[{"skill_mod":{},"summary":"This item is the starter kit for an adventurer, containing the essential items for exploration and survival. The Bulk value is for the entire pack …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=1","weakness":{},"price":150,"name":"Adventurer's Pack","id":"equipment-1","text":"
Adventurer's Pack Source Core Rulebook pg. 287 Price 1 gp, 5 sp Bulk 1 --- This item is the starter kit for an adventurer, containing the essential items for exploration and survival. The Bulk value is for the entire pack together, but see the descriptions of individual items as necessary. The pack contains the following items: backpack (containing the other goods), bedroll, 10 pieces of chalk, flint and steel, 50 feet of rope, 2 weeks' rations, soap, 5 torches, and a waterskin.\n","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-1"},{"remaster_name":["Alchemist's Toolkit"],"skill_mod":{},"summary":"This mobile collection of vials and chemicals can be used for simple alchemical tasks. If you wear your alchemist's tools, you can draw and replace …","primary_source":"Core Rulebook","hands":"2","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=2","weakness":{},"price":300,"name":"Alchemist's Tools","id":"equipment-2","text":" Alchemist's Tools Source Core Rulebook pg. 287 Price 3 gp Hands 2 Bulk 1 --- This mobile collection of vials and chemicals can be used for simple alchemical tasks. If you wear your alchemist's tools, you can draw and replace them as part of the action that uses them. You can use a set of tools with 1 hand if you're wearing them or 2 if you're holding them.\n","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-2"},{"remaster_name":["Artisan's Toolkit"],"item_child_id":["equipment-3-3","equipment-3-4"],"hands":"2","primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","speed":{},"weakness":{},"price":400,"skill":["Crafting"],"id":"equipment-3","text":" Artisan's Tools Source Core Rulebook pg. 287 Price 4 gp Hands 2 Bulk 2 --- You need these tools to create items from raw materials with the Craft skill. Different sets are needed for different work, as determined by the GM; for example, blacksmith's tools differ from woodworker's tools. If you wear your artisan's tools, you can draw and replace them as part of the action that uses them. You can use a set of tools with 1 hand if you're wearing them or 2 if you're holding them. Artisan's Tools Source Core Rulebook pg. 287 Price 4 gp Bulk 2 Artisan's Tools (Sterling) Source Core Rulebook pg. 287 Price 50 gp Bulk 2 --- Sterling artisan's tools give you a +1 item bonus to the check. ","skill_mod":{},"summary":"You need these tools to create items from raw materials with the Craft skill. Different sets are needed for different work, as determined by the …","primary_source":"Core Rulebook","level":0,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=3","name":"Artisan's Tools","bulk":2,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3"},{"remaster_name":["Artisan's Toolkit"],"skill_mod":{},"summary":"You need these tools to create items from raw materials with the Craft skill. Different sets are needed for different work, as determined by the …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3","item_parent_id":"equipment-3","weakness":{},"price":400,"name":"Artisan's Tools","id":"equipment-3-3","text":" Artisan's Tools Source Core Rulebook pg. 287 Price 4 gp Hands 2 Bulk 2 --- You need these tools to create items from raw materials with the Craft skill. Different sets are needed for different work, as determined by the GM; for example, blacksmith's tools differ from woodworker's tools. If you wear your artisan's tools, you can draw and replace them as part of the action that uses them. You can use a set of tools with 1 hand if you're wearing them or 2 if you're holding them. Artisan's Tools Source Core Rulebook pg. 287 Price 4 gp Bulk 2 Artisan's Tools (Sterling) Source Core Rulebook pg. 287 Price 50 gp Bulk 2 --- Sterling artisan's tools give you a +1 item bonus to the check. ","bulk":2,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3-3"},{"remaster_name":["Artisan's Toolkit"],"skill_mod":{},"summary":"Sterling artisan's tools give you a +1 item bonus to the check.","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","level":3,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=3","item_parent_id":"equipment-3","weakness":{},"price":5000,"skill":["Crafting"],"name":"Artisan's Tools (Sterling)","id":"equipment-3-4","text":" Artisan's Tools Source Core Rulebook pg. 287 Price 4 gp Hands 2 Bulk 2 --- You need these tools to create items from raw materials with the Craft skill. Different sets are needed for different work, as determined by the GM; for example, blacksmith's tools differ from woodworker's tools. If you wear your artisan's tools, you can draw and replace them as part of the action that uses them. You can use a set of tools with 1 hand if you're wearing them or 2 if you're holding them. Artisan's Tools Source Core Rulebook pg. 287 Price 4 gp Bulk 2 Artisan's Tools (Sterling) Source Core Rulebook pg. 287 Price 50 gp Bulk 2 --- Sterling artisan's tools give you a +1 item bonus to the check. ","bulk":2,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-3-4"},{"skill_mod":{},"summary":"A backpack holds up to 4 Bulk of items. and the first 2 Bulk of these items don't count against your Bulk limits. If you're carrying or stowing the …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=4","weakness":{},"price":10,"name":"Backpack","id":"equipment-4","text":" Backpack Source Core Rulebook pg. 287 Price 1 sp --- A backpack holds up to 4 Bulk of items. and the first 2 Bulk of these items don't count against your Bulk limits. If you're carrying or stowing the pack rather than wearing it on your back, its Bulk is light instead of negligible.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-4"},{"skill_mod":{},"summary":"This book contains formulas for Crafting the 0-level common items from Chapter 6 of the Core Rulebook . Nethys note: a list of all such …","primary_source":"Core Rulebook","hands":"2","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=6","weakness":{},"price":10,"name":"Basic Crafter's Book","id":"equipment-6","text":" Basic Crafter's Book Source Core Rulebook pg. 287 Price 1 sp Hands 2 Bulk L --- This book contains formulas for Crafting the 0-level common items from Chapter 6 of the Core Rulebook . Nethys note: a list of all such equipment can be found here. ","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-6"},{"skill_mod":{},"primary_source":"Core Rulebook","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=7","weakness":{},"price":2,"name":"Bedroll","id":"equipment-7","text":" Bedroll Source Core Rulebook pg. 288 Price 2 cp Bulk L ---\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-7"},{"skill_mod":{},"summary":"These four-pronged metal spikes can cause damage to a creature's feet. You can scatter caltrops in an empty square adjacent to you with an Interact …","primary_source":"Core Rulebook","hands":"1","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=9","weakness":{},"price":30,"name":"Caltrops","id":"equipment-9","text":" Caltrops Source Core Rulebook pg. 287 Price 3 sp Hands 1 Bulk L --- These four-pronged metal spikes can cause damage to a creature's feet. You can scatter caltrops in an empty square adjacent to you with an Interact action. The first creature that moves into that square must succeed at a DC 14 Acrobatics check or take 1d4 piercing damage and 1 persistent bleed damage. A creature taking persistent bleed damage from caltrops takes a –5-foot penalty to its Speed. Spending an Interact action to pluck the caltrops free reduces the DC to stop the bleeding. Once a creature takes damage from caltrops, enough caltrops are ruined that other creatures moving into the square are safe. Deployed caltrops can be salvaged and reused if no creatures took damage from them. Otherwise, enough caltrops are ruined that they can't be salvaged.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-9"},{"skill_mod":{},"summary":"A lit candle sheds dim light in a 10-foot radius for 8 hours.","primary_source":"Core Rulebook","hands":"1","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=10","weakness":{},"price":1,"name":"Candle","id":"equipment-10","text":" Candle Source Core Rulebook pg. 287 Price 1 cp Hands 1 --- A lit candle sheds dim light in a 10-foot radius for 8 hours.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-10"},{"skill_mod":{},"primary_source":"Core Rulebook","hands":"2","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=11","weakness":{},"price":400,"name":"Chain","id":"equipment-11","text":" Chain Source Core Rulebook pg. 288 Price 4 gp (10 ft.) Hands 2 Bulk 1 ---\n","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-11"},{"skill_mod":{},"primary_source":"Core Rulebook","hands":"1","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=12","weakness":{},"price":1,"name":"Chalk","id":"equipment-12","text":" Chalk Source Core Rulebook pg. 288 Price 1 cp (10 pieces) Hands 1 ---\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-12"},{"skill_mod":{},"summary":"A wooden chest can hold up to 8 Bulk of items.","primary_source":"Core Rulebook","hands":"2","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=13","weakness":{},"price":60,"name":"Chest","id":"equipment-13","text":" Chest Source Core Rulebook pg. 287 Price 6 sp Hands 2 Bulk 2 --- A wooden chest can hold up to 8 Bulk of items.\n","bulk":2,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-13"},{"skill_mod":{},"summary":"This satchel includes 50 feet of rope, pulleys, a dozen pitons, a hammer, a grappling hook, and one set of crampons. Climbing kits allow you to …","primary_source":"Core Rulebook","hands":"2","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=14","weakness":{},"price":50,"skill":["Athletics"],"name":"Climbing Kit","id":"equipment-14","text":" Climbing Kit Source Core Rulebook pg. 287 Price 5 sp Hands 2 Bulk 1 --- This satchel includes 50 feet of rope, pulleys, a dozen pitons, a hammer, a grappling hook, and one set of crampons. Climbing kits allow you to attach yourself to the wall you're Climbing, moving half as quickly as usual (minimum 5 feet) but letting you attempt a DC 5 flat check whenever you critically fail to prevent a fall. A single kit has only enough materials for one climber; each climber needs their own kit. If you wear your climbing kit, you can access it as part of a Climb action.