An application of universal solvent to a stuck creature dissolves the alchemical goo immediately. If you have a penalty for low Strength, apply it to damage rolls when you use a composite shortbow. If a weapon causes two types of damage, the type it deals is not half one type and half another; all damage caused is of both types. Galley: This three-masted ship has 70 oars on either side and requires a total crew of 200. Gnomes treat hooked hammers as martial weapons. For 8,000 gp more, it can be fitted with a ram and castles with firing platforms fore, aft, and amidships. Artisan's Tools: These special tools include the items needed to pursue any craft. Lighting a fire with a magnifying glass requires bright light, such as sunlight to focus, tinder to ignite, and at least a full-round action. 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. It can make sea voyages, as well as sail down rivers (thanks to its flat bottom). Merchants commonly exchange trade goods without using currency. Vial: A vial is made out of glass or steel and holds 1 ounce of liquid. 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). In general, you must travel to a small town (or larger settlement) to be reasonably assured of finding a spellcaster capable of casting 1st-level spells, a large town for 2nd-level spells, a small city for 3rd- or 4th-level spells, a large city for 5th- or 6th-level spells, and a metropolis for 7th- or 8th-level spells. (Not administered by or affiliated with Paizo Publishing® in any way), Looks like you're using new Reddit on an old browser. A lamp does not increase the light level in normal light or bright light. Shields: Shields do not affect a character's speed. Yes, you … The masterwork quality of a suit of armor or Shield never provides a bonus on attack or Damage rolls, even if the armor or Shield is used as a weapon. If you have a riding dog, you have to feed it meat. Longbow, Composite: You need at least two hands to use a bow, regardless of its size. Chainmail: Unlike a chain shirt, chainmail covers the legs and arms of the wearer. The material component for the spell is magical reagents worth the cost difference between a normal item and the equivalent masterwork item (typically 300 gp for a weapon, 150 gp for armor, or 50 gp for a tool). Beyond this range, the attack takes a cumulative –2 penalty for each full range increment (or fraction thereof) of distance to the target. You get a +2 bonus on Sleight of Hand skill checks made to conceal a dagger on your body (see Using Skills). All magic weapons are automatically considered to be of masterwork quality. Your Strength modifier applies to damage rolls when you use a sling, just as it does for thrown weapons. You can't add the masterwork quality to armor or a shield after it is created; it must be crafted as a masterwork item. A wielder can stab with the starknife or throw it. It moves about 1-1/2 miles per hour. Common accommodations consist of a place on a raised, heated floor and the use of a blanket and a pillow. Precious metals and gems are worked into the clothing. Artisan's Tools, Masterwork: These tools serve the same purpose as artisan's tools, but masterwork artisan's tools are the perfect tools for the job, so you get a +2 circumstance bonus on Craft checks made with them. Siangham: This weapon is a handheld shaft fitted with a pointed tip for stabbing foes. A 30gp item would cost 100gp masterwork, and a 5gp item would cost 25. Most of the common gear carried by adventurers is summarized on Table: Goods and Services. Flying mounts can't fly in medium or heavy barding. Hammer: If a hammer is used in combat, treat it as a one-handed improvised weapon that deals bludgeoning damage equal to that of a spiked gauntlet of its size. Cost: The cost in gold pieces of the armor for Small or Medium humanoid creatures. Crossbow, Light: You draw a light crossbow back by pulling a lever. Ink: Ink in colors other than black costs twice as much. Couple links to explain. Many characters can wear only the simplest of armors, and only some can use shields. For this attack, the creature's shield, armor, and deflection bonuses do not count. 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. Spiked Shield, Heavy or Light: You can bash with a spiked shield instead of using it for defense. It requires a source of water, and it must be kept still because it marks time by the regulated flow of droplets of water. Bullets come in a leather pouch that holds 10 bullets. Most reach weapons double the wielder's natural reach, meaning that a typical Small or Medium wielder of such a weapon can attack a creature 10 feet away, but not a creature in an adjacent square. 