Goods & Services

Adventuring Gear

Item Cost Weight Item Cost Weight
Backpack (empty) 2s 2 lb1 Lock, average 40s 1 lb
Barrel (empty) 2s 30 lb Lock, good 80s 1 lb
Basket (empty) 4d 1 lb Lock, amazing 150s 1 lb
Bedroll 1d 5 lb1 Manacles, masterwork 50s 2 lb
Bell 1s - Mirror, small steel 10s 1/2 lb
Blanket, winter 5d 3 lb1 Mug/Tankard, clay 2a 1 lb
Block and tackle 5s 5 lb Oil (1 pint flask) 1d 1 lb
Bottle, wine (glass) 2s - Paper (sheet) 8d -
Bucket (empty) 5d 2 lb Parchment (sheet) 2d -
Caltrops 1s 2 lb Pick, miner's 3s 10 lb
Candle 1a - Pitcher, clay 2a 5 lb
Canvas (sq. yd.) 1d 1 lb Piton 1d 1/2 lb
Case, map or scroll 1s 1/2 lb Pole, 10 ft 2d 8 lb
Chain (10 ft) 30s 2 lb Pot, iron 5d 10 lb
Chalk (1 piece) 1a - Pouch, belt (empty) 1s 1/2 lb1
Chest (empty) 2s 25 lb Ram, portable 10s 20 lb
Crowbar 2s 5 lb Rations, trail (1 day) 5d 1 lb1
Firewood (1 day) 1a 20 lb Rope, hemp (50 ft) 1s 10 lb
Fishook 1d - Rope, silk (50 ft) 50s 5 lb
Fishing net, 25 sq. ft 4s 5 lb Sack (empty) 1d 1/2 lb1
Flask (empty) 3a 1 1/2 lb Sealing wax 1s 1/2 lb1
Flint and steel 1s - Sewing needle 5d -
Grappling hook 1s 4 lb Signal whistle 8d -
Hammer 5d 2 lb Signet ring 10s -
Ink (1 oz. vial) 8s - Sledge 1s 10 lb
Inkpen 1d - Soap 5d 1 lb
Jug, clay 3a 9 lb Spade or shovel 2s 8 lb
Ladder, 10 ft 5a 20 lb Tent 10s 20 lb1
Lamp, common 1d 1 lb Torch 1a 1 lb
Lantern, bullseye 12s 3 lb vial, ink or potion 1s 1/10 lb
Lantern, hooded 7s 2 lb Waterskin 1s 4 lb1
Lock, very simple 20s 1 lb
1These items weigh one quarter this amount when made for Small characters. Containers for Small characters also carry one quarter the normal amount.

Special Substances and Items

Item Cost Weight
Acid (flask)S 10s 1 lb
Alchemist's Fire (flask)S 20s 1 lb
Antitoxin(vial)S 50s -
Firepowder(dose)S 80s 1 lb
Everburning torchS 110s 1 lb
Holy Water(flask)S 25s 1 lb
Magnifying glassS 100s -
Mechanical clockS 100L 100 lb
SpyglassS 50L 1 lb
Water clockS 50L 200 lb
S See below for availability and special rules for this item.

Toolkits

Item Cost Weight
Alchemist's labS 30L 40 lb
Artisan's tools 5s 5 lb
Artisan's tools, masterwork 55s 5 lb
Climber's kit 80s 5 lb1
Disguise kit 50s 8 lb1
Healer's kit 50s 1 lb
Holly and Mistletoe - -
Holy Symbol, wooden 1s -
Holy Symbol, silver 35s 1 lb
Hourglass 25s 1 lb
Musical instrument, common 5s 3 lb1
Musical insturment, masterwork 100s 3 lb1
Scale, merchant's 2s 1 lb
Spell component pouch 5s 2 lb
Spellbook, wizard's (blank) 15s 3 lb
Thieves' tools 30s 1 lb
Thieves' tools, masterwork 100s 2 lb
Tool, masterwork 50s 1 lb
1 These items weigh one quarter this amount when made for Small characters. Containers for Small characters also carry one quarter the normal amount.
S See below for availability and special rules for this item.

