nil

PHB
Heavy Plate Armour

Heavy

2000

+9

+0

-8

45%

20

15

100
nil

RoS
Hide Armour

Medium

15

+3

+4

-3

20%

20

15

15
nil

PHB
Hooked Armour Light 65 +3 +4 -2 15% 30 20 20 +5 to Climb checks

PlaH
Interlocking Plate Armour 

Heavy 
1750 

+8 

+0 

-8 

40% 

20 

15 

50 
Exotic armour, dwarven armour, +2 AC when moving no more than 5 ft 

RoS 
Interlocking Scale Mail

Medium

250

+4

+2

-6

30%

20

15

30
Exotic armour, dwarven armour, +2 AC when moving no more than 5 ft

RoS
Kappa Shell

Shield

30

spec

-

-10

50%

-

-

45
Used by nezumi, +10 to AC and +4 to Ref saves (half or no damage) if user remains on all fours and moves at half speed

OA
Keel

Extra

50

-

-

-

-

-

-

+2
+2 bonus to Swim checks

SW
Lamellar Armour

Medium

150

+5

+3

-4

30%

20

15

35
nil

AEG
Leather Armour

Light

10

+2

+6

0

10%

30

20

15
nil

PHB
Leather Scale Armour

Light

35

+3

+6

-2

15%

30

20

20
nil

AEG
Living Coral Armour

Medium

16000

+6

+3

-4

20%

20

15

30
+500 gp for stinging polyps graft

SW
Mammoth Leather

Light

45

+4

+4

-4

20%

30

20

30
Exotic armour

RoS
Mechanus Gear Heavy 1750 +10 +0 -10 50% 15 10 75 nil PlaH
Moon-Ivy

Light

16000

+4

+6

+0

10%

30

20

5
Armour grows and dies every night, may have special types for +500 gp, used by elves and fey

AEG
Mountain Plate Armour

Heavy

3250

+10

+0

-9

60%

15

10

225
Exotic armour, dwarven armour, dwarf's speed reduced as if a human, special materials do not lower category

RoS
Mud Armour

Light

0

+1

+5

-1

0%

30

20

8
Favoured by jungle dwellers, lasts 1D2 days, 10 minutes to apply

RoF
Muffling

Extra

+300

-

-

-

-

-

-

+2
+2 to Move Silently checks

UD
Netcutter Spikes

Extra

+200

-

-

-

-

-

-

+10
As armour spikes, +4 bonus on Str or Escape Artist checks to escape from entangling effects

RoW
Nightscale

Light

1000

+2

+10

+0

5%

30

20

3
nil

UD
Oil Chamber

Extra

+1000

-

-

-

-

-

-

-
Armour or shield can be filled with magic or alchemical oil which can be sprayed on item as swift action (poison will spray on wielder)

DS
Padded Armour

Light

5

+1

+8

+0

5%

30

20

10
nil

PHB
Partial Armour

Medium

50

+4

+4

-3

25%

20

15

30
nil

OA
Quick-Escape

Extra

+300

-

-

-

-

-

-

+2
Can be removed as standard action, x2 to don

AEG
Riding Straps

Extra

+200

-

-

-

-

-

-

-
+1 bonus to Ride checks

RoS
Ring Armour

Medium

75

+4

+4

+3

30%

20

15

35
nil

AEG
Sanctified

Extra

+50

-

-

-

-

-

-

-
Armour or shield can serve as divine focus for cleric whose holy symbol is emblazoned upon it

DS
Scale Mail

Medium

40

+4

+3

-4

25%

20

15

30
nil

PHB
Sectioned Armour (full) Heavy 3000 +8 +1 -5 35% 20 15 60 Convertible PlaH
Sectioned Armour (fully reduced) Light 3000 +3 +3 -2 20% 30 20 25 Convertible PlaH
Sectioned Armour (partially reduced) Medium 3000 +5 +2 -3 30% 20 15 40 Convertible PlaH
Serpentscale Mail

Medium

800

+5

+4

-3

20%

20

15

25
Masterwork

SK
Sharkskin Armour

Light

85

+3

+6

-1

10%

30

20

15
Treated as spiked armour, +6 bonus to Escape Artist checks when bound with cuttable bindings, favoured by evil sea elves and some other aquatic races

SW
Shell Armour

Medium

25

+3

+3

-2

20%

20

15

20
nil

SW
Shield, Extreme Steel

Shield

30

+3

-

-4

15%

-

-

25
Exotic shield, cannot bash

RoS
Shield, Extreme Wooden

Shield

10

+3

-

-4

15%

-

-

15
Exotic shield, cannot bash

RoS
Shield, Gauntlet

Shield

50

+2

-

-2

35%

-

-

20
Exotic shield, may hold items or make somatic gestures with shield hand

RoS
Shield, Grasping

Shield

50

+1

-

-1

5%

-

-

11
Spiked shield that can grasp, making a disarm attempt, full round to reset

RoF
Shield, Light Steel Shield 9 +1 - -1 5% - - 6 nil PHB
Shield, Light Wooden Shield 3 +1 - -1 5% - - 5 nil PHB
Shield, Heavy Steel Shield 20 +2 - -2 15% - - 15 nil PHB
Shield, Heavy Wooden Shield 7 +2 - -2 15% - - 10 nil PHB
Shield, Hide

Shield

50

+3

+4

-3

30%

-

-

30
-1 on attack rolls when using, may take total cover

Sand
Shield, Rider's

Shield

75

+2

-

-2

15%

-

-

15
Exotic shield, shield protects rider and mount

RoS
Shield Sheath

Extra

+25

-

-

-

-

-

-

-
Holds 1 light weapon, drawing is a free action

RoS
Shield Spikes

Extra

+10

-

-

-

-

-

-

+5
see weapons

PHB
Shield, Stiletto

Shield

30

+1

-

-1

5%

-

-

10
Can switch from normal light wooden shield to spiked and back

AEG
Shield, Tower Wooden Shield 30 +4 +2 -10 50% - - 45 -2 on attack rolls when using, may take total cover PHB
Shield, Tower Steel

Shield

75

+4

+2

-10

50%

-

-

100
-2 on attack rolls when using, may take total cover

RoS
Siege Beetle Chitin

Medium

2000

+4

+4

-2

30%

20

15

20
Provides wearer resistance to electricity 5 and sonic 5

MM5
Signature Crest

Extra

+50

-

-

-

-

-

-

-
nil

RoS
Silk Swathes

Light

400

+1

+8

0

5%

30

20

6
No -4 penalty on Fort saves for hot environments or on Con checks against heatstroke, treated as full plate to don or remove

Sand
Spidersilk Armour

Light

750

+3

+8

-1

10%

30

20

5
Exotic armour

UD
Splint Mail

Heavy

200

+6

+0

-7

40%

20

15

45
nil

PHB
Stability Weights

Extra

+160

-

-1

-

+10%

-

-

+30
+2 to Balance checks, +2 to Str to resist bull rush or trip attempts, increase weight category by one

UD
Stone Armour, Dwarven

Heavy

1750

+9

+0

-7

40%

20

15

80
Used by dwarves

AEG
Stonemail

Heavy

180

+5

+2

-5

30%

20

15

35
nil

UD
Stone Plate

Heavy

750

+6

+1

-7

30%

20

15

35
nil

RoS
Studded Leather Armour

Light

25

+3

+5

-1

15%

30

20

20
nil

PHB
Tentacled Hide

Medium

315

+3

+5

-3

20%

20

15

30
+2 bonus to Str to trip opponents

UD
Tessen

Shield

12

+1

-

-1

5%

-

-

1
see weapons

OA
Thistledown Suit

Extra

+250

-

-

-1

-5%

-

-

-
chain shirts and any medium or heavy armour made of metal

RoW
Thunderhide Armour

Medium

25

+3

+5

-2

20%

20

15

25
nil

SK
Thurkasian Breastplate

Medium

250

+5

+3

-4

25%

20

15

30
Don and remove quicker

GW
Tumbler's Breastplate

Medium

450

+5

+4

-4

25%

20

15

30
Exotic armour, +2 on Tumble checks

RoS
Twist Cloth, Gnome

Light

150

+1

-

+0

5%

30

20

5
Exotic armour, protects against touch attacks

RoS
Wand Chamber

Extra

+100

-

-

-

-

-

-

-
Wand in shield chamber is ready and can be activated without dropping the shield

DS
Wicker

Light

1

+1

+5

+0

10%

30

20

5
nil

AEG
Wood

Light

15

+3

+4

-3

15%

30

20

15
nil

AEG

Clothing:

Name

Cost

Weight

Notes

Source
Animal Trainer's Outfit 10 20 As armour is +2 AC, +1 mDex, -7 check, 40% spell failure, spd 20/15 AEG
Artisan's Outfit 1 4 nil PHB
Beekeeper's Outfit 9 4 Prevents damage from ordinary vermin, +6 AC against attacks from stinging and biting Fine sized creatures AEG
Bodysuit, Black 30 1 +2 to Hide checks in dark situations AEG
Boots, Smuggler's 10 1 Heels can hold 1-2 Fine objects, inner lining can hold parchment or slender dagger AEG
Cleric's Vestment 5 6 nil PHB
Cold Weather Outfit 8 7 +5 to Fort saves vs exposure to cold weather PHB
Courtier's Outfit 30 6 nil PHB
Desert Outfit 6 3 Treated as light clothing and offers limited protection against some desert hazards Sand
Entertainer's Outfit 3 4 nil PHB
Explorer's Outfit 10 8 nil PHB
Fullcloth, Winter 4 2 Part of cold weather clothing, +1 to Fort saves vs exposure to cold weather FB
Fur Clothing

8

10
+5 to Fort saves vs exposure to weather, increases armour check penalty by 2

FB
Heatsuit Outfit 20 15 Prevents 3 ponts of letah or non-lethal damage/round from hot environments, eliminates -4 penalty to Fort saves for wearing heavy clothes Sand
Helmet, Miner's 1 1 Holds candle, 10 ft cone for 1 hour AEG
Hydration Suit

1000

10
As filter mask, eliminates need for Con checks to avoid dehydration, +2 steps to level of protection from heat dangers

Sand
Monk's Outfit 5 2 nil PHB
Noble's Outfit 75 10 nil PHB
Peasant's Outfit 0.1 2 nil PHB
Royal Outfit 200 15 nil PHB
Scholar's Outfit 5 6 nil PHB
Spelunker's Outfit 5 9 nil AEG
Traveler's Outfit 1 5 nil PHB
Vest, Knife 25 2 Holds 10 daggers across the chest AEG

Drugs:

Name

Cost

Weight

Notes

Source
Agony (liquid pain) 200 0.1 Ingested drug, Fort DC 18, extreme addictiveness, can enhance Cha BoVD
Baccaran 10 0.1 Ingested drug, Fort DC 14, low addictiveness, can enhance Wis BoVD
Devilweed 6 0.1 Inhaled drug, Fort DC 15, low addictiveness, can enhance Str BoVD
Luhix 2000 0.1 Injury drug, Fort DC 25, vicious addictiveness, can enhance all abilities BoVD
Mordayn Vapour (dreammist) 200 0.1 Inhaled drug, Fort DC 17, high addictiveness, induces exotic visions BoVD
Mushroom Powder 100 0.1 Inhaled drug, Fort DC 15, medium addictiveness, can enhance Int and Cha BoVD
Redflower Leaves 300 0.1 Ingested drug, Fort DC 10, low addictiveness, can enhance attacks BoVD
Sannish 15 0.1 Ingested drug, Fort DC 9, medium addictiveness, can make user immune to pain BoVD
Terran Brandy 500 1 Ingested drug, Fort DC 19, low addictiveness, can increase caster level, magical drug BoVD
Vodare 40 0.1 Ingested drug, Fort DC 13, high addictiveness, can enhance Intimidate checks and protect vs fear BoVD

Hidden Spaces:

Name

Cost

Notes

Source
False Bottom 50 Hidden bottom in container CS
False Hold 400 Hidden location in ship CS
False Scabbard Tip 10 Hidden space in scabbard, +100 gp for quick-release mechanism CS
Hidden Flap 1 Hidden pocket in soft container CS
Hollow Book 5 Hidden space in book's pages CS
Hollow Boot Heal 20 Hidden space in boot heel CS
Inside Pocket 1 Extra pocket sewn into inner lining of garb CS
Lead Lining 10 Thwart detection of items within, adds 10% to weight, and can be applied to hard or soft containers CS

Living Items:

Name

Cost

Weight

Notes

Source
Green Air Bramble 80

-
+2 bonus on Fort saves to resist inhaled poisons and sicknesses CS
Gut Mites 50

1
Forces creature to disgorge swallowed victims and prohibits use of swallow ability CS
Jabberweed 60

1
-4 penalty to all Listen checks within 100 ft CS
Rust Monster Wand 160

2
Slowly rusts metal objects CS
Torch Bug Paste 25

-
Coated object or creature glows as torch for 1 hour, or can be thrown at creature for a faerie fire effect for 1 hour CS
Torch Bug Tube 30

1
Emits light as torch for 1 hour/day CS

Mounts and Related Gear:

Name

Cost

Cost/Day

Weight

Notes

Source
Ashworm

200

-

-
nil

Sand
Barding, Huge x8 - x5 nil OA
Barding, Large x4 - x2 nil PHB
Barding, Medium

x2

-

x1
nil

PHB
Bit and Bridle 2 - 1 nil PHB
Camel, Dromdary

75

-

-
nil

Sand
Camel, Two-Humped

100

-

-
nil

Sand
Camel, War

450

-

-
Trained for war

Sand
Dog, Guard 25 - - nil PHB
Dog, Riding 150 - - Trained for war PHB
Donkey or Mule 8 - - nil PHB
Dust Twister

1500

-

-
Requires special Ride checks, cannot wear barding and requires no saddle

Sand
Elephant 2000 - - nil OA
Elephant, War 4000 - - Trained for war OA
Elsewhale 8000 +50 60 tons nil PlaH
Feed (per day) 0.05 - 10 nil PHB
Gaspar 22500 +25 10000 nil PlaH
Horse, Heavy 200 - - nil PHB
Horse, Light 75 - - nil PHB
Horse, Pony 30 - - nil PHB
Horse, Heavy War 400 - - Trained for war PHB
Horse, Light War 150 - - Trained for war PHB
Horse, Warpony 100 - - Trained for war PHB
Howdah

200

-

100
Fits 4 Medium riders

OA
Nightmare, Lesser 5500 +10 1800 nil PlaH
Saddle, Masterwork Military

210

-

40
+1 to Ride checks, +2 additional to Ride checks to stay in saddle

CAdv
Saddle, Masterwork Riding

180

-

30
+1 to Ride checks

CAdv
Saddle, Military 20 - 30 +2 to Ride checks to stay in saddle PHB
Saddle, Pack 5 - 15 nil PHB
Saddle, Riding 10 - 25 nil PHB
Saddle, Burrower's Pack

20

-

12
Rider straps in flush to burrower

RoS
Saddle, Burrower's Riding

40

-

25
Rider straps in flush to burrower

RoS
Saddle, Exotic Military 60 - 40 +2 to Ride checks to stay in saddle PHB
Saddle, Exotic Pack 15 - 20 nil PHB
Saddle, Exotic Riding 30 - 30 nil PHB
Saddle, Flyer's Military