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). Holy Symbol, Silver or Wooden: A holy symbol focuses positive energy and is used by good clerics and paladins (or by neutral clerics who want to cast good spells or channel positive energy). Your Strength modifier applies to damage rolls when you use a halfling sling staff, just as it does for thrown weapons. You can shoot, but not load, a hand crossbow with one hand at no penalty. TL;DR Masterwork items are of such high-quality that they are able to be made magical. However, you can shoot, but not load, a light crossbow with one hand at a –2 penalty on attack rolls. The number on Table: Armor and Shields is the character's speed while wearing the armor. It moves about 4 miles per hour when being rowed or under sail. Each character begins play with a number of gold pieces that he can spend on weapons, armor, and other equipment. A net's maximum range is 10 feet. Its +2 magical enhancement surpasses and supersedes the masterwork quality. It may also include a belt or a leather or cloth apron for carrying tools. 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. Table: Tiny and Large Weapon Damage gives weapon damage values for Tiny and Large weapons. A light shield's weight lets you carry other items in that hand, although you cannot use weapons with it. The penalty for nonproficiency with armor stacks with the penalty for shields. Rowboat: This 8- to 12-foot-long boat with two oars holds two or three Medium passengers. Trident: A trident has three metal prongs at end of a 4-foot-long shaft. Guisarme: A guisarme is an 8-foot-long shaft with a blade and a hook mounted at the tip. Each religion has its own holy symbol. Characters may choose to carry several different types of weapons, depending upon the types of creatures they most commonly encounter. Here is the format for armor entries (given as column headings on Table: Armor and Shields). 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! If your Strength bonus is less than the strength rating of the composite bow, you can't effectively use it, so you take a –2 penalty on attacks with it. Each silver piece is worth 10 copper pieces (cp). Water Clock: This large, bulky contrivance gives the time accurately to within half an hour per day since it was last set. This cost assumes that you can go to the spellcaster and have the spell cast at his convenience (generally at least 24 hours later, so that the spellcaster has time to prepare the spell in question). Arcane spellcasters face the possibility of arcane spell failure if they're wearing armor. The suit includes gauntlets. Arrows: An arrow used as a melee weapon is treated as a light improvised weapon (–4 penalty on attack rolls) and deals damage as a dagger of its size (critical multiplier ×2). Loading a hand crossbow is a move action that provokes attacks of opportunity. The time required to don armor depends on its type; see Table: Donning Armor. If the creature is wearing shoes or other footwear, it gets a +2 armor bonus to AC. For the same cost, you can buy manacles for a Small creature. An enchanted weapon must be a masterwork weapon. This penalty is cumulative with the penalty for one-handed firing. A shuriken can't be used as a melee weapon. Ammunition: Projectile weapons use ammunition: arrows (for bows), bolts (for crossbows), darts (for blowguns), or sling bullets (for slings and halfling sling staves). Alchemical silver has 10 hit points per inch of thickness and hardness 8. Any special benefits or accessories to the types of armor found on Table: Armor and Shields are described below. You can pour a pint of oil on the ground to cover an area 5 feet square, provided that the surface is smooth. 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. A direct hit deals 1d6 points of fire damage. Light, One-Handed, and Two-Handed Melee Weapons: This designation is a measure of how much effort it takes to wield a weapon in combat. Armor Spikes: You can have spikes added to your armor, which allow you to deal extra piercing damage (see "spiked armor" on Table: Weapons) on a successful grapple attack. If you use your shield as a weapon, you lose its AC bonus until your next turn. These categories pertain to what training is needed to become proficient in a weapon's use (simple, martial, or exotic), the weapon's usefulness either in close combat (melee) or at a distance (ranged, which includes both thrown and projectile weapons), its relative encumbrance (light, one-handed, or two-handed), and its size (Small, Medium, or Large). Nonproficient with Armor Worn: A character who wears armor and/or uses a shield with which he is not proficient takes the armor's (and/or shield's) armor check penalty on attack rolls as well as on all Dexterity- and Strength-based ability and skill checks. The masterwork quality of a suit of armor or shield never provides a bonus on attack or damage rolls, even if the armor or shield is used as a weapon. Nunchaku: A nunchaku is made up of two wooden or metal bars connected by a small length of rope or chain. Trip: You can use a trip weapon to make trip attacks. Weapons or armors fashioned from mithral are always masterwork items as well; the masterwork cost is included in the prices given below. They are nearly silent when fired. You convert a non-masterwork item into its masterwork equivalent. While the outfit looks whimsical, its practical design lets you tumble, dance, walk a tightrope, or just run (if the audience turns ugly). Blowgun: Blowguns are generally used to deliver debilitating (but rarely fatal) poisons from a distance. Jug, Clay: This basic jug is fitted with a stopper and holds 1 gallon of liquid. Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. Weapons and armor normally made of steel that are made of adamantine have one-third more hit points than normal. Lantern, Bullseye: A bullseye lantern provides normal light in a 60-foot cone and increases the light level by one step in the area beyond that, out to a 120-foot cone (darkness becomes dim light and dim light becomes normal light). Item Pricing The cost in gold to craft an item is equal to the sale price of the item. It is also useful as a substitute for flint and steel when starting fires. The weight given applies only if you're wearing a breastplate, light armor, or no armor. Several common items already count as masterwork tools for particular skills. Each suit of full plate must be individually fitted to its owner by a master armorsmith, although a captured suit can be resized to fit a new owner at a cost of 200 to 800 (2d4 × 100) gold pieces. Dagger, Punching: A punching dagger's blade is attached to a horizontal handle that projects out from the fist when held. You are viewing the legacy Pathfinder Reference Document website.Paizo Inc. has now partnered with Archives of Nethys to provide the online version of the Pathfinder RPG rules at pfrd.info. Pathfinder: Kingmaker Artisan Items & Crafter Masterworks: Gear, Weapons, Armor, Unique Items, and Magical Items Credit for the information on this page goes to Galen, Sarquon, and EjnarH. If you use an urgrosh against a charging character, the spear head is the part of the weapon that deals damage. If the target object has no masterwork equivalent, the spell has no effect. Breaking the manacles requires a Strength check (DC 26, or DC 28 for masterwork manacles). If the barding is for a pony or other Medium mount, the cost is only double, and the weight is the same as for Medium armor worn by a humanoid. Add the wielder's Strength bonus to damage rolls for melee attacks with a one-handed weapon if it's used in the primary hand, or 1/2 his Strength bonus if it's used in the off hand. ×3: The weapon deals triple damage on a critical hit. Studded Leather: Similar to leather armor, this suit is reinforced with small metal studs. In other cases, a weapon can deal either of two types of damage. To create a masterwork item, you create the masterwork component as if it were a separate item in addition to the standard item. It glows for 6 hours, after which the gold tip is burned out and worthless. Splint Mail: Splint mail is made up of metal strips, like banded mail. Once it is thrown, there is a 50% chance of the flask igniting successfully. Otherwise, attacking with a spiked shield is like making a shield bash attack. You can cast a spell with somatic components using your shield arm, but you lose the buckler's AC bonus until your next turn. You receive a +2 circumstance bonus to your Combat Maneuver Defense whenever a foe attempts to sunder your elven curve blade due to its flexible metal. The masterwork transformation spell transforms a non-masterwork weapon into a masterwork weapon. Such a well-made item functions like the normal version, except that its armor check penalty is lessened by 1. You can carry a lantern in one hand. A bullseye lantern does not increase the light level in normal light or bright light. The cost given is for any spell that does not require a costly material component. The column labeled "Dmg (M)" is for Medium weapons. Those willing to carry a message to a place they were going anyway may ask for only half the indicated amount. Pathfinder did a lot to keep the spirit of Dungeons & Dragons alive. Each point of Strength bonus granted by the bow adds 100 gp to its cost. Temples to good deities sell holy water at cost (making no profit). Unlike a horse, a donkey or a mule is willing (though not eager) to enter dungeons and other strange or threatening places. Loading a light crossbow is a move action that provokes attacks of opportunity. Rolling on the ground provides the target a +2 bonus on the save. 19–20/×2: The weapon scores a threat on a natural roll of 19 or 20 (instead of just 20) and deals double damage on a critical hit. Hammer, Gnome Hooked: A gnome hooked hammer is a double weapon—an ingenious tool with a hammer head at one end of its haft and a long, curved pick at the