\n","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-14"},{"skill_mod":{},"item_child_id":["equipment-15-11"],"primary_source":"Core Rulebook","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=15","weakness":{},"skill":["Diplomacy"],"name":"Clothing","id":"equipment-15","text":" Clothing Source Core Rulebook pg. 287 --- Clothing (Winter) Source Core Rulebook pg. 287 Price 4 sp Bulk L --- Winter clothing allows you to negate the damage from severe environmental cold and reduce the damage from extreme cold to that of severe cold.","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-15"},{"remaster_name":["Clothing"],"skill_mod":{},"summary":"Winter clothing allows you to negate the damage from severe environmental cold and reduce the damage from extreme cold to that of severe cold.","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=15","item_parent_id":"equipment-15","weakness":{},"price":40,"name":"Clothing (Winter)","id":"equipment-15-11","text":" Clothing Source Core Rulebook pg. 287 --- Clothing (Winter) Source Core Rulebook pg. 287 Price 4 sp Bulk L --- Winter clothing allows you to negate the damage from severe environmental cold and reduce the damage from extreme cold to that of severe cold.","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-15-11"},{"skill_mod":{},"summary":"A compass helps you Sense Direction or navigate, provided you're in a location with uniform magnetic fields. Without a compass, you take a –2 item …","primary_source":"Core Rulebook","hands":"1","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=16","weakness":{},"price":100,"skill":["Survival"],"name":"Compass","id":"equipment-16","text":" Compass Source Core Rulebook pg. 290 Price 1 gp Hands 1 --- A compass helps you Sense Direction or navigate, provided you're in a location with uniform magnetic fields. Without a compass, you take a –2 item penalty to these checks (similar to using a shoddy item).\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-16"},{"skill_mod":{},"primary_source":"Core Rulebook","hands":"2","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=17","weakness":{},"price":100,"name":"Cookware","id":"equipment-17","text":" Cookware Source Core Rulebook pg. 288 Price 1 gp Hands 2 Bulk 2 ---\n","bulk":2,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-17"},{"skill_mod":{},"summary":"When Forcing Open an object that doesn't have an easy grip, a crowbar makes it easier to gain the necessary leverage. Without a crowbar, prying …","primary_source":"Core Rulebook","hands":"2","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=18","weakness":{},"price":50,"skill":["Athletics"],"name":"Crowbar","id":"equipment-18","text":" Crowbar Source Core Rulebook pg. 290 Price 5 sp Hands 2 Bulk L --- When Forcing Open an object that doesn't have an easy grip, a crowbar makes it easier to gain the necessary leverage. Without a crowbar, prying something open takes a –2 item penalty to the Athletics check to Force Open (similar to using a shoddy item).\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-18"},{"skill_mod":{},"summary":"This small wooden box contains cosmetics, false facial hair, spirit gum, and a few simple wigs. You usually need a disguise kit to set up a disguise …","primary_source":"Core Rulebook","hands":"2","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=19","weakness":{},"price":200,"skill":["Deception"],"name":"Disguise Kit","id":"equipment-19","text":" Disguise Kit Source Core Rulebook pg. 290 Price 2 gp Hands 2 Bulk L --- This small wooden box contains cosmetics, false facial hair, spirit gum, and a few simple wigs. You usually need a disguise kit to set up a disguise in order to Impersonate someone using the Deception skill. If you've crafted a large number of disguises, you can replenish your cosmetics supply with replacement cosmetics suitable for the type of your disguise kit. You can draw and replace a worn disguise kit as part of the action that uses it.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-19"},{"skill_mod":{},"summary":"This kit include a collapsible fishing pole, fishhooks, line, lures, and a fishing net.","primary_source":"Core Rulebook","hands":"2","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=20","weakness":{},"price":80,"name":"Fishing Tackle","id":"equipment-20","text":" Fishing Tackle Source Core Rulebook pg. 290 Price 8 sp Hands 2 Bulk 1 --- This kit include a collapsible fishing pole, fishhooks, line, lures, and a fishing net.\n","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-20"},{"skill_mod":{},"summary":"Flint and steel are useful in creating a fire if you have the time to catch a spark, though using them is typically too time-consuming to be …","primary_source":"Core Rulebook","hands":"2","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=21","weakness":{},"price":5,"name":"Flint and Steel","id":"equipment-21","text":" Flint and Steel Source Core Rulebook pg. 290 Price 5 cp Hands 2 --- Flint and steel are useful in creating a fire if you have the time to catch a spark, though using them is typically too time-consuming to be practical during an encounter. Even in ideal conditions, using flint and steel to light a flame requires using at least 3 actions, and often significantly longer.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-21"},{"skill_mod":{},"summary":"A formula book holds the formulas necessary to make items other than the common equipment from this chapter; alchemists typically get one for free. …","primary_source":"Core Rulebook","hands":"1","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=22","weakness":{},"price":100,"name":"Formula Book (Blank)","id":"equipment-22","text":" Formula Book (Blank) Source Core Rulebook pg. 290 Price 1 gp Hands 1 Bulk L --- A formula book holds the formulas necessary to make items other than the common equipment from this chapter; alchemists typically get one for free. Each formula book can hold the formulas for up to 100 different items. Formulas can also appear on parchment sheets, tablets, and almost any other medium; there's no need for you to copy them into a specific book as long as you can keep them on hand to reference them.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-22"},{"skill_mod":{},"summary":"You can throw a grappling hook with a rope tied to it to make a climb easier. To anchor a grappling hook, make an attack roll with the secret trait …","primary_source":"Core Rulebook","hands":"1","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=23","weakness":{},"price":10,"name":"Grappling Hook","id":"equipment-23","text":" Grappling Hook Source Core Rulebook pg. 290 Price 1 sp Hands 1 Bulk L --- You can throw a grappling hook with a rope tied to it to make a climb easier. To anchor a grappling hook, make an attack roll with the secret trait against a DC depending on the target, typically at least DC 20. On a success, your hook has a firm hold, but on a critical failure, the hook seems like it will hold but actually falls when you're partway up.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-23"},{"skill_mod":{},"primary_source":"Core Rulebook","hands":"1","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=24","weakness":{},"price":10,"name":"Hammer","id":"equipment-24","text":" Hammer Source Core Rulebook pg. 288 Price 1 sp Hands 1 Bulk L ---\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-24"},{"remaster_name":["Healer's Toolkit"],"item_child_id":["equipment-25-22","equipment-25-23"],"hands":"2","primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","speed":{},"weakness":{},"price":500,"skill":["Medicine"],"id":"equipment-25","text":" Healer's Tools Source Core Rulebook pg. 290 Price 5 gp Hands 2 Bulk 1 --- This kit of bandages, herbs, and suturing tools is necessary for Medicine checks to Administer First Aid, Treat Disease, Treat Poison, or Treat Wounds. If you wear your healer's tools, you can draw and replace them as part of the action that uses them. You can use a set of tools with 1 hand if you're wearing them or 2 if you're holding them. Healer's Tools Source Core Rulebook pg. 290 Price 5 gp Bulk 1 Healer's Tools (Expanded) Source Core Rulebook pg. 290 Price 50 gp Bulk 1 --- Expanded healer's tools provide a +1 item bonus to such checks.","skill_mod":{},"summary":"This kit of bandages, herbs, and suturing tools is necessary for Medicine checks to Administer First Aid , Treat Disease , Treat Poison , or …","primary_source":"Core Rulebook","level":0,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=25","name":"Healer's Tools","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-25"},{"remaster_name":["Healer's Toolkit"],"skill_mod":{},"summary":"This kit of bandages, herbs, and suturing tools is necessary for Medicine checks to Administer First Aid , Treat Disease , Treat Poison , or …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=25","item_parent_id":"equipment-25","weakness":{},"price":500,"name":"Healer's Tools","id":"equipment-25-22","text":" Healer's Tools Source Core Rulebook pg. 290 Price 5 gp Hands 2 Bulk 1 --- This kit of bandages, herbs, and suturing tools is necessary for Medicine checks to Administer First Aid, Treat Disease, Treat Poison, or Treat Wounds. If you wear your healer's tools, you can draw and replace them as part of the action that uses them. You can use a set of tools with 1 hand if you're wearing them or 2 if you're holding them. Healer's Tools Source Core Rulebook pg. 290 Price 5 gp Bulk 1 Healer's Tools (Expanded) Source Core Rulebook pg. 290 Price 50 gp Bulk 1 --- Expanded healer's tools provide a +1 item bonus to such checks.","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-25-22"},{"remaster_name":["Healer's Toolkit"],"skill_mod":{},"summary":"Expanded healer's tools provide a +1 item bonus to such checks.","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","level":3,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=25","item_parent_id":"equipment-25","weakness":{},"price":5000,"skill":["Medicine"],"name":"Healer's Tools (Expanded)","id":"equipment-25-23","text":" Healer's Tools Source Core Rulebook pg. 290 Price 5 gp Hands 2 Bulk 1 --- This kit of bandages, herbs, and suturing tools is necessary for Medicine checks to Administer First Aid, Treat Disease, Treat Poison, or Treat Wounds. If you wear your healer's tools, you can draw and replace them as part of the action that uses them. You can use a set of tools with 1 hand if you're wearing them or 2 if you're holding them. Healer's Tools Source Core Rulebook pg. 290 Price 5 gp Bulk 1 Healer's Tools (Expanded) Source Core Rulebook pg. 290 Price 50 gp Bulk 1 --- Expanded healer's tools provide a +1 item bonus to such checks.","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-25-23"},{"remaster_name":["Primal Symbol"],"skill_mod":{},"summary":"Plants of supernatural significance provide a primal focus for primal spellcasters, such as druids, when using certain abilities and casting some …","primary_source":"Core Rulebook","hands":"1","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=26","weakness":{},"name":"Holly and Mistletoe","id":"equipment-26","text":" Holly and Mistletoe Source Core Rulebook pg. 290 Hands 1 --- Plants of supernatural significance provide a primal focus for primal spellcasters, such as druids, when using certain abilities and casting some spells. A bundle of holly and mistletoe must be held in one hand to use it. Other primal foci exist for druids focused on other aspects of nature.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-26"},{"skill_mod":{},"primary_source":"Core Rulebook","hands":"1","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=27","weakness":{},"price":300,"name":"Hourglass","id":"equipment-27","text":" Hourglass Source Core Rulebook pg. 288 Price 3 gp Hands 1 Bulk L ---\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-27"},{"skill_mod":{},"primary_source":"Core Rulebook","hands":"2","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=28","weakness":{},"price":3,"name":"Ladder (10 ft.)","id":"equipment-28","text":" Ladder (10 ft.) Source Core Rulebook pg. 288 Price 3 cp Hands 2 Bulk 3 ---\n","bulk":3,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-28"},{"skill_mod":{},"summary":"A lantern sheds bright light and requires 1 pint of oil to function for 6 hours.","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=29","weakness":{},"name":"Lantern","id":"equipment-29","text":" Lantern Source Core Rulebook pg. 290 --- A lantern sheds bright light and requires 1 pint of oil to function for 6 hours.