Clothing

Item Cost Weight
Artisan's outfit 1L 4 lb1
Cleric's vestments 5s 6 lb1
Cold weather outfit 8s 7 lb1
Courtier's outfit 60s 6 lb1
Entertainer's outfit 3s 4 lb1
Explorer's outfit 10s 8 lb1
Fur clothing2 8s 10 lb1
Monk's outfit 5s 2 lb1
Noble's outfit 150s 10 lb1
Peasant's outfit 1d 2 lb1
Royal outfit 400s 15 lb1
Scholar's outfit 5s 6 lb1
Traveler's outfit 1s 5 lb1
1 These items weigh one quarter this amount when made for Small characters. Containers for Small characters also carry one quarter the normal amount.
2 This clothing may be worn over a regular set of clothing or armor.

Service

Service Cost
Coach cab 3a/mile
Hireling, trained 3d/day
Hireling, untrained 1d/day
Messenger 2a/mile
Road or Gate toll 1a
Ship's passage 1d/mile

Food, Drink and Lodging

Item Cost Weight
Ale    
Gallon 2d 8 lb
Mug 4a 1 lb
Banquet (per person) 10s  
Bread, loaf 2a 1/2 lb
Cheese, hunk 1d 1/2 lb
Inn stay (per day)    
Good 2s  
Common 5d  
Poor 2d  
Meals (per day)    
Good 5d  
Common 3d  
Poor 1d  
Meat, hunk 3d 1/2 lb
Wine    
Common (pitcher) 2d 6 lb
Fine (bottle) 20s 1 1/2 lb

Mounts and Related Gear

Item Cost Weight
Barding    
Medium creature *2 *1
Large creature *4 *2
Bit and Bridle 2s 1 lb
Dog, guard 25a  
Donkey
Mule
8s  
Feed (per day) 5a 10 lb
Horse    
Heavy 200s  
Light 75s  
Pony 30s  
Warhorse    
Heavy 400s  
Light 150s  
WarponyS 100s  
Saddle    
Military 20s 30 lb
Pack 5s 15 lb
Riding 10s 25 lb
Saddle, exotic    
Military 60d 40 lb
Pack 15s 20 lb
Riding 30s 30 lb
Saddlebags 4s 8 lb
Stabling (per day) 5d  
S See below for availability and special rules for this item.

Transport

Item Cost Weight
Carriage 100s 600 lb
Cart 15s 200 lb
ChariotS 200s 200 lb
GalleyS 1500L  
Keelboat 150L  
LongshipS 200L  
Rowboat 50s 100 lb
Oar 2s 10 lb
Sailing ship 500L  
Sled 20s 300 lb
Wagon 35s 400 lb
Warship 1250s  
S See below for availability and special rules for this item.

