Mundane Gear

Rarity Levels:

  1. Common, accessible, ubiquitous (can be obtained even in small towns)
  2. Common, accessible (can be obtained in most places with access to average trade)
  3. Uncommon, accessible (can be obtained in major trade centers or specific regions)
  4. Rare, inaccessible (can be obtained only through specific dealers)
  5. Rare, dangerous to obtain, illegal

Equipment

* Masterwork Backpack (artwork by Natali Kalishnikova)

Item

Description

Effect

Weight

Cost

Rarity

Source

Backpack, masterwork

Fitted, w/ pockets & hooks, made of spidersilk.

halves the weight for any items inside it & attached to it (such as bedrolls & rolled tents). May not be combined with the explorer's combat vest.

1 lb.

150

3

PF Armory

Explorer's Combat Vest, masterwork fitted, with hooks & straps to lift armor off the body & increase movement may carry items as if  1 Str. point higher (so Str. D6 counts as Str. 7 for encumbrance). May not be combined with the masterwork backpack. 2 lb. 150 3 PF Armory

Grappling arrow

Sm. Grappling hook on arrow

Distance & aiming for grappling hook throw as per arrow/bolt

-

1 gp.

2

PF Armory

Hourglass

Colored sands, non

Sand for 1 minute

½ lb.

20gp.

2

PF Armory

Lantern, waterproof

Designed to burn in rain

May burn for 5 rnds under water, shields from storms & winds

3 lb.

100 gp.

2

PF Armory

Roll, spider’s silk

Woven spider’s silk strands, 50’

More resilient than hemp & lighter

4 lb.

300 gp.

3

PF Player’s Guide

Signal whistle (or silent)

Small whistle, varied material

Signals: attack, advance, help, fire, alarm, etc.; silent- for animals

-

10 gp.

2

PF Player’s Guide

Waterproof bag

Leather sack sealed w/ tar or pitch

Prevents delicate items from being damaged by water for 10 rnds., seeps in 1D6 rnds. later

½ lb.

5 sp.

2

PF Armory

Water purification sponge

Regular sponge in a light-weight tin

Water wrung through is purified

1 lb.

25 gp.

3

PF Armory

* Signal Whistle (artwork by "Skim Milk" @ Deviantart)

Clothing

Item

Description

Effect

Weight

Cost

Rarity

Source

Pocket watch

Small clock for pocket

Provides an accurate sense of time as long as kept in good repair

1 lb.

250 gp.

3

PF Armory

Smoked glasses

Lenses made of smoked glass

Provides +4 to resist blind effects; -2 Notice rolls & shooting

-

20 gp.

2

PF Player’s Guide

Clothing- stylized, foreign, or dyed

dyed rich colors, trimmed, sewn with patches

Dyed: player chooses color(s), trait.

Negates 1 penalty in certain contexts (decide on purchase) Examples: soldier patches for military, Tian Xi robes for a celebration, trimmed at seams for clerical environment.

as norm

x1.5

3

 

Clothing-

fine material

silk, velvet, suede

player chooses material

Provides +1 social bonus in certain contexts (decide on purchase). May be combined with stylized, dyed, or foreign traits.

as norm

x2

3

 

Clothing- specialized Fitted, designed, specific rare dyes, flexible or specific material Provides +1 skill bonus in specialized circumstances: courtier’s dance outfit, theatre performance outfit, fitted cat burglar outfit, thermal outfit as norm x2 3  
Clothing – exquisite high-style or denoting station, suitable for royal noble events Character seen as up-to-date in latest fashions. Or clothing is an artifact of rank and prestige. +2 social skill bonus.   x5 4  

Armor

Disclaimer: Three armors listed here can be partially bypassed on an attacker's roll that receives a raise.  Players who purchase these armors are responsible for remembering this rule.  Those who forget…the Ravenloft gods will be very angry.  If players wish to play with simpler rules or don't feel like they will remember these rules, they should simply choose one of the many armors that do not have this additional rule.

 

Item

Description

Armor

Weight

Coverage

Cost

Rarity

Source

Padded armor

Dense cloth, accepted in social situations

1 (0)

10

torso, arms, legs

20 gp.

1

Pathfinder Core

Leather armor

Cuir Boilli

+1

15

Torso, arms, legs

50 gp.

1

SWD

Leather corset

Cuir Boilli

+1

8

Torso

25 gp.

1

SWD

Leather vambraces

Cuir Boilli

+1

3

Arms

10 gp.

1

SWD

Leather greaves

Cuir Boilli

+1

5

Legs

15 gp.

