OGF Main | Info | SRD | EQUIPMENT II

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GOODS AND SERVICES

Weights for all the items listed on Table: Goods and Services are their filled weights (except where otherwise designated).

Table: Goods and Services

Adventuring Gear
Item				Cost	Weight
----				----	------
Acid (flask)			20 gp	1 1/4 lb.
Alchemist’s fire (flask)	NA	*
Antitoxin (vial)		50 sp	*
Backpack (empty)		6 cp	1 lb.
Barrel (empty)			2 sp	30 lb.
Basket (empty)			12 cp	1 lb.
Bedroll				1 sp	5 lb.
Bell				2 cp	*
Blanket, light			5 cp	2.5 lb.
Blanket, heavy			8 cp	8 lb.
Block and tackle		7 sp	35 lb.
Bottle, wine, glass		24 cp	1/2 lb.
Bucket (empty)			3 cp	2 lb.
Caltrops (80)			1 cp	2 lb.
Candle, tallow (12)		1 cp	*
Candle, wax (1)			1 sp	*
Canvas (sq. yd.)		1 sp	3 lb.
Case, map or scroll		1 sp	1 lb.
Chain (10 ft.)			20 sp	25 lb.
Chalk, 100 pieces		1 cp	*
Chest (empty)			1 sp	15 lb.
Crowbar, heavy			24 cp	5 lb.
Firewood (per day)		1 cp	20 lb.	[CHECK]
Fishhooks (16)			1 cp	*
Fishing net, 25 sq. ft.		5 sp	5 lb.
Flask				2 cp	*
Flint and steel			1 sp	*
Grappling hook			1 sp	5 lb.
Hammer, carpenter's		1 cp	2 lb.
Ink (1 oz. vial)		3 cp	*
Inkpen				3 cp	*
Jug, clay, 1 gallon		1 cp	2 lb.
Ladder, 12-foot 		15 cp	35 lb.
Lamp, common			15 cp	1 lb.
Lock
Simple				2 sp	3 lb.
Average				4 sp	3 lb.
Good				8 sp	3 lb.
Amazing				15 sp	4 lb.
Manacles			15 sp	2 lb.
Manacles, masterwork		50 sp	2 lb.
Mill, Hand			1 sp	5 lb.
Mirror, 5" bronze hand 		1 sp	2 lb.
Mug/tankard, clay		1/2 cp	1/2 lb.
Oil (1-pint flask)		3 cp	1/2 lb.
Paper (sheet)			1 sp	*
Parchment (30"x40" sheet)	20 cp	*
Pick, miner's			2 cp	12 lb.
Pitcher, clay			15 cp	2 lb.
Piton				1 sp	1/2 lb.
Pole, 10-foot			2 sp	8 lb.
Pot, bronze			5 sp	10 lb.		[CHECK]
Pouch, belt			1 sp	3 lb.
Ram, portable			10 sp	20 lb.
Rations, trail(per day)		5 cp	2 lb.
Rope, hemp (50 ft.)		2 cp	8 lb.
Rope, silk (50 ft.)		10 gp	5 lb.
Sack (empty)			2 cp	1/2 lb.
Sealing wax			5 gp	1 lb.
Sewing needle			4 cp	*
Signal whistle			1 sp	**
Signet ring‡			8 sp+	*
Sledge				4 sp	10 lb.
Soap 				4 cp	1 lb.
Spade or shovel			5 cp	4.5 lb.
Tent, 2-man leather 5x6x4'	15 sp	60 lb.
Torch				1/30 cp	1 lb.
Vial, ink or potion		2 sp	*
Waterskin			3 cp	4 lb.
Whetstone			2 cp	1 lb.