70

-

25
Straps rider into saddle of flying or climbing mount

RoS
Saddle, Flyer's Pack

18

-

15
Straps rider into saddle of flying or climbing mount

RoS
Saddle, Flyer's Riding

35

-

25
Straps rider into saddle of flying or climbing mount

RoS
Saddlebags 4 - 8 nil PHB
Stabling (per day) - 0.5 - nil PHB
Ur'Epona 32000 +5 2200 nil PlaH

Poisons and Ravages:

Name

Cost

Weight

Notes

Source
Aboleth Oil

2500

0.1
Contact poison, Fort DC 19, 0/transform (after 1D4+1 minutes, must remain moist of suffer 1D12 damage/10 minutes)

AEG
Adlevine Extract

150

0.1
Ingested poison, Fort DC 14, 1D4 Wis, gain +2 Con (1D10 minutes)/2D6 Wis

AEG
Alforna 75 0.1 Injury poison, Fort DC 11, 1D2 Str/fatigue AEG
Amasstarte Smoke

750

0.1
Inhaled poison, Fort DC 13, hold person (1D4 rounds)/slow (1D6 rounds), poisonous only to scaleless ones, cure light wounds when bathed in by scaled ones

SK
Anemis

750

0.1
Contact poison, Fort DC 16, 1D4 Str/2Dr4 Str

AEG
Arsenic

120

0.1
Ingested poison, Fort DC 13, 1 Con/1D8 Con

DMG
Asabi Mist

1000

0.1
Inhaled poison, Fort DC 12, 1D4 Con/1D4 Con

AEG
Balor Bile 1000 0.1 Contact poison, Fort DC 25, 1D6 Str/1D6 Str BoVD
Banelar Essence 300 0.1 Injury poison, Fort DC 11, 2D4 Con/unconsciousness for 1D3 hours AEG
Basilisk Breath 2500 0.1 Inhaled poison, Fort DC 17, 1D6 Con/1D6 Con, affects outsiders otherwise immune to poison BoVD
Battasss Smoke

1000

0.1
Inhaled poison, Fort DC 15, 1D4 Wis/sleep (1D4+2 rounds), poisonous only to scaleless ones, +5 to Will saves and perfect Concentration when inhaled by scaled ones

SK
Bebilith Venom 900 0.1 Injury poison, Fort DC 20, 1D6 Con/2D6 Con BoVD
Black Adder Venom 120 0.1 Injury poison, Fort DC 11, 1D6 Con/1D6 Con DMG
Black Lotus Extract 

4500 

0.1 
Contact poison, Fort DC 20, 3D6 Con/3D6 Con 

DMG
Blasphemix

750

0.1
Injury poison, Fort DC 22, level check to cast divine spells/-1 CL divine spells for 12 hours

DS
Bloodroot 100 0.1 Injury poison, Fort DC 12, 0/1D4 Con+1D3 Wis DMG
Bloodwine

250

0.1
Injury or Ingested Positoxin, Fort DC 11 injury or DC 9 ingested, 1D4 Cha/2D4 Cha

LM
Blue Frog Paste

500

0.1
Contact poison, Fort DC 19, 1D4 Dex/paralysis (2D6 minutes)

SK
Blue Whinnis 120 0.1 Injury poison, Fort DC 14, 1 Con/unconscious for 1D3 hours DMG
Boneshard Paste

750

0.1
Contact positoxin, Fort DC 13, 1 Str drain/1D4 Str drain

LM
Bonespear Poison Fusion

3100

0.1
Injury poison, Fort DC 25, 2D4 Str+2D4 Dex/2D4 Str+2D4 Dex

DS
Brain Dust

1300

0.1
Inhaled poison, Fort DC 12, confusion/1D4 Wis

AEG
Burning Angel Wing Fumes 2800 0.1 Inhaled poison, Fort DC 18, 1D6 Cha/2D6 Cha BoVD
Burnt Othur Fumes

2100

0.1
Inhaled poison, Fort DC 18, 1 Con drain/3D6 Con

DMG
Calling, The

2000

0.1
Ingested magic-infused posion, Fort DC 20, 2D6 Con/2D6 Con

DoU
Carrion Crawler Brain Juice

200

0.1
Contact poison, Fort DC 13, paralysis (2D6 minutes)/0

DMG
Cave Terror

200

0.1
Ingested poison, Fort DC 20, confusion/1D4 Int

UD
Celestial Essence

400

0.1
Injury Positoxin, Fort DC 14, 1D6 Wis/2D6 Wis

LM
Celestial Lightsblood Ravage 2500 0.1 Ingested ravage, Fort DC 20, 1D4 Dex/1D4 Con BoED
Centipede, Colossal Poison 900 0.1 Injury poison, Fort DC 23, 2D6 Dex/2D6 Dex DS
Centipede, Gargantuan Poison 750 0.1 Injury poison, Fort DC 17, 1D8 Dex/1D8 Dex (adjusted to fit in with Dungeonscape poison above) BoVD
Centipede, Huge Poison 210 0.1 Injury poison, Fort DC 14, 1D6 Dex/1D6 Dex (adjusted to fit in with Dungeonscape poison above) BoVD
Centipede, Large Poison 150 0.1 Injury poison, Fort DC 11, 1D4 Dex/1D4 Dex (adjusted to fit in with Dungeonscape poison above) BoVD
Centipede, Medium Poison 110 0.1 Injury poison, Fort DC 10, 1D3 Dex/1D3 Dex (adjusted to fit in with Dungeonscape poison above) BoVD
Centipede, Small Poison 90 0.1 Injury poison, Fort DC 10, 1D2 Dex/1D2 Dex (adjusted to fit in with Dungeonscape poison above) DMG
Centipede, Tiny Poison 40 0.1 Injury poison, Fort DC 10, 1 Dex/1 Dex (adjusted to fit in with Dungeonscape poison above) BoVD
Choldrith Toxin 1200 0.1 Injury poison, Fort DC 15, paralysis (2D6 minutes)/2D4 Con AEG
Conflagration Ooze Essence

850

0.1
Contact poison, Fort 19, 1D4 Con+2D4 hp (fire)/1D4 Con+2D4 hp (fire)

DS
Creeping Nullscourge

1000

0.1
Injury magic-infused poison, Fort DC 20, 5 SR/5 SR

DoU
Cretel Leaf Residue

150

0.1
Ingested poison, Fort DC 14, 1D4 Con, gain +2 Dex (1D10 minutes)/1D6 Con

AEG
Crippling Vine

180

0.1
Contact poison, Fort DC 13, 1D4 Str+1D4 Con/0

AEG
Culum Powder

100

0.1
Ingested poison, Fort DC 12, 1Dex/1D4 Dex

AEG
Darklight Brew

1500

0.1
Injury poison, Fort DC 23, 2D6 Con + 1D6 Str/blinded

DoU
Dark Reaver Powder

300

0.1
Ingested poison, Fort DC 18, 2D6 Con/1D6 Con+1D6 Str

DMG
Deathblade 1800 0.1 Injury poison, Fort DC 20, 1D6 Con/2D6 Con DMG
Devilseye 1000 0.1 Injury poison, Fort DC 21, 1 DR/1D3 SR, affects outsiders otherwise immune to poison BoVD
Dragon Bile

1500

0.1
Contact poison, Fort DC 26, 3D6 Str/0

DMG
Drow Poison 75 0.1 Injury poison, Fort DC 13, unconsciousness/unconsciousness for 2D4 hours DMG
Duthlah'hass Smoke

2000

0.1
Inhaled poison, Fort DC 16, feeblemind (2D6 minutes)/2D4 Dex, poisonous only to scaleless ones, puts scaled ones into deepsleep

SK
Ektharisss Smoke

1250

0.1
Inhaled poison, Fort DC 11, 1D6 Str/1D4 Str, poisonous only to scaleless ones, levitation for scaled ones

SK
Elemental Rime

200

0.1
Injury poison, Fort DC 16, 1D4 Dex plus vulnerability to fire/1D4 Dex

CS
Eyeblast 500 0.1 Injury poison, Fort DC 22, blindness/blindness BoVD
Faele Smoke

2500

0.1
Inhaled poison, Fort DC 17, 2D6 Con/1D6 Con, poisonous only to scaleless ones, +4 to Fort saves and reduce damage taken by 1 per die for scaled ones

SK
Fang Dragon Venom 300 0.1 Injury poison, Fort DC 15, 1 Con drain/0 AEG
Faralin

150

0.1
Ingested poison, Fort DC 14, 1D4 Dex, gain +2 Str (1D10 minutes)/1D6 Con

AEG
Fish Glue

100

0.1
Injury poison, Fort DC 14, 1D4 Dex/sickened

DoU
Giant Wasp Poison 210 0.1 Injury poison, Fort DC 18, 1D6 Dex/1D6 Dex DMG
Golden Ice Ravage 1200 0.1 Contact ravage, Fort DC 14, 1D6 Dex/2D6 Dex BoED
Goodbye Kiss

350

0.1
Ingested and injury poison, Fort DC 15, exhaustion/exhaustion or unconsciousness

CS
Gorgon's Hair

300

0.1
Contact poison, Fort DC 16, 1D6 Str/1D4 Str

CS
Gravedust

100

0.1
Contact positoxin, Fort DC 10, 1 Dex drain/1D4 Dex drain

LM
Gray Whinnis 3000 0.1 Injury poison, Fort DC 20, 1D4 Con/paralysis (1D6x10 minutes) AEG
Greenblood Oil 100 0.1 Injury poison, Fort DC 13, 1 Con/1D2 Con DMG
Greensickness

4000

0.1
Inhaled poison, Fort 33, 2D6 Str+1D4 Con/2D6 str+1D4 Con

DS
Haluroot

150

0.1
Injury poison, Fort DC 13, 1D2 Wis/1D2 Wis

AEG
Hooloond Smoke

1500

0.1
Inhaled poison, Fort DC 16, 1D6 damage/unconsciousness for 2D6 minutes, poisonous only to scaleless ones, heals scaled ones for 1D4+2 hit points

SK
Horror Weed Extract

600

0.1
Contact poison, Fort DC 20, 1 Wis/2D4 Wis

AEG
Id Moss

125

0.1
Ingested poison, Fort DC 14, 1D4 Int/2D6 Int

DMG
Illithid Mindscorch

1000

0.1
Inhaled poison, Fort DC 22, 1D6 Int/1D6 Int

DoU
Insanity Mist

1500

0.1
Inhaled poison, Fort DC 15, 1D4 Wis/2D6 Wis

DMG
Ishentav 500 0.1 Inhaled poison, Fort DC 13, 1D6 Str/1D6 Str BoVD
Jade Water Ravage 350 0.1 Injury ravage, Fort DC 14, 1D4 Wis/1D4 Int and Wis BoED
Jalasss Smoke

1000

0.1
Inhaled poison, Fort DC 16, 1D4 Int/1D6 Int, poisonous only to scaleless ones, banishes enchantments on scaled ones and makes them immune for 1D4 hours

SK
Laerisss Smoke

300

0.1
Inhaled poison, Fort DC 14, 2D4 acid damage/2D6 damage, poisonous only to scaleless ones, +2 to Ref saves for scaled ones

SK
Lichbane

650

0.1
Injury Positoxin, Fort DC 17, 1 Int drain and 1 Wis drain and 1 Cha drain/1D4 Int and 1D4 Wis and 1D4 Cha

LM
Lich Dust

250

0.2
Ingested poison, Fort DC 17, 2D6 Str/1D6 Str

DMG
Lifebane 2000 0.1 Injury poison, Fort DC 20, 1D6 Con/1D6 Con, vile damage BoVD
Liquid Mortality

1250

0.1
Injury Positoxin, Fort DC 20, 1D4 Str drain/2D4 Str drain

LM
Lockjaw

250

0.1
Ingested poison, Fort DC 11, can't speak/2D6 Con

AEG
Malyss Root Paste

500

0.1
Contact poison, Fort DC 16, 1 Dex/2D4 Dex

DMG
Megapede Poison

24000

0.1
Injury poison, Fort DC 44, 2D6 Con+1D4 Dex/2D6 Con+1D4 Dex

DS
Mesmer Paste

300

0.1
Contact poison, Fort DC 15, dazzled/1D4 Int

AEG
Mist of Nourn 7000 0.1 Inhaled poison, Fort DC 25, 1D8 Con/1D8 Con BoVD
Nitharit

650

0.1
Contact poison, Fort DC 13, 0/3D6 Con

DMG
Oil of Taggit

90

0.1
Ingested poison, Fort DC 15, 0/unconsciousness for 1D3 hours

DMG
Osssra Oils, Mixed Flaming

varies

0.1
Inhaled poison, Fort DC 22, 1D4 Dex/unconsciousness for 4D4 minutes, only affects scaleless ones, fog cloud

SK
Pit Fiend Venom

30000

0.1
Injury poison, Fort DC 27, 1D6 Con/Death

DS
Psychotropic Rot

125

0.1
Ingested poison, Fort DC 15, 1D4 Wis/3D18 hp

DoU
Purified Couatl Venom Ravage 3000 0.1 Injury ravage, Fort DC 16, 2D4 Str/4D4 Str BoED
Purple Worm Poison 700 0.1 Injury poison, Fort DC 24, 1D6 Str/2D6 Str DMG
Purple Worm Poison, Colossal

1400

0.1
Injury poison, Fort DC 27, 1D6 Str/2D6 Str

DS
Raeliss Smoke

2000

0.1
Inhaled poison, Fort DC 15, 1D6 Cha/1D6 Cha

AEG
Redek Vine Extract 1500 0.1 Injury poison, Fort DC 17, 2D6 Dex/0 AEG
Retch

120

0.1
Ingested poison, Fort DC 15, nausea/1D4 Con

AEG
Rill Leaf 120 0.1 Injury poison, Fort DC 14, 1D2 Cha/1D4 Cha AEG
Roach Paste

50

0.1
Injury poison, Fort DC 12, nausea/disease

DoU
Roshon Vapour

3100

0.1
Inhaled poison, Fort DC 15, 1D4 Int/1D6 Dex+1 Dex drain

AEG
Ruusstantar Smoke

750

0.1
Inhaled poison, Fort DC 18, 2D4 damage/3D4 damage, poisonous only to scaleless ones, scaled ones gain 1D12 temporary hp (or 2D12 hp if bathed in )

SK
Salvo

100

0.1
Injury poison, Fort DC 15, 1D4 ability/1D4 ability (determined randomly)

CS
Sassone Leaf Residue

300

0.1
Contact poison, Fort DC 16, 1D12 hp/1D6 Con

DMG
Sasson Juice 500 0.1 Contact poison, Fort DC 18, 1D4 Dex/1D4 Dex BoVD
Scorcher Fumes

800

0.1
Inhaled poison, Fort DC 18, lose scent/1D4 Wis

AEG
Scorpion, Colossal Poison 9900 0.1 Injury poison, Fort DC 33, 1D10 Str/1D10 Str DS
Scorpion, Gargantuan Poison 3300 0.1 Injury poison, Fort DC 23, 1D8 Con/1D8 Con DS
Scorpion, Huge Poison 1200 0.1 Injury poison, Fort DC 18, 1D6 Con/1D6 Con (adjusted to fit in with Dungeonscape poison above) BoVD
Scorpion, Large Poison 200 0.1 Injury poison, Fort DC 14, 1D4 Con/1D4 Con (adjusted to fit in with Dungeonscape poison above) DMG
Scorpion, Medium Poison 175 0.1 Injury poison, Fort DC 13, 1D3 Con/1D3 Con (adjusted to fit in with Dungeonscape poison above) BoVD
Scorpion, Small Poison 100 0.1 Injury poison, Fort DC 12, 1D2 Con/1D2 Con (adjusted to fit in with Dungeonscape poison above) BoVD
Scorpion, Tiny Poison 90 0.1 Injury poison, Fort DC 12, 1 Con/1 Con (adjusted to fit in with Dungeonscape poison above) BoVD
Shadow Essence