Item Descriptions

Acid: Acid is made using the Craft (Alchemy) skill, and is found in larger towns and cities in Britannia (Albion and Kingdom of Caledonia only), the Eastern Empire, Gallia, Iberia, the Levant, the Polish/Lithuanian Empire (Poland only), the Western Empire and in some larger Gnome, Hill Dwarf, High Elf, or Gray Elf communities. You can throw a flask of acid as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet. A direct hit deals 1d6 points of acid damage. Every creature within 5 feet of the point where the acid hits takes 1 point of acid damage from the splash.
Alchemist’s Fire: As the name implies, this is made with the Craft (Alchemy) skill, and is not widely found outside the Eastern Empire, hence it is also known as Byzantine Fire. You can throw a flask of alchemist’s fire as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet. A direct hit deals 1d6 points of fire damage. Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of damage. If desired, the target can use a full-round action to attempt to extinguish the flames before taking this additional damage. Extinguishing the flames requires a DC 15 Reflex save. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a lake or magically extinguishing the flames automatically smothers the fire.
Alchemist’s Lab: This collection of equipment is normally made by gnomes and sometimes elves or dwarves or in large human cities. An alchemist’s lab always has the perfect tool for making alchemical items, so it provides a +2 circumstance bonus on Craft (alchemy) checks. It has no bearing on the costs related to the Craft (alchemy) skill. Without this lab, a character with the Craft (alchemy) skill is assumed to have enough tools to use the skill but not enough to get the +2 bonus that the lab provides.
Antitoxin: This is normally made with the Craft (Alchemy) skill, though Profession (Herbalist) may allow herbs with similar properties to be found. If you drink antitoxin, you get a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.
Artisan’s Outfit: This outfit includes a shirt with buttons, a skirt or pants with a drawstring, shoes, and perhaps a cap or hat. It may also include a belt or a leather or cloth apron for carrying tools.
Artisan’s Tools: These special tools include the items needed to pursue any craft. Without them, you have to use improvised tools (–2 penalty on Craft checks), if you can do the job at all.
Artisan’s Tools, Masterwork: These tools serve the same purpose as artisan’s tools (above), but masterwork artisan’s tools are the perfect tools for the job, so you get a +2 circumstance bonus on Craft checks made with them.
Barding, Medium Creature and Large Creature: Barding is a type of armor that covers the head, neck, chest, body, and possibly legs of a horse or other mount. Barding made of medium or heavy armor provides better protection than light barding, but at the expense of speed. Barding can be made of any of the armor types found on the Armor table.
Armor for a horse (a Large nonhumanoid creature) costs four times as much as armor for a human (a Medium humanoid creature) and also weighs twice as much as the armor found on Table: Armor and Shields (see Armor for Unusual Creatures). If the barding is for a pony or other Medium mount, the cost is only double, and the weight is the same as for Medium armor worn by a humanoid. Medium or heavy barding slows a mount that wears it, as shown on the table below.
Base Speed
Barding(40 ft.)(50 ft.)(60 ft.)
Medium30 ft.35 ft.40 ft.
Heavy30 ft.135 ft.140 ft.1
1 A mount wearing heavy armor moves only triple its normal speed when running instead of quadruple.
Flying mounts can’t fly in medium or heavy barding.
Removing and fitting barding takes five times as long as the figures given on Donning Armor table. A barded animal cannot be used to carry any load other than the rider and normal saddlebags.
Caltrops: A caltrop is a four-pronged iron spike crafted so that one prong faces up no matter how the caltrop comes to rest. You scatter caltrops on the ground in the hope that your enemies step on them or are at least forced to slow down to avoid them. One 2- pound bag of caltrops 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), it might 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 bonuses do not count. If the creature is wearing shoes or other footwear, it gets a +2 armor bonus to AC. If the caltrops succeed on 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 24 hours, or until the creature is successfully treated with a DC 15 Heal check, 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.
Caltrops may not be effective against unusual opponents.
