This page includes clothing as well as all manner of containers such as bags, pouches, boxes, chests and similar items. Clothing and Outfits | Bags, Boxes and PouchesClothing, Outfits & Accessories This section includes clothes and outfits which can be useful for special occasions, such as braving an arctic wasteland, attending a gala, sleuthing around an urban setting, or any other situation where specific garb might be beneficial or fitting. A character may begin play with one outfit valued at 10 gp or less at no cost. Additional outfits or articles of clothing must be purchased normally.
Complete OutfitsAll characters begin play with one outfit, valued at 10 gp or less. Additional outfits can be purchased normally. Outfit, Artisan'sSource Core Rulebook This outfit includes a shirt with buttons, a skirt or pants with a drawstring, shoes, and perhaps a cap or hat. It may also include a belt or a leather or cloth apron for carrying tools. Outfit, Cold-WeatherSource Core Rulebook This outfit includes a wool coat, linen shirt, wool cap, heavy cloak, thick pants or skirt, and boots. This outfit grants a +5 circumstance bonus on Fortitude saving throws against exposure to cold weather. Outfit, Courtier'sSource Core Rulebook This outfit includes fancy, tailored clothes in whatever fashion happens to be the current style in the courts of the nobles. Anyone trying to influence nobles or courtiers while wearing street dress will have a hard time of it (–2 penalty on Charisma-based skill checks to influence such individuals). If you wear this outfit without jewelry (costing an additional 50 gp), you look like an out-of-place commoner. As this outfit does not cost 10 gp or less, player characters can not choose this outfit for free when first beginning play. Outfit, Dilettante'sSource Advanced Race Guide These clothes are favored by gnome inventors and wanderers, and consist of sturdy boots, a pair of stout linen pants or skirt, a cloth shirt, leather gloves, a hat and cloak, and numerous belts, straps, and accessories (such as scarves, a vest, bits of rope or twine, and bandoleers). These items are generally mismatched, each having been selected as “superior” from some other set of clothing, and are rife with pockets and small hidey-holes. It the wearer a +2 circumstance bonus on Sleight of Hand checks made to conceal a small object on her body. As this outfit does not cost 10 gp or less, player characters can not choose this outfit for free when first beginning play. Outfit, Doctor'sSource Adventurer's Armory Any creature wearing this outfit gains a +2 circumstance bonus on Fortitude saves made to resist contact diseases. As this outfit does not cost 10 gp or less, player characters can not choose this outfit for free when first beginning play. Outfit, Entertainer'sSource Core Rulebook This set of flashy—perhaps even gaudy—clothes is for entertaining. While the outfit looks whimsical, its practical design lets you tumble, dance, walk a tightrope, or just run (if the audience turns ugly). Outfit, Explorer'sSource Core Rulebook This set of clothes is for someone who never knows what to expect. It includes sturdy boots, leather breeches or a skirt, a belt, a shirt (perhaps with a vest or jacket), gloves, and a cloak. Rather than a leather skirt, a leather overtunic may be worn over a cloth skirt. The clothes have plenty of pockets (especially the cloak). The outfit also includes any extra accessories you might need, such as a scarf or a wide-brimmed hat. Outfit, Hot WeatherSource Advanced Player's Guide Covering your body from head to foot in light, airy cloth keeps you cooler than baring your skin to the sun. This outfit typically consists of a loose linen robe and either a turban or loose head covering and veil. The outfit provides a +2 bonus on Fortitude saves to resist warm or hot weather. This does not stack with any bonuses gained from the Survival skill. Outfit, Monk'sSource Core Rulebook This simple outfit includes sandals, loose breeches, and a loose shirt, and is bound together with sashes. The outfit is designed to give you maximum mobility, and it's made of high-quality fabric. You can conceal small weapons in pockets hidden in the folds, and the sashes are strong enough to serve as short ropes. Outfit, Noble'sSource Core Rulebook These clothes are designed specifically to be expensive and gaudy. Precious metals and gems are worked into the clothing. A would-be noble also needs a signet ring and jewelry (worth at least 100 gp) to accessorize this outfit. As this outfit does not cost 10 gp or less, player characters can not