Advanced Players Guide | Rules | Gear

Gear

Equipment

A well-equipped character can take on nearly any challenge, from surviving in the wilderness to making an impression at the king's banquet. This chapter presents all manner of mundane and exotic equipment for the PCs to purchase and use, from weapons to armor, alchemical items to masterwork tools, fine wines to trail rations. The equipment presented here should be relatively easy to find and purchase in most towns and cities, although GMs might wish to restrict the availability of some of the more expensive and exotic items.

Weapons

Adventurers are always on the look out for new or strange weapons to give them an advantage in combat.

Arrow, Blunt

Aura:
CLl:
Price: 2 gp/20
Weight: 3 lbs.

These arrows have rounded wooden tips. They deal bludgeoning damage rather than piercing damage. An archer can use a blunt arrow to deal nonlethal damage (at the normal –4 attack penalty for using a lethal weapon to deal nonlethal damage).

Arrow, Flight

Aura:
CLl:
Price: 2 gp/20
Weight: 3 lbs.

These arrows have light shafts and special fletchings to give them greater range. A flight arrow's range increment is 20 feet greater with longbows, 10 feet greater with shortbows. They deal damage as if one size category smaller.

Arrow, Smoke

Aura:
CLl:
Price: 10 gp
Weight: —

This arrow is actually a specially-shaped smokestick that can be fired from a bow. It trails smoke as it flies, and creates a 5-foot cube of smoke where it strikes. It otherwise functions like a normal arrow in terms of damage, range, and so on.

Bardiche

Aura:
CLl:
Price: 13 gp
Weight: 14 lbs.

The crescent axe-blade of this polearm is attached to the haft at two points: the center of the blade attaches to a socket at the top of the haft, and the lower point of the blade attaches to a secondary mount point. The blade is often very long, sometimes almost as long as the haft. You gain a +2 bonus to your CMD to resist sunder attempts against a bardiche.

Battle Aspergillum

Aura:
CLl:
Price: 5 gp
Weight: 4 lbs.

Named for the common aspergillum, a mace-like tool used by priests to sprinkle holy water, this light mace has a hollow head and a metal plug to fit the hollow's neck. When the mace strikes a creature, holy water sprinkles out through tiny holes throughout the weapon's head; creatures subject to damage from holy water take 1 point of damage in addition to the normal effect of being struck by the mace (a nonmagical aspergillum can deal holy water damage to an incorporeal creature in this manner, even if the mace itself deals no damage). After 5 hits, the battle aspergillum is empty and needs to be refilled. Filling it with holy water is a standard action that provokes an attack of opportunity (like drinking a potion). A filled aspergillum is normally carried upright, otherwise the holy water leaks out as the weapon moves.

Bayonet

Aura:
CLl:
Price: 5 gp
Weight: 1 lb.

Bayonets are close combat weapons designed to fit into the grooves or muzzles of crossbows and firearms. They allow you to make melee attacks with these weapons but render them temporarily useless as ranged weapons. Attaching or removing a bayonet is a move action.

Bec de Corbin

Aura:
CLl:
Price: 15 gp
Weight: 12 lbs.

The bec de corbin is a polearm very similar to the lucerne hammer, but the hammer head is blunt rather than spiked and the spike is stouter and more hooked. You primarily attack with the spike. You gain a +2 bonus to your CMB to sunder medium or heavy armor with a bec de corbin.

Bill

Aura:
CLl:
Price: 11 gp
Weight: 11 lbs.

The blade of this polearm is a curved or hooked chopping blade with a spiked projection on the back of the blade. The spike is commonly used to block and parry. When fighting defensively or with full defense, this weapon gives you a +1 shield bonus to AC. A mounted opponent hit by a bill takes a –1 penalty on his Ride check to stay mounted.

Boar Spear

Aura:
CLl:
Price: 5 gp
Weight: 8 lbs.

This spear with a spiraling blade has a metal crossbar approximately halfway down its length. If you ready a boar spear against a charge and your attack hits, you get a +2 shield bonus to your AC against that creature until your next turn.

Boomerang

Aura:
CLl:
Price: 3 gp
Weight: 3 lbs.

The boomerang is primarily a hunting tool, but it is not uncommon for these versatile thrown weapons to be carried into battle. A boomerang is made of wood and is flat, with a long haft, a pronounced forward curve, and a sharp backward bend at the head. A thrown boomerang does not fly in a returning path; returning boomerangs are solely recreational.

Brass Knuckles

Aura:
CLl:
Price: 1 gp
Weight: 1 lb.

