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ГЛАВ

А 6:
Введение

ЭКИ
ПИРО ПРОИСХОЖДЕН
ВКА ИЕ
НАСЛЕДИЕ
И

Чтобы
оставит КЛАССЫ
ь свой
Ваш персонаж начинается с 15 золотыми монетами (150
НАЧАЛЬНЫЙ КАПИТАЛ
серебряных монет), которые можно потратить на любые НАВЫКИ
след в
обычные предметы из этой главы. Предметы с необычной 15 ЗМ [150 СМ]
мире,
редкостью можно приобрести, только если у вас есть
вам
особый доступ к способностям, которые вы выбрали при
создании персонажа, или ваш ведущий дает вам
нужно ТАБЛИЦА 6-1: ЗНАЧЕНИЯ МОНЕТ
разрешение на их покупку. 1 монета ММ СМ ЗМ ПМ
иметь
После того, как вы приобрели свои начальные Медная монета (мм) 1/10 1 1 $1000
1
подходя
предметы, есть три основных способа получения новых Серебряная монета 10 1 1/10 1
предметов и экипировки: вы можете найти их во время (см) Эпоха
щее Золотая монета (зм) 100 10 1 1/10
Утерянных
приключения, сделать их с помощью навыка Ремесло или Платиновая монета 1,000 100 10 1
снаряже
купить их у торговцев. (пм) Предзнаменове
ние, ний
М ОНЕТЫ
включая И ВАЛЮТА У РОВЕНЬ ПРЕДМЕТА В игре
Хотя вы можете обменивать ценные вещи в некоторых областях, валюта Каждый предмет имеет уровень
броню,
является наиболее универсальным способом совершения сделок, когда вы предмета, который отражает сложность
оружие и на рынок. Самая распространенная валюта - монеты.
отправляетесь предмета и любую магию, ИГРА
прочее
Большинству простых людей и начинающих искателей приключений чаще использованную при его создании Mastering
всего попадаются серебряные монеты (см). Каждая серебряная монета Более простые предметы с более
снаряже низким уровнем легче создать. Также,
весит ровно столько, сколько должно весить серебро, и обычно
нтие. В любым торговцем или королевством, независимо от того, где
принимается вы не можете создавать предметы, CRAFTING
этой
она была отчеканена. Существует три других распространенных типа которые имеют более высокий уровень, & СОКРОВИЩА
монет, каждая из которых также стандартизирована по весу и стоимости. чем ваш (стр. 243). Если уровень
главе ПРИЛОЖЕНИЕ
Первый - это медные монеты (мм). Каждая медная монета стоит одну предмета отсутствует в списке, его
представ
десятую серебряной монеты. Золотые монеты (зм) часто используется для уровень равен 0. Хотя персонажи могут
лено магических предметов и других дорогих предметов, поскольку 1
покупки использовать предметы любого уровня,
золотая монета стоит 10 серебряных или 100 медных монет. Платиновая ведущим следует помнить, что предоставление персонажам доступа к
различна
монета (пм) используется дворянами для демонстрации своего богатства, предметам, намного превышающим их текущий уровень, может оказать
я покупки очень дорогих предметов или просто как способ легко
для негативное влияние на игру.
Экипировбольшие суммы валюты. Платиновая монета стоит 10 золотых,
перевозить
100
ка, серебряных или 1000 медных. Таблица 6-1: Значения монет для
обменных курсов распространенных видов монет. ХРАНЕНИЕ И ИСПОЛЬЗОВАНИЕ ПРЕДМЕТОВ
которое У персонажа обычно две руки, что позволяет ему держать предмет в
ДРУГАЯ ВАЛЮТА
вы каждой руке или один двуручный предмет обеими руками. Перенос или
Предметы
можете искусства, драгоценные камни и сырье (например, то, которые изменение способа хранения предмета обычно требует использования
используются для ремесленной деятельности) можно использовать во действия Interact (хотя для удаления элемента вместо этого используется
приобрес
многом как валюту: вы можете продать их по той же цене, что и купить. действие Release). ТАБЛИЦА 6-2: В разделе «Смена Экипировки» на стр.
ти при 273 перечислены возможные способы изменения предметов, которые вы
создании носите или храните, а также количество рук, которое вам необходимо для
ЦЕНА
персона
использования.
Большинство предметов в следующих таблицах имеют цену, сумма валюты, Многие способы использования предметов требуют от вас нескольких
жа. обычно требуется для покупки этого предмета. Предмет с ценой
которую действий. Например, для питья зелья, находящегося в сумке на ремне,
«-» не может быть куплен. Предмет с ценой 0 обычно бесплатен, но его
Обычно, необходимо использовать действие Interact, чтобы вытащить его, а затем
стоимость может быть выше в зависимости от материалов, использованных использовать второе действие, чтобы выпить его, как описано в записи
эти
для его создания. Большинство предметов можно продать за половину их «Активировать» (стр. 532).
предмет
цены, но монеты, драгоценные камни, предметы искусства и сырье
ы можнокомпоненты для ремесленной деятельности) можно обменять на СЛОТ
(например,
их полную цену. Особенно тяжелые или громоздкие предметы могут затруднить вам
найти в движение. Также, это может привести к перегрузке слишком большим
продаже количеством снаряжения. Значение Слота отражает сложность хранения
в 27
большинс 1
тве
городов и
предмета, представляя его размер, вес и общую неловкость. Если у вас если вы не несете множество существенных предметов.
высокий показатель Силы, вам обычно не нужно беспокоиться о Слотах,

27
1
ЛИМИТ СЛОТОВ Большой 12
Вы можете нести занимать больше Слотов, чем 5 плюс огромный 24
ваш модификатор Силы без штрафа; если вы несете Колоссальный 48
больше, вы получаете состояние перегруженный. Вы не
можете занимать Слотов больше чем 10 плюс ваш
модификатор Силы. D ЛОХМОТЬЯ
В некоторых ситуациях вы можете перетащить объект или
Перегружен существо, а не нести его. Если вы что-то перетаскиваете,
Вы несете больше веса, чем можете. Пока вы делите значение требуемых слотов пополам. Как правило,
перегружены, вы неуклюжи 1 и получаете штраф -10 вы можете перетаскивать одну вещь за раз, вы должны
футов к своей скорости. Как и для всех штрафов для использовать обе руки для этого, и вы тянете медленно -
вашей скорости, она не может быть ниже 5 футов. примерно 50 футов в минуту, если у вас нет каких-либо
ЗНАЧЕНИЯ СЛОТОВ средств, чтобы ускорить это. Используйте общее
Предметы могут иметь номер, указывающий занимаемое количество необходимых Слотов для того, что вы
ими количество Слотов. Также, они могут быть легкими перетаскиваете. Например, если у вас есть мешок с
(обозначены буквой Л) или незначительными (обозначены товарами, используйте сумму веса всех предметов, вместо
знаком -). Например, полный латный доспех - 4 Слота, подсчета каждого отдельного предмета.
длинный меч - 1 Слот, кинжал или свиток - легкий, а
кусочек мела - ничтожно мал. Десять легких предметов Предметы в Руках
занимают 1 Слот, округляйте дробные части Некоторые способности требуют от вас держать предмет в
соответственно (таким образом, 9 легких предметов руках. Чаще всего, это оружие. Вы можете использовать
занимают 0 Слотов, а 11 легких предметов занимают 1 предмет каждый раз, когда держите его необходимым
Слот). Предметы незначительного объема не занимают количеством рук для его эффективного использования.
Слоты. Однако, если вы будите нести их очень много, Держа предмет в руках, вы не просто носите его с собой -
ведущий может посчитать это за Слот. вы готовы его использовать. Другие способности могут
потребовать от вас просто нести или иметь предмет. Они
ОПРЕДЕЛЕНИЕ КОЛИЧЕТВА СЛОТОВ, ЗАНИМАЕМЫХ ПРЕДМЕТОМ применяются, пока предмет есть у вас; Вы не я liv I o ||.
Как правило, предмет весом от 5 до 10 фунтов занимает 1
Слот, предмет весом менее нескольких унций ничтожно
мал, а все, что между ними, является легким. Особенно ПОЛОМКА ПРЕДМЕТА
неуклюжие или громоздкие предметы могут занимать Предмет может быть сломан или уничтожен, если он
гораздо больше Слотов. Например, 10-футовый шест не получает достаточно урона. Каждый элемент имеет
тяжелый, но его длина мешает вам двигаться, поэтому он значение твердости . Каждый раз, когда предмет получает
занимает 1 Слот. Предметы, сделанные для огромных или урон, уменьшайте любой урон, получаемый предметом по
крошечных существ, имеют большую или меньшую массу, его твердости. Остальная часть урона уменьшает
как описано на странице 295. количество очков жизни предмета. Обычно предмет
получает урон только тогда, когда существо
СЛОТЫ или МОНЕТЫ непосредственно атакует его - обычно целевыми
Монеты являются популярным средством обмена из-за предметами являются двери и ловушки. Существо, которое
своей мобильности, но они все еще могут весить. Тысяча атакует вас, как правило, не повреждает вашу броню или
монет любого достоинства или комбинации достоинств другое снаряжение, даже если оно поражает вас. Тем не
занимают 1 Слот. Обычно, нет необходимости определять менее, ответное действие Блок Щитом может привести к
объем монет в долях 1000; просто округлите число до тому, что ваш щит получит урон, поскольку вы
1000. Другими словами, 100 монет не считаются легким используете его, чтобы предотвратить урон по себе, и
предметом, а 1 999 монет - 1 Слот, а не 2. некоторые монстры обладают исключительными
способностями, которые могут повредить ваши предметы.
СЛОТЫ или СУЩЕСТВА Предмет, который получает урон, может быть сломан и
Возможно, вам понадобится знать «Массу существа», в конечном итоге уничтожен. Он становится сломанным,
особенно если вам нужно вынести кого-то с поля битвы. В когда его Очки Здоровья равны или ниже, чем Порог
приведенной ниже таблице перечислены типичные массы Стойкости (ПС); как только его Очки Здоровья
существа в зависимости от его размера, но ведущий может уменьшаются до 0, он считается уничтоженым.
изменить это число. Сломанный предмет имеет сломанное состояние до тех
пор, пока его не восстановят выше его Порога Стойкости.
Размер Существа Слот Все, что автоматически делает предмет сломанным,
крошечный 1 немедленно уменьшает его Очки Здоровья до Порога
Маленький 3
Стойкости, если у предмета было больше Очков здоровья
Средний
6 прежде, чем когда эффект сработал. Если у предмета нет
Порога стойкости, у него нет соответствующих изменений Уничтоженный элемент не подлежит ремонту.
в его функции из-за того, что он сломан, но он все еще Твердость предмета, Очки Здоровья и Порог стойкости
уничтожен при 0 Очках Здоровья. (См. состояние сломан зависят от материала, из которого он сделан. Эта
на стр. 273 для получения дополнительной информации.) информация привидена на странице 577.
ТАБЛИЦА 6-2: СМЕНА ЭКИПИРОВКи Введение
Изменить Руки Действие
Возьмите, уберите или подберите предмет 1 1 или 2 Взаимодействовать
Передать предмет или взять предмет у готового к обмену
ПРОИСХОЖДЕНИ
1 или 2 Взаимодействовать
существа2 Е И НАСЛЕДИЕ
Бросить предмет на землю 1 или 2 Выпустить
Снимите щит или предмет, привязанный к вам 1 Взаимодействовать
Измените свою хватку, удалив руку из предмета 2 Выпустить КЛАССЫ
Измените свою хватку, добавив руку к предмету 2 Взаимодействовать
Вытащить предмет из рюкзака 3 или ранца
2
Взаимодействовать НАВЫКИ
1
Если вы извлекаете двуручный предмет одной рукой, вам все равно нужно изменить хват, прежде чем вы сможете его
использовать. плод,
2
У существа должна быть свободная рука, чтобы кто-то мог передать ему предмет, и тогда ему может понадобиться зароды
сменить хват, если он получит предмет, для владения или использования которого требуется две руки. ш
3
Для извлечения предмета из собственного рюкзака необходимо сначала снять рюкзак с помощью отдельного действия
Взаимодействовать.
Заклинания
Сломанное
Сломанный - это состояние, которое влияет на объекты.
Объект ломается, когда урон снижает его Очки Здоровья Эпоха
ниже Порога Стойкости. Сломанный объект не может потерянных
использоваться по своему прямому назначению, при оменов
этом он не дает бонусы - за исключением брони.
Сломанная броня по-прежнему дает бонус к предмету В игре
для КБ, но также накладывает штраф к статусу для КБ в
зависимости от его категории: -1 для сломанной легкой
ИГРА
брони, -2 для сломанной средней брони или -3 для
Mastering
сломанной тяжелой брони.
Сломанный предмет по-прежнему налагает штрафы и
CRAFTING
ограничения, обычно связанные с его хранением,
& СОКРОВИЩА
хранением или ношением. Например, сломанная броня
по-прежнему накладывает ограничение на модификатор
ПРИЛОЖЕН
Ловкости.
ИЕ Если эффект делает предмет сломанным
автоматически, и у предмета есть больше ОЗ, чем его

НЕвосприимчивость Объектов
Порог Стойкости, этот эффект также уменьшает текущее
здоровье предмета до Порога Стойкости.
Неодушевленные предметы и опасности
невосприимчивы к кровотечению, смертельным
последствиям, болезням, исцелению, психическим
последствиям, некромантии, несмертельным атакам и
яду, а также к обреченным, истощенным, утомленным,
парализованным, больным и бессознательным
состояниям. Предмет, обладающий умом, не застрахован
от умственных воздействий. Многие объекты
невосприимчивы к другим условиям по усмотрению
ведущего. Например, меч не имеет Скорости, поэтому он
не может получить штраф к его Скорости, но эффект,
вызывающий штраф Скорости, может сработать на
ловушке с движущимся лезвием.