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-29"},{"skill_mod":{},"summary":"Picking a poor lock requires two successful DC 15 Thievery checks, a simple lock requires three successful DC 20 Thievery checks, an average lock …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=30","weakness":{},"name":"Lock","id":"equipment-30","text":" Lock Source Core Rulebook pg. 290 --- Picking a poor lock requires two successful DC 15 Thievery checks, a simple lock requires three successful DC 20 Thievery checks, an average lock requires four successes at DC 25, a good lock requires five successes at DC 30, and a superior lock six successes at DC 40.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-30"},{"skill_mod":{},"summary":"This quality handheld lens gives you a +1 item bonus to Perception checks to notice minute details of documents, fabric, and the like.","primary_source":"Core Rulebook","hands":"1","primary_source_category":"Rulebooks","level":3,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=31","weakness":{},"price":4000,"name":"Magnifying Glass","id":"equipment-31","text":" Magnifying Glass Source Core Rulebook pg. 290 Price 40 gp Hands 1 --- This quality handheld lens gives you a +1 item bonus to Perception checks to notice minute details of documents, fabric, and the like.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-31"},{"skill_mod":{},"summary":"You can manacle someone who is willing or otherwise at your mercy as an exploration activity taking 10-30 seconds depending on the creature's size …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=32","weakness":{},"name":"Manacles","id":"equipment-32","text":" Manacles Source Core Rulebook pg. 290 --- You can manacle someone who is willing or otherwise at your mercy as an exploration activity taking 10-30 seconds depending on the creature's size and how many manacles you apply. A two-legged creature with its legs bound takes a -15-foot circumstance penalty to its Speeds, and a two-handed creature with its wrists bound has to succeed at a DC 5 flat check any time it uses a manipulate action or else that action fails. This DC may be higher depending on how tightly the manacles constrain the hands. A creature bound to a stationary object is immobilized. For creatures with more or fewer limbs, the GM determines what effect manacles have, if any. Freeing a creature from poor manacles requires two successful DC 17 Thievery checks, simple manacles requires three successes at DC 22, average manacles require four successes at DC 27, good manacles require five successes at DC 32, and superior manacles require six successes at DC 42.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-32"},{"skill_mod":{},"summary":"This pouch contains material components for those spells that require them. Though the components are used up over time, you can refill spent …","primary_source":"Core Rulebook","hands":"1","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=33","weakness":{},"price":50,"name":"Material Component Pouch","id":"equipment-33","text":" Material Component Pouch Source Core Rulebook pg. 290 Price 5 sp Hands 1 Bulk L --- This pouch contains material components for those spells that require them. Though the components are used up over time, you can refill spent components during your daily preparations.\n","bulk":0.1,"category":"equipment","pfs":"Limited","rarity":"common","slug":"equipment-33"},{"skill_mod":{},"primary_source":"Core Rulebook","hands":"2","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=34","weakness":{},"price":20,"name":"Merchant's Scale","id":"equipment-34","text":" Merchant's Scale Source Core Rulebook pg. 288 Price 2 sp Hands 2 Bulk L ---\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-34"},{"skill_mod":{},"primary_source":"Core Rulebook","hands":"1","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=35","weakness":{},"price":100,"name":"Mirror","id":"equipment-35","text":" Mirror Source Core Rulebook pg. 288 Price 1 gp Hands 1 ---\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-35"},{"skill_mod":{},"primary_source":"Core Rulebook","hands":"1","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=36","weakness":{},"price":1,"name":"Mug","id":"equipment-36","text":" Mug Source Core Rulebook pg. 288 Price 1 cp Hands 1 ---\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-36"},{"skill_mod":{},"summary":"Handheld instruments include bagpipes, a small set of chimes, small drums, fiddles and viols, flutes and recorders, small harps, lutes, trumpets, and …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=37","weakness":{},"skill":["Performance","Performance"],"name":"Musical Instrument","id":"equipment-37","text":" Musical Instrument Source Core Rulebook pg. 290 --- Handheld instruments include bagpipes, a small set of chimes, small drums, fiddles and viols, flutes and recorders, small harps, lutes, trumpets, and similarly sized instruments. The GM might rule that an especially large handheld instrument (like a tuba) has greater Bulk. Heavy instruments such as large drums, a full set of chimes, and keyboard instruments are less portable and generally need to be stationary while being played. A virtuoso instrument gives a +1 item bonus to Performance checks using that instrument. ","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-37"},{"skill_mod":{},"summary":"You can use oil to fuel lanterns, but you can also set a pint of oil aflame and throw it. You must first spend an Interact action preparing the oil, …","primary_source":"Core Rulebook","hands":"2","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=38","weakness":{},"price":1,"name":"Oil","id":"equipment-38","text":" Oil Source Core Rulebook pg. 291 Price 1 cp Hands 2 --- You can use oil to fuel lanterns, but you can also set a pint of oil aflame and throw it. You must first spend an Interact action preparing the oil, then throw it with another action as a ranged attack. If you hit, it splatters on the creature or in a single 5-foot square you target. You must succeed at a DC 10 flat check for the oil to ignite successfully when it hits. If the oil ignites, the target takes 1d6 fire damage.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-38"},{"skill_mod":{},"summary":"These small spikes can be used as anchors to make climbing easier. To affix a piton, you must hold it in one hand and use a hammer to drive it in …","primary_source":"Core Rulebook","hands":"1","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=39","weakness":{},"price":1,"name":"Piton","id":"equipment-39","text":" Piton Source Core Rulebook pg. 291 Price 1 cp Hands 1 --- These small spikes can be used as anchors to make climbing easier. To affix a piton, you must hold it in one hand and use a hammer to drive it in with your other hand. You can attach a rope to the hammered piton so that you don't fall all the way to the ground on a critical failure while Climbing.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-39"},{"skill_mod":{},"primary_source":"Core Rulebook","hands":"1","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=40","weakness":{},"price":40,"name":"Rations","id":"equipment-40","text":" Rations Source Core Rulebook pg. 288 Price 4 sp (1 week) Hands 1 Bulk L ---\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-40"},{"skill_mod":{},"summary":"This piece of wood or silver is emblazoned with an image representing a deity. Some divine spellcasters, such as clerics, can use a religious symbol …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=41","weakness":{},"name":"Religious Symbol","id":"equipment-41","text":" Religious Symbol Source Core Rulebook pg. 291 --- This piece of wood or silver is emblazoned with an image representing a deity. Some divine spellcasters, such as clerics, can use a religious symbol of their deity as a divine focus to use certain abilities and cast some spells. A religious symbol must be held in one hand to use it.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-41"},{"skill_mod":{},"summary":"This manuscript contains scripture of a particular religion. Some divine spellcasters, such as clerics, can use a religious text as a divine focus to …","primary_source":"Core Rulebook","hands":"1","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=42","weakness":{},"price":100,"name":"Religious Text","id":"equipment-42","text":" Religious Text Source Core Rulebook pg. 291 Price 1 gp Hands 1 Bulk L --- This manuscript contains scripture of a particular religion. Some divine spellcasters, such as clerics, can use a religious text as a divine focus to use certain abilities and cast some spells. A religious text must be held in one hand to use it.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-42"},{"remaster_name":["Repair Toolkit"],"skill_mod":{},"summary":"A repair kit allows you to perform simple repairs while traveling. It contains a portable anvil, tongs, woodworking tools, a whetstone, and oils for …","item_child_id":["equipment-43-42","equipment-43-43"],"primary_source":"Core Rulebook","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=43","weakness":{},"skill":["Crafting"],"name":"Repair Kit","id":"equipment-43","text":" Repair Kit Source Core Rulebook pg. 291 --- A repair kit allows you to perform simple repairs while traveling. It contains a portable anvil, tongs, woodworking tools, a whetstone, and oils for conditioning leather and wood. You can use a repair kit to Repair items using the Crafting skill. You can draw and replace a worn repair kit as part of the action that uses it. Repair Kit Source Core Rulebook pg. 291 Price 2 gp Hands 2 Bulk 1 Repair Kit (Superb) Source Core Rulebook pg. 291 Price 25 gp Hands 2 Bulk 1 --- A superb repair kit gives you a +1 item bonus to the check.","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-43"},{"remaster_name":["Repair Toolkit"],"skill_mod":{},"summary":"A repair kit allows you to perform simple repairs while traveling. It contains a portable anvil, tongs, woodworking tools, a whetstone, and oils for …","primary_source":"Core Rulebook","hands":"2","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=43","item_parent_id":"equipment-43","weakness":{},"price":200,"name":"Repair Kit","id":"equipment-43-42","text":" Repair Kit Source Core Rulebook pg. 291 --- A repair kit allows you to perform simple repairs while traveling. It contains a portable anvil, tongs, woodworking tools, a whetstone, and oils for conditioning leather and wood. You can use a repair kit to Repair items using the Crafting skill. You can draw and replace a worn repair kit as part of the action that uses it. Repair Kit Source Core Rulebook pg. 291 Price 2 gp Hands 2 Bulk 1 Repair Kit (Superb) Source Core Rulebook pg. 291 Price 25 gp Hands 2 Bulk 1 --- A superb repair kit gives you a +1 item bonus to the check.","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-43-42"},{"remaster_name":["Repair Toolkit"],"hands":"2","primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","speed":{},"item_parent_id":"equipment-43","weakness":{},"price":2500,"skill":["Crafting"],"id":"equipment-43-43","text":" Repair