These close combat weapons are designed to fit comfortably around the knuckles, narrowing the contact area and therefore magnifying the amount of force delivered by a punch. They allow you to deal lethal damage with unarmed attacks. You may hold, but not wield, a weapon or other object in a hand wearing brass knuckles. You may cast a spell with a somatic component while wearing brass knuckles if you make a concentration check (DC 10 + the level of the spell you're casting). Monks are proficient with brass knuckles and can use their monk unarmed damage when fighting with them.

Cestus

Aura:
CLl:
Price: 5 gp
Weight: 1 lb.

The cestus is a glove of leather or thick cloth that covers the wielder from mid-finger to mid-forearm. The close combat weapon is reinforced with metal plates over the fingers and often lined with wicked spikes along the backs of the hands and wrists. While wearing a cestus, you are considered armed and your unarmed attacks deal normal damage. If you are proficient with a cestus, your unarmed strikes may deal bludgeoning or piercing damage. Monks are proficient with the cestus. When using a cestus, your fingers are mostly exposed, allowing you to wield or carry items in that hand, but the constriction of the weapon at your knuckles gives you a –2 penalty on all precision-based tasks involving that hand (such as opening locks).

Chain Spear

Aura:
CLl:
Price: 15 gp
Weight: 13 lbs.

This vicious weapon often finds its way into gladiatorial events due to its versatility. The body of the weapon is a standard short spear, primarily used for thrusting. The butt of the spear is fitted with a length of chain, often spiked, with a hook at the end. The hook and chain may be used to make trip attacks. If your trip attack fails by 10 or more, you may drop the chain spear to avoid being knocked prone.

Chakram

Aura:
CLl:
Price: 1 gp
Weight: 1 lb.

The chakram is a simple, elegant, and highly portable thrown weapon. It is a flat, open-centered metal discus with a sharpened edge. You can wield the chakram as a melee weapon, but it is not designed for such use; you take a –1 penalty on your attack roll with the weapon and must make a DC 15 Reflex save or cut yourself on the blade (half damage, no Strength modifier). You do not need to make this save if wearing heavy armor.

Double Crossbow

Aura:
CLl:
Price: 300 gp
Weight: 18 lbs.

This heavy weapon fires a pair of iron-tipped bolts with a single squeeze of the trigger. Due to its size and weight, you take a –4 penalty on your attack roll if you're proficient with it, or –8 if you're not. If the attack hits, the target takes damage from both bolts. Critical hits, sneak attack damage, and other precision-based damage only apply to the first bolt. Reloading one bolt is a standard action; the Rapid Reload feat reduces this to a move action. Crossbow Mastery allows you to reload both bolts as a move action

Falcata

Aura:
CLl:
Price: 18 gp
Weight: 4 lbs.

This heavy blade has a single sharp, concave edge and a hook-shaped hilt. Its shape distributes the weight to give it the momentum of an axe with the cutting edge of a sword.

Glaive-Guisarme

Aura:
CLl:
Price: 12 gp
Weight: 10 lbs.

This polearm combines the blade of a glaive with a wicked hook. A mounted opponent hit by a glaive-guisarme takes a –2 penalty on his Ride check to stay mounted.

Khopesh

Aura:
CLl:
Price: 20 gp
Weight: 8 lbs.

This heavy blade has a convex curve near the end, making its overall shape similar to a battleaxe.

Lasso

Aura:
CLl:
Price: 1 sp
Weight: 5 lbs.

This thrown weapon is a length of rope with a simple open knot on one end that allows you entangle a foe like you would using a net. The DC to cast a spell while entangled with a lasso is 10 + the spell level being cast. An entangled creature can slip free with a DC 15 Escape Artist check as a full-round action. The lasso has 2 hit points and AC 10. It requires a DC 23 Strength check to break it. On a successful hit, the lasso tightens; to use it again you must spend a standard action sliding the knot to enlarge the loop.

Lucerne Hammer

Aura:
CLl:
Price: 15 gp
Weight: 12 lbs.

This polearm has both a pronged hammer head for crushing blows and a spiked head for piercing and peeling armor; most attacks are made with the hammer. The long haft allows the wielder to put amazing force behind the head of this weapon. You gain a +2 bonus to your CMB to sunder medium or heavy armor with a lucerne hammer.

Mancatcher

Aura:
CLl:
Price: 15 gp
Weight: 10 lbs.

This polearm consists of two curved metal bands that close around a target when you attack, allowing you to bind an opponent. A mancatcher is built to capture a creature of a particular size category (such as Small or Medium) and doesn't work on creatures of the wrong size. Make a touch attack to hit an opponent and a combat maneuver check to grapple him (without the –4 penalty for not having two hands free); success means you and the target are grappled. Once the target is grappled, you can perform a move or damage grapple action against him. The mancatcher has hardness 10 and 5 hit points; it requires a DC 26 Strength check to break it. If you drop the mancatcher, the target can free himself as a standard action.