250

0.1
Injury poison, Fort DC 17, 1 Str drain/2D6 Str

DMG
Shreef Oil

100

0.1
Injury poison, Fort DC 12, 1D2 Str+1D2 Dex/1D2 Str

AEG
Shrieking Terror Saliva

5000

0.1
Injury poison, Fort DC 19, unable to heal injury/-

DS
Sickstone Unguent

1500

0.1
Injury poison, Fort DC 19, 1D4 Con/1D4 Con drain

UD
Siren's Breath

300

0.1
Inhaled poison, Fort DC 18, -5 penalty to Sense Motive and Will saves/-5 penalty to Sense Motive and Will saves

CS
Sleeping Weed

500

0.1
Contact poison, Fort DC 13, slowed/1D4 Dex

AEG
Sleep Poison

300

0.1
Contact poison, Fort DC 17, unconsciousness for 1D3 rounds/unconsciousness for 1D3 hours

SK
Slow Death

250

0.1
Injury poison, Fort DC 14, 1D6 hp per round (save each round, max 5 rounds)/nil

CS
Slow Swarming

1200

0.1
Ingested magic-infused poison, Fort DC 25, 1D2 Con + 1D6 Cha/1D2 Con

DoU
Slow Taint

300

0.1
Contact magic-infused poison, Fort DC 15, 10 ft speed/10 ft speed

DoU
Spider, Colossal Poison 1900 0.1 Injury poison, Fort DC 28, 2D8 Str/1D8 Str DS
Spider, Gargantuan Poison 850 0.1 Injury poison, Fort DC 20, 2D6 Str/2D6 Str DS
Spider, Huge Poison 500 0.1 Injury poison, Fort DC 16, 1D8 Str/1D8 Str (adjusted to fit in with Dungeonscape poison above) BoVD
Spider, Large Poison 175 0.1 Injury poison, Fort DC 13, 1D6 Str/1D6 Str (adjusted to fit in with Dungeonscape poison above) BoVD
Spider, Medium Poison 150 0.1 Injury poison, Fort DC 12, 1D4 Str/1D4 Str (adjusted to fit in with Dungeonscape poison above) DMG
Spider, Small Poison 100 0.1 Injury poison, Fort DC 10, 1D3 Str/1D3 Str (adjusted to fit in with Dungeonscape poison above) BoVD
Spider, Tiny Poison 90 0.1 Injury poison, Fort DC 10, 1D2 Str/1D2 Str (adjusted to fit in with Dungeonscape poison above) BoVD
Sssartisss

400

0.1
Injury poison, Fort DC 20, paralysis (2D6 minutes)/unconsciousness for 1D4 hours

SK
Striped Toadstool

180

0.1
Ingested poison, Fort DC 11, 1 Wis/2D6 Wis+1D4 Int

DMG
Stun Gas

40

0.1
Inhaled poison, Fort DC 12, stun (1 round)/stun (1D4 rounds)

UD
Sufferfume 1200 0.1 Inhaled poison, Fort DC 20, 1 to all abilities/1 to all abilities BoVD
Sunlight Oil

1300

0.1
Contact positoxin, Fort DC 16, 1D3 Str drain/1D3 Dex drain and 1D3 Str drain

LM
Svaklor Venom

3500

0.1
Injury poison, Fort DC 24, paralysis/1D4 Con

DS
Svaklor Venom, Greater

8000

0.1
Injury poison, Fort DC 34, paralysis/1D6 Con

DS
Swarming Spiderbite

1800

0.1
Ingested magic-infused poison, Fort DC 22, 1D6 Con/2D6 Con

DoU
Terinav Root

750

0.1
Contact poison, Fort DC 16, 1D6 Dex/2D6 Dex

DMG
Thever Fumes

3000

0.1
Inhaled poison, Fort DC 18, 0/blindness (permanent)

AEG
Thever Paste

1500

0.1
Contact poison, Fort DC 12, 0/blindness (permanent)

AEG
Ts'ous

400

0.1
Injury poison, Fort DC 20, 4D4 damage/2D4 damage

SK
Ulathlasss Smoke

1500

0.1
Inhaled poison, Fort DC 20, 3D6 Str/paralysis (2D6 minutes), poisonous only to scaleless ones, scaled ones immune to effects of extreme heat and cold, reptiles in contact gain immunity to natural and magical fire and cold

SK
Underdark Blight

300

0.1
Contact poison. Fort DC 20, 1 SR/1 SR

DoU
Ungol Dust

1000

0.1
Inhaled poison, Fort DC 15, 1 Cha/1D6 Cha+1 Cha drain

DMG
Unicorn Blood 500 0.1 Injury ravage, Fort DC 17, 1D3 Str/1D4 Str BoED
Urthanyk 2000 0.1 Inhaled poison, Fort DC 19, 1D6 Str/1D6 Str BoVD
Vapid Leaf Extract

250

0.1
Injury poison, Fort DC 16, dazed (euphoric)/2D6 Int

AEG
Vilestar 6000 0.1 Contact poison, Fort DC 24, 2D6 Str/2D6 Str, vile damage BoVD
Virile Madness

1200

0.1
Ingested poison, Fort DC 20, +1D2 Str and +1D2 Con, 1D4 Int and 1D4 Wis/+1D2 Str and +1D2 Con, 1D4 Int and 1D4 Wis (10 minutes)

UD
Wild Dwarf Knockout Poison 150 0.1 Injury poison, Fort DC 14, slow for 5 rounds/unconsciousness for 1 minute RoF
Wraith Sheen

150

0.1
Contact poison, Fort DC 16, 1D2 Con/1D2 Con

AEG
Wyvern Poison

3000

0.1
Injury poison, Fort DC 17, 2D6 Con/2D6 Con

DMG
Wyvern Poison, Gargantuan

5000

0.1
Injury poison, Fort DC 21, 2D6 Con/2D6 Con

DS
Wyvern Poison, Huge

4000

0.1
Injury poison, Fort DC 19, 2D6 Con/2D6 Con

DS
Zealot's Blade

350

0.1
Injury poison, Fort DC 14, 1D4 Con/1D4 Con (must be brewed for specific enemy type, otherwise +5 bonus to saves)

CS

Siege Engines and Ship Weapons:

Name

Cost

Weight

Dmg

Crit

Range

 Min-Max

Crew

Size

Source
Ballista, Heavy

1000

2000

-

-

120

0 - 1200

4

Huge

HoB
Ballista, Light 500 400

-

-

100

0 - 1000

2

Medium
HoB
Ballista, Ship

500

400

-

19 (x2)

120

0-600

1

Medium

SW
Battering Ram

1000

3000

3D8

20 (x2)

-

-

4-10

Huge

HoB
Bolt (Ballista, Heavy)

1

6

5D8

19 (x2)

-

-

-

-

HoB
Bolt (Ballista, Light) 1 6

3D8

19 (x2)

-

-

-

-
HoB
Bombard, Great

8000

2000

6D10

20 (x3)

200

0-1000

8

Huge

SW
Bombard, Light

2000

500

3D10

20 (x3)

150

0-750

4

Large

SW
Catapult, Ship

550

2000

4D6

-

150

100-750

2

Large

SW
Firebomb

50

40

3D6 fire

-

-

-

-

-

SW
Firespout

4000

1500

6D6 fire

-

60 line

60-60

5

Large

SW
Mangonel, Heavy 800 3000

-

-

200

100 - 1000

4

Huge
HoB
Mangonel, Light

550

2000

-

-

150

75 - 750

2

Large

HoB
Scorpion 1250 2000

-

-

200

100 - 1000

2

Large
HoB
Shot (Mangonel, Heavy)

0.5

50

3D6

20 (x2)

-

-

-

-

HoB
Shot (Mangonel, Light) 0.3 30

2D6

20 (x2)

-

-

-

-
HoB
Shot (Scorpion)

0.5

50

3D6

20 (x2)

-

-

-

-

HoB
Shot (Trebuchet, Heavy) 1 100 7D6 20 (x2) - - - - HoB
Shot (Trebuchet, Light) 0.7 75 5D6 20 (x2) - - - - HoB
Siege Tower 2000 5 tons

-

-

-

-

9

Gargantuan
HoB
Stone (Mangonel, Heavy) 2 75

6D6

20 (x2)

-

-

-

-
HoB
Stone (Mangonel, Light)

1

40

4D6

20 (x2)

-

-

-

-

HoB
Stone (Scorpion)

2

75

6D6

20 (x2)

-

-

-

-

HoB
Stone (Trebuchet, Heavy) 4 150 14D6 20 (x2) - - - - HoB
Stone (Trebuchet, Light) 3 100 10D6 20 (x2) - - - - HoB
Trebuchet (Heavy)

3000

10 tons

-

-

300

150 - 1500

8

Colossal

HoB
Trebuchet (Light) 1500 4 tons

-

-

250

125 - 1250

6

Gargantuan
HoB

Special Substances and Items:

Name

Cost

Weight

Notes

Source
Aboleth Mucus (vial) 20 1 Target loses ability to breathe air and breathes water instead for 3 hours SS
Acid (flask) 10 1 1D6 damage, 1 splash damage PHB
Acid Neutralizer

50

1
Neutralizes acid, stops lingering acid damage if worn

DS
Air Plant

25

-
Produces enough air to sustain a Medium creature with air for 5 minutes

SW
Alchemical Sleep Gas 30 1.25 Fort save DC 15 or fall asleep for 1 minute, then save or sleep for 1D4 minutes FRCS
Alchemical Tooth

300

-
Holds capsule or poison in concealed container

CAdv
Alchemist's Fire (flask) 20 1 1D6 damage for 2 rounds, 1 splash damage for 1 round PHB
Alchemist's Mineral Acid (flask)

20

1
1D6 vs earth creature, ignores stone hardness and does 1D6 damage for 3 rounds

UD
Anarchic Water 50 1 Damages lawful outsiders as if it were acid, 2D4 damage, 1 splash damage PlaH
Antitoxin (vial) 50 0.1 +5 to Fort saves vs poison for 1 hour PHB
Antitrait Grease (vial) 50 0.1 User ignores Cha check penalties imposed on aligned visitors to planes PlaH
Armourbright (flask)

50

1
+2 to Fort saves to avoid heat dangers and +1 step to protection against heat in hot environments with a sun for 24 hours

Sand
Armour Insulation (flask)

50

2
+5 bonus to Fort saves vs exposure to cold weather for 24 hours

FB
Asherati Sand Sculpture

varies

varies
object of art

Sand
Atramen Oil (flask) 50 1 -4 to Fort saves for 1 minute, -1 to For saves for 1 minute splash PlaH
Auran Mask

60

-
+5 bonus on Fort saves against inhaled toxins for 1 hour, breathe underwater for 10 minutes

CM
Axiomatic Water 50 1 Damages chaotic outsiders as if it were acid, 2D4 damage, 1 splash damage PlaH
Bahamut's Breath (flask) 120 1 Damages evil outsides for 2D4 damage, 1 damage on splash, heals good outsiders for 2D4 hp, 1 hp on splash PlaH
Bile Droppings (flask)

50

1
Causes acid damage and a sickly stench

DoU
Bitterleaf Oil

25

-
Keeps scales shiny and healthy, heal 1 additional point of damage per HD with full night rest

RoDR
Blackeye (vial)

1

0.5
Protects from sun glare for 4 hours

Sand
Blackwater (flask)

100

1
Taints 10 ft cube of water, any water breathing creature begins to drown

UD
Bladefire (flask) 20 1 +1 fire damage for 1D6 rounds from weapon, which also takes 1 fire damage/round AEG
Blasting Pellets (bag)

50

2
1D6 sonic damage to any in a 5 ft square who break pellets

RoS
Blend Cream

50

1
+1 to Hide checks for 1 hour

CAdv
Blister Oil (vial)

15

0.5
Touching item coated causes 1D4 damage and -2 on Ref saves and Dex based checks for 2D4 days

RoS
Bloodflower Salve

10

-
Cure light wounds to applicant when command word spoken, must be applied before the damage is taken

SK
Bottled Air

50

-
Clears vapours and gas from a single square for 2D4 rounds

DS
Breathing Mask 1000 5 Breathe normally and ignore gases for 4 hours, crafted by desmodu SS
Brittlebone

30

0.5
Skeleton loses AC but shatters into damaging splinters when destroyed

LM
Bullet, Acid 10 0.25 -2 to attack, +1D4 acid damage AEG
Bullet, Flame  20 0.25 -2 to attack, +1D4 fire damage AEG
Bullet, Priest's 20 0.625 -2 to attack, +1D4 damage to undead and evil outsiders from holy water LM
Cable (50 ft) 25 2 Made by desmodu SS
Cablespool 125 2 Made by desmodu SS
Camouflage Dye

300

1
+4 to Hide checks in specific forest when applied to padded, leather, hide, or studded leather armour, takes 3 days to apply, favoured by wood elves

RoF
Candle, Focusing 100 1 +1 bonus to Appraise, Decipher Script, Forgery, and Search checks CAdv
Candle, Restful 100 1 Heal twice as fast as normal AEG
Capsule, Antitoxin

15

-
+1 bonus to Fort saves vs poison for 1 minute

CAdv
Capsule, Ironman

15

-
May take normal actions when staggered for 1 round

CAdv
Capsule, Leap

15

-
+4 bonus to Jump checks for 1 round

CAdv
Capsule Retainer

100

-
May be worn inside the mouth and holds 1 capsule

CAdv
Capsule, Stability

15

-
+4 bonus to Balance checks for 1 round

CAdv
Capsule, Strongarm

125

-
+1 bonus on Str checks and weapon damage for 2 rounds, then fatigued

CAdv
Capsule, Swiftstride

15

-
+5 ft to land speed for 2 rounds, then fatigued

CAdv
Catstink

50

-
Causes DC 15 Survival check to avoid breaking trail when being tracked by scent

CAdv
Caveharp

150

3
Masterwork (+2 to Perform checks), sound carries 1D6 miles down unobstructed tunnels

UD
Celestial Cloak 1000 1 Acid, cold, and electricity resistance 1 PlaH
Chaos Flask 100 1 Wis check to temporarily form chaos essence into object or creature PlaH
Clearbreath (vial) 50 0.1 +4 to Fort saves to resist unpleasant odors, lasts 1 hour AEG
Clearwater Tablet

1

-
Cleans a gallon of water of disease, poison, and other toxins

CS
Crackle Powder

30

-
-10 penalty on Move Silently checks in area for 1 hour

CM
Darkberry

5

-
5 ft darkness for 2 rounds

MoF
Darkoil (vial)

25

0.1
Protects drowcraft weapons for 3 days and drowcraft armour for 1 day from sunlight

UD
Darkvision-Invisible Paint (jar)

20

0.5
Makes marks invisible to darkvision

UD
Darkvision Powder (vial) 10 0.1 Cannot be seen by normal vision more than 10 ft away, very visible to darkvision DoU
Daystrider Capsule

10

-
Allows humanoid to walk for 10 hours per day instead of 8 hours)