Kit Source Core Rulebook pg. 291 --- A repair kit allows you to perform simple repairs while traveling. It contains a portable anvil, tongs, woodworking tools, a whetstone, and oils for conditioning leather and wood. You can use a repair kit to Repair items using the Crafting skill. You can draw and replace a worn repair kit as part of the action that uses it. Repair Kit Source Core Rulebook pg. 291 Price 2 gp Hands 2 Bulk 1 Repair Kit (Superb) Source Core Rulebook pg. 291 Price 25 gp Hands 2 Bulk 1 --- A superb repair kit gives you a +1 item bonus to the check.","skill_mod":{},"summary":"A superb repair kit gives you a +1 item bonus to the check.","primary_source":"Core Rulebook","level":3,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=43","name":"Repair Kit (Superb)","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-43-43"},{"skill_mod":{},"primary_source":"Core Rulebook","hands":"2","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=44","weakness":{},"price":50,"name":"Rope","id":"equipment-44","text":" Rope Source Core Rulebook pg. 288 Price 5 sp (50 ft.) Hands 2 Bulk L ---\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-44"},{"skill_mod":{},"summary":"A sack can hold up to 8 Bulk worth of items. A sack containing 2 Bulk or less can be worn on the body, usually tucked into a belt. You can carry a …","primary_source":"Core Rulebook","hands":"1","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=45","weakness":{},"price":1,"name":"Sack","id":"equipment-45","text":" Sack Source Core Rulebook pg. 291 Price 1 cp Hands 1 Bulk L --- A sack can hold up to 8 Bulk worth of items. A sack containing 2 Bulk or less can be worn on the body, usually tucked into a belt. You can carry a sack with one hand, but must use two hands to transfer items in and out.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-45"},{"skill_mod":{},"summary":"Saddlebags come in a pair. Each can hold up to 3 Bulk of items, and the first 1 Bulk of items in each doesn't count against your mount's Bulk limit. …","primary_source":"Core Rulebook","hands":"2","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=46","weakness":{},"price":20,"name":"Saddlebags","id":"equipment-46","text":" Saddlebags Source Core Rulebook pg. 291 Price 2 sp Hands 2 Bulk L --- Saddlebags come in a pair. Each can hold up to 3 Bulk of items, and the first 1 Bulk of items in each doesn't count against your mount's Bulk limit. The Bulk value given is for saddlebags worn by a mount. If you are carrying or stowing saddlebags, they count as 1 Bulk instead of light Bulk.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-46"},{"skill_mod":{},"summary":"When sounded, a signal whistle can be heard clearly up to half a mile away across open terrain.","primary_source":"Core Rulebook","hands":"1","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=50","weakness":{},"price":8,"name":"Signal Whistle","id":"equipment-50","text":" Signal Whistle Source Core Rulebook pg. 291 Price 8 cp Hands 1 --- When sounded, a signal whistle can be heard clearly up to half a mile away across open terrain.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-50"},{"skill_mod":{},"summary":"This kit contains tools and materials for creating snares. A snare kit allows you to Craft snares using the Crafting skill. You can draw and …","item_child_id":["equipment-51-44","equipment-51-45"],"primary_source":"Core Rulebook","hands":"2","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=51","weakness":{},"price":500,"skill":["Crafting"],"name":"Snare Kit","id":"equipment-51","text":" Snare Kit Source Core Rulebook pg. 291 Price 5 gp Hands 2 Bulk 2 --- This kit contains tools and materials for creating snares. A snare kit allows you to Craft snares using the Crafting skill. You can draw and replace a worn snare kit as part of the action to use it. Snare Kit Source Core Rulebook pg. 291 Price 5 gp Hands 2 Bulk 2 Snare Kit (Specialist) Source Core Rulebook pg. 291 Price 55 gp Hands 2 Bulk 2 --- A specialist snare kit gives you a +1 item bonus to the check.","bulk":2,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-51"},{"skill_mod":{},"summary":"This kit contains tools and materials for creating snares. A snare kit allows you to Craft snares using the Crafting skill. You can draw and …","primary_source":"Core Rulebook","hands":"2","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=51","item_parent_id":"equipment-51","weakness":{},"price":500,"name":"Snare Kit","id":"equipment-51-44","text":" Snare Kit Source Core Rulebook pg. 291 Price 5 gp Hands 2 Bulk 2 --- This kit contains tools and materials for creating snares. A snare kit allows you to Craft snares using the Crafting skill. You can draw and replace a worn snare kit as part of the action to use it. Snare Kit Source Core Rulebook pg. 291 Price 5 gp Hands 2 Bulk 2 Snare Kit (Specialist) Source Core Rulebook pg. 291 Price 55 gp Hands 2 Bulk 2 --- A specialist snare kit gives you a +1 item bonus to the check.","bulk":2,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-51-44"},{"skill_mod":{},"summary":"A specialist snare kit gives you a +1 item bonus to the check.","primary_source":"Core Rulebook","hands":"2","primary_source_category":"Rulebooks","level":3,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=51","item_parent_id":"equipment-51","weakness":{},"price":5500,"skill":["Crafting"],"name":"Snare Kit (Specialist)","id":"equipment-51-45","text":" Snare Kit Source Core Rulebook pg. 291 Price 5 gp Hands 2 Bulk 2 --- This kit contains tools and materials for creating snares. A snare kit allows you to Craft snares using the Crafting skill. You can draw and replace a worn snare kit as part of the action to use it. Snare Kit Source Core Rulebook pg. 291 Price 5 gp Hands 2 Bulk 2 Snare Kit (Specialist) Source Core Rulebook pg. 291 Price 55 gp Hands 2 Bulk 2 --- A specialist snare kit gives you a +1 item bonus to the check.","bulk":2,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-51-45"},{"skill_mod":{},"primary_source":"Core Rulebook","hands":"1","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=52","weakness":{},"price":2,"name":"Soap","id":"equipment-52","text":" Soap Source Core Rulebook pg. 288 Price 2 cp Hands 1 ---\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-52"},{"skill_mod":{},"summary":"A spellbook holds the written knowledge necessary to learn and prepare various spells, a necessity for wizards (who typically get one for free) and …","primary_source":"Core Rulebook","hands":"1","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=53","weakness":{},"price":100,"name":"Spellbook (Blank)","id":"equipment-53","text":" Spellbook (Blank) Source Core Rulebook pg. 291 Price 1 gp Hands 1 Bulk L --- A spellbook holds the written knowledge necessary to learn and prepare various spells, a necessity for wizards (who typically get one for free) and a useful luxury for other spellcasters looking to learn additional spells. Each spellbook can hold up to 100 spells. The Price listed is for a blank spellbook.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-53"},{"skill_mod":{},"summary":"A typical spyglass lets you see eight times farther than normal.","primary_source":"Core Rulebook","hands":"2","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=54","weakness":{},"price":2000,"name":"Spyglass","id":"equipment-54","text":" Spyglass Source Core Rulebook pg. 291 Price 20 gp Hands 2 Bulk L --- A typical spyglass lets you see eight times farther than normal.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-54"},{"skill_mod":{},"summary":"Tack includes all the gear required to outfit a riding animal, including a saddle, bit and bridle, and stirrups if necessary. Especially large or …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=55","weakness":{},"price":400,"name":"Tack","id":"equipment-55","text":" Tack Source Core Rulebook pg. 291 Price 4 gp Bulk 1 --- Tack includes all the gear required to outfit a riding animal, including a saddle, bit and bridle, and stirrups if necessary. Especially large or oddly shaped animals might require specialty saddles. These can be more expensive or hard to find, as determined by the GM. The Bulk value given is for tack worn by a creature. If carried, the Bulk increases to 2.\n","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-55"},{"skill_mod":{},"summary":"When wielding this long pole, you can use Seek to search a square up to 10 feet away. The pole is not sturdy enough to use as a weapon.","primary_source":"Core Rulebook","hands":"2","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=56","weakness":{},"price":1,"name":"Ten-Foot Pole","id":"equipment-56","text":" Ten-Foot Pole Source Core Rulebook pg. 291 Price 1 cp Hands 2 Bulk 1 --- When wielding this long pole, you can use Seek to search a square up to 10 feet away. The pole is not sturdy enough to use as a weapon.\n","bulk":1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-56"},{"skill_mod":{},"primary_source":"Core Rulebook","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=57","weakness":{},"name":"Tent","id":"equipment-57","text":" Tent Source Core Rulebook pg. 288 ---\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-57"},{"remaster_name":["Thieves' Toolkit"],"item_child_id":["equipment-58-51","equipment-58-52","equipment-58-53","equipment-58-54","equipment-58-844","equipment-58-845"],"hands":"2","primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","speed":{},"weakness":{},"price":300,"skill":["Thievery","Stealth","Thievery"],"id":"equipment-58","text":" Thieves' Tools Source Core Rulebook pg. 291 Price 3 gp Hands 2 Bulk L --- You need thieves' tools to Pick Locks or Disable Devices (of some types) using the Thievery skill. If your thieves' tools are broken, you can repair them by replacing the lock picks with replacement picks appropriate to your tools; this doesn't require using the Repair action. If you wear your thieves' tools, you can draw and replace them as part of the action that uses them. You can use a set of tools with 1 hand if you're wearing them or 2 if you're holding them. Thieves' Tools Source Core Rulebook pg. 291 Price 3 gp Bulk L Thieves' Tools (Replacement Picks) Source Core Rulebook pg. 291 Price 3 sp Thieves' Tools (Infiltrator) Source Core Rulebook pg. 291 Price 50 gp Bulk L --- Infiltrator thieves' tools add a +1 item bonus to checks to Pick Locks and Disable Devices. Thieves' Tools (Infiltrator Picks) Source Core Rulebook pg. 291 Price 3 gp Concealable Picks Source PFS Guide pg. 114 Price 10 gp Access Member of the Pathfinder Society. Concealable Thieves' Tools Source PFS Guide pg. 114 Price 80 gp Bulk L Access Member of the Pathfinder Society. --- Smaller and made of stronger materials than most sets of thieves' tools, the items in this kit are much easier to conceal. You gain a +1 item bonus to Stealth checks to Conceal these tools. They otherwise function as infiltrator thieves' tools.","skill_mod":{},"summary":"You need thieves' tools to Pick Locks or Disable Devices (of some types) using the Thievery skill. If your thieves' tools are broken, you can …","primary_source":"Core Rulebook","level":0,"source_category":["Rulebooks"],"resistance":{},"url":"/Equipment.aspx?ID=58","name":"Thieves' Tools","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-58"},{"remaster_name":["Thieves' Toolkit"],"skill_mod":{},"summary":"You