ФАЛЬШИВЫЕ ПРЕДМЕТЫ
Поддельные или сомнительные вещи никогда не будут
доступны для покупки, кроме как в самых отчаянных
сообществах. При наличии, некачественный предмет,
обычно, стоит вдвое дешевле стандартного предмета,
хотя в любом случае его нельзя продать. Атаки и
проверки с использованием некачественного предмета
получают штраф -2 ед. Это наказание также
распространяется на все УС, к которым относится
поддельный предмет (например, КБ для поддельной
брони). Неудобный доспех также ухудшает штраф
проверки доспеха на 2. Очки Здоровья и Порог
Стойкости у некачественного предмета - половина того
же, что и у обычного предмета этого типа.
БPOHЯ
Броня увеличивает защиту вашего персонажа, но некоторая средняя или тяжелая броня
может затруднить движение. Если вы хотите увеличить защиту своего персонажа
больше показателя вашей брони, вы можете использовать щит. Броня защищает вашего
персонажа только тогда, когда вы носите его.

КЛАСС БРОНИ Например, если у вас есть модификатор Ловкости +4, и вы


Ваш класс брони (AC) измеряет, насколько хорошо вы носите Кольчужно латный доспех, вы применяете только
можете защищаться от атак. Когда существо атакует вас, бонус +1 от вашего модификатора Ловкости к своему КБ,
ваш класс брони является УС для этого броска атаки. нося эту броню.
ШТРАФ К ПРОВЕРКЕ
Класс брони = 10 + модификатор Ловкости (вплоть до вашей При ношении доспехов вы применяете этот штраф к
шапки доспеха проверкам умений, основанных на Силе и Ловкости, за
) + бонус к мастерству + бонус брони исключением тех, которые имеют черту атаки. Если вы
к КБ, другие бонусы + штрафы достигнете порога силы брони (см. Сила ниже), вы не
получаете этот штраф.
Используйте свой бонус к умению для категории
(легкая, средняя или тяжелая) или для определенного типа ШТРАФ К СКОРОСТИ
брони, которую вы носите. Если вы не носите доспехи, При ношении доспехов вы применяете штраф, указанный в
используйте свое мастерство в защите без брони. этой записи, к вашей скорости, а также к любым другим
имеющимся у вас типам движения, таким как скорость
НАДЕТЬ И СНЯТЬ БРОНЮ лазания или скорость плавания, до минимальной скорости
Снятие доспехов занимает много времени, поэтому 5 футов. Если вы достигнете порога силы брони (см.
убедитесь, что носите их, когда вам это нужно! Надевание Ниже), вы уменьшите
| "MIII: by 5 | ,, I.
и снятие доспехов - это оба действия, включающие
множество взаимодействующих действий Требуется 1
Сила
минута для надевания легкой брони, 5 минут для надевания
Эта запись указывает на показатель Силы, при котором вы
средней или тяжелой брони и 1 минута для снятия любой
достаточно сильны, чтобы преодолеть некоторые штрафы
брони.
брони. Если ваша сила равна или превышает это значение,
вы больше не получаете штраф за проверку брони и
СТАТИСТИКА БРОНИ уменьшаете штраф на скорость до 5 футов (без штрафа,
ТАБЛИЦА 6-3: Безоружная защита обеспечивает если штраф был -5 футов, или до штраф -5 футов, если
статистику для различных форм защиты без ношения штраф был -10 футов).
брони. ТАБЛИЦА 6-4: Броня предоставляет статистику для
костюмов брони, которые можно приобрести и носить, с Слот
разбивкой по категориям. Столбцы в обеих таблицах Эта запись обозначает объем брони, предполагая, что вы
предоставляют следующую статистику. носите броню и распределяете ее вес по всему телу. Броня,
которую носят или хранят, обычно занимает на 1 Слот
КАТЕГОРИЯ больше, чем указано здесь (или 1 Слот для легкой брони).
Категория доспехов - небронированная, легкая, средняя Броня занимает больше места или меньше, если он
или тяжелая - указывает, какой бонус к умению вы рассчитан на существ, которые не Маленького или
используете при ношении брони. Среднего размера, в соответствии с правилами на странице
295.
БОНУС КБ
Это число является бонусом предмета, который вы Группа
добавляете для брони при определении класса брони. Каждый тип средней и тяжелой брони относится к группе
брони, которая классифицирует ее с похожими типами
CAP [DEX CAP]DEXTERITY CAP брони. Некоторые способности ссылаются на группы
Это число является максимальным количеством вашего брони, как правило, для предоставления эффектов
модификатора Ловкости, которое может применяться к специализации брони, которые описаны
вашему КБ, когда вы носите данный комплект брони.
на странице 275. настолько полно, что дает преимущества против некоторых
разрушительных эффектов. При сохранении Reflex, чтобы
ЧЕРТЫ БРОНИ избежать разрушительного эффекта, такого как огненный
Черты для каждого доспеха появляются в этой записи. шар , вы добавляете модификатор +3 вместо модификатора
Броня может иметь следующие черты. Ловкости.
Бастионная система укреплений Броня покрывает вас
ЭКИПИРОВКА | 6
ТАБЛИЦА 6-3: НЕОБЕСПЕЧЕННАЯ ЗАЩИТА Введение
Без брони Цена БОНУС КБ Штраф с проверкой Dex Cap Штраф Слот Чекрты Брони 1
Без брони - +0 --- - -
ПРОИСХОЖДЕН
Одежда исследователя 1 +0 +5 - - L Комфортная
см ИЕ И
ТАБЛИЦА 6-4: БPOHЯ НАСЛЕДИЕ
Легкая броня ЦЕНА БОНУС КБ Штраф с проверкой Dex Cap Штраф Сила Слот Группа ЧЕРТЫ БРОНИ
Стеганый доспех 2 см +1 +3 - - 10 L - Комфортная КЛАССЫ
Кожа 2 зм +1 +4 -1 - 10 1 - -
Клепаный кожаный 3 зм +2 +3 -1 - 12 1 - - НАВЫКИ
доспех
Кольчужная рубаха 5 зм +2 +3 -1 - 12 1 - Гибкая, шумная
Средняя броня ЦЕНА Бонус КБ Dex Cap Проверьте штрафную скорость Слот Группа ЧЕРТЫ БРОНИ
штрафной силы
Скрыться 2 зм +3 +2 -2 - 5 фт. 14 2 Кожа -
Чешуйчатый 4 зм +3 +2 -2 - 5 фт. 14 2 Составная -
доспех
Кольчуга 6 зм +4 +1 -2 - 5 фт. 16 2 Цепь Гибкая, шумная
Нагрудник 8 зм +4 +1 -2 - 5 фт. 16 2 Пластина -
Тяжелая броня ЦЕНА Бонус КБ Dex Cap Проверьте штрафную скорость Слот Группа ЧЕРТЫ БРОНИ
Пластинчатый доспех штрафной силы Эпоха
+5 +1 -3 -10 фт. 16 3 Составная -
(уровень 1) 13 зм
Кольчужно-латный 18 зм +5 +1 -3 -10 фт. 3 Пластина - Утерянных
16
доспех
Полный(уровень
латный 1) 30 зм +6 +0 -3 -10 фт. 18 4 Пластина Бастионная Предзнаменове
доспех (уровень 2) система ний

КомфортнаяБроня настолько удобна, что вы можете руны силы брони для тяжелой брони.
спокойно поспать, будучи одетым в неё. ПластинаКрепкая пластина не обеспечивает покупку
Гибкий: Броня достаточно гибкая, чтобы не мешать режущей кромки. Вы получаете сопротивление рубящему
большинству действий. Вы не применяете штраф на урону
проверки Акробатике и Атлетике.
Шумный: Эта броня громкая и, вероятно, оповестит
других о вашем присутствии, когда вы используете
Избежать обнаружения во время исследования (стр. 479).

ЭФФЕКТЫ СПЕЦИАЛИЗАЦИИ БРОНЯ


Некоторые Особенности класса могут дать вам
дополнительные преимущества с определенными
доспехами. Это называется эффектом специализации
брони. Точный эффект зависит от того, к какой группе
брони принадлежит ваша броня, как указано ниже. Только
средняя и тяжелая броня имеют эффекты специализации
брони.
ЦепьДоспехи настолько гибки, что могут согнуться при
критическом ударе и поглотить часть удара. Уменьшите
урон от критических ударов либо на 4 + значение руны
силы брони для средней брони, либо на 6 + значение руны
силы брони для тяжелой брони. Этим нельзя уменьшить
урон меньше, чем урон, нанесенный для удара, до
удвоения для критического удара.
СоставнаяМногочисленные перекрывающиеся части
этой брони защищают вас от Колющих атак. Вы получаете
сопротивление Колющему урону, равное 1 + значение
руны силы брони для средней брони или 2 + значение
руны силы брони для тяжелой брони.
КожаТолстая вторая оболочка брони поглощает грубую
силу, чтобы уменьшить Дробящий урон. Вы получаете
сопротивление Дробящему урону, равное 1 + значение
руны силы брони для средней брони или 2 + значение
Ip ATH FINDER) CORE RULEBOOK

МАТЕРИАЛЫ НагрудникХотя этот тип доспехов упоминается


Большинство доспехов и оружия изготавливаются из как нагрудник, он состоит из нескольких частей
обычных, широко доступных материалов, таких как пластинчатой или кольчужно-латной брони (стр. 276),
железо, кожа, сталь и дерево. Если вы не уверены, которая защищает туловище, грудь, шею, а иногда и
из чего сделан доспех, Ведущий вам подскажет. бедра и голени. Он стратегически обеспечивает
Некоторые доспехи, щиты и оружие могут быть некоторую защиту пластинами, одновременно
сделаны из драгоценных материалов. Они часто обеспечивая большую гибкость и скорость.
имеют врожденные сверхъестественные свойства. КольчугаКольчуга состоит из нескольких
Например, холодное железо, которое опасно для элементов доспех, состоящих из маленьких
фей, а серебро может быть опасно для оборотней. металлических колец, соединенных друг с другом
Эти материалы подробно описаны на стр. 577. защитной сеткой. Обычно, оно включает в себя
Вы получаете сопротивление Колющему урону, кольчужную рубаху, брюки, пару перчаток и
равное 1 + значение руны силы брони для средней капюшон, которые вместе защищают большую часть
брони или 2 + значение руны силы брони для тела.
тяжелой брони. Кольчужная рубахаЭто длинная рубашка,
сплетенная из тех же металлических колец, что и
кольчуга. Тем не менее, он намного легче кольчуги и
ОПИСАНИЕ БРОНЯ защищает только туловище, плечи и ноги его
Каждый тип брони описан более подробно ниже. владельца.
В игре

ИГРА
Mastering

CRAFTING
& СОКРОВИЩА

ПРИЛОЖЕНИЕ
Одежда исследователя: Авантюристы, которые не
носят броню, путешествуют в прочной одежде. Хотя это
не совсем броня и использует ваш навык защиты без
брони, он все еще имеет Dex Cap и может давать бонус к
КБ, если он запечатлен рунами потенции (как описано на
стр. 581).
Полный латный доспех: Полный латный доспех
состоит из блокирующих пластин, которые заключают в
сталь почти весь корпус. Он дорогостоящий и тяжелый,
хозяин часто нуждается в помощи, чтобы надеть его с подшерстком из стеганого доспеха (см. ниже) и пару рукавиц (стр. 285).
правильно, но он обеспечивает одну из лучшех защит, Кольчужно-латный доспех: Кольчужно-латный доспех состоит из большинства верхних
которую можно представить. Костюм этой брони пластин, используемых в полном латном доспехе, с более легкой или более редкой стальной
приходит пластиной для защиты рук и ног. Это обеспечивает некоторую защиту полного латного доспеха
с большей гибкостью и скоростью. с подшерстком из стеганого доспеха (см. ниже) и пары
рукавиц (стр. 285).
СкрытьсяСочетание меха, прочной шкуры и иногда формованной вареной кожи, эта броня обеспечивает защиту благодаря слоям кожи, хотя ее
объемность замедляет хозяина и снижает его подвижность.
КожаСочетание гибкой и формованной вареной кожи, костюм этого типа брони обеспечивает некоторую защиту с максимальной гибкостью.
Стеганый доспехЭта броня - просто слой тяжелой стеганой ткани, но иногда ее используют, потому что она недорогая. Стеганый доспех легче
повредить и уничтожить, чем другие виды брони. Тяжелая броня поставляется с подшерстком из стёганной брони, включенным в его цену, хотя она теряет
черту комфорта при ношении под тяжелой броней. Вы можете носить только стеганый доспех, если хотите спать в нем, если ваша тяжелая броня разрушена
или когда вы не носите полную тяжелую броню. Это позволяет сохранить вложенную броню и получить выгоду от силы любых рун связанных с тяжелой
бронёй, но никто другой не может носить вашу тяжелую броню без подшерстка с подкладкой.
Чешуйчатый доспехЧешуйчатый доспех состоит из множества металлических чешуек, пришитых к усиленной кожаной основе, часто в форме
длинной рубашки, защищающей туловище, руки и ноги.
Пластинчатый доспех: Этот тип брони представляет собой кольчужную броню, усиленную гибкими взаимосвязанными металлическими пластинами,
обычно расположенными на туловище, плечах и ногах хозяина. с подшерстком из стеганого доспеха (см. ниже) и пары рукавиц (стр. 285).
Клепаный кожаный доспехЭтот кожаный доспех усилен металлическими шипами и иногда небольшими металлическими пластинами, обеспечивая
большую гибкость кожаной брони с более надежной защитой.

