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Введение

ГЛАВ ПРОИСХОЖДЕН
А 6: ИЕ
НАСЛЕДИЕ
И

ЭКИ КЛАССЫ
ПИРО
Ваш персонаж начинается с 15 золотыми монетами (150
НАЧАЛЬНЫЙ КАПИТАЛ
серебряных монет), которые можно потратить на любые НАВЫКИ
ВКА
обычные предметы из этой главы. Предметы с 15 ЗМ [150 СМ]
необычной редкостью можно приобрести, только если у
Чтобы
вас есть особый доступ к способностям, которые вы
оставит
выбрали при создании персонажа, или ваш ведущий дает ТАБЛИЦА 6-1: ЗНАЧЕНИЯ МОНЕТ
вам
ь разрешение
свой на их покупку. 1 монета ММ СМ ЗМ ПМ
После того, как вы приобрели свои начальные Медная монета (мм) 1/10 1 1 $1000
след в
предметы, есть три основных способа получения новых Серебряная монета
1
10 1 1/10 1
мире, вам
предметов и экипировки: вы можете найти их во время (см) Эпоха
Золотая монета (зм) 100 10 1 1/10
приключения, сделать их с помощью навыка Ремесло или Утерянных
нужно Платиновая монета 1,000 100 10 1
купить их у торговцев. (пм) Предзнаменове
иметь
М ОНЕТЫ И ВАЛЮТА быть куплен. Предмет с ценой 0 обычно бесплатен, но нийВ игре
подходящ его стоимость может быть выше в зависимости от
Хотя вы можете обменивать ценные вещи в некоторых
материалов, использованных для его создания.
ее
областях, валюта является наиболее универсальным
Большинство предметов можно продать за половину их
способом совершения сделок, когда вы отправляетесь на ИГРА
снаряже цены, но монеты, драгоценные камни, предметы
рынок. Самая распространенная валюта - монеты. Mastering
ние, искусства и сырье (например, компоненты для
Большинству простых людей и начинающих искателей
ремесленной деятельности) можно обменять на их
включая чаще всего попадаются серебряные монеты
приключений
полную цену.
(см). Каждая серебряная монета весит ровно столько, CRAFTING
броню, & СОКРОВИЩА
сколько должно весить серебро, и обычно принимается
оружие
любым и
торговцем или королевством, независимо от того,
прочее
где она была отчеканена. Существует три других ПРИЛОЖЕНИЕ
распространенных типа монет, каждая из которых также
снаряже
стандартизирована по весу и стоимости. Первый - это
нтие. монеты
медные В (мм). Каждая медная монета стоит одну
этой серебряной монеты. Золотые монеты (зм) часто
десятую
используется
главе для покупки магических предметов и
других дорогих предметов, поскольку 1 золотая монета
представ
стоит 10 серебряных или 100 медных монет.
лено
Платиновая монета (пм) используется дворянами для
демонстрации
различна своего богатства, для покупки очень
дорогих предметов или просто как способ легко
я
перевозить большие суммы валюты. Платиновая монета
Экипиров
стоит 10 золотых, 100 серебряных или 1000 медных.
Таблица
ка, 6-1: Значения монет для обменных курсов
распространенных видов монет.
которое
вы
ДРУГАЯ ВАЛЮТА
Предметы
можете искусства, драгоценные камни и сырье
(например, то, которые используются для ремесленной
приобрес
деятельности) можно использовать во многом как
ти при
валюту: вы можете продать их по той же цене, что и
создании
купить.

персона
ЦЕНА
жа.
Обычно, предметов в следующих таблицах имеют
Большинство
цену, сумма валюты, которую обычно требуется для
эти
покупки этого предмета. Предмет с ценой «-» не может
предмет
271
ы можно
найти в
продаже
УРОВЕНЬ ПРЕДМЕТА
Каждый предмет имеет уровень предмета, который
отражает сложность предмета и любую магию,
использованную при его создании Более простые
предметы с более низким уровнем легче создать. Также,
вы не можете создавать предметы, которые имеют более
высокий уровень, чем ваш (стр. 243). Если уровень
предмета отсутствует в списке, его уровень равен 0. Хотя
персонажи могут использовать предметы любого уровня,
ведущим следует помнить, что предоставление
персонажам доступа к предметам, намного
превышающим их текущий уровень, может оказать
негативное влияние на игру.

ХРАНЕНИЕ И ИСПОЛЬЗОВАНИЕ
ПРЕДМЕТОВ
У персонажа обычно две руки, что позволяет ему
держать предмет в каждой руке или один двуручный
предмет обеими руками. Перенос или изменение способа
хранения предмета обычно требует использования
действия Interact (хотя для удаления элемента вместо
этого используется действие Release). ТАБЛИЦА 6-2: В
разделе «Смена Экипировки» на стр. 273 перечислены
возможные способы изменения предметов, которые вы
носите или храните, а также количество рук, которое вам
необходимо для использования.
Многие способы использования предметов требуют от
вас нескольких действий. Например, для питья зелья,
находящегося в сумке на ремне, необходимо
использовать действие Interact, чтобы вытащить его, а
затем использовать второе действие, чтобы выпить его,
как описано в записи «Активировать» (стр. 532).

СЛОТ
Особенно тяжелые или громоздкие предметы могут
затруднить вам движение. Также, это может привести к
перегрузке слишком большим количеством снаряжения.
Значение Слота отражает сложность хранения предмета,
представляя его размер, вес и общую неловкость. Если у
вас высокий показатель Силы, вам обычно не нужно
беспокоиться о Слотах, если вы не несете множество
существенных предметов.

271
ЛИМИТ СЛОТОВ Размер Существа Слот
Вы можете нести занимать больше Слотов, чем 5 плюс крошечный 1
ваш модификатор Силы без штрафа; если вы несете Маленький 3
больше, вы получаете состояние перегруженный. Вы не Средний
6
можете занимать Слотов больше чем 10 плюс ваш Большой 12
модификатор Силы. огромный 24
Колоссальный 48
Перегружен
Вы несете больше веса, чем можете. Пока вы
перегружены, вы неуклюжи 1 и получаете штраф -10
D ЛОХМОТЬЯ
В некоторых ситуациях вы можете перетащить объект
футов к своей скорости. Как и для всех штрафов для
или существо, а не нести его. Если вы что-то
вашей скорости, она не может быть ниже 5 футов.
перетаскиваете, делите значение требуемых слотов
пополам. Как правило, вы можете перетаскивать одну
вещь за раз, вы должны использовать обе руки для этого,
ЗНАЧЕНИЯ СЛОТОВ
и вы тянете медленно - примерно 50 футов в минуту,
Предметы могут иметь номер, указывающий занимаемое
если у вас нет каких-либо средств, чтобы ускорить это.
ими количество Слотов. Также, они могут быть легкими
Используйте общее количество необходимых Слотов для
(обозначены буквой Л) или незначительными
того, что вы перетаскиваете. Например, если у вас есть
(обозначены знаком -). Например, полный латный доспех
мешок с товарами, используйте сумму веса всех
- 4 Слота, длинный меч - 1 Слот, кинжал или свиток -
предметов, вместо подсчета каждого отдельного
легкий, а кусочек мела - ничтожно мал. Десять легких
предмета.
предметов занимают 1 Слот, округляйте дробные части
соответственно (таким образом, 9 легких предметов
Предметы в Руках
занимают 0 Слотов, а 11 легких предметов занимают 1 Некоторые способности требуют от вас держать предмет
Слот). Предметы незначительного объема не занимают в руках. Чаще всего, это оружие. Вы можете
Слоты. Однако, если вы будите нести их очень много, использовать предмет каждый раз, когда держите его
ведущий может посчитать это за Слот. необходимым количеством рук для его эффективного
использования. Держа предмет в руках, вы не просто
ОПРЕДЕЛЕНИЕ КОЛИЧЕТВА СЛОТОВ, ЗАНИМАЕМЫХ ПРЕДМЕТОМ носите его с собой - вы готовы его использовать. Другие
Как правило, предмет весом от 5 до 10 фунтов занимает 1 способности могут потребовать от вас просто нести или
Слот, предмет весом менее нескольких унций ничтожно иметь предмет. Они применяются, пока предмет есть у
мал, а все, что между ними, является легким. Особенно вас; Вы не я liv I o ||.
неуклюжие или громоздкие предметы могут занимать
гораздо больше Слотов. Например, 10-футовый шест не
тяжелый, но его длина мешает вам двигаться, поэтому он ПОЛОМКА ПРЕДМЕТА
занимает 1 Слот. Предметы, сделанные для огромных Предмет может быть сломан или уничтожен, если он
или крошечных существ, имеют большую или меньшую получает достаточно урона. Каждый элемент имеет
массу, как описано на странице 295. значение твердости . Каждый раз, когда предмет
получает урон, уменьшайте любой урон, получаемый
СЛОТЫ или МОНЕТЫ предметом по его твердости. Остальная часть урона
Монеты являются популярным средством обмена из-за уменьшает количество очков жизни предмета. Обычно
своей мобильности, но они все еще могут весить. Тысяча предмет получает урон только тогда, когда существо
монет любого достоинства или комбинации достоинств непосредственно атакует его - обычно целевыми
занимают 1 Слот. Обычно, нет необходимости предметами являются двери и ловушки. Существо,
определять объем монет в долях 1000; просто округлите которое атакует вас, как правило, не повреждает вашу
число до 1000. Другими словами, 100 монет не считаются броню или другое снаряжение, даже если оно поражает
легким предметом, а 1 999 монет - 1 Слот, а не 2. вас. Тем не менее, ответное действие Блок Щитом может
привести к тому, что ваш щит получит урон, поскольку
СЛОТЫ или СУЩЕСТВА вы используете его, чтобы предотвратить урон по себе, и
Возможно, вам понадобится знать «Массу существа», некоторые монстры обладают исключительными
особенно если вам нужно вынести кого-то с поля битвы. способностями, которые могут повредить ваши
В приведенной ниже таблице перечислены типичные предметы.
массы существа в зависимости от его размера, но Предмет, который получает урон, может быть сломан
ведущий может изменить это число. и в конечном итоге уничтожен. Он становится
сломанным, когда его Очки Здоровья равны или ниже,
чем Порог Стойкости (ПС); как только его Очки
Здоровья уменьшаются до 0, он считается
уничтоженым. Сломанный предмет имеет сломанное
состояние до тех пор, пока его не восстановят выше его
Порога Стойкости. Все, что автоматически делает
предмет сломанным, немедленно уменьшает его Очки
Здоровья до Порога Стойкости, если у предмета было
больше Очков здоровья прежде, чем когда эффект
сработал. Если у предмета нет Порога стойкости, у него
нет соответствующих изменений в его функции из-за
того, что он сломан, но он все еще уничтожен при 0
Очках Здоровья. (См. состояние сломан на стр. 273 для
получения дополнительной информации.)
Уничтоженный элемент не подлежит ремонту.
Твердость предмета, Очки Здоровья и Порог стойкости
зависят от материала, из которого он сделан. Эта
информация привидена на странице 577.
ТАБЛИЦА 6-2: СМЕНА ЭКИПИРОВКи Введение
Изменить Руки Действие
Возьмите, уберите или подберите предмет1 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 рюкзака3 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 Эпоха
Здоровья ниже Порога Стойкости. Сломанный объект не потерянных
может использоваться по своему прямому назначению, оменов
при 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 вашему КБ, когда вы носите данный комплект брони.