need thieves' tools to Pick Locks or Disable Devices (of some types) using the Thievery skill. If your thieves' tools are broken, you can …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=58","item_parent_id":"equipment-58","weakness":{},"price":300,"name":"Thieves' Tools","id":"equipment-58-51","text":" Thieves' Tools Source Core Rulebook pg. 291 Price 3 gp Hands 2 Bulk L --- You need thieves' tools to Pick Locks or Disable Devices (of some types) using the Thievery skill. If your thieves' tools are broken, you can repair them by replacing the lock picks with replacement picks appropriate to your tools; this doesn't require using the Repair action. If you wear your thieves' tools, you can draw and replace them as part of the action that uses them. You can use a set of tools with 1 hand if you're wearing them or 2 if you're holding them. Thieves' Tools Source Core Rulebook pg. 291 Price 3 gp Bulk L Thieves' Tools (Replacement Picks) Source Core Rulebook pg. 291 Price 3 sp Thieves' Tools (Infiltrator) Source Core Rulebook pg. 291 Price 50 gp Bulk L --- Infiltrator thieves' tools add a +1 item bonus to checks to Pick Locks and Disable Devices. Thieves' Tools (Infiltrator Picks) Source Core Rulebook pg. 291 Price 3 gp Concealable Picks Source PFS Guide pg. 114 Price 10 gp Access Member of the Pathfinder Society. Concealable Thieves' Tools Source PFS Guide pg. 114 Price 80 gp Bulk L Access Member of the Pathfinder Society. --- Smaller and made of stronger materials than most sets of thieves' tools, the items in this kit are much easier to conceal. You gain a +1 item bonus to Stealth checks to Conceal these tools. They otherwise function as infiltrator thieves' tools.","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-58-51"},{"remaster_name":["Thieves' Toolkit"],"skill_mod":{},"summary":"You need thieves' tools to Pick Locks or Disable Devices (of some types) using the Thievery skill. If your thieves' tools are broken, you can …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=58","item_parent_id":"equipment-58","weakness":{},"price":30,"name":"Thieves' Tools (Replacement Picks)","id":"equipment-58-52","text":" Thieves' Tools Source Core Rulebook pg. 291 Price 3 gp Hands 2 Bulk L --- You need thieves' tools to Pick Locks or Disable Devices (of some types) using the Thievery skill. If your thieves' tools are broken, you can repair them by replacing the lock picks with replacement picks appropriate to your tools; this doesn't require using the Repair action. If you wear your thieves' tools, you can draw and replace them as part of the action that uses them. You can use a set of tools with 1 hand if you're wearing them or 2 if you're holding them. Thieves' Tools Source Core Rulebook pg. 291 Price 3 gp Bulk L Thieves' Tools (Replacement Picks) Source Core Rulebook pg. 291 Price 3 sp Thieves' Tools (Infiltrator) Source Core Rulebook pg. 291 Price 50 gp Bulk L --- Infiltrator thieves' tools add a +1 item bonus to checks to Pick Locks and Disable Devices. Thieves' Tools (Infiltrator Picks) Source Core Rulebook pg. 291 Price 3 gp Concealable Picks Source PFS Guide pg. 114 Price 10 gp Access Member of the Pathfinder Society. Concealable Thieves' Tools Source PFS Guide pg. 114 Price 80 gp Bulk L Access Member of the Pathfinder Society. --- Smaller and made of stronger materials than most sets of thieves' tools, the items in this kit are much easier to conceal. You gain a +1 item bonus to Stealth checks to Conceal these tools. They otherwise function as infiltrator thieves' tools.","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-58-52"},{"remaster_name":["Thieves' Toolkit"],"skill_mod":{},"summary":"Infiltrator thieves' tools add a +1 item bonus to checks to Pick Locks and Disable Devices.","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","level":3,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=58","item_parent_id":"equipment-58","weakness":{},"price":5000,"skill":["Thievery"],"name":"Thieves' Tools (Infiltrator)","id":"equipment-58-53","text":" Thieves' Tools Source Core Rulebook pg. 291 Price 3 gp Hands 2 Bulk L --- You need thieves' tools to Pick Locks or Disable Devices (of some types) using the Thievery skill. If your thieves' tools are broken, you can repair them by replacing the lock picks with replacement picks appropriate to your tools; this doesn't require using the Repair action. If you wear your thieves' tools, you can draw and replace them as part of the action that uses them. You can use a set of tools with 1 hand if you're wearing them or 2 if you're holding them. Thieves' Tools Source Core Rulebook pg. 291 Price 3 gp Bulk L Thieves' Tools (Replacement Picks) Source Core Rulebook pg. 291 Price 3 sp Thieves' Tools (Infiltrator) Source Core Rulebook pg. 291 Price 50 gp Bulk L --- Infiltrator thieves' tools add a +1 item bonus to checks to Pick Locks and Disable Devices. Thieves' Tools (Infiltrator Picks) Source Core Rulebook pg. 291 Price 3 gp Concealable Picks Source PFS Guide pg. 114 Price 10 gp Access Member of the Pathfinder Society. Concealable Thieves' Tools Source PFS Guide pg. 114 Price 80 gp Bulk L Access Member of the Pathfinder Society. --- Smaller and made of stronger materials than most sets of thieves' tools, the items in this kit are much easier to conceal. You gain a +1 item bonus to Stealth checks to Conceal these tools. They otherwise function as infiltrator thieves' tools.","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-58-53"},{"remaster_name":["Thieves' Toolkit"],"skill_mod":{},"summary":"You need thieves' tools to Pick Locks or Disable Devices (of some types) using the Thievery skill. If your thieves' tools are broken, you can …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","level":3,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=58","item_parent_id":"equipment-58","weakness":{},"price":300,"name":"Thieves' Tools (Infiltrator Picks)","id":"equipment-58-54","text":" Thieves' Tools Source Core Rulebook pg. 291 Price 3 gp Hands 2 Bulk L --- You need thieves' tools to Pick Locks or Disable Devices (of some types) using the Thievery skill. If your thieves' tools are broken, you can repair them by replacing the lock picks with replacement picks appropriate to your tools; this doesn't require using the Repair action. If you wear your thieves' tools, you can draw and replace them as part of the action that uses them. You can use a set of tools with 1 hand if you're wearing them or 2 if you're holding them. Thieves' Tools Source Core Rulebook pg. 291 Price 3 gp Bulk L Thieves' Tools (Replacement Picks) Source Core Rulebook pg. 291 Price 3 sp Thieves' Tools (Infiltrator) Source Core Rulebook pg. 291 Price 50 gp Bulk L --- Infiltrator thieves' tools add a +1 item bonus to checks to Pick Locks and Disable Devices. Thieves' Tools (Infiltrator Picks) Source Core Rulebook pg. 291 Price 3 gp Concealable Picks Source PFS Guide pg. 114 Price 10 gp Access Member of the Pathfinder Society. Concealable Thieves' Tools Source PFS Guide pg. 114 Price 80 gp Bulk L Access Member of the Pathfinder Society. --- Smaller and made of stronger materials than most sets of thieves' tools, the items in this kit are much easier to conceal. You gain a +1 item bonus to Stealth checks to Conceal these tools. They otherwise function as infiltrator thieves' tools.","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-58-54"},{"remaster_name":["Thieves' Toolkit"],"access":"Member of the Pathfinder Society.","primary_source_category":"Lost Omens","source":["PFS Guide"],"type":"Item","item_category":"Adventuring Gear","speed":{},"item_parent_id":"equipment-58","weakness":{},"price":1000,"trait":["Uncommon"],"id":"equipment-58-844","text":" Thieves' Tools Source Core Rulebook pg. 291 Price 3 gp Hands 2 Bulk L --- You need thieves' tools to Pick Locks or Disable Devices (of some types) using the Thievery skill. If your thieves' tools are broken, you can repair them by replacing the lock picks with replacement picks appropriate to your tools; this doesn't require using the Repair action. If you wear your thieves' tools, you can draw and replace them as part of the action that uses them. You can use a set of tools with 1 hand if you're wearing them or 2 if you're holding them. Thieves' Tools Source Core Rulebook pg. 291 Price 3 gp Bulk L Thieves' Tools (Replacement Picks) Source Core Rulebook pg. 291 Price 3 sp Thieves' Tools (Infiltrator) Source Core Rulebook pg. 291 Price 50 gp Bulk L --- Infiltrator thieves' tools add a +1 item bonus to checks to Pick Locks and Disable Devices. Thieves' Tools (Infiltrator Picks) Source Core Rulebook pg. 291 Price 3 gp Concealable Picks Source PFS Guide pg. 114 Price 10 gp Access Member of the Pathfinder Society. Concealable Thieves' Tools Source PFS Guide pg. 114 Price 80 gp Bulk L Access Member of the Pathfinder Society. --- Smaller and made of stronger materials than most sets of thieves' tools, the items in this kit are much easier to conceal. You gain a +1 item bonus to Stealth checks to Conceal these tools. They otherwise function as infiltrator thieves' tools.","skill_mod":{},"summary":"You need thieves' tools to Pick Locks or Disable Devices (of some types) using the Thievery skill. If your thieves' tools are broken, you can …","primary_source":"PFS Guide","trait_group":["Rarity"],"level":4,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=58","name":"Concealable Picks","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-58-844"},{"remaster_name":["Thieves' Toolkit"],"access":"Member of the Pathfinder Society.","primary_source_category":"Lost Omens","source":["PFS Guide"],"type":"Item","item_category":"Adventuring Gear","speed":{},"item_parent_id":"equipment-58","weakness":{},"price":8000,"skill":["Stealth","Thievery"],"trait":["Uncommon"],"id":"equipment-58-845","text":" Thieves' Tools Source Core Rulebook pg. 291 Price 3 gp Hands 2 Bulk L --- You need thieves' tools to Pick Locks or Disable Devices (of some types) using the Thievery skill. If your thieves' tools are broken, you can repair them by replacing the lock picks with replacement picks appropriate to your tools; this doesn't require using the Repair action. If you wear your thieves' tools, you can draw and replace them as part of the action that uses them. You can use a set of tools with 1 hand if you're wearing them or 2 if you're holding them. Thieves' Tools Source Core Rulebook pg. 291 Price 3 gp Bulk L Thieves' Tools (Replacement Picks) Source Core Rulebook pg. 291 Price 3 sp Thieves' Tools (Infiltrator) Source Core Rulebook pg. 291 Price 50 gp Bulk L --- Infiltrator thieves' tools add a +1 item bonus to checks to Pick Locks and Disable Devices. Thieves' Tools (Infiltrator Picks) Source Core Rulebook pg. 291 Price 3 gp Concealable Picks Source PFS Guide pg. 114 Price 10 gp Access Member of the Pathfinder Society. Concealable Thieves' Tools Source PFS Guide pg. 114 Price 80 gp Bulk L Access Member of the Pathfinder Society. --- Smaller and made of stronger materials than most sets of thieves' tools, the items in this kit are much easier to conceal. You gain a +1 item bonus to Stealth checks to Conceal these tools. They otherwise function as infiltrator thieves' tools.","skill_mod":{},"summary":"Smaller and made of stronger materials than most sets of thieves' tools, the items in this kit are much easier to conceal. You gain a +1 item bonus …","primary_source":"PFS Guide","trait_group":["Rarity"],"level":4,"source_category":["Lost Omens"],"resistance":{},"url":"/Equipment.aspx?ID=58","name":"Concealable Thieves' Tools","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-58-845"},{"skill_mod":{},"summary":"This entry is a catchall for basic hand tools that don’t have a specific adventuring purpose. A hoe, shovel, or sledgehammer is a long tool, and a …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=59","weakness":{},"name":"Tool","id":"equipment-59","text":" Tool Source Core Rulebook pg. 292 --- This entry is a catchall for basic hand tools that don’t have a specific adventuring purpose. A hoe, shovel, or sledgehammer is a long tool, and a hand drill, ice hook, or trowel is a short tool. A tool can usually be used as an improvised weapon, dealing 1d4 damage for a short tool or 1d6 for a long tool. The GM determines the damage type that’s appropriate or adjusts the damage if needed.