Материа
л
ПОВРЕЖДЕНИЕ БРОНИ
Статистика вашей брони основана на материале, из которого она преимущественно сделана. Маловероятно, что ваша броня
получит урон, как описано в разделе «Урон от предметов» на странице 272.

Твердость ОЗ ПС
Ткань (одежда исследователя, стеганый доспех)
Кожа (шкура, кожа, клепанный кожаный доспех)
Металл (нагрудник, кольчуга, кольчужная рубаха, полный латный доспех, кольчужно-латный доспех, чещуйчатый доспех, пластинчатый
доспех)
ЭКИПИРОВКА 6
ЩИТЫ INTRODUCTION
Если вы хотите увеличить защиту своего персонажа больше показателя вашей брони,
ANCESTRIES &
вы можете использовать щит. Ваш персонаж должен владеть щитом в одной руке,
BACKGROUNDS
чтобы использовать его, и он дает свой бонус БК, только если он используют действие,
чтобы Поднять Щит. Это действие дает бонус щита БК в качестве Ситуативного CLASSES
бонуса, пока не начнется их следующий ход. A shield’s Speed penalty applies whenever your
character is holding the shield, whether they have raised it or not. ---------------------------------- SKILLS

Raise a Shield is the action most commonly used with shields.


Most shields must be held in one hand, so you can’t hold for Hardness appear on page 272.
anything with that hand and Raise a Shield. A buckler, however,
doesn’t take up your hand, so you can Raise a Shield with a
buckler if the hand is free (or, at the GM’s discretion, if it’s
holding a simple, lightweight object that’s not a weapon). You
THE AGE OF
lose the benefits of Raise a Shield if that hand is no longer free.
LOST OMENS
When you have a tower shield raised, you can use the Take
Cover action (page 471) to increase the circumstance bonus to PLAyiNG THE
AC to +4. This lasts until the shield is no longer raised. If you GAME
would normally provide lesser cover against an attack, having
your tower shield raised provides standard cover against it (and
other creatures can Take Cover as normal using the cover from GAME
your shield). MASTERING
If you have access to the Shield Block reaction (from your
class or from a feat), you can use it while Raising your Shield to CRAFTING
reduce the damage you take by an amount equal to the shield’s & TREASURE
Hardness. Both you and the shield then take any remaining
damage.
APPENDIX

SHIELD STATISTICS
Shields have statistics that follow the same rules as armor: Price,
Speed Penalty, and Bulk. See page 274 for the rules for those
statistics. Their other statistics are described here.

AC BONUS
A shield grants a circumstance bonus to AC, but only when the
shield is raised. This requires using the Raise a Shield action,
found on page 472.

HARDNESS
Whenever a shield takes damage, the amount of damage it takes
is reduced by this amount. This number is particularly relevant
for shields because of the Shield Block feat (page 266).The rules

TABLE 6-5:
SHIELDS
Speed Penalty
-

-
-
-5 ft.
AC requires using the Raise a Shield action (found on page 472).
2
Getting the
higher bonus
for a tower
shield requires
using the Take
Cover action
(page 471)
while the
shield is
raised.
ipATHF1N PER) ПРАВИЛА ОСНОВНОЙ
СИСТЕМЫ

HP [BT]
This column lists the shield’s Hit Points (HP) and Broken
Threshold (BT). These measure how much damage the shield can
take before it’s destroyed (its total HP) and how much it can take
before being broken and unusable (its BT). These matter
primarily for the Shield Block reaction.

ATTACKING WITH A SHIELD


A shield can be used as a martial weapon for attacks, using the
statistics listed for a shield bash on Table 6-7: Melee Weapons
(page 280). The shield bash is an option only for shields that
weren’t designed to be used as weapons. A shield can’t have
runes added to it. You can also buy and attach a shield boss or
shield spikes to a shield to make it a more practical weapon.
These can be found on Table 6-7. These work like other weapons
and can even be etched with runes.

SHIELD DESCRIPTIONS
Each type of shield is described in more detail below.
Buckler: This very small shield is a favorite of duelists and
quick, lightly armored warriors. It’s typically made of steel and
strapped to your forearm. You can Raise a Shield with your
buckler as long as you have that hand free or are holding a light
object that’s not a weapon in that hand.
Wooden Shield: Though they come in a variety of shapes and
sizes, the protection offered by wooden shields comes from the
stoutness of their materials. While wooden shields are less
expensive than steel shields, they break more easily.
Steel Shield: Like wooden shields, steel shields come in a
variety of shapes and sizes. Though more expensive than wooden
shields, they are much more durable.
Tower Shield: These massive shields can be used to provide
cover to nearly the entire body. Due to their size, they are
typically made of wood reinforced with metal.
ЭКИПИРОВКА 6
WEA ATTACK ROLLS
PON When making an attack roll, determine the result by rolling ld20

S and adding your attack modifier for the weapon or unarmed


attack you’re using. Modifiers for melee and ranged attacks are
Most calculated differently.
character
Melee attack modifier = Strength modifier (or
s in optionally Dexterity for a finesse weapon) +
Pathfinde proficiency bonus + other bonuses + penalties

r carry
Ranged attack modifier = Dexterity modifier +
weapons, proficiency bonus + other bonuses + penalties
ranging
from Bonuses, and penalties apply to these rolls just like with other
types of checks. Weapons with potency runes (page 581) add an
mighty
item bonus to your attack rolls.
warhamm
ers to MULTIPLE ATTACK PENALTY
If you use an action with the attack trait more than once on the
graceful
same turn, your attacks after the first take a penalty called a
bows to multiple attack penalty. Your second attack takes a -5 penalty,
even and any subsequent attacks take a -10 penalty.
The multiple attack penalty doesn’t apply to attacks you make
simple
when it isn’t your turn (such as attacks made as part of a
clubs. reaction). You can use a weapon with the agile trait (page 282) to
Full reduce your multiple attack penalty.
details on
how you DAMAGE ROLLS
calculate When the result of your attack roll with a weapon or unarmed
the attack equals or exceeds your target’s AC, you hit your target!
Roll the weapon or unarmed attack’s damage die and add the
bonuses, relevant modifiers, bonuses, and penalties to determine the
modifiers, amount of damage you deal. Calculate a damage roll as follows.
and
Melee damage roll = damage die of weapon or unarmed
penalties attack+Strength modifier+bonuses+penalties
for attack
rolls and Ranged damage roll = damage die of weapon+Strength
modifier for thrown weapons+bonuses+penalties
damage
rolls are Ranged weapons don’t normally add an ability modifier to the
given in damage roll, though weapons with the propulsive trait (page 283)
Chapter 9 add half your Strength modifier (or your full modifier if it is a
negative number), and thrown weapons add your full Strength
on page modifier.
446, but
they’re
summariz
ed here,
followed
by the
rules for
weapons
and
dozens of
weapon
choices.
ipATHF1N PER) ПРАВИЛА ОСНОВНОЙ
СИСТЕМЫ

Magic weapons with striking, greater striking, or major


striking runes (page 581) add one or more weapon damage
dice to your damage roll. These extra dice are the same die
size as the weapon’s damage die. At higher levels, most
characters also gain extra damage from weapon
specialization.

CRITICAL HITS
When you make an attack and roll a natural 20 (the number
on the die is 20), or if the result of your attack exceeds the
target’s AC by 10, you achieve a critical success (also known
as a critical hit).
If you critically succeed at a Strike, your attack deals
double damage (page 451). Other attacks, such as spell attack
rolls and some uses of the Athletics skill, describe the specific
effects that occur when their outcomes are critical successes.

UNARMED ATTACKS
Almost all characters start out trained in unarmed attacks. You
can Strike with your fist or another body part, calculating
your attack and damage rolls in the same way you would with
a weapon. Unarmed attacks can belong to a weapon group
(page 280), and they might have weapon traits (page 282).
However, unarmed attacks aren’t weapons, and effects and
abilities that work with weapons never work with unarmed
attacks unless they specifically say so.
Table 6-6: Unarmed Attacks lists the statistics for an
unarmed attack with a fist, though you’ll usually use the same
statistics for attacks made with any other parts of your body.
Certain ancestry feats, class features, and spells give access to
special, more powerful unarmed attacks. Details for those
unarmed attacks are provided in the abilities that grant them.

IMPROVISED WEAPONS
If you attack with something that wasn’t built to be a weapon,
such as a chair or a vase, you’re making an attack with an
improvised weapon. You take a -2 item penalty to attack rolls
with an improvised weapon. The GM determines the amount
and type of damage the attack deals, if any, as well as any
weapon traits the improvised weapon should have.
ЭКИПИРОВКА 6
WEAPON STATISTICS SELECTING WEAPONS
Characters who focus on combat need to carefully consider their
INTRODUCTION
The tables on pages 280-282 list the statistics for various melee
choice of weapons, evaluating whether they want to fight in
and ranged weapons that you can purchase, as well as the ANCESTRIES &
melee or at range, the weapons' damage potential, and the
statistics for striking with a fist (or another basic unarmed
special features of various weapons. Characters who are BACKGROUNDS
attack). The tables present the following statistics. All weapons
primarily spellcasters usually just need to pick a backup weapon
listed in this chapter have an item level of 0.
in the best category they're trained or better in. CLASSES
DAMAGE When selecting weapons, start by identifying the weapon

This entry lists the weapon’s damage die and the type of damage types you're trained or better in. You should then compare SKILLS
weapons within these types to determine which ones you will
it deals: B for bludgeoning, P for piercing, or S for slashing.
have the highest melee or ranged attack modifier with. It's
usually considered best practice to select both a melee and
Damage Dice
ranged weapon during character creation so you can contend
Each weapon lists the damage die used for its damage roll. A
with a broader variety of foes and situations.
standard weapon deals one die of damage, but a magical
striking rune can increase the number of dice rolled, as can SPELLS
Weapon Categories
some special actions and spells. These additional dice use the
Weapons fall into broad categories depending on how much
same die size as the weapon or unarmed attack's normal
damage they deal and what traits they have. Martial weapons THE AGE OF
damage die.
generally deal more damage than simple weapons, and LOST OMENS
advanced weapons generally have more advantageous traits
Counting Damage Dice
Effects based on a weapon's number of damage dice include
than martial weapons with the same damage. Generally, you'll PLAyiNG THE
only the weapon's damage die plus any extra dice from a
want to select weapons that deal more damage, but if you're a GAME
highly skilled combatant, you might want to pick a weapon with
striking rune. They don't count extra dice from abilities, critical
interesting traits, even if it has a lower weapon damage die. You
specialization effects, property runes, weapon traits, or the like. GAME
can also purchase multiple weapons within your budget, MASTERING
allowing you to switch between them for different situations.
Increasing Die Size
When an effect calls on you to increase the size of your weapon
ammunition and firing the weapon are part of the same action. CRAFTING
damage dice, instead of using its normal weapon damage dice,
If an item takes 2 or more actions to reload, the GM determines & TREASURE
use the next larger die, as listed below (so if you were using a
whether they must be performed together as an activity, or you
can spend some of those actions during one turn and the rest
d4, you'd use a d6, and so on). If you are already using a d12, APPENDIX
the size is already at its maximum. You can't increase your
during your next turn.
weapon damage die size more than once.
An item with an entry of “—” must be drawn to be thrown,
1d4 -*• 1d6 -*• 1d8 -*• 1d10 -*• 1d12
which usually takes an Interact action just like drawing any other
weapon. Reloading a ranged weapon and drawing a thrown
weapon both require a free hand. Switching your grip to free a
RANGE hand and then to place your hands in the grip necessary to wield
Ranged and thrown weapons have a range increment. Attacks the weapon are both included in the actions you spend to reload a
with these weapons work normally up to that distance. Attack weapon.
rolls beyond a weapon’s range increment take a -2 penalty for
each additional multiple of that increment between you and the BULK
target. Attacks beyond the sixth range increment are impossible. This entry gives the weapon’s Bulk. A weapon’s Bulk is
For example, a shortbow takes no penalty against a target up increased or decreased if it’s sized for creatures that aren’t Small
to 60 feet away, a -2 penalty against a target beyond 60 feet but or Medium size, following the rules on page 295.
up to 120 feet away, and a -4 penalty against a target beyond 120
feet but up to 180 feet away, and so on, up to 360 feet. HANDS
Some weapons require one hand to wield, and others require two.
RELOAD A few items, such as a longbow, list 1+ for its Hands entry. You
While all weapons need some amount of time to get into can hold a weapon with a 1+ entry in one hand, but the process
position, many ranged weapons also need to be loaded and of shooting it requires using a second to retrieve, nock, and loose
reloaded. This entry indicates how many Interact actions it takes an arrow. This means you can do things with your free hand
to reload such weapons. This can be 0 if drawing while holding the
-■'si- V

ipATHF1N PER) CORE RULEBOOK

bow without changing your grip, but the other hand must be free that weapon or unarmed attack’s critical specialization effects;
when you shoot. To properly wield a 1+ weapon, you must hold for full details, see page 283.
it in one hand and also have a hand free.
Weapons requiring two hands typically deal more damage. WEAPON TRAITS
Some one-handed weapons have the two-hand trait, causing them The traits a weapon or unarmed attack has are listed in this entry.
to deal a different size of weapon damage die when used in two Any trait that refers to a “weapon” can also apply to an unarmed
hands. In addition, some abilities require you to wield a weapon attack that has that trait.
in two hands. You meet this requirement while holding the
weapon in two hands, even if it doesn’t require two hands or AMMUNITION
have the two-hand trait. Some entries in the ranged weapons tables are followed by an
entry indicating the type of ammunition that weapon launches.
GROUP
A weapon or unarmed attack’s group classifies it with similar weapons. Groups affect some abilities and what
the weapon does on a critical hit if you have access to list only the name, quantity, Price, and Bulk.