Ваш класс брони (AC) измеряет, насколько хорошо вы Например, если у вас есть модификатор Ловкости +4, и
можете защищаться от атак. Когда существо атакует вас, вы носите Кольчужно латный доспех, вы применяете
ваш класс брони является УС для этого броска атаки. только бонус +1 от вашего модификатора Ловкости к
своему КБ, нося эту броню.
Класс брони = 10 + модификатор Ловкости (вплоть до ШТРАФ К ПРОВЕРКЕ
вашей шапки доспеха При ношении доспехов вы применяете этот штраф к
) + бонус к мастерству + бонус брони проверкам умений, основанных на Силе и Ловкости, за
к КБ, другие бонусы + штрафы исключением тех, которые имеют черту атаки. Если вы
достигнете порога силы брони (см. Сила ниже), вы не
Используйте свой бонус к умению для категории получаете этот штраф.
(легкая, средняя или тяжелая) или для определенного
типа брони, которую вы носите. Если вы не носите ШТРАФ К СКОРОСТИ
доспехи, используйте свое мастерство в защите без При ношении доспехов вы применяете штраф, указанный
брони. в этой записи, к вашей скорости, а также к любым
другим имеющимся у вас типам движения, таким как
НАДЕТЬ И СНЯТЬ БРОНЮ скорость лазания или скорость плавания, до
Снятие доспехов занимает много времени, поэтому минимальной скорости 5 футов. Если вы достигнете
убедитесь, что носите их, когда вам это нужно! порога силы брони (см. Ниже), вы уменьшите
| "MIII: by 5 | ,, I.
Надевание и снятие доспехов - это оба действия,
включающие множество взаимодействующих действий
Сила
Требуется 1 минута для надевания легкой брони, 5 минут
Эта запись указывает на показатель Силы, при котором
для надевания средней или тяжелой брони и 1 минута для
вы достаточно сильны, чтобы преодолеть некоторые
снятия любой брони.
штрафы брони. Если ваша сила равна или превышает это
значение, вы больше не получаете штраф за проверку
СТАТИСТИКА БРОНИ брони и уменьшаете штраф на скорость до 5 футов (без
ТАБЛИЦА 6-3: Безоружная защита обеспечивает штрафа, если штраф был -5 футов, или до штраф -5
статистику для различных форм защиты без ношения футов, если штраф был -10 футов).
брони. ТАБЛИЦА 6-4: Броня предоставляет статистику
для костюмов брони, которые можно приобрести и Слот
носить, с разбивкой по категориям. Столбцы в обеих Эта запись обозначает объем брони, предполагая, что вы
таблицах предоставляют следующую статистику. носите броню и распределяете ее вес по всему телу.
Броня, которую носят или хранят, обычно занимает на 1
КАТЕГОРИЯ Слот больше, чем указано здесь (или 1 Слот для легкой
Категория доспехов - небронированная, легкая, средняя брони). Броня занимает больше места или меньше, если
или тяжелая - указывает, какой бонус к умению вы он 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
на странице 275.

ЧЕРТЫ БРОНИ
Черты для каждого доспеха появляются в этой записи.
Броня может иметь следующие черты.
Бастионная система укреплений Броня покрывает вас
настолько полно, что дает преимущества против
некоторых разрушительных эффектов. При сохранении
Reflex, чтобы избежать разрушительного эффекта, такого
как огненный шар , вы добавляете модификатор +3
вместо модификатора Ловкости.
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
укреплений

КомфортнаяБроня настолько удобна, что вы можете ПластинаКрепкая пластина не обеспечивает покупку


спокойно поспать, будучи одетым в неё. режущей кромки. Вы получаете сопротивление
Гибкий: Броня достаточно гибкая, чтобы не мешать рубящему урону
большинству действий. Вы не применяете штраф на
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 руны силы брони для тяжелой брони.
Ip ATH FINDER) CORE RULEBOOK

МАТЕРИАЛЫ
Большинство доспехов и оружия изготавливаются из
обычных, широко доступных материалов, таких как
железо, кожа, сталь и дерево. Если вы не уверены, из
чего сделан доспех, Ведущий вам подскажет.
Некоторые доспехи, щиты и оружие могут быть
сделаны из драгоценных материалов. Они часто имеют
врожденные сверхъестественные свойства. Например,
холодное железо, которое опасно для фей, а серебро
может быть опасно для оборотней. Эти материалы
подробно описаны на стр. 577.

Вы получаете сопротивление Колющему урону, равное 1


+ значение руны силы брони для средней брони или 2 +
значение руны силы брони для тяжелой брони.

ОПИСАНИЕ БРОНЯ
Каждый тип брони описан более подробно ниже. В игре
НагрудникХотя этот тип доспехов упоминается как
нагрудник, он состоит из нескольких частей
пластинчатой или кольчужно-латной брони (стр. 276),
которая защищает туловище, грудь, шею, а иногда и ИГРА
бедра и голени. Он стратегически обеспечивает Mastering
некоторую защиту пластинами, одновременно
обеспечивая большую гибкость и скорость.
КольчугаКольчуга состоит из нескольких элементов
CRAFTING
доспех, состоящих из маленьких металлических колец, & СОКРОВИЩА
соединенных друг с другом защитной сеткой. Обычно,
оно включает в себя кольчужную рубаху, брюки, пару ПРИЛОЖЕНИЕ
перчаток и капюшон, которые вместе защищают
большую часть тела.
Кольчужная рубахаЭто длинная рубашка, сплетенная
из тех же металлических колец, что и кольчуга. Тем не
менее, он намного легче кольчуги и защищает только
туловище, плечи и ноги его владельца.
Ip ATH FINDER) CORE RULEBOOK

с подшерстком из стеганого доспеха (см. ниже) и пару


рукавиц (стр. 285).
Кольчужно-латный доспех: Кольчужно-латный
доспех состоит из большинства верхних пластин,
Одежда исследователя: Авантюристы, которые не используемых в полном латном доспехе, с более легкой
носят броню, путешествуют в прочной одежде. Хотя это или более редкой стальной пластиной для защиты рук и
не совсем броня и использует ваш навык защиты без ног. Это обеспечивает некоторую защиту полного латного
брони, он все еще имеет Dex Cap и может давать бонус к доспеха с большей гибкостью и скоростью. с
КБ, если он запечатлен рунами потенции (как описано на подшерстком из стеганого доспеха (см. ниже) и пары
стр. 581). рукавиц (стр. 285).
Полный латный доспех: Полный латный доспех СкрытьсяСочетание меха, прочной шкуры и иногда
состоит из блокирующих пластин, которые заключают в формованной вареной кожи, эта броня обеспечивает
сталь почти весь корпус. Он дорогостоящий и тяжелый, защиту благодаря слоям кожи, хотя ее объемность
хозяин часто нуждается в помощи, чтобы надеть его замедляет хозяина и снижает его подвижность.
правильно, но он обеспечивает одну из лучшех защит, КожаСочетание гибкой и формованной вареной кожи,
которую можно представить. Костюм этой брони костюм этого типа брони обеспечивает некоторую защиту
приходит 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.