choose this outfit for free when first beginning play. Outfit, Peasant'sSource Core Rulebook This set of clothes consists of a loose shirt and baggy breeches, or a loose shirt and skirt or overdress. Cloth wrappings are used for shoes. Outfit, Pickpocket'sSource Adventurer's Armory Outfitted with concealed pockets, this clothing gives you a +2 bonus on hiding small objects on your person. Outfit, RoyalSource Core Rulebook This is just the clothing, not the royal scepter, crown, ring, and other accoutrements. Royal clothes are ostentatious, with gems, gold, silk, and fur in abundance. As this outfit does not cost 10 gp or less, player characters can not choose this outfit for free when first beginning play. Outfit, Scholar'sSource Core Rulebook Perfect for a scholar, this outfit includes a robe, a belt, a cap, soft shoes, and possibly a cloak. Soldier's UniformPrice 1 gp; Weight 5 lbs. The exact details of this item varies from country to country, but typically includes sturdy boots, leather breeches or a kilt, a belt, a shirt, gloves, a cloak or jacket, and a hat. The belt includes several loops or rings for tying pouches, a waterskin, a scabbard, and similar things a traveling soldier requires. Outfit, Traveler'sSource Core Rulebook This set of clothes consists of boots, a wool skirt or breeches, a sturdy belt, a shirt (perhaps with a vest or jacket), and an ample cloak with a hood. Tear-Away ClothingSource Adventurer's Armory Sneaks and thieves throughout Golarion know the value of a good disguise. The ability to remove that disguise in a hurry, thus revealing the next layer of disguise, is nearly as valuable. Tear-away clothing is generally loose fitting and long to allow another layer of clothing to be worn underneath. The seams and catches on this clothing are designed to break easily, making it a simple matter (a standard action) to remove these items and walk away with none the wiser. SwarmsuitSource Advanced Player's Guide These heavy and overlapping layers of clothing, coupled with a wide hat outfitted with a dense, veil-like netting around its brim makes it all but impossible for Diminutive and Fine creatures to make physical contact with your body. Wearing a swarmsuit cuts your speed in half, but gives you DR 10/— against swarms of Fine creatures and DR 5/— against swarms of Diminutive creatures. FootwearBoots, Fire-ResistantPrice 20 gp; Weight 2 lbs. These heavy leather boots contain a layer of brick dust that protects your feet from heat. You gain fire resistance 2 against fire attacks directed at or under your feet, such as walking across hot coals. Repeat or prolonged exposure to fire damage eventually burns the outer leather of the boots, ruining them (typically after about 1d10+20 rounds of exposure). Boots, SoftpawSource Advanced Race Guide These soft and subtle boots are constructed of silk and specially cured leather. They are specially designed for catfolk feet. They work with the feline structure of the race's feet to soften footfalls and to reduce the imprints of their tracks. While wearing softpaw boots, a catfolk gains a +1 circumstance bonus on Stealth checks. Furthermore, the DC to notice or follow the tracks of a catfolk wearing softpaw boots increases by +2. CleatsSource Advanced Player's Guide Useful on any terrain where traction may be a concern, cleats are shoes with spikes or hooks attached to the soles. Cleats reduce the penalty for walking over slick surfaces by 50%; for example, walking across ice normally costs 2 squares for every square of movement, but with cleats it costs only 1.5 squares for every square. Cleats cause damage to any type of finished flooring. Skates, IcePrice 1 gp; Weight 2 lbs. Each of these calf-high boots bears a vertical blade on the bottom, allowing you to travel swiftly on ice. Wearing ice skates allows you to move on ice at normal speed with a successful DC 5 Acrobatics check (including running and charging), but your movement is reduced to half speed on all other terrain. Donning or removing an ice skate is a full-round action. Skating with only one is possible, but the DC of the Acrobatics check rises to 15. SkisPrice 5 gp; Weight 20 lb. Each ski is a flat piece of wood about 5–6 feet long for a Medium wearer, curled up slightly at the front end, with lengthwise grooves along the underside and a wooden or metal bracket with laces on top for holding the wearer's boot in place. Wearing skis allows you to move on snow and ice at normal speed, but your movement is reduced to 5 feet on all other terrain. You normally use a pair of spiked poles to help you move and