CS
Deep Draught

10

0.5
Added to 1 gallon of water grants +5 to Heal checks to treat dehydration

Sand
Defoliator (flask) 20 1 2D4 damage to plant creatures and kills Medium or smaller normal plants, 1 splash damage and splash kills Small or smaller normal plants, wooden objects count as plants AEG
Dehydrated Food 20 1 Must consume twice as much water as normal AEG
Delver Slime (vial) 150 1 Target suffers 2D6 acid damage, metallic target suffers 4D8 damage, stone target suffers 8D10 damage, 1D6 splash damage against creatures SS
Disappearing Ink 5 0.1 Vanishes after an hour, heat reveals ink TaB
Ditherbomb (strong)

300

0.5
1D4x1D6 acid damage in 10 ft radius (DC 12 half)

RoDR
Ditherbomb (weak)

100

0.5
1D6 acid damage in 5 ft radius (DC 10 half)

RoDR
Ditherbomb (wyrm)

1000

1
1D6x1D8 acid damage in 15 ft radius (DC 15 half) 

RoDR
Dragoncraft Blood Elixir

varies

0.1
+2 to Str or Cha and various powers

Drac
Dwarfblind Stone 50 1 Those within 10 ft of impact must make DC 15 Ref save or lose darkvision for 10 minutes DoU
Earthsilk Jersey

150

2
DR 1/slashing, may be worn under armour

RoS
Earthsilk Rope (50 ft)

12

7
DC 26 to burst

RoS
Eggshell Grenade, Dust 10 - 5 ft radius, blinds (Fort DC 10) for 1D4 rounds OA
Eggshell Grenade, Flashpowder 60 - 10 ft radius, blinds (Fort DC 10) for 1D4 rounds OA
Eggshell, Pepper 10 - Target stunned for 1 round unless he makes a DC 10 Fort save OA
Eggshell, Posion Smike 150 - 10 ft radius, stinking cloud effect, DC 13 Fort save or become nauseated OA
Elemental Lodestone 200 50 5 ft increment when thrown, 10 ft when slung PlaH
Embalming Fire

20

0.5
Causes zombie to burst into flame when damaged, doing +1D6 fire damage on attacks

LM
Endurance Elixir

25

0.1
Gain +4 bonus on all ability checks, skill checks, and saves to resist natural environment extremes for 12 hours

CS
Everburning Torch 110 1 Continual flame may be activated once on torch PHB
Fareye Oil

25

-
+1 bonus to Spot checks for 1 minute

CAdv
Farflame Oil (flask) 2 1 Hooded lantern 40 ft for 3 hours, bullseye lantern 80 ft cone for 3 hours, burns for 1D4 damage for 1 round AEG
Fast Torch

5

0.5
Lights torch as swift action, illuminates in 30 ft radius and burns in high winds or under water

CM
Feather Powder (vial)

70

0.1
Target itches, suffering -1 to attacks, damage, saves, and checks for 1 minute, -2 for feathered creatures

BoVD
Felsul Flower Oil

100

0.1
Perfume grants +1 to Cha-based checks to persuade others, 10 uses

MoF
Ferrous Aqua

20

0.1
1D6 damage and sicken creature with DR/cold iron

CS
Festering Bomb

50

-
All within 20 ft exposed to filth fever

BoVD
Fire Beetle Lamp

10

1
Shines like a common lamp for 6 days

RoDR
Firmament Stone

110

0.5
Shows the passage of the sun or moon in the sky, allowing time to be told underground

DS
Flash Grenade

60

0.1
When thrown into fire source, Fort save DC 10 to all within 10 ft or be blinded 1D4 rounds, daylight effect in 10 ft radius, favoured by deep gnomes

RoF
Flash Paper 5 - May not be thrown, target in reach dazzled (-1 to attacks) for 1 minute unless DC 10 Fort save OA
Flash Pellet

50

-
Fort save DC 15 within 5 ft radius or be blinded for 1 round and dazzled for 1 round

CAdv
Flash Tube 30 1 Fort DC 13 within 60 ft or be blinded for 1D3 rounds SS
Fleetfoot (vial) 50 0.1 Run at 5 times speed for 10+Con bonus in rounds AEG
Fog Rock

5

0.1
Mist in 10 ft cube when dropped in fresh water (providing concealment)

MoF
Forger's Paper

10

-
Paper can turn transparent, granting a +2 bonus to Forgery checks when copying a document

CS
Freeglide

20

-
+1 bonus to Escape Artist checks for 1 hour

CAdv
Freeze Powder (vial)

100

1
Instantly freezes liquid, creates ice on wet floors

FB
Frostbite Salve (jar)

50

1
Suppresses 2 points of frostbite ability damage for 1 hour

FB
Frostfire 40 1 1D6 cold damage for 2 rounds SS
Ghostoil (flask) 50 1 Weapon coated may strike incorporeal creatures normally for 2 rounds LM
Ghostwall Shellac (bottle)

150

1
When mixed with water, any surface coated cannot be passed through by incorporeal creatures and surface exists on Ethereal Plane

DS
Glowpowder

50

-
Glows for 1 minute, provides +2 to Search checks over area or +2 to Spot checks on person and reduces miss chance for invisible creatures to 20%

TaB
Goliath Healing Kit

50

1
12 uses, +4 to Heal checks made by goliath and earth-linked races

RoS
Gravebane (flask) 50 1 Smoke in 5 ft square repels undead, who must make a DC 10 Will save to pass, lasts 1 minute AEG
Grell Crystal

10

1
Expands and hardens into flat sheets when dropped in water

LoM
Harness 20 2 Made by desmodu SS
Hawk's Ointment (vial) 50 - +1 to Search and Spot checks for 2 minutes, then -2 to Search and Spot checks for 10 minutes CAdv
Healer's Balm

10

-
+1 bonus to Heal checks for 1 minute

CAdv
Healing Salve

50

-
Cures 1D8 damage

TaB
Hearthfire (12 uses)

10

2
24 hours of torch-like illumination when wet

RoS
Hearthfire Lantern

7

2
As hooded lantern, but with hearthfire cubes

RoS
Herb, Cassil (dose) 1 - Renders males infertile for 3D4 days FRCS
Herb, Nararoot (dose) 0.2 - Renders females infertile for D4+2 or 2D4+4 days FRCS
Holy Water (flask) 25 1 2D4 damage to undead or evil outsider, 1 splash damage PHB
Ice Chalk

20

-
Makes temporary marks on any icy surface

FB
Instant Campfire

50

10
Forms Tiny campfire in 1 round

RoF
Instant Rope (flask) 25 1 Creates 30 ft rope in 2 rounds, lasts 1 hour AEG
Ironthorn Extract (flask)

25

1
Increases clothing hardness to grant +1 armour bonus, +1 hardness for 1 week

Sand
Jade Powder (flask) 100 1 Weapon coated does lethal damage to oni and ignores oni DR, lasts for 1 strike OA
Karras Stone Knife

250

1
+1 bonus to Knowledge (religion) checks when sacrificing a living creature

BoVD
Keenear Powder

20

-
+1 bonus to Listen checks for 1 minute

CAdv
Keepcool Salve (pot)

50

0.5
+1 on Fort saves to resist damage from hot environments, +1 step to level of heat protection

Sand
Lava Stone

24

-
When contacts with lava forms a temporary floating stone that Medium or smaller creatures can step on

DS
Lava Stone, Greater

144

1
As lava stone but Large creatures can use them

DS
Liquid Embers (flask) 600 1 Ranged touch range 10 ft, 3D6 fire damage for 2 rounds, 1D6 fire damage splash 1 round PlaH
Liquid Night

150

0.5
Allows creature to ignore vulnerability to sunlight for 1 hour

LM
Liquid Salt (flask)

200

1
Deals 2D6 dessication damage (2D8 to plants or water subtype) and splashes for 1D4 (1D6)

Sand
Liquid Smoke (flask) 20 1.25 10 ft cube of smoke for 1 round OA
Liquid Sunlight

20

0.1
Glows as torch for 1 round, dazzles light sensitive creatures for 1 round, 1D6 damage to creatures harmed by daylight

CS
Lockslick (can)

180

0.5
+2 bonus to open a lock or disable a trap or mechanism sprayed

DS
Lockslip Grease

50

-
+1 bonus to Open Locks checks for 1 minute

CAdv
Longbreath (vial) 50 0.1 Inhaler can hold breath longer AEG
Mechanus Eye 100 - +1 bonus to Search checks PlaH
Melt Powder (vial)

25

1
Melts frozen liquids

FB
Moonblood

1500

0.5
+2 AC for 1 day

BoED
Motelight (flask) 20 1 Creatures within 5 ft radius attempting to cast a spell must make a DC 5+spell level) Concentration check AEG
Mule Pollen

50

-
+2 Str, -2 Int and Wis for 1D4x10 minutes, mildly addictive

MoF
Nature's Draught (vial) 50 - +1 to Handle Animal and Wild Empathy checks for 12 hours CAdv
Nerv (flask)

25

1
+2 bonus on saves vs fear for 1 hour

CS
Ocanthus Knife 450 1 2D6 damage for 1 strike for Medium knife PlaH
Oleum (flask)

30

1
Substitute for material component for grease spell, usable as alchemist's fire, burns to create a smoke cloud, provides bonuses to Escape Artist checks against grappling

Sand
Phantom Ink, Firelight 10 - Disappears after 1 hour and requires the listed light to see TaB
Phantom Ink, Magical Light 10 - Disappears after 1 hour and requires the listed light to see TaB
Phantom Ink, Moonlight 10 - Disappears after 1 hour and requires the listed light to see TaB
Phantom Ink, Starlight 10 - Disappears after 1 hour and requires the listed light and darkvision to see TaB
Polar Skin (flask) 25 1 Absorbs 5 points of cold damage before becoming useless, lasts 1 hour FB
Powdered Silver

20

0.1
1D6 damage and sicken creature with DR/silver

CS
Powderhorn (32 shots) 35 2 Made by dwarves, 2 lbs of smokepowder FRCS
Powderkeg (240 shots) 250 20 Made by dwarves, 15 pounds of smokepowder FRCS
Pure Element, Air 1000 1 Object or creature weighs half, +2 to Climb and Jump checks, -2 to damage rolls, +2 Con to air elementals, 2D6 damage (ignores DR or hardness) to earth elementals and stone objects PlaH
Pure Element, Earth 1000 1 Object or creature weighs twice, -2 to balance, Climb, Jump, Ride, Swim, and Tumble checks, DR 1/adamantine, +2 Con to earth elementals, 2D6 damage (ignores DR) to air elementals PlaH
Pure Element, Fire 1000 1 Object or creature takes 1D6 fire damage and may catch fire (dealing 1D6 for 5 rounds), +2 Con to fire elementals, double damage to water elementals PlaH
Pure Element, Water 1000 1 DC 10 Con check or drown, +2 Con to water elementals, 2D6 damage to fire elementals PlaH
Razor Ice Powder (vial)

50

1
Creates razor ice over area sprinkled, and grants +1 bonus to slashing damage to natural weapon of a cold subtype creature for 1 hour

FB
Red Helmthorn Berry

0.1

-
Goodberry cast on it lasts 1 day longer than normal

MoF
Red Tidewater 25 0.5 Blinds target and in splash and exposes to blinding sickness PlaH
Rust Cube

100

0.1
Metal object or creature struck takes 1D6 damage for 3 rounds

CS
Scentbreaker 5 - Potent for 1 hour, victim must make DC 18 Fort save or lose scent ability TaB
Screaming Flask

40

1
Emits shriek in 15 ft cone, causing 1D8 sonic damage and deafens for 1 minute

CM
Sculptor's Slime (vial) 750 4 Craft (masonry) DC 10 to stone shape 25 cu ft of stone SS
Shadowtop Torch

0.1

1
Torch burns for 2 hours and gives off little smoke

MoF
Shapesand (Jug)

100

12
Psychoactive sand can be shaped into usable items with one's mind

Sand
Shedden (jar)

75

0.5
+1 (or more for more powerful brews) natural armour bonus for 2 minutes

DoU
Shriek Paste (flask)

50

1
Shrieks when exposed to light

UD
Signal Torch 1 1 Burns with coloured flame AEG
Silverbark Sap

20

0.1
+2 Fort saves vs poison for 1 hour

MoF
Sleeping Fire (flask) 40 1.25 1D3 damage for 2 rounds on contact OA
Sleepweed Pod

50

-
Ranged touch attack (5 ft increment), Will save DC 12 or fall asleep for 1 minute

MoF
Slumber Sand (flask)

50

1
Target hit may fall asleep, when used as material component adds +2 HD to number of creatures affected by sleep type spell and +1 to save DC

Sand
Smokestick 20 0.5 Creates smoke in 10 ft cube PHB
Softfoot

50

-
+1 bonus to Move Silently checks for 1 hour

CAdv
Song Collar

15

2
Fits on staff, when studied for 1 hour per day for 7 days, grants +2 to Perform check for a particular composition

RoS
Sparkstone 50 1 1D6 electricity damage to target, then half damage to creature within 5 ft AEG
Spelunker's Oil (flask)

15

1
+2 bonus to Escape Artist checks but -5 to Climb checks

DoU
Spore Flask 1000 1 Vrock spores cause 1D8 damage in 5 ft radius, 1D2 damage for next 10 rounds, countered as normal vrock spores SS
Stinkpot

50

1
Creates a cloud of sickening vapour when set alight

SW
Stonebreaker Acid (flask) 200 1 Deals 3D10 damage to stone, ignoring hardness, then does 2D10 damage on next round (price increased to reflect potency) AEG
Stoneburn Acid (flask)

10

1
2D6 damage to stone, ignoring hardness

DoU
Storm Tears (vial)

750

0.1
Heart's ease spell effect

BoED
Sundark Goggles

10

-
Negates light sensitivity, +2 save vs gaze attacks, -2 to Search and Spot checks with normal vision

RoDR
Sun Lantern 162 3 Holds sunrod, 60 ft cone for 6 hours SS
Sunrod 2 1 30 ft for 6 hours PHB
Sunshade Lotion (flask)

20

1
Protects from non-lethal damage from sunburn for 4 hours

Sand
Suregrip

20

-
+1 bonus to Climb checks for 1 minute

CAdv
Tanglefoot Bag 50 4 Entangles and slows on a ranged touch attack PHB
Thunderstone 30 1 20 ft increment, deafens for 1 hour in 10 ft radius, DC 15 Fort save to avoid PHB
Tindertwig 1 - Standard action to light a torch PHB
Touchstone Blade +500 - Masterwork weapon that counts as portable object for planar touchstone PlaH
Toxic Tooth

30

-
Holds poison in false tooth, attacks adjacent creature and wearer

CS
Trail Bar

1

0.1
Equivalent of 1 day's worth of food

CS
Trollbane (vial)

90

0.1
Any creature struck by a weapon coated with trollbane loses the benefit of its regeneration ability against that attack

DS
Verminbane (flask) 20 1 Smoke fills 5 ft square, vermin must make DC 15 Fort save to pass, lasts 1 hour AEG
Vicious Bleeder (flask) 50 1 Weapon coated with substance causes wounds that bleed for 2 rouonds, lasts 1 minute AEG
Vilegrip (vial)

50

0.1
+2 to DC to avoid or break free of webs (including spell) for 1 hour in 10 ft cube