1

SWD

Reinforced Leather

1 pt. of armor is bypassed w/raise

2 (1)

20

Torso, arms, legs

200 gp.

1

SWF

Chain or Scale hauberk

Long shirt down to knees

+2

25

Torso, arms, legs

300 gp.

1

SWD

Chain or Scale shirt

Ringlets or thin scales woven

+2

18

Torso, arms

200 gp.

1

SWD

Chain or Scale vest or Brigandine

Ringlets or thin scales woven

+2

13

Torso

150 gp.

1

SWD

Chain sleeves or Scale vambraces

Ringlets or thin scales woven

+2

5

Arms

50 gp.

1

SWD

Chain skirt or Scale greaves

Ringlets or thin scales woven

+2

7

Legs

80 gp.

1

SWD

Reinforced Chain

Bands of plate woven over ringlets

1 pt. of armor is bypassed w/raise

3 (2)

40

Torso, arms, legs

700 gp.

1

SWF

Suit of Plate Armor

Plate backed by mail or leather

+3

50

Torso, arms, legs

950 gp.

2

SWD

               

Leather Helm

Open faced

+1

2 lb

Head 50% chance

15 gp

1

GR

Leather Helmet (enclosed)

 

+1

4 lb

Head

30 gp

1

GR

Chain Hood

Open faced

+2

3 lb

Head 50% chance

50 gp

1

GR

Steel Helm

Open faced

+3

4 lb

Head 50% chance

75 gp

1

SWD

Steel Helmet (enclosed)

 

+3

8 lb

Head

150 gp

2

SWD

               

Small shield, wooden (buckler)

Wooden variety, breaks more easily but lighter

+1 Parry

4 lb.

NA

10 gp.

1

Pathfinder Core

Medium shield, wooden

Wooden variety, breaks more easily but lighter

+1 Parry, +2 armor to ranged shots that hit

7 lb.

NA

35 gp.

1

Pathfinder Core

Large shield, (Kite, pavise)

Wooden variety, breaks more easily but lighter

+2 Parry, +2 armor to ranged shots that hit

12 lb.

NA

120 gp.

1

Pathfinder Core

Exotic Armor

Item

Description

Armor

Weight

Coverage

Cost

Rarity

Source

Leaf armor

Alchemically treated leaves stitched together as strong as steel. Full set only.

+2

13 lb.

Torso, arms, legs

500 gp

4

Pathfinder Core

Rosewood armor

Thorned, tough fibrous armor. Must be watered once a week. Full set only.

+1

15 lb.

Torso, arms, legs

Armor spikes per SWF pg 13

70 gp.

4

Pathfinder Core

Exotic Materials for Armor

* Mithril Armor – artwork by Siwoo Kim




Material

Description

Properties

Usage in

Cost

Rarity

Mithril

Shiny strong flexible metal

½ weight

Any metal armor

x12

4

Adamantine

Dark, hard metal. Difficult to work

+1 armor

Ignores AP hits

Any metal except chain

x15

4

Ironwood

Dark wood as strong as metal

½ weight of wood replaced

Shields only

x3

3

Monstrous hide

Tough, flexible hide from wyvern or a similar creature

+1 armor

Any leather

x8

4

Dragon scales Carefully selected and treated scales of true dragons +1 armor & +2 armor vs one type of magic damage depending  on dragon Scale or Plate x20 5
Spidersilk Woven from giant spiders usually imported from the Darklands ½ weight Padded armor or any leather x7 4
Thievesmesh Blackened pieces fitted for max flexibility and minimum noise

+1 to Stealth

Watch views as criminal

Any armor x2 4
Masterwork Differentiated tempering, fitted specifically to the wearer, reducing the selling price by 20%, reduction in material while improving strength and resistance to breakage -20% weight, increased strength Any armor x2 3

Exotic Materials for Weapons

* Silver swords (artwork by Kamila Mrozek)

Material

Description

Properties

Usage in

Cost

Rarity

Mithril

Shiny silver metal

+1  damage (same weight)

Pierced or Edged weapons

x12

4

Adamantine

Dark, hard metal. Difficult to work

AP +2

 

Any metal

x15

4

Ironwood

Dark wood as strong as metal

Replace metal parts, up to ½ weight; Affects some creatures

Piercing weapons

x3

4

Silvered

Silver seams forged into a weapon

AP  -1

Affects some creatures

Any weapon

x5

4

Cold Iron

Brittle cold forged without carbon

Affects some creatures

Breaks on 1 on Fighting die

Any weapon

x2

3

Masterwork Differentiated tempering, fitted specifically to the wearer, reducing the selling price by 20%, reduction in material while improving strength and resistance to breakage -20% weight, increased strength Any weapon x2 3

Alchemical Projectiles

#

Name

Effect

Description

Price

Rarity

1

Bleeding arrow

Targets hit suffer -1 heal checks on their wounds due to bleeding

Hollow tube that may have originally come from proboscis or carnivorous plant

20 gp/ arrow

4

2

Durable arrow

Arrows do not break normally, even on misses

Covered in a thin layer of glue akin to plaster caster

2 gp./ arrow

4

3

Dye arrow

Ranged touch attack.  Target is splattered with dye.

