Miscellaneous Equipment
While these items don't cover every possible item you may need, they should cover most of the useful ones. If any equipment is needed from the regular Pathfinder rules, it is available at the normal cost...although finding magical and alchemical items might not always be simple.
Surveilance Gear
Binoculars - Standard - Rangefinder Metal Detector Night Vision Goggles |
Weight
2 lbs 3 lbs 10 lbs 5 lbs |
Cost
50 500 750 1000 |
Binoculars: Binoculars are useful for watching opponents, wild game, and sporting events from a long distance.
Standard: Standard binoculars reduce the range penalty for Spot checks to –1 for every 50 feet (instead of –1 for every 10 feet). Using binoculars for Spot checks takes five times as long as making the check unaided.
Rangefnding: In addition to the beneft of standard binoculars, rangefnding binoculars include a digital readout that indicates the exact distance to the object on which they are focused
Standard: Standard binoculars reduce the range penalty for Spot checks to –1 for every 50 feet (instead of –1 for every 10 feet). Using binoculars for Spot checks takes five times as long as making the check unaided.
Rangefnding: In addition to the beneft of standard binoculars, rangefnding binoculars include a digital readout that indicates the exact distance to the object on which they are focused
Metal Detector: Tis hand-held device provides a +10 equipment bonus on all Perception checks involving metal objects.
Night Vision Goggles: Night vision goggles use passive light gathering to improve vision in near-dark conditions. Tey grant the user the ability to see in darkness, also called darkvision (range 120 f.)—but because of the restricted field of view and lack of depth perception these goggles provide, they impose a –4
penalty on all Perception checks made by someone wearing them.
Night vision goggles must have at least a little light to operate. A cloudy night provides sufficient ambient light, but a pitch-black cave or a sealed room doesn’t. For situations of total darkness, the goggles come with an infrared illumination that, when switched on, operates like a standard flashlight whose light is visible only to the wearer (or anyone else wearing night vision goggles).
penalty on all Perception checks made by someone wearing them.
Night vision goggles must have at least a little light to operate. A cloudy night provides sufficient ambient light, but a pitch-black cave or a sealed room doesn’t. For situations of total darkness, the goggles come with an infrared illumination that, when switched on, operates like a standard flashlight whose light is visible only to the wearer (or anyone else wearing night vision goggles).
Professional Gear
Bolt Cutter Demolition Kit Duct Tape Electrical Tool Kit - Basic Kit - Deluxe Kit Handcuffs - Metal - Zip Ties (30) Lockpicks - Car Opening Kit - Lockpick Gun Mechanical Kit - Basic - Deluxe |
Weight
5 lbs 6 lbs 1 lbs 12 lbs 33 lbs 1 lbs 0.5 lbs 1 lbs 0.5 lbs 22 lbs 45 lbs |
Cost
20 275 10 350 2450 50 30 30 200 250 2000 |
Bolt Cutter: An exceptionally heavy wire cutter, a bolt cutter can snip through padlocks or chain-link fences. Using a bolt cutter requires a Strength check (DC 10).
Car Opening Kit: This set of odd-shaped flat metal bars can be slipped into the window seam of a car door to trip the lock. The DC of a Disable Device check to accomplish this varies with the quality of the lock; see the skill description
Demolitions Kit: This kit contains everything needed to use the Craf (demolitions) skill to set detonators, wire explosive devices, and disarm explosive devices. Detonators must be purchased separately.
Duct Tape: The usefulness of duct tape is limited only by a character’s imagination. Duct tape can support up to 200 pounds indefinitely, or up to 300 pounds for 1d6 rounds. Characters bound with duct tape must make a Strength or Escape Artist check (DC 20) to free themselves.
A roll provides 70 feet of tape, 2 inches wide
A roll provides 70 feet of tape, 2 inches wide
Electrical Tool Kit: Tis collection of hand tools and small parts typically includes a variety of pliers, drivers, cutting devices, fasteners, power tools, and leads and wires.
Basic: This small kit allows a character to make Craft (electronics) checks to electrical or electronic devices without penalty.
