The world of Rise has a wide range of minor items like backpacks, blankets, and ten-foot poles. In general, the cost of those items is so
insignificant from the perspective of an adventuring party that it’s not worth the effort to track their cost in detail. A subset of particularly expensive
items is included in Table 9.16: Permanent Tools, Goods, and Mounts.
9.11.1 Standard Adventuring Kit
A standard adventuring kit costs 10 gp, weighs 50 pounds, and contains the following items:
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This is a Medium workstation that contains a wide variety of compounds and reagents. It is very difficult to create items using the Craft (alchemy)
skill without this item (see Craft).
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These are Small tools that are appropriate to a particular Craft skill other than Craft (alchemy). It is very difficult to create items using the Craft
skill without this item (see Craft).
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Rank 2 (200 gp): The tools are incredibly versatile, making them suitable for any Craft skill other than Craft (alchemy).
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This bag appears to be a bulky Medium cloth sack. However, it reduces the size and weight of any unattended, nonmagical objects placed inside
of it by one size category and weight category. This allows it to hold items of up to Large size as long as they can fit inside the bag’s opening,
which is five feet in diameter.
If this bag is destroyed, the items within it return to their original size.
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Rank 6 (125,000 gp): The bag reduces the size and weight of contained objects by two size and weight categories instead of
one.
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This bag appears to be a common Small cloth sack. However, it reduces the size of any unattended, nonmagical objects placed inside of it by one
size category. This allows it to hold items of up to Medium size as long as they can fit inside the bag’s opening, which is two feet in diameter. This
reduction does not affect the weight of those objects.
If this bag is destroyed, the items within it return to their original size.
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Rank 3 (1,000 gp): The bag reduces the size of contained objects by two size categories instead of one.
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If you use this portable battering ram with two hands while trying to break down a door or similar object, you gain a +3 bonus to your Strength
check.
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You can deploy this trap on a space on the ground adjacent to you as a standard action. While this trap is deployed, a creature can notice it with a
difficulty value 13 Awareness check. A creature that notices the trap can avoid triggering it while moving. The first time something enters the
trap’s space without avoiding the trap, the trap activates.
When the trap is activated, it makes a +3 reactive attack vs. Armor and Reflex against the source of that activation. After the trap triggers, it must
be manually deployed again.
Hit: 3d10 piercing damage. If the target takes damage, it is immobilized(-4 Armor and Ref, cannot use movement speeds) until it breaks free of
the trap. Breaking free of the trap requires making a DV 10 Strength or Devices check as a standard action.
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Rank 4 (5,000 gp): The accuracy increases to +7, the Awareness DV increases to 19, and the damage increases to 7d8.
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This is a belt with an attached lantern. As a standard action, you can light the lantern if you have flint and steel or another source of flame handy.
When you do, it sheds bright illumination in a Small (15 ft.) radius.
The lantern burns for one hour before it must be refueled with oil. You can extinguish the lantern to preserve its remaining oil.
The lantern is loose equipment, making it vulnerable to damage and being attacked directly. It has 10 hit points and no damage resistance. For
details about repairing a damaged or broken belt lantern, see Common Craft Tasks.
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Rank 3 (1,000 gp): The lantern’s hit points increase to 15, and it has 5 damage resistance. It treats all damage as environmental damage (See
Environmental Damage).
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A caltrop is a four-pronged iron spike crafted so that one prong faces up no matter how the caltrop comes to rest. As a standard action, you can
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 a 5-foot square.
Whenever a creature moves into the area, unless the creature moves at half speed to avoid the danger, the caltrops make a +3 reactive attack vs.
Armor against the creature.
Hit: 1d10 piercing damage.
Caltrops may not be effective against creatures with an unusual anatomy. Multiple applications of caltrops in the same area have no additional
effect.
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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.
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This is a Small kit that contains a wide variety of fabrics, makeup, and other useful tools for disguising your appearance. It is very difficult to create
disguises using the Disguise skill without this item (see Disguise).
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You can deploy this trap on a space on the ground adjacent to you as a standard action. While this trap is deployed, a creature can notice it with a
difficulty value 13 Awareness check. A creature that notices the trap can avoid triggering it while moving. The first time something enters the
trap’s space without avoiding the trap, the trap activates.
When the trap is activated, it makes a +3 reactive attack vs. Reflex against everything in a Small (15 ft.) radius of it. After the trap triggers, it must
be repaired with a DV 13 Devices check before it can be deployed again.