Pilum

Aura:
CLl:
Price: 5 gp
Weight: 4 lbs.

The tip of this heavy javelin is designed to break off and embed itself into a shield once it hits. Like ammunition, a thrown pilum that hits its target is destroyed. If you hit a shield-using opponent with a pilum, he loses the AC bonuses from that shield until he takes a standard action to pry the remnants of the pilum from his shield.

Sword Cane

Aura:
CLl:
Price: 45 gp
Weight: 4 lbs.

This slender light blade lies within a wooden container that serves as both its scabbard and hiding place. You can draw the blade from the cane as a swift action (or a free action if you have the Quick Draw feat). An observer must make a DC 20 Perception check to realize an undrawn sword cane is a weapon rather than a walking stick; the DC decreases to 10 if the observer is able to handle the weapon.

Swordbreaker Dagger

Aura:
CLl:
Price: 10 gp
Weight: 3 lbs.

You can use this dagger to disarm or sunder enemy blades by catching them in the grooves on the back of the blade and using your weapon as a lever. If you are proficient with this weapon, add +4 on your disarm or sunder attempts against bladed weapons.

Temple Sword

Aura:
CLl:
Price: 30 gp
Weight: 3 lbs.

Heavy blades typically used by guardians of religious sites, temple swords have distinctive crescent-shaped blades, appearing as an amalgam of a sickle and sword. Many have holes drilled into the blade or places on the pommel where charms, bells, or other holy trinkets might be attached. Monks are proficient with the temple sword.

Wooden Stake

Aura:
CLl:
Price: —
Weight: 1 lb.

This close combat weapon is just a sharpened piece of wood. Iron spikes used as weapons deal damage as wooden stakes.

Table: Weapons

Table: Weapons
Simple WeaponsCostDmg (S)Dmg (M)CriticalRangeWeight1Type2Special
Unarmed Attacks
Brass knuckles1 gp1d21d3×21 lb.Bmonk, see text
Light Melee Weapons
Battle aspergillum5 gp1d41d6×24 lbs.Bsee text
Cestus5 gp1d31d419–20/×21 lb.B or Pmonk, see text
Wooden stake1d31d4×210 ft.1 lb.P
Two-Handed Melee Weapons
Bayonet5 gp1d41d6×21 lb.P
Boar spear5 gp1d61d8×28 lbs.Pbrace, see text
Martial WeaponsCostDmg (S)Dmg (M)CriticalRangeWeight1Type2Special
One-Handed Melee Weapons
Sword cane45 gp1d41d6×24 lbs.P
Two-Handed Melee Weapons
Bardiche13 gp1d81d1019–20/×214 lbs.Sbrace, reach, see text
Bec de corbin15 gp1d81d10×312 lbs.B or Pbrace, reach, see text
Bill11 gp1d61d8×311 lbs.Sbrace, disarm, reach, see text
Glaive-guisarme12 gp1d81d10×310 lbs.Sbrace, reach, see text
Lucerne hammer15 gp1d101d12×212 lbs.B or Pbrace, reach, see text
Ranged Weapons
Arrow, blunt (20)2 gp3 lbs.Bsee text
Arrow, flight (20)2 gpsee text3 lbs.Psee text
Arrow, smoke10 gpPsee text
Chakram1 gp1d61d8×230 ft.1 lb.S
Pilum5 gp1d61d8×220 ft.4 lbs.Psee text
Exotic WeaponsCostDmg (S)Dmg (M)CriticalRangeWeight1Type2Special
Light Melee Weapons
Swordbreaker dagger10 gp1d31d4×23 lbs.Sdisarm, see text
One-Handed Melee Weapons
Falcata18 gp1d61d819–20/×34 lbs.S
Khopesh20 gp1d61d819–20/×28 lbs.Strip
Temple sword30 gp1d61d819–20/×23 lbs.Smonk, trip
Two-Handed Melee Weapons
Chain spear15 gp1d4/1d41d6/1d6×213 lbs.P and Strip
Mancatcher15 gp11d210 lbs.Preach, see text
Ranged Weapons
Boomerang3 gp1d41d6×230 ft.3 lbs.Bsee text
Double crossbow300 gp1d61d819–20/×280 ft.18 lbs.P
Lasso1 sp5 lbs.see text
1 Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much.
2 A weapon with two types is both types if the entry specifies “and,” or either type (wielder's choice) if the entry specifies “or.”

