Every character begins with 20 Coins worth of items, which are “sold” at the cost to create the item. These funds can be taken as weapons, armor, gems, alchemical items, or any tagged item whose cost is listed on the site. You can find a list of items your character could purchase under the Craft and Tinkering Production rules. Any money left over is lost.

General Craft Cost Notes
Kitchenware 1
Simple Tools 1
Rough Container 1
Small Rustic Craftwork 1
Healer’s Kit 2 Required for Healing
Large Rustic Craftwork 2
Repair Kit 2 Required for Repair
Heavy Chest 4 add 3 feats to break
Heavy Door 4 add 3 feats to break
Specialty Tools 6
Alchemy Cost Notes
Phosphor 1 Creates a light (green glowstick)
Healing Dose 2 Stabilizes
Antivenom 2 Reduces poison by 2
Panacea 2 Reduces disease by 2
Distillation (Spirits) 2 Intoxicates user: 1 hour
Poison Draught 2 3 Poison 2 touch/ingest or Poison Strike 2
Treated Bandages 4 add Heal Rate when used to stabilize; Treatment4 required.
Tonic 4 Grants a resist to persistent conditions
Hallucinogen 5 Hallucinating; may not rest or perform rituals. Immune to Mental conditions: 1 hour
Universal Poultice 6 Doubles Treatment for one application.
Invigorative 6 Restores 3 Prowess and 3 Vitality
Poison Draught 4 7 Poison 4 touch/ingest or Poison Strike 4
Bloodfire Woad 8
Venom Draught 16 Quick Venom 8 touch/ingest, or Venom Strike 8.
Black Cordial 16
Miracle Cure 18
Armorcraft Cost Notes
Light Armor 1 4
Light Armor 2 5
Light Armor 3 6
Buckler 3
Small Shield 5
Heavy Armor 4 7
Heavy Armor 5 8
Helm 6 Subdue Immunity
Large Shield 6
Artistry Cost Notes
Rough Work 2
Novice Work 2
Accomplished Work 3
Expert Work 3
Brilliant Work 4
Jewelcraft Cost Notes
Simple Ring 4
Simple Bracelet 5
Simple Necklace 6
Wand 3
Fine Ring 6
Fine Bracelet 8
Fine Necklace 10
Exquisite Ring 8
Exquisite Bracelet 11
Exquisite Necklace 14
Tinkering Cost Notes
Extra Key 1 For existing lock: must have a key to copy
Misc. Small Device 2 Contact Staff
Tinker’s Tools 3 Lockpicks, tension wrenches, probes, etc.
Simple Lock 3 Double square knot
Blade Trap 3 Triggerer takes 5 damage to torso
Dye Trap 4 Paints triggerer blue; indelible for 1 day
Poison Needle Trap 5 Triggerer suffers Poison 5
Compass 5 Makes a simple, dial compass
Magnifying Lens 5 a simple lens for close work
Crossbow 7 Mechanical Missile Weapon
Misc. Large Device 4 Contact Staff
Complex Lock 5 Two strings, tied with double square knots
Poison Gas Trap 8 All in 5’ radius take Poison 5
Fire Trap 8 All in 5’ radius take 5 fire damage to torso.
Lethal Blade Trap 10 Triggerer takes 10 damage to torso.
Spyglass 10 A small brass or steel telescope/binoculars
Timepiece 12 A mechanical pocket watch or small clock.
Reservoir Dagger 14+Dagger Holds 3 doses of poison, usable at will.
Double Crossbow 14 Can have two bolts readied and cocked
Superior Lock 7 Three strings, tied with double square knots
Misc. Elaborate Device 8 Contact Staff
Oblivion Mist Trap 12 All in 5’ suffer Sleep as mental effect: 10 min.
Needle Cloud Trap 15 All in 5’ take Blindness 10
Cruel Viper Trap 15 Triggerer takes 10 damage to torso + Poison 10 if causes a wound.
Railcaster 17 Tinkered “Pistol.” See Below
Mad Tinker’s Lock 18
Weaponcraft Cost Notes
Dagger 2
Hatchet 2
Sap 2
Thrown Weapon 2
Short Club 3
Short Mace 3
Short Hammer 3
Short Axe 3
Sling Shot 4 Missle Weapon**
Short Sword 4
Staff 4 2-handed Light Weapon
War Mace 5
War Hammer 5
Battle Axe 5
Spear 5
Long Sword 6
Cudgel 6 Heavy Weapon
Maul 7 Heavy Weapon
Great Mace 7 Heavy Weapon
Great Axe 7 Heavy Weapon
Halberd 7 Heavy Weapon
Bow 7 Missile Weapon
Great Sword 8 Heavy Weapon
Greatstaff 9 Giant Weapon
Giant Cudgel 11 Giant Weapon
Titan Hammer 12 Giant Weapon
Dire Mace 12 Giant Weapon
Monster Axe 12 Giant Weapon
Giant Sword 13 Giant Weapon