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-59"},{"skill_mod":{},"summary":"A torch sheds bright light in a 20-foot radius (and dim light to the next 20 feet) for 1 hour. It can be used as an improvised weapon that deals 1d4 …","primary_source":"Core Rulebook","hands":"1","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=60","weakness":{},"price":1,"name":"Torch","id":"equipment-60","text":" Torch Source Core Rulebook pg. 292 Price 1 cp Hands 1 Bulk L --- A torch sheds bright light in a 20-foot radius (and dim light to the next 20 feet) for 1 hour. It can be used as an improvised weapon that deals 1d4 bludgeoning damage plus 1 fire damage.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-60"},{"skill_mod":{},"summary":"When it’s full, a waterskin contains roughly 1 day’s worth of water for a Small or Medium creature.","primary_source":"Core Rulebook","hands":"1","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=62","weakness":{},"price":5,"name":"Waterskin","id":"equipment-62","text":" Waterskin Source Core Rulebook pg. 292 Price 5 cp Hands 1 Bulk L --- When it’s full, a waterskin contains roughly 1 day’s worth of water for a Small or Medium creature.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-62"},{"skill_mod":{},"summary":"Using a writing set, you can draft correspondence and scribe scrolls. A set includes stationery, including a variety of paper and parchment, as well …","primary_source":"Core Rulebook","hands":"2","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=63","weakness":{},"price":100,"name":"Writing Set","id":"equipment-63","text":" Writing Set Source Core Rulebook pg. 292 Price 1 gp Hands 2 Bulk L --- Using a writing set, you can draft correspondence and scribe scrolls. A set includes stationery, including a variety of paper and parchment, as well as ink, a quill or inkpen, sealing wax, and a simple seal. If you’ve written a large amount, you can refill your kit with extra ink and paper.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-63"},{"skill_mod":{},"summary":"Scholarly journals are uncommon. Each scholarly journal is a folio on a very specific topic, such as vampires or the history of a single town or …","primary_source":"Core Rulebook","trait_group":["Rarity"],"hands":"1","primary_source_category":"Rulebooks","level":3,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=64","weakness":{},"price":600,"name":"Scholarly Journal","trait":["Uncommon"],"id":"equipment-64","text":" Scholarly Journal Source Core Rulebook pg. 291 Price 6 gp Hands 1 Bulk L --- Scholarly journals are uncommon. Each scholarly journal is a folio on a very specific topic, such as vampires or the history of a single town or neighborhood of a city. If you spend 1 minute referencing an academic journal before attempting a skill check to Recall Knowledge about the subject, you gain a +1 item bonus to the check. A compendium of journals costs five times as much as a single journal and requires both hands to use; each compendium contains several journals and grants its bonus on a broader topic, such as all undead or a whole city. The GM determines what scholarly journals are available in any location.\n","bulk":0.1,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-64"},{"skill_mod":{},"summary":"Maps are uncommon. Most maps you can find are simple and functional. A survey map details a single location in excellent detail. One of these maps …","primary_source":"Core Rulebook","trait_group":["Rarity"],"primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Adventuring Gear","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=65","weakness":{},"skill":["Survival","Survival"],"name":"Survey Map","trait":["Uncommon"],"id":"equipment-65","text":" Survey Map Source Core Rulebook pg. 291 --- Maps are uncommon. Most maps you can find are simple and functional. A survey map details a single location in excellent detail. One of these maps gives you a +1 item bonus to Survival checks and any skill checks to Recall Knowledge, provided the checks are related to the location detailed on the map. Maps sometimes come in atlases, containing a number of maps of the same quality, often on similar topics. An atlas costs five times as much as a single map and requires both hands to use. The GM determines what maps are available in any location.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-65"},{"skill_mod":{},"primary_source":"Core Rulebook","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Services","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=66","weakness":{},"name":"Beverages","id":"equipment-66","text":" Beverages Source Core Rulebook pg. 294 ---\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-66"},{"skill_mod":{},"summary":"Paid laborers can provide services for you. Unskilled hirelings can perform simple manual labor and are untrained at most skills. Skilled hirelings …","item_child_id":["equipment-67-68","equipment-67-69"],"primary_source":"Core Rulebook","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"item_subcategory":"Hirelings","source":["Core Rulebook"],"type":"Item","item_category":"Services","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=67","weakness":{},"name":"Hireling","id":"equipment-67","text":" Hireling Source Core Rulebook pg. 294 PFS Note Pathfinder Society characters may not pay for hirelings as listed in the Core Rulebook. More capable hirelings are available via the Achievement Points system. --- Paid laborers can provide services for you. Unskilled hirelings can perform simple manual labor and are untrained at most skills. Skilled hirelings have expert proficiency in a particular skill. Hirelings are level 0. If a skill check is needed, an untrained hireling has a +0 modifier, while a skilled hireling has a +4 modifier in their area of expertise and +0 for other skill checks. Hirelings’ rates double if they’re going adventuring with you. Hireling (Unskilled) Source Core Rulebook pg. 294 Price 1 sp (per day) Hireling (Skilled) Source Core Rulebook pg. 294 Price 5 sp (per day) ","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-67"},{"skill_mod":{},"summary":"Paid laborers can provide services for you. Unskilled hirelings can perform simple manual labor and are untrained at most skills. Skilled hirelings …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"item_subcategory":"Hirelings","source":["Core Rulebook"],"type":"Item","item_category":"Services","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=67","item_parent_id":"equipment-67","weakness":{},"price":10,"name":"Hireling (Unskilled)","id":"equipment-67-68","text":" Hireling Source Core Rulebook pg. 294 PFS Note Pathfinder Society characters may not pay for hirelings as listed in the Core Rulebook. More capable hirelings are available via the Achievement Points system. --- Paid laborers can provide services for you. Unskilled hirelings can perform simple manual labor and are untrained at most skills. Skilled hirelings have expert proficiency in a particular skill. Hirelings are level 0. If a skill check is needed, an untrained hireling has a +0 modifier, while a skilled hireling has a +4 modifier in their area of expertise and +0 for other skill checks. Hirelings’ rates double if they’re going adventuring with you. Hireling (Unskilled) Source Core Rulebook pg. 294 Price 1 sp (per day) Hireling (Skilled) Source Core Rulebook pg. 294 Price 5 sp (per day) ","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-67-68"},{"skill_mod":{},"summary":"Paid laborers can provide services for you. Unskilled hirelings can perform simple manual labor and are untrained at most skills. Skilled hirelings …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"item_subcategory":"Hirelings","source":["Core Rulebook"],"type":"Item","item_category":"Services","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=67","item_parent_id":"equipment-67","weakness":{},"price":50,"name":"Hireling (Skilled)","id":"equipment-67-69","text":" Hireling Source Core Rulebook pg. 294 PFS Note Pathfinder Society characters may not pay for hirelings as listed in the Core Rulebook. More capable hirelings are available via the Achievement Points system. --- Paid laborers can provide services for you. Unskilled hirelings can perform simple manual labor and are untrained at most skills. Skilled hirelings have expert proficiency in a particular skill. Hirelings are level 0. If a skill check is needed, an untrained hireling has a +0 modifier, while a skilled hireling has a +4 modifier in their area of expertise and +0 for other skill checks. Hirelings’ rates double if they’re going adventuring with you. Hireling (Unskilled) Source Core Rulebook pg. 294 Price 1 sp (per day) Hireling (Skilled) Source Core Rulebook pg. 294 Price 5 sp (per day) ","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-67-69"},{"skill_mod":{},"primary_source":"Core Rulebook","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Services","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=68","weakness":{},"name":"Lodging","id":"equipment-68","text":" Lodging Source Core Rulebook pg. 294 ---\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-68"},{"skill_mod":{},"primary_source":"Core Rulebook","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Services","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=69","weakness":{},"name":"Meals","id":"equipment-69","text":" Meals Source Core Rulebook pg. 294 ---\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-69"},{"skill_mod":{},"primary_source":"Core Rulebook","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Services","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=70","weakness":{},"price":2,"name":"Stabling","id":"equipment-70","text":" Stabling Source Core Rulebook pg. 294 Price 2 cp (per day) ---\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-70"},{"skill_mod":{},"primary_source":"Core Rulebook","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"source":["Core Rulebook"],"type":"Item","item_category":"Services","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=71","weakness":{},"price":1,"name":"Toll","id":"equipment-71","text":" Toll Source Core Rulebook pg. 294 Price 1 cp ---\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-71"},{"skill_mod":{},"summary":"The cost to hire transportation includes standard travel with no amenities. Most transit services provide basic sleeping arrangements, and some …","primary_source":"Core Rulebook","primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"item_subcategory":"Transportation","source":["Core Rulebook"],"type":"Item","item_category":"Services","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=72","weakness":{},"name":"Transportation","id":"equipment-72","text":" Transportation Source Core Rulebook pg. 294 --- The cost to hire transportation includes standard travel with no amenities. Most transit services provide basic sleeping arrangements, and some provide meals at the rates listed on Table 6–14. Arranging transportation into dangerous lands can be more expensive or impossible.