Black, blue, red, green, yellow, pink.

1 gp./ arrow

4

4

Lodestone arrow

Attacker receives +1 to hit targets in plate or scale unless other similar targets nearby.

Magnetism fades 1 rnd. after firing.

5 gp./ arrow

4

5

Pheromone arrow

Any creature hit by this arrow now causes creatures with scent ability to receive +1 to hit tracking for 1 hr.

May be washed off as usual.

10 gp./ arrow

4

6

Raining arrow

-1 to attack roll due to weight. Holds liquid such as holy water.  Shatters on impact.

Heavy arrow with glass vial tip.

20 gp./ arrow

4

7

Slowburn

-1 to attack roll due to weight.  1 rnd. after impact, on attacker’s turn, ignites for 1d4 fire damage.

Behind the head is a small vial of alchemical substance that heats when exposed to air.

50 gp./ arrow

4

8

Splintercloud arrow

Small burst template Str. + D2 damage.

Formed from tiny splinters of bone that detach on firing and burst.

40 gp./ arrow

4

9

Tangleshot arrow

Range increment reduced by half. Target must make Str. -1 roll or be tangled 1D4 rnds.

Tipped with a small vial of alchemical goo.

50 gp./ arrow

4

10

Trip arrow

Range increment reduced by half. Target must make Agility -1 roll or fall prone.

Large, bulbous metal tip that expands and flattens in flight

40 gp./ arrow

4

Kits & Tools

* Surgery Tools/ Masterwork Healing Kit (artwork by Zoinka)

Item

Description

Effect

Weight

Cost

Rarity

Source

Astrolabe

Metallic, gears on axis, fine hands

Allows Int. roll rather than survival for wayfinding

6 lb.

1000 gp

3

PF Player’s Guide

Alchemist’s traveling kit

Distilling glasses, measuring tools

Negates -2 w/out tools.

5 lb.

200 gp.

3

PF Player’s Guide

Artisan’s tools

Sm. Sculpting tools

Negates -2 w/out tools

5 lb.

5 gp.

2

 

Artisan’s tools, masterwork

Fine quality sm. Sculpting tools

+1 to skill roll

5 lb.

55 gp.

3

 

Climber’s kit

Pitons, pick, crampons

+1 to skill roll

5 lb.

80 gp.

2

 

Compass

handheld, magnetized

+1 to survival to avoid getting lost (land)

½ lb.

25 gp.

2

PF Player’s Guide

Disguise kit

Make-up, cloth, false eyelashes & nails, hair

+1 to skill roll

8 lb.

50 gp.

2

 

Healer’s kit

Bandages, pins, disinfectant, sm. tools

User avoids -2 to Healing skill rolls

1 lb.

50 gp.

2

 

Healer’s kit, masterwork

Soothing ointments, precise instruments

+1 Healing skill rolls

2 lb.

200 gp.

3

 

Magnifying glass

Lens fitted to a chain or a handle

+1 to skill roll

-

100 gp.

3

 

Musical instrument

Lyre, lute, flute, drum, violin, etc. & case

Allows relevant skill roll

3 lbs.

5 gp.

2

 

Musical, instrument masterwork

Made of specially coated and/or fine material, decorative

+1 to skill roll

3 lbs.

100 gp.

3

 

Scale, merchant’s

Scales like that of the Libra sign

+1 to skill roll

1 lb.

2 gp.

2

PF Armory

Sextant

Fitted w/lens, compass, hands

+1 to survival to avoid getting lost (sea)

2 lb.

1000 gp

3

PF Player’s Guide

Skeleton keys

Specialized key ring

One repair roll to pick lock, no bonuses

-

85 gp.

3

PF Armory

Thieves’ tools

fine tools in sm. satchel

Negates -2 w/out tools

1 lb.

30 gp

2

 

Thieves’ tools, masterwork

Sturdy, varied, finely made tools, velvet case

+1 to skill roll

2 lb.

100 gp

3

 

Wax key blank

Wax case, takes impressions

Perfect mold

½ lb.

15 gp.

3

PF Armory

 

Mundane Gear

Children of the Night signcontrast signcontrast