Candle: A candle dimly illuminates a 5-foot radius and burns for 1 hour.
Carriage: This four-wheeled vehicle can transport as many as four people within an enclosed cab, plus two drivers. In general, two horses (or other beasts of burden) draw it. A carriage comes with the harness needed to pull it.
Cart: This two-wheeled vehicle can be drawn by a single horse (or other beast of burden). It comes with a harness.
Chain: Chain has hardness 10 and 5 hit points. It can be burst with a DC 26 Strength check.
Chariot: Chariots are found in the Eastern Empire, the Levant and Hybernia and the Kingdom of Caledonia in Britannia and are also used by some enclaves of Gray and High elves. Chariots are pulled by two horses, normally light warhorses, and have two or three riders: a driver and a charioteer, armed with a bow or other weapon, and sometimes a shield bearer. The chariot provides cover to its occupants. The chariot weighs 200 lbs., has 60 hp, a hardness of 6, a speed of 60ft, and can inflict 1d8 in trample damaged. See the Charioteering feat for more on using a chariot.
Chariot, Masterwork: These chariots have a +1 to their Handle Animal modifier, a +1 to hardness, and cost an additional 500s.
Cleric’s Vestments: These ecclesiastical clothes are for performing priestly functions, not for adventuring.
Climber’s Kit: This is the perfect tool for climbing and gives you a +2 circumstance bonus on Climb checks.
Coach Cab: The price given is for a ride in a coach that transports people (and light cargo) between towns. For a ride in a cab that transports passengers within a city, 1 copper piece usually takes you anywhere you need to go.
Cold Weather Outfit: A cold weather outfit includes a wool coat, linen shirt, wool cap, heavy cloak, thick pants or skirt, and boots. This outfit grants a +5 circumstance bonus on Fortitude saving throws against exposure to cold weather.
Courtier’s Outfit: This outfit includes fancy, tailored clothes in whatever fashion happens to be the current style in the courts of the nobles. Anyone trying to influence nobles or courtiers while wearing street dress will have a hard time of it (–2 penalty on Charisma-based skill checks to influence such individuals). If you wear this outfit without jewelry (costing an additional 50 s), you look like an out-of-place commoner.
Crowbar: A crowbar it grants a +2 circumstance bonus on Strength checks made for such purposes. If used in combat, treat a crowbar as a one-handed improvised weapon that deals bludgeoning damage equal to that of a club of its size.
Disguise Kit: The kit is the perfect tool for disguise and provides a +2 circumstance bonus on Disguise checks. A disguise kit is exhausted after ten uses.
Donkey or Mule: Donkeys and mules are stolid in the face of danger, hardy, surefooted, and capable of carrying heavy loads over vast distances. Unlike a horse, a donkey or a mule is willing (though not eager) to enter dungeons and other strange or threatening places.
Entertainer’s Outfit: This set of flashy, perhaps even gaudy, clothes is for entertaining. While the outfit looks whimsical, its practical design lets you tumble, dance, walk a tightrope, or just run (if the audience turns ugly).
Everburning Torch: This otherwise normal torch has a continual flame spell cast upon it, and is not common any where. An everburning torch clearly illuminates a 20-foot radius and provides shadowy illumination out to a 40-foot radius.
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 over a cloth skirt. The clothes have plenty of pockets (especially the cloak). The outfit also includes any extra items you might need, such as a scarf or a wide-brimmed hat.
Feed: Horses, donkeys, mules, and ponies can graze to sustain themselves, but providing feed for them is much better.
Firepowder: The secrets of this explosive substance are known to a small number of gnome, human and dwarf alchemists. Firepowder is used with firearms, see the weapon description. Detonating a dose of firepowder does a 1d6 damage to all within 5 feet, reflex save, DC 15, for half damage.
Flint and Steel: Lighting a torch with flint and steel is a full-round action, and lighting any other fire with them takes at least that long.
Galley: This three-masted ship has seventy oars on either side and requires a total crew of 200. It is normally found in the waters of the Mediterranean. A galley is 130 feet long and 20 feet wide, and it can carry 150 tons of cargo or 250 soldiers. For 400 L more, it can be fitted with a ram and castles with firing platforms fore, aft, and amidships. This ship cannot make sea voyages and sticks to the coast. It moves about 4 miles per hour when being rowed or under sail.