Deluxe: This kit consists of a number of specialized diagnosticand repair tools as well as thousands of spare parts. It grants a +2 equipment bonus on Craft (electronics) checks.
Basic: This small kit allows a character to make Craft (electronics) checks to electrical or electronic devices without penalty.
Deluxe: This kit consists of a number of specialized diagnosticand repair tools as well as thousands of spare parts. It grants a +2 equipment bonus on Craft (electronics) checks.
Handcuffs: Handcuffs are restraints designed to lock two limbs—normally the wrists—of a prisoner together. They fit any Medium-size creature that has an appropriate body structure.
Steel: These heavy-duty cuffs have hardness 10, 10 hit points,a break DC of 30, and require a Disable Device check (DC 25) or Escape Artist check (DC 35) to remove without the key.
Zip-Tie: These are single-use disposable handcuffs, much like heavy-duty cable ties. Tey have hardness 0, 4 hit points, and a break DC of 25. Tey can only be removed by cutting them off (Disable Device and Escape Artist checks automatically fail).
Steel: These heavy-duty cuffs have hardness 10, 10 hit points,a break DC of 30, and require a Disable Device check (DC 25) or Escape Artist check (DC 35) to remove without the key.
Zip-Tie: These are single-use disposable handcuffs, much like heavy-duty cable ties. Tey have hardness 0, 4 hit points, and a break DC of 25. Tey can only be removed by cutting them off (Disable Device and Escape Artist checks automatically fail).
Lock Release Gun:This small, pistol-like device automatically disables cheap and average mechanical locks operated by standard keys (no Disable Device check necessary).
Mechanical Tool Kit: This collection of hand tools and small parts typically includes a variety of pliers, drivers, cutting devices, fasteners, and even power tools.
Basic: This kit, which fits in a portable toolbox, allows a character to make Craft (mechanical) checks for mechanical devices without penalty.
Deluxe: Tis kit flls a good-sized shop cabinet. It includes a broad variety of specialized hand tools and a selection of highquality power tools. It grants a +2 equipment bonus to make Craft (mechanical) checks
Basic: This kit, which fits in a portable toolbox, allows a character to make Craft (mechanical) checks for mechanical devices without penalty.
Deluxe: Tis kit flls a good-sized shop cabinet. It includes a broad variety of specialized hand tools and a selection of highquality power tools. It grants a +2 equipment bonus to make Craft (mechanical) checks
Survival Gear
Chemical Light Sticks (5) Flash Goggles Flashlight - Penlight - Standard - Battery Flood Gas Mask Map - Road Atlas - Tactical Map Mesh Vest |
Weight
1 lbs 2 lbs 0.5 lbs 1 lbs 2 lbs 5 lbs 1 lbs 0.5 lbs 7 lbs |
Cost
5 200 5 40 80 300 20 10 5 |
Chemical Light Stick: This disposable plastic stick, when activated, uses a chemical reaction to create light for 6 hours. It illuminates an area only 5 feet in radius. Once activated, it can’t be turned off or reused. The listed purchase price is for a pack of 5 sticks.
Flash Goggles: These eye coverings provide total protection against blinding light
Flashlight: Flashlights come in a wide variety of sizes and quality levels. Those covered here are professional, heavy-duty models, rugged enough to withstand the rigours of modern adventuring. Flashlights negate penalties for darkness within their illuminated areas.
Penlight: This small flashlight can be carried on a key ring. It projects a beam of light 10 feet long and 5 feet wide at its end.
Standard: This heavy metal flashlight projects a beam 30 feet long and 15 feet across at its end.
Battery Flood: Practically a hand-held spotlight, this item projects a bright beam 100 feet long and 50 feet across at its end
Penlight: This small flashlight can be carried on a key ring. It projects a beam of light 10 feet long and 5 feet wide at its end.
Standard: This heavy metal flashlight projects a beam 30 feet long and 15 feet across at its end.
