Tools

A tool helps you perform specific tasks that require your skill and the usage of specialized instruments. Examples include crafting or repairing an item, forging a document, picking a lock, etc. You may be well versed with the mechanics of locks, but without the proper lockpicking tools, no lock can be pried open. When a tool is required to solve a specific task, your GM decides which ability score and skill is applicable to roll at that moment like a normal skill check but it also requires that the character has access to, and experience with, the tool in question.

1d20 + applicable ability score + applicable skill + access to tool vs. DV of the task

Which skill is used in tandem with a tool depends upon the circumstances. But there are some common pairings, such as the Subterfuge skill with the Lockpicking Tool. Sometimes one set of tools can be used for tasks that it was not originally set out to solve. This should be dealt with on a case-by-case basis.

Some backgrounds provide you with a tool at character creation or grants you the option to choose one or several. If your background provides you with tools, it also automatically grants you experience with that tool.

To acquire a tool outside of backgrounds, you must buy the tool through character creation or later in play. However, purchasing a tool doesn't necessarily mean that the character knows how to use it. A character using a tool with no experience with it, they only make skill checks with the tool with their applicable ability score modifier, even if they have skill ranks in the applicable skill. If experience with a tool has been mentioned in the backstory of a character, a GM is free to judge if the player is allowed to roll checks with not only their ability score but also the appropriate skill rank when using the tool. If the experience is lacking, a GM is free to limit what the character can do with a tool or lower their skill rank when rolling checks with the tool. The player can build up experience with the tool by simply practicing and using the tool, and the GM declares when full proficiency with the tool has been reached.

For the purposes of buying and selling tools, navigate to the Equipment section.

**List of Tools**

This section introduces the tools (or tool groupings), what they commonly contain and if the tool has any common skill pairings. Skills that are more broad in their application, such as Medicine skill for Poisoner’s kit, will not grant the character as much mastery as Academics (Poison) would.

*Artisan’s Tools*

These special tools include the items needed to pursue a craft or trade. The table shows examples of the most common types of tools, each providing items related to a craft. These are only examples of Artisan’s Tools, the player is free to come up with their own together with the GM.

*Disguise Kit*

This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance. Commonly paired with the Subterfuge skill or Art & Craft (Actor/Makeup/Prosthetics/Tailor).

*Forgery Kit*

This small box contains a variety of papers and parchments, pens and inks, seals and sealing wax, gold and silver leaf, and other supplies necessary to create convincing forgeries of physical documents. Commonly paired with the Subterfuge skill or Art & Craft (Forging).

*Gaming Sets*

This item encompasses a wide range of game pieces, including dice and decks of cards. Common gamings sets can be dice, chess and playing cards. Other gaming sets can exist in the World - consult with your GM if you have ideas. Modifiers coupled with gaming sets could be very varied, pure Intelligence or Cunning tests, Academics (Strategy/Tactics) or even Subterfuge for sleight of hand.

*Healer’s Kit*

This kit is a leather pouch containing bandages, salves, and splints. The kit has ten uses. Possessing a healer’s kit and the knowledge to use it allows you and your allies to regain health points on short rest by spending one of the kit’s uses, and the ability to diagnose and treat illnesses and diseases. As an action, if you have at least one rank in medicine, you can expend one use of the kit to stabilize a creature that has 0 health points, without needing to make a Medicine (Cun) check. Most commonly used with the Medicine skill.

*Herbalism Kit*

This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions. This kit has 5 uses. Possessing an herbalism kit as well as the knowledge of using one allows you to identify and apply herbs, as well as create antitoxins. In addition, you may spend one of the kit’s uses to regain health points and help your allies regain health points on a short rest if you possess at least one rank in Medicine or any other applicable Academic skills. Most often used with the Medicine skill or Academics (Herbalism/Nature).

*Musical Instruments*

Depending upon how you word your musical Arts & Craft skill it decides your familiarity with one or several instruments. A more broad wording, like Arts & Crafts (Stringed Instruments) allows you to play any stringed instrument but you will never attain the musical mastery of someone who has a Arts & Crafts (specific instrument). However, choosing a specific instrument makes you less able to play anything else than your chosen instrument.

*Navigator’s Tools*

This set of instruments is used for navigation at sea. Possessing a navigator's tools as well as the knowledge of using one allows you to chart a ship's course, follow navigation charts and avoid getting lost at sea. Commonly paired with Academics (Navigation) or Survival.

*Poisoner’s Kit*

A poisoner’s kit includes the vials, chemicals, and other equipment necessary for the creation of poisons. Most commonly paired with Academics (Chemistry/Poisons/Alchemy).

*Tattoo Kit*

This kit comes in a sturdy wooden box of some description and contains a variety of various colored inks, needles, even some black ink infused with gold that is used for religious ceremonies of Riahn, and medical supplies needed for sterilization. The kit may also include a sketchbook filled with original tattoo designs that the tattooist may find on their journeys. Most commonly paired with Arts & Crafts (Painting/Tattooing).

*Thieves’ Tools*

This set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. Possessing a thieves' tools as well as the knowledge of using one allows you to pick locks and disarm traps. Most commonly paired with Subterfuge but could also be used with Academics (Engineering).