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.
Материа
л
Твердость ОЗ ПС
Ткань (одежда исследователя,
стеганый доспех)
Кожа (шкура, кожа, клепанный
кожаный доспех)
Металл (нагрудник, кольчуга,
Ip ATH FINDER) CORE RULEBOOK

кольчужная рубаха, полный


латный доспех, кольчужно-
латный доспех, чещуйчатый
доспех, пластинчатый доспех)
ipATHF1N PER) ПРАВИЛА ОСНОВНОЙ СИСТЕМЫ

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

TABLE 6-5:
SHIELDS
AC Bonus1 Speed Penalty Bulk Hardness HP (BT)
-
+1 L 3 6(3)
+2 - 1 3 12(6)
+2 - 1 5 20 (10)
+2/+42 -5 ft. 4 5 20 (10)
nus to 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.
ЭКИПИРОВКА 6
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.
ipATHF1N PER) ПРАВИЛА ОСНОВНОЙ СИСТЕМЫ

WEA When making an attack roll, determine the result by rolling


PON ld20 and adding your attack modifier for the weapon or
unarmed attack you’re using. Modifiers for melee and ranged
S attacks are calculated differently.
Most
Melee attack modifier = Strength modifier (or
character
optionally Dexterity for a finesse weapon) +
s in proficiency bonus + other bonuses + penalties
Pathfinde
Ranged attack modifier = Dexterity modifier +
r carry
proficiency bonus + other bonuses + penalties
weapons,
ranging Bonuses, and penalties apply to these rolls just like with
from other types of checks. Weapons with potency runes (page 581)
add an item bonus to your attack rolls.
mighty
warhamm MULTIPLE ATTACK PENALTY
ers to If you use an action with the attack trait more than once on the
same turn, your attacks after the first take a penalty called a
graceful multiple attack penalty. Your second attack takes a -5 penalty,
bows to and any subsequent attacks take a -10 penalty.
even The multiple attack penalty doesn’t apply to attacks you
make when it isn’t your turn (such as attacks made as part of a
simple reaction). You can use a weapon with the agile trait (page 282)
clubs. to reduce your multiple attack penalty.
Full
details on
DAMAGE ROLLS
how you When the result of your attack roll with a weapon or unarmed
calculate attack equals or exceeds your target’s AC, you hit your target!
Roll the weapon or unarmed attack’s damage die and add the
the
relevant modifiers, bonuses, and penalties to determine the
bonuses, amount of damage you deal. Calculate a damage roll as
modifiers, follows.
and
Melee damage roll = damage die of weapon or unarmed
penalties attack+Strength modifier+bonuses+penalties
for attack
Ranged damage roll = damage die of weapon+Strength
rolls and
modifier for thrown weapons+bonuses+penalties
damage
rolls are Ranged weapons don’t normally add an ability modifier to
given in the damage roll, though weapons with the propulsive trait
(page 283) add half your Strength modifier (or your full
Chapter 9 modifier if it is a negative number), and thrown weapons add
on page your full Strength modifier.
446, but
they’re
summariz
ed here,
followed
by the
rules for
weapons
ATTACK
and ROLLS
dozens of
weapon
choices.
ЭКИПИРОВКА 6
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.
ipATHF1N PER) ПРАВИЛА ОСНОВНОЙ СИСТЕМЫ

WEAPON STATISTICS SELECTING WEAPONS


Characters who focus on combat need to carefully consider
INTRODUCTIO
The tables on pages 280-282 list the statistics for various
their choice of weapons, evaluating whether they want to fight
melee and ranged weapons that you can purchase, as well as ANCESTRIES
in melee or at range, the weapons' damage potential, and the
the statistics for striking with a fist (or another basic unarmed
special features of various weapons. Characters who are BACKGROUND
attack). The tables present the following statistics. All weapons
primarily spellcasters usually just need to pick a backup
listed in this chapter have an item level of 0.
weapon in the best category they're trained or better in. CLASSES
When selecting weapons, start by identifying the weapon
DAMAGE
types you're trained or better in. You should then compare SKILLS
This entry lists the weapon’s damage die and the type of
weapons within these types to determine which ones you will
damage it deals: B for bludgeoning, P for piercing, or S for
have the highest melee or ranged attack modifier with. It's
slashing.
usually considered best practice to select both a melee and
ranged weapon during character creation so you can contend
Damage Dice
with a broader variety of foes and situations.
Each weapon lists the damage die used for its damage roll. A
standard weapon deals one die of damage, but a magical SPELLS
Weapon Categories
striking rune can increase the number of dice rolled, as can
Weapons fall into broad categories depending on how much
some special actions and spells. These additional dice use
damage they deal and what traits they have. Martial weapons THE AGE OF
the same die size as the weapon or unarmed attack's normal
generally deal more damage than simple weapons, and LOST OMENS
damage die.
advanced weapons generally have more advantageous traits

Counting Damage Dice


than martial weapons with the same damage. Generally, you'll PLAyiNG THE
want to select weapons that deal more damage, but if you're a GAME
Effects based on a weapon's number of damage dice include
highly skilled combatant, you might want to pick a weapon
only the weapon's damage die plus any extra dice from a
with interesting traits, even if it has a lower weapon damage
striking rune. They don't count extra dice from abilities, critical GAME
die. You can also purchase multiple weapons within your MASTERING
specialization effects, property runes, weapon traits, or the
budget, allowing you to switch between them for different
like.
situations. CRAFTING
Increasing Die Size & TREASURE
When an effect calls on you to increase the size of your
weapon damage dice, instead of using its normal weapon
ammunition and firing the weapon are part of the same action.
APPENDIX
damage dice, use the next larger die, as listed below (so if
If an item takes 2 or more actions to reload, the GM
you were using a d4, you'd use a d6, and so on). If you are
determines whether they must be performed together as an
already using a d12, the size is already at its maximum. You
activity, or you can spend some of those actions during one
can't increase your weapon damage die size more than once.
turn and the rest during your next turn.
1d4 -*• 1d6 -*• 1d8 -*• 1d10 -*• 1d12
An item with an entry of “—” must be drawn to be thrown,
which usually takes an Interact action just like drawing any
other weapon. Reloading a ranged weapon and drawing a
RANGE thrown weapon both require a free hand. Switching your grip
Ranged and thrown weapons have a range increment. Attacks to free a hand and then to place your hands in the grip
with these weapons work normally up to that distance. Attack necessary to wield the weapon are both included in the actions
rolls beyond a weapon’s range increment take a -2 penalty for you spend to reload a weapon.
each additional multiple of that increment between you and the
target. Attacks beyond the sixth range increment are BULK
impossible. This entry gives the weapon’s Bulk. A weapon’s Bulk is
For example, a shortbow takes no penalty against a target increased or decreased if it’s sized for creatures that aren’t
up to 60 feet away, a -2 penalty against a target beyond 60 feet Small or Medium size, following the rules on page 295.
but 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 HANDS
feet. Some weapons require one hand to wield, and others require
two. A few items, such as a longbow, list 1+ for its Hands
RELOAD entry. You can hold a weapon with a 1+ entry in one hand, but
While all weapons need some amount of time to get into the process of shooting it requires using a second to retrieve,
position, many ranged weapons also need to be loaded and nock, and loose an arrow. This means you can do things with
reloaded. This entry indicates how many Interact actions it your free hand while holding the
takes to reload such weapons. This can be 0 if drawing
-■'si- V

ipATHF1N PER) CORE RULEBOOK

bow without changing your grip, but the other hand must be that weapon or unarmed attack’s critical specialization effects;
free when you shoot. To properly wield a 1+ weapon, you for full details, see page 283.
must hold 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 The traits a weapon or unarmed attack has are listed in this
them to deal a different size of weapon damage die when used entry. Any trait that refers to a “weapon” can also apply to an
in two hands. In addition, some abilities require you to wield a unarmed attack that has that trait.
weapon in two hands. You meet this requirement while
holding the weapon in two hands, even if it doesn’t require two AMMUNITION
hands or 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

The damage die is determined by the weapon, not the


ammunition. Because that and other relevant statistics vary by
weapon, ammunition entries
EQUIPMENT 6
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 1 Knife Agile, disarm, finesse, parry, versatile S
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 1 Sword Agile, finesse, versatile S
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,

halfling, thrown 20 ft.