Battery Flood: Practically a hand-held spotlight, this item projects a bright beam 100 feet long and 50 feet across at its end
Gas Mask: This apparatus covers the face and connects to a chemical air filter canister to protect the lungs and eyes from toxic gases. It provides total protection from eye and lung irritants. The flter canister lasts for 12 hours of use. Changing a filter is a move action. An extra filter costs 50
Map: While a compass can help characters find their way through the wilderness, a map can tell a character where she is going and what to expect when she gets there.
Road Atlas: Road atlases are available for the entire United States, showing all major roads in each state. They can also be discovered for most major metropolitan areas, detailing every street in the entire region.
Tactical Map: A tactical map covers a small area—usually a few miles on a side—in exacting detail. Generally, every building is represented, along with all roads, trails, and areas of vegetation. Tactical maps are not available for all areas.
Road Atlas: Road atlases are available for the entire United States, showing all major roads in each state. They can also be discovered for most major metropolitan areas, detailing every street in the entire region.
Tactical Map: A tactical map covers a small area—usually a few miles on a side—in exacting detail. Generally, every building is represented, along with all roads, trails, and areas of vegetation. Tactical maps are not available for all areas.
Mesh Vest: This is a lightweight vest with a series of pockets for items such as a compass, spare ammunition magazines, pressure bandages, and a radio, along with loops for attaching grenades, knives, or tools. It can hold up to 40 pounds of equipment. A mesh vest provides a +2 equipment bonus to Strength for the purpose of determining carrying capacity
Weapon Accessories
Holster - Hip - Concealed Illuminator Scope - Standard - Electro-Optical Suppressor - Pistol - Rifle |
Weight
1 lbs 0.5 lbs 0.5 lbs 0.5 lbs 3 lbs 1 lbs 4 lbs |
Cost
3 3 50 150 1200 200 350 |
Scope: A scope is a sighting device that makes it easier to hit targets at long range. However, although a scope magnifies the image of the target, it has a very limited field of view, making it difficult to use.
Standard: A standard scope increases the range increment for a ranged weapon by one-half (multiply by 1.5). However, to use a scope a character must spend a standard action acquiring his target. If the character changes targets or otherwise loses sight of the target, he must reacquire the target to gain the benefit of the
scope again.
Electro-Optical: An electro-optical scope functions as a standard scope in normal light. In darkness, however, the user sees through it as if he had the darkvision ability granted by night vision goggles.
Standard: A standard scope increases the range increment for a ranged weapon by one-half (multiply by 1.5). However, to use a scope a character must spend a standard action acquiring his target. If the character changes targets or otherwise loses sight of the target, he must reacquire the target to gain the benefit of the
scope again.
Electro-Optical: An electro-optical scope functions as a standard scope in normal light. In darkness, however, the user sees through it as if he had the darkvision ability granted by night vision goggles.
Suppressor: A suppressor fits on the end of a firearm, capturing the gases traveling at supersonic speed that propel a bullet as it is fred. This eliminates the noise from the bullet’s fring, dramatically reducing the sound the weapon makes when it is used. For handguns, the only sound is the mechanical action
of the weapon (Listen check, DC 15, to notice). For longarms, the supersonic speed of the bullet itself still makes noise. However, it’s difficult to tell where the sound is coming from, requiring a DC 15 Perception check to locate the source of the gunfire.
Modifying a weapon to accept a suppressor requires a DC 15 Craft (gunsmithing) check. Once a weapon has been modified in this manner, a suppressor can be attached or removed as a move action.
Suppressors cannot be used on revolvers or shotguns. A suppressor purchased for one weapon can be used for any other weapon that fires the same type of ammunition.
of the weapon (Listen check, DC 15, to notice). For longarms, the supersonic speed of the bullet itself still makes noise. However, it’s difficult to tell where the sound is coming from, requiring a DC 15 Perception check to locate the source of the gunfire.
Modifying a weapon to accept a suppressor requires a DC 15 Craft (gunsmithing) check. Once a weapon has been modified in this manner, a suppressor can be attached or removed as a move action.
Suppressors cannot be used on revolvers or shotguns. A suppressor purchased for one weapon can be used for any other weapon that fires the same type of ammunition.
Provided by Sneak Attack Press in the Broken Earth.