Containers and Carriers
Dry Goods (empty)
Item			Cost	Weight	Holds or Carries
----			----	------	----------------
Backpack		6 cp	1 lb.	1 cu. ft.
Barrel			2 sp	30 lb.	3 cu. ft. (25 gallons)
Basket			12 cp	1 lb.	2 cu ft.
Bucket, leather		3 cp	2 lb.	5/8 cu ft. (5 gallons)
Chest, wood&leather	1 sp	15 lb.	2 cu. ft.
Pouch, belt		1 sp	1/2 lb.	1/5 cu. ft.
Sack			2 cp	1/2 lb.	5 cu. ft.
Saddlebags		5 sp	3.5 lb.	5 cu. ft.
Spell component pouch	5 sp	1/4 lb.	1/8 cu. ft.

Liquids 
Item			Cost	Weight	Holds or Carries
----			----	------	----------------
Bottle, wine, glass	24 cp	1/2 lb.	1 quart
Flask			12 cp	*	1 pint
Jug, clay		1 cp	2 lb.	1 gallon
Mug/tankard, clay	1 cp	1/2 lb.	1 pint
Pitcher, clay		15 cp	2 lb.	1/2 gallon
Pot, bronze		3 sp	2 lb.	1 gallon	[CHECK]
Vial,ink or potion	2 sp	*	1 ounce
Waterskin		3 cp	*	1/2 gallon

*No weight worth noting.

When full, add the following weight:

1 lb.	1 pint
2 lb.	1 quart
8 lb.	1 gallon
60 lb.	1 cubic foot (or 1 bushel)

Adventuring Gear

Acid: Throw a flask of acid as a grenadelike weapon.

Alchemist's Fire: Alchemist's fire is a sticky, adhesive substance that ignites when exposed to air. Throw a flask of alchemist's fire as a grenadelike weapon.

On the round following a direct hit, the target takes an additional 1d6 points of damage. The target can take a full-round action to attempt to extinguish the flames before taking this additional damage. It takes a successful Reflex saving throw (DC 15) to extinguish the flames. Rolling on the ground allows the character a +2 bonus. Leaping into a lake or magically extinguishing the flames automatically smothers the flames.

Antitoxin: After drinking antitoxin, a character gets a +5 alchemical bonus on all Fortitude saving throws against poison for 1 hour.

Caltrops: Caltrops resemble large metal jacks with sharpened points rather than balls on the ends of their arms. They are essentially metal spikes designed so that one point is always facing up. Scatter them on the ground in the hope that enemies step on them or are at least forced to slow down to avoid them. One bag of caltrops (the 2-pound unit listed on Table: Goods and Services) covers an area 5 feet square. Each time a creature moves into an area covered by caltrops (or spends a round fighting while standing in such an area), the creature may step on one. The caltrops make an attack roll (base attack bonus +0) against the creature. For this attack, the creature's shield, armor, and deflection bonus do not count. (Deflection averts blows as they approach, but it does not prevent a character from touching something dangerous.) If the creature is wearing shoes or other footwear, it gets a +2 armor bonus to AC. If the caltrops succeed at the attack, the creature has stepped on one. The caltrop deals 1 point of damage, and the creature's speed is reduced by one-half because its foot is wounded. This movement penalty lasts for 1 day, until the creature is successfully treated with the Heal skill (DC 15), or until it receives at least 1 point of magical curing. A charging or running creature must immediately stop if it steps on a caltrop. Any creature moving at half speed or slower can pick its way through a bed of caltrops with no trouble.

The DM judges the effectiveness of caltrops against unusual opponents.

Candle: A candle clearly illuminates a 5-foot radius and burns for 2 hours (tallow) or 4 hours (wax).

Chain: Chain has a hardness of 10 and 5 hit points. It can be burst with a Strength check (DC 26).

Flask: A ceramic, glass, or metal container fitted with a tight stopper. It holds 1 pint of liquid.

Flint and Steel: Striking the steel and flint together creates sparks. By knocking sparks into tinder, a character can create a small flame. Lighting a torch with flint and steel is a full-round action, and lighting any other fire with them takes at least that long.

Ink: This is black ink. Ink in other colors costs twice as much.

Jug, Clay: A basic ceramic jug fitted with a stopper. It holds 1 gallon of liquid.

Lamp, Common: A lamp clearly illuminates things in a 15-foot radius and burns for 6 hours on a pint of oil. It burns with a more even flame than a torch but uses an open flame and can spill easily, making it too dangerous for most adventuring. A lamp can be carried in one hand.

