To all appearances, this device is nothing more than a plain rod, such as a dowel, although it can be made in the form of any cylindrical object, such as a cane or walking stick, curtain rod, scroll case, wind chime, or blow gun. The simplest form of code rod costs 1 sp and weighs 1 pound. If the rod has another use other than as a code rod, it uses the higher price and weight of the two items. Two code rods of matching circumference must be used in pairs to work properly. The second rod can be an item similar to the first, or it can simply be made to the same dimensions. To use a code rod, a long, narrow strip of paper is wrapped around the rod in a spiral pattern such that the edge of the paper touches the previous circuit with each pass, forming a continuous surface. A message is written along the length of the rod, one character to each coil of paper, row by row, until the paper is full. Once the message is completed, the strip of paper is unwound, rendering the message indecipherable. It can then be rolled up and sent to the recipient, who wraps it around the other rod and can then read the message. The users can write in plain language or further encode the message. Someone intercepting the message, if they recognize the use of a code rod, can attempt to find another rod of similar circumference, using Linguistics to crack the code rod's message.
A concealment coin appears in all respects like a typical coin of the realm and is often crafted from an ordinary coin―though for soft metals like gold, the coin is typically made with an iron or steel interior and then plated with the more valuable metal. Twisting the coin along its edge unscrews the two halves, revealing a thin, hollow space inside. Such coins are often used to hide small messages written on very fine paper for covert delivery. Noticing a concealment coin's true nature requires a successful DC 25 Perception check.
This kit includes a backpack, a belt pouch, a blanket, torches （10）, trail rations （5 days）, and a waterskin.
Smaller and made of stronger materials than most thieves' tools, the items in this kit are much easier to conceal. You gain a ＋4 bonus on Sleight of Hand skill checks to conceal these tools on your body. They otherwise function as masterwork thieves tools （granting a ＋2 circumstance bonus on Disable Device checks）.
Under regular scrutiny, a hollow book appears as a normal tome. However, it is designed to hold a concealed item within its pages. One type of hollow book simply has a cavity cut into the interior pages that can hold a small pouch or similar item. Flipping the cover of this type of book open instantly reveals its true nature. Another type has a much thinner cavity cut into its unusually thick cover. The cavity is concealed by the book's end-paper, which is affixed to the inside of the cover by a gentle adhesive and can be peeled back and then reclosed repeatedly. A small packet of folded documents can be carefully hidden inside the cavity, and a successful DC 20 Perception check is required to notice the hidden space.
A perfume kit consists of an atomizer and a diverse array of perfumes, scented oils, wild flowers, and herbs. Applying scents from a perfume kit takes 1 minute, and grants you a ＋1 circumstance bonus on Bluff, Diplomacy, Disguise, Handle Animal, Intimidate, or Perform checks, subject to GM discretion. You must choose the type of check when you apply the fragrances. This bonus typically doesn't apply in combat or against hostile creatures, and might not work on creatures without olfactory senses or who would be more offended than entranced by your scent. The bonus lasts for 4 hours. You can gain only one bonus from a perfume kit at a time, and the bonus from perfume does not stack with bonuses from any masterwork tools you possess for the same skill. A perfume kit is exhausted after 10 uses.
Used as a replacement for the heel and sole of a shoe or boot, a puzzle heel can be used to secret away items so you can retrieve them when needed. To open the small compartment inside a puzzle heel, you must press, turn, and twist the heel and sole in a particular pattern. The increased complexity of a puzzle heel grants a circumstance bonus on Sleight of Hand checks to conceal items, depending on the complexity of the opening process. Opening the heel without knowing the sequence requires a successful Disable Device check. A puzzle heel compartment is roughly 5 cubic inches in volume.
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An esquire attaché case contains the materials and references for drafting agreements and treaties. Carried by ambassadors and diplomats, these kits hold masterwork writing implements, fine parchments, special inks, and references on the legal languages of specific nations or regions. When purchasing a kit, you must select a nation or region. An esquire attaché case grants you a ＋2 circumstance bonus when used to draft diplomatic and legal documents in the chosen nation or region. These are typically Profession （barrister） checks, but may include other checks related to creating documents, such as Knowledge （local）, Knowledge （nobility）, or Linguistics.
Poison lip paint is a favorite among courtiers who practice the arts of deception and intrigue. It allows the wearer to deliver a dose of contact or ingested poison by means of a kiss. This kiss can be to the hand, cheek, or other exposed skin to deliver a contact poison, but must be on the mouth for an ingested poison. A kiss delivers the full dose of the poison, and that application of poison lip paint then becomes nonpoisonous. To use poison lip paint without being exposed to the poison, the wearer must first apply a protective layer of base material. When using an ingested poison, the wearer can instead consume an antidote prior to application. （When the user applies a contact poison, preemptively consuming an antidote results in the wearer's skin harmlessly absorbing the poison, as does immunity to poison.） A kit contains enough base material and lip paint for 10 doses. The poisons must be purchased separately and mixed into the lip paint.
A quick-change outfit is actually two different sets of attire sewn together, one inside the other. The quick-change outfit allows the wearer to rapidly change from one outfit into another by reversing （pulling inside out） the entire outfit. It takes a fullround action to slip out of the quick-change outfit, reverse it, and put it back on. The two different outfits can appear to be of any variety, such as a noble's outfit on one side and a monk's outfit on the other. The appearance is only superficial, so the outfits do not grant any special bonuses （such as a cold-weather outfit's benefits against exposure to cold）. Anyone paying particular attention to the outfit can notice discrepancies （such as odd seams and unusually thick padding） with a successful DC 20 Perception check. The outfit's price is equal to double the price of the more expensive of the two outfits it mimics.
This garment is specially designed to have a single spell scribed on the inside of its surface, hidden from prying eyes. Infiltrators and spies often use scroll belts to secure extra magical means of escape when the remainder of their equipment is taken during capture. The belt is reusable, though the normal costs and time required to scribe a spell on the belt for each new spell apply. You must remove the belt and hold it in a free hand in order to use the scroll.
Sentry seeds are small, hollow, ovoid glass beads with flat sides. A specially crafted pouch, containing enough seeds to fill eight 5-foot squares, allows the user to evenly scatter these seeds across any flat, hard, mostly level surface. When stepped upon, the glass beads break with audible pops （Perception DC 10）, warning of potential intruders. Although they are easy to see in the light （Perception DC 10）, sentry seeds are difficult to spot in dim light or darkness （Perception DC 20）.