maintain balance while skiing, but javelins, shortspears, or even trimmed-down saplings will do if nothing else more suitable is available. Donning or removing a ski is a full-round action, though the laces can be cut as a move action (which requires repairing or replacing the laces if you want to use the skis again). SnowshoesSource Advanced Player's Guide These high-tension nets of rope or sinew in wooden frames which are lashed to the feet spread your weight across the snow, making you much less likely to break through the crust and rendering walking much easier. Snowshoes reduce the penalty for walking through heavy snow by 50%; for example, if moving through snow normally costs you 2 squares of movement per square traveled, snowshoes reduce this cost to 1.5 squares per square traveled. Face, Head and NeckCape, BillowSource Advanced Race Guide This silk cape is constructed of many carefully arranged overlapping layers that are loosely stitched together. When exposed to a sudden influx of air, like that caused by falling, the cloak unfolds like a crude parachute. When falling, a creature wearing a billow cape is treated as if he had deliberately jumped from the height. When worn in areas of strong wind or greater, a billow cape hampers movement. In such wind conditions, the wearer treats all terrain as difficult terrain and takes a –4 penalty on Fly checks. Because of the strange and somewhat fragile construction of this cape, only Small or smaller billow capes function properly. Larger billow capes take all the penalties resulting from high winds, but grant none of the benefits when the wearer falls. EyeglassesSource Adventurer's Armory Also known as spectacles, eyeglasses compensate for poor vision or magnify small details. Eye PatchSource Pirates of the Inner Sea. An eye patch covers one eye and ties around the head. Pirates usually wear eye patches to cover injured or blind eyes, but some wear eye patches to look more intimidating, or to keep one eye covered and thus retain their night vision when transitioning from the relative darkness belowdecks to the sunlight above. Goggles, Gloom SightSource Advanced Race Guide These non-magical goggles are set with a piece of alchemically treated, black, obsidian-like stone found in the mountainous regions of the Shadow Plane. Gloom sight goggles interact with the unique eyes of fetchlings in such a way that when the goggles are worn over both eyes, they expand the range of a fetchling's darkvision to 90 feet, but the fetchling also gains the light sensitivity weakness. Other races cannot see through the lenses of these goggles, and they have no affect on fetchlings whose eyes have been modified by the Gloom Sight feat. Though they are alchemical rather than magical in nature, these goggles take up the magic item eye slot. Goggles, SmokedSource Advanced Players Guide These spectacles have lenses made of smoked glass that help protect against creatures with gaze attacks. You are always treated as averting your gaze when dealing with gaze attacks, and you gain a +8 circumstance bonus on saving throws against visual-based attacks (any attack that a blind creature would be immune to). You have a –4 penalty on Perception checks while wearing the goggles, and all opponents are treated as having concealment (20% miss chance). HatSource Adventurer's Armory, Pirates of the Inner Sea. Hats of various styles appear in all cultures. Ranging from the turban to the headscarf to the tricorn to the furred cap, a hat can be a simple covering for the head or a sign of rank and status. Particular hats are sometimes mandatory for social or religious sects. Pirates often wear bandanas or tricorn hats, while captains prefer bicornes and may wear them either “fore-and-aft” (with the points in front of and behind them) or “athwart” (sideways.) MaskSource Adventurer's Armory Gala events are where one may see the most outlandish and stylish of masks, but simpler masks may be found wherever local customs permit. They range from small bits of fabric that cover only a portion of the face to elaborate constructions that cover the entire face or head. Mask, BattleSource Advanced Race Guide Made from wood, bone, or similar materials, this mask covers its wearer’s actual appearance and identity by depicting a hateful, leering face instead. Because of a battle mask’s excellent craftsmanship and exquisite details, the wearer gains a +1 bonus on Intimidate checks made to demoralize an opponent. Mask, Doctor'sSource Adventurer's Armory This mask gives you a +1 circumstance bonus on Fortitude saves made against