Lock: A lock is worked with a large, bulky key. The DC to open this kind of lock with the Open Locks skill depends on the lock's quality: very simple (DC 20), average (DC 25), good (DC 30), amazingly good (DC 40).

Manacles and Manacles, Masterwork: These manacles can bind a Medium-size creature. The manacled character can use the Escape Artist skill to slip free (DC 30, or DC 35 for masterwork manacles). To break the manacles requires success at a Strength check (DC 26, or DC 28 for masterwork manacles). Manacles have a hardness of 10 and 10 hit points. Most manacles have locks; add the cost of the lock to the cost of the manacles.

For the same price, one can buy manacles for Small creatures. For Large creatures, manacles cost ten times this amount, and for Huge creatures, one hundred times this amount. Gargantuan, Colossal, Tiny, Diminutive, and Fine creatures can only be held by specially made manacles.

Oil: A pint of oil burns for 6 hours in a lamp. Use a flask of oil as a grenadelike weapon. Use the rules for alchemist's fire, except that it takes a full-round action to prepare a flask with a fuse. Once it is thrown, there is only a 50% chance that the flask ignites successfully.

A pint of oil poured on the ground covers an area 5 feet square (provided the surface is smooth). If lit, the oil burns for 2 rounds and deals 1d3 points of damage to each creature in the area.

Piton: When a wall doesn't offer handholds and footholds, a climber can make his or her own. A piton is a metal spike with an eye through which a rope can be looped.

Ram, Portable: This metal-shod wooden beam is the perfect tool for battering down doors. Not only does it provide a +2 circumstance bonus on a Strength check to break open a door, but it allows a second person to help without having to roll, adding another +2 to the check.

Rope, Hemp: This rope has 2 hit points and can be burst with a successful Strength check (DC 23).

Rope, Silk: This rope has 4 hit points and can be burst with a successful Strength check (DC 24). It is so supple that it adds a +2 circumstance bonus to Use Rope checks.

Tent: This simple tent sleeps two.

Torch: A wooden rod capped with twisted flax soaked in tallow or a similar item. A torch clearly illuminates a 20-foot radius and burns for 1 hour.

Vial: A ceramic, glass, or metal vial fitted with a tight stopper. The stoppered container usually is no more than 1 inch wide and 3 inches high. It holds 1 ounce of liquid.

 

Spells for Hire
Spells				Cost
------				----
Spells
 0-level			Caster level X 5 sp
 1st-level			Caster level X 10 sp
 2nd-level			Caster level X 20 sp
 3rd-level			Caster level X 30 sp
 4th-level			Caster level X 40 sp
 5th-level			Caster level X 50 sp
 6th-level			Caster level X 60 sp
 7th-level			Caster level X 70 sp
 8th-level			Caster level X 80 sp
 9th-level			Caster level X 90 sp

Spell: This is how much it costs to get a spellcaster to cast a spell for hire. This cost assumes that a character can go to the spellcaster and have the spell cast at her convenience.

The cost listed is for a spell with no cost for a material component or focus component and no XP cost. If the spell includes a material component, add the cost of the component to the cost of the spell. If the spell requires a focus component (other than a divine focus), add 1/10 the cost of the focus to the cost of the spell. If the spell requires an XP cost, add 5 sp per XP lost.

Class Tools and Skill Kits
Item				Cost	Weight
----				----	------
Alchemist's lab			500 sp	40 lb.
Artisan's tools			5 sp	5 lb.
Artisan's tools, masterwork	55 sp	5 lb.
Climber's kit			80 sp	5 lb.
Disguise kit			50 sp	8 lb.
Healer's kit			50 sp	1 lb.
Holly and mistletoe		-	*
Holy symbol, wooden		1 sp	**
Holy symbol, silver		10 gp	1 lb.
Tool, masterwork		+50 sp	*
Musical instrument, common	1 gp	3 lb.
Musical instrument, masterwork	100 gp	3 lb.
Scale, merchant's		14 sp	15 lbs.
Spell component pouch		5 gp	3 lb.
Spellbook, wizard's (blank)	15 gp	3 lb.
Thieves' tools			3 sp	1 lb.
Thieves' tools, masterwork	10 sp	2 lb.