TABLE 6-6: UNARMED ATTACKS


Unarmed
Attack Price Damage Bulk Hands Group Weapon Traits
Fist - 1d4 B - 1 Brawling Agile, finesse, nonlethal, unarmed

TABLE 6-7: MELEE WEAPONS______________________________________________________________________________


Simple
Weapons Price Damage Bulk Hands Group Weapon Traits
Club 0 1d6 B 1 1 Club Thrown 10 ft.
Dagger 2 sp 1d4 P L 1 Knife Agile, finesse, thrown 10 ft., versatile S
Gauntlet 2 sp 1d4 B L 1 Brawling Agile, free-hand
Light mace 4 sp 1d4 B L 1 Club Agile, finesse, shove
Longspear 5 sp 1d8 P 2 2 Spear Reach
Mace 1 gp 1d6 B 1 1 Club Shove
Morningstar 1 gp 1d6 B 1 1 Club Versatile P
Sickle 2 sp 1d4 S L 1 Knife Agile, finesse, trip

Spear 1 sp 1d6 P 1 1 Spear Thrown 20 ft.


Spiked gauntlet 3 sp 1d4 P L 1 Brawling Agile, free-hand
Staff 0 1d4 B 1 1 Club Two-hand d8
Uncommon
Simple Weapons Price Damage Bulk Hands Group Weapon Traits
Clan dagger 2 gp 1d4 P L 1 Knife Agile, dwarf, parry, versatile B
Katar 3 sp 1d4 P L 1 Knife Agile, deadly d6, monk
Martial Weapons Price Damage Bulk Hands Group Weapon Traits
Bastard sword 4 gp 1d8 S Sword Two-hand d12
1 1
Battle axe 1 gp 1d8 S 1 1 Axe Sweep
Bo staff 2 sp 1d8 B 2 2 Club Monk, parry, reach, trip
Falchion 3 gp 1d10 S 2 2 Sword Forceful, sweep
Flail 8 sp 1d6 B 1 1 Flail Disarm, sweep, trip
Glaive 1 gp 1d8 S 2 2 Polearm Deadly d8, forceful, reach
Greataxe 2 gp 1d12 S 2 2 Axe Sweep
Greatclub 1 gp 1d10 B 2 2 Club Backswing, shove
Greatpick 1 gp 1d10 P 2 2 Pick Fatal d12
Greatsword 2 gp 1d12 S 2 2 Sword Versatile P
Guisarme 2 gp 1d10 S 2 2 Polearm Reach, trip
Halberd 2 gp 1d10 P 2 2 Polearm Reach, versatile S
Hatchet 4 sp 1d6 S L 1 Axe Agile, sweep, thrown 10 ft.
Lance 1 gp 1d8 P 2 2 Spear Deadly d8, jousting d6, reach
EQUIPMENT 6
The damage die is determined by the weapon, not the by weapon, ammunition entries
ammunition. Because that and other relevant statistics vary
Light hammer 3 sp 1d6 B L 1 Hammer Agile, thrown 20 ft. INTRODUCTION
Light pick 4 sp 1d4P L 1 Pick Agile, fatal d8
Longsword 1 gP 1d8 S Sword Versatile P
1 1 ANCESTRIES &
Main-gauche 5 sp 1d4 P L Knife Agile, disarm, finesse, parry, versatile S
1 BACKGROUNDS
Maul 3 gp 1d12 B 2 2 Hammer Shove
Pick 7 sp 1d6 P 1 1 Pick Fatal d10
Ranseur 2 gp 1d10 P Polearm Disarm, reach CLASSES
2 2
Rapier 2 gp 1d6 P 1 1 Sword Deadly d8, disarm, finesse
SKILLS
Sap 1 sp 1d6 B L 1 Club Agile, nonlethal
Scimitar 1 gP 1d6 S 1 1 Sword Forceful, sweep SPELLS
Scythe 2 gp 1d10 S 2 2 Polearm Deadly d10, trip
Shield bash - 1d4 B - 1 Shield - THE AGE OF
Shield boss 5 sp 1d6 B - 1 Shield Attached to shield LOST OMENS
Shield spikes 5 sp 1d6 P - 1 Shield Attached to shield
Shortsword 9 sp 1d6 P L Sword Agile, finesse, versatile S
1 PLAyiNG THE
Starknife 2 gp 1d4 P L 1 Knife Agile, deadly d6, finesse, thrown 20 ft.,
GAME
versatile S
Trident 1 gP 1d8 P 1 1 Spear Thrown 20 ft.
War flail 2 gp 1d10 B Flail Disarm, sweep, trip GAME
2 2
Warhammer 1 gP 1d8 B 1 1 Hammer Shove MASTERING
Whip 1 sp 1 d4 S 1 1 Flail Disarm, finesse, nonlethal, reach, trip
Uncommon CRAFTING
Martial Weapons Price Damage Bulk Hands Group Weapon Traits & TREASURE
Dogslicer 1 sp 1d6 S L 1 Sword Agile, backstabber, finesse, goblin
Elven curve blade 4 gp 1d8 S Sword Elf, finesse, forceful
2 2 APPENDIX
Filcher's fork 1 gP 1d4 P L 1 Spear Agile, backstabber, deadly d6, finesse,
10 bolts 1 sp L
Javelin 1 sp 1d6 P halfling, thrown
30 ft. 20 ft.- L 1 Dart Thrown
Gnome hooked 2 gp 1d6 B 1 Hammer Gnome, trip, two-hand d10, versatile P
Sling 01 1d6 B 50 ft. 1 L 1 Sling Propulsive
hammer
10 sling bullets 1 cp L
Horsechopper 9 sp 1d8 S 2 2 Polearm Goblin, reach, trip, versatile P
Martial Weapons Price Damage Range Reload Bulk Hands Group Weapon Traits
Kama 1 gP 1d6 S L 1 Knife Agile, monk, trip
Alchemical bomb* Varies Varies 20 ft. - L 1 Bomb
Katana 2 gp 1d6 S Varies
1
Composite longbow 1 gp Sword 1d8 P Deadly d8,
20
two-hand d10, versatile P
100 ft. 0 2 1+ Bow Deadly d10, propulsive,
Kukri 6 sp 1d6 S L 1 Knife Agile, finesse, trip
volley 30 ft.
Nunchaku 2 sp 1d6 B L Club Backswing, disarm, finesse, monk
10 arrows 11sp L
Orc knuckle dagger 7 sp 1d6 P L 1 gp Knife Agile, disarm, orc
Composite shortbow 14 1d6 P 60 ft. 0 1 1+ Bow Deadly d10, propulsive
Sai 6 sp 1d4 P L Knife Agile, disarm, finesse, monk, versatile B
10 arrows 11sp L
Spiked chain 3 gp 1d8 S 1 Flail Disarm, finesse, trip
Longbow 62gp 1d8 P 100 ft. 0 2 1+ Bow Deadly d10, volley 30 ft.
Temple sword 2 gp 1d8 S Sword Monk, trip
10 arrows1 11sp L
Uncommon
Shortbow 3 gp 1d6 P 60 ft. 0 1 1+ Bow Deadly d10
Advanced Weapons Price Damage10 arrows Bulk Hands
1 sp Group Weapon Traits L
Dwarven waraxe 3 gp 1d8 S Axe Dwarf, sweep, two-hand d12
Uncommon 2 1
Gnome flickmace 3 gp 1d8 B 2 1 Flail Gnome, reach
Martial Weapons Price Damage Range Reload Bulk Hands Group Weapon Traits
Orc necksplitter 2 gp 1d8 S Axe Forceful, orc, sweep
Halfling sling 1
staff 51gp 1d10 B 80 ft. 1 1 2 Sling
Sawtooth saber 5 gp 1d6 S L Sword Agile, finesse, twin Halfling, propulsive
10 sling bullets 11cp L
Shuriken 1 cp 1d4 P 20 ft. 0 - 1 Dart Agile, monk, thrown
* Statistics for alchemical bombs can be found starting on page 544.
TABLE 6-8: RANGED WEAPONS
1 Simple Weapons Price Damage Range Reload Bulk Hands Group Weapon Traits
Blowgun 1 sp 1P 20 ft. 1 F 1 Dart Agile, nonlethal
10 blowgun darts 5 cp F
Crossbow 3 gp 1d8 P 120 ft. 1 1 2 Bow -

10 bolts 1 sp F
Dart 1 cp 1d4 P 20 ft. - F 1 Dart Agile, thrown
Hand crossbow 3 gp 1d6 P 60 ft. 1 F 1 Bow -