Hit: 3d6 fire damage.
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Rank 4 (5,000 gp): The accuracy increases to +7, the damage increases to 7d8, and the Awareness and Devices DVs each increase to
19.
Rank 6 (125,000 gp): The accuracy increases to +10, the damage increases to 11d10, and the Awareness and Devices DVs each increase to
25.
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You can deploy this trap on a space on the ground adjacent to you as a standard action. While this trap is deployed, a creature can notice it with a
difficulty value 10 Awareness check. A creature that notices the trap can avoid triggering it while moving. The first time something enters the
trap’s space without avoiding the trap, the trap activates.
When the trap is activated, it makes a +1 reactive attack vs. Reflex against the source of that activation. After the trap triggers, it must be manually
deployed again.
Hit: The target is immobilized(-4 Armor and Ref, cannot use movement speeds) until it breaks free of the trap. Breaking free of the trap requires
making a DV 10 Strength or Devices check as a standard action.
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Rank 3 (1,000 gp): The accuracy increases to +5, and the Awareness DV increases to 16.
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This three-masted ship has seventy oars on either side and requires a total crew of 200. A typical galley is 130 feet long and 20 feet wide, and it can
carry 150 tons of cargo or 250 soldiers. Some rare galleys are 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.
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This is a Large draft horse intended for working a farm or similar labor. It is not trained to be effectively ridden in battle. It has 16 hit points and 2
damage resistance.
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This is a Large light horse intended for riding. It is not trained to be effectively ridden in battle. It has 9 hit points and 6 damage
resistance.
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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 requires a total crew of 15
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.
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This is a lock. Opening the lock without the appropriate key requires a difficulty value 12 Devices check (see Devices).
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Rank 1 (40 gp): The Devices DV increases to 15.
Rank 2 (200 gp): The Devices DV increases to 20.
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This is a magical lock. Opening the lock without the appropriate key requires a difficulty value 25 Devices check (see Devices).
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This 75 foot long ship with forty oars requires a total crew of 50. 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.
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This is a set of manacles designed for Medium humanoid creatures. Equivalent manacles might exist for creatures of different sizes or shapes.
Escaping the manacles while they are being worn requires a difficulty value 12 Flexibility check or a difficulty value 15 Strength check (see
Flexibility).
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Rank 1 (40 gp): The Devices DV increases to 15.
Rank 2 (200 gp): The Flexibility DV increases to 20.
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This is a set of magical manacles designed for Medium humanoid creatures. Equivalent manacles might exist for creatures of
different sizes or shapes. Escaping the manacles while they are being worn requires a difficulty value 25 Flexibility check or a
difficulty value 20 Strength check (see Flexibility). In addition, creatures held in the manacles cannot be teleported by any
means.
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This is a Small kit that contains a wide variety of bandages, salves, and other useful tools for treating wounds. It is very difficult to treat wounds
using the Medicine skill without this item (see Medicine).
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This outfit includes fancy, tailored clothes in whatever fashion happens to be the current style in the courts of the nobles. It also includes
appropriate jewelry.
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This set of clothes is designed specifically to be expensive and to show it. Precious metals and gems are worked into the clothing.
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Royal clothes are ostentatious, with gems, gold, silk, and fur in abundance.
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This is a Medium pony. It is not trained to be effectively ridden in battle. However, it is an appropriate mount outside of battle for creatures with the
short stature ability, such as gnomes and halflings.
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This is a Medium dog that knows the Guard and Heel tricks (see Creature Handling). It is trained to be effective in battle, and is a suitable mount
for creatures with the short stature ability, such as gnomes and halflings.
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This 8- to 12 foot long boat holds two or three Medium passengers. It moves about one and a half miles per hour. A rowboat comes with oars to
row it.
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This is a set of two paired stones. Each stone is about six inches in diameter and perfectly smooth. Whenever a creature touches one of the stones,
they can magically channel their voice through it. If they do, their voice is also audible from the other stone, as long as both stones are on the same
plane.
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This is a Small kit that contains a wide variety of lockpicks and device-manipulation tools. It is very difficult to manipulate devices using the
Devices skill without this item (see Devices).
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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.
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This is a Medium horse. It is trained to be effectively ridden in battle, and it is an appropriate mount for creatures with the short stature ability, such
as gnomes and halflings.
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This is a Large warhorse. It is trained to be effectively ridden in battle. It has 12 hit points and 8 damage resistance.