Alchemist's Lab: This includes beakers, bottles, mixing and measuring equipment and a miscellany of chemicals and substances. This is the perfect tool for the job and so adds a +2 circumstance bonus to Alchemy checks, but it has no bearing on the costs related to the Alchemy skill. Without this lab, a character with the Alchemy skill is assumed to have enough tools to use the skill but not enough to get the +2 bonus that the lab provides.

Artisan's Tools: This is the set of special tools needed for any craft. Without these tools, a character has to use improvised tools (-2 penalty on the Craft check) if the job can be done at all.

Artisan's Tools, Masterwork: As artisan's tools, but these are the perfect tools for the job, so the character gets a +2 circumstance bonus on the Craft check.

Climber's Kit: Special pitons, boot tips, gloves, and a harness that aids in all sorts of climbing. This is the perfect tool for climbing and provides a +2 circumstance bonus to Climb checks.

Disguise Kit: A bag containing cosmetics, hair dye, and small physical props. This is the perfect tool for disguise and adds a +2 circumstance bonus to Disguise checks. It's exhausted after ten uses.

Healer's Kit: This kit is full of herbs, salves, bandages and other useful materials. It is the perfect tool for anyone attempting a Heal check. It adds a +2 circumstance bonus to the check. It's exhausted after ten uses.

Holly and Mistletoe: Sprigs of holly and mistletoe are used by druids as the default divine focus for druid spells. Holly and mistletoe plants are easily found in wooded areas by druids, and sprigs from them are harvested essentially for free.

Holy Symbol, Silver or Wooden: A holy symbol focuses positive energy. Clerics use them as the focuses for their spells and as tools for turning undead. Each religion has its own holy symbol, and a sun symbol is the default holy symbol for clerics not associated with any particular religion.

A silver holy symbol works no better than a wooden one, but it serves as a mark of status for the wielder.

Unholy Symbols: An unholy symbol is like a holy symbol except that it focuses negative energy and is used by evil clerics (or by neutral clerics who want to cast evil spells or command undead). A skull is the default unholy symbol for clerics not associated with any particular religion.

Musical Instrument, Common or Masterwork: Popular instruments include drums, harps, lutes, and lyres. A masterwork instrument is of superior make. It adds a +2 circumstance bonus to Perform checks and serves as a mark of status.

Scale, Merchant's: This scale includes a balance and pans and a suitable assortment of weights. A scale grants a +2 circumstance bonus to Appraise checks involving items that are valued by weight, including anything made of precious metals.

Spell Component Pouch: A small, watertight leather belt pouch with many small compartments. A spellcaster with a spell component pouch is assumed to have all the material components and focuses she needs except those that have a listed cost, divine focuses, or focuses that wouldn’t fit in a pouch (such as the natural pool that a druid needs to look into to cast scrying).

Spellbook, Wizard’s (Blank): A long parchment scroll that serves as a wizard’s reference. A spellbook can hold 50 levels of spells (0-level spells count as 1/2). Papyrus can be used instead, halving the weight, but is very vulnerable to getting wet. Some wizards record their spells in other forms, but have something of similar weight and cost.

Thieves' Tools: These are the tools needed to use the Disable Device and Open Lock skills. The kit includes one or more skeleton keys, long metal picks and pries, a long-nosed clamp, a small hand saw, and a small wedge and hammer. Without these tools, a character will have to improvise tools, and suffer a -2 circumstance penalty on Disable Device and Open Locks checks.

Thieves' Tools, Masterwork: This kit contains extra tools and tools of better make, granting a +2 circumstance bonus on Disable Device and Open Lock checks.

Tool, Masterwork: This well-made item is the perfect tool for the job and adds a +2 circumstance bonus to a related skill check (if any). Bonuses provided by multiple masterwork items used toward the same skill check do not stack.