DoU
Violated Horn

3000

2
Word of recall 1 time to site of violation ritual

BoVD
Weapon Capsule, Ghostlight

100

-
Ignore miss chance against incorporeal creaure for 3 rounds

CAdv
Weapon Capsule, Quickflame

25

-
+1D6 fire damage for 1 round

CAdv
Weapon Capsule, Quickfrost

25

-
+1D6 frost damage for 1 round

CAdv
Weapon Capsule, Quicksilver

50

-
Weapon treated as coated with silver (including -1 to damage) for 3 rounds

CAdv
Weapon Capsule, Quickspark

25

-
+1D6 electricity damage for 1 round

CAdv
Weapon Capsule Retainer

100

-
Holds a single weapon capsule

CAdv
Weapon Capsule Retainer, Triple

450

-
Holds up to three weapon capsules

CAdv
Weeping Flask

50

- (4)
Produces water (8 ounces per hour) when opened

CM
Weeping Stone

100

1
When touched to the face, creature becomes shaken for 1D6 rounds

BoVD
Weirwood

50

1
Glows as candle for 1D4+1 rounds after leaving area of magical illumination

MoF
Whale Grease (flask)

75

2
Complete protection from hypothermia for 1 hour

FB

Spell Components:

Name

Cost

Weight

Notes

Source
Agony (liquid pain) 200 0.1 Increases caster level of evil spell by +2 BoVD
Ambrosia (distilled joy) 200 0.1 +2 caster level of a good spell BoED
Angel Down

100

-
Doubles duration of abjuration spell

CM
Angel Radiance 20 0.1 Sheds light as torch, +1 DC and caster level to overcome SR for banishment or dismissal or dispel evil against a fiend BoED
Angel's Blood

85

-
+1 DC to evil spells

CC
Ashes of Power

1750

-
Two caster level checks when casting dispel magic, greater dispel magic, or break enchantment

CC
Aurial Sapphire

215

-
Quicken any spell of air domain or with air descriptor

CC
Blink Dog Tooth 30 - Good spell has 50% chance to gain ghost touch ability BoED
Celestial Blood 20 0.1 Celestial must be alive, 30% chance +2D6 damage from good spell to evil target BoED
Chromatic Dragon Heart 6 0.1 30% chance +2D6 damage from evil spell to good target BoVD
Coldfire

50

0.1
Cast spells requiring coldfire component

FB
Couatl Feather 10 - 35% to increase caster level for good spell by +2 BoED
Couatl Scale 16 - 30% chance good spell has DC +1 BoED
Crypt Powder

150

-
+1 to CL and save DC of any spell targeting corpses or undead

CC
Demon Heart 18 0.5 25% chance evil spell damage increased by 10% BoVD
Devil Heart 20 0.5 10% chance evil spell remains prepared after casting BoVD
Devil's Eye

150

0.1
+1 level to divination spell

CM
Doppelganger Bile

95

-
Double duration of any spell granting invisibility or a bonus to Disguise checks

CC
Dragon Ruby

175

-
Double the area of any spell with the fire descriptor

CC
Dragon's Tear

200

-
+1 level to fire or mind-affecting spell

CM
Essence of Order

300

-
Cures 1 point of mental ability damage caused by poison or disease, +1 save DC for spells with law descriptor

CC
Fairy Button

200

0.1
Doubles area of illusion spell

CM
Fairy Dust

100

-
Double duration of transmutation spell

CM
Feather of the Far Reaches

95

-
+10 ft to speed (if spell improves movement) or +1 to CL of any travel domain spell

CC
Game of Fate

550

-
+1 CL or double duration or restoration of spell as if pearl of power (all randomly determined)

CC
Golden Desert Honey

300

-
Reduces summoning spell with casting time of 1 round to 1 standard action

CM
Guardinal Feather

600

-
Must be freely given, +2 to energy resistance or AC bonus granted by a spell

CC
Hero's Tears

675

-
+2 CL for spell with good descriptor

CC
Horn of Gorgon

575

-
+2 to Str to any spell that increases Str by any means

CC
Humanoid Brain 0.04 1.5 50% chance evil spell range is doubled BoVD
Humanoid Child's Eye 0.02 - 20% chance evil spell duration is doubled BoVD
Humanoid Finger 0.01 - 40% chance evil spell requiring touch attack gains +1 attack BoVD
Humanoid Heart 0.1 0.5 25% chance evil spell gains DC +2 BoVD
Kiss of Discord

310

-
Ingested poison, Fort DC 13, confusion 1D3 hours/nil, +2 CL to spell with chaos descriptor

CC
Lammasu Claw 30 5 25% chance good spell damage increased by 10% BoED
Lillend Scale 15 - 40% chance good spell requiring Will save has DC +1, for bard chance is 60% BoED
Metallic Dragon Heart 7 0.1 30% chance evil spell gains +1 DC BoVD
Obaddis Leaf

130

-
Double area and duration of any spell of plant domain or that specifically targets plants

CC
Pearl of the Waves

225

-
Quicken any spell of water domain or with water descriptor

CC
Pegasus Feather 40 - Caster of detect good or detect evil learns details faster BoED
Phoenix Feather 40 - 10% chance good spell remains prepared after casting BoED
Possibility Dust 100 - Double duration of creation spell CM
Primal Essence 150 - Each pinch substitutes for 100 gp of material components CM 
Scholar's Dreams

175

-
Doubles range and duration of any knowledge domain spell

CC
Serpent's Tongue 120 - Double duration of enchantment spell CM 
Singing Shell 200 - Double area of sonic spell or, if no area, then double range instead CM 
Soil of Stone

65

-
Doubles the duration of any earth domain spell or with the earth descriptor

CC
Soul in Larval Form 250 5 Evil spell gains +2 DC BoVD
Soul in Receptacle 200 - +10 to caster level check vs SR for evil spell BoVD
Sunflower of Ularrin

100

-
Doubles the area of any sun domain spell or with the light descriptor

CC
Talon of Yimik

370

-
+2 CL to any animal domain spell or spell that specifically targets animals

CC
True Warrior's Blade

650

2
+2 points of damage per spell level of any divine spell that deals hit point damage

CC
Twilight Green

250

-
Ingested poison, Fort DC 14, 1D4 Con/1D4 Con, +1 point of damage per spell level for any spell that deals negative energy damage

CC
Unicorn Blood 500 0.1 40% chance good spell requiring Fort save has DC +1, unicorn must be alive BoED
Unicorn Horn

190

-
Taken from a unicorn that died naturally, transforms any spell with the healing descriptor from touch to a 30 ft ray

CC
Unicorn Horn (sliver) 55 - 40% chance good spell requiring a touch attack gains +1 to attack BoED
Unicorn Tail Hair 25 - 20% chance good spell duration is doubled BoED
Yugoloth Brain 5 0.25 10% chance evil spell allows no save, 10% chance spell affects caster as well BoVD

Tools and Skill Kits:

Name

Cost

Weight

Notes

Source
Alchemist's Lab 500 40 +2 to Craft (alchemy) check PHB
Altar Case, Granite

40

40
Travelling shrine

DotF
Altar Case, Spruce 

20 

Travelling shrine 

DotF 
Altar Cloth, Dyed 

+5 

nil 

DotF 
Altar Cloth, Gold Brocade 

40 

nil 

DotF 
Altar Cloth, Linen 15 - nil DotF
Altar Cloth, Silk 35 - nil DotF
Altar Cloth, Small 3 - Suitable for altar case DotF
Altar Cloth, Velvet 

30 

nil 

DotF 
Animal Training Kit 75 15 +2 to Handle Animal checks to teach tricks, train for purpose, or rearing wild animals CAdv
Animal Training Pole

10

3
+2 to Handle Animal checks to teach a task

AEG
Arcane Lab

500

40
+2 to Spellcraft checks to determine if a new spell is viable

TaB
Arcane Library

10000

600+
nil

TaB
Artisan's Tools 5 5 nil PHB
Artisan's Tools, Masterwork 55 5 +2 to Craft checks PHB
Aspergillum, Gold 

112.5 

Holds 3 vials of holy water, dispenses 1 vial as standard action as melee touch with no AoO

DotF 
Aspergillum, Iron 5 3 Holds 3 vials of holy water, dispenses 1 vial as standard action as melee touch with no AoO FRCS
Aspergillum, Silver 50 3 Holds 3 vials of holy water, dispenses 1 vial as standard action as melee touch with no AoO FRCS
Automated Footpad

30

0.5
Creates distraction and can set off traps

SaS
Balance Pole

5

5
+2 bonus to Balance checks

CAdv
Bandoleer 0.5 0.5 Carries 8 small items FRCS
Bandoleer, Masterwork 5 0.5 Carries 12 small items FRCS
Camouflage Kit

40

5
+2 bonus to Hide checks for 10 uses

CAdv
Candle, Vigil

10

0.5
+1 to Heal checks when tending through the night

DotF
Censer, Brass 1 1 nil DotF
Censer, Gold 5 4 nil DotF
Censer, Silver 3 2 nil DotF
Climber's Kit 80 5 +2 to Climb checks PHB
Cloak, Forester's

20

3
+1 to Hide checks in forests

AEG
Crossbow Sight, Gnome

150

1
Targets two increments closer

AEG
Differential Hourglass 75 4 Marks two varying rates of time PlaH
Disguise Kit 50 8 +2 to Disguise checks, 10 uses PHB
Double-Sided Clothes

50

8
2 minutes to reverse clothing, provides +5 to Disguise checks

SaS
Expandable Pole

5

1
1 ft long can be expanded up to 11 ft

SaS
Familiar Carrier, Fine 8 8 Provides cover for familiars TaB
Familiar Carrier, Diminutive 15 40 Provides cover for familiars TaB
Familiar Carrier, Tiny 30 40 Provides cover for familiars TaB
Familiar Carrier, Small 60 90 Provides cover for familiars TaB
Familiar Carrier, Medium 120 200 Provides cover for familiars TaB
Fireproof Spellbook 50 5 Does not catch fire PlaH
Forgery Kit 40 5 +2 to Forgery checks, 10 uses CAdv
Gorget, Plain

10

5
+10 AC vs garotte attacks, -4 to checks to perform physical actions over an extended period of time

SaS
Gorget, Spiked

20

5
+10 AC vs garotte attacks, -4 to checks to perform physical actions over an extended period of time

SaS
Healer's Kit 50 1 +2 to Heal checks, 10 uses PHB
Holly and Mistletoe - - Divine focus for druid spells PHB
Holy Symbol, Bronze

10

1
Divine focus for cleric spells and turn or rebuke undead 

DotF
Holy Symbol, Gold

50

2
Divine focus for cleric spells and turn or rebuke undead 

DotF
Holy Symbol, Silver 

25 

Divine focus for cleric spells and turn or rebuke undead 

PHB 
Holy Symbol, Wooden 1 - Divine focus for cleric spells and turn or rebuke undead PHB
Hourglass 25 1 nil PHB
Incense, Common

5

1
nil

DotF
Incense, Exotic

15

-
nil

DotF
Jester's Kit 10 5 +1 to Perform skills related to jesters and +1 to Disguise skill checks to avoid recognition AEG
Leather Collar, Decorated

5

2.5
+4 AC vs garotte attacks, -2 to checks to perform physical actions over an extended period of time

SaS
Leather Collar, Plain

2

2.5
+4 AC vs garotte attacks, -2 to checks to perform physical actions over an extended period of time

SaS
Listening Cone

0.8

1
Listen checks through doors only at +2 DC and through stone walls only at +5 DC

DS
Longreach Tongs

20

5
Reach 10 ft

SaS
Magnifying Glass 100 - Light fires as full round action in bright sunlight, +2 to certain Appraise checks PHB
Mechanical Burglar I 2000 3 Takes 1D10 rounds to pick lock, open DC 20 locks SaS
Mechanical Burglar II 2500 3 Takes 1D10 rounds to pick lock, open DC 25 locks SaS
Mechanical Burglar III 3000 3 Takes 1D10 rounds to pick lock, open DC 30 locks SaS
Mechanical Burglar IV 4000 3 Takes 1D10 rounds to pick lock, open DC 35 locks SaS
Musical Instrument, Common 5 3 nil PHB
Musical Instrument, Masterwork 100 3 +2 to Perform checks PHB
Navigator's Kit 250 8 +2 to Survival checks and Profession (sailor) to navigate at sea, +2 to Profession (cartographer) checks to make maps AEG
Ofudas, Shugenja's 15 3 Divine focus OA
Pack, Framed

50

2
Pack and contents weigh 10% less, retrieving from pack is full round action

AEG
Planar Atlas 25 2 +2 to Knowledge (planes) check PlaH
Portable Writing Desk

30

8
nil

TaB
Prayer Book or Scripture 10 3 nil DotF
Prayer Book or Scripture, Compact 15 1 nil DotF
Reading Lamp

15

3
nil

TaB
Reverse Lock

100

1
Starts unlocked but appears locked, any successful open locks or opening magic locks it

SaS
Robes, Desert

20

2
+2 to Fort saves vs exposure to high temperatures

AEG
Rubbing Kit

5

1
Creates a copy of carvings and runes

DS
Scale, Merchant's 2 1 +2 to certain Appraise checks PHB
Scryer's Kit 40 2 +2 to DC of Will save vs scryer using this kit AEG
Secret Compartment 15 - Search DC 20 to find, holds a spell component TaB
Secret Pocket 5 - Search DC 20 to find, holds a spell component TaB
Sheath, Boot

30

-
Conceals a Small or Tiny weapon, +4 to Sleight of Hand check to conceal the weapon

AEG
Sheath, Wrist

20

-
Holds a Tiny weapon or wand, move action to draw

AEG
Snuffing Bell

6

4
nil

DotF
Spell Component Pouch 5 2 Assumed to contain any material components with no cost, not rare, and small enough PHB
Spellbook, Wizard's 15 3 100 pages PHB
Spelunker's Kit

80

5
+2 to Balance, Climb, Escape Artist, and Survival checks made ot navigate tough-to-access areas

UD
Swimmer's Kit 15 5 +2 to Swim checks, may not be worn with clothing or armour AEG
Thieves' Tools 30 1 nil PHB
Thieves' Tools, Longspoon

80

3
-2 to checks using thieves' tools and +2 rounds, but allows use at range of 5 ft away and from side

CAdv
Thieves' Tools, Masterwork 100 2 +2 to Disable Device and Open Locks checks PHB
Thieves' Tools, Masterwork Longspoon

150

3
As longspoon thieves' tools, but +2 bonus to checks

CAdv
Tool, Masterwork 50 1 +2 on related skill check PHB
True Divine Focus 1000 - +1 to druid's effective caster level and caster level checks, last 1 week PlaH
True Holy Symbol 500 1 +2 sacred bonus to turning checks PlaH
Water Clock 1000 200 Accurate time to within 1 half hour PHB
Waterproofing

30

1
Protects item from water damage for 24 hours

SaS
Waterproof Spellbook 30 4 Unharmed by immersion in water PlaH

Torture and Execution Devices:

Name

Cost

Weight

Notes

Source
Branding Iron 2 4 +3 bonus, 1D3 damage BoVD
Crucifixion Cross 1 50 Execution DC 15, escape DC 28, botched damage - BoVD
Dagger 2 1 +4 bonus, 2D4 damage BoVD
Draw and Quarter 0.3 1 Execution DC 18, escape DC 25, botched damage 5D6 BoVD
Hanging Rope 0.3 1 Execution DC 18, escape DC Use Rope check, botched damage 1D3/round BoVD
Headsman's Axe 20 20 Execution DC 18, escape DC Use Rope check, botched damage coup de grace BoVD
Hot Lead 0.1 1 +3 bonus, 1D3 damage BoVD
Iron Maiden 200 250 Low/Moderate/Severe/Terminal, escape DC 27, +6/+8/+10/+12 bonus, 1/5/10/50 damage BoVD
Jaw Breaker 10 1 +4 bonus, 2D4 damage BoVD
Needle 0.1 - +2 bonus, 1 damage BoVD
Pillory 50 50 Escape DC 20, +2 bonus, 1D6 damage BoVD
Rack 150 200 Escape DC 22, +5 bonus, 1 damage BoVD
Scalpel/Flenser 4 - +4 bonus, 1D6 damage BoVD
Thumbscrew 1 1 +3 bonus, 1D2 damage BoVD
Tied Down 0.1 1 Escape DC Use Rope check, +0 bonus BoVD

