Anyone trying to influence nobles or courtiers while wearing street dress will have a hard time of it (–2 penalty on Charisma-based skill checks to influence such individuals). You gain total cover for attacks that pass through this edge and no cover for attacks that do not pass through this edge (see Combat). Weapons and armor can be crafted using materials that possess innate special properties. You can use this weapon to make a ranged trip attack against an opponent. Kukri: A kukri is a curved blade, about 1 foot in length. For purposes of Weapon Proficiency, Weapon Focus, and similar feats, a composite shortbow is treated as if it were a shortbow. The column labeled "Dmg (S)" is for Small weapons. In the case of spells that transport the caster and characters over a distance, you will likely have to pay for two castings of the spell, even if you aren't returning with the caster. An enhancement bonus to a suit of armor does not improve the spikes' effectiveness, but the spikes can be made into magic weapons in their own right. Longship: This 75-foot-long ship with 40 oars requires a total crew of 50. Any special benefits or accessories to the types of armor found on Table: Armor and Shields are described below. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move. Leaping into a lake or magically extinguishing the flames automatically smothers the fire. A typical Large character wielding a reach weapon of the appropriate size can attack a creature 15 or 20 feet away, but not adjacent creatures or creatures up to 10 feet away. Breaking the manacles requires a Strength check (DC 26, or DC 28 for masterwork manacles). Flail: A flail consists of a spiked metal ball, connected to a handle by a sturdy chain. It is possible to throw a weapon that isn't designed to be thrown (that is, a melee weapon that doesn't have a numeric entry in the Range column on Table: Weapons), and a character who does so takes a –4 penalty on the attack roll. You need two hands to use a bow, regardless of its size. A strike with a gauntlet is otherwise considered an unarmed attack. A character's encumbrance (the amount of gear carried, including armor) may also restrict the maximum Dexterity bonus that can be applied to his Armor Class. Shields: Shields do not affect a character's speed. Without them, you have to use improvised tools (–2 penalty on Craft checks), if you can do the job at all. These prices generally exclude crew or animals. He takes a –2 penalty on Strength and Dexterity and can't charge or run. Mithral weapons count as silver for the purpose of overcoming damage reduction. However, you can shoot, but not load, a light crossbow with one hand at a –2 penalty on attack rolls. Couple links to explain. The suit includes gauntlets. Precious metals and gems are worked into the clothing. A gold piece is worth 10 silver pieces (sp). If the attack succeeds, the creature has stepped on a caltrop. It has padded bands that strap across the chest and … Sling: A sling is little more than a leather cup attached to a pair of strings. Dagger, Punching: A punching dagger's blade is attached to a horizontal handle that projects out from the fist when held. Dwarves treat dwarven urgroshes as martial weapons. Monk: A monk weapon can be used by a monk to perform a flurry of blows (see Classes). The armor bonus from a suit of armor doesn't stack with other effects or items that grant an armor bonus. If more than one spell is given as a prerequisite, use the highest-level spell. A normal sword becomes a masterwork sword, a suit of leather armor becomes a masterwork suit of leather armor, a set of thieves’ tools becomes masterwork thieves’ tools, and so on. Throwing a light or one-handed weapon is a standard action, while throwing a two-handed weapon is a full-round action. If you have a penalty for low Strength, apply it to damage rolls when you use a shortbow. Courtier's Outfit: This outfit includes fancy, tailored clothes in whatever fashion happens to be the current style in the courts of the nobles. All magic armors and shields are automatically considered to be of masterwork quality. A wielder can stab with the starknife or throw it. The clothes have plenty of pockets (especially the cloak). Maximum Dex Bonus: This number is the maximum Dexterity bonus to AC that this type of armor allows. The first time you throw your net in a fight, you make a normal ranged touch attack roll. If the entangled creature attempts to cast a spell, it must make concentration check with a DC of 15 + the spell's level or be unable to cast the spell. Waraxe, Dwarven: A dwarven waraxe has a large, ornate head mounted to a thick handle, making it too large to use in one hand without special training; thus, it is an exotic weapon. Although they are thrown weapons, shuriken are treated as ammunition for the purposes of drawing them, crafting masterwork or otherwise special versions of them, and what happens to them after they are thrown. Weapons and armor normally made of steel that are made of adamantine have one-third more hit points than normal. Wooden or Steel: Wooden and steel shields offer the same basic protection, though they respond differently to some spells and effects. Each creature within a 10-foot-radius spread must make a DC 15 Fortitude save or be deafened for 1 hour. Alchemist's Lab: This lab is used for making alchemical items, and provides a +2 circumstance bonus on Craft (alchemy) checks. (Not administered by or affiliated with Paizo Publishing® in any way), Looks like you're using new Reddit on an old