Clothing

Item			Cost	Weight	[CHECK]
----			----	------
Artisan's outfit	1 sp	4 lb.
Cleric's vestments	5 sp	6 lb.
Cold weather outfit	8 sp	7 lb.
Courtier's outfit	30 sp	6 lb.
Entertainer's outfit	3 sp	4 lb.
Explorer's outfit	10 sp	8 lb.
Monk's outfit		5 sp	2 lb.
Noble's outfit		75 sp	10 lb.
Peasant's outfit	3 cp	2 lb.
Royal outfit		200 sp	15 lb.
Scholar's outfit	5 sp	6 lb.
Traveler's outfit	1 sp	5 lb.

Artisan's Outfit: A shirt with buttons, a skirt or pants with a drawstring, shoes, and perhaps a cap or hat. This outfit may include a belt or a leather or cloth apron for carrying tools.

Cleric's Vestments: Ecclesiastical clothes for performing priestly functions, not for adventuring.

Cold Weather Outfit: A wool coat, linen shirt, wool cap, heavy cloak, thick pants or skirt, and boots. When wearing a cold weather outfit, add a +5 circumstance bonus to Fortitude saving throws against exposure to cold weather.

Courtier's Outfit: Fancy, tailored clothes in whatever fashion happens to be the current style in the courts of the nobles. Anyone trying to influence nobles or courtiers while wearing street dress will have a hard time of it. Without jewelry (costing perhaps an additional 50 gp), the character will look like an out-of-place commoner.

Entertainer's Outfit: A set of flashy, perhaps even gaudy, clothes for entertaining. While the outfit looks whimsical, its practical design lets a character tumble, dance, walk a tightrope, or just run (if the audience turns ugly).

Explorer's Outfit: This is a full set of clothes for someone who never knows what to expect. It includes sturdy boots, leather breeches or a skirt, a belt, a shirt (perhaps with a vest or jacket), gloves, and a cloak. Rather than a leather skirt, a
leather overtunic may be worn instead over a cloth skirt. The clothes have plenty of pockets (especially the cloak). The outfit also includes any extra items a character might need, such as a scarf or a wide-brimmed hat.

Monk's Outfit: This simple outfit includes sandals, loose breeches, and a loose shirt, and is all bound together with sashes. Though it looks casual, the outfit is designed to give a character maximum mobility, and it's made of high-quality fabric. A monk can hide small weapons in pockets hidden in the folds, and the sashes are strong enough to serve as short ropes. Depending on the monk's style, the outfit may be decorated with designs that indicate lineage or philosophical outlook.

Noble's Outfit: This set of clothes is designed specifically to be expensive and to show it. Precious metals and gems are worked into the clothing. To fit into the noble crowd, every would-be noble also needs a signet ring (see Adventuring Gear above) and jewelry (worth at least 100 gp, or at least appearing to be worth that much). And it would be advisable to not show up to a ball in the same noble's outfit twice.

Peasant's Outfit: A loose shirt and baggy breeches, or a loose shirt and skirt or overdress. Cloth wrappings are used for shoes.

Royal Outfit: This is just the clothes, not the royal scepter, crown, ring, and other accoutrements. Royal clothes are ostentatious, with gems, gold, silk, and fur in abundance.

Scholar's Outfit: A robe, a belt, a cap, soft shoes, and possibly a cloak.

Traveler's Outfit: Boots, a wool skirt or breeches, a sturdy belt, a shirt (perhaps with a vest or jacket), and an ample cloak with a hood.

Food, Drink, and Lodging

Item				Cost	Weight
----				----	------
Ale
	Gallon			1/2 cp	8 lb.
	Mug			1/16 cp	1 lb.
Banquet (per person)		10 sp	-		[CHECK]
Bread, per loaf			1/8 cp	1 lb.
Cheese, hunk of			1/4 cp	1 lb.
Inn stay (per day)
	Good			1 cp	-
	Common			1/2 cp	-
	Poor			1/3 cp	-
Meals (per day)
	Good			1 cp	-
	Common			1/2 cp	-
	Poor			1/4 cp	-
Meat, chunk of			1 cp	1 lb.
Rations, trail(per day)		1/2 sp	1 lb.		[CHECK]
Wine
	Common (pitcher)	1 cp	6 lb.
	Fine (bottle)		3 cp+	1 1/2 lb.