Vehicles and Transport (and Accessories):

Name

Cost

Notes

Source
Astral Skiff 10000 nil PlaH
Barge

6000
nil

SW
Caravel

10000
nil

SW
Carriage 100 600 lbs PHB
Cart 15 200 lbs PHB
Catamaran

2000
nil

AEG
Chariot, Double

400
600 lbs

AEG
Chariot, Single

100
300 lbs

AEG
Cloudskate

3000
10 tons

Sand
Cog

6000
nil

SW
Coldfire Ship

500000
Ice keel, coldfire engine, planar sails, 2 ballistae firing lightning bolts

FB
Coracle

5
nil

SW
Davit, Huge

1500
hoist boat size Huge or smaller

SW
Davit, Large

500
hoist boat size Large or smaller

SW
Dhow

7000
nil

SW
Dirigible

35000
nil

AEG
Diving Bell

7000
nil

SW
Dromond

25000
nil

SW
Dugout

20
nil

SW
Dwarven Tunneler

70000
20 tons

AEG
Elf Wingship

40000
nil

SW
Ethereal Tunneler 140000 nil PlaH
Forest Crawler

117000
900 lbs, veil of obscurity when stationary for 1 round

AEG
Frame Wheel

15
4 tons

Sand
Galley 30000 nil SW
Gate Zeppelin 160000 Opens a gate-like opening 1/day PlaH
Grappling Ramp

500
nil

SW
Greatship

60000
nil

SW
Hang Glider

300
nil

AEG
Iceberg

-
nil

FB
Ice Sled-Wagon

35
400 lbs

FB
Ironclad

50000
nil

SW
Junk

15000
nil

SW
Kanto's Lament

450000
Cloud keel, lesser wind-favoured sails, planar sails, charts of certainty, 2 ballistae firing lightning bolts

AEG
Keelboat 3000 nil SW
Launch

500
nil

SW
Living Astral Ship variable Construct PlaH
Longship 10000 nil SW
Mobile Redoubt

1500
4 tons

AEG
Nautilus

250000
submersible powered by Huge water elemental

AEG
Netting, Colossal 500 nil SW
Netting, Gargantuan 300 nil SW
Netting, Huge 150 nil SW
Netting, Large 50 nil SW
Pinnace

4500
nil

SW
Planar Sailer 25000 nil PlaH
Raft

100
nil

SW
Rowboat 50 100 lbs SW
Oar 2 10 lbs PHB
Ornithopter

4000
nil

AEG
Sailing Ice Ship

10000
nil

FB
Sailing Ice Warship

25000
nil

FB
Sailing Ship 10000 nil PHB
Sand Galley

16000
100 tons

Sand
Sand Schooner

8500
50 tons

Sand
Sand Skiff

150
500 lbs

Sand
Shadow Carriage

100000
400 lbs, shadow walk 1/week, pulled by phantom steeds

AEG
Siege Tower, Large

4000
16 tons

AEG
Siege Tower, Small

1000
8 tons

AEG
Skyberg

-
nil

FB
Sled 20 300 lbs PHB
Sledge

15
2 tons

Sand
Stagecoach

800
750 lbs

AEG
Submersible, Gnome

80000
nil

AEG
Theurgeme

80000
nil

SW
Trireme

12000
nil

SW
Wagon 35 400 lbs PHB
War Canoe

1000
nil

SW
Warship 25000 nil PHB
Worg Warsled

400
900 lbs

FB
Yacht

30000
nil

AEG
Zeppelin

60000
nil

AEG

Weapons:

Name

Class

Type

Cost

Dmg (S)

Dmg (M)

Crit

Range

Weight

Type

Notes

Source
Ankus

Exotic

2M

15

1D6

2D4

(x2)

-

15

B
Reach weapon, may make trip attacks, non-lethal damage

MotW
Annulat Exotic R 30 1D4 1D6 19 (x2) 30 0.5 S Proficient wielders reduce cover AC bonus by 2, favoured by neraphim

PlaH
Arrow

Ammo

-

0.15

-

-

-

-

0.15

-
nil

PHB
Arrow, Alchemist's

Ammo

-

75

-

-

-

-

0.2

-
+1D4 fire damage 1 round after impact

AEG
Arrow, Blunt Ammo - 0.15 - - - -30/-50 0.15 - Non-lethal damage RoW
Arrow, Dragonsbreath

Ammo

-

2.5

1 die lower

1 die lower

(x3)

-

0.15

P
+1 fire damage and target can catch on fire

RoW
Arrow, Flight Ammo - 8 - - (x2) +20 0.2 - Masterwork (+1 to attack) RoF
Arrow, Sea

Ammo

-

7

-

-

-

-

0.2

-
Negate -2 penalty per 5 ft of water when fired from aquatic longbow, considered masterwork but no attack bonus

RoF
Arrow, Serpentstongue

Ammo

-

0.15

-

-

(x3)

-

0.15

P and S
Full damage to objects with hardness 5 or less

RoW
Arrow, Signal Ammo 0.5 - - (x2) - 0.2 - Bird call when shot, -2 to attack RoF
Arrow, Swiftwing

Ammo

-

1

1 die lower

1 die lower

(x3)

-

0.2

P
-1 per range increment instead of -2

RoW
Arrow, Thunder Ammo - 2 - - - - 0.2 - No damage, but tipped with thunderstone AEG
Aspergillum, Heavy

Simple

1M

100

1D6

1D8

(x2)

-

12

B
Holds 3 flasks (usually holy water), may be used as normal aspergillum or set to release a flask on a hit

RoF
Atlatl

Martial

R

10

1D3

1D4

(x3)

50

2

P
nil

Sand
Atlatl Spear

Ammo

-

1

-

-

-

-

2

-
nil

Sand
Axe, Orc Double

Exotic

2M

60

1D6/1D6

1D8/1D8

(x3)

-

15

S
Double weapon

PHB
Axe, Throwing

Martial

LM

8

1D4

1D6

(x2)

10

2

S
nil

PHB
Battleaxe

Martial

1M

10

1D6

1D8

(x3)

-

6

S
nil

PHB
Battle Gauntlet

Simple

1M

10

1D2

1D3

(x2)

-

4

B
nil

RoF
Battlehorn

Exotic

2M

50

1D6/1D6

1D8/1D8

(x3)

-

10

P
Double weapon, set vs charge

Sand
Battlepick, Gnome

Exotic

2M

10

1D6

-

(x4)

-

5

P
Martial weapon for Small creatures

AEG
Bayonet

Martial

LM

5

1D3

1D4

19 (x2)

-

2

P
Attached to the neck of an instrument

SaS
Blade Boot

Exotic

LM

15

1D3

1D4

19 (x2)

-

1

P
Monk weapon, +4 to Escape Artist checks against ropes

FRCS
Blade, Close Fighting

Extra

-

+100

-

-

-

-

-

-
Retracts from base weapon, usable as a dagger but both weapons attack at -2 when retracted, not a double weapon

RoW
Bladed Gauntlet

Exotic

LM

30

1D4

1D6

19 (x2)

-

4

S
nil

AEG
Blowgun

Simple

R

1

1

1

(x2)

10

2

P
nil

OA
Blowgun, Greater

Exotic

R

15

1D2

1D3

(x2)

10

2

P
Uses same feats as blowgun

CW
Bola Flail

Exotic

LM

5

1D4

1D6

(x2)

10

4

B
+2 to disarm, may make trip attacks, may make ranged touch attack to trip

GW
Bolas

Exotic

R

5

1D3

1D4

(x2)

10

2

B
May make trip attacks, non-lethal damage

PHB
Bolas, Barbed

Exotic

R

10

1D3

1D4

(x2)

10

3

P
May make trip attacks, uses same feats as bolas

CW
Bolt, Crossbow

Ammo

-

0.1

-

-

-

-

0.1

-
nil

PHB
Bolt, Grapple

Ammo

-

20

-

-

-

-

0.8

-
100 ft of rope, used with grapple-firing crossbow

SaS
Bolt, Repeating Crossbow

Ammo

-

0.2

-

-

-

-

0.2

-
nil

PHB
Bolt, Tumbling

Ammo

-

5

-

-

-

x 1/2

0.2

-
+2 damage

AEG
Bolt, Winch Crossbow

Ammo

-

0.5

-

-

-

-

0.05

-
Use with winch crossbow

MotW
Bone Bow

Exotic

R

250

1D8

1D10

(x3)

120

4

P
May be used as martial weapon at -4, counts as longbow for feat purposes, may have Str bonus as composite longbow

FB
Boomerang

Exotic

R

10

1D3

1D4

(x2)

20

2

B
Non-lethal damage, returns to thrower on successful extra attack roll (kept this from CW)

Sand
Boot Blade Simple

LM

4

1D3

1D4

19 (x2)

-

0.5

P or S
Hidden weapon, -2 to attack rolls, treated as dagger

CS
Bow Blade Simple

LM

4

1D3

1D4

(x3)

-

0.5

P
Attaches to a bow, -2 to attack rolls, treated as punching dagger

CS
Bow, Elvencraft

Extra

-

+300

-

-

-

-

-

-
Shortbow treated as club in melee, longbow treated as quarterstaff

RoW
Buckler-Axe, Dwarven

Exotic

LM

20

1D4

1D6

(x3)

-

4

S
May be used as a buckler

CW
Bullet, Sling

Ammo

-

0.01

-

-

-

-

0.5

-
nil

PHB
Butterfly Sword

Exotic

LM

10

1D4

1D6

19 (x2)

-

2

S
Monk weapon

OA
Caber

Exotic

R

10

-

-

-

10

100

B
Hurl at 10 square area and hit AC 15, success means those in area must move back 5 ft or suffer 2D6 damage

MotW
Calculus, Gnome

Exotic

R

50

-

-

-

50

2

spec
Hurls vials

AEG
Chain

Exotic

2M

5

1D4/1D4

1D6/1D6

(x2)

-

5

B
Double weapon or reach weapon (may attack adjacent), may make trip attacks, +2 to disarm, usable with Weapon Finesse

OA
Chain-and-Dagger

Exotic

1M

4

1D3

1D4

19 (x2)

-

4

P
+2 to disarm, may make trip attacks at +2

AEG
Chain, Barbed

Exotic

1M

18

1D10

2D6

(x2)

-

6

B and P
nil

SS
Chain Lash

Exotic

2M

5

1D4/1D4

1D6/1D6

(x2)

-

5

B
Double weapon or reach weapon (may attack adjacent foes), may make trip attacks, +2 to disarm, usable with Weapon Finesse

SS
Chain, Spiked

Exotic

2M

25

1D6

2D4

(x2)

-

10

P
Reach weapon (but can attack adjacent), may make trip attacks, +2 to disarm, usable with Weapon Finesse

PHB
Chakram

Exotic

R

15

1D3

1D4

(x3)

30

2

S
nil

AEG
Chatkcha

Exotic

R

1

1D4

1D6

18 (x2)

20

3

P
Favoured by thri-kreen

EPsH
Chijiriki

Exotic

2M

8

1D4/1D3

1D6/1D4

(x2)

-

6

P and B
Double weapon, may make trip attacks

OA
Chuul Lasher

Exotic

1M

1

-

-

(x2)

-

2

S
Large only, 1D2 damage, reach weapon (15 ft but can attack adjacent areas), non-lethal damage, may make trip attacks, +2 to disarm, transmits Chuul's paralysis ability

SS
Claw Bracer

Exotic

LM

30

1D3

1D4

19 (x2)

-

2

P
Cannot be disarmed, wearer may cast spells normally

AEG
Club

Simple

1M

-

1D4

1D6

(x2)

10

3

B
nil

PHB
Collapsing Crescent Fan

Exotic

LM

40

1D4

1D6

19 (x2)

-

2

S
+4 attack bonus against flat-footed foes

Sand
Crossbow, Aquatic

Exotic

R

250

1D6

1D8

19 (x2)

40 (40 underwater)

4

P
nil

SW
Crossbow Bayonet, Knife Simple

1M

2

1D4

1D6

(x2)

-

1

P
Attaches to crossbow (not hand), -2 to attack rolls, set vs charge, treated as shortspear

CS
Crossbow Bayonet, Sword Simple

1M

4

1D6

1D8

(x3)

-

2

P
Attaches to crossbow (not hand), -2 to attack rolls, set vs charge, treated as spear

CS
Crossbow, Covered Hand

Exotic

R

125

1D3

1D4

19 (x2)

30

4

P
May be fired from any position

SaS
Crossbow, Grapple-Firing

Simple

R

70

1D2

1D3

-

120

12

P
Fires grapple tied to 100 ft of thin rope

SaS
Crossbow, Great

Exotic

R

150

2D6

2D8

18 (x2)

120

14

P
Full round to load, may only fire 1 handed with -4 penalty

RoS
Crossbow, Hand

Exotic

R

100

1D3

1D4

19 (x2)

30

2

P
Move action to load

PHB
Crossbow, Heavy Simple R

50

1D8

1D10

19 (x2)

120

8

P
Full round to load, -4 to fire 1H

PHB
Crossbow, Light Simple R

35

1D6

1D8

19 (x2)

80

4

P
Move action to load, -2 to fire 1H

PHB
Crossbow, Repeating Heavy Exotic R 250 1D8 1d10 19 (X2) 120 12 p 5 bolt clip PHB
Crossbow, Repeating Light Exotic R 250 1D6 1D8 19 (x2) 80 6 P 5 bolt clip PHB
Crossbow, Winch

Exotic

R

75

1D6

1D8

19 (x2)

50

10

P
Non-lethal damage, entangle Tiny to Large targets, full round to load

MotW
Cutlass

Martial

LM

15

1D4

1D6

19 (x2)

-

3

S
+2 to resist disarming

FRCS
Dagger

Simple

LM

2

1D3

1D4

19 (x2)

10

1

P or S
+2 to Sleight of Hand to conceal

PHB
Dagger, Barbed

Exotic

LM

35

1D3

1D4

19 (x2)

-

1

P
+2 to damage on sneak attacks if 5 ranks of Sleight of Hand, uses same feats as dagger

CAdv
Dagger, Punching

Simple

LM

2

1D3

1D4

(x3)

-

1

P
nil

PHB
Dart

Simple

R

0.5

1D3

1D4

(x2)

20

0.5

P
nil

PHB
Dart, Acid

Simple

R

20

1D3

1D4

(x2)

20

1

P
+1D6 acid damage

RoF
Dart, Barbed

Simple

R

1

1D3

1D4

18 (x2)

20

5

P
Favoured by lizardfolk

RoF
Dart, Blowgun

Ammo

-

0.1

-

-

-

-

0.1

-
nil

OA
Dart, Greater Blowgun

Ammo

-

1

-

-

-

-

0.5

-
nil

CW
Dart, Stun

Simple

R

40

1D3

1D4

(x2)

20

1

P
Target stunned unless DC 12 Fort save is made

RoF
Dart Thruster

Martial

R

40

1D3

1D4

19 (x2)