10 bolts 1 sp F
Heavy crossbow 4 gp 1d10 P 120 ft. Bow -
2 2 2
WEAPON TRAITS piercing damage on a critical hit. An ability that changes the size of the
Weapons and unarmed attacks with the weapon trait can have the following weapon’s normal damage dice doesn’t change the size of its deadly die.
traits. Disarm: You can use this weapon to Disarm with the Athletics skill even if
Agile: The multiple attack penalty you take with this weapon on the second you don’t have a free hand. This uses the weapon’s reach (if different from your
attack on your turn is -4 instead of-5, and -8 instead of-10 on the third and own) and adds the weapon’s item bonus to attack rolls (if any) as an item bonus
subsequent attacks in the turn. to the Athletics check. If you critically fail a check to Disarm using the weapon,
Attached: An attached weapon must be combined with another piece of gear you can drop the weapon to take the effects of a failure instead of a critical
to be used. The trait lists what type of item the weapon must be attached to. You failure. On a critical success, you still need a free hand if you want to take the
must be wielding or wearing the item the weapon is attached to in order to item.
attack with it. For example, shield spikes are attached to a shield, allowing you Dwarf: Dwarves craft and use these weapons.
to attack with the spikes instead of a shield bash, but only if you’re wielding the Elf: Elves craft and use these weapons.
shield. An attached weapon is usually bolted onto or built into the item it’s Fatal: The fatal trait includes a die size. On a critical hit, the weapon’s
attached to, and typically an item can have only one weapon attached to it. An damage die increases to that die size instead of the normal die size, and the
attached weapon can be affixed to an item with 10 minutes of work and a weapon adds one additional damage die of the listed size.
successful DC 10 Crafting check; this includes the time needed to remove the Finesse: You can use your Dexterity modifier instead of your Strength
weapon from a previous item, if necessary. If an item is destroyed, its attached modifier on attack rolls using this melee weapon. You still use your Strength
weapon can usually be salvaged. modifier when calculating damage.
Backstabber: When you hit a flat-footed creature, this weapon deals 1 Forceful: This weapon becomes more dangerous as you build momentum.
precision damage in addition to its normal damage. The precision damage When you attack with it more than once on your turn, the second attack gains a
increases to 2 if the weapon is a +3 weapon. circumstance bonus to damage equal to the number of weapon damage dice,
Backswing: You can use the momentum from a missed attack with this and each subsequent attack gains a circumstance bonus to damage equal to
weapon to lead into your next attack. After missing with this weapon on your double the number of weapon damage dice.
turn, you gain a +1 circumstance bonus to your next attack with this weapon Free-Hand: This weapon doesn’t take up your hand, usually because it is
before the end of your turn. built into your armor. A free-hand weapon can’t be Disarmed. You can use the
Deadly: On a critical hit, the weapon adds a weapon damage die of the listed hand covered by your free-hand weapon to wield other items, perform
size. Roll this after doubling the weapon’s damage. This increases to two dice if manipulate actions, and so on. You can’t attack with a free-hand weapon if
the weapon has a greater striking rune and three dice if the weapon has a major you’re wielding anything in that hand
striking rune. For instance, a rapier with a greater striking rune deals 2d8 extra
INTRODUCTION
or otherwise using that hand. When you’re not wielding damage just like a melee weapon does. When this trait
anything and not otherwise using the hand, you can use appears on a melee weapon, it also includes the range
abilities that require you to have a hand free as well as those increment. Ranged weapons with this trait use the range
that require you to be wielding a weapon in that hand. Each increment specified in the weapon’s Range entry.
ANCESTRIES &
of your hands can have only one free-hand weapon on it. Trip: You can use this weapon to Trip with the Athletics BACKGROUNDS
Gnome: Gnomes craft and use these weapons. skill even if you don’t have a free hand. This uses the
Goblin: Goblins craft and use these weapons. weapon’s reach (if different from your own) and adds the CLASSES
Grapple: You can use this weapon to Grapple with the weapon’s item bonus to attack rolls as an item bonus to the
Athletics skill even if you don’t have a free hand. This uses Athletics check. If you critically fail a check to Trip using the SKILLS
the weapon’s reach (if different from your own) and adds the weapon, you can drop the weapon to take the effects of a
weapon’s item bonus to attack rolls as an item bonus to the failure instead of a critical failure.
Athletics check. If you critically fail a check to Grapple using Twin: These weapons are used as a pair, complementing
the weapon, you can drop the weapon to take the effects of a each other. When you attack with a twin weapon, you add a
failure instead of a critical failure. circumstance bonus to the damage roll equal to the weapon’s
Halfling: Halflings craft and use these weapons. number of damage dice if you have previously attacked with
Jousting: The weapon is suited for mounted combat with a SPELLS
a different weapon of the same type this turn. The weapons
harness or similar means. When mounted, if you moved at must be of the same type to benefit from this trait, but they
least 10 feet on the action before your attack, add a THE AGE OF
don’t need to have the same runes.
circumstance bonus to damage for that attack equal to the Two-Hand: This weapon can be wielded with two hands. LOST OMENS
number of damage dice for the weapon. In addition, while Doing so changes its weapon damage die to the indicated
mounted, you can wield the weapon in one hand, changing PLAyiNG THE
value. This change applies to all the weapon’s damage dice,
the damage die to the listed value.
such as those from striking runes. GAME
Monk: Many monks learn to use these weapons.
Unarmed: An unarmed attack uses your body rather than a
Nonlethal: Attacks with this weapon are nonlethal (page
manufactured weapon. An unarmed attack isn’t a weapon, GAME
453), and are used to knock creatures unconscious instead of
though it’s categorized with weapons for weapon groups, and MASTERING
kill them. You can use a nonlethal weapon to make a lethal
it might have weapon traits. Since it’s part of your body, an
attack with a -2 circumstance penalty.
unarmed attack can’t be Disarmed. It also doesn’t take up a CRAFTING
Orc: Ores craft and use these weapons.
hand, though a fist or other grasping appendage follows the & TREASURE
Parry: This weapon can be used defensively to block
same rules as a free-hand weapon.
attacks. While wielding this weapon, if your proficiency with
Versatile: A versatile weapon can be used to deal a
it is trained or better, you can spend an Interact action to APPENDIX
different type of damage than that listed in the Damage entry.
position your weapon defensively, gaining a +1 circumstance
bonus to AC until the start of your next turn. This trait indicates the alternate damage type. For instance, a
Propulsive: You add half your Strength modifier (if piercing weapon that is versatile S can be used to deal
positive) to damage rolls with a propulsive ranged weapon. If piercing or slashing damage. You choose the damage type
you have a negative Strength modifier, you add your full each time you make an attack.
Strength modifier instead. Volley: This ranged weapon is less effective at close
Reach: This weapon is long and can be used to attack distances. Your attacks against targets that are at a distance
creatures up to 10 feet away instead of only adjacent within the range listed take a -2 penalty.
creatures. For creatures that already have reach with the limb
or limbs that wield the weapon, the weapon increases their
reach by 5 feet.
CRITICAL SPECIALIZATION
Shove: You can use this weapon to Shove with the EFFECTS
Athletics skill even if you don’t have a free hand. This uses Certain feats, class features, weapon runes, and other effects
the weapon’s reach (if different from your own) and adds the can grant you additional benefits when you make an attack
weapon’s item bonus to attack rolls as an item bonus to the with certain weapons and get a critical success. This is called
Athletics check. If you critically fail a check to Shove using a critical specialization effect. The exact effect depends on
the weapon, you can drop the weapon to take the effects of a which weapon group your weapon belongs to, as listed
failure instead of a critical failure. below. You can always decide not to add the critical
Sweep: This weapon makes wide sweeping or spinning specialization effect of your weapon.
attacks, making it easier to attack multiple enemies. When Axe: Choose one creature adjacent to the initial target and
you attack with this weapon, you gain a +1 circumstance within reach. If its AC is lower than your attack roll result for
bonus to your attack roll if you already attempted to attack a the critical hit, you deal damage to that creature equal to the
different target this turn using this weapon. result of the weapon damage die you rolled (including extra
Thrown: You can throw this weapon as a ranged attack. A dice for its potency rune, if any). This amount isn’t doubled,
thrown weapon adds your Strength modifier to and no bonuses or other additional dice apply to this damage.
Bomb: Increase the radius of the bomb’s splash damage (if a shaft reinforced with metal bands or bolts, and have a sharper
any) to 10 feet. blade, making them ideal for chopping limbs rather than wood.
Bow: If the target of the critical hit is adjacent to a Bolt: Shorter than traditional arrows but similar in
surface, it gets stuck to that surface by the missile. The construction, bolts are the ammunition used by crossbows.
target is immobilized and must spend an Interact action to Blowgun: This long, narrow tube is used for shooting
attempt a DC 10 Athletics check to pull the missile free; it blowgun darts, using only the power of a forcefully exhaled
can’t move from its space until it succeeds. The creature breath.
doesn’t become stuck if it is incorporeal, is liquid (like a Blowgun Dart: These thin, light darts are typically
water elemental or some oozes), or could otherwise escape made of hardwood and stabilized with fletching of down
without effort. or fur. They are often hollow so they can be used to
Brawling: The target must succeed at a Fortitude save deliver poison.
against your class DC or be slowed 1 until the end of your next Bo Staff: This strong but slender staff is tapered at
turn. the ends and well balanced. It’s designed to be an
Club: You knock the target away from you up to 10 feet offensive and defensive weapon.
(you choose the distance). This is forced movement (page Clan Dagger: This broad dagger is carried by dwarves as
475). a weapon, tool, and designation of clan. Losing or having to
Dart: The target takes ld6 persistent bleed damage. You surrender a clan dagger is considered a mark of embarrassment
gain an item bonus to this bleed damage equal to the weapon’s to most dwarves.
item bonus to attack rolls. Club: This is a piece of stout wood shaped or repurposed to
Flail: The target is knocked prone. bludgeon an enemy. Clubs can be intricately carved pieces of
Hammer: The target is knocked prone. martial art or as simple as a tree branch or piece of wood.
Knife: The target takes ld6 persistent bleed damage. You Composite Longbow: This projectile weapon is made from
gain an item bonus to this bleed damage equal to the weapon’s horn, wood, and sinew laminated together to increase the
item bonus to attack rolls. power of its pull and the force of its projectile. Like all
Pick: The weapon viciously pierces the target, who takes 2 longbows, its great size also increases the bow’s range and
additional damage per weapon damage die. power. You must use two hands to fire it, and it cannot be used
Polearm: The target is moved 5 feet in a direction of your while mounted. Any time an ability is specifically restricted to
choice. This is forced movement (page 475). a longbow, such as Erastil’s favored weapon, it also applies to
Shield: You knock the target back from you 5 feet. This is composite longbows unless otherwise stated.
forced movement (page 475). Composite Shortbow: This shortbow is made from horn,
Sling: The target must succeed at a Fortitude save against wood, and sinew laminated together to increase the power of
your class DC or be stunned 1. its pull and the force of its projectile. Its compact size and
Spear: The weapon pierces the target, weakening its power make it a favorite of mounted archers. Any time an
attacks. The target is clumsy 1 until the start of your next turn. ability is specifically restricted to a shortbow, it also applies to
Sword: The target is made off-balance by your attack, composite shortbows unless otherwise stated.
becoming flat-footed until the start of your next turn. Crossbow: This ranged weapon has a bow-like
assembly mounted on a handled frame called a tiller. The
WEAPON DESCRIPTIONS tiller has a mechanism to lock the bowstring in place,
Each of the weapons listed in Tables 6-7 and 6-8 are described attached to a trigger mechanism that releases the tension
below. and launches a bolt.
Alchemical Bomb: These bombs come in a variety of Dagger: This small, bladed weapon is held in one hand
types and levels of power, but no matter the variety, you throw and used to stab a creature in close combat. It can also be
the bomb at the target and it explodes, unleashing its thrown.
alchemical blast. Dart: This thrown weapon is larger than an arrow but
Arrow: These projectiles are the ammunition for bows. shorter than a javelin. It typically has a short shaft of
The shaft of an arrow is made of wood. It is stabilized in flight wood ending in a metal tip and is sometimes stabilized by
by fletching at one end and bears a metal head on the other. feathers or fur.
Bastard Sword: This broad-bladed sword, sometimes Dogslicer: This short, curved, and crude makeshift blade
called the hand-and-a-half sword, has a longer grip so it can be often has holes drilled into it to reduce its weight. It’s a favored
held in one hand or used with two hands to provide extra weapon of goblins.
piercing or slashing power. Dwarven Waraxe: This favored weapon of the dwarves has
Battle Axe: These axes are designed explicitly as weapons, a large, ornate head mounted on a thick handle. This powerful
rather than tools. They typically weigh less, with axe can be wielded with one hand or two.
Elven Curve Blade: Essentially a longer version of the half plate, and splint armor; they can also be purchased
THE AGE Of
scimitar, this traditional elven weapon has a thinner blade than separately and worn with other types of armor. They not only
LOST OMENS
its cousin. protect your hands but also transform your hands into lethal
Falchion: This weapon is a heavier, two-handed version of weapons.
the curved-bladed scimitar. It is weighted toward the blade’s Glaive: This polearm consists of a long, single-edged PLAyiNG THE
end, making it a powerful slashing weapon. blade on the end of a 7-foot pole. It is extremely effective at GAME
Filcher’s Fork: This halfling weapon looks like a long, two- delivering lethal cuts at a distance. ANCESTRIES &
pronged fork and is used as both a weapon and a cooking Gnome Flickmace: More a flail than a mace, this weapon BACKGROUNDS
GAME
implement. has a short handle attached to a length of chain with a ball at MASTERING
Flail: This weapon consists of a wooden handle attached to a the end. The ball is propelled to its reach with the flick of the CLASSES
spiked ball or cylinder by a chain, rope, or strap of leather. wrist, the momentum of which brings the ball back to the CRAFTING
Gauntlet: A pair of these metal gloves comes with full plate, wielder after the strike. & TREASURE
SKILLS

APPENDIX
FEATS
Gnome Hooked Hammer: This gnome tool and weapon
features a hammer at one end and a curved pick on the other. It’s
ATHF1NDER-) CORE RULE BOOK
■WSSSBS3S
such a strange and awkward weapon that others think the
gnomes are slightly erratic for using it.
Greataxe: This large battle axe is too heavy to wield with
only one hand. Many greataxes incorporate two blades, and they
n
Halfling Sling Staff: This staff ends in a Y-
shaped split that cradles a sling. The length of the staff provides
are often “bearded,” having a hook at the bottom to increase the excellent leverage when used two-handed to fling rocks or
strength of their chopping power. bullets from the sling. Hand Crossbow: Sometimes referred to
Greatclub: While many greatclubs are intricately carved, as an alley bow by rogues or ruffians, this small crossbow fires
others are little more than a sturdy tree branch. These massive small bolts that are sometimes used to deliver poison to the
clubs are too heavy to wield with only one hand. target. It’s small enough to be shot one-handed, but it still
Greatpick: This pick has a longer handle and broader head requires two hands to load.
than a regular pick. It is too heavy to wield in one hand. Hatchet: This small axe can be used in close combat or thrown.
Greatsword: This immense two-handed sword is nearly as Heavy Crossbow: This large crossbow is harder to load and
tall as its wielder. Its lower blade is often somewhat dulled to more substantial than a regular crossbow, but it packs a greater
allow it to be gripped for extra leverage in close-quarter fights. punch.
Guisarme: This polearm bears a long, often one-sided, Horsechopper: Created by goblins to battle horses, this
curved blade with a hook protruding from the blunt side of the weapon is essentially a long shaft ending in a blade with a
blade, which can allow its wielder to trip opponents at a large hook.
distance. Its shaft is usually 8 feet long. Javelin: This thin spear is well balanced for throwing but is not
Halberd: This polearm has a relatively short, 5-foot shaft. designed for melee use. Kama: Similar to a sickle and used in
The business end is a long spike with an axe blade attached. some ■ regions to reap grain, a kama has a short, .' slightly
curved blade and a wooden handle. Katana: A katana is a
curved, single-edged sword known for its wickedly sharped
blade. Katar: Also known as punching daggers, katars are
characterized by their H-shaped hand grip that allows the blade
to jut out from the knuckles.
Kukri: The blade of this foot-long knife curves inward and
lacks a cross guard at the hilt.
Fance: This spear-like weapon is used by a mounted creature to
deal a great deal of damage.
Fight Hammer: This smaller version of the warhammer has a
wooden or metal shaft ending in a metal head. Unlike its heavier
cousin, it is light enough to throw.
Fight Mace: A light mace has a short wooden or metal shaft
ending with a dense metal head. Used much like a club, it
delivers heavy bludgeoning blows, but with extra power derived
from the head’s metal ridges or spikes.
Fight Pick: A light pick is a modified mining implement
with a wooden shaft ending in a pick head crafted more to
pierce armor and flesh than chip rocks.
Fongbow: This 5-foot-tall bow, usually made of a
single piece of elm, hickory, or yew, has a powerful draw
and is excellent at propelling arrows with great force and at
an extreme distance. You must use two hands to fire a
longbow, and it can’t be used while mounted.
Fongspear: This very long spear, sometimes called a |
pike, is purely for thrusting rather than throwing. Used » by
many soldiers and city watch for crowd control and 1 defense
against charging enemies, it must be wielded 1 with two hands.
1 Fongsword: Longswords can be one-edged or Y two-
edged swords. Their blades are heavy and they’re between 3
and 4 feet in length.
Mace: With a stout haft and a heavy metal head, a mace is design has a horizontal basket hilt with blades jutting from
sturdy and allows its wielder to deliver powerful blows and each end, or sometimes one blade like that of a katar.
dent armor. Orc Necksplitter: This single-bladed bearded axe has a
Main-Gauche: This parrying dagger features a robust jagged blade that’s perfect for separating bone from tendon and
guard to protect the wielder’s hand. cartilage.
Maul: Mauls are massive warhammers that must be swung Pick: A pick designed solely for combat has a sturdy
with two hands. wooden shaft and a heavy, pointed head to deliver devastating
Morningstar: This weapon has a short shaft ending in a blows.
metal ball studded with spikes. Ranseur: This polearm is a long trident with a central
Nunchaku: The nunchaku is constructed of two wooden or prong that’s longer than the other two.
metal bars connected by a short length of rope or chain. Rapier: The rapier is a long and thin piercing blade with a
Orc Knuckle Dagger: This stout, metal blade of orc basket hilt. It is prized among many as a dueling weapon.
Sai: This piercing dagger is a metal spike flanked by a pair bullets at a range.
of prongs that can be used to trap an enemy’s weapon Sling Bullet: These are small metal balls, typically either
Sap: A sap has a soft wrapping around a dense core, iron or lead, designed to be used as ammunition in slings.
typically a leather sheath around a lead rod. Its head is wider Spear: A long metal shaft ending with a metal spike, a spear
than its grip to disperse the force of a blow, as the weapon’s can be used one-handed as a melee weapon and can be thrown.
purpose is to knock out its victim rather than to draw blood. Spiked Chain: This 4-foot-long length of chain is covered
Sawtooth Saber: The signature weapon of the Red Mantis with barbs and has spikes on one or both ends. Some feature
assassins, this curved blade is serrated like a saw, hence the metal hoops used as handgrips.
name. Spiked Gauntlet: Providing the same defensive function as a
Scimitar: This one-handed curved blade is sharp on one standard gauntlet, this version has a group of spikes protruding
side. from the knuckles to deliver piercing damage with a punch.
Scythe: Derived from a farming tool used to mow down Staff: This long piece of wood can aid in walking and deliver a
long grains and cereals, this weapon has a long wooden shaft mighty blow.
with protruding handles, capped with a curved blade set at a Starknife: From a central metal ring, four tapering metal
right angle. blades extend like points on a compass rose. When gripping a
Shield Bash: A shield bash is not actually a weapon, but a starknife from the center, the wielder can use it as a melee
maneuver in which you thrust or swing your shield to hit your weapon. It can also be thrown short distances.
foe with an impromptu attack. Temple Sword: This heavy blade is favored by guardians of
Shield Boss: Typically a round, convex, or conical piece of religious sites. It has a distinctive, crescent-shaped blade that
thick metal attached to the center of a shield, a shield boss seems to be a mix of a sickle and sword. It often has holes
increases the bludgeoning damage of a shield bash. drilled into the blade or the pommel so that bells or other holy
Shield Spikes: These metal spikes are strategically placed trinkets can be affixed to the weapon as an aid for prayer or
on the defensive side of the shield to deal piercing damage mediation.
with a shield bash. Trident: This three-pronged, spear-like weapon typically has a
Shortbow: This smaller bow is made of a single piece of wood 4-foot shaft. Like a spear, it can be wielded with one hand or
and favored by skirmishers and cavalry. thrown.
Shortsword: These blades come in a variety of shapes and War Flail: This large flail has a long shaft connected to a
styles, but they are typically 2 feet long. shorter piece of stout wood or metal that’s sometimes inlaid
Shuriken: This “throwing star” is a small piece of flat metal with spikes. Warhammer: This weapon has a wooden shaft
with sharp edges, designed to be flung with a flick of the wrist. ending in a large, heavy metal head. The head of the hammer
Sickle: Originally a farming tool used for reaping grain, this might be single-sided or double-sided, but it’s always capable
one-handed weapon has a short wooden handle ending in a of delivering powerful bludgeoning blows.
curved blade, sometimes sharpened on both sides. Whip: This long strand of thick leather, often braided,
Sling: Little more than a leather cup attached to a pair of delivers a painful but nonlethal slash at a distance, usually
straps, a sling can be used to fling smooth stones or sling accompanied by a distinctive cracking sound.
EQUIPMENT 6
GEA INTRODUCTION
R
Your
character
to set up a mobile alchemical laboratory. Expanded alchemist’s
needs all
tools give a +1 item bonus to Crafting checks to create
sorts of alchemical items. When you carry the tools from place to place,
items you keep many of the components handy on your person, in
both pockets or bandoliers.
Artisan’s Tools: You need these tools to create items from
while raw materials with the Craft skill. Sterling artisan’s tools give
exploring you a +1 item bonus to the check. Different sets are needed for
and in different work, as determined by the GM; for example,
blacksmith’s tools differ from woodworker’s tools.
downtime Backpack: A backpack holds up to 4 Bulk of items. If you’re
, ranging carrying or stowing the pack rather than wearing it on your
from back, its bulk is light instead of negligible.
Bandolier: A bandolier holds up to eight items of light Bulk
rations to within easy reach and is usually used for alchemical items or
climbing potions. If you are carrying or stowing a bandolier rather than
gear to wearing it around your chest, it has light Bulk instead of
negligible. A bandolier can be dedicated to a full
fancy
clothing,
dependin
g on the
situation.
GEAR STATISTICS
Tables 6-9 and 6-10 list Price and Bulk entries for a wide
variety of gear. Any item with a number after it in parentheses
indicates that the item’s Price is for the indicated quantity,
though the Bulk entry for such an item is the value for only one
such item. All items in this chapter are level 0 unless the item
name is followed by a higher item level in parentheses.