browser. See "shield, heavy" on Table: Weapons for the damage dealt by a shield bash. Each such creature within 5 feet of the point where the flask hits takes 1 point of damage from the splash. Banded Mail: Banded mail is made up of overlapping strips of metal, fastened to a leather backing. Heavy armors are treated as medium, and medium armors are treated as light, but light armors are still treated as light. Flail, Dire: A dire flail consists of two spheres of spiked iron dangling from chains at opposite ends of a long haft. Torch: A torch burns for 1 hour, shedding normal light in a 20-foot radius and increasing the light level by one step for an additional 20 feet beyond that area (darkness becomes dim light and dim light becomes normal light). It is not used for cargo. Halve this number for Small weapons and double it for Large weapons. Chain Shirt: Covering the torso, this shirt is made up of thousands of interlocking metal rings. Wooden or Steel: Wooden and steel shields offer the same basic protection, though they respond differently to spells and effects. Without these tools, you must use improvised tools, and you take a –2 circumstance penalty on Disable Device checks. For this attack, the creature's shield, armor, and deflection bonuses do not count. You can carry a lantern in one hand. (One minute is 10 rounds.) storywise/game wise, having a particular weapon be made masterwork doesn't negatively impact anything) Glaive: A glaive is a simple blade, mounted to the end of a pole about 7 feet in length. Rapier: You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a rapier sized for you, even though it isn't a light weapon. Each point of Strength bonus granted by the bow adds 75 gp to its cost. Double the given cost for creatures larger than Medium or creatures that are otherwise difficult to bring aboard a ship. Tindertwig: The alchemical substance on the end of this small, wooden stick ignites when struck against a rough surface. Smokestick: This alchemically treated wooden stick instantly creates thick, opaque smoke when burned. Such a well-made item functions like the normal version, except that its armor check penalty is lessened by 1. Loading a halfling sling staff is a move action that requires two hands and provokes attacks of opportunity. Table: Tiny and Large Weapon Damage gives weapon damage values for Tiny and Large weapons. A net must be folded to be thrown effectively. Generally speaking, ammunition that hits its target is destroyed or rendered useless, while ammunition that misses has a 50% chance of being destroyed or lost. The whip is treated as a melee weapon with 15-foot reach, though you don't threaten the area into which you can make an attack. Just as with weapons, you can purchase or craft masterwork versions of armor or shields. Though pointed, a sai is used primarily to bludgeon foes and to disarm weapons. You can hurl ordinary stones with a sling, but stones are not as dense or as round as bullets. Those willing to carry a message to a place they were going anyway may ask for only half the indicated amount. If a critical threat is scored, another attack roll is made, using the same modifiers as the original attack roll. Alchemist's Fire: You can throw a flask of alchemist's fire as a splash weapon. Jug, Clay: This basic jug is fitted with a stopper and holds 1 gallon of liquid. Crossbow, Hand: You can draw a hand crossbow back by hand. ×3: The weapon deals triple damage on a critical hit. A character can fight with both ends of a double weapon as if fighting with two weapons, but he incurs all the normal attack penalties associated with two-weapon combat, just as though the character were wielding a one-handed weapon and a light weapon. All characters are proficient with unarmed strikes and any natural weapons possessed by their race. Hide: Hide armor is made up of the tanned and preserved skin of any thick-hided beast. (A longsword can be a mithral weapon, while a quarterstaff cannot.) You can conceal small weapons in pockets hidden in the folds, and the sashes are strong enough to serve as short ropes. Its spear head is a piercing weapon that deals 1d6 points of damage. Using a whip provokes an attack of opportunity, just as if you had used a ranged weapon. It holds as much gear as the mount can carry. Barding can be made of any of the armor types found on Table: Armor and Shields. Warship: This 100-foot-long ship has a single mast, although oars can also propel it. Weapons are grouped into several interlocking sets of categories. Dragonhide has 10 hit points per inch of thickness and hardness 10. The other becomes the off-hand weapon. Hireling, Trained: The amount given is the typical daily wage for mercenary warriors, masons, craftsmen, cooks, scribes, teamsters, and other trained hirelings. Creating a flame with a tindertwig is much faster than creating a flame with flint and steel (or a magnifying glass) and tinder. Medium and heavy armors (except breastplate) come with gauntlets. Artisan's Outfit: This outfit includes a shirt with buttons, a skirt or pants with a drawstring, shoes, and perhaps a cap or hat. Shield, Tower: This massive wooden shield is nearly as tall as you are. Make an attack roll for the caltrops (base attack bonus +0) against the creature. Cold iron has 30 hit points per inch of thickness and hardness 10. Gauntlet, Locked: This armored gauntlet has small chains and braces that allow the wearer to attach a weapon to the gauntlet so that it cannot be dropped easily. Just as with weapons, you can purchase or craft masterwork