airborne toxins and scent-based effects. In Korvosa, it is a minor crime to wear a doctor’s mask in public if you are not a healer or physician. Mask, MonsterPrice varies; Weight 1 lb. This articulated mask resembles a specific type of humanoid monster, such as a bugbear, goblin, orc, or hobgoblin. The mouth opens and closes when you move your jaw and its skin is actually carefully-painted cloth. Though such masks are usually intended for theater performances where an actor plays the role of a monster, adventurers have been known to use them to help blend in with monsters of the appropriate type. The mask negates the –2 Disguise DC for disguising yourself as a different race, but only at a distance of at least 20 feet or when you have concealment; closer than this distance or in clearer circumstances, the mask is obviously a false representation. It only covers your face and is normally worn with a wig or helmet to disguise or cover the rest of your head. Each mask is most suitable for a wearer of a particular size, though some size and monster combinations are less believable than others (a Small creature in an orc mask may be able to pass as an orc child, but a Medium creature in a goblin mask at best looks like a deformed hobgoblin). Neck GuardSource Advanced Race Guide Made from hardened leather reinforced with a band of metal, this collar protects the wearer against vampire bites when worn around the throat. It provides a +1 armor bonus to AC against vampire bites or similar attacks that specifically target the wearer's throat. Unlike most armor bonuses, the neck guard's +1 bonus stacks with the armor bonus of light or medium armor, but it provides no additional bonus when worn with heavy armor. ScarfSource Adventurer's Armory Well known as entertainers with a flair for the dramatic, Varisians often employ seductive garb and entrancing props in their performances. Scarves of colorful cloth or transparent silk, often embroidered with elaborate scenes, are favorite accessories. Scarf, PocketedSource Adventurer's Armory An elaborate design disguises several small pockets on one side of this scarf. This scarf grants you a +4 bonus on Sleight of Hand checks made to hide objects on your body. This bonus does not stack with the bonus wearing heavy clothing provides but does stack with bonuses for attempting to hide small objects. Scarf, ReinforcedSource Adventurer's Armory One side of this 8-foot-long scarf is reinforced with chain links and metal plates. While not enough to provide a benefit to Armor Class, these versatile scarves can be used like a length of chain to climb short distances or bind an enemy. A reinforced scarf has hardness 10 and 4 hit points. It can be burst with a DC 24 Strength check. WigSource Adventurer's Armory False hair comes in many forms, from the severe coif of a judge to the towering confection adorning a noble to the simple curls worn by a housewife whose hair is thinning. Wigs can be found for sale in any major city and can be specialordered in most towns. As they are usually made of hair, the available colors are likely limited by the locally predominant hair color, but others can be obtained by applying dye. BodywearCloak, PatchworkPrice 5 gp; Weight 1/2 lb. These cloaks are popular among traveling bards, and each patchwork cloak is unique. The patches represent where the traveler has been, and often the performer uses them to recall specific stories from his repertoire. When a bard retires or dies, he often bequeaths his cloak to a young entertainer he mentored or admired. Cloak, ReversiblePrice varies; Weight 1 lb. This cloak has an outer layer of fabric and an inner layer of a different color. They are worn for the sake of fashion, in theater performances, or to aid a quick appearance change as part of a disguise. The price varies depending on the cloak's quality, with the low end being a simple linen cloak and the high end being made of silk or decorated with fur trim. Cloak, WingSource Advanced Race Guide This strange piece of equipment only works for sylphs and similar creatures, whose light, airy bodies can be borne upon the winds. Looking like a fine silk traveler's cloak, a wing cloak is secretly reinforced with a series of wooden struts that, when locked into place, stretch the cloak's fabric into a rudimentary wing. Arranging the struts into a wing or reversing the change is a move action. When the cloak is shaped into a wing, the wearer can make a DC 15 Fly check to fall safely from any height without taking falling damage, as if using feather fall. When falling, the wearer may make an