40

1

P
Holds 3 darts, move action to reload, favoured by deep gnomes

UD
Desert Throwing-Knife

Exotic

R

3

1D4

1D6

19 (x2)

15

1

P
-2 penalty when used in melee

Sand
Double Bow, Elven

Exotic

R

1000

1D6

1D8

(x3)

90

3

P
Usable as longbow with 1 arrow, load 2nd arrow as Move action, fire 2 arrows at target at -2 attack on single roll, critical or sneak attack applies to only 1arrow

AEG
Duom

Exotic

2M

20

1D6

1D8

(x3)

-

8

P
Reach weapon (proficient users may attack adjacent), -2 to attack if used to attack a second adjacent opponent in same round as first opponent

AEG
Eagle's Claw

Exotic

LM

20

1D4

1D6

18 (x2)

-

2

S and P
+1 bonus to Sleight of Hand checks to conceal this weapon

Sand
Elbow Blade Simple

LM

4

1D3

1D4

(x3)

-

1

P
Hidden weapon, -2 to attack rolls, treated as punching dagger

CS
Entangling Pole

Exotic

2M

4

1D3

1D4

(x2)

-

5

P
Reach weapon, may be used to make a grapple attack against creature with clothing or shaggy fur, ineffective grappling vs heavy armour or creatures with no clothing or shaggy fur

BoED
Falchion

Martial

2M

75

1D6

2D4

18 (x2)

-

8

S
nil

PHB
Falchion, Great

Exotic

2M

100

1D8

1D12

18 (x2)

-

12

S
nil

Sand
Fingerlade

Exotic

LM

45

1D4

1D6

(x3)

-

2

P
+1D6 damage against flat-footed foe on first round of combat

Sand
Flail

Martial

1M

8

1D6

1D8

(x2)

-

5

B
+2 to disarm, may make trip attacks

PHB
Flail, Dire

Exotic

2M

90

1D6/1D6

1D8/1D8

(x2)

-

10

B
Double weapon, +2 to disarm, may make trip attacks

PHB
Flail, Heavy

Martial

2M

15

1D8

1D10

19 (x2)

-

10

B
+2 to disarm, may make trip attacks

PHB
Flutter Blade

Exotic

1M

15

1D3

1D4

19 (x3)

-

2

P or S
Change from piercing to slashing and back as move action

UD
Footbow

Exotic

R

150

1D6

1D8

(x3)

110

3

P
Martial weapon for raptorans, may be made with Str bonus, may use both hands to use 1.5 times Str bonus, -4 attack bonus and must be prone to use on ground

RoW
Foot Spike

Exotic

LM

8

1D3

1D4

(x3)

-

1

P
Raptoran weapon, land speed -5 ft, no 5 ft step, -4 on attack rolls while on the ground, attack with pair at end of a dive attack

RoW
Fukimi-Bari

Exotic

R

1

1

1

(x2)

10

0.1

P
Fire 3 per attack, no Str bonus

AEG
Garrote, Cord

Exotic

LM

0.1

1D4

1D6

19 (x2)

-

0.1

B
Requires special garrote attack

SaS
Garrote, Locking

Exotic

LM

100

1D6

1D8

18 (x2)

-

3

S
Requires special garrite attack, once locked does damage after wielder lets go

SaS
Garrote, Wire

Exotic

LM

10

1D6

1D8

18 (x2)

-

1

S
Requires special garraote attack, damages wielder with no gloves

SaS
Gauntlet

Simple

Un

2

1D2

1D3

(x2)

-

1

B
Included with medium and heavy armours (exc breastplate)

PHB
Gauntlet, Spiked

Simple

LM

5

1D3

1D4

(x2)

-

1

P
Cannot be disarmed

PHB
Gauntlet, Spring-loaded

Exotic

R

200

1D3

1D4

(x2)

20

4

P
Move action to load

AEG
Glaive

Martial

2M

8

1D8

1D10

(x3)

-

10

S
Reach weapon

PHB
Glot

Exotic

R

1

1D3

1D4

18 (x2)

10

1

B
Range is 20 ft over smooth solid ground and 30 ft over smooth ice, may make ranged trip attacks

FB
Goad

Exotic

2M

8

1D6

2D4

(x2)

-

10

B or P
+2 to Handle Animal checks on Huge or larger animals if proficient, bludgeoning damage in nonlethal

FB
Goblin Stick

Exotic

2M

5

1D4

1D6

19 (x3)

-

8

P
Double weapon, may make trip attacks, favoured by bugbears

RoF
Greataxe

Martial

2M

20

1D10

1D12

(x3)

-

12

S
nil

PHB
Greatbow

Exotic

R

150

1D8

1D10

(x3)

120

6

P
May not be used while mounted, uses same feats as longbow

CW
Greatbow, Composite

Exotic

R

200

1D8

1D10

(x3)

130

6

P
May not be used while mounted, may be made with Str bonus, uses same feats as composite longbow

CW
Greatclub

Martial

2M

5

1D8

1D10

(x2)

-

8

B
nil

PHB
Greathammer, Goliath

Exotic

2M

30

1D10

1D12

(x4)

-

30

B
+2 to sunder

RoS
Greatspear

Exotic

2M

25

1D10

2D6

(x3)

10

9

P
Reach weapon

CW
Greatsword

Martial

2M

50

1D10

2D6

19 (x2)

-

8

S
nil

PHB
Greatsword, Mercurial

Exotic

2M

600

1D10

2D6

(x4)

-

17

S
Additional -3 to attacks when non-proficient

AEG
Guisarme

Martial

2M

9

1D6

2D4

(x3)

-

12

S
Reach weapon, may make trip attacks

PHB
Gyrspike

Exotic

2M

90

1D6/1D6

1D8/1D8

19 (x2)

-

20

S and B
Double weapon, +2 to disarm, may make trip attacks

AEG
Gythka

Exotic

2M

60

1D8/1D8

1D10/1D10

(x2)

-

25

S
Double weapon, favoured by thri-kreen

EPsH
Halberd

Martial

2M

10

1D8

1D10

(x3)

-

12

P or S
Set vs charge, may make trip attacks

PHB
Hammer, Double

Exotic

2M

70

1D6/1D6

1D8/1D8

(x3)

-

18

B
Double weapon

CW
Hammer, Gnome Hooked

Exotic

2M

20

1D6/1D4

1D8/1D6

(x3/x4)

-

6

B and P
Double weapon, may make trip attacks, martial weapon for gnomes

PHB
Hammer, Light

Martial

LM

1

1D3

1D4

(x2)

20

2

B
nil

PHB
Hammer, Throwing

Exotic

LM

30

1D4

1D6

(x2)

20

2

B
nil

RoS
Handaxe

Martial

LM

6

1D4

1D6

(x3)

-

3

S
nil

PHB
Hand Crossbow Blade Simple

LM

4

1D3

1D4

19 (x2)

-

0.5

P or S
Attaches to hand crossbow, -2 to attack rolls, treated as dagger

CS
Harpoon

Exotic

R

15

1D8

1D10

(x2)

30

10

P
May lodge in target, slowing target and allowing attacker to hold target

SW
Helmet, Horned

Martial

LM

25

1D3

1D4

(x2)

-

4

P
Double damage on charge, weapon has 0 ft reach

RoF
Helmet, Spiked

Martial

LM

10

1D2

1D3

(x2)

-

3

P
Double damage on charge, weapon has 0 ft reach

RoF
Hilt Hollow

Extra

-

+200
-

-

-

-

-

-
Hidden compartment in hilt can hold a vial or small component; when activated, compartment springs open depositing contents into the other hand as a swift action

DS
Holy Water Sprinkler

Simple

1M

62

1D6

1D8

(x2)

-

8

B
As heavy mace, and can hold 1 pint of holy water which can splash victim 8 times on a hit or do a direct soaking 1 time on a hit.

LM
Howler Javelin

Exotic

R

2

1D4

1D6

(x2)

30

2

P
All wielders are non-proficient, may lodge in target imposing -1 to attacks, saves, and checks, removing deals 1D6 damage

SS
Ice Axe

Exotic

1M

10

1D4

1D6

(x4)

-

5

P and S
+1 to Climb checks for non-proficient wielder, +4 for proficient, may be used as Martial weapon at -2 penalty

FB
Icechucker

Exotic

R

150

1D10

1D12

(x3)

30

12

P
Fires icicles or javelins, full round action to reload

FB
Instrument Blade Simple

LM

10

1D3

1D4

19 (x2)

-

0.5

P or S
Hidden weapon, -2 to attack rolls, treated as dagger

CS
Iuak

Exotic

1M

12

1D4

1D6

19 (x2)

-

4

S
Ignores first 3 hardness points of objects

FB
Jambiya

Martial

LM

4

1D2

1D3

18 (x2)

-

2

S
nil

RoF
Javelin

Simple

R

1

1D4

1D6

(x2)

30

2

P
-4 if used in melee

PHB
Javelin, Spinning

Exotic

R

2

1D6

1D8

19 (x2)

50

2

P
Move action to tie javelin

AEG
Jitte

Exotic

LM

0.5

1D3

1D4

(x2)

-

2

B
Monk weapon, +2 to disarm

OA
Jovar Exotic 2M 500 2D4 2D6 18 (x2) - 13 S Favoured by archons PlaH
Kama

Exotic

LM

2

1D4

1D6

(x2)

-

2

S
Monk weapon, may make trip attacks

PHB
Katana

Exotic

1M

400

1D8

1D10

19 (x2)

-

6

S
2H as martial weapon

OA
Kau Sin Ke

Exotic

1M

15

1D6

1D8

(x2)

-

4

B
nil

OA
Kawanaga

Exotic

1M

10

1D2/1D2

1D3/1D3

(x2)

-

1

S or P
Double weapon or reach weapon (may strike adjacent foes), may make trip attacks, +2 to disarm, usable with Weapon Finesse, acts as 10 ft rope and grappling hook

OA
Khopesh

Exotic

1M

16

1D4

1D6

18 (x2)

-

4

S
May make trip attacks

Sand
Khopesh, Double

Exotic

2M

30

1D4/1D4

1D6/1D6

18 (x2)

-

8

S
Double weapon, may make trip attacks

Sand
Knee Blade Martial

LM

20

1D4

1D6

19 (x2)

-

2

P
Hidden weapon, -2 to attack rolls, treat as short sword

CS
Kukri

Martial

LM

8

1D3

1D4

18 (x2)

-

2

S
nil

PHB
Kuo-Toa Harpoon

Exotic

1M

15

1D8

1D10

(x2)

30

6

P
May lodge in target, slowing target and allowing attacker to hold target

MM5
Kusari-gama

Exotic

2M

10

1D4/1D3

1D6/1D4

(x2)

-

3

S and B
Double weapon or reach weapon (may attack adjacent), may make trip attacks, +2 to disarm, usable with Weapon Finesse

OA
Kylie

Exotic

R

15

1D4

1D6

x2

20

5

B
nil

Sand
Lajatang

Exotic

2M

90

1D6/1D6

1D8/1D8

(x2)

-

7

S
Double weapon, monk weapon

CW
Lance

Martial

2M

10

1D6

1D8

(x3)

-

10

P
Reach weapon, double damage on charging mount, 1H mounted

PHB
Lance, Flight

Martial

2M

6

1D6

1D8

(x3)

30

5

P
Used by aarakocra, launched in flight, in melee treated as a shortspear

RoF
Lancet, Gehennan Martial LM 7 1D3 1D4 18 (x2) - 3 P nil PlaH
Lasso

Exotic

R

1

-

-

-

10

3

B
Ranged touch attack starts grapple, may make trip attacks, max range 30 ft

BoED
Longaxe

Exotic

2M

35

1D10

1D12

(x3)

-

15

S
May be used as reach weapon in conjunction with Power Attack feat, uses same feats as greataxe

CAdv
Longbow

Martial

R

75

1D6

1D8

(x3)

100

3

P
May not be wielded mounted

PHB
Longbow, Aquatic

Martial

R

400

1D6

1D8

(x3)

60 (10 underwater)

3

P
30 ft increment with Aquatic Shot feat

SW
Longbow, Composite

Martial

R

100

1D6

1D8

(x3)

110

3

P
May be made with Str bonus

PHB
Longspear

Simple

2M

5

1D6

1D8

(x3)

-

9

P
Reach weapon, set vs charge

PHB
Longspear, Salamander

Exotic

2M

10

1D10

2D6

(x2)

-

18

P
All metal, set vs charge, reach weapon

SS
Longstaff

Exotic

2M

15

1D4/1D4

1D6/1D6

(x2)

-

6

B
Monk weapon, double weapon, prevents flanking when fighting defensively or full defense or Combat Expertise

CAdv
Longsword

Martial

1M

15

1D6

1D8

19 (x2)

-

4

S
nil

PHB
Longsword, Mercurial

Exotic

1M

400

1D6

1D8

(x4)

-

6

S
Additional -2 to attacks when non-proficient 

AEG
Lucerne Hammer

Martial

2M

12

1D6

2D4

(x4)

-

10

P
Reach weapon

AEG
Lynxpaw

Exotic

2M

30

1D4/1D3

1D6/1D4

18 (x2) or 20 (x3)

-

4

P and S
Double weapon, usable with Weapon Finesse, may make trip attacks, +2 to disarm

RoW
Mace, Double

Exotic

2M

125

1D6/1D6

1D8/1D8

(x2)

-

25

B
Double weapon

AEG
Mace, Heavy

Simple

1M

12

1D6

1D8

(x2)

-

8

B
nil

PHB
Mace, Light

Simple

LM

5

1D4

1D6

(x2)

-

4

B
nil

PHB
Mancatcher

Exotic

2M

20

1D3

1D4

(x2)

-

8

B
Reach weapon, non-lethal damage, may grapple same size or smaller opponent and pull him to the ground

CW
Manople

Exotic

LM

35

1D4

1D6

19 (x2)

-

1

S or P
Worn on a hand, gives +1 shield bonus even while attacking if wielder proficient with weapon, 5% spell failure

Sand
Manti

Exotic

2M

15

1D6

1D8

(x3)

-

9

P
Proficient users gain +1 AoO per round

AEG
Maul

Exotic

1M

15

1D8

1D10

(x3)

-

20

B
2H as martial weapon

CW
Morningstar

Simple

1M

8

1D6

1D8

(x2)

-

6

B and P
nil

PHB
Muspelrule Simple LM 2 1D3 1D4 19 (x2) - 1 B nil PlaH
Nagaika

Exotic

1M

25

1D4

1D6

(x3)

-

4

S
Reach weapon (15 ft, may also attack adjacent areas), +2 to disarm, may make trip attacks, no Str bonus, may be crafted to use Str bonus

MotW
Nagamaki

Martial

2M

8

1D6

2D4

(x3)

-

10

S
nil

OA
Naginata

Martial

2M

10

1D8

1D10

(x3)

-

15

S
Reach weapon

OA
Needle, Blowgun

Ammo

-

0.05

-

-

-

-

-

-
nil

OA
Nekode

Exotic

LM

5

1D3

1D4

(x2)

-

2

P
Monk weapon, +1 to Climb checks, stacks with bonus from climber's kit, cannot be disarmed

UD
Net

Exotic

R

20

-

-

-

10

6

-
Entangle with ranged touch attack

PHB
Ninja-to

Exotic

LM

10

1D4

1D6

19 (x2)

-

3

S
Sheath may be used as blowpipe

OA
Notbora

Exotic

2M

20

-

-

(x2)/19 (x2)