Armor

These armors follow the same rules as the armors presented in the Pathfinder RPG Core Rulebook.

Agile Breastplate

Aura:
CLl:
Price: 400 gp
Weight: 25 lbs.

This breastplate is specially crafted in a manner that allows extra maneuverability for some physical activities. The armor check penalty for Climb checks and jump checks is only –1 (masterwork and mithral versions of this armor reduce this penalty as well as the normal penalty).

Agile Half-Plate

Aura:
CLl:
Price: 850 gp
Weight: 55 lbs.

This style of half-plate is specially crafted in a manner that allows extra maneuverability for some physical activities. The armor check penalty for Climb checks and jump checks is only –4 (masterwork and mithral versions of this armor reduce this penalty as well as the normal penalty). In addition, unlike most heavy armors, the wearer can still run at quadruple speed instead of triple speed.

Armored Coat

Aura:
CLl:
Price: 50 gp
Weight: 20 lbs.

This sturdy leather coat is reinforced with metal plates sewn into the lining. More cumbersome than light armor but less effective than most medium armors, the advantage of an armored coat is that a person can don it or remove it as a move action (there is no “don hastily” option for an armored coat). If worn over other armor, use the better AC bonus and worse value in all other categories; an armored coat has no effect if worn with heavy armor. The only magic effects that apply are those worn on top.

Quickdraw Shield, Light Wooden or Steel

Aura:
CLl:
Price: 59 gp
Weight: 7 lbs.

This light shield is specially crafted with a series of straps to allow a character proficient in shields to ready or stow it on his or her back quickly and easily. If you have a base attack bonus of +1 or higher, you may don or put away a quickdraw shield as a swift action combined with a regular move. If you have the Two-Weapon Fighting feat, you can draw a light or one-handed weapon with one hand and a quickdraw shield with the other in the time it would normally take you to draw one weapon. If you have the Quick Draw feat, you may don or put away a quickdraw shield as a free action.

Quilted Cloth

Aura:
CLl:
Price: 100 gp
Weight: 15 lbs.

This enhanced form of padded armor has internal layers specifically designed to trap arrows, bolts, darts, shuriken, thrown daggers, and other small ranged piercing weapons. When these kinds of weapons strike you, they tend to become snagged in these layers and fail to harm you. You gain DR 3/— against attacks of this kind. The special layers of the armor have no effect on other kinds of weapons.

Wooden Armor

Aura:
CLl:
Price: 20 gp
Weight: 25 lbs.

This suit of leather armor has plates of fire-treated wood sewn over vital areas. Though not as effective as metal armor, it offers better protection than leather alone. Unlike metal armor, the wood is slightly buoyant, and the armor check penalty for swimming in this armor is 0.

Table: Armor and Shields

Table: Armor and Shields
ArmorCostArmor/Shield BonusMaximum Dex BonusArmor Check PenaltyArcane Spell Failure ChanceSpeedWeight1
30 ft.20 ft.
Light Armor
Quilted cloth100 gp+1+8010%30 ft.20 ft.15 lbs.
Wooden20 gp+3+3–115%30 ft.20 ft.25 lbs.
Medium Armor
Armored coat50 gp+4+3–220%20 ft.15 ft.20 lbs.
Agile breastplate400 gp+6+3–425%20 ft.15 ft.25 lbs.
Heavy Armor
Agile half-plate850 gp+8+0–740%20 ft.215 ft.255 lbs.
Shields
Quickdraw shield, light wooden53 gp+1–25%6 lbs.
Quickdraw shield, light steel59 gp+1–25%7 lbs.
1 Weight figures are for armor sized to fit Medium characters. Armor fitted for Small characters weighs half as much, and armor fitted for Large characters weighs twice as much.
2 When running in agile half-plate, you may still move quadruple your speed, instead of the normal triple speed for heavy armor.

Goods and Services

Adventurers are always looking for equipment that gives them an advantage—their very survival depends on it.

Adventuring Gear

The following special gear supplements that listed in the Pathfinder RPG Core Rulebook.