additional DC 15 Fly check to glide, moving 5 feet laterally for every 20 feet she falls. Readying and using a wing cloak requires two hands and provokes an attack of opportunity. A wing cloak has hardness 0 and 5 hit points. If the wing cloak is broken, the Fly DCs to use it increase by +10. Diving SuitPrice 10 gp; Weight 2 lbs. This one-piece suit of clothing reduces one's drag in the water, making swimming easier. It provides a +1 circumstance bonus on Swim checks. The suit only grants this bonus if it is the outermost garment, and has no effect if worn over bulky clothes or armor or with cumbersome gear (such as a backpack, large weapons, and so on). Damage to the suit (such as from several rounds of combat against slashing and piercing attacks) negates the suit's bonus until it is repaired. FursSource Advanced Player's Guide The most basic of cold-weather gear, animal furs serve to keep their wearers warm. Wearing enough fur to cover the body provides a +2 bonus on Fortitude saves to resist cold weather. This does not stack with any bonuses gained from the Survival skill. KiltPrice 2 sp; Weight 1 lb. This heavy pleated skirt is usually worn by men. Most have a specific design or pattern that represents allegiance to a particular clan or other social group. PonchoPrice 5 sp; Weight 2 lbs. This circle of water-resistant fabric (typically wool or leather) has a hooded opening in the center, making it easy to slip it on or off and protecting your entire body from rain or snow. Sash, Adventurer'sSource Seekers of Secrets This bandoleer holds six pouches along its length and a satchel at the hip. Each pouch has a stiff leather flap that can be secured against jostling with a clasp (requiring a move action to open or close) or left unfastened for easier access. The pouches and satchel each contain a number of loops and ties for further securing equipment. The sash buckles at the shoulder, and can be freed with a sharp tug in an emergency as a move action. TabardPrice 5 gp; Weight 1 lb. Often worn over armor, this outer garment is usually sleeveless and open at the sides. The broad front provides a canvas for insignias and coats of arms, making a wearer's membership in an order readily apparent. VestSource Adventurer's Armory Much like hats, vests appear in almost all cultures. Though the basic design remains the same, they vary wildly in cut, color, and function. The difference between court vests and dancing vests is quite striking. Vest, BarbedSource Advanced Player's Guide Thin leather flaps keep the hundreds of tiny, fishhook-like needles dotting the surface of this black vest from harming you while you wear it. However, any creature that injures you with a natural or unarmed attack must make a DC 15 Reflex save or take 1 point of damage. Any creature swallows you it takes 1 point of damage each round until it either spits you up, you escape, or you die (at which point the vest has sustained enough damage to no longer serve as a threat). The vest can only be worn over light armor or no armor. Vestments, Cleric'sSource Core Rulebook These clothes are for performing priestly functions, not for adventuring. Cleric's vestments typically include a cassock, stole, and surplice. Jewelry, Perfumes and other Decorative AccessoriesBroochPrice varies; Weight — This is a small ornament used to hold an element of clothing, such as a cloak or cape, in place. Many organizations provide special brooches as a symbol of membership or to honor a special achievement. CaulPrice varies; Weight — This ornate hairnet, fashioned from silk, cloth of gold, and jewels, is most commonly worn by royal or aristocratic women. Decorative TrimPrice varies; Weight — This decorative set of collars, cuffs, and trim pieces attaches to otherwise plain clothes. Frequent travelers, such as merchants or entertainers, use trim to blend in with the local styles without buying a new wardrobe. A traveling noble keeps extra sets for use by temporary staff and loaned guards. HenninPrice varies; Weight 1 lb. This high conical headpiece ends in a tip that usually has a piece of silk or similar diaphanous material dangling from it. Women of noble birth sometimes wear a hennin to formal or social occasions as a signal of their eligibility, and give the silk part of the headpiece as a token to suitors they favor. JewelrySource Adventurer's Armory The cost of jewelry varies wildly by its quality. Many cultures, particularly Varisians, consciously use jewelry as a form of portable wealth, most notably in belts and bangles made from coins. A commoner’s ornaments may only be worth