-

2

B and S
Double weapon, 2H size Large only, 2D6/2D6 damage

SS
Nunchaku

Exotic

LM

2

1D4

1D6

(x2)

-

2

B
Monk weapon, +2 to disarm

PHB
Oil Chamber

Extra

-

+1000

-

-

-

-

-

-
Weapon can be filled with magic or alchemical oil which can be sprayed on weapon as swift action (poison will spray on wielder)

DS
Panther Claw

Exotic

LM

75

1D3

1D4

(x3)

-

3

P and S
+4 to disarm

AEG
Pick, Dire

Exotic

1M

30

1D6

1D8

(x4)

-

12

P
2H as martial weapon, uses same feats as heavy pick

CW
Pick, Heavy

Martial

1M

8

1D4

1D6

(x4)

-

6

P
nil

PHB
Pick, Light

Martial

LM

4

1D3

1D4

(x4)

-

3

P
nil

PHB
Pincer Staff

Exotic

2M

20

1D8

1D10

(x2)

-

15

B
Reach weapon, target may be grappled and damaged each round

UD
Poleaxe, Heavy

Exotic

2M

20

1D10

2D6

(x3)

-

15

P or S
Reach weapon, set vs charge, uses same feats as halberd

CW
Quarterstaff

Simple

2M

-

1D4/1D4

1D6/1D6

(x2)

-

4

B
Double weapon

PHB
Quickrazor, Gnome

Exotic

LM

45

1D3

1D4

19 (x2)

-

5

S
Attached to wrist, free action ot draw and resheath after each attack, -2 penalty if used normally, easy to conceal

RoS
Ramhammer Exotic 2M 100 1D8 1D10 (x2) - 15 B Reach weapon but does not threaten area, wielding provokes AoO, make bullrush at +2 at reach PlaH
Ranseur

Martial

2M

10

1D6

2D4

(x3)

-

12

P
Reach weapon, +2 to disarm

PHB
Rapier

Martial

1M

20

1D4

1D6

18 (x2)

-

2

P
Usable with Weapon Finesse, no 1.5 Str bonus with 2H

PHB
Rapier, Quickblade

Exotic

1M

75

1D4

1D6

18 (x2)

-

3

P
+2 to disarm, +2 to Bluff checks to feint, usable with Weapon Finesse, no 1.5 Str bonus with 2H, uses same feats as rapier

CAdv
Razored Armour

Martial

LM

spec

1D4

1D6

(x2)

-

spec

S
As spiked armour, but slashing

UD
Razored Shield, Heavy

Martial

1M

spec

1D4

1D6

(x2)

-

spec

S
As spiked shield, but slashing

UD
Razored Shield, Light

Martial

LM

spec

1D3

1D4

(x2)

-

spec

S
As spiked shield, but slashing

UD
Razor Skipdisk

Exotic

R

15

1D4

1D6

18 (x2)

10

2

S
Range is 20 ft over smooth solid ground and 30 ft over smooth ice

FB
Ripper Simple 2M 55 1D10 2D6 19 (x2) - 9 P nil PlaH
Ritiik

Exotic

2M

5

1D6

1D8

(x3)

-

6

P
May hook target, allowing trip attempts, causes damage when pulled free

FB
Saber

Martial

1M

20

1D6

1D8

19 (x2)

-

4

S and P
+1 attack when mounted

FRCS
Sai

Exotic

LM

1

1D3

1D4

(x2)

10

1

B
Monk weapon, +4 to disarm

PHB
Sang-kauw

Exotic

2M

95

1D6/1D6

1D8/1D8

(x3)

-

10

P
Double weapon, +1 to AC if only 1 end is used

OA
Sap

Martial

LM

1

1D4

1D6

(x2)

-

2

B
Non-lethal damage

PHB
Sapara

Exotic

LM

15

1D4

1D6

19 (x2)

-

6

S
May make trip attacks

AEG
Sasumata

Exotic

2M

8

1D3

1D4

(x2)

-

8

B
Reach weapon, may grapple foe and pull him to the ground

OA
Scimitar

Martial

1M

15

1D4

1D6

18 (x2)

-

4

S
nil

PHB
Scimitar, Double

Exotic

2M

125

1D4/1D4

1D6/1D6

18 (x2)

-

15

S
Double weapon

AEG
Scimitar, Great

Exotic

1M

200

1D6

1D8

18 (x2)

-

8

S
2H as martial weapon

Sand
Scissors Sword

Exotic

2M

100

1D10

2D8

19 (x2)

-

25

S
Six arms to wield, target may be grappled at +2, grappled foe takes 1D8/round

SS
Scorpion Claws

Exotic

LM

160

1D4

1D6

(x2)

-

6

S or P
Weight and cost for a pair, +4 bonus on grapple checks, grapple check does slashing damage, +4 on opposed checks to be disarmed

Sand
Scorpion-tail Whip

Exotic

1M

75

1D3

1D4

(x2 (plus poison)

-

3

S or P
Deals non-lethal damage except on critical hit, may hold 1 dose of poison which is administered on a critical hit

Sand
Scourge

Exotic

1M

20

1D6

1D8

(x2)

-

2

S
+2 to disarm

CW
Scythe

Martial

2M

18

1D6

2D4

(x4)

-

10

P or S
May make trip attacks

PHB
Scythe, Crescent

Exotic

2M

18

1D6/1D6

1D8/1D8

(x3)

-

20

S
Double weapon, +1 damage when used with Whirlwind Attack

Sand
Sharktooth Staff

Exotic

2M

20

1D10

2D6

(x3)

-

10

S
Grapple equal or smaller sized targets, does weapon damage to grappled foe each round

SS
Shield, Heavy

Martial

1M

spec

1D3

1D4

(x2)

-

spec

B
Provides no AC bonus when bashing

PHB
Shield, Light

Martial

LM

spec

1D2

1D3

(x2)

-

spec

B
Provides no AC bonus when bashing

PHB
Shikome-zue

Exotic

2M

12

1D6

1D8

(x3)

-

5

P
When sheathed may be used as quarterstaff, set vs charge

OA
Shortbow Martial R 30 1D4 1D6 (x3) 60 2 P nil PHB
Shortbow, Composite Martial R 75 1D4 1D6 (x3) 70 2 P May be made with Str bonus PHB
Shortspear

Simple

1M

1

1D4

1D6

(x2)

20

3

P
nil

PHB
Shortspear, Salamander

Exotic

1M

1

1D6

1D8

(x2)

10

6

P
All metal, set vs charge

SS
Shotput, Orc

Exotic

R

10

1D10

2D6

19 (x3)

10

15

B
nil

AEG
Shuriken

Exotic

R

1

1

1D2

(x2)

10

0.5

P
Monk weapon, treated as ammo

PHB
Siangham

Exotic

LM

3

1D4

1D6

(x2)

-

1

P
Monk weapon

PHB
Sickle

Simple

LM

6

1D4

1D6

(x2)

-

2

S
May make trip attacks

PHB
Sickle, Heavy Simple 1M 12 1D6 1D8 (x2) - 6 S nil PlaH
Skipping Blade

Exotic

R

1

1D2

1D3

(x3)

10 (15 across water)

0.5

S
nil

SW
Skiprock

Exotic

R

3

1D4

1D6

(x2)

15

0.25

B
Attack adjacent target at -2, may be slung but without ricochet except from warsling by user proficient in both

RoW
Sleeve Blade Simple

LM

4

1D3

1D4

19 (x2)

-

1

P or S
Hidden weapon, -2 to attack rolls, treated as dagger

CS
Sleeve, Weighted

Exotic

LM

0.5

1D4

1D6

(x2)

-

2.5

B
Move action to prepare for attack

SaS
Sling

Simple

R

-

1D3

1D4

(x2)

50

-

B
Move action to load, Str bonus to dmg

PHB
Snake Chain

Exotic

2M

5

1D4/1D4

1D6/1D6

(x2)

-

5

B
Reach weapon (may attack adjacent foes), may make trip attacks, +2 to disarm, wieldable by medusae

SS
Snap-Tong

Exotic

2M

250

1D8

1D10

(x2)

-

10

P
Grapple smaller opponent and deal damage while hold maintained. Rutterkin weapon.

FCHoA
Spear

Simple

2M

2

1D6

1D8

(x3)

20

6

P
Set vs charge

PHB
Spear, Dwarven Double

Exotic

2M

115

1D6/1D6

1D8/1D8

(x3)

-

15

S or P
Double weapon, set vs charge

RoS
Spiked Armour

Martial

LM

spec

1D4

1D6

(x2)

-

spec

P
Deals damage in grapple

PHB
Spiked Shield, Heavy

Martial

1M

spec

1D4

1D6

(x2)

-

spec

P
Provides no AC bonus when bashing

PHB
Spiked Shield, Light

Martial

LM

spec

1D3

1D4

(x2)

-

spec

P
Provides no AC bonus when bashing

PHB
Spike Shooter

Martial

R

+25

1D3

1D4

(x2)

10

1

P
Modifies weapon with spike at end of pole to shoot spike, full round to reset

RoF
Stabaxe Martial 1M 5 1D4 1D6 (x3) - 1 P nil PlaH
Steel Fins

Exotic

LM

10

1D3

1D4

(x2)

-

2

S
Monk weapon, cannot be disarmed, favoured by kuo-toa monitors

UD
Steelsword

Martial

1M

315

1D6

1D8

19 (x2)

-

5

S
Masterwork (+1 attack), +2 bonus to sunder weapons

RoF
Stingray Whip

Exotic

1M

15
1D4

1D6

(x3)

10

3

P or S
No damage to foe with +2 armour bonus or +4 natural armour bonus, usable with Weapon Finesse, residual poison damage

SW
Straightblade Martial 1M 7 1D4 1D6 19 (x2) - 3 S nil PlaH
Stump Knife

Exotic

LM

8

1D3

1D4

19 (x2)

-

2

P
Attached to missing forelimb, double threat range vs foe you have damaged, cannot be disarmed

AEG
Sugliin

Exotic

2M

35

2D6

2D8

(x2)

-

20

P and S
Full round action to attack, reach weapon

FB
Sword, Bastard

Exotic

1M

35

1D8

1D10

19 (x2)

-

6

S
2H as martial weapon

PHB
Swordcatcher, Gnome

Exotic

1M

35

1D4

1D6

19 (x2)

-

5

S
+4 to disarm

RoS
Sword, Elven Courtblade

Exotic

2M

150

1D8

1D10

18 (x2)

-

6

P or S
Usable with Weapon Finesse, uses same feats as greatsword RoW
Sword, Elven Lightblade

Exotic

LM

50

1D4

1D6

18 (x2)

-

1

P
Uses same feats as rapier or shortsword RoW
Sword, Elven Thinblade

Exotic

1M

100

1D6

1D8

18 (x2)

-

3

P
Usable with Weapon Finesse, uses same feats as rapier or longsword RoW
Sword, Short

Martial

LM

10

1D4

1D6

19 (x2)

-

2

P
nil

PHB
Sword, Short, Broadblade

Exotic

LM

75

1D4

1D6

19 (x2)

-

3

P
+2 dodge bonus to AC when fighting defensively, full defense, or Combat Expertise, uses same feats as short sword

CAdv
Sword, Two-Bladed

Exotic

2M

100

1D6/1D6

1D8/1D8

19 (x2)

-

10

S
Double weapon

PHB
Tail Blade

Exotic

1M

17

1D6

1D8

19 (x2)

-

6

S
Requires tail

SS
Tail Club

Exotic

1M

10

1D6

1D8

(x2)

-

10

B
Requires tail

SS
Tail Scythe

Exotic

1M

118

1D6

2D4

(x4)

-

10

P or S
Requires tail, may make trip attacks

SK
Tail Spikes, Ratling

Exotic

LM

1

1D3

1D4

(x2)

-

0.5

P
Ratling or vanara may make additional tail attack at BAB, but all attacks are at -2

OA
Tessen

Martial

LM

spec

1D2

1D3

(x2)

-

spec

B
Lose AC bonus if used as weapon

OA
Three-Section Staff

Exotic

2M

4

1D6

1D8

(x3)

-

8

B
Monk weapon

AEG
Thrombash

Exotic

1M

15

1D4

1D6

(x3)

10

3

P or S
Usable in melee as a martial weapon

Sand
Throwing Iron

Exotic

R

8

1D4

1D6

(x3)

30

2

S
nil

AEG
Tiger Claws

Exotic

LM

5

1D3

1D4

(x2)

-

2

P
Monk weapon, cannot be disarmed

AEG
Tigerskull Club

Exotic

1M

15

1D6

1D8

(x4)

-

8

B and P
May make trip attacks, +2 to disarm and trip

FB
Tonfa

Exotic

LM

0.5

1D4

1D6

(x2)

-

2

B
Monk weapon

AEG
Tortoise Blade, Gnome

Exotic

LM

10

1D4

1D6

19 (x2)

-

3

P
May be used as a shield

CW
Tri-Blade Exotic

R

35

1D6

2D4

(x2)

20

3

S
Rutterkin weapon.

FCHoA
Trident

Martial

1M

15

1D6

1D8

(x2)

10

4

P
Set vs charge

PHB
Triple Dagger

Exotic

LM

10

1D3

1D4

19 (x2)

-

1

P
+3 to disarm when held in off hand

AEG
Truncheon

Martial

1M

2

1D6

1D8

(x2)

-

12

B
Non-lethal damage

BoED
Unarmed Strike

Simple

Un

-

1D2

1D3

(x2)

-

-

B
Non-lethal damage

PHB
Urgosh, Dwarven

Exotic

2M

50

1D6/1D4

1D8/1D6

(x3)

-

12

S or P
Double weapon, set vs charge, martial weapon for dwarves

PHB
Wakizashi

Martial

LM

300

1D4

1D6

19 (x2)

-

3

S
Masterwork (+1 to attack)

OA
Wand Chamber

Extra

-

+100

-
-

-

-

-

-
Wand in weapon chamber is ready and can be activated without dropping the weapon

DS
Waraxe, Dwarven

Exotic

1M

30

1D8

1D10

(x3)

-

8

S
2H as martial weapon (1H as martial for Large), martial weapon for dwarves

PHB
Ward Cestus

Exotic

Un

10

1D2

1D3

(x2)

-

4

B
+1 to AC with Total Defense action, cannot be disarmed

AEG
Warhammer

Martial

1M

12

1D6

1D8

(x3)

-

5

B
nil

PHB
Warmace

Exotic

1M

25

1D10

1D12

(x2)

-

10

B
2H as martial weapon, -1 to AC, uses same feats as heavy mace

CW
Warpike, Dwarven

Exotic

2M

45

1D8

2D6

(x3)

-

15

S or P
Reach weapon, set vs charge, may make trip atacks

RoS
Warsling

Exotic

R

5

1D6

1D8

(x4)

50

1

B
Damage assumes skiprock, normal bullet does 1D4/1D6

RoW
Whip

Exotic

1M

1

1D2

1D3

(x2)

-

2

S
Non-lethal damage, no damage to armoured, no Str bonus normally, reach weapon (15 ft but can attack adjacent areas) but does not threaten, wielding provokes AoO, usable with Weapon Finesse, may make trip attacks, +2 to disarm, may be crafted to add Str bonus

PHB
Whip Dagger

Exotic

1M

25

1D4

1D6

19 (x2)

-

3

S
No Str bonus normally, may be crafted to add Str bonus, reach weapon (15 ft but can attack adjacent areas)may make trip attacks, +2 to disarm

AEG