Table: Goods and Services

Table: Goods and Services
Adventuring GearCostWeight
Backpack, masterwork50 gp4 lbs.1
Barbed vest10 gp4 lbs.
Blanket2 sp1 lb.1
Buoy, common5 sp16 lbs.
Buoy, superior10 gp30 lbs.
Butterfly net5 gp2 lbs.1
Chalkboard1 gp2 lbs.
Chest, small2 gp25 lbs.
Chest, medium5 gp50 lbs.
Chest, large10 gp100 lbs.
Chest, huge25 gp250 lbs.
Earplugs3 cp
Hourglass, 1 hour25 gp1 lb.
Hourglass, 1 minute20 gp1/2 lb.
Hourglass, 6 seconds10 gp
Iron spike5 cp1 lb.
Magnet5 sp1/2 lb.
Marbles1 sp2 lbs.
Paper (sheet)4 sp
Periscope20 gp4 lbs.
Poison pill ring+20 gp
Powder1 cp1/2 lb.
Rice paper (sheet)5 cp
Rope, spider's silk (50 ft.)100 gp4 lbs.
Scroll case1 gp1/2 lb.
Signal horn1 gp2 lbs.1
Smoked goggles10 gp
String or twine (50 ft.)1 cp1/2 lb.
Swarmsuit20 gp10 lbs.1
Tattoo1 cp–20 gp
Tent, small10 gp20 lbs.1
Tent, medium15 gp30 lbs.1
Tent, large30 gp40 lbs.1
Tent, pavilion100 gp50 lbs.1
Weapon cord1 sp
Whistle, signal (or silent)8 sp (9 sp)

Backpack, Masterwork

Aura:
CLl:
Price: 50 gp
Weight: 4 lbs.1

This backpack has numerous pockets for storing various items that might be needed while adventuring. Hooks are included for attaching items such as canteens, pouches, or even a rolled-up blanket. It has padded bands that strap across the chest and the waist to distribute its weight more evenly. Like a common backpack, it can hold about 2 cubic feet of material in its main container. When wearing a masterwork backpack, treat your Strength score as +1 higher than normal when calculating your carrying capacity.

Barbed Vest

Aura:
CLl:
Price: 10 gp
Weight: 4 lbs.

Thin leather flaps keep the hundreds of tiny, fishhook-like needles dotting the surface of this black vest from harming you while you wear it. However, any creature that injures you with a natural or unarmed attack must make a DC 15 Reflex save or take 1 point of damage. If a creature swallows you it takes 1 point of damage each round until it either spits you up, you escape, or you die (at which point the vest has sustained enough damage to no longer serve as a threat). The vest can only be worn over light armor or no armor.

Blanket

Aura:
CLl:
Price: 2 sp
Weight: 1 lb.1

This warm, woven blanket has straps so it can be rolled up and tied.

Buoy, Common

Aura:
CLl:
Price: 5 sp
Weight: 16 lbs.

A buoy is used to mark a specific spot in lakes, rivers, or similar bodies of water making it possible for you to return to that location a later date. Each includes a float (typically an air-filled bladder or sealed gourd), a 200-foot length of twine, and 15-pound stone used as an anchor. The float is usually painted a vivid color, and may have a small flag to attract attention. Though anchor buoys prove quite resilient to normal weather and tides, they offer little challenge to intelligent creatures determined to sabotage them.

Buoy, Superior

Aura:
CLl:
Price: 10 gp
Weight: 30 lbs.

This buoy has a spherical or ovoid hollow metal float typically copper, a length of chain rather than twine, and a metal anchor rather than a weight. It is otherwise the same as a common buoy.

Butterfly Net

Aura:
CLl:
Price: 5 gp
Weight: 2 lbs.1

One end of this 6-foot-long pole supports a wide metal hoop covered by a thin mesh net. You can use this to sift objects out from material capable of passing through the net such as sand or water. You can also use a butterfly net to capture Fine or Diminutive creatures as if it were a net (weapon), though you don't need to re-fold the butterfly net if you miss, and you use the handle of the butterfly net like you would the rope of a net weapon.

Chalkboard

Aura:
CLl:
Price: 1 gp
Weight: 2 lbs.

A wooden frame approximately the same size as a large book surrounds this thinly sliced piece of polished black stone. Rubbing a simple damp cloth over the slate erases anything scribed with chalk on its surface.

Chest

Aura:
CLl:
Price:
Weight:

The common wooden chest comes in several sizes, including small (2 cubic feet, 1 hit point, Break DC 17), medium (4 cubic feet, 15 hp, Break DC 23), large (6 cubic feet, 30 hit points, Break DC 29), and huge (8 cubic feet, 50 hit points, Break DC 35). Most include a simple inset lock.

Earplugs

Aura:
CLl:
Price: 3 cp
Weight: —

Made of waxed cotton or cork, earplugs give you a +2 circumstance bonus on saves against effects that require hearing but also cause a –5 penalty on hearing-based Perception checks.

Hourglass

Aura:
CLl:
Price:
Weight:

The standard hourglass takes 1 hour to empty the sand from the upper chamber; larger and smaller timers exist which mark off time in increments as short as 6 seconds.

Special Substances and Items

Any of these substances can be made by a character with the Craft (alchemy) skill.

Loading more... (52)