Gnome hooked 2 gp 1d6 B 1 1 Hammer Gnome, trip, two-hand d10, versatile P
hammer
Horsechopper 9 sp 1d8 S 2 2 Polearm Goblin, reach, trip, versatile P
Kama 1 gP 1d6 S L 1 Knife Agile, monk, trip
Katana 2 gp 1d6 S 1 1 Sword Deadly d8, two-hand d10, versatile P
Kukri 6 sp 1d6 S L 1 Knife Agile, finesse, trip
Nunchaku 2 sp 1d6 B L 1 Club Backswing, disarm, finesse, monk
Orc knuckle dagger 7 sp 1d6 P L 1 Knife Agile, disarm, orc
Sai 6 sp 1d4 P L 1 Knife Agile, disarm, finesse, monk, versatile B
Spiked chain 3 gp 1d8 S 1 2 Flail Disarm, finesse, trip
Temple sword 2 gp 1d8 S 1 1 Sword Monk, trip
Uncommon
Advanced Weapons Price Damage Bulk Hands Group Weapon Traits
Dwarven waraxe 3 gp 1d8 S Axe Dwarf, sweep, two-hand d12
2 1
Gnome flickmace 3 gp 1d8 B 2 1 Flail Gnome, reach
Orc necksplitter 2 gp 1d8 S 1 1 Axe Forceful, orc, sweep
Sawtooth saber 5 gp 1d6 S L Sword Agile, finesse, twin
1

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
10 bolts 1 sp L
Javelin 1 sp 1d6 P 30 ft. - L 1 Dart Thrown
Sling 0 1d6 B 50 ft. 1 L 1 Sling Propulsive

10 sling bullets 1 cp L
Martial Weapons Price Damage Range Reload Bulk Hands Group Weapon Traits
-
Alchemical bomb* Varies Varies 20 ft. L 1 Bomb Varies
Composite longbow 20 gp 1d8 P 100 ft. 0 2 1+ Bow Deadly d10, propulsive,

volley 30 ft.
10 arrows 1 sp L
Composite shortbow 14 gp 1d6 P 60 ft. 0 1 1+ Bow Deadly d10, propulsive

10 arrows 1 sp L
Longbow 6 gp 1d8 P 100 ft. 0 2 1+ Bow Deadly d10, volley 30 ft.

10 arrows 1 sp L
Shortbow 3 gp 1d6 P 60 ft. 0 1 1+ Bow Deadly d10

10 arrows 1 sp L
Uncommon
Martial Weapons Price Damage Range Reload Bulk Hands Group Weapon Traits
Halfling sling staff 5 gp 1d10 B 80 ft. 1 1 2 Sling Halfling, propulsive
10 sling bullets 1 cp 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.

