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.
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).
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.
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.
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.
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.
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.
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.
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.
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).
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.
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.
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
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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
Simple Weapons | Cost | Dmg (S) | Dmg (M) | Critical | Range | Weight1 | Type2 | Special |
---|---|---|---|---|---|---|---|---|
Unarmed Attacks | ||||||||
Brass knuckles | 1 gp | 1d2 | 1d3 | ×2 | — | 1 lb. | B | monk, see text |
Light Melee Weapons | ||||||||
Battle aspergillum | 5 gp | 1d4 | 1d6 | ×2 | — | 4 lbs. | B | see text |
Cestus | 5 gp | 1d3 | 1d4 | 19–20/×2 | — | 1 lb. | B or P | monk, see text |
Wooden stake | — | 1d3 | 1d4 | ×2 | 10 ft. | 1 lb. | P | — |
Two-Handed Melee Weapons | ||||||||
Bayonet | 5 gp | 1d4 | 1d6 | ×2 | — | 1 lb. | P | — |
Boar spear | 5 gp | 1d6 | 1d8 | ×2 | — | 8 lbs. | P | brace, see text |
Martial Weapons | Cost | Dmg (S) | Dmg (M) | Critical | Range | Weight1 | Type2 | Special |
One-Handed Melee Weapons | ||||||||
Sword cane | 45 gp | 1d4 | 1d6 | ×2 | — | 4 lbs. | P | — |
Two-Handed Melee Weapons | ||||||||
Bardiche | 13 gp | 1d8 | 1d10 | 19–20/×2 | — | 14 lbs. | S | brace, reach, see text |
Bec de corbin | 15 gp | 1d8 | 1d10 | ×3 | — | 12 lbs. | B or P | brace, reach, see text |
Bill | 11 gp | 1d6 | 1d8 | ×3 | — | 11 lbs. | S | brace, disarm, reach, see text |
Glaive-guisarme | 12 gp | 1d8 | 1d10 | ×3 | — | 10 lbs. | S | brace, reach, see text |
Lucerne hammer | 15 gp | 1d10 | 1d12 | ×2 | — | 12 lbs. | B or P | brace, reach, see text |
Ranged Weapons | ||||||||
Arrow, blunt (20) | 2 gp | — | — | — | — | 3 lbs. | B | see text |
Arrow, flight (20) | 2 gp | — | — | — | see text | 3 lbs. | P | see text |
Arrow, smoke | 10 gp | — | — | — | — | — | P | see text |
Chakram | 1 gp | 1d6 | 1d8 | ×2 | 30 ft. | 1 lb. | S | — |
Pilum | 5 gp | 1d6 | 1d8 | ×2 | 20 ft. | 4 lbs. | P | see text |
Exotic Weapons | Cost | Dmg (S) | Dmg (M) | Critical | Range | Weight1 | Type2 | Special |
Light Melee Weapons | ||||||||
Swordbreaker dagger | 10 gp | 1d3 | 1d4 | ×2 | — | 3 lbs. | S | disarm, see text |
One-Handed Melee Weapons | ||||||||
Falcata | 18 gp | 1d6 | 1d8 | 19–20/×3 | — | 4 lbs. | S | — |
Khopesh | 20 gp | 1d6 | 1d8 | 19–20/×2 | — | 8 lbs. | S | trip |
Temple sword | 30 gp | 1d6 | 1d8 | 19–20/×2 | — | 3 lbs. | S | monk, trip |
Two-Handed Melee Weapons | ||||||||
Chain spear | 15 gp | 1d4/1d4 | 1d6/1d6 | ×2 | — | 13 lbs. | P and S | trip |
Mancatcher | 15 gp | 1 | 1d2 | — | — | 10 lbs. | P | reach, see text |
Ranged Weapons | ||||||||
Boomerang | 3 gp | 1d4 | 1d6 | ×2 | 30 ft. | 3 lbs. | B | see text |
Double crossbow | 300 gp | 1d6 | 1d8 | 19–20/×2 | 80 ft. | 18 lbs. | P | — |
Lasso | 1 sp | — | — | — | — | 5 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.
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).
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.
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.
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.
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
Armor | Cost | Armor/Shield Bonus | Maximum Dex Bonus | Armor Check Penalty | Arcane Spell Failure Chance | Speed | Weight1 | |
---|---|---|---|---|---|---|---|---|
30 ft. | 20 ft. | |||||||
Light Armor | ||||||||
Quilted cloth | 100 gp | +1 | +8 | 0 | 10% | 30 ft. | 20 ft. | 15 lbs. |
Wooden | 20 gp | +3 | +3 | –1 | 15% | 30 ft. | 20 ft. | 25 lbs. |
Medium Armor | ||||||||
Armored coat | 50 gp | +4 | +3 | –2 | 20% | 20 ft. | 15 ft. | 20 lbs. |
Agile breastplate | 400 gp | +6 | +3 | –4 | 25% | 20 ft. | 15 ft. | 25 lbs. |
Heavy Armor | ||||||||
Agile half-plate | 850 gp | +8 | +0 | –7 | 40% | 20 ft.2 | 15 ft.2 | 55 lbs. |
Shields | ||||||||
Quickdraw shield, light wooden | 53 gp | +1 | — | –2 | 5% | — | — | 6 lbs. |
Quickdraw shield, light steel | 59 gp | +1 | — | –2 | 5% | — | — | 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
Adventuring Gear | Cost | Weight |
---|---|---|
Backpack, masterwork | 50 gp | 4 lbs.1 |
Barbed vest | 10 gp | 4 lbs. |
Blanket | 2 sp | 1 lb.1 |
Buoy, common | 5 sp | 16 lbs. |
Buoy, superior | 10 gp | 30 lbs. |
Butterfly net | 5 gp | 2 lbs.1 |
Chalkboard | 1 gp | 2 lbs. |
Chest, small | 2 gp | 25 lbs. |
Chest, medium | 5 gp | 50 lbs. |
Chest, large | 10 gp | 100 lbs. |
Chest, huge | 25 gp | 250 lbs. |
Earplugs | 3 cp | — |
Hourglass, 1 hour | 25 gp | 1 lb. |
Hourglass, 1 minute | 20 gp | 1/2 lb. |
Hourglass, 6 seconds | 10 gp | — |
Iron spike | 5 cp | 1 lb. |
Magnet | 5 sp | 1/2 lb. |
Marbles | 1 sp | 2 lbs. |
Paper (sheet) | 4 sp | — |
Periscope | 20 gp | 4 lbs. |
Poison pill ring | +20 gp | — |
Powder | 1 cp | 1/2 lb. |
Rice paper (sheet) | 5 cp | — |
Rope, spider's silk (50 ft.) | 100 gp | 4 lbs. |
Scroll case | 1 gp | 1/2 lb. |
Signal horn | 1 gp | 2 lbs.1 |
Smoked goggles | 10 gp | — |
String or twine (50 ft.) | 1 cp | 1/2 lb. |
Swarmsuit | 20 gp | 10 lbs.1 |
Tattoo | 1 cp–20 gp | — |
Tent, small | 10 gp | 20 lbs.1 |
Tent, medium | 15 gp | 30 lbs.1 |
Tent, large | 30 gp | 40 lbs.1 |
Tent, pavilion | 100 gp | 50 lbs.1 |
Weapon cord | 1 sp | — |
Whistle, signal (or silent) | 8 sp (9 sp) | — |
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.
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.
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.
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.
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.
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.
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.
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.