HANDS
This lists how many hands it takes to use the item effectively.
Most items that require two hands can be carried in only one
hand, but you must spend an Interact action to change your grip
in order to use the item. The GM may determine that an item is
too big to carry in one hand (or even two hands, for particularly
large items).

ADVENTURING GEAR
These items follow special rules or require more detail.
Adventurer’s Pack: This item is the starter kit for an
adventurer, containing the essential items for exploration and
survival. The Bulk value is for the entire pack together, but see
the descriptions of individual items as necessary.
The pack contains the following items: backpack
(containing the other goods), bedroll, two belt pouches, 10
pieces of chalk, flint and steel, 50 feet of rope, 2 weeks’ rations,
soap, 5 torches, and a waterskin.
Alchemist’s Tools: These beakers and chemicals can be used
Ip ATH FINDER) CORE RULEBOOK

set of tools, such as healer’s tools, allowing you to draw


the tools as part of the action that requires them.
Basic Crafter’s Book: This book contains the formulas
(page 293) for Crafting the common items in this chapter.
ANCESTRIES &
Belt Pouch: A belt pouch holds up to four items of BACKGROUNDS
light Bulk.
Caltrops: These four-pronged metal spikes can cause CLASSES
damage to a creature’s feet. You can scatter caltrops in an
empty square adjacent to you with an Interact action. The SKILLS
first creature that moves into that square must succeed at
a DC 14 Acrobatics check or take ld4 piercing damage
and 1 persistent bleed damage. A creature taking
persistent bleed damage from caltrops takes a -5-foot
penalty to its Speed. Spending an Interact action to pluck
the caltrops free reduces the DC to stop the bleeding.
Once a creature takes damage from caltrops, enough
caltrops are ruined that other creatures moving into the
square are safe. THE AGE Of
Deployed caltrops can be salvaged LOST OMENS
and reused if no creatures took damage from them. PLAyiNG THE
Otherwise, enough caltrops are ruined that they can’t be GAME
salvaged.
Candle: A lit candle sheds dim light in a 10-foot
radius. GAME
Chest: A wooden chest can hold up to 8 Bulk of items. MASTERING
Climbing Kit: This satchel includes 50 feet of rope,
pulleys, a dozen pitons, a hammer, a grappling hook, and
CRAFTING
one set of crampons. Climbing kits allow you to attach
& TREASURE
yourself to the wall you’re Climbing, moving half as
quickly as usual (minimum 5 feet) but letting you attempt
a DC 5 flat check whenever you critically fail to prevent APPENDIX
a fall. You gain a +1 item bonus to Athletics checks to
Climb while using an extreme climbing kit. A single kit
has only enough materials for one climber; each climber
needs their own kit.
Clothing: Ordinary clothing is functional with basic
tailoring, such as peasant garb, monk’s robes, or work
clothes.
Explorer’s clothing is sturdy enough that it can be
reinforced to protect you, even though it isn’t a suit of
armor. It comes in many forms, though the most common
sorts look like clerical vestments, monk’s garments, or
wizard’s robes, as members of all three classes are likely
to avoid wearing armor. For more information on
explorer’s clothing, see pages 275-276.
Fine clothing, suitable for a noble or royal, is made
with expensive fabrics, precious metals, and intricate
patterns. You gain a +1 item bonus to checks to Make an
Impression on nobility or other upper-class folk while
wearing high- fashion fine clothing.
Ip ATH FINDER) CORE RULEBOOK

TABLE 6-9: ADVENTURING GEAR Item Price Bulk Hands


Item Price Bulk Hands Superior manacles (level 17) 5,000 gp - 2
Adventurer's pack 7 sp 2 - Material component pouch 5 sp L 1
Alchemist's tools 5 gp 2 2 Merchant's scale 2 sp L 2
Expanded alchemist's tools (level 3) 55 gp 2 2 Mirror 1 gp - 1
Artisan's tools 4 gp 2 2 Mug 1 cp - 1
Sterling artisan's tools (level 3) 50 gp 2 2 Musical instrument
Backpack 1 sp - - Handheld 8 sp 1 2
Bandolier 1 sp - - Virtuoso handheld (level 3) 50 gp 1 2
Basic crafter's book 1 sp L 2 Heavy 2 gp 16 2
Bedroll 1 cp L - Virtuoso heavy (level 3) 100 gp 16 2
Belt pouch 4 cp - - Oil (1 pint) 1 cp - 2
Caltrops 3 sp L 1 Piton 1 cp - 1
Candle (10) 1 cp - 1 Rations (1 week) 4 sp L 1
Chain (10 feet) 4 gp Religious symbol
1 2
Chalk (10) 1 cp - 1 Wooden 1 sp L 1
Silver 2 gp L 1
Chest 6 sp 2 2
Religious text 1 gp L 1
Climbing kit 5 sp 1 2
Repair kit 2 gp 1 2
Extreme climbing kit (level 3) 40 gp 1 2
Superb repair kit (level 3) 25 gp 1 2
Clothing
Rope 5 sp L 2
Ordinary 1 sp - -
Sack (5) 1 cp L 1
Explorer's 1 sp L -
Saddlebags 2 sp L 2
Fine 2 gp L -
Satchel 1 sp - 2
High-fashion fine (level 3) 55 gp L -
Scroll case 1 sp - 2
Winter 4 sp L -
Sheath 1 cp - -
Compass 1 gp - 1 Signal whistle 8 cp - 1
Lensatic compass (level 3) 20 gp - 1 Snare kit 5 gp 2 2
Cookware 1 gp 2 2 Specialist snare kit (level 3) 55 gp 2 2
Crowbar 5 sp L 2 Soap 2 cp - 1
Levered crowbar (level 3) 20 gp L 2 Spellbook (blank) 1 gp 1 1
Disguise kit 2 gp L 2 Spyglass 20 gp L 2
Replacement cosmetics 1 sp - - Fine spyglass (level 4) 80 gp L 2
Elite disguise kit (level 3) 40 gp L 2 Tack 4 gp 1 -

Elite cosmetics (level 3) 5 sp - - Ten-foot pole 1 cp 1 2


Fishing tackle 8 sp 1 2 Tent
Professional fishing tackle (level 3) 20 gp 1 2 Pup 8 sp L 2
Flint and steel 5 cp - 2 Four-person 5 gp 1 2
Formula book (blank) 1 gp 1 1 Pavilion (level 2) 40 gp 12 2
Grappling hook 1 sp L 1 Thieves' tools 3 gp L 2
Elammer 1 sp L 1 Replacement picks 3 sp - -

Healer's tools 5 gp 1 2 Infiltrator thieves' tools (level 3) 50 gp L 2


Infiltrator picks (level 3) 3 gp - -
Expanded healer's tools (level 3) 50 gp 1 2
Tool
Holly and mistletoe 0 - 1
Long tool 1 gp 1 2
Hourglass 3 gp L 1
Short tool 4 sp L 1 or 2
Ladder (10-foot) 3 cp 3 2
Lantern Torch 1 cp L 1
Vial 5 cp - 1
Bull's-eye 1 gp 1 1
Waterskin 5 cp L 1
Hooded 7 sp L 1
Lock Writing set 1 gp L 2
- -
- Extra ink and paper 1 sp
Poor lock (level 0) 2 sp 2
Simple lock (level 1) 2 gp - 2
Average lock (level 3) 15 gp - 2
Good lock (level 9) 200 gp - 2
Superior lock (level 17) 4,500 gp - 2
Magnifying glass (level 3) 40 gp - 1
Manacles
Poor manacles (level 0) 3 sp - 2
Simple manacles (level 1) 3 gp - 2
Average manacles (level 3) 20 gp - 2
Good manacles (level 9) 250 gp - 2
Ip ATH FINDER) CORE RULEBOOK