WEAPON TRAITS striking rune deals 2d8 extra piercing damage on a critical hit.
Weapons and unarmed attacks with the weapon trait can have An ability that changes the size of the weapon’s normal
the following traits. damage dice doesn’t change the size of its deadly die.
Agile: The multiple attack penalty you take with this Disarm: You can use this weapon to Disarm with the
weapon on the second attack on your turn is -4 instead of-5, Athletics skill even if you don’t have a free hand. This uses
and -8 instead of-10 on the third and subsequent attacks in the the weapon’s reach (if different from your own) and adds the
turn. weapon’s item bonus to attack rolls (if any) as an item bonus
Attached: An attached weapon must be combined with to the Athletics check. If you critically fail a check to Disarm
another piece of gear to be used. The trait lists what type of using the weapon, you can drop the weapon to take the
item the weapon must be attached to. You must be wielding effects of a failure instead of a critical failure. On a critical
or wearing the item the weapon is attached to in order to success, you still need a free hand if you want to take the
attack with it. For example, shield spikes are attached to a item.
shield, allowing you to attack with the spikes instead of a Dwarf: Dwarves craft and use these weapons.
shield bash, but only if you’re wielding the shield. An Elf: Elves craft and use these weapons.
attached weapon is usually bolted onto or built into the item Fatal: The fatal trait includes a die size. On a critical hit,
it’s attached to, and typically an item can have only one the weapon’s damage die increases to that die size instead of
weapon attached to it. An attached weapon can be affixed to the normal die size, and the weapon adds one additional
an item with 10 minutes of work and a successful DC 10 damage die of the listed size.
Crafting check; this includes the time needed to remove the Finesse: You can use your Dexterity modifier instead of
weapon from a previous item, if necessary. If an item is your Strength modifier on attack rolls using this melee
destroyed, its attached weapon can usually be salvaged. weapon. You still use your Strength modifier when
Backstabber: When you hit a flat-footed creature, this calculating damage.
weapon deals 1 precision damage in addition to its normal Forceful: This weapon becomes more dangerous as you
damage. The precision damage increases to 2 if the weapon is build momentum. When you attack with it more than once on
a +3 weapon. your turn, the second attack gains a circumstance bonus to
Backswing: You can use the momentum from a missed damage equal to the number of weapon damage dice, and
attack with this weapon to lead into your next attack. After each subsequent attack gains a circumstance bonus to damage
missing with this weapon on your turn, you gain a +1 equal to double the number of weapon damage dice.
circumstance bonus to your next attack with this weapon Free-Hand: This weapon doesn’t take up your hand,
before the end of your turn. usually because it is built into your armor. A free-hand
Deadly: On a critical hit, the weapon adds a weapon weapon can’t be Disarmed. You can use the hand covered by
damage die of the listed size. Roll this after doubling the your free-hand weapon to wield other items, perform
weapon’s damage. This increases to two dice if the weapon manipulate actions, and so on. You can’t attack with a free-
has a greater striking rune and three dice if the weapon has a hand weapon if you’re wielding anything in that hand
major striking rune. For instance, a rapier with a greater
EQUIPMENT 6
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
position your weapon defensively, gaining a +1 circumstance different type of damage than that listed in the Damage entry.
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 to deliver poison.
(if any) to 10 feet. Bo Staff: This strong but slender staff is tapered
ATHF1NDER-) CORE RULE BOOK
Bow: If the target of the critical hit is adjacent to a at the ends and well balanced. It’s designed to be an
surface, it gets stuck to that surface by the missile. The offensive and defensive weapon.
target is immobilized and must spend an Interact action to Clan Dagger: This broad dagger is carried by dwarves
attempt a DC 10 Athletics check to pull the missile free; it as a weapon, tool, and designation of clan. Losing or having
can’t move from its space until it succeeds. The creature to surrender a clan dagger is considered a mark of
doesn’t become stuck if it is incorporeal, is liquid (like a embarrassment to most dwarves.
water elemental or some oozes), or could otherwise escape Club: This is a piece of stout wood shaped or repurposed to
without effort. bludgeon an enemy. Clubs can be intricately carved pieces of
Brawling: The target must succeed at a Fortitude save martial art or as simple as a tree branch or piece of wood.
against your class DC or be slowed 1 until the end of your Composite Longbow: This projectile weapon is made
next turn. from horn, wood, and sinew laminated together to increase
Club: You knock the target away from you up to 10 feet the power of its pull and the force of its projectile. Like all
(you choose the distance). This is forced movement (page longbows, its great size also increases the bow’s range and
475). power. You must use two hands to fire it, and it cannot be
Dart: The target takes ld6 persistent bleed damage. You used while mounted. Any time an ability is specifically
gain an item bonus to this bleed damage equal to the restricted to a longbow, such as Erastil’s favored weapon, it
weapon’s item bonus to attack rolls. also applies to composite longbows unless otherwise stated.
Flail: The target is knocked prone. Composite Shortbow: This shortbow is made from horn,
Hammer: The target is knocked prone. wood, and sinew laminated together to increase the power of
Knife: The target takes ld6 persistent bleed damage. You its pull and the force of its projectile. Its compact size and
gain an item bonus to this bleed damage equal to the power make it a favorite of mounted archers. Any time an
weapon’s item bonus to attack rolls. ability is specifically restricted to a shortbow, it also applies
Pick: The weapon viciously pierces the target, who takes to composite shortbows unless otherwise stated.
2 additional damage per weapon damage die. Crossbow: This ranged weapon has a bow-like
Polearm: The target is moved 5 feet in a direction of your assembly mounted on a handled frame called a tiller. The
choice. This is forced movement (page 475). tiller has a mechanism to lock the bowstring in place,
Shield: You knock the target back from you 5 feet. This is attached to a trigger mechanism that releases the tension
forced movement (page 475). and launches a bolt.
Sling: The target must succeed at a Fortitude save against Dagger: This small, bladed weapon is held in one hand
your class DC or be stunned 1. and used to stab a creature in close combat. It can also be
Spear: The weapon pierces the target, weakening its thrown.
attacks. The target is clumsy 1 until the start of your next turn. Dart: This thrown weapon is larger than an arrow but
Sword: The target is made off-balance by your attack, shorter than a javelin. It typically has a short shaft of
becoming flat-footed until the start of your next turn. wood ending in a metal tip and is sometimes stabilized
by feathers or fur.
WEAPON DESCRIPTIONS Dogslicer: This short, curved, and crude makeshift blade
Each of the weapons listed in Tables 6-7 and 6-8 are often has holes drilled into it to reduce its weight. It’s a
described below. favored weapon of goblins.
Alchemical Bomb: These bombs come in a variety of Dwarven Waraxe: This favored weapon of the dwarves
types and levels of power, but no matter the variety, you has a large, ornate head mounted on a thick handle. This
throw the bomb at the target and it explodes, unleashing its powerful axe can be wielded with one hand or two.
alchemical blast.
Arrow: These projectiles are the ammunition for bows.
The shaft of an arrow is made of wood. It is stabilized in
flight by fletching at one end and bears a metal head on the
other.
Bastard Sword: This broad-bladed sword, sometimes
called the hand-and-a-half sword, has a longer grip so it can
be held in one hand or used with two hands to provide extra
piercing or slashing power.
Battle Axe: These axes are designed explicitly as
weapons, rather than tools. They typically weigh less, with
a shaft reinforced with metal bands or bolts, and have a
sharper blade, making them ideal for chopping limbs rather
than wood.
Bolt: Shorter than traditional arrows but similar in
construction, bolts are the ammunition used by crossbows.
Blowgun: This long, narrow tube is used for shooting
blowgun darts, using only the power of a forcefully exhaled
breath.
Blowgun Dart: These thin, light darts are typically
made of hardwood and stabilized with fletching of
down or fur. They are often hollow so they can be used
Elven Curve Blade: Essentially a longer version of the
scimitar, this traditional elven weapon has a thinner blade ■WSSSBS3S
than its cousin.
Falchion: This weapon is a heavier, two-handed version
of the curved-bladed scimitar. It is weighted toward the
blade’s end, making it a powerful slashing weapon.
Halfling Sling Staff: This staff ends in an
Y-shaped split that cradles a sling. The length of the staff
Filcher’s Fork: This halfling weapon looks like a long, provides excellent leverage when used two-handed to fling
two-pronged fork and is used as both a weapon and a cooking rocks or bullets from the sling. Hand Crossbow: Sometimes ANCESTRIES &
implement. referred to as an alley bow by rogues or ruffians, this small BACKGROUNDS
Flail: This weapon consists of a wooden handle attached crossbow fires small bolts that are sometimes used to deliver
to a spiked ball or cylinder by a chain, rope, or strap of poison to the target. It’s small enough to be shot one-handed,
CLASSES
leather. but it still requires two hands to load.
Gauntlet: A pair of these metal gloves comes with full Hatchet: This small axe can be used in close combat or
plate, half plate, and splint armor; they can also be purchased SKILLS
thrown.
separately and worn with other types of armor. They not only Heavy Crossbow: This large crossbow is harder to load and
protect your hands but also transform your hands into lethal more substantial than a regular crossbow, but it packs a FEATS
weapons. greater punch.
Glaive: This polearm consists of a long, single-edged Horsechopper: Created by goblins to battle horses, this
blade on the end of a 7-foot pole. It is extremely effective at weapon is essentially a long shaft ending in a blade with a
delivering lethal cuts at a distance. large hook.
Gnome Flickmace: More a flail than a mace, this weapon Javelin: This thin spear is well balanced for throwing but is
has a short handle attached to a length of chain with a ball at not designed for melee use. Kama: Similar to a sickle and THE AGE Of
the end. The ball is propelled to its reach with the flick of the used in some ■ regions to reap grain, a kama has a short, .' LOST OMENS
wrist, the momentum of which brings the ball back to the slightly curved blade and a wooden handle. Katana: A
wielder after the strike. katana is a curved, single-edged sword known for its PLAyiNG THE
Gnome Hooked Hammer: This gnome tool and weapon wickedly sharped blade. Katar: Also known as punching
GAME
features a hammer at one end and a curved pick on the other. daggers, katars are characterized by their H-shaped hand grip
It’s such a strange and awkward weapon that others think the that allows the blade to jut out from the knuckles.
gnomes are slightly erratic for using it. GAME
Kukri: The blade of this foot-long knife curves inward and
Greataxe: This large battle axe is too heavy to wield with
MASTERING
lacks a cross guard at the hilt.
only one hand. Many greataxes incorporate two blades, and Fance: This spear-like weapon is used by a mounted creature
they are often “bearded,” having a hook at the bottom to
CRAFTING
to deal a great deal of damage.
increase the strength of their chopping power. & TREASURE
Fight Hammer: This smaller version of the warhammer has
Greatclub: While many greatclubs are intricately carved, a wooden or metal shaft ending in a metal head. Unlike its
others are little more than a sturdy tree branch. These massive heavier cousin, it is light enough to throw. APPENDIX
clubs are too heavy to wield with only one hand. Fight Mace: A light mace has a short wooden or metal shaft
Greatpick: This pick has a longer handle and broader ending with a dense metal head. Used much like a club, it
head than a regular pick. It is too heavy to wield in one hand. delivers heavy bludgeoning blows, but with extra power
Greatsword: This immense two-handed sword is nearly derived from the head’s metal ridges or spikes.
as tall as its wielder. Its lower blade is often somewhat dulled Fight Pick: A light pick is a modified mining
to allow it to be gripped for extra leverage in close-quarter implement with a wooden shaft ending in a pick head
fights. crafted more to pierce armor and flesh than chip rocks.
Guisarme: This polearm bears a long, often one-sided, Fongbow: This 5-foot-tall bow, usually made of a
curved blade with a hook protruding from the blunt side of single piece of elm, hickory, or yew, has a powerful draw
the blade, which can allow its wielder to trip opponents at a and is excellent at propelling arrows with great force and
distance. Its shaft is usually 8 feet long. at an extreme distance. You must use two hands to fire a
Halberd: This polearm has a relatively short, 5-foot shaft. longbow, and it can’t be used while mounted.
The business end is a long spike with an axe blade attached. 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.
ATHF1NDER-) CORE RULE BOOK