a few copper pieces, a tradesman’s a few silver pieces, and a merchant’s a few gold pieces, while nobles rarely wear jewelry worth less than 100 gp. Jewelry, FalseSource Rise of the Runelords Player's Guide Favored by rogues, these adornments hide tiny secret compartments. False jewelry grants a +8 bonus on Sleight of Hand checks to hide a tiny object on your person (does not stack with the bonus for hiding very small objects) and negates the +4 bonuses searchers receive when frisking you. False jewelry costs 20 gp in addition to the value of the ornament being fitted with the secret compartment. Perfume or CologneSource Adventurer's Armory Perfume and cologne are common accessories for those who hope to avoid offending through scent. More expensive scents are available in finer quarters of any city. Exotic scents are sold in vials containing 10 applications, with a single dose lasting for 24 hours during which its wearer gains a +2 circumstance bonus on all Diplomacy checks (save for those against creatures who, at the GM’s discretion, would not be swayed by scent). Ring, Poison pillSource Advanced Player's Guide This ring has a tiny compartment under the setting, typically used to hold poison. Opening and closing a ring is a move action; doing so unseen requires a DC 20 Sleight of Hand check. Ring, SignetSource Core Rulebook A ring with a family symbol or crest on it. It is often pressed into hot wax on objects when they are sealed, leaving a family imprint. TattooSource Advanced Player's Guide The cost of a tattoo depends on the quality, size, and number of colors used. A coin-sized tattoo in blue ink that will blur over a decade may cost 1 cp, a hand-sized one in black ink that won’t fade costs 1 sp, and a tattoo covering an entire back takes several sessions and costs 10 gp. Each additional color costs as much as a single tattoo of its size. Bags, Boxes and Pouches All containers are empty unless stated otherwise (price and weight are for container only.)
1 These items weigh one-quarter this amount when made for Small characters. Containers for Small characters also carry one-quarter the normal amount. Bags and PouchesBackpack
This leather knapsack has one large pocket that closes with a buckled strap and holds about 2 cubic feet of material. Some may have one or more smaller pockets on the sides.
Bag, WaterproofPrice 5 sp; Weight 1/2 lb. This leather sack sealed with tar or pitch keeps delicate items from being ruined by water. Items kept inside remain relatively dry, making the bag ideal for carrying maps, scrolls, spellbooks, and the like, although the bag is not impervious and can only be completely immersed for 10 rounds before enough water seeps in to ruin such items. BandolierPrice 5 sp; Weight — This leather belt is worn over one shoulder and runs diagonally across the chest and back. It has small loops or pouches for holding eight objects the size of a flask or small dagger. You can use the "retrieve a stored item" action to take an item from a bandolier. You can wear up to two bandoliers at the same time (any more than this and they get in each other's way and restrict your movement). BarrelSource Core Rulebook A common barrel is constructed of wood with metal ring reinforcements and holds 10 cubic ft. or 650 lb. of materials. A barrel filled with liquid holds about 75 gallons. Empty Weight: 30 lb. Capacity: 10 cubic ft./650 lb. BasketPrice 4 sp; Weight 1 lb. This large basket has a lid and holds about 2 cubic feet. BottlePrice 2 gp; Weight 1 lb. This glass bottle holds about a pint and includes a cork. Box, ScrollPrice 5 gp; Weight 1 lb. This wooden box easily holds 10 scrolls and has small clips or bookmarks for easier indexing. Retrieving a scroll from a held scroll box is a move action. A scroll box has hardness 5, 5 hit points, a break DC of 20. A scroll box is water-tight. BucketPrice 5 sp; Weight 2 lbs. A typical bucket has a rope handle and can hold 1–2 gallons of liquid. CanteenPrice 2 gp; Weight 1 lb. This hollow container is made of wood, a gourd, or metal, and carries liquid like a waterskin, but is more resistant to punctures and cuts. Case, ScrollPrice 1 gp; Weight 1/2 lb. A leather or wooden scroll case easily holds four scrolls; you can cram more inside, but retrieving any of them becomes a full-round action rather than a move action. You must destroy the scroll case to damage its contents (hardness 2 for leather or 5 for wood, 2 hit points, break DC 15). A scroll case is not watertight, and must still be protected from the elements. Cauldron