\n","bulk":0,"category":"equipment","pfs":"Standard","rarity":"common","slug":"equipment-72"},{"skill_mod":{},"summary":"Spellcasting services, listed on Table 6–15, are uncommon. Having a spell cast for you requires finding a spellcaster who knows and is willing to …","item_child_id":["equipment-73-81","equipment-73-82","equipment-73-83","equipment-73-84","equipment-73-85","equipment-73-86","equipment-73-87","equipment-73-88","equipment-73-89"],"primary_source":"Core Rulebook","trait_group":["Rarity"],"primary_source_category":"Rulebooks","level":0,"source_category":["Rulebooks"],"item_subcategory":"Spellcasting","source":["Core Rulebook"],"type":"Item","item_category":"Services","resistance":{},"speed":{},"url":"/Equipment.aspx?ID=73","weakness":{},"name":"Spellcasting","trait":["Uncommon"],"id":"equipment-73","text":" Spellcasting Source Core Rulebook pg. 294 --- Spellcasting services, listed on Table 6–15, are uncommon. Having a spell cast for you requires finding a spellcaster who knows and is willing to cast it. It’s hard to find someone who can cast higher-level spells, and uncommon spells typically cost at least 100% more, if you can find someone who knows them at all. Spells that take a long time to cast (over 1 minute) usually cost 25% more. You must pay any cost listed in the spell in addition to the Price on the table. Spellcasting (1st level) Source Core Rulebook pg. 294 Price 3 gp (plus any cost required to cast the specific spell) Spellcasting (2nd level) Source Core Rulebook pg. 294 Price 7 gp (plus any cost required to cast the specific spell) Spellcasting (3rd level) Source Core Rulebook pg. 294 Price 18 gp (plus any cost required to cast the specific spell) Spellcasting (4th level) Source Core Rulebook pg. 294 Price 40 gp (plus any cost required to cast the specific spell) Spellcasting (5th level) Source Core Rulebook pg. 294 Price 80 gp (plus any cost required to cast the specific spell) Spellcasting (6th level) Source Core Rulebook pg. 294 Price 160 gp (plus any cost required to cast the specific spell) Spellcasting (7th level) Source Core Rulebook pg. 294 Price 360 gp (plus any cost required to cast the specific spell) Spellcasting (8th level) Source Core Rulebook pg. 294 Price 720 gp (plus any cost required to cast the specific spell) Spellcasting (9th level) Source Core Rulebook pg. 294 Price 1,800 gp (plus any cost required to cast the specific spell) ","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-73"},{"remaster_name":["Spellcasting"],"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Item","item_category":"Services","speed":{},"item_parent_id":"equipment-73","weakness":{},"price":300,"trait":["Uncommon"],"id":"equipment-73-81","text":" Spellcasting Source Core Rulebook pg. 294 --- Spellcasting services, listed on Table 6–15, are uncommon. Having a spell cast for you requires finding a spellcaster who knows and is willing to cast it. It’s hard to find someone who can cast higher-level spells, and uncommon spells typically cost at least 100% more, if you can find someone who knows them at all. Spells that take a long time to cast (over 1 minute) usually cost 25% more. You must pay any cost listed in the spell in addition to the Price on the table. Spellcasting (1st level) Source Core Rulebook pg. 294 Price 3 gp (plus any cost required to cast the specific spell) Spellcasting (2nd level) Source Core Rulebook pg. 294 Price 7 gp (plus any cost required to cast the specific spell) Spellcasting (3rd level) Source Core Rulebook pg. 294 Price 18 gp (plus any cost required to cast the specific spell) Spellcasting (4th level) Source Core Rulebook pg. 294 Price 40 gp (plus any cost required to cast the specific spell) Spellcasting (5th level) Source Core Rulebook pg. 294 Price 80 gp (plus any cost required to cast the specific spell) Spellcasting (6th level) Source Core Rulebook pg. 294 Price 160 gp (plus any cost required to cast the specific spell) Spellcasting (7th level) Source Core Rulebook pg. 294 Price 360 gp (plus any cost required to cast the specific spell) Spellcasting (8th level) Source Core Rulebook pg. 294 Price 720 gp (plus any cost required to cast the specific spell) Spellcasting (9th level) Source Core Rulebook pg. 294 Price 1,800 gp (plus any cost required to cast the specific spell) ","skill_mod":{},"summary":"Spellcasting services, listed on Table 6–15, are uncommon. Having a spell cast for you requires finding a spellcaster who knows and is willing to …","primary_source":"Core Rulebook","trait_group":["Rarity"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Spellcasting","resistance":{},"url":"/Equipment.aspx?ID=73","name":"Spellcasting (1st level)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-73-81"},{"remaster_name":["Spellcasting"],"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Item","item_category":"Services","speed":{},"item_parent_id":"equipment-73","weakness":{},"price":700,"trait":["Uncommon"],"id":"equipment-73-82","text":" Spellcasting Source Core Rulebook pg. 294 --- Spellcasting services, listed on Table 6–15, are uncommon. Having a spell cast for you requires finding a spellcaster who knows and is willing to cast it. It’s hard to find someone who can cast higher-level spells, and uncommon spells typically cost at least 100% more, if you can find someone who knows them at all. Spells that take a long time to cast (over 1 minute) usually cost 25% more. You must pay any cost listed in the spell in addition to the Price on the table. Spellcasting (1st level) Source Core Rulebook pg. 294 Price 3 gp (plus any cost required to cast the specific spell) Spellcasting (2nd level) Source Core Rulebook pg. 294 Price 7 gp (plus any cost required to cast the specific spell) Spellcasting (3rd level) Source Core Rulebook pg. 294 Price 18 gp (plus any cost required to cast the specific spell) Spellcasting (4th level) Source Core Rulebook pg. 294 Price 40 gp (plus any cost required to cast the specific spell) Spellcasting (5th level) Source Core Rulebook pg. 294 Price 80 gp (plus any cost required to cast the specific spell) Spellcasting (6th level) Source Core Rulebook pg. 294 Price 160 gp (plus any cost required to cast the specific spell) Spellcasting (7th level) Source Core Rulebook pg. 294 Price 360 gp (plus any cost required to cast the specific spell) Spellcasting (8th level) Source Core Rulebook pg. 294 Price 720 gp (plus any cost required to cast the specific spell) Spellcasting (9th level) Source Core Rulebook pg. 294 Price 1,800 gp (plus any cost required to cast the specific spell) ","skill_mod":{},"summary":"Spellcasting services, listed on Table 6–15, are uncommon. Having a spell cast for you requires finding a spellcaster who knows and is willing to …","primary_source":"Core Rulebook","trait_group":["Rarity"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Spellcasting","resistance":{},"url":"/Equipment.aspx?ID=73","name":"Spellcasting (2nd level)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-73-82"},{"remaster_name":["Spellcasting"],"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Item","item_category":"Services","speed":{},"item_parent_id":"equipment-73","weakness":{},"price":1800,"trait":["Uncommon"],"id":"equipment-73-83","text":" Spellcasting Source Core Rulebook pg. 294 --- Spellcasting services, listed on Table 6–15, are uncommon. Having a spell cast for you requires finding a spellcaster who knows and is willing to cast it. It’s hard to find someone who can cast higher-level spells, and uncommon spells typically cost at least 100% more, if you can find someone who knows them at all. Spells that take a long time to cast (over 1 minute) usually cost 25% more. You must pay any cost listed in the spell in addition to the Price on the table. Spellcasting (1st level) Source Core Rulebook pg. 294 Price 3 gp (plus any cost required to cast the specific spell) Spellcasting (2nd level) Source Core Rulebook pg. 294 Price 7 gp (plus any cost required to cast the specific spell) Spellcasting (3rd level) Source Core Rulebook pg. 294 Price 18 gp (plus any cost required to cast the specific spell) Spellcasting (4th level) Source Core Rulebook pg. 294 Price 40 gp (plus any cost required to cast the specific spell) Spellcasting (5th level) Source Core Rulebook pg. 294 Price 80 gp (plus any cost required to cast the specific spell) Spellcasting (6th level) Source Core Rulebook pg. 294 Price 160 gp (plus any cost required to cast the specific spell) Spellcasting (7th level) Source Core Rulebook pg. 294 Price 360 gp (plus any cost required to cast the specific spell) Spellcasting (8th level) Source Core Rulebook pg. 294 Price 720 gp (plus any cost required to cast the specific spell) Spellcasting (9th level) Source Core Rulebook pg. 294 Price 1,800 gp (plus any cost required to cast the specific spell) ","skill_mod":{},"summary":"Spellcasting services, listed on Table 6–15, are uncommon. Having a spell cast for you requires finding a spellcaster who knows and is willing to …","primary_source":"Core Rulebook","trait_group":["Rarity"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Spellcasting","resistance":{},"url":"/Equipment.aspx?ID=73","name":"Spellcasting (3rd level)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-73-83"},{"remaster_name":["Spellcasting"],"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Item","item_category":"Services","speed":{},"item_parent_id":"equipment-73","weakness":{},"price":4000,"trait":["Uncommon"],"id":"equipment-73-84","text":" Spellcasting Source Core Rulebook pg. 294 --- Spellcasting services, listed on Table 6–15, are uncommon. Having a spell cast for you requires finding a spellcaster who knows and is willing to cast it. It’s hard to find someone who can cast higher-level spells, and uncommon spells typically cost at least 100% more, if you can find someone who knows them at all. Spells that take a long time to cast (over 1 minute) usually cost 25% more. You must pay any cost listed in the spell in addition to the Price on the table. Spellcasting (1st level) Source Core Rulebook pg. 294 Price 3 gp (plus any cost required to cast the specific spell) Spellcasting (2nd level) Source Core Rulebook pg. 294 Price 7 gp (plus any cost required to cast the specific spell) Spellcasting (3rd level) Source Core Rulebook pg. 294 Price 18 gp (plus any cost required to cast the specific spell) Spellcasting (4th level) Source Core Rulebook pg. 294 Price 40 gp (plus any cost required to cast the specific spell) Spellcasting (5th level) Source Core Rulebook pg. 294 Price 80 gp (plus any cost required to cast the specific