Grappling Hook: Throwing a grappling hook successfully requires a Use Rope check (DC 10, +2 per 10 feet of distance thrown).
Hammer: If a hammer is used in combat, treat it as a one-handed improvised weapon that deals bludgeoning damage equal to that of a spiked gauntlet of its size.
Healer’s Kit: It is the perfect tool for healing and provides a +2 circumstance bonus on Heal checks. A healer’s kit is exhausted after ten uses.
Hireling, Trained: The amount given is the typical daily wage for mercenary warriors, masons, craftsmen, scribes, teamsters, and other trained hirelings. This value represents a minimum wage; many such hirelings require significantly higher pay.
Hireling, Untrained: The amount shown is the typical daily wage for laborers, porters, cooks, maids, and other menial workers.
Holy Symbol, Silver or Wooden: A holy symbol focuses positive energy. A cleric or paladin uses it as the focus for his spells and as a tool for turning undead. Each religion has its own holy symbol.
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).
Holy Water: Holy water can be made by clerics of the Holy Church or Orthodox church. Holy water damages undead creatures and evil outsiders almost as if it were acid. A flask of holy water can be thrown as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet. A flask breaks if thrown against the body of a corporeal creature, but to use it against an incorporeal creature, you must open the flask and pour the holy water out onto the target. Thus, you can douse an incorporeal creature with holy water only if you are adjacent to it. Doing so is a ranged touch attack that does not provoke attacks of opportunity. A direct hit by a flask of holy water deals 2d4 points of damage to an undead creature or an evil outsider. Each such creature within 5 feet of the point where the flask hits takes 1 point of damage from the splash.Temples to good deities sell holy water at cost (making no profit).
Horse: A horse (other than a pony) is suitable as a mount for a human, dwarf, elf, half-elf, or half-orc. A pony is smaller than a horse and is a suitable mount for a gnome or halfling.
Warhorses and warponies can be ridden easily into combat. Light horses, ponies, and heavy horses are hard to control in combat.
Ink: This is black ink. You can buy ink in other colors, but it costs twice as much.
Inn: Poor accommodations at an inn amount to a place on the floor near the hearth. Common accommodations consist of a place on a raised, heated floor, the use of a blanket and a pillow. Good accommodations consist of a small, private room with one bed, some amenities, and a covered chamber pot in the corner.
Jug, Clay: This basic ceramic jug is fitted with a stopper and holds 1 gallon of liquid.
Keelboat: This 50- to 75-foot-long ship is 15 to 20 feet wide and has a few oars to supplement its single mast with a square sail. It has a crew of eight to fifteen and can carry 40 to 50 tons of cargo or 100 soldiers. It can make sea voyages, as well as sail down rivers (thanks to its flat bottom). It moves about 1 mile per hour.
Lamp, Common: A lamp clearly illuminates a 15-foot radius, provides shadowy illumination out to a 30-foot radius, and burns for 6 hours on a pint of oil. You can carry a lamp in one hand.
Lantern, Bullseye: A bullseye lantern provides clear illumination in a 60-foot cone and shadowy illumination in a 120-foot cone. It burns for 6 hours on a pint of oil. You can carry a bullseye lantern in one hand.
Lantern, Hooded: A hooded lantern clearly illuminates a 30-foot radius and provides shadowy illumination in a 60-foot radius. It burns for 6 hours on a pint of oil. You can carry a hooded lantern in one hand.
Lock: The DC to open a lock with the Open Lock skill depends on the lock’s quality: simple (DC 20), average (DC 25), good (DC 30), or superior (DC 40).
Longship: This Norse ship is 75- foot-long with forty oars requires a total crew of 50. It is only made in Norseland, though may be found elsewhere with a Norse crew. It has a single mast and a square sail, and it can carry 50 tons of cargo or 120 soldiers. A longship can make sea voyages. It moves about 3 miles per hour when being rowed or under sail.
Magnifying Glass: This gnomish lens, also found in larger human cities and some dwarven holds, allows a closer look at small objects. It is also useful as a substitute for flint and steel when starting fires. Lighting a fire with a magnifying glass requires light as bright as sunlight to focus, tinder to ignite, and at least a full-round action. A magnifying glass grants a +2 circumstance bonus on Appraise checks involving any item that is small or highly detailed.