This larger version of an iron pot holds approximately 1 gallon—enough to fill the bellies of four hungry humans for one meal. It can also be used for potion-making and similar activities. A mithral cauldron is lighter, and food rarely sticks to it. Chest
The common wooden chest comes in several sizes, including small (2 cubic feet, 1 hit point, break DC 17), medium (4 cubic feet, 15 hp, break DC 23), large (6 cubic feet, 30 hit points, break DC 29), and huge (8 cubic feet, 50 hit points, break DC 35). Most include a simple inset lock. False-Bottomed Chest These chests are typically used by smugglers transporting contraband or those with treasures they would prefer to keep hidden. The secret compartment in this chest is approximately 1 inch deep. Different styles open from the inside, from the underside, or through the back. Detecting the compartment requires a DC 20 Perception check. Price 52 gp; Weight 25 lbs. Treasure Chest A treasure chest begins as a common wooden chest, and is then treated with resin to make the wood water-resistant. Metal bands, usually bronze to prevent rusting, are strapped around the treasure chest for extra reinforcement, and the lock is also made of bronze. A treasure chest uses the same statistics as an ordinary wooden chest of its same size, but its hit points increase by 25% and its break DC increases by 2. Treasure chests stand up better to water travel and to being buried compared to ordinary chests. Source Pirates of the Inner Sea Coffee PotPrice 3 gp; Weight 4 lbs. This tall, teapotlike device contains a small chamber for coffee grounds and a large chamber for water, connected by a small tube. Heating the pot forces boiling water through the tube and into the grounds. A glass knob at the top of the tube allows you to see the color of the brew and stop when it is sufficiently strong. It can brew up to 4 cups of coffee at a time. It can also be used to make tea, steep medicinal herbs, or just boil water. Coffin
A plain coffin is made of simple wood and has a loose, flat lid that can be nailed onto it. Ornate coffins are favored by aristocratic families for displaying their dead, and include upholstered cloth liners and a hinged lid. Pouch, BeltSource Core Rulebook A belt pouch is crafted of soft cloth or leather. They typically hold up to 10 lb. or 1/5 cubic ft. of items. Empty Weight: 1/2 lb.1 Capacity: 1/5 cubic ft./10 lb.1 1 When made for Medium characters. Weighs one-quarter the normal amount when made for Small characters. Weighs twice the normal amount when made for Large characters. Containers carry one-quarter the normal amount when made for Small characters. Pouch, Spell ComponentSource Core Rulebook A spellcaster with a spell component pouch is assumed to have all the material components and focuses needed for spellcasting, except for those components that have a specific cost, divine focuses, and focuses that wouldn't fit in a pouch. Empty Weight: 1/4 lb.1 Capacity: 1/8 cubic ft./2 lb.1 1 When made for Medium characters. Weighs one-quarter the normal amount when made for Small characters. Weighs twice the normal amount when made for Large characters. Containers carry one-quarter the normal amount when made for Small characters. Pouch, War SpiritSource Advanced Race Guide This tiny bundle of sacred herbs and bones supposedly attracts the attention of helpful battle-spirits. By crushing the pouch as a standard action, an orc (or a creature from a suitably warlike culture) gains 1d4+1 temporary hit points. These temporary hit points go away after 10 minutes. A creature can only benefit from 1 spirit pouch at a time. Once used, the spirit pouch is destroyed. SackSource Core Rulebook A sack is a cloth bag that weighs 1/2 lb. empty and holds 1 cubic ft. or 60 lbs. of contents full. Empty Weight: 1/2 lb.1 Capacity: 1 cubic ft./60 lb.1 1 When made for Medium characters. Weighs one-quarter the normal amount when made for Small characters. Weighs twice the normal amount when made for Large characters. Containers carry one-quarter the normal amount when made for Small characters. BarrelSource Core Rulebook A common barrel is constructed of wood with metal ring reinforcements and holds 10 cubic ft. or 650 lb. of materials. A barrel filled with liquid holds about 75 gallons. Empty Weight: 30 lb. Capacity: 10 cubic ft./650 lb. ChestSource Advanced Player's Guide The common wooden chest comes in several sizes, including small (2 cubic feet, 1 hit point, break DC 17), medium (4 cubic feet, 15 hp, break DC 23), large (6 cubic feet, 30 hit points, break DC 29), and huge (8 cubic feet, 50 hit points, break DC 35). Most include a simple inset lock.