Mace: With a stout haft and a heavy metal head, a mace curved blade, sometimes sharpened on both sides.
is sturdy and allows its wielder to deliver powerful blows and Sling: Little more than a leather cup attached to a pair of
dent armor. straps, a sling can be used to fling smooth stones or sling
Main-Gauche: This parrying dagger features a robust bullets at a range.
guard to protect the wielder’s hand. Sling Bullet: These are small metal balls, typically either
Maul: Mauls are massive warhammers that must be iron or lead, designed to be used as ammunition in slings.
swung with two hands. Spear: A long metal shaft ending with a metal spike, a spear
Morningstar: This weapon has a short shaft ending in a can be used one-handed as a melee weapon and can be
metal ball studded with spikes. thrown.
Nunchaku: The nunchaku is constructed of two wooden Spiked Chain: This 4-foot-long length of chain is covered
or metal bars connected by a short length of rope or chain. with barbs and has spikes on one or both ends. Some feature
Orc Knuckle Dagger: This stout, metal blade of orc metal hoops used as handgrips.
design has a horizontal basket hilt with blades jutting from Spiked Gauntlet: Providing the same defensive function as a
each end, or sometimes one blade like that of a katar. standard gauntlet, this version has a group of spikes
Orc Necksplitter: This single-bladed bearded axe has a protruding from the knuckles to deliver piercing damage with
jagged blade that’s perfect for separating bone from tendon a punch.
and cartilage. Staff: This long piece of wood can aid in walking and deliver
Pick: A pick designed solely for combat has a sturdy a mighty blow.
wooden shaft and a heavy, pointed head to deliver devastating Starknife: From a central metal ring, four tapering metal
blows. blades extend like points on a compass rose. When gripping a
Ranseur: This polearm is a long trident with a central starknife from the center, the wielder can use it as a melee
prong that’s longer than the other two. weapon. It can also be thrown short distances.
Rapier: The rapier is a long and thin piercing blade with Temple Sword: This heavy blade is favored by guardians of
a basket hilt. It is prized among many as a dueling weapon. religious sites. It has a distinctive, crescent-shaped blade that
Sai: This piercing dagger is a metal spike flanked by a seems to be a mix of a sickle and sword. It often has holes
pair of prongs that can be used to trap an enemy’s weapon drilled into the blade or the pommel so that bells or other holy
Sap: A sap has a soft wrapping around a dense core, trinkets can be affixed to the weapon as an aid for prayer or
typically a leather sheath around a lead rod. Its head is wider mediation.
than its grip to disperse the force of a blow, as the weapon’s Trident: This three-pronged, spear-like weapon typically has
purpose is to knock out its victim rather than to draw blood. a 4-foot shaft. Like a spear, it can be wielded with one hand
Sawtooth Saber: The signature weapon of the Red or thrown.
Mantis assassins, this curved blade is serrated like a saw, War Flail: This large flail has a long shaft connected to a
hence the name. shorter piece of stout wood or metal that’s sometimes inlaid
Scimitar: This one-handed curved blade is sharp on one with spikes. Warhammer: This weapon has a wooden shaft
side. ending in a large, heavy metal head. The head of the hammer
Scythe: Derived from a farming tool used to mow down might be single-sided or double-sided, but it’s always capable
long grains and cereals, this weapon has a long wooden shaft of delivering powerful bludgeoning blows.
with protruding handles, capped with a curved blade set at a Whip: This long strand of thick leather, often braided,
right angle. delivers a painful but nonlethal slash at a distance, usually
Shield Bash: A shield bash is not actually a weapon, but a accompanied by a distinctive cracking sound.
maneuver in which you thrust or swing your shield to hit your
foe with an impromptu attack.
Shield Boss: Typically a round, convex, or conical piece
of thick metal attached to the center of a shield, a shield boss
increases the bludgeoning damage of a shield bash.
Shield Spikes: These metal spikes are strategically placed
on the defensive side of the shield to deal piercing damage
with a shield bash.
Shortbow: This smaller bow is made of a single piece of
wood and favored by skirmishers and cavalry.
Shortsword: These blades come in a variety of shapes and
styles, but they are typically 2 feet long.
Shuriken: This “throwing star” is a small piece of flat metal
with sharp edges, designed to be flung with a flick of the
wrist.
Sickle: Originally a farming tool used for reaping grain, this
one-handed weapon has a short wooden handle ending in a
EQUIPMENT 6
GEA INTRODUCTION
R
Your
character used to set up a mobile alchemical laboratory. Expanded
alchemist’s tools give a +1 item bonus to Crafting checks to
needs all
create alchemical items. When you carry the tools from place
sorts of to place, you keep many of the components handy on your
items both person, in 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
and in for 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
ranging you’re carrying or stowing the pack rather than wearing it on
from your back, its bulk is light instead of negligible.
rations to Bandolier: A bandolier holds up to eight items of light
Bulk within easy reach and is usually used for alchemical
climbing items or potions. If you are carrying or stowing a bandolier
gear to rather than wearing it around your chest, it has light Bulk
fancy instead of negligible. A bandolier can be dedicated to a full

clothing,
depending
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
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 ANCESTRIES &
(page 293) for Crafting the common items in this chapter.
BACKGROUND
Belt Pouch: A belt pouch holds up to four items of 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 first SKILLS
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 O
Deployed caltrops can be salvaged and
LOST OMENS
reused if no creatures took damage from them. Otherwise,
enough caltrops are ruined that they can’t be salvaged. PLAyiNG THE
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.
Climbing Kit: This satchel includes 50 feet of rope,
pulleys, a dozen pitons, a hammer, a grappling hook, and one GAME
set of crampons. Climbing kits allow you to attach yourself to MASTERING
the wall you’re Climbing, moving half as quickly as usual
(minimum 5 feet) but letting you attempt a DC 5 flat check CRAFTING
whenever you critically fail to prevent a fall. You gain a +1 & TREASURE
item bonus to Athletics checks to Climb while using an
extreme climbing kit. A single kit has only enough materials
APPENDIX
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
Mirror 1 gp - 1
Expanded alchemist's tools (level 3) 55 gp 2 2
Artisan's tools 4 gp Mug 1 cp - 1
2 2
Musical instrument
Sterling artisan's tools (level 3) 50 gp 2 2
Handheld 8 sp 1 2
Backpack 1 sp - -
Virtuoso handheld (level 3) 50 gp 1 2
Bandolier 1 sp - -
Heavy 2 gp 16 2
Basic crafter's book 1 sp L 2
Virtuoso heavy (level 3) 100 gp 16 2
Bedroll 1 cp L -
Oil (1 pint) 1 cp - 2
Belt pouch 4 cp - -
Piton 1 cp - 1
Caltrops 3 sp L 1
Rations (1 week) 4 sp L 1
Candle (10) 1 cp - 1
Religious symbol
Chain (10 feet) 4 gp 1 2
Chalk (10) Wooden 1 sp L 1
1 cp - 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


Tent
Fishing tackle 8 sp 1 2
Professional fishing tackle (level 3) 20 gp 1 2 Pup 8 sp L 2
Four-person 5 gp 1 2
Flint and steel 5 cp - 2
Pavilion (level 2) 40 gp 12 2
Formula book (blank) 1 gp 1 1
Thieves' tools 3 gp L 2
Grappling hook 1 sp L 1
Replacement picks 3 sp - -
Elammer 1 sp L 1
Infiltrator thieves' tools (level 3) 50 gp L 2
Healer's tools 5 gp 1 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 Torch 1 cp L 1
Lantern
Vial 5 cp - 1
Bull's-eye 1 gp 1 1 Waterskin 5 cp L 1
Hooded 7 sp L 1 Writing set 1 gp L 2
Lock - -
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 TABLE 6-10: UNCOMMON ADVENTURING GEAR
Good lock (level 9) 200 gp - 2
1 Item Price Bulk Hands
Superior lock (level 17) 4,500 gp - 2
Scholarly journal (level 3) 6 gp L 1
Magnifying glass (level 3) 40 gp - 1 Scholarly journal compendium (level 3) 30 gp L
Manacles 2
Survey map (level 3) 10 gp L 1
Poor manacles (level 0) 3 sp - 2 Survey map atlas (level 3) 50 gp L
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
CLASS Weapons 4javelins, longspear
KITS Gear adventurer's pack, bandolier, holly and mistletoe
If you want to Options healer's tools (5 gp)
quickly decide
Ancestries &
how to spend FIGHTER BACKGROUNDS
your starting Price 3 gp; Bulk 3 Bulk, 2 light; Money
money on Left Over 12 gp CLASSES
what your Armor hide armor
class needs, Weapons dagger
start with one Gear adventurer's pack, grappling hook, sheath
of these kits. Options greatsword (2 gp), longbow with 20
Note than an arrows
adventurer's (6 gp, 2 sp), or longsword and steel shield (3 gp)
pack, which is
included in MONK SPELLS
each kit, Price 4 gp, 9 sp; Bulk 4 Bulk, 2 light;
contains a Money Left Over 10 gp, 2 sp
T
backpack, a Weapons longspear, staff
bedroll, two
h
belt pouches, Gear adventurer's pack, bandolier, E
10 pieces of climbing kit,
chalk, flint and grappling hook, lesser smokestick A
steel, 50 feet G
of rope, 2 RANGER E
weeks' rations, Price 9 gp, 1 sp; Bulk 3 Bulk, 3 light;
soap, Money Left Over 5 gp, 9 sp O
5 torches, and Armor leather armor f
a waterskin. Weapons dagger, longbow with 20 arrows

L
A Gear adventurer's pack, sheath
O
L
C S
ROGUE
H Price 5 gp, 4 sp; Bulk 4 Bulk, 1 light;
T
E Money Left Over 9 gp,
M 6 sp O
I Armor leather armor M
S Weapons dagger, rapier E
T Gear adventurer's pack, climbing kit, N
P sheath S
r Options thieves' tools (3 gp)
i
P
c SORCERER L
e Price 1 gp, 6 sp; Bulk 1 Bulk, 6 light;
A
Money Left Over 12 gp, 9 sp
9 Weapons dagger, slingshot with 20
y
sling bullets i
g Gear adventurer's pack, bandolier, 2 sets of caltrops, sheath N
p G
, WIZARD
Price 1 gp, 2 sp; Bulk 2 Bulk, 2 light; T
6 Money Left Over 11 gp, 8 sp h
Weapons staff E
s Gear adventurer's pack, material component
p pouch, writing set
G
; Options crossbow with 20 bolts (3 gp, 2 sp)
A
m
B
u
E
l
k GAME
m
4 A
S
ip ATH FINDER) CORE RULEBOOK