Manacles and Manacles, Masterwork: Manacles can bind a Medium creature. A manacled creature can use the Escape Artist skill to slip free (DC 30, or DC 35 for masterwork manacles). Breaking the manacles requires a Strength check (DC 26, or DC 28 for masterwork manacles). Manacles have hardness 10 and 10 hit points.
Most manacles have locks; add the cost of the lock you want to the cost of the manacles.
For the same cost, you can buy manacles for a Small creature.
For a Large creature, manacles cost ten times the indicated amount, and for a Huge creature, one hundred times this amount. Gargantuan, Colossal, Tiny, Diminutive, and Fine creatures can be held only by specially made manacles.
Meals: Poor meals might be composed of bread, baked turnips, onions, and water. Common meals might consist of bread, chicken stew, carrots, and watered-down ale or wine. Good meals might be composed of bread and pastries, beef, peas, and ale or wine.
Mechanical Clock: These newfangled devices are large, and may be mounted in a tower or a similar place. Like the older water clock, they are made by gnomes, or in a few large human cities in the Western Empire. They must be wound on a regular basis, and can keep relatively accurate time, as well as having additional features, like processions of wood or metal gnomes appearing on the hour, at additional expense.
Messenger: This entry includes horse-riding messengers and runners. Those willing to carry a message to a place they were going anyway may ask for only half the indicated amount.
Monk’s Outfit: This simple outfit includes sandals, loose breeches, and a loose shirt, and is all bound together with sashes. The outfit is designed to give you maximum mobility, and it’s made of high-quality fabric. You can hide small weapons in pockets hidden in the folds, and the sashes are strong enough to serve as short ropes.
Musical Instrument, Common or Masterwork: A masterwork instrument grants a +2 circumstance bonus on Perform checks involving its use.
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 s).
Oil: A pint of oil burns for 6 hours in a lantern. You can use a flask of oil as a splash 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 a 50% chance of the flask igniting successfully.
You can pour a pint of oil on the ground to cover an area 5 feet square, provided that the surface is smooth.
If lit, the oil burns for 2 rounds and deals 1d3 points of fire damage to each creature in the area.
Peasant’s Outfit: This set of clothes consists of a loose shirt and baggy breeches, or a loose shirt and skirt or overdress. Cloth wrappings are used for shoes.
Ram, Portable: This iron-shod wooden beam gives you a +2 circumstance bonus on Strength checks made to break open a door and it allows a second person to help you without having to roll, increasing your bonus by 2.
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 for its upkeep. Occasionally, a large walled city charges a toll to enter or exit (or sometimes just to enter).
Rope, Hempen: This rope has 2 hit points and can be burst with a DC 23 Strength check.
Rope, Silk: This rope has 4 hit points and can be burst with a DC 24 Strength check. It is so supple that it provides a +2 circumstance bonus on Use Rope checks.
Rowboat: This 8- to 12-foot-long boat holds two or three Medium passengers. It moves about 1-1/2 miles per hour.
Royal Outfit: This is just the clothing, not the royal scepter, crown, ring, and other accoutrements. Royal clothes are ostentatious, with gems, gold, silk, and fur in abundance.
Saddle, Exotic: An exotic saddle is like a normal saddle of the same sort except that it is designed for an unusual mount. Exotic saddles come in military, pack, and riding styles.
Saddle, Military: A military saddle braces the rider, providing a +2 circumstance bonus on Ride checks related to staying in the saddle. If you’re knocked unconscious while in a military saddle, you have a 75% chance to stay in the saddle (compared to 50% for a riding saddle).
Saddle, Pack: A pack saddle holds gear and supplies, but not a rider. It holds as much gear as the mount can carry.
Saddle, Riding: The standard riding saddle supports a rider.
Sailing Ship: This larger, seaworthy ship is 75 to 90 feet long and 20 feet wide and has a crew of 20. It can carry 150 tons of cargo. It has square sails on its two masts and can make sea voyages. It moves about 2 miles per hour.
Scholar’s Outfit: Perfect for a scholar, this outfit includes a robe, a belt, a cap, soft shoes, and possibly a cloak.
Ship’s Passage: Most ships do not specialize in passengers, but many have the capability to take a few along when transporting cargo. Double the given cost for creatures larger than Medium or creatures that are otherwise difficult to bring aboard a ship.