TABLE 6-10: UNCOMMON ADVENTURING GEAR


1 Item Price Bulk Hands
Scholarly journal (level 3) 6 gp L 1
Scholarly journal compendium (level 3) 30 gp L 2
Survey map (level 3) 10 gp L 1
Survey map atlas (level 3) 50 gp L
2
CLASS SPELLS
KITS
If you want to T
quickly decide h
how to spend E
your starting
money on
A
what your Weapons 4javelins, longspear
G
class needs, Gear adventurer's pack, bandolier, holly and mistletoe
E
start with one Options healer's tools (5 gp)
of these kits.
Ancestries &
Note than an FIGHTER BACKGROUNDSO
adventurer's Price 3 gp; Bulk 3 Bulk, 2 light; Money f
pack, which is Left Over 12 gp CLASSES L
included in Armor hide armor O
each kit, Weapons dagger SSK
contains a Gear adventurer's pack, grappling hook, sheath T
backpack, a Options greatsword (2 gp), longbow with 20 IL
bedroll, two arrows O
belt pouches, (6 gp, 2 sp), or longsword and steel shield (3 gp) MLS
10 pieces of
E
chalk, flint and MONK NFE
steel, 50 feet Price 4 gp, 9 sp; Bulk 4 Bulk, 2 light;
S
of rope, 2 Money Left Over 10 gp, 2 sp
AT
weeks' rations, Weapons longspear, staff
soap, P
5 torches, and Gear adventurer's pack, bandolier, LS
a waterskin. climbing kit, A
grappling hook, lesser smokestick y
AL i
CH RANGER N
EMI Price 9 gp, 1 sp; Bulk 3 Bulk, 3 light; G
ST Money Left Over 5 gp, 9 sp
Pric Armor leather armor
T
e Weapons dagger, longbow with 20 arrows
h
gp,
E
6 Gear adventurer's pack, sheath
sp;
Bul ROGUE G
k Price 5 gp, 4 sp; Bulk 4 Bulk, 1 light; A
Bulk Money Left Over 9 gp, m
,6 6 sp E
light; Armor leather armor
Weapons dagger, rapier GAME
on Gear adventurer's pack, climbing kit, m
ey sheath A
Lef Options thieves' tools (3 gp) S
t T
Ov SORCERER E
er Price 1 gp, 6 sp; Bulk 1 Bulk, 6 light; R
5 Money Left Over 12 gp, 9 sp
I
gp,
N
Weapons dagger, slingshot with 20
G
4 sling bullets
sp Gear adventurer's pack, bandolier, 2 sets of caltrops, sheath
Ar
C
mo WIZARD R
r Price 1 gp, 2 sp; Bulk 2 Bulk, 2 light; A
stu Money Left Over 11 gp, 8 sp F
dd Weapons staff T
ed Gear adventurer's pack, material component I
lea pouch, writing set N
the Options crossbow with 20 bolts (3 gp, 2 sp) G
r
ar
Winter clothing allows you to negate the damage from severe environmental & compass gives
penalty to these checks (similar to using a shoddy item). A lensatic
mo
cold and reduce the damage from extreme cold to that of severe cold. you a +1 item bonus to these checks.
r
Compass: A compass helps you Sense Direction or navigate, provided you’re Crowbar: When Forcing Open an object that doesn’t have Tan easy grip, a
in a location with uniform magnetic fields. Without a compass, you take a -2 item crowbar makes it easier to gain the necessary leverage. WithoutR a crowbar, prying
Weap
ons i
E
tmm 290 A
dagger •.
If#!SS
something open takes a -2 item penalty to the Athletics check to Force Open Expanded healer’s tools provide a +1 item bonus to such checks. When you carry
(similar to using a shoddy item). A levered crowbar grants you a +1 item bonus to the tools from place to place, you keep many of the components handy on your
Athletics checks to Force Open anything that can be pried open. person, in pockets or bandoliers. EQUIPMENT
Disguise Kit: This small wooden box contains cosmetics, false facial hair, Holly and Mistletoe: Plants of supernatural significance provide a primal
spirit gum, and a few simple wigs. You usually need a disguise kit to set up a focus for primal spellcasters, such as druids, when using certain abilities and
disguise in order to Impersonate someone using the Deception skill. An elite casting some spells. A bundle of holly and mistletoe must be held in one hand to
disguise kit adds a +1 item bonus to relevant checks. If you’ve crafted a large use it. Other primal foci exist for druids focused on other aspects of nature.
number of disguises, you can replenish your cosmetics supply with replacement Lantern: A lantern sheds bright light and requires 1 pint of oil to function for 6
cosmetics suitable for the type of your disguise kit. hours. A bull’s-eye lantern emits its light in a 60-foot cone (and dim light in the
Fishing Tackle: This kit include a collapsible fishing pole, fishhooks, line, next 60 feet). A hooded lantern sheds light in a 30-foot radius (and dim light in
lures, and a fishing net. Professional fishing tackle grants a +1 item bonus to the next 30 feet) and is equipped with shutters, which you can close to block the
checks to fish. light. Closing or opening the shutters takes an Interact action.
Flint and Steel: Flint and steel are useful in creating a fire if you have the Lock: Picking a poor lock requires two successful DC 15 Thievery checks, a
time to catch a spark, though using them is typically too time-consuming to be simple lock requires three successful DC 20 Thievery checks, an average lock
practical during an encounter. Even in ideal conditions, using flint and steel to requires four successes at DC 25, a good lock requires five successes at DC 30,
light a flame requires using at least 3 actions, and often significantly longer. and a superior lock six successes at DC 40.
Formula Book: A formula book holds the formulas necessary to make items Magnifying Glass: This quality handheld lens gives you a +1 item bonus to
other than the common equipment from this chapter; alchemists typically get one Perception checks to notice minute details of documents, fabric, and the like.
for free. Each formula book can hold the formulas for up to 100 different items. Manacles: You can manacle someone who is willing or otherwise at your
Formulas can also appear on parchment sheets, tablets, and almost any other mercy as an exploration activity taking 10-30 seconds depending on the
medium; there’s no need for you to copy them into a specific book as long as you creature’s size and how many manacles you apply. A two-legged creature with its
can keep them on hand to reference them. legs bound takes a -15-foot circumstance penalty to its Speeds, and a two-handed
Grappling Hook: You can throw a grappling hook with a rope tied to it to creature with its wrists bound has to succeed at a DC 5 flat check any time it uses
make a climb easier. To anchor a grappling hook, make an attack roll with the a manipulate action or else that action fails. This DC may be higher depending on
secret trait against a DC depending on the target, typically at least DC 20. On a how tightly the manacles constrain the hands. A creature bound to a stationary
success, your hook has a firm hold, but on a critical failure, the hook seems like it object is immobilized. For creatures with more or fewer limbs, the GM
will hold but actually falls when you’re partway up. determines what effect manacles have, if any. Freeing a creature from poor
Healer’s Tools: This kit of bandages, herbs, and suturing tools is necessary manacles requires two successful DC 17 Thievery checks, simple manacles
for Medicine checks to Administer First Aid, Treat Disease, Treat Poison, or Treat requires three successes at DC 22, average manacles require four successes at DC
Wounds. 27, good manacles require five successes at DC 32, and superior manacles
require six successes at DC 42.
Material Component Pouch: This pouch contains material components for
those spells that require them. Though the components are used up over time, you
can refill spent components during your daily preparations.
Musical Instrument: Handheld instruments include bagpipes, a small set of
chimes, small drums, fiddles and viols, flutes and recorders, small harps, lutes,
trumpets, and similarly sized instruments. The GM might rule that
an especially large handheld instrument (like a tuba) has greater Sunrod 3 gp L 554
INTRODUCTION
Bulk. Heavy instruments such as large drums, a full set of -
ip ATH FINDER) CORE RULEBOOK Tindertwig (10) 2 sp 554
chimes, and keyboard instruments are less portable and
generally need to be stationary while played.
ANCESTRIES &
journal before attempting a skill check to Recall Knowledge BACKGROUNDS
A virtuoso instrument gives a +1 item bonus to Performance checks using that about the subject, you gain a +1 item bonus to the check. A
instrument. compendium of journals costs five times as much as a single
Oil: You can use oil to fuel lanterns, but you can also set a pint of oil aflame journal and requires both hands to use; each compendium CLASSES
and throw it. You must first spend an Interact action preparing the oil, then throw contains several journals and grants its bonus on a broader
it with another action as a ranged attack. If you hit, it splatters on the creature or topic, such as all undead or a whole city. The GM determines SKILLS
in a single 5-foot square you target. You must succeed at a DC 10 flat check for what scholarly journals are available in any location.
the oil to ignite successfully when it hits. Scroll Case: Scrolls, maps, and other rolled documents are stored in scroll cases
If the oil ignites, the target takes ld6 fire damage. for safe transport.
Piton: These small spikes can be used as anchors to make climbing easier. To Sheath: A sheath or scabbard lets you easily carry a weapon on your person.
affix a piton, you must hold it in one hand and use a hammer to drive it in with Signal Whistle: When sounded, a signal whistle can be heard clearly up to half a
your other hand. You can attach a rope to the hammered piton so that you don’t mile away across open terrain.
Snare Kit: This kit contains tools and materials for creating SPELLS
fall all the way to the ground on a critical failure while Climbing.
Religious Symbol: This piece of wood or silver is emblazoned with an image snares. A snare kit allows you to Craft snares using the
representing a deity. Some divine spellcasters, such as clerics, can use a religious Crafting skill. A specialist snare kit gives you a +1 item bonus ThE AGE OF
symbol of their deity as a divine focus to use certain abilities and cast some to the check. LOST OMENS
spells. A religious symbol must be held in one hand to use it. Spellbook: A spellbook holds the written knowledge necessary
Religious Text: This manuscript contains scripture of a particular religion. to learn and prepare various spells, a necessity for wizards PLAyiNG ThE
Some divine spellcasters, such as clerics, can use a religious text as a divine (who typically get one for free) and a useful luxury for other GAME
focus to use certain abilities and cast some spells. A religious text must be held spellcasters looking to learn additional spells. Each spellbook
in one hand to use it. can hold up to 100 spells. The Price listed is for a blank GAME
Repair Kit: A repair kit allows you to spellbook. MASTERING
perform simple repairs while traveling. Spyglass: A typical spyglass lets you see eight times farther
It contains a portable anvil, tongs, woodworking tools, a whetstone, and oils for than normal. A fine spyglass adds a +1 item bonus to CRAFTING
conditioning leather and wood. You can use repair kit to Repair items using the Perception checks to notice details at a distance. & TREASURE
Crafting skill. A superb repair kit gives you a +1 item bonus to the check. Survey Map: Maps are uncommon. Most maps you can
Sack: A sack can hold up to 8 Bulk worth of items. A sack containing 2 Bulk find are simple and functional. A survey map details a single
or less can be worn on the body, usually tucked into a belt. You can carry a sack
APPENDIX
location in excellent detail. One of these maps gives you a +1
with one hand, but must use two hands to transfer items in and out. item bonus to Survival checks and any skill checks to Recall
Saddlebags: Saddlebags come in a pair. Each can hold up to 3 Bulk of items. Knowledge, provided the checks are related to the location
The Bulk value given is for saddlebags worn by a mount. If you are carrying or detailed on the map.
stowing saddlebags, they count as 1 Bulk instead of light Bulk. Maps sometimes come in atlases, containing a number of maps of the same
Satchel: A satchel can hold up to 2 Bulk worth of items. If you are carrying or quality, often on similar topics. An atlas costs five times as much as a single map
stowing a satchel rather than wearing it over your shoulder, it counts as light and requires both hands to use. The GM determines what maps are available in
Bulk instead of negligible. any location.
Scholarly Journal: Scholarly journals are uncommon. Each scholarly journal is Tack: Tack includes all the gear required to outfit a riding animal, including a
a folio on a very specific topic, such as vampires or the history of a single town saddle, bit and bridle, and stirrups if necessary. Especially large or oddly shaped
or neighborhood of a city. If you spend 1 minute referencing an academic animals might require specialty saddles. These can be more expensive or hard to
find, as determined by the GM. The Bulk value given is for tack worn by a
creature. If carried, the Bulk increases to 2.
Ten-Foot Pole: When wielding this long pole, you can use Seek to search a
square up to 10 feet away. The pole is not sturdy enough to use as a weapon.
Thieves’ Tools: You need thieves’ tools to Pick Locks or Disable Devices (of
some types) using the Thievery skill. Infiltrator thieves’ tools add a +1 item
bonus to checks
to Pick Locks and Disable Devices. If your thieves’ tools are broken, you can well as ink, a quill or inkpen, sealing wax, and a simple seal. If you’ve written a
repair them by replacing the lock picks with replacement picks appropriate to large amount, you can refill your kit with extra ink and paper.
your tools; this doesn’t require using the Repair action.
Tool: This entry is a catchall for basic hand tools that don’t have a specific
adventuring purpose. A hoe, shovel, or sledgehammer is a long tool, and a hand ALCHEMICAL GEAR
drill, ice hook, or trowel is a short tool. A tool can usually be used as an The items listed on Table 6-11 are the most widely available alchemical items
improvised weapon, dealing ld4 damage for a short tool or ld6 for a long tool. from Chapter 11, which a 1st-level character could likely access. The descriptions
The GM determines the damage type that’s appropriate or adjusts the damage if below are incomplete; each item’s full entry appears in Chapter 11 on the page
needed. listed in the table. Your GM might allow you to start with other alchemical items
Torch: A torch sheds bright light in a 20-foot radius (and dim light to the next from Chapter 11 on a case-by-case basis.
20 feet). It can be used as an improvised weapon that deals ld4 bludgeoning
damage plus 1 fire damage.
Vial: A simple glass vial holds up to 1 ounce of liquid.
Waterskin: When it’s full, a waterskin has 1 Bulk and contains roughly 1
day’s worth of water for a Small or Medium creature.
Writing Set: Using a writing set, you can draft correspondence and scribe
scrolls. A set includes stationery, including a variety of paper and parchment, as
ALCHEMICAL BOMBS on a critical hit unless it Escapes.
Alchemical bombs are consumable weapons that deal damage or produce special Lesser Thunderstone: This alchemical bomb deals ld4 sonic damage and 1
effects, and they sometimes deal splash damage. For more on alchemical bombs, sonic splash damage, and any creature withinEQUIPMENT
10 feet that fails a DC 17 Fortitude
see page 544. save is deafened until the end of its turn.
Lesser Acid Flask: This alchemical bomb deals 1 acid damage, ld6 persistent
acid damage, and 1 acid splash damage. ELIXIRS
Lesser Alchemist’s Fire: This alchemical bomb deals ld8 fire damage, 1 Elixirs are alchemical items you drink to gain various unusual effects. For more
persistent fire damage, and 1 fire splash damage. on elixirs, see page 546.
Lesser Bottled Lightning: This alchemical bomb deals ld6 electricity damage Lesser Antidote: After drinking a lesser antidote, you gain a +2 item bonus to
and 1 electricity splash damage, and it makes the target flat-footed. Fortitude saves against poison for 6 hours.
Lesser Frost Vial: This alchemical bomb deals ld6 cold damage and 1 cold splash Lesser Antiplague: After drinking a lesser antiplague, you gain a +2 item bonus
damage, and it gives the target a -5-foot status penalty to its Speeds until the end to Fortitude saves against disease for 24 hours, including your saves against
of its next turn. Lesser Tanglefoot Bag: This alchemical bomb gives the target a diseases’ progression.
-10-foot status penalty to its Speeds for 1 minute, and the target is immobilized
TABLE 6-11: ALCHEMICAL GEAR
Alchemical Bombs Price Bulk Page restores 1d6 Hit Points and grants a +1 item bonus to
Lesser acid flask 3 gp L 544 saving throws against diseases and poisons for 10 minutes.
Lesser alchemist's fire 3 gp L 545
Lesser bottled lightning 3 gp L 545 ALCHEMICAL TOOLS
Lesser frost vial 3 gp L 545 Alchemical tools are a type of alchemical item you use,
Lesser tanglefoot bag 3 gp L 545 rather than drink or throw. For more on alchemical tools,
Lesser thunderstone 3 gp L 545 pig, 5 ,|.
Elixirs Price Bulk Page Smokestick: You create a 5-foot radius smokescreen
Lesser antidote 3 gp L 546 for 1 minute.
Lesser antiplague 3 gp L 546 Sunrod: You can strike a sunrod on a hard surface as
Lesser elixir of life 3 gp L 548 an Interact action to cause it to shed bright light in a
Alchemical Tools Price Bulk Page 20-foot radius (dim light in the next 20 feet) for 6 hours.
Lesser smokestick 3 gp L 554 Tindertwig: You can use a tindertwig to ignite
INTRODUCTION
something flammable with a single Interact action, faster than FORMULAS
with flint and steel. Formulas are instructions for making items with the Craft
activity. You can usually read a formula as long as you can
ANCESTRIES &
read the language it’s written in, though you might lack the
MAGICAL GEAR skill to Craft the item. Often, alchemists and crafting guilds BACKGROUNDS
The items on Table 6-12 are the magic items from Chapter 11 use obscure languages or create codes to protect their
that a lst-level character could most frequently access. The formulas from rivals. CLASSES
descriptions below are incomplete; the items’ full entries You can buy common formulas at the Price listed on Table
appear in Chapter 11 on the pages listed in the table. Your 6-13, or you can hire an NPC to let you copy their formula SKILLS
GM might allow you to start with other magic items from for the same Price. A purchased formula is typically a
Chapter 11 on a case-by-case basis. schematic on rolled-up parchment of light Bulk. You can
copy a formula into your formula book in 1 hour, either from
a schematic or directly from someone else’s formula book. If
TABLE 6-12: MAGICAL GEAR you have a formula, you can Craft a copy of it using the
Consumable Magic Items Price Bulk Page Crafting skill. Formulas for uncommon items and rare items
SPELLS
Holy water 3 gp L 571 are usually significantly more valuable—if you can find them
Unholy water 3 gp L 571 at all!
ThE AGE OF
Potions Price Bulk Page If you have an item, you can try to reverse-engineer its
formula. This uses the Craft activity and takes the same
LOST OMENS
Minor healing potion 3 gp L 563
Scrolls Price Bulk Page amount of time as creating the item from a formula would.
You must first disassemble the item. After the base PLAyiNG ThE
Scroll of a common 1 st-level spell 4 gp L 565
Talismans Price Bulk Page downtime, you attempt a Crafting check against the same DC GAME
Potency crystal 4 gp
- 568
it would take to Craft the item. If you succeed, you Craft the
formula at its full Price, and you can keep working to reduce GAME
CONSUMABLE MAGIC ITEMS the Price as normal. If you fail, you’re left with raw materials MASTERING
You can typically purchase holy and unholy water in a and no formula. If you critically fail, you also waste 10% of
settlement. Particularly good settlements tend to ban unholy the raw materials you’d normally be able to salvage. CRAFTING
water and evil settlements tend to ban holy water. The item’s disassembled parts are worth half its Price in & TREASURE
Holy Water: You can throw holy water like a bomb, raw materials and can’t be reassembled unless you
dealing ld6 good damage to fiends, undead, and other successfully reverse-engineer the formula or acquire the
APPENDIX
creatures weak to good damage. formula another way. Reassembling the item from the
Unholy Water: You can throw unholy water like a bomb, formula works just like Crafting it from scratch; you use the
dealing ld6 good damage to celestials and other creatures disassembled parts as the necessary raw materials.
weak to evil damage.