other. Each creature within a 10-foot-radius spread must make a DC 15 Fortitude save or be deafened for 1 hour. Entertainer's Outfit: This set of flashy—perhaps even gaudy—clothes is for entertaining. It includes sturdy boots, leather breeches or a skirt, a belt, a shirt (perhaps with a vest or jacket), gloves, and a cloak. If the spell has a focus component (other than a divine focus), add 1/10 the cost of that focus to the cost of the spell. Double the given cost for creatures larger than Medium or creatures that are otherwise difficult to bring aboard a ship. You need two hands to use a bow, regardless of its size. A Medium character can use a dwarven waraxe two-handed as a martial weapon, or a Large creature can use it one-handed in the same way. Carriage: This four-wheeled vehicle can transport as many as four people within an enclosed cab, plus two drivers. Mithral has 30 hit points per inch of thickness and hardness 15. Wooden or Steel: Wooden and steel shields offer the same basic protection, though they respond differently to some spells and effects. Use the second damage figure given for the double weapon's extra attack. Learn more. All composite bows are made with a particular strength rating (that is, each requires a minimum Strength modifier to use with proficiency). Similarly, the shield bonus from a shield doesn't stack with other effects that grant a shield bonus. Rope, Hemp: This rope has 2 hit points and can be burst with a DC 23 Strength check. You can hurl ordinary stones with a sling, but stones are not as dense or as round as bullets. Since you don't need to hit a specific target, you can simply aim at a particular 5-foot square. Mace, Heavy: A heavy mace has a larger head and a longer handle than a normal mace. Full Plate: This metal suit includes gauntlets, heavy leather boots, a visored helmet, and a thick layer of padding that is worn underneath the armor. The wielder applies his Strength modifier to damage dealt by thrown weapons (except for splash weapons). However, you must fire the weapon with two hands in order to use the reloading lever, and you must use two hands to load a new case of bolts. Shields: If a character is wearing armor and using a shield, both armor check penalties apply. Some weapons deal damage of multiple types. Using two hands to wield a light weapon gives no advantage on damage; the Strength bonus applies as though the weapon were held in the wielder's primary hand only. See "shield, heavy" on Table: Weapons for the damage dealt by a shield bash. One dragon produces enough hide for a single suit of masterwork hide armor for a creature one size category smaller than the dragon. A masterwork survival kit contains higher quality gear and a guide to identifying flora and fauna. You can't add the masterwork quality to a weapon after it is created; it must be crafted as a masterwork weapon (see the Craft skill). Such additional choices are up to GM discretion. Armor for a horse (a Large nonhumanoid creature) costs four times as much as human armor (a Medium humanoid creature) and also weighs twice as much (see Table: Armor for Unusual Creatures). Characters of other classes are proficient with an assortment of simple weapons and possibly some martial or even exotic weapons. If you want to bring the spellcaster somewhere to cast a spell you need to negotiate with him, and the default answer is no. Without these tools, you must use improvised tools, and you take a –2 circumstance penalty on Disable Device checks. A gold piece is worth 10 silver pieces (sp). An arrow could be made of adamantine, but a quarterstaff could not. Tool, Masterwork: This well-made item is the perfect tool for the job. The cost and weight given are for a single gauntlet. Every creature within 5 feet of the point where the acid hits takes 1 point of acid damage from the splash. Loading a sling is a move action that requires two hands and provokes attacks of opportunity. Urgrosh, Dwarven: A dwarven urgrosh is a double weapon—an axe head and a spear point on opposite ends of a long haft. 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. Dwarves treat dwarven urgroshes as martial weapons. Creating a flame with a tindertwig is much faster than creating a flame with flint and steel (or a magnifying glass) and tinder. Heavy armors are treated as medium, and medium armors are treated as light, but light armors are still treated as light. Bolts: A crossbow bolt used as a melee weapon is treated as a light improvised weapon (–4 penalty on attack rolls) and deals damage as a dagger of its size (crit ×2). Starknife: From a central metal ring, four tapering metal blades extend like points on a compass rose. Extra damage over and above a weapon's normal damage is not multiplied when you score a critical hit. A net must be folded to be thrown effectively. 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