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. A sled comes with the harness needed to pull it. Scale, Merchant’s: A scale grants a +2 circumstance bonus on Appraise checks involving items that are valued by weight, including anything made of precious metals.
Spell: The indicated amount is how much it costs to get a spellcaster to cast a spell for you. This cost assumes that you can go to the spellcaster and have the spell cast at his or her convenience (generally at least 24 hours later, so that the spellcaster has time to prepare the spell in question). If you want to bring the spellcaster somewhere to cast a spell you need to negotiate with him or her, and the default answer is no.
The cost given 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 that component to the cost of the spell.
If the spell has a focus component (other than a divine focus), add 1/10 the cost of that focus to the cost of the spell. If the spell has an XP cost, add 5 gp per XP lost.
Furthermore, if a spell has dangerous consequences, the spellcaster will certainly require proof that you can and will pay for dealing with any such consequences (that is, assuming that the spellcaster even agrees to cast such a spell, which isn’t certain). In the case of spells that transport the caster and characters over a distance, you will likely have to pay for two castings of the spell, even if you aren’t returning with the caster.
In addition, not every town or village has a spellcaster of sufficient level to cast any spell. In general, you must travel to a small town (or larger settlement) to be reasonably assured of finding a spellcaster capable of casting 1st-level spells, a large town for 2nd-level spells, a small city for 3rd- or 4th-level spells, a large city for 5th- or 6th-level spells, and a metropolis for 7th- or 8th-level spells. Even a metropolis isn’t guaranteed to have a local spellcaster able to cast 9th-level spells.
Spell Component Pouch: A spellcaster with a spell component pouch is assumed to have all the material components and focuses needed for spellcasting, except for those components that have a specific cost, divine focuses, and focuses that wouldn’t fit in a pouch.
Spellbook, Wizard’s (Blank): A spellbook has 100 pages of parchment, and each spell takes up one page per spell level (one page each for 0-level spells).
Spyglass: Objects viewed through this gnomish device are magnified to twice their size.
Thieves’ Tools: This kit contains the tools you need to use the Disable Device and Open Lock skills. Without these tools, you must improvise tools, and you take a –2 circumstance penalty on Disable Device and Open Locks checks.
Thieves’ Tools, Masterwork: This kit contains extra tools and tools of better make, which grant a +2 circumstance bonus on Disable Device and Open Lock checks.
Tool, Masterwork: This well-made item is the perfect tool for the job. It grants a +2 circumstance bonus on a related skill check (if any). Bonuses provided by multiple masterwork items used toward the same skill check do not stack.
Torch: A torch burns for 1 hour, clearly illuminating a 20-foot radius and providing shadowy illumination out to a 40- foot radius. If a torch is used in combat, treat it as a one-handed improvised weapon that deals bludgeoning damage equal to that of a gauntlet of its size, plus 1 point of fire damage.
Traveler’s Outfit: This set of clothes consists of boots, a wool skirt or breeches, a sturdy belt, a shirt (perhaps with a vest or jacket), and an ample cloak with a hood.
Vial: A vial holds 1 ounce of liquid. The stoppered container usually is no more than 1 inch wide and 3 inches high.
Wagon: This is a four-wheeled, open vehicle for transporting heavy loads. In general, two horses (or other beasts of burden) draw it. A wagon comes with the harness needed to pull it.
Water Clock: This large, bulky contrivance gives the time accurate to within half an hour per day since it was last set. It is normally made by gnomes or in larger human cities. It requires a source of water, and it must be kept still because it marks time by the regulated flow of droplets of water.
Warpony: These are normally raised by gnomes or members of other small races. They are greatly coveted by Lost dwarves, though the feeling is generally not returned.
Warship: This 100-foot-long ship has a single mast, although oars can also propel it. It has a crew of 60 to 80 rowers. This ship can carry 160 soldiers, but not for long distances, since there isn’t room for supplies to support that many people. The warship cannot make sea voyages and sticks to the coast. It is not used for cargo. It moves about 2-1/2 miles per hour when being rowed or under sail.