versions of armor or shields. Thus, such an attack deals damage as if the weapon were designed for a creature one size category smaller than you and you take a –1 penalty on attack rolls. You scatter caltrops on the ground in the hope that your enemies step on them or are at least forced to slow down to avoid them. Special: Some weapons have special features in addition to those noted in their descriptions. Lantern, Hooded: A hooded lantern sheds normal light in a 30-foot radius and increases the light level by one step for an additional 30 feet beyond that area (darkness becomes dim light and dim light becomes normal light). You can't make a shield bash with a buckler. On a successful attack with a silvered slashing or piercing weapon, the wielder takes a –1 penalty on the damage roll (with a minimum of 1 point of damage). You can hurl ordinary stones with a halfling sling staff, but stones are not as dense or as round as bullets. Yes, you … Good meals might be composed of bread and pastries, beef, peas, and ale or wine. You need two hands to use a bow, regardless of its size. http://paizo.com/pathfinderRPG/prd/equipment.html#masterwork-armor, http://paizo.com/pathfinderRPG/prd/coreRulebook/equipment.html#masterwork-weapons, New comments cannot be posted and votes cannot be cast, More posts from the Pathfinder_RPG community, For info, news, resources, and anything else about the Pathfinder TTRPG! Dragonhide armor costs twice as much as masterwork armor of that type, but it takes no longer to make than ordinary armor of that type (double all Craft results). It grants a +2 circumstance bonus on a related skill check (if any). Most of the common gear carried by adventurers is summarized on Table: Goods and Services. Like a normal gauntlet, a locked gauntlet lets you deal lethal damage rather than nonlethal damage with an unarmed strike. Table: Starting Character Wealth lists the starting gold piece values by class. The outfit also includes any extra accessories you might need, such as a scarf or a wide-brimmed hat. See the Handle Animal skill for a list of tricks known by horses and ponies with combat training. Reach Weapons: Glaives, guisarmes, lances, longspears, ranseurs, and whips are reach weapons. Since you don't need to hit a specific target, you can simply aim at a particular 5-foot square. If you make a suit of armor or weapon out of more than one special material, you get the benefit of only the most prevalent material. Some creatures have damage reduction making them resistant to all but a special type of damage, such as that dealt by evil-aligned weapons or bludgeoning weapons. An unarmed strike is always considered a light weapon. The masterwork component has its own price (300 gp for a weapon or 150 gp for a suit of armor or a Shield, see Equipment for the price of other masterwork tools) and a Craft DC of 20. The enhancement bonus of masterwork ammunition does not stack with any enhancement bonus of the projectile weapon firing it. You can fire a repeating crossbow with one hand or fire a repeating crossbow in each hand in the same manner as you would a normal crossbow of the same size. Good accommodations consist of a small, private room with one bed, some amenities, and a covered chamber pot in the corner. Halberd: A halberd is similar to a 5-foot-long spear, but it also has a small, axe-like head mounted near the tip. Trip: You can use a trip weapon to make trip attacks. You can use either head as the primary weapon. The cost given is for any spell that does not require a costly material component. It may also include a belt or a leather or cloth apron for carrying tools. A barded animal cannot be used to carry any load other than a rider and normal saddlebags. Your +2 crossbow is masterwork, because any bonus of more than 1 means it's magical. As a character adventures, he accumulates more wealth that can be spent on better gear and magic items. Silver, Alchemical: A complex process involving metallurgy and alchemy can bond silver to a weapon made of steel so that it bypasses the damage reduction of creatures such as lycanthropes. Shuriken: A shuriken is a small piece of metal with sharpened edges, designed for throwing. Small thing to also note. A manacled Creature can use the Escape Artist skill to slip free (DC 30, or DC 35 for masterwork manacles). Thunderstone: You can throw this stone as a ranged attack with a range increment of 20 feet. For the purpose of penalties on attack rolls, treat a light shield as a light weapon. A manacled creature can use the Escape Artist skill to slip free (DC 30, or DC 35 for masterwork manacles). The hammer's blunt head is a bludgeoning weapon that deals 1d6 points of damage (crit ×3). Nunchaku: A nunchaku is made up of two wooden or metal bars connected by a small length of rope or chain. If your Strength bonus is lower than the strength rating of the composite bow, you can't effectively use it, so you take a –2 penalty on attacks with it. If you are not proficient with them, you take a –4 penalty on grapple checks when you try to use them. The wielder applies his Strength modifier to damage dealt by thrown weapons (except for splash weapons). Thieves' Tools, Masterwork: This kit contains extra tools and tools of better make, which grant a +2 circumstance bonus on Disable Device checks. If you use your shield as a weapon, you lose its AC bonus until your next turn. A net's maximum range is 10 feet. Dog, Riding: This Medium dog is specially trained to carry a Small humanoid rider. Thus, you can douse an incorporeal creature