Inn: Poor accommodations at an inn amount to a place on the floor near the hearth, plus the use of a blanket. Common accommodations are a place on a raised, unheated floor, the use of a blanket and a pillow, and the presence of a higher class of company. Good accommodations are a small, private room with one bed, some amenities, and a covered chamber pot in the corner.

Meals: Poor meals might be composed of bread, baked turnips, onions, and water. Common meals might consist of bread, chicken stew (easy on the chicken), carrots, and watered-down ale or wine. Good meals might be composed of bread and pastries, beef, peas, and ale or wine.

Mounts and Related Gear

Item				Cost	Weight
----				----	------
Bit and bridle			15 sp	2 lb.
Cart				4 gp	350 lb.
Dog, riding			150 sp	-
Donkey or mule			3 gp	-
Feed (per day)			2 cp	10 lb.
Horse, light			45 sp	-
Pony				40 sp	-
Warhorse, light			20 gp	-
Warpony				20 gp	-
Saddle, Pack			10 sp	7 lb.
Saddlebags			5 sp	4 lb.
Sled				4 gp	350 lb.
Stabling (per day)		3 cp	-
Wagon				6 gp	600 lb.

*No weight worth noting.
**Ten of these items together weigh 1 pound.

Hauling Vehicles

Item	Cost	Weight	Holds or Carries
----	----	------	----------------
Cart	4 gp	350 lb.	1/2 ton
Sled	4 gp	350 lb.	1200 pounds
Wagon	6 gp	400 lb.	1200 pounds

No barding, stirrups, or saddles exist.

Cart: A two-wheeled vehicle drawn by a single horse (or other beast of burden). It comes with a harness.

Dog, Riding: This Medium-size dog is specially trained to carry a Small humanoid rider (and not a dwarf). It is brave in combat like a warhorse. No damage is taken when falling from a riding dog.

Donkey or Mule: The best pack animal around, a donkey or mule is stolid in the face of danger, hardy, sure-footed, and capable of carrying heavy loads over vast distances. Unlike horses, they're willing (though not eager) to enter dungeons and other strange or threatening places.

Feed: Horses, donkeys, mules, and ponies can graze to sustain themselves, but providing feed for them (such as oats) is much better because it provides a more concentrated form of energy, especially if the animal is exerting itself. Riding dogs must be fed some meat, which may cost more or less than the given amount.

Saddle, Pack: A pack saddle holds gear and supplies, not a rider. A pack saddle holds as much gear as the mount can carry.

Sled: This is a wagon on runners for moving through snow and over ice. In general, two horses (or other beasts of burden) draw it. It comes with the harness needed to pull it.

Stabling: Includes a stable, feed, and grooming.

Wagon: This is a four-wheeled, open vehicle for transporting heavy loads. In general, two horses (or other beasts of burden) draw it. It comes with the harness needed to pull it.

Transportation
[CHECK]
Item			Cost
----			----
Ship's passage		3 cp per mile
Messenger		1 cp per 5 miles
Teleportation		Varies*
Road or gate toll	1/10 cp

Ship's Passage: Most ships do not specialize in passengers, but many have the capability to take a few along when transporting cargo.

Messenger: This entry includes horse-riding messengers and runners. Those willing to carry a message to a place they were going anyway (a crew member on a ship, for example) may ask for half the listed amount.

Teleportation: The cost to be teleported is based on caster level, although the customer will have to pay double because the caster will need to teleport herself back. Further, some casters will charge as much as double to teleport into a dangerous area.

Road or Gate Toll: A toll is sometimes charged to cross a well-trodden, well-kept, and well-guarded road to pay for patrols on it and its upkeep. Occasionally, large, walled cities charge a toll to enter or exit the city (sometimes just to enter the city).

OGF Main | Info | SRD | EQUIPMENT II