Treasure Chest Source Pirates of the Inner Sea A treasure chest begins as a common wooden chest, and is then treated with resin to make the wood water-resistant. Metal bands, usually bronze to prevent rusting, are strapped around the treasure chest for extra reinforcement, and the lock is also made of bronze. A treasure chest uses the same statistics as an ordinary wooden chest of its same size, but its hit points increase by 25% and its break DC increases by 2. Treasure chests stand up better to water travel and to being buried compared to ordinary chests. Chest, False-bottomedSource Adventurer's Armory The secret compartment in this chest is approximately 1 inch thick. Different styles open from the inside, from the underside, or through the back. Detecting the compartment is a DC 20 Perception check. Other Misc. ContainersBasketSource Core Rulebook A common basket is constructed of wicker and holds 2 cubic ft. or 20 lbs. of materials. Empty Weight: 1 lb. Capacity: 2 cubic ft./20 lb. Bottle, GlassSource Core Rulebook A glass bottle holds 1/2 pint and weighs 1.5 lb. when full. Empty Weight: - Capacity: 1/2 pint / 1/5 lb. BucketSource Core Rulebook A simple bucket holds 1 cubic ft. or up to 65 lb. of liquid or material and when full. A bucket filled with liquid holds about 7 gallons. Empty Weight: 2 lb. Capacity: 1 cubic ft./65 lb. Cup, False-BottomedSource Adventurer's Armory The tiny compartment in the thick bottom of this cup is an excellent place to store a small item or substance. The most insidious are designed with a weighted catch that opens when the cup is tilted back, releasing the hidden substance hidden into the contents of the cup. Spotting the secret compartment in an empty cup is a DC 15 Perception check. FlaskSource Core Rulebook A flask holds 1 pint of liquid and weighs 1 lb. when full. Empty Weight: - (1 lb. full) Capacity: 1 pint/1 lb. Jug, ClaySource Core Rulebook This basic jug is fitted with a stopper and holds 1 gallon of liquid. Empty Weight: 1 lb. Capacity: 1 gallon/8 lb. Mug/Tankard, ClaySource Core Rulebook A clay mug or tankard. Empty Weight: - Capacity: 1 pint/1 lb. Pitcher, ClaySource Core Rulebook A clay pitcher. Empty Weight: 1 lb. Capacity: 1/2 gallon/4 lb. Pot, IronSource Core Rulebook An iron pot for cooking. Empty Weight: 2 lb. Capacity: 1 gallon/8 lb. VialSource Core Rulebook A vial is made out of glass or steel and holds 1 ounce of liquid. Empty Weight: - Capacity: 1 ounce/- Vial, IronSource Adventurer's Armory This metal potion bottle has hardness 5, 3 hit points, and break DC 14. Misc. Other ContainersPotion SpongeSource Advanced Race Guide This egg-sized sponge is covered in a layer of waterproof edible wax, designed to absorb 1 dose of a potion. Chewing a potion sponge and swallowing its liquid contents is a full-round action. A creature of at least Large size can swallow the sponge in its entirely; other creatures must spit out the sponge once it's depleted (a free action). Unlike a potion that is drunk from a vial, a potion sponge can be used underwater. A potion can be poured from a vial into a sponge potion (or squeezed from a sponge into a vial) as a full-round action. The potion sponge is immune to attacks that specifically target crystal, glass, ceramic, or porcelain, such as shatter. It otherwise works like a potion vial. WaterskinSource Core Rulebook A water or wineskin holds 1/2 gallon of liquid and weighs 4 lb when full. Empty Weight: - Capacity: 1/2 gallon/4 lb.1 1 When made for Medium characters. Weighs one-quarter the normal amount when made for Small characters. Weighs twice the normal amount when made for Large characters. Containers carry one-quarter the normal amount when made for Small characters. Barrels, Boxes, and Chests | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||