with holy water only if you are adjacent to it. The shield does not, however, provide cover against targeted spells; a spellcaster can cast a spell on you by targeting the shield you are holding. Two-Handed: Two hands are required to use a two-handed melee weapon effectively. If you decide to pay the difference of magic item's Price, then this difference already includes both the magical components and his spellcasting services.The magical components cost is always half the market price of the item, everything else is profit for the creator/seller.. All composite bows are made with a particular strength rating (that is, each requires a minimum Strength modifier to use with proficiency). Add the wielder's Strength modifier to damage rolls for melee attacks with a light weapon if it's used in the primary hand, or half the wielder's Strength bonus if it's used in the off hand. This decrease does not apply to proficiency in wearing the armor. The site may not work properly if you don't, If you do not update your browser, we suggest you visit, Press J to jump to the feed. A direct hit by a flask of holy water deals 2d4 points of damage to an undead creature or an evil outsider. Its hook is a piercing weapon that deals 1d4 points of damage (crit ×4). To enchant your arms or armour you need to get a masterwork version of whatever armour or weapon you want. Unarmed strikes do not count as natural weapons (see Combat). The character can also choose to use a double weapon two-handed, attacking with only one end of it. The measure of how much effort it takes to use a weapon (whether the weapon is designated as a light, one-handed, or two-handed weapon for a particular wielder) is altered by one step for each size category of difference between the wielder's size and the size of the creature for which the weapon was designed. For purposes of Weapon Proficiency and similar feats, a composite longbow is treated as if it were a longbow. The column labeled "Dmg (M)" is for Medium weapons. Normally, operating a heavy crossbow requires two hands. A direct hit deals 1d6 points of acid damage. In the case of weapons, this lighter weight does not change a weapon's size category or the ease with which it can be wielded (whether it is light, one-handed, or two-handed). You can use a composite shortbow while mounted. You can't wield a rapier in two hands in order to apply 1-1/2 times your Strength bonus to damage. Loading a hand crossbow is a move action that provokes attacks of opportunity. Lock: The DC to open a lock with the Disable Device skill depends on the lock's quality: simple (DC 20), average (DC 25), good (DC 30), or superior (DC 40). A carriage comes with the harness needed to pull it. In general, a light weapon is an object two size categories smaller than the wielder, a one-handed weapon is an object one size category smaller than the wielder, and a two-handed weapon is an object of the same size category as the wielder. While the gauntlet is locked, you can't use the hand wearing it for casting spells or employing skills. Wielding it provides a +1 enhancement bonus on attack rolls. However, you can build a double weapon with each head made of a different special material. Each character begins play with a number of gold pieces that he can spend on weapons, armor, and other equipment. An unarmed strike is always considered a light weapon. Due to its smaller stature, you take no damage when you fall from a riding dog. A character who uses a weapon with which he is not proficient takes a –4 penalty on attack rolls. It is easier to use in one's off hand than a one-handed weapon is, and can be used while grappling (see Combat). Heavier armors limit mobility, reducing the wearer's ability to dodge blows. Longsword: This sword is about 3-1/2 feet in length. Lance: A lance deals double damage when used from the back of a charging mount. For example, a longsword (which has a base difficulty of normal) is considered a complex item when crafted as a masterwork item (DC 20; 4 gp base progress per day). It includes sturdy boots, leather breeches or a skirt, a belt, a shirt (perhaps with a vest or jacket), gloves, and a cloak. Treat the target square as AC 5. Each religion has its own holy symbol. Candle: A candle dimly illuminates a small area, increasing the light level in a 5-foot radius by one step (darkness becomes dim light and dim light becomes normal light). Adamantine is so costly that weapons and armor made from it are always of masterwork quality; the masterwork cost is included in the prices given below. Remember, however, that a dwarf's land speed remains 20 feet even in medium or heavy armor or when carrying a medium or heavy load. Projectile Weapons: Blowguns, light crossbows, slings, heavy crossbows, shortbows, composite shortbows, longbows, composite longbows, halfling sling staves, hand crossbows, and repeating crossbows are projectile weapons. Masterwork and magical fragile weapons and armor lack these flaws unless otherwise noted in the item description or the special material description. Rolling on the ground provides the target a +2 bonus on the save. Any wooden or mostly wooden item (such as a bow or spear) made from darkwood is considered a masterwork item and weighs only half as much as a normal wooden item of that type. Treat this attack as a ranged touch attack with a range increment of 10 feet. Such a weapon has a range increment of 10 feet. A sunrod does not increase the light level in normal light or bright light. 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