Winter clothing allows you to negate the damage from Expanded healer’s tools provide a +1 item bonus to such
severe environmental cold and reduce the damage from checks. When you carry the tools from place to place, you
extreme cold to that of severe cold. keep many of the components handy on your person, in
Compass: A compass helps you Sense Direction or pockets or bandoliers.
navigate, provided you’re in a location with uniform magnetic Holly and Mistletoe: Plants of supernatural significance
fields. Without a compass, you take a -2 item penalty to these provide a primal focus for primal spellcasters, such as druids,
checks (similar to using a shoddy item). A lensatic compass when using certain abilities and casting some spells. A bundle
gives you a +1 item bonus to these checks. of holly and mistletoe must be held in one hand to use it.
Crowbar: When Forcing Open an object that doesn’t have Other primal foci exist for druids focused on other aspects of
an easy grip, a crowbar makes it easier to gain the necessary nature.
leverage. Without a crowbar, prying something open takes a - Lantern: A lantern sheds bright light and requires 1 pint of
2 item penalty to the Athletics check to Force Open (similar to oil to function for 6 hours. A bull’s-eye lantern emits its light
using a shoddy item). A levered crowbar grants you a +1 item in a 60-foot cone (and dim light in the next 60 feet). A hooded
bonus to Athletics checks to Force Open anything that can be lantern sheds light in a 30-foot radius (and dim light in the
pried open. next 30 feet) and is equipped with shutters, which you can
Disguise Kit: This small wooden box contains cosmetics, close to block the light. Closing or opening the shutters takes
false facial hair, spirit gum, and a few simple wigs. You an Interact action.
usually need a disguise kit to set up a disguise in order to Lock: Picking a poor lock requires two successful DC 15
Impersonate someone using the Deception skill. An elite Thievery checks, a simple lock requires three successful DC
disguise kit adds a +1 item bonus to relevant checks. If you’ve 20 Thievery checks, an average lock requires four successes at
crafted a large number of disguises, you can replenish your DC 25, a good lock requires five successes at DC 30, and a
cosmetics supply with replacement cosmetics suitable for the superior lock six successes at DC 40.
type of your disguise kit. Magnifying Glass: This quality handheld lens gives you a
Fishing Tackle: This kit include a collapsible fishing pole, +1 item bonus to Perception checks to notice minute details of
fishhooks, line, lures, and a fishing net. Professional fishing documents, fabric, and the like.
tackle grants a +1 item bonus to checks to fish. Manacles: You can manacle someone who is willing or
Flint and Steel: Flint and steel are useful in creating a fire otherwise at your mercy as an exploration activity taking 10-
if you have the time to catch a spark, though using them is 30 seconds depending on the creature’s size and how many
typically too time-consuming to be practical during an manacles you apply. A two-legged creature with its legs
encounter. Even in ideal conditions, using flint and steel to bound takes a -15-foot circumstance penalty to its Speeds, and
light a flame requires using at least 3 actions, and often a two-handed creature with its wrists bound has to succeed at
significantly longer. a DC 5 flat check any time it uses a manipulate action or else
Formula Book: A formula book holds the formulas that action fails. This DC may be higher depending on how
necessary to make items other than the common equipment tightly the manacles constrain the hands. A creature bound to
from this chapter; alchemists typically get one for free. Each a stationary object is immobilized. For creatures with more or
formula book can hold the formulas for up to 100 different fewer limbs, the GM determines what effect manacles have, if
items. Formulas can also appear on parchment sheets, tablets, any. Freeing a creature from poor manacles requires two
and almost any other medium; there’s no need for you to copy successful DC 17 Thievery checks, simple manacles requires
them into a specific book as long as you can keep them on three successes at DC 22, average manacles require four
hand to reference them. successes at DC 27, good manacles require five successes at
Grappling Hook: You can throw a grappling hook with a DC 32, and superior manacles require six successes at DC 42.
rope tied to it to make a climb easier. To anchor a grappling Material Component Pouch: This pouch contains
hook, make an attack roll with the secret trait against a DC material components for those spells that require them.
depending on the target, typically at least DC 20. On a Though the components are used up over time, you can refill
success, your hook has a firm hold, but on a critical failure, spent components during your daily preparations.
the hook seems like it will hold but actually falls when you’re Musical Instrument: Handheld instruments include
partway up. bagpipes, a small set of chimes, small drums, fiddles and
Healer’s Tools: This kit of bandages, herbs, and suturing viols, flutes and recorders, small harps, lutes, trumpets, and
tools is necessary for Medicine checks to Administer First similarly sized instruments. The GM might rule that
Aid, Treat Disease, Treat Poison, or Treat Wounds.

290
tmm i
If#!SS •.
EQUIPMENT

an especially large handheld instrument (like a tuba) has journal before attempting a skill check to Recall Knowledge
INTRODUCTION
greater Bulk. Heavy instruments such as large drums, a full about the subject, you gain a +1 item bonus to the check. A
set of chimes, and keyboard instruments are less portable and compendium of journals costs five times as much as a single
generally need to be stationary while played. journal and requires both hands to use; each compendium
ANCESTRIES &
A virtuoso instrument gives a +1 item bonus to contains several journals and grants its bonus on a broader BACKGROUNDS
Performance checks using that instrument. topic, such as all undead or a whole city. The GM determines
Oil: You can use oil to fuel lanterns, but you can also set a what scholarly journals are available in any location. CLASSES
pint of oil aflame and throw it. You must first spend an Scroll Case: Scrolls, maps, and other rolled documents are
Interact action preparing the oil, then throw it with another stored in scroll cases for safe transport. SKILLS
action as a ranged attack. If you hit, it splatters on the creature Sheath: A sheath or scabbard lets you easily carry a
or in a single 5-foot square you target. You must succeed at a weapon on your person. Signal Whistle: When sounded, a
DC 10 flat check for the oil to ignite successfully when it hits. signal whistle can be heard clearly up to half a mile away
If the oil ignites, the target takes ld6 fire damage. across open terrain.
Piton: These small spikes can be used as anchors to make Snare Kit: This kit contains tools and materials for creating
climbing easier. To affix a piton, you must hold it in one hand snares. A snare kit allows you to Craft snares using the SPELLS
and use a hammer to drive it in with your other hand. You can Crafting skill. A specialist snare kit gives you a +1 item
attach a rope to the hammered piton so that you don’t fall all bonus to the check.
the way to the ground on a critical failure while Climbing. ThE AGE OF
Spellbook: A spellbook holds the written knowledge
Religious Symbol: This piece of wood or silver is LOST OMENS
necessary to learn and prepare various spells, a necessity for
emblazoned with an image representing a deity. Some divine wizards (who typically get one for free) and a useful luxury
spellcasters, such as clerics, can use a religious symbol of for other spellcasters looking to learn additional spells. Each PLAyiNG ThE
their deity as a divine focus to use certain abilities and cast spellbook can hold up to 100 spells. The Price listed is for a GAME
some spells. A religious symbol must be held in one hand to blank spellbook.
use it. Spyglass: A typical spyglass lets you see eight times farther GAME
Religious Text: This manuscript contains scripture of a than normal. A fine spyglass adds a +1 item bonus to MASTERING
particular religion. Some divine spellcasters, such as
Perception checks to notice details at a distance.
clerics, can use a religious text as a divine focus to use CRAFTING
Survey Map: Maps are uncommon. Most maps you can
certain abilities and cast some spells. A religious text must
find are simple and functional. A survey map details a single & TREASURE
be held in one hand to use it.
location in excellent detail. One of these maps gives you a +1
Repair Kit: A repair kit allows you to
item bonus to Survival checks and any skill checks to Recall APPENDIX
perform simple repairs while traveling.
Knowledge, provided the checks are related to the location
It contains a portable anvil, tongs, woodworking tools, a
detailed on the map.
whetstone, and oils for conditioning leather and wood. You
Maps sometimes come in atlases, containing a number of
can use repair kit to Repair items using the Crafting skill. A
maps of the same quality, often on similar topics. An atlas
superb repair kit gives you a +1 item bonus to the check.
costs five times as much as a single map and requires both
Sack: A sack can hold up to 8 Bulk worth of items. A sack
hands to use. The GM determines what maps are available in
containing 2 Bulk or less can be worn on the body, usually
tucked into a belt. You can carry a sack with one hand, but any location.
must use two hands to transfer items in and out. Tack: Tack includes all the gear required to outfit a riding
Saddlebags: Saddlebags come in a pair. Each can hold up animal, including a saddle, bit and bridle, and stirrups if
to 3 Bulk of items. The Bulk value given is for saddlebags necessary. Especially large or oddly shaped animals might
worn by a mount. If you are carrying or stowing saddlebags, require specialty saddles. These can be more expensive or
they count as 1 Bulk instead of light Bulk. hard to find, as determined by the GM. The Bulk value given
Satchel: A satchel can hold up to 2 Bulk worth of items. If is for tack worn by a creature. If carried, the Bulk increases to
you are carrying or stowing a satchel rather than wearing it 2.
over your shoulder, it counts as light Bulk instead of Ten-Foot Pole: When wielding this long pole, you can use
negligible. Seek to search a square up to 10 feet away. The pole is not
Scholarly Journal: Scholarly journals are uncommon. Each sturdy enough to use as a weapon.
scholarly journal is a folio on a very specific topic, such as Thieves’ Tools: You need thieves’ tools to Pick Locks or
vampires or the history of a single town or neighborhood of a Disable Devices (of some types) using the Thievery skill.
city. If you spend 1 minute referencing an academic Infiltrator thieves’ tools add a +1 item bonus to checks
to Pick Locks and Disable Devices. If your thieves’ tools are Sunrod 3 gp L 554
broken, you can repair them by replacing the lock picks with Tindertwig (10) 2 sp
-
554
replacement picks appropriate to your tools; this doesn’t ALCHEMICAL BOMBS
require using the Repair action. Alchemical bombs are consumable weapons that deal damage
Tool: This entry is a catchall for basic hand tools that or produce special effects, and they sometimes deal splash
don’t have a specific adventuring purpose. A hoe, shovel, or damage. For more on alchemical bombs, see page 544.
sledgehammer is a long tool, and a hand drill, ice hook, or Lesser Acid Flask: This alchemical bomb deals 1 acid
trowel is a short tool. A tool can usually be used as an damage, ld6 persistent acid damage, and 1 acid splash
improvised weapon, dealing ld4 damage for a short tool or ld6 damage.
for a long tool. The GM determines the damage type that’s Lesser Alchemist’s Fire: This alchemical bomb deals ld8
appropriate or adjusts the damage if needed. fire damage, 1 persistent fire damage, and 1 fire splash
Torch: A torch sheds bright light in a 20-foot radius (and damage.
dim light to the next 20 feet). It can be used as an improvised Lesser Bottled Lightning: This alchemical bomb deals ld6
weapon that deals ld4 bludgeoning damage plus 1 fire electricity damage and 1 electricity splash damage, and it
damage. makes the target flat-footed.
Vial: A simple glass vial holds up to 1 ounce of liquid. Lesser Frost Vial: This alchemical bomb deals ld6 cold
Waterskin: When it’s full, a waterskin has 1 Bulk and damage and 1 cold splash damage, and it gives the target a -5-
contains roughly 1 day’s worth of water for a Small or foot status penalty to its Speeds until the end of its next turn.
Medium creature. Lesser Tanglefoot Bag: This alchemical bomb gives the target
Writing Set: Using a writing set, you can draft a -10-foot status penalty to its Speeds for 1 minute, and the
correspondence and scribe scrolls. A set includes stationery, target is immobilized on a critical hit unless it Escapes.
including a variety of paper and parchment, as well as ink, a Lesser Thunderstone: This alchemical bomb deals ld4
quill or inkpen, sealing wax, and a simple seal. If you’ve sonic damage and 1 sonic splash damage, and any creature
written a large amount, you can refill your kit with extra ink within 10 feet that fails a DC 17 Fortitude save is deafened
and paper. until the end of its turn.