spell) Spellcasting (6th level) Source Core Rulebook pg. 294 Price 160 gp (plus any cost required to cast the specific spell) Spellcasting (7th level) Source Core Rulebook pg. 294 Price 360 gp (plus any cost required to cast the specific spell) Spellcasting (8th level) Source Core Rulebook pg. 294 Price 720 gp (plus any cost required to cast the specific spell) Spellcasting (9th level) Source Core Rulebook pg. 294 Price 1,800 gp (plus any cost required to cast the specific spell) ","skill_mod":{},"summary":"Spellcasting services, listed on Table 6–15, are uncommon. Having a spell cast for you requires finding a spellcaster who knows and is willing to …","primary_source":"Core Rulebook","trait_group":["Rarity"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Spellcasting","resistance":{},"url":"/Equipment.aspx?ID=73","name":"Spellcasting (4th level)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-73-84"},{"remaster_name":["Spellcasting"],"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Item","item_category":"Services","speed":{},"item_parent_id":"equipment-73","weakness":{},"price":8000,"trait":["Uncommon"],"id":"equipment-73-85","text":" Spellcasting Source Core Rulebook pg. 294 --- Spellcasting services, listed on Table 6–15, are uncommon. Having a spell cast for you requires finding a spellcaster who knows and is willing to cast it. It’s hard to find someone who can cast higher-level spells, and uncommon spells typically cost at least 100% more, if you can find someone who knows them at all. Spells that take a long time to cast (over 1 minute) usually cost 25% more. You must pay any cost listed in the spell in addition to the Price on the table. Spellcasting (1st level) Source Core Rulebook pg. 294 Price 3 gp (plus any cost required to cast the specific spell) Spellcasting (2nd level) Source Core Rulebook pg. 294 Price 7 gp (plus any cost required to cast the specific spell) Spellcasting (3rd level) Source Core Rulebook pg. 294 Price 18 gp (plus any cost required to cast the specific spell) Spellcasting (4th level) Source Core Rulebook pg. 294 Price 40 gp (plus any cost required to cast the specific spell) Spellcasting (5th level) Source Core Rulebook pg. 294 Price 80 gp (plus any cost required to cast the specific spell) Spellcasting (6th level) Source Core Rulebook pg. 294 Price 160 gp (plus any cost required to cast the specific spell) Spellcasting (7th level) Source Core Rulebook pg. 294 Price 360 gp (plus any cost required to cast the specific spell) Spellcasting (8th level) Source Core Rulebook pg. 294 Price 720 gp (plus any cost required to cast the specific spell) Spellcasting (9th level) Source Core Rulebook pg. 294 Price 1,800 gp (plus any cost required to cast the specific spell) ","skill_mod":{},"summary":"Spellcasting services, listed on Table 6–15, are uncommon. Having a spell cast for you requires finding a spellcaster who knows and is willing to …","primary_source":"Core Rulebook","trait_group":["Rarity"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Spellcasting","resistance":{},"url":"/Equipment.aspx?ID=73","name":"Spellcasting (5th level)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-73-85"},{"remaster_name":["Spellcasting"],"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Item","item_category":"Services","speed":{},"item_parent_id":"equipment-73","weakness":{},"price":16000,"trait":["Uncommon"],"id":"equipment-73-86","text":" Spellcasting Source Core Rulebook pg. 294 --- Spellcasting services, listed on Table 6–15, are uncommon. Having a spell cast for you requires finding a spellcaster who knows and is willing to cast it. It’s hard to find someone who can cast higher-level spells, and uncommon spells typically cost at least 100% more, if you can find someone who knows them at all. Spells that take a long time to cast (over 1 minute) usually cost 25% more. You must pay any cost listed in the spell in addition to the Price on the table. Spellcasting (1st level) Source Core Rulebook pg. 294 Price 3 gp (plus any cost required to cast the specific spell) Spellcasting (2nd level) Source Core Rulebook pg. 294 Price 7 gp (plus any cost required to cast the specific spell) Spellcasting (3rd level) Source Core Rulebook pg. 294 Price 18 gp (plus any cost required to cast the specific spell) Spellcasting (4th level) Source Core Rulebook pg. 294 Price 40 gp (plus any cost required to cast the specific spell) Spellcasting (5th level) Source Core Rulebook pg. 294 Price 80 gp (plus any cost required to cast the specific spell) Spellcasting (6th level) Source Core Rulebook pg. 294 Price 160 gp (plus any cost required to cast the specific spell) Spellcasting (7th level) Source Core Rulebook pg. 294 Price 360 gp (plus any cost required to cast the specific spell) Spellcasting (8th level) Source Core Rulebook pg. 294 Price 720 gp (plus any cost required to cast the specific spell) Spellcasting (9th level) Source Core Rulebook pg. 294 Price 1,800 gp (plus any cost required to cast the specific spell) ","skill_mod":{},"summary":"Spellcasting services, listed on Table 6–15, are uncommon. Having a spell cast for you requires finding a spellcaster who knows and is willing to …","primary_source":"Core Rulebook","trait_group":["Rarity"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Spellcasting","resistance":{},"url":"/Equipment.aspx?ID=73","name":"Spellcasting (6th level)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-73-86"},{"remaster_name":["Spellcasting"],"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Item","item_category":"Services","speed":{},"item_parent_id":"equipment-73","weakness":{},"price":36000,"trait":["Uncommon"],"id":"equipment-73-87","text":" Spellcasting Source Core Rulebook pg. 294 --- Spellcasting services, listed on Table 6–15, are uncommon. Having a spell cast for you requires finding a spellcaster who knows and is willing to cast it. It’s hard to find someone who can cast higher-level spells, and uncommon spells typically cost at least 100% more, if you can find someone who knows them at all. Spells that take a long time to cast (over 1 minute) usually cost 25% more. You must pay any cost listed in the spell in addition to the Price on the table. Spellcasting (1st level) Source Core Rulebook pg. 294 Price 3 gp (plus any cost required to cast the specific spell) Spellcasting (2nd level) Source Core Rulebook pg. 294 Price 7 gp (plus any cost required to cast the specific spell) Spellcasting (3rd level) Source Core Rulebook pg. 294 Price 18 gp (plus any cost required to cast the specific spell) Spellcasting (4th level) Source Core Rulebook pg. 294 Price 40 gp (plus any cost required to cast the specific spell) Spellcasting (5th level) Source Core Rulebook pg. 294 Price 80 gp (plus any cost required to cast the specific spell) Spellcasting (6th level) Source Core Rulebook pg. 294 Price 160 gp (plus any cost required to cast the specific spell) Spellcasting (7th level) Source Core Rulebook pg. 294 Price 360 gp (plus any cost required to cast the specific spell) Spellcasting (8th level) Source Core Rulebook pg. 294 Price 720 gp (plus any cost required to cast the specific spell) Spellcasting (9th level) Source Core Rulebook pg. 294 Price 1,800 gp (plus any cost required to cast the specific spell) ","skill_mod":{},"summary":"Spellcasting services, listed on Table 6–15, are uncommon. Having a spell cast for you requires finding a spellcaster who knows and is willing to …","primary_source":"Core Rulebook","trait_group":["Rarity"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Spellcasting","resistance":{},"url":"/Equipment.aspx?ID=73","name":"Spellcasting (7th level)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-73-87"},{"remaster_name":["Spellcasting"],"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Item","item_category":"Services","speed":{},"item_parent_id":"equipment-73","weakness":{},"price":72000,"trait":["Uncommon"],"id":"equipment-73-88","text":" Spellcasting Source Core Rulebook pg. 294 --- Spellcasting services, listed on Table 6–15, are uncommon. Having a spell cast for you requires finding a spellcaster who knows and is willing to cast it. It’s hard to find someone who can cast higher-level spells, and uncommon spells typically cost at least 100% more, if you can find someone who knows them at all. Spells that take a long time to cast (over 1 minute) usually cost 25% more. You must pay any cost listed in the spell in addition to the Price on the table. Spellcasting (1st level) Source Core Rulebook pg. 294 Price 3 gp (plus any cost required to cast the specific spell) Spellcasting (2nd level) Source Core Rulebook pg. 294 Price 7 gp (plus any cost required to cast the specific spell) Spellcasting (3rd level) Source Core Rulebook pg. 294 Price 18 gp (plus any cost required to cast the specific spell) Spellcasting (4th level) Source Core Rulebook pg. 294 Price 40 gp (plus any cost required to cast the specific spell) Spellcasting (5th level) Source Core Rulebook pg. 294 Price 80 gp (plus any cost required to cast the specific spell) Spellcasting (6th level) Source Core Rulebook pg. 294 Price 160 gp (plus any cost required to cast the specific spell) Spellcasting (7th level) Source Core Rulebook pg. 294 Price 360 gp (plus any cost required to cast the specific spell) Spellcasting (8th level) Source Core Rulebook pg. 294 Price 720 gp (plus any cost required to cast the specific spell) Spellcasting (9th level) Source Core Rulebook pg. 294 Price 1,800 gp (plus any cost required to cast the specific spell) ","skill_mod":{},"summary":"Spellcasting services, listed on Table 6–15, are uncommon. Having a spell cast for you requires finding a spellcaster who knows and is willing to …","primary_source":"Core Rulebook","trait_group":["Rarity"],"level":0,"source_category":["Rulebooks"],"item_subcategory":"Spellcasting","resistance":{},"url":"/Equipment.aspx?ID=73","name":"Spellcasting (8th level)","bulk":0,"category":"equipment","pfs":"Standard","rarity":"uncommon","slug":"equipment-73-88"},{"remaster_name":["Spellcasting"],"primary_source_category":"Rulebooks","source":["Core Rulebook"],"type":"Item","item_category":"Services","speed":{},"item_parent_id":"equipment-73","weakness":{},"price":180000,"trait":["Uncommon"],"id":"equipment-73-89","text":" Spellcasting Source Core Rulebook pg. 294 --- Spellcasting services, listed on Table 6–15, are uncommon. Having a spell cast for you requires finding a spellcaster who knows and is willing to cast it. It’s hard to find someone who can cast higher-level spells, and uncommon spells typically cost at least 100% more, if you can find someone who knows them at all. Spells that take a long time to cast (over 1 minute) usually cost 25% more. You must pay any cost listed in the spell in addition to the Price on the table. Spellcasting (1st level) Source Core Rulebook pg. 294 Price 3 gp (plus any cost required to cast the specific spell) Spellcasting (2nd level) Source Core Rulebook pg. 294 Price 7 gp (plus any cost required to cast the specific spell) Spellcasting (3rd level) Source Core Rulebook pg. 294 Price 18 gp (plus any cost required to cast the specific spell) Spellcasting (4th level) Source Core Rulebook pg. 294 Price 40 gp (plus any cost required to cast the specific spell) Spellcasting (5th level) Source Core Rulebook pg. 294 Price 80 gp (plus any cost required to cast the specific spell)