POTIONS TABLE 6-13: FORMULAS


Potions are magic items you drink to gain a variety of I Item Level Formula Price Item Level Formula Price
benefits. For more on potions, see page 562. 0* 5 sp 11 70 gp
Minor Healing Potion: After drinking a minor healing 1 1 gP 12 100 gp
potion, you regain ld8 Hit Points. 2 2 gp 13 150 gp
3 3 gp 14 225 gp
SCROLLS 4 5 gp 15 325 gp
Scrolls are magical scriptures that hold the necessary magic 5 8 gp 16 500 gp
to cast a particular spell without using your spell slots. The 6 13 gp 17 750 gp
Price listed in the table is for a scroll with a common lst-level 7 18 gp 18 1,200 gp
spell. For more on scrolls, see page 564. 8 25 gp 19 2,000 gp
9 35 gp 20 3,500 gp
TALISMANS 10 50 gp
A talisman is a special, single-use item you affix to your * Formulas for all 0-level common items from this chapter can be
armor, a weapon, or elsewhere, allowing you to activate the purchased collectively in a basic crafter's book.
talisman later for a special benefit. For more on talismans, see
page 565. ITEMS WITH MULTIPLE TYPES
Potency Crystal: When you affix the crystal to a weapon If an item has multiple types of different levels, each type has
and activate it, this talisman empowers the weapon for the its own formula, and you need the formula for the specific
rest of the turn, granting it a +1 item bonus to attack rolls and type of item you want to Craft. For example, if you have a
a second weapon damage die. formula for a type I bag of holding but not
for a type II bag of holding, you must acquire a separate formula to Craft a type the rates listed on Table 6-14. Arranging transportation into dangerous lands can
II bag of holding. be more expensive or impossible.

SPELLCASTING
SERVICES Spellcasting services, listed on Table 6-15, are uncommon. Having a spell cast
The services listed on Table 6-14 describe expenditures for common services and TABLE 6-16: COST OF LIVING
consumables. Standard of Living Week Month Year
TABLE 6-14: BASIC SERVICES AND CONSUMABLES Subsistence* 4 sp 2 gp 24 gp
Item Price Bulk Hands Comfortable 1 gp 4 gp 52 gp

Beverages Fine 30 gp 130 gp 1,600 gp


Mug of ale 1 cp L 1 Extravagant 100 gp 430 gp 5,200 gp
Keg of ale 2 sp 2 2 * You can attempt to Subsist using Society or Survival (page
Pot of coffee or tea 2 cp L 1 240) for free.
Bottle of wine 1 sp L 1
Bottle of fine wine 1 gp L 1 for you requires finding a spellcaster who knows and is willing to cast it. It’s hard
Hireling (1 day) to find someone who can cast higher-level spells, and uncommon spells typically
Unskilled 1 sp cost at least 100% more, if you can find someone who knows them at all. Spells
Skilled 5 sp that take a long time to cast (over 1 minute) usually cost 25% more. You must
Lodging (1 day) pay any cost listed in the spell in addition to the Price on the table.
Floor space 3 cp
Bed (for 1) 1 sp
Private room (for 2) 8 sp COST OF LIVING
Extravagant suite (for 6) 10 gp Table 6-16 shows how much it costs to get by. This covers room and board, dues,
Meals taxes, and other fees.
Poor meal 1 cp L 2
Square meal 3 cp L 2
Fine dining 1 gp L 2 ANIMALS
Stabling (1 day) 2 cp The Prices for animals are listed both for renting and for purchasing them
Toll at least 1 cp outright. You usually need to pay for animal rentals up front, and if the vendor
Transportation (per 5 miles) believes the animal might be put in danger, they typically require a deposit equal
Caravan 3 cp to the purchase Price. Most animals panic in battle. When combat begins, they
Carriage 2 sp become frightened 4 and fleeing as long as they’re frightened. If you successfully
Ferry or riverboat 4 cp Command your Animal using Nature (page 249), you can keep it from fleeing,
Sailing ship 6 cp though this doesn’t remove its frightened condition. If the animal is attacked or
damaged, it returns to frightened 4 and fleeing, with the same exceptions.
HIRELINGS Warhorses and warponies are combat trained. They don’t become frightened
Paid laborers can provide services for you. Unskilled hirelings can perform or fleeing during encounters in
simple manual labor and are untrained at most skills. Skilled hirelings have
expert proficiency in a particular skill. Hirelings are level 0. If a skill check is TABLE 6-17: ANIMALS
Rental Price* Purchase
needed, an untrained hireling has a +0 modifier, while a skilled hireling has a +4
modifier in their area of expertise and +0 for other skill checks. Hirelings’ rates Animal (per day) Price
double if they’re going adventuring with you. Dog
Guard dog 1 cp per day 2 sp
TRANSPORTATION Riding dog 6 cp per day 4 gp

The cost to hire transportation includes standard travel with no amenities. Most this way.
transit services provide basic sleeping arrangements, and some provide meals at Statistics for the animals appear in the Pathfinder Bestiary.

TABLE 6-15: SPELLCASTING SERVICES


Spell Level Price* Spell Level Price*
1st 3 gp 6th 160 gp
2nd 7 gp 7th 360 gp
3rd 18 gp 8th 720 gp

4th 40 gp 9th 1,800 gp


5th 80 gp
* Plus any cost required to cast the specific spell.
INTRODUCTION
Horse as negligible, so it can carry any number of items of 1 Bulk.
Riding horse 1 sp per day 8 gp A Tiny creature doesn’t treat any items as having negligible
Warhorse 1 gp per day 30 gp (level 2) Bulk.
Pack animal 2 cp per day 2 gp
ANCESTRIES &
TABLE 6-19: BULK CONVERSIONS BACKGROUNDS
Pony
Riding pony 8 cp per day 7 gp

Warpony 8 sp per day 24 gp (level 2)


CLASSES
* Might require a deposit equal to the purchase Price.
L SKILLS
BAROING 1 Bulk L
You can purchase special armor for animals, called barding 2 Bulk 4 1 Bulk
(shown on Table 6-18). All animals have a trained proficiency Bulk 2 Bulk
rank in light barding, and combat-trained animals are trained
in heavy barding. Barding uses the same rules as armor ITEMS OF DIFFERENT SIZES
except for the following. The Price and Bulk of barding Creatures of sizes other than Small or Medium need items
SPELLS
depend on the animal’s size. Unlike for a suit of armor, appropriate to their size. These items have different Bulk and
barding’s Strength entry is listed as a modifier, not a score. possibly a different Price. Table 6-20 provides the Price and
Barding can’t be etched with magic runes, though special
ThE AGE OF
Bulk conversion for such items.
magical barding might be available. LOST OMENS
TABLE 6-20:
DIFFERENTL PLAyiNG ThE
ITEMS AND SIZES Y SIZED GAME
The Bulk rules in this chapter are for Small and Medium
creatures, as the items are made for creatures of those sizes.
ITEMS
GAME
Large creatures can carry more, and smaller creatures can MASTERING
Price Bulk
carry less, as noted on Table 6-19.
Standard Half
These rules for Bulk limits come up most often when a CRAFTING
Standard Standard
group tries to load up a mount or animal companion. The & TREASURE
*2
rules for items of different sizes tend to come into play when
x4
the characters defeat a big creature that has gear, since in
*8 APPENDIX
most cases, the only creatures of other sizes are creatures For example, a morningstar sized for a Medium creature
* An item that would have its Bulk reduced below 1 has light Bulk.
under the GM’s control. In most cases, Small or Medium has a Price of 1 gp and 1 Bulk, so one made for a Huge
creatures can wield a Large weapon, though it’s unwieldy, creature has a Price of 4 gp and 4 Bulk. One made for a Tiny
giving them the clumsy 1 condition, and the larger size is creature still costs 1 gp (due to its intricacy) and has 1/2
canceled by the difficulty of swinging the weapon, so it Bulk, which rounds down to light Bulk.
grants no special benefit. Large armor is simply too large for Because the way that a creature treats Bulk and the Bulk
Small and Medium creatures. of gear sized for it scale the same way, Tiny or Large (or
larger) creatures can usually wear and carry about the same
BULK CONVERSIONS FOR DIFFERENT SIZES amount of appropriately sized gear as a Medium creature.
As shown in Table 6-19, Large or larger creatures are less Higher-level magic items that cost significantly more than
encumbered by bulky items than Small or Medium creatures, 8 times the cost of a mundane item can use their listed Price
while Tiny creatures become overburdened more quickly. A regardless of size. Precious materials, however, have a Price
Large creature treats 10 items of 1 Bulk as 1 Bulk, a Huge based on the Bulk of the item, so multiply the Bulk value as
creature treats 10 items of 2 Bulk as 1 Bulk, and so on. A described on Table 6-20, then use the formula in the precious
Tiny creature treats 10 items of negligible Bulk as 1 Bulk. material’s entry to determine the item’s Price. See page 578
Negligible items work in a similar way—a Huge creature for more information.
treats items of 1 Bulk

TABLE 6-18: BARDING


Light Barding Price AC Bonus Dex Cap Check Penalty Speed Penalty Bulk Strength
Small or Medium 10 gp +1 +5 -1 -5 ft. 2 +3
Large 20 gp +1 +5 -1 -5 ft. 4 +3
Heavy Barding Price AC Bonus Dex Cap Check Penalty Speed Penalty Bulk Strength
Small or Medium (level 2) 25 gp +3 +3 -3 -10 ft. 4 +5
Large (level 3) 50 gp +3 +3 -3 -10 ft. +5
8