ELIXIRS
ALCHEMICAL GEAR Elixirs are alchemical items you drink to gain various unusual
The items listed on Table 6-11 are the most widely available effects. For more on elixirs, see page 546.
alchemical items from Chapter 11, which a 1st-level character Lesser Antidote: After drinking a lesser antidote, you gain
could likely access. The descriptions below are incomplete; a +2 item bonus to Fortitude saves against poison for 6 hours.
each item’s full entry appears in Chapter 11 on the page listed Lesser Antiplague: After drinking a lesser antiplague, you
in the table. Your GM might allow you to start with other gain a +2 item bonus to Fortitude saves against disease for 24
alchemical items from Chapter 11 on a case-by-case basis. hours, including your saves against diseases’ progression.
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
EQUIPMENT 6
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
appear in Chapter 11 on the pages listed in the table. Your Table 6-13, or you can hire an NPC to let you copy their SKILLS
GM might allow you to start with other magic items from formula for the same Price. A purchased formula is typically
Chapter 11 on a case-by-case basis. a 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 TABLE 6-15: SPELLCASTING SERVICES
formula to Craft a type II bag of holding. Spell Level Price* Spell Level Price*
ipATHF1N PER) CORE RULEBOOK 1st 3 gp 6th 160 gp
2nd 7 gp 7th 360 gp
SERVICES 3rd 18 gp 8th 720 gp
The services listed on Table 6-14 describe expenditures for 4th 40 gp 9th 1,800 gp
common services and consumables. 5th 80 gp
TABLE 6-14: BASIC SERVICES AND CONSUMABLES * Plus any cost required to cast the specific spell.
Item Price Bulk Hands
Beverages
Mug of ale 1 cp L 1 COST OF LIVING
Keg of ale 2 sp 2 2 Table 6-16 shows how much it costs to get by. This covers
Pot of coffee or tea 2 cp L 1 room and board, dues, taxes, and other fees.
Bottle of wine 1 sp L 1 TABLE 6-16: COST OF LIVING
Bottle of fine wine 1 gp L 1 Standard of Living Week Month Year
Hireling (1 day) Subsistence* 4 sp 2 gp 24 gp
Comfortable 1 gp 4 gp 52 gp
Unskilled 1 sp
Skilled 5 sp Fine 30 gp 130 gp 1,600 gp
Lodging (1 day) Extravagant 100 gp 430 gp 5,200 gp
Floor space 3 cp * You can attempt to Subsist using Society or Survival (page
Bed (for 1) 1 sp 240) for free.
Private room (for 2) 8 sp
Extravagant suite (for 6) 10 gp
Meals
ANIMALS
Poor meal 1 cp L 2 The Prices for animals are listed both for renting and for
Square meal 3 cp L 2 purchasing them outright. You usually need to pay for animal
Fine dining 1 gp L 2 rentals up front, and if the vendor believes the animal might
Stabling (1 day) 2 cp be put in danger, they typically require a deposit equal to the
Toll at least 1 cp purchase Price. Most animals panic in battle. When combat
Transportation (per 5 miles)
begins, they become frightened 4 and fleeing as long as
Caravan 3 cp
they’re frightened. If you successfully Command your
Carriage 2 sp Animal using Nature (page 249), you can keep it from
Ferry or riverboat 4 cp fleeing, though this doesn’t remove its frightened condition.
Sailing ship 6 cp 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
Paid laborers can provide services for you. Unskilled become frightened or fleeing during encounters in
hirelings can perform simple manual labor and are untrained this way.
at most skills. Skilled hirelings have expert proficiency in a Statistics for the animals appear in the Pathfinder Bestiary.
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 Animal (per day) Price
and +0 for other skill checks. Hirelings’ rates double if Dog
they’re going adventuring with you. Guard dog 1 cp per day 2 sp
Riding dog 6 cp per day 4 gp

TRANSPORTATION
The cost to hire transportation includes standard travel with
no amenities. Most transit services provide basic sleeping
arrangements, and some provide meals at the rates listed on
Table 6-14. Arranging transportation into dangerous lands
can be more expensive or impossible.

SPELLCASTING
Spellcasting services, listed on Table 6-15, are uncommon.
Having a spell cast for you requires finding a spellcaster who
knows and is willing to cast it. It’s hard to find someone who
can cast higher-level spells, and uncommon spells typically
cost at least 100% more, if you can find someone who knows
them at all. Spells that take a long time to cast (over 1 minute)
usually cost 25% more. You must pay any cost listed in the
spell in addition to the Price on the table.
EQUIPMENT 6
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 Bulk 2 Bulk
proficiency rank in light barding, and combat-trained animals
are trained in heavy barding. Barding uses the same rules as ITEMS OF DIFFERENT SIZES
armor except for the following. The Price and Bulk of Creatures of sizes other than Small or Medium need items
SPELLS
barding depend on the animal’s size. Unlike for a suit of appropriate to their size. These items have different Bulk and
armor, barding’s Strength entry is listed as a modifier, not a possibly a different Price. Table 6-20 provides the Price and
score. Barding can’t be etched with magic runes, though
ThE AGE OF
Bulk conversion for such items.
special 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
Creature Light Negligible
Large creatures can carry more, and smaller creatures can MASTERING
Size Price Bulk Becomes Becomes
carry less, as noted on Table 6-19.
Tiny Standard Half - -
These rules for Bulk limits come up most often when a CRAFTING
Small or Med. Standard Standard L -
group tries to load up a mount or animal companion. The & TREASURE
Large *2 *2 1 Bulk L
rules for items of different sizes tend to come into play when
Huge x4 x4 2 Bulk 1 Bulk
the characters defeat a big creature that has gear, since in
Gargantuan *8 *8 4 Bulk 2 Bulk APPENDIX
most cases, the only creatures of other sizes are creatures For example, a morningstar sized for a Medium creature
under the GM’s control. In most cases, *